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Messages - Sami

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1
And now it's found and fixed. Duplication occurs if the task gets cancelled right at the item requirements dialog. So in this case it happened when Plotinus tried if the tanning could be proceeded without the working log being present. The requirements dialog appeared and got cancelled due to missing log, and at that phase the duplication occurs.

Fixed - persists in 3.83

2
Bug reports / Re: [3.83] Duplicated hide with pausable crafting
« on: April 24, 2024, 07:50:02 PM »
I tried to reproduce on my end creating similar condition where the tanning task was started, but cancelled at some point because of the character being too tired.
However the duplication didn't happen on my end, so there are some underlying variables that mix things up.
Plotinus, if you still got the save please send it over, and I'll see if I can reproduce it on that location with that character.

3
Bug reports / Re: [3.83] NPCs wandering farther from village
« on: April 24, 2024, 07:08:56 PM »
Hmm. This is likely related to adjusted NPC time intervals as result of fixing this bug:
http://www.unrealworld.fi/forums/index.php?topic=7074.0

Villagers can for example decide to go for a little random walk, say for 10 undefined time units.
Now the recent adjustments made these time units, for peaceful walk tasks also, to last longer than before so the NPCs will also venture farther.
They return eventually though, but this makes village interaction more troublesome than before so we'll check, adjust and fix it.

4
Bug reports / Re: [3.83] Lake village dying out by hypothermia
« on: April 24, 2024, 07:03:49 PM »
Oh, heh, this could be a scene from so-called Hölmöläis village. See, there are finnish humoristic folktales about Hölmöläiset people, which translates as simpletons, or goofies, or loonies. In the tales Hölmöläiset/simpletons live in their own village and do stupid things over and over again.

But well, seriously, I'm thinking what was their incentive to go on the ice.  Had you visited this village before, or did you just find it like this?

This might be related to NPCs wandering further away thingie:
http://www.unrealworld.fi/forums/index.php?topic=7252.0
..but NPC should should still avoid thin ice.

5
Bug reports / Re: [3.83] Hafted weapon quality bug
« on: April 24, 2024, 06:55:53 PM »
Combine decent or higher quality of the head and any grade of the haft, assembled results are always fine grade(Ex. fine spear fine shovel).
Didn't have chance to test lower grade materials.

Yes, there was a bug especially with the poor haft quality not affecting the finished weapon quality correctly. The varying qualities were still plausible but with certain skill levels the results were pretty much always as reported here.
Fixed now.

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And if assemble with perfect haft and disassemble, haft is graded down to fine.

This is normal and mentioned in news.txt. Dehafting always wears the haft to some extent and may eventually even lower its quality permanently.

6
Development News / Spring things, pausable things, future things
« on: April 08, 2024, 08:43:26 PM »
Springtime is busy time - both out in the nature and inside the development chambers. We're preparing for a new version release still this month.

Pausable crafting additions is proceeding strongly. Quite a batch of craftable items will be using the pausable crafting mechanics in the upcoming version.
At this point the pausable crafting mechanics will cover all the weapons, lumber items, hafts and  item traps such as paw-board fox trap and loop snare - and some more are likely to be added.  So, with the upcoming version more than half of the craftable items will become pausable tasks. And in the version after that we'll likely manage to have all the crafts pausable, allowing it also in all the diy_*.txt modding.

A new skill, bowyer, will be also added. It's quite self-explanatory that this is the ability and knowledge to make bows and the craftable bows now call for bowyer skills in their crafting. And longbow will be made available as a new craftable bow type for the player character.

So, for the next few versions we'll be working mostly on item related additions, and hope to have these released in decent pace. After that, when all the crafting is pausable, we'll move into adding new quests. Some of these will be small and casual, but some will be most exciting for the  players who'd enjoy the presence of marriage or permanent companions.
Let that be a sneak peek in advance further into this year's plans.

7
Development News / Re: Pausable weapon crafting
« on: April 08, 2024, 07:58:58 PM »
Will there eventually be a modding tag for marking a task as pausable? I don't see it on the development page yet.

Yes, there will, in a few versions - likely to be reached still this summer. When we're there the pausable crafting will be the default, so the tag is likely to be [unpausable] etc.

8
Development News / Pausable weapon crafting
« on: April 01, 2024, 09:09:47 PM »
The current pausable crafting mechanics have been tested quite extensively by now and only a few adjustments have emerged.
This is promising as eventually all the item crafting will be come pausable - and lesser the problems at this point, the sooner it happens.
For the time being we're still proceeding in small sections and next the crafting of weapons listed [M]ake->[W]eapons category will become pausable.
There will be some adjustments to certain weapon production times as they can be now increased to more reasonable levels.
Shortbows for example will get an average production time of 12 hours or so. A skilled character with quality tools may still be able to craft a shortbow in a day, but with mediocre skill and tools it's a process of several workdays.
Stone-axe will get the greatest production time increase - we'll be talking about 50 hours or so. It really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe will become a survival option which you won't take up too lightly.
For other weapons the changes won't be that dramatic, but changes are still to be expected.

These are future features - not yet functional in 3.83.

9
Development News / Re: Springs
« on: April 01, 2024, 05:19:04 PM »
Will you work on adding brooks and creeks from those springs also?

No, just springs for now.
Brooks and creeks would be a great terrain feature, but that requires kind of a world generator overhaul to have them find meaningful pathways into the larger bodies of water.

10
So.. what should I do with this post? Delete it as though it never happens? Put it in the 'not a bug' sub forum?

We'll be tagging and moving the posts as necessary.

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Thanks, and once again, apologies for the confusion..

No worries, we're all glad it got sorted out. And once again thumbs up for the helpful community.

11
Development News / Springs
« on: March 27, 2024, 12:12:18 PM »
Yes, it's springtime! (pun intended)
We'll be adding springs, water sources bringing groundwater to the surface, in the terrain generation. Springs can be found at varying environments on zoomed-in maps.
A spring found in the wilderness may provide a great spot for a homestead for those who like to live further away from the lakes or rivers. And moreover, springs remain unfrozen even in the winter.
   Some time ago there was also a suggestion to have village water supplies to remain unfrozen for easier spotting. Now we'll make it so the village water supply ponds will be actually springs from now on. And for the migrated characters, the existing village ponds will be turned into springs as you visit these villages.

I guess will also take a little browsing of the old Finnish spellbooks to see if there are inspiring magical means or remarks related to springs. Springs were traditional places of mystical powers and certain guardian spirits. New spells or quests potential is high.

These are future features - not yet functional in current version 3.83.


12
Thanks. Nice and tidy bug report. Fixed now.

Fixed - persists in 3.83.

13
Bug reports / Re: [3.83]"Pick up and wield" function doesn't work.
« on: March 21, 2024, 07:35:00 PM »
Now the strange thing is why it works on previous versions on that device.

I can only think it's SDL library issue as with this version (3.83) we've got updated SDL in use.
SDL does the keyboard input handling within the game.

14
Bug reports / Re: [3.83]"Pick up and wield" function doesn't work.
« on: March 11, 2024, 07:16:12 PM »
I just noticed that now I can't use the combination of "alt"+"," keys to pick up and wield the weapon on ground at the same time. Actually, before v3.83 update, this key combination couldn't work if the item you want to pick up and wield is an arrow. I don't know if it's designed so or bug, but now this function is just not working for all kinds of items.

Tried it (on Windows build) and "ctrl" and "," works on my end. Ezhe, you speak of "alt" and pick up key, but it's ctrl you should use.
If this just typo and you actually tried it with ctrl?

ctrl and (alternate pick up key) g doesn't seem to work at my end either, but I'm not sure if it's new thing - or just my bad/overlook from the past.

15
Development News / Re: Version 3.83 released
« on: March 04, 2024, 11:17:36 AM »
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Occasionally you might find fish splashing in the water even at locations with ice cover. This happened if the water froze again after the spawning had already started in the open water.

For migrated characters who were experiencing this before migration, there can briefly still be fish spawning under the ice, but it went away on its own while i was watching it, when my cow fell through some nearby ice, I think that triggered a check because the spawning stopped and didn't start again. So I think this is fixed :)

Thanks for the follow-up. Yes, there might be sort of an environment update lag while the new code starts working in the old game, but we're also fairly positive it's fixed now.

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