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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1296216 times)

Aseaheru

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9495 on: June 02, 2012, 01:15:59 pm »

i hope this has no installer when i try it.
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Graknorke

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9496 on: June 02, 2012, 01:20:41 pm »

I'm kind of tempted to start up again with that vehicle mod.
I always found the gameplay a bit infuriating, being able to do jack all and then being swarmed by zombies until I died. At least things like vehicles add a progression goal.

EDIT: As in, the world felt "lifeless" (partly literally) in that there was little I could interact with. The most impact any character had on the world was breaking some windows and maybe collecting some loot in one place around where they died.
« Last Edit: June 02, 2012, 01:25:56 pm by Graknorke »
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9497 on: June 02, 2012, 01:20:51 pm »

I'm not sure what the difference is, in gameplay.  Do they act different?
Internal ones can be placed inside the vehicle, external ones can be placed outside, I guess.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9498 on: June 02, 2012, 01:25:51 pm »

The executable is unzip.  You just unpack the file and run it from there, couldn't be easier.  If you get the source files you'll need to compile them, but if you're not a modder then you shouldn't be getting the source.

Graknorke - Do it.  It's so much fun running over infinite zombies and hitting them so hard that nothing is left!  If you spawn near a small town with one parking lot, then you can even debug in a vehicle using the "Z" cheat menu - I wouldn't judge you if you spawned a motorcycle in a town that has none.  I'd judge you if you spawned a truck though, those things are OP.

Either way, vehicles really change the game.  You get mobile storage and a weapon that can one-shot anything, not to mention being extremely mobile.  Just don't run into buildings.  I hit a picket fence with my truck sideways (that is, running down the length of the fence and taking the whole thing out) and it ruined half my components.  Hitting zombies is one thing, but you can take damage even from underbrush and saplings if you don't have any armor.

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9499 on: June 02, 2012, 01:29:01 pm »

Also be EXTREMELY careful when exiting a moving vehicle.  I "jumped out" of my car moving at 0 mph, and then it teleported on top of me an instakilled me.  Entirely disappointing...

Aseaheru

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9500 on: June 02, 2012, 01:29:36 pm »

phhh.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9501 on: June 02, 2012, 01:37:26 pm »

This is the third and a bit more complete alpha release of my tileset for Gremour's mod.

Download Release 3 of "Gremour mod + Deon tileset"



Release 3 features:
- All zombie types have graphics.
- Wolf and bear graphics.
- All guns have graphics.
- Railing, gas pump, other object graphics.

No additional clothing graphics yet, sorry, but it was a pain in the arse to make alpha for all those awesome guns. Enjoy!

Credits:
- Gremour, he is the creator of the code which supports the whole amazing tileset thing.
- Deon, tileset maker
- Pandupaz, firearms' sprites.

Stay tuned for further updates.
« Last Edit: June 02, 2012, 03:10:58 pm by Deon »
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Graknorke

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9502 on: June 02, 2012, 02:51:19 pm »

Wow, sometimes I feel like m failures might be down to luck and not my own lack of skill at all! I just started a new character and stepped out of the shelter. BOOM. WOLF PACK.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9503 on: June 02, 2012, 03:10:41 pm »

Wolfpacks are instakill for a new player.  You rolled a 0 and the universe shanked you in the back.  Re-roll and you'll probably have better luck :P  It happens, just keep going.

Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9504 on: June 02, 2012, 03:43:39 pm »

This is the third and a bit more complete alpha release of my tileset for Gremour's mod.
I look at those shelves and see SS13 :P

Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9505 on: June 02, 2012, 05:52:28 pm »

Yep, I haven't decided how I wanted to make the display cases yet.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9506 on: June 02, 2012, 11:19:25 pm »

http://whalesdev.com/forums/index.php?topic=1302.0
Spoiler (click to show/hide)
Found this.  Found a bike in the sewage treatment parking lot.  Refilled it to max.  Time to figure out what's up with the massive road.

GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9507 on: June 03, 2012, 02:02:52 am »

I... did not expect mosquitos to beat down my doors and follow me inside. Colour me surprised. o__o

Also, apparently even thinking about stepping near a swamp is a death sentence for me - even going through 200 rounds of ammo wasn't enough to take down the swarm that followed me all the way from the swamp to my home base.

Do mosquitoes/dragonflies/otherswampbug(s) still get caught by various traps, or do they fly over them? Is it actually possible to outrun the bastards?
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kilakan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9508 on: June 03, 2012, 09:14:34 am »

Anyone got a quick guide as to how to get the version with vehicals and fixed arrows?  Cause the last official release the arrow keys are bugged and I'm stuck using h,j,k,l which is a pain.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9509 on: June 03, 2012, 09:17:20 am »

http://whalesdev.com/forums/index.php?topic=617.0
This one uses vikeys (that hjkl stuff) as well as arrow keys in menus.  But it doesn't use the numpad in menus, it uses the actual arrow keys.  And it's the vehicle mod.

http://whalesdev.com/forums/index.php?topic=727.0
This is the same arrowkey fix, and it's the "megamod" of the moment.  I personally don't like this as much as just the vehicle mod, so I'm not using it.
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