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KaM Remake nightly build

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Lewin

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KaM Remake Developer

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Post 24 Jan 2014, 06:40

Re: KaM Remake nightly build

However what I like at that system is, when you put the rally point on a building of the enemy, all troops that will be made, automaticl go and attack that building.
Do you think, this could be added to the KaM Rally point system? :P There is no really advantage by using that, but it´s way cooler, if you want to attack a building that you already scouted and you want to send all new army, to it also.
I don't think that is worth implementing, I doubt it would be used often at all.
When you want to save a game, he does some buggy things, like you cannot press save before you did not press any key on keyboard.
GR
MaxDeus
Yeah I noticed and fixed that soon after making this nightly. Thanks for reporting.
It looks really bad right now though :P Is there room to move the terrain selections down then place the undo/redo button above the terrain selections?
Yeah, I'll see what I can do...


Now for something that was discussed on another topic, but this is a better place for it: Official maps being overwritten by downloading in the lobby.

We will make it hard to overwrite the officially included maps by downloading in the lobby, because otherwise everyone will call their map Cursed Ravine or something and trick people into downloading it, and those people probably won't know how to restore the original map. Maybe we can make it so you can't overwrite an official map in the lobby at all. We will probably also separate downloaded maps from the main list.
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Ben

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Post 24 Jan 2014, 06:43

Re: KaM Remake nightly build

Is it possible to somehow get the name of the map that is being offered? Or maybe a warning similar to Window's warning about overwriting files? This would help :)
I used to spam this forum so much...
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Lewin

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KaM Remake Developer

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Post 24 Jan 2014, 06:46

Re: KaM Remake nightly build

Is it possible to somehow get the name of the map that is being offered? Or maybe a warning similar to Window's warning about overwriting files? This would help :)
The name of the map should appear above the download button where it normally does. The map name should be shown there regardless of whether you have the map. It should also appear in chat ("Lewin does not have the map X").
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pawel95

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Post 24 Jan 2014, 07:58

Re: KaM Remake nightly build

Thank you Lewin that you react on my fear :p

Some weeks ago i thought about sth like on windows: "you want to overwrite? The host has a NEWER file" becaude there were some problems in the nightly like "wait. Have you the newest version? I saw sado yesterday, i think i have the newest " :mrgreen:

So with that idea, this would be propably fixed. However like our topic is now, this wouldn't work for original maps, changed by someone :P

So a secure for already implemented maps would be nice.
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Nissarin

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Post 24 Jan 2014, 11:55

Re: KaM Remake nightly build

Regarding overwriting original maps, you could handle it just like any other game that provides similar functionality, if the map (directory) already exists just rename the new map to MapName.XXXXXX where X are the checksum. This way there is no need to bother the user about it.
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pawel95

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Post 24 Jan 2014, 17:43

Re: KaM Remake nightly build

Wanted report some small bug:

In the current nightly, when you have the chat box opened and open the "info window" with the player/teams/pings/fps- informations, the chat window doesn´t shut automaticly. That was quite nice in the older releases, now it doesn´t work anymore :P
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Lewin

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KaM Remake Developer

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Post 24 Jan 2014, 23:48

Re: KaM Remake nightly build

Regarding overwriting original maps, you could handle it just like any other game that provides similar functionality, if the map (directory) already exists just rename the new map to MapName.XXXXXX where X are the checksum. This way there is no need to bother the user about it.
That's not a bad idea. That way if somebody calls their map "Cursed Ravine", then everybody who downloads it will end up with a map called something like "Cursed Ravine.a73e8f0c" so it will be impossible to overwrite the original maps unless you go and delete them by hand. Although you could end up with a lot of maps if you are helping somebody test a development version and they keep fixing it and sending you a new one... And it might be confusing if one player thinks he's playing "Cursed Ravine" and the others think they are playing "Cursed Ravine.a73e8f0c". Also I guess everybody would end up with hundreds of "autosave01.XXXXXXXX" files because it's pretty common to reload from an autosave :P

Either way maybe we should separate downloaded maps from "official" maps so you don't end up with your map list full of stuff you downloaded, you need a way to filter those out I guess. Do other games do that? I guess most games don't have like 200 fan-made maps included in them...

Opinions?
Wanted report some small bug:

In the current nightly, when you have the chat box opened and open the "info window" with the player/teams/pings/fps- informations, the chat window doesn´t shut automaticly. That was quite nice in the older releases, now it doesn´t work anymore :P
Yeah the players info window is behaving strangely in the nightly, I already fixed that.
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Nissarin

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Pikeman

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Post 25 Jan 2014, 02:37

Re: KaM Remake nightly build

Although you could end up with a lot of maps if you are helping somebody test a development version and they keep fixing it and sending you a new one...
It's still better than managing them by hand, especially that some map makers think it's a good idea to keep the same name for different versions (6p/8p, fixed, new version) etc. At least with that you won't have to keep track of it yourself.
And it might be confusing if one player thinks he's playing "Cursed Ravine" and the others think they are playing "Cursed Ravine.a73e8f0c".
In lobby map should be called just Cursed Ravine and perhaps somewhere below the name the actual version/checksum.
Also I guess everybody would end up with hundreds of "autosave01.XXXXXXXX" files because it's pretty common to reload from an autosave :P
But that's only a problem in case someone save file was damaged somehow, not to mention right now if someone decides to save, everyone will end up with save file, so many people might actually have hundreds of saves and do not know about it. Perhaps "Delete Selected"/"Delete All" option in Load/Watch Replay menu ?
Either way maybe we should separate downloaded maps from "official" maps so you don't end up with your map list full of stuff you downloaded, you need a way to filter those out I guess. Do other games do that? I guess most games don't have like 200 fan-made maps included in them...
They do. Most of the time the "official" assets go to one directory (place of installation) and any custom content (including configuration) go into per-user directory and the game engine handle the rest. I'm pretty sure that almost every shooter out there which support player content do it this way but it's not limited to FPS games. Typically, they employ some kind of virtual file system (most of the time assets are packed together into some sort of archive) - when "game" asks for "/Maps/Test" it will look up several places for the actual file.
For example in Enemy Territory (and any IdTech based engine) game files would "packed" into pk3 files (just ordinary zip with different extension), several packs could contain the same file (name), on top of that packs can be located in a few places - base directory (installation) and user directory, additionally the game would look into "mod" directory and then vanilla directory... pretty complicated stuff :)
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andreus

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Sword Fighter

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Location: Russia

Post 26 Jan 2014, 21:53

Re: KaM Remake nightly build

Hate this thing: write something in chat in the lobby. If the old host reassigns rights to you while you writing, the text that you wrote will be deleted...
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Lewin

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KaM Remake Developer

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Post 26 Jan 2014, 23:27

Re: KaM Remake nightly build

Hate this thing: write something in chat in the lobby. If the old host reassigns rights to you while you writing, the text that you wrote will be deleted...
Thanks, I fixed it :)
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CuDi

Scout

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Joined: 05 Aug 2009, 22:00

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Location: Ohio, United States

Post 27 Jan 2014, 00:15

Re: KaM Remake nightly build

Bug in the fog. Normally i cannot see the bowmen.
Nightly-bug.jpg
What map is this? It doesn't look familiar.
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andreus

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Sword Fighter

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Post 27 Jan 2014, 08:26

Re: KaM Remake nightly build

Image

strange trees rendering in FOW :D Look at top tiles :O
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pawel95

Castle Guard Swordsman

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Location: "Pawel95" on Youtube.com

Post 27 Jan 2014, 08:44

Re: KaM Remake nightly build

Image

strange trees rendering in FOW :D Look at top tiles :O
That bug was reported like 50 times already here :P it's on krom's todo- list ;-)
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andreus

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Sword Fighter

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Post 27 Jan 2014, 09:20

Re: KaM Remake nightly build

haha, sorry, I'm too lazy to read all 100000000 messages here :D
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gold1

Blacksmith

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Joined: 05 Jan 2014, 20:24

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Post 27 Jan 2014, 18:38

Re: KaM Remake nightly build

i had a strange bug whit a builder. when playing on across the dessert(single player).

the builder was done flatting a other stonemason when he was supposed to build another stone mason or dig the road near my woodcutter. but instead of doing that he stood there behind 2 other builder who were waiting for stone.(i was out of stone).
i'ts hard to explain but i want to add the replay but get this error while trying to upload it.
Sorry, the board attachment quota has been reached.
You do not have the required permissions to view the files attached to this post.
Last edited by gold1 on 27 Jan 2014, 19:20, edited 1 time in total.

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