Page 1 of 3

New KaM Remake Demo r2736

PostPosted: 26 Dec 2011, 11:36
by Lewin
As you might be aware, the last release (r2678) had some occasional crashes. We have fixed these crashes and added a few extra features, and now we have a new update ready! Get it from http://www.kamremake.com. If you have either of the previous version installed (r2411 or r2678) you will only need the 14mb update patch.

Bugs fixed:

Crash fixed: "Stonemason has no action"
Crash fixed: "EAssertionFailed: KM_Terrain.pas, line 526"
Crash fixed: "EAssertionFailed: KM_Units_Warrior.pas, line 642"
Game correctly minimizes when you Alt-Tab from full screen mode
"Unsaved changes will be lost" dialogue is shown properly from full screen mode
Units eating in the inn were sometimes rendered at the wrong place
Some bridges on the map Blitzkrieg could not be walked on


New features:

Lobby slots can be closed to stop new players joining
Lobby has a checkbox to allow host absolute control of teams/locations setup for all players
Roads/fields can be placed by clicking and dragging
The server list can be sorted by clicking on the column headers
New co-operative map: TSK 12
New multiplayer map Stranded (by caykroyd) for 4 or 8 players

Thank you to everyone who sent us bug reports, they made it possible to fix these crashes so quickly.
Merry Christmas and a Happy New Year from the KaM Remake team! :)

Re: New KaM Remake Demo r2736

PostPosted: 26 Dec 2011, 23:28
by Lord_Stronghold
well, I think, that demo is good) I did not found any bugs however I played this just 2 times (1 battle and 1 game with building). But if I will find any bugs - I will report :) btw no "auto-making wordpad" that appeared in last demo versions - very good think) Now I will not need to "rape" the trash-basket by too many wordpads :)

Re: New KaM Remake Demo r2736

PostPosted: 27 Dec 2011, 00:25
by Lewin
LOL I eventually figured out that "auto-making wordpad" meant "log files". :P They are now all created in the folder "Logs\" which means they won't clog up your main folder, but they're still there if needed.
Thanks for the compliments! No bugs reports yet so lets hope it stays that way...

Re: New KaM Remake Demo r2736

PostPosted: 27 Dec 2011, 00:31
by Lord_Stronghold
They are now all created in the folder "Logs\"
Lewin, if I will delete them, it will no make something wrong with the game? :D

Re: New KaM Remake Demo r2736

PostPosted: 27 Dec 2011, 02:45
by Lewin
They are now all created in the folder "Logs\"
Lewin, if I will delete them, it will no make something wrong with the game? :D
Nope, you can delete them without any problems. But not while the game is running, if you delete the current log file the game will have errors.

Re: New KaM Remake Demo r2736

PostPosted: 27 Dec 2011, 05:00
by Jeronimo
The Demo is allright... today I had a match 2v2v2 in "Across the Desert".
There were so many Towers/Xbows/Militias. :(

But in this particular match I remembered by Archers/Xbows Rule so much and all the rest Sucks (including Cavalry).

*Arrows fly and hit opponents continously from the position shooter is.
*Strikes only hit if units are adjacent to each other.

A Feature of KAM is that Units have a passive "Hold Position" which cant be modified.
So arrows are fired from a place and reach all units in 10 tiles radious, while Melee Strikes must be adjacent to target.

1º Problem: Melee units dont persue targets, so if enemy move his units, your melee just stands idle in the ground.
2º Problem: When Melee units are engaged, they cannot receive new orders, while Ranged units do (like escaping).

I think that fixing these issues will give all Melee units a better performance at Battlefield.

Re: New KaM Remake Demo r2736

PostPosted: 27 Dec 2011, 06:32
by themyth
jeronimo right in with delay or lag attacking to crossbows is hard if your flag carrier dies you deselect from group and they stop moving

Re: New KaM Remake Demo r2736

PostPosted: 27 Dec 2011, 07:25
by Lewin
Indeed crossbowmen and bowmen are the most important unit and the game usually become dominated by them. We've already made them less powerful than Knights and Merchants (it takes more arrows to kill a unit in the KaM Remake) but I think we could nerf them a bit more. However, they will always be the most important unit because that is Knights and Merchants. I think we could have a different game mode that makes archers less powerful and makes other balance changes to multiplayer, or something like that. Read the thread about multiplayer balance.
Also, archers have not been changed in this update, it's mainly just fixing bugs.
1º Problem: Melee units dont persue targets, so if enemy move his units, your melee just stands idle in the ground.
That's already on the todo list, but we need to do a major refactoring (redesigning/rewriting) of our warrior code before this will be possible. That's the next big task I plan to work on, when I have time.
2º Problem: When Melee units are engaged, they cannot receive new orders, while Ranged units do (like escaping).
That's a feature of Knights and Merchants and will never be changed.
jeronimo right in with delay or lag attacking to crossbows is hard if your flag carrier dies you deselect from group and they stop moving
Yes they become deselected, I always thought that was kind of realistic and a good feature but yeah it's annoying in multiplayer. However, they WILL continue to follow their last order when the leader dies. (I tested it to confirm)

Re: New KaM Remake Demo r2736

PostPosted: 27 Dec 2011, 10:53
by andreus
Good work :wink:
btw no "auto-making wordpad" that appeared in last demo versions - very good think) Now I will not need to "rape" the trash-basket by too many wordpads :)
hehe... :D

Re: New KaM Remake Demo r2736

PostPosted: 29 Dec 2011, 10:31
by pawel95
Hey guys,

one question. In the next Demo Relesa will you add maybe some single player missions?
I have played now each mission from the remake and it was very funny :P (very good map included) but now i can play only online an now double piece of multiplayer missions as singleplayer missions. So I download a few maps from the Lewins Missions Site and reprogram a few lines from the script but many maps have an error in the remake(,because of balists in the map or something else)
That is the reason, why i ask you, that you add maybe a few more singeplayer maps!?

pawel95 :D

Re: New KaM Remake Demo r2736

PostPosted: 30 Dec 2011, 03:03
by Lewin
Balistae/catapults in the map should not cause an error, they should just be ignored.
What error did it give you? And for which maps? They should load fine in the Remake.

Re: New KaM Remake Demo r2736

PostPosted: 30 Dec 2011, 11:48
by pawel95
No i think that they will not ignore them.
There is no error, but it don´t stop to loading the map.
But normaly the biggest maps on my PC load only 2-5 seconds. So I think it is about the Balista.
I don´t know the name, anymore :$ But I search on your Download map and will say you than.

And as i saw in many other map, which I transform, there are problems with the AI position, i Think.
For example the map. "The Horde" (Fourth place in the Battle Mission Competition 2009) So this mission you can´t play in the remake up to here.

Re: New KaM Remake Demo r2736

PostPosted: 30 Dec 2011, 11:59
by Krom
If you want us to solve the problem - please provide us with nice reproducible(!) example ;)

Re: New KaM Remake Demo r2736

PostPosted: 30 Dec 2011, 12:05
by pawel95
Yes, I am searching now the map! :D

Edit: Ok i think I have the map: http://lewin.hodgman.id.au/kam/index.ph ... ission=100
But you must rename the file name of the map and the mission, like the folder. :wink:

Re: New KaM Remake Demo r2736

PostPosted: 30 Dec 2011, 12:36
by Lewin
Edit: Ok i think I have the map: http://lewin.hodgman.id.au/kam/index.ph ... ission=100
But you must rename the file name of the map and the mission, like the folder. :wink:
Thanks. That mission has a road placed at 72,79. But the map is only 128x78, so you can't put a road at Y=79. KaM must ignore this script error.
@Krom: I guess we should at least report this more nicely to the user rather than just crashing with Assertion Failed. (in fTerrain.FlattenTerrain) Although if we add range checks to everything in the script it will take a lot more code. (every parameter for every command...) What do you think?

@Pawel: the KaM Remake AI is not complete, so it won't work correctly in all missions.