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Messages - ineedcords

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16
General Discussion / Re: Issues running Unreal World on Ubuntu
« on: January 21, 2023, 11:17:06 PM »
I am on 3.63, and it's now running perfectly! Everything in the first command was already installed but the second needed installation.

Thank you very much for your help!
I am very glad to hear that, and thanks for letting us know. Now, finally enjoy the great game! :)

On another note, as you might noticed, I've modified the thread subject and prefixed it [SOLVED] so that it's clearer to any board browsers.
Accurate information is good for future search results & external search engine hits too.


Edit: Just sharing as a FYI... I took the commands I used for this issue, cleaned up the notes a bit, combined with the general methodology notes & put them all in a rough guide post, as linked below. It might be of use later, for a future version, or even for another software/game.

[GUIDE] Unreal World Outdated Free Version On Modern Ubuntu Linux
https://www.unrealworld.fi/forums/index.php?topic=6878.0

17
General Discussion / Re: Issues running Unreal World on Ubuntu
« on: January 21, 2023, 03:03:27 AM »
...
Regarding updating, I actually did that just before my initial post for unrelated reasons but I just tried again-there were a handful of updates but still nothing.
OK thanks for following up.

I checked the binary of the free-but-older-version of the game v.3.63 tonight, and after investigating it, I realized in this particular case, ldd output, at least the default output as we suggested/repeated earlier wouldn't have mattered. Still good advice for most other cases. Your post too demonstrates the fact that, ldd is not spitting out what UrW needs.
While it is possible to make ldd tell us more with extra parameters, probably not needed at this stage.

Instead, please try these below, and when prompted, just press Y and accept the disk cost & let apt auto-install any dependencies, as usual.

EDIT: Actually, I need to clarify that this is written for and tested on Ubuntu latest LTS Desktop 22.04 and UrW 3.63 (free-but-outdated) version and tested only on this version.
If you are however on the latest and greatest version of this game (v.3.72) let us know.


1. Install the SDL2 library components:
Code: [Select]
apt install libsdl2-2.0-0 libsdl2-image-2.0-0 libsdl2-mixer-2.0-0 libsdl2-net-2.0-0
2. Also install this audio dev lib:
Code: [Select]
apt install libjack-dev
Then open the console and type "urw" and let us know the outcome. If this does not work we will need more info from system.


Edit: clarified on what OS/Game versions this suggestion was tested on.

18
General Discussion / Re: Issues running Unreal World on Ubuntu
« on: January 20, 2023, 11:31:23 AM »
So first off... ..I'm not Ubuntu literate enough to really understand what I need to do.
...It sounds like one of these is missing on your system. If you post the output of ldd, we can probably figure it out which one
I think Plotinus is suggesting that in addition to running the said ldd command on your terminal, you'd also post a copypaste of the output here in the forums so that other linux users could help you to figure out how to resolve possible issues with dependencies.
Good suggestion! Perhaps just do that, run ldd (as per Plotinus' example) and copy & paste the output here to get assistance.
While doing so, if you can kindly put the pasted ldd output in code brackets, it would particularly please me, like so:     [codee] your pasted text here [/codee]
Note that I used double 'ee' for the demonstration but you should use single 'e'...

If you installed the O/S just few months ago (presumably from a recent source) then this is a low success chance suggestion but because it is also a low effort one, I will suggest it...
Before doing the ldd suggestion mentioned above, perhaps try O/S update which can help get rid of bugs.
If you have not done so before see updating Ubuntu, here: https://itsfoss.com/update-ubuntu/


Edit: typo.

19
I looked up my old forum account and reset my password in order to say thanks for this!!

Yes, this tool is a fantastic idea, perfectly plugging a hole in the market.

I also like the prompt at the end, which is functional and valid but also humorous at the same time: "Do you want to find another robber near you? (Y/n)"
It defaults to YES, too. UnReal!  ;D

20
Modding / Re: Generated map image
« on: January 12, 2023, 09:20:16 PM »
Some progress:
<snip>
working out an issue with size constraints (which is why the tiles are scaled to 6x7 currently)
Ignore gimp file size, actual file size is 25.2mb
Thanks for sharing the developments. I look forward to the next update.

Following up on your previous message, I have looked at the map-in-memory idea. After some brief evaluation, (for me) I did not find it to be faster than the method suggested below.

(While on the matter, as a side curiosity, I also briefly tested modifying portions of the map via memory locations and also via WORLD.DAT file modification followed by its duplication as WORLD.PLM. A primitive quick test succeeded in generating an artificial island in the north west corner of the map that was visible in F6/in-game map screen. A follow up, wider scope test, attempting to create a massive island, failed, as the game completely ignored this change, somehow reverting to the default/previous state. At this point, I am unsure whether there are checks in the game code preventing from a modified more-than-threshold map to be used, but that's my first guess.)

Back on the original goal of obtaining a (mostly-unmodified) single, unified Large Unreal World map:
Prior to your interest in developing a convenient external utility solution, I was thinking doing via another route, using the convenience devs gave all users (i.e.: F6/in-game map screen). As detailed in the suggestion thread, my main issue is the in-game map is not big enough.

Observation shows the entire World Map (the entirety of the F6 screen, including the sections that are only visible via scrolling) appear to be made of 6 "cells", like so:
Code: [Select]
----------------------------------------------------
|                |                |                |
|                |                |                |
|       A        |      B         |        C       |
|                |                |                |
----------------------------------------------------
|                |                |                |
|                |                |                |
|       D        |      E         |        F       |
|                |                |                |
----------------------------------------------------
The quick solution I had on mind is based on the idea if you copy and paste small map enough times, it would get "big enough".
It could work like this: 1) take 6x screenshots save to disk, 2) pixel-perfect merge the 6x in the correct composition to create a unified map, and 3) save output externally.

As a proof of concept, without any script/program involvement, I did this manually by taking manual screenshots and manual merging in GIMP and here is the outcome:
* 6x screenshots, each displaying a single cell at max-zoomed-out level:

** Click here for the full sized version, then right click and open image in new tab.
* 1x unified Large World Map:

** Click here for the full sized version, then right click and open image in new tab.

My current thinking is that there are imperfections in this final output, for example between cells A and B in the middle of the border however it is still much better than the small World Map I can see in UrW F6/in-game map screen so I would consider this a win, if it can be automated by any means.

Just sharing in case you would like to evaluate this approach, that is, in case you have not done so already.

For the automation/convenience part, I had ideas like using an AutoHotkey script to grab and save screenshots, use ImageMagick to post process to create the unified merged large picture etc. but that would be hard to use for some. A nice utility, as single software package (I believe you prefer .NET?) surely would be far superior solution.
I have not done any AHK/IM tests on this even though I used C & IM together long ago and I remember it gave adequate results for a problem then, so probably this would work but won't be nice or easily maintainable.

Now the good part: having seen your post & updates, if you are still keen to develop a solution, all I have to do now is wait! :>

21
General Discussion / Re: Unreal World in the Media
« on: January 11, 2023, 09:07:43 PM »
Added a new entry:   On 22nd June 2022, Unreal World wins the 'Roguelike Roulette' and gets attention in the Reto Does Games YouTube channel here: https://www.youtube.com/watch?v=n8QFNefhCLQ&ab_channel=RetoDoesGames

If you know of any other good Unreal World videos or recorded Twitch streams please post here, thanks!

22
Gameplay questions / Re: Tips, Tricks, FAQs
« on: January 11, 2023, 08:42:58 PM »
Came here to report that the 1st post has been updated:   Added #23 How to Make Cordage From Fibre Plants (hemp/nettle/flax); and style improvement.

While here, the usual call:   if anyone has any tips & tricks, that appears to be useful to most/many players, please post here. Thanks very much in advance.

23
Gameplay questions / Re: Hemp cord experiment
« on: January 11, 2023, 08:26:49 PM »
You can make cordage from hemp in UrW. The process is the same as with other fibre plants (nettle and flax).

Just take a look at TEXTILECRAFT entry in game encyclopedia (F1).
You can spin fibres into yarn, yarns into cords, and finally cords into ropes, if you like to.

That's great, thank you for the correction - I've updated my message above, accordingly.

24
Modding / Re: Generated map image
« on: January 10, 2023, 01:50:59 PM »
Heres the gist of it
<snip>
Fantastic! Once again thank you for a fully detailed response.
I will look into the memory method at first chance and will keep an eye out for your potential next utility release.

25
Modding / Re: Generated map image
« on: January 09, 2023, 09:23:23 PM »
Just wanted to share this, was able to generate an image of the game map from data and save it to file, kind of neat to look at.
Thanks for sharing this. Agreed, pretty neat. Opens up a lot of external possibilities.

In your embedded screenshot, it appears, this completely bypasses the fog of war (FoW), is that bypass, mandatory by nature or optional?
Did you create any open source code on this or alternatively is there any public information/writing on your experiment?

26
Nejerpez warriors shoot tree trunks at me!
Well, were you doing particularly good in battle, just before this happened? If so, perhaps it is a new feature?

A new algorithm quietly slipped into the 3.72-patch#3 as a limited-time easter egg, for detecting players in the 99th percentile by the in-game battle performance & showering them with this unique compliment, some sort of flower bouquet (with the known limitations of the climate & season), same day air delivered by friends from eastern lands in their lovely Christmas attire and spirit.

Maybe it is meant to be taken not as a bug but as a testament to the bravery, skill in combat, and the indomitable spirit of honoured recipient  ;)


27
I just needed a "Large World Map" picture file, to be used in the production of an UrW gameplay video.
As we all know, the actual map part of the viewport is not that big at the moment; impacts both the active play-map and World Map screen (F6) is no different.
Based on my calculation (as per link D, below) we are currently using about 24% of the screen space for the actual World Map display.
I see that there already is an entry in the Development List relevant to this, that reads: "World and terrain > Map of known areas (F6) overhaul > Larger map viewport".
Glad to see that entry in the list.
For today though, just to try and find something that is usable right now, I had a look on the forums, and I found links A & B, copied below.

Link A: is a mod (an external standalone program/tool), developed by Night.
It is a nice tool, however I understand it is for solving a different problem, as it takes the world map we know, and either copies it one to one to another 'window' one-to-one.
Optionally it can upscale it.
Either way, the amount of "world" displayed is the same so it does not give me the Large World Map I am after.

Link B: is a suggestion, which is about a larger visual field.
In Reply #4, thread author provides details, also indicates it is about the main play area map.
In Reply #1, Sami explains graphics-modernization is needed, and is estimated to take about 12 months.
Over the years, as PC hardware became more capable and in general "larger", we definitely need a "main play area/map" enlargement, likewise with the World Map (F6).
As mentioned in the suggestion, it is not only about the size, there can be refinements, such as further increasing the actual usable area as per example screenshot from another game.
I agree with the overall sentiment, I hope it gets implemented one day, and sooner than later.
I also understand the dev's message saying that it is not a trivial matter and we already know that there are a lot of other features on mind (as listed in the Development List, linked below).
It may take while to actually see this particular suggestion implemented in the game...

Now, with this background, I am assuming, it would be relatively way easier to implement a new functionality just to help with the unified (no-scrolling-required) view of Large World Map wish.
Namely a new feature to "Save Large World Map to Disk as picture".
I believe it would be a good interim solution as it can be beneficial for players to have a large size reference of their current Unreal World.

In addition, it would create extra and convenient presentation possibilities for content creators.

LINKS
A) (Suggestion) Full screen map with toggleable information on it - remove classic info boxes     https://www.unrealworld.fi/forums/index.php?topic=5358.msg12853#msg12853
B) (Mod/Tool) [3.62] [3.61] URWExternalMap v1.0.0     https://www.unrealworld.fi/forums/index.php?topic=5357
C) Unreal World - Development List     https://unrealworld.fi/urw_development.html
D) My calculation on how much of the screen space is currently being used for active map area.
A screenshot is embedded to this message below but as screenshots eventually die, also listing the calculation below, in text format.

Screenshot


Text
Detail of my calculation to find out the "Map Screen Active Map Area" as percentage of the screen space:
* Map Screen Total Space (in tiles): 264 total cells [22 columns X 12 rows]
* Map Screen Active Map Area: 64 total cells [8 columns X 8 rows]
*Ratio: 64 cells out of 264 are being actively used: (64/264)*100 = ~24%

Footnotes
1. "Cells" are randomly sized tiles created while postprocessing this screenshot, just to get an idea on ratios (and it has nothing to do with the game "tile" size).
2. Offsets are in use & alignment is not perfect, so this is not a 100% accurate calculation but is close enough for me.

28
Mod Releases / Re: [3.62] [3.61] URWExternalMap v1.0.0
« on: January 09, 2023, 08:45:42 AM »
In case anyone else is interested, tested today, this (expectedly) works fine on the latest game version as of today (2023-January), game version 3.72.

Thanks for the tool, @Night.
I suggest you change the thread title to something like '3.61-3.72'.

29
Gameplay questions / Re: Hemp cord experiment
« on: January 08, 2023, 11:57:11 PM »
Are hemp cords implemented in UrW yet?
Today I found some dry hemp at the side of the woods so I decided to test how it works in Real World. I made this in like 10-15 minutes and it's surprisingly strong, stronger than some store-bought cords of the same thickness. Definitely enough to hang a kilogram of meat for smoking or drying, I will test with bigger weights later.
While I have done this before with other plants, I'm not an expert and hadn't made wild cords for like 7 years. So a starting character from UnReal World could probably make it too as long as they have enough herblore to identify hemp.
While it is only partially, there is a gameplay question in there so I am happy to classify this thread as so...

In terms of a type of tying equipment that can be produced relatively quickly, in many places, all-year round and can be used to hang meat for preservation, see withes.
Personally you may be aware of withes already but worth mentioning, for others who might see this and are unaware.
Below is a relevant excerpt from the NEWS.TXT file that is distributed with the game and sits in the game main directory.
Code: [Select]
Version: 3.60 (stable)
Released: Oct-28-2019
<snip>
 - added: tree saplings

          There are now small saplings of spruce and birch trees appearing on zoomed-in maps. Saplings are not
          obstacles for movement like the bigger trees but you can walk right through them. Saplings can be cut
          down like any trees, and they have use in making of withes.

          MIGRATION NOTICE: Saplings can be found only on newly generated maps. If your character has explored
          the world extensively you may want to run map maintenance (key command [7]) which removes unimportant
          previously generated zoomed-in maps.

 - added: withe - a new type of tying equipment

          Withes are tying and binding equipment made from flexible, slender saplings of spruce or birch trees.   
          Your character can make withes from [M]ake-menu under Tying equipment category.

Finally, there is more information on many usages of hemp in the same file, but to answer your specific question: no, I do not think hemp is a tying equipment in the game, as of today (v.3.72-patch1). (Happy to be corrected soon, if I am missing something).

UPDATE: I stand corrected; please see Sami's response in this thread, below, in Reply #4.


Edit1: Just checked the Tying Equipment menu in the game as of v.3.72-patch1. As per screenshot embedded below, I do not see anything about hemp...


Edit2: Earlier version of this message listed game version as 3.72-patch3, which is a typo. Patch level is 1. I will leave the screenshot as is so please ignore p3.

Edit3: I've been corrected & updated accordingly.

30
Off-topic / MOVED: Hemp cord experiment
« on: January 08, 2023, 11:48:16 PM »

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