English TheSurvivalist:Christmas Update 12-24-19

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19.08.14 06:37:34 pm
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Hyperfire
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Hey JJ, I've played the latest version for a few minutes and spotted a few minor bugs.

1: Welp, usually when my game loaded it didn't take so long to load the infos, on my PC it takes about 20 seconds to go past loading infos.

2: On the main screen the "camera" takes damage and the natives/eagles act weirdly (possibly due to them seeing the camera as the player?). You will see the "damage taken" screen effect mostly after the 1st screen switches to the second one, rarely happens on the fist screen.

3: On the main screen and ingame the game stutters every few seconds, don't know if it is the "ticks" that are doing it, not that annoying, just didn't know if it should be there or not.

I see you fixed some bugs related to "sprinting" and some other bugs. I also noticed the new fishes, and tips, they look nice and are really helpful to new players. Haven't played much so I can't say anything else yet but good job xD.
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20.08.14 04:21:49 pm
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Arcyna
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Hi there,

I am following your mod for a while now and I really enjoy this game.
Today, sadly, I encountered an annoying bug:
Whenever I try to start a fire with branch + bark, I always get the message "need tinder: oil, fat, paper or wool". However, the addition of one (or all) tinder(s) does not help. First time, I encountered this, was after I built a destillery on a campfire.

Another problem I have: Whenever I start playing (new or loaded game) everything works just fine, but after a while the game starts to slow down and lag (independent from island size). I think it got worse every time I reloaded without closing the game.

Thanks for your hard work!
Best wishes,
Arcyna
20.08.14 05:23:57 pm
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JasJack67
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Hyper, yeah the damage on the intro screen is fixed in next update ty. If your playing a large map you might experience more lag then usual...you might try a medium map. The engine is simply pushing it's limit on large map, and some systems it's going to show.


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Arcyna,
Hi thanks for posting! I can only suggest to go to the /mods/MassiveMod/saves folder and copy/paste your save somewhere else. Then delete the mod. Re-Download the mod...then put your save back into the NEW saves folder.

should not be a problem with bark-branch fires. let me know if that works.

I will however look into it and make sure...but this is the first report i heard of this.
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20.08.14 08:50:36 pm
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Nobodyishome
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About the issue with the tinder; I seem to remember having this issue in a previous build when I put a campfire and a kiln right next to each other. I think the game is not sure which one you are trying to light. You mentioned a fire check radius when using a branch and bark in one of your earlier posts, so maybe that is what is happening here?

Also, I just noticed that you can craft an iron knife blade at forging skill zero, but you can't attach the blade to a handle until forging levels up. It looks like the combo for the iron knife is locked initially instead of the combo for the iron knife blade.
edited 1×, last 21.08.14 06:07:10 am
21.08.14 03:21:07 pm
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Arcyna
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I forgot about the problem with the kiln, and it was the solution. I built another fire a bit farther away and it works fine. Thank you very much!

EDIT: Today, after reloading a game, my destiller and its campfire were completely gone. Reloading and loading a different save did not resolve this issue. Had to build it again. Any ideas on that bug?
edited 1×, last 22.08.14 02:46:04 pm
22.08.14 11:44:27 pm
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JasJack67
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oh yeah, thanks Nobodyishome... i forgot about the distance between fires affecting lighting them. Hmm...I may be able to do some thing about that by "tricking" the outcome of the script when it runs... to check a variable or something.

As for your distiller and campfire disappearing...are you certain you saved after building them, if you did not then it only saves when you sleep past midnight...did you save after for sure?

Quote:
Also, I just noticed that you can craft an iron knife blade at forging skill zero, but you can't attach the blade to a handle until forging levels up. It looks like the combo for the iron knife is locked initially instead of the combo for the iron knife blade.


√ Fixed knife, nice find!
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23.08.14 08:24:15 am
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Aedolaws
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Thinking surveying again, sorry man:

1) Maybe, instead of OR in addition to flags, you can also add a new concept:

Landmark. The simplest way to implement this concept would be to use "the sign" building. A more complex one would be to have (a) the flags as mentioned before or even worse (b) a landmark built on top of any building or certain natural formations. Anyways, it should be simple for coding.

(a) Graphics wise: nothing = phantom building? or + require "the sign" building?
(b) Cost: paper and charcoal + the sign building?
(c) How to get it?: copy forge script + phantom graphic? Just make the sign building, actually, useful? (I have no clue)
(d) Derivatives: nothing really, it does not store/consume/produce anything, except that it helps player to draw a map.

The good: They help player create a map. It would be another route to create a map; one not dependent on skins, but on wood -- note, the distance requirement for landmarks would be 1/2 of flags.

The bad: A map requires TWICE as many landmark "map markers" (10) than flag "map markers" (5). That means you will have to create 2 different kind of map markers. It should not be a big deal. And in fact, it would allow for a third hybrid route for a map, i.e., 3 flags + 6 landmarks, or whatever you decide wiser. Anyways, it will be the most advanced route to the map, given distance requirements, etc.

The ugly: overkill? probably too much work?

2) And, this is WAY more complex, any chance of creating a menu to annotate the map? Lets say a laundry list menu of 20 or 30 or whatever (Fruits/Vegetables, Minerals, Animals, etc), and each choice comes with (a) the name, and (b) a tiny symbol for the map.

Another way to look at it is that each item has a (a) name + (b) symbol; AND if when at item player activates Mx2 (btw I think it should be a single click different key), then it automatically makes that annotation in the map.

Heh, I figure this is much too much work. But, mostly meant for the new player, which should be your main target audience.
edited 25×, last 23.08.14 10:29:51 am
29.08.14 09:31:08 pm
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curlymatt
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I've read through most of the thread but haven't found an idea like this so I thought I'd suggest it. One thing I've noticed about the mid/late game is that once you have a few key structures in place, the difficulty level drops through the floor. I know one thing that is supposed to solve that eventually is an increase in the spawn rate of hostiles. I wondered if there might be a random chance after year one of a season specific disaster.

Say a hurricane for example that destroys all buildings so that the player is only left with his/her inventory, or locusts that eat all your crops or a storm or something that makes you stay indoors for the whole day. These are the ones that I think of that could be easier to code but could bring a degree of surprise to the experience.
31.08.14 03:31:34 am
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JasJack67
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hey guys...sorry for the delay in responding. I have been very busy lately and will get back to the to-do list asap.

Good ideas Aedow with the "landmarks"...love it!...I will keep your post as reference.

I agree Curlymatt...the hostiles on hard mode currently will increase in spawn-rate as the months pass on the island...even more-so as each year passes. That is really long-term and seldom challenges though. Also remember...I plan to make the "event animals" loot your supplies and crops...while the "event-natives" will attack your bases/camps destroying buildings and such...unless of coarse you can fend them off before they do so.

this all should add intense challenges through-out gameplay at regular intervals. I have also thought about storms...but with the above it should be enough, plus the engine cannot handle much more and I would have to make any type of storm REALLY cheesy so-to-speak. Like you go to sleep and wake up to an already passed storm and your shit is destroyed, rather then experiencing an actual storm graphically and environmentally. I think If i even make the wind blow it would lag the game at this point.
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03.09.14 04:09:13 am
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Aedolaws
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I got myself a small map, with 2 tiny islands offshore. Hard mode.

I like the fact that it took me more than a couple of hours to survive first week. The hostiles (human and not) were overwhelming, which I like, just for the sake of challenge, although I realize that it departs from reality.

However, from now on, as you know, it gets easier exponentially every week.

Have you checked The Forest? I bought it, but can't run it, heh, but the graphics look stunning. Anyways, I am not sure I like their focus on hostiles. I have not played it so I won't emit judgment yet.

Man, you should keep us updated on your work on your other project. I think there should be a survival game with stunning graphics (with the biggest in game "world" possible) that aims for strategic thinking and learning/exercising practical (real world) knowledge, without the need to abuse "hostiles" to infuse challenge or fun.

I think it would be a killer! Really, Mario style.

So, cmm, want a new link, the old one doesn't work.
edited 6×, last 03.09.14 04:46:21 am
03.09.14 08:25:19 pm
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JasJack67
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There are 2 currently posted previews. Be sure to read the 8 instructions to the Terrain/Interface preview for the best experience.

> Epic Survivor

bookmark the page to keep up-to-date if you like, or sign up at the forum.

p.s. yes I have seen the forest...was discouraging to see many ideas already taken from stranded and our mods. There are a few others who stole some ideas too.
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07.09.14 10:34:23 am
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JDL
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Coming back after many months to say again how much I enjoy this mod. Big thanks to JasJack for the tireless work on the mod.

If I think one thing needs improvement it would be the arbalest. The damage from this weapon is incredibly overpowered, taking any creature in the game out with one or two shots. Once you craft one of these babies, it's game over for any risk. You could consider decreasing the damage output to 10% of current value and it would be on par with the bows, or adding a load delay when using to give the weapon a downside.

Overall I'm loving the challenge of playing on a small map, especially now that they're a little larger. I can still notice the tick and the lag has made me miss shooting a meal more than once, but other than that it's a great game.
09.09.14 02:24:24 am
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JasJack67
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thanks JDL...good to see you again!

I will address the arbalest for next update...it is to powerful.

can't wait till it's finished...then I think it will be even better, especially late game survival difficulty.
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12.09.14 05:20:11 am
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Aedolaws
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A)     Junior Epic Survivor looks awesome. I wonder if you and DC are doing the same work twice? Well, hope you two somehow start working together, also see my post in the other forum, tell me what you think Anyways, bookmarked the pages, followed instructions, etc… again, AWESOME!!!

B)     Any way of making it so that creating tools, weapons and ammo can be done as if opening the building menu? So, with the hammer press e and within the building menu have three more categories? As opposed to hammer + iron or having to know the combos? Indeed, you could do the same thing for foods, etc.

At the very least, he he, can you “add” the distiller and the tent to the building menu? I still have to get the combo list for the damn distiller every time. Is there a coding requirement to have them “only” as objects so that they can be dismantled and carried? Or can we have it both ways?

C)     YEah I agree 100% re arbalest. I mentioned before. I am sure you are already working on some of the ideas below, but just in case, maybe you can add one or two of these to our list:

1)     Consider changing name to crossbow (simpler weapon), or adding two levels (like bows).

2)     This weapon, as opposed to the bow branch should:

a)     Be much more accurate/efficient BUT short range only, AND much faster with almost no effort, BUT half the damage than the bow.
b)     Also consider that the bow should be both short AND long range, with double the damage BUT slower and MUCH more tiring.
c)     Require: 1 Wood Stock, 1 Bendable-branch, 1 branch, 3 Cords + hammer AND knife.
d)     Make it so that crafting takes at least 1 hour.

***The problem with this is that somehow we must be able to break away from the action if need be, i.e. under attack, maybe press any directional key and get pop-up msg “Are you sure you want to stop doing, etc?” And click yes or double click any directional key, to break from action.

*** Moreover, if you figure out how to code this, then I would suggest substantially re-coding the time it takes to build/process everything. More "real" time consumption for building (instead of hammering), AND for creating tools, etc, or processing raw materials, or cooking, etc, would be a much easier way to do things; perhaps even a game changer.
edited 7×, last 12.09.14 05:55:41 am
12.09.14 10:06:49 pm
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JasJack67
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hey guys! Got a couple things on my mind to share today.

First, Aedolaws....thanks for checking out the link to my preview above, to my standalone...glad you like what you experienced. Will be working on it more as we go forward.

Second, I am working on the lag in this mod. As the mod has grown in size and depth, all the timers to accommodate the "active buildings" (such as campfire, distiller, torch, coop etc)., and other things like detecting frostbite...they all together cause the "ticking lag" while you play. The other factor is the every 3 hour changing sky, lag spike.

I am spending some time to re-think how these things work in game...I am hoping to come up with a different idea on how a campfire is loaded and burn, or the other buildings the same. Currently they are loaded with fuels or chicken feed, or saltwater and then the timer is checking them constantly to subtract what you put in, and other factors, like if a fire is out of fuel it goes out, or if you have frostbite or not etc. Thus the cause of the ticking lag.

Well...If I can make it so a required amount is put in for these things like I did the "kiln"...then the timers would not be necessary, and all the "timer lag" can be done way with. BUT it would be a very DIFFERENT concept on how these things work, as it would limit the freedom of adding and subtracting fuel from a fire, or adding and taking from the distiller freely etc. I love how the buildings work currently, but changing this aspect would improve performance tremendously.

Here is an example using the campfire or torch:

1) When you click on it to "add fuel" it would prompt you to add 3 different amounts...like when you choose to SLEEP, you have 3 options.

2) The 3 options might be something like... Add 3 Hours Worth of Fuel...Add 6 hours worth...Add 12 hours worth.

3) Then a new script would add up everything you add and if you meet the requirement it would allow you to add them...if not...it would tell you "You do not have enough materials".

4) So once you add the "required amount"...you light the fire and it burns for that length of time then go out.

5) If you try to add more fuel WHILE IT IS BURNING is a problem, as the "kiln" you cannot add until it is done. With the fire I do NOT want this, as you would be required to "light fire multiple times" which is not real. It is important that if you get a fire lit, it stays lit as long as you can add fuel. I want to keep this aspect. So i have to write a deep script to allow you to add more fuel WHEN YOU ALREADY HAVE A FIRE LIT...it will check the fire based on what you chose the last time you added fuel. Then it would also calculate what you need to add to "continue" burning for x amount of time...or add the required amount to burn for any of the 3 options 3, 6, or 12 hours.

6) If we do this for all the buildings that are being checked constantly for stuff, as mentioned above, then there is NO TIMER CHECKING CONSTANTLY as you the player are SETTING THE TIME MANUALLY from the menu. Just like the "kiln"...you add the item and it runs until it is done, but you cannot access it while it is hardening a item...the barrels work on this theory too, you cannot add bottles to ferment until the required time is met (every 7th day...for the kiln it is every 4 game hours until completed)

This would do away with all the "tick lag" with the exception of the skybox update once every 3 hours, moving the sun/moon across the sky. • The mod would run so smooth doing the above I have decided to do it like this...thus the reason for the next update being setback a bit.

p.s. Along with the changes above one thing to note...you would still be able to "snuff" out a fire...but then you would have to meet the requirement again when you open the menu to "add fuel" to the pit. This option can be implemented in all the buildings too...where you can interrupt the distiller to get the 1 bottle, but you would have to add the required amount again should you choose to interrupt the process. All buildings could have this "interrupting the process" option too...like snuffing the campfire or torch out early.

p.p.s.Additionally I may change the sun/moon to only 3 positions. Early morning, Mid-Day, and Evening for the sun, and the same for moon...Early night, Midnight, and Late night. Having the 3 positons should be ok, as the actual LIGHTING will change hourly as normal. The lighting does not affect the game, it is the changing the skybox to move the position of the sun/moon that causes the lag spike. So this would limit the spike to 3 times in a day or 3 times in a night...considering you have to sleep, it would be much less frequent and very much less intrusive while playing.
edited 3×, last 12.09.14 11:08:29 pm
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13.09.14 04:30:38 am
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MystBunny
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Hi, just popping in for a quick look at how things are progressing. I like the idea of having a required amount of fuel mainly because it'll be easier to tell which fuels are more efficient than others. That's quite a few menu choices though.

I won't be testing for awhile still by the way. In a few days, I start a 2,000 mile trip, then I probably won't have internet back up and running until October.
13.09.14 06:10:51 am
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JasJack67
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hi Myst, very nice to see you back! Hope your trip goes well! and see you in October

edit:
I have decided NOT to change the way the processes work. I have actually found an alternative that has reduced the ticking lag and will be included in the next update.

so scratch what i said above.


for those interested:
massive mod had timers checking things, like take cooking for example. Builders script checks the food on the grill every 5 seconds. Each time it checks the food it adds +1 to a "variable"...when the variable reaches 25 it proceeds to alter the food to cooked food.

well...that means the food is checked 25 times while cooking, I do not know why he did this...but I simply changed the timer to 125 seconds n check the food ONCE and alter it then, to cooked food. It doesn't change anything and works exactly the same...except no 25 tick lags.

so now instead of 25 tick lags during cooking, we now only have 1 tick lag. This was also the case with the Distiller, and Forge. They are now only checked 1 time and complete the items as expected. This got rid of 25 tick lags for every cooking, 25 tick lags from every Iron being heated in the forge, and 25 tick lags for checking the Distiller items. (75 ticks eliminated while those processes are active)

I also narrowed some of the other ticks down to only when required, like when it rains the buckets fill and plants are watered...before my timer would run every 60 seconds and check all the crops, and buckets and troughs, to add water. I added a script that only checks IF IT IS RAINING then if it IS raining fill the buckets & troughs and water the plants. So now if it is not raining those things are NOT being checked every 60 seconds, only when it IS raining.

a few other things like that too...I feel much smoother game play even on the big islands now.
edited 3×, last 21.09.14 03:46:48 pm
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21.09.14 10:02:24 pm
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Aedolaws
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I am going to start collecting quarters!! Here is the hat, cmmm!!

Good job man!!
22.09.14 05:58:30 am
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odie
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user JasJack67 has written:
edit:
I have decided NOT to change the way the processes work. I have actually found an alternative that has reduced the ticking lag and will be included in the next update.

so scratch what i said above.


for those interested:
massive mod had timers checking things, like take cooking for example. Builders script checks the food on the grill every 5 seconds. Each time it checks the food it adds +1 to a "variable"...when the variable reaches 25 it proceeds to alter the food to cooked food.

well...that means the food is checked 25 times while cooking, I do not know why he did this...but I simply changed the timer to 125 seconds n check the food ONCE and alter it then, to cooked food. It doesn't change anything and works exactly the same...except no 25 tick lags.

so now instead of 25 tick lags during cooking, we now only have 1 tick lag. This was also the case with the Distiller, and Forge. They are now only checked 1 time and complete the items as expected. This got rid of 25 tick lags for every cooking, 25 tick lags from every Iron being heated in the forge, and 25 tick lags for checking the Distiller items. (75 ticks eliminated while those processes are active)

I also narrowed some of the other ticks down to only when required, like when it rains the buckets fill and plants are watered...before my timer would run every 60 seconds and check all the crops, and buckets and troughs, to add water. I added a script that only checks IF IT IS RAINING then if it IS raining fill the buckets & troughs and water the plants. So now if it is not raining those things are NOT being checked every 60 seconds, only when it IS raining.

a few other things like that too...I feel much smoother game play even on the big islands now.


Hey Jack,
Based on the last few major discoveries, possible to do a quick compile and reupload?

Thanks. I am just only starting my final year project in uni and got a bit more time these 2 wks to test watever. Then it be full busyness till eoy for my final module and exam.
Yes, I am a aggressive player when I have the time. Currently doing the Survivalist 2.0 Mod.
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JasJack67
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EDIT:

New update re-posted 09-23-14. Download from page 1 or any of my signatures as always.

Breaking News! All lag is gone! I made a new discivery today! Re-download the -9-23 update for the best no lag experience ever!

My Promise!

Enjoy!
edited 1×, last 23.09.14 10:59:33 am
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