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Topics - Brygun

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Off-topic / Slavic shield examined
« on: November 29, 2018, 11:16:55 PM »

Bug reports / Is Nerjpez on open water a bug for a feature?
« on: November 28, 2018, 11:25:36 PM »
Had an unusual encounter today with a Nerjpez apparently trying to cross a wide river/lake when I paddled along, circled him and then tried to close.

I did move onto the same square seeing both mine and his graphic overlapping. Negative on encounter zoom. Manual zoom in done but I couldnt find him.

Did he drown? Thats how Im rp-ing it for now.

Zip of game available upon request.

Mod Releases / [DEVELOPMENT RELOCATED] Brygun's Added Items
« on: November 28, 2018, 12:41:59 AM »
Updating and transferring my mod of useful additional items to the this forum and to game version 3.52

The old forum thread for my mod is:

Currenty my mod is being adjusted to be compatible with Bouidda's crafting. The old forum thread for that is:

Suggestions / Cord vs String
« on: November 26, 2018, 09:18:03 PM »
One of the important things to survival is to make cordage. Simple crude versions are good enough to do things like hang meat for smoking or drying. For example the real life ability to split spruce twigs into cordage. Better quality is needed for things like bow strings.

Since "cordage" is used in survival circles a lot the suggestion is to use "cord" to refer to the lower quality tying material. "String", like a bow string, referring to the better quality item.

Cord can come from birch-bark, split spruce or digging up roots. String requires leather and/or sinew and/or other higher quality resources.

Game logic would need to adjusted to include that a string can be used as a cord but a cord can not be used as a string.

The base game items would need to be adjusted to cord or string in their recipes.

Modders can then provide a better balance of quick survival items without making it to easy to make the "string" of high worth items like bows.

Similarly we might want to consider something for ropes. However we can just let the primitive methods, like braiding roots or "cords", to have a build penalty. Often you just need the rope to be strong not necessarily of refined quality.

Bug reports / Zoom in/out/in/out
« on: November 25, 2018, 05:48:34 PM »
When using enter to switch between the zoomed in local and the area travelling map I sometimes get multiple in/out/in/out cycles. I am definitely not touching the keyboard anymore. Its inconsistent on happening (which is hard to debug) and variable in the number of key strokes it assumes.

My hardware is an Acer Win 10 tablet so this  might also be an obscure OS issue.

I was wondering though if it was possible to block this bug by clearing the keyboard buffer when you zoom in/out. That might stop it from having affect.

P.S. Hi Saami

Suggestions / Helpers: 1) turn felled trees into logs 2) continue paused
« on: November 25, 2018, 02:56:04 AM »
This has probably, almost certainly, been asked of before.

It would be helpful if hired workers could be instructed to convert nearby already felled trunks into logs. The conversion to logs seems to take 3 times as long as felling a tree. This would be an addition so the helper could be set to fell trunks then asked to log convert nearby already felled trunks.

It might also help if they could continue nearby paused building works. There are too many options to just have them start on their own. The player could start and abort, or fatigue out, to have a helper finish the task.

Off-topic / Viking Axe & Shield Combat
« on: November 22, 2018, 04:14:11 PM »

Roland Warzecha is an active re-creating historian talking about one of our popular weapon combinations: Axe and shield

Stories / [Brygun] Journal of Novrus
« on: November 19, 2018, 09:05:33 PM »
Greetings fellow Worlders.

First a thank you to Saami and Erkka for the game. I've decided to inspire writing practice by journal writing another Unreal World play through.

The first couple of posts will be reserved for overall information then the journal will start. If you want to get to the story skip down a few posts.

To those joining or already reading I enjoy the occasional comment from the readers. It is okay to post them in this thread.

Links to my other stories:





The island challenge

An adventure to emulate Conan

A long adventure establishing a first winter house

Not bugs / [not a bug, system specific] Fixed: Could not open audio
« on: November 18, 2018, 09:41:57 PM »

version 3.52 (stable) (steam)

Somehow I've lost audio and not just with the setup menu. Sound had been working recently (yesterday IIRC)

During game launch there is a message:

"Could not open audio"

with press a key to continue.

Running the steam version.

Ran steam verify files and found 2 that didn't verify (didnt tell me which)

Still no sound.

Also did an uninstall and reinstall via steam

Still no sound

I do run item making mods but nothing that should tamper with the sound. I figured the reinstall would have fixed that anyway.

Game is playable in silent mode.

Opening the setup menu finds sound are set to no. Changing it yes shows the volume option but negative on sounds being made. Next time starting game the setup again shows sound to no (likely reset by the couldnt open audio)

Hardware is a Win 10 based Tablet (not a normal computer)

note: other wierd thing for me today is that youtube stopped working. Thought it was on their end.


Update restarted tablet. Sound working again. Must have been a local issue.

Suggestions / Rare random dead bodies
« on: August 19, 2018, 02:43:22 AM »

Just saw the movie Alpha today. At one point he found a dead hunter and got a few useful things. he could have also stripped the clothing too.

It occurred to me that it could be a possible, though rare, encounter to find a dead person in Unreal World. Someone dead from the cold, a sickness got them, starved to death, bleed to death, ate the wrong mushroom and so forth. Our own avatars do die at times. It could be possible to come across a dead person with a few useful things.

It would need to be rare and limited in items to avoid unbalancing the game. For some the "naked and afraid" type play it would be a major find.

General Discussion / Bark shoes
« on: April 23, 2018, 06:08:49 PM »
For those of us dabbling in the low resource side of the survival here is a pair of real world bark shoes

Off-topic / Mors Kochanski, 40+ years of Bushcraft
« on: May 31, 2017, 06:46:56 AM »
Mors Kochanski has spent 40+ years in Boreal forests. Canada mostly as far as I know. As well as writing books on how to skills for survival and bushcraft he setup a youtube channel with lots of information.


Bug reports / Rafting, ice and shallow water
« on: May 28, 2017, 09:11:06 AM »
game version 3.4
Was rafting in the early winter, aka slush, season. Crossing a river. The opposite bank had thin ice and shallow water. Moving forward paddling the raft it dumped me into the water. I believe it attempted to consider me as being on land standing with the raft rather than floating on the raft. The resulting situation was the ice broke dumping me into cold waste deep water in the same tile as the raft. I moved off the tile then back to the raft and could paddle back to my camp for a survival fire.

Not bugs / [not a bug] menudef odd behaviour on a Tablet
« on: May 28, 2017, 07:31:39 AM »
I recently got a Win 10 Tablet. Installed steam. Installed Unreal via steam as a local file (not streaming)

Using Boudia's mod which has a menudef_Boudia and menudef_Raincloth. So 2 menudef files.

Also using my mode with a menudef. Minor change from the usual A for added to G to not overlap with Boudia using A for barkware.

So here's the thing. As far as I can tell if I have my menudef as a 3rd file it won't load. If I copy my code lines into Boudia's as an extra line then the entry loads. I can delete my menudef file. That leaves menudef_merged (was Boudia) and menudef_Raincloth

As far as I can tell the game only loads two additional menudef files.

Not sure if this is an error in my file naming, the game or wierd tablet magic.

Privateer setup a mega menu mod. Does that work loading many menu_def files?

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