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Alpha 7.1

PostPosted: 14 Sep 2016, 04:50
by Krom
Knights Province Alpha 7.1 features a dozen of bugfixes and improvements.

Download links at the official site - http://www.knightsprovince.com/downloads/

Full list of changes:
  • Fixed crash while changing fullscreen and AntiAliasing at the same time (Crash message “Unable to set the pixel format”)
    Fixed enemy units walking between Towers when attacked, failing to lock on any Tower
    Fixed repeating AI attacks to have an interval between them (Bad Neighbours map)
    Changed how AI attacks are set up and carried out internally (note to mapmakers: AI Attack script in DAT file has changed slightly)
    Split MapEd user interface into moveable forms (supporting short displays)
    Added version info overlay into gameplay and MapEd UI
    Disabled developers cheat codes when F11 menu is not shown
    Fixed display of warriors icons in gameplay UI
    Fixed some decals texturing (gravel, iron, gold)
    Fixed a crash when trying to change wares count in Marketplace in MapEd
    Added status code to FrameBufferCreate failure (will help fix it)
    Now game will exit upon detecting old OpenGL version (instead of crashing after player clicks Ok)
    Fixed crash after warning (OpenAL could not be initialized) when OpenAL is not installed. It throws an EAccessViolation, trying to read address 0
    Sort music tracks by name on unshuffled playback
    Other small bugfixes

Re: Alpha 7.1

PostPosted: 14 Sep 2016, 21:27
by SilverWarior
Hi!
Still problems with visual artifacts when antialiasing is enabled on AMD based graphics card. But this time it is a bit different. Now these artifacts are only see on some parts of the map (chunks) while other part of the map are rendered as they should

http://imgur.com/a/xOF0U

Trying to move camera away and then back in order to force redrawing of such map chunks still yield same results. Which is rather interesting because it means there is a specific pattern that is affecting these artifacts. I would really like to find out what exactly is affecting this.

I noticed that when KP is in windowed mode moving mouse cursor to the edge of the screen causes the game view to scroll as it would in fill screen mode. This is usually undesired and may frustrate players when their game camera moves just because they were doing something else in a different windowed application.
I believe that simply adding additional option which would allow players to chose whether they want such functionality or not in windowed mode would be best choice.

That is it about my impressions on Alpha 7.1 so far

Re: Alpha 7.1

PostPosted: 15 Sep 2016, 06:03
by Krom
Alpha 7.1 got update yesterday, to r4382. Fixed AI defense scripts in "Assault" mission.


@SilverWarrior:
I did nothing to the render code in those parts (apart from little refactoring).
Moving camera does not invalidate cache. However you can force-refresh it through F11 menu - Reload->Tiles.

I find it handy, when game is in windowed mode, to move cursor to the edge and get scrolling when the games window is focused. Should it be disableable instead, or act on windows borders?

Thanks for feedback!

Re: Alpha 7.1

PostPosted: 16 Sep 2016, 06:46
by SilverWarior
I find it handy, when game is in windowed mode, to move cursor to the edge and get scrolling when the games window is focused. Should it be disableable instead, or act on windows borders?
As I have said in my post I think it would be best if you add another in-game option through which each player can chose which approach is more suitable to them.

Re: Alpha 7.1

PostPosted: 16 Sep 2016, 08:59
by Krom
I don't like to clutter UI with more options. At least for now, when the game is in Alpha stage.
Will probably implement this after Beta stage.
Thanks for reminder anyway! :-)