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Messages - Night

Pages: 1 ... 6 7 [8] 9 10 ... 13
106
I disagree, which is why I politely ignored the post until the OP got upset about the lack of support for the suggested change. It's fairly common for games to display what characters (think) they know, while at the same time making it clear what is actually seen and what is "remembered", and showing the parts that are out of view in grey scales is a common way to do that.

This is a good point, but I would make the argument that a darker variant of the same tile, maybe slightly less saturated, is probably more realistic to what your character would imagine if you're shooting for the realism, maybe even slightly blurry (would probably look bad with blur though, unless someone figured out how to do it really well). Usually when I "flash back" to a memory, It's not devoid of color... In terms of being able to tell what is fog and what isn't grey scales are probably more definitive for sure, but I think his point is its less pretty.

107
Suggestions / Re: Wilderness map: visible fires during night
« on: April 15, 2020, 03:31:45 AM »
Good idea, might be able to piggy back off of the NPC/Animal implementation on overworld map with a bit of updating/modifying for the lighting, thinking about it from sami's seat if he decides this is something he'd like to do. Otherwise he'd probably have to make an entirely new system to track fires on local map tiles and render them to overworld, which would be a lot of work.

108
Gameplay questions / Re: Problems with rituals
« on: April 15, 2020, 02:58:45 AM »
From my point of view, unprovable concepts are a product of the interaction between our limbic system (primal brain, survival rules) and our prefrontal cortex (planning, predicting, complex rules) when the limbic system outweighs or is equal to the reasoning of the cortex, concepts with any type of unprovability can be statistically reasoned (ie: any chance). Given that, we can never determine what the "truth" is, only make educated assumptions based on that interaction. In my personal opinion, given what I've been exposed to during my lifetime, concepts in Buddhism are the closest "truths" I could lean towards as far as, statistical reasoning with unprovability, of course we can't argue with wisdom about unprovables, only make 'educated' assumptions, really bringing this down to a preference of belief based on those educated assumptions and prior knowledge, if I had to think about it from the point of the brain.

With that said, religion obviously has secondary consequences mentally as such, reinforcing concepts generated by the practitioners true belief, (obviously people have different ideas and levels of their beliefs despite religion).

Anywho, thats my morality on it. As for ritual implementation in the game, I have used them sparsely in the past, But have not really experimented with the new ritual system, as I understand it most of the rituals simply apply modifiers to activities you're doing, as with a lot of the games mechanics, so it probably equates to +- x% chance of x when all is said and done, which in terms of representing what I said above, seems reasonable. However, obviously the argument here is even if it is reasonable maybe its lacking power in how it impacts the game, in which case we're talking about exaggerating the functionality a bit to make it "feel" like the rituals practices MUST be real. So, this boils down to preference I suppose, particularly the developers, as this probably falls under the overall feel of the game as the primary focus and ritual functionality as the secondary focus.

Personally I think its fine the way it is, I do understand how people might feel its underdeveloped or lacking though, I wonder however if that all ties back to our individual perspectives of what belief is.


On a secondary note, as we seem to have developed two topics here, in regards to the virus;
One human, twenty humans, ten thousand humans, no amount of experts, leaders, or people who knew before hand, would have created a situation that any of us would be pleased with. On the scale of military power, mother nature is many many many many magnitudes higher than we are technologically (funny but true?). I don't think there's any amount of protection we could have applied within our species arsenal of power that would have prevented or stopped this virus once patient zero was infected, so putting blame on anyone in this case is just a waste, in every regard (time, thought, emotion), as it solves nothing.
However, I believe that as a result of our species having no short-term answer in terms of "controlling nature" (as we pride ourselves in doing, if you were out of the loop), we have all lost our minds and have put ourselves into flight/fight mode, which instinctively so is probably reasonable, but once again, is causing the situation to be worse in most cases - (disregarding areas that have high death/infection rates currently, as they have a pretty good reason to be more alert). - Meanwhile, the rest of the world is trying to prepare for the future by depleting the present, based on the needs of the individual, which is probably also not a good thing with less and less people working, which in term produces less and less of these things you are purchasing to prepare, not that you shouldn't prepare, but maybe think about regulating your rate of preperation so that the system in which you rely upon doesn't decline into a state of no-return, in which you're fucked anyways when you run out of that future-ready assets, which could have been strategically used. Now that said, we obviously can't blame any person in particular, but we can blame ourselves as a whole for not having acted as one, rather than dividing ourselves and allowing weaknesses to arise within our system, which we depend upon, a lot. Further more, the political powers that are in charge of the "organs" and "clockwork" that makes our systems work (you know, our anthill), are in what seems to me, to be a scramble for power by putting irrelevant information out in relation to what is actually important and should be focus'd on, if we were at all interested in persevering the health of our species as a whole rather than the individual - (which, clearly, we aren't a majority of the time, for good reasons, and terrible ones, albeit this concept as a whole is probably more important than the individual, as one day mother nature will put its crosshairs on us (such as right now...)). - And I'm not going to sit here and tell you which side is right, because all sides are wrong right now, the fact that "sides" are even a thought right now, mainstream and beyond - (because yes, there are people out there right now who would rather point fingers and cry because yes, the human factor i mentioned above wasn't able to stop mother nature *gasps* try executing POSSIBLE solutions like the experts? Oh wait, damn, billbob and jimtim over there are in control of implementing those solutions and have political sway :(, so even if you did have a viable solution that may, or may not, work (which if it didn't, yes, you would receive the criticism of people who have worked on this less than you have.) it may not even be used at all) - is a huge flaw in how we organize as a species. I'm thinking I could go on about quite a few more things that's causing secondary problems we don't need to have while a pandemic is going but, I think I've pointed out enough to highlight the complete train-wreck we are inflicting upon ourselves. I'd like to say everything will turn out fine in the end, and I'm leaning towards it given the reported statistics, - (the disease isn't the deadliest (under 4% mortality rate last numbers I evaluated from the statistics), but there hasn't been enough elapsed time to know how this is going to play out down the line, you're also talking about a high infection rate which freaks people out, especially when applied to a population of 7 billion people world wide, that't a lot of dead people, despite survivors) - But that could be completely wrong and we're on a fast track to hell on earth for a good chunk of our future time here on earth, maybe a solid 10-30% of this centuries human's life time could be spent rebuilding what we're going to lose due to our immaturity. Maybe more if we completely collapse.

Hopefully if all else fails, AI will be our up rise from the future ashes of our wack system.

109
Suggestions / Re: Winter hides
« on: April 15, 2020, 01:02:10 AM »
The cue for the elk to change coats is day length. Starting in March as days get longer, the old winter coat starts dropping off. Their summer coat is short, glossy, and generally much more uniform in color than the winter coat. All the hair of the summer coat is the same length. As the days get shorter in September, the longer, thicker winter coat starts growing out. The winter coat consists of two layers - a longer coat of guard hairs protects the short thick undercoat. By winter both male and female elk have thick, dark manes covering their necks, and long, light tan coats over the rest of their bodies.

The fur of mammals has many uses: protection, sensory purposes, waterproofing, and camouflaging, with the primary usage being thermoregulation.[2] The types of hair include definitive, which may be shed after reaching a certain length;

...

Hair length is negligible in thermoregulation, as some tropical mammals, such as sloths, have the same fur length as some arctic mammals but with less insulation; and, conversely, other tropical mammals with short hair have the same insulating value as arctic mammals. The denseness of fur can increase an animal's insulation value, and arctic mammals especially have dense fur; for example, the musk ox has guard hairs measuring 30 cm (12 in) as well as a dense underfur, which forms an airtight coat, allowing them to survive in temperatures of −40 °C (−40 °F).[3]:162–163 Some desert mammals, such as camels, use dense fur to prevent solar heat from reaching their skin, allowing the animal to stay cool; a camel's fur may reach 70 °C (158 °F) in the summer, but the skin stays at 40 °C (104 °F).[3]:188 Aquatic mammals, conversely, trap air in their fur to conserve heat by keeping the skin dry.[3]

Cats moult fur around spring-summer time to get rid of their "winter coat". Cats have thicker fur during the colder winter months to keep them warm, then around spring and summer they shed some of their fur to get a thinner coat for the warmer summer months. Some cats need brushing during moulting, since dead hairs can get trapped in the cat's fur.

...

Moulting or shedding in canids, as in all mammals,[1] is due to fluctuations in the amount of melatonin secreted by their pineal gland in response to seasonal sunlight variations rather than temperature variations. This seasonality in moulting is most preserved in Arctic breeds of dogs which shed twice each year whereas most other breeds moult once each year.

Abstract
Many species express endogenous cycles in physiology and behavior that allow anticipation of the seasons. The anatomical and cellular bases of these circannual rhythms have not been defined. Here, we provide strong evidence using an in vivo Soay sheep model that the circannual regulation of prolactin secretion, and its associated biology, derive from a pituitary-based timing mechanism. Circannual rhythm generation is seen as the product of the interaction between melatonin-regulated timer cells and adjacent prolactin-secreting cells, which together function as an intrapituitary “pacemaker-slave” timer system. These new insights open the way for a molecular analysis of long-term timing mechanisms.

After reading through these, I think fur is regulated by light levels more so than temperature, as the purpose of fur in a lot of animals seems to be temperature regulation, which would imply seasonal changes would be the first factor in hair regulation and temperature there after, fine tuning for more immediate short-term temperature regulation (you see this with house pets a lot when they move into and out of the house with varying temperatures between the outdoors and your home).

Also, it appears there are several different layers:

Thermoregulation is the principal function of the down hair, which insulates a layer of dry air next to the skin.

...

The proximal part of the awn hair assists in thermoregulation (like the down hair), whereas the distal part can shed water (like the guard hair).

...

Guard hair repels water and blocks sunlight, protecting the undercoat and skin in wet or aquatic habitats, and from the sun's ultraviolet radiation. Guard hairs can also reduce the severity of cuts or scratches to the skin.

Now we can impress our friends with our knowledge of hair.

110
Modding / Re: [WIP] RPG-ish(?) Character Portraits
« on: April 06, 2020, 04:24:34 AM »
Decided I'd take a shot at it for fun.

111
General Discussion / Re: UrW YouTube content
« on: March 27, 2020, 06:08:25 AM »
Could also be placed under guides if youre discussing a specific game topic to your audience.

112
If nothing suits your fancy, you could always try to make some art yourself that you find pleasing.
As far as i know, the ingame art makes the appearance for every game tile only, it's no matter if some tiles are getting gray coloured because of out-of-view mechanic. I wish to change graphical effects for the out-of-view tiles, making it coloured, but more darker than the visible ones.

Ah I understand what you mean now. It might be possible through modding, but just a quick think on it, I can't come up with any immediate ideas on how to do it easily. I'll think about it some more, maybe do some testing if I can come up with anything solid. It's not a bad suggestion, but probably not on the top of their to do list.

113
This topic got a more than 100 views, but no one wrote a single answer. Apparently no one cares about the game's graphics.
 That's just great, guys. I had lost all my patience with the graphical mix of green and gray squares.
I'm going to quit playing UnReal World right now. Thank you for the great game, Sami.

A lot of us care, It's just none of us have an immediate answer. It takes time to make good game art, there are alternatives in the modding subforum. If nothing suits your fancy, you could always try to make some art yourself that you find pleasing.

114
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3
« on: March 24, 2020, 04:35:15 AM »
Just downloaded the update, and now I'm getting an error message, and the program doesn't detect my character.

...

Thank you so much for your work.  :D

I think I just assume'd you were both on standalone version, I'll be updating the thread shortly w/ both versions :).

Updated ^^. Got a little carried away w/ coding lol.

115
This looks really cool. And quite an innovative way to handle UI, Great work!

116
Modding / Generated map image
« on: March 23, 2020, 02:40:17 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.

Landmark key:

TileID | Name |   Color
239 | Village |   Yellow
211 | Settlement |   Light Purple
210 | Fortified Village |   Red
86 | Settlement (2) |   Magenta
31 | Shelter |   Pale Mint
30 | Camp |   Orange-red
60 | Cave |   Brown

Warning: Map is 3073x2049 in size, hold shift to scroll left to right.
Spoiler: show

117
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3
« on: March 23, 2020, 06:15:47 AM »
Thanks guys, I appreciate it. I'll take a look later tonight when I'm back home and let you know what I find out.

edit: Found the culprit, gonna see if I can sneak some new features in before releasing a patch later today.

Pretty tierd atm, just gonna drop the standalone exe here for now and update the OP later. Let me know if you run into any more issues!

118
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3
« on: March 22, 2020, 10:42:44 PM »
Having trouble locating the bug. On my end everything is working fine. Its crashing because of an invalid index being used on the UI according to the crash log. If i can get your characters save folder from either of you guys i think that might help, but other than that i cant see exactly whats going on. I can probably make conditions to prevent it from setting it to an invalid index, but that wouldnt really be a fix to the source of the problem, just mitigating it.

119
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3
« on: March 22, 2020, 09:06:48 AM »
Hi night, thank you for sharing your program with us.

I downloaded your latest update (standalone) and it throws an unhandled exception error (see spoiler):

Spoiler: show
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at URWCharacterMenu.Form1.ReadUpdateInjury(Injury Inj)
   at URWCharacterMenu.Form1.ReadInjuries()
   at URWCharacterMenu.Form1.Form1_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
URWCharacterMenu
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Franco/Downloads/URWCharacterMenu/URWCharacterMenu.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.CSharp
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll
----------------------------------------
System.Dynamic
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll
----------------------------------------
Anonymously Hosted DynamicMethods Assembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Looks to be related to the injury editor. If you get the chance, a screenshot of your injuries screen might be useful (if you have any).

120
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3
« on: March 20, 2020, 03:35:12 AM »
Hey Night, just wanted to see if you had any progress updates.

Updated, some notes on the new injury editor at the top of the thread. Let me know if there are any issues!

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