
KaM Remake -> Multiplayer Demo out!
Thats cos of a lot changes in code 
We are working on bugfixes and maybe release a r7xx version EXE-only at Google.Code.

We are working on bugfixes and maybe release a r7xx version EXE-only at Google.Code.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
Thats cos of a lot changes in code
We are working on bugfixes and maybe release a r7xx version EXE-only at Google.Code.

Edit: i found out it where the fish ruing the game, after fishing the dmn thing empty most of the errors went away. A fish is the N/A object

@TRB: You mean that corn animation was moving up-down?
I think I know what you are talking about, but please tell us how should it be done?
I did find a youtube video showing how corn grows in KaM (Check it at 5:57):
http://www.youtube.com/user/SilverMagics#p/a/u/1/HrMl958U7uE
This differs from the growth in the Remake. But I would say that the growth in the Remake is more realistic, because the growth time is equal for all the corn.
By the way, I tested the troop movement and actions and everything works, except for splitting the troops. This generates a read access violation.
I prefer ScreenRecorderGold - used it to write first Remake video 

Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
By the way, I tested the troop movement and actions and everything works, except for splitting the troops. This generates a read access violation.
Thanks to all the testers who have reported bugs and helped make this new release more stable!
Go to the project page then click on the top download: (KaM_Remake_r698.rar)
http://code.google.com/p/castlesand/downloads/list
This version fixes a great many bugs from the last version without adding any "new" features. However, the number of bugs fixed is huge, so if you are planning to test it I strongly recommend updating. Also we only want bug reports from this new version from now on please, as too much has changed since the last version.
To update, simply download the new file and extract it into your previous KaM Remake folder. If you don't have it installed already you will need to download the previous "complete" edition so you have the data folder for this executable only release.
Please continue to test, and even if you play it and don't find any bugs, please still post here to let us know you are helping out.
Some new information for reporting bugs:
The Remake now keeps 6 autosave files: save10-save15. Each time a new autosave is created (once a minute) they get "archived" so that 15 is the oldest and 10 is the newest. You can rename these files to test them in the game. It may be useful for you to send us a few of the autosaves if the bug still happens when you load them up. Providing us with a save files makes it far easier to track the bugs, unless of course they are simple things.
So when you encounter a bug keep the autosaves and the log file (KaM.log) in case you need to send them to us.
Looking towards to future, the KaM Remake has had it's first ever fight! It has been disabled for this demo because it's still in the very early stages, but the next major release will include fighting of some sort!
Lewin.
Another release in just a few days, nice! 
Well, another interesting things:
- Laborers are sometimes being trapped inside a digged construction plan
(save: http://kuba11100.c0.pl/rozne/priv/kamremake/save09_r698.sav )
- Save above - let them build all mines as marked - serfs won't take the coal out of the upper mines before lower ones' seems are exhausted.
- (not sure if that's a bug) Building a mine near to the empty mountain doesn't result in mining 1 ore, as in original KaM
- not fixed buttons bug - it also happens on other menus, e.g. school house (it's impossible to send the save, as it becomes "fixed" after clicking the building again). Also, one time the whole school house menu has frozen (+ no progressbar animation) without any reason.

Well, another interesting things:
- Laborers are sometimes being trapped inside a digged construction plan
(save: http://kuba11100.c0.pl/rozne/priv/kamremake/save09_r698.sav )
- Save above - let them build all mines as marked - serfs won't take the coal out of the upper mines before lower ones' seems are exhausted.
- (not sure if that's a bug) Building a mine near to the empty mountain doesn't result in mining 1 ore, as in original KaM
- not fixed buttons bug - it also happens on other menus, e.g. school house (it's impossible to send the save, as it becomes "fixed" after clicking the building again). Also, one time the whole school house menu has frozen (+ no progressbar animation) without any reason.
Ok, nice release
. I do have some bugs however :oops:.
Kuba already mentioned this, but I found out that the laborers don't leave the construction site if there are roads or fields to build, but they do leave if there is a construction site to dig or a building to build.
Also the woodcutters planting animation is not visible, he simply disappears and reappears when he is done planting.
I also noticed two other things. The woodcutter doesn't cut down trees, until all the available spots have been planted. In the original KaM a woodcutter would always cut down fullgrown trees in the first place, and only plant trees when there is nothing to cut down.
And I had 4 swine farms, but one of them was not receiving any corn, while the other ones were. I will send a save game of these two bugs to Lewin.
Then I also had a range check error in TPR_Mission7. I will mail the sav and log files to Lewin.
And to finish it off I had a "Unit Laborer unable to walk a route from (97;29) to (98;30) during task Idle since the route is unbuilt". This was also in TPR_Mission7. I will also mail these sav and log files to Lewin.

Kuba already mentioned this, but I found out that the laborers don't leave the construction site if there are roads or fields to build, but they do leave if there is a construction site to dig or a building to build.
Also the woodcutters planting animation is not visible, he simply disappears and reappears when he is done planting.
I also noticed two other things. The woodcutter doesn't cut down trees, until all the available spots have been planted. In the original KaM a woodcutter would always cut down fullgrown trees in the first place, and only plant trees when there is nothing to cut down.
And I had 4 swine farms, but one of them was not receiving any corn, while the other ones were. I will send a save game of these two bugs to Lewin.
Then I also had a range check error in TPR_Mission7. I will mail the sav and log files to Lewin.
And to finish it off I had a "Unit Laborer unable to walk a route from (97;29) to (98;30) during task Idle since the route is unbuilt". This was also in TPR_Mission7. I will also mail these sav and log files to Lewin.

Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
- Laborers are sometimes being trapped inside a digged construction plan
(save: http://kuba11100.c0.pl/rozne/priv/kamremake/save09_r698.sav )
- Save above - let them build all mines as marked - serfs won't take the coal out of the upper mines before lower ones' seems are exhausted.
We need to change the system so that problems like this don't occur. Oldest tasks should be preferred, not closest.
- (not sure if that's a bug) Building a mine near to the empty mountain doesn't result in mining 1 ore, as in original KaM
- not fixed buttons bug - it also happens on other menus, e.g. school house (it's impossible to send the save, as it becomes "fixed" after clicking the building again). Also, one time the whole school house menu has frozen (+ no progressbar animation) without any reason.
Wow, much more improvement in the latest build. I got a access violation when i was deleting my fisherman.
Kuba already mentioned this, but I found out that the laborers don't leave the construction site if there are roads or fields to build, but they do leave if there is a construction site to dig or a building to build.
Also the woodcutters planting animation is not visible, he simply disappears and reappears when he is done planting.
I also noticed two other things. The woodcutter doesn't cut down trees, until all the available spots have been planted. In the original KaM a woodcutter would always cut down fullgrown trees in the first place, and only plant trees when there is nothing to cut down.
And I had 4 swine farms, but one of them was not receiving any corn, while the other ones were. I will send a save game of these two bugs to Lewin.
Then I also had a range check error in TPR_Mission7. I will mail the sav and log files to Lewin.
And to finish it off I had a "Unit Laborer unable to walk a route from (97;29) to (98;30) during task Idle since the route is unbuilt". This was also in TPR_Mission7. I will also mail these sav and log files to Lewin.
Thanks for your reports, I will try to get most of these fixed this weekend.
Lewin.
kuba11100 wrote:
- not fixed buttons bug - it also happens on other menus, e.g. school house (it's impossible to send the save, as it becomes "fixed" after clicking the building again). Also, one time the whole school house menu has frozen (+ no progressbar animation) without any reason.
Hmmm, odd. It's never happened for me. It must be to do with the way you use the menus or something. I knows it's a big ask, but if you have free time could you make a video of this happening? If you don't want to that's fine though, we'll track this one eventually.
Actually i can't post the url to the video, because its my first post, I'll send it to you by pm.
Im using the newest build( r698 ) and the following scenario:
New Tutorial
build a schoolhouse (not necessary but shows the effect better)
Now select the schoolhouse and train somebody
Now you have to leftclick on the terrain
After that, the menu is frozen
reselecting the schoolhouse reenables the menu.
This bug is also on the storehouse ( I guess its the same with all other buildings too)
Hope this helps and keep up the good work !

- (not sure if that's a bug) Building a mine near to the empty mountain doesn't result in mining 1 ore, as in original KaM
I was unaware that happened in KaM. However, I see no reason to implement it really. What do people think? Should that be in the Remake too?

Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Made a video of this bug: [buttons not working]

Well, I don't see any reason to add that feature, why you should get e.g. coal from nothing? Even if you can get 1 coal from nothing it rarely gives any advantage because you'd have to build a new coal mine every time.
Laborers are sometimes being trapped inside a digged construction plan
Range check error in TPR 7
- when starting the game first time after system boot-up the Windows Explorer stops responding for a minute (Windows 7 x64)
- F11 statusbar shows wrong map size (look at my previous save, it says 64*64 on 176*176 map)
As for the status bar, it doesn't seem to show on XP any more, so I hadn't noticed.
Both added to the bugs list.
Lewin.
Running it from "Run" command doesn't seem to cause that, but opening the containing folder with Windows Explorer and then selecting the remake executable, its address bar shows additional progress bar on it. While it's loading Windows Explorer may be slow or may stop responding, but it becomes fine when it finishes loading and the normal remake splash screen appears.
Windows XP didn't have that mixed address/progress bar at all.
Windows XP didn't have that mixed address/progress bar at all.
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