stratvox

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Everything posted by stratvox

  1. I'm guessing that, like lamp fuel, it starts with a random condition within a certain range, and probably decays very slowly after that.
  2. Yeah, I'm thinking I may be doing the same thing. Pact: whichever one of us gets to it first, we'll report here!
  3. That is a ridiculously low weight for a car battery. Should be more like four or five kilos.
  4. The hollow tree up in the Muskeg Overlook can be blown out by a blizzard. Nearly killed my long run guy because I thought it would be okay. It's entirely possible that would depend on the tree... what might be safe in some trees won't be safe in others. Which tree was that? Like I said, it's possible that that one is okay, while the one up on FM's Muskeg Overlook is not. That's a good point. I expect I will be up there again soon; I'll have to see if that exists in that particular spot or not. The interesting thing about that cave is that it's possible to build a snow shelter in it; it may be that a fire at the very back of the "cave" will be okay and with a snow shelter closer to the entrance that could be a solid hang space. Just figured I'd pick the hive mind's brain before experimenting myself. Those kinds of experiments can be dangerous.
  5. Question: do we know if the cave with the snow floor on Marsh Ridge in FM is competely windproof?
  6. @jeffpeng I've been doing some playing around. The 396 drivers with -force-vulkan result in no z-fighting, and instead of shadows being all messed up they are simply gone, and may be a good way for you to avoid the headaches you get from the non-stop flickering with the newer drivers. ETA: ...scratch the no shadows, that was an artefact of the weather conditions. That said, the input delay is still there. Which is certainly less than 100% awesome. Hopefully we'll get some real relief soon. Unity has announced they are now going to officially support Unity Studio on linux. In the meantime if anyone has any experience with using AMD and TLD on linux we'd both love to hear from you.
  7. I lived in Prince George BC when I was a kid. The versimilitude of the moving watercolour painting that is The Long Dark is pretty good from what I recall about that time in my life.
  8. A few notes about this from my experience. The first is that if you're being attacked by an animal when you come out of time acceleration while harvesting, it's because you were in their patrol area. You don't start to get smell until after you're done. If you're quartering the carcass, you don't get smell at all because everything is still on the ground when you're done. I'm with @ManicManiac on this; I never get down to the cutting without looking around first, and often for a while if there are predators in sight so I can see where they're going. If it looks like they're going to get unreasonably close to the carcass I'll either leave it for the moment to return later and see if the situation's improved, or shoot them as well. I'm a lot more likely to return later if the patrolling animal is a bear unless I can get a good place to shoot from (i.e. one where the bear can't get to me), while with wolves I'm a lot more likely to turn the tables and stalk and shoot them so they'll leave me alone while I harvest. I've only been jumped once coming out of harvesting, and in all seriousness it was my own freakin' fault for not casing the joint before I went to it. Also, I knew that I was screwed because (as per @TheEldritchGod) I could hear the bear and knew I was gonna take a beating when I came out of it. I think the current system is a reasonable compromise, given that you have the option of looking around first and you can get warned by sounds. It sure beats not having time acceleration; if you're quartering it takes two hours to do the job, which translates into twelve minutes real time.
  9. Hi folks! @jeffpeng and I have been hashing out video card issues in the tech forum, and I thought I'd ask here if there are any linux players playing this game with an AMD/ATI Radeon card. We both have nVidia and are experiencing some ... "issues" ... and I'm curious to find out if anyone out there is on linux and radeon to see if those issues exist with those drivers. We're both looking forward to the next gen Navi cards, and we're very curious to find out what the state of the art is right now with Radeon and linux and OpenGL/Vulkan. Thanks!
  10. One thing that is interesting is to set the baseline resource to medium, high, or very high, but also to max out the empty container chance and set container item density to low. The overall effect is that phat lute is available, but the overall amount of resources is actually quite low. For example, during experimentation, I set baseline to very high, maximum empty container, container item density to low, and loose item availability to very high. Despite their being lots of stuff lying about, the likelihood of there being anything in any given container was only about one in twenty, and usually only one, with a max of about three. Overall effect was to really cut back on how much stuff there was, but I could find things like the snow pants and expedition parka.
  11. Canada-Kingston, Ontario Coincidentally, my name is Jack as well.
  12. Yeah. I think I'm with you. I'm going to wait until the new amd stuff comes out and once I see how it goes down wrt speed/compliance, I may make the jump. Don't spend today what you can decide to spend tomorrow ...
  13. That's not what I'm talking about. I'll attach a video of what I'm talking about, you'll see me showing it when looking at far terrain and then at near terrain. That's why I run Ubuntu. The graphics-driver and oibaf ppa (depending on your hardware) make dealing with the video cards a snap. You can get a functional desktop going in five to ten minutes on modern hardware. I deal with enough machines (I sysadmin a unix shop in my day job) that I don't want to have to deal with all that stuff. Just get it in, know the packages I need for the tools the devs need to do their work so I can get them in too, and create/manage the accounts on the network services. In production environments most of my history has been Solaris and Red Hat via Centos, but in my current position we're using ubuntu server side too. I'm getting myself up to speed on running Ubuntu in MaaS mode, and using the lxd version of containers and kubernetes for HA stuff... but the current production environment is standard ubuntu server with lxd. I'm looking into the MaaS/lxd/kubernetes stack to be able to expand our services out onto cloud providers for short term capacity issues, while guaranteeing that there's no question about which version of the data is canonical. Not that I'm aware of. I've had far more success using grub and having it add Windows as a bootable partition. I'm also wondering if I should consider making the jump to ATI er Radeon... ummm AMD? When I started investigating this a few weeks back I was surprised and interested in what I read about the difference in OpenGL support between the two manufacturers. While you're at it, you should try using the "-force-vulkan" command line parameter. When I first tried it early this winter it was completely boxed, but it's a LOT better now... but there are still problems with some of the shadows of trees going crazy. Given that before it resulted in strange pillars of light in the sky (if you follow my meaning ) it's come a long way... and there is no z-fighting when using the vulkan backend. I'm hoping that this is a case of the vulkan driver/libraries getting close to being feature complete on linux. I'm also wondering if the vulkan backend might work just fine with an AMD card. Alternatively, it could be that unity support for vulkan is what needs progressing... but no matter what progress is clearly being made. 2019-05-28_21-20-56.mp4
  14. stratvox

    Locked Car

    1.52 came out today. There are other changes as well. New model for the 1L bottle of water for example.
  15. Dang, got careless and fell through the ice in the 'skeg.
  16. I don't really collect so much as I cache... all over the place. That's why my list is so long. All of those places have wood, water, food, and hides. I've spent significant amounts of time at all those locations hunting etc to get it so I can stumble into one of two or three caves in HRV say and be able to just hunker down for a week. My long run guy hasn't been back to TWM for around a year or so; I'm planning on returning there once I complete the mapping run I'm doing to try and get the Cartographer achievement. I'm in FM right now. When I got back to Spence's after having been gone for well over a year I was very happy to find wood and water and food. Sure the dog food was at zero, but cooking five, so... anyway, I'm curious about the state of wildlife up there when I return. I'm wondering if there's a bounce back effect if you leave a wild population alone for long enough.
  17. See, that's why I stopped using Windows. Their terminal compatibility has sucked since forever.
  18. I've long been a fan of stone age living in this game, and generally keeping away from the "civilized" areas... though not entirely. Really, the number one factor in picking a place is wood resources. So, in no particular order, here are my preferred spots. DP: Stone Church. No CF, lots and LOTS of nearby wood for the fire barrel, rabbits close to hand for snaring, close to where the moose occasionally rears his head. It's definitely the spot. Getting to the work bench in Hibernia is not particularly hazardous; take the mine and hop across the road. Crumbling Highway: The cave out in the pillar of stone by the shore. It puts out an astonishing amount of coal. If wood gets scarce, getting to the basement is not hard. Coastal Highway: The fishing village. That outdoor crafting table is a gem. There's a rift in the rocks just to the west of the fishing village which is very sheltered for a cooking fire; I've passed blizzards huddled next to the fire in there with no problem. Ravine: The cave near the ML exit... aided now by the truly incredible amount of birch bark that spawns in that area. Also awesome for rabbits and deer. ML: Trappers. Just plain old bush living in a cabin, plus lots of nearby resources. FM: Still working this one out. I think the best place is probably the cave just past the Overlook if you hug the southern shore when you enter from ML. The work table at Old Spence's is close, there's tons of wood nearby, rabbits, and deer. I'm currently holed up in the first one if you stick close to the north shore that's in the same rock pillar as the bear cave. It too is quite good with sufficient wood nearby. BR: Has a paucity of caves. The one that's up in the upper corner of the Hunting Lodge area is quite good. The one down below next to the bear cave not so much. MT: I've found there are two places I like. A cave in the basin is really good; there's lots of wildlife down there (not just wolves!) and lots of wood to be had. The trailer up near the cave to HRV is where I often pass my time when I'm on visits in from HRV to craft new arrows etc. Again lots of wood, rabbits nearby, deer. HRV: there are a few caves that are excellent living choices. The cave up on Monolith near the falls is really good. The cave in the north-west corner on the middle-level is really good; the nearby bear cave is a bonus in that once you figure out the good spot to shoot him from you can keep yourself in bear steaks for extended periods of time. I've found living down in the valley below to not be so great... not really enough wildlife down there to subsist on. Winding River: There's really only one spot; the cave where you can almost always find a bedroll, on the western shore of the river. PV: I really like the Forest Cave. Lots and lots of wood, lots of wildlife, and it's the only place where there's fishing on PV. The cave near Three Strikes is pretty good too. The one near the waterfall above the rural crossroads will do in a pinch, but it's too far from decent hunting to be able to be a good long term place. TWM: The Hut rocks of course, and no matter what any survivor hunkering down for an extended stay in TWM will be through there a lot as it has the only crafting table on the map. The Waterfall Cave is a great spot, and so is the cave in the Deer Clearing.
  19. A brief conversation I had with @jeffpeng has led me to wonder... which video card is best for this game, esp. under linux? AMD or nVidia? I found this article from today that intimates we linux players may see some relief in August wrt the supported shader set: Also jeffpeng, I've found that using the "workaround command options" (i.e. -force-glcore42 -force-clamped) improve the z-fighting issue on the terrain significantly. While I'm at it, I also experimented with the -forcevulkan option, and while it's still somewhat broken, is significantly improved from where it was around the turn of the year. It's actually playable now, though I've found the inputs to be somewhat laggy (just enough milliseconds to notice) and from my observations it mostly looks like the stuff that figures out the shadows is what's causing the glitches I saw. So, no matter what your platform... what do you think? Which is the good family of video cards for The Long Dark?
  20. I've never actually seen this game on Windows; this is a linux only machine here. I've been a professional unix system administrator for about a dozen years now, so my main desktop is linux only as I keep terminals open on production systems... for those times when having an existing terminal open is Just The Best Thing Ever. I haven't run Windows in about ten years I guess. So what are the things that work on Windows but not linux? Are you talking about the unsupported shaders in your player.log above? From my POV, if I suddenly had oodles of dough I'd consider putting some in to MesaGL to help pay to get it up to date....
  21. I think having it stack (each additional Pain affliction brings the visual distortion closer to the centre of the FoV) would be a good idea... it would mean that it could become very dangerous for the player to not treat it if they don't have a way to shelter in place until it passes. A way to have that work might be something like this: you get a pain affliction with the usual effects. Half an hour later you get another one. The first one stops "ticking" and the second one starts, with the pain corona (?) moving closer to the centre of your FoV. A half hour later you get a third... and again a half hour later you get a fourth. By this point you're seeing the world through a little peephole in the middle of the screen. At five the centre of the screen is blurred with the outer edge a kaleidoscope of psychedelic smearing with the five blurs stacked up on top of each other. At this point it's stacking up like this after four Pain afflictions: 4 + 3.5 + 3.5 + 3.5 is fifteen and a half hours before you're entirely free of it if untreated with pain pills or rosehip teas. If you treat the latest pain affliction now, you get to 3.5 + 3.5 + 3.5 -> 10.5 hours before you're free of it and a larger peephole right away. If you wanted to treat all of them at that point you're looking at 8 pain pills or 4 rosehip teas to make it all better right away. This seems reasonable and realistic. If you choose to wait you would see it gradually move out as each Pain affliction resolvs. You could try crossing the trestle in Ravine without taking any pills but that little peephole would make it more dangerous... also harder to spot wolves at the periphery in the more general course of gameplay. Broken Ribs could cause a recurring Pain affliction that repops every 12 or 24 hours if untreated until the underlying condition is resolved via 120 hours of rest. Lacerations and burns would also be accompanied by a Pain. Also I suspect that Food Poisoning, Dysentery, and Infection should also be accompanied by Pains. Eventually of course you will run out of Rosehip and Pain Pills and then you'll just have to deal with the Pain Afflictions when they come if you're like me and appreciate the deep game. Overall idea is that one or two pain afflictions can be completely manageable by waiting them out; your day will suck but it won't really be impairing. However, by the time you get up to having four or five of them stacked up moving about in the open would be dangerous because of how badly it would impair your ability to spot hazards before they become a hazard.
  22. My guess is that it was placed on a crate that was broken down by the player before the update rolled out.
  23. This is a good point. I suspect the Pain affliction could use being spread about to some of the other "injuries". Imagine... you need to drink a rosehip tea per day to keep the pain affliction at bay while you're recovering from the Broken Rib affliction. Or if you also received a Pain affliction for each Laceration you receive from a wolf/bear attack. The choice of treating or not treating becomes more salient. Also, does anyone know if Pain afflictions stack; in particular, as you acquire more Pains, does the distortion to your FoV become more pronounced? That would be interesting... get enough of them stacked up and it could become dangerous.
  24. I've just had my fourth or fifth one. I've never had this game crash on me before; this is new. Bug submitted with player.log.