December 16th, 2011, 09:41
Posts: 634
Threads: 13
Joined: Nov 2010
36. I tried reMOM_2011.Dec.15.zip on a freshly installed Windows 7 desktop.
I played solo, but the game crashed 10 out of 10 times after making some 3 to 20 moves with my initial unit. First, the unit stops flashing. At this point I can still click city and magic screen and scroll, but when I try to move the nonflashing unit “reMOM has Stopped Working” message comes up and must force quit game. I emailed you 2 log files. It appears that a second log file is also created somehow. These problems are specific to this computer only.
37. I tried reMOM_2011.Dec.15.zip on a freshly installed Windows 7 laptop and another Windows Vista desktop. The solo games went well on each and there was no crash even after 200 moves of the initial unit. However, on both computers there was crash when I joined up my initial unit with the newly produced unit just outside the city.
38. I tried reMOM_2011.Dec.15.zip on Windows 7 laptop as server and Windows Vista desktop as client. It did not work. I suspect firewall. I tried to make the Windows Vista desktop the server and Windows 7 laptop the client. They connected well after I unblocked the reMOM for the firewall, but there was a crash after about 50 moves of my initial unit on the client.
39. I made the Windows Vista desktop the server and Windows 7 laptop the client again. I went quickly into battle and the 2 units appeared on the battlefield. I was able to control the attacker unit (client) only.
September 13th, 2012, 03:22
Posts: 1
Threads: 0
Joined: Sep 2012
I looked at your wonderful project.
I was looking at the original MoM LBX files and have you looked at http://erecting.narod.ru/files/enjaymom/Wizards.html to see where each item/Wiz/etc. is located and spellings of each
also have u used gameextractor to extract the files and read them as needed (I know the file0002 in help.LBX has text)
also do you plan on having a xml file for each type of item/person/section/etc?
also... I noticed that reMoM ALWAYS asks for MOM disk location Why not ask to copy the files to REMOM Dir/ extract the Img and have them named easily (also will make it easier for the average joe to change the img, or you can do what I have seen on some games if X is in archive y but X exists outside of the archive it will use X outside instead of the org.
September 13th, 2012, 17:05
Posts: 476
Threads: 22
Joined: Apr 2011
HI!
Im glad you llike the project! I have indeed all the LBX info, including descriptions of stuff.
reMOM should not always ask for disk location, it should create a file with the path saved, so it should ask only once. If it asks multiple times, thats definitively a bug.
September 6th, 2013, 11:51
(This post was last modified: September 6th, 2013, 12:10 by WhiteMage.)
Posts: 634
Threads: 13
Joined: Nov 2010
Test of reMOM_2013_sept_5.zip
40. I tested with 2 computers: an XPS730X with Windows Vista and a Dell Latitude D830 with Windows 7. The observations below were identical on the 2 computers and these are consistent observations below.
41. I downloaded with 2 different computers from sourceforge.net/projects/vismaior.u/files/zip/ by clicking link “Download reMOM_2013_sept_5.zip (1.3MB)”. Download and extraction was successful. However, there is another link on the web page where number of downloads is displayed. My 2 downloads did not register there. I downloaded for a third time, this time by clicking the link “zip” where the number of downloads are displayed. That did not register the download either. Not even 2 hours later. Maybe a full day later? I will check.
42. After I clicked reMOM.exe it stated “Please navigate to original MOM!”. Why is this done? Are you reusing some of its files for reMOM? Do you also write into that directory? Does it have to be v1.31? What if 1.40n or 1.00 or one of the new mods? If specific version you are looking for, then please spell out 1.31 or so in the game.
43. I clicked start game with single player. Only 2 buttons were visible in main screen: “Magic” and “Next turn”. Clicking Magic only allows dragging the mana distribution, but no lock in, no numeric display, and no alchemy yet.
44. Right click on city opened city view - OK.
45. Left click on a building immediately sold it with no warning – Annoying.
46. Production selection and farmer/worker flipping OK.
47. I selected my starting unit and moved out of city – OK.
48. Starting berserker unit had “done”, “patrol”, “wait”, “build” options visible - Too much.
49. Unit selected: about 100 clicks on each button only registed about a total of 4 times. Huge problem! Is this the same lag probem as in original MOM? Do I need DosBox? If I waited 10 minutes and then pushed button, it still did not trigger any visible actions on the screen. It appears that it is not pure lag, but I have to be “lucky” to click in the right time to be captured after waiting for a while.
50. Unit sectected: pushing “wait” and “build” buttons never registered. “Patrol” button registered in grapics by showing that it was pushed, but no other result - Bad.
51. Unit sectected: after many attempts, clicking “done” button eventually registered by closing unit view screen. Both left mouse button and right mouse button appear to have same effect here. It should not.
52. Right click on unit brough up details of unit – OK.
53. Small graphics problem around edges of the unit detail box and the “Dismiss” and “OK” buttons.
54. “Buy” button in city screen worked, but it was executed immediately with no warning or prediction – Annoying.
55. When a unit joined another unit by moving to the same tile, it apparently ended the turn for all units (barbarian spearmen and berserkers). I like this by the way, but is this intended and consistent?
56. When last unit moved out of city, city was not able to see some of the immediately neighbor tiles. Incosnistent, unpredictable exactlty which ones.
57. Barbarian spearman moved into water tile and continued movement on water.
58. Unit who used up all movement points (1 out of 1 for barbarian spearman) should not be active any more. No need to display “done” etc. buttons.
59. Negative empire food production had no effect. Noone deserted.
60. Building Ship Wright’s Guild made trireme building possible – OK.
61. Selling Ship Wright’s Guild did not stop trireme building and even allowed to build a second one after finishing the first trireme.
62. Unit related map visibility was OK. 3 levels of visibility: visible, explored, unexplored – OK.
63. When barbarian spearmen and barbarian berserker were on the same tile a melee stack bonus appeared for the berserkers. Intentional stack bonus?
64. I tried to play another game. When I clicked “Start Server” then “undendled exception has occurred in a component in your application … Input string was not in a correct format” message came up.
September 6th, 2013, 12:14
Posts: 476
Threads: 22
Joined: Apr 2011
42. Yes, I reuse all .lbx files. Any version should do the trick.
43 is as expected. development ongoing.
45 is as expected, development ongoing.
49 this is really bad. Ill look into this next.
53 ill look into this later
54 ill look into this as well, I think it might be a FOW init problem.
55 as expected, development ongoing
59 ill note this for later development
60. ill look into this as well.
Thank you!
September 6th, 2013, 13:04
Posts: 476
Threads: 22
Joined: Apr 2011
To clarify: i only read original mom data, do not write anything into that folder.
September 6th, 2013, 14:15
Posts: 476
Threads: 22
Joined: Apr 2011
I cant seem to be able to repro 56. Could you describe what you did exactly?
September 6th, 2013, 18:10
(This post was last modified: September 6th, 2013, 18:11 by WhiteMage.)
Posts: 634
Threads: 13
Joined: Nov 2010
(September 6th, 2013, 14:15)VM Wrote: I cant seem to be able to repro 56. Could you describe what you did exactly? I apologize, but when I first posted 40-60 I reread it and found some missing items. So I made some changes and reposted 19 minutes later. You responded 4 minutes after that, but you clearly responded to my original post. That is why our numberings don’t match. I did not expect such a fast answer, but will be more careful next time with posting.
Now to 56 as it stands now: “When last unit moved out of city, city was not able to see some of the immediately neighbor tiles. Incosnistent, unpredictable exactlty which ones.”
After additional testing I found a reproducible way:
Type in wizard name: “A”. Select race: barbarian. Click “Start game”. Right click city. Left click unit. Left click SE of city that moves out unit. Right click city. Select spearmen for production. Click “Next turn”. Move berserkers SE. Now 2 tiles SE direction from city. Click “next turn”. Change production to “Ship Wrights Guild. Move spearmen SE. Click “Next turn”. Move spearmen SE. At this point, fairly predictably city tile and 2 of its neighbors will change color to “gray” (explored). Apparently the repaint is incorrectly applied to the city tiles when unit stops seeing them.
Even more problem is that I can’t right click the city now since it is not visible, only explored.
There are many other cases when this happens, but not predictably.
I recommend not painting from visible to explored during player turn. As long as we have turn based movements, I see no harm continuing to show the old tiles, which were visible earlier in the turn.
Let me know if you need screen shot or log.
September 7th, 2013, 16:29
Posts: 476
Threads: 22
Joined: Apr 2011
I fixed the lag issue. I fixed the Fog Of War issue. I fixed the walking on water thing. I removed the holy bonus from barbarian spearmen <.< >.>
I uploaded a newer version. Ill see into the remaining issues at a later time. It shold be possible to play 1v1 now, so any testing on that front is appresciated.
September 7th, 2013, 23:48
Posts: 634
Threads: 13
Joined: Nov 2010
Test of reMOM_2013_sept_7.zip
I tested with 2 computers: an XPS730X with Windows Vista and a Dell Latitude D830 with Windows 7. Some of my earlier points were not fixed yet. I will not re-report them at this time.
65. City Wall is predicted to be finished in 15 turns with 11 production a turn and 150 total production cost. It should predict 14 turns. Similar problem for Miners Guild.
66. Trade goods does not work yet.
67. Buildings’ descriptions are missing. No need for extensive text, just what it does, what it makes available and upkeep. Put those in XML so it will be easy to mod. Both descriptions and effects.
68. Top right corner mini map is not yet functional.
69. Shrine had no effect on morale.
70. Building upkeep was applied – OK.
71. When I flew near the South edge of the map with a draconian starting unit “reMOM has stopped working” error message came up and quit the game.
72. 2 tile diagonal pathfinding (draconian) is sometimes not optimal. Unit does not start in a diagonal direction.
73. “Next unit” feature is desirable. When I have many units, it is difficult to go through each unit now.
74. When I clicked “Join server” with Server IP and Port being empty, then “Unhandled Exception…” error message came up.
75. After many tries with my earlier point 32, I was able to connect the 2 computers on my LAN.
76. For the client-server mode, some more robustness and more intuitive user interface is recommended.
77. For the client-server mode, even after the successful connection, after repeat tries it typically crashed within 3 full (2 player) turns. Oddly it always happed on my Dell Latitude. Hardware? Memory? (Single player played OK.)
78. For the client-server mode, when I closed the server application, the client did not notice it.
79. For the client-server mode, when I clicked “Join server” on the client, the server’s middle window was updated, but the client’s middle window was not. It should.
80. Making changes in city production during other player’s turn was possible – OK.
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