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PostPosted: 16 Feb 2010, 18:24
by xzaz
To be honest i found this a very very unstable release, more unstable then the previouse one. A lot of range errors, unwalkable erros.

PostPosted: 16 Feb 2010, 19:40
by Krom
Thats cos of a lot changes in code :)
We are working on bugfixes and maybe release a r7xx version EXE-only at Google.Code.

PostPosted: 16 Feb 2010, 22:50
by xzaz
Thats cos of a lot changes in code :)
We are working on bugfixes and maybe release a r7xx version EXE-only at Google.Code.
mm my previous post was a little hars i think. Don't get me wrong i love what your doing :)

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 :)

PostPosted: 18 Feb 2010, 11:24
by TRB
@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'm sorry for the late reply, but I've been trying to make a movie of it, so far that has not been succesful. Do you know of any recording software that can record with KaM? Fraps does not work.
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.

PostPosted: 18 Feb 2010, 13:01
by Krom
I prefer ScreenRecorderGold - used it to write first Remake video :wink:

PostPosted: 18 Feb 2010, 13:33
by Lewin
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 a lot, you reported that just in time! I had just opened the forum page to start writing the news about the new EXE only demo when I saw your post and fixed that bug before releasing it. Splitting should now work fine.
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.

PostPosted: 18 Feb 2010, 15:11
by kuba11100
Another release in just a few days, nice! :wink:

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.

PostPosted: 18 Feb 2010, 17:24
by xzaz
Wow, much more improvement in the latest build. I got a access violation when i was deleting my fisherman.

PostPosted: 18 Feb 2010, 17:58
by TRB
Ok, nice release :D. 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.

PostPosted: 19 Feb 2010, 05:58
by Lewin
- Laborers are sometimes being trapped inside a digged construction plan
(save: http://kuba11100.c0.pl/rozne/priv/kamremake/save09_r698.sav )
Added to the bug list.
- 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.
I think this is because serfs prefer tasks that are closer to their start position, meaning they will always take from closer buildings first. It shouldn't happen if you have lots of idle serfs.
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
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?
- 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.
Wow, much more improvement in the latest build. I got a access violation when i was deleting my fisherman.
Thanks. However I was not able to reproduce that bug. Next time it (or another bug) happens please send me (e.g. by email) KaM.log from the main folder AND save10.sav from the folder Saves. Otherwise it's basically impossible for me to fix the problem.
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.
Added to the bug list. Thanks for all the files you sent me by the way!
Also the woodcutters planting animation is not visible, he simply disappears and reappears when he is done planting.
Fixed. (I think... need to test on a different computer) It seems there might be a difference between unit.dat files that require different work types to be used.
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.
I'm pretty sure that is caused by trees appearing to be fully grown before they can be cut. (it takes ~3 minutes after the final tree type appears for them to be cuttable) I've changed it now so they can be cut as soon as they appear to be fully grown.
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.
That cause of this is the same as Kuba's issue, I will discuss it with Krom.

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.
Both added to the bugs list.

Thanks for your reports, I will try to get most of these fixed this weekend.
Lewin.

PostPosted: 19 Feb 2010, 11:29
by Myth
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.
Made a video of this bug:

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 ! :wink:

PostPosted: 19 Feb 2010, 13:29
by Juba
- (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?
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.

PostPosted: 19 Feb 2010, 16:55
by kuba11100
Two more:
- 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)

PostPosted: 20 Feb 2010, 10:51
by Lewin
Made a video of this bug: [buttons not working]
Thanks very much Myth! I actually didn't need your video, the instructions were enough. When you clicked on the terrain it tried to select the unit/house at that location, even if there wasn't one. But it's fixed now. :)
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.
I agree. It might have been a bug in the first place.
Laborers are sometimes being trapped inside a digged construction plan
Fixed now.
Range check error in TPR 7
Fixed now.
- 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)
That thing with Windows Explorer is odd, I have know idea what would be causing that. We use the Windows API very little, so I doubt we are interfering with it. Was it open on the Remake folder? It's possible that the thousands of updates to the log (due to new delivery debugging) are causing it to lock up. Try it doing it with it open on a different location. Does the length of the lock-up depend on the length of the game play?
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.

PostPosted: 20 Feb 2010, 14:41
by kuba11100
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.