StrangerFromTheInternet

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  1. Not sure if you're aware of this, but there used to be a mod called Relentless Night that did exactly that (and more) 😀 Unfortunately, mods don't work anymore after Crossroads Elegy :/
  2. The second bug you've shown in the video has been in the game for ages. Basically, when you go through a loading screen, the game "forgets" that there is ammo in your rifle and just calculates its weight as 4 kg. When you later examine or use the rifle, the game notices that the rifle is loaded and updates the weight to the correct 4.2 kg, which includes the weight of the loaded ammo. I have no clue what causes the first bug where you're left with 4 kg of carry weight despite not carrying anything, though.
  3. I mean, technically compasses are already part of the game. Just drop a stick on the ground - it'll always face in the same direction 😛
  4. I had a similar idea 2 years ago (decoupling hunger & stored calories), and I used some MatLab code to simulate that system. With some tuning, it worked fairly well! I feel like overhauling the hunger system is definitely something Hinterland should consider, as it would make for more interesting gameplay, and seeing one's stored calories dwindle could add another layer to the whole "constant depletion of resources" aspect of the game that Raph really seems to like.
  5. I agree, but this could be balanced by reducing the "default" temperature in these locations. For example, it could be -10 °C inside the camp office. To not freeze there, one would have to light a fire in the stove every once in a while to keep the house warm. Just like in real life 😄 To prevent this from making the game more difficult in the early-game, one could have all houses start warm-ish and only cool down after some time.
  6. I don't think it's a bug. Fires last longer when it's very cold outside, and this seems to be an intended mechanic, but the increased burn duration is not shown to the player (which makes sense - it's based on the current temperature, so it changes all the time). I think that's all I can say about this mechanic here without getting ban-hammered 😅
  7. I'm not a lawyer, so take everything I'm saying here with a grain of salt, but... While the mods themselves may (or may not) be derivative works, they are still protected by the same copyright laws that also protect The Long Dark. Whether or not the act of modding is legal is a more difficult subject, and it varies wildly by jurisdiction. For example, I think that it would be protected under fair use in the USA: Mods are transformative in nature; all of our mods are non-commercial; The Long Dark is a published work; mods do not userp the market for The Long Dark, but rather stimulate it; we copy the least possible amount by only referencing the game's classes and methods without copying (that's the entire point of the mod loader), and only reference what we actually change to create our mods; and so on. However, Hinterland is not based in the US, but rather in Canada. Then again, if a game studio in Canada offers a game on a storefront in country X, and a user in country X purchases it there, then I don't think Canadian copyright law applies, but rather the copyright law of country X, which complicates this even further. And that doesn't even get into the complicated mess that are implied licenses. But I mean, what it boils down to is - if neither party is interested in pursuing legal action against the other party, does it even matter? Like, for example, I think that Hinterland is technically in violation of the software licenses of some of their 3rd party libraries like Json.NET or TinyJSON, which are licensed under the MIT license, according to which as I wasn't able to find any third party licenses included in The Long Dark. But again, nobody is interested in pursuing legal action over not including a license file. After all, the MIT license is often specifically chosen because the software is meant for other people to use in any way they see fit. So in the end, does it even matter?
  8. I mean, all of the asset stuff still works perfectly fine even with the IL2CPP backend. That's just down to how Unity packages its assets. And I'm not sure that you could even say that the code is protected. It's just an x86 binary. If you really want to find out how something works, or if you wanted to extract some secrets or whatnot, attach a debugger to it and go to town. But what is changed fundamentally in IL2CPP is that the excellent interoperability and tooling support that C# (or rather .NET IL) provided, is gone. There's no easy way to reference the game's classes, to call the game's methods, to communicate with the game in any form, basically. Most of our mods also relied on the Harmony library to change the code that the game executes. Being able to run your own code before or after any method, to change the basic IL instructions that a method is made up of, is incredibly powerful, and it has enabled the creation of so many excellent mods. But what worries me is that Harmony, and runtime code generation in general, doesn't work with native binaries, i.e. with IL2CPP. So I'm worried that most of the mods we currently have would never work with the IL2CPP scripting backend, or that enabling such mods would require a huge modding API that would be just unreasonable for Hinterland to create. I understand that you and all of Hinterland want to pursue the absolute best performance for The Long Dark, this is absolutely obvious, and that this can never be outweighed by enabling better mods for a small part of the community. So I fully accept the move away from Mono and towards IL2CPP. But what I'd like to ask you to at least consider would be to maintain two separate branches of the game on Steam - the main, default branch running on IL2CPP (once it has stopped crashing 😋) and a second one running on Mono or .NET that people would have to explicitly opt into - at least until Hinterland's official modding tools are ready. That way, we could keep our current mods for now and then smoothly transition to Hinterland's tools once the time is right. Anyway - Raph, thank you so much for having this really open discussion with us tonight. You could've shut down this conversation, locked the thread, and started handing out warnings ten times over, and I really appreciate, and it really has changed my perception of you, that you didn't. I'll go catch some Zs. Have a good one!
  9. I don't think modding is comparable to the original act of creating a game, either, but we've still poured our hearts and souls into these mods, into our little sub-community, and into everything in-between. Sure, they may just be silly little mods, and none of this would exist if it weren't for The Long Dark and Hinterland, but they're our little mods, and they really mean a lot to us. When I found out that all existing mods would not work on v1.48, that "the era of modding" might end forever and that all of our creations essentially vanished over night, I was genuinely in a depressed mood. Mods are what connects me to so many people that I otherwise would've never got to know. I love creating mods, I love getting feedback, and I love talking to people about modding. I honestly couldn't care less if we'll ever get an official modding API or anything like this - I just don't want to lose all of my creations, our little community, our heart and soul, over night, just like this.
  10. Nah, it really isn't. Selecting a value from an array and then multiplying stuff together really isn't all that complicated 😋 Seriously, I've analyzed and re-analyzed this bug so many times now, from decompiled code over asset files to mods that just print the time between respawns for each spawner. Since the bug has been first reported over a year ago on the test branch forum, and then again later on the bug tracker, nothing has changed.
  11. Yeah, it could be fixed at different levels. Either by renaming the setting, or by replacing a "*" with a "/", or by changing the tuning values, and so on, each with slightly different implications I think just renaming the setting wouldn't be a good idea, as that wouldn't fix the issue for players who've selected a "high" respawn frequency in the past but always got a "low" respawn frequency instead - but that's just my opinion. Either fix is absolutely fine 😃
  12. The language really isn't the problem here, the problem is maths: frequency = 1 / time 😃 When players select "animal respawn frequency = low", they instead get "time between respawns = low", which means a high respawn frequency, which is the opposite of what they wanted. I just checked, and this bug is indeed still in the game. Respawn times are 4 times longer when selecting the "Very High" respawn frequency, so the respawn frequency on "Very High" is just 25% of what it is on "Low"
  13. The head clothing slots are still swapped 😋 Most of the bugs on my list have definitely been fixed, but I haven't been able to check all of them yet 😃 I'm especially curious if the "wildlife respawn frequency" setting finally does what it's supposed to do. That bug goes all the way back to the test branch update where custom modes were first introduced
  14. "'How to make your company immediately lose a large number of clients and get fired' in 1 easy step!"