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Messages - Sami

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1
Development News / Scattered remarks of pausable items and core functions
« on: September 13, 2024, 05:29:16 PM »
Oh yes, there's been decent workflow going on in september. And some rainy days too, which always increase the coding endurance. ;)
Here are some brief remarks and additional details to where we were at with the earlier posts from the late summer.

The main work remains the same, transition to pausable item crafting. At this point majority of the Make menu item categories are now pausable.
If all goes well, only clothes and transport categories will still persists in to-do non-pausable stage upon release of the next version.
The upcoming tree species based timber is now in effect with the applicable craftable items
and specific tree species is occasionally preferred, or sometimes even required. This brings in a whole new approach to acquiring timber and item crafting.

To give a few examples birch tree is preferred for making wooden shovels, cups and bowls. For wood slats pine is preferred, and shingles need to be made exclusively from blocks of pine. For crafting a paddle spruce is required. And the bows are best made out of pine or birch.

The tree species preference is indicated within the material and tool selection dialog the same way as all the other preferences.
In the screenshot below you'll see how it goes when longbow crafting is initiated:


In cases where certain tree species is preferred it's still possible to use material of any tree species, but if it differs from the preferred types the quality of the produced item will be lower. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.

..

As we undergo transition to pausable crafting many item recipes go through adjustments and additions.
Recently we introduced raw material yield property, which is also available for modding as [yield:num].
This property defines how many crafted items a certain raw material can yield. It's in use for example with making staves, so that you can make
three staves out of one slender tree trunk. The yield information is now also indicated upon starting to craft something,
and before selecting the desired number of items to craft. This way crafting can be planned sparingly.
In the screenshot below you'll see the slender trunk yield indicated when staff crafting is initiated:



It's likely that the crafts that are currently made in batches will be checked for possible use of the yield property to make their crafting more informative and intuitive.
The yield property is not practical for all the items, but in cases where you are kind of asked for "how many batches of items that are made eg. 5 items in one go" it
can help to simplify things to quite an extent.

With all the new properties and tags and preference specifications we've had to touch the very core functions of item crafting that lay deep within the game.
It's been quite unnerving to open these functions up for tweaking as if we make mistakes there the whole game will suffer from the consequences.
Thus, we've led easy paced and precise coding and testing periods with these.
So far, so good.
So let's continue.

These are future features - not yet functional in current version 3.84.

2
Bug reports / Re: [3.84] Unobservered dogs don't get hungry
« on: September 13, 2024, 04:09:23 PM »
Yes, this isn't a new thing and I'm aware of the issue.
It's more of a not yet accomplished part of simulation for the lone pets in cases like these, rather than something being bugged.

3
Bug reports / Re: Stackable Items not stacking
« on: September 13, 2024, 04:06:38 PM »
I can check out specific stacking issues if savegames are provided. Maybe it's best that people who have troublesome non-stacking items send e-mail about the case beforehand and after getting confirmation from me then the savegame can be sent. The reason of items not stacking is simply that they are different in some of their properties, regardless of the same name.  And there are a lot of individual properties an item can have.

4
Suggestions / Re: Pre-generate remains of dead animals
« on: September 05, 2024, 10:51:21 AM »
Actually there can be animals, and all sorts of life, also at the terrain you visit for the first time. So it's not so that you have to hang around for some time before things start to 'spawn'.
The completely new areas are also given a period of life cycle, the present animals living their life etc. so there's always a history of incidents at the moment the character enters terrain for the first time. So, in theory it's possible that you'll find animal remains also on a fresh, firstly visited terrain. As you can find all the other marks of animal and NPC activity as well.

In the past, years and years ago, the spawning was more of a thing and it originated from how traps were handled within the code. That was re-worked back in 2015 in version 3.20 and after the animal appearance hasn't been dominated by the gamey spawning mechanism.

5
Development News / Lagging, delaying, travelling
« on: August 19, 2024, 03:10:32 PM »
Hey hey, just a note to let you know that I've fallen behind my development schedules on almost all fronts.
The summer was all too busy to maintain a good workflow, and when there was a good workflow many unexpected coding issues kept arising.
The features I dreamed of being close to release candidate stage by now are still lagging and delaying.
And now a few weeks of travelling takes place so the radio silence is to be expected until september.
I'll hope the spirits will make my autumn more coding friendly.
Let's catch up then.



6
I try to be just direct, buy perhaps I've come off as too harsh. Of course that's not "nothing", it's very far from it. :)

I'm just trying to say that as long as the modding system isn't updated/improved further, it will remain impossible to mod a ton of things that aren't insignificant. For example to add new, or modify (in random order):

- biomes/terrain/map gen
- weather
- animals/enemies
- cultures
- NPC behaviours
- UI elements/keybindings
- sound effects/music
- quests
- rituals
- buildings/structures
- special events/spawns
- starting scenarios
etc.

IMHO it doesn't matter much if there is an entire player-friendly language that makes modding things like that easier. It can be complicated and only understandable to the most insane and determined wizards out there ;). Having any API for it would go a long way though, vs not having it at all.

Just a quick remark here, I've brought it up many times since the early days of modding capabilities that as a developer I'm more interested to develop the game than a modding engine/script. I think it repeat myself with this at least annually. As we speak the dev. plans list has no more modding goals added, even though impromevents sometimes come along.  Even though it would be super great to have super capable modding possibilities to create a world of your own - with quests, scenarios, terrain, rituals, and all that - that's just not going to be the case with UnReal World.  There are games that are crazy moddable, with that sort of deliberately chosen path of development from the start, and it's great - but it's also a different path of game development. I've got a different approach here. It's not news. And if the limited moddability is a restriction to roam the unreal world one can always pour their modding energy in the games that allow all their modding desires. There are games like that out there, a plenty of them, and good ones too.

7
Suggestions / Re: NPCs offering herbal knowledge?
« on: August 09, 2024, 07:00:19 PM »
This kind of game world tips and information from NPCs to PC would surely make things more lively. We've got several similar ideas on our to-do lists, but can't quite say when they might end up in the game.
 

8
Suggestions / Re: [yield:num] improvements
« on: August 09, 2024, 06:55:53 PM »
Yes, I agree, the new yield values should be communicated to the player so that crafting could be as efficient as possible - when needed.
However, F1 encyclopedia isn't a good place for this sort of information as the values are prone to change. 
Written descriptions (eg. +'Slender Trunk, yields 3 arrows') at recipes would be somewhat working hack, but as the requirement dialog is displayed only after selecting the number of items to craft it would need cancelling and crafting again to correct the desired number if need be.

I'd like to have the information displayed dynamically upon crafting without requiring any additions to the diy_ recipes.
Just haven't had time to consider a good practical approach to it just yet. One solution would be to display the applicable yield information as a game message before selecting how many to craft. For example like this:

HANDCRAFT OPTIONS: Arrows
ARROWS: Blunt arrows
One slender tree trunk can yield 3 blunt arrows.
HOW MANY (OF TOTAL 10)?

I think the raw material loss, be it slender tree trunks or something else, will remain a part of the crafting system in the future too but the yield value can ease it up to some extent.
In theory all the wood raw material and their requirements could made length based so that for a blunt arrow you would need "1 meter of slender tree trunk" but uh...that sort of an overhaul is pretty much out of the question at the moment as there's quite a bit of something else on the table right now.

Moreover, we like to think that slender tree trunks also differ in shape and size and sometimes you might find less good portions of wood for eg. blunt arrows from some of them.
Of course this isn't reflected in the game on other than imaginary level, but it may help to cope with the material loss if you roleplay it that way ;)
Raw lumber one fells in the game isn't always of the same standard shape, size and straightness.

Nevertheless, the yield information upon crafting is a good and solid idea, also on our to-do list, and ideas for the implementation are welcome.

9
Mod Releases / Re: BAC looking for new caretaker
« on: July 29, 2024, 08:04:05 PM »
Quote
A customer coming into a store having a staff tell them its a "battle" and how "little" the customer means the staff is an asshole.

I 100% agree with that. But I must admit that I haven't seen that happen in the context of this discussion about "please add a new hotkey for modded crafting recipes". I have seen Brygun making that interpretation

Those are quotes from Saami's words not an "interpretation". Not facing the issues only made you look worse.

"a battle you can't win" was in Saami's original responses.

Not an interpretation. A quote.

So here's the thread so everybody can read it and make up their mind:
http://www.unrealworld.fi/forums/index.php?topic=7264.0

If somebody is till puzzled about what I mean with a certain phrases it's best to ask me directly for a first hand opinion.

10
Bug reports / Re: Can't complete adventurer quest
« on: July 28, 2024, 06:05:51 PM »
I accepted a quest from an injured adventurer to find his spear. The game crashed when I found the site, but seemed ok when I reloaded. Now I have the spear, there's no option to give it to the adventurer, but I can ask him where he is. He is also no longer injured.

I checked out the savegame and luckily everything is alright. It's just so that there are (unfortunately) two adventurers with the same name in the village. The right one can be found just a little more in the north in the village, and you'll recognize him being wounded. He accepts the spear and quest can be completed.
Now I don't know if the crash somehow caused duplicated, not-wounded adventurer with the same name in the village, but the good news is that the quest still works and can be completed.

11
Will a fire be required to light a shingle and will it be possible to light a fire from a shingle?

Yes and yes. ;)

12
Bug reports / Re: [3.84.2] Drying fish out of season
« on: July 23, 2024, 12:32:44 PM »
I've just started playing a character with 3.84.2. I started in spring (while snow was still on the ground), and it allowed me to set fish up to dry. Fine ... but even after it started raining, it still allows me to hang fish to dry.

Are the "dry and cold" climate conditions just no longer necessary?

Bert Preast is correct that "dry and cold" conditions simply refer to the time of the year, so there's no bug involved in here.
There can be rain, or any changing weather conditions on the individual days during the acceptable period too.

13
Will building prefer pine logs and is it in the possibilities for pines to produce more than a single log? As currently one needs 6 logs to build 2m/6’  long section of wooden wall. Even if log was less than 30cm/1’ in diameter, one would think a single log would produce more wall. And trunk could produce 3-4 logs.

We're not that far yet but requirement for pine logs would be easy to add now. However, it wouldn't have real effect on the building properties so purely cosmetic/atmospheric thing - at this point at least. Changes to log production mechanics haven't been considered at this point of workflow but it's a reasonable suggestion to get more logs out of one trunk.
Building log houses in this 2x2meter tile-by-tile fashion is naturally very unfit in every way and the original logic of assumed log production and building time investment - as in compared to real life effort - hasn't been re-checked lately.

14
will the random tree trunks found in the wilderness be randomised to match the tile? mostly pine in pine mire, heathland, lichenous pine forest, mostly spruce in coniferous forest, spruce mire, mostly birch in groves?

This is something I added to my to-do just recently, so sooner or later it will be like this. I don't know yet how tricky changes it will take to the terrain generator, but hopefully it will work out smoothly.

15
A preemtive question: Are you updating the punt quest to specify and require a particular kind of tree trunk, or are you updating the fulfillment test to check against any type of trunk?
I would probably go towards a specific kind of tree, given that the quest giver is rather particular in the request, so a species restriction would seem reasonable.

Asked because it's the kind of thing that can break as a result of splitting trunks up while still easy to miss the dependency.

This haven't been yet considered, as there are some underlying ambitions regarding punts. See, at some point - as the pausable crafting proceeds - we will introduce punt crafting for the player character as well. It's just so that when it happens the punts will be made out of big aspen trees, and currently there are no big aspen trees in the game.
So, none of the current big tree species isn't really a preferred species for making a punt so it feels a bit in vain to add specification just to change it later when there will be aspen trees. We'll see how the actual work order will go, but for now I think the punt quest may remain the same and any generic trunk will do - if it's cut under the specific quest related conditions.

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