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MediaPlayer doesn't reset properly, causing crash if full screen mode toggled

What steps will reproduce the problem?
1. Toggle full screen mode
OR
1. Change the fullscreen setting in INI and start application


What is the expected output? What do you see instead?

When fGame is reset to change to windowed mode it resets the MediaPlayer
(for music) which for some reason causes it to crash when it is created again.

Original issue reported on code.google.com by [email protected] on 19 Jul 2009 at 10:34

serf can't step on a free road tile

serf can't step on a free road tile 
it's below an unfinished (just finished digging) building entrance

the complete story: 
a serf step on that tile, after that a builder step there too from the
construction site and two units located on the same tile 
both of them can leave the tile, but after everybody leaves nobody can step
there

Original issue reported on code.google.com by [email protected] on 26 Jan 2010 at 8:25

Army rotation bug

1. Start Tutorial mission
2. Choose i.e. Militia formation
3. Keep on clicking "Rotate CW" for dozen of seconds

There's an error in several seconds that tile is preoccupied. Meaning that 
something is acting wrongly when many units swarm in place... or maybe 
something rare occurs there?


Original issue reported on code.google.com by [email protected] on 8 Feb 2010 at 2:02

TakenOffer Crash Bug

What steps will reproduce the problem?
1. Load either of the attached save files (they worked in r679)
2. Wait for a minute or so
3. Crash will occur in TKMDeliverQueue.TakenOffer on the line:
dec(fOffer[iO].BeingPerformed);

I don't remember doing anything in particular that may have caused this
issue. My initial suspicions of changing the storehouse triangles was wrong
as I didn't change them in the second attached save.

Original issue reported on code.google.com by [email protected] on 15 Feb 2010 at 9:29

Attachments:

Town Tutorial has no tutorial messages

What steps will reproduce the problem?
1. Go to Single Play
2. Go to Town Tutorial

What is the expected output? What do you see instead?
Help messages of tutorial do not appear, the battle tutorial works perfect.

What version of the product are you using? On what operating system?
Kam version: kam_remake r2411
OS: Linux (with Wine 1.3.31)


Original issue reported on code.google.com by vinyviny304 on 26 Oct 2011 at 9:30

Remove shrooms from roads

When building 2-tile-wide roads over mushrooms they are not removed.

Remove mushrooms surrounded by roads (keep those nearby)

Original issue reported on code.google.com by [email protected] on 14 Apr 2011 at 5:09

Screensaver override

What steps will reproduce the problem?
1. Launch the gameplay
2. Wait some time (5-12min, depends on your screensaver settings, you 
could temporary set it to 1min)
3. See screensaver appearing

What is the expected output? What do you see instead?
I'd expect Remake to block screensaver and keep on running, instead 
screensaver goes on and block the game.

Possible solution: Intercept screensaver_going_to_start message from OS 
and block/reject it?

Original issue reported on code.google.com by [email protected] on 14 Jul 2009 at 6:26

Restoration of resources

hi, one question....Are you able to add new feature to KaM? the feature is 
restoration mine resources (gold,iron,coal)? just slow, but it will be 
better (for me) , bacause I sometimes lose , because i have not enough 
gold...  do you understand me? sorry for my english 

љmoula.

Original issue reported on code.google.com by [email protected] on 18 Feb 2010 at 1:17

KaM Editor flow direction arrows on ice

Just noticed a report by @rTeq from Polish forum (sent month ago), it's not 
fixed in 0.6b: 
"Show flow direction" option does not show arrows on ice (but the water under 
it still flows).

Original issue reported on code.google.com by [email protected] on 28 Jul 2010 at 6:38

Warriors bug A>B>C

when I send my troops from A to B, the begin marching. If I want to send them 
to another place C while they march, they continue marching to B first and then 
to C instead of changing their way to C immediately.

Original issue reported on code.google.com by [email protected] on 23 Aug 2010 at 7:59

Scroll cursors off-screen

I have a bugreport for scrolling cursors, they are off-screen when I 
scroll right or down. Bug is there since you introduced the scrolling. 
Seems to be related to cursor pivots. Can you have a look at this and fix 
it?

Original issue reported on code.google.com by [email protected] on 1 Jan 2009 at 5:53

Forbid usage of diagonal roads

I've got this suggestion from kamclub.ru members. They say narrow diagonal 
roads are a cheat and were not planned by KaM developers, they are just a side 
effect.

1. The graphics representation of narrow diagonal roads are wrong/weird
2. There are few bugs in KaM occurring on narrow diagonal roads (Serfs stuck 
and go off-road)

Following road scheme should be unwalkable:
X
 X
  X

Instead use this scheme:
XX
 XX
  XX

Original issue reported on code.google.com by [email protected] on 4 May 2011 at 5:16

FontEd bugs

Anyway, there are a few bugs which I thought I'd report. Firstly, altering 
the NB space width does nothing as the tool doesn't seem to save the 
option. 

Secondly, sometimes exporting and importing a font will make the font use 
different palette entries than the original font did (I guess this is 
cases where a color exists twice or more than twice in the same palette, 
which could make this problem more or less impossible to fix). This can 
cause problems with e.g. maina.fnt which doesn't use any of the palettes 
available but one hardcoded into the game EXE. 
Even when using the original colors when exporting with the mapgold 
palette, the colors end up slightly messed up when importing the bitmap 
and using the font in the game (trough trial and error it's possible to 
find alternate palettes which seem to keep the palette entries, e.g. pal0 
in this case).

Litude

Original issue reported on code.google.com by [email protected] on 28 Apr 2010 at 10:28

Full screen on ati hd 5670 flashes

What steps will reproduce the problem?
1. Setting full screen in options menu. It is produced in multiple
resolutions (my native is 1920x1080)
2.
3.

What is the expected output? What do you see instead?
Expected is a nice smooth screen with main menu and game map. Instead I get
a flickering screen. It stops for a while when loading a map, but starts
again after a game begins.

What version of the product are you using? On what operating system?
r734 and r673. On windows 7 with ati catalyst 2009.1110.2225.40230 and Open
GL 6.14.10.9120

Please provide any additional information below.
It didn't happen on my previous PC with a Nvidea-card. May be some
configuration error of my driver.

Original issue reported on code.google.com by [email protected] on 2 Apr 2010 at 10:03

During gameplay PC suddenly restarts

Following 2 PCs are seem to be affected:
1 - WinXP, 3.4GHz P4, 2.5 GB RAM, OpenGL2.0.0 build 7.15.10.5016, WD 80 GB HDD, 
on-board GPU Intel q965/3 Express, latest drivers from intel update tool
2 - Win7, AMD Black Edition Phenom II, 4GB ram, OpenGL 3.3.xxx, creative xfi, 
ATi Radeon 4570, recent drivers v10.12


1 - Idle FPS 60-110. Turning on V-Sync or capping FPS to 30 didn't helped

Original issue reported on code.google.com by [email protected] on 23 Dec 2010 at 8:22

Common\Overbyte ICS\WSocket.pas(4049,27) Error: range check error while evaluating constants on windows 64bit

What steps will reproduce the problem?
1. compile game on win64

What is the expected output? What do you see instead?
Error: range check error while evaluating constants in lines:
4049
4411
4541
6362
6380
6543
6554
6587

Please use labels and text to provide additional information.
INVALID_SOCKET everywhere not working.

Original issue reported on code.google.com by [email protected] on 24 Apr 2011 at 11:28

New music

Try new music: 
http://knightsandmerchants.de/include.php?path=forumsthread&threadid=1346

Original issue reported on code.google.com by [email protected] on 13 Oct 2010 at 1:01

Mission windows jumps

What steps will reproduce the problem?
1. Run the Remake.
2. Go to TPR or the TSK mission window.

What is the expected output? What do you see instead?
The expected: the normal mission desciption. What I see instead: The textbox 
jumps away over the eges of the screen, always away from the mouse-pointer. (in 
fear? ;-))

What version of the product are you using? On what operating system?
Kam Remake Fighting Demo - Windows 7 

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 24 Aug 2010 at 1:26

Centering main menu

You need to be using a resolution higher than 1024x768 to reproduce this issue.

What steps will reproduce the problem?
1. Set the game into window mode then restart it.
2. Start the game but DO NOT maximise the window yet.
3. Start the tutorial or any mission.
4. While in the game, maximise the window.
5. Exit the mission and look at the main menu.

What is the expected output? What do you see instead?
The main menu should be centered, instead it is up in the top left corner. 
(will be more noticeable on larger resolutions) You can fix this by restoring 
then maximising the game again while in the main menu.

Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 18 Dec 2010 at 3:33

Autoupdating

This tool can be used to autoupdate/autopatch KaM Remake using Internet 
connection. It is used in EVE-Online Repair-tool :)

http://zsync.moria.org.uk/

Original issue reported on code.google.com by [email protected] on 17 Jul 2010 at 7:59

Custom strings in missions

Sebrav an idea how to do that! 
I see that the single missions got their own folder, and that is a good thing 
for my idea  

For example: (This is the AcrossDersert files PLUS my "Idea file") 

Acrossdesert.dat ( You probably know that one  ) 
Acorssdersert.map ( You probably know that one too  ) 
acrossdesert.txt ( Map Description, you see in-game ) 
Acrossdesert.lib <--- !!! 

That "Acrossdesert.lib" could contain the messages that you want to show 
in-game. 
For example: (I don't know how .lib's are constructed, but I'm just trying to 
show my idea). 
Code:

Line=1 
Version=English: "We have encountered enemies. SLAY THEM AT ALL COSTS!" 
Version=German: "Wir haben Feinde gestoßen. Tötet sie um jeden Preis!" 
Version=Polish: "Mamy napotkanych wrogów. Zabij ich za wszelk; cen!" 
Version=Hungarian: "Van találkozott ellenségei. Megölje;ket minden áron!" 
Version=Dutch: "We hebben ondervonden vijanden. Doodt hen ten koste van alles!" 
Version=Russian: (Russian... That's a hard one...  ) 


(These translations are translated with google, and I have removed all the 
bugged text, and that's why I removed all text from Russian. and some other.)

So instead of:

!SHOW_MESSAGE"We have encountered enemies. SLAY THEM AT ALL COSTS!"AFTER_TIME 
4000 

it is:
!SHOW_MESSAGE_1_AFTER_TIME 4000

My longest post so far  

Sincerely, Sebrav

Original issue reported on code.google.com by [email protected] on 2 Aug 2010 at 6:28

KaM editor lacks KM_TGATexture.pas

What steps will reproduce the problem?
1.open project kam editor

What is the expected output? What do you see instead?
Open. And see error.

Please use labels and text to provide additional information.
Hmm maybe I do sth wrong?

Original issue reported on code.google.com by [email protected] on 15 Apr 2011 at 7:20

KaM Editor

Add some space below, cos bottom gets clipped..

Original issue reported on code.google.com by [email protected] on 16 Jun 2010 at 8:35

Brazilian portuguese translation

It would be great to have the game translated in my language. I can help in the 
translation of menus and text, but I need to know which files to edit.

Original issue reported on code.google.com by vinyviny304 on 22 Oct 2011 at 2:12

HWND removal

What steps will reproduce the problem?
1. There are 13 cases of HWND in code.
2. http://www.lazarus.freepascal.org/index.php/topic,12946.0.html suggest to 
remove it to become cross-platform.

We should use:
TPanel, TWinControl...

Please use labels and text to provide additional information.
If all agree I will do it later.

Original issue reported on code.google.com by [email protected] on 27 Apr 2011 at 4:26

Few remarks regarding multiplayer demo

I've noticed that whilst playing the multiplayer demo (using The Peasant's 
Rebellion campaign), there are a few strange things.

Firstly, for some reason, when a unit dies far away from the current screen 
(e.g. I'm looking at my own base and units are dying in the base in the upper 
left corner of the map), you hear their death sounds all over the map.

Secondly, I noticed that when in the campaign map screen (the one when you get 
information about the current mission before starting it), if you hover the 
mouse over the scroll, it pops from one corner to another (don't know if this 
was intended or not).

Finally, I would like to suggest a feature to stretch the screen on higher 
resolutions instead of providing more space.

Sorry if these bugs are already known, just wanted to contribute my two cents 
;-).


Original issue reported on code.google.com by [email protected] on 25 Jun 2011 at 10:59

Zoom should take cursor position into account

What steps will reproduce the problem?
1. Open map
2. Zoom with mouse wheel

What is the expected output? What do you see instead?
Zooms to center of the screen.
Should zoom to cursor position

Original issue reported on code.google.com by [email protected] on 10 Mar 2011 at 6:40

dieing servants

In the first mission the servants and worker die after a while, instead of 
going to the FULL eating-house -.- can't do anything against it. 


Original issue reported on code.google.com by [email protected] on 1 Sep 2010 at 6:39

Attachments:

Army/weapons producing houses do not show weapons in output properly

For example, in the armour workshop, if there are two leather armour, only
one will be shown but it will be in a different position compared to if
there is only one. The images are layered so if there is:
1 item, show first image for that item
2 items, show first AND second image
3 items, show first, second AND third image

as opposed to normal houses which are like this:
1 item, show first image
2 items, show second image
3 items, show third image
...

Low priority, doesn't need to be in bug fix release.

Original issue reported on code.google.com by [email protected] on 18 Feb 2010 at 11:00

Compile on Lazarus fails (Linux)

What steps will reproduce the problem?
1. Compile on Lazarus

What is the expected output? What do you see instead?
KM_Unit1.pas(11,10) Fatal: Can't find unit Windows used by KM_Unit1

What version of the product are you using? On what operating system?
Source. Linux 64bit

Original issue reported on code.google.com by [email protected] on 1 Apr 2011 at 7:10

Disabled images should not be totaly black

A disabled image should be blended with 50% (guessed) grey rather than
making it totally black.

A good example is the school, where the left and right units should be
greyed not totally blacked out. Same thing for the unit icon in unoccupied
houses.

I don't understand the OpenGL functions, so you should do this.

Original issue reported on code.google.com by [email protected] on 3 Jan 2009 at 4:39

Servants stuck

When a lot of servants are tryng to pass in one place, they get stuck and dont 
move. (A lot, means about 3 from both sides left and right)

Original issue reported on code.google.com by [email protected] on 13 Aug 2010 at 10:50

buggy wine field graphics


Reproduce:
- Build wine fields on high hills

Issue:
- Grapevine hang out from the tile
- Under the school house, upper line, second tile from left in the savegame.

Version:
- Economy demo #3 (r673)

Original issue reported on code.google.com by [email protected] on 15 Feb 2010 at 12:05

Attachments:

Warriors

- While destroying a building, soldier can start attacking a citizen walking 
nearby - he should do that only with soldiers.

Original issue reported on code.google.com by [email protected] on 23 Aug 2010 at 7:53

Exception handler MadException

Whenever we want to, we may include this usefull tool to catch exceptions and 
email all related info from user-machine in a single report.\

http://madshi.net/madExceptDescription.htm

Original issue reported on code.google.com by [email protected] on 9 Sep 2010 at 5:28

Animations in houses often "over run"

This happens in animations of units working in houses.
The number of frames seems to not always be right, and so the animation
loops from the start, briefly showing 1 or 2 incorrect frames before moving
on to the next animation.

Take the carpenter as an example. He grabs a log, but just before he starts
sawing it an incorrect frame flashes up. (the start of the same animation,
where he is about to reach for the log)

Same thing when the farmer in the vineyard. When he has finished squashing
the grapes, he climbs out, empties the barrel and goes to sit down but then
it shows 2 frames from the start of him climbing out of the barrel, before
he returns to the idle state.

It only happens at the end of an animation set, (one loop) never part way
through one.

This makes the animations look odd. I tried to fix but got a bit confused
so gave up.
Let me know if you don't see what I mean.

Original issue reported on code.google.com by [email protected] on 6 Jan 2009 at 4:18

Additional info for statistics page

I have got a little feature request. I want to have the really cool new 
statistics menu of SR3 1.60! It looks great.

The red +2 on woodcutters icon views the number of buildings, which are 
currently in construction.

The Knight

Original issue reported on code.google.com by [email protected] on 13 Oct 2010 at 9:16

Attachments:

Houses are wrong blended on some GPUs

What steps will reproduce the problem?
1. Having some unusual GPU
2. Run the game
3. Houses are wrong blended into black tints

What is the expected output? What do you see instead?


Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 26 Mar 2009 at 1:39

error in the tutorial mission

What steps will reproduce the problem?
1. i gave the order to build an wine farm
2. i made a road to the warehouse
3. i made some wine-fields

What is the expected output? What do you see instead?
forgot to note but it was something like a problem with the place or
coordinates of something.

What version of the product are you using? On what operating system?
KaM Remake Economy Demo ver.2010.02.11 on a laptop running with windows
vista file version 6.0.6002.18005 (service pack 2) running on system 32

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 8 Apr 2010 at 1:33

Attachments:

Coordinated unit movement

http://www.gamasutra.com/view/feature/3313/coordinated_unit_movement.php?page=2

Might be of use in KaM

Original issue reported on code.google.com by [email protected] on 17 Jul 2010 at 11:16

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