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Topics - Tinker

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Bug reports / Crash to desktop
« on: April 11, 2023, 12:18:15 PM »
A couple of years ago I posted a bug report about milkweed causing a crash to desktop, after some discussions and tests it was marked as not a bug as it seemed to stop happening. It seems it was  a linux problem and only affected my install.

Around the time of the last update fix it started happening again, this could be a coincidence or that I only started harvesting milkweed then. I can pick young leaves, I can harvest plants and thresh them without picking the plant up, if I have plants in my inventory then opening the inventory to drop them causes a ctd.

I was not going to report it again as it seems a specific problem with just my install and I have a work around to prevent the ctd, but this week a user reported a bug in BAC that seemed similar. When he tried to create a dry quarter log the system suffered a cstd, he is also on linux. It seems there is a limit to the length of filenames in linux and when the mod tried to add ww-dry_lb_wood.png it crashed. It was suggested that gfx names needed to be less than 10 characters andshortening the name of the file and the recipe solved the problem. I wondered if the same thing was causing thye milkweed problem.

I started urw from a terminal and tried the dry log recipe and the terminal showed

*** buffer overflow detected ***: terminated
/usr/bin/urw: line 170: 180287 Aborted                 (core dumped)

I then tried opening my inventory with a milkweed plant in it and got

*** buffer overflow detected ***: terminated
/usr/bin/urw: line 170: 161937 Aborted                 (core dumped)

This seems to imply the problems are similar but the milkweed image. flo-milkweed.png, is the same length as several other plants like flo-lakereed.png which work as expected. Another difference between the two cases is the dry log fails when trying to add the item in the world as a being prepared object, the milkweeds are displayed correctly in the world just fail when trying to display the image in the inventory screen.

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Bug reports / Speeding squirrels
« on: February 22, 2023, 02:22:33 PM »
Squirrels are quick little beggars, irl and in game. This is not a problem as they are also stupid and trap themselves in trees.

I recently had one in my homestead, up a tree. I tried an arrow, nit expecting to hit but I hit its left arm and was stuck there, I threw a few rocks and managed to knock it out of the tree and broke its left leg, it was however on the wrong side if a clump of trees so I needed to walk around the trees to finish it off. I tool one step and it crawled away 5 squares, I was still blocked but tried throwng something to slow it down, I missed and it was then another 5 squares away. Inspecting it shows a puncture in the left arm, a broken leg leg and a minor bruise, but it could crawl 5 times faster than I could walk, it did not try to climb a tree but two turns later it had gone. I could zoom out with the message 'there is activity going on here.'
A couple of days later it turned up again, but was right at the edge of my vision, I attempted a long shot and it fled, it did not try to climb a tree. It returned again a few days later, ut still had a arrow in its arm but the broken leg had healed, that did not help it as it was close enough for a northern spear to drop it in one go.
It seems to be a bug that have two limbs seriously injured does not affect it speed, it only seems to prevent it from climbing trees. The few other animals I have actively hunted do seem to slow down as the injuries mount.
Another bug is that in five days a squirrel, with no bandages or splints, but perhaps access to herbs, can cure a broken leg. I had one in game last year and it took weeks to repair, irl it could take months. This seems to be a 'feature' for all animals, I recently had an elk serious wounded with an arrow and a broadhead arrow, I could follow the bloodscape trail easily until I lost it some thick forest but three day later I saw it again, it was the same elk as it had the arrows still but was now completely healed.

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Gameplay questions / Knives weights
« on: December 30, 2022, 12:41:22 PM »
Is the wiki info incorrect about the weight of knives? I could not see anything in the news.txt that suggests weight were changed.

Most knives are listed in the wiki as being one or two pounds, the knives I have are between 110 gm and 140 gm which would be about 0.2 pounds. Could this be a conversion to metric error? These weight are for vanilla game knives as well as mod produced ones, a mod produced broad knife uses 400 grams of iron plus the handle but only weight 140 gm when finished as it takes the statistics of the vanilla broad knife.

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Modding / Preparation time
« on: November 20, 2022, 10:43:49 AM »
There appears to have been a change between 3.7x and at least one 3.6x versions in handling preparation time.

It was possible to add \0m\ to a recipe to force a crafted item to be placed on the ground when made, handy for heavy items like logs. In 3.7x this instruction is silently ignored mean several keypresses need to done to drop the object(s). It seems now to need \1m\ to force the drop on completion but the you cannot do anything with the item until the time has elapsed.

I am not sure if this a bug or was a bug that is fixed, or is it a feature? Before wasting time with a bug report I thought it best to canvas opinions of modders.

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General Discussion / 3.72beta
« on: November 11, 2022, 11:19:44 AM »
I know the release docs said linux and mac would be out later but how much later? 2050 is later but I do not expect to be around then.
Currently is is over a month and I see people using it to update mods.

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General Discussion / Windows install problems
« on: July 09, 2022, 10:12:51 AM »
I have not used windows for over 20 years but I need to now to solve an urw savefile problem.

I was player an independent survivalist in which I avoid all contact with other people. This means taking special care not to get injured until I can cure things, one part of this is avoiding any chance of eating anything that might be poisonous, so I only pick mushrooms that I know are safe. One day I woke up ready to spend the day grinding flour to last the winter and from nowhere I had a deadly poison in me, I had not eaten anything poisonous so assumed this might be some sort of bug. T easiest way to fix this was perhaps nights character editor, but that will only work on windows.

I tried running urw on wine but it fails to start with no useful error message. Searching around a dump I found a system that I got working, it had windows 7 on it, as well as a lot of personal stuff like bank logins for the old owner. urw would not install due to a missing dll. api-ms-win-crt-runtime, I tried installing this from several sites but get the message that win7 needs updating but also that it cannot be updated as it no longer supported. I can see there might also be a problem getting .net installed as well.

I have seen when searching here that people are running urw on xp but it seems you cannot install on older versions. Does anyone know what is the oldest windows version you can install urw and character editor on?

7
Not exactly sure if this is a bug or a feature but it does seem to be incorrect.

Squirrels are damned nuisance to hunt at the best of times, 12 metres up a tree and easy to miss by throwing anything at it. Even up small trees the are about 5 meters up so only missile can hit them, eventually. The problem seems to be saplings, these seem to be about two or three meters tall, you can walk over them and visually they look shorter than people, then again scale is not accurate in urw, the squirrels look to be the same size as people. It seems logical that a squirrel up a sapling should be open to attack with a hand held weapon, especially a staff or spear. Trying to use anything other tan a thrown weapon on a squirrel in a sapling gives the message 'it is to high up above your head' even though it is looking you in the eye.

There seem to be two solutions, eithr they do not try to hide in saplings or you can hit them with a weapon as they are low enough to reach.

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General Discussion / How to avoid boredom
« on: September 22, 2021, 12:51:58 PM »
I realise that this post probably says more about me and my mental state than it does about urw, but I am looking for some constructive advice.

When I started playing a couple of years ago I died quite regularly, mainly due to stupidity as I learned what was important to survival. Then I started a real character, spent the end of winter months in an out of the way spot, mainly fishing, trapping and burning a lot of firewood. In the spring I explored to find a better site for a homestead. I found a site where I could net fish and set some trap lines and there was sufficient growing plants so food security was not a problem, and I set about clearing some land for crops and building a modest log cabin. This was where boredom set in, it was like going to work everyday, something irl that I gave up decades ago. I found it harder everyday to actually load the savegame and continue.

I tried starting several dozen new characters, with different conditions, usually getting harder to play, in case the challenges could overcome the boredom. Usually after 3 months I have reached the point of food security, decide I have won the game, then commit suicide by swimming naked as far as I can. Obviously I am missing something or I am not suited to this particular game.

Any advice would be welcomed.

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Suggestions / Ability to select starting position
« on: July 23, 2021, 10:07:15 AM »
Following the discussion at http://www.unrealworld.fi/forums/index.php?topic=6072.15 about Nights scrpt to allow better chice of starting position as a option, is it possible to add some similar code to the vanilla game? The script requires Microsoft .Net to work which limits it usefulness on other systems and even some none technical windows users have problems, if it was in urw as an option, in some form, then it would be cross platform and better integrated.

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Not bugs / [Solved - not a bug] milkweed harvesting problem
« on: May 15, 2021, 10:05:08 AM »
Using 3.62 with BAC I have a problem with milkweed.

Picking leaves  is no problem. Harvesting the plant and threshing it without picking it up is no problem. If I pick up the harvested plant, with the idea to collect serval before threshing then there is a problem. I can examine the plant in my inventory with herbalism skill but if I try to drop the plants to thresh or just store them the drop menu does not list the milkweed and the programme crashes to desktop with no error messages. So far this always happens with milkweed and I have not found any other harvestable plant that cause the problem, but I have no come across many plants.

Savegame sent to Sami.

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Gameplay questions / Problems with finding a cave
« on: May 06, 2021, 11:02:06 AM »
For the first time ever I got a cave indicator on the F6 map and thought this might provide shelter for my first winter as I have no metal axes.

I jogged towards the spot zoomed out and at one point the programme zoomed in and said I had found a cave on a mountain but I could not see anything that looks like a cave or cave entrance. The F6 map showed I was not quite in the centre of the cave marker, that position matched in a pine mire fust SE of the mountain.

I found a couple of screenshots on the fora showing people in caves but have no structure even similar. The wiki says the entrance is always at the east end and you need a torch to see anything inside. Does this mean I will not see the cave until I go into to it? I tried walking into every east facing rock wall and either walk to the west, get asked if I want to climb or am told it is to steep to climb. It seems from some early screenshots that caves might appear as black holes until you go in with a torch. My problem is I am not sure what I am looking for. The wiki also informs that if you enter the cave square from the east then you will be facing the entrance, I assume this means if you are zoomed out and travelling west, but I cannot get the auto zoom in to work after the first time.

How do I find this cave?

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Gameplay questions / Bloodloss
« on: April 21, 2021, 01:02:57 PM »
So just what is bloodloss? I know that you can lose blood from wounds, such as opening a wound when treating it, and you can get messages like 'you are bleeding to death.'
There is a bloodloss indicator on the UI but no scale or other indication of what it is telling me. Stats like injury, fatigue, starvation and load carried all have malus points but bloodloss does not, as if there is no penalty for not having any blood left. I recently had a case of bloodloss when treating a severe wound in my leg, I stopped the bleeding immediately and the bloodloss indicator was full, there were no ill effects that I could tell. I then treated seven minor wounds with no problem then I tried treating a severe cut in my eye which also started bleeding, again I stopped it. The bloodloss indicator on the UI did not change as it was already full and there seemed to be no ill effects to losing 200% of my blood. Over the following days the level on the UI slowly dropped to about 50%.

So I am left wondering what the indicator means, what are the effects, if any, of bloodloss and what causes to blood to be regenerated?

My medical training tells me that the should be some slight fatigue and reduced coordination as you approach 30%, dramatically rising as you get towards 40% followed by unconsciousness. Making new blood relies on being well fed and plenty of water. (irl it is a bit more complex but urw does not model vitamins and trace elements)

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Gameplay questions / Problems with rituals
« on: April 11, 2020, 11:22:22 AM »
I am having problems with the whole F4 thing, this is not a game problem but a problem with my philosophy of life.

My view is you are born, you stuggle in various ways to live then you die, no afterlife, rebirth, gods or such like. I have difficulty with suspension of disbelief in a game that is supposed to emulate life. I can cope with magic and supernatural beasts in fantasy games as they are not like life at all. I can also accept that so called 'primitive' races would invent explanations of a spiritual nature to explain things the do not understand, such rituals etc. may appear to work to them but would of course not do anything. At best they may make the person better at a task because they think some spirit is helping them though in fact any benefit is their better concentration or just luck.

I have forced myself to try playing using the rituals I know and have played the same character without using rituals at all, there seems to be very little difference, at least in 6 months of playing. The main difference is I feel better about my character when I play without using rituals, especially with some of the illogical ones.

My question is basically, is it possible to play long term with using rituals? Or does it get more complicated with years of playing while ignoring the F4 button?

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General Discussion / wiki and email
« on: February 17, 2020, 01:03:31 PM »
It is not clear who the administrator of the wiki is, but I have come across a problem that might need administrator access.

In creating an account there is an option to add an email address to enable things like notifications. In order to get email actions enabled you need to reply to a setup mail but no mail is ever sent. I have tried several email address' just in case the system does not like some domain names. Could whoever has privileges look into this?

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Solved'n'fixed bug reports / [Partly solved]regular crash to desktop
« on: April 02, 2019, 12:43:08 PM »
Running latest version I get regular, as in once or twice a day. I Now run from the command line to get error messages and always get

 /bin/urw: line 170: 30476 Segmentation fault      (core dumped) "${URW_BIN_DIR}"/"${URW_BIN}"

The ctd does not seem to be related to any particular action I perform. Using Arch linux.

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