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Re: Official KaM Remake Bugs topic
PostPosted: 04 Jun 2013, 04:03
by Lewin
Bigos, who doesn't have an account here, asked me to post that he had this error message:
"8087CW is wrong C:\Projects\KamRemake\Km_Main.pas, line 229"
If any logs/details are needed, please tell me. RC3.
Ah, I was wondering if anyone was going to get that error

That's a hardware/software/driver specific bug. Something about his computer has changed the FPU control word, which means calculations in KaM can give different results than other players. We'd like to make a test application for him to run with lots of debugging enabled so we can find out which library messed it up.
Do you know if it happens as soon as the game started, or was it after some specific action? (e.g. pressing a button in the menu).
What's the best way for us to get the debugging application to him? Send it to you?
Thanks,
Lewin.
Re: Official KaM Remake Bugs topic
PostPosted: 04 Jun 2013, 06:24
by sado1
I think it happened when he started the game. Yeah, please send the app to me, I'll pass it through to him.
Re: Official KaM Remake Bugs topic
PostPosted: 04 Jun 2013, 07:14
by Lewin
Thanks, I sent you a PM

Re: Official KaM Remake Bugs topic
PostPosted: 06 Jun 2013, 15:09
by pawel95
Haha found this yesterday and it happened today also
It happened when I was host, and lost connection, so the first player in the list isnt the host(look at READY SIGN) haha funny thing to troll

Re: Official KaM Remake Bugs topic
PostPosted: 06 Jun 2013, 20:06
by Nissarin
r5349
I didn't bother to check if this was already reported somewhere else..
- Code:
20:21:25:248 63207.96s 2413ms Server: Client 1006 has disconnected
20:21:26:492 63209.204s 1244ms Server: Client 1001 has disconnected
20:21:26:492 63209.204s 0ms Server: Reassigned hosting rights for room 1 to 1020
20:21:26:512 63209.224s 20ms EXCEPTION: ERangeError: Range check error
20:21:26:535 63209.247s 23ms *** STACKTRACE ***
$00000000004AFB86 line 612 of ../../KM_NetServer.pas
$00000000004BAC4A line 210 of ../../KM_NetServerLNet.pas
$00000000004BE87A line 1056 of ../../Common/LNet/lnet.pp
$00000000004C1220 line 1511 of ../../Common/LNet/lnet.pp
$00000000004C4901 line 172 of ../../Common/LNet/sys/lepolleventer.inc
$00000000004C0BCF line 1433 of ../../Common/LNet/lnet.pp
$00000000004BB358 line 286 of ../../KM_NetServerLNet.pas
$00000000004ADE78 line 311 of ../../KM_NetServer.pas
$0000000000463E30 line 94 of ../../KM_DedicatedServer.pas
$0000000000417751 line 58 of KaM_DedicatedServer.dpr
$0000000000417FBE line 166 of KaM_DedicatedServer.dpr
*** END STACKTRACE ***
Re: Official KaM Remake Bugs topic
PostPosted: 08 Jun 2013, 15:15
by pawel95
HAHAHA I found a funny ugly bug with the bowmen. It happens because you set in the new RC3 that bowmen won´t shoot on labours, right? Because this change could cause troubles, they shoot but than interrupt their attack, so in a fight they wouldnt shoot on the labours but also not on the army, just wasting time with endless reloading, when they want to attack labours.
http://www.speedyshare.com/eZXka/KaM-Bo ... -voice.mp4
Re: Official KaM Remake Bugs topic
PostPosted: 08 Jun 2013, 21:25
by Islar
about the bowmen, when you attack a bowman and he is killed the rest of the formation want to set their original position and they stop shooting. this is very annoying.
like 10 bowmen and rows of 5, the man with the flag is killed than the men next to him want to go to his position and the men behind him want to go one to the left/right.
Re: Official KaM Remake Bugs topic
PostPosted: 09 Jun 2013, 06:02
by Lewin
It happened when I was host, and lost connection, so the first player in the list isnt the host(look at READY SIGN) haha funny thing to troll

That can happen under very rare conditions when the players joined the server at the same time, so the server has a different order of players than the lobby. It shouldn't cause any problems, it's just confusing for the players. We might address it in future if we refactor our networking code.
r5349
I didn't bother to check if this was already reported somewhere else..
Thanks for reporting that, I'll look into it.
HAHAHA I found a funny ugly bug with the bowmen. It happens because you set in the new RC3 that bowmen won´t shoot on labours, right? Because this change could cause troubles, they shoot but than interrupt their attack, so in a fight they wouldnt shoot on the labours but also not on the army, just wasting time with endless reloading, when they want to attack labours.
Thanks, I've successfully reproduced it so it shouldn't be hard to fix

EDIT: Fixed! Thanks again.
about the bowmen, when you attack a bowman and he is killed the rest of the formation want to set their original position and they stop shooting. this is very annoying.
like 10 bowmen and rows of 5, the man with the flag is killed than the men next to him want to go to his position and the men behind him want to go one to the left/right.
Thanks for reporting, I found and fixed that issue

They now continue firing when group members die, even the flag holder.
Re: Official KaM Remake Bugs topic
PostPosted: 16 Jun 2013, 15:29
by thommerd
Hi, today I was playing a game and I noticed something strange... Im not sure if this is a bug because of a fault in ai or I was unlucky but it was quite funny and lame at the same time
All the builders building the sawmill wanted to hammer the top part where another builder is digging a path as you can see. This way my sawmill that only needed 1 more hammer strike could not be finished
The serf with the stone for my builder could not reach him because it was too crowded and somehow he could not move through the builders while he was standing still the whole time.... they were standing there for quite a few minutes until I decided to destroy the sawmill and rebuild it waisting 4 wood and 3 stone
BTW this was in the latest scripting demo release rc 3 r5349
Re: Official KaM Remake Bugs topic
PostPosted: 16 Jun 2013, 19:35
by Nissarin
@thommerd
This is normal, same if builder is holding serfs from bringing materials by blocking the entrance or more than one builder tries to "hammer" the same part, hopefully this behaviour will change in the future.
Re: Official KaM Remake Bugs topic
PostPosted: 16 Jun 2013, 20:09
by thommerd
Yes I know some it can be normal that builders block serfs from bringing for a few secs but in my case it was impossible to get the stone tot the builder for my serfs. This created a neverending loop:S I also found it strange that all those builders wanted to hit the sawmill at the same spot. So im not sure if i were extremely unlucky or it was a bug/
Re: Official KaM Remake Bugs topic
PostPosted: 17 Jun 2013, 14:57
by Lewin
Thanks for the report thommerd. Next time something like that happens, create a save and send it to us (from SavesMP folder). It can help us find the cause of the problem and fix it. However, thanks to the screenshot we should be able to figure this one out anyway. I'll look into it after this release is out of the way.
It's a very very very rare problem, you were just unlucky

The labourers should allow the serf through with his stone, he should get priority since he can finish his walk and the labourers can't, but it looks like that's not working the way it should. The game probably doesn't realise the serf can reach his destination because he has a special walk destination (walk to within 1 tile of X;Y). Hopefully that won't be hard to fix

Re: Official KaM Remake Bugs topic
PostPosted: 18 Jun 2013, 08:49
by thommerd
I have sent you the replay through email! after rewatching the replay I think its was just an unlucky coincidence but probably you will know that better than me:)
Re: Official KaM Remake Bugs topic
PostPosted: 18 Jun 2013, 13:22
by pawel95
After I posted my last movie with the bowmen bug, I found now a similar thing but with labours:
http://www.speedyshare.com/FymUe/KaM-Builderbug.mp4
Re: Official KaM Remake Bugs topic
PostPosted: 18 Jun 2013, 15:09
by Lewin
Your labourers do not want to walk past that tower with the recruit, which is the direction they are trying to go back to the inn. That's how we prevented people emptying towers with labourers, they refuse to walk into range of a tower with a recruit in it. If you destroy that tower they will be ok. What were they doing so far from home behind enemy towers anyway?
