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New features.

PostPosted: 20 Aug 2017, 22:35
by Rey
Hi guys!

I've decided to create one topic for new small features I am going to implement or have already implemented.
Just for your information and feedback, which is ofc appreciated.

And next one is
separated and sorted by teams list of players while spectating/watching game replay (except watching SP game replay, where team info is useless).
Here how it looks like:

Image

Is it ok, or it takes too much of free space?

Other options:
2)
show smth like
Team 1 Player 1
Team 1 Player 2
Team 2 Player 3
Team 2 Player 3 etc

but still some extra space will be used in width instead of height for team labels

or 3) make team separator narrower 1-5 px instead of 15px and without text ('Team1')

Image

Re: New features.

PostPosted: 26 Aug 2017, 19:03
by Killer!!
Hi Rey,

Since this is all about new features, what has been decided on the siege weapons and townhall for the potential new release? I know this is kind of a hot topic for lot's of us haha!
This might have been discussed elsewhere, but I couldn't find it.

Thanks in advance!

Re: New features.

PostPosted: 27 Aug 2017, 08:44
by Strangelove
I think option1 is better. ;)

Re: New features.

PostPosted: 27 Aug 2017, 09:52
by Tiank
Yup, first option is the best for sure :).

Re: New features.

PostPosted: 27 Aug 2017, 20:36
by The Dark Lord
I kinda like the third option. What is the added value of knowing 'team numbers'?

Re: New features.

PostPosted: 28 Aug 2017, 10:30
by Krom
I agree with TDL. Knowing team numbers, when they always come in order 1-2-3-4, does no benefit.

Re: New features.

PostPosted: 09 Sep 2017, 22:04
by Rey
Last implemented features:

1. Game render optimisations, FPS increased in ~2 times.
2. Fixed situation, when 1 lagging player caused lags for everyone. Players are almost independent of other players lags now. They should have at least 3-4 fps to secure good net connection, so other players will not notice their lags. It will be unplayable for lagging player (with 4fps), but at least it will not cause everybody to lag. Check this video: https://puu.sh/xvQrB/1d0c21cfb4.mp4
3. game speed multiplier is precise now, it means x2.5 is exactly 2.5 times faster (for real 1 min there will be 2.5 minutes in game). In r6720 it is not like that - f.e. on x3 1 min is about 2m11s in game time, what is equal to ~x2.2. So now x2.5 is faster then it was x3. That is why MP game speeds will be refactored to avoid too fast game speeds. I suggest to use speeds between 1 and 2 with 0.25 step. Any opinions on that?
4. lobby: show map/save download progress of anybody to everybody
5. added map rename button
6. map editor: change map size feature
7. map editor: try map feature - start game with current map directly from editor, for any choosen player
8. map editor: add adjustable warriors conditions (hunger lvl at the game start)
9. autosaves: number of saves increased from 3 to 5 (by default), time between saves increased from every 1 min to every 3 min (by default). Added settings to ini file, so its possible to adjust these parameters (in some reasonale range)
10. save saves(replays) files in separated folders, same as for maps
11. fixed loud 'echo' sound effect, when many message notifications alarm at the same time. F.e. notifications about empty houses or hungry warriors at the same time. They could be SO loud.
12. added 'click hold' behaviour for numeric edit controls and wares order. So you can change values there by holding mouse on '+' or '-' buttons.
---
Developing stuff:
13. added game commands packing - it will slightly reduce net traffic and .rpl file size
14. added simple auth secure protection, to avoid connections between 2 different versions of KaM_Remake.exe clients. Same as it is now in r6720.
15. prepared game build scripts. Ready to build version for beta testing in 1 click

Re: New features.

PostPosted: 10 Sep 2017, 06:39
by RandomLyrics
third options best imo, separtor color black with 20-30% alpha would be nice i think :)
The first option would be good if we could change names for teams like "east-north", "gogo raptors" etc. For online streaming etc.

Re: New features.

PostPosted: 10 Sep 2017, 12:32
by sado1
5 autosaves is a nice idea, but I think it would be better to leave the time between the saves at 1 minute. Usually we use autosaves when someone makes a stupid mistake that makes the game worthless to play, for example forgets to train metallurgist, or makes militia instead of axemen, etc. It would be really annoying if we had to go back as much as 3 minutes and this way people would likely make more mistakes (when you go autosave and you forget to do something because you already done that before the save.)

Re: New features.

PostPosted: 10 Sep 2017, 19:20
by Strangelove
Thanks for keeping us up to date, Rey! Appreciate it!
Any news on the non-linear/optional campaign feature that is talked about here: http://www.knightsandmerchants.net/foru ... &start=315

Thanks again and best regards! :D

Re: New features.

PostPosted: 11 Sep 2017, 20:07
by woloszek
Rey could you add these options to map editor?:
- button turn on/off repair buildings
- messages

Re: New features.

PostPosted: 11 Sep 2017, 21:01
by Rey
Rey could you add these options to map editor?:
- button turn on/off repair buildings
- messages
Messages - its quite easy to add message on the game start from script. Even if you are not scriptmaker, its still very easy, do not think its worth implementing.
If you want more complicated messages - still script is better.

Repair button - has more chances to be added, as from script you need to know house ID, so its a bit more complicated.
Then probably delivery button has to be added too. And new house close button too.

Re: New features.

PostPosted: 12 Sep 2017, 05:08
by Krom
Message scould be nice for those mapmakers who are opposed to writing scripts at all. Although I would not implement it, to not overcomplicate message dispatching. They are really easy to copy/paste from TSK/TPR campaigns.

Re: New features.

PostPosted: 23 Sep 2017, 19:13
by Rey
Hey guys, some news here for mapmakers:

New feature is coming: universal transitions from any surface to any. No much need for different tiles transitions anymore, it can be done from any to any, even transitions between 3 or 4 different terrains are possible.

Here how it will looks like: https://puu.sh/xH7iY/5c81a72fdf.mp4

Image

For now only 1 type of transitions is available - soft transition, similar to current stone to grass. I will add other types also, f.e. sharp (same as iron to water f.e.) and maybe some others.

Re: New features.

PostPosted: 23 Sep 2017, 19:24
by Rey
Thanks for keeping us up to date, Rey! Appreciate it!
Any news on the non-linear/optional campaign feature that is talked about here: http://www.knightsandmerchants.net/foru ... &start=315

Thanks again and best regards! :D
Sorry, missed your question.
Its a nice feature, worth implementing, will make it later.
Follow the updates :wink: