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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1316587 times)

Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2430 on: July 21, 2011, 04:34:46 pm »

I'm going through Firearms section now on our Wiki.

I can't fill in Moves per attack and Accuracy. First one I can't find in code and the second one looks different in-game.
So I'd ask someone else to fill those in.

Damn it :P I'm planning on spending the next week getting armor/weapon stats on every piece of clothing and melee in the game. I need help with gun stats as the in-game shown stats are a LIE, I believe.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2431 on: July 21, 2011, 04:40:00 pm »

I'm going through Firearms section now on our Wiki.

I can't fill in Moves per attack and Accuracy. First one I can't find in code and the second one looks different in-game.
So I'd ask someone else to fill those in.

Moves per attack is based purely on the gun's type, and your skill in that type.  See line 35 in ranged.cpp.
Accuracy is really innaccuracy in the code--the value is the numberof quarter-degrees that your shot may be off by.  So, an accuracy rating of 12 means that the gun may be off by 3 degrees at max.  To avoid confusing players, this gets displayed as (100 - accuracy) when you check the gun's info, so a 12 would be displayed as 88.
Thanks, I guess I'll just remove the Moves per attack entry from induvidual guns then.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2432 on: July 21, 2011, 04:50:41 pm »

Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers
- Gave the zombies better hearing

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Making food scarcer
- Making drugs scarcer
- Scavenged guns are sometimes damaged and require repair
It looks awesome. I did less stuff for my unnamed mod I play :P.


- You can disassemble guns to get gun parts.
- You now need gun parts to craft pipe rifles/SMGs.
- New vegetable: raw potato.
- New cooking recipes: dinner, broth, soup, scrambled egg, chips, baked potato.
- Tweaks to cooking times.
- Merged in menu hotfix (by Drevlin)
- Merged in Parkour mod (by Drevlin)


Also some test stuff.

FunctionZero, you were talking about some extra window... I started getting cataclysm.exe as an extra window, what did I do wrong? :P

P.S. I get it only in the "release" build... weird.
« Last Edit: July 21, 2011, 04:54:54 pm by Deon »
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The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2433 on: July 21, 2011, 04:52:53 pm »

Is there a way I can just lower the time for the zombies and not the player though?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2434 on: July 21, 2011, 04:54:43 pm »

Is there a way I can just lower the time for the zombies and not the player though?

Yes, by writing fancy code in monmove.cpp -- look for where it takes away moves from the zombie (search for "moves -=" or something) and put in a conditional or something.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2435 on: July 21, 2011, 04:55:22 pm »

FunctionZero, you were talking about some extra window... I started getting cataclysm.exe as an extra window, what did I do wrong? :P
In Code::Blocks, right click on the Cataclysm project, click Properties. On the "Build targets" tab, select Release and change its type from Console application to GUI application.

That should do the trick.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2436 on: July 21, 2011, 04:57:59 pm »

Thank you very much.

What caused that bug with batteries turning into ammo from radios? I see that radios have batteries as ammo type. Or maybe it's already fixed in Head's version?
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Drevlin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2437 on: July 21, 2011, 05:03:24 pm »

Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers
- Gave the zombies better hearing

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Making food scarcer
- Making drugs scarcer
- Scavenged guns are sometimes damaged and require repair

Good Armok, I barely survive three days in vanilla game, this mod is going to be a nightmare!  :D
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2438 on: July 21, 2011, 05:07:08 pm »

Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers
- Gave the zombies better hearing

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Making food scarcer
- Making drugs scarcer
- Scavenged guns are sometimes damaged and require repair

Good Armok, I barely survive three days in vanilla game, this mod is going to be a nightmare!  :D
Pits and traps. Have a safehouse on the edge of the town, so you won't get so many zombies.

Bam, still easy, plus you get free zombie food.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2439 on: July 21, 2011, 05:09:23 pm »

Pits are amazing.
I love coming back to my safehouse to find about 10 squirrel corpses in them.

I usually make a ring of pits about 4 deep around the house and have a line of tilled soil up to the door.
And if there's a window beside the door I leave it unbarricaded so I can use it to funnel Z
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2440 on: July 21, 2011, 05:14:58 pm »

I have not found a shovel yet. Where would I find one?
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2441 on: July 21, 2011, 05:16:00 pm »

I have not found a shovel yet. Where would I find one?
Hardware Store.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2442 on: July 21, 2011, 05:16:47 pm »

You can also find a hoe if you're lucky
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The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2443 on: July 21, 2011, 05:18:32 pm »

I've started to modify the code for bear traps ADDING MOVES to get -600 moves when zombies step into a window (negating the 600 moves it adds)... I am failing miserably... Here's what I got so far:

void monster::receive_moves()
{
 if (has_effect(ME_BEARTRAP))
  return;
 moves += speed;
 else if {window frame
  return;
 moves -= 600

I realize that else if {window frame does not work but I don't know what to put there.

NINJA EDIT:

New code:

void monster::receive_moves()
{
 if (has_effect(ME_BEARTRAP))
  return;
 moves += speed;
 else if ((x, y) = t_window_frame)
  return;
 moves -= 600

EDIT: I wonder if I use if (has_flag(sharp, x, y)) if it'd work... Totally shitty code I know (I'm not a coder, the little [and I do mean little] I do know is self-taught).
« Last Edit: July 21, 2011, 05:23:19 pm by The13thRonin »
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2444 on: July 21, 2011, 05:20:33 pm »

I don't think you should totally remove the penalty.
It's still climbing through a window frame and that's bound to take some extra time.
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