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[Suggestion] Metric measurements https://steamcommunity.com/app/351700/discussions/2/2646361461404033348/

Quote from: Porgnar
Measurement System

Hi!

I have recently began to play the game, I tried out the free old version, fell in love with it, and rushed to buy the steam release as soon as I could. Thus far I have really been enjoying the game, but sadly for me the imperial measurement system says nothing. At the character generation I can see that they give me the numbers in metric too, but during gameplay I really cannot imagine what 1lb meat is, how much should I beleive I ate to be full? It is not a major problem, I'd just like there to be an option to use the metric system ingame.

If there is and I was just ♥♥♥♥♥♥♥♥ and couldn't find it could anyone point me to where I can properly change the setting?

If not are there any potential mods for this?

Thank you for taking the time to read this, and answering!

January 08, 2020, 05:54:58 AM
2
Re: [Info] [3.61] Cheat Engine Addresses
Quick question. What are these:
urw.exe+01B0BA0 - Start Location X   Values:0 - 3071 (Map X Max)
urw.exe+01B0BA4 - Start Location Y   Values:0 - 2047 (Map Y Max)

Current location is where you are now, but I don't understand what these are. Thank you

During character creation, these represent where your character will be placed in the world prior to entering the world. Afterwards they are set to 1024 and are unused as far as I can tell.

January 26, 2020, 03:38:04 PM
1
[WIP] Night's GFX Overhaul Started doing a GFX overhaul, just thought I'd share a screenshot of my progress (maybe more later) and get some feedback ^^.





January 29, 2020, 10:59:29 AM
4
Re: New furniture item: "Chest" for storing things Currently attempting to create this with more realistic functionality, had a question for anyone interested in using this mod when I complete it, as I'm pondering ways to "open" the chest, just in terms of user-friendly operating. One idea I had was to have a craftable item called "Open Container", this would activate my mod when crafted into the inventory, opening up the container's UI.

I could also, implement it as a hotkey (will probably do this by default) but, I'm wondering what other peoples opinions are. If I use crafting as the opening action, it would allow you to modify the time it takes to open containers, possibly more.

Oh also, this should allow anyone else who wants to make "container mods" to do so, as ill be implementing some custom options for changing container UI and settings.

Edit: after many hours I have made significant progress, but haven't completed it yet. May be awhile before I release as I'm leaving sunday, we'll see though. I was hoping to take my projects with me.

February 01, 2020, 10:34:11 AM
1
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
[Tool] URWExternalMap v1.0.0 [Tool] URWExternalMap v1.0.0

External window that screenshots URW's map and displays it in a resizable window.

Spoiler: Dual-monitor • show




Hotkeys:
  • F1: Toggles rendering loop (stop/start taking screenshots of the map)
  • F2: Toggles math for logical resizing. (Also read from Config.txt, you can set it up there as well).
  • F3: Toggles topmost (makes the window always display on top)
  • F11: Fullscreen windowed mode
  • * Note: the games hotkeys (arrow keys, map zoom, etc) must be activated on the game window, not the map window.

Version History:
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:
https://steamcommunity.com/id/Nightipoo/

Download attached to thread.

Credits:
   Night - Creator/Programming.
   Stefan - Requesting/suggesting the idea.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

February 13, 2020, 01:32:14 PM
3
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
6
anything