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Re: Official KaM Remake Bugs topic

PostPosted: 27 Jan 2017, 12:25
by The Dark Lord
I agree, the wares shouldn't be lost. It just isn't right.
As for towers not being destroyed - I think that's more of a mentality problem. Destroying towers can be done pretty quickly. You can rush through them with militia, but if your attack fails you pay double the price: you lost soldiers to towers that could otherwise have functioned as 'cannon fodder' and the towers will simply be refilled, meaning you will have to wait a while until you have enough soldiers again to storm through it again. In an evenly matched game, I prefer to slowly squeeze the life out of my enemy.

Re: Official KaM Remake Bugs topic

PostPosted: 21 Mar 2017, 16:15
by Garnu_Thorn
I've noticed a 7 second lag in selecting anything context menu wise and a slowdown in loading maps in the editor. This may have happened around one of these win10 updates: KB4013418, KB4013429, or KB3150513.

Re: Official KaM Remake Bugs topic

PostPosted: 22 Mar 2017, 00:46
by thunder
Hi!
Today I noticed something.
Follow to generate the case:
1st set a hotkey to a school
2nd start a deleteing process on a coalmine but when the question is popping 'Do you really want to delete the building' then
3rd press the hotkey to the school and then the question will adressed to the school
4th now press i want to delete the building

Result is the scholl destroyed and not the coalmine.

A solution could be: If the question is up then the hotkey should overwrite the question with say 'no' and open the school or any hotkeyed building without destroying.
Bests!

Re: Official KaM Remake Bugs topic

PostPosted: 22 Mar 2017, 01:57
by Ben
Bwhahaha nice one Thunder :D Did you do it in a mutiplayer game?

EDIT: I tested this, and the screen does change to show a different building, but I still think this falls under unintended behavior. I suppose that the "delete confirmation" should clear away completely.

Re: Official KaM Remake Bugs topic

PostPosted: 22 Mar 2017, 04:10
by Krom
Good find! :-)

Re: Official KaM Remake Bugs topic

PostPosted: 22 Mar 2017, 10:29
by thunder
Bwhahaha nice one Thunder :D Did you do it in a mutiplayer game?
Almost happened. I saw the icon of the coalmine changed so rather press the no, but after the game tested out, to be sure is it working :wink:

Re: Official KaM Remake Bugs topic

PostPosted: 30 Jun 2017, 22:18
by Rey
Hi!
Today I noticed something.
Follow to generate the case:
1st set a hotkey to a school
2nd start a deleteing process on a coalmine but when the question is popping 'Do you really want to delete the building' then
3rd press the hotkey to the school and then the question will adressed to the school
4th now press i want to delete the building

Result is the scholl destroyed and not the coalmine.

A solution could be: If the question is up then the hotkey should overwrite the question with say 'no' and open the school or any hotkeyed building without destroying.
Bests!
Fixed here

Re: Official KaM Remake Bugs topic

PostPosted: 05 Jul 2017, 09:21
by thunder
:wink:
Nice!

Re: Official KaM Remake Bugs topic

PostPosted: 10 Jul 2017, 11:50
by Michalpl
So its now obvious that AI in TPR waited few frames or so when making one huge attack to prevent huge lagspike when patching units (https://github.com/Kromster80/kam_remake/issues/381)

EDIT: Also would be nice if bugs from the buglist.txt would be split for an each bug as an issue on github

Re: Official KaM Remake Bugs topic

PostPosted: 18 Aug 2017, 04:26
by Garnu_Thorn
After a full reinstall of my pc I've noticed my problem with KaM Remake lag to be fixed.

Re: Official KaM Remake Bugs topic

PostPosted: 18 Aug 2017, 05:23
by Krom
Splitting buglist would be a large amount of work, with no clear benefit. Bug descriptions in there are terse and are all on the same page, which is kind of convenient.

Re: Official KaM Remake Bugs topic

PostPosted: 30 Aug 2017, 21:17
by thunder
Hi,
A visual one.
When the coalmines are working the mined tiles are changing in time. Do I think well when the tile changed then their direction won't be random?
Could be randomized? Many mapmakers are rendomize the coalfield's tile to give a natural feeling. But mining is overwriting this, mainly if coalmines are built up in the same time.
Thank you!
t
Screenshot 2017-08-30 23-12-12.jpg

Re: Official KaM Remake Bugs topic

PostPosted: 04 Sep 2017, 08:21
by Rey
Hi,
A visual one.
When the coalmines are working the mined tiles are changing in time. Do I think well when the tile changed then their direction won't be random?
Could be randomized? Many mapmakers are rendomize the coalfield's tile to give a natural feeling. But mining is overwriting this, mainly if coalmines are built up in the same time.
Thank you!
t
Screenshot 2017-08-30 23-12-12.jpg
Rotation of the new tiles is random after resource extraction.
I think its good.

Or what did you mean, @thunder?

Re: Official KaM Remake Bugs topic

PostPosted: 05 Sep 2017, 19:47
by Strangelove
It seems like there is a little "bug" in the "CampaignBuilder". I can load an Image up to 1024x1024, however, if I import a picture with a ratio other than 4:3, the images seems to get resized to fit the 1024x768 resolution. Is this a bug or is the description just misleading?

Re: Official KaM Remake Bugs topic

PostPosted: 05 Oct 2017, 14:34
by Rey
Probably we have to restrict map image size to 1024*768 in Campaign Builder, as its our default supported resolution, but its just a CB...

Yes image is stretched, it is made not in Campaign builder, but in the game. I think its fine, as campaign maker has to use proper image and thi is just an util. Added short message, when image is too big ( > 1024*1024 )

Btw, did you start making new Campaign or its an old one in progress?