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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1313906 times)

jester

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8370 on: December 07, 2011, 06:58:41 pm »

http://whalesdev.com/forums/index.php?topic=554.0
Bugs page and DL link for the new windows version from the cataclysm forums.  Its currently mildy crashtastic but looks like work is progressing at a reasonable rate
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inEQUALITY

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8371 on: December 07, 2011, 07:57:56 pm »

Actually, rather than rely on aposos's builds, I just emulate Linux in windows. It's really rather easy to do.

http://whalesdev.com/forums/index.php?topic=95.0

That gives you step-by-step instructions and such, and the files tulatorhey link you to to load up in the em revolve entirely around Cataclysm. Better than any other solution, I think. Makes it really easy to update too.
« Last Edit: December 07, 2011, 08:00:19 pm by inEQUALITY »
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8372 on: December 07, 2011, 09:26:27 pm »

Big ol' update on this rainy night.

Clean build required, saves obsoleted

Features:
  • New overmap tile: evacuation shelter.  You now start the game in one of these.  They are close to city limits, so you won't be far from a town to loot.
  • NPCs are back.  Well, one is, anyway.
    • You start out with one NPC in the shelter with you.  They have problems and need your help.
    • NPC dialogue structure rewritten.  It's now very expandable; while it's simple right now, you'll see rapid development in this area.
    • NPCs can now hold a set of missions, and assign these missions to the player.
    • New NPC-only disease: infection.  Basically a badly infected wound; the NPC won't do anything until they get antibiotics.
    • NPC path-finding is more efficient.
  • New item: antibiotics.  Find it in pharmacies and occasionally bathrooms.  Useless for the player, for now.

Tweaks:
  • Torso encumbrance message changed to reflect what it actually does.
  • Starting mapped area made smaller.
  • Mapping/exploration range improved slightly.
  • Gas you get from a pump has 50 charges; making it easier to refill a chainsaw from bottles.
  • You can deactivate friendly turrets by bumping into them.
  • Radio signals slightly weaker.  Radio messages appear in small chunks over several turns.
  • Pawn store loot decreased slightly.
  • Map specials made less frequent, balance fixed post-Angle's mod.

Bug Fixes:
  • Spawn location misplacement bug fixed.
  • Computer location misplacement bug fixed.
  • Some lab bionics room issues fixed.

Code features:
  • New class, tinymap : public map, is the same as a map but only 1 overmap tile in size.  Useful for efficiently editing distant terrain.
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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

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tian

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8373 on: December 07, 2011, 09:46:45 pm »

Cool! I'll keep the older version too, I've made a lot of stuff in that version...

BTW, I used to download a linux binary from Whoopshop when a newer version just came out, but the server seems down, is there a way to download the binaries?
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8374 on: December 07, 2011, 09:51:49 pm »

YES! We're on the verge of getting our NPCs!

Too bad there's no fully functional windows port yet :(

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8375 on: December 07, 2011, 09:59:58 pm »

Cool! I'll keep the older version too, I've made a lot of stuff in that version...

BTW, I used to download a linux binary from Whoopshop when a newer version just came out, but the server seems down, is there a way to download the binaries?
http://whalesdev.com/forums/index.php?topic=86.0

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8376 on: December 07, 2011, 10:15:44 pm »

Spoiler (click to show/hide)
Glorious start to a glorious day.

Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8377 on: December 07, 2011, 11:02:17 pm »

So I've tested out the NPC, and every time I bring back the antibiotics, it segfaults. except when I wish for them. also I came back once to find the NPC gone, and another time, I looked at the map and saw the NPC symbol flashing one tile away from the safehouse, but the NPC was still inside the safehouse.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8378 on: December 07, 2011, 11:08:55 pm »

So I've tested out the NPC, and every time I bring back the antibiotics, it segfaults. except when I wish for them. also I came back once to find the NPC gone, and another time, I looked at the map and saw the NPC symbol flashing one tile away from the safehouse, but the NPC was still inside the safehouse.

Backtrace?
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8379 on: December 07, 2011, 11:09:42 pm »

Yeah, the starting NPC seems to be terrible.  Try attacking him!  His head explodes for no apparent reason~  Literally "Eli Taylor's brain explodes!" and then he dies.  I'm also not happy with the spawn location, as it gives you zero supplies and zero capacity to get supplies.  Want a weapon?  Run past those wolves and giant ants to get to the nearest river to swim across and maybe find a store!

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8380 on: December 07, 2011, 11:19:39 pm »

First steps are small ones, better to have something semi-working that can be built upon than nothing at all ;)

Anyway, that's not what happened when I attacked them.  You probably got unlucky and encountered a bug; did you get debug messages?
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8381 on: December 07, 2011, 11:22:27 pm »

Yes, a lot of "choose action=MELEE" and such.  The NPC seemed to get like 50 moves in at once and hurt me a few times before exploding.

Also I wished for a two-way radio and called a faction.  Segfault.

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8382 on: December 07, 2011, 11:29:39 pm »

Yes, a lot of "choose action=MELEE" and such.  The NPC seemed to get like 50 moves in at once and hurt me a few times before exploding.

Also I wished for a two-way radio and called a faction.  Segfault.

But what actions did it choose before exploding?

Some NPCs are ninja masters, and will indeed hit you very quickly.
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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!

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8383 on: December 07, 2011, 11:54:09 pm »

I got hit with his ammo, I forget the exact ammo, something like 9mm auto or somesuch.  It appeared to be just whatever he had in his hand at the moment.  He hit me in the mouth with a box of bullets and then his brains exploded.

...is this buggy, or is this intended behavior?

Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8384 on: December 07, 2011, 11:58:53 pm »

Arrgh! Twice now, I've gone outside and immediately been attacked by wolf packs! What gives?
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