poniedziałek, 28 maja 2012

Easy KAG server renting

Do you want your own KAG dedicated server? Jrgp our webmaster, the man behind kag2d.com has made a new dedicated service for renting King Arthurs’s Gold servers.


KAG Servers is the easiest place to rent the King Arthur’s Gold servers. It has free FTP access and instant deployment. It’s as simple as choosing the number of slots, paying via paypal, and your server will be started within seconds!


Located in Florida, USA


.60/slot for public,
.50/slot for private (USD)


So if you want to have your very own KAG server, host the game with possibly your own game mode, rules and maps, head on to: http://kag2dservers.com/ now.

czwartek, 24 maja 2012

A brief discussion about IPv6

Firstly, King Arthur’s Gold will be participating in the World IPv6 Launch on June 6th, in that we have every site/server for King Arthur’s Gold IPv6-enabled.


WORLD IPV6 LAUNCH is 6 June 2012  The Future is Forever


The World IPv6 Launch is a joint effort by content providers, Internet Service Providers, and hardware vendors to make appreciable progress in deploying IPv6.  It is a follow-up of sorts to last year’s World IPv6 Day, where many content providers ran tests with the public for 24 hours to see if there were any unforeseen problems and to gauge the impact of advertising IPv6 availability on their sites.  As was hoped, it was a non-event, as was Facebook recently enabling IPv6 on their site permanently.


I urge you all to call your ISPs and e-mail your favorite sites’ support asking what their plans are to support IPv6.  IPv4 exhaustion is continuing to push forward the deployment of NAT at large scales, which will come at a cost to gamers and other applications which frequently rely on port forwarding.  As the quality of IPv4 connectivity degrades over time, IPv6 will increasingly prevail as the higher quality means for two endpoints to talk to each other.


Beyond that, I have been working carefully to make the new server registration/list components of the KAG API compatible with IPv4 and IPv6, and respecting server owners’ preferences for whether IPv6 is preferred by clients (assuming the client and server both have IPv6 connectivity).  The game netcode itself does not support IPv6 yet because the underlying library we use does not support it, however a medium-to-long term goal of mine is to extend it to support IPv6 or replace our netcode with something else.  Here is a basic overview of the logic that is being built in currently:


  1. The server owner enters into their configuration whether IPv6 should be enabled (default on), whether IPv6 or IPv4 should be preferred by clients (default to ‘whichever performs better, or IPv6 if they’re pretty much the same’), and what IPv6 address to bind to (defaults to auto-selecting one)

  2. The server registers with the API.  If the preference configuration is 0 (select the better performing protocol or IPv6 if they’re the close) or 6 (prefer IPv6 absolutely), the server registers with IPv6 as its main identifying address in the server list.  If the server is IPv4 only or the preference is set to 4, the server registers with its IPv4 address as its identifier

  3. Some other steps go on to allow the server to list its other address, if it has one, so that it is confirmed as owned by the server and allowed to be used to identify the server

  4. When a client requests the server list, it is filtered by all criteria the client supplies (documentation will be available on the wiki soon, describing how the server list/filter API works).  The client will receive the full list of servers matching the filter criteria including their IPv4 and IPv6 addresses.  The client will ping servers over both IPv4 and IPv6 to gauge performance, assuming it has IPv4 and IPv6 access.  IPv4-only servers will not be displayed to IPv6-only clients, and vice-versa.

  5. The client will have a configuration setting for its own preference for IPv4 or IPv6, however I have not figured out exactly how this will work in cooperation with the server preference.  Possibly the server preference being 0 will mean “defer to the client’s setting”, and the client will default to using whichever performs better (or IPv6 if latency is within X%). 

Other notes -


  • The new server registration API will eventually refuse to list servers that it cannot connect to.  This will prevent servers behind a firewall (without port forwarding) from being listed in the master server list

  • You can view my own personal post from a couple years ago here.  This has the general logic that the above workflow/design is based on.

  • I have no idea when we’ll get around to adding IPv6 support to the actual game code unfortunately.  It is something I would like to do, however I have not investigated enough to understand what the scope of the project would be and what our options are for implementing IPv6 least painfully.

If you have any questions about IPv4 exhaustion, IPv6 deployment, or how KAG/gaming will likely deal with these in the future, take a look at the following links and head to this forum thread:


-FliesLikeABrick

środa, 23 maja 2012

Re: Modding

Gotta say guys, we don’t have time to answer all the PMs we’re getting about how to tweak such and such variable or how to figure out a certain aspect of modding - please ask on IRC and try to figure it out yourself, because you’re more likely to get an answer that way.


I’m getting 12+ PMs a day on the forums about bugs, water and modding vars, where the information is either freely available, available by consulting other members of the community, or should become pretty clear upon inspection. Answering these is unmaintainable and wastes a lot of development time.


As such, please ask on the forums or IRC about modding, and search bugs.kag2d.com for bugs. Report bugs at the latter address as well, for those that don’t know - be sure to include as much useful information as you can. We simply don’t have time to make a game, answer queries in specific threadsandhelp you out with modding your zombies. If you can’t figure it out, someone else will be able to help you.


For bonus points, if you figure something new out, put it on the wiki so that it becomes public knowledge.


Geti

This week's cool stuff

Things that we’ve been working on this week:



  • Water (with simple tide/waves)
    This is quite a bit of fun - it still needs some tweaking to suit gameplay properly but making a diving board and fighting underwater are enjoyable.

  • Wooden blocks (weaker, but only cost wood)
    These can be used for rapidly fortifying areas (make full use of those mats) and to construct less vital parts of towers.
    It might become necessary to build these before building stone blocks, but we’ll see about that down the line. For now, wooden towers!

    (With the two above additions, its only a matter of time before we introduce fire…)


  • Shield bashing is back in the game, with variables now bound to config vars in gamemode. We’re still working on dealing with lag as there’s a fair bit of warping with latency, but it prevents the slash2win strategy that’s applied in knight combat this build. We had a lot of fun bouncing Rayne down hills to get it more balanced, but it’s possible to re-create old giant shieldbashes and to make shield bashing happen just from walking into someone and so on.

There have been a few fixes (/loadmap now works for configs, and /savemap doesn’t append .kag no matter what, a few technical things) and Ryan/FLAB is making good headway with some more API stuff that will reduce server load quite a bit during peak times, but most importantly we’re working on block colliders that can move around, carry players and crush them against walls.


Its early days yet, but this should lead to config defined building blocks, and building blocks larger than one tile. It’s also already lead to Michal testing a rudimentary smasher, which was a smashing success. You can have a look at the video here as I cant figure out how to embed into this post, heh.


Forum Thread Here


Geti

wtorek, 22 maja 2012

Build 394 fix for dedi on older linux distros

Hi all, FLAB here -


Unfortunately due to how we set up the new build system with the release of build 393/394, the dedicated server would stop working on CentOS/RHEL/etc 5 and other aging distros with older glibc/glibcxx.  I have replaced the node in our build system which builds the linux versions with CentOS5 so that we can generate more portable binaries.



If your server was broken as part of the 393/394 update, you can manually fix it (without having to redownload/reconfigure your server) by replacing the following files in your server folder:



KAGdedi:
http://update.kag2d.com/kag_linux/KAGdedi

Base/libJuxta.so:
http://update.kag2d.com/kag_linux/Base/libJuxta_dedi.so


Sorry again for the inconvenience, we will take more care to prevent this in the future!



-FliesLikeABrick

poniedziałek, 21 maja 2012

What's coming next

Zombie Fortress feels like a whole game in itself but KAG is definitely not finished!


We are officially heading now towards version 1.0.


We will be adding (trying to add) all the features that we promised over the months and which you can see on the in-game buy poster or website. Not all of them will probably make it because if a particular feature is not fun or doesn’t really work or is simply not doable we won’t do it. But on the other hand we will add other elements which are better, more fun and more fitting. So expect to get what you desire and expect to get awesome features you don’t expect!


I’ve started work on water and wooden structures and will be moving on shortly to vehicles and siege machines. This will be exciting! Be sure to come back for updates!


MM

wtorek, 15 maja 2012

Heads Tweak

A few of the heads had some pixels go wrong for one reason or another when putting them in-game. An update fixing this should make its way out to you in the next 10min or so, shouldn’t affect gameplay at all.


This is mostly just so people don’t raise eyebrows at their KAG patching. Enjoy your slightly more colourful braveheart face and fixed eyes on the samurai and rice worker heads.


Geti

OS X 10.5.x issue resolved

With our move to the build system we also started building the mac build on OS X 10.6.  We did not have the build done in such a way that the output was compatible with OS X 10.5, so any of you with OS X 10.5 probably had your KAG installs break if you updated in the past 48 hours.


In the event that this is you, your KAG won’t launch at all after updating to build 393 or 394.  We have a new KAG build out which is compatible with 10.5.x and 10.6.x.  To remedy this, do the following:


  1. Drag your current KAG installation from Applications/ to the trash (or right click/move to trash, etc)

  2. Download KAG again from http://dl.kag2d.com/kag_mac.zip

  3. Unzip and drag the KAG app to Applicatoins

  4. Try running KAG. It should update to build 394 and work properly if this fix works

  5. If you need additional help, head over to this forum thread for assistance

For anyone else who came here wondering why their mac build updated on 10.6 or 10.7, this is why.  No other changes were introduced.

FliesLikeABrick

Autoupdate issue resolved

There was an issue with the auto update system for KAG which would have caused new installs from the website not to update for the past 12-14 hours (since 393 was released).  This is resolved now, and any of you who were stuck on an old build like 345 should be able to update now just by opening the client.


If you continue having problems, head to the KAG Forum for help


FliesLikeABrick

Last chance to get KAG for only 9.99$

I forgot to raise the price for KAG after the official Zombie Fortress Multiplayer release. We promised it so we are doing this after todays hot-fixes. So this is really the last chance to get the game and play online against zombies for 9.99$. New price will be 12.99$.


Buy Now


Good news is, if you can’t pay with PayPal, Credit Card or Google/Amazon - you can pay with your mobile phone through Zong (a PayPal company). Zong has probably every country covered so you can pay for KAG with your phone wherever you are. Just click on the little red Zong button and check if you can buy it now. After entering your phone number you will receive a PIN code. After entering this PIN code you will get a KAG code to unlock the Full Version. It’s that easy. No SMS or anything else. See for yourself.



MM

poniedziałek, 14 maja 2012

Fighting the undead - Now with friends! (Build 393)

It’s a bad day to be a zombie…



Fortunately, most of our players aren’t zombies, so they won’t mind. ;)


ZOMBIE FORTRESS MULTIPLAYER IS OFFICIAL!

This means you can defend your fort with your friends without tampering with the server software too much, without repeated server crashes and with a nice new bot control interface.



Basically, use the R key to tell bots what to do. We think you’ll like the change, we’re leaning more towards this kind of interface than the pie menus in future. If we can find things to convert, we likely will. It feels much better interacting directly with the game objects.


A giant swathe of fixes is included, to AI (migrants now 40% less useless - can go through bridges!), to gameplay (reduced fall damage stupidness, reduced building weirdness, a bunch of misc exploits removed, particles getting eaten by bridges fixed, combat “lag” reduced…) and many general bugfixes (slow closing fixed, many server crashes fixed) - see the changelog for more!


You can also wear a kettle on your head, among other new heads. Hopefully this will help increase the diversity of premium folk’s appearance - We’re working on a skin colour option as well, just requires re-touching all of the actor sprites so I’ve been putting it off…


Big thanks to the testers for starting to get into the swing of things with testing, a lot of these issues would still be undiscovered and the mechanics unrefined without them!


Full Changelog:


"zf" = zombie fortress
- u_shownames now uses new player name style instead of big stupid one
- spectators with u_shownames see all player names
- spectators now see unit counters
- Fixed single character player names no longer crash the server (and are therefore allowed) (#327)
- Fixed full name not showing on linux/mac when someone changes teams (#151)
- Fixed username is not cased correctly after successful authentication. (#237)


- dropped the materials counter delay
- the blinks still take a while to go away but the counter is always up to date
- Fixed broken Connect To…. (#148 and #1)
- Fixed Looks like red builder is going to build blue tiles (#254)
- Fixed breaking a shop that is on background tile doesn’t give mats (#253)
- Fixed setting high duration results in ban for 0 seconds (#266)
- large bans (longer than 2 years) and bans with -1 time now result in permbans.
- Added expiry time to listbans
- Made bans case-insensitive


- changed/improved/added server side logging of game/player events



- Fixed - Archers deal massive damage to team catapults (#271)
- really fixed trap door+back wall = free money (removed hack) (#198)
- Fixed lost stone on removing trapbridge on background (#258)
- Fixed GOALTICKS independent ticktime mod operation in director.cpp
- Fixed Knights attack catapults when they use it (#81)
- Fixed various potential server crashes while fixing (#327)
- Various tweaks that may fix small bugs/instability - fixed
- KAG crash when closing KAG with server browser open (#333)
- addressed chat box/minibox background hardcoded, now takes center pixel colour. (#157)
- Fixed the listPlayers() script
- fixed abusable bug where spectators can block map start (#305)
- fixed more meaningful autoupdate failure messages for libcurl (#306)
- fixed the launcher menu text for the various sites sucked and fixed some of the URLs
- fixed can repair trap bridges with backwall (#205)
- fixed can repair other team’s door to be your own (only works blue->red) (#76)
- fixed about 3 related bugs/exploits
- fixed can’t slash shielded target sometimes (#276)
- fixed jumping on someone and slashing hurts you (#309)
- stomping does less damage to the stomper
- Fixed quarters don’t heal when there’s less than 0.5 hearts to heal (#353)
- fixed door breaking/fixing (#204)
- updates to how paper rendering works
- Fixed catapults dont hurt backwall enough, though haven’t done bridges etc yet (likely related to arrows) (#331)
- Lowered chat spam timer and inserted anti-spam message if you exceed it rather than failing silently
- Added sandbox room and tweaked sandbox to include it
- sandbox now has free items and shops.
- fixed server segfault due to API error conditions
- fixed quarters light not acting like a light
- fixed chests giving light by default
- bomb in zf costs 10 coins (was 20)
- more probability of zombie having coin
- disconnect issue should be fixed, please playtest for a while and see
- fixed client-side light in blob
- added constructor to APIPlayer, too much non-initialized vars bugs
- fixed free full version access
- bots attack dead zombies
- removed buildnum from launcher caption to avoid confusion
- collapse anti-grief doesn’t work for outposts
- fixed charged arrows dealing no damage when shot through bridge (#321)
- fixed knights don’t stop when ordered to go to zombies
- destroying castle blocks in zf doesn’t remove coins
- bots try to jump over kegs
- fixed bots not following orders when faced with zombies
- fixed throwing kegs into walls
- removed “buying” zombies from Portal 


DISCUSS ON FORUMS

niedziela, 13 maja 2012

Interrupt while we're waiting

Still 2-3 things to iron out before the release so here is some Sunday fun for you all, while we are waiting for the new release.


This is something we’re trying to move away from which you’ll see in the next release with the new Party Interface.




And at first I thought this was a KAG meme :)




Cu later,


MM

sobota, 12 maja 2012

Release Holdup - Should be out Monday

We’ve had a hold-up actually releasing the update because MM had to give a lecture for Friday and I’ve had family engagements all weekend - There are about 3 issues that need tending to before we can release the update.


The blog post has already been written, almost all of the testing completed, we just ran out of time getting it finalised and out the door. Hope to have it out Monday night.


Geti

środa, 9 maja 2012

Soldat is 10!

Holy crap.


I wont clog up the KAG devlog with talk about soldat, but you can read about the awesome work Shoozza has been doing and a note from MM about the game reaching a decade here. The 1.6.3 update has been (conveniently) released in tandem with the anniversary.


Could be time to play a few games for nostalgia’s sake, veterens!


No roundup this week as you’ll get a changelog with the release and I need to get back to fixing bugs rather than writing about fixing them :)


Spoilers: mostly zombies multiplayer fixes with some general gameplay and security fixes so that we can officially release zombies multiplayer. Also, more heads.


Geti

wtorek, 8 maja 2012

Just an informal reminder

People messaging admins, developers and moderators about bugs on the forums - please stop doing this! Use bugs.kag2d.com to report bugs! We don’t need the extra correspondence ;)


Geti

środa, 2 maja 2012

Combat fixes and Exploit patches

Here’s a roundup of changes, old to new:


  • Made team unit counters work for “any” number of teams

  • Fixed #271 archers deal massive damage to team catapults

  • Fixed #198 trap door + back wall = free money

  • Fixed #258 lost stone on removing trapbridge on background

  • Fixed #81 Knights attack catapults when they use them

  • Fixed #327 one character nicknames kick everyone from the server

  • Addressed #157 chat box/minimap background colour no longer hardcoded, loaded from image. Sometimes breaks though, need to find a workaround for crappy graphics cards.

  • Fixed #305 game wont start if there’s >1 spec but less than minimum players

  • fixed #245 ‘report bugs’ links to bug tracker in game launcher

  • fixed #306 useless autoupdate failure codes.

  • fixed #150 casing error on smoke texture

  • fixed #276 can’t slash shielded target sometimes

  • fixed #205 can repair trap bridges with backwall

  • fixed #353 quarters dont heal when there’s <0.5hp to heal.

There’s some experimental stuff going on with network smoothing and whatnot to try to reduce the “lag” that people see in-game, its having mixed results. Ideally there’d just be enough servers to go around though, and enough people playing at all times ;)


Obviously more fixes coming and more testing to be done.


Thread here


Geti