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Re: Nejerpez warriors shoot tree trunks at me Thanks to Ezhe's savegame, this is now found and fixed.

When having ran out of arrows, in some conditions NPCs still decided to keep wielding their bow.
And as they now kept shooting their bows the actual arrows were replaced with quite random items.

Fixed - persists in 3.72-patch #2

January 19, 2023, 07:58:02 PM
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Re: The UrW Anti-RSI Campaign group. ARSI, for short. Point 1 can be resolved by editing [INVENTORY_ORDER] in urw_ini.txt
For example, this is how I have it customised:
Code: [Select]
[INVENTORY_ORDER:FOOD,PLANT,SKIN,TOOL,WEAPON,CONTAINER,FIREWOOD,VALUABLE,CARCASS,ARMOUR,VEHICLE]

January 28, 2023, 03:42:32 AM
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Re: tree trunk spawns in inventory after fishing Yay! With the help of the savegame provided by Kreivos this issue is now found and fixed.
The bug was caused by unintended inventory re-ordering when the bait was all used up.
Even though this bug was noticed in relation to rod fishing the faulty mechanics may have caused some other rare item appearance oddities as well.
We are quite hopeful that the fix will address these issues too.

Fixed - persists in 3.72.2

February 07, 2023, 04:42:15 PM
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Re: [Fixed - persists in 3.71 patch #1] Crafting Hooks.... only one at a time. Fixed now. There were multiple errors with the crafting recipe.
Firstly, the mentioned specifying number of rocks to use was an error. Also, the rocks and knife weren't automatically selected from character's inventory if available. Now they are.

Fixed - persists in 3.72 patch #1

February 13, 2023, 11:16:43 AM
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Re: [3.72 beta linux] Bug in LoydettyTarvike() function. Report!
Here is the complete toolmaking file, the dip net, line 98, is still based on a fishing rod in this version, changing to net stops it asking for a hook.

Ah, okay, so this happens because the item to be crafted is a "Fishing rod" and nowadays the fishing rod needs a hook, which is associated with the item properties.
As the game fails to find the hook in used the materials/parts, it reports about the failure.

February 16, 2023, 11:05:50 AM
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Re: Find map location from message log? I believe there are ways to convert the code into a location, although I've never used it or known how. The info ought to be somewhere on the forum, though, as I believe usage of it has been discussed.

For the future, you may want to consider leaving a map marker on the world tile where you left whatever important things you drop off somewhere. That makes it a lot easier to find your way back. Also, when possible, leaving them somewhere distinct may help as well (close to the shore of a river, for instance), although you often don't have that option.

February 18, 2023, 06:04:15 PM
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Krutzel's Spirited Sprites
Spoiler: Original Post: • show

Hey y'all, I've been drawing sprites for this game for years, but never really released anything myself.
I contributed to Wickham's Graphical Enhancement Project back in the day, and have a few sprites in the base game now, and did all the sprites for Night's Character Designer. Still working on that one, once in a while.

Anyways, I decided to share some of what I have made up to now, currently I'm working on making animals and NPCs in 8 directional sprites, and I'm interested in what you guys think.

Also, I noticed "Galgana's creature sprites" has a few animals with w after the name, does that enable winter version sprites?

I will update when I have more to share, I hope to have a complete graphics pack one day. Enjoy!






Description:
Spirited Sprites is purely a graphical mod with focus on realism and esthetics.
A large portion of the pack is adding 8 directional sprites to the game, both NPCs and animals.
All animals are completely remade with 3d references, while NPCs are based on the original game sprites.

NB, you have to be logged in on the forums to download, links in the bottom of the post.

Installation and Use:
Unpack in truetile folder and overwrite all.
Alternatively unpack somewhere else, and copy over the files you want.
Copy over wanted files from Spirited Sprites Optional folder. Note the truegfx images need to be copied to the right folder.

Use "a-SS-summer.bat" and "a-SS-winter.bat" to change back and forth from snowcovered graphics.
Press F9 in game to update graphics.

Content and old changelog:
Spoiler: Content and changelog: • show



Content:




Changes has been made in released versions.

Old Preview Changelog:

ter-walls - added a few pixels length to support t-juctions.
ter-prepsoil - new tilled soil sprite.
ter-kotacamp - flipped to fit general lighting direction.
ter-ground - new ground sprite.
ter-gcmoss - new moss ground sprite.
ter-cellar - changed perspective to be top down.
ter-road - changed colors to fit new ground.
gui-horizon - new sprite.
it-skis - new sprite for 8 directional movement.
cur-facedirs - reduced size, as 8 dir. sprites make facing easy to read.
cur-pcdirs - same as above.
ter-firepla - Changed colors and contrast.
flo-heather - New sprite for heather. Shown as large patch, instead of small plant.
ter-ypine - new sprite, fits the spruce trees better in style.
ter-bunk - rotated to fit fallen direction east-west.
Dog changed to look like an Elkhund instead of a Buhund.Recolored reindeer sprite.
Started to convert animals to black outlines, as is looks a bit better when sprites are recolored in-game, and increases contrast between sprites. Not sure about this though..
Included wrong wall files. Fixed.
Minor changes to several sprites.

Old Changelog 1.2:
All animals are now included.
remofire - reused my old sprite from Wickhams G.P.
embers - new sprite to fit burt out fire.
suna stove - new sprite for greater difference between the two.
Pine tree, same as the tall version, but shortened. Included as default.
blood - new sprite, less saturated.
Bird tracks made by Galgana - for black grouse, hazel grouse, capercaillie, raven, eagle owl, goshawk and mallard. Thank you!
Tall spruce and completely new pine trees that fits the style better. (optional)
8 directional player characters in 8 directions. (optional)
Snowcovered boulder and evergreen trees. (optional)



Spirited Sprites 1.3.1:

Fixed typo in .bat file. Thank you paulkorotoon!

Npc - all npcs included, same ones as we know and love, now in 8 directional sprites.
Included .bat files as per suggestion of Galgana, to change between snowcovered trees and bloulder + hare winter fur.
Plants - Barley, nettle, sorrel and river reed - More pronounced outlines, and experimenting with multiple plants for plants where it makes sense to grow more dense.
Fire - New sprite in pixel art style.
tahtitaivas - Added northern lights to loading screen. (optional)
logo - added Spritited Sprites logo to main screen. (optional)






Terms of use:
The animal sprites are created by me, and you can use them for what ever you want.
Everything else (with a few exceptions) is derived from the game sprites, and can be used for what ever you want, as long as it is ONLY used to mod UnReal World. (As per the terms stated in truetile readme)
Feel free to contact me if in doubt.
Credits are appreciated, but not necessary.

Due to forum file size limitations, I had to part the zip file in 3. Alternative downloads:

Google Drive
OneDrive

NB, you have to be logged in on the forums to download from the underlying links.

February 18, 2023, 10:26:32 PM
1
Re: Krutzel's Spirited Sprites New update, all animals are done and included in a combined pack.
NPC's will join them there one day, but progress is slow and tedius. Once you make 20, you really just want to be done soon..

A few other things has been included. Check out the optional stuff for player characters, tall trees and winter covered trees and boulder.

March 08, 2023, 12:38:08 AM
1
Re: Game loading bug
I've been a huge supporter of this game since it came out and have loved every second of it. I recently decided to switch from the original download to the steam download edition and had no issues whatsoever. I decided to run the game today and had some issues. As the game initially loaded, some of the game plug-ins failed to load causing lingering text boxes from interactions, the home screen to not load properly, character creation window to be completely invisible showing only the black screen from the startup screen. When i loaded an old save, after doing interactions the crafting window and steps would continue to linger on my screen and the values such as encumbrance and temperature would appear in random areas of the right panel. I deleted all of my files including mods and uninstalled it then reinstalled everything (thinking my modding may be outdated for current standard) to no avail. Everything still isn't working. Any ideas for a solution?

As Privateer mentioned, this is likely related to the SDL libraries failing on your system combination.
Rare, but annoying issue which we can only fix by reverting back to more stable libraries.
Now there's a separate branch on Steam for players who encounter this sort of weirdness. Please try this, and report back if it cleared the issue for you:
https://steamcommunity.com/app/351700/discussions/1/3773490849753254197/

March 21, 2023, 09:58:02 AM
1
Still forging the Blacksmith NPC code As announced earlier, we're working on a fundamental new addition of featuring blacksmith NPCs and possibility of ordering various iron goods from them.
Our hopes to have it all completed this month has proven slightly too optimistic, so the release will take place in April.
The good news is there's far more done, than still to be done. That is, if we manage to avoid time consuming sidetracking and spin-offing, as this is indeed an addition that can easily grow and expand with to-dos and ideas popping up here and there.

Let's continue with some dones and to-dos after a screenshot of a new NPC in town:


By now there's a solid groundwork done for the blacksmith NPCs;
- new NPCs tiles have been drawn
- blacksmith NPC generation is in effect
- blacksmith availability and their level of expertise among different cultures have been considered and in effect in the village generation
- chat options for talking about and ordering goods are set and working
- blacksmith item production works and ordered items get created
- chat options for asking about the ordered item and obtaining it when ready are working
- trading for the ordered item works

In a nutshell the process of ordering goods from a blacksmith goes like;
You talk with the blacksmith about the possible goods to order, and then confirm your choice.
Blacksmiths will give you an approximation of how long the item production will take, and you can ask about the remaining production time later on too.
When the item is ready you go to talk the blacksmith again and the trading for the item starts.

So you pay for the ordered goods when they are ready, not beforehand. This way you don't have to carry your wealth
around all the time, but can go fetch it when the time to trade for the ordered goods is at hand.
It's the usual trading system in use so you can try to offer offer whatever goods you want.
You can also ask beforehand what the blacksmith would like as a payment from your current inventory.

Time for another screenshot where some of these factors are seen in action;


Then, what still remains to be done is to;
- go through the item lists and consider what items blacksmith will produce, considering their culture and expertise.
- set production times, and few other variables, for the items they produce.
- check everything
- check everything again
- test everything
- repeat the previous
- fix, adjust and possibly rewrite something
- final adjustments
- release

Phew.... forging the forging code is a serious business, but we're getting there and it will be a blast!

Stay tuned.

March 28, 2023, 05:17:44 PM
1
anything