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Messages - Teellox

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Solved'n'fixed bug reports / Re: [3.63] Info for Mallard shows raven instead
« on: September 25, 2020, 04:08:40 AM »
I suspect what's happening is that if there's no info page for the target, then it sometimes shows the info page for a previous target. In all instances where I can remember, the info screen that is shown has been another animal that I've recently encountered.

General Discussion / Re: "The Challenge"
« on: August 26, 2020, 01:55:17 PM »
I borrowed a fine axe in the village to make a wooden bowl so I can carry some water around with me

Wait, that's a thing you can do? I've always had villagers get angry with me if I'm holding something of theirs for too long, even if I haven't moved out of the village tile.

Version: Unreal World 3.63, Linux/Steam build, unmodded

What happened: Nilla the old kuikka-tribe man asked me to bring him 30 bunches of mother pipe leaves. After a number of adventures, I succeeded in collecting enough, but due to freshness they formed two stacks, neither of which was 30 by itself, but combined were 30 overall. I handed each to him via the quest screen, and he remarks "this is not all that I want" (or something similar. Upon handing him an additional single bunch of leaves, he remarks "you've fetched me all the precious bunches", and the quest completes.

What's expected: Delivering the exact amount in two stacks completes the quest, rather than needing the exact amount +1.

Steps to reproduce: Have not attempted to reproduce, but presume just handing herbs over in two operations would do so.

I just completed this the other day, and I agree, it's very tedious to find them.

Luckily they don't seem to leave the quest area. I found their shelter using unconventional means¹, and then followed their footprints from there. They weren't very far away, but "searching for tracks" on the world map didn't reveal anything, so I'm not sure if I would have had the patience or luck to find them otherwise.

Spoiler: show
 I partially reverse-engineered the internal creature structure used by the game, and read their location out of the .CRE file using ghidra.

I am sure that the crossbow is more accurate than the longbow or the shortbow

Oh, absolutely! But the code suggests this is because they shoot with a higher velocity, which makes the arrows harder to dodge.

Modding / Re: Modding limitations?
« on: August 22, 2020, 06:52:46 AM »
I suppose the only reasonable way would be...

There's is a delightfully long history of people going to unreasonably long lengths to mod games, though. Dwarf Fortress isn't open source, isn't compiled to an Intermediate Language that decompiles nicely, and only 'officially' has support for modifying data files, yet DFHack has managed to shim in an entire Ruby interpreter, and a huge number of extra features and bugfixes, so nothing is impossible. :)

Gameplay questions / Re: Idle cpu consumption
« on: August 21, 2020, 01:11:27 PM »
I experience the same. 3.63/Steam, unmodded. Ubuntu Linux 16.04.

Not bugs / Re: [3.63] Helper has no command options
« on: August 20, 2020, 04:48:04 PM »
I can only send him home but can't ask him to do anything. Haven't had time to do much experimentation yet.

Have you tried using the '!' key to give commands? That's new in the most recent version.

Suggestions / "What are you doing?" option for followers
« on: August 18, 2020, 12:32:16 PM »
Party members can be helpful with all sorts of things, but it's not always clear what they're doing at any particular time. Are they felling trees? Cooking meat? Making boards? All of the above?

Having a "What are you doing?" option in the command menu would be great to see what a companion's current task(s) are.

Not bugs / [3.63] NPC hunters don't pick up their arrows.
« on: August 18, 2020, 12:29:30 PM »
Version: Unreal World 3.63, Linux/Steam build, unmodded

What happened: Set a small deadfall trap and went about my business. Came back to discover an animal had triggered the trap, but an NPC hunter had killed it (with arrows), and was in the process of skinning and butchering it. However the NPC hunter made no attempt to ever pick up the many arrows that he had shot and left lying around.

What's expected: Hunters pick up arrows they've shot, at least if they're nearby.

Steps to reproduce: Have not attempted to reproduce.

Notes: Not only did the hunter steal my kill, but after butchering the carcass he then set my trap on fire to roast the meat, so I didn't feel so bad about stealing his arrows. I've also come across hunters that weren't stealing my kills, and they don't collect their arrows either.

Version: Unreal World 3.63, Linux/Steam build, unmodded

What happened: Completed "The forest is humming" quest, and received six squirrel hides worth of credit. I traded for a small knife, and then a second small knife as a separate trade. On the second trade, I was told it would use up "almost all of my reward", but then got a message that it also used up all of my reward (which it did). I presume I used up exactly my whole reward.

What's expected: Using up exactly your whole reward says it will use your whole reward.

Steps to reproduce: Have not attempted to reproduce.


Modding / Re: Modding limitations?
« on: August 16, 2020, 08:30:34 AM »
Hey Sloomingbla! Welcome to the forums!

In my experience with decompiling URW and modding in general, Sami has been super supportive and chill. When I did a deep-dive to find out how missile dynamics worked the other month, Sami was 100% cool with me posting my findings, which I'm very grateful for.

I wanted to know, what is it that stops people from creating their own custom creatures, cultures, in game balance and the like? Is it entirely hidden to the users, and if so what could possibly make it so hidden?

URW has a famously long development history, and is written in C/C++. The code has evolved over time, and you can see this in things like the item and recipe definitions, which can be easily modded. However many aspects of the game are still hard-coded in, with cultures and animals being part of this. Modifying those is hard, not because of any intentional efforts to make it hard, but just because that would normally be done in source code, rather than in configuration.

Being in C/C++ has an extra layer of challenge, as it doesn't decompile anywhere near as easy as, say, C#, which is what Unity games are written in. Modifying code for something like Rimworld of Kerbal Space Program is relatively straightforward, not only because the decompiler preserves most or all of the original names, but also because tools like Harmony exist to make the process easier.

Having said that, it doesn't mean that more advanced mods to URW can't be done, just that they're not going to be as straightforward as you might expect. NIght's Character Menu, for example, has identified a lot of values in the internal data structures, for example.

If you are looking at making binary edits or using code injection, do check in with Sami first. Not only is it polite, he's also genuinely lovely. :)

~ T

Can anyone provide more information regarding arrow speed in game?  Is it affected by character stats or just the bow type used?

As far as I can tell, it looks like it's just the bow type, projectile aerodynamics, and projectile weight.

Bow accuracy is clearly linked to character skill and item quality. I believe that character stats determine how easily it is to raise a given skill (shown with the '*'s next to the skill in question). It certainly determines skill boosts during character creation.

Quote from: Dr.Hossa
What is the difference in the performance of a juniper bow compared to a shortbow, since they have the same "impact"?

My understanding is that since the juniper bow/primitive bow uses the 'common' skill to construct, putting a limit on its quality. Whereas the short bow uses carpentry and allows for more quality materials, so you could potentially self-craft a fine or masterwork shortbow, as well as it being good for training carpentry in general.

As always, take everything with a bag of salt; while the missile code is where I've spent the most time, I can hardly say I've traced all of it.

Bug reports / [3.63] Tame reindeers can sleepwalk
« on: August 12, 2020, 03:37:07 PM »
Version: Unreal World 3.63, Linux/Steam build, unmodded

What happens: I have a tame reindeer doe that I tied to a tree. When I came back, it was sleeping. I untied it from the tree, expecting it to wake up, but instead it remained asleep. It continues to move with me as per normal on the leash, but it's shown as sleeping, both as a graphic and when inspected with F3.

What's expected: Reindeer wake up when their leashes are tugged on, or refuse to move while sleeping.

Thanks everyone. I've updated my report to suggest ways this design decision could be communicated to the player, rather than reporting a load as being "too heavy" when it's really "too complex".

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