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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1316475 times)

TempAcc

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9435 on: June 01, 2012, 08:47:11 am »

I'm pretty eager for the next update. Vehicles being saved and future deon mod are all huge plusses.
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Svarte Troner

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9436 on: June 01, 2012, 11:12:01 am »

Is it just me, or does

Spoiler (click to show/hide)

look like a scene from Chernobyl or something?

Aaaanyway, keep up the good work boys and release a version I can play on my computer without having to compile a bunch of shit or whatever.
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To put it simply, Dwarf Fortress is the Black Metal of video games.

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9437 on: June 01, 2012, 11:16:42 am »

and release a version I can play on my computer without having to compile a bunch of shit or whatever.
Boy you're out of date here!  Whales has been releasing a windows .exe and I'm fairly sure a linux executable.  Either way linux is pretty astoundingly easy to compile with, it's built to compile things while Windows actually needs new programs to allow it to compile.  But, you can just grab a copy now and unzip it.  Or play it in the zip if you're weird.

Svarte Troner

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9438 on: June 01, 2012, 11:22:14 am »

Uhhh. Do you also need to compile a keyboard? Cause nothing happens when I press button.

edit: Well, just mashing on my keyboard narrows it down to h j k l. WHY?
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Drevlin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9439 on: June 01, 2012, 11:24:34 am »

Awesome, this will help a lot. Also, is there a way to make the window bigger, fitting more on the screen perhaps?
Some time ago I made a mod that allows you to take a look to the surroundings using the entire 80x25 screen.
The thread on the official forums with instructions and download is here.
Direct download of the windows version is here (provided by The Darkling Wolf)
Spoiler: Example image (click to show/hide)
Does it work with vanilla Cataclysm only or can it be merged with The Darkling Wolf's mod?
It works both with vanilla and DW's mod. The windows executable downloadable from the link is already merged with Darkling wolf's mod, including vehicles and all the other stuff.

EDIT: If you want to compile it yourself (both for windows and linux) the diff files are in the forum thread
« Last Edit: June 01, 2012, 11:27:05 am by Drevlin »
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Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9440 on: June 01, 2012, 11:49:55 am »

Uhhh. Do you also need to compile a keyboard? Cause nothing happens when I press button.

edit: Well, just mashing on my keyboard narrows it down to h j k l. WHY?

Movement is via the numpad or vikeys. You can press ? to view a full list of keybinds.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9441 on: June 01, 2012, 11:51:46 am »

The arrow keys not working is a bug, I think it's fixed for the next version.
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Svarte Troner

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9442 on: June 01, 2012, 01:29:52 pm »

Uhhh. Do you also need to compile a keyboard? Cause nothing happens when I press button.

edit: Well, just mashing on my keyboard narrows it down to h j k l. WHY?

Movement is via the numpad or vikeys. You can press ? to view a full list of keybinds.

I know, I've played the game before (couple months ago) but, my laptop doesn't have a numpad, and vikeys are too awkward. So
The arrow keys not working is a bug, I think it's fixed for the next version.
guess I'll wait   :-\
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Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9443 on: June 01, 2012, 01:40:10 pm »

Honestly, once you get used to vikeys, they're a dream to use. Mostly if you're on a laptop, though.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9444 on: June 01, 2012, 02:29:04 pm »

vikeys are confusing to me, but it's only a minor issue.  It only applies in the main menu, crafting, and looking at your skills.  Normal gameplay uses normal numpad.

ALSO!
I've made a character to abuse vehicles.  As soon as I start, I realize I'm miles away from town, so I rush in, find some army pants and utility vests, and then find a whole truck in a parking lot!  Move a bit, and I've got 3 mechanical skill, a wrench, hacksaw, welder, enough batteries to overfill a UPS, and I've stumbled upon a motorcycle.

My question to Bay 12 is now, "What shall I build?"  I intend to make this character a pure nomad, running around from one town to another, collecting vehicle components, expanding the death machine, and moving on.  Turns out this is phenomenal, the truck keeps me protected from just about everything, I can mow down brutes with one pass, and if zombies try to clog me and crowd up, I can literally just push through them slow but surely.  I'm amassing huge piles of water and MREs just hitting military surplus stores, and have infinite crafting tools via electronic stores.

I'm thinking that I need to develop a moving fortress, just amassing armor and engines as much as I can with a few turrets and enough spare parts stored away to assemble a small scouting bike in case I want to park the fort somewhere and go looting supplies recreationally.  Ideally I'd also like some inner doors, but it seems the only door you can build is one that you can see through.  I'd like an area set aside so that I can sleep and craft and read in peace.  I may end up doing a double-door that leads into a small enclosed area with open space - no floor, just showing the asphalt underneath - so that I can pull items from the cargo and drop them inside the vehicle without leaving the vehicle, and I could build my scout bike inside the megatruck, open both doors, and drive it out.  If done right, that should also give me a little corner where mobs couldn't see me either and nothing could interrupt my crafting/reading/drugs.

So dwarves.  Any ideas on how I could thoroughly abuse the vehicle mod?

Danv

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9445 on: June 01, 2012, 02:55:13 pm »

last version with fixed menu keys (windows version), it's from off forum, don't remember where is link, so i reupload it
https://dl.dropbox.com/s/ua9seq0x6k0zd91/Cataclysm.rar?dl=1
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Graknorke

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9446 on: June 01, 2012, 02:56:16 pm »

You have beautiful plans. Just expand the death-machine. Although, roads are limited in size. You don't want something so big you can't go through towns... do you?
Barring that, have you ever read the "mortal engines" series of books? They're somewhat simple to read but they have a good story. Basically it's about how all of the cities started mobilizing themselves, and eventually almost everyone had to because of competition. Also all of the Americas died. Sorry.
So yeah, you should just expand it until it is pretty much going to last you forever, then start work on another one from it, and build multiple varieties of murdertruck to use (Scout, carrier etc) and dock them all inside. Then use your huge armament to rape the landscape and/or cities and just hoard everything in it, perhaps a survivor in the future might find it once your time is up. Obviously, they'll have to so as to not die. Seeing as it will have pretty much everything.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9447 on: June 01, 2012, 03:07:23 pm »

1: Vehicle size is limited to a bit of grid, but more than big enough to abuse.
2: You can only pilot one vehicle at a time, and I wouldn't feel like leapfrogging one to another, so I'd prefer to load everything into the one.

Thinking a little more, I'm gonna have a hard time getting enough wheels for this beast, more than likely.  And I'm gonna have to try and find some exotic components like plasma engines if I want to be serious.  Though in the way of reliability, you can load up enough gas tanks and subsist on gasoline for weeks, not to mention that pumps are very common.  Plus that makes it easy to mount flamethrowers and just have one fuel system.  Then I'll be able to rape trifid groves and fungal spires with ease.  Just ram them on fire and come out the other side!

GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9448 on: June 01, 2012, 03:17:06 pm »

Girlinhat, what version is that? And does it have the tiles too?

I really want to start pushing it on people, but tiles and vehicles are must before that happens.

Also, I might quote bits of your post.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9449 on: June 01, 2012, 03:21:47 pm »

http://whalesdev.com/forums/index.php?topic=617.0

It's the current version, but the next version is apparently going to merge vanilla with vehicles.  It is not graphics compliant because Deon hasn't made sprites to match the vehicle parts yet.
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