Category Archives: Development

Perils of converting from SVN to Git

KaM Remake was started almost 7 years ago now and at that time I had little knowledge of SVN. No wonder that KMR repository was created flawed. It missed “trunk/branches/tags” folders, which are an industry standard for SVN repositories. We … Continue reading

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KaM Remake repository is planned to move to GitHub in near future

A few days ago Google announced that Google Code (GC) project hosting is going to be closed (just like many other services Google has closed in the past, like Reader, Wave, Labs, etc..). GC will function as normal till 25 … Continue reading

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KaM Remake history. Part 4. Going public

After a long break, here’s the continuation to the series of posts about KaM Remake history. During development each project has more than one point that can be called a start. There’s a time when a glimpse of an idea … Continue reading

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How exactly does KaM Remake relate to TPR

We’ve been asked a lot recently, why is it that KaM Remake does not inherit all of the TPR (The Peasants Rebellion) features. Surely it is a remake and it needs to do that, right? The explanation is pretty simple … Continue reading

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First nightly build

By popular demand: Here’s first nightly build of the KaM Remake – r5920. 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 … Continue reading

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Expanding mission text libraries

Text libraries appeared in KaM Remake missions and campaigns quite some time ago and proved to be real handy. Now they are undergoing some changes and improvements.

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Chinese text support progress report

Progress report about Chinese text status in game. This is an actual screen from the game that is using actual Unicode font: Of course this is an early beta (not all characters, vertical alignment is wrong, etc.), but the big … Continue reading

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KaM Remake history. Part 3. Early Days

This chapter describes problems we had to solve early in development of KaM Remake. The project was a closely guarded secret for the first few months, we had to make sure we could solve problems before we would announce the … Continue reading

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Adding Unicode support

This is an open-ended article about Unicode in KaM Remake. Easy at it sounds, Unicode is better to have than not. However there are few complications that need to be sorted out and YOUR opinion might help.

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How to design simple undo/redo functionality?

When working with a map editor undo and redo are one of the most useful tools. They allow to correct sudden mistakes and revert wrong decisions. But how hard is it to design a proper undo/redo solution? Let’s see inside:

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