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KaM Remake -> Multiplayer Demo out!

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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 21 May 2008, 08:43

KaM Remake -> Multiplayer Demo out!

17.10.2011 - Merchants Demo
===============================================

We have a new dedicated site: kamremake.com You will find there everything about KaM Remake and download latest version.

This old thread will now be locked, as apparently there can be database issues when a thread goes over 50 pages.
Please continue the discussion at the new thread: http://www.atfreeforum.com/knights/viewtopic.php?t=766


13.06.2011 - Multiplayer Demo
===============================================

There's a new demo - 1st Multiplayer Demo of KaM Remake! Download from my site.

Bear in mind, that multiplayer is still an early beta - we hope to improve it in next patch.

Here's changelog:

1st Multiplayer Demo (r1793) - 2011-06-13:
+ Multiplayer lobby
+ LAN multiplayer beta
+ Improved AI scripting [Lewin]
+ Custom images in menu and cursors
+ Bugfixes

Fixed in KaM Remake 1st Multiplayer Demo 2011-06-13 (r1793):
<===================================================================================>
+ Units commanded to go deep into unwalkable terrain would cause "walkto 0:0" error
+ CanWalkRoads displayed wrong areas in MapEd
+ Fixed units walking diagonaly through fights or other units [Lewin]
+ Fixed file access permissions requiring read-and-write access
+ Zooming ingame should pivot to cursor location
+ Updated MapEd sprites (thanks to StarGazer)
+ Added additional cursor images by StarGazer
+ Fixed flag rendering order for army units
+ Fixed bug when unfinished house demolishing would count as self-destroyed house and cause players defeat
+ Yellow "knights and merchants credits" text will be overwritten by scrolling credits-text
+ Fixed crash when .libx file is missing
+ Fixed crash in MapEd when decreasing house condition below 0
+ If two units attempt to gather the same resource, 2nd unit will now find a different resource or go home
+ Fixed another cause of crashes in replays and multiplayer games, (happening after Swine/Stable building)
+ Archers could attack enemies outside of their sight (in fog of war)

13.08.2010
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Fourth KaM Remake Demo is ready. This demo includes several big features most important of which - melee fighting! Other features are - improved stability and performance, TSK and TPR campaign screens, replay function, built-in map editor beta.

Image

You can download KaM Remake demo from my site: http://krom.reveur.de


23.07.2010
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KaM Remake Fighting Demo coming soon!

It's been almost half a year since last major demo release. This is because we were busy with real-life activities, but as time goes more and more lines of code gets written, even at slower pace, this means new demo will be.

Krom


11.02.2010
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Third KaM Remake Economy Demo is ready!

Image

Link: http://krom.reveur.de/KAM_Remake/KaM_Remake_Economy_Demo_20100211.rar (use WinRAR to upack it)

Alternatively you could download just changed EXE from: http://code.google.com/p/castlesand/downloads/list

01.09.2009
===============================================

I'm happy to announce that second KaM Remake Economy Demo is ready!

Link: http://krom.reveur.de/KAM_Remake/KaM_Remake_Economy_Demo_090901.rar (use WinRAR to upack it)

We've fixed a lot of bugs and the game should be much more stable now :)

28.07.2009
===============================================

I'm happy to announce that KaM Remake Economy Demo is ready!

Link: http://krom.reveur.de/KAM_Remake/KaM_Remake_Economy_Demo_090728.rar (use WinRAR to upack it)

Please read included Readme, it has all the info.
I'm not good with words, maybe Lewin will add more info to this post later :wink:

Image

Here follows the original post:
===============================================

It's about time to announce my secret KaM project:

KaM Remake

I've been working on it for some time now and already made some good progress. I could finally be sure it's not going to die in a sandbox.

It takes it's roots in KaM Editor. Since that is a whole another level of coding it took almost complete rewrite and restucturing of code (huge thanks goes to my friend Alex who actually introduced new core design). Still Editor code (especially it's graphic part) largely reused. I'm still using same basis: Delphi6+OpenGL.

KaM Remake is planned to reach at least KaM TSK level without any changes nor radical new features. Then we'll see. I don't want to plan something out of reach now.

At the moment I'm working on building part of game. Just finished road building and going to move on to houses :)

To the screens:
http://krom.reveur.de/KAM_Remake/kam_08_05_18.jpg
http://krom.reveur.de/KAM_Remake/kam_08_05_21.jpg

Project is started ~2 months ago. Working on 2 projects which use one base, but became very different is uneasy. That is why KaM Editor gets only bugfixes recently.

P.S. I don't care about "Why do we need 2 projects" talks. As TheKnight said in other topic - only one of 10 started projects is actually finished. Mine is only third in this row (OpenKAM-TKE-Castlesand) :D
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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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 21 May 2008, 14:00

1 of 10 finished? The way I look at it, none has completed yet. And I don't think OpenKam ever will btw.
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The Dark Lord

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King Karolus Servant

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Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 21 May 2008, 14:27

Ah... One of the things I hoped. Now the chance of a ''new'' KaM is only bigger!

But why do you make this? For the same reason as Harold and JBSnorro? A KaM with less (or none, if possible) bugs and maybe multiplayer support? :)
Can you guess how long it will take you to fully complete it?

And as JBSnorro said: OpenKaM is dead.
Sometimes it lives again, but that is only for (approximately) one day. :wink:
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Krom

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Knights Province Developer

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Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 21 May 2008, 15:00

But why do you make this? For the same reason as Harold and JBSnorro? A KaM with less (or none, if possible) bugs and maybe multiplayer support? :)
Can you guess how long it will take you to fully complete it?
I make it for same reason I did KaM Editor in first place :)
Because I like playing KaM. Aswell for own pleasure and skills improvement.

I guess it takes 2-3 years for one person to complete something like that from scratch. If I'm lucky and have free summer - maybe a year or so.
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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JBSnorro

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Posts: 106

Joined: 20 Nov 2007, 23:00

Post 21 May 2008, 15:37

I did most of the gamelogic in half a year or so, with an average of 1.5 hours a day... About 50 % of that time I was creating animations..... That was really boring. Have you done that already Krom?
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Krom

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Knights Province Developer

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Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 21 May 2008, 15:51

All animations I did in about 2 weeks, I can't imagine why it could took any longer :roll:
I used unit.dat and houses.dat files (had to decode animation steps there). Another week went into adapting it to Editor render code. Later on I shall spend another week or so to make all sprites draw in right order (top-to-bottom), cause atm they are rendered random (see farmers head overlapped by farm).

I'm busy with village logic now, started house building today with queueing and drawing a border around the site.

I miss pathfinding, so far units walk shortest way diregarding any obstacles.
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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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 21 May 2008, 16:27

I didn't use unit.dat and houses.dat :P Didn't know how to.... I don't suppose you're willing to tell how those 2 files work?
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Krom

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Knights Province Developer

Posts: 3280

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KaM Skill Level: Fair

Location: Russia

Post 21 May 2008, 16:55

Why should I be unwilling to tell it? You think we are competitors or something :lol: I prefer to think we are making one job in the end, why not help each other :wink:

I already posted about unit.dat file - grab my code in nearby topic.
Data goes right as I posted structures of it. Opening units.dat in hex-editor will give you good overview of it. If you have any specific questions about it - I'm here to help you (not in this topic, in TKE maybe).

Once you acquire that code I will tell you what I know about houses.dat (it's very similar to units).
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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Merchator

Sword Fighter

Posts: 336

Joined: 27 Dec 2006, 23:00

Location: Germany

Post 21 May 2008, 18:09

Looks impressive.
Unfortunately coding takes so much time, I want to test this today :D
No, to be honest, I hope you'll finish this project. And I'm sure, you do :wink:

When you got unit.dat, houses.dat isn't a problem anymore. Getting out the meaning of each value goes fast. But I still don't know everything.
Ah, what does mapelem.dat and pattern.dat include?


PS @ Krom: Do you know something about houses.dat I don't know? If yes, please tell me :wink:

Oh, BTT of course...
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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 21 May 2008, 18:34

Mapelem.dat is really simple, same principle. It should be called trees.dat though :D Same table of image indices and framecount+offset for all map objects (trees mainly).

Pattern.dat - that's a hard one, I even have no idea about what can be inside of it.. Same goes for gouraud.dat - no idea.

h2lremap.dat looks like pallete colors remap for terrain shading.
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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The Knight

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Pikeman

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Joined: 28 Jul 2006, 22:00

KaM Skill Level: Average

Post 21 May 2008, 21:09

The only 3 things I stelle a remake is:

- playable under windows xp - windows "7"
- playable multiplayer mode
- deleting bugs in TPR

I only hope, that the developers don't adopt the features which are already sucks in TPR (like that at first stone will be bring to construction sites instead of wood!).
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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 22 May 2008, 09:22

like that at first stone will be bring to construction sites instead of wood!.
I'm pretty sure there is no priority diffrence there. Imagine level 11 TSK, you only have a single laborer and 2 serfs left. They will pick up the resources of your first school practically at random. It isn't that all the stones are brought first and afterwards all wood, nor the other way around.
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The Knight

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Pikeman

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KaM Skill Level: Average

Post 22 May 2008, 15:53

in my game copy free serfs took at first stone, then they come out of ware house with wood!
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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 22 May 2008, 17:43

in my game copy free serfs took at first stone, then they come out of ware house with wood!
You've got a strange version.... I don't know anything that could effect this, besides a patch, but I doubt that's the cause
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Darksun

Post 26 Aug 2008, 09:23

Pics

Pictures Do dont work :-/

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