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PostPosted: 21 Feb 2010, 11:17
by 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.
Hmmm... odd. I know what you mean by the progress bar, I've seen it on Vista. This probably isn't our fault though, it sounds like Windows Explorer is doing something weird. Have you seen any other programs do this? It's on the bugs list though.
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.
It didn't happen for me in the autosaves you sent. (even running r698) Does it happen for you? I don't suppose you'd have the file BugReport.sav that it makes when I route can't be made...? If not, never mind, I'm pretty sure it was caused by the "labourers stuck on dug building sites" bug which has been fixed.
Most of the bugs reported are fixed. (just a few that need some more discussion/research) So unless we get a massive flood of bug reports I think we'll move on to adding new features again! Fighting first, and some more AI work. (like defence positions) If someone would like to help us with the fighting formula that would be much appreciated! (I think there's a topic around here somewhere about it...)
Lewin.
PostPosted: 21 Feb 2010, 11:30
by harold
I collected some information about the fighting system here:
http://www.xp-dev.com/wiki/65851/FightingSystemInformation
Of course I can't guarantee that it's 100% correct, and I'm not sure about things like whether the random number is up to but excluding 100 or also including 100, and whether it's "strictly greater than" and not "greater or equal"
It shouldn't matter overly much..
PostPosted: 22 Feb 2010, 12:59
by Lewin
Hey, thanks a lot Harold! I implemented that and it seems pretty good. Still some improvements to be done but I've had some major battles and they went quite well.

By the way, do you know if the Horse Bonus is a replacement or an addition? e.g. do lance carriers against horses have 55 or 25+55=80? I used the latter.
Thanks again for your help.
Lewin.
PostPosted: 22 Feb 2010, 13:32
by harold
I thought it was an addition (well, it is called a "bonus" after all), but I'm not 100% sure
edit: btw, it's "greater or equal" not "strickly greater"
PostPosted: 23 Feb 2010, 20:54
by xzaz
Shame it isn't working on Wine 8)
PostPosted: 24 Feb 2010, 08:14
by The Knight
Played again 698 and find some new things and feature requests
- sometimes a havn't any sound effects while placing constructions sites and streets
- no sound while destroying house (fishers hut)
- icon (little schield) of construction site of iron mine is blue and red. i think it must be blue OR red

- feature request: implement a little view, where i can see, how much ressources still lack (e. g. [wood icon] 3/4 [stone icon] 6/6). so it's better visible AND the construction site menu of a house is not so empty. ^^
PostPosted: 24 Feb 2010, 15:05
by Siegfried
I thought it was an addition (well, it is called a "bonus" after all), but I'm not 100% sure
The strategy book said it shall be an addition.
I wanted to sent an error report on release, but it would crash even at the beginning. Now I see there was a new release in the last days, so I will start again

PostPosted: 25 Feb 2010, 04:23
by Lewin
btw, it's "greater or equal" not "strickly greater"
Thanks, I've changed it to that.
Shame it isn't working on Wine 8)
Well I'm hoping that we will be able to compile it on Linux and Mac with Lazarus later on. Some changes to the code will no doubt be necessary, but hopefully we'll be able to make it work.
- sometimes a havn't any sound effects while placing constructions sites and streets
- no sound while destroying house (fishers hut)
- icon (little schield) of construction site of iron mine is blue and red. i think it must be blue OR red

- feature request: implement a little view, where i can see, how much ressources still lack (e. g. [wood icon] 3/4 [stone icon] 6/6). so it's better visible AND the construction site menu of a house is not so empty. ^^
Sounds not playing are cause by a bug which only allows 16 sounds to be played on the entire map at once (even if they are not visible to you at the time) Hopefully we'll be able to improve that though.
I didn't know about the iron mine icon, I'll take a look.
I like the idea for houses under construction by the way.
The strategy book said it shall be an addition.
I wanted to sent an error report on release, but it would crash even at the beginning. Now I see there was a new release in the last days, so I will start again

Thanks, addition it is.

Anything else in that strategy book that I should know about? Could you send me a copy? (is it a PDF or what?)
What do you mean "even at the beginning"? I would recommend the new release, but note that there are some bugs in it that have now been fixed. Please let us know about any bugs you find though!
Those of you who follow the updates on Google Code might already know this but for the rest of you: I've been working on fighting, improving the way it works. I'm also working on Attack orders, which will make the group follow the enemy unlike KaM where they just walk to the location when you clicked. Krom has fixed a serious crash in ware delivery, and I'm not sure what he's working on now.

Thanks everyone for you help!
Lewin.
PostPosted: 25 Feb 2010, 10:13
by Krom
btw, it happened so that I'm coding Remake mostly in Lazarus lately. I've had to fix number of smaller bugs left from Delphi (e.g. the way strings are passed to system DLLs, some overload directives, etc..) Remake compiles in Lazarus for Win platform really well (except few minor features yet missing (zLib, PrintScreen, FastMM access)). Only obstacle - we don't have Mac/Linux at hand to bugtest with..
PostPosted: 25 Feb 2010, 14:41
by Litude
- icon (little schield) of construction site of iron mine is blue and red. i think it must be blue OR red

I didn't know about the iron mine icon, I'll take a look.
That's a bug in the iron mine icon I fixed in beta 7 so it has nothing to do with the remake.
PostPosted: 25 Feb 2010, 14:41
by xzaz
While loading the program, its hanning on "Loading Fonts" i think its getting to the standard windows font folder? It is not there so it halting and crashing a minute later.
You can use a virtual linux machine?
edit: found another bug, while a unit is dieing (the anmimation is playing) and there is another unit walking in that position you get a access violation.
PostPosted: 26 Feb 2010, 08:08
by The Knight
i havn't installed tpr. so the iron mine icon bug is in remake....
I also want to see the new statistics menu of tpr 1.6 in the remake.

it really great solution! better than the remake one!
So, other feature request questions..... in statistics menu. Could there be a button which shows ALL goods of the player, which stored in all ware houses? is this feasible?
Also would it be nice, if there is a number of constructions sites over the number of builded copies of the house typ?
+1
3
PostPosted: 26 Feb 2010, 11:27
by Krom
As far as I can remember Remake package has Beta6 graphic resource files, we shall update to Beta7 then
New statistics layout, you mean that layout with units grouped on top and houses on bottom? I think it's rather worse, cos you can't see how many lamberjacks you need for all your houses.

PostPosted: 26 Feb 2010, 14:35
by The Knight
i mean the new statistics menu of beta 7 patch 1.60. this is great!
PostPosted: 27 Feb 2010, 04:03
by Lewin
i mean the new statistics menu of beta 7 patch 1.60. this is great!
I also prefer our menu layout because it groups houses and units together, but still showing all buildings including the town hall. Having the units next to the house means you can easily see which units you are lacking. It is also closer to the TSK/TPR layout. What advantage does the beta 7 layout have? (which is the same as beta 6 AFAIK)
As far as I can remember Remake package has Beta6 graphic resource files, we shall update to Beta7 then

I think we should update LIB files too, and anything else that has changed. @Litude: Can you send me the beta 7 LIB files for each language to save me downloading all of the files? Also the font files if any of them have changed since you last sent them to me. (beta 6)
I can install Linux as a second partition for testing, but I think we should work on that after we have single player functioning.
edit: found another bug, while a unit is dieing (the anmimation is playing) and there is another unit walking in that position you get a access violation.
I'm pretty sure I fixed that a few days ago, it was caused by dying units abandoning the death action. It also caused dead units to occasionally take a step then disappear without animation.
While loading the program, its hanning on "Loading Fonts" i think its getting to the standard windows font folder? It is not there so it halting and crashing a minute later.
No, loading fonts means it is loading the KaM fonts, not the Windows ones. (which are hardly used) I think I know what is causing it though, is the background black while that happens? If so, click on the black background and the game will show. It's some kind of a bug to do with the splash screen not disappearing properly. In the final version we will change the splash screen, so hopefully fix this and other bugs with it.