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Re: New furniture item: "Chest" for storing things
One main issue in dealing with containers is urw treats all contents as fluid, any defining separation of items lost.

 Closest I ever got in-game was arrow quivers.

I am inter-oping with C# and memory editing to store the data outside of the game. I'm using some mod files to control the UI and container creation, still pondering what would be required to safely delete a container once I've created it though, maybe require that its emptied first, otherwise item loss can occur. Here is my current progress with the official modding syntax:

Code: [Select]
[SUBMENU_START:ContainerTest]

.New Container. "Hunting horn" *CARPENTRY* /1/ [EFFORT:1] [PHYS:hands] [noquality]
{Knife} <Small knife> [noquality]
[NAME:(C)Chest]
[WEIGHT:5000]
[TYPE:container]

.New Worn Container. "Hunting horn" *CARPENTRY* /1/ [EFFORT:1] [PHYS:hands] [noquality]
{Knife} <Small knife> [noquality]
[NAME:(W)Pouch]
[WEIGHT:28g]
[TYPE:container]

.Open Container. "Hunting horn" (1) /.1/ [PHYS:hands] [no quality]
{Container} [ground] +'Nearby Containers'
[NAME:Open]
[WEIGHT:0]

.Place Container. "Hunting horn" (1) /.1/ \1h\ [PHYS:hands] [no quality]
{(C)*} (1) +'Container to be placed' [remove]
[NAME:Place]
[WEIGHT:0]

.Wear Container. "Hunting horn" (1) /.1/ [PHYS:hands] [no quality]  ///// Not Currently Complete
{(W)*} (1) +'Container to be worn' [remove]
[NAME:Wear]
[WEIGHT:0]

.Takeoff Container. "Hunting horn" (1) /.1/ [PHYS:hands] [no quality] //// Not Currently Complete
{(W)*} (1) +'Container to be worn' [remove]
[NAME:Takeoff]
[WEIGHT:0]


[SUBMENU_END:ContainerTest]

When creating a new container to be used by the engine, the player will use the crafting system to activate when the container created is to be modified and tracked for the engines use... So this would look something like....

Step 1. Craft Container
 
Step 2. Place/Wear Container using crafting mod

Step 3. C# Mod reads "Place" or "Wear" item created from crafting mod, then modifies this items details to match the designated container. In addition, certain memory that is not used by containers normally will be used to insert an ID that the engine will use to identify that specific container.

Step 4. C# Mod stores the containers real ID and new ID into dictionaries along with information on what item ID's are stored in the container and their quantities. From this, additional properties may be applied in updated versions by taking the ID's and reading the game's item struct for their data, then calculating things such as, how much weight the current container has. This will also be an essential component for interacting w/ and displaying information on the C# UI.

Step 5. C# Mod saves containers data to a readable file, under the current characters file directory. Containers will be saved in a "Containers" folder. The files in the containers folder will relate to each individual container by the unique ID and XY overworld and localworld co-ordinates for location tracking down to the tile. The file name will look like this: "(ID)[x, y|x, y] ItemName.cont". Contained within this file will be data related to the real item ID's for the stored items and their quantities.

Step 6. C# Mod handles loading of containers and condition handling to stop potential bugs from occurring by user error.

Step 7. When "Place" or "Wear" is overwritten in the game's data, and when a new "Place" or "Wear" item is created, it will create a new entry in the players known item struct, allowing new containers to overwrite and repeat.

Step 8. .... many more possible steps I'm missing, but this is the general concept I am shooting for.

This should also allow people to create their own containers that the engine can use, I'm not sure what effects different properties of the crafting system will have. I do know you can insert variables for the crafting system to use via Carb Water Fat and Protein, despite the item not being marked as something that can use these, the data will still be written to where these would be used, and therefor can be used by the engine as user-based input.

Currently, creating your own container looks like this:
.New Container. "Hunting horn"   *CARPENTRY*   /1/   [EFFORT:1]   [PHYS:hands] [noquality]
{Knife}   <Small knife> [noquality]
[NAME:(C)Chest]
[WEIGHT:5000]
[TYPE:container]

I'm sure some things could be removed/modified here that aren't needed, but the important thing is the name starts with the engines syntax for identifying containers, (C) represents a container that is placed on the ground, (W) represents a container that can be worn. When the engine identifies a new container has been created via "Place" or "Wear" crafting, it will take the identified container (via looping through the players inventory and detecting which object has decreased in quantity) and copy its data over to the newly created "Place" or "Wear" item, and then mark it for the engine. It will also, remove the (C) or (W) from the containers name, as it is now an active container used by the engine.

I have some additional ideas down the road, but this is as far as I have gotten in concept and code.

If you are interested in the C# source, here is a pastebin link:
https://pastebin.com/gNL03pSi

It will expire in 24 hours, complete source may or may not be released when finished.

February 01, 2020, 09:16:21 PM
2
Re: No Finnish version? It would be cool if you added finnish voice-overs for the english-text when talking to NPC's. Would really add to the immersion.
#suggestions

February 10, 2020, 02:01:59 PM
1
Re: Green squares in sprites on MacOS Looks to be an issue with the gfx files background color not getting set to transparent when read.
February 17, 2020, 03:48:48 PM
2
Re: [WIP] RPG-ish(?) Character Portraits It's a bit subtle in my opinion, but the painted version is more appealing to the eye, in my opinion. Feels digitized and enhanced. However I think you need to make a bigger change in the art style some how, depending on what you're trying to accomplish. What you have going now feels like an enhancement mod, I think people who want the less realistic looking portraits will prefer this over the original, but still desire something a little more exaggerated in some form. Just from what I've read anyways. I think it looks great personally. 2-3 hours feels long, you may want to revise your process unless you feel you won't burn yourself out, depending on how many portraits you'd like to do. As for the background, I'd do it the same style but less detailed / worked, or make some cool patterns or symbols. Nordic / finish based stuff would be a plus for immersion of course.
Maybe I'll take this and prototype one for my own enjoyment... or disappointment xD.

Keep up the good work!

February 27, 2020, 02:34:06 PM
2
Generated map image Just wanted to share this, was able to generate an image of the game map from data and save it to file, kind of neat to look at.

Landmark key:

TileID | Name |   Color
239 | Village |   Yellow
211 | Settlement |   Light Purple
210 | Fortified Village |   Red
86 | Settlement (2) |   Magenta
31 | Shelter |   Pale Mint
30 | Camp |   Orange-red
60 | Cave |   Brown

Warning: Map is 3073x2049 in size, hold shift to scroll left to right.
Spoiler: show

March 23, 2020, 02:40:17 PM
3
Re: [WIP] RPG-ish(?) Character Portraits Decided I'd take a shot at it for fun.
April 06, 2020, 04:24:34 AM
2
Re: Winter hides
The cue for the elk to change coats is day length. Starting in March as days get longer, the old winter coat starts dropping off. Their summer coat is short, glossy, and generally much more uniform in color than the winter coat. All the hair of the summer coat is the same length. As the days get shorter in September, the longer, thicker winter coat starts growing out. The winter coat consists of two layers - a longer coat of guard hairs protects the short thick undercoat. By winter both male and female elk have thick, dark manes covering their necks, and long, light tan coats over the rest of their bodies.

The fur of mammals has many uses: protection, sensory purposes, waterproofing, and camouflaging, with the primary usage being thermoregulation.[2] The types of hair include definitive, which may be shed after reaching a certain length;

...

Hair length is negligible in thermoregulation, as some tropical mammals, such as sloths, have the same fur length as some arctic mammals but with less insulation; and, conversely, other tropical mammals with short hair have the same insulating value as arctic mammals. The denseness of fur can increase an animal's insulation value, and arctic mammals especially have dense fur; for example, the musk ox has guard hairs measuring 30 cm (12 in) as well as a dense underfur, which forms an airtight coat, allowing them to survive in temperatures of −40 °C (−40 °F).[3]:162–163 Some desert mammals, such as camels, use dense fur to prevent solar heat from reaching their skin, allowing the animal to stay cool; a camel's fur may reach 70 °C (158 °F) in the summer, but the skin stays at 40 °C (104 °F).[3]:188 Aquatic mammals, conversely, trap air in their fur to conserve heat by keeping the skin dry.[3]

Cats moult fur around spring-summer time to get rid of their "winter coat". Cats have thicker fur during the colder winter months to keep them warm, then around spring and summer they shed some of their fur to get a thinner coat for the warmer summer months. Some cats need brushing during moulting, since dead hairs can get trapped in the cat's fur.

...

Moulting or shedding in canids, as in all mammals,[1] is due to fluctuations in the amount of melatonin secreted by their pineal gland in response to seasonal sunlight variations rather than temperature variations. This seasonality in moulting is most preserved in Arctic breeds of dogs which shed twice each year whereas most other breeds moult once each year.

Abstract
Many species express endogenous cycles in physiology and behavior that allow anticipation of the seasons. The anatomical and cellular bases of these circannual rhythms have not been defined. Here, we provide strong evidence using an in vivo Soay sheep model that the circannual regulation of prolactin secretion, and its associated biology, derive from a pituitary-based timing mechanism. Circannual rhythm generation is seen as the product of the interaction between melatonin-regulated timer cells and adjacent prolactin-secreting cells, which together function as an intrapituitary “pacemaker-slave” timer system. These new insights open the way for a molecular analysis of long-term timing mechanisms.

After reading through these, I think fur is regulated by light levels more so than temperature, as the purpose of fur in a lot of animals seems to be temperature regulation, which would imply seasonal changes would be the first factor in hair regulation and temperature there after, fine tuning for more immediate short-term temperature regulation (you see this with house pets a lot when they move into and out of the house with varying temperatures between the outdoors and your home).

Also, it appears there are several different layers:

Thermoregulation is the principal function of the down hair, which insulates a layer of dry air next to the skin.

...

The proximal part of the awn hair assists in thermoregulation (like the down hair), whereas the distal part can shed water (like the guard hair).

...

Guard hair repels water and blocks sunlight, protecting the undercoat and skin in wet or aquatic habitats, and from the sun's ultraviolet radiation. Guard hairs can also reduce the severity of cuts or scratches to the skin.

Now we can impress our friends with our knowledge of hair.

April 15, 2020, 01:02:10 AM
4
Re: Quick and Dirty Character Creation Guide for new players @jonottawa
Good work with the content jon, I looked over your channel and you seem to be quite dedicated to pushing out videos for URW. I have some suggestions in regards to how you could possibly improve the quality of your videos;

1. I'd suggest maybe highlighting specific parts of your play through videos that seem particularly interesting in terms of gameplay as seperate, shorter videos (like you've done with this one, albeit specifically as such and not from random gameplay), and then doing a voice dub over the video to evaluate and discuss it, I believe you'll have an easier time perfecting what you're trying to discuss in relation to the video as you can always replay your cuts and think about what points you want to underline easier than on the fly commentating, should also open up more options when you're editing your videos (if you use some editing software) in terms of sound and overlaying stuff you want to discuss.

2. The sound quality isn't particularly pleasant, at least for me I find it harder to listen to. I don't know if it's just your mic or what, but I can hear your voice all over the room as sort of a background tone, might just be the location you're streaming from. Wouldn't hurt to experiment and see if you can reduce the background noise.

3. I haven't looked at too many of the game play videos, but one thing I notice that keeps the attention of viewers are long term goals with planning, and the explanation of why you're doing particular things to achieve particular goals or milestones.

4. To cut down on video length and increase the quality of your videos, I would remove boring parts of gameplay that aren't too exciting such as traveling from point A to point B, grinding/processing a lot of the same material, I believe cropping redundant tasks and highlighting the most rewarding parts of the experience will give you higher quality videos. Nothing wrong with full gameplay videos though, but I think people will find your content easier to pick and choose from with more organized cuts, and reduced video length, as most people like to watch videos between 5-40 minutes in length depending on the videos content.

Overall, I think you should focus more on polishing the content after/during recording, and make particular highlights so each video stands out as its own, currently you have a lot of gameplay videos, which can be fun to watch, but you have so many of them at such high lengths that the average person looks at the them and isn't sure which is going to be worth their time sifting through, where as shorter videos with a particular focus will give someone the most bang for their buck on a particular mechanic or subject in the game. Another thing you could consider, is combining clips from multiple videos in the case of explaining a particular mechanic or concept as obviously you wont be doing the same thing everytime you're playing the game, but you can accumulate a lot of clips where the situation occurs and combine these clips to create a video where you can explain each part of the subject in greater detail, and with far less subject change.

Anywho, I hope this can be of some help for you, obviously you have the passion to produce the videos, so if this helps improve that process for you in any sort of way I'm glad I could be of help in your future creative endeavors.

April 15, 2020, 06:30:19 AM
1