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Re: Official KaM Remake Ideas topic
PostPosted: 06 May 2014, 11:31
by andreus
An idea. What if there was a way to render a nice looking screenshot of an entire map by the game itself, instead of having to do it manually with use of image editing software?
agree. would be nice
EDIT: Lewin plz check kamremake e-mail, I sent a MapsDelete patch

Re: Official KaM Remake Ideas topic
PostPosted: 10 May 2014, 08:54
by Esthlos
I didn't think about this problem, but it is also in the game now. The single player save list menu has a delete button, which also deletes the replay. I would solve it by removing the replay viewer menu, and only a save games menu would exist. And there you would be able to select load (if it's single player), delete or replay. It would indicate that there is no replay, only a game save that you can replay.
I like this.

Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2014, 08:00
by andreus
MagicWater should work for ice tiles too. This can be useful if you make for example frozen river and need to make frozen water flowing in the same direction..
what do you think?

Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2014, 10:01
by Krom
That was added to our todo list long ago

Re: Official KaM Remake Ideas topic
PostPosted: 03 Jun 2014, 11:27
by Michalpl
The blue version of red block wich blocks walking and building the blue one should disallow building but it should allow walking like in tsk 1 on the bridge
Re: Official KaM Remake Ideas topic
PostPosted: 13 Jun 2014, 15:44
by Michalpl
To Editor should be added muliplayer pos node to place it.
Re: Official KaM Remake Ideas topic
PostPosted: 13 Jun 2014, 16:10
by Lewin
To Editor should be added muliplayer pos node to place it.
It's called center screen and it's under "Visual scripts" -> "Reveal fog".
Re: Official KaM Remake Ideas topic
PostPosted: 15 Jun 2014, 10:42
by WhiteWolf
The blue version of red block wich blocks walking and building the blue one should disallow building but it should allow walking like in tsk 1 on the bridge
i requested this before but seemed that most forumers found it not worth the time to create/implement it. The tile used on the bridge in TSK is tile no. 198. That one doesnt allow building on it but does allow walking on it

Re: Official KaM Remake Ideas topic
PostPosted: 15 Jun 2014, 11:01
by Skypper
I wasn't one of that forumers

I think it is quite use full
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jun 2014, 08:44
by cmowla
Hey guys, have you all ever thought about making the fighting sound more realistic?
If the sound files which the troops talk are echoed slightly, then it makes it seem like you are observing the troops in actual nature (where echos would naturally be heard if you were hearing people from above talk very loudly, around mountains, for example).
Right now, it's like the troops all have their own individual crisp microphone, but I just watched one of KamRemakeFan's replay videos and made the sound echo, and it's simply amazingly realistic sounding!
I guess if this idea was used to modify the sound files, only a slight echo should be used, as too long of an echo would sound unrealistic (and annoying).
Let me know what you guys think!
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jun 2014, 09:18
by Tiank
It's an intersting idea, but I think something like that would sound good only in some locations. Like the echo you are talking about, giving an impression that troops are in mountains would obviously sound great in mountains, but not that good near sea waters or in forest. However, I would like to hear a sample of such a modified troop voice

.
If we're talking about sounds, the idea which I'm really excited about is to give each location different sound. Like if you're near waterfall, you can hear a waterfall. In forest - bird singing, near river - river rumbling. With new script feature to loop sound and to trigger it at certain location, it's just a matter of time to hear something like that in Remake

.
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jun 2014, 23:43
by cmowla
TianK asked me to make the sound modifications I was talking about, and I sent it to him via pm, but here they are:
(To download, click "File"->"Download".)
https://docs.google.com/file/d/0Bx0h7-z ... edit?pli=1
Specifically, I made modifications to all battle sounds for Knights, Bowmen, Swordsmen, Barbarians, and Pikemen (in the English version). All I did was play two identical copies of each simultaneously. The first copy was the original sound file, and the second copy was .333 seconds of no sound + (original file with first .17 seconds of the beginning deleted).
In addition, I actually first experimented with this with KamRemakefan's video of my ZA v1.1 replay. I just took a short clip of his video (of wave 60, which was playing back at x1 speed) and made the above modification to the entire video clip's sound. To me, it's sounds very interesting!
https://www.youtube.com/watch?v=zRth_2y-bME
Obviously this sound adjustment, if you all like it, shouldn't be done for swords clashing and arrows firing. Probably there are some other sound files which shouldn't be changed in this way either.
Re: Official KaM Remake Ideas topic
PostPosted: 18 Jun 2014, 03:35
by Ben
To me, it just sounds like two people are dying/talking in quick succession. Quite choppy imo.
However, if you like them, you can install the sounds locally on your own game.
Re: Official KaM Remake Ideas topic
PostPosted: 18 Jun 2014, 07:27
by Tiank
I don't like them to be honest

. I've imagined it would sound in a different way. Maybe when we use reverb, not echo... I will try to do something with it when I have time.
I think it would be better, if second copy of the same file would be played quieter. That's how the echo works after all, first sound is loud, others are more and more quieter.
However, I see at least one use of this effect. Like in movies, there is slow motion effect during battle or some dramatic moment. It fits for something like that (especially with music on cmowla's video).
Re: Official KaM Remake Ideas topic
PostPosted: 19 Jun 2014, 04:54
by cmowla
I understand completely that you guys don't like it, and obviously (Ben) I can do this on my own computer if I want to.
If either of you only watched the video, note that the video echoed all sound (it was KamRemakefan's video...I didn't customize the individual sounds), and thus this proposal/suggestion does not apply to swords clashing, troops dying, and other sound effects heard in the video. Just primarily to the battle sounds for each unit. So go watch it again and focus just on those sounds (which don't happen that often) to get a feel for what I have suggested (that is, if anyone actually thought I loved how ALL of the sounds in the video were echoed).
In addition, the sound files I attached were not meant to be "permanent". I'm not that fond of my work to insist that it be instantly used without some suggested modifications from the community.

They were only meant to be a starting point to make the sounds more realistic. As I've said, right now, it seems like all troops have a crisp microphone (are they all actors in a film, or are they supposed to be soldiers in battle?)
Also, TianK, I didn't produce the sound files to echo so that the second time is not as loud as the first one because I didn't want to make the sound files that much longer than they were (I didn't make them full/traditional echo sounds).