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PostPosted: 03 Aug 2009, 08:11
by Krom
Pointer to invalid pointer does the job best :D

We shall release new demo with fewer bugs and see how many of the rest crashes will be cured :)

PostPosted: 04 Aug 2009, 20:20
by Siegfried
I noticed that the graphical problems with the ground comes from the zoom (which I didn't realize until yesterday).

When you zoom in, the ground fits perfectly. But when you zoom out even more than the original KaM zoom level, the tiles get black edges and borders. This is also the thing that causes the water to get the black patches.

And I noticed another graphical glitch: the school gets black in the surrounding of the clock while an unit is trained.

I'd like to get my hands on a more stable version since I wasn't able to finish a single game because of the errors.

PostPosted: 04 Aug 2009, 21:43
by Krom
Half of the problems comes from mipmap levels, which are forbidden in code, still some GPUs generate them.. The rest comes from blending options (houses black tops), once again different GPUs have different default options. I'm looking for a solution...

We plan to release more stable version with a dozen of bugs fixed and some minor improvements in few days :)

PostPosted: 04 Aug 2009, 22:32
by harold
What if you allow mipmaps (but set them to 1 anyway to avoid wasting mem) and set the mipmap filter to POINT? Then you don't get blur even if they GPU decides to refuse your "no mipmaps" request..
Or, at least, I think :)
Works for me anyway, but DirectX is very different..

PostPosted: 05 Aug 2009, 09:23
by Krom
I've tweaked it as you suggest :)

I can't see the bug on my PC, so we have to hope it will look allright in next Demo :)

PostPosted: 06 Aug 2009, 19:27
by Krom
Black Tops bug is not hopeless as I was afraid it would be.

I've made a test application to render all 182 possible OpenGL blending combinations and it displayed exactly the same on both PCs I've got (one with and one without black tops bug). Which means the bug is actualy fixable via Remake code :)

It must be something to do with state switches and maybe few faulty combinations happening between them..

PostPosted: 07 Aug 2009, 15:04
by Krom
New bugs and their status were added:
  Code:
   Gold/coal miners have too short radius +   Pause panel is not fullscreen for maximized window +   Game crashes when citizen return home and home is demolished    Citizen is invisible when its home is demolished for some few seconds    Vertical winefiel borders have no edges    Woodcutter should drop the task if tree is already taken by other woodcutter    Units get stuck on unwalkable tiles[/quote]

PostPosted: 07 Aug 2009, 17:59
by xzaz
Sorry if you already got it.
- The winemaker should produce 3 wine instead of 1.

PostPosted: 07 Aug 2009, 18:25
by Litude
Where did you pull that one from? He certainly shouldn't produce 3 wine barrels but 1.

PostPosted: 07 Aug 2009, 20:00
by Krom
As noted we use SR3 KaM data for that matter and it clearly says farmer produces one barrel per job :)

PostPosted: 10 Aug 2009, 14:52
by Krom
Another bunch of bugs found and some of them are already fixed:
  Code:
+   Coal/gold/iron miners use incorrect radius +   Pause panel is not fullscreen for maximized window +   Field borders should fade correctly in fog of war +   Citizen is invisible when its home is demolished for some few seconds +   Recruits won't go home if barracks is destroyed and then rebuilt in test mission    Viewport scrolling should be smooth    Vertical winefiel borders have no edges    Woodcutter should drop the task if tree is already taken by other woodcutter ?   Wrong render of houses, black tops [/quote]

PostPosted: 13 Aug 2009, 17:20
by The Knight
Do we get a reworked test alpha version, which includes these bug fixes? To update the list and finding new bugs?

PostPosted: 13 Aug 2009, 18:46
by Litude
@The Knight:
We plan to release more stable version with a dozen of bugs fixed and some minor improvements in few days :)
By the way, check your e-mail.

PostPosted: 15 Aug 2009, 07:30
by The Dark Lord
Very impressive guys!

I found a bug as well: labourers, when idle, don't go to the inn if they are hungry. Giving them a job (like building one piece of road) and then canceling that job solves it.

PostPosted: 15 Aug 2009, 11:23
by Krom
@TheKnight: Yes, we were going to, but as you see the list of known bugs keeps on growing.. So we might take some more time to fix more bugs. Each found'n'fixed bug means improving of internal structure of the code. Everything becomes more reliable.

@TheDarkLord: Thanks :) This bug is fixed now :)