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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309758 times)

DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9030 on: February 26, 2012, 11:40:33 am »

That mod wich version i asked for, it crashes as soon as i go > to make it start the game..
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9031 on: February 26, 2012, 12:02:06 pm »

Huh, working fine for me.

You delete your save and do a clean build?
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teoleo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9032 on: March 04, 2012, 11:18:34 am »

the thread is a zombie?? :O)
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Akhier the Dragon hearted

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9033 on: March 04, 2012, 02:36:23 pm »

   It could either be a lull in activity or maybe, just maybe enough people took to heart that the games actual forum is where your supposed to be posting for stuff about it. In any case there will probably be an uptick in activity next important release.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9034 on: March 04, 2012, 02:37:36 pm »

There's been no updates lately, and anyone who plays the game has already got enough experience to not need to ask questions. Even the official forums is mostly active in the Modding subforum. And the majority of that activity is Wolfy's mod :P
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Tidal

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9035 on: March 04, 2012, 03:40:53 pm »

Also: that 'stable' release that someone made...
I still crash all of the time from implants, quitting computers...

Ayup.
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Shadowscales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9036 on: March 05, 2012, 07:00:00 am »

I gave The Darkling Wolf the necessary files for a windows release!
Follow the link in The Merchant of Menace's sig, in the github link there is a downloads section, within that is a stable windows version of the mod!

I now contribute to the mod, so enjoy my mutation mod intergrated!
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lionstar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9037 on: March 07, 2012, 02:54:42 pm »

He made a twitter post a few hours ago saying he will have a new release out within 24 hours :D
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9038 on: March 07, 2012, 03:00:03 pm »

I gave The Darkling Wolf the necessary files for a windows release!
Follow the link in The Merchant of Menace's sig, in the github link there is a downloads section, within that is a stable windows version of the mod!

I now contribute to the mod, so enjoy my mutation mod intergrated!
well, I downloaded that thing from a post a couple of pages ago (not the one wales made) and it may have been that they meant that the second download was the actual original download, and not the DL with the unofficial patch...


EDIT: bleugh, I'm a twat. said mod is for linux.

I think.
If you're talking about Wolfy's mod, which is the only one actually posted recently, you can find the Windows binary here he also has a binary for Gremour's vehicle mod.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9039 on: March 08, 2012, 01:28:22 am »

A much-delayed update; I guess I kind of took the month of February off!  Let's hope this is the start of a productive 2012.

Clean build required.  Saves are obsolete.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:
  • Several new monster AI features.
    • Monsters now have independently-tracked anger and morale settings.  Where previously, a monster's "morale" was simply the percentage of health remaining, it is now much more complex.
    • Monsters' anger and morale may be affected by many triggers.  These include the classic "when I'm hurt," but also things like "the player is close" (bees will ignore you unless you invade the hive," "the player is weak" or "I'm getting hungry" (wolves will track you until they feel the moment is right to strike), "fire is nearby" or "my friend died" (scare off wolves with fire, or by killing one of the pack) and many more.
    • Monsters may be in one of several different states, depending on their anger and morale levels.  These include attacking, tracking (following at a distance), fleeing, ignoring, and more.
    • Monsters treat NPCs equally with the player when determining their state.  If an NPC has the Intimidating trait, and you don't, the monster might still flee.  Conversely, even if you have Insect Pheromones, bees might still attack your non-smelly friends.
    • This changes how many traits and mutations work, like Intimidating, Animal Empath, and Insect Pheromones.
    • Many fast-moving monsters, such as wolves and fast zombies, use a hit-and-run tactic.  They'll run to their target, attack once, then retreat out of range of any counter-attack.
  • New cave style: Rat Cave, with a unique encounter involving a new monster type and a new status effect.
  • New map location: Military outpost, with a new monster type involved.
  • NPCs will give you a summary of their opinion of you.
  • If you give an NPC new items, they will immediate assess them and wield a weapon or put on clothing if they feel it is appropriate.
  • New mutation category: rat-like.  New mutation: whiskers.

Tweaks:
  • The tutorial map regenerates itself every time a new tutorial is started.  No more starting a tutorial and immediately dying in fire (though having a horrifyingly brutal tutorial was kind of fun ;D )
  • Tutorial starts at noon (no more tutorialing in darkness!).
  • Burst-firing is much more attractive.
    • The recoil penalty for shots beyond the first is reduced.
    • If, after your first shot, there is no longer a monster on the tile you are targeting, you will attempt to re-aim at the nearest monster.  The most common reason this happens is if your burst killed the first monster you aimed at.  This means that you can fire a burst and re-target mid-stream at a new monster, potentially killing many at once (this makes the M249 much more attractive).
    • Your ability to re-target is limited by your Guns skill.
  • Antennae mutation is a little better.
  • More items conduct electricity.
  • Military supply bunkers are a little more generous.
  • Spears are more effective at piercing armor.
  • Items that can cut or stab, like knives, pick which to perform more intelligently.
  • Electric monsters are immune to the shock-delivering bionic.
  • Electric monsters will shock you if you attack with a conductive weapon or no weapon, and aren't wearing gloves (reverting to old behavior here, for those who remember).
  • Turrets no longer have to re-target the player if they stay in sight between rounds.

Bug Fixes and Optimizations:
  • Massive memory restructuring.  Should cut down on crashes and make things generally friendlier to smaller systems.
  • The cap on the number of monster flags has been lifted.  Modders, please feel free to add your new flag.
  • mp3 players that you aren't carrying can still run out of power.
  • More static spawn issues fixed.  Slowly working towards perfection.
  • If some dummy (me) codes bad item placement, it won't freeze up the game; it'll just not place any items.
  • NPCs who claim to need antibiotics will actually start with a lethal infection.  Also, they'll never start with antibiotics already in their inventory.  ::)
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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!

Shades

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9040 on: March 08, 2012, 06:51:13 am »

Burst-firing is much more attractive.
  • The recoil penalty for shots beyond the first is reduced.
  • If, after your first shot, there is no longer a monster on the tile you are targeting, you will attempt to re-aim at the nearest monster.  The most common reason this happens is if your burst killed the first monster you aimed at.  This means that you can fire a burst and re-target mid-stream at a new monster, potentially killing many at once (this makes the M249 much more attractive).
  • Your ability to re-target is limited by your Guns skill.

It was already very attractive as the gun noise generated is the same for a single shot as a burst (although the text is different). Now it re-aims too this might want to be changed. (unless I've totally misread the code).
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9041 on: March 08, 2012, 06:53:52 am »

A single gunshot will attract as many zombies as several would, gunshots don't actually increase the spawn counter any more, due to the map size being increased. So it seems a tad unnecessary.
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Shades

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9042 on: March 08, 2012, 10:00:40 am »

A single gunshot will attract as many zombies as several would, gunshots don't actually increase the spawn counter any more, due to the map size being increased. So it seems a tad unnecessary.

Loud sounds still decrease nextspawn and as far as I can see this would make the next set spawn sooner. Or is that whole code section skipped now?
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9043 on: March 08, 2012, 11:27:27 am »

Liking the look of the new changes. Çant wait to give it a go.
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9044 on: March 08, 2012, 01:32:02 pm »

I feel ashamed to ask, but what do you mean with a clean build?
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