Map Database  •  FAQ  •  RSS  •  Login

Official KaM Remake Bugs topic

<<

The Dark Lord

User avatar

King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 27 Jan 2017, 12:25

Re: Official KaM Remake Bugs topic

I agree, the wares shouldn't be lost. It just isn't right.
As for towers not being destroyed - I think that's more of a mentality problem. Destroying towers can be done pretty quickly. You can rush through them with militia, but if your attack fails you pay double the price: you lost soldiers to towers that could otherwise have functioned as 'cannon fodder' and the towers will simply be refilled, meaning you will have to wait a while until you have enough soldiers again to storm through it again. In an evenly matched game, I prefer to slowly squeeze the life out of my enemy.
<<

Garnu_Thorn

User avatar

Rogue

Posts: 54

Joined: 20 Oct 2011, 22:00

KaM Skill Level: Beginner

Yahoo Messenger: garnuthorn

Location: Green Bay, WI

Post 21 Mar 2017, 16:15

Re: Official KaM Remake Bugs topic

I've noticed a 7 second lag in selecting anything context menu wise and a slowdown in loading maps in the editor. This may have happened around one of these win10 updates: KB4013418, KB4013429, or KB3150513.
<<

thunder

User avatar

Moorbach's Guard

Posts: 1044

Joined: 15 Apr 2012, 12:11

KaM Skill Level: Fair

Location: In the Market

Post 22 Mar 2017, 00:46

Re: Official KaM Remake Bugs topic

Hi!
Today I noticed something.
Follow to generate the case:
1st set a hotkey to a school
2nd start a deleteing process on a coalmine but when the question is popping 'Do you really want to delete the building' then
3rd press the hotkey to the school and then the question will adressed to the school
4th now press i want to delete the building

Result is the scholl destroyed and not the coalmine.

A solution could be: If the question is up then the hotkey should overwrite the question with say 'no' and open the school or any hotkeyed building without destroying.
Bests!
<<

Ben

User avatar

Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 22 Mar 2017, 01:57

Re: Official KaM Remake Bugs topic

Bwhahaha nice one Thunder :D Did you do it in a mutiplayer game?

EDIT: I tested this, and the screen does change to show a different building, but I still think this falls under unintended behavior. I suppose that the "delete confirmation" should clear away completely.
I used to spam this forum so much...
<<

Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 22 Mar 2017, 04:10

Re: Official KaM Remake Bugs topic

Good find! :-)
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
<<

thunder

User avatar

Moorbach's Guard

Posts: 1044

Joined: 15 Apr 2012, 12:11

KaM Skill Level: Fair

Location: In the Market

Post 22 Mar 2017, 10:29

Re: Official KaM Remake Bugs topic

Bwhahaha nice one Thunder :D Did you do it in a mutiplayer game?
Almost happened. I saw the icon of the coalmine changed so rather press the no, but after the game tested out, to be sure is it working :wink:
<<

Rey

User avatar

KaM Remake Developer

Posts: 217

Joined: 12 Oct 2016, 07:41

KaM Skill Level: Fair

Location: Moscow

Post 30 Jun 2017, 22:18

Re: Official KaM Remake Bugs topic

Hi!
Today I noticed something.
Follow to generate the case:
1st set a hotkey to a school
2nd start a deleteing process on a coalmine but when the question is popping 'Do you really want to delete the building' then
3rd press the hotkey to the school and then the question will adressed to the school
4th now press i want to delete the building

Result is the scholl destroyed and not the coalmine.

A solution could be: If the question is up then the hotkey should overwrite the question with say 'no' and open the school or any hotkeyed building without destroying.
Bests!
Fixed here
<<

thunder

User avatar

Moorbach's Guard

Posts: 1044

Joined: 15 Apr 2012, 12:11

KaM Skill Level: Fair

Location: In the Market

Post 05 Jul 2017, 09:21

Re: Official KaM Remake Bugs topic

:wink:
Nice!
<<

Michalpl

Sword Fighter

Posts: 318

Joined: 10 May 2014, 21:46

KaM Skill Level: Fair

Post 10 Jul 2017, 11:50

Re: Official KaM Remake Bugs topic

So its now obvious that AI in TPR waited few frames or so when making one huge attack to prevent huge lagspike when patching units (https://github.com/Kromster80/kam_remake/issues/381)

EDIT: Also would be nice if bugs from the buglist.txt would be split for an each bug as an issue on github
<<

Garnu_Thorn

User avatar

Rogue

Posts: 54

Joined: 20 Oct 2011, 22:00

KaM Skill Level: Beginner

Yahoo Messenger: garnuthorn

Location: Green Bay, WI

Post 18 Aug 2017, 04:26

Re: Official KaM Remake Bugs topic

After a full reinstall of my pc I've noticed my problem with KaM Remake lag to be fixed.
<<

Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 18 Aug 2017, 05:23

Re: Official KaM Remake Bugs topic

Splitting buglist would be a large amount of work, with no clear benefit. Bug descriptions in there are terse and are all on the same page, which is kind of convenient.
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
<<

thunder

User avatar

Moorbach's Guard

Posts: 1044

Joined: 15 Apr 2012, 12:11

KaM Skill Level: Fair

Location: In the Market

Post 30 Aug 2017, 21:17

Re: Official KaM Remake Bugs topic

Hi,
A visual one.
When the coalmines are working the mined tiles are changing in time. Do I think well when the tile changed then their direction won't be random?
Could be randomized? Many mapmakers are rendomize the coalfield's tile to give a natural feeling. But mining is overwriting this, mainly if coalmines are built up in the same time.
Thank you!
t
Screenshot 2017-08-30 23-12-12.jpg
You do not have the required permissions to view the files attached to this post.
<<

Rey

User avatar

KaM Remake Developer

Posts: 217

Joined: 12 Oct 2016, 07:41

KaM Skill Level: Fair

Location: Moscow

Post 04 Sep 2017, 08:21

Re: Official KaM Remake Bugs topic

Hi,
A visual one.
When the coalmines are working the mined tiles are changing in time. Do I think well when the tile changed then their direction won't be random?
Could be randomized? Many mapmakers are rendomize the coalfield's tile to give a natural feeling. But mining is overwriting this, mainly if coalmines are built up in the same time.
Thank you!
t
Screenshot 2017-08-30 23-12-12.jpg
Rotation of the new tiles is random after resource extraction.
I think its good.

Or what did you mean, @thunder?
<<

Strangelove

User avatar

Crossbowman

Posts: 230

Joined: 30 Jul 2013, 06:32

KaM Skill Level: Fair

Post 05 Sep 2017, 19:47

Re: Official KaM Remake Bugs topic

It seems like there is a little "bug" in the "CampaignBuilder". I can load an Image up to 1024x1024, however, if I import a picture with a ratio other than 4:3, the images seems to get resized to fit the 1024x768 resolution. Is this a bug or is the description just misleading?
<<

Rey

User avatar

KaM Remake Developer

Posts: 217

Joined: 12 Oct 2016, 07:41

KaM Skill Level: Fair

Location: Moscow

Post 05 Oct 2017, 14:34

Re: Official KaM Remake Bugs topic

Probably we have to restrict map image size to 1024*768 in Campaign Builder, as its our default supported resolution, but its just a CB...

Yes image is stretched, it is made not in Campaign builder, but in the game. I think its fine, as campaign maker has to use proper image and thi is just an util. Added short message, when image is too big ( > 1024*1024 )

Btw, did you start making new Campaign or its an old one in progress?

Return to “Bugs”

Who is online

Users browsing this forum: No registered users and 8 guests