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Author Topic: The Cataclysm games thread.  (Read 114068 times)

Random_Dragon

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Re: The Cataclysm games thread.
« Reply #165 on: March 21, 2021, 11:46:56 am »

I can confirm that o3 version did give a minor performance boost with my 1.6 GHz potato of a CPU, but not a lot. Helpful to know at least, but it'd be hard to tell if it was a case of the o3 version that actually affecting performance that much, or if it's more because the PC running the test is utter dogshit.
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Robsoie

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Re: The Cataclysm games thread.
« Reply #166 on: March 21, 2021, 12:05:59 pm »

GNU-speak for "use optimizations to minimize CPU that even we aren't sure really work."

I would not do this without an extensive automatic testing system in place to catch failures caused by compiling at this level of optimization.  This is the main reason I've been considering taking C:Z to C++20: so much more STL is constexpr-competent (and thus compile-time testable/computable) that it isn't funny.

I can confirm that o3 version did give a minor performance boost with my 1.6 GHz potato of a CPU, but not a lot. Helpful to know at least, but it'd be hard to tell if it was a case of the o3 version that actually affecting performance that much, or if it's more because the PC running the test is utter dogshit.

Thanks guys for the explanations, so i assume unless there's an obvious performance problem it should be better (as in more stable) to stay with the normal build instead of the "-o3" one.
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Stench Guzman

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Re: The Cataclysm games thread.
« Reply #167 on: April 05, 2021, 11:42:22 am »

If you are in an area where chickens have bred out of control, try releasing a few manhacks.
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #168 on: April 05, 2021, 03:40:24 pm »

Leaving the area and just letting your clucking lauder grow is probably the better idea.  The game only simulates tiles around the player: Once you leave, it won't waste processing time until you come back.  Which is why sometimes you leave an area with two chickens and return to find a dozen.

Random_Dragon

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Re: The Cataclysm games thread.
« Reply #169 on: April 05, 2021, 06:33:40 pm »

Meanwhile, I've still been making slow but steady progress on the WIP Arcana update I mentioned last page. Some screenshots of the final location, spoilers obviously:

Spoiler (click to show/hide)
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Stench Guzman

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Re: The Cataclysm games thread.
« Reply #170 on: April 05, 2021, 07:35:39 pm »

Leaving the area and just letting your clucking lauder grow is probably the better idea.  The game only simulates tiles around the player: Once you leave, it won't waste processing time until you come back.  Which is why sometimes you leave an area with two chickens and return to find a dozen.

There was a nearby zoo that had chickens.  Now it's winter and there's over three hundred of them, easily.  The game noticeably slows down when I get near that area.
« Last Edit: April 05, 2021, 08:13:52 pm by Stench Guzman »
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #171 on: April 11, 2021, 02:42:49 pm »

I've now merged the Arcana update I've been working on, link to the PR was here: https://github.com/chaosvolt/cdda-arcana-mod/pull/179

Overall summary of what's added:
1. One of the Arcane Purifiers, who arrive after completing Sofia's last available mission, has a mission chain now available. It starts you off trying to hunt down some information to pick up the trail of a portal research project, which said NPC believes may be useful in the long run to salvage.
2. Bringing this to Nicholas, the NPC in question, prompts a mission to get more information to narrow down the location, essentially figuring out what was shipped where. It's a dialogue mission, nudging you to talk to NPCs who might have science or military connections, in order to find out the needed intell.
3. This lets you do one of several side missions to explore a minor location suspected to have more info that'll help you find what you're after. For technical reasons (i.e. a proper map marker requires the location to be a mission target) each NPC also has some reason they want you to share that info with them when you're done with it, which will entail talking to Nicholas about it after you've brought said intel to him first. There's also one method that can net you the info without any side missions, and I have a few more options I plan to add when I get the chance to.
4. With all that together, Nicholas is able to determine which research facility housed the project he wants you to investigate, sending you to the facility to scavenge a specific vital component suspected to have been integral to the project. It's a fairly large facility, though not as big as traditional labs, and more custom in layout rather than using proc-gen layouts. Hence it formed the bulk of my effort on this update, having to hash out the layout and plan how the map will flow. There are multiple options to get past the main obstacles and security, each with their own different dangers or tools required.
5. The lab also has its own boss monster, which can be avoided entirely if you're willing to deal with some other hazards instead. It's meant to be a reasonably tough nut to crack, but in exchange it's possible to acquire a very useful item that lets you develop some items related to the boss monster if you kill it.
6. The part itself is built into machinery, as the mission dialogue and some notes found in the lab hint at. Deconstructing the obvious centerpiece of the final room is an option, but stepping into it also triggers something fun and nets you the part in a different way.

Planned additions:
1. I have two more options for side missions I planned to cook up, adding four more NPCs as potential sources of the desired intel.
2. I plan for the information and part acquired to culminate in the player being given a magitech alternative to the restored ritual blade, with sealing portals being its main function. I'll have to see if there's any way to implement that in the DDA version, possibly via map regen traps like I've already dabbled in, but having a portable, portal-eating map regen trap spawner is going to be something I want to thoroughly test before I implement it. BN version can rather easily use ARTC_PORTAL as the restored ritual blade does.
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ChairmanPoo

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Re: The Cataclysm games thread.
« Reply #172 on: April 26, 2021, 10:37:08 am »

So I want to download a new version and I´m kind of wondering which fork is best for me.

I want monsters to fight each other so it´s between Dark Days and Bright Nights.

Does either have a performance edge right now?

Edit: after checking this

https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far

I suspect BN will work better overall, if only by preventing fungaloid overload
« Last Edit: April 26, 2021, 10:39:47 am by ChairmanPoo »
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #173 on: April 26, 2021, 10:44:08 am »

BN also is more focused on actually being playable, in my experience.
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ArchimedesWojak

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Re: The Cataclysm games thread.
« Reply #174 on: April 26, 2021, 10:50:17 am »

So I want to download a new version and I´m kind of wondering which fork is best for me.

I want monsters to fight each other so it´s between Dark Days and Bright Nights.

Does either have a performance edge right now?

Monsters fight each other in DDA (not sure about BR) but not what i think your thinking of, It's more like Doom's in-fighting were they won't go out of there way to attack each other but if some how they accidentally hurt each other they will duke it out
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ChairmanPoo

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Re: The Cataclysm games thread.
« Reply #175 on: April 26, 2021, 11:10:20 am »

eh, no Arch. They´ve fought each other randomly for a while now. For a long while. Not Doom aggression either: Mi-Go will go out of their way to fight zombies for instance. its a way of putting distance between you and the monster, even.
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ArchimedesWojak

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Re: The Cataclysm games thread.
« Reply #176 on: April 26, 2021, 11:12:28 am »

eh, no Arch. They´ve fought each other randomly for a while now. For a long while. Not Doom aggression either: Mi-Go will go out of their way to fight zombies for instance. its a way of putting distance between you and the monster, even.

Sorry my bad
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #177 on: April 27, 2021, 07:07:25 am »

Bright Nights both has an overall performance edge (it omits several of those "realism" mechanics that slow down game processing) and playability edge (ditto), so go Bright Nights.

It also has an actual win condition.

Scoops Novel

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Re: The Cataclysm games thread.
« Reply #178 on: May 14, 2021, 11:43:22 am »

I just realised that by combining this with AI Dungeon and enabling god mode i can get everything i wanted out of a apocalypse sim. Actually good NPC's AND gameplay.
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ArchimedesWojak

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Re: The Cataclysm games thread.
« Reply #179 on: May 14, 2021, 12:32:58 pm »

I just realised that by combining this with AI Dungeon and enabling god mode i can get everything i wanted out of a apocalypse sim. Actually good NPC's AND gameplay.

Elaborate?
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YET ANOTHER DATA-COLLECTION THREAD FROM MR. "NOT FEDERAL AUTHORITIES."
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