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Messages - ineedcords

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31
Can someone please tell me how to use Physician on companion to stop bleeding? Thank you.
After finishing a brutal battle, my companion is very badly wound, lying on ground and bleeding. I intended to use Physician skill on him to help stopping his bleeding, but I don't how to use it. I tried to open the Physician interface but it showed my own wounds, and I try to use Look and Examine, but no good. Finally, I saw him died in front of me... I once somehow used Physician to stop my bleeding dog and pack animal by pressing some keys which I didn't remember.
Have you seen #10 in the Tips, Tricks, FAQs thread, here: https://www.unrealworld.fi/forums/index.php?topic=6459.0

32
Mod Releases / Re: Magic Mod! 1.1 (Updated 1-18-2021)
« on: January 05, 2023, 02:14:19 AM »
Took a break from updating BAC to polish up my true love: magic!<snip>
Wow! this, is... magical! ;)

Any active development for this wonderful game is good news for me.
Also, I think, this is the first new mod release of year 2023, so congratulations on being the first as well! Keep up the good work!

33
Preliminary results, average amount of fish gained per fishing attempt with high skill and a fishing rod with iron hook

No bait: 30 grams
berries: 430 grams
mushroom: 480 grams
leaves: 520 grams
roots: 670 grams
flowers: 620 grams
raw fish: 1.48 kg
raw meat: 1.98 kg

i haven't tested roasted/dried/smoked fish/meat or bread in a systematic way yet but anecdotally cooked fish/meat seems to work well too.
I appreciate this. Can you also post the sample size with each test result, please.

34
Solved'n'fixed bug reports / Re: walking through walls v3.72 stable
« on: January 01, 2023, 03:57:29 PM »
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.

Savefile: https://drive.google.com/file/d/1-y-ME_vOMmRTtzcefvgmugJCKRXekO3Q/view?usp=share_link
Mov: https://drive.google.com/file/d/15jJd-dEf6lUHKp7lzFhAHHWoWHKQ1QWm/view?usp=share_link

This forum is so antiquated... Cant upload video let alone a save zip smaller than 1mb.  Also frustrating. Lol "can't post external links".  How do we post save files and demo videos?

Sorry to hear you are not having a great time...

With regard to the hyperlinks and forum software:
I checked your links, seeing they are legit, modified your post and enabled hyperlinks.
Just so that you know, the reason hyperlinks are not enabled FOR YOU just yet is not because of the forum software age but because of your account age.
You are a new forum member, you could be a spammer (of which we have many) so it is a security measure.

With regard to the bug report:
I checked your savegame using the latest UrW for Windows (3.72-patch #1) and I cannot replicate the bug. Can you provide additional information:
* Any mods involved at all or fully vanilla?
* What O/S are you on?
* What is the exact version of the game you are using?
* Is this a game that you created on another version and now continuing on the current version you have? If so, on which version did you create it?
* If you save game, close the game down completely (not go back to the main menu and resume but fully exit to desktop) and then re-launch the game and resume, is the bug still there?
* If on Steam, have you tried verifying integrity of game files?  (to eliminate any corrupt game files risk)
* If not on Steam, can you try an alternative location second installation of the game to try whether the bug still occurs on the alternative installation? (to eliminate any corrupt game files risk)

35
Gameplay questions / Re: question about diagonal distance
« on: January 01, 2023, 12:16:36 AM »
There is a post https://www.unrealworld.fi/forums/index.php?topic=6353.msg18430#msg18430 by Erkka that seems to explain the diagonal distance thing, which is different when moving or using a weapon.
That is about the flight path of a missile though. I am not convinced that applies to the character movement.

Perhaps @Erkka can help further clarify?



Edit: actually, in that linked thread, reply number 8 and 9 do clarify that character movement indeed does not care about diagonals as in the code calculation is integer based, and as we know diagonal movement is sqrt(2) based which is 1.41421356237; that value when rounded becomes 1, thus any extra cost magically disappears.

36
Gameplay questions / Re: question about diagonal distance
« on: December 31, 2022, 05:54:46 AM »
is diagonal distance of a tile 1.4 times of the horizonal/vertical distance or same with it? So, will going diagonal direction take more time than going horizonal/vertical direction each turn?
Conceptually, each move is 1 "effort", so rather than going 1 tile north and then 1 tile east, it is better to go 1 tile northeast directly.

Edit: I forgot to mention that, the terrain does matter. For example, if you have rock tile(s) in front of you, going around might be quicker/less tiring and possibly even safer, as climb action involves a risk.


Not something you asked here, but since you seem to have an efficiency interest, I will mention this one too, just as a FYI. When facing a direction, and wishing to face the opposite direction (i.e.: needing a 180-degree turn), you can do that via 4x 45-degree turns, 2x 90-degree turns, or 1x 180-degree turn.
These 45-, 90-, and 180-degree turn actions all have separate key bindings via left and right.
To see these, and many other key bindings, in game, press ? key to bring up the built-in help screen and checkout the MOVEMENT section at the very top.

37
Suggestions / Re: Let us automatically use tools carried by leashed animals
« on: December 31, 2022, 05:35:36 AM »
I'm wondering if paddle could be attached to punt or raft. That will save a lot of effort from equipping/unequipping paddle or packing/unpacking it from the pack animal
Suggestions mentioned in this thread would be great QoL improvements, I do hope these get implemented. This last one is no different.

Since humankind in general have a natural tendency to choose convenience, barring any blockers, it does make sense for an object that is almost exclusively used together with another, less-mobile, "mother-object" to be stored together.

* Small object examples of the top of my head: even though one have the freedom to store sugar and tea/coffee, most do not. Likewise with toothbrush/paste.
* Transport-related object example: motorbike helmets. In many towns, where it is deemed "safe enough", people keep the helmet on/around the bike, frequently even without a chain/locking mechanism to safeguard the helmet.

I think in general removing extra/unnecessary keystrokes is a good idea on many fronts (anti-RSI, attention span/boredom, new player retention rate etc.).

38
Not bugs / Re: [Not a bug] Crafted fur clothes MUCH less valuable?
« on: December 29, 2022, 05:35:08 PM »
Hi,

Another situation where I'm not sure if this is working as intended.

Crafted fur clothing, e.g. a bear fur shirt / elk fur shirt, is MUCH less valuable than a "fur shirt" that you might trade for in a village, even though the bear fur shirt is superior in protection. It's like a factor of 5 difference in trade value.

I'm not sure if this is an error, or a balancing choice, or something else.

Hi,

I have moved this thread to 'Not Bugs' as it is indeed working as intended.

For some player-explanations see the posts #2 and #3 here: https://www.unrealworld.fi/forums/index.php?topic=5300.0
And also see this post: https://www.unrealworld.fi/forums/index.php?topic=5353.msg13046#msg13046

For a more official answer, see the dev's explanation which is in NEWS.TXT file that is distributed with the game. Below is an excerpt from this file, for your convenience:
Code: [Select]
<snip>
Version: 3.18 (stable)
Released: 27-Feb-2014
<snip>
 - balanced: character made clothes are now worth of only 20% of regular cloth value

          And that's because there's no actual skill required and making clothes is way
          too fast. This removes the exploit of too easy trading with character made
          clothes.



Edit: Just adding below the link to Sami's post, in which he replies to the OP in another similar thread & explains WHY there is such a hardcoded player-crafted-clothing-quality fix at the moment.
https://www.unrealworld.fi/forums/index.php?topic=6822.msg20826#msg20826

39
<snip>
Tried moving to many locations all facing water and the same message occurs.  Must be something obvious I'm missing, but the course instructions don't say anything more specific about the fishing task.

Any idea what I'm doing wrong?
Welcome to the forums.

It certainly is not very intuitive but your character in game somehow "senses" that the spot you are in is not good for productive fishing.
Listen to 'yourself' and just go to another location and the message should disappear.
I read your message and I do understand you have already tried a few other locations, so please try some additional locations.

I believe, behind the scenes, successful fishing chance calculation is quite complex.
Here is an excerpt from the NEWS.TXT file which is distributed with the game, in which the devs disseminate detailed information on the game mechanics
Code: [Select]
(taken from subsection of NEWS.TXT for game version: 3.00 | released: Mar-15-2007)

"- fish populations and catch enchanced and made more realistic
All the fish now have attributes  for  their  environment and habitat, time  of activity, how rare or  common  they are in The UnReal World etc. This brings the  fishing  to the new level.
Your catch  is  determided  by  all  these factors. The fish can have habitats like shallow  or  deep  water, river or rapids. They can be active for example early  in the morning and late in the evening.
Some can  be  caught by net, some can't etc. The fish species remain the same as before.

Few spoilers: perch is the most common fish in the UnReal World. It lives in lakes, not too deep, and  is   usually looking for food in the morning and in the  evening. 
And if you are  after  those  big   delicious  trouts  or salmons you'd better head  to  the  rivers.  Having  some rapids in that river won't harm at  all. 
But  there  are also trouts living in the lakes here and there.""

If you see a "rapids" tile in the map, try that one. (reference = https://www.unrealworld.fi/wiki/index.php?title=Rapids )

40
Trading with the wandering woodsman/hunter/adventurers in wilderness is a common interaction with them. But after you buy tools or expensive furs with like more than a hundred cuts of meat in one time, they will drop the cuts on ground since they can't carry that much. Then you can just pick up them and they are ok about it. villagers also drop things they can't carry, but they are still considered as village property. So, if you picked up them, you need to buy them. They are not yours anymore. However, it seems wandering npcs just give up the item they drop, just like the arrows they shoot. I think it's not a bug, but still a loophole you can exploit to take goods from wandering npcs without actually paying.
Suggested solution: add a label to mark items as npc's individual belongings
Nice improvement suggestion.

In the village, dropped on ground items are still within zone of control (of villagers) as there are many villagers, and at any given time, many of them are around, exerting control over the village property items.
Out in the wild, there is probably no zone of control concept, as there is only one guy who may not be "there", pretty soon.

As an improvement suggestion, NPCs altogether rejecting any trades that include items that they cannot carry, makes sense to me, that however would come with a less rich world for the player as it would reduce potential trade volume.

Perhaps a middle ground can be achieved by buffing NPC personal inventory/carry capacity somewhat and then making them reject any trades that include items that they cannot carry.

41
Solved'n'fixed bug reports / Re: 3.72 Windows Itch.io Glitched
« on: December 27, 2022, 10:35:31 AM »
<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

42
Suggestions / Re: Eating raw meat
« on: November 28, 2022, 02:19:15 AM »
<snip>
It should be more nutritious than cooked meat
<snip>
Why do you think it should be more nutritious? Based on data available, I do not think it would be a good idea to make raw meat more nutritious.

My source is link1 (below), which reference multiple scientific studies before summarising as follows:
"SUMMARY: Data on the nutritional differences between raw and cooked meat is limited, and there are no notable benefits of eating raw meat over cooked meat."

So on the one hand there is risk of food poisoning, on the other there is no tangible benefit at all. Overall, it sounds like a bad idea for the average person to do this in real life or in game.

link1: https://www.healthline.com/nutrition/eating-raw-meat#no-proven-benefits

43
Solved'n'fixed bug reports / Re: Forum having issues?
« on: July 13, 2022, 01:30:13 AM »
<snip>this is a service provider level issue. We will try to sort this out sooner instead of later.
That is great, thank you.


<snip>Microsoft Edge browser
Just wanted to say, this is not a browser vendor or browser version-specific issue. Every modern major and proper web browser will consistently complain about this issue (as long as said browser is set to check & report on this detail, which is the standard default behaviour).
Potentially bad analogy warning :) Imagine at a traffic stop, a driver presenting a valid driver's license but just for another driver! Providing another driver's license as own is a red alert for the traffic cop regardless of cop's jurisdiction and age. Likewise for our browsers, any make/version of browser should complain and normally will complain. Unless, for argument's sake, one finds a buggy browser or a browser from decades ago etc.


My desktop version of Firefox doesn't complain, but Chrome on Android does.
For this interesting no-issue case, there must be a reason which applies to that particular browser (or computer); the most usual suspects I have seen are cache-related and browser configuration-directive-related.

To address cache possibility, I suggest this:
1) Try force-refreshing the page with CTRL+F5 which may or may not work (I do not know if it covers certs but it requires only a moment to test).
2) If nothing changes, then completely remove this one particular website unrealworld.fi from web browser's cache (WARNING: stored site passwords removed too!) using this procedure or similar: https://superuser.com/a/733154

To address configuration-directive possibility, I suggest this: Probably easiest way is creating a new Firefox user profile just to test for a moment. A new user profile should not come with any exceptions thus you should see, what we see.

44
Solved'n'fixed bug reports / Re: Forum having issues?
« on: July 12, 2022, 06:11:23 PM »
I think I noticed this at some point, too. But now it seems to be gone. Anyone else still experiencing this?
When I checked earlier and also just now (as per assessment timestamps below), in both cases, the issue is present and identical: it appears the security certificate that is being presented by the web server does not match the website the browser is trying to display.
* Assessed on:  Tue, 12 Jul 2022 03:53:10 UTC
* Assessed on:  Tue, 12 Jul 2022 16:00:31 UTC

The certificate we see is:  "Common names=cluster015.hosting.ovh.net | Alternative names=cluster015.hosting.ovh.net"
The website we are on is of course unrealworld.fi.
These obviously do not match which generate the mismatch warning in browsers.

To verify, one can check this using local software but a top-grade convenient online alternative is the Qualys SSL Labs online checker free utility which is accessible here: https://www.ssllabs.com/ssltest/index.html
This test takes about 5 minutes as it is a pretty extensive tool checking a million things.

Assuming no changes have been done on the UnrealWorld hosting account, then it must be a service provider level issue that is causing this incorrect certificate presentation.
This typically occurs when web and/or reverse proxy service configuration is changed either due to a crash (and thus reverting to older config) or an incorrect scale out for a scale-out setup.
Judging from the certificate that is being presented my suggestion would be logging a support ticket with OVH Support and asking them to investigate this on their end - I am sure they will pinpoint this in less than 15 minutes as it is a common recurring issue.

45
Solved'n'fixed bug reports / Re: Forum having issues?
« on: July 12, 2022, 05:51:38 AM »
Https problem on the forum
Yes, looks like there is a certificate name mismatch issue at the moment.

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