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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1308854 times)

Farce

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8190 on: November 28, 2011, 01:54:06 am »

Aren't they also much slower firing, as well?

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8191 on: November 28, 2011, 02:01:20 am »

Not technically, although with the higher recoil you need to wait longer between shots to preserve accuracy.  You can fire them quickly, but at a loss of accuracy, which doesn't matter much at short range and at long range you've probably got some breathing room.  Adding a grip or a gyro helps recoil greatly.

jester

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8192 on: November 28, 2011, 04:21:53 am »

Ive also found meth = get out of jail free card
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8193 on: November 28, 2011, 04:04:30 pm »

Ive also found meth = get out of jail free card

If by "free" you mean "with a debilitating comedown, and the nastiest addiction in the game," then sure.   :D
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8194 on: November 28, 2011, 04:11:56 pm »

Ive also found meth = get out of jail free card

If by "free" you mean "with a debilitating comedown, and the nastiest addiction in the game," then sure.   :D
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Flare

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8195 on: November 28, 2011, 07:55:28 pm »

Does anyone have a link to basic instructions of how to compile something into a game? I've tried fiddling with cygwin for the last week to no avail.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8196 on: November 28, 2011, 09:48:52 pm »

What do you mean exactly?  To mod the game is relatively easy.  If you're on Linux you grab Whales' source code and mod directly, compiling with the "make" command.  On Windows you need to get Aposos's ported source (or port it yourself) and mod it and compile it via Code::Blocks and the related libraries.  In either case, the source code is open and (if you can read C++) then you just alter and add as desired and see if you broke anything.

If you mean to mod the existing world, to add inventory or alter the map for your benefit, that's a bit more arcane.  Map data is saved in 4 text files per overmap tile (if you believe Whales) and the data is stored as a set of numbers.  If you know what the numbers mean then good for you, otherwise it's just lines of Matrix-esque code.

jester

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8197 on: November 29, 2011, 01:26:53 am »

Ive also found meth = get out of jail free card

If by "free" you mean "with a debilitating comedown, and the nastiest addiction in the game," then sure.   :D

isnt that what more meth is for?
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Flare

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8198 on: November 29, 2011, 03:04:54 am »

What do you mean exactly?  To mod the game is relatively easy.  If you're on Linux you grab Whales' source code and mod directly, compiling with the "make" command.  On Windows you need to get Aposos's ported source (or port it yourself) and mod it and compile it via Code::Blocks and the related libraries.  In either case, the source code is open and (if you can read C++) then you just alter and add as desired and see if you broke anything.

It's relatively easy if you know what all those terms mean and have a framework in which all of them relate to each other . In any case, I'll google those words and see what they mean.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8199 on: November 29, 2011, 03:37:58 am »

Ah, well...  Basically Whales writes the source code - the game itself.  Aposos translates into Windows compatible version.  Code::Blocks is a compiler, takes source code and packages it into a finished product.  Libraries are just that, collections of data that the code pulls on.  So (assuming you're on Windows) you'll need to grab the files from Aposos's github, download and install Code::Blocks and the different libraries, and then run it through.  The official forums has a step-by-step guide on grabbing Code::Blocks and the libraries and how to put them in.

Once you've got it where you can turn source code into a .exe, then you can start modding.  Changing data values is easy.  Want bread to give 200 hunger?  Just change it to 200!  Radios bash for 75 damage?  Easy!  You can even copy-paste the item template to make a new item relatively easily.  Just plug in the numbers for weight and volume and bash and whatnot.  If you've toyed with DF raws then you should already know how to work off this template type of item creation.  Adding new structures or entirely new game concepts, is a bit more involved...  Suggest you ask about it on the official forums instead.

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8200 on: November 29, 2011, 10:01:40 am »

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Flare

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8201 on: November 29, 2011, 06:30:36 pm »

It turns out I've been looking in the wrong place, I've been looking in the mod section instead of the technical one. Thanks guys!
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beorn080

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8202 on: November 29, 2011, 10:11:30 pm »

I have a question, and my lack of programming knowledge makes it one that I have no idea if it is feasible or not. But, would it be possible, later on, to strip out the items and add them to text files as is the case with DF? That would make simple item mods much easier.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8203 on: November 29, 2011, 10:20:00 pm »

It's pretty much that simple already, it's just a .cpp file instead of a .txt.  It would (in theory) be very simple to make the item list by grabbing out of a text file, but the particular code used for items is so simple that it wouldn't be much easier to write items this way.  For example, I scrolled down through itypdef.cpp and grabbed one item:
Code: [Select]
//    NAME RAR PRC SYM  COLOR MAT1 MAT2
MELEE("superglue", 30, 18, ',', c_white, PLASTIC,MNULL,
// VOL WGT DAM CUT HIT FLAGS
1,  0, -2,  0, -2, 0, "\
A tube of strong glue.  Used in many crafting recipes.");
You can already see, if you're familiar with DF item raws, that it's simple "fill in the blanks" definitions.  Define the rarity, the price (not used since we have no NPC markets), the color, the volume, weight, etc.  I think if you tried to offset this into a .txt it would make things more troublesome.

Greiger

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8204 on: November 29, 2011, 10:25:21 pm »

So how would we modify them then?  Is it just an open the .cpp with a text editor deal?  Or do we need to do some kind of compiling after edits?  I'm afraid I'm not familiar with the format.
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