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Messages - Erkka

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General Discussion / Re: Crossbows
« on: November 19, 2017, 09:44:05 PM »
I repeat my question:

Twezzk stated that UnReal World models a world about 1000-800 years BC,
and I asked where does that news come from.

As that certainly is news to me. As a part of the development team I've always been under the impression that the game models Iron Age Finland, roughly 800 - 1200 A.D. (as said, for example here.) But is it that I've been wrong?

General Discussion / Re: Crossbows
« on: November 19, 2017, 01:44:32 AM »
  and the game features 1000-800 years BC

Where does that information come from?

General Discussion / Re: Urw. Population
« on: November 08, 2017, 07:50:24 PM »
do all cultures have same number of villages or is it completly random. 

neither. Each culture has a different number of villages, and on each map generation the amount of villages is randomized between max and min values, which are different for each culture. So it is not completely random, but randomized within limits.

What comes to total number of NPCs generated, I really can't say. It is a long time since I coded the random world generator. Also, since the world generation is based on variables, and those variables can be adjusted from a version to another, it means that any number given might not be accurate for the future versions.

Development News / Re: "Spirit of the forest, I presume"
« on: November 07, 2017, 11:14:32 AM »
  I'd like to be able to have a more grounded, historical experience too.  If I'm shooting lightning bolts at a level-25 domovoi, I might as well be playing ADOM. 

Well, at the very moment there (again) is an another thread where a player is actively trying to encounter a being which is supposed to be more or less 'supernatural' - and has difficulties doing so, for it isn't easy to find the right conditions to encounter such a being.

I think that speaks of Sami's design philosophy - personally I wouldn't worry about the game turning into 'thow lignting bolts at magical creatures'-kind of high-fantasy. The 'supernatural' elements of UnReal World are, and will remain, elusive and hard to catch, and after all, we can't be exactly sure if they are mere hallucinations, a series of random luck, or possibly a prankster hermit playing tricks on the player character.

Also, the way I see it, this actually is the historical experience. The pagan folks believed in these rituals having an effect, and they believed those supernatural entities to exists, and there were reports of people occasionally spotting those creatures. So we don't simulate the 1000AD world the way 2000AD scientist believe it to be, but we simulate the 1000AD world the way 1000AD folks probably themselves experienced it to be. No lightning bolts, though, they aren't a part of Finnish folklore =)

General Discussion / Re: Question for Sami
« on: November 05, 2017, 09:09:31 AM »
Hello there,

I'm sorry to say but the reality is that there is no exact answer to your question. Development takes the time it takes, and at the moment it is nearly impossible to say if a version with marriage and children will be released in summer 2018 or in winter 2020 - that depends on so many unpredictable factors so that the only honest thing to do is not to predict. I mean, this is not because Sami doesn't want to tell - this is because Sami doesn't know, and he only can tell things he knows.

So, okay, instead of saying "we are working on it", I will say: It is on the development list.

Gameplay questions / Re: Bow accuracy
« on: October 29, 2017, 02:10:08 PM »
  the game takes place in the late iron age "considered by many to fall between around 1200 BC and 600 BC" 

Iron Age in Finland is roughly 500 BC - 1200 AD, and the game world draws its inspiration from latter Iron Age, around 1000 - 1200 AD. The thing is, while the most of Europe was living Middle Ages, culture in Finland wasn't dominated by Catholic Church. In Finland we had anything like Middle Age only after 1200 AD, when Viking kings had converted to Christianity and launched crusades into pagan Finland to spread the dominance of Catholic Church. Oh well. But I'd guess 1200 AD pagan hunter bows were about as skilfully crafted as 1200 AD English bows.

What comes to the actual subject of this thread, one main factor which I don't see mentioned is if the target is moving or not. While you could hit an immobile target size of a playing card, it becomes consiredably harder to hit a target of same size if its moving at irregular speed. So if you want to hit birds at max range, try picking the stationary ones - but then, if they are standing on ground, they are so low that other factories (like the gravity pull) are more likely to make it so that your arrow hits the ground before reaching the target.

Bug reports / Re: F1-12 not working
« on: July 23, 2017, 02:48:30 AM »
What is your operating system? What kind of hardware do you use (Laptop with integrated keyboard? Desktop with external keyboard?)

Mod Releases / Re: New Fonts for UnrealWorld
« on: June 01, 2017, 11:37:16 AM »
Will this open the way for multi-language support, or does this only apply to the realm of English?

I think there have been at least Chinese and Russian mods, with their respective fonts.
Naturally, that requires both modding the font file AND tweaking text strings inside game files.

It is a lot of work, runs a risk of breaking the game engine, and won't necessarily work with each new version release. So I have no idea if any of those fan-translated unofficial versions are up to date, nor if they are available somewhere in the net.

Time to call Guinness and challenge for their next publication.

Actually, I think the Guinness World Record team got it correct, and it is Larry who, after all, is a bit confused with facts  :)

Following Larry's logic, UnReal World development time was about 18 monts - Sami started developing some time at 1990, and the first playable version was released around may 1992. The first version was released as share-ware, and according to the standards of those times, it counts as 'a public release'.

Since 1992 UnReal World has been receiving a continuous stream of updates - which is different from the 'development hell' Larry describes with those other games. Also, thas is why UnReal World can't hold a Guinnes World Record for longest development time.

Instead, UnReal World has the official Guinnes World Record for longest update support.

So, no need to call Guinness to challenge their nominations.

General Discussion / Re: Suggested forum modifications
« on: May 21, 2017, 08:24:02 PM »
I think there is a setting for that.

Let's try: From the menu bar choose 'Profile', and from the drop-down menu pick 'Forum Pofile',
then, hover the mouse over 'Modify Profile' and it opens an another drop-down menu, choose 'Look and Layout',
and there you should have a checkbox for 'Return to topics after posting by default.'

But, yeah, when I have time I'll take a look if that can be toggled on by default for new user accounts.

General Discussion / Re: Suggested forum modifications
« on: April 28, 2017, 11:47:58 AM »
It would probably be enough to show mentions on the forum and never email them. Sure some users might want email from such, but at least it shouldn't be on by default.

I think this makes sense, so I turned off the e-mail notifications for every member, and the default for new members is 'no email'. If it then so happens that someone really would like to have an e-mail of a forum notification, then I can either manually alter the database, or find a way to add this into forum UI so that every member can configure it as they wish.

I also added the standard urw icon as favicon for the forums.

General Discussion / Re: Suggested forum modifications
« on: April 25, 2017, 09:34:20 PM »
Mentions send an email, and there should be some way to choose whether to be emailed or not.

I checked the database, and it has column "email_mentions" per member, so let's see if it does what I think it will do.
If I now mention @Plotinus , the mention should be displayed only on forum UI but not emailed,
but mentioning @Mati256 should send the email.

I've been browsing through the source codes, but can't find anything which would even try to connect that database column with anything in visual UI present to users. Maybe that functionality isn't yet implemented? I mean, mentions aren't a part of SMF core, but an additional module we installed to test.

What do you people think, would mentions be a good feature or not? If not, we can just unistall the module, as an e-mail per mention might become spammy if you are not given an option to toggle off the mails. But, if you think mentions would be a good way to organize and personalize forum discussions, then I will invest some more time in fixing it. (Generally speaking, SMF source codes seem pleasant to read, I'd guess adding a simple checkbox in the account settings wouldn't be a big problem)

General Discussion / Re: Migration?
« on: April 25, 2017, 08:41:38 AM »
Since the old forums are hosted on a site funded by advertisements, I think they will remain there for archival reasons, so no old contet will be lost in the foreseeable future.

We've been thinking about what would need to be migrated, and how to best handle it. And settled for the most simple solution: A fresh start  :)

Selected posts, like guides and tutorials, can be manually copypasted to the new forums.

General Discussion / Re: Suggested forum modifications
« on: April 23, 2017, 04:21:05 PM »
When you sign up for the forum, you don't have to validate your email address to prove that you are the owner of your email address.

I found a setting for that, and changed it to require e-mail verification. I hope someone who registers after this change can confirm this works now.


Marquees are annoying (anything that moves is annoying) and should be removed.

Found that, too. It is now disabled, along with 'flash'.


Spoiler boxes
Hmmm, so let's see!
Spoiler: show
I installed a mod for it, now I have SP-button in the bb-code toolbar, and here I'm testing if it does what we would like it to do!


As Sami noted elsewhere, the like feature doesn't work yet.

... aaand that seems to be fixed, too. Feel free to test around, everybody!

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