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A new piece of primitive music by Enormous Elk We're happy to present you a new piece of music and a video.
"Illalla, lammella" (In the evening, by the pond) can be viewed at Enormous Elk YouTube channel:
https://www.youtube.com/watch?v=jdSW9Z46DhE

Like mentioned earlier this was recorded and filmed while I was visiting Erkka last month. You'll also see the authentic setting of the live recording, by the pond.
Post-production took a little longer than expect because my right hand is still in a cast, but even though this was mostly edited with left hand we're happy with the mood and result.

Cheers!

June 12, 2022, 05:30:12 PM
5
Summer Sale on Steam - and a few pics Steam Summer Sale is going on for those you seek an opportunity to enter into Far North for a discounted price:
https://store.steampowered.com/app/351700/UnReal_World/

Otherwise, I just wish everyone a good summertime, and share a few photos around the development chambers.





Cheers!




June 28, 2022, 07:15:29 PM
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Going canoeing - from Koivula to Driik, so to speak. The year off from coding has truly brought my way something else than sitting in front of the computer.
Next up is sitting in a canoe instead - and paddling some 120 kilometers through Kokemäki River all the way to reach the sea at Gulf of Bothnia.
Well, luckily I get to stand and walk as well as we'll be camping outdoors.
This expedition is about to start tomorrow, and I'm sure you'll be hearing more about it when I come back.


Everything's packed and I'm off to canoe - for a week or so.

This is is river a route which you can paddle in UnReal World too.
The world map of the game is always somewhat randomized, but you can still find some river floating from Koivula to Driik.
This can be imagined as being the Kokemäki River.
In reality the route is 120 kilometers long, but the game world map scale is smaller.
When put on the game world map the route would be like this.




Our destination is an island in the Gulf of Bothnia about 10 kilometers from the mainland.
If everything goes okay we'll reach it in a week.
And who knows if this inspires me to tweak the paddling code in the game just a little bit - when it is time to sit in front of the computer again.

August 12, 2022, 06:19:47 PM
9
The real world paddling adventures You see a canoe here.
The paddle wielded as a primary weapon.
You push the canoe into water and jump aboard.


And there, in the real world, 120 kilometer long Kokemäenjoki ("Kokemäki River") awaits...



So, as mentioned in the previous post I went for a lengthy river canoeing trip with a friend, and here comes a little photo greetings from that magical journey.
We travelled with an indian canoe through the whole Kokemäki River in southwestern Finland, all the way to the Gulf of Bothnia, and on top of that some 10 kilometers out to the Reposaari island at Bothnian Sea. The whole journey was about 130 kilometers long.









































It took six amazing days of adventuring, and there are a lot more sceneries to show and stories to tell.
For those who are keen to see more I will go through the whole journey day-by-day in series of posts at my BuyMeACoffee page, with some video footage as well.
Take a peek, all the content there is available for everyone:
https://www.buymeacoffee.com/SamiMaaranen/posts

But should you then feel like buying a coffee for a weary paddler one of the upsides is that every supporters gets e-mail notifications when future posts are up.



Let's keep adventuring.

August 23, 2022, 12:15:41 PM
8
Autumn nights, coding nights With the diminishing daylight, on the chilly and rainy autumn nights, I have occasionally found myself coding the game again. Nothing too strenuous, but hunting some bugs and tweaking functions here and there
It has felt quite fun, and quite natural.

I'm still in for spending the year off from coding but the possibility of a little surprise releases is increasing.

September 13, 2022, 04:59:48 PM
13
Re: [3.71] Yarns are gaining weight And it's fixed now.

Fixed - persists in 3.71.

September 20, 2022, 07:06:20 PM
2
Version 3.72 (beta) for Windows - a surprise release Surprise, surprise!

The autumn has come, and there's hint of winter in the air. The nights have gotten darker and longer, and there's been rainy days too.
Perfect weather for coding, one might say. And you know what, that's what's been happening in the silence of the coding chambers lately.

So here we are, flexing our coding and release muscles with a little surprise release packed with a dozen of new features and a fistful of fixes.

Version 3.72 beta is now available at Steam, Itch.Io and for lifetimers. For the time being there's only Windows version available, but OS X and Linux versions and more features will follow in time.

You'll find the full changelog later in this post, but let's highlight some new features first.

Random character names

Upon character creation you can now randomize culturally relevant names for them at will. Here a Kuikka-tribe female is being created with a random name of her culture.

Harvest and pick agriculture option

The good old harvest option only cut down the crops, but now there's an option cut and pick the crops to character's inventory at one go.

Watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

Version 3.72 (beta) changelog

- added: random character name option

Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- changed: name/sex/culture character creation selections order -> culture/sex/name

As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

- added: watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

You will be asked a confirmation to start a fire in the following conditions:
1. There are valuable items to be burned down where you are about to build a fire.
2. You are building a fire indoors at other than fireplace location.
These confirmations will prevent the unfortunate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- SDL update: updated to newest SDL 2.24.0

Updated SDL release includes a good deal of bugfixes which may have hampered some systems. - fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

- fixed: carried weight statistics not updating immediately after cancelled crafting

- fixed: character's height in metric units displayed wrong

This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.



That's all, dear adventurers. Cheers and enjoy the surprise!
And please allow some time for rest of the platforms to follow. You know, my "year-off from coding" still continues :)

October 10, 2022, 08:20:43 PM
13
Season's Kekri greetings Kekri is an ancient Finnish turn-of-the-year and harvest festival celebrated when the annual agricultural activities were all accomplished.
It carries similarities to celtic Samhain, and the later halloween. Those who follow us on Steam probably noticed our kekri goat boogie man contribution there,
and now it's time to bring out the Season's Kekri greetings here as well.

During the Kekri there was a custom of dressing up as a masked character called kekripukki (kekri goat).
I do follow that tradition so here's my kekri goat character wishing you all good turn-of-the-year and approaching wintertime.


Some of the Kekri goat characters from the past years have made their way into the game as a sage portraits.
Now this photoshoot also consisted of varying shots and poses, so maybe in the near future you might end up discussing with a sage with striking similarity to this fellow.


Take care everyone, despite of the darkness!

--

For those who want to take a look deeper into the Kekri customs - and behind the scenes - there's also more verbose post about it all at my BuyMeACoffee page:
https://www.buymeacoffee.com/SamiMaaranen/kekri-harvest-festival

November 06, 2022, 03:08:04 PM
3
Re: Friendly Fire Friendly fire adjustments are currently on the coding table so this is a good time to reply to this thread.
What will be done with the friendly fire is that the NPCs will be able to reason whether there's a chance to hit a friend/companion on the missile flight path, and then refuse to take a shot if the risk is high. The friendly fire problem mostly persists with companions, although all the NPCs can suffer from it at times. The planned additions will bring a lots of new variables to the missile combat, and there will be proper dev. news post about it soon enough.

When it comes to the mentions about hitting your own dog in front of you, eg. when shooting at a bear in the distance. Well, that's something that can happen, but on the contrary to common beliefs here the creature height are being considered in the missile hit calculations. And it goes without saying that terrain elevation is also considered. And the final outcome is naturally a combination of these. So, shortly, you should be able to shoot over your dog, especially if the target creature's height is greater.
Assuming you're on the same elevation there should be zero problems with this - also assuming that target creature isn't prone, which also matters.

So, the dog-hitting cases reported here would need a screenshots as a background information so that we could actually see what factors might interfere there.
If you feel like having made an unjust accidental hit eg. to your dog feel free to follow-up with a report and screenshot and we'll investigate.
See, even though there is math in place already everything can be always made more precise.

To see if things work as intended I did a little tests with a dog in the shooting line, and a bear as a target.
Here come the screenshots. Things worked as expected and intended for this character.


The bear is 3 paces, 6 meters away in the south. Shot over the dog with no problem.



The bear is 16 paces, 32 meters away in the south. Shot over the dog with no problem.



The bear is 11 paces, 22 meters away in the north, and at slightly lower elevation than the character and his dog. Shot over the dog with no problem.



The bear is 16 paces, 32 meters away in the north, at lower elevation and prone. Only now the shooting angle is the kind that the dog gets hit.


Well, it's true that if you imagine that you've got a dog right in front of you, very close, its body maybe touching your leg, and it's sitting still, not moving at all.
Then, surely you could shoot over it even in the latest scenario. You could lean over and hold the bow over it's head.
But in the game one tile is 2 meters, and we can assume there's possibility of free move. The dog isn't necessarily sitting against your leg.
It can move about and even leap. If it's even a meter away and suddenly raises it's head on the moment you take a slightly blown shot to a target between 70-150 cm in height (withers height of a bear) at 32 meters away and at lower than your elevation... well, it shouldn't be an accidental hit everytime, but occasionally, for sure.
If you take a shot at around 50 cm height, eg. the chest of a prone bear, 32 meters away... the propablity of an accident increases quite a bit.

All in all, feel free to report the related cases you may find odd, and rest assured that the NPC missile AI will be soon adjusted for quite a lot better.

November 07, 2022, 11:56:11 AM
5
Re: Technical question
What's the keyboard keys combination to
..
Pick up a tool/weapon and wield it, altogheter?

I used to do it, but I can't recall now. Tried in-game f1-help pannel but couldn't either.

It's rarely used option, but it's there, so your memory serves you right...

From news.txt:

Code: [Select]
- added: key commands to wield picked up items automatically - [CTRL]+[,] and [CTRL]+[;]

        Press [CTRL] together with pick up commands [,] or [;] to automatically wield picked up items.
        Notice that when picking up multiple items this way the first selected items on the list will
        be wielded.

November 07, 2022, 05:19:19 PM
3
anything