Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 398 399 [400] 401 402 ... 777

Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309593 times)

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5985 on: September 06, 2011, 07:35:44 pm »

Quinnr changed the url in the OP to that one already.

That's where I got it from, though.

Hmm. Messing with it some more it looks like it's actually erasing a small part of the screen, as if it's trying to display a dialog composed entirely of blackness. Of course none of the keys I had pressed before would do anything, but I just found that pressing shift-n closed it (as if it were a Y/N dialog). How odd.
Tried redownloading it?
It looks like you have no room for the item so you're getting the "Drop your x and pick up y Y/N" prompt, but not drawing the screen properly, I tried with a version I just downloaded and it worked grand.
Logged
*Hugs*

Shadowlord

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5986 on: September 06, 2011, 07:46:17 pm »

That prompt usually appears fine, however, which is to say that it must only be bugging out part of the time. I don't know how often because I didn't play for more than 15 minutes total because of the issue, but it seemed like about 50% of the time the dialog came up fine.

I don't see what redownloading it would do, it's the same version still.

I downloaded an updated version of the one DLL that was on the repository, but it made no difference.
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5987 on: September 06, 2011, 07:58:50 pm »

Okay, two questions: First, which stimulant provides the greatest boost to INT, and how much is it? Second, I thought that there was a max of 52 items in your inv, as they are only hotkeyed to the alphabet, lowercase and capital, yet I have a bottle of codeine that is hotkeyed as "@", and acts normally when I use that to use it, drop it, etc.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5988 on: September 06, 2011, 08:03:16 pm »

There's a chance you got a corrupted download.


Okay, two questions: First, which stimulant provides the greatest boost to INT, and how much is it? Second, I thought that there was a max of 52 items in your inv, as they are only hotkeyed to the alphabet, lowercase and capital, yet I have a bottle of codeine that is hotkeyed as "@", and acts normally when I use that to use it, drop it, etc.
1: not sure
2: That's a bug, an odd one.
Logged
*Hugs*

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5989 on: September 06, 2011, 08:16:25 pm »

The thing is, I've been using this download for close to a month now, over multiple worldsaves and dozens of characters, without ever seeing this. Oh well, it isn't hurting anything.

On the other note, does anyone know the max INT boost stims can provide, because I've been testing around and I wanted to be sure there weren't any that boosted more than Adderall.

On one final thing: I seem to recall reading somewhere that purifier gives permanent stat boosts in addition to removing mutations. Is there any truth to this, or am I having a short term memory loss issue senior moment 40 years too early?
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Detonate

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5990 on: September 06, 2011, 08:19:53 pm »

On one final thing: I seem to recall reading somewhere that purifier gives permanent stat boosts in addition to removing mutations. Is there any truth to this, or am I having a short term memory loss issue senior moment 40 years too early?

If you have mutations, it will only remove the mutations, not give you the stat bonus at the same time. But yes, it is true.
Logged
Looks like that poison wasn`t good for their eyes at all.
I never thought I'd say this, but Nietzsche is just adorable.

jc6036

  • Bay Watcher
  • Bilious Slick
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5991 on: September 06, 2011, 09:00:37 pm »

Its funny, I got rid of carnivor using purifer, then I was playing around with a teleporter I got in the same spot because I was trying to
Spoiler (click to show/hide)
and I gained it right back through a mutation. This game can be cruel. I hope to dear god that NPCs don't constantly kill you and take your shit without warning like in Roguesurvivor. The NPCs in that game were way over powered.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5992 on: September 06, 2011, 09:01:16 pm »

Just had another strange event. After my last character died of heavy burns after leading a score of zombies into a gas station and then blowing it up, I made a new character in a different town. A few minutes in, as I'm going to a hardware store a couple buildings down, I see this.



There were about 50-60 outside the door to the south, as well. This character has never been anywhere near a bee colony; there aren't even any visible on the map. The first and only time any of the characters on this save have been to one was ~3 characters ago, in an entirely different town. Apart from the random appearance (I thought that they only showed up near the hives?), I'm concerned about the numbers. Going with a low count for those outside, and making a rough estimate based on their coverage and the area of the store, I make it to be roughly 250+ Giant Bees, which showed up for no apparent reason. Please tell me this is a bug, as I've had this sort of thing on a much smaller scale (15-30 Giant Bees) for characters living near hives, who have actually stolen honeycomb.

Also, if anyone has encountered this before, are there any ways to lose them?

edit: Also, it isn't a hallucination.

edit2: It was impossible to evade them; they showed up everywhere I went, even when I travelled across town with fasttravel. Eventually I grabbed a nailgun and killed 20 or so before I bit it.
« Last Edit: September 06, 2011, 09:11:06 pm by Flying Dice »
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

jc6036

  • Bay Watcher
  • Bilious Slick
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5993 on: September 06, 2011, 09:10:25 pm »

Perhaps this is related to my basement spawning bug? On another note, I just envisioned some one who is allergic to bee stings standing inside of a store, and the sun is blocked out by the ones crawling on the windows. He puts his ear to the wall, only to hear more buzzing. Ugh, nightmare fuel.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5994 on: September 06, 2011, 09:12:59 pm »

It might be; I've noticed that I tend to get strange spawns of bees and wasps throughout the duration of a save once a single character on that save has come in contact with their natural environment, but it is usually just a few dozen, not several hundred.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5995 on: September 06, 2011, 09:32:51 pm »

Oh god dammit, I finally managed to sneak past the bees, get into the basement with the bionic modules, purifiers, high-end books and mountains of ammunition, and you know what I do? I go to activate my flashlight so I can start reading after I pop some adderal, and I accidentally select my lighter. And light a fire on the small hill of goodies.

*facedesk*

Also, is there currently any purpose for goo canisters beyond making goo pits wherever (your stash) you accidentally drop them?
« Last Edit: September 06, 2011, 09:52:43 pm by Flying Dice »
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Sergius

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5996 on: September 06, 2011, 10:04:10 pm »

I was trying to get the Butcher command to work with any nearby corpse, but I think there needs to be some changes in the way activities work. There's no way to specify the X or Y location of an item you're working on, only some arbitrary "index" value that selects which of the objects in the tile the player is currently standing on is getting butchered... so while I could loop thru all nearby squares in the command itself, the actual Perform Activity rule won't be executed in the target square.

/codespeak off
Logged

Whales

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5997 on: September 06, 2011, 10:38:45 pm »

On the other note, does anyone know the max INT boost stims can provide, because I've been testing around and I wanted to be sure there weren't any that boosted more than Adderall.

The max INT boost from stims is 4.  Using too many stims will decrease this bonus, and eventually introduce an INT penalty, as you become too wired and jittery to concentrate.  Adderall and cocaine can reach this zenith, though cocaine, while being a stronger stimulant than Adderall, also provides an inebriation penalty.
Methamphetamine has its own bonuses which are very powerful.  Int and Per receive a +3 bonus, while Str and Dex receive a +2 bonus, in addition to a hefty speed boost.  This lasts for around half an hour, and is then replaced by a -2 penalty to your states along with a heft speed penalty.  Meth is also extremely addictive.  Cocaine is addictive as well, but its addiction effects are not as severe as amphetamine addiction.


I was trying to get the Butcher command to work with any nearby corpse, but I think there needs to be some changes in the way activities work. There's no way to specify the X or Y location of an item you're working on, only some arbitrary "index" value that selects which of the objects in the tile the player is currently standing on is getting butchered... so while I could loop thru all nearby squares in the command itself, the actual Perform Activity rule won't be executed in the target square.

/codespeak off

Actually, activities would probably benefit from using the text_hash struct declared in texthash.h.  This would allow each activity to have its own arbitary values, defined as the activity starts, instead of just a single, multi-purpose int.  Feels cleaner than cluttering the activity struct with a bunch of data that wouldn't even be used for most activities.

Oh god dammit, I finally managed to sneak past the bees, get into the basement with the bionic modules, purifiers, high-end books and mountains of ammunition, and you know what I do? I go to activate my flashlight so I can start reading after I pop some adderal, and I accidentally select my lighter. And light a fire on the small hill of goodies.

*facedesk*

Also, is there currently any purpose for goo canisters beyond making goo pits wherever (your stash) you accidentally drop them?

Spoiler (click to show/hide)


Flying Dice, it's apparent now that you're using a bad .exe, or have very oddly corrupted save data.  Hate to say it, but you should re-download and delete your save directory.  Never seen these kinds of bugs (pun... intended  8))
Logged
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!

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5998 on: September 06, 2011, 10:54:00 pm »

Well, I'm probably going to do that when my current character bites it, but until then I'm going to keep playing on this one because I've got a decent run going and I haven't encountered any serious bugs yet. It's what I get for using Windows.  ;)
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Shadowlord

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5999 on: September 06, 2011, 10:58:04 pm »

Something similar: When I started the tutorial for the first time (the very first thing I did in Cataclysm), there was a swarm of giant bees in the tutorial house with me. I tried to run away, and ran to the grenade and tossed it into the swarm, but it only killed three or so, and then when I tried to melee them I just got killed.

When I restarted the tutorial again, there were only two bees in the house that time, and I was able to kill them.

No idea what was up with that, considering there was (in the main game) supposed to be a 30 minute wait before anything started spawning, and you wouldn't think anything would spawn in the tutorial anyways.
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive
Pages: 1 ... 398 399 [400] 401 402 ... 777