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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1315903 times)

Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2565 on: July 22, 2011, 03:16:34 am »

Next Window version will be upped in 2-4 hours
What is that posix_time.h which is missing yet described in the new game.h?

Is it the
Spoiler (click to show/hide)
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2566 on: July 22, 2011, 03:21:11 am »

Quote
Animal Empathy trait no longer causes squirrels, etc. to trail you

But... I liked becoming the Pied Piper.  :(

Yes, it was a BIT overpowered, though.

Next Window version will be upped in 2-4 hours
What is that posix_time.h which is missing yet described in the new game.h?

Is it the
Spoiler (click to show/hide)

It should be in the repo.  And no, it's not that, it's to help Windows builds with animation.


EDIT:  I should have mentioned this, but those of you who compile yourself, this requires a clean build and the deletion of old save files.  On linux, type "make clean" before running "make" to do a clean build.
« Last Edit: July 22, 2011, 03:23:45 am by Whales »
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2567 on: July 22, 2011, 03:26:23 am »

In the repo? Where? :)

It's not in the source archive.


The one I showed above does not work.

It does not allow this string to work:
 timespec ts;

It wants me to put a ";" in front of ts.
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Drevlin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2568 on: July 22, 2011, 03:49:15 am »

I'm pulling. I'll try later  :)
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2569 on: July 22, 2011, 03:52:20 am »

So, anyone got an idea where to take the right posix_time.h so it would allow the code to work? Please? :)
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2570 on: July 22, 2011, 04:23:29 am »

I think I've found the problem... The error is "aggregate timespec has incomplete type and cannot be defined". How can I fix it?
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Drevlin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2571 on: July 22, 2011, 04:25:51 am »

You find posix_time.h (and .cpp) in the source directory after you pulled from the git repo. Both the files have been added with this update. Whales moved the nanosleep function (for windows only, since is builtin in linux) in posix_time.cpp. I don't know if posix_time.h is used for other purposes, I haven't read the sources yet, nor compiled
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2572 on: July 22, 2011, 04:31:53 am »

Oops, I got the source from the "Download -> source archive" link. Is it different from the repo?
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Angel Of Death

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2573 on: July 22, 2011, 04:44:11 am »

Where are Head's updates?
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Dutchling

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2574 on: July 22, 2011, 04:55:16 am »

Ehm, I found a bug: fire/smoke doesn't stop you from reading. Also, beds don't seem to burn at all.
EDIT: This is an older versions though, might already be fixed.
« Last Edit: July 22, 2011, 04:58:22 am by Dutchling »
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2575 on: July 22, 2011, 05:01:36 am »

Awww shit, I updated!

The main update is new computers, with a more interesting interface; this opens the possibility to random computers in the future, and means that banks now have computers to open the vault.  Vault contents are also much more interesting.
There's also lots of little updates rolled in here.  See this for the full list.

Any thoughts on what I should work on next?  NPCs, expanded construction, missions, random monster/mutation additions?

I think you should make possible to make some action with improvised tools.
-You should be able to use heavy small solid objects like handguns, hatchets and rocks to construct barricades. ...maybe it should take longer and occasionally cost more nails than with proper hammer.
- Making rags out of clothes with any sharp object. ...maybe producing less rags than with scissors.

More nails in hardware stores.

More furniture and ability to move it around. ...and chop it to pieces to get planks for baricading.

String could refill sewing kit i guess.

Something to not get cut on that smashed windows all the times. (like spend more turns to bash that glass to make it safer) And when cut it should be more on arms instead on torso. ...but to balance it out the cut should be more severe.

And for the future, setting world decay would be nice, like choosing to start month after cataclysm would make the world have less food, supplies more scattered around instead of laying in store shelves, more destroyed buildings and more dead bodies. (basically like the online world after couple of days).
« Last Edit: July 22, 2011, 05:15:02 am by kulik »
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Dutchling

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2576 on: July 22, 2011, 05:04:57 am »

Online world? Did I miss something?
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2577 on: July 22, 2011, 05:15:33 am »

The terminal version on the server uses a shared world, Dutchling.


By th way, I cannot compile the new computer.cpp file. It tells me that there are tons of undefined references, what is it related to?
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Dutchling

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2578 on: July 22, 2011, 05:45:42 am »

Suggestion: Could you please include the option to start with the same skills/everything when you select a new char. Caves of Qud (Quad?) has this too and it is very useful.
Especially if you want to get some good skills with the robo perk.
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2579 on: July 22, 2011, 06:03:28 am »

Suggestion: Could you please include the option to start with the same skills/everything when you select a new char. Caves of Qud (Quad?) has this too and it is very useful.
Especially if you want to get some good skills with the robo perk.
Step 1: Set all your attributes to 0.
Step 2, spend those points in skills.
Step 3, wish for a holy crapload of purifier at the start.
Step 4, drink it all, watch your attributes go back up.
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