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Re: Official KaM Remake Bugs topic
PostPosted: 22 Apr 2014, 07:28
by Tiank
I've found something strange, which I think is a bug. When I put additional ally in already existing map (like Abrak), there are more locations available to select. For example, Abrak has 4 players. I added AI on 12th loc (I placed storehouse). After overwriting* the map, in lobby I can select players from 5 to 12 for me and for AI player (locs 1-4 work as before). In Editor's list of maps, changed map is shown as map for 12 players. To get back to the right setting, I've got to delete the storehouse I adeed (but AI at this loc won't disappear from list), overwrite map, open it again (additional AI disappears then), overwrite it again, everything is back to normal.
*It's the same, when I create a new name for changed map (like Abrak1).
Re: Official KaM Remake Bugs topic
PostPosted: 22 Apr 2014, 09:26
by Lewin
The map editor now maintains player numbers so you can use them in dynamic scripts (without player numbers being reordered when location 12 is moved to location 5 because 5-11 were unused). This means if you add a player at location 12, then all locations 1 to 11 will be active in your map (but empty). So if you want to add another player to a 4 player map you should use location 5 so it doesn't add the middle locations.
All of this is because in the Remake it's not possible to have unused locations in the middle (they must be at the end). That is, you cannot have location 1 and location 12 used, but locations 2-11 unused. As soon as you add location 12 then locations 1-11 are active.
Re: Official KaM Remake Bugs topic
PostPosted: 22 Apr 2014, 09:46
by Tiank
That makes sense Lewin, thanks for explaining!
Re: Official KaM Remake Bugs topic
PostPosted: 05 Jun 2014, 17:13
by Michalpl
Found a bug of rendering in r6209
Re: Official KaM Remake Bugs topic
PostPosted: 05 Jun 2014, 19:09
by sado1
Found a bug of rendering in r6209
You compiled Remake from SVN, which is a work in progress. I don't know whether there's any sense in notifying devs of bugs before they release a nightly/RC version. This way, I could compile Remake every day and tell them about bugs that they simply didn't have time to fix yet.
Re: Official KaM Remake Bugs topic
PostPosted: 27 Jun 2014, 21:28
by Remake 2012

Flower on storehouse
: P
Re: Official KaM Remake Bugs topic
PostPosted: 27 Jun 2014, 21:36
by pawel95

Flower on storehouse
: P
Wow, amazing job. That´s the 6vs6 Map, right? Even with flowers GREAT JOB PAKER.
Re: Official KaM Remake Bugs topic
PostPosted: 27 Jun 2014, 21:45
by Remake 2012
Wow, amazing job. That´s the 6vs6 Map, right? Even with flowers GREAT JOB PAKER.
Oh my Best follower.
Yes ! Thanks very much ! The map is not complete. But you have a sharp eye.
GREAT JOB PAWEŁ
Re: Official KaM Remake Bugs topic
PostPosted: 27 Jun 2014, 23:39
by thunder
Hey!
r6157
I tried out my laptop with a plus monitor and used that as a second screen.
The problem is the follow
first/left/mainscreen is Mapeditor
second/right/monitor is any other programs.
when i m using the righ monitor then the mapeditor start to move to right what is absolutaly normal when the mouse is toucing the right edge, but in this situation the mouse pointer is only on the expanded desktop. I havent tested this in game yet, but if i just would like to watching my city on the mainscreen and that inst on the right side then this moving screen could be annoying. And this is happening until the Remake window is active.
Re: Official KaM Remake Bugs topic
PostPosted: 28 Jun 2014, 00:39
by Lewin
That will only appear in the made editor, once the game starts objects under buildings are removed.
I tried out my laptop with a plus monitor and used that as a second screen.
The problem is the follow
first/left/mainscreen is Mapeditor
second/right/monitor is any other programs.
when i m using the righ monitor then the mapeditor start to move to right what is absolutaly normal when the mouse is toucing the right edge, but in this situation the mouse pointer is only on the expanded desktop. I havent tested this in game yet, but if i just would like to watching my city on the mainscreen and that inst on the right side then this moving screen could be annoying. And this is happening until the Remake window is active.
We intentionally made it like that. When you are playing you expect it to scroll when you touch the right edge. If you have to move your mouse all the way across the second desktop to scroll it would be very annoying when you are playing the game, so we don't want to change that. We could add an option to disable scrolling by moving the mouse to the edges I guess. But you can use Alt-Tab to change windows instantly or just click on the window you want quickly so it doesn't scroll far. Also, if you stretch the KaM Remake window to be on both monitors then scrolling will only happen on the right edge of the second monitor.
Re: Official KaM Remake Bugs topic
PostPosted: 28 Jun 2014, 10:01
by pawel95
Wow, amazing job. That´s the 6vs6 Map, right? Even with flowers GREAT JOB PAKER.
Oh my Best follower.
Yes ! Thanks very much ! The map is not complete. But you have a sharp eye.
GREAT JOB PAWEŁ
Ah I see, I also get fans now

Re: Official KaM Remake Bugs topic
PostPosted: 01 Jul 2014, 16:29
by Michalpl

Flower on storehouse
: P
Wow, amazing job. That´s the 6vs6 Map, right? Even with flowers GREAT JOB PAKER.
What version of remake is it? i don't have Random objects option.
Re: Official KaM Remake Bugs topic
PostPosted: 01 Jul 2014, 16:37
by pawel95
About the new AI in the nightly:
-Is it normal that the AI doesn´t make Leather weapons in 60 min (most of times?) Was this planned, so the ai would have a better army, or was it just random. One player had 45 leather in their storehouse but he never made leatherbuildings for an leather army.
-Autorepair should be enabled for the AI. Repairing towers can give an advantage of time.
-A nice picture form the ai defence position from an ai player. He had a great army for a not-human player, but thi "defence position"-bug poped out at every of the 7 ai´s in one game
Also I would like that the AI would defend himselves in every case

Mostly the AI player had most of his troops somewhere else and attacked when you already destroyed half of his city

(I guess the standard defence radius should be bigger?)
I have sent also a report from an error of this game.
Re: Official KaM Remake Bugs topic
PostPosted: 01 Jul 2014, 19:08
by dicsoupcan
messages like your house is empty or your coial mine run out of coal do not play any sound when received. i never knew how hard i would miss that sound :C
Re: Official KaM Remake Bugs topic
PostPosted: 02 Jul 2014, 06:40
by Lewin
-Is it normal that the AI doesn´t make Leather weapons in 60 min (most of times?) Was this planned, so the ai would have a better army, or was it just random. One player had 45 leather in their storehouse but he never made leatherbuildings for an leather army.
The AI should make leather buildings with the "multiplayer builder" settings applied. However if you have peacetime they will sometimes build towers before completely finishing their weapons production chain. The standalone AI does not work that well with 60 minutes peacetime, 75 or 90 minutes means they have a better chance to finish their weapons production before they get delayed by making towers. They don't manage labourers as efficiently as a human can so they can't get as much stuff built in 60 minutes. It certainly isn't "planned". The AI just tries to satisfy all his requirements like food, gold, and weapons. Leather production chain is longer so usually is finished last.
-Autorepair should be enabled for the AI. Repairing towers can give an advantage of time.
Ok, I'll enable repair in the "multiplayer builder" setup.
-A nice picture form the ai defence position from an ai player. He had a great army for a not-human player, but thi "defence position"-bug poped out at every of the 7 ai´s in one game

Automatic defence position placement still isn't perfect, but I don't think it will change for this release (making it smarter is not easy). At least they cover every entrance (if they have enough soldiers).
Also I would like that the AI would defend himselves in every case

Mostly the AI player had most of his troops somewhere else and attacked when you already destroyed half of his city

(I guess the standard defence radius should be bigger?)
If the defence radius is too big then the AI sends his entire army when you attack one part of the city, meaning it's easy to lure them all out. Or when the AI attacks your city they send their "defence" because they see that their soldiers are being attacked somewhere. The current radius for auto defence is 25, what do you think it should be?
I have sent also a report from an error of this game.
That was the rare and unknown error where computers get out of sync in multiplayer, we haven't figured out why that happens yet. It has existed since the first multiplayer demo (it's fairly rare).
messages like your house is empty or your coial mine run out of coal do not play any sound when received. i never knew how hard i would miss that sound :C
That bug is already fixed, thanks for reporting.