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Author Topic: The Cataclysm games thread.  (Read 114050 times)

Random_Dragon

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Re: The Cataclysm games thread.
« Reply #885 on: January 26, 2023, 09:58:10 pm »

NPC code is spaghetti and way outside most contributors' expertise. I looked and noped out. It's ancient. Also different people would work on super complex stuff like that instead of grunt work.

Fair point. I want to fix up more of that hot mess for BN but the best I've managed to do so far was add some special exceptions to make helmets not the go-to best god-tier weapon in the minds of NPCs...
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King Zultan

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Re: The Cataclysm games thread.
« Reply #886 on: January 27, 2023, 03:29:25 am »

And of course, we get that instead of NPCs that are good for something other than backup rations... :<
I mean that's not the only thing they're good for, you can make them carry stuff and they're really good at getting the attention of all the local zombies so you can run away.
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Robsoie

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Re: The Cataclysm games thread.
« Reply #887 on: January 27, 2023, 07:05:33 am »

I still have some good memories of my early time with Cataclysm, the fun of running along with a friendly NPC against a bunch of zombies, he was doing great with his flamethrower.
And he was so willing to help when i was fighting in melee with a zombie, unfortunately he still had his flamethrower

NPC  : I'm helping !
ME : I'm burning !

:D
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #888 on: January 27, 2023, 12:01:26 pm »

See, a full can of food also doubles as a hammer. :3
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #889 on: January 28, 2023, 05:40:54 pm »

I still have some good memories of my early time with Cataclysm, the fun of running along with a friendly NPC against a bunch of zombies, he was doing great with his flamethrower.
And he was so willing to help when i was fighting in melee with a zombie, unfortunately he still had his flamethrower

NPC  : I'm helping !
ME : I'm burning !

:D
That might explain why getting NPC companions to use full-auto firearms is...a low priority.

I'm reminded of Fallout's Companions.

King Zultan

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Re: The Cataclysm games thread.
« Reply #890 on: January 29, 2023, 02:06:53 am »

Last time I had a companion with a gun in the game he immediately shot me in the back and killed me when a fight started, this is why I never let them have them now.
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KittyTac

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Re: The Cataclysm games thread.
« Reply #891 on: January 29, 2023, 07:38:38 am »

A friend I introduced to CDDA gave a grenade launcher to his NPC and acted surprised when the NPC shot it at a zombie he was meleeing. Boom!
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Re: The Cataclysm games thread.
« Reply #892 on: February 03, 2023, 05:17:42 pm »

Quick question, does the condition of a solar panel affect it's energy production?
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KittyTac

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Re: The Cataclysm games thread.
« Reply #893 on: February 03, 2023, 08:12:24 pm »

Quick question, does the condition of a solar panel affect it's energy production?
Yes.
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Vorbicon

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Re: The Cataclysm games thread.
« Reply #894 on: February 03, 2023, 08:20:39 pm »

Thanks. I figured as much, but was never quite sure if I was wasting my time repairing them.
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #895 on: February 03, 2023, 08:34:20 pm »

Thanks. I figured as much, but was never quite sure if I was wasting my time repairing them.
Hm, now it only depends on how many buildings you plan to run into with your Solar Car!

Random_Dragon

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Re: The Cataclysm games thread.
« Reply #896 on: February 03, 2023, 09:03:14 pm »

So I've managed to shake off that lack of time and energy a lil bit to do some work in BN:
1. For starters, fixing a fuckup I made back when I tweaked the code for how woodcutting tires you out (which was here). I still need to continue this and apply similar rebalances to other exhausting long actions but weh.
2. Fixed mount gunmods like sight mount, stock mount, etc being basically always impossible to install regardless of skill level. The math behind it is very janky and basically you NEED to define skill requirements or else you'll need superhuman stats to go from 0% odds to LITERALLY 17% tops. Looks like someone at some point also already noticed this problem in DDA at some point but hadn't thought to look for a DDA PR to port over when I ran afoul of this.
3. Tweaking how guns use the stock slot vs. stock mount. In a nutshell, some vanilla rifles with wooden stocks use the stock slot but others use only stock mount. This basically just stamps down on this inconsistency and rigs it so that if the gun has a stock, it has a stock slot. If the gun doesn't have a stock, either it has a stock mount slot, or it's a pistol that's big and/or tacticool enough to warrant being able to use a pistol stock gunmod right off the bat. Stock mount is now basically only used for guns that neither have an existing stock nor would logically be able to have one slapped onto it out of the box.
4. Tweaks to make much more use, and much more consistent use, of the barrel length property. Basically, more guns that have some amount of barrel you could afford to cut off IRL have a barrel length definition, and for all but the smallest affected guns you can take a minimum of 250 mL off them. Often more, for the sake of making the difference matter more. Key thing to keep in mind here is that item volume in BN represents bulk/clunkiness just as much as it does actual liquid displacement volume, because we don't have a max length system that's basically only really used to make it so you can't have an item half-stuck into the opening of your backpack (which is a fine example of a realistic feature intrinsically making things unrealistic in a situation where adhering to real-life logic more closely would benefit the player, can you guess why "realism isn't real unless it hurts the player" is a meme?).
5. Porting over a PR that allows you to saw off stocks from guns. A few notable differences between the source PR and my port of it: the big one is that it looks for the stock slot, not the stock mount slot, explicitly because as mentioned which guns get the stock slot is pretty inconsistent in DDA (and in BN at present until PR 3 is merged). To avoid sawing a stock that will likely not actually exist, the code is additionally set to exclude pistols so that only items likely to actually have a fixed factory stock can be shaved down. Third, it requires the item to have wood as a material subtype. This is a much cleaner way to distinguish for old-school wood-furniture guns vs modern tacticooll plastic or all-metal guns, compared to JUST checking for stock vs stock mount. You would expect a gun with a wooden stock to have wood in its material list, after all! Finally, I implemented all of the actual gameplay effects of having a shortened stock in the JSON entry for the gunmod applied by the wood saw, unlike the old shortened barrel where the volume reduction is located in each individual gun that can be affected by it and the weight reduction is buried in hardcode. In addition, I removed the old janky way that volume bonuses were applied to guns with folding/sawed stocks so that instead of several tiers of reduction based off item volume (item volume MINUS barrel length if any, only), it's a simplified removal of one-third of the item's baseline volume.
6. And lastly, a minor tweak to make it possible to take signal flares apart for resources. You can craft your own signal flares despite them being almost useless, and you can take HAND flares apart for resources, so why you were never able to take apart signal flares to get infinitely-more-useful shotshells and shotgun primers is beyond me.

PRs 3, 4, and 5 are all intended to combine to achieve one particular goal: make it so you can take the bog-standard double-barreled shotgun, cut both the stock and the barrel short, and have its resulting volume reduced to JUST enough to fit in an XL holster. As mentioned in alternatives section for two of those PRs, one alternative I could do if pestered to but haven't tried yet would be just buffing the maximum capacity of the XL holster from 1.25 liters to 1.5 liters, because that's a MUCH more forgiving volume target to hit.
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King Zultan

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Re: The Cataclysm games thread.
« Reply #897 on: February 04, 2023, 04:11:34 am »

I wouldn't say signal flares are completely useless, as I have found a them helpful a few times for having a light that could be sent off further than the character can throw. Now that Z levels are more of a thing they might be even more useful.
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MaxTheFox

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Re: The Cataclysm games thread.
« Reply #898 on: February 04, 2023, 05:03:36 am »

It would be interesting if you could shoot a signal flare into the sky and a NPC would spawn nearby after a few hours, then come to you. Chance of friendly NPC, chance of a bandit gang.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #899 on: February 04, 2023, 10:45:08 am »

I wouldn't say signal flares are completely useless, as I have found a them helpful a few times for having a light that could be sent off further than the character can throw. Now that Z levels are more of a thing they might be even more useful.

It's a use but in practice a free shotshell and primer will probably do more for most players.

It would be interesting if you could shoot a signal flare into the sky and a NPC would spawn nearby after a few hours, then come to you. Chance of friendly NPC, chance of a bandit gang.

I mentioned the idea in the alternatives section of the PR, yeah. In theory if we converted the signal flare's luminosity effect to a field instead of it dropping a llit hand flare (since an item spawned in midair usually just falls straight back down afterwards), we MIGHT be able to get firing a signal flare straight up to actually place the light in midair, otherwise we'd have to code it as an explicit use action.

I'm not sure spawning an NPC would be the best method, but the idea I did bring up would be having it so that any NPC that can see a midair flare counts the tile it's over as a point of interest to investigate, if their AI setting currently has them told to investigate things. No idea how much work it'd be to make that work though.
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