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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1879735 times)

hops

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Re: Cataclysm: Dark Days Ahead
« Reply #75 on: January 03, 2013, 02:59:10 am »

Question.
Is the tutorial building still destructible?
If it is, I think something should be done.
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DrPoo

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Re: Cataclysm: Dark Days Ahead
« Reply #76 on: January 03, 2013, 04:07:39 am »

Pretty awesome effect you got there.  Fire actually is capable of wrecking buildings with that system then, instead of just spreading a little bit and then refusing to spread to the rest of the building.  And wow is it quick.


Keep up the good work escaping that building was a blast!

Holy fucking shit thats apocalyptic.
Darkling, dont fix this pleeeehse!
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The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #77 on: January 03, 2013, 09:49:54 am »

Darkling, dont fix this pleeeehse!
It's not a bug, it's fully intended behaviour.

Question.
Is the tutorial building still destructible?
If it is, I think something should be done.
I think the tutorial building being destructable is one of the best lessons there is though. Set the place on fire and you get to see what not to do in your safehouse :P
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Girlinhat

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Re: Cataclysm: Dark Days Ahead
« Reply #78 on: January 03, 2013, 09:55:32 am »

Alright, been a while since I last cracked open the Cataclysm source code.  What's a feature someone would like to see added?

ChairmanPoo

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Re: Cataclysm: Dark Days Ahead
« Reply #79 on: January 03, 2013, 10:39:53 am »


And CP, both vehicles and the lightning mod have caused some slowdown from what I understood of the benchmark discussions up until now - since both are in this version, that could well be the cause. Something I or someone else might look into sooner rather than later.
Nice :D


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The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #80 on: January 03, 2013, 10:48:34 am »

Unfortunately, I'm pretty sure we've already optimized both of them as much as is possible to do.

Although, do you self compile or play the precompiled version?
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Girlinhat

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Re: Cataclysm: Dark Days Ahead
« Reply #81 on: January 03, 2013, 10:54:15 am »

Vehicles and lights are big processes.  You can optimize them a lot, but in the end, if you want nice things you're gonna get some drag :P

Greiger

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Re: Cataclysm: Dark Days Ahead
« Reply #82 on: January 03, 2013, 11:13:52 am »

Alright, been a while since I last cracked open the Cataclysm source code.  What's a feature someone would like to see added?

Feature request! Rotten corpses, meat and veggi disappears a week after it goes rotten.  The corpses outside my safehouse are practically a carpet at this point, and it will probably take days to butcher it all and throw it in a fire.
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dwarfhoplite

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Re: Cataclysm: Dark Days Ahead
« Reply #83 on: January 03, 2013, 11:55:30 am »

How about the wiki? Do you expand the wiki to cover stuff in the post-Whales release
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miauw62

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Re: Cataclysm: Dark Days Ahead
« Reply #84 on: January 03, 2013, 01:13:47 pm »

Darkling, dont fix this pleeeehse!
It's not a bug, it's fully intended behaviour.

Question.
Is the tutorial building still destructible?
If it is, I think something should be done.
I think the tutorial building being destructable is one of the best lessons there is though. Set the place on fire and you get to see what not to do in your safehouse :P
Is it good that i managed to blow it up on my first try?
Didn't manage to figure out how to escape tough.
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JacenHanLovesLegos

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Re: Cataclysm: Dark Days Ahead
« Reply #85 on: January 03, 2013, 01:19:23 pm »

Is it possible to add broken down cars on the road, with a rare chance of a working one? It seems strange that the only cars in the world are parked neatly in parking lots.
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miauw62

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Re: Cataclysm: Dark Days Ahead
« Reply #86 on: January 03, 2013, 01:22:35 pm »

Is it possible to add broken down cars on the road, with a rare chance of a working one? It seems strange that the only cars in the world are parked neatly in parking lots.
This sounds really great. Random broken cars that have a few car parts and mayby some stuff you'd expect to find in a car trunk.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Girlinhat

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Re: Cataclysm: Dark Days Ahead
« Reply #87 on: January 03, 2013, 01:40:47 pm »

Feature request! Rotten corpses, meat and veggi disappears a week after it goes rotten.  The corpses outside my safehouse are practically a carpet at this point, and it will probably take days to butcher it all and throw it in a fire.
I'll see.  I'm not too familiar with time issues or adding and removing items, but it should be plausible.  Probably won't work very well...  I think tweaking the rot function will be the only method.  Cataclysm doesn't actually track time on items, there is no "X ticks until rot" there is instead "Item was created on X" and then it calculates as needed.  This helps deal with things like items outside the active map, that will rot as soon as you enter the area, instead of constantly counting their rot.

Is it possible to add broken down cars on the road, with a rare chance of a working one? It seems strange that the only cars in the world are parked neatly in parking lots.
This should be easier.  In theory, it's just a matter of accessing the mapgen, and tweaking the "place an item here" to include a damage value.  Then you should be able to get things like ruined cars, torn sneakers, bent pipes, etc.

DrPoo

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Re: Cataclysm: Dark Days Ahead
« Reply #88 on: January 03, 2013, 01:51:56 pm »

Feature request! Rotten corpses, meat and veggi disappears a week after it goes rotten.  The corpses outside my safehouse are practically a carpet at this point, and it will probably take days to butcher it all and throw it in a fire.
I'll see.  I'm not too familiar with time issues or adding and removing items, but it should be plausible.  Probably won't work very well...  I think tweaking the rot function will be the only method.  Cataclysm doesn't actually track time on items, there is no "X ticks until rot" there is instead "Item was created on X" and then it calculates as needed.  This helps deal with things like items outside the active map, that will rot as soon as you enter the area, instead of constantly counting their rot.

Is it possible to add broken down cars on the road, with a rare chance of a working one? It seems strange that the only cars in the world are parked neatly in parking lots.
This should be easier.  In theory, it's just a matter of accessing the mapgen, and tweaking the "place an item here" to include a damage value.  Then you should be able to get things like ruined cars, torn sneakers, bent pipes, etc.

Wouldnt it be easier to have ruined versions of the pregenned cars and have those genned instead?
I want wrecked cars too :(

Also make brushes less of a death trap plz
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Mictlantecuhtli

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Re: Cataclysm: Dark Days Ahead
« Reply #89 on: January 03, 2013, 02:03:59 pm »

Also make brushes less of a death trap plz

Seriously. It should not hurt every damn time I happen to step on a tile of bramble or a brush. Rubble actually makes sense to get hurt by, but you should just be slowed by shrubs and brushes. It honestly doesn't make any damn sense to me. I get hurt more by walking through forests than by enemies.
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