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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314622 times)

G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7965 on: November 17, 2011, 06:19:02 pm »

And I agree with Whales.  Fat burns mediocre, but the real energy of meat is when eaten, and that's when metabolic interchange comes into play.

Combusting meat/fat almost certainly provides at least as much energy as digesting it would, and probably more (because there isn't much of any overhead involved and you're probably combusting more than you can digest).

Of course, meat and fat are also difficult to burn; you'd need a lot of heat to begin with, and it would take a while. So it's still probably not a good idea.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7966 on: November 17, 2011, 06:52:41 pm »

So I noticed this game sort of stutters (for lack of a better word) on one computer than on another, basically if I continually walk it will pause for a split second every three or four seconds.  The odd thing is that this computer is better than another one where it works fine. 

What could be the cause of this?
It's generating the world!  As I've observed (via scum-saving) the overworld map is described, but the individual walls and items are generated when they're first seen.  I went to a lab, walked in, and crashed.  I went again, and the lab was built differently.  Areas you've explored are set, but areas that you're moving to are being generated with the building, items, and any monsters.  Additionally, as you move into a new area it needs to reload off the notepad document in the save folder, which isn't instant.  And save, but that's usually much quicker.

Mickey Blue

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7967 on: November 17, 2011, 06:54:38 pm »

I understand that, my question was what issues could there be that would cause it to perform worse one one computer than on another. 
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7968 on: November 17, 2011, 06:56:36 pm »

difference in computer capacity, of course.  Probably your CPU more than anything, since such simple procedures (reading and writing text, basic command line stuff) doesn't rely on graphics cards or anything like that.

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7969 on: November 17, 2011, 07:13:16 pm »

Could also depend on your storage hardware; SSD vs HDD, write speeds, how fragmented your drive is I guess, etc.
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HailFire

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7970 on: November 17, 2011, 07:46:14 pm »

Well, that was fast.

Spawning in a room with 7 black widows = bad news
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7971 on: November 17, 2011, 07:46:45 pm »

Unless you have scent masking.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7972 on: November 17, 2011, 08:07:47 pm »

You don't spawn with scent masking unless you got some absurdly lucky Android perks.

ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7973 on: November 17, 2011, 08:43:23 pm »

 8)
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7974 on: November 17, 2011, 08:57:28 pm »

Has the Windows version stair bug been corrected?

Can't play til I have functioning stairs, no way to set up a proper stronghold. :(
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7975 on: November 17, 2011, 09:24:50 pm »

I prefer to live (and die) on the surface, where the zombies keep me warm (while on fire and clawing at me).  I'm still getting the hang of defense, but spike pits are almost OP in that 2 will kill a green almost every time, and three makes you virtually immune to everything except brutes and hulks.  My order of business appears to be 1: dig pits 3-4 deep, 2: spike the pits, clothing store changing room doors are easy 2x4 farm, 3: proceed walls and roof.  This is set over the course of several days (weeks) and done between scavenging calls.  Hopefully you've found a bunker, lab, or sewer to hide in while digging the pits.

G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7976 on: November 17, 2011, 09:34:20 pm »

I understand that, my question was what issues could there be that would cause it to perform worse one one computer than on another.

There's always the possibility that software running on one computer is intermittently eating up a lot of CPU cycles or accessing memory a lot. It's hard to say, because there are a lot of variables involved.

It's worth noting that cataclysm probably writes to disk fairly often, since even a relatively new world can have written tens of thousands of files. I don't see why that would be causing a problem, though, since the files are damn small and read/write access times shouldn't really be an issue.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7977 on: November 17, 2011, 09:42:23 pm »

Each file appears to be an overmap section, which is a 24x24 tile square that contains a house, bank, road, field, etc. and briefly describes the tile layout and item composition.  So even if it's a helluva lot of files, each contains like less than 1,500 characters each.  Quick to load up, but it does take a pause to actually access the files.  Still, playable alpha, small lag while loading new zones, nothing too horrible, right?

Mickey Blue

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7978 on: November 17, 2011, 09:47:04 pm »

Oh sure, I am loving this game so far (paranoia produces some.. Interesting results..), I was just curious about the weird difference between the two systems.

In any case, still learning the game but having fun.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7979 on: November 17, 2011, 09:51:43 pm »

Each file appears to be an overmap section, which is a 24x24 tile square that contains a house, bank, road, field, etc. and briefly describes the tile layout and item composition.  So even if it's a helluva lot of files, each contains like less than 1,500 characters each.  Quick to load up, but it does take a pause to actually access the files.  Still, playable alpha, small lag while loading new zones, nothing too horrible, right?

Yeah, it's just an unacceptable amount of filesystem glut, at least in the long term.
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