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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314985 times)

Aklyon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4920 on: August 10, 2011, 02:12:38 pm »

Does anyone else get a second blank window opened with head's new version?
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4921 on: August 10, 2011, 02:16:57 pm »

Does anyone else get a second blank window opened with head's new version?
Probably everyone. (He forgot to set it from Console to GUI.)
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Aklyon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4922 on: August 10, 2011, 02:17:52 pm »

Ok then, its not really too much. thought I'd messed up something.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4923 on: August 10, 2011, 02:21:37 pm »

I can do a quick recompile if it's bothering anyone. Shouldn't take more than 5 minutes.
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Aklyon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4924 on: August 10, 2011, 02:24:45 pm »

if you want.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4925 on: August 10, 2011, 02:27:18 pm »

That's odd, there is no such line in my patch... There is one line that is similar:

Code: [Select]
for (int i = 0; i < current.size() && i < 23; i++)
But it handles cases in which there are less than 23 recipes in the screen, and that's not your case.
Have you changed game::pick_recipes() function perhaps?

No no, it wasn't in your patch - I meant that your patch missed it. It's down in game::pick_recipes, where it checks the recipes to see if you have the materials and such for them. Your patch makes the scrolling work perfectly, you just need that extra change to make the items below the 22nd function.

I think if you made the box of 200 primers decently common enough for usefulness, and possibly simplify them into three groups (shotgun, pistol, rifle) so that you aren't stuck in a have rifle primers but not the right rifle primers problem a lot, it would work well, Paul. But how much mechanics does it require to open ammo?

Right now I have it where you use the bullet puller through the inventory then select the bullet. It then takes apart a max of 20 of them and passes 500 time units (I think thats a minute? might need to increase that, but didn't want zombies appearing and eating your face while you were busy chopping ammo without an option to stop). It's pretty simple to take apart a stack of ammo. A stack of 100 is only 15 key presses. I could increase it to more per time but I didn't want it to be too easy. The recipes for them creates them in the amounts you find them in.
« Last Edit: August 10, 2011, 02:31:01 pm by Paul »
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4926 on: August 10, 2011, 02:28:54 pm »

Actually, yeah, I won't be able to do the recompile. Head didn't update his source branch, only uploaded the binaries. :(
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4927 on: August 10, 2011, 02:34:35 pm »

He must be busy, he didn't take all the latest changes either (the Z menu, for instance).

My little compile I dropped a few pages back has that though, and I don't *think* I screwed anything up. I'm going to release a new one soon with the reloading thing though, I just want to play with it a bit to make sure I didn't overlook something - gotta make sure the primers and stuff are spawning in the gun stores too. I'm also including a quick and dirty way of splitting stacks by wielding the stack you want to split and pressing P, which makes it drop half the stack.

When I finish it up I guess I'll make a post on the Cataclysm forum too, so it doesn't get lost in this thread.
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Aklyon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4928 on: August 10, 2011, 02:36:30 pm »

The one back there is the one with the stacking, right Paul?
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4929 on: August 10, 2011, 02:39:54 pm »

Thats right.

Oh, and in regard to the primer: I think I'll stick with large and small primers, I don't want ammo to be TOO easy to get. There should be a reason to make and use smaller caliber rounds. If you could turn small caliber ammo into large caliber ammo it would make everyone just use large caliber ammo.

Hmm, hoped to get the stuff spawning in the mi_gun_extras section, but it seems most gun stores have nothing there. I don't really want to up the odds of it, since that would up the odds of silencers and stuff too.

Guess I'll modify the gun store to have an extra row of counters specifically for hand loading.


Ah, there we go. I just made a separate vector and set it to spawn on top of the regular gun extras. Now that section isn't so perpetually empty. Took me 7 gun stores for the first set and then 5 gun stores more to find another set of bullet puller and hand press, that seems about right.
« Last Edit: August 10, 2011, 03:16:27 pm by Paul »
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4930 on: August 10, 2011, 04:13:58 pm »

Thats right.

Oh, and in regard to the primer: I think I'll stick with large and small primers, I don't want ammo to be TOO easy to get. There should be a reason to make and use smaller caliber rounds. If you could turn small caliber ammo into large caliber ammo it would make everyone just use large caliber ammo.

Hmm, hoped to get the stuff spawning in the mi_gun_extras section, but it seems most gun stores have nothing there. I don't really want to up the odds of it, since that would up the odds of silencers and stuff too.

Guess I'll modify the gun store to have an extra row of counters specifically for hand loading.


Ah, there we go. I just made a separate vector and set it to spawn on top of the regular gun extras. Now that section isn't so perpetually empty. Took me 7 gun stores for the first set and then 5 gun stores more to find another set of bullet puller and hand press, that seems about right.

Any thought on adding special ammo now that it's craft-able?
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4931 on: August 10, 2011, 04:50:30 pm »

Any thought on adding special ammo now that it's craft-able?

It wouldn't be very difficult. We have a pretty good variety of ammo though, what kind of special types do you mean? You can already do 9mm +P+ and 10mm Auto and .38 Super and such.

Heres my new version with the ammo crafting. Last minute I decided to change the char creation system too (after creating 50 chars to test my mod I decided it needed a slight modification). I split the regular points for traits and attributes from the skill points. Now you start with 6 attribute/trait points and 4 skill points, enough to get one skill up to 4 or four up to 2.

I also changed something unrelated, mp3 players. It bothered me that they only lasted for 1 minute 40 seconds before running out of batteries, so I upped that to 20 mins and to compensate lowered the bonus to 30. Now you can keep an mp3 player going while you read and craft and such without so much hassle.

http://www.mediafire.com/?214syf465n5510f

Let me know if you guys find any bugs. My knowledge of programming comes purely from trial and error, so there are bound to be some.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4932 on: August 10, 2011, 04:58:48 pm »

The special-effect system for ammo opens a lot of possibilities here.  I'm already working on adding grenade launchers to the game (albeit hard-to-find ones) and M203 attachments for rifles; grenades could range from standard concussive ones, frag grenades, napalm grenades, tear gas canisters, etc; and others more unique to the setting, such as acid grenades that work like spitter zombies' attack, EMP grenades,
Spoiler (click to show/hide)
.

If the player has access to a glass ampoule (maybe a syringe, to use an already-existing item) and a spitter zombie gland (coming soon), they could craft acid bullets!

Paul, thanks for the mp3 player change, that's a bit more in-line with how they should behave, eh?  I'll adopt this in the main game distribution.
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4933 on: August 10, 2011, 05:13:28 pm »

The special-effect system for ammo opens a lot of possibilities here.  I'm already working on adding grenade launchers to the game (albeit hard-to-find ones) and M203 attachments for rifles; grenades could range from standard concussive ones, frag grenades, napalm grenades, tear gas canisters, etc; and others more unique to the setting, such as acid grenades that work like spitter zombies' attack, EMP grenades,
Spoiler (click to show/hide)
.

If the player has access to a glass ampoule (maybe a syringe, to use an already-existing item) and a spitter zombie gland (coming soon), they could craft acid bullets!

Paul, thanks for the mp3 player change, that's a bit more in-line with how they should behave, eh?  I'll adopt this in the main game distribution.

Yea, the weapon special-effect system is pretty cool. Right now it's barely being used, it has a lot of potential. Grenade launchers will be fun :)

Pheromone grenades might be interesting too. They could distract zombies, firing one might attract all zombies within like 8 tiles and make them run to it confused for a minute or two. Could be handy to distract a swarm while you loot a shop or run away.


By the way, if any of you look at the ammo crafting system I cobbled together I wouldn't mind comments on it. I didn't know half of what I was doing, but managed to get it all working. I'm sure it could probably be done easier, I kind of brute forced it in some areas.
« Last Edit: August 10, 2011, 05:15:03 pm by Paul »
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4934 on: August 10, 2011, 05:15:00 pm »

Or to get them to group up so you can blow them to pieces.
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