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KaM Remake -> Multiplayer Demo out!

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xzaz

Barbarian

Posts: 105

Joined: 28 Jul 2009, 22:00

Post 25 Aug 2011, 13:12

While i am pushing this game to the max i get these errors:
Image
Image
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Jolinar_CZ

Laborer

Posts: 10

Joined: 10 Jul 2011, 22:00

Post 25 Aug 2011, 15:59

I have made Czech translation, so it would be nice if u could add it to next patch :)
download texts: http://leteckaposta.cz/838992015
font is same as in Slovak translation.
I can update texts if it will be necessary in future patches...

-Czech players, report me all bugs in my translation pls :)
-Cesi, hlaste mi vsechny chyby v prekladu prosim :)


Jolinar_CZ
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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 26 Aug 2011, 02:38

- When using F8, the game doesn't run very smooth. It looks like you're jumping through time rather than speeding it up a little.
- The Dutch translation is not all that accurate, but something that should certainly be changed is 'jouwen IP-adres', which should be 'jouw IP-adres' (or 'uw', which is more polite, but I don't think that's really necessairy).
- Forgot the other things, I should really write them down or go to bed. :P

By the way, how is the AI progressing? Is it worth testing it?

Oh and I'm working on a multiplayer map. Hope it will turn out nicely so it can be included in to KaM Remake if you like. :)

Edit: When I lured some enemy troops into my town to kill them with my archers, my archers also damaged my own buildings. In the original game archers can kill your people when they are attacking buildings, but not vice versa. :)
F8 can be made smoother at some point. The problem is it processes 8 game ticks at once, without pausing or rendering in between. It should just change the game clock to run 8 times faster.
I've fixed the translation issues you and xzaz posted here.
The AI is still as crappy as it has been for ages. It needs to be redesigned, but right now multiplayer is more fun to code :P
I would love to include your multiplayer map! Please send it to me when it's finished.
Yes we made stray arrows hit buildings even though they don't in KaM, to see what people think. What is your opinion? It can be removed if most people don't like it.
While i am pushing this game to the max i get these errors:
I'm interested in how you pushed it to the max. It is certainly possible to break the Remake if you try to. What did you do when those errors occurred? (was it a map with millions of troops, an intentional script errors, etc.?)
I have made Czech translation, so it would be nice if u could add it to next patch
Thanks heaps, I've added it :) It looks fine in-game. I put your name in the credits as "Jolinar_CZ", if you'd like to use your real name or a different nickname let me know and I'll change it.
Lewin.
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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 26 Aug 2011, 08:03

Well one thing I've noticed is that the enemy is less easier to fool. If you use one archer to lure him to you, and then you run away, his troops will follow you as usual. But if you let your archer change the direction it is walking, the enemy troops will notice that immediately, and not 5 seconds later like in the original game. Big +1 there.

I've never really liked the friendly fire in KaM. You always have to be careful that you don't let your axe fighters/pikemen/etc. attack the same building as your archers.
On the other hand, archers are very powerful so from this point of view it might be good to give them a disadvantage.

Also, I was planning to test my mission 16 from TNL in Remake, because it was quite buggy in the original game and I wondered how KaM Remake would handle it. Is it possible to include it to the game? I tried to swap some files already, but the mission I overwrote just disappeared. :P I read that text document which stated I needed a .txt file, a .dat and a .map file, but in all other maps I also noticed a .mi file.
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Danjb

Sword Fighter

Posts: 288

Joined: 14 May 2007, 22:00

Post 27 Aug 2011, 21:59

This looks incredibly promising :)
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xzaz

Barbarian

Posts: 105

Joined: 28 Jul 2009, 22:00

Post 28 Aug 2011, 09:22

@Lewin
I created an immense city, around 400 serfs I think 33% of the map "Across the desert" was filled with buildings.
It may be my PC cuz its acting a little bit strange.

Btw, i thought about something totaly different, who is in for a fog of war? It's a little bit nasty that you can see everything when you explored it.
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Siegfried

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Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 28 Aug 2011, 09:25

I was never a big fan of fog of war and most probably will never be.
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Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 28 Aug 2011, 11:00

FOW is in our future plans, yes :)
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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Siegfried

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Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 28 Aug 2011, 11:54

As I liked Shadaoes screenshots very much I got an idea: an advanced screenshot function.

As you hit the button, a screenshot of the whole map in its original size is created with all shadows removed. Maybe with the people/housing-stats displayed on the menu to the left.

To prevent people from abusing this as a cheat to see their enemy base I had three ideas:
a) don't write the file to harddisk but keep it in memory until the game was won or lost (disconnetcs don't count)
b) save them in the form of a savegame and convert them at the end of the game
c) let the dedicated server render them (maybe only once per 10 minutes to prevent server flooding) and distribute them only after the game was won or lost.

Each possibility has disadvantages, I know, but it would be a nice challenge for the coders :)

But this would be great to see a whole ingame screenshot. This would be almost as awesome as a replay video capture :wink:
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xzaz

Barbarian

Posts: 105

Joined: 28 Jul 2009, 22:00

Post 28 Aug 2011, 15:51

I was never a big fan of fog of war and most probably will never be.
Do you have any reasons? I think fog of war is necessary to enable sneaky attacks quick action and adds a part of surprise to the game. Its no fun when the enemy sees everything you are doing.
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Siegfried

User avatar

Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 28 Aug 2011, 17:25

I never really played it as a competition but rather to relax.

So basically I like to have big battles in open fields eith big armys - like it always was in history.

Sneaky attacks are somewhat unrealsitic and worse, they favour bogus play.
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Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

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ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 29 Aug 2011, 12:14

Well one thing I've noticed is that the enemy is less easier to fool. If you use one archer to lure him to you, and then you run away, his troops will follow you as usual. But if you let your archer change the direction it is walking, the enemy troops will notice that immediately, and not 5 seconds later like in the original game. Big +1 there.
Yes I made it like that so it is a lot harder to lure the enemy, glad you noticed :)
I've never really liked the friendly fire in KaM. You always have to be careful that you don't let your axe fighters/pikemen/etc. attack the same building as your archers.
On the other hand, archers are very powerful so from this point of view it might be good to give them a disadvantage.
I'm still undecided as to whether we should have friendly fire for buildings. I'm not too worried for now as we can change it later.
Also, I was planning to test my mission 16 from TNL in Remake, because it was quite buggy in the original game and I wondered how KaM Remake would handle it. Is it possible to include it to the game? I tried to swap some files already, but the mission I overwrote just disappeared. :P I read that text document which stated I needed a .txt file, a .dat and a .map file, but in all other maps I also noticed a .mi file.
The .mi file is just a temporary cache file. It can safely be ignored/deleted and you certainly don't need one to add a new map. Basically you need the following for a mission called "YourMission"
- Create a folder \Maps\YourMission
- Place a map file as \Maps\YourMission\YourMission.map
- Place a DAT file as \Maps\YourMission\YourMission.dat
That's it! Just make sure they all have the same file name as the folder, as shown above.
@Lewin
I created an immense city, around 400 serfs I think 33% of the map "Across the desert" was filled with buildings.
It may be my PC cuz its acting a little bit strange.
It's possible to break the Remake by overloading it like that, we haven't tested it. It can be fixed later when we've stopped adding features so actively.

As for fog of war, it is certainly needed for sneaky competitive multiplayer, but maybe it can be an option you select in the lobby before the game? It could also be turned on/off for singleplayer in the options menu. Then Siegfried can have his big relaxed battles and those who want it can have sneaky competitive play. Sound like a compromise? :)

Complete map screenshot is a good idea, but it's low priority. Also, I should let you know that the dedicated server knows NOTHING about KaM :D It just forwards packets around, you can run it with just the EXE and no resource files. So it can't take screenshots :P This also means it doesn't take much to run it, almost any old server will do provided it can handle lots of TCP connections.
For now you can load a multiplayer save in single player to take screenshots afterwards (copy the files from SaveM to Save)

The master server changes are nearly done, but the game is currently quite buggy due to all of the new features/refactoring that's been done.
The next demo won't be for a few weeks.
Lewin.
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 31 Aug 2011, 04:41

Fog of War will be an option, if you don't like it - just have to turn it off from multiplayer game setup :)

Whole map screenshots are a nice idea, but not in our top-priority list.
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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PolarPLR

Post 01 Sep 2011, 17:47

Many Fans projected their buildings. Will it be possible to put it in Your remake?
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 03 Sep 2011, 11:14

We need to discuss the algorithm. We can add houses, but there's much more than just adding pictures, what about mechanic? You can replace houses sprites in last Remake demo already.
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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