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Forenübersicht » Knights and Merchants 2 » KaM Remake » KaM Remake -> Multiplayer Demo!

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Krom 
 KaM Remake -> Multiplayer Demo!
147 Beiträge - Miliz

Krom`s alternatives Ego

Ehrenmitglied
(Remake-Entwickler)
13.06.2011 - Multiplayer Demo
===============================================

There's a new demo - 1st Multiplayer Demo of KaM Remake! Download from my site.

Bear in mind, that multiplayer is still an early beta - we hope to improve it in next patch.

Here's changelog:

1st Multiplayer Demo (r1793) - 2011-06-13:
+ Multiplayer lobby
+ LAN multiplayer beta
+ Improved AI scripting [Lewin]
+ Custom images in menu and cursors
+ Bugfixes

Fixed in KaM Remake 1st Multiplayer Demo 2011-06-13 (r1793):
<============================================================ =======================>
+ Units commanded to go deep into unwalkable terrain would cause "walkto 0:0" error
+ CanWalkRoads displayed wrong areas in MapEd
+ Fixed units walking diagonaly through fights or other units [Lewin]
+ Fixed file access permissions requiring read-and-write access
+ Zooming ingame should pivot to cursor location
+ Updated MapEd sprites (thanks to StarGazer)
+ Added additional cursor images by StarGazer
+ Fixed flag rendering order for army units
+ Fixed bug when unfinished house demolishing would count as self-destroyed house and cause players defeat
+ Yellow "knights and merchants credits" text will be overwritten by scrolling credits-text
+ Fixed crash when .libx file is missing
+ Fixed crash in MapEd when decreasing house condition below 0
+ If two units attempt to gather the same resource, 2nd unit will now find a different resource or go home
+ Fixed another cause of crashes in replays and multiplayer games, (happening after Swine/Stable building)
+ Archers could attack enemies outside of their sight (in fog of war)

13.08.2010
===============================================

Fourth KaM Remake Demo is ready. This demo includes several big features most important of which - melee fighting! Other features are - improved stability and performance, TSK and TPR campaign screens, replay function, built-in map editor beta.



You can download KaM Remake demo from my site: http://krom.reveur.de

11.02.2010
===============================================

Third KaM Remake Economy Demo is ready!

Link: http://krom.reveur.de/KAM_Remake/KaM_Remake_Econom...100211. rar (use WinRAR to upack it)

Alternatively you could download just changed EXE from: http://code.google.com/p/castlesand/downloads/list

01.09.2009
===============================================

I'm happy to announce that second KaM Remake Economy Demo is ready!

Link: http://krom.reveur.de/KAM_Remake/KaM_Remake_Econom...090901. rar (use WinRAR to upack it)

We've fixed a lot of bugs and the game should be much more stable now Lächeln

28.07.2009
===============================================

I'm happy to announce that KaM Remake Economy Demo is ready!

Link: http://krom.reveur.de/KAM_Remake/KaM_Remake_Econom...090728. rar (use WinRAR to upack it)

Please read included Readme, it has all the info.
I'm not good with words, maybe Lewin will add more info to this post later Zwinkern

http://krom.reveur.de/KAM_Remake/kam_economy_demo.jpg


Here follows the original post:
===============================================

It's about time to announce my secret KaM project:

KaM Remake

I've been working on it for some time now and already made some good progress. I could finally be sure it's not going to die in a sandbox.

It takes it's roots in KaM Editor. Since that is a whole another level of coding it took almost complete rewrite and restucturing of code (huge thanks goes to my friend Alex who actually introduced new core design). Still Editor code (especially it's graphic part) largely reused. I'm still using same basis: Delphi6+OpenGL.

KaM Remake is planned to reach at least KaM TSK level without any changes nor radical new features. Then we'll see. I don't want to plan something out of reach now.

At the moment I'm working on building part of game. Just finished road building and going to move on to houses Lächeln

To the screens:
http://krom.reveur.de/News/kam_08_05_18.jpg
http://krom.reveur.de/News/kam_08_05_21.jpg

Project is started ~2 months ago. Working on 2 projects which use same base, but became very different is uneasy. That is why KaM Editor gets only bugfixes recently.

P.S. I don't care about "Why do we need 2 projects" talks. As TheKnight said in other topic - only one of 10 started projects is actually finished. Mine is only third in this row (OpenKAM-TKE-Castlesand) Supergrinsen

Dieser Beitrag wurde 8 mal editiert, zuletzt von Krom am 13.06.2011 - 20:56.
Grund: keine Angabe
21.05.2008 - 11:00
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The Knight 
 
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The Knight`s alternatives Ego

HAHAHAHAHA LOL Krom, you are an enrichment for our community. LOL Another surprise out of your head, wants to beat our expectations. OK

I wish you good luck! Remakes are very good to surviving KaM.
Give us news, if you have one!


Parla Italian?
Nee, nischd von beidn!
21.05.2008 - 22:52
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StarGazer 
 
531 Beiträge - Pikenier

StarGazer`s alternatives Ego

Entwickler
here there are always more of remakes Lächeln
I wish you too good luck.


22.05.2008 - 15:02
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The Knight 
 
Administrator
3262 Beiträge - König


The Knight`s alternatives Ego

...if there are more news or screens I will post a news. Now, I'm still waiting for new progress. Zwinkern


Parla Italian?
Nee, nischd von beidn!
22.05.2008 - 18:51
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The Knight 
 
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The Knight`s alternatives Ego

Hey Mr. are there any progress?


Parla Italian?
Nee, nischd von beidn!


Dieser Beitrag wurde 1 mal editiert, zuletzt von The Knight am 04.06.2008 - 20:39.
Grund: keine Angabe
04.06.2008 - 20:34
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Hype 
 
14 Beiträge - Gehilfe

Hype`s alternatives Ego

Yes, I am waiting for a beta version to download
We want a demo!
13.11.2008 - 17:04
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Merchant_992 
 
79 Beiträge - Rekrut



krom.reveur.de
13.11.2008 - 17:59
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Krom 
 
147 Beiträge - Miliz

Krom`s alternatives Ego

Ehrenmitglied
(Remake-Entwickler)
Made a huge contribution to KaM Remake in past several days, almost 50kb of coding (total of 320kb now, but still behind my biggest project - STKit2).

So whats added you ask?
- Static pathfinding A*, it doesn't includes unit-unit interactions yet.
- More work on FrontEnd / GUI, more buttons, more info on pages, almost everything is rigged to gameplay (with exception of Ratios, Army command, Save/Load/Music). Production orders, Store stats, etc.. Even brightness control is working
- House building misses request for building materials, esle is complete. Laborers do build it and house gets built, just like in KaM.
- Delivery system includes bidding now. Serfs will prefer one deliveries over others.
- Render system reworked to sort all objects, now units go behind and in front of houses correct.
- Lots of refactoring and minor improvements on old code, more flexibility (e.g. foreseeing new house types and walls)

Do you think I can upload a video on youtube? I mean does it makes sense since youtube video is only 320px wide or so..

Here's screenshot:
http://krom.reveur.de/Temp/kam_09_02_09.jpg
09.02.2009 - 14:18
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The Knight 
 
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The Knight`s alternatives Ego

Korm, this sounds like a beta version! New version and screenshot is sooo super! Pl. upload a video to youtube or on rapidshare etc! I will see is... I MUSST SEE IT!!!

What means: "almost 50kb of coding (total of 320kb now"


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Nee, nischd von beidn!
09.02.2009 - 15:07
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The Knight 
 
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The Knight`s alternatives Ego

aaah, could you please explain the new functions, which we can see on screen? e. g. buttons over kaM-Logo, addition control, other features... AND PLEASE: can you change font color of house "condition" into whit!!!


Parla Italian?
Nee, nischd von beidn!
09.02.2009 - 15:20
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Krom 
 
147 Beiträge - Miliz

Krom`s alternatives Ego

Ehrenmitglied
(Remake-Entwickler)
Okay, I recorded a video, it's a bit choppy and laggy but overall it shows enough eye-candy for anyone Zwinkern
Will upload it to my host in few minutes. Can you do me a favour and mirror it at your site, my traffic is limited.

It means that I wrote nearly 50'000 new letters and spaces (one byte = one letter or space or digit) and don't know how many changed. Overall KaM Remake source code takes 320kb of text now. Which reminds me that it's going to be my biggest project soon )

EDIT: Here's link to video, please mirror it ASAP. Music is added to avi in post-processing. KaM Remake is absolutely silent for now.
http://krom.reveur.de/Temp/Remake_video_2009_02_09.rar
Mirror by Lewin: http://lewin.namsys.com.au/kam/mirror/downloads/Re..._02_09. rar
Thanks.

Dieser Beitrag wurde 3 mal editiert, zuletzt von Krom am 11.02.2009 - 08:09.
Grund: keine Angabe
09.02.2009 - 15:35
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Krom 
 RE:
147 Beiträge - Miliz

Krom`s alternatives Ego

Ehrenmitglied
(Remake-Entwickler)
Zitat
Original geschrieben von The Knight

aaah, could you please explain the new functions, which we can see on screen? e. g. buttons over kaM-Logo, addition control, other features... AND PLEASE: can you change font color of house "condition" into whit!!!



Of course, my pleasure Lächeln

Additional controls panel is for development phase only. It features controls I need in debug. Whoi knows, perhaps some will find their way into final product. I will list all of them now:
- Zoom control
- Passability overlay shows overlay on terrain for various passability types (e.g. CanWalk, CanBuild, CanPlantTrees, etc..) So far units preserve only CanWalk rule.
- Speed controls speed up and slow down game logic, you can see that in video demo. Without speedup it would be impossible to develop such slow-paced game like KaM Lächeln
- Pause sets game on pause, simple.
- Wires show terrain height, just like in KaM Editor of mine (in fact they didn't changed since then)
- Overlay shows UserInterface controls boundaries to see if all aligned well and is rendered properly.

Two other buttons ontop of swords are to launch a game an place structures on map. Arrows add all that you see on screen. 1. adds only storehouse and 3/3 serfs/laborers as in video.

I guess thats all )

Remember, everything is WIP and of course I have not enough time to make it KaM replica. There are hundred_and_one such small mistakes like one you pointed out. So far I'm concerned about bigger things, all these smaller bugs will be fixed and polished much later Lächeln
09.02.2009 - 15:46
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The Knight 
 
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The Knight`s alternatives Ego

Some questions:

1) is this stand alone? Or need it TPR?
2) have you implement a main menu?
3) Will there be a multiplayer part?
4) Which OS support it?
5) Is there multilanguage support?
6) CONGRATULATIONS! YOU EARN MY ABSOLUTELY RESPECT! WHAT I SEE IS UNBELIVABLE!


Parla Italian?
Nee, nischd von beidn!


Dieser Beitrag wurde 1 mal editiert, zuletzt von The Knight am 09.02.2009 - 19:00.
Grund: keine Angabe
09.02.2009 - 18:59
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Krom 
 
147 Beiträge - Miliz

Krom`s alternatives Ego

Ehrenmitglied
(Remake-Entwickler)
Sure, my pleasure.

1. As much as possible is based on KaM data. Remake shall be using every original datafile except tiles (which I can't decipher yet). Some info has to be hardcoded though (e.g. house production plans). This will decrease package size and also it makes good sense to follow KaM "footprints" in data organization.

2. No, there's yet no menu. I have plans for it, but it's quite minor compared to main game mechanics. As part of my goal - I plan to keep as close as possible to original KaM, but still add one or two missing features like addon map support into menu.

3. This is also far away from today. I need to finish single-player first. Also my experience with MP equals to zero. Still I didn't knew anything about pathfinding few weeks ago, but it's working now. So .. wish me a good luck and rapid development Lächeln

4. So far it's been tested under WinXP and Win2000. Works fine. Judging from my experience Win98/WinME will be fine too. Might have some problems with WinVista, but nothing big. I use Delphi6 for programming and it said to support some *nix systems as well, so maybe ... Other requirement is OpenGL support on players PC. Most PCs support OpenGL1.4 with GPU drivers installed, so I'm gonna use it, no fancy shaders effects required.

5. Yes. Multilang support is planned. Lewin included KaM text files loading. With custom font files (from original KaM) Remake will show anything you wanna see (well, except Japanese maybe).

6. I'm happy Lächeln

Dieser Beitrag wurde 2 mal editiert, zuletzt von Krom am 09.02.2009 - 19:23.
Grund: keine Angabe
09.02.2009 - 19:15
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The Knight 
 
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The Knight`s alternatives Ego

rapid Development is a little bit "understated". What you have done until now is so perfect I think! If I hear random map....OK


Parla Italian?
Nee, nischd von beidn!
09.02.2009 - 19:23
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Krom 
 
147 Beiträge - Miliz

Krom`s alternatives Ego

Ehrenmitglied
(Remake-Entwickler)
Hehe, we'll see .. it's more of a task for MapEditors Zwinkern
09.02.2009 - 19:29
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StarGazer 
 
531 Beiträge - Pikenier

StarGazer`s alternatives Ego

Entwickler
Wow, looks great,
and that you re-use the graphics, it looks almost ready made Supergrinsen
This has been very advanced, in any case, its works very much Erstaunt, erschrocken respectful

---------------------------------------------------
Wow, sieht super aus,
und dadurch daß du die Grafiken wieder verwertest, sieht es fast schon fertig aus Supergrinsen
Das wirkt schon sehr fortgeschritten, jedefall funktionert da schon Menge Erstaunt, erschrocken respekt




Dieser Beitrag wurde 2 mal editiert, zuletzt von StarGazer am 09.02.2009 - 21:04.
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09.02.2009 - 21:03
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Merchator 
 
1085 Beiträge - Rittergarde

Merchator`s alternatives Ego

Very nice progress OK
Finally I saw a video of an advanced KaM remake. If you will go on like this it surely won't need too much time to finish it, so I guess we don't have to wait 5 years to see the first beta.
I think the Ai will be a bigger task. Let them fight won't be hard, but let them interact logical surely isn't easy.
Well, good luck for the future.
Let's guess whose remake will be finished earlier Supergrinsen


Die Schlacht ist vorbei, aber das Spiel geht weiter!

09.02.2009 - 22:37
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The Knight 
 
Administrator
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The Knight`s alternatives Ego

Question: can we use TPR maps and missions or do you use own map file?


Parla Italian?
Nee, nischd von beidn!
11.02.2009 - 20:56
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Krom 
 
147 Beiträge - Miliz

Krom`s alternatives Ego

Ehrenmitglied
(Remake-Entwickler)
TSK/TPR maps are okay. Don't know about scripts yet. Worst case scenario scripts will be loaded but handled different. Don't know yet ...
11.02.2009 - 22:07
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