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Messages - Sami

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1
Here comes a brief catch-up with the replies I haven't yet responded. The discussion may continue and possible changes are being pondered accordingly. Amid all the other issues at hand, that is.

One ardent wish I have on the graphics-side of modding is support for additional truetile variant indices. As much as I enjoy seeing the sprite artworks that members of the community were inspired to create for replacer mods, the impossibility of simultaneously using all these files feels unfortunate.
For instance, tree terrain tiles are limited to displaying 2-3 variants at most (including broadleaf trees in winter mode), but I would love to wander through woodlands populated with a mix of Krutzel's Spirited Sprites having both its tall and standard-height trees alongside kullervo's trees.

Increasing the possible number of variants and for wider range of tiles could indeed enhance the experience regardless of it being thought of being a modding feature. In the future we're evidently need to undergo a greater graphics update, once again, which will require serious rewrite of the graphics engine. More variants possibility might get considered then, but for now it is a low priority. Plus, having started with mere ASCII graphics the game has always been developed from the content over graphics perspective. And it shows. ;)
(And as a curiosity the most frequently popping up graphics suggestion over the past decade has been probably to go for 3D.)

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Streamlining mod integrations may sound nice in theory, but I'm worried that it will be a rocky road for a while before we reach a smooth grade.

I believe you're quite right with that. Hence the careful considerations will save both my and modders time.

Dedicated hotkey for mods would make sense.
But would that outrule current option to touch up/edit vanilla recipes?
I like that I don’t need to add new menudef to add say wooden mugs or making stakes from boards, just add those in the vanilla diy_glossary.
I would prefer the “easy editing” stay as is.

Easy and quick editing was indeed one of the key elements I had in mind when modding was introduced. Just drop in a snippet of modding code and it's in effect. Or to adjust the recipe if you'd personally prefer it the other way.
With dedicated mods make menu there would be indeed separation between the original recipes and modded recipes, both in menu level and editable text files level. Of course the original diy_* etc. files would still remain editable, and new file snippets could be added, and the edits and additions for those would appear in the original make menu. Mod recipes would appear in mods make menu. So with an example of making wooden stakes you could still quickly add your own "wooden stakes from boards" diy_* snippet to the original recipes and it would appear in the original Make menu.
Or you could also make your own lumber (or whatever you want to name it) category as a mod diy_* and it would appear there in the mod make menu.

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Also for reading all the recipes at game launch, it’d make testing mods a massive pain. Edit, save mod. Shutdown, start game. Find a need to edit further.  Repeat.

Hmm. I'm not sure if I managed to describe it correctly. I'll try again.
Let's assume you're creating your own mod, and there are no other mods installed.
You would not get any extra hassle, the game wouldn't notify you of any modding conflicts.
Let's say your own mod would have recipes for four items: Round item, square item, long item and short item.
Excellent. Now let's imagine Player X likes your mod and installs it.
After a while Player X decides to create his own mod for crafting long item, as he prefers it to be done the other way. Player X is very happy with the rest of the items in your mod and doesn't want to touch them.
Now if Player X would install his own mod on top of your mod there would be two mods with a recipe for long item.
In this case the game would check and somehow confirm if the player would like to use your recipe or Player X's recipe for crafting long item.
Something like this needs to be done anyway if the problem now is that all the space and available entries get eaten up and reserved. Otherwise mods that would modify or add the same recipes to any extent can't co-exist. Yes, they can't co-exist currently either, and players need to shuffle with loaders, manual editing and stuff. But to invest time to add a separate mod make menu which would exclude different mods to co-exists once it's (yet again) filled all up would be waste of (my) time from my perspective.

Welp, time to also throw in my two cents - I'm one of the old legacy people who have purchased it, back in ye olden days, so I feel like I've got some experience under my belt.
I eventually stumbled upon the BAC mod while looking on how to enhance my gameplay, given I've been playing UrW for quite a while, and as a result I basically never play without it anymore. Why? The game as it stands, is what you make of it: no overarching story, no fun little quirkiness to uncover, just pure, unadulterated survival, and that is great.
HOWEVER - to be long time invested into something like that, the game needs to have enough content to support the long gamespan we are talking about in those runs, which is where the BAC mod comes in.

Yeah, after years or decades of roaming the unreal world it's truly so in my opinion too that modded stuff can answer to "hmm, what should I do next" feelings, or to the classical "end-game" boredom. The game is indeed very much what you make of it, even though I would phrase the rest of sentence a differently. And well, as far as I am concerned it's very much confirmed that the game has enough content to support long gamespan. Which of course is debatable and varies between the players and playstyle. Heh, and with a such freedom allowing beast of like UrW the thing is that there's never enough content for everyone, no matter how much is added. (This a fact pretty much all the devs have to live with.)

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And I have to say, it does not feel unreasonable to make a request towards the developers, accomodating the ever growing modding community because of the games limits.

We do have suggestions forum, where suggestions can be posted, and we are constantly - and I truly mean constantly - being asked, requested, suggested and sometimes plain commanded to do this and that.
With good manners suggestions are not unreasonable. What is unreasonable is to expect all of them to happen.
However, for years already we've passed the critical mass point of suggestion flood and still fortunately remain a rare example of developers actually (still) communicating with the players and taking their thoughts into consideration.
If the probable modders are counted in hundreds the players are nowadays counted in tens of thousands.

Speaking of game limits, I can't resist of inventing a developer's aphorism/koan of the day:
Does Tetris game have a limit of not featuring table tennis mode?

I don't think it would hurt for the developers to look at mods occasionally to get some additional perspective on intended new functionality. Not as "this is how it has to be", but rather to provide aspects they may not have thought of. Also, a proper implementation would not be restricted by the same constraints mods have. However, the developers obviously have to manage their time, and looking at mods may well end up in the "no time for this now" bucket constantly.

I think we have quite good understanding of the most wanted features from the suggestions sections already, where also new things to craft are also popping up. I also get the picture that things that are on the development roadmap are being modded also. For us, to stay on track, it's the suggestions section where we expect the new ideas and features to be presented and there they remain nicely and easily accessible when looking for new features consider. And for most of the suggestions I usually get "yes, yes, that would be nice, in time, hopefully." feeling ;) My personal to-do list actually doesn't go shorter but longer with every version release. This may sound odd, but it's a fact.

2
Bug reports / Re: teleported to field
« on: Today at 12:42:55 PM »
Hmm. So it's a crash related teleport. At first I'd thought the crash was a result of some overflow, which then corrupted the character coordinates as well.
In cases like this is always best to .zip up the character folder after the incident, so that it can be checked out.
Now I don't know how long you've played after this incident, but in any case if your character happens to be nearby the said village could you .zip up the folder an e-mail it over to me?

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I have been "playing" that game for over 20 years. Actually, it's a tutorial, not a game, because in the game you have to get some kind of win, etc.

:D Actually, and really, of course it is a game.
Game, be it electronic or physical, is often defined as an activity described by a set of rules, especially for the purpose of entertainment. Winning is optional in many games. And well, a computer game is then a game played using a computer.

3
I meant this descriptive text at the bottom of the aspect and aiming zone selection dialog.
It should appear always when trying to hit an unconscious creature.


But it's my bad of not noticing from the messages the skull zone being selected, which confirms it's properly gone through "deathblow at unconscious" selections and that the hare was considered unconscious by the game. So I'll be checking out the code, and trying to reproduce. The most plausible explanation in my head still is the some messages missing for a reason or another, but we'll be hopefully wiser in a while.

4
Finally, I found out why that function failed for me. It turned out to be a software I used before causing the problem (it deals with keyboard input, so it all makes sense). If it hadn't been for the SDL library update of the game somehow exposing the issue, I could have never noticed it. So, thank you, UnReal World and devs.
..
That software *hijacked* this key combination and set it to the top priority for itself system wide.
..
And if anyone suffers from similar problems, I hope my story can help you or at least provide some thoughts. You can try:
..
I missed the two updates and was playing v3.82 all the time due to this problem. Now I can finally enjoy the game with the new content. But still, it makes me wonder why UrW was not influenced by this problem before while the whole system was.

Excellent! Very good to hear this.
This might discovery might be valuable information also to contribute at SDL2 bugs forums/tracker.
The system dependent oddities with SDL are the evidently the most trickiest to discover by the library maintainers, and users.

5
Bug reports / Re: Spotting, getting noticed, by unconscious NPC
« on: May 18, 2024, 03:38:48 PM »
The hare was still unconscious as the character moved 2 more tiles and then killed the hare with the axe’s poll with a perfect hit to its skull.

Ah, so there was the "Deathblow is possible..." etc. additional information in yellow text shown when selecting attack aspect?

6
A second hotfix patch has been released for version 3.84.
It's available for all the supported platforms on Steam, Itch.Io and for lifetimers.

The following fixes/changes are featured:

Version: 3.84.2

** Saved characters from version 3.80-> are compatible with this version. **

 - fixed: pausable crafting item duplication

         In some conditions when you finished crafting an item the work in progress item still remained on the ground.

 - fixed: using TEXTILECRAFT skill displaying corrupt "Command:" prompt, eg. TEXTILECRAFTNETMAKING

 - changed: Staff item type and role

         Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes.
         There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to
         suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand.

         MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves.

 - updated: STAFF game encyclopedia (F1) entry

---------------------------------------------------------------------------------------------------------------------

Happy patched adventures!

7
Bug reports / Re: Double fire
« on: May 17, 2024, 11:15:40 AM »
Ohoh, this is new and interesting. Yes please send the save and I'll check.
It's hard to say what triggered this but I'll try to reproduce, and maybe we'll get on track of it.

8
At first I don't suspect a bug here. With all the active fishing methods the character tries to catch any fish they can, and in the game world there could be also other fish wandering at the area of the spawning bream. The pike is a plausible catch with spearfishing by the shore even outside the spawning periods.

9
Bug reports / Re: Fire on water
« on: May 17, 2024, 11:08:29 AM »
Thanks for the save. I'll check even though the issue mechanicsm is hard to find unless it keeps happening again during the test play.

10
Bug reports / Re: Spotting, getting noticed, by unconscious NPC
« on: May 17, 2024, 11:07:08 AM »
Hmm. Creatures can also regain consciousness (based on the condition checks) and as I don't recall there's a message when it happens so this might not be an actual bug.
A message about "[npc] regains consciousness." would solve the problem, but then again in real life it would be quite difficult to notice - until the NPCs gets up, if they are able to.

11
Solved'n'fixed bug reports / Re: [3.84p1] duplicated stone axe
« on: May 14, 2024, 10:03:54 AM »
I believe we've got this issue solved and fixed now, and will likely release a patch this week.
Plotinus, feel free to send the savegame nevertheless. Double checking doesn't hurt.

The issue was about unfortunate item data re-arranging due to world/creature activity on specific areas.
The bug potential has been fixed now and no more this sort of duplication should happen in the upcoming patch.

Fixed - persists in 3.84.1

12
Fixed now. Depending on character's skill generation order it might display also TEXTILECRAFTBOWYER etc.

Fixed - persists in 3.84.1

13
Bug reports / Re: Fire on water
« on: May 14, 2024, 09:11:09 AM »
Bug it is.
At first I suspect there might have been an NPC lighting a fire somewhere, but then the location had gotten corrupt for some reason.

Did you happen to have human companions around, or somewhere nearby?

14
Solved'n'fixed bug reports / Re: [3.84p1] duplicated stone axe
« on: May 13, 2024, 11:19:06 AM »
This is likely related to area conditions and data entries rather than individual items.
I'm currently investigating a few other saves of this sort of item duplication, with different items though.

Plotinus, please send the save over. Thanks.
The more samples we've got the easier it is to find out the cause.

15
Bug reports / Re: Of Wolf and Woman
« on: May 11, 2024, 10:31:47 AM »
Heh, a good example about the beauty and challenge of procedurally generated quests.
Of course the main intention with the quests is that they can be solved, but also in a living, procedurally generated world there are countless variables which may interfere - and also sometimes make them impossible to complete.

This case is something we can address, and I'll check up on that, but also NPC hunters might end up in killing the wolf. Or if it would choose to chase an elk, a good hoof kick might sometimes also prove fatal. And so on. This way the procedurally generated quests differ quite a bit from more commonly used static, linear game quests which follow the plot in more predicatable (and boring) fashion.

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