stratvox

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Everything posted by stratvox

  1. Well I'm a linux dude but I'm definitely glad it's finally coming together for you guys. Enjoy :)
  2. I've wasted my life! 😭
  3. Oh, one thing I've noticed about TLD. If and when I find myself in a rush in this game, then I know that somewhere along the way I done fscked up.
  4. This advice comports with reality rather well.
  5. Another one for all of you! Algonquin Park, 1914.
  6. Yes. I've also been experiencing some sounds stopping when a new sound plays, so, for example, the survivor starts a catch phrase but it suddenly stops because I picked up a stick or something and when the tick noise happens the voice will disappear.
  7. Oh wow, there's a name I've not heard in a long long time... good to see you've returned!
  8. I have not been disappointed so far. I pretty much got it the day it was possible to buy it. Currently that basically means the transition zone and Forsaken Airfield. FA is perhaps not as ... cosmetically spectacular as say AC or parts of BRM, but it's a very good region with some very interesting features, and the view from the porches of the cabins are absolutely amazing, esp in the early evening or morning when the aurora is active. I've had a survivor going in there for a couple of hundred days now. There are some glitches, which I expect are going to get fixed over time, as I have seen happen with new releases in the past, so be prepared for those, but overall I'm happy so far. Note well that as Serenity said the price will increase over time until the end of the the DLC release cycle around the end of this calendar year, but that may or may not matter that much to you. Overall this entire period is a major update to the game, including migrations to a new version of the underlying game engine and a major reworking of loot tables, resources, and the addition of new game mechanics; I fully expect it to add significantly to the TLD 'experience' over the course of this year.
  9. Here's another beaut of the sky in Algonquin: "Sunset" 1915. You can find this one in the National Gallery of Canada, near the Byward Market in Ottawa.
  10. I have noticed it at Junker's Paddock in FA. I am divided between it being an easter egg about the mountain lion or a sound effect caused by the metal sheets sheltering the little area in front of the truck vibrating in the wind. I don't hear it at Mindful, but I do hear it at the Island Cabin... which has a shed with those metal sheets a few yards away. So, could be either. I've had this run exclusively in FA once I got up here about day 20 or so (started in MT, did a quick run into HRV to grab the bag, then down through the basin to FM, down Hat Creek and directly along the tracks to BR, made arrowheads at the Maintenance Yard, by this time I had some saplings so I made a bow and some arrows and then crossed the bridge to make my way into the far territories, and have been knocking around FA ever since I got up here (closing in on a hundred and seventy five days in FA). I've been working on the idea that it's a sound caused by the metal sheeting and wind. It'd be all right to spend more time touring around other regions to see if that relation holds true or not... but I think I'd be starting up a new game to do that.
  11. Found a new one today: "Pine Cleft Rocks" - 1915. I think I should make a mission to wander the entire game and see if this one is in there. While I'm at it, for those that Twit, here's the feed; it's worth a follow as it posts art every day. https://twitter.com/TTLastSpring
  12. Guess that's not it then. I dunno. Are there other people who are successfully running this on Mac?
  13. I would be super happy to be able to buy the "tourism" posters for the regions that can be found in the game in a few locations, for example, this guy: If there was a complete set I'd buy the lot, in all truth.
  14. It's possible that it's the video card; drivers perhaps the 5700xt's drivers don't support metal? @Admin can you tell us if metal 2 or metal 3 is required to run the game? I found this tidbit: Seems like it may be relevant to the original request...
  15. I've put a fairly solid amount of thought on this, and there are a few issues I can think of. None insurmountable, but definitely there, esp. since Hinterland is a small company. Ultimately I'd like to see regions functioning as complete ecosystems with animal movements being determined by the choices they're making as they pursue food, water, and safety from predators/competitors, and keeping in mind that some animals have homes and some do not; for example bears have their caves and rabbits have their burrows, but deer, wolves, and moose are more nomadic in their natures, and I'd also expect some animals (like the bear) to be willing to travel far to pursue food. For example, I for one am very happy about timberwolves and their cooperative natures because it rings truer to wolves' nature; they are like humans in that they are pack hunters that hunt animals by pursuing to exhaustion, however I have heard a LOT of folks complaining about timberwolves because I guess they weren't willing to go to the trouble of figuring out how to manage them effectively. If you do them right they will straight up stop bothering you as the survivors of the pack have concluded that you, the player, are simply not worth the trouble (that's what the morale bar is all about). This means that it's better for the player to NOT kill them all because if you kill an entire pack when a new pack spawns it won't remember you for the deadly threat you are to their survival. I can see how this would cause the folks at Hinterland some pause about the idea of broadly reworking animal AI and ecosystem effects causing migration around the map; the reaction to timberwolves has not, by and large, been very positive, even though I love 'em (and sacrificed lots of runs to figure out how to manage them). There are even resources available for the grazers (rabbits/deer) in the form of the terrain scatters, which could influence their movements (deer moving rapidly, while rabbits change locations less often due to the need to dig new burrows). Predators would then also be trying to find them because that is how they get to eat as well, while also lone wolves running away from bears and moose but wolf packs perhaps being willing to go after them if the pack is large enough. I'd also point out that it's apparent that they're using the existing system to simulate this somewhat, even if imperfectly, but ... I suspect you need to spend some time playing in the deep game to be able to see it. For example I'm close to two hundred days in in Forsaken Airfield, and while the bears remain statically attached to their caves, the deer, rabbits, and wolves are clearly changing spawn points over time so that this week there's a bunch of deer on the shore of Shoulder Lake but next week they're over between the Airfield and Surveyor's Memory and the week after that they're over by Spotter's Blind, with wolves behaving approximately similarly. This is a reasonably good computationally cheap way to try to simulate this but unlike a true simulation (where all the animals on a map are agents that make decisions on either the real map or an idealized graph version of the same) this doesn't allow for animal behaviour to change as they react to you, the player. On the gripping hand, multi-dimensional simulations of that kind can get pretty computationally challenging pretty quickly, which would have a pretty profound effect on overall performance of the game. Anyway. It's fun to think about, also fun to reason about. I think it could be pretty cool to figure out ways to make real quasi-ecosystem simulation possible, and may be a cool mod that someone could put together once modding becomes a real thing with a truly stable modding API etc. For example, there's almost always a relatively large herd of deer in FA (largest I've ever seen in the game BY FAR) with usually five or six does and one or two bucks; sometime when the player is hunting them it'd be interesting to see the two bucks decide to attack the player using their antlers and hooves (similarly but not the same to what the moose does) in order to protect their herd; I'm sure we've all seen those videos of a deer buck attacking that hunter and totally pwning his ass despite the fact that he had a rifle.
  16. Well, I can see how a greater variety of hide clothing could be all right, and doesn't have to make stuff easier; instead I'd be interested in seeing a greater variety of hides being able to be used for different items (i.e. deer, wolf, bear, moose coats, with different weight/temperature/wind/encumbrance characteristics, like a new deer coat that is relatively light and doesn't encumber very much but is only +2C for warmth etc, perhaps coupled with a greater variety of daytime temps). The idea here is that you can wake up to a relatively warm morning and take a risk of wearing less clothing while doing a task outside such as ferrying that moose meat back to base, but if you get boned by a blizzard showing up you can get into far more serious trouble. The trick is to make it about tradeoffs like I can carry more per trip but if a wolf comes along or a blizzard blows up it can become far more dangerous for me. The tradeoff is by cutting down on the number of trips I'm also cutting my risk of bad situations, but making the outcome of a bad situation happening worse, if you follow my reasoning on it.
  17. What quality setting is the machine running on? Have you tried playing with the quality options? It may be that there's a particular feature that's enabled in the new Mac version (which features an entirely new version of the unity engine the game's built on) that happens to punch the video hardware in that particular model hard.
  18. There are are mods on; I'm going to guess that's where the god rays came from; I've never seen them in this game before either. I do hope that some more lighting effects will be coming; as Raph said in the intro video to TFTFT, they're planning on adding some graphics enhancements for the people with high powered video hardware. I happen to have some high powered video hardware right here, and I'm looking forward to it. While messing with the look of this game is perilous (I personally think the visual style of the game is both beautiful and unique and have loved it since I discovered this game), I'm confident that the Hinterland folks will do spectacular work when they get to it.
  19. Since the dlc dropped I've just been hanging out in Forsaken Airfield. I've been in there for a hundred and sixty three days. You can pretty much live here indefinitely, and I'm guessing that part of the plan is to have a mill and ammo bench in the open pit mine region, at which point you can stay up in the far territories basically completely independently from the area around the southern tip of the island. Anyway. Here's some shots from the Mindful Cabin. The first is an early early morning view off the porch towards the Final Approach with both the airfield and the island cabin (barely) visible. You can see right across the map to the cliffs along the far edge, with an early morning haze caused by light being scattered by tiny ice crystals in the air. This next one is looking off the same point at night. You can see the airport and island cabin here too, though obviously you can't really see the cliffs at the far edge, but ... well, it's pretty. I of course return to Junker's routinely to use the worktable there. There the night sky can become eldritch with the oak trees twisting against the night lights. I think that last one could be a good choice for wallpaper.
  20. Yeah, my feeling from what I've seen is that fixing the mac version ended up eating a lot of resources, esp developer time. As the note released last week said, they've ported it to a new version of the runtime (er, unity runtime that is), now uses metal (I have some knowledge of what goes into that; my firm is trying to get the webgpu project up and running across dx12, metal, and opengl/vulkan for use in ad hoc scientific computation networks; I will only say that this shizznit is far from trivial), AND is now available on the M1 and M2 arches, which by itself is a major deal; supporting new hardware architectures is never a minor task. I suspect there was a lot of work comms going between Unity and Hinterland for this, and we may all end up getting some benefit from this as I suspect the next major release (i.e. March 30th with a new region etc) will bring all the other platforms up to a more recent revision of unity and hopefully will help fix some of the issues that we've seen many people talking about here with the Forsaken Airfield release, such as wind noise. As was said in the release: As everyone knows console store approval is an ongoing thing; I'm happy to see Hinterland being clear about what this means. The important detail is "versions to parity", which hopefully will mean that we're not going to see a two to three month delay for the console versions after this as TFTFT progresses for the rest of this year. Another important little detail (at least to my software industry hindbrain) was this paragraph: Seems to confirm the idea that they're hoping to be able to release at least nearly simultaneously across all supported platforms going forward, and that they're hoping to be able to recover the time lost to dealing with the mac port issues going forward. It's pretty clear that they've got a platform team as well as an actual game dev team, and now that the platform work is more able to go into maintenance mode rather than active dev mode that they're expecting testing (which was almost certainly waiting for the completion of the mac support; not much point in running test suites when you get to run them all over again later), they'll be able to pour a lot more into the game development itself and get that action out the door. Speaking for myself, I hope it's smooth sailing for them; it looks like they've spent a lot of time and resources into paying down technical debt and are ready to proceed with enlarging the game. ETA: If in fact @Raphael van Lierop got the resource allocation so correct between the platform and game teams that they're able to both wrap up the mac and console platforms and pivot the devs to game resources to be able to put the final spit and polish on the next release a couple of weeks afterwards, that speaks quite highly of his organisational ability.
  21. So, not a platform/video specific issue then. That's good to know, means I can stop investigating my own system for a cause.
  22. I’ve seen this too, and reported to to the support portal. Are you running this on Linux? Or using a Navi radeon card?
  23. I think it used to be open and to have a rope climb down from the pond up there to behind the Grey Lady's house, and the rock was put there to cover it up and close it off when they reworked the region for story mode redux. I bet they forgot to pull the deer out of the loot tables so it spawns in there from time to time, never to be liberated from its earthly coils.