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KaM Remake nightly build
PostPosted: 05 Nov 2013, 16:28
by Krom
By popular demand: Here's first nightly build of the KaM Remake - r5920.
Dynamic scripts are working according to version number listed in wiki tables (
https://code.google.com/p/castlesand/wi ... ptsDynamic)
Multiplayer is not supported through master server, but you can join hosts with the same version by IP address.
List of new features is not yet available, but from the top of my head - some new scripts, Unicode texts (incl. Chinese hieroglyphs), some bugfixes and some new bugs of course.
I hope to upload more nightly builds as new features get added.
WARNING: Make a backup of r5503 folder since texts and fonts are updated and might break the r5503 functionality!
Download location: https://code.google.com/p/castlesand/downloads/list
EDIT by Lewin: Google code no longer hosts downloads for us. Here is a link to the latest nightly:
https://dl.dropboxusercontent.com/u/930 ... Nightly.7z
Re: KaM Remake nightly build
PostPosted: 05 Nov 2013, 19:13
by pawel95
Nice to hear. However I wanted to ask if you also implemented in that version the uni code compatibility now? So also players from other countries can read my name without a missing letter XD ?
Re: KaM Remake nightly build
PostPosted: 05 Nov 2013, 19:20
by Bence791
Don't want to sound so negative but here is the first bug
Acute and double acute accent vowels are messed up in the Hungarian translation.
P.S.: why "nightly"? (._.)
EDIT: I took a look and all other translations that have letters like the Hungarian ones are messed up. For example letter "รก" is shown as a cyrillic letter (e.g. in Czech as well).
Re: KaM Remake nightly build
PostPosted: 05 Nov 2013, 19:21
by dicsoupcan
So what exactly does ''nightly build'' mean?
Re: KaM Remake nightly build
PostPosted: 05 Nov 2013, 19:42
by Krom
@Pawel: Unicode is mostly implemented in 5920, but there are some bugs remaining to be fixed.
@Bence: Nightly build term comes from world of big software development (
http://programmers.stackexchange.com/qu ... uilds-mean). In KaM Remake context that means that this is a build made without any special testing and is just a snapshot of the projects state (plenty of bugs, unfinished features, etc.). What is it good for? Mainly the improved Map Editor. Early access to Dynamic Scripts that will be in next big version. Hopefully it will also allow us to reflect ideas and balance changes faster. And of course you can report bugs earlier, but no promises we will fix them fast due to ongoing development
@Dicso: See above

Re: KaM Remake nightly build
PostPosted: 06 Nov 2013, 01:17
by Shadaoe
Great idea ! Especially with the new script commands, it'll be great to test and use them !
Re: KaM Remake nightly build
PostPosted: 06 Nov 2013, 03:30
by Ben
What? No catapults? XD
Re: KaM Remake nightly build
PostPosted: 06 Nov 2013, 05:16
by Krom
@Ben: You'd be surprised, there are no cannons either xD
Re: KaM Remake nightly build
PostPosted: 06 Nov 2013, 16:55
by Bence791
Nor platinum

Re: KaM Remake nightly build
PostPosted: 08 Nov 2013, 18:12
by Krom
New version has been uploaded 5922, it allows to create maps of any size between 32 ad 256. Thanks to Andreus for the patch
https://code.google.com/p/castlesand/downloads/list
Re: KaM Remake nightly build
PostPosted: 15 Nov 2013, 03:36
by Lewin
Would anyone be interested in having a server running for the nightly builds? I've updated the code to compile on Lazarus/Linux again, and with our new VPS we can easily host a second server for the nightly builds. I guess there aren't really many multiplayer changes to test yet, but I'm sure there will be in the future
P.S. My exams are finished, so I'll be back to working on the project

Re: KaM Remake nightly build
PostPosted: 15 Nov 2013, 05:05
by Krom
I would advice against that to avoid splitting the multiplayer pool into two. Players can still host and connect by IP.
Re: KaM Remake nightly build
PostPosted: 15 Nov 2013, 05:30
by sado1
I don't know Krom, TS players are already split into two if they wish so, since we have passworded lobbies. It'd be nice to have a server (not only master server, I mean a game server as well) for nightlies, but given the fact that they happen to change fast, such a server would probably have to be hosted by the devs to keep in sync as much as possible.
Re: KaM Remake nightly build
PostPosted: 15 Nov 2013, 07:13
by pawel95
P.S. My exams are finished, so I'll be back to working on the project

Nice to hear
I agree with sado. The community is just splited up enough with passwords and it wont change anything. You can just switch between the two kam versionsand there won't be many games at the nightly, but it would make life easier to test some scripts from sado for example in the multiplayer mode

Re: KaM Remake nightly build
PostPosted: 15 Nov 2013, 07:19
by Ben
Another supporter of sado. Honestly, it might even keep ties with TS stronger by adding some variety.