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Messages - Sami

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1246
General Discussion / Re: api-ms-win-crt-stdio missing
« on: July 13, 2017, 09:12:20 PM »
This thread at old forums might help:

http://z3.invisionfree.com/UrW_forum/index.php?showtopic=8393

...all the necessary .dlls are installable on Windows 7, but it probablt requires all the service packs installed. (The current Windows version is actually built on Windows 7.)

1247
Development News / Random little additions...
« on: July 02, 2017, 08:09:25 PM »
Summer days are truly different. Oh how easily one can end up being carried away with all sorts of recreational activities and events. But I'm frequenting the coding chambers as well,  especially on rainy days :) -- and now, instead of organized update post, here's a completely random bunch of few small additions to expect in the next patch:

 - added: skinned/cut/burnt carcass coloring

        Skinned carcasses now appear in fleshy red color.
        Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree.
 
 - added: BUTCHER_CONFIRMATION configuration option

        If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it.
        This is to avoid accidentally cutting up the whole carcass and losing the skin.

        To enable the option add the following line to urw_ini.txt setup file in your installation folder:
        [BUTCHER_CONFIRMATION:YES]

 - added: SPEND_DELAY_ADD configuration option

        This option can be used to slow down all the time consuming actions if you find the game turns running too fast for your taste
        during the time spending dialog. The given value is in milliseconds adding that much more delay for each game turn.
        Good value to try slowin things down a bit would be 10 and nobody wants to go for more than 100.

        To use eg. 10 millisecond custom delay add the following line to urw_ini.txt setup file in your installation folder:
        [SPEND_DELAY_ADD:10]

 - added: winter skin/fur descriptor

        And as we know winter furs are more valuable, and it's been like that for a long time. Now there's finally
        also an indication of wintertime furs and skins within the item description.
        For example:
        "Fine winter fox fur" or "Poor winter bear-skin"

 - renewed & optimized: drawing of rain and snowfall

        Previously rain and snowfall were drawn in putpixel fashion which was a speed issue on some systems.
        Now rain and snowfall presented by tile graphics, with improved look and fast rendering.

 - added: redrawn 8 directional tiles for watercrafts

        Both punt and raft now appear bigger and prettier in completely redrawn fashion. Credits for these tiles goes to Paulo Spinola.
        Watercraft tile direction changes based on the last actually rowed direction.






1248
Solved'n'fixed bug reports / Re: Computer Crash
« on: July 02, 2017, 07:50:17 PM »
Checked the savegame out, but it's unfortunately unrecoverable. All blank character file.

msglog says the last action was cleaning, not tanning, the skin.
Then there are couple blank lines which indicates that writing to msglog has also failed.

1249
Not bugs / Re: Foreign traders like me
« on: July 02, 2017, 07:35:15 PM »
We'll take no action on this one. Let it be. They are foreigners after all  ::)

1250
Not bugs / Re: Increasing stat upon Course Completion Fails
« on: July 02, 2017, 07:33:25 PM »
I'm sure it works. Like mentioned, it increases all but maxed attributes by1.
I guess halfway endurance bar may still look like a halfway endurance bar even though it would be 1 point higher internally.

If still in doubt post a new report with screenshot before and after stat increase. Until then we'll tag this not a bug.


1251
Solved'n'fixed bug reports / Re: Computer Crash
« on: July 02, 2017, 07:27:06 PM »
Hmm. The blue screen of death sounds more like a Windows crash rather than an application crash -- and the game crashing shouldn't nevertheless wipe out any character data.
However, this kind of character data blanking is something we've heard of couple of times at the (old) forums. It's a mystery to me as well, and sounds like disk write, or file access  problem.  See, the character data is saved upon every map load - if a crash, power out or whatever then occurs the character data should be safe & sound on your disk.
What could interfere here is if there's some sort (Windows) cache working in the background, and the data isn't actually saved to disk but cached into memory for later disk saving. Then a crash before cache flush might result in something bad. The same might happen if game files are open somewhere (editor, etc.) and disk access is set forbidden by Windows.

All in all, things getting blank like this is extremely odd to me too. I'll see about possibilities of restoring the character and will let you know.

1252
Suggestions / Re: More images of people
« on: July 02, 2017, 07:14:01 PM »
I always add my own pictures and replace the game faces. Id like if there was more even endless amount of images available to put instead of like east5.

I'm having hard time comprehending this. You would like us to add more face portraits into the game? Or, you would like to add more of your own portrait replacements than there are native game portraits?

If it's the latter you can do that already. Just try adding east9, east10, east11, east12, east13 etc.


1253
Off-topic / PC-Gamer: Algorithm picks out Steam's best hidden gems
« on: July 01, 2017, 06:40:32 PM »
Article for those who love algorithms and hidden gems. :)

http://www.pcgamer.com/this-algorithm-picks-out-steams-best-hidden-gems/

...it found UnReal World as well.

1254
Development News / Midsummer greetings and pictures
« on: June 22, 2017, 10:53:24 AM »
Almost equally bright days and nights go by as we're approaching the midsummer day, Juhannus, 24th.
I'm travelling from Kiesse to Kaumo (in the real world, but with unreal world region names) to welcome and celebrate the midsummer.
This post is to wish you all happy midsummer time, or best of the season, wherever you are.
And this is how the nature looked around here yesterday during the darkest hour of the night.





I'll be offline for a good few days, see you around next week,

1255
Off-topic / Re: Drawings of my travels in UnReal.
« on: June 20, 2017, 08:31:32 PM »
Thanks for sharing, Filip!
Those are really, really moody drawings and for me it's very cool to see game experiences coming out in a different form of art.

Keep posting, if you come up with mroe.

1256
General Discussion / Re: Type of breed the dogs in URW are?
« on: June 13, 2017, 07:57:58 AM »
We've thought of them being Finnish Spitz, "Suomen Pystykorva".

https://en.wikipedia.org/wiki/Finnish_Spitz

"The remains of dogs that have been found in Finland and dated from 8,000 years ago are similar in size and shape to Spitz-type dogs."

1257
Not bugs / Re: Quest with close villages
« on: June 04, 2017, 07:51:52 PM »
That's normal, not a bug. That dense groups of villages share the properties, be it good or quests.


1258
Development News / Summery summary 2017
« on: June 03, 2017, 07:16:33 PM »
So, the new forums are up and running, some content popping up here and there - and all seems to be quite well at this new discussions settlement of ours. Nice!

Thought of posting a little summary about some upcoming new features, and when to expect them. This is something that's been probably originally posted at the old forums, but we'll hereby bring the completely new forum members on track as well.

So summer it is, and we've been steadily trucking towards yet another version. Once it's wrapped up it's gonna be summer holidays for me, and new features in UnReal World for you. Summer it is, despite of the current weather in Finland including little snow and sleet every now and then, chilly days and almost frosty nights. But the weather engine still isn't bugged ;) I'm hopeful that maybe in July we could have a new release out. Like always, we're adding new features on many different fronts but let's highlight some of the probably most widely interesting here:

* Bones and antlers

Antlers and bones can be now harvested from carcassess.
They have only little usage on their own but do serve as trophies and new raw materials to be utilized via modding if you like.

* Skulls and teeth

Skulls can be now harvested from a few species of dead animals whose skulls (or teeth) have meaningful ritual or magical usage. Skulls can be furthermore applied to pick teeth from them. Bear teeth for example are well-known for their magical powers.

Screenshot: By the sacred bear memorial rite tree Panu takes a look at the sturdy bones after hanging the bear skull in place.


* New spells, more spells, spells screen overhaul

We're giving up the old ritual system for good, and now focusing on the new kind of spells and spells system first showcased in version 3.40. This means removal of some of the old spells, but also featuring more and more new spells.

Ritual screen will be known as "Spells and magic means" screen and all the new spells are listed there as well. "New spells" refers to spells featured in version 3.40, which are learned within quests and performed by following the instructions given in spell description by using the common game mechanics and actions.

Currently you can view new spell descriptions only in the quest journal, but now it all will be available within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells.

Bringing the selector on a any spell in the list displays its information dialog. If necessary, a selection is then made by mouse click or enter. In addition, there are also hotkeys for quick spell selection.
In case of the new manually and mechanically performed spells the spell selection merely shows the spell description and instructions to follow in order to perform the spell.
The old spells (eg. blood-stanching incantation) are colored differently and automatically put to action upon selection.

Screenshot: The new spells screen with quite a bit of spells known. Hovering the selector over the first spell shows the description.

   
* Cubs and calves - rise of the young animals

Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer, hares etc.
In case of large species ie. elks and bears, the young ones usually follow their mothers in the wild for a full year after the birth. So, now you may occasionally encounter an elk mother wandering together with her calf, or a bear mother followed by her cub. Mother animals may act more unexpectedly or aggressively than usual when they're still taking care of their young ones -- and that's especially true in case of bears.

Few screenshots - the adventures of fghfg among cubs and calves :)
Bear mother with its cub. Careful now. You don't want to position yourself in between those two.


Ooo.. isn't that sweet... not a hunting day today.


* Ant nests

   For some this is a mere curiosity, for some an absolute necessity. Anyhow, ant nests can be now found in the forest. They are needed in performing certain spells but have no other use to the player character currently.

Screenshot: It's raining - and it's ant nest!



And finally, something to highlight about upcoming Steam goodies...

UnReal World Steam Trading Cards

Trading Cards for UnReal World are coming this summer. Yet again we like to do things with deep thought, love, ambition and talent and that's why the card artwork is drawn by Finnish comic artist Tuuli Hypén. (Some of you may remember her classic "conflict in the woods" drawing based on the old title screen.)
We've cherished and talked about the card themes and plots during the spring, the creation is in progress, and below you can find a sneak preview collage consisting of drafts, sketches and semi-finished artwork.

Trading Cards are likely to be launched even before the actual next version is finished. We'll start with six cards, and most likely expand the pack in the future. Prepare yourselves, foreign and domestic card traders!




This is upcoming stuff, not yet featured in the current version 3.40



1259
Yeah, PALU is right. This is something reported at the old forums, found and fixed already, persists in 3.40.

Code: [Select]
- fixed: "crater" villages ie. village generation failures when the surrounding terrain was of much higher elevation
Fixed - persists in 3.40

1260
Bug reports / Re: Rafting, ice and shallow water
« on: June 02, 2017, 11:06:16 AM »
These are always a bit hard to comprehend from a mere verbal description. If somebody could send a savegame with instructions how to reproduce, or screenshots, I could try and see for myself.
 

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