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Summer Sale, Summer opportunities
I'm a bit late to announce this but it is live now: Steam Summer Sale, and you can get UnReal World for discounted price until 9th of July. I want to bring this to your attention because it is likely that when next version is released the interval between Steam version and standalone (donation-based, free-of-charge) installers will be significantly longer. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it. Why this announcement is late then, is because while the sale was launching I was busy attending to 'science-art-forest' themed seminar and workshops at Koli in eastern Finland - a location famous of its hills and cliffs which are well-known national sceneries of Finland. In addition to presentation about working with the game I also performed an archery demonstration in the most awesome location I have ever shot a bow. Summer is full of opportunities. Let's not hesitate. Cheers! Archery demonstration, shooting with Japanese bow. Giving a presentation about UnReal World and the related stuff.. The highest summit of Koli; "Ukko-Koli" June 29, 2019, 07:39:39 PM |
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Re: Summer Sale, Summer opportunities
I've played this game for a few months (again after so many years) - I just recently installed Steam on Linux to buy the Mount & Blade bundle, and while I was at it, I bought this game, too. Listening to the newly-released album by Heilung and playing Unreal World just feels... natural.
June 30, 2019, 09:55:13 AM |
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Re: Summer Sale, Summer opportunities
Hi Sami, Same as always; lifetimers for get everything ie. every version, on any platform or distribution channel, free of charge for ever (ie. lifetime of the game.) July 03, 2019, 07:15:18 PM |
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Throw of life
So, after getting back stapped by stupid njerpes warriors or mass gang mauled by wolves in two games with great starts, I was having it rough. After a well deserved break to calm my nerves, repeating over and over in my head: "Take it easy this time cowboy", I tried again. I chose a chilled scenario, made a good character and went at it again! Eagerly checking my startup items "Rough Handaxe" and "Rough Knife". My enthusiasm was now lowered. I really don't like rerolling my character, but admittably, I was on the verge. I got to check the body lying dead besides me (as per the scenario), exact same items.... WTF "#=%Ì"&=".... On top of it, i had a total of 1.8 lbs of food, so barely one days worth. A mate teased me into soldiering on, so I didn't reroll the character. I head out hunting without building a base hoping for a stupid squirrel or something.. nothing.. It's spring way up north in the mountains, so no water either. I finally find some, but at this point the food had run out. As i'm crawling helplessly on the world map, cold, starving and extremely tired I see a bull elk. I imagine that this is some code left behind to give me the finger for funsies, kind of a "now that you're basically a corpse, I'll show myself so you can smell what i would have tasted like"...! Actually believing this, I figured that I'll at least face the troll code head on and die with dignity. I threw my newly crafted javelin at the fucker, and this happened....? This game gives you an experience you don't get anywhere else July 05, 2019, 02:50:40 AM |
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Precautions against accidental fire setting
In my previous character I have accidentally set fire to my masterwork northern bow using my fine arrows as kindling to prevent a similar situation I'd like to make a couple of suggestions: not being able to use arrows as kindling or to add a check similar to the one that prevents butchering before skinning, and to remove the possibility of setting fires out of sight.
July 06, 2019, 12:15:59 AM |
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Messing with measures
So, the length property has been added for tying equipment, and I've been working on to update item conversions and crafting requirements to accept this brand new addition. Adding measure of length is a perfect example of seemingly simple, yet fundamental addition which extends all around the code and has brought up numerous related features. Here's where we are at now with tying equipment additions, and now I hope to be able to catch up with more NPC stuff - where I was before getting entwined by ropes and cords. - added: measure of length for tying equipment Appropriate items, such as ropes, now have a length property. The unit of length we use is foot (ft), and should an item have a length property it is displayed both in inventory menu and when looking at items on the ground. This addition foremostly affects to crafting material requirements which can now be length based. - added: new crafting category under [M]ake menu: "Tying quipment" This category contains the usual ropes and cords, which are now removed from their previous location in "Utility articles". - added: Join and shorten options to manipulate tying equipment lengths Under "Tying equipment" category within [M]ake menu there are options for joining and shorterning ropes and cords as sometimes specific length is desired. You may not want to spend full length rope on something that requires only a short piece, or you may need to join cords together to come up with long enough string for a specific craft. - changed: tying equipment requirements in crafting are now length based Instead of requiring certain number of cords and ropes all the tying equipment requirements are now length based. - reasoned: required tying equipment types in some crafting recipes For example: When making arrows, previously you could use any "tying equipment" in the process - including ropes. Now arrow making requires "cord", a little finer and more specific tying equipment. - added: tying equipment used in cookery do not disappear in the process anymore You can pick your ropes and cords back after the smoking and drying processes are done. These are future additions, not yet functional in current version 3.52. July 10, 2019, 01:40:01 PM |
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Re: Messing with measures
Will there be any loss off length due to the knot or is it so small as to be negligible, is there reduction in quality due to multiple knots, can we choose cord length when crafting or will it be a set length that we will then add to or shorten? In many cases knots are a bad solution, so we imagine joining is done by opening and untwisting the strands and twisting them back together with reasonable lenght of the added piece. This of course should lose some length, but not so much the quality... But in order to get things done and not to stay in loop of perfecting mostly trivial things the loss of length and quality changes are not featured (at the moment). When crafting it's said eg. you need "10 feet of rope" and sometimes you can come up with this from smaller pieces, and sometimes you need the full length. When crafting nothing is cut or joined automatically. This all may be fine tuned in the future. July 17, 2019, 12:10:52 PM |
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Using Sami's work in a Feature Film
In 2014, Sami posted a video he recorded outdoors in the middle of the night. A fox was crying out very loudly. I immediately asked him if I could borrow the audio from it and he said I could, as long as I gave proper credit to him whenever appropriate. In 2019, I finally released a feature film that I've put 4 years into! I sampled the audio from Sami's video, the fox's wail was perfect for 2 scenes in the movie, it is heard around 12:00 and 50:00. Also, in Sami's recording, there is a whirring noise in the background that I used as an ambient effect. The soundtrack and ambient sound design in this movie was done very thoughtfully. I haven't played URW or visited this forum since 2015, before the forum was recreated. I played URW a lot and I thoroughly enjoyed this community. I want to share my finished movie with you all, and I hope you like it. It's a drama about overcoming insomnia and challenging the status quo of conventional society. I put a ton of time and energy into this project and I'm trying to get it off of the ground... Here is a 5-minute behind-the-scenes Director's Story - https://vimeo.com/350330067 And here's the full film. It's not free, but it costed me everything to get it to this point and buying it helps me recover my losses - https://vimeo.com/ondemand/bentonsomnolence July 27, 2019, 02:39:48 AM |
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Re: Summer Sale, Summer opportunities
Just a note on distribution: i actually bought the game on Steam in stead of donating because it was easier for me, but i still prefer to use the free version from the website. That's because the Steam version (on Linux at least) only works when you launch it via Steam. I actually had quite the annoyance when i tried to play URW on an airplane, and Steam refused to start (even in offline mode) because it couldn't connect to the internet. The version of the game downloaded via steam would not start on its own. Hmm. All the Steam purchased versions should launch completely without Steam too. That's how we want it to be, there are no checks in game to Steam being active or not. You should be able to start Linux binary just like that from the game's folder. July 29, 2019, 12:20:43 PM |
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Summery summary in the midst of upcoming version hype
Yes, yes. Yet another version is cooking up. That's not news. That's how it goes with UnReal World. But what it will be about, and when to expect a release? That would be more like news. And that's what this post is about. Summer is always a busy season. There's so much happening that it's hard to even summarize what's happening. Many of the warm days and nightless nights get spent on recreational activities, but working hours in the development chambers have been also been busy and sweaty. Now lets take a look at what has happened, and to where all this is taking us. Some of this stuff may have been announced already, but it doesn't hurt to drool once again. The main focus of upcoming version is laid on NPCs. This applies to both companions you can hire for yourself, and wandering woodsmen you may meet in the wild. But that's not all. I'll cover some of the upcoming new features in the chunks of text below. I won't add screenshots this time, but a few selected historical image sources from Finnish museums and archives. Some of these may not be era-accurate, but mood and theme suitable nevertheless. Wandering NPCs will actively hunt animals, based on their cultural preferences, and also utilize the kills the best they can. This opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before. The very act of NPCs hunting is propably rarely witnessed by the player character but traces and remains found in the woods can tell a story of another human hunter at the area. Wandering woodsmen and adventurers may now also occasionally have dog companions with them. And just like the dogs owned by player characters these will also protect their masters. "Hunter with his gear" Photographer: Sirelius U.T. 1898 National Board of Antiquities / Suomalais-ugrilainen kuvakokoelma / SUK36:263 License: CC BY 4.0 Companion usefulness gets boosted with several new tasks they can do on demand New companion commands are: * butcher and skin carcasses * roast meat or fish * make logs and boards Companions skills naturally affect to outcome of the tasks so their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. That's cool, you might think. And you also might think of few other tasks companions could do. Indeed. Same here. We actually do have a few more things regarding companions still under construction. Currently we're working on mechanisms to allow unoccupied companions automatically to help you with laborous tasks (eg. building) thus shortening the working time. Well, we haven't concentrated solely on living things. Here's a few of probably the most interesting additions and features regarding item galore; Harvesting and utilizing birch-bark It will be possible to harvest and utitilize birch-bark in crafting. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.) It will be possible for player character now to craft birch-bark shoes, caps, boxes, baskets - and also birch-bark ropes. Ball of birch-bark, 'Sommelo'. The National Museum of Finland / Yleisetnografiset kokoelmat / VK5354:11 License: CC BY 4.0 Measure of length for tying equipment Tying equipment such as ropes and cords now have a length property, and tying equipment requirements in crafting are now length based. There will be also options for joining and shorterning ropes and cords as sometimes specific length is desired. Armour and cloth quality having impact on their protective values High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question. Footwear wearing out in use Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability. Reindeer fur boots, 'Nutukkaat'. The National Museum of Finland / Suomalais-ugrilaiset kokoelmat / SU4724:35 License: CC BY 4.0 Let this be enough for summery summary about what to expect. Now then there's that other question... When we're done with those "few more things" still pending to be added it is time to start wrapping things up for a beta release. I'm quite reluctant to set or mention any deadlines as they usually don't keep, but if we think it out loud then... It shouldn't take more than few weeks to finish the most urgent pending to-do's. Then a week of extensive testing and adjusting the latest additions, and then if everything goes fine it's time to start final packaging. So... ...we could be seeing first beta of the brave new version in early september. And from there on, what has been laid in there will still be evolving and growing, stabilizing and multiplying. It should be noted that the beta version will be released on Steam, and for lifetimers, and standalone (donation-based, free-of-charge) installers will follow after significantly longer time than what we have used to in the past. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it. August 05, 2019, 11:53:54 AM |
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