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Messages - Night

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31
General Discussion / Re: ##urw IRC Chatroom
« on: July 17, 2021, 11:32:49 PM »
Maybe it would be better to have a Discord channel?

Already exists :)

Is this still active? The invite seems to have expired.

Unofficial URW Discord:
https://discord.gg/Fw58NPUY3u
this link shouldn't expire.

32
Mod Releases / Re: [3.70 Beta] [3.63] URWSSSelector v1.0.3
« on: July 03, 2021, 02:08:43 AM »
~Updated for 3.70b beta, minor bug fixes, middle mouse click instructions added to OP

33
This is pretty close to getting struck by lightning in a video game, considering the statistics of an animal (ground bound as well) being stuck in that exact spot with that exact configuration of trees out of the 215000~ grid of rendered tiles. Somewhat of a special thing to see in terms of the virtual.

34
Not bugs / Re: Power outage, now URW doesn't work
« on: May 26, 2021, 08:40:12 PM »
So my city lost power while I was playing, and now URW won't boot. It shows up on the taskbar, but there is no window or instance running anywhere ???

Do I have to reinstall or something?

Problem is due to winpos.dat file being set to 0,0,0,0 (saves your screen co-ordinates and width/height)

if you delete:
C:\Program Files (x86)\Steam\steamapps\common\UnRealWorld\winpos.dat

should fix itself when you run it again. otherwise just do an integrity check/reinstall as privateer suggested.

35
Mod Releases / Re: [Tool] Character Designer v1.1.0b
« on: May 25, 2021, 07:17:49 AM »
~Updated image host to github URL

36
Mod Releases / Re: [3.63] URW Mod Extender v0.0.3
« on: May 06, 2021, 11:22:01 PM »
I see. Hopefully it can work out in the end! I'd totally be willing to even donate a bit of money for it.
What about adding new animals? I wouldn't mind seeing some more variety in wildlife.

I can copy/paste animals and modify their sprites pretty easily, and I can insert them into the map. I haven't done much testing on how their AI handles itself though, and theres alot of data I haven't mapped, so full editing isn't something I can currently do, but sprite, some weight values, names, vocals and attack text I can edit, and acouple of other things. Most likely I can just copy current NPCs and overwrite the sprites and such, and it will probably inherit the rest of the original NPCs functionality, so ideally you could just base new NPCs off of old ones as far as aggression/leashing/AI stuff goes.

here is what I have currently mapped for NPCs (data i know for sure (okay maybe not for sure but pretty sure) does the intended effect)
Code: [Select]
                ClassID = 0x0,
                CreatureID = 0x4,
                Name = 0x8,
                Nickname = 0x30,
                Portrait = 0x49,
                Sprite = 0x2B6,
                Vocals = 0xA8,
                //Vocal2 = 0xB2,
                Attacks = 0xDE,
                //Attack2 = 0xEA,
                Skills = 0x115,
                Items = 0xB4,
                MeatWeight = 0x94,
                IndexID = 0x52C

A minor test I performed a long while ago where I changed a cow's name to 't-rex' and butchered it showed that by products of the new 't-rex' inherited its name appropriately, IE: t-rex cuts, t-rex fat, etc.

I can also, to a limited degree, control their x, y, and direction, but game code still affects NPCs when time passes so, I've no idea how their AI will try to react until I run more tests. Ideally looping x/y/direction would allow me to lock their position, if I needed to.


I've got a few things going on in the project currently, but I think next update will be focused on adding containers to the game so we can store larger quantities of items in our home areas.

37
Mod Releases / Re: [3.63] URW Mod Extender v0.0.3
« on: May 06, 2021, 08:21:21 PM »
Would this allow the implementation of dynamic character sprites?
I can pretty much do this, the problem I run into is at the end, after changing all the data, the user is forced to press F9 to reload the games images from the truetile folder. Normally this wouldn't be too much of a problem because I could program it to send the F9 key when it detects new sprite changes, but F9 tends to be a bit buggy and can cause the game to crash.

The alternative method is generating every possible sprite combination and putting them all in the truetile folder before starting the game, which would keep them all available without using F9, but then you run into the problem of having thousands of sprite sheets for tiny changes.


38
Suggestions / Re: Village crafsmen
« on: April 29, 2021, 11:36:38 AM »
If you're playing on Windows, you might be interested in taking a look at URWME and Cultural Crafts, and experimenting with your ideas if you're into modding at all.

39
Suggestions / Re: Honing blades
« on: March 24, 2021, 11:44:22 PM »
This is also potentially achievable via modding. Would require a bit of work to make it immersive though, such as attaching it to a skill, a grinding wheel for sharpening, etc. Item quality is very easy to modify however, could also include item degradation in the long run.

40
Modding / Re: Adding Custom Music?
« on: March 24, 2021, 11:25:33 PM »
Spoiler: show
Sorry for the late reply, I've been in-and-out of the game as of late. ^^;

I have this planned as a feature in my current project. My question is, when do you want sounds/music to be played? looped? I have many ways of doing it, so I'm open to ideas people will actually use contrary to just my own thoughts.
@Karmatose , @ConnorA

I was imagining something where for example you could have different atmospheric tracks play depending on whether you were deep in the forest, or in an open field where you can see and be seen for miles on end. So...locational based, but also event based like for example if you're in a fight with a bear, the track would change, etc...Possibly different tracks for different times of day, as well. I think this could work with either music, or ambient sound (like crickets chirping in a field at night), or a combination of both. Might be interesting to also have the music get more intense as your physical condition gets worse... Like the closer you are to death the more intense the music gets (if you're still in a battle) but if you've left the battle/you're dying for non-injury related reasons, then the closer you get to death the more ominous the music gets, and then at a certain cutoff point the music starts to get very quiet...until it stops completely and you die. But, that might be a tad too advanced to be honest.

My worries are that finding good copyright-free music/ambient might be difficult. Using a site like https://asoftmurmur.com/ to create ambient mixes might be interesting though, but I'm not sure about their terms of use (despite reading it the legal jargon went a bit over my head..but from what I understand that specific site allows usage for non-commerical use only?) or if you could manage to convert the tracks you make into MP3/WAV files or not.

@Night Is the project you're referring to your URW Mod Extender (https://www.unrealworld.fi/forums/index.php?topic=6325.msg18406#msg18406) you released recently? I'm looking at the thread and as someone brand new to modding in URW I'm...somewhat lost ^^; How would this be used to add music?


Most of what the mod extender does is providing more access to the games data/functionality. In the case of sounds/music, they could be activated in several different ways, such as when the terrain type changes, or when an game object is near the player (NPC/item/tracks), probably several more options if I think about it. All of these things I detect through a loop/loops dedicated to tracking that data. In the future, I plan to have a scripting system based off of these events, that follows a similar syntax to URW's crafting syntax, some examples might look like:

Code: [Select]
[START_TerrainChanged]
   .MyCustomScript1.
   Conditions:
      [TERRAIN:pine mire]
   Actions:
      PlayMusic("PineAmbience.wav")

   .MyCustomScript2.
   Conditions:
      [TERRAIN:village]
   Actions:
      PlaySound("EnterVillage.wav")
[END_TerrainChanged]



[START_PlayerChanged]
   .MyCustomScript3.
   Conditions:
      [HEALTH:<80]
      [SWITCH:HasGrunted] == false
   Actions:
      PlaySound("Grunt.wav")
      [SWITCH:HasGrunted] = true

   .MyCustomScript4.

   Conditions:
      [HEALTH:>=80]
      [SWITCH:HasGrunted] == true
   Actions:
      [SWITCH:HasGrunted] = false
[END_PlayerChanged]



All of the above code would be handled by the mod extender in an script.txt file, when conditions/actions are met. Also, there would be some control mechanisms to repeat actions, or to only execute them once, or to only execute them once everytime the condition is met. I haven't currently implemented it so, the above is just a psuedo version of what it will most likely look like.

Basically, a condition/action system, with functions that will allow for user input, such as PlaySound("SoundFile.wav"). When I've completed more of the project I will document the functionalities more thoroughly, but most of what you said is within scope.

The only thing that might be difficult with what you said is transitioning between ambiences in the case of combat, mostly because I'd have to track the duration of the sounds playing and then transition to the next at the end of the first sound so it would sound smooth, but it is possible to do.


There also may be other areas where I can implement sounds, but this would be the main place.
@Karmatose


As for copywrites, I have no clue, It's a big mess when it comes to fan-made projects, but I just assume as long as I'm not profiting off of something it shouldn't be a problem. Probably costs them more to send a C&D to someone using their stuff for non-profit personal/fan based entertainment than ignore it if its not cutting into their dough. I'm not a legal expert though, so don't take anything I say as fact lol. I know that most media type property has a license attached to it, so thats probably what you would want to refer to most of the time. Some just require crediting the source.

41
Mod Releases / Re: [3.63] URW Mod Extender v0.0.3
« on: March 11, 2021, 12:31:57 AM »
~Updated to v0.0.3

42
Mod Releases / [URWME] SheepShearing
« on: March 11, 2021, 12:30:48 AM »
[URWME] SheepShearing

This is a very small mod I threw together to use in conjunction with URWME (Required), when near a sheep, allows the player to shear it for wool. Needs a bit of work as I didn't include requirements for shears, and I'm unsure about how much wool a player should be able to gather from one session. Additionally, I have no way (yet) of marking a sheep as sheared so it can't be re-sheared immediately, so some restrictive RP must still be used when using this as you'll still be able to shear the sheep indefinitely (and also sheep not owned by you).

Read !instructions.txt on setting up the menudef in your URWME_Config.txt file, or alternatively set it up in a regular menudef_ file.

Here is the recipe:
Code: [Select]
[SUBMENU_START:Animal Crafts]

.Shear sheep. "Hunting Horn" *HIDEWORKING* /2h/ [effort:2]
IsNearNPC(sheep);
{[TILE:IsNearNPC]} <Broad Knife> +'A sheep to shear'
HideWhenFalse();
[TYPE:skin]
[MATERIAL:wool]
[NAME:raw wool]
[TILEGFX:it-rawwool]
[WEIGHT:15]

[SUBMENU_END:Animal Crafts]

If someone wants to take this on as their own project feel free, as I'll be spending most of my time updating and improving URWME.

Ask questions or report bugs here, or on the URWME thread.

43
Mod Releases / [URWME] CulturalCrafts
« on: March 11, 2021, 12:23:14 AM »
[URWME] CulturalCrafts

This is a quick mod I threw together to use in conjunction with URWME (Required), utilizing IsNearNPC() I made a few recipes that allow the player to take a regular item, such as a spear for example, and give it to a nearby NPC to upgrade into their cultural equivalent. This should allow players to more easily acquire these items, but not so easy that you can just craft them anywhere, as you will need to be near a craftsman of the specific culture to craft a desired item.

Read !instructions.txt on setting up the menudef in your URWME_Config.txt file, or alternatively set it up in a regular menudef_ file.

Here are the recipes:
Code: [Select]
[SUBMENU_START:Cultural Crafts]

.Ango. *COMMON* [effort:0] /0m/ \2d\
IsNearNPC(Islander craftsman);
{[TILE:IsNearNPC]} <Rock> +'Islander craftsman'
HideWhenFalse();
{Spear} <Spear> [remove] +'a spear'

.Skramasaksi. *COMMON* [effort:0] /0m/ \2d\
IsNearNPC(Sartolais craftsman);
{[TILE:IsNearNPC]} <Rock> +'Sartolais craftsman'
HideWhenFalse();
{Hunting Knife} [remove] +'a large hunting knife'

.Kaumolais Knife. *COMMON* [effort:0] /0m/ \2d\
IsNearNPC(Kaumolais craftsman);
{[TILE:IsNearNPC]} <Rock> +'Kaumolais craftsman'
HideWhenFalse();
{Hunting Knife} [remove] +'a hunting knife'

.Kaumolais Spear. *COMMON* [effort:0] /0m/ \2d\
IsNearNPC(Kaumolais craftsman);
{[TILE:IsNearNPC]} <Rock> +'Kaumolais craftsman'
HideWhenFalse();
{Spear} <Spear> [remove] +'a spear'

.Northern Knife. *COMMON* [effort:0] /0m/ \2d\
IsNearNPC(-tribe craftsman);
{[TILE:IsNearNPC]} <Rock> +'Northern craftsman'
HideWhenFalse();
{Hunting Knife} [remove] +'a hunting knife'

.Northern Bow. *COMMON* [effort:0] /0m/ \2d\
IsNearNPC(Owl-tribe craftsman);
{[TILE:IsNearNPC]} <Rock> +'Owl-tribe craftsman'
HideWhenFalse();
{Long Bow} [remove] +'a long bow'

.Northern Spear. *COMMON* [effort:0] /0m/ \2d\
IsNearNPC(-tribe craftsman);
{[TILE:IsNearNPC]} <Rock> +'Northern craftsman'
HideWhenFalse();
{Spear} <Spear> [remove] +'a spear'

.Fisher's Knife. *COMMON* /0m/
IsNearNPC(craftsman);
{[TILE:IsNearNPC]} <Rock> +'Any craftsman'
HideWhenFalse();
{Knife} <Knife> [remove] +'a knife'

[SUBMENU_END:Cultural Crafts]

If someone wants to take this on as their own project feel free, as I'll be spending most of my time updating and improving URWME.

Ask questions or report bugs here, or on the URWME thread.

44
Suggestions / Version information in file properties
« on: February 16, 2021, 11:34:39 AM »
This doesn't really have anything to do with gameplay, so, more of a request than a suggestion. It would be helpful for third party modding purposes if I was able to acquire the version info via urw.exe's file properties:


Currently I am using news.txt and returning the first line with "Version", which suffices, but feels informal and potentially less stable over time.

Here is some information on C/C++ implementation;

https://docs.microsoft.com/en-us/windows/win32/menurc/versioninfo-resource
https://www.zachburlingame.com/2011/02/versioning-a-native-cc-binary-with-visual-studio/

Thank you for taking the time to read and consider our suggestions, as always, it is appreciated.

45
Mod Releases / Re: [3.63] URW Mod Extender v0.0.1
« on: February 16, 2021, 03:41:44 AM »
On initial load it generated the error and detail attached. So I quit out.

On re-running there was no error but it was running URW from my steam version 'NOT' the private version (non steam) directory where URW and the URWME (and files) reside.

 I'll have to clean up my steam directory before I can test there (by just letting it run).

- Patched/improved process detection, included in next update.

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