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Author Topic: The Cataclysm games thread.  (Read 113937 times)

nenjin

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Re: The Cataclysm games thread.
« Reply #45 on: October 29, 2020, 09:58:29 am »

And so the new Cata thread becomes a re-tread of the previous drama. :P
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Robsoie

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Re: The Cataclysm games thread.
« Reply #46 on: October 29, 2020, 11:10:10 am »

So, I dont really know the history behindCDDA. Any good person willing to explain it for me?

A good place to start would be who is Kevin and what did he do.

In summary

Whales created the Cataclysm game in 2010 and regularly updated, some time before stopping its development he released a source code.
When Whales left , in 2012 some people gathered to continue development, it was going to be based on the Cataclysm mod by TheDarklingWolf and became known as CDDA.
Around 2013/2014 they launched a (successfull) kickstarter to get a programmer focused on adding some features they wanted into the game.
With time old and new devs came and left until the current dev lineup

Kevin is the current maintainer of CDDA, he joined CDDA development very early after it started (the same month i think).

2010 - 2014 development :
https://www.youtube.com/watch?v=L0keDW2RwGc

There have been through the years arguments between Kevin (and people working on CDDA with him) and several members of Bay12 leading often to some temporary lock of the past Cata threads, mostly due to very different vision of what is actually fun, what should or shouldn't be and cdda overall direction, or how to interact with people without being insulting.

Difference of vision that also lead Coolthulhu into forking CDDA into BN at some point.
« Last Edit: October 29, 2020, 11:12:19 am by Robsoie »
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zaimoni

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Re: The Cataclysm games thread.
« Reply #47 on: October 29, 2020, 11:41:36 am »

Also: just look at the commit rate re C:DDA.  That allows any day-job programmer to explicitly compute what has to not be done, to sustain that.  (The unavoidable consequences of this, is my rationalization for forking C:Whales, after ~2 years on the sidelines.  It just took 18 months to make the fork announceable.)

As far as I am concerned, a complete explanation of what proficiencies bring to C:DDA was given.  It's just very hard to automated-test anything related to skill progression and the crafting system.
« Last Edit: October 29, 2020, 12:44:46 pm by zaimoni »
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #48 on: October 29, 2020, 08:08:21 pm »

Taking my first crack at a Bright Nights PR: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/161

Planning to slowly but surely port over anything of note that was added post-nested that my mods might need.
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Robsoie

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Re: The Cataclysm games thread.
« Reply #49 on: October 30, 2020, 05:49:19 am »

The slow down seems heavily dependent on how close you are to the remains of civilization. Reading or sleeping in a city moves at a crawl whereas sleeping in a car in the middle of some open fields is a lot quicker. The fastest passage of time seems to come from sleeping underground with z-levels turned off, though.

Due to temperature i went to sleep in the basement of a starting shelter.
I was very surprised how much noticably faster the time went (i also have z levels turned off), so i can confirm this.

Hopefully BN will find a way to optimise that, i wonder what kind of  expensive additional checks were added during cdda development (and that also came into BN) that led into such slow down, as indeed Cataclysm used to have the waiting time much faster when sleeping and reading at surface level.

edit : oh, 2nd day ended after looting a bit around and some slow (as i can't read in the basement darkness) reading then went to sleep.
But this 2nd sleep in the shelter basement went slower than the 1st one, no idea why but if each day increase the time required for 30mn to go by, it's a problem.
« Last Edit: October 30, 2020, 07:22:42 am by Robsoie »
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King Zultan

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Re: The Cataclysm games thread.
« Reply #50 on: October 30, 2020, 05:50:34 am »

That nested container thing seemed to break a whole lot of shit and not add much in terms of game play besides making carrying shit more of a pain in the ass.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #51 on: October 30, 2020, 11:06:06 am »

That nested container thing seemed to break a whole lot of shit and not add much in terms of game play besides making carrying shit more of a pain in the ass.

The main advantages to it are that you can drop your backpack for the torso encumbrance and not have it dump random crap on the ground afterward (what's in the backpack stays in the backpack instead), and having useful stuff in certain pockets will make them take less time to access.

That said...yeah. Part of the problems weren't merely due to nested containers being buggy on first implementation (which, well, they were) but also because the system was almost IMMEDIATELY adapted to stuff like charges in tools and other systems that nested containers wasn't initially coded for.

That essentially meant a huge spike of work all while the initial bugs weren't really sorted out yet, complicating the process of finding and fixing bugs to such an extent that they're still at it today.
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Damiac

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Re: The Cataclysm games thread.
« Reply #52 on: October 30, 2020, 12:44:55 pm »

While nested containers make sense from a realism and internal consistency POV, they kind of mess up the balance around encumbrance and carry capacity. 
Pre-change, you had one big inventory, and carry capacity increasing items added to its size. However items with high carry capacity typically come with higher encumbrance. The best example is the big backpacks. You suck at fighting with those big penalties that come from the encumbrance.

Post-change, you can drop the backpack on the ground, all the items in the backpack go with it, and so the downside is practically eliminated. Why not wear a backpack and shove everything into it, then drop if when/if I need to fight?  And of course this is realistic.

So I think it's a more major change than perhaps people realize, and while it makes all the sense in the world it does break some of the gamey balance stuff.  And of course, any change means bugs, screwed up mods, etc.
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #53 on: October 30, 2020, 01:41:37 pm »

edit : oh, 2nd day ended after looting a bit around and some slow (as i can't read in the basement darkness) reading then went to sleep.
But this 2nd sleep in the shelter basement went slower than the 1st one, no idea why but if each day increase the time required for 30mn to go by, it's a problem.

It was probably all the crap you brought back to your lair.

Apparently, you should leave your stuff elsewhere.  Set up an Office and a Home.  :P

Robsoie

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Re: The Cataclysm games thread.
« Reply #54 on: October 30, 2020, 01:48:42 pm »

That's actually a good idea, i'll have to try that as indeed i had gathered a lot of material i had moved right next to the shelter.
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King Zultan

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Re: The Cataclysm games thread.
« Reply #55 on: October 31, 2020, 05:24:14 am »

Probably why it lags so much when I try to craft stuff in my truck...        I've got so much shit in that thing.
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duckman

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Re: The Cataclysm games thread.
« Reply #56 on: October 31, 2020, 06:33:40 am »

Yeah, iirc, it tracks an item's age from the moment it started existing in ticks, which are 1/10(I think? Might be more/less precise.) of an in-game second each. You can see exactly how old your t-shirt is with debug, for example.
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Robsoie

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Re: The Cataclysm games thread.
« Reply #57 on: October 31, 2020, 06:44:09 am »

Would be great to have that game stop tracking items that aren't food, and even better an option to also stop tracking food age too for less realism but much better performance.
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Egan_BW

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Re: The Cataclysm games thread.
« Reply #58 on: October 31, 2020, 06:59:13 am »

Seems like for food you could probably get away with checking them all every 5 in-game minutes or something rather than 10 times a second? :p
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King Zultan

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Re: The Cataclysm games thread.
« Reply #59 on: October 31, 2020, 07:05:04 am »

Seems like for food you could probably get away with checking them all every 5 in-game minutes or something rather than 10 times a second? :p
That's not realistic enough we need to have it checking every nanosecond for MAXIMUM realism.
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