See likes given/taken
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Re: Cant get back to shelter
I used the 3rd party mod to select the start location. That island is extremely close to the edge. Youre probably in an area thats naturally supposed to be off limits, mostly due to rendering issues when you get closer to the edge. Ill make an update for my mod to restrict it closer towards the main land. As for the character you'll likely need to scrap him and start fresh. edit: 12/7/2020, made update to restrict starting locations by 48 over-world tiles from the map edge. December 07, 2020, 12:55:05 AM |
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Re: URW Modding Discord
~Bump we're still here Wanted to invite a few of you who have contributed to / frequent the modding section. @caethan @Galgana @Buoidda @Ezezaguna @Jaredonian @Bedlam @koteko @Roheline @Dr.Hossa @Frostbit @JP_Finn @Sloomingbla @Teellox @Ubie @paulkorotoon @Bert Preast @trowftd Anyone is of course, welcome to join ^^. December 09, 2020, 12:59:52 PM |
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Re: Happy new year!
F*** 2020!!! wooo!!!!! 2021!!! Party!!!!
January 01, 2021, 09:08:59 AM |
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Re: Ancient Savo : A new Enormous Elk game in the making
Lot's of potential here, looking forward to seeing it progress. I can see the current design evolving several different ways, so it'll be interesting to see how you go about it . Even a choice-based story line (or many) could work here and perform well.
January 06, 2021, 06:24:02 PM |
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Re: Adding Custom Music?
I have this planned as a feature in my current project. My question is, when do you want sounds/music to be played? looped? I have many ways of doing it, so I'm open to ideas people will actually use contrary to just my own thoughts. @Karmatose , @ConnorA February 03, 2021, 04:02:10 AM |
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Re: Foreign traders’ merchandise?
Nice idea. I'll experiment and let you know my results when I do. I suspect it's probably possible via memory, which would make a nice addition to my current project.
February 03, 2021, 07:48:56 AM |
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Re: Adding Custom Music?
I suppose @Karmatose you mean music played when different game screens are active (the ones where music plays by design, like rituals screen) or events happen? I am implementing an event system in my current project, which will allow for such things. I hadn't thought of using msglog.txt though, so that's a nice idea I'll be looking into. Also probably possible to replace sounds, may or may not be necessary. February 06, 2021, 01:41:49 PM |
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[URWME] SheepShearing
[URWME] SheepShearing This is a very small mod I threw together to use in conjunction with URWME (Required), when near a sheep, allows the player to shear it for wool. Needs a bit of work as I didn't include requirements for shears, and I'm unsure about how much wool a player should be able to gather from one session. Additionally, I have no way (yet) of marking a sheep as sheared so it can't be re-sheared immediately, so some restrictive RP must still be used when using this as you'll still be able to shear the sheep indefinitely (and also sheep not owned by you). Read !instructions.txt on setting up the menudef in your URWME_Config.txt file, or alternatively set it up in a regular menudef_ file. Here is the recipe: Code: [Select] [SUBMENU_START:Animal Crafts]If someone wants to take this on as their own project feel free, as I'll be spending most of my time updating and improving URWME. Ask questions or report bugs here, or on the URWME thread. March 11, 2021, 12:30:48 AM |
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Re: Adding Custom Music?
Most of what the mod extender does is providing more access to the games data/functionality. In the case of sounds/music, they could be activated in several different ways, such as when the terrain type changes, or when an game object is near the player (NPC/item/tracks), probably several more options if I think about it. All of these things I detect through a loop/loops dedicated to tracking that data. In the future, I plan to have a scripting system based off of these events, that follows a similar syntax to URW's crafting syntax, some examples might look like: Code: [Select] [START_TerrainChanged]All of the above code would be handled by the mod extender in an script.txt file, when conditions/actions are met. Also, there would be some control mechanisms to repeat actions, or to only execute them once, or to only execute them once everytime the condition is met. I haven't currently implemented it so, the above is just a psuedo version of what it will most likely look like. Basically, a condition/action system, with functions that will allow for user input, such as PlaySound("SoundFile.wav"). When I've completed more of the project I will document the functionalities more thoroughly, but most of what you said is within scope. The only thing that might be difficult with what you said is transitioning between ambiences in the case of combat, mostly because I'd have to track the duration of the sounds playing and then transition to the next at the end of the first sound so it would sound smooth, but it is possible to do. There also may be other areas where I can implement sounds, but this would be the main place. @Karmatose As for copywrites, I have no clue, It's a big mess when it comes to fan-made projects, but I just assume as long as I'm not profiting off of something it shouldn't be a problem. Probably costs them more to send a C&D to someone using their stuff for non-profit personal/fan based entertainment than ignore it if its not cutting into their dough. I'm not a legal expert though, so don't take anything I say as fact lol. I know that most media type property has a license attached to it, so thats probably what you would want to refer to most of the time. Some just require crediting the source. March 24, 2021, 11:25:33 PM |
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Re: [Tool] Character Designer v1.1.0b
~Updated image host to github URL
May 25, 2021, 07:17:49 AM |
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. Even a choice-based story line (or many) could work here and perform well.