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Messages - Night

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31
While trying to resize the window while the character is "looking" around, the window fails to resize correctly and acts buggy.

Steps to reproduce:
  • use the 'look' command (L key)
  • resize game window

32
Mod Releases / Re: [3.70b Beta] [3.63] URWSSSelector v1.0.3
« on: October 21, 2021, 11:17:43 PM »
~ Updated to 3.70 stable

33
Modding / Re: [Info] [3.70] Cheat Engine Addresses
« on: October 21, 2021, 08:49:00 PM »
~Updated to 3.70
might have 1 or 2 addresses that need to be fixed
edit2: fixed hunger address.
edit3: fixed energy and fatigue address.

34
Mod Releases / Re: [3.63] [3.62] URWCharacterMenu v1.0.3c
« on: October 12, 2021, 02:40:03 AM »
If you need some help. I can try to learn the basics and provide some assistance.

Drop me a message on discord (Night#9736) or skype (xxvnightvxx) if you'd like.

35
Stories / Re: The Oath [Vegetarian/Pacifist challenge]
« on: August 27, 2021, 10:39:20 AM »
The item limit is around 1600 squares planted (or squares that have stuff you dropped on it), so it takes a lot of work to hit it, but if you plant a 40x40 square then you will get lots of messages about having too many items on this tile and needing to spread your stuff out. In the old days, you'ed just start losing items, but now the warnings happen way before the item loss starts so it's safe.


Not related to OP but, was wondering about the limit, thanks for the info.

36
Modding / [URWME] Container Demo
« on: August 23, 2021, 10:35:59 PM »
Been making solid progress on implementing containers through modding, wanted to share what I have so far.

https://www.youtube.com/watch?v=rQQu_Ndc1kc

Designating an item as a container:
Code: [Select]
.TestContainer. "Hunting Horn" *COMMON* [effort:0] /0m/
[SKILL:CONTAINER]

Hotkey: Shift+O - Opens container menu

Supports multi item selection & send
Save & load item data to files, based on the containers item ID



37
Modding / Re: Changing vanilla craft menu names
« on: August 01, 2021, 07:30:26 PM »
I've mitigated menu slots in my URWME project, under the Assigning and using extended menudefs category you can see how it works. Would something like this standalone be something people would be interested in, albeit windows only?


38
Modding / Re: How, and where to post background modifications?
« on: August 01, 2021, 01:19:25 AM »
These look great. I would just make a zip file and upload it to your thread, or make a new one. Easiest way to setup the zip would be:
  • zipfile ->
    • RITUALSBG.bmp
    • SKILLSBG.bmp
    • truegfx ->
      • truegfx files

then people can just open up the zip and drag it ontop of their UnrealWorld folder to overwrite. (at least on windows)

39
Mod Releases / Re: [3.63] [3.62] URWCharacterMenu v1.0.3c
« on: July 29, 2021, 10:53:06 PM »
Any news on an update for 3.7.0, I tried to see if the current version of the mod works with the beta, and no dice.  :'(

I love all your work and wish you the best.

When I can, is probably the best answer I can give you for an update.

I've been thinking about that answer for about 30 minutes now so, hopefully that's better than a dishonest response or nothing at all lol. I've just got a lot on my mind. Updating the addresses isn't a very hard task to do, I just want to do more than that, and I don't know when I'll have the stroke of motivation to do what I want to do with this project. Maybe soon, maybe not. I've been working on implementing containers into the URWME project, still have some loose ends to tie up on that but maybe after I get that functioning I can return to working on a superior version of this.

I may end up updating the addresses before that, but, I don't know. I was also hoping to do it after stable release, but yea. We'll see. I appreciate the support, it has definitely helped along the way.



Also, neat workaround by ineedcords there, for some functionality.

40
General Discussion / Re: ##urw IRC Chatroom
« on: July 17, 2021, 11:32:49 PM »
Maybe it would be better to have a Discord channel?

Already exists :)

Is this still active? The invite seems to have expired.

Unofficial URW Discord:
https://discord.gg/Fw58NPUY3u
this link shouldn't expire.

41
Mod Releases / Re: [3.70 Beta] [3.63] URWSSSelector v1.0.3
« on: July 03, 2021, 02:08:43 AM »
~Updated for 3.70b beta, minor bug fixes, middle mouse click instructions added to OP

42
This is pretty close to getting struck by lightning in a video game, considering the statistics of an animal (ground bound as well) being stuck in that exact spot with that exact configuration of trees out of the 215000~ grid of rendered tiles. Somewhat of a special thing to see in terms of the virtual.

43
Not bugs / Re: Power outage, now URW doesn't work
« on: May 26, 2021, 08:40:12 PM »
So my city lost power while I was playing, and now URW won't boot. It shows up on the taskbar, but there is no window or instance running anywhere ???

Do I have to reinstall or something?

Problem is due to winpos.dat file being set to 0,0,0,0 (saves your screen co-ordinates and width/height)

if you delete:
C:\Program Files (x86)\Steam\steamapps\common\UnRealWorld\winpos.dat

should fix itself when you run it again. otherwise just do an integrity check/reinstall as privateer suggested.

44
Mod Releases / Re: [Tool] Character Designer v1.1.0b
« on: May 25, 2021, 07:17:49 AM »
~Updated image host to github URL

45
Mod Releases / Re: [3.63] URW Mod Extender v0.0.3
« on: May 06, 2021, 11:22:01 PM »
I see. Hopefully it can work out in the end! I'd totally be willing to even donate a bit of money for it.
What about adding new animals? I wouldn't mind seeing some more variety in wildlife.

I can copy/paste animals and modify their sprites pretty easily, and I can insert them into the map. I haven't done much testing on how their AI handles itself though, and theres alot of data I haven't mapped, so full editing isn't something I can currently do, but sprite, some weight values, names, vocals and attack text I can edit, and acouple of other things. Most likely I can just copy current NPCs and overwrite the sprites and such, and it will probably inherit the rest of the original NPCs functionality, so ideally you could just base new NPCs off of old ones as far as aggression/leashing/AI stuff goes.

here is what I have currently mapped for NPCs (data i know for sure (okay maybe not for sure but pretty sure) does the intended effect)
Code: [Select]
                ClassID = 0x0,
                CreatureID = 0x4,
                Name = 0x8,
                Nickname = 0x30,
                Portrait = 0x49,
                Sprite = 0x2B6,
                Vocals = 0xA8,
                //Vocal2 = 0xB2,
                Attacks = 0xDE,
                //Attack2 = 0xEA,
                Skills = 0x115,
                Items = 0xB4,
                MeatWeight = 0x94,
                IndexID = 0x52C

A minor test I performed a long while ago where I changed a cow's name to 't-rex' and butchered it showed that by products of the new 't-rex' inherited its name appropriately, IE: t-rex cuts, t-rex fat, etc.

I can also, to a limited degree, control their x, y, and direction, but game code still affects NPCs when time passes so, I've no idea how their AI will try to react until I run more tests. Ideally looping x/y/direction would allow me to lock their position, if I needed to.


I've got a few things going on in the project currently, but I think next update will be focused on adding containers to the game so we can store larger quantities of items in our home areas.

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