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KaM Remake -> Multiplayer Demo out!

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Lewin

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KaM Remake Developer

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

Post 12 Jan 2009, 23:08

Could you maybe publish that LoadSFX? or is it part of the complete program? As i'm collecting every tool created for KaM i'm interested in it.
LoadSFX is a part of the Remake, not a separate tool. Krom has just added a function to export them to WAV files, but that is inside the remake. It could be separated into a SFX Reader if you think it would useful though. (assuming Krom doesn't mind, it's his code after all)

I was simply planning to post a ZIP with all the WAV files.
Lewin.
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 13 Jan 2009, 08:11

It's not wired to Remake that much, more like a stand-alone unit. The code is only 2kb. I guess you can see how it works now:
  Code:
unit KM_LoadSFX; interface uses Windows, Classes, SysUtils, KromUtils; const MaxWaves = 200; type   TSoundLibrary = class(TObject)   private     Waves: array[1..MaxWaves] of array of char;     Props: array[1..MaxWaves] of record       SampleRate,Volume:integer;       a,b:integer;       i,j,k,l,Index:word;     end;     procedure LoadSoundsDAT();   public     constructor Create;     procedure ExportSounds(); end; var   fSoundLibrary: TSoundLibrary; implementation uses KM_Global_Data; constructor TSoundLibrary.Create; begin   Inherited Create;   LoadSoundsDAT(); end; procedure TSoundLibrary.LoadSoundsDAT(); var   f:file;   Head:record Size,Count:word; end;   Tab1:array[1..200]of integer;   Tab2:array[1..200]of smallint;   i,Tmp:integer;   c: array[1..100000] of char; begin   if not CheckFileExists(ExeDir+'data\sfx\sounds.dat') then exit;   AssignFile(f, ExeDir+'data\sfx\sounds.dat'); Reset(f,1);   BlockRead(f, Head, 4); //Read 4 bytes into Head record   BlockRead(f, Tab1, Head.Count*4); //Read Count*4bytes into Tab1(WaveSizes)   BlockRead(f, Tab2, Head.Count*2); //Read Count*2bytes into Tab2(No idea what is it)   for i:=1 to Head.Count do begin     BlockRead(f,Tmp,4); //Always '1' for existing waves     if Tab1[i]<>0 then begin       setlength(Waves[i],Tab1[i]+1);       BlockRead(f,Waves[i,1],Tab1[i]);     end;   end;     BlockRead(f,c,20);   for i:=1 to Head.Count do     BlockRead(f,Props[i],26);   CloseFile(f); end; procedure TSoundLibrary.ExportSounds(); var f:file; i:integer; begin   CreateDir(ExeDir+'Sounds.dat\');   for i:=1 to MaxWaves do if length(Waves[i])>0 then begin     assignfile(f,ExeDir+'Sounds.dat\sound_'+int2fix(i,3)+'.wav'); rewrite(f,1);     blockwrite(f,Waves[i,1],length(Waves[i]));     closefile(f);   end; end; end. [/quote]
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
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merchant_992

Pikeman

Posts: 162

Joined: 11 Nov 2006, 23:00

Location: Rinsumageest, Nederland

Post 13 Jan 2009, 15:27

I don't know what that code does as I don't know any computer language. It would be cool if you can make a program of it, but if it slows down the project, don't mind. Than i'll just wait for the zip with all the files.
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 13 Jan 2009, 17:11

Sorry, atm I'm busy with another things.

Since Lewin uploads zip with all sounds there will be no reason to write a tool anyway. :wink:
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
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harold

Knight

Posts: 563

Joined: 19 Nov 2007, 23:00

Post 13 Jan 2009, 17:42

Ok I made a program using this code, once again you'll need .NET 2.0 for this.
[link removed - newer version available]

Just drag and drop sounds.dat onto it, it will make the wavs in the same folder..
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merchant_992

Pikeman

Posts: 162

Joined: 11 Nov 2006, 23:00

Location: Rinsumageest, Nederland

Post 13 Jan 2009, 17:53

Thankyou, it works. Never thought there were so many sounds in KaM.
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harold

Knight

Posts: 563

Joined: 19 Nov 2007, 23:00

Post 13 Jan 2009, 18:13

There aren't. Most of those wav files are 0 bytes. This is now fixed, here:
http://www.freewebs.com/knightsandmerchants/downloads/SFXDecoder1.1.zip

Sorry for the wait, I had dinner..
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Lewin

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KaM Remake Developer

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

Post 18 Jan 2009, 02:51

Well done Harold, it works well.

@Litude: This should go under the sounds.dat decoding page and the advanced downloads.
Lewin.
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merchant_992

Pikeman

Posts: 162

Joined: 11 Nov 2006, 23:00

Location: Rinsumageest, Nederland

Post 18 Jan 2009, 08:14

Yeah, it workes well. Some of those sounds i don't recognize of the game. But most of them I know what they are for.
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Nick

Crossbowman

Posts: 240

Joined: 09 Jan 2007, 23:00

Post 23 Jan 2009, 00:47

Hows it going with the remake krom? :)
Are you still working on it or are you on a temporary break? Checking your site every 3 days or so :p

If u need simple help with something. Just ask :wink:
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 23 Jan 2009, 07:16

I have a break to study for my semester exams. Can't think about anything else beside that.
Thanks for asking )
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
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 09 Feb 2009, 11:50

Made a huge contribution to KaM Remake in past several days, almost 50kb of coding (total of 320kb now, but still behind my biggest project - STKit2).

So whats added you ask?
- Static pathfinding A*, it doesn't includes unit-unit interactions yet.
- More work on FrontEnd / GUI, more buttons, more info on pages, almost everything is rigged to gameplay (with exception of Ratios, Army command, Save/Load/Music). Production orders, Store stats, etc.. Even brightness control is working :)
- House building misses request for building materials, esle is complete. Laborers do build it and house gets built, just like in KaM.
- Delivery system includes bidding now. Serfs will prefer one deliveries over others.
- Render system reworked to sort all objects, now units go behind and in front of houses correct.
- Lots of refactoring and minor improvements on old code, more flexibility (e.g. foreseeing new house types and walls)

Do you think I can upload a video on youtube? I mean does it makes sense since youtube video is only 320px wide or so..

Here's screenshot:
http://krom.reveur.de/Temp/kam_09_02_09.jpg
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
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Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 09 Feb 2009, 14:47

Okay, I recorded a video, it's a bit choppy and laggy but overall it shows enough eye-candy for anyone
Will upload it to my host in few minutes. Can you do me a favour and mirror it at your site, my traffic is limited.

Here's link to video, Litude, if you can, please mirror it ASAP. Music is added to avi in post-processing. KaM Remake is absolutely silent for now.
http://krom.reveur.de/Temp/Remake_video_2009_02_09.rar
Mirror by Lewin: http://lewin.namsys.com.au/kam/mirror/downloads/Remake_video_2009_02_09.rar
Thanks.

Additional controls panel is for development phase only. It features controls I need in debug. Whoi knows, perhaps some will find their way into final product. I will list all of them now:
- Zoom control
- Passability overlay shows overlay on terrain for various passability types (e.g. CanWalk, CanBuild, CanPlantTrees, etc..) So far units preserve only CanWalk rule.
- Speed controls speed up and slow down game logic, you can see that in video demo. Without speedup it would be impossible to develop such slow-paced game like KaM
- Pause sets game on pause, simple.
- Wires show terrain height, just like in KaM Editor of mine (in fact they didn't changed since then)
- Overlay shows UserInterface controls boundaries to see if all aligned well and is rendered properly.

Two other buttons ontop of swords are to launch a game an place structures on map. Arrows add all that you see on screen. 1. adds only storehouse and 3/3 serfs/laborers as in video.

I guess thats all for now )

Remember, everything is WIP and of course I have not enough time to make it KaM replica. There are hundred_and_one such small mistakes like one you pointed out. So far I'm concerned about bigger things, all these smaller bugs will be fixed and polished much later
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
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The Dark Lord

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King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 09 Feb 2009, 20:41

Impressive! That's really good progress!
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Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 09 Feb 2009, 20:51

I've uploadde video to YouTube for I will remove video from my site soon.
Link: http://www.youtube.com/watch?v=y-7cbQzJ-Z4
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

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