
KaM Remake nightly build
Castle Guard Swordsman
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Location: "Pawel95" on Youtube.com
Re: KaM Remake nightly build
Pawel (host)
TRB (player 2)
[no chosen map]
I prote him. He promotes me back. I promote him. He promotes me back, I ban him, i reset bans(after he was banned). He joined again and me(the actual host) couldn´t set a map or change any other setting XD it just said "ready" like for normal "non-host" users, but I was the host at that time(with a star)

One other strange thing. I opened a room, so I was the only players and were the host(star). However I couldn´t set any map,setting and noone could join my lobby XDD
Re: KaM Remake nightly build
GR
MaxDeus

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Re: KaM Remake nightly build

EDIT: I can't reproduce it. I fixed a bug report you sent in (crash when trying to select a save). Did the bug with neither player being host happen soon after this bug? They could be related. If anybody wants to help me test this talk to me on TeamSpeak. The more players I have to test it the better

Name OnPlanField and OnPlanWinefield need to be swapped, now OnPlanField is for Vinefield xDD

Now i have more crashes than before when i copy landscape (tooken from the same map) to an other position. i sended the crash-reports, so that you know it more detailed.

Its a kinda old bug, after this (its in Event OnHouseDestroy): the created house lost his "way block", and you can cross house with units easily.
without Actions.HouseDestroy(aHouseID, true); next script GiveHouse doesnt work and ddint give any log ( in HouseDestroy event)
Destroying the house in OnHouseDestroyed will cause mistakes (miscounted statistics amongst other things) and could cause crashes. Therefore I'll make it so HouseDestroy is ignored within OnHouseDestroy for the house itself (destroying other houses is fine of course). We are aiming for scripts to fail immediately rather than cause mistakes that might make the game crash later (for example by counting a house destroyed twice in statistics).
OnUnitKilled and OnHouseDestroyed were never designed as "Now this entity is gone and you can replace it with something else". They were designed as "This entity is about to be destroyed, do you want to do anything before I wipe it from the game and the ID becomes invalid?". But I can see the use in replacing something as soon as it is destroyed. Maybe we need two more events OnHouseAfterDestroyed and OnUnitAfterKilled(Type, Owner, X, Y: Integer); which would be called after they have been completely wiped from the game so you could replace them with something, but because of this they could not provide you with an ID to use states like HouseType (although I guess they could still provide the ID so you can compare it with variables you have saved, but states like HouseType wouldn't work). Do you think this would be a good solution?
These kind of issues are one of the reasons why UnitKill doesn't work instantly. Within certain events killing the unit instantly will cause errors in the game (for example killing Attacker in OnHouseDamage would cause a problem since that unit is still processing its house attack task, and adding checks to handle any set of circumstances like these would make our code very messy and impossible to maintain).

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Re: KaM Remake nightly build

http://code.google.com/p/castlesand/downloads/list
Enjoy!
EDIT: I forgot to include our crash reporting tool, so I uploaded a newer nightly (r6108). For the two people who downloaded the old one (r6107), please get the new one instead.
Re: KaM Remake nightly build
Here the replay. This time it was the stonemason.

GR
MaxDeus
Re: KaM Remake nightly build
OnUnitKilled and OnHouseDestroyed were never designed as "Now this entity is gone and you can replace it with something else". They were designed as "This entity is about to be destroyed, do you want to do anything before I wipe it from the game and the ID becomes invalid?". But I can see the use in replacing something as soon as it is destroyed. Maybe we need two more events OnHouseAfterDestroyed and OnUnitAfterKilled(Type, Owner, X, Y: Integer); which would be called after they have been completely wiped from the game so you could replace them with something, but because of this they could not provide you with an ID to use states like HouseType (although I guess they could still provide the ID so you can compare it with variables you have saved, but states like HouseType wouldn't work). Do you think this would be a good solution?



Posts: 3822
Joined: 16 Sep 2007, 22:00
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Location: Australia
Re: KaM Remake nightly build
But thanks for the report. I should have mentioned those known bugs before.

King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
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Location: In his dark thunderstormy castle
Re: KaM Remake nightly build


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
Re: KaM Remake nightly build
Sort of bug: if I am host, and I make someone else host, my status is marked as 'ready' while I never pressed it. I think it should be 'not ready' by default.

Re: KaM Remake nightly build
When I load a mission (for example first mission of fed of neryn) and if there is a player without any units, houses and so on, the editor deletes the player while saving the map. In this case there is player 8 who will geht a knight by script later. Doen't work anymore cause player 8 is deleted.
what happens when I press F10 in game or map edit?


Posts: 3822
Joined: 16 Sep 2007, 22:00
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ICQ: 269127056
Website: http://lewin.hodgman.id.au
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Location: Australia
Re: KaM Remake nightly build
Found a problem in map editor:
When I load a mission (for example first mission of fed of neryn) and if there is a player without any units, houses and so on, the editor deletes the player while saving the map. In this case there is player 8 who will geht a knight by script later. Doen't work anymore cause player 8 is deleted.
what happens when I press F10 in game or map edit?
Sword Fighter
Posts: 263
Joined: 01 Sep 2013, 10:51
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Location: On my chair
Re: KaM Remake nightly build
This week i did everything what I must do and I set the nightly on my pc,
Now when I opened the nightly it starts the nightly for 2 sec and then it stops and it gives me a error raport.
I don't know what the problem is so can someone helpme?

Re: KaM Remake nightly build
GR
MaxDeus
Castle Guard Swordsman
Posts: 1912
Joined: 03 Oct 2008, 22:00
KaM Skill Level: Skilled
Location: "Pawel95" on Youtube.com
Re: KaM Remake nightly build
Hello i have a problem.
This week i did everything what I must do and I set the nightly on my pc,
Now when I opened the nightly it starts the nightly for 2 sec and then it stops and it gives me a error raport.
I don't know what the problem is so can someone helpme?
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