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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1310928 times)

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5175 on: August 13, 2011, 12:08:36 am »

Just spawned in a walled off room (some sort of emergency toilet- bandages and first aids abound, but no way to exit).

There are "cities" in the game seemingly intended to be surviviors' settlements but there's no one there. ever. Even though all items are marked "owned" there seems to be no penalty to taking/using them. (I'm guessing this isn't so much "bug" as it is "unimplemented feature")

Also, shovels are way overpowered in this version.

1) Yeah, house generation isn't perfect and that occasionally happens.  I'll be reviewing the code and trying to fix this at some point.

Survivor cities aren't implemented yet and are in fact slated for removal; they'll be replaced with the more realistic and gritty-feeling "survivor camp in established settings," such as airports, power plants, etc.

Shovels will be fixed when I merge in Necromancer's amazing mod.  Next release.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5176 on: August 13, 2011, 12:30:49 am »

Map travel isn't perfect either. Justified, it's probably not even supposed to be used, but I once spawned in a bank vault and another time in the middle of walls I couldn't get out of.

a1s

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5177 on: August 13, 2011, 12:34:27 am »

Oh, that reminds me: what are banks (or rather bank vaults) for? There doesn't seem to be anything in them...
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5178 on: August 13, 2011, 12:36:12 am »

Oh, that reminds me: what are banks (or rather bank vaults) for? There doesn't seem to be anything in them...
I found a bar of plutonium in the one I got stuck in. Why anybody would keep that in a bank, I couldn't answer.

jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5179 on: August 13, 2011, 12:40:48 am »

Ive found both purifier and goo canisters. Oh and, whales, the loot in the police station needs to be upped a bit, since risk currently outweighs reward.
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Saurus33

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5180 on: August 13, 2011, 02:58:43 am »

My most successful character to date; an illiterate, schizophrenic asthmatic who was addicted to cocaine, Adderal, liquor, cigarettes, caffeine and heroin. He wasn't technically addicted to purifiers, but he took enough of them for it to seem like it. Unsurprisingly, he died in his sleep of a massive drug overdose.
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5181 on: August 13, 2011, 03:58:27 am »

How the hell did you even make it to night taking all those drugs?

Dutchling

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5182 on: August 13, 2011, 06:59:44 am »

He was probably addicted to sleeping pills too...
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5183 on: August 13, 2011, 08:10:06 am »

Also, horses. I don't know WHERE you could find a horse, but they would be a nice addition.

I suggested horses above, but I think not for the same reason (I proposed them as a "renewable" milk and meat source).

If you want to ride them...well, you should be free to, but I strongly not recommend bringing a fleshy mount to a zombie apocalypse. Things are bad when they can eat your ride. Nothing beats a sturdy metal frame to move around.
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areyoua

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5184 on: August 13, 2011, 09:29:28 am »

Map travel isn't perfect either. Justified, it's probably not even supposed to be used, but I once spawned in a bank vault and another time in the middle of walls I couldn't get out of.

This isn't DF adventure mode, all travel is meant to be done on the ground. What you're probably doing is pressing "m" and then pressing "enter" over your desired space. This is the map teleport and is meant as a debugging tool. Without having to prowl the streets, you lose one of the most dangerous parts of your cataclysm life.

Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5185 on: August 13, 2011, 11:29:00 am »

lol, I'm so stupid sometimes.

Working on my item stacking mod, I'm changing the crafting over to using charges from containers instead of just eating the water, bottle and all. I made a bit of code to get the number of empty containers that it should be giving you back after crafting.

Code: [Select]
As a divisor I put :
dynamic_cast<it_comest*>(inv[i].type)->charges
instead of
dynamic_cast<it_comest*>(inv[i].contents[0].type)->charges

The first is not only trying to dynamic_cast a container into a comestible, but it would be divide by 0 since containers have no charges. No wonder I was crashing. The sad part is I spent probably 10 minutes looking through my code trying to find out what was making me crash before I realized I left out the contents[0]. Oh well, it's all working now. Should have my next mod update with food/medicine/liquid (including containers of those) stacking soonish, and it might even be save compatible. Just have to add a way to split them, guess I'll use P again.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5186 on: August 13, 2011, 11:48:08 am »

I hope your mod gets merged, paul.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5187 on: August 13, 2011, 01:20:22 pm »

Paul's mod may be merged, but right now I'm working on an entirely different structure for inventory and item lists that's much more flexible.  Hopefully Paul's changes will be of some use, but they may be made obsolete by the new data structures!
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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!

jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5188 on: August 13, 2011, 01:29:31 pm »

I also saw necromancers digging mod, its pretty good too, Im glad its getting merged!
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5189 on: August 13, 2011, 02:08:17 pm »

Paul's mod may be merged, but right now I'm working on an entirely different structure for inventory and item lists that's much more flexible.  Hopefully Paul's changes will be of some use, but they may be made obsolete by the new data structures!

Figures :)

The ammo crafting stuff should still be useful, though.

At least it's entertaining. I've been sick for the last few days so I've just been sitting around programming and watching tv. Maybe I'm weird, but I'm enjoying modding Cataclysm as much as playing Cataclysm :)
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