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Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 22:37
by Ben
@RandomLyrics: Can you send me a save (or mission) showing the bug? Then I can debug it easily. There's probably an issue with one of the script commands.
Here is a save of that bug. In this case, the farms in the north for me (green).

Also a strange screenshot. here, my farm has delivery of wares disabled:
Image

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 23:09
by RandomLyrics
We used r6134

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 23:19
by Ben
You might know this already, but the undo/redo looks sloppy on the GUI.

Image

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 23:27
by sado1
After a while we noticed that the problem is - when someone buys a house that processes resources of certain kind (for example, Bakery - Ben made a mistake, and bought it right away at start), he won't be able to take corn to storehouse. I had a similar situation later, I was able to bring iron ore and coal to store, but when I bought a iron smelter, I wasn't anymore - all coal and ore were brought to the smelter; then I bought a smithy, and worst thing happened - all coal getting brought to smithy, all ore to smelter. When I destroyed there two buildings (new Town Merchants version allows that, for selling house purposes), they started bringing these two types of wares to store again.

Strangest thing is, Ben needed Bakery to trigger the bug... and Bakery doesn't directly use corn. WTF.

edit: seems that if you have enough buildings (enough farms for example), some of the wares will go to the store anyway, but not sure yet

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 09:47
by Lewin
About flattening roads: Maybe the map editor can let you place a special "object" over roads that prevents them from flattening the ground when the game starts? Because most of the time you DO want it to flatten roads since they look really bumpy without it, but then in special cases like bridges you don't want it to so you use this object over each tile of road. This "object" could be under the map editor build menu near the road button.

The "serf glitch" is now fixed (I think). I made a mistake when I implemented Actions.HouseTakeWaresFrom which messed up the delivery queue and confused the serfs. I'll make a new nightly so you can keep testing the map.

EDIT: Google Code doesn't let you create downloads now, so this particular nightly (r6136) is in my DropBox:
https://dl.dropboxusercontent.com/u/930 ... Nightly.7z
We will find a proper alternative to Google Code downloads eventually, but this will do for now.
Also a strange screenshot. here, my farm has delivery of wares disabled:
Image
I guess the script must have disabled it. I've changed it so the script can't disable delivery to houses that don't take deliveries (like farms).
You might know this already, but the undo/redo looks sloppy on the GUI.

Image
Yeah, I'm not sure where else to put it though... It only applies to terrain so we want it in the terrain section not the global section.

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 11:13
by MaxDeus
Thanks for the new version. Will test it from now on. By the way, what about this? Scrollable foodbar? Would make things easier (hard to implement, don´t know?)
scrollbar.jpg
GR
MaxDeus

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 11:33
by The Dark Lord
Bug: when watching a replay, selecting someone's barracks will show its rally point. However, when I change to another players' point of view, the colour of this rally point changes to the colour of the newly selected player, while it's still the rally point of the first player.

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 12:08
by MaxDeus
Bug in the fog. Normally i cannot see the bowmen.
Nightly-bug.jpg

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 12:31
by Lewin
Bug: when watching a replay, selecting someone's barracks will show its rally point. However, when I change to another players' point of view, the colour of this rally point changes to the colour of the newly selected player, while it's still the rally point of the first player.
Thanks, I fixed it. Now it always takes the colour from the barracks instead of the selected player.
Bug in the fog. Normally i cannot see the bowmen.
Bugged fog at the top of the map is a known bug, it's on Krom's todo list along with invisible houses.

EDIT: I also fixed the "players" panel always being visible when you start a multiplayer game.

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 13:04
by pawel95
Thanks for the new version. Will test it from now on. By the way, what about this? Scrollable foodbar? Would make things easier (hard to implement, don´t know?)
scrollbar.jpg
GR
MaxDeus

Yeah I think it´s really hard to implement. As far as I know there is just a "Full condition" command in the static script and the "normal condition" without any command, by defeaut. The normal condition is taken randomly, between two maximums(as far as i know, not to get all citizens be hungry at exactly the same time). So I don´t think that the developers can even set themselves an exact percentage of the "hunger level". :mrgreen:

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 13:05
by woloszek
About flattening roads: Maybe the map editor can let you place a special "object" over roads that prevents them from flattening the ground when the game starts? Because most of the time you DO want it to flatten roads since they look really bumpy without it, but then in special cases like bridges you don't want it to so you use this object over each tile of road. This "object" could be under the map editor build menu near the road button.
Yes, I think it would be the best solution. :wink:

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 13:18
by pawel95
I started to play Age of Empires II Again, because I got the HD edtion, so I got some ideas about the really point :D In AoE 2 nearly every building has the rally point, doesn´t make sense in KaM.

However what I like at that system is, when you put the rally point on a building of the enemy, all troops that will be made, automaticl go and attack that building.
Do you think, this could be added to the KaM Rally point system? :P There is no really advantage by using that, but it´s way cooler, if you want to attack a building that you already scouted and you want to send all new army, to it also.

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 14:21
by MaxDeus
When you want to save a game, he does some buggy things, like you cannot press save before you did not press any key on keyboard.
GR
MaxDeus

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 14:34
by pawel95
Somehow the serverlist in the nightly is empty for me?!

Re: KaM Remake nightly build

PostPosted: 23 Jan 2014, 16:58
by Ben
You might know this already, but the undo/redo looks sloppy on the GUI.

Image
Yeah, I'm not sure where else to put it though... It only applies to terrain so we want it in the terrain section not the global section.
It looks really bad right now though :P Is there room to move the terrain selections down then place the undo/redo button above the terrain selections?