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 ... 46 47 [48] 49 50 ... 84
706
Solved'n'fixed bug reports / Re: Tracks being modified by overlapping
« on: March 04, 2020, 08:26:19 AM »
Ah, now I got it! Thanks for clarifying.
Will check, and fix.

707
This is fixed now.
The issue is that if you zoom out right after getting on shore, still standing on the watercraft, the watercraft gets transported with the character.
To avoid the issue (until the next patch is out) take a step or two after getting on shore before zooming out.

Fixed - persists in 3.61.

708
When I visit a village I leave a map marker with a list of the stuff that I care about so that I can come back for it later -- and except for salt I've never noticed it not being there. Usually I'm interested in axes but I also care about clothing, silver, seeds, pots, nets. I leave a small trap near the village so that i can see from the F6 map how long it's been since i've visited that village and i try to leave at least 30 days between visits to a particular village so that they have lots of time for restocking, but sometimes it happens that I go a lot longer without visiting a village or that I visit one a little sooner.

My current characters: Pekka's living in owl tribe, where the villagers don't have very much he's interested in but there's some villages in driik that he's marked with his interests. He hasn't been to the driik village in 3 months but I expect the items he cares about will still be there if I take him back. I also have Fretterat, who is also in owl tribe but has some villages in kaumo marked as having seeds. i expect the seeds he's picked up are still there and the ones he hasn't aren't, and Carl who is in islander territory and has some islander villages marked and some driik ones marked. None of them are in a village right now or experiencing the unpaid bug as far as i can remember.

Do you want me to send any of them to you?

In general stuff that isn't a resource or material circulate and get used up relatively slowly, so most of the time you can count on the tools and weapons etc. to keep existing in the village for quite a long time. But it all depends, on the population for example. I tested this again and if the theory/issue is that items picked up or left in the main house (which means they need to picked up first) stay in the village forever (except for salt) at least I can't reproduce it. I'll put test examples below. Also codewise there's no indication why things would behave like that. But out of curiosity and to double check, I could take a look at Pekka.

My tests follow. I tested with both picking stuff up, and not touching a thing.

1. In Driik village I picked the following items and dropped them on the main house table:

shortsword
broad knife
woodsman's axe
14 arrows
fine sickle
hunting bow
fine woollen trousers
winter lynx fur
wooden shovel
birch-bark basket of hemp seeds
birch-bark box of turnip seeds
bag of salt
7 smoked lynx cuts

Then went away for 90 days. And when I returned the things on the table were:

shortsword
broad knife
woodsman's axe
14 arrows
fine sickle
fine woollen trousers
wooden shovel
birch-bark basket of hemp seeds
birch-bark box of turnip seeds
6 smoked lynx cut
fine juniper bow
16 arrows

diff goes like:

- hunting bow
- winter lynx fur
- bag of salt
- 1 smoked lynx cut
+ fine juniper bow
+ 16 arrows

---

2. In another Driik village I searched a storehouse with bag of salt and other products and took a note of its contents. There was:

birch-bark basket of hemp seeds
birch-bark box of turnip seeds
bag of salt
3 birch-bark boxes of turnip seeds
woodsman's axe
bag of peas

Didn't pick up anything, then went away for 90 days. And when I returned the things in the storehouse were:

birch-bark basket of hemp seeds
12 arrows
birch-bark box of turnip seeds
woodsman's axe
3 birch-bark boxes of turnip seeds

Diff goes like:

+ 12 arrows
- bag of salt
+ woodman's axe
- bag of peas

---

This kind of tests are easy to do and give a good idea of actual item circulation.
But I'll do a quick check for Pekka too if you send him.



709
Solved'n'fixed bug reports / Re: Raft left on strategic map
« on: March 03, 2020, 09:52:14 AM »
So, naturally, I was able to reproduce it on the first attempt..lol. Here's the sequence I used:

1. Starting from standing in the shelter at my settlement I walked on the strategic map to the shelter on the river and dropped to the tactical map.
2. Moved to the raft, picked up the paddle, used 'A' to wield paddle, moved out straight east 16 moves into deep water and fished. The time was the small hours.
3. I fished until noon, catching not one damn fish!
5. Moved directly west, back to the shore. I dropped the paddle on the raft and moved to the strategic map while standing ON the raft.
6. I moved south to check the traps there, then returned to my settlement.
7. I picked up some food from my cellar and then a spent some time stealthily stalking a glutton that had come into view. Eventually, he took the bait on a deadfall and I skinned and butchered him.
8. Returned to the river shelter site on the strategic map and the raft was on the strategic map again. I saved again at this point if you want it.

Thanks, Tom!
And yay at this step:

5. Moved directly west, back to the shore. I dropped the paddle on the raft and moved to the strategic map while standing ON the raft.

as you move to strategic map, ie. press enter to zoom-out, the raft is transported with the character! So for some reason the game doesn't recognize having gotten on shore, and thinks the rafting needs to continue on zoomed-out map. So the issue is happily reproduced and now I'll move on to fix it....

710
Got the saves, and sent them back already. Any archives, .zip or .7z or many others is fine by me.

Awesome, Sami, thanks. Last time you emailed me a link. I don't see it in my email (and I checked my spam folder just in case.)

Hmm. Checked and the e-mail was sent, but I also just re-sent it.
In case you still can't get it here's the link for character files:
https://we.tl/t-gGBsGpWqie

711
Solved'n'fixed bug reports / Re: Raft left on strategic map
« on: March 02, 2020, 06:20:46 PM »
I tried to reproduce for quite some time but it didn't happen.
There must be some steps that triggers the issue that we are missing.
Maybe it's about where to go on shore, where to zoom out or zoom in.
Considering game mechanics the raft teleportation can almost exclusively occur only during zoom in / zoom out.
But it's really hard to understand how it has happened in this case.
Tom, keep me updated if you can find a way to reproduce, or find any additional info.

712
But that what you do in villages, arranging their stuff so heavily, sounds quite bad for your characters reputation. Don't the villagers notify you constantly to come barter?
It's also not considered that characters would do this kind of village item arranging - which in fact is initiating trades constantly, over and over again - and it's possible that your character pushes some limits that we thought nobody would. For the sake of everything, this tactic isn't advised.
I tend to pick everything up at once if I can carry it all, so I don't see it as initiating trades constantly.
Okay, if you can do that it's better. But in big villages, especially with abundant farm products, I'd imagine lots of different picking and dropping would be required.

Quote
Sometimes some of the things I dropped will still say (taken) (even though they're sitting on the floor of a village building) but they don't chase me when I leave town and they don't get grumpy with me the next time I'm in town.
..
I've only ever had one village get grumpy with me and that's when they were convinced I had a bag of peas of theirs that I'd already dropped. I picked it up and dropped it a few times and that didn't solve the problem. I should have just paid for it, but I took the relationship hit instead by clicking 'take what's yours' (even though it was on the ground, not in my inventory.)

Yep. Difficulty with solving village item related mysteries/issues is that all the actual in-game steps and actions are quite impossible to comprehend afterwards. There may be some little things that were done, or happened, that we miss and they have affected to outcome of things. But I've got your character and I'll try to figure out things from their data and logs.

Quote
I certainly don't see my behavior as cheesy or exploity. If a stranger wanting to trade rolled into town and said 'Bring me your furs, your weapons and your clothing so that I can see what you have to trade for my knives, my delicious dried cuts and my fine winter reindeer furs,' I think the local populace would have been happy to oblige. Lacking that mechanic, gathering the stuff myself merely prevents hours of repetitive tedium (it's tedious enough to keep track of dozens of village contents even WITH my method.) I understand that there used to be shops in the game, but you got rid of them (I assume due to realism concerns?) But I think my scenario is a reasonably realistic approximation of how things might have played out.

I'm not saying a thing about your behaviour, but your character's behaviour is something that may lower his reputation among the villagers. They like fair and decisive traders. It's surely tedious to keep track of dozens of village contents, but we haven't imagined somebody would like to do that. Village structure and concept of trading in the game can be a bit hard to digest, we know. It's thought that people don't produce goods or stock stuff mainly to make sales, but to maintain their livelihood. So villages aren't marketplaces. (Although currently they sell all too much.)
Suggestions can be naturally posted at suggestions section, but turning villages consisting of one big Kwik-E-Mart building and maybe a sauna is naturally out of the question. :D

713
[quote author=Plotinus link=topic=5354.msg13132#msg13132 date=1583074596
Usually if I bring an item into the main house, that item will stay in the village forever instead of going away -- so it exempts it from being simulated that somebody else bought it or used it up. Except for salt. If you want a bag of salt to stay in a village you can't pick it up until you're ready to buy it. I actually thought the salt behaviour was the bug, but now I'm learning the salt is the intended behaviour and it's everything else that's bugged.
[/quote]

It shouldn't matter where the village items are, in the mainhouse, or storehouses, or saunas. They are all still prone to village resource usage and circulation and maintenances. For verification I checked this from the code, and also tried it in the game. I brought some village foods and furs to main house, and they were used/gone after visiting the village again three or four months afterwards.

Quote
So I guess all this time I've been taking advantage of a bug to ensure future trading possibilities

Hmm. I tried few times, and I'm pretty sure it's not bugged. But if you like try it out a couple of times and report back if it feels bugged. It's best to have many sorts of items in the experiment and also have a reference storehouse with same sort of items. Then compare the circulation after month or two or even three.

714
So save your progress as it is now, and send it over and I'll take a look. Pause the playing until you get reply back from me.
I feel like your time is surely better spent working on the next release than repairing my games. I'll send them over, but if you're fairly confident that the next release will fully address the issue, then I'm probably better off just not playing until then. Especially since your last repair only gave me maybe 4 or 5 hours of restored gameplay before the problem reappeared.

I downloaded 7-Zip, it can create a file either with the extension .7z or with .zip. The .7z file seems about 25% smaller. Is that what you'd prefer to receive? I'll just send you the .zip for now since I know you'll be able to work with that one.

Got the saves, and sent them back already. Any archives, .zip or .7z or many others is fine by me.

And yes, I'm fairly confident the next release addresses this issue. Although if the adjustments still fail for one out of 10,000 players the fairly confident turns into frustration for that individual. That's why it's important to double-check, which just happened with these recent saves. I simply loaded them up in version-in-development and adjusted maintenance routines easily freed maps again now - so it's an indication that the routines can handle these saves.
However, we still can't know the hours of restored gameplay for you after this. It depends. But I don't mind triple-checking if you end up in frequenting maintenance again - it makes only that "fairly confident" even more confident.

715
This has to me too in the past. i'm also a player that does a lot on the zoomed in map, sometimes i'll build a house about 10 world map tiles away from a village that you can get to the village by following a path like "go south and whenever you hit a tree go east until you can go south again", and then visit the village once a week. I usually keep the goods I'm interested in buying in a pile in one of the buildings, and then if the building was one of those 2x1 buildings then i'd drop all my stuff too on top of it to do crafting or whatever and then when i picked up all my stuff i would notice that all the stuff was mine, so my hypothesis was that I was picking them up too much and dropping them and that reset it, but maybe that was a red herring.  I'll try to submit a save next time it happens to me.
I suppose it's possible that the map maintenance issue and the 'free stuff' issue are completely unrelated because I almost always, upon first visiting a village, even if I'm not there to trade, pick up everything I might want at some point (weapons, clothing and furs mainly) and drop them in a pile, usually in an otherwise-empty building. I 'create my own store', in essence, because running around finding out what a village has to offer is a tedious task that I'd rather not have to perform more than once per village. I find it hard to imagine that that would mess up the game somehow, but who knows?

Edit: What I don't do is the 2nd part, dropping my OWN stuff, or crafting in a village. I have the perhaps misplaced idea that a villager might lay claim (finders keepers) to something I drop in the village and my stuff stays in my pack (unless it gets magicked out by a trade, anyway) when I'm in or near a village.

I believe these two issues are unrelated.
But that what you do in villages, arranging their stuff so heavily, sounds quite bad for your characters reputation. Don't the villagers notify you constantly to come barter?
It's also not considered that characters would do this kind of village item arranging - which in fact is initiating trades constantly, over and over again - and it's possible that your character pushes some limits that we thought nobody would. For the sake of everything, this tactic isn't advised.

716
Solved'n'fixed bug reports / Re: Raft left on strategic map
« on: March 01, 2020, 10:48:26 AM »
The issue is exactly as you've described.

The same thing has occurred several times more. My settlement is four steps away on the large scale map. I believe the sequence is something like: walk to the shelter, directly from the settlement, on the large scale map. Go to the small scale map. Take and wield paddle, move on raft out to deep water and fish. Return to shore, drop paddle. Then return to settlement.

When I go back to the shelter on the large scale map, the raft is not where it was left on the small scale map. I find it upon returning to the large scale map. There I take and wield the paddle and move the raft onto the river, then go to the small scale map, where I move back to the shore.

http://s000.tinyupload.com/index.php?file_id=09715216556373284776

Okay, thanks for the additional info. I'll experiment with a save and try to follow the steps to get it reproduced.

717
Solved'n'fixed bug reports / Re: Tracks being modified by overlapping
« on: March 01, 2020, 10:45:32 AM »
I believe what you describe might be an intended feature. Especially heavier creature walking over old tracks can "erase" the existing tracks. The logic of how new tracks vs. old existing tracks in certain location gets marked is quite complex, but I don't immediately see a bug here.

718
But just keep zooming, there's nothing bad with that, and it's the ultimate and challenging way to explore the game.
Unfortunately, now I'm experiencing the same problem (map maintenance on every zoom out and zoom in, I haven't investigated if the trade bug has resurfaced as well,) in the new game I started. I don't seem to play the game the same way as everybody else does, apparently.

1st Edit: Guess I'll go back to the game you fixed.

2nd Edit: The game you fixed now does map maintenance on every zoom out and zoom in. I'm going to keep playing it for a while just to see if the trade bug returns.

Not to worry, just follow the advice given earlier "if it starts to happen again just .zip the character and send it to me again, and I'll adjust some more."

So save your progress as it is now, and send it over and I'll take a look. Pause the playing until you get reply back from me.

Quote
Is map maintenance designed merely to limit the amount of hard drive space that the character takes up? I'd happily take up 20 or 30 gigs if it means I can explore the map freely.

Disk space usage is one of the key reasons, yes. We've had in mind a possibility to allow unlimited map saving, but that would also mean that the whole explored world is prone to various simulations and calculations which would make things really heavy on the long run.

719
Today, February 28th, Finland celebrates Kalevala Day and the Day of Finnish Culture in honor of The Kalevala - a 19th century work of epic poetry regarded as our national epic. That's something to celebrate, but we've got some more for you on this special day...

In early 2020 we received an interesting e-mail from a player (Cheers, Travis!) sending congratulations on a milestone: UnReal World had lasted 10,000 days in the real world.
This was calculated from the date stamp in executable file of version 1.00b distribution archive. We don't even remember the exact release date, but it was summer of 1992. So the continuing lifespan of the game is at least 10,000 days - and well, it's quite something.

Needless to say, The Kalevala and UnReal World go well together. It is not so much about direct influence as a book, but the game draws inspiration from the same pool of oral tradition, folklore and mythology of our ancestors. Of this content some is rooted in ancient unrecorded history dating back thousands of years, and some is closer to Iron Age - where the game takes place. So let this day be a celebration of The Kalevala, but also 10,000 days of digital Finnish Culture in the form of UnReal World.

10,000 days...

10,000 days is a long time. Lines of source code in the game now sports somewhere around 140,000.
On average that makes:
14 lines of code per day
for 10,000 days.

Changelogs for version releases contain around 15000 lines of text, so that makes:
1,5 lines of changelog entries per day
for these 10,000 days.


...and continuing

That's just some numbers to give an idea of the long history, which is continuing as we speak. It seems to be 9 days since the last dev.post here at the forums.
So on average there should be around 126 new lines of code and 13,5 lines of changelog entries written.
We haven't checked but we are continuing.

Would you buy an old but continuously developed fenno-ugric roguelike from these guys?

From the left: Sami (creator) and Erkka (co-designer) of UnReal World

We wish you happy Kalevala Day and the Day of (digital) Finnish Culture.
Let's continue.

720
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide - this should be added to the OP so people can see it and contribute if they want to.

The following has been added to the OP

A wiki has been setup to help people navigate the many options. It is at:
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide


Wiki is definitely good for maintaining and keeping stuff updated and accessible, but I'm not sure if UnReal World wiki is the place for it.

Before getting too much unique mod related pages twisted in there it's probably worthwhile to consider if setting up a designated BAC mod wiki would be the way to go.
That's a path many mods choose, within many games.

If all (or even the few advanced) mods would have all their pages set up within the game Wiki it would end up in horrible confusing mess where it would be hard to figure things out and where page names would occasionally fight over each others, and newcomers putting in searches would get confused with the results.
UnReal World wiki naturally needs to be reserved for UnReal World and we have to avoid things that need may need extensive cleaning, renaming, and re-arranging on the long run.

Pages: 1 ... 46 47 [48] 49 50 ... 84
anything