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TKE

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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 01 Apr 2008, 07:24

TKE

(thread started by request)

TKE is intended to be a fan-made continuation of the KAM line.
Silly bugs such as 3-building bug and the many bugs if there are many soldiers will not be in TKE.


"official" website: http://www.freewebs.com/knightsandmerchants/

More information can be found here: http://www.knightsandmerchants.net/inde ... m-expanded

Test builds are provided here: http://www.bits-dev.nl/kam/KAM_TKE.zip
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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 01 Apr 2008, 13:31

Can you tell us how much progress is in each of these directions you have:
- Graphics display (by screens I guess it's most advanced)
- Sound
- Gameplay
- In-game AI functions
- Computer AI
- Multi-player
- New features
- other areas I forgot to mention

Do you make KaM remake or "KaM2" ?

What are you doing on TKE now?
Do you have a kind of roadmap what features you do next?

Do you have any issues members of this board can help to solve?

What about outsourcing, what kind of programming basis you use and is there a possibility to make a TKE programming team to split whole project into smaller bits?
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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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 01 Apr 2008, 14:59

Graphics display: some problems with determining the Y coordinate of sprites - they go out of line with the map a bit, terrain shading needs some tweaking in the dark area's
Sound: nothing yet, I don't expect it to be very hard though (XNA has a nice sound API)
Gameplay: pretty much done - by JBSnorro, needs to be integrated though and that's giving some trouble
In-Game AI: done by snorro as part of gameplay
Computer AI: nothing yet, but there are some ideas (and books)
Multi-player: syncing is somewhat done but there is no way to initiate it yet.. could be some trouble there
New features: maps theoretically up to 2147483648 square, but no one's RAM is big enough to fit that, windowed mode, easy screenshots, compact mapformat
planned:
Military waypoints
Evacuate button on buildings
Very few new scripting commands
A lot of new scipting features in the XML mission files - most will be added with single-player though
Single-file missions (basically a map and script zipped together with a .mis extension)
Single-file campaigns, same idea as the single-file mission but with an additional XML file describing the order of the missions and cinimatics and backgrounds etc

Discussable: lockable mission/map/script/campaign formats, reviving the 2-layer format, and custom tile-sets (only for the single-file missions though)

Now working on a complete rewrite that will combine pieces of old code with pieces of snorro's code, a lot of features that are now only "planned" used to be in the old code but have to be rewritten

more details about the single-file missions will be released when it's working

compact mapformat is as follows:
  Code:
unsigned short int: width unsigned short int: height for each tile: byte: terrain type (same value as before) byte: height byte: object struct:   {      2bits: rotation      1bit:  walkable      5bits: reserved  (may get meaning, ignored for now)   }[/quote] maximum size: 65535 square (you'd need 40GB ram for such a map, so forget it. Your soldiers would die before getting to the other side anyway.) Some may argue that the compact map format is useless, but it's not. It loads a lot faster than the normal format. It's not meant to spare size on your harddisk, though it also does that as an added bonus. There used to be an extra format with up to 2 layers, it was never used except in private tests and I hereby declare it obsolete.
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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 01 Apr 2008, 15:33

Looks very promising :)
Looks like progress is much better than seen from screens.

I have a suggestions for mapformat:
- include a header with format version info (for example "KM01")
- allow tile flipping along with rotation (2+2bit), would be nice to have more variants
- include "buildable" bit, instead of recomputing it on map loading, so to easy setup walk/build in map editor
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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MrVV

Axe Fighter

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Joined: 29 Feb 2008, 23:00

Location: Zealand, Denmark

Post 01 Apr 2008, 15:36

Hey!

Thank you for making this thread.
My question is still,
Can i get a beta version? it would be nice.

MrVV
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 01 Apr 2008, 16:03

Looks very promising :)
Looks like progress is much better than seen from screens.

I have a suggestions for mapformat:
- include a header with format version info (for example "KM01")
- allow tile flipping along with rotation (2+2bit), would be nice to have more variants
- include "buildable" bit, instead of recomputing it on map loading, so to easy setup walk/build in map editor
Oh yes I forgot, the compact format starts with an additional 0
This only works when combined with normal maps that are not a multiple of 256..
But let's change that to 4 times 0 and a format :)
And a buildable bit shouldn't be hard (space enough)

Flipping could give trouble with how well the tiles connect to eachother, I'll look into it


@MrVV: only if you can find it yourself, which really isn't hard
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 04 Apr 2008, 16:25

Possible change of the compact format:
all multi-byte types are little-endian, ushorts are unsigned 16-bit integers
  Code:
int32: 0  - maps never have a width of 0 so this is a safe initial identifier int32: 0x31454B54  (ascii TKE1, little-endian, format identifier) int32: relative offset to map data .. possibly empty space .. [offset points here] ushort: width ushort: height    for each tile: (left to right, top to bottom) struct tile {    byte: type    byte: height    byte: object    struct    {       2bits: rotation       bit: walkable       bit: buildable       4bits: reserved    } } following data is ignored[/quote]
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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 04 Apr 2008, 19:02

Looks ok. Do you want me to write TKE format exporter in KaM Editor 0.5 ?
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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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 04 Apr 2008, 20:30

You can wait a while, no one is playing TKE yet :lol:
Open space could be used for signatures or whatever, notes, brush data even, but it could go at the end as well

I've been thinking hard and reading a lot, but I haven't found any good ways to lock a file in a way that only select programs can edit it - without giving all those programs a secret key (which would invariantly leak)
Does anyone know a good way?
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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 05 Apr 2008, 03:51

No, I don't know such way.
Say, on which step you will close TKE sources sharing?
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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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 05 Apr 2008, 09:18

Well let's try RSA then shall we
public key:
<RSAKeyValue>
<Modulus>0QuotkFTndi7C0b3w64D9TTGvVmtv3zwKYiUwaEtlYH2KmGsfHNWky9TF+f5MOdPD5/WzIujEK4VnbWHagEDJGRHMdfEFFiQkCzGVMgScws=</Modulus>
<Exponent>AQAB</Exponent>
</RSAKeyValue>

I already closed some things such as the networking part, though please remember that it's all C# and thus can be decompiled easily.

ps: just put ".RSA" = 0x4153522E (little endian) between the offset and the data and encrypt all tile data with RSA using the public key
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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 05 Apr 2008, 13:33

.. can wait a while, no one is playing TKE yet :lol:
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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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 05 Apr 2008, 13:51

That doesn't mean I can just go around implementing encryption without giving anyone the key.. that would be just as useless as being able to load PNG's as map or something like that :lol:
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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 05 Apr 2008, 16:19

I suggest you make and use unlocked format until TKE is almost done, then you lock it.

Still I would like you to comment on these questions:
Do you make KaM remake or "KaM2" ?
What are you doing on TKE now?
Do you have a kind of roadmap what features you do next?
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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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 05 Apr 2008, 17:01

It's basically a remake. No notable new graphics (a couple of icons and buttons for new features only), but hopefully less bugs and it will be nicer on fan creations (not a fixed set of missions that it can use like the old KAM, where you had to replace old ones to play new missions). There will, of course, be a build-in screenshotter (it has in fact been there from very near the beginning), maybe someday there will be a build-in video recorder..
We/I are now working on integrating the game logic with the rest of the code, which unfortunately means a rewrite, but it's mostly cut-and-paste.
There isn't really a roadmap though, it would a bit much pressure..

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