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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314980 times)

Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6945 on: October 15, 2011, 07:38:35 am »

The dog now doesn't disappear after I enter a basement, and now has followed me for an extended time. It's quite helpful since it fights my hallucinations (which, of course, it shouldn't since they're MY hallucinations and I didn't feed the dog that mushroom)
That's because your dog is also a hallucination.
Spoiler (click to show/hide)
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6946 on: October 15, 2011, 09:15:58 am »

Also now I hardly ever see my HPs. I only see'em when some digit changes, like when my head was 80 Hp, an ant hit me for 5 HP then I'll see digit 5 for some time before I open an inventory i guess.

I've had problems with that myself on the Windows build. Try entering and leaving menu screens, I guess.


So does anyone know how many crafting/inventory/stacking bugs remain in the latest version? I've been holding off until the "cocaine of whiskey" container problems, items morphing into other items, item charge usage problems, etc. are taken care of.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6947 on: October 15, 2011, 09:22:57 am »

All those problems sound like you've been trying to run an old world/character file in a new version.

All items are assigned a number; and when Whales/Modders add new items, they shift those assignments up/down.

Also, would there be an option to disable stopping "Run mode" with certain creatures? Rabbits and squirrels tend to show up in lots of places and are completely harmless; yet utterly annoying when they force you to disable run mode in order to move at all.
« Last Edit: October 15, 2011, 09:25:35 am by Blaze »
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6948 on: October 15, 2011, 09:25:20 am »

All those problems sound like you've been trying to run an old world/character file in a new version.

What do you mean "you"? I haven't encountered those problems. Those are problems I've seen reported by people mostly on the whalesdev forums, and as far as I know, were not caused by that.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6949 on: October 15, 2011, 09:38:03 am »

All those problems sound like you've been trying to run an old world/character file in a new version.

Nah, these are actually the result of the item stacking update.

Also, would there be an option to disable stopping "Run mode" with certain creatures? Rabbits and squirrels tend to show up in lots of places and are completely harmless; yet utterly annoying when they force you to disable run mode in order to move at all.

Passive creatures don't affect Run Mode at all.
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L0master

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6950 on: October 15, 2011, 11:04:20 am »

Actually opening some menu IS what causes my hitpoints disappear. In previous build (0.1f) opening inventory screen actualy used to solve the problem. Now it causes it. Also in previous build only my hands hitpoints disappeared sometimes (I think when promting box pop-up)
Here's an example of some digits showing up.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6951 on: October 15, 2011, 11:07:28 am »

Yeah. Seems to me like something about Cataclysm isn't playing well with PDCurses on the Windows build, so we're likely to get weird and unpredictable behavior until/unless someone finds out what exactly the problem is.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6952 on: October 15, 2011, 11:19:09 am »

Am I the only one getting segfaults?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6953 on: October 15, 2011, 11:27:11 am »

There was an issue with canceling a drop causing segfaults (every time).  I fixed it and pushed, but I'm not sure if FZ's windows port had that latest push included.

Otherwise, I played an extended (four day) game last night, didn't encounter any segfaults.  What seems to be causing them for you?
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6954 on: October 15, 2011, 03:10:56 pm »

They happen every few minutes for now reason that I can discern... I'll re-pull and see what happens ???
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L0master

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6955 on: October 15, 2011, 03:12:08 pm »

Ok, I've downloaded aposos' build 0.1g and the disappearing HP issue is solved. Still thank you FunctionZero, a save from your build is compatible with aposos'.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6956 on: October 15, 2011, 03:14:34 pm »

Damn, I always screw up the output, heh.
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6957 on: October 15, 2011, 04:09:38 pm »

Ok, redownloaded, no segfaults for now.


Anyway, is it just me or are acid zombies much faster now?
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6958 on: October 15, 2011, 05:14:47 pm »

I aint that much a C coder anymore and running microshite bulldozer i got no clue how to compile it.

I remember a commandline argument or something in nethack that turned off starting pets.
I got a really weak and soft spot for dogs. And i just cant take any depictions of canine violence.
But who else really cares, for them its just a d. For me it invokes memories.
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6959 on: October 15, 2011, 05:48:49 pm »

Just pretend the little d is a dragon and run screaming away from it until it's gone.
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