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Messages - Brygun

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856
Stories / Re: [Brygun] Cornan the Barbarian
« on: July 11, 2020, 02:21:15 PM »
OOC:

Quick shout out to another reason I favor doing the frequent saves, that is breaking from the pure "rogue like":

From:
https://www.unrealworld.fi/forums/index.php?topic=5468.0

Got this fixed (with Cornan from Brygun. Thx!).
I seem to have flipped certain routine parameters which then broke bloodscape timestamps. It's back to normal now, which means bloodscapes are removed after two days from their first appearance. Would be better if they faded gradually, and according to elements - maybe to adjust that in the future.

Fixed - persists in 3.62.


While I get the idea of a reader wanting a pure story the effort to make the story is pretty huge. This isnt the first time sets of saves I've sent in have cleared up bugs in the game. If I didn't make those "side saves" we'd never have those check points.

I do see single player games as something we can do more of a play our own way especially since with modding. My doesn't have to be your way and vice versa.



857
Not bugs / Re: [3.63] Steam news text goes into underline mode
« on: July 11, 2020, 02:14:29 PM »
Maybe Steam's own quality control kicked in.  ???

What I can access now looks fine now.

At the time I was on the download page and hit "view news".

Well, huzzah if the steam spirits have learned to look for these things.

858
(Nevermind, the lake suddenly froze and I didn't even realize because it was dark. LOL!)

Totally an Unreal World moment right there  ;D

859
Stories / Re: [Brygun] Cornan the Barbarian
« on: July 09, 2020, 03:10:46 PM »
OOC:

Wanted to acknowledge Sami's great work for 3.63 might solve Cornan's situation with:

Quote
- fixed: companions that were commanded to stay put did still engage into fights

However I am now committed to another project and may or may not resume Cornan. Though I should mention the fix so that newcomers wouldn't think that issue was still around.


860
Passing this over to the suggestions area after thoughts on the BAC maintenance vs avoiding editing core files.

This is probably a "biggie" so might not be viable to make but here we go for filing if nothing else:

The suggestion is to allow a method for modders to change what menu a vanilla item goes into without editing the core game files. Currently AFAIK the only option is to put it in within a set of menu blocks thus to relocated vanilla items I need to edit the core vanilla files.

If I'm wrong and its already possible then that's great and I have my next major edit project to do after finishing a novel.


861
Suggestions / Re: Born in a barn, were ya?
« on: July 09, 2020, 01:41:16 PM »
1 Your house smells bad.

2 The forest spirit spirit is being let in.

3 Why wouldn't you leave the door open, its not like we have locks

hmmm... though I wonder if it affects the new heating/smoking rules.

862
 ???

Hmmm

If there was some way for a modder to tell a vanilla recipe to go to a different menu I would be able to avoid editing the biy_glossary and diy_glossary.

I can already tell the game to use the alternate recipe for an item.

Currently AFAIK the only way I can tell the game to put an item someplace else is by glossary editing.

Query: Is  that true  :o




863
    Also, if mods would only feature what's new and their own, and within their own file names, players can make integrity checks on Steam without worries - to make sure vanilla stuff is up-to-date. Otherwise the original files are grabbed again and mod installation lost.

    First thanks Sami for stopping by.

    The viability of that approach is limited by game mechanics of:

    1 = Only one way to build an item. 
    So no duplications are allowed. Thus mods which allowed other walls or kota building require blocking the vanilla recipes. For example there there are different "shelter" options in the BAC like using a tarp you carry or even a punt as a roof but only one of three (remember to count the vanilla) is allowed to exist. If you want to use one of those alternates then there must be a modification of the vanilla to "switch off" or forced loading order.

    2 =  No sub menu branching:
     In order to have the spaces for the number of items that now exit they must make use of the limited spaces in the vanilla menu lists.  In order to be findable there must be reallocation of which menu vanilla items go. If there were sub menus then I could use a few "letters" to start off the branching for all the necessary slots.

    3 = Reasonable organization:
    There are are alot more things to deal with say wood to so there is a split into different categories. In some cases it makes more sense to move the vanilla item into another menu. In concept the vanilla game may have an item in "X" but in the large mod there is now "X1" and "X2" so the glossary file must be edited in someway to put the item in the write new menu. This is a smaller influence than the desperate need for menu spaces but it does have an impact.

    4 = Menu location is done by a zone in the text files:
    If it was possible in the recipe to assign what menu an item went into, which is not part of the current language, than I could use load order (of even the single recipe construct) to tell the vanilla file to put item "Y" into a different menu like "Z". Currently this is not possible. Menu location is controlled by being written as:
    [start menu]
    X
    Y
    Z
    [end menu]
    This is a core programming decision which I believe could be very consuming to implement a change to.

    So long as the # of new items is small so far I need to edit typically the diy_glossary and biy_glossary which does indeed mean a system verification would see the mod versions of the file as not the same.

    I do remain in favor of things like trades being pulled into the vanilla game for things like iron working, weaving etc though currently mods like the BAC are managing that. In theory any recipe pulled into vanilla structure is one less for the BAC to worry about.

    Again thanks for stopping by Sami, could to see you.
    [/list]

    864
    Not bugs / [3.63] Steam news text goes into underline mode
    « on: July 09, 2020, 01:44:28 AM »
    IT appears that the steam text editor under "vasta" sees the [ U ] (without spaces) for the "utility" article menu reference as the code to turn on underlining. It remains active so all the text going forward is underlined until the end of the long article.

    This was decoded as the [ U ] (without spaces) doesn't appear so it says "tility article".

    Heck even this editor did it so I had to rewrite it with spaces around the U. Does mean you can probably fix the steam article the same way.

    Posted as a bug note here as not sure how else to inform you.

    865
    Matching game update 3.63

    Necessary function matching for 3.63

    As far as I have seen so far this was for the:

    = Sauna stove under building
    = Vasta brush under utility

    Please advise if testing doesn't go well. This was done as a quick fix upon seeing the steam announcement.


    866
    Thanks for helping each other out.

    A core functionality of Unreal World is that each "result" will only use the most recently loaded "recipe" so there is only one way to build an X at a time. Thus if there were several ways, that is several recipes, there does need to be those manual steps. So far they have only been needing for the uilding menus.


    867
    Sent a set of Cornan save files

    #16 is likely the most interesting for investigation. In case they help #15 and #17 are included.

    868
    Modding / Re: Torch with no light?
    « on: July 01, 2020, 11:43:43 PM »
    1) I forget but IIRC the existing torch creation starts unlit. You have to apply it to a fire IIRC to get it to light up. Maybe.

    2) There is no current way for modders to access the fire creation code that I know of so we can't have fire carriers. this has been asked before so a fair question to ask and thats why we couldnt mod it. IIRC

    Brygun, of the BAC mega mod

    869
    Modding / Re: How to install mods
    « on: July 01, 2020, 11:42:16 PM »
    If you are trying to stack mods, it gets a bit harder. You will need to copy and paste bits of files into matching ones to avoid breaking your mods.

    If the same object is in more than one mod than only the last installed "recipe" is active. Hence part of why the combined mega mods, like the BAC, took a lot of sorting out to resolve duplicates.

    870
    Suggestions / Re: Return the action pictures
    « on: July 01, 2020, 11:39:15 PM »
    I liked them

    If its a flip-flop thing maybe make it a setting that the users can choose (on by default so they know it exists)

    Actually had the randomness of one of the players where I was GMing on rpol.net bring up he was is one of the pictures for falling on the ground.  8) :o

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