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Messages - JEB Davis

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1
This looks great, Sami!  I certainly like to see the emphasis on quality over quantity for the new features too.

Has your shoulder healed to the point of using your arm normally now?

2
Suggestions / Re: But that villager died
« on: March 31, 2019, 12:12:53 PM »
I'm afraid time won't heal the villagers feelings in regards to non-returning companions, but this is not a bug either, it's just a way it is, and I'll move the thread at suggestions.

Adding mechanisms to tell the NPCs what really happened is tricky, and still even if the companions would die fairly I don't know if villagers still should always be like "He died when hunting with you? Ok, we don't mind that, here have a another hunting assistant, we wish him better luck than the previous. Hehe."   :D

This is something to tweak/ponder in the future, but there's not an easy way to find a good consensus.

Wouldn't it be a simple case of adding a descriptor for where the damage came from? ie. deep knife cut/bit off arm. And then when you bring the body, the village shaman would examine the body to see if you were in fact telling the truth? Surely, getting killed by a bear would be different from a fight with a human?

And is there really that many different cases of death in the unreal world? Especially for NPC's?
That could be a good start, but how does the shaman know who's hand held the knife? 
Plenty of players have stated they hire NPC's and then kill them to steal their gear.

3
Gameplay questions / Re: Help plz! Stuck and going to die lol
« on: March 30, 2019, 01:50:10 PM »
I'm pretty sure you can't get out of the situation by deleting files, etc.

The only way I know to "cheat death" is to make a backup copy of the character's folder.
Then you can go back and start from that saved point.

Just roll with the situation, and like you already said, you've learned something and will know better next time.
Permadeath is, of course, one of the hallmarks of roguelike games!

4
Stories / Re: A bear-hunting trip gone wrong...
« on: March 30, 2019, 01:10:23 PM »
Thanks for the story, and hopefully your comments will draw more players to this excellent game.

5
Off-topic / Creator of DF compliments Sami & Co. and UrW
« on: March 25, 2019, 04:25:46 AM »
This interview happened 5 year ago, but is new to me because I'm just learning Dwarf Fortress.

Tarn Adams seems like a pretty cool guy and has a life goal similar to Sami's, so it was neat to hear him acknowledge UnReal World and Sami & his helpers in this interview... listen to the first 2 1/2 minutes at least:

https://www.youtube.com/watch?v=Lnc5YU-qIWk


6
Suggestions / Re: Super Mario...
« on: February 19, 2019, 11:08:25 PM »
Yup, the tiles are 2 x 2 meters. Most unencumbered people can jump over 1 tile, and it would be a realistic addition to the game.
Of course the weight you're carrying should DRASTICALLY affect your jumping ability.

Whitetail deer can jump incredibly high and far (I know they're not in UrW).
I don't know about reindeer, elk, moose, etc.

Check youtube for a video of a lynx jumping over a stream... its quite a leap!

If it can be done with the AI realistically, I hope jumping gets on the dev's list for all animals/people.

7
Stories / Re: Run Away Slave on Winter (lucky)
« on: February 15, 2019, 03:33:17 AM »
Wow!  :)

The spirits have blessed that one!

8
Gameplay questions / Re: Trees as effective barriers?
« on: February 14, 2019, 12:51:55 AM »
I've been suspicious that large animals may be able to pass through spruces, because they seem to do it occasionally when chasing them. But I have no proof. I'm interested to know the truth on this... sort of. Many things that are uncertain in the game are part of the greatness of it, and I don't want to know all the secrets. Discussion of what can go through/over fences has been ongoing for ever, but trees... I don't remember a definite conclusion.

9
Off-topic / Draken Harald Hårfagre
« on: February 09, 2019, 08:00:53 PM »
Viking Ship - Truly a thing of beauty.

DRAGON HARALD FAIRHAIR Construction
https://www.youtube.com/watch?v=29mOXuVoE3o

LAUNCHING - NAMING - HOISTING THE SAIL
https://www.youtube.com/watch?v=90uKGICMbAI

Sailing
https://www.youtube.com/watch?v=WgO8mDbK_ZI

Storm in The Labrador Sea
https://www.youtube.com/watch?v=XORSpUUy0lQ

Sailing into New York City September 17 2016
https://www.youtube.com/watch?v=mAZcAhIAUto

Chicago Welcome Viking Ship Draken Harald Hårfagr
https://www.youtube.com/watch?v=mFNlx2ZjwBk

10
I'm not the final word on modding, but making anything produce a noise with that effect on birds does not seem possible, Petike.

11
Development News / Re: 2019, here we come, slowly but steadily.
« on: January 30, 2019, 08:03:12 PM »
Sami, it's great you are recovering well and could go out skiing  :)

Two questions:
1. What are the animal tracks?
2. What a beautiful setting, is that a cabin you use for fishing?

In my part of the world (Michigan) it is -16F (-27C) and very windy.
Many folks were told to stay home from work today.  :)

12
Gameplay questions / Re: How exactly to make elk leather
« on: January 25, 2019, 10:53:05 AM »
It appears this discussion could go on for some time, lol.
Correct, Acolyte, my mod is a poor compromise and I don't have knowledge of leatherworking you do.
Good points, Signatus.

In the end, any skin you find on a NPC or trade for in a village will be the stock one. This simple reality points out the tip of the iceberg when it comes to striving for realism in mods. You can't change what's generated by the game for NPCs unless you convince the devs to help.

13
Gameplay questions / Re: How exactly to make elk leather
« on: January 25, 2019, 02:25:06 AM »
Here is what I did a couple of years ago, my changes listed in commented lines at bottom.
I figure cutting the skin's rounded shape would leave lots of wasted leather and using some of the leather as strips to stitch the edges. It's just a roughly done recipe, not thought out in that much detail.


.Skin.   [effort:1] [phys:hands]  *COMMON* /120/   %40%   
{Leather} #3# [remove]
{Knife}
{*Cord} [remove]
[WEIGHT:1]
// Tying equipment changed to Cord
// DEFAULT JEB added [WEIGHT] (default was 0.3 pound), {Leather} was #4#

14
Gameplay questions / Re: How exactly to make elk leather
« on: January 25, 2019, 01:04:13 AM »
So mod the skin to be how you want it. Make a bigger one.
I modded mine to be heavier because I agree with you on the 0.3 lbs.
But nobody can convince me carrying a bowl of water around is feasible except for a short distance.
And bags & birchbark boxes can't really hold water, can they?

15
Suggestions / Re: Universal size in URW
« on: January 24, 2019, 05:38:12 PM »
I'm guessing not much in the way of elasticity, at least compared to modern clothing.

Any difficulties clothing sizes would cause the character are completely acceptable, because they would be completely realistic if programmed to be so. Large clothes could cause a penalty, or be altered and lose a step or two of quality due to the character's amateurish efforts. Small clothes just couldn't be worn at all.

But I think this topic has been raised before, and the devs said something along the lines of while it would be a nice realism touch, the programming time/effort involved puts it low on the priority list. There are much more important things for the game's forward progress.

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