See likes

See likes given/taken


Posts you liked

Pages: 1 ... 30 31 [32] 33
Post info No. of Likes
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
1
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
1
Re: 3.72beta
I know the release docs said linux and mac would be out later but how much later? 2050 is later but I do not expect to be around then.
Currently is is over a month and I see people using it to update mods.

Linux beta will be out today. A proper announcement will follow.
We hope for OS X beta follow later this month, but it depends on our mac wizard who's been seriously occupied with other things lately - including covid.
In any case, it will be before 2050 :D

November 12, 2022, 11:27:03 AM
1
NPC archery AI tuning As you may know, NPC archers in the game have been quite careless about accidentally shooting to their own party members.
This has been especially problematic, sometimes even frightening, when having eager archers as companions.
Now NPC archery checks to avoid hitting unintended friendly targets has been adjusted as follows.

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

These are future features - not yet functional yet in the current stable 3.71 or beta 3.72

November 20, 2022, 07:14:33 PM
1
Academic interest towards UnReal World - in Finnish and in French Every now and then the many unique elements of UnReal World do arise academic interest.
Folklore, mythology, historical ambition, recreation of traditions, long history or the mere depth of it all.
Now we're highlighting a fresh book in Finnish and shortly upcoming conference in Paris for you to have a closer look at will. Both can be witnessed also online.


The Finnish connection ...

Back in 2019 mr. Kyyrö, PhD from University of Turku School of History, Culture and Arts Studies first interviewed me, and then Erkka separately, for his studies and projects regarding computer games and religion.
There's a forum post (with a picture) about it here.

Now mr. Kyyrö has written a chapter about UnReal World and its approach and relation to the field of new spiritualities in recently published compilation work titled "Uushenkisyys" (in Finnish).
The title of the book translates as "New spiritualities" in english, and quoting the english abstract:
"The book shows the multiple ways in which new spiritualities intertwine with different sectors of the society and blur spirituality’s boundary with religion, health care, art, and popular culture, for example. The book is the first book-length presentation in Finnish of the field of new spiritualities."



In his research mr. Kyyrö analyzes both the game and the interviews of me and Erkka. The chapter is titled "Dare to hear your voice, dare to follow your spirit" - which is a line you may have spotted from the game end screen. For me, quoting this very line means a lot. I don't exactly remember if it appeared into the game 20, or even 25 years ago - but it's been there for a long time and the underlying attitude behind it still stands strong even though it was first made up by a far less experienced coder and a human being.
The book is freely available online, in finnish. So take a look, you finnish speaking players.
https://directory.doabooks.org/handle/20.500.12854/93482




The French connection...

Earlier this month I had a pleasure of receiving contact and talking online with monsieur Efrati, a doctorate student at EHESS (School of Advanced Studies in the Social Sciences) in France, where he works on the representations of Prehistory in video games. We had a great and interesting talks which may lead into further research or co-operation, but he already gathered some UnReal Worldish background material to be utilized at the following event.

Tomorrow,  28th of november,  he's organizing a conference at the French national library dedicated to a 1986 survival/proto-open-world game called Sapiens. The subject may be interesting to many of you on its own, but now also the UnReal World is going to be mentioned in the context as well. To what extent, I don't really know, so you have to witness it by yourself. Luckily the conference can be watched online too: Monday, 28th of nov., 18:00 - 20:00.

Unfortunately, it will be in French only but our french speaking player base is not a small at all - so go check it out.
Here's the conference web page, and at the bottom you'll find  a link to watch it live (and afterwards) on YouTube.


Screenshot from Sapiens game

November 27, 2022, 01:50:16 PM
1
Re: Clothing quality cap? Your observations are right, clothes always come out as decent quality. No higher, and no lower also.
This is because there's no proper clothmaking skill (yet) and the production times are (still) all too quick.
When we get to featuring pausable crafting ie. in clothmaking, so that we can adjust the production times to match the reality, we can also start putting cloth production quality in use.

So there's this hardcoded cap, and it's working as intended.

December 11, 2022, 12:06:37 PM
1
Re: "Liking" posts in the Modding Forum I was referring to the hard-working modders.

Just joshing, love your work.  I see now it's a sub-forum thang, it's the same in the Bug reports forum.  Is there a reason why?

December 13, 2022, 02:03:08 AM
1
Re: "Liking" posts in the Modding Forum
Is there a reason we can't give "Likes" to posts in the Modding Forum?  It would be nice to give the hard-working modders some encouragement sometimes!

It's allowed now, and also at few other boards that were missing the option. So let there be likes everywhere.
There was no specific reason for not having like-option at some boards. It was just that these boards were created after installing the like system and in that case the like-option wasn't enabled there by default.

December 13, 2022, 06:52:40 PM
1
Version 3.72 stable released and available on Steam, Itch and for Lifetimers Version 3.72 has been released and is now live and available on Steam, Itch.Io and for Lifetimers at the designated forum section.

Here's the changelog.
---------------------------

Version: 3.72 (stable)

** Saved characters from version 3.60-> are compatible with this version. **

- improved: NPC archery checks to avoid hitting unintended friendly targets

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

- improved: aggressive NPCs waypointing to their enemy

          Agressive NPCs may now choose to use slightly winding routes to their enemy, instead going for the shorthest and straightest route. These new tactics aim to give NPC archers some free space for shooting, and to increase chances for group of NPCs to nicely encircle their enemy.

- added: vastas can be found in village saunas during the appropriate season

          Villager made vastas will now appear in the village saunas during the season when it is possible to make them. This is mostly an atmospheric addition, but also works as an indication for the player character that the birch trees are now in good leaf for making a vasta.

- 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.

- added: water temperature affecting to spoilage rate of the fish caught in nets

          The colder the water the longer the fish will now keep good in the nets. The effect isn't all too drastic, but still functional. In the coldest waters during the wintertime you can expect a few days longer preservation times compared to the average.

- 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 unfornate 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.

- added: two new character portraits, one western and one sage

- SDL update: updated to newest SDL 2.24.0

          Updated SDL release includes a good deal of bugfixes which may have hampered some systems.
 
- reworded: "The sauna" game course task description

         The task description of taking a sauna bath was outdated. Now it's reworded to feature the current mechanics.

- fixed: minimum number of fibre plants required to extract one bundle of fibre

          Previously 15 plants were always required, which was a result of failing math. Now the amount depends on the plant and its' fibre yield, and the minimums are 5 flaxes, 8 hemps or 15 nettles.

- fixed: flowering plants providing also seeds when treshed

          The seed production code apparently has gotten broken somewhere in the earlier versions, and you got them upon treshing even if the plant was still flowering. Now it's fixed back as it was and you get seeds only after the flowering period.

- 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: extracting fibre from bundles of nettle fibre 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.

- fixed: heavy missile weapons getting stuck to small animals

         This is a legacy issue which is hopefully fixed for good now. The bug manifested itself eg. in a situation where you threw a javelin at a bird, the weapon got stuck and the bird flies away carrying it.

---------------------------------------------------------------------------------------------------------------------------

Cheers! Enjoy the release.

December 19, 2022, 08:24:22 PM
1
Re: Active Fishing attempt results in, "You should find a better spot! ..." message Good spots for fishing say "Lake" or "River" or "Rapids" or "Sea" in the top middle, above the map, the places where the land from the other tile extends out into a water tile.
December 31, 2022, 06:25:38 PM
1