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Messages - Erkka

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31
Modding / Re: What's on this guys back?
« on: February 11, 2023, 08:58:59 PM »
I'd guess it is a carrying frame / backpack.

Examples:



and a video

32
General Discussion / Re: Issues running Unreal World on Ubuntu
« on: January 20, 2023, 09:56:49 AM »
Quote
I did that

I think Plotinus is suggesting that in addition to running the said ldd command on your terminal, you'd also post a copypaste of the output here in the forums so that other linux users could help you to figure out how to resolve possible issues with dependencies.

33
This project is pretty much alive and progressing. Today's private beta version is 12, at the moment available only for you - the UnReal World players.

Lately the development has been mostly about improving the UI, and fixing fatal bugs found by the test players. Ah, and also implementing many of the suggestions by the test crew. Before going to public beta I'd still like to add ways to interact with your clan other families (once some of your kids get adult and you send them to start new homesteads). At the moment it is so that when they fly out of the nest they are on their own (or, optionally, you continue playing as the young family). I'd like there to be an option to visit and to exchange with your other families - and that will require some AI to determine what the other families have been up to while you have been busy playing our main family - which areas of forest they have turned to fields, have they built new buildings, what new tools they have crafted etc. Hard to say, at least two or three weeks of coding, depending on how much I'm stuck at my main work earning money.

Well, yeah - but we are approaching the first public launch, so if you wish to join the test crew, I'd guess this is a good time to do it. We have versions for Windows and Mac, and then a generic version which should run on any desktop machine which has Java 8 or higher installed.

-Erkka

34
Mod Releases / Re: ModernNorseman's Portrait Mod 1.0 (AI Portraits)
« on: December 10, 2022, 07:30:14 PM »
Quote
however it looks like I'm unable to post external links.

We apologize for the inconvenience! There was a time when we needed to fight spambots on daily basis, otherwise they would've flooded the forums with their spam. Unfortunately, seems like to stop the bots it was necessary to make some compromises with user experience. So, any forum member needs to make a few posts - and if they don't get deleted by then, the system will automatically grant the right to post external links. Just keep on participating in the discussion and soon you can post external links too.

35
Gameplay questions / Re: How to heat a building?
« on: November 30, 2022, 08:21:17 AM »
I think placing dried moss in between the logs is automatically simulated in UrW. Another historically used method was to slam clay on the walls. But cabin building in UrW doesn't explicitly mention all these details - it is just assumed that some method is applied based on materials locally available.

I know a person who, in real life, used to live alone in the Finnish woods, and wanting to minimize boring repetitive tasks he also minimized time spent on making firewood. So in the wintertime he maintained indoor temperature of +8 Celsius, for anything warmer would've required spending more time chopping firewood, but the guy preferred to spend more time playing a flute, or crafting tools and clothes etc. But, to do that one has to compensate by always wearing warm clothes, and having a lot of blankets (or furs) on the bed.

It might sound counterintuitive at first, but in real world a sauna building doesn't need to keep temperature as well as a cabin. In a cabin people would like to maintain a temperature in range +8 ... +18 or so, constantly. But a sauna can be heated up to +120 Celsius, and then allow it to cool down, and since no-one lives there when it is not heated, it doesn't matter if the temperature falls below freezing when the sauna is not in use. So, the sauna stove is built differently than the one used to warm a cabin. And the process of heating them is different - a sauna stove can be heated until many of the stones are red-glowing hot. Because water is applied onto the stones, there will also be a lot of moisture in the air, so it is only good that there is good ventilation - no need to tightly insulate every little gap and crack in the log walls.

36
Suggestions / Re: Eating raw meat
« on: November 28, 2022, 10:39:22 AM »
Gamewise, I think the benefit would be not needing to start a fire. So, in emergency situations it would be a life-saver to be able to consume raw meat.

(What comes to nutrition; hard to say - while cooking might destroy some of the nutrients, it also makes some stuff more soluble for the human gut)

Raw herbivore meat should be pretty much safe - I'd guess ones own fingers would be the bigger source of food poisoning (assuming that your fingers touch both the food, and occasionally also your lips)

Raw fish and raw carnivore meat is a lot more risky, for example you might get some of these : https://en.wikipedia.org/wiki/Trichinella_spiralis

ps. here my thoughts are about the meat of a fresh kill - the warmer the temperature the faster raw meat will get contaminated. So, adding this in the game would probably require some more internal tweaking to check how fresh the meat is - on a hot day just six hours might be enough to attract parasites to lay their eggs in raw meat, thus increasing the risk of getting sick after eating.

37
Suggestions / Re: Ability to open and close shutters
« on: November 14, 2022, 12:09:24 PM »
If you are bothered by interruptions because of animal sightings, there is something you could try;

In the game main menu open "SETUP", at the bottom it will tell you where you can find a text file for advanced settings. Edit that file to configure if you wish to be interrupted by any, none or only hostile animals approaching. I'm not 100% sure, but I'd guess you need to quit and restart the game for the changes to take effect.

Code: [Select]
// NO - never prompt to abort if these creatures enter your view
// YES - always prompt to abort task if these creatures enter your view
// HOSTILE - prompt to abort only if this kind of hostile creatures enter your view
[TASK_ABORT_ANIMALS:YES]
[TASK_ABORT_HUMANS:HOSTILE]

38
TL;DR : Ancient Savo private beta version 9 is published today!

After the previous release it has just been slow progress, as I spent several months reworking the inner logic of the game. Some of the code related to handling tasks and map tiles needed to be partially re-written so that they can handle all the rest of the planned features. And that unleashed a bunch of unexpected bugs, so I had to spend more time just fixing existing features. Well, but finally it seems we have all the core aspects implemented.

Today's beta version 9 is supposed to be the last private beta - after this the main focus will be on improving the UI, implementing some missing graphics, and producing a trailer video. All such stuff which are needed before a public beta release. Yes, the next version is still going to be beta, yet functional enough to be available for the wide open audience. Let's see how it goes! And before the public release I'd be very happy to get all kinds of feedback - what you find confusing, or if you have an opinion on what definitely needs to be fixed, or a suggestion how some aspects of the UI could work better. Or just plain harsh criticism. All feedback is welcome - either by e-mail, or in discord, or here in this forum sub-section.

Huh, oh, um - yes, so, on top of my head; what do we already have? Seasons changing and abandoned fields regrowing, first bushes, then young trees and eventually fully-grown woods. Ability to marry and to have children, children growing up and getting married. Ability to switch playing as one of the adult children, starting a new homestead in a new place. Rearing sheep, shearing wool and crafting clothes. A very flexible modding system based on xml-files.

What needs to be added: Different animals, more tools and crafting recipes, more accidents and ailments.

And what needs to be improved: UI, graphics and sounds.

39
General Discussion / Re: Lifetijme members cut off forever?
« on: October 06, 2022, 08:35:15 AM »
Quote
I emailed support, but they won't answer.

Sending an e-mail to Sami is the way to activate old lifetime memberships. Every request is handled manually, and sometimes there might be several days of delay in reply. So, either send another mail, or wait for a few days more.

40
Solved'n'fixed bug reports / Re: Forum having issues?
« on: July 14, 2022, 07:42:10 AM »
OK, the https works on my browser now. So I hope the issue is resolved for everyone else too, is it?

41
Solved'n'fixed bug reports / Re: Forum having issues?
« on: July 13, 2022, 03:49:03 PM »
Quote
For this interesting no-issue case, there must be a reason which applies to that particular browser (or computer); the most usual suspects I have seen are cache-related and browser configuration-directive-related.

Hmm, I'd guess the reason is rather simple; on my desktop browser bookmarks I have the forum url starting with http:// so no wonder it doesn't bother with certificates. If I manually change it to https:// then firefox complains as well.

42
Solved'n'fixed bug reports / Re: Forum having issues?
« on: July 12, 2022, 09:51:19 PM »
Quote
Yes, it is persisting for me as well as of this post.

My desktop version of Firefox doesn't complain, but Chrome on Android does. Well, but as ineedcords reasons, this is a service provider level issue. We will try to sort this out sooner instead of later.

43
Solved'n'fixed bug reports / Re: Forum having issues?
« on: July 12, 2022, 02:33:56 PM »
I think I noticed this at some point, too. But now it seems to be gone. Anyone else still experiencing this?

44
General Discussion / Re: Windows install problems
« on: July 10, 2022, 10:39:47 AM »
Quote
Well this is probably a bug as it is not possible to install urw on windows 7 or earlier

To me it seems that this is something like a borderline case; if Microsoft no longer supports win7, then is it our bug if it is not easy to install all the required dlls?

But what comes to your savefile, if you have trouble installing the Nights character editor, then could you ask the community if there is someone with the editor installed who could fix the savefile for you?

45
General Discussion / Re: How to complete "Adventurer's (Item)" Quest?
« on: June 09, 2022, 04:53:57 PM »
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Any more bot like behavior and their posting rights will be restricted. 

That didn't take long... The account did another reply by merely copy-pasting a clip from an earlier post in the thread. I restricted the posting rights by the one sure method; deleting the account.

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