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Messages - Credit

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16
@Credit
I assume you haven't tried to ask questions in the "Gameplay questions" sub forum? That ought to be sufficient to get answers to questions that might have been answered on the old forum, but that obviously won't work for lurkers.
While there isn't a huge amount of posting on the site, there's still activity.

You assume I'm talking about myself, I am not, just giving some points about where things are.

A user wanted to get out of a village because the user made a mistake, creates a thread but doesn't get any help, untill I gave the user some ideas about trying to work with the files. An exercise that has yield more than just a few infos.

17
It must be noted that during the last few years donations have dried out to great extent, whereas downloads of the free-of-charge (ie. donation-based) version have constantly kept increasing. This occasionally makes me wonder about reasonableness of continuing my share of donation-based model, including the video rewards. But nevertheless, the fresh video work is now there. The game is there. And we continue to offer you a freedom of choice to support or not.

I found this about a month ago after needing a new scenary compared to Cataclysm: Dark Days Ahead. I have been playing/modding that for 3 years or so.

There's alot of incomplete stuff related to Unreal World. Website is outdated, WIKI is outdated, old forums abandoned and not merged, so new players need to do "research" in order to find information. Modding ability not fully documented. Forum not telling unregistered users that there's files that can't be viewed. Community not really existing? (this is a I've been here for a month and don't know, but it's what I see atm). Most useful data was written or discussed around 2016/17.

All in all, it's kinda hard for a new player to join, unless you got alot of free time to burn.

It's a wonderful game and you have alot of respect from me in what you have done since 92. But these are the unfortunate facts.

And btw, I didn't know, it could be so exciting (for me) to check your traps and hunt down elks with my best friend, Sneaks (dog). 

18
Gameplay questions / Re: Help plz! Stuck and going to die lol
« on: April 03, 2019, 02:49:10 PM »
Yeah I was just about to write how I spawned a new char in an existing world, but you got what you wanted.

19
Suggestions / Re: But that villager died
« on: March 31, 2019, 03:17:45 PM »
I'm afraid time won't heal the villagers feelings in regards to non-returning companions, but this is not a bug either, it's just a way it is, and I'll move the thread at suggestions.

Adding mechanisms to tell the NPCs what really happened is tricky, and still even if the companions would die fairly I don't know if villagers still should always be like "He died when hunting with you? Ok, we don't mind that, here have a another hunting assistant, we wish him better luck than the previous. Hehe."   :D

This is something to tweak/ponder in the future, but there's not an easy way to find a good consensus.

Wouldn't it be a simple case of adding a descriptor for where the damage came from? ie. deep knife cut/bit off arm. And then when you bring the body, the village shaman would examine the body to see if you were in fact telling the truth? Surely, getting killed by a bear would be different from a fight with a human?

And is there really that many different cases of death in the unreal world? Especially for NPC's?
That could be a good start, but how does the shaman know who's hand held the knife? 
Plenty of players have stated they hire NPC's and then kill them to steal their gear.

I feel like, that would also be the case in the real world without DNA.
Word travels fast in the unreal world. I can see situations where the village would expect death or serious injury.

20
Suggestions / Re: But that villager died
« on: March 31, 2019, 04:38:19 AM »
I'm afraid time won't heal the villagers feelings in regards to non-returning companions, but this is not a bug either, it's just a way it is, and I'll move the thread at suggestions.

Adding mechanisms to tell the NPCs what really happened is tricky, and still even if the companions would die fairly I don't know if villagers still should always be like "He died when hunting with you? Ok, we don't mind that, here have a another hunting assistant, we wish him better luck than the previous. Hehe."   :D

This is something to tweak/ponder in the future, but there's not an easy way to find a good consensus.

Wouldn't it be a simple case of adding a descriptor for where the damage came from? ie. deep knife cut/bit off arm. And then when you bring the body, the village shaman would examine the body to see if you were in fact telling the truth? Surely, getting killed by a bear would be different from a fight with a human?

And is there really that many different cases of death in the unreal world? Especially for NPC's?

21
Gameplay questions / Re: Help plz! Stuck and going to die lol
« on: March 30, 2019, 08:35:58 PM »
It depends on where your characters location is saved and whether a zoomed save is within the character files.

Here's an idea:

Create a fresh world. Copy ZOOM files, WOLRD and WEATHER files into you char folder, *maybe* it'll work. Perhaps try other files that sound world and map-ish and not char data, ie charname files.

22
Modding / Re: Earthenware: some PNGs and thoughts
« on: March 30, 2019, 01:27:11 AM »
Thanks, Credit.

Looking at the wiki, it's not so much TERRAIN which needs to be tweaked: clay digging should not work in all of the pine mire, just next to the water.

That's why I linked it, good it worked out. But AFAIK only the TERRAIN tag allows for multiple inputs, ie lake river, whereas TILE and NEARBY_TILE don't.

23
Modding / Re: Earthenware: some PNGs and thoughts
« on: March 29, 2019, 09:59:12 PM »
Code: [Select]
{[TERRAIN:lake river]}            'Lake or river (not rapids)'
{[TILE:Hole in the ground]}       'Pit for digging clay'

Well, it says it right there, the [TERRAIN:lake river], is not a pine mire.

Refer to: https://www.unrealworld.fi/wiki/index.php?title=Modding#Terrain_List

24
Why is it a joke? There's no [bake] tag used in the recipe?

Items under cookery_* will be cooked with no exception.
For example:
Code: [Select]
[SUBMENU_START:baking]
.RAWfish. "Pike"     *COOKERY* /1/ %30% |-1| :148: 
{Rock} (1) [remove]
[SUBMENU_END:baking]
You'll get a edible, cooked RAWfish in foods.

Yes, I can convert via [TYPE:armour]. I don't understand the idea of things being cooked just because you use the cooking submenu. There's nothing different from that recipe in a cooking submenu or a crafting submenu, as far as I can tell, from my tests.

What I am trying to say is, with the [TYPE:flag], you convert it into another inventory-menu, and thus it makes it unedible and not spoil and for my example with clothing, accually gives it, amour values under the armour screen. Which is why, I don't really understand why the *COOKERY*-submenu isn't used more.

25
Mod Releases / Re: Looking up vanilla item prices and weights
« on: March 27, 2019, 06:27:18 PM »
Been looking for a table like this, thanks!

26
Why is it a joke? There's no [bake] tag used in the recipe?

27
What do you mean? You don't like using the cooking menu as crafting like the make?

28
You can use a simple script to "Exchange" menudefs so that new menus become available, but needs restart w/o modloader.
Also, you can use COOKERY as parent menu, without much trouble, except skill specific items, like shovel, northern spear and the like, but a small knife is totally doable from the cooking menu.

I've also successfully created clothing from a sub-cooking menu.

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anything