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Official KaM Remake Bugs topic

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Krom

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Post 12 Dec 2012, 09:06

Re: Official KaM Remake Bugs topic

@Kris: Try reinstalling full version as the first measure. If that fails - send us the logs please for further inspection :)
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Bence791

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Post 12 Dec 2012, 09:08

Re: Official KaM Remake Bugs topic

I think old OpenGL can cause it, I had similar problems on some pc, but Lewin said they've fixed it. No idea though.
The Kamper is always taking my colour!

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krisdw

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Post 18 Dec 2012, 10:32

Re: Official KaM Remake Bugs topic

@Kris: Try reinstalling full version as the first measure. If that fails - send us the logs please for further inspection :)
I did a full reinstall and it didn't help it. Where/how do I find the logs I need to send to you?
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Krom

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Post 18 Dec 2012, 10:46

Re: Official KaM Remake Bugs topic

Logs are in KaM Remake\Logs folder. If you can - pack them all and send to contact@kamremake.com with a brief description of your case.
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Nissarin

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Post 22 Dec 2012, 10:38

Re: Official KaM Remake Bugs topic

End of the world bug is hitting again...

Yesterday I was idling in my server's lobby waiting for players to join and suddenly I was disconnected. Turns out it was not just me, server listing showed no players at all, at first I thought that server crashed but that was not the case. For some strange reason server dropped every player, this happened around here:
  Code:
23:50:09:143 300827.74s 12406ms Server: Client 26933 has disconnected 23:50:11:918 300830.515s 2775ms Server: Client 26936 has disconnected 23:50:32:422 300851.02s 20503ms Server: Client 26953 has disconnected 23:50:54:068 300872.666s 21646ms Server: Client 26725 has disconnected 23:50:54:068 300872.666s 0ms Server: Reassigned hosting rights for room 2 to 26728 23:51:03:936 300882.535s 9869ms Server: LNet: Shutdown error [107]: Transport endpoint is not connected 23:51:03:937 300882.535s 0ms Server: Client 26929 has disconnected 23:51:05:035 300883.632s 1097ms Server: LNet: Shutdown error [107]: Transport endpoint is not connected 23:51:06:210 300884.808s 1176ms Server: Client 26728 has disconnected 23:51:06:211 300884.808s 0ms Server: Reassigned hosting rights for room 2 to 26730 23:53:51:119 301049.717s 164909ms Server: Client 26732 has disconnected 23:54:52:338 301110.936s 61219ms Server: LNet: Shutdown error [107]: Transport endpoint is not connected 23:54:57:997 301116.595s 5659ms Server: LNet: Shutdown error [107]: Transport endpoint is not connected 23:55:06:362 301124.959s 8364ms Server: LNet: Shutdown error [107]: Transport endpoint is not connected 23:55:15:795 301134.393s 9434ms Server: LNet: Shutdown error [107]: Transport endpoint is not connected 23:55:21:708 301140.306s 5913ms Server: Client 27007 has connected to room 0 23:55:21:708 301140.306s 0ms Server: Host rights assigned to 27007 23:55:25:191 301143.788s 3482ms Server: Client 27010 has connected to room 0 23:56:23:741 301202.339s 58551ms Server: Client 26830 has disconnected 23:57:40:161 301278.758s 76419ms Server: Client 27019 has connected to room 0 00:00:00:001 215018.599s 4208707136ms Server: Client timed out 26088 00:00:00:001 301418.599s 0ms Server: Client 26088 has disconnected 00:00:00:003 301418.601s 2ms Server: Client timed out 27019 00:00:00:003 301418.601s 0ms Server: Client 27019 has disconnected 00:00:00:004 301418.602s 1ms Server: Client timed out 27010 00:00:00:004 301418.602s 0ms Server: Client 27010 has disconnected 00:00:00:005 301418.603s 1ms Server: Client timed out 27007 00:00:00:005 301418.603s 0ms Server: Client 27007 has disconnected 00:00:00:005 301418.603s 0ms Server: Client timed out 26730 00:00:00:006 301418.603s 0ms Server: Client 26730 has disconnected 00:00:00:006 301418.603s 0ms Server: Client timed out 26080 00:00:00:006 301418.603s 0ms Server: Client 26080 has disconnected 00:00:00:007 301418.604s 1ms Server: Client timed out 26038 00:00:00:007 301418.604s 0ms Server: Client 26038 has disconnected 00:00:00:007 301418.604s 0ms Server: Client timed out 26024 00:00:00:007 301418.604s 0ms Server: Client 26024 has disconnected 00:00:02:390 301420.988s 2384ms Server: LNet: Shutdown error [107]: Transport endpoint is not connected 00:00:03:171 301421.768s 780ms Server: Client 27028 has connected to room 5 00:00:03:171 301421.768s 0ms Server: Host rights assigned to 27028 00:00:03:200 301421.798s 30ms Server: Client 27029 has connected to room 8 00:00:03:200 301421.798s 0ms Server: Host rights assigned to 27029 00:00:03:202 301421.8s 2ms Server: Client 27030 has connected to room 5 00:00:03:225 301421.823s 23ms Server: Client 27031 has connected to room 2 00:00:03:225 301421.823s 0ms Server: Host rights assigned to 27031 00:00:03:298 301421.896s 73ms Server: Client 27032 has connected to room 8 00:00:06:600 301425.198s 3302ms Server: Client 27033 has connected to room 0 00:00:06:601 301425.199s 1ms Server: Host rights assigned to 27033 00:00:12:488 301431.085s 5886ms Server: Client 27036 has connected to room 0 00:00:14:930 301433.528s 2443ms Server: Client 27037 has connected to room 0 00:00:32:262 301450.86s 17331ms Server: Client 27037 has disconnected 00:01:04:016 301482.614s 31754ms Server: Client 27039 has connected to room 0 00:01:17:268 301495.866s 13252ms Server: Client 27039 has disconnected 00:02:21:028 301559.626s 63760ms Server: Client timed out 27031 00:02:21:029 301559.627s 0ms Server: Client 27031 has disconnected 00:03:56:759 301655.357s 95730ms Server: Client 27051 has connected to room 0
There are two "suspicious" things in this log - first of all the date changed and the other one - 4208707136ms. I can smell the overflow :P That being said, what's "delta" exactly ? Timestamp - ok, elapsed time = in game time ?, delta ? And how in the hell it managed to overflow - server was up only for a few days.
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pawel95

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Post 06 Jan 2013, 15:23

Re: Official KaM Remake Bugs topic

Hey, one thing. If i block some weapon in the storehouse like axes and i let make bows later starting to make, the worker wont do anything :-( So there should be a program thing that let the axes out and make more bows.

Here you can see, that more bows would be makeable, but in the right direction the worker will do now Axes. However axes are enough,so he wont do anything. Its the same with iron. I have seen this "bug" in online game and have lost a little bit of time :D :D

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The Dark Lord

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Post 06 Jan 2013, 17:24

Re: Official KaM Remake Bugs topic

Just finish your barracks in time. :P
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pawel95

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Post 06 Jan 2013, 18:19

Re: Official KaM Remake Bugs topic

Just finish your barracks in time. :P
Yeah clear this is one option ;-) However you should think about,when you put on "bows" on 10, the worker should make also 10 and not stop at 8, because you have done this setting when 3 of 5 axes were finished :D

And my barracks were just in time finished and i havent any problems to win :P




pawel95
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Lewin

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Post 07 Jan 2013, 00:34

Re: Official KaM Remake Bugs topic

Hey, one thing. If i block some weapon in the storehouse like axes and i let make bows later starting to make, the worker wont do anything :-( So there should be a program thing that let the axes out and make more bows.

Here you can see, that more bows would be makeable, but in the right direction the worker will do now Axes. However axes are enough,so he wont do anything. Its the same with iron. I have seen this "bug" in online game and have lost a little bit of time :D :D
Fixed, thanks for reporting :)
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Lewin

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Post 07 Jan 2013, 02:32

Re: Official KaM Remake Bugs topic

End of the world bug is hitting again...

Yesterday I was idling in my server's lobby waiting for players to join and suddenly I was disconnected. Turns out it was not just me, server listing showed no players at all, at first I thought that server crashed but that was not the case. For some strange reason server dropped every player, this happened around here:

...

There are two "suspicious" things in this log - first of all the date changed and the other one - 4208707136ms. I can smell the overflow :P That being said, what's "delta" exactly ? Timestamp - ok, elapsed time = in game time ?, delta ? And how in the hell it managed to overflow - server was up only for a few days.
Yes that certainly looks like an overflow, which explains why all the clients time out, it thinks they were last active ~2^32 seconds ago so it kicked them...
delta means "time since the last line of the log".
Elapsed time is since the log first started.

It's interesting that the overflow happened right on midnight. The moment after midnight the elapsed time and delta are both unexpected (elapsed time should continue to increase slowly, it should never decrease like that) but after that everything appears to go back to normal. Another strange thing is that it didn't print out the date change in the log like it usually does:
  Code:
================ Date: yyyy-mm-dd ================
The only explanation I can see for this is that the system date/time gave an incorrect reading, or corrected itself by a large amount (e.g. from NTP). Our code is fairly dependant on the system time always increasing and never decreasing, it could potentially cause an overflow if the time jumped backwards while the server was running.

This is the only report of this problem that I have received. The other bug on the server where it locks up using lots of CPU and refuses connections seems to be different, although it could be also be caused by time/date corrections.
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pavlos

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Post 07 Jan 2013, 16:10

Re: Official KaM Remake Bugs topic

i got a problem with KaMR cant start... crash... what i can do??? where i start the games crashes... please can someone help me??? :(

PS: i fixed i dont remeber how.
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pawel95

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Post 07 Jan 2013, 17:34

Re: Official KaM Remake Bugs topic

LOOOL, well next time you should post more about your problem here,is there an error, have you installed new version but had the old version on your computer....... :-)

However nice,thats it is fixed now :D
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thunder

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Post 31 Jan 2013, 09:31

Re: Official KaM Remake Bugs topic

Hey!
i dont know really is it a bug. Is the crossing road not always working?
I built an iron mine, and after an iron smithy on the road, so i left a crossedroad there, because for transport enough that, but the iron didnt flow out. So i destroyed my smithy and built again a fluently road and the iron just flew out from the mine. And after i again built a weaponry there with another crossed road, and the ironflowing just stopped. So i had to destroyed again the building from there:(
Or does the crossed road work only if there one correct road too, or need walkable squares next to?
Thanks!
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T*AnTi-V!RuZz

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Post 31 Jan 2013, 09:49

Re: Official KaM Remake Bugs topic

'Crossed' roads only work if there's a normal road too.
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Lewin

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Post 31 Jan 2013, 12:04

Re: Official KaM Remake Bugs topic

'Crossed' roads only work if there's a normal road too.
That is correct. It would be hard for us to "fix" this without reducing performance, right now it uses a simple modification to the floodfill that makes it not fill diagonals, which has basically zero performance impact. But I don't think it's a problem like this, there aren't many cases where it's useful so we no longer have entire bases made of ugly diagonal roads.

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