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Messages - Sami

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1
Finally, I found out why that function failed for me. It turned out to be a software I used before causing the problem (it deals with keyboard input, so it all makes sense). If it hadn't been for the SDL library update of the game somehow exposing the issue, I could have never noticed it. So, thank you, UnReal World and devs.
..
That software *hijacked* this key combination and set it to the top priority for itself system wide.
..
And if anyone suffers from similar problems, I hope my story can help you or at least provide some thoughts. You can try:
..
I missed the two updates and was playing v3.82 all the time due to this problem. Now I can finally enjoy the game with the new content. But still, it makes me wonder why UrW was not influenced by this problem before while the whole system was.

Excellent! Very good to hear this.
This might discovery might be valuable information also to contribute at SDL2 bugs forums/tracker.
The system dependent oddities with SDL are the evidently the most trickiest to discover by the library maintainers, and users.

2
The hare was still unconscious as the character moved 2 more tiles and then killed the hare with the axe’s poll with a perfect hit to its skull.

Ah, so there was the "Deathblow is possible..." etc. additional information in yellow text shown when selecting attack aspect?

3
A second hotfix patch has been released for version 3.84.
It's available for all the supported platforms on Steam, Itch.Io and for lifetimers.

The following fixes/changes are featured:

Version: 3.84.2

** Saved characters from version 3.80-> are compatible with this version. **

 - fixed: pausable crafting item duplication

         In some conditions when you finished crafting an item the work in progress item still remained on the ground.

 - fixed: using TEXTILECRAFT skill displaying corrupt "Command:" prompt, eg. TEXTILECRAFTNETMAKING

 - changed: Staff item type and role

         Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes.
         There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to
         suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand.

         MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves.

 - updated: STAFF game encyclopedia (F1) entry

---------------------------------------------------------------------------------------------------------------------

Happy patched adventures!

4
Bug reports / Re: Double fire
« on: May 17, 2024, 11:15:40 AM »
Ohoh, this is new and interesting. Yes please send the save and I'll check.
It's hard to say what triggered this but I'll try to reproduce, and maybe we'll get on track of it.

5
At first I don't suspect a bug here. With all the active fishing methods the character tries to catch any fish they can, and in the game world there could be also other fish wandering at the area of the spawning bream. The pike is a plausible catch with spearfishing by the shore even outside the spawning periods.

6
Bug reports / Re: Fire on water
« on: May 17, 2024, 11:08:29 AM »
Thanks for the save. I'll check even though the issue mechanicsm is hard to find unless it keeps happening again during the test play.

7
Bug reports / Re: Spotting, getting noticed, by unconscious NPC
« on: May 17, 2024, 11:07:08 AM »
Hmm. Creatures can also regain consciousness (based on the condition checks) and as I don't recall there's a message when it happens so this might not be an actual bug.
A message about "[npc] regains consciousness." would solve the problem, but then again in real life it would be quite difficult to notice - until the NPCs gets up, if they are able to.

8
Solved'n'fixed bug reports / Re: [3.84p1] duplicated stone axe
« on: May 14, 2024, 10:03:54 AM »
I believe we've got this issue solved and fixed now, and will likely release a patch this week.
Plotinus, feel free to send the savegame nevertheless. Double checking doesn't hurt.

The issue was about unfortunate item data re-arranging due to world/creature activity on specific areas.
The bug potential has been fixed now and no more this sort of duplication should happen in the upcoming patch.

Fixed - persists in 3.84.1

9
Fixed now. Depending on character's skill generation order it might display also TEXTILECRAFTBOWYER etc.

Fixed - persists in 3.84.1

10
Bug reports / Re: Fire on water
« on: May 14, 2024, 09:11:09 AM »
Bug it is.
At first I suspect there might have been an NPC lighting a fire somewhere, but then the location had gotten corrupt for some reason.

Did you happen to have human companions around, or somewhere nearby?

11
Solved'n'fixed bug reports / Re: [3.84p1] duplicated stone axe
« on: May 13, 2024, 11:19:06 AM »
This is likely related to area conditions and data entries rather than individual items.
I'm currently investigating a few other saves of this sort of item duplication, with different items though.

Plotinus, please send the save over. Thanks.
The more samples we've got the easier it is to find out the cause.

12
Bug reports / Re: Of Wolf and Woman
« on: May 11, 2024, 10:31:47 AM »
Heh, a good example about the beauty and challenge of procedurally generated quests.
Of course the main intention with the quests is that they can be solved, but also in a living, procedurally generated world there are countless variables which may interfere - and also sometimes make them impossible to complete.

This case is something we can address, and I'll check up on that, but also NPC hunters might end up in killing the wolf. Or if it would choose to chase an elk, a good hoof kick might sometimes also prove fatal. And so on. This way the procedurally generated quests differ quite a bit from more commonly used static, linear game quests which follow the plot in more predicatable (and boring) fashion.

13
Good to hear more discussion and opinions on this matter.
There seem to be some differencies in how people perceive the modifications working in the game world, and from devs point of view it gets a few more extra layers and viewpoints to it.

To pinpoint it; modding code modifies the existing elements, more or less. It can't modify the properties the items don't have, or to add game mechanics that don't exist. For example, items have a name, and it can be modified to anything at all, but naming cat a dog doesn't make it essentially a dog. Nevertheless, lots of things and stuff to do can be created with the modding code.

With the above in mind, one must understand that even with a separate key or limitless mod entry space the player confusion with mod created items may continue happen when new mechanics are introduced. For example, if there are modded hafts or items put together from modded heads and hafts, they aren't working as genuine multi-part hafted items in the game. (I don't know actually how the game might deal with such but maybe the hafts won't wear out, the proper head doesn't drop when the item breaks, and so on.) Confusion and frustration may follow as players who aren't into modding will have to deal with the oddly and wrongly working items. It's not a problem for those who are aware of the modding and it's underlying mechanics, and maybe can even convert items as in Plotinus's example, but with the public mods who get into hands of average players the remedy or regarding information in these cases is best to come quickly.

Surely, a separate modding make menu will make things (also updating) easier and also keep the original and modified entries nicely separate. But it may be that for an average player who's used to create modded item A from, say a new Modders Make menu, they may fail to notice it having appeared as a genuine game feature or item to the original Make menu. So the confusion and game mechanics incompatibility with the modded items is evident to happen to some extent from time to time, even if there was limitless space. But it's ok when it's remembered, understood and addressed clearly to the mod users when necessary.

In any case, separate menu seems to get support from this small bunch of thread participants.
But it really doesn't happen just like this:
.Modders Make Menu. "Make menu" [effort:0] *CODING* %50%  /5m/
{Make menu}

;)

14
Development News / A small patch for version 3.84 released
« on: May 05, 2024, 02:01:37 PM »
A small patch has been released for version 3.84.
It's available for all the supported platforms on Steam, Itch.Io and for lifetimers.

These two issues were cleared, and it may be that the majority of adventurers never noticed their occurrence.

Version 3.84.1

** Saved characters from version 3.80-> are compatible with this version. **

- fixed: continuing pausable crafting with inferior tools caused erroneous production times

If inferior tools were used to start and continue pausable crafting tasks the remaining production times were not always set correctly. This glitch occasionally initiated conditions where continued pausable crafting required seemingly endless production times.

- fixed: wrong javelin item tile

------------------------------------------------------------

Happy patched adventures!

15
In these cases the ground has been created in the water for the tree to stand on
Interesting... I suppose that must be the underlying mechanism for the Netherlands-style land reclamation exploit in this old thread! ;D
It's a fun side-effect which several players would sorely mourn the loss of.

Can be considered loosely related. Building a construction clears the tile, so here it clears the water, and the ground remains.
There's no need to fix this, or some other harmless unintended but fun occurrences, as they don't ruin the usual gameplay.

Quote
If considered necessary this could be tidied up so that the trees would appear straight out from the water, with no ground showing at all.
Now I'm wondering whether a randomly-placed tree may possibly overwrite a spring tile in the current iteration of the terrain generator.
This hypothetical situation could be attributed to bad RNG luck. But I think that accidentally erasing the chance to discover a water source is more saddening than if a player simply failed to notice water tiles which happen to be concealed by the trees or flora growing on top.

There are various checks for tree placements so it's not completely random, but I don't remember exactly how spring tiles are included in the checks.
So in theory it might be possible, but the chances are extremely low.


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