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Re: [Not a bug] Crafted fur clothes MUCH less valuable?
Hi,

Another situation where I'm not sure if this is working as intended.

Crafted fur clothing, e.g. a bear fur shirt / elk fur shirt, is MUCH less valuable than a "fur shirt" that you might trade for in a village, even though the bear fur shirt is superior in protection. It's like a factor of 5 difference in trade value.

I'm not sure if this is an error, or a balancing choice, or something else.

Hi,

I have moved this thread to 'Not Bugs' as it is indeed working as intended.

For some player-explanations see the posts #2 and #3 here: https://www.unrealworld.fi/forums/index.php?topic=5300.0
And also see this post: https://www.unrealworld.fi/forums/index.php?topic=5353.msg13046#msg13046

For a more official answer, see the dev's explanation which is in NEWS.TXT file that is distributed with the game. Below is an excerpt from this file, for your convenience:
Code: [Select]
<snip>
Version: 3.18 (stable)
Released: 27-Feb-2014
<snip>
 - balanced: character made clothes are now worth of only 20% of regular cloth value

          And that's because there's no actual skill required and making clothes is way
          too fast. This removes the exploit of too easy trading with character made
          clothes.



Edit: Just adding below the link to Sami's post, in which he replies to the OP in another similar thread & explains WHY there is such a hardcoded player-crafted-clothing-quality fix at the moment.
https://www.unrealworld.fi/forums/index.php?topic=6822.msg20826#msg20826

December 29, 2022, 05:35:08 PM
1
Re: question about diagonal distance
is diagonal distance of a tile 1.4 times of the horizonal/vertical distance or same with it? So, will going diagonal direction take more time than going horizonal/vertical direction each turn?
Conceptually, each move is 1 "effort", so rather than going 1 tile north and then 1 tile east, it is better to go 1 tile northeast directly.

Edit: I forgot to mention that, the terrain does matter. For example, if you have rock tile(s) in front of you, going around might be quicker/less tiring and possibly even safer, as climb action involves a risk.


Not something you asked here, but since you seem to have an efficiency interest, I will mention this one too, just as a FYI. When facing a direction, and wishing to face the opposite direction (i.e.: needing a 180-degree turn), you can do that via 4x 45-degree turns, 2x 90-degree turns, or 1x 180-degree turn.
These 45-, 90-, and 180-degree turn actions all have separate key bindings via left and right.
To see these, and many other key bindings, in game, press ? key to bring up the built-in help screen and checkout the MOVEMENT section at the very top.

December 31, 2022, 05:54:46 AM
2
Re: walking through walls v3.72 stable
Getting into the game again, and feeling frustrated.  Besides being dropped in the middle of a frozen lake from the map view, I can now walk through walls.

Savefile: https://drive.google.com/file/d/1-y-ME_vOMmRTtzcefvgmugJCKRXekO3Q/view?usp=share_link
Mov: https://drive.google.com/file/d/15jJd-dEf6lUHKp7lzFhAHHWoWHKQ1QWm/view?usp=share_link

This forum is so antiquated... Cant upload video let alone a save zip smaller than 1mb.  Also frustrating. Lol "can't post external links".  How do we post save files and demo videos?

Sorry to hear you are not having a great time...

With regard to the hyperlinks and forum software:
I checked your links, seeing they are legit, modified your post and enabled hyperlinks.
Just so that you know, the reason hyperlinks are not enabled FOR YOU just yet is not because of the forum software age but because of your account age.
You are a new forum member, you could be a spammer (of which we have many) so it is a security measure.

With regard to the bug report:
I checked your savegame using the latest UrW for Windows (3.72-patch #1) and I cannot replicate the bug. Can you provide additional information:
* Any mods involved at all or fully vanilla?
* What O/S are you on?
* What is the exact version of the game you are using?
* Is this a game that you created on another version and now continuing on the current version you have? If so, on which version did you create it?
* If you save game, close the game down completely (not go back to the main menu and resume but fully exit to desktop) and then re-launch the game and resume, is the bug still there?
* If on Steam, have you tried verifying integrity of game files?  (to eliminate any corrupt game files risk)
* If not on Steam, can you try an alternative location second installation of the game to try whether the bug still occurs on the alternative installation? (to eliminate any corrupt game files risk)

January 01, 2023, 03:57:29 PM
1
Re: Magic Mod! 1.1 (Updated 1-18-2021)
Took a break from updating BAC to polish up my true love: magic!<snip>
Wow! this, is... magical! ;)

Any active development for this wonderful game is good news for me.
Also, I think, this is the first new mod release of year 2023, so congratulations on being the first as well! Keep up the good work!

January 05, 2023, 02:14:19 AM
1
Re: Hemp cord experiment
Are hemp cords implemented in UrW yet?
Today I found some dry hemp at the side of the woods so I decided to test how it works in Real World. I made this in like 10-15 minutes and it's surprisingly strong, stronger than some store-bought cords of the same thickness. Definitely enough to hang a kilogram of meat for smoking or drying, I will test with bigger weights later.
While I have done this before with other plants, I'm not an expert and hadn't made wild cords for like 7 years. So a starting character from UnReal World could probably make it too as long as they have enough herblore to identify hemp.
While it is only partially, there is a gameplay question in there so I am happy to classify this thread as so...

In terms of a type of tying equipment that can be produced relatively quickly, in many places, all-year round and can be used to hang meat for preservation, see withes.
Personally you may be aware of withes already but worth mentioning, for others who might see this and are unaware.
Below is a relevant excerpt from the NEWS.TXT file that is distributed with the game and sits in the game main directory.
Code: [Select]
Version: 3.60 (stable)
Released: Oct-28-2019
<snip>
 - added: tree saplings

          There are now small saplings of spruce and birch trees appearing on zoomed-in maps. Saplings are not
          obstacles for movement like the bigger trees but you can walk right through them. Saplings can be cut
          down like any trees, and they have use in making of withes.

          MIGRATION NOTICE: Saplings can be found only on newly generated maps. If your character has explored
          the world extensively you may want to run map maintenance (key command [7]) which removes unimportant
          previously generated zoomed-in maps.

 - added: withe - a new type of tying equipment

          Withes are tying and binding equipment made from flexible, slender saplings of spruce or birch trees.   
          Your character can make withes from [M]ake-menu under Tying equipment category.

Finally, there is more information on many usages of hemp in the same file, but to answer your specific question: no, I do not think hemp is a tying equipment in the game, as of today (v.3.72-patch1). (Happy to be corrected soon, if I am missing something).

UPDATE: I stand corrected; please see Sami's response in this thread, below, in Reply #4.


Edit1: Just checked the Tying Equipment menu in the game as of v.3.72-patch1. As per screenshot embedded below, I do not see anything about hemp...


Edit2: Earlier version of this message listed game version as 3.72-patch3, which is a typo. Patch level is 1. I will leave the screenshot as is so please ignore p3.

Edit3: I've been corrected & updated accordingly.

January 08, 2023, 11:57:11 PM
1
Re: [3.62] [3.61] URWExternalMap v1.0.0 In case anyone else is interested, tested today, this (expectedly) works fine on the latest game version as of today (2023-January), game version 3.72.

Thanks for the tool, @Night.
I suggest you change the thread title to something like '3.61-3.72'.

January 09, 2023, 08:45:42 AM
1
[Suggestion] New Feature: Save Large World Map to Disk as Picture I just needed a "Large World Map" picture file, to be used in the production of an UrW gameplay video.
As we all know, the actual map part of the viewport is not that big at the moment; impacts both the active play-map and World Map screen (F6) is no different.
Based on my calculation (as per link D, below) we are currently using about 24% of the screen space for the actual World Map display.
I see that there already is an entry in the Development List relevant to this, that reads: "World and terrain > Map of known areas (F6) overhaul > Larger map viewport".
Glad to see that entry in the list.
For today though, just to try and find something that is usable right now, I had a look on the forums, and I found links A & B, copied below.

Link A: is a mod (an external standalone program/tool), developed by Night.
It is a nice tool, however I understand it is for solving a different problem, as it takes the world map we know, and either copies it one to one to another 'window' one-to-one.
Optionally it can upscale it.
Either way, the amount of "world" displayed is the same so it does not give me the Large World Map I am after.

Link B: is a suggestion, which is about a larger visual field.
In Reply #4, thread author provides details, also indicates it is about the main play area map.
In Reply #1, Sami explains graphics-modernization is needed, and is estimated to take about 12 months.
Over the years, as PC hardware became more capable and in general "larger", we definitely need a "main play area/map" enlargement, likewise with the World Map (F6).
As mentioned in the suggestion, it is not only about the size, there can be refinements, such as further increasing the actual usable area as per example screenshot from another game.
I agree with the overall sentiment, I hope it gets implemented one day, and sooner than later.
I also understand the dev's message saying that it is not a trivial matter and we already know that there are a lot of other features on mind (as listed in the Development List, linked below).
It may take while to actually see this particular suggestion implemented in the game...

Now, with this background, I am assuming, it would be relatively way easier to implement a new functionality just to help with the unified (no-scrolling-required) view of Large World Map wish.
Namely a new feature to "Save Large World Map to Disk as picture".
I believe it would be a good interim solution as it can be beneficial for players to have a large size reference of their current Unreal World.

In addition, it would create extra and convenient presentation possibilities for content creators.

LINKS
A) (Suggestion) Full screen map with toggleable information on it - remove classic info boxes     https://www.unrealworld.fi/forums/index.php?topic=5358.msg12853#msg12853
B) (Mod/Tool) [3.62] [3.61] URWExternalMap v1.0.0     https://www.unrealworld.fi/forums/index.php?topic=5357
C) Unreal World - Development List     https://unrealworld.fi/urw_development.html
D) My calculation on how much of the screen space is currently being used for active map area.
A screenshot is embedded to this message below but as screenshots eventually die, also listing the calculation below, in text format.

Screenshot


Text
Detail of my calculation to find out the "Map Screen Active Map Area" as percentage of the screen space:
* Map Screen Total Space (in tiles): 264 total cells [22 columns X 12 rows]
* Map Screen Active Map Area: 64 total cells [8 columns X 8 rows]
*Ratio: 64 cells out of 264 are being actively used: (64/264)*100 = ~24%

Footnotes
1. "Cells" are randomly sized tiles created while postprocessing this screenshot, just to get an idea on ratios (and it has nothing to do with the game "tile" size).
2. Offsets are in use & alignment is not perfect, so this is not a 100% accurate calculation but is close enough for me.

January 09, 2023, 09:36:31 AM
1
Re: Nejerpez warriors shoot tree trunks at me
Nejerpez warriors shoot tree trunks at me!
Well, were you doing particularly good in battle, just before this happened? If so, perhaps it is a new feature?

A new algorithm quietly slipped into the 3.72-patch#3 as a limited-time easter egg, for detecting players in the 99th percentile by the in-game battle performance & showering them with this unique compliment, some sort of flower bouquet (with the known limitations of the climate & season), same day air delivered by friends from eastern lands in their lovely Christmas attire and spirit.

Maybe it is meant to be taken not as a bug but as a testament to the bravery, skill in combat, and the indomitable spirit of honoured recipient  ;)


January 09, 2023, 08:37:43 PM
1
Re: Generated map image
Some progress:
<snip>
working out an issue with size constraints (which is why the tiles are scaled to 6x7 currently)
Ignore gimp file size, actual file size is 25.2mb
Thanks for sharing the developments. I look forward to the next update.

Following up on your previous message, I have looked at the map-in-memory idea. After some brief evaluation, (for me) I did not find it to be faster than the method suggested below.

(While on the matter, as a side curiosity, I also briefly tested modifying portions of the map via memory locations and also via WORLD.DAT file modification followed by its duplication as WORLD.PLM. A primitive quick test succeeded in generating an artificial island in the north west corner of the map that was visible in F6/in-game map screen. A follow up, wider scope test, attempting to create a massive island, failed, as the game completely ignored this change, somehow reverting to the default/previous state. At this point, I am unsure whether there are checks in the game code preventing from a modified more-than-threshold map to be used, but that's my first guess.)

Back on the original goal of obtaining a (mostly-unmodified) single, unified Large Unreal World map:
Prior to your interest in developing a convenient external utility solution, I was thinking doing via another route, using the convenience devs gave all users (i.e.: F6/in-game map screen). As detailed in the suggestion thread, my main issue is the in-game map is not big enough.

Observation shows the entire World Map (the entirety of the F6 screen, including the sections that are only visible via scrolling) appear to be made of 6 "cells", like so:
Code: [Select]
----------------------------------------------------
|                |                |                |
|                |                |                |
|       A        |      B         |        C       |
|                |                |                |
----------------------------------------------------
|                |                |                |
|                |                |                |
|       D        |      E         |        F       |
|                |                |                |
----------------------------------------------------
The quick solution I had on mind is based on the idea if you copy and paste small map enough times, it would get "big enough".
It could work like this: 1) take 6x screenshots save to disk, 2) pixel-perfect merge the 6x in the correct composition to create a unified map, and 3) save output externally.

As a proof of concept, without any script/program involvement, I did this manually by taking manual screenshots and manual merging in GIMP and here is the outcome:
* 6x screenshots, each displaying a single cell at max-zoomed-out level:

** Click here for the full sized version, then right click and open image in new tab.
* 1x unified Large World Map:

** Click here for the full sized version, then right click and open image in new tab.

My current thinking is that there are imperfections in this final output, for example between cells A and B in the middle of the border however it is still much better than the small World Map I can see in UrW F6/in-game map screen so I would consider this a win, if it can be automated by any means.

Just sharing in case you would like to evaluate this approach, that is, in case you have not done so already.

For the automation/convenience part, I had ideas like using an AutoHotkey script to grab and save screenshots, use ImageMagick to post process to create the unified merged large picture etc. but that would be hard to use for some. A nice utility, as single software package (I believe you prefer .NET?) surely would be far superior solution.
I have not done any AHK/IM tests on this even though I used C & IM together long ago and I remember it gave adequate results for a problem then, so probably this would work but won't be nice or easily maintainable.

Now the good part: having seen your post & updates, if you are still keen to develop a solution, all I have to do now is wait! :>

January 12, 2023, 09:20:16 PM
1
Re: Issues running Unreal World on Ubuntu
So first off... ..I'm not Ubuntu literate enough to really understand what I need to do.
...It sounds like one of these is missing on your system. If you post the output of ldd, we can probably figure it out which one
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.
Good suggestion! Perhaps just do that, run ldd (as per Plotinus' example) and copy & paste the output here to get assistance.
While doing so, if you can kindly put the pasted ldd output in code brackets, it would particularly please me, like so:     [codee] your pasted text here [/codee]
Note that I used double 'ee' for the demonstration but you should use single 'e'...

If you installed the O/S just few months ago (presumably from a recent source) then this is a low success chance suggestion but because it is also a low effort one, I will suggest it...
Before doing the ldd suggestion mentioned above, perhaps try O/S update which can help get rid of bugs.
If you have not done so before see updating Ubuntu, here: https://itsfoss.com/update-ubuntu/


Edit: typo.

January 20, 2023, 11:31:23 AM
1