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Messages - ineedcords

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181
Mod Releases / Re: Galgana's creature sprites
« on: December 16, 2020, 10:06:51 PM »
This weekend, I took some time to<snip>
Nice work! I agree with the post saying it would be better to scale down the dog slightly.


Skilled work! I'm happy to see artists' exchange too. I too use the trusty paint for my edits, but didn't expect you pros to do the same :D But there must be something more sophisticated even for pixel graphics? No? :o
I too heard mspaint (the classic one and the not 3D one) being used surprisingly a lot.
Some people even prefer the old UI (non-ribbon version) of mspaint for productivity reasons which instructions available on the Internet ( https://www.askvg.com/how-to-get-the-good-old-ms-paint-without-ribbons-working-in-windows-7/ ).
As mentioned there is also mspaint.net or the big one GIMP which some people use for pixel art ( https://www.reddit.com/r/GIMP/comments/29btcq/how_to_set_up_gimp_for_pixel_art/ )

In terms of focused pixel art area software, two dedicated tools I know of are Pyxel Edit & Aseprite. Latter has tooling and automation although I haven't used it personally. First one IMO have better UI.
https://pyxeledit.com/index.php
https://www.aseprite.org
They were about USD15-20 if I recall correctly. You should be able to try both, without paying anything.

Aseprite is open source, some people download the source code, compile it and share the resulting binary (EXE) which is easier to find for Windows that way compared to other OSes (might come in handy, for a while, if you need the full one but having budgeting issues). It is always a risk to download from unknown sources though.

Both Pyxel Edit and Aseprite have learn sections with lots of resources to start/get better at these tools linked from the main page.
If you are considering buying but not in a rush, check out humble bundle for Pyxel Edit. IIRC it was cheaper there.

Edit: added top part re art in the original post.

182
Hi,

Currently (v.3.63) on Windows
a) Launching the game (from desktop), then loading a savegame results in loss of player's previously active zoom level setting (i.e.: game starts with default zoom level of maximum zoom in).
b) If savegame was played for a bit, then player backs out to main menu, and finally re-loads a savegame at that point zoom level is retained.
Based on the above, it appears zoom level setting is stored in memory but not written to disk.

I acknowledge this is a small QoL thing and not urgent in anyway. Having said that, I think it would be a small improvement if zoom level is stored on disk and retained every time.

Thanks

183
Modding / Re: Modifying cooking recipes: ingredients qualifiers
« on: December 15, 2020, 08:10:42 PM »
So, I am trying to<snip>
Hello @Boston123 and welcome to the forums.
I have moved this topic into the Modding Board. Hopefully you will get a better response soon.
Meanwhile, if you haven't yet, perhaps take a look at the posts in this thread and see if they help at all: https://www.unrealworld.fi/forums/index.php?topic=112.0
Good luck!

185
<snip>
@ineedcords You can mod it yourself by creating diy_ineedcords.txt like below and saving it in the Urw game folder:
<snip>
Just tested this (corrected) code. It indeed works, no more splitting hair to split tying equipment as it produces the rope in 1-feet chunks in the first place!
Thank you, @Buoidda!

This mod has a side benefit: without this mod, when making a 15ft birch-bark rope, the outcome is binary i.e.: a good (decent) or a bad (inferior) product comes out of the effort.
With this mod, at first run I have got: 10 decent, 4 inferior, 1 poor 1-feet birch bark rope; my initial thought is it's better this way although need to test a little bit more to be sure.

Edit: Just a note for Sami, I still think this original suggestion -above- to allow quickly splitting in bulk or this alternative approach by Buoidda (adding an option to create the tying equipment in 1-feet chunks from the get go - exactly as this mod above does) should be in the core game.

186
Suggestions / Re: Note taking
« on: December 10, 2020, 12:12:15 PM »
@Brygun you are of course right. Edited the post above & corrected - thanks!

187
Mod Releases / Re: [3.63] URWSSSelector v1.0.1
« on: December 09, 2020, 09:46:01 PM »
[3.63] URWSSSelector v1.0.1
(Start Spot Selector)
<snip>
Just a quick one to say thanks for the tool and the source code & freely sharing your knowledge.

Did you consider using Lazarus/FreePascal for your utilities? That would be write-once, compile & use everywhere (win+lin+mac).

188
Off-topic / Re: Unreal world skirt
« on: December 09, 2020, 06:56:39 PM »
*Jedi hand wave*

This is not the Unreal World skirt you are looking for...


https://www.redbubble.com/i/skirt/Unreal-World-by-Chari-ot/24731435.MUCKM
Clearly not, it comes in many sizes!

189
Suggestions / Re: Note taking
« on: December 09, 2020, 04:20:24 PM »
@Night, with regards to note taking/journal writing for players:
While I agree it is a useful thing to note down stuff, I am not sure it would be worth the programming effort to do it inside UW.
I feel it would be better to simply focus UW programming effort on adding/improving borderless-window feature so that people can quickly/effectively alt+tab to their favourite text editor with all the features, shortcuts, defaults they love.

@JP_Finn, I do something similar: I simply use CTRL+P SHIFT+P screen 'current age in days'  information combined with map markers to mark pickup dates on stuff.
e.g.:
* current age = (16 years) + 130 days.
* preserve skin screen says it'll be ready in 7 days.
* I add a marker saying "cured fine elk skin 137" (i.e.: pick up date is day 137).
Next time I travel (or plan to travel) towards that part of map, I just need to take a quick look at CTRL+P SHIFT+P (character age info) screen as a primitive form of today's date and compare that value with the date in map bookmark text.

edit: corrected the keystroke as shift+p
edit: corrected the 2nd keystroke as shift+p :)

190
<snip>
@ineedcords You can mod it yourself by creating diy_ineedcords.txt like below and saving it in the Urw game folder:
<snip>
Thank you, I'll try this as soon as I can. Meanwhile I still think this should be in the core game for all users hopefully it'll get implemented some time.

191
Suggestions / Please make it possible to quickly shorten tying equipment
« on: December 02, 2020, 11:32:11 AM »
Sami,

Could you please add a single Tying Equipment menu option to cut down (a single chosen tying equipment) to 1 feet pieces?

Justification: I realise that in programming you cannot grant each user their individual size-wish as there would be as many opinions as there are people.
Having said that, 1 feet is objectively the best size for any tying equipment in Unreal World.
1 feet chunks is the ultimate choice as it is the only size that will guarantee that a character can do 100% of tying-equipment-related tasks and waste no tying equipment at the end of task. There is no other size that fits all tasks and wastes nothing at the same time.

There is a side benefit (in my eyes) that it will only take one menu-entry per tying-equipment-material-and-quality-combo.
e.g.: it would read "87 1-feet bitch-bark ropes"
rather than e.g. 8 10-feet bitch-bark ropes + 1 5-feet, 2 1-feet etc.
I acknowledge that this may not be a good thing for other people as others might prefer cutting down everything as chunks of 5 feet or n feet or a combination of various sizes.

As we have all our tastes/styles/(some of us have our OCD as well) we can all argue about what is perceived "best" way of organising one's tying equipment but we cannot argue about the fact 1 feet wastes nothing. For this objective reason I am hoping you will add a menu option to quickly cut down a chosen tying-equipment entry to 1-feet chunks.
Currently in early summer, when batch producing bitch bark ropes, I am spending a considerable amount of real life time to cut down everything manually.

(Note: there was an earlier thread on this with your response but it's 120+ days old and forums advising to create a new thread.
here is the old one: https://www.unrealworld.fi/forums/index.php?topic=5233.msg12156#msg12156 )

Thanks for this great game!

Edit #1: added extra wording for clarification
Edit #2: added the missing word "no" that negates the sentence, as in "can do 100% of tying-equipment-related tasks and waste NO tying equipment at the end of task"

192
Development News / Re: Lots of angling improvements on their way
« on: November 29, 2020, 03:12:57 PM »
Great news, thank you, Sami!

193
General Discussion / Re: Kill counter?
« on: October 30, 2020, 06:45:19 PM »
* You should have xxd on Mac OS X, no? https://krypted.com/mac-os-x/to-hex-and-back/
* There are some utilities in brew https://formulae.brew.sh/formula/
* Other alternatives python, perl etc. but more work.
* Getting a 3rd party binary utility is one option - getting something from github and compiling is another but many of those amateurish versions might tank at edge cases (large size file etc). Probably better to use a proper solution one of the top 2 in this list.

194
General Discussion / Re: Kill counter?
« on: October 29, 2020, 12:19:17 AM »
I poked my nose into some of the files.
kill.log uses unknown encryption.
LOG and LOG2 are truncated, I.e. don’t go back to day 1. Same with msglog.txt

I might be out of luck. Well, got to go kill another ~50 Njerpez.
EDIT: ignore my message below and just see the one above.
Night's done much better work and explanation. I started typing this message, went to dinner, came back, hit post and then noticed a better answer than mine, right above my post! :)


I don't think it's encrypted (although it does look encrypted when looking at it in a text editor in ascii mode). I do not have a perfect solution for you but depending on how much time you wish to invest into reverse engineering the kill.log data storage layout, I might have a starting point for you.

//prep work
-make a copy of kill.log
-open the copy of kill.log in Notepad++ text editor (if you don't have it, you could either download & install it or just "unzip" the portable edition -- it's free software)

//step: convert hex file to ascii
-in Notepad++ search & replace tool (CTRL+H) > replace ' ' with '' (i.e.: replace single-whitespace-char with nothing)
-select everything CTRL+A
-use Plugins > Converter > HEX -> ASCII

//step: cleanup ascii file (just a bit)
[ Note that this step could also be read as gutting the file, if you have any interest in reverse engineering the file format this may not be the best idea but for learning purposes, on a copy, perhaps do it once. ]
-use Notepad++ search & replace tool > enable extended characters > replace \x00 with <nothing> to get rid of 'NUL' chars
-now, keep open that CTRL+H screen and just delete the last digit of SEARCH FOR string "\x00" and make it "\x01", click replace all
-keeping replace window open, and as per last step, manually changing the last character of the search-for-string in light of the table below, keep replacing all the ascii symbols in the file with nothing, effectively shortening and simplifying the content ( more info on symbols is in this table: https://www.december.com/html/spec/ascii.html )

//ascii symbol names
Code: [Select]
SOH start of heading \x01
VT vertical tab \x0b
NUL null \x00
RS record separator \x1e
ETX end of text \x03
ENQ enquiry \x05
SO shift out \x0e
SI shift in \x0f
BEL bell \x07
DC1 device control 1 \x11
DC2 device control 2 \x12
DC4 device control 4 \x14
STX start of text \x02
ACK acknowledge \x06
EOT end of transmission \x04
BS backspace \x08
FS file separator \x1c
FF (NP) new page/form feed \x0c
NAK negative acknowledge \x15
ETB end of transmission block \x17
HT horizontal tab \x09
US unit separator \x1f
SYN synchronous idle \x16
---
//in this kill.log file there are also characters with hex value hh (\xhh)
ref: see the converter here https://www.rapidtables.com/convert/number/hex-to-ascii.html
x80
x8D
x99
x99
x9A
xBF
xC8
xD2
xD3
xD4
xE3
xE9
xEC
xEE
xF0
xF4
xF9
xFA
xFF
--

Eventually you'll have something that might give you a kill count.
Testing this on a new character/save with only one or two kills would probably help understand the data storage format better.
Also xmas is coming maybe the devs will give us an in-game kill.log export function or a simple external utility.

good luck

195
General Discussion / Re: Third party programs?
« on: October 28, 2020, 10:29:19 PM »
Run a grep on the msglog.txt

‘grep’ should be in about every Linux distro our there.
Good idea! For anyone unfamiliar with "grep", it is a utility that searches for keyword(s) in file content.
Examples: https://ostechnix.com/the-grep-command-tutorial-with-examples-for-beginners/

For the Windows platform, here is a grep for Windows package (free software) which I have been using for years: https://tools.stefankueng.com/grepWin.html
There is find, findstr etc. but I still find 'grep for Windows' useful enough to install on any Windows system I regularly use.

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