stratvox

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Everything posted by stratvox

  1. I call that path that goes from south of the airfield hangar up over the top of that ridge the high path. It's too bad there's no cave up there, it'd be all right to be able to pass a night on the high path when necessary; the first time I found that path (from the airfield side) it went to an evening glimmer fog while I was way up there and it was pretty intense.
  2. Weird, they're loading for me: And yet, the town's called Thomson's Crossing, sans P... just like the painter.
  3. Just call me necro man, I guess. Saw this one and thought I'd post: 1915 Burnt Land at Sunset
  4. I dunno man, maybe try swiping in the other direction? Stratvox flees....
  5. I know it's been a while, but I found another one. 1916 Ice Reflections From the Tom Thomson memorial twitter feed https://twitter.com/TTLastSpring
  6. I'm getting intermittent crashes to desktop. It seems to be related to number of sources of light, but isn't really predictable. I've also noticed that when I've played for a long time (amount of time is variable, though) that the frame rate becomes very poor; the fix is to completely exit and restart the game. I've submitted a bug for both the degraded performance and the crashing to desktop along with Player.logs of the time the crashes occurred. Playing on linux on an all-AMD system. Are any other linux players experiencing intermittent crashes or performance problems?
  7. Yes, I've noticed this too, seems to be a change in praxis. Wondering if it'll change back to more "normal" behaviour on the future....
  8. I view the actual Airport as a place to go to do certain things. I've actually been doing my worktable stuff at Junker's rather than in the airport. I've had insomnia a few times now because I've spent the vast majority of my time a long way away from it. The basement being the only place to avoid glimmer fog means ... I don't try to avoid glimmer fog, I just take the insomnia. It's not a very harsh affliction, has almost zero affect basically, so other than it hampering condition recovery somewhat it might as well not be there. That, of course, may not be so good when I return to my personal custom setup, but right now I'm playing Voyageur because I need to get the stim plus blizzard badges (esp blizzard badge because the wind thing sounds pretty sweet) so I'm playing one of the built-in difficulties. The reason for that is the only condition recovery in my preferred custom is low recovery while sleeping; in this context insomnia could turn into a real problem. The airport, though... good place to visit if I need to make something, and totally worth looting because there's TONS of stuff there, but ... not a place to live. The hunting close by is not really that good; there are other places on the map with much better hunting, and the size of the place (FA should stand for Freakin' Astronormous) means that it really takes too long to travel from the airport to where the good hunting is and back again; there are other places to live closer by.
  9. Brittle Cave is a better base than Island Cabin, imho. The key for long term living in FA are the bears; both Island and Mindful are within striking distance of the two bears on the map, but so is Brittle Cave of the bear that lives under the big pile of rocks close to the downed helicopter that's not Final Approach; and there's better hunting around Brittle Cave than there is around Island Cabin. The one fishing cabin is also close to it. There's also a cave close to Justy's Hovel (Rusty Shovel? ) which looks like a good possibility, but I've not yet spent the time in it to know if the hunting near it is any good. The paucity of caves on the other side of the map near Mindful make living on that side of the map a lot dodgier imho, as caves generally make better dwellings than cabin, esp. cabins that only have potbelly stoves with their sole cooking surfaces. I have some more exploring to do around there... there's the flash flood cave but it's a little remote from the hunting compared to Brittle on the other side of the lake. I'm hoping I may have yet to find another cave on the Mindful side of the map that will be nice and close to the herds of deer that congregate in the wooded area near the foot of the cliff over there. It's kind of too bad that there are no caves anywhere on the high pass... pretty much no good shelter at all up there.
  10. Snow that accumulates, and drifts. I actually looked into this with an eye to trying to create a mod, but ... holy mackerel the math involved is truly out of this world. That said, I'm far from an expert and I'm sure there are people out there that could do a bang up job. Rock climbing. I think rock climbing is a natural evolution for this game. Controller mechanisms would need some real thought. I've had some, including some that are "true" to the kind of interesting way locomotion is done in the game now. Given the game's setting (Canada's Western Cordillera archipelago off the coast of BC) rock climbing seems like a natural way to extend the game into new areas of game play. However, it's a challenging thing to think about given that you have to come up with control schemes that would work with keyboard & mouse as well as with console controllers. Done properly though and given the game's setting and beautiful art style I could see scaling the cliffs in AC or HRV as being a truly excellent addition to how we all get around. I also think that it would be really great if the wildlife in the game functioned like a true ecosystem, even if a greatly simplified one. However, doing the animation and pathing for the animals in this scenario would be truly truly challenging, let alone dealing with actually simulating an ecosystem, though all the elements in the game are pretty much there in the region maps already. Anyway, I've said all of these things before, and more besides. Even so, as it stands this is a great game, and I think it would be very cool for it to get wider exposure, not least because of the truly unique emotional headspace that it evokes in the player.
  11. I too have noticed this, and I think I reported it to their bug tool, but glad to see others have as well. Also been having fun taking debug screenshots of missing textures in the new region
  12. Aye, it's hard to know how it will play out. Either way is all right, if it's day 200 and I'm heading into the pit mine, and all the food's ruined, I'm not exactly going to be surprised and angry... even if it hasn't worked that way in the past. After all, as has been said, there's been a major reworking around loot and that may well include around how decay works on loot.
  13. or any of the other winter solstice holidays that suit your tradition. Thanks to the folks a Hinterland for putting out this wonderful diversion that keeps us in the winter spirit all year 'round! All the best for the coming year!
  14. He is. I believe he lost both his password to that account, and the email address it was registered under, so he couldn't recover it.
  15. There are a couple of locations where the wind really shrieks because of stone passages they pass through. I've noticed that they're not always on; I think the wind actually has to be coming from the right direction to make them howl like that, but yeah, it's really loud in those places.
  16. Poe, ERB, H.G. Wells, and a growing amount of Lovecraft is public domain, and they both have lots of stuff that'd be in the right size range to be practical to read while sitting next to a fire in a cave while a blizzard blows outside. Finding a copy of Paradise Lost in the Gray Lady's house in Milton would also be quite cool given the obvious echoes to it in Episode Two. Tom Thomson's paintings are all public domain now, I believe, so finding a "print" of Birches in the attic of the Barn in PV would be pretty damned cool imho, esp. given that you can basically go up that rise opposite the road from the barn and look right at it. There is a lot of scope to run this kind of stuff as little easter eggs throughout the game. It's not actually possible because it's not public domain, but I always thought it made more sense to hear Gould playing that piano piece on the radio during an aurora. The Idea of North could be another good choice by Gould. And something like a flickering display of "La Paysagiste" by Jacques Drouin from the NFB on a TV during an aurora (mebbe a big ol' curve front console TV from the 70s in the PV Farmhouse) would be super all right to come across.
  17. Yeah. Obvs I can't really know. but it's entirely possible this will be destined to be fixed down the line. Software dev is balancing dev time, reward, plus of course the question of what's viable on which hardware. They could maybe fix it for people with latest gen video cards, but the majority of the userbase is almost certainly still running gtx1060 era cards, and a lot of the time keeping the game viable on older hardware (and consoles!) means making hard decisions.
  18. Pretty sure that's a straightforward limitation. I've observed the same thing for many years in places like Mountaineer's or in caves. I can understand how trying to properly clip the effect to make it look like it's outside but not inside could be seriously computationally intensive... and depending on how the clipping is implemented it may not be possible without a major rewrite of the weather code. It does not. Neither of the cabins, nor any of the caves protect from Glimmer Fog. I haven't completely verified for myself, but I suspect that the only place that does is the deep basement in the Hangar.
  19. Hitting F8 should take a screenshot, you don't need to take a screenshot as well; TLD writes the files to your desktop.
  20. I've found it to be pretty mild, but insanely difficult to avoid. Like the others here have said I suspect it's not intended to be seriously debilitating on its own, but combined with starvation or an animal struggle could be what tips you over the edge. I've had it a few times (I've been living out at the island cabin; I'd love mindful but there's a serious paucity of food there) without it being really brutal. I've had my sleep interrupted a couple of times from it... in the custom game I usually like playing I only do low condition recovery while sleeping and I could see it being much more serious in that context. At first I was a little irked that I couldn't avoid it in the backs of caves, but now that I've seen how minor it is I find it far more understandable. I still need to do more testing (for example, the rate of insomnia risk accumulation is 1%/10s real world time is one finding, and it doesn't matter if you're outside, in a building, or in a cave) because I think that the rate of condition recovery while sleeping is slower when one has insomnia, but I haven't figured out a way to directly measure it yet.
  21. The right way to deal with reporting it is to use F8 to take a debug screenshot. It will be just like a screenshot but with a bunch of yellow text showing information about the game, including the exact location on the map that the picture was taken.
  22. I'm thinking about the fact that people that get lost travel in circles. In TLD, we walk in a straight line always. I think keeping the straight line is a good plan, but if one ankle is sprained it would be cool to have the path of travel curve in the direction of the side that is sprained. I was thinking this because I was walking through a blizzard in FA and had a LONG walk to make, and with a sprained ankle. Given how hard it is in some places there to see where you're going, having your path curve when ankles are sprained would make sprains much more serious when circumstances are exactly wrong....
  23. The main reason for the long walks is to weed out the players who don't plan adequately basically. Sub par clothing or leaving on those walks with an empty stomach will come at a cost.
  24. Looking off the deck at sunrise from the Mindful Cabin. What a spectacular view.
  25. I am 💀 🤣 Yeah, running it on linux here, Because Reasons.