Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sami

Pages: 1 ... 12 13 [14] 15 16 ... 84
196
It is a rather endearing bug  :)

And for that reason it's kind of left in place as a legacy easter egg thingie.
Could be fixed/changed easily, but we (and also community) has been hesitatant about that :)

Maybe now it's time to let it go...

197
Solved'n'fixed bug reports / Re: walking through walls v3.72 stable
« on: January 02, 2023, 08:57:40 AM »
Getting into the game again, and feeling frustrated.  Besides being dropped in the middle of a frozen lake from the map view, I can now walk through walls.

The most important detail we need first is your operating system?
I suspect OS X, as I've heard few reports of the "walk-through-walk" on OS X with 3.72. Windows and Linux versions don't seem to suffer from this. The issue is being investigated and remedied asap.

Walk through walls is such a showstopper that you may want to revert back to previous stable version 3.71 until the next OS X patch is out.

198
This is actually something they show also on national tv in Finland.  Suuri Hirvivaellus (in finnish), translates as "the great elk migration".
Been watching it at times, and such a nice idea to accompany it with playing the game.

199
Solved'n'fixed bug reports / Re: Muffled sound, screeching sound
« on: December 29, 2022, 01:05:38 PM »
3.72 patch #1 was released last night, audio should be fixed, but we're eager to confirm it.
morrneyo, if you have already updated does it work ok for you too know?

200
Development News / 3.72 hotfix patch #1 for Windows released
« on: December 28, 2022, 05:56:33 PM »
Hotfix patch for Windows has been released to address the following issues. The patch is now live on Steam, Itch.Io and at Lifetimers section.

Version 3.72 (patch #1)
------------------------------------------------------------------------------------
- fixed: audio issues

On some systems audio got played wrong, and the audio loading failures also made the game crash prone. The issues were linked to SDL_mixer version in use we've now reverted back to using SDL_mixer 2.0.4.

- fixed: character portrait being shown in message log screen
- fixed: character portrait not showing up after using encyclopedia in skills menu
- fixed: arrows picked from villages not tagged as unpaid

------------------------------------------------------------------------------------

If you had trouble running with 3.72 due to audio problems we dearly hope this patch fixes them for you and for all - and for good.

And hey, if this patch brings you from the unfortunate muffled and crash prone audio league back into proper stable UnReal World again let us know!

Cheers!

201
Fixed now. Enjoy the christmas times while it lasts! :)

This must have been a mere misclick/typo while I've been roaming waist deep in the code. There was a zero where it shouldn't be.

Fixed - persists in 3.72.



202
Solved'n'fixed bug reports / Re: Muffled sound, screeching sound
« on: December 27, 2022, 07:30:26 PM »
There are already reports that deal with this issue:

http://www.unrealworld.fi/forums/index.php?topic=6801.0
http://www.unrealworld.fi/forums/index.php?topic=6834.0

Likely sdl mixer/audio related. It's being investigated.

203
Solved'n'fixed bug reports / Re: 3.72 Windows Itch.io Glitched
« on: December 27, 2022, 07:27:37 PM »
<snip>
I've already reformatted a few troublesome audio files - and you, or anyone with sound problems, can download and paste the files below
to your game's audio\ folder and see if it helps. The following files are the tree felling and generic crafting samples.
<snip>
I wonder if these recent audio issues in Unreal World, are actually related to the following upstream bug?

https://github.com/libsdl-org/SDL_mixer/issues/466

Very likely. This is our current conclusion as well.
There are zero changes to audio code from our behalf, but SDL_mixer was updated - along with other recent SDL updates.

204
Solved'n'fixed bug reports / Re: 3.72 Windows Itch.io Glitched
« on: December 21, 2022, 07:02:30 PM »
Thanks for the response, glad to hear its being looked at. I'm using Windows 10 version 22H2 currently.

Thank you for the follow-up.
As for the audio files not loading, could you send me a file called init_log.txt in your game installation folder?
It contains the game startup log including audio file loading info. I could immediately spot which files cause troubles on your end.
You can e-mail me at sami [at] unrealworld.fi

I've already reformatted a few troublesome audio files - and you, or anyone with sound problems, can download and paste the files below
to your game's audio\ folder and see if it helps. The following files are the tree felling and generic crafting samples.

https://www.unrealworld.fi/audiofix/axework.ogg
https://www.unrealworld.fi/audiofix/treefall_big.ogg
https://www.unrealworld.fi/audiofix/treefall_small.ogg


205
Solved'n'fixed bug reports / Re: 3.72 Log showing character portrait
« on: December 21, 2022, 06:29:20 PM »
Oh yes. I can easily reproduce, not related to custom portraits, but my bad. To be fixed.

Fixed - persists in 3.72.

206
Solved'n'fixed bug reports / Re: 3.72 Windows Itch.io Glitched
« on: December 21, 2022, 04:44:34 PM »
We're currently approaching the source of audio issues, apparently linked with SDL<>SDL_mixer update.
What Windows version you're using?

About the menus not closing, that's also likely SDL rendering related spin-off bug which bothers some systems.
I'm trying to find hardware to experience it myself.

207
Solved'n'fixed bug reports / Re: 3.72beta Annoying clicking sound
« on: December 21, 2022, 04:07:56 PM »
Yay, I managed to find Windows 11 laptop where I get the sound problems occurring.
For example the fire sample, and axework sample sound similarly corrupt as reported here.
I'll start audio format checks, and you ppl care to report here any sounds that doesn't play right for you that make my job a bit easier.

208
Solved'n'fixed bug reports / Re: 3.72beta Annoying clicking sound
« on: December 21, 2022, 10:51:37 AM »

And are the sounds now different compared to what it was in the previous versions?

I am getting a different sound as well. Generic crafting "whack" (like tool against wood) is very muffled, like it was downsampled.

I found "axework.ogg" in the files and it sounds fine when I play it through VLC. Also verified files through Steam.

Okay, thanks for this follow-up. What is your operating system?
And also, what's the type/model of your soundcard? (Others who have these problem, feel free to also report your soundcard)

There are no changes to audio files, so they should be all fine, but with the update of SDL comes an update to audio interface as well, so that's must be the reason for these oddities. It's likely rather rare os/soundcard/fileformat combination which we have to figure out.

209
Solved'n'fixed bug reports / Re: 3.72beta Annoying clicking sound
« on: December 20, 2022, 08:35:35 PM »
I am not getting the clicking but I do get a weird buzzing at the end of the 'make fire' sound, and the 'tree falling' sound is muffled and distant sounding. I am playing the 3.72 release on Windows 10.

And are the sounds now different compared to what it was in the previous versions?

210
Version 3.72 has been released and is now live and available on Steam, Itch.Io and for Lifetimers at the designated forum section.

Here's the changelog.
---------------------------

Version: 3.72 (stable)

** Saved characters from version 3.60-> are compatible with this version. **

- improved: NPC archery checks to avoid hitting unintended friendly targets

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

- improved: aggressive NPCs waypointing to their enemy

          Agressive NPCs may now choose to use slightly winding routes to their enemy, instead going for the shorthest and straightest route. These new tactics aim to give NPC archers some free space for shooting, and to increase chances for group of NPCs to nicely encircle their enemy.

- added: vastas can be found in village saunas during the appropriate season

          Villager made vastas will now appear in the village saunas during the season when it is possible to make them. This is mostly an atmospheric addition, but also works as an indication for the player character that the birch trees are now in good leaf for making a vasta.

- added: random character name option

          Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- added: water temperature affecting to spoilage rate of the fish caught in nets

          The colder the water the longer the fish will now keep good in the nets. The effect isn't all too drastic, but still functional. In the coldest waters during the wintertime you can expect a few days longer preservation times compared to the average.

- changed: name/sex/culture character creation selections order -> culture/sex/name

          As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

          Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

          The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

          Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

 - added: watercraft marker icons on zoomed-out wilderness map


          When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

          Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

          You will be asked a confirmation to start a fire in the following conditions:
          1. There are valuable items to be burned down where you are about to build a fire.
          2. You are building a fire indoors at other than fireplace location.
          These confirmations will prevent the unfornate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

         From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

         Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- added: two new character portraits, one western and one sage

- SDL update: updated to newest SDL 2.24.0

          Updated SDL release includes a good deal of bugfixes which may have hampered some systems.
 
- reworded: "The sauna" game course task description

         The task description of taking a sauna bath was outdated. Now it's reworded to feature the current mechanics.

- fixed: minimum number of fibre plants required to extract one bundle of fibre

          Previously 15 plants were always required, which was a result of failing math. Now the amount depends on the plant and its' fibre yield, and the minimums are 5 flaxes, 8 hemps or 15 nettles.

- fixed: flowering plants providing also seeds when treshed

          The seed production code apparently has gotten broken somewhere in the earlier versions, and you got them upon treshing even if the plant was still flowering. Now it's fixed back as it was and you get seeds only after the flowering period.

- fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

          This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

 - fixed: extracting fibre from bundles of nettle fibre was possible

 - fixed: carried weight statistics not updating immediately after cancelled crafting

 - fixed: character's height in metric units displayed wrong


         This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

         Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.

- fixed: heavy missile weapons getting stuck to small animals

         This is a legacy issue which is hopefully fixed for good now. The bug manifested itself eg. in a situation where you threw a javelin at a bird, the weapon got stuck and the bird flies away carrying it.

---------------------------------------------------------------------------------------------------------------------------

Cheers! Enjoy the release.

Pages: 1 ... 12 13 [14] 15 16 ... 84
anything