PostPosted: 16 Feb 2010, 18:24
To be honest i found this a very very unstable release, more unstable then the previouse one. A lot of range errors, unwalkable erros.
Talk about Knights and Merchants!
https://knightsandmerchants.net:443/forum/
https://knightsandmerchants.net:443/forum/viewtopic.php?t=233
Thats cos of a lot changes in code
We are working on bugfixes and maybe release a r7xx version EXE-only at Google.Code.
@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?
By the way, I tested the troop movement and actions and everything works, except for splitting the troops. This generates a read access violation.
- 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.
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.
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.
- (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?
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)