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Re: Development Blog

PostPosted: 07 Jun 2013, 12:40
by Krom
I have written a new article for our development blog. It explains how the things are ordered in KaM Remake render.

http://www.kamremake.com/devblog/render-order-2/

I hope you wont die of boredom while reading it =)

Re: Development Blog

PostPosted: 11 Jun 2013, 08:19
by Krom
There's a new devblog article, now with more pictures:

http://www.kamremake.com/devblog/how-do ... are-right/

Re: Development Blog

PostPosted: 17 Jun 2013, 09:45
by Krom
This article sheds some light on out backend utility tools: http://www.kamremake.com/devblog/what-e ... game-need/

Re: Development Blog

PostPosted: 17 Jun 2013, 11:20
by T*AnTi-V!RuZz
Very interesting articles. I like reading them :)

Re: Development Blog

PostPosted: 18 Jun 2013, 06:44
by Krom
Thanks Tom :)

Do you have any ideas for the next article, what topic would community like to see?

Re: Development Blog

PostPosted: 18 Jun 2013, 07:09
by Siegfried
I also enjoy reading them.
Proposal for the next article: how does network play work.

Re: Development Blog

PostPosted: 18 Jun 2013, 07:19
by Lewin
Proposal for the next article: how does network play work.
I've been planning to write that at some point :)

Re: Development Blog

PostPosted: 22 Jun 2013, 18:30
by Siegfried
I have another topic that sounds very intersting to me and maybe especially those people who are around for the last decade:

maybe you could write about the whole history of the Remake. Beginning from the missing and map editor to the upcoming competition with TKE and openKAM. And then, of course, why the remake stayed alive. Why did Lewin join the development ...

I had a lovely chat with Krom about that two days ago which brought back so many heart-warming memories. Unfortunaltey, due to a thunderstorm the power supply went down for half an hour, so I was pulled out in the middle of that conversation. And I'd so love to hear the end :)

Re: Development Blog

PostPosted: 22 Jun 2013, 19:06
by Krom
KaM Remake is rather long story actually and I'm not sure I can recall many details at once, but I'll try. Request taken.

How about making or reviving a topic about OpenKaM and TKE where everyone shares details he knows, how it began and how it ended?

Re: Development Blog

PostPosted: 01 Jul 2013, 06:35
by Krom
Here's the first part of the requested story: http://www.kamremake.com/devblog/kam-re ... ackground/

@Siegfried: Your comments and further ideas are welcome :)

Re: Development Blog

PostPosted: 03 Jul 2013, 22:00
by Siegfried
I very much enjoyed reading through that story. Especially those screenshots brought back some long forgotten memories. I remember toying with Jan's editor. It was a great step for KaM editing, but the editor was so unusable ;)
Also, you had to manually replace one of the freelance files per hand to play other maps. In retrospective, this really is ridiculous. But this game obviously had something that kept us playing.

It's really the first time I've heard about freeSMSkam. Is he still around?

The other member of the german community that became the 'member of honor' was ka08. I never knew why. Does anybody know?

*edit:
oh wait, wrong thread. @mod please attach this post to the archeology topic. Thanks :)

Re: Development Blog

PostPosted: 17 Jul 2013, 11:37
by Krom
There's a new devblog article about KaM Remake development: http://www.kamremake.com/devblog/unit-picking/

Re: Development Blog

PostPosted: 17 Jul 2013, 13:28
by Siegfried
Image
Anyone remembers quake3 picmip? Reminds me of that ;)

Re: Development Blog

PostPosted: 18 Jul 2013, 06:18
by Krom
After Lewin has pointed at my mistake (KaM did not used pixel-perfect picking) I had written a second article about that: http://www.kamremake.com/devblog/unit-picking-2/

Re: Development Blog

PostPosted: 18 Jul 2013, 15:12
by Shadaoe
Really interesting to read as always ! Good job