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Other Projects => Other Games => Topic started by: quinnr on June 24, 2011, 01:44:42 am

Title: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 01:44:42 am
So, I was asking around for awesome new roguelikes in the Roguebasin IRC, and the creator of this awesome game suggested it to me.

Cataclysm is basically a zombie survival game. You must hurry to find clothing, a decent gun, and hide in a house with the doors closed. But don't worry, the zombies WILL find you.

One of the most impressive things I found about the game is the skills and stats and such. Damage is tracked across the different parts of your body. Pain will negatively affect your stats. Also, you can only hold so many items depending on how many pockets, ect. you have. You can hold a LOT more with a backback or bag of some sort, but this will usually encumber your torso. (Oh yeah, body parts have seperate functions and all are encumbered by armor.)

You gain XP by having a high morale, which is improved by drugs and such you find lying around. But be careful, as they can have some nasty effects and addictions as well.

It's currently in alpha, and continually being developed, but it's an awesome game as it stands.

Spoiler: Screenie (click to show/hide)

LINKS:
Roguebasin (with directions to play on SSH!): http://roguebasin.roguelikedevelopment.org/index.php?title=Cataclysm

Source Download: http://github.com/Whales/Cataclysm

Guide to connecting via SSH with the private key in PuTTY:
Spoiler (click to show/hide)


Windows Version: http://whalesdev.com/forums/index.php?topic=554.0

Official Forum Link: http://whalesdev.com/forums/index.php

Linux Emulator and Instructions: http://whalesdev.com/forums/index.php?topic=95.0

Video Showing Emulator Use: http://www.youtube.com/watch?v=yupcgG0OobU&feature=colike
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cyahnidde on June 24, 2011, 01:49:13 am
Looks like an awesome game, I'll try it out!
P.S. What distro is that in the screenie?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dohon on June 24, 2011, 01:51:04 am
Just had a quick look at the entry at roguebasin and it is indeed a sweet looking game. Gonna try it out!

...

Damn this lack of leisure time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on June 24, 2011, 01:51:59 am
This is kind of exactly like what somebody requested a little while ago. The "sandbox-roguelike-zombie-survival" thread, I think. Sounds like fun!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 10:09:12 am
Looks like an awesome game, I'll try it out!
P.S. What distro is that in the screenie?
It's called Easy Peasy, previously known as UbuntuEEE, it's a special modified Ubuntu for the EEEPC netbook. Unless the imagehost resized it that screenshot is my entire screen size XD.

And yeah, it is an awesome game. Tip: if you want to survive you better press "m" (for main map) and find a weapon shop to raid. Pots and pans won't help for long! And make sure to balance need for inventory with encumbrance...too much on any body part leads to MASSIVE issues in fights.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 24, 2011, 10:18:16 am
Can someone setup a directions list (Ie. 1. 2. 3.) to play on windows? This is really confusing, I'm trying to connect but I get a Disconnected: No Supported Authentication methods available. message
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 10:42:48 am
To play on SSH, (instructions assume you are using PuTTY, otherwise I have no clue):

Go to the preferences page for SSH -> Auth
In the box that says Use Private Key something or other, select the file downloaded here: http://eronarn.info/multirobin_key (if it opens in your browser, just File -> Save As...)

Then connect to the server as normal.

EDIT:
You want to log in with the username 'cataclysm'. It shouldn't ask for a password, I don't think.

Or you could just do what I did and download and compile it :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 24, 2011, 10:52:44 am
Can someone upload that .ppk file to mediafire or something? It keeps opening in my browser and even when I use file>save as or saving the link it STILL doesn't work, I get the message not a private key.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 11:08:15 am
Try to edit out the part in the beginning that says "---START OF RSA PRIVATE KEY--" and possibly at the end too if there is something similar. If that doesn't work post and I'll try to get it to work on my computer, haven't tried it on PuTTY yet.

Anyways, I found a Science Lab, does anyone know if the ID cards off the dead bodies near by can actually be used on the ID card reader? Or is it broken or something? It's made of metal walls and doors, so grenades and smashing won't help..and my gun (found it in my basement! :D) ran out of ammo while I was fooling around with the ID cards and now I have no weapon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 24, 2011, 11:13:09 am
Try to edit out the part in the beginning that says "---START OF RSA PRIVATE KEY--" and possibly at the end too if there is something similar. If that doesn't work post and I'll try to get it to work on my computer, haven't tried it on PuTTY yet.

Anyways, I found a Science Lab, does anyone know if the ID cards off the dead bodies near by can actually be used on the ID card reader? Or is it broken or something? It's made of metal walls and doors, so grenades and smashing won't help..and my gun (found it in my basement! :D) ran out of ammo while I was fooling around with the ID cards and now I have no weapon.
It's not working.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 11:18:19 am
Alright, I'll look at it in just a sec.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 11:27:39 am
Alright, so you have to download PuTTYgen from the same website and then do Conversions -> Import File..
select that same file, and then hit Save Private Key...

Open THAT converted file for the security key option in PuTTY. Connecting should work fine.
You will have to expand the terminal size, the default is too small, then press spacebar and it should go.

Adding directions to first post.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 24, 2011, 11:44:49 am
Thanks! It's working!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 11:57:38 am
No problem, have fun :)

Also, you can escape the tutorial with all the nice stuff it has and play normally. Kudos if you can figure out how ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 24, 2011, 01:58:18 pm
Wow, looks like an awesome game. Just wish I could play it locally.

Anyway, what's the font you're using?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 24, 2011, 05:11:46 pm
When I load a game or select new game it quits as soon as where its supposed to get to the game screen.
Also, is in character, between character dialog in?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 06:52:54 pm
I haven't even SEEN any other characters yet, even in those little fort things outside the town sometimes.

That sounds like a strange bug, I'd email Whales at the email address on the MTOD on the menu.

Bitoru, I believe it's "Monospace". That's the only name I can find in my options...which makes it impossible to find on the internet due to all the results being about Monospaced fonts in general :-/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 11:03:30 pm
Alright, to chat to NPCs type 'C'.
You can open Science labs by 'e'xamining the key bad with an ID.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 24, 2011, 11:07:32 pm
This game is awesome, the only problem im having is whenever I seem to get near an NP (and by near I mean I haven't even found them yet) I get a debug error. It say's something along the lines of "Generic Person blahblahblah follows player" in red text, and then pauses the game. It slows down the game and happens alot, so I can only move 1 square every 30 seconds or so, because I keep getting all of these error messages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 24, 2011, 11:27:10 pm
This game is awesome, the only problem im having is whenever I seem to get near an NP (and by near I mean I haven't even found them yet) I get a debug error. It say's something along the lines of "Generic Person blahblahblah follows player" in red text, and then pauses the game. It slows down the game and happens alot, so I can only move 1 square every 30 seconds or so, because I keep getting all of these error messages.
Same here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 24, 2011, 11:38:15 pm
fivedozenwhales@gmail.com is the dev's email address, I'd e-mail any bugs you find to them as the game is in a very early beta.

Also I went for a LONG TIME in one direction, and have decided two things:
1.) The world is huge, if not endless. Although I found no cities like the one you start in, There were some interesting features, like a UFO crash site, a highway (with a bridge over a river), and a few other things. I had to stop when I was surrounded by more zombies than I could get through.

2.) If you stockpile food, and go to a forest in the middle of nowhere, you should be MUCH safer. I saw NO zombies in the middle of nowhere, and it wasn't until I was on that highway that I saw any. Oh wait, acid rain hurt badly..but still, quite safe outside until the acid rain comes.

EDIT:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 12:15:30 am
How do I craft?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 25, 2011, 12:17:11 am
Aw, hardly got to play and it crashed on me when I went near a red /. Well, I was surprised to see Stats/Talents/Skills all share the same point pool and all of the defects are serious business, makes creating a character EXTREMELY INTERESTING.

Now I'm kind of sad 'cause the house I originally started in had tons of items, including a kangroo-pouch hoodie, shot my max volume up to 18 from 8.

Is there a list of what key does what anywhere? I was pretty much wrestling with my keyboard the entire time trying to figure out how to do certain things. Can you open stuff like dressers to get whats inside or are those just objects?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 12:18:15 am
Aw, hardly got to play and it crashed on me when I went near a red /. Well, I was surprised to see Stats/Talents/Skills all share the same point pool and all of the defects are serious business, makes creating a character EXTREMELY INTERESTING.

Now I'm kind of sad 'cause the house I originally started in had tons of items, including a kangroo-pouch hoodie, shot my max volume up to 18 from 8.

Is there a list of what key does what anywhere? I pretty much was wrestling with my keyboard the entire time trying to figure out how to do certain things. Can you open stuff like dressers to get whats inside or are those just objects?
Did you play the tutorial? Because that taught me how to do all of that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 25, 2011, 12:22:12 am
Ah, disregard my stupidity then, I somehow managed to completely miss that option. Hahaha...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 12:46:24 am
How do I craft?
Type '?' -> 'i'

The ? guide is very helpful! :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 03:02:53 am
That online thing isn't working for me.  How did you "compile" it to play locally?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 03:11:47 am
That online thing isn't working for me.  How did you "compile" it to play locally?
I've been wondering this, it would be easier for me to play it locally so I don't have to connect to a server to do it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 03:15:39 am
I'm looking at guides online on how to do this and I feel dumb.  I realllyy want to play too.. UGH.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 03:45:26 am
I put a quite simple guide in the first post, if you are on Windows. You can also message me for more help :)

I really have no clue on how to compile it on Windows, but for Ubuntu/Debian Linux (you could get a VM) you just have to do this from terminal:
sudo apt-get install libncurses5-dev
sudo apt-get install libncursesw5-dev
(cd into the directory with the .tar.gz file. You can use ls to list all directories.)
make

That should do it, then just type './cataclysm'.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 07:13:13 am
On the linux version I get a segmentation fault message and it goes to terminal. Any idea quinn?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 25, 2011, 09:48:14 am
Followed the directions in the main post, when trying to connect I get a "Disconnected: No supported authentication methods available" message. Hope someone figures out how to play this offline on Windows, because it looks cool.

EDIT: Nevermind, capitalized a letter I shouldn't have, managed to connect. Still hoping for an offline version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 10:14:07 am
On the linux version I get a segmentation fault message and it goes to terminal. Any idea quinn?
No clue. (Well, I know what it is, but not how to fix it.) Only thing I can say is redownload it if you had it working before.

For all those who want a windows version, you'd need to find a windows equivalent for the ncurses library, and then find a C++ compiler and compile those files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on June 25, 2011, 12:37:21 pm
Assuming the code has absolutely no compiler-specific directives (or anything else) in it. Good luck?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 01:38:38 pm
I wish you could get a general indication of your morale. I've looked through the help guide but no dice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 01:41:01 pm
Hah I also had an uppercase letter that messed me up.  But yeah, hoping for an offline version as well.. I have internet with Time Warner and it cuts off every hour or so :\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 02:20:13 pm
Someone should totally do a lets play of this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 25, 2011, 02:30:49 pm
So, first game: I wander over to a pharmacy, load up on codeine, found a sawed-off shotgun, drink all the liquor I found in a liquor store, wander drunkenly over to a gas station, and manage to blow myself up because I thought it'd be funny to toss a lighter into a pool of gasoline right next to the station pump. : D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 03:06:14 pm
My first game I started out in a normal house, with a hell of alot of good stuff in it. Found a trenchcoat, backpack, a steak knife, and some medical supplies. I then headed out to loot some more, after a little bit came across a house with alot of food in it. Jumped in through the window since the door was locked and immediately heard "Drop your weapon! And put your hands up!", I did what he said since you know he had a gun. He the continued to take all of my stuff, but then a zombie broke in through a window. He turned to start shooting at him and while he was pre occupied I punched him a few times and he died. I quickly took all of my stuff back along with his and ran the hell out of there. Unfortunately I was attacked by a zombie in the head, ruining my glasses. I took the nearsighted perk, so I couldn't see a thing, I died right there after being swarmed by zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 25, 2011, 03:07:06 pm
If I wear a fuckload of t-shirts will I get all the defense bonus without being encumbered?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 03:11:18 pm
If I wear a fuckload of t-shirts will I get all the defense bonus without being encumbered?
You still get encumbered for wearing items, I put on a motocycle helmet once and my head got encumbered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 25, 2011, 03:19:54 pm
If I wear a fuckload of t-shirts will I get all the defense bonus without being encumbered?
You still get encumbered for wearing items, I put on a motocycle helmet once and my head got encumbered.

But T-shirts give 0 encumbrance.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 03:21:17 pm
If I wear a fuckload of t-shirts will I get all the defense bonus without being encumbered?
You still get encumbered for wearing items, I put on a motocycle helmet once and my head got encumbered.
But T-shirts give 0 encumbrance.  :P
MUST, SCIENCE, THIS.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 25, 2011, 03:34:06 pm
The game for some reason keeps automatically closing without any warning, really annoying. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 25, 2011, 03:35:46 pm
Is the online saving function disabled?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 04:50:53 pm
Hmm, just restating this, someone really should do an LP of this game!

So I stocked up on food, got a frying pan and glock 19 and left town, crossing a river and moving down to a science lab, battling zombies and such along the way. I finally found a house in the country and started dropping and organizing my items in the bedroom there, but then as I was clearing some fungaloids around the house they started totally massing up and hording me. That's when I died.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 04:57:50 pm
Okay I started another game as a Student. I started with practically nothing and started looting all of the houses around here. After a little bit I found a fire extinguisher and started using it to bash in zombie skulls. I then found a backpack, a purse, and some Cargo pants so I was pretty much set. On the way back to my safehouse a horde of zombies started chasing me, I was in intense pain and extremely close to death. After alot of running (and luck) I came across a large collection of already set traps in the middle of the street. I ran into the center of it and the horde of zombies just walked right into them, most of them were killed from the crossbow traps. I finished off the stragglers and then went around looking for stuff to heal myself with.

A day or so later, after being healed I made a wooden spear (which is an awesome starting melee weapon to make) I came across a guy named Charles. He was friendly so I invited him to join my group, he didn't want to so I offered to give him a wooden axe and a molotov to join. He did, and after a few minutes of walking we came across a screamer. Like the idiot he is he shot at it with his shotgun, alerting a horde to our presence. After dispatching the screamer with my spear, we ran the hell out of there. Then my game crashed, so yeah.

Also, has anyone came across a faction yet? I haven't met any.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 25, 2011, 05:01:02 pm
Do Boomers actually do anything?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 05:05:25 pm
Do Boomers actually do anything?
They shoot bile, which blinds you and attracts zombies to you. I've only encountered Fast Zombies, Screamers, Spitters, and Boomers. Screamers well scream, alterting zombies to where you are. Fast zombies are faster than normal ones. Spitters spit out acid, which when stepped on hurts you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 05:33:59 pm
The longer my game goes, the more it crashes.  Has anyone successfully compiled it to play offline in windows?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 05:43:14 pm
Has anyone else noticed that you have to eat and drink MASSIVE amounts of food and water to not die?

Also, I've got it setup in a linux VM if anyone wants to know how to setup the VM, compile it and everything then just PM me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 25, 2011, 05:45:54 pm
Is there a way to keep your saves? I've saved on exit but that character is never on the load menu.

Also, if anyone figures out how to compile it, please upload it somewhere so everyone else can just grab it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 05:52:44 pm
I just encountered a new zombie, well kinda. While looting a house, I found a zombie corpse titled "Zombie Necromancer Corpse". I remember asking my companion for advice, and he said "You should butcher corpses, even if your not going to eat any of it. I've seen other zombies bring them back!", so I assume that kind of zombie can bring other ones back to life if the corpse isn't burned/butchered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 06:08:41 pm
OK so I noticed in the movement help menu it says you can use the right numpad to move, but when I use it I can't move with it.  Like 4 is for throwing and pressing 1 2 or 3 says "you are not wielding anything".  What am I doing wrong?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 25, 2011, 06:09:34 pm
So I asked an NPC who had a health pack to heal me, instead he bugged out and ate all his 4 or so pounds of cocaine, then immediately died.

Also, how do you save?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 06:11:41 pm
OK so I noticed in the movement help menu it says you can use the right numpad to move, but when I use it I can't move with it.  Like 4 is for throwing and pressing 1 2 or 3 says "you are not wielding anything".  What am I doing wrong?
Turn numlock on?
So I asked an NPC who had a health pack to heal me, instead he bugged out and ate all his 4 or so pounds of cocaine, then immediately died.

Also, how do you save?

Shift+s, then shift+y
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 06:17:16 pm
Yeah I have numlock on and it's still doing that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 06:26:47 pm
OK so I noticed in the movement help menu it says you can use the right numpad to move, but when I use it I can't move with it.  Like 4 is for throwing and pressing 1 2 or 3 says "you are not wielding anything".  What am I doing wrong?
Turn numlock off, perhaps? As the game allows the arrow keys and most keypads are set to arrow keys when the numlock is off. Just a guess, however.

Is there a way to keep your saves? I've saved on exit but that character is never on the load menu.

Also, if anyone figures out how to compile it, please upload it somewhere so everyone else can just grab it.
Are you playing online? If you are someone else mentioned having a problem as well:

 
Is the online saving function disabled?

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 25, 2011, 06:34:23 pm
Yeah I have numlock on and it's still doing that.

On Putty:
Terminal>Keyboard
Initial state of numeric Keypad -> change it to Nethack.




also SHOCKING ZOMBIES WHAT THE FUCK
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 25, 2011, 06:42:02 pm
You think shocking zombies are bad? Try out the zombie hulks. I got one into the explosion of a gas station, and it didn't die. Oh, also, they can run faster than you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 06:46:37 pm
Found my first bionic implant, on the dead of what I assume was a dead scientist. I tried to instal myself with a built in toolset, with a 72% chance of success. I messed up and killed myself, fuck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 06:55:21 pm
You think shocking zombies are bad? Try out the zombie hulks. I got one into the explosion of a gas station, and it didn't die. Oh, also, they can run faster than you.
You think shocking zombies are bad? Try out roving bands of wolves.
They surround you, move much faster than you, and then attack you nine times per turn, killing you very quickly even if you are wearing bulletproof armor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on June 25, 2011, 06:59:53 pm
I wanna try this but then I look at Putty and sigh. Effort.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 07:03:30 pm
I wanna try this but then I look at Putty and sigh. Effort.
PuTTY itself is not that much effort. It's the whole public encyption key and converting said key that is effort.

Perhaps I could try to host a private server for Bay12 members? I'd have to look into running the computer as an SSH server without allowing people to mess up my computer though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 25, 2011, 07:07:16 pm
Did anyone here manage to compile it and stuff to play it on Windows?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 07:18:48 pm
Did anyone here manage to compile it and stuff to play it on Windows?
I don't think so, but I can put up a guide on how to setup a Virtual machine and setup linux(ubuntu) and how to compile it and run it on linux. The linux version I've found is more stable and stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 07:28:02 pm
Well I found the Science Lab, immediately spotted a "Disector" I had no idea what it was so I tried to disarm it. Bad idea, I was killed by a lazer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 07:30:35 pm
Well I found the Science Lab, immediately spotted a "Disector" I had no idea what it was so I tried to disarm it. Bad idea, I was killed by a lazer.
I am quite curious as to what is in the Science Lab. The one time there were bodies nearby with ID cards was when I didn't know how to open the door. Now I can't find them anywhere xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 07:34:13 pm
Well I found the Science Lab, immediately spotted a "Disector" I had no idea what it was so I tried to disarm it. Bad idea, I was killed by a lazer.
I am quite curious as to what is in the Science Lab. The one time there were bodies nearby with ID cards was when I didn't know how to open the door. Now I can't find them anywhere xD
Well if you use your map, you can practically teleport inside the Science Lab. I once found like 5 human bodies all with ID cards. After going there a second time, I went downstairs. I forgot I didn't have a flashlight, but went screw it. I looked around and noticed I got alot of messages saying things like "You feel hot" or something like that. Then it started saying "You are having a heatstroke", after that got over a zombie scientist attacked me, I killed him but the fucking manhacks starting attacking me. Needless to say I died a horrible death.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 07:46:38 pm
I've only played two games + one going on so far xD. The first I didn't know how to open the door with the ID card, and the second there were NO ID cards around.

Also, shotguns are not sniper rifles. You learn something new every day! (And that fact will save you 4x the amount of ammo you were using before. Shotguns might as well be extremely powerful melee weapons.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 25, 2011, 07:56:07 pm
Can you open manholes or anything?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 07:56:50 pm
Here's basically how I start every game. Loot house for any good items, look around for backpack/purse/trenchcoat/cargopants, then get a mop and a knife and make a wooden spear. Next step is rampage, I got my dodge up to level 20 doing this, my game then crashed but it was awesome! Im still desperately trying to find factions, maybe I have to find other towns by going into the unexplored areas?

And Bitoru I assume you could probally open them using a crowbar, im going to test that out once I actually make/get one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 08:01:20 pm
Can you open manholes or anything?
I was just about to comment about that.

Although I have not found a way to open manholes, I DID find a way into the extensive sewer system. I explored for a bit, but then my flashlight ran out. (I sort of forgot it was dark in there..).

But watch out, the C.H.U.D.s are worse than the zombies. But the water is completely drinkable.

Spoiler: How to get in (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 08:04:18 pm
Just walked into a fort, there is people in there just not alot. I found three people in there, but there are a hell of alot of rooms with owned items in it. I also found out that if you are on the inside of a building, and an NPC wants to get to your location. They will smash a window to get to you. This is extremely annoying since that can attract zombies.

Also, I love choosing the Andriod Perk. I recently got a Hand lazer from it, its a fucking awesome starting weapon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 08:13:56 pm
...how do I find out what random bionic implant I got?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 08:16:04 pm
...how do I find out what random bionic implant I got?
Press p, you should see it. You start out with a built in furnace all of the time though, and every time you use an implant it takes away power. So to keep yourself powered up you need to take organic materials and consume them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 08:21:41 pm
"Advanced hearing".

Does that mean I can listen to an MP3 player and still hear the zombies coming?

What does hearing even do anyway? Wake you up when sleeping?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 08:24:33 pm
"Advanced hearing".

Does that mean I can listen to an MP3 player and still hear the zombies coming?

What does hearing even do anyway? Wake you up when sleeping?
I believe it means that you can hear further distances. Hearing is used for waking up when your sleeping, and how far you can hear something hitting/breaking/whatever. Like when a zombie breaks through glass, and your nearby you'll get the message "You hear the sound of glass breaking to the northeast".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 25, 2011, 08:26:18 pm
Ooooh, this game! I have only one question: Does it work for Windows yet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 08:30:03 pm
Ooooh, this game! I have only one question: Does it work for Windows yet?
You have to compile it yourself. I don't know if anyone else here has tried yet though.

You can play it via SSH online from any system, though, see my guide in the first post.

ALSO, if you get that whole NPC is following you spam, type ~ to turn off debugging mode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 08:34:30 pm
Passed the tutorial, now I'm making my own character.  Do you guys tend to put points into stats or into perks?  Also which of the bad perks aren't really too bad?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 08:47:59 pm
Passed the tutorial, now I'm making my own character.  Do you guys tend to put points into stats or into perks?  Also which of the bad perks aren't really too bad?
I put my points into stats/skills. A good starting character would be on with good strength, since melee weapons are easy to find and you'll be able to carry alot. I suppose Vegetarian isn't that big of a deal, there's plenty of vegetables around town. Heavy sleeper also isn't bad as long as you have traps to protect you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 08:50:18 pm
What are your thoughts on Glass Jaw/Trigger Happy/Near Sighted?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 08:53:19 pm
What are your thoughts on Glass Jaw/Trigger Happy/Near Sighted?
Glass Jaw depends, i've taken it a few times and it's not that big of a deal if you have high health/protective armor/high dodge skill/medical supplies. Trigger Happy is annoying, but does nothing more than waste ammo. Near sighted also isn't a big deal since its relatively easy to find glasses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 08:53:59 pm
What are your thoughts on Glass Jaw/Trigger Happy/Near Sighted?
Glass Jaw/Trigger Happy I usually use, however not Near Sighted as your eyeglasses can break.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 08:54:54 pm
What are your thoughts on Glass Jaw/Trigger Happy/Near Sighted?
Glass Jaw/Trigger Happy I usually use, however not Near Sighted as your eyeglasses can break.
Yeah but only if you get hit in the head alot, besides I just carry multiple glasses with me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 08:59:26 pm
Now I'm having trouble choosing the positive perks. Hah.  I chose Quick and Gourmand so far.  Any other positive perks that you guys recommend.  Thanks in advance for all your input.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 09:00:27 pm
Now I'm having trouble choosing the positive perks. Hah.  I chose Quick and Gourmand so far.  Any other positive perks that you guys recommend.  Thanks in advance for all your input.
Fast Learner is a nice one, Android is also fun to have at the start. But I really suggest focusing on stats and skills, most of the perks either cost to much or are meh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 25, 2011, 09:02:36 pm
Now I'm having trouble choosing the positive perks. Hah.  I chose Quick and Gourmand so far.  Any other positive perks that you guys recommend.  Thanks in advance for all your input.
I usually pick based on my planned play style/tactics that I'll use once I'm in the game world, usually picking the defects that'll hinder my goals the least.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 09:09:04 pm
So how useful is that dog in the beginning? I accidentally quick traveled and now he is gone :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 09:12:56 pm
He usually dies pretty fast, so don't worry about him.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 25, 2011, 09:17:37 pm
So how useful is that dog in the beginning? I accidentally quick traveled and now he is gone :(
How do you quick-travel? Do you mean holding down the arrow buttons?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 25, 2011, 09:18:41 pm
So I just got confronted by a Shocker Zombie, a Spitter, A Shrieker, A Brute, and a couple of normal Zeds. At once. At night. Without any source of light. Armed with a wooden spear.

I sticked the spear on the shocker, but it got stuck (of course). So I proceeded to snort all the cocaine I had and ran the fuck off while starting fires.
I managed to escape only to be weakened by the drug withdrawal and mauled by fast zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 09:22:43 pm
So how useful is that dog in the beginning? I accidentally quick traveled and now he is gone :(
How do you quick-travel? Do you mean holding down the arrow buttons?
Press M, move your cursor to where you want to travel, then hit enter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 25, 2011, 10:03:58 pm
What types of buildings do you guys usually use as safehouses?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 25, 2011, 10:05:31 pm
What types of buildings do you guys usually use as safehouses?
I personally like the ones with few windows and only 1-2 doors. But most of the time I just roam around.

Also, while trying to get the hell out of town, I came across some be hives. At first I thought "Pffft, bee's? What are they going to do sting me?", then five giant fucking bee's came out of nowhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 25, 2011, 10:32:47 pm
Passed the tutorial, now I'm making my own character.  Do you guys tend to put points into stats or into perks?  Also which of the bad perks aren't really too bad?
The tutorial has an end other than blowing up the wall and escaping?

Passed the tutorial, now I'm making my own character.  Do you guys tend to put points into stats or into perks?  Also which of the bad perks aren't really too bad?
I put my points into stats/skills. A good starting character would be on with good strength, since melee weapons are easy to find and you'll be able to carry alot. I suppose Vegetarian isn't that big of a deal, there's plenty of vegetables around town. Heavy sleeper also isn't bad as long as you have traps to protect you.
Veggies go bad after a couple days. Haven't gotten that far with a vegetarian, but I imagine it would be a huge pain after the expiration of the fruits and veggies.

What types of buildings do you guys usually use as safehouses?
The ones (houses) with a basement, or rooms with no windows. Stores are bad as there are tons of windows to get broken into, and few doors to escape (all the windows are on the same side typically). The ones with a closet type area might be alright though.

EDIT:
So how useful is that dog in the beginning? I accidentally quick traveled and now he is gone :(
How do you quick-travel? Do you mean holding down the arrow buttons?
Press M, move your cursor to where you want to travel, then hit enter.
Alternatively, press ! (for run mode), and hold down the direction you wish to go (can't say arrows, I use vi keys). MUCH faster than selecting where to go, yet still relatively safe (you stop BEFORE any monsters are even on the screen, as soon as you can sense them).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on June 26, 2011, 12:41:04 am
Just got reading through all of this thread's pages and got a question; how active is the development behind this game? This is looking like a spectacular game even if it's in the infant stages. Kudos to the one who found this diamond in the rough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 12:42:21 am
Just got reading through all of this thread's pages and got a question; how active is the development behind this game? This is looking like a spectacular game even if it's in the infant stages. Kudos to the one who found this diamond in the rough.
Well the creators blog is dead, but its open source so people update it every day for bugfixes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 12:46:13 am
Just got reading through all of this thread's pages and got a question; how active is the development behind this game? This is looking like a spectacular game even if it's in the infant stages. Kudos to the one who found this diamond in the rough.
Well the creators blog is dead, but its open source so people update it every day for bugfixes.
How do we know when there's been an update to the game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 26, 2011, 12:46:58 am
'Tis a shame. It's quite good, and provides that sort of "Just me against the world" kind of feeling that alot of games (especially zombie survival games) don't have nowadays.

Has anyone managed to make robots yet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 12:49:37 am
Just got reading through all of this thread's pages and got a question; how active is the development behind this game? This is looking like a spectacular game even if it's in the infant stages. Kudos to the one who found this diamond in the rough.
Well the creators blog is dead, but its open source so people update it every day for bugfixes.
How do we know when there's been an update to the game?
I have no idea, all I know is that its opensource, and that the creator's blog is dead. You can still try emailing him though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 26, 2011, 12:52:40 am
The creator is still alive, at least in the IRC on Roguebasin. I think he still updates but doesn't update the blog, as far as I can tell. And any updates would probably be on the same link as the first post (it's a git repository).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 26, 2011, 01:08:08 am
Dem crashes, man.  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 01:19:50 am
I found out it is possible to wear multiple t-shirts to get more defence, but the downside is unless your in an extremely cold area. You are going to pass out from heatstroke.

In an unrelated note, OH GOD THE BEE'S THEY STING.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 26, 2011, 01:26:11 am
Wasps are bad too, two wasps killed me in the middle of Town once. They were scary fast :O
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 26, 2011, 01:26:37 am
Dem crashes, man.  :'(
This so much. Fix the constant crashing and buggy NPC's, and you can pretty much put the game up in 'Beta' status. After that all it needs is factions, cars, fleshed out mechanics/electronics, and occasional hotfixes.

Furthermore, we need meth-labs. And the chance that making meth causes a random explosion or fire. O.o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 26, 2011, 01:36:48 am
So you guys do not hole up in any of those "special" tiles?  From what I can discern on the map, it looks like there are abandoned missile silos, research labs, and little barricaded complexes.

@quinnr
I didn't *pass* the tutorial, I just picked up all the stuff and then went downstairs to a huge fire till I got tired of trying to navigate around it.  Does the tutorial city differ in anyway from a city that you play in if you play with a custom character?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 01:39:54 am
Wasps are bad too, two wasps killed me in the middle of Town once. They were scary fast :O
You should totally invite the creator of this game to make an account on B12 and post in this thread!

Also yes to meth labs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 26, 2011, 02:35:39 am
So I asked Whales and you can also get into the Sewer via the manholes with a crowbar.

And if you want to have a little fun, type 'Z', then '/mininuke' then enter. Use it like a grenade.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 03:06:55 am
Hey guys, Whales here, creator of cataclysm.  Thanks to all of you for giving it a try!

First off: no, there is no Windows version yet.  I'd *love* to have a Windows version, but I don't own a copy of Windows, and I don't know anything about compiling for it.
A friend of mine has put some work into getting cataclysm to compile on Windows, and I believe that right now it *will* compile, but it will then proceed to crash after the main menu.
If any of you are interested in helping me port, and know a bit about compiling C++ under Windows, I'd really, REALLY appreciate help in this area.

That said, I am very actively developing cataclysm, and generally there's a new version every few days.  Yes, my blog is dead, but it was boring and I never had anything to say.  If you're compiling cataclysm yourself, I strongly suggest looking into using git.  Once you clone my git repository, you can simply do "git pull" to update yourself to the latest version.

If you are compiling your own version of cataclysm, I'd also really appreciate it if you ran cataclysm inside gdb.  Install gdb first ("sudo apt-get install gdb" should work in Ubuntu), then instead of running "./cataclysm" run "gdb ./cataclysm", then enter "r" at the prompt it gives you.  This way, if the game crashes you can enter "bt" and it'll give you what's called a backtrace--a way to pinpoint exactly what caused the bug.  If you email the text of the backtrace to me, you will earn my everlasting thanks and will be canonized in NAMES_(FE)MALE :P

RIght now I'm focusing on making NPCs less buggy/crashy and more effective in combat.  I'm also introducing a mission system into the game, which will make it a bit more than just a big old sandbox.

Meth labs will be rolled into my next update, thanks for the idea :P

Hitting enter while on the map screen to "quick travel" is, in fact, cheating!  It's meant as a debug tool to help you playtest those missile silos more easily.  Use it if you like, just be aware that it's not meant as part of the game.

The game's still very young, and needs a lot of balancing.  I really welcome criticism, questions, suggestions, etc., either here or by email.  And again, thanks for playing!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 03:09:58 am
Hey there, just want to say you have an awesome game here. Anyways I would like to ask, how are factions going to act in the game? I heard somewhere that they were going to all be randomly generated, with random motives, goals, and mindsets. And a follow up, whats the progress on factions?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 03:18:22 am
Hey there, just want to say you have an awesome game here. Anyways I would like to ask, how are factions going to act in the game? I heard somewhere that they were going to all be randomly generated, with random motives, goals, and mindsets. And a follow up, whats the progress on factions?

Hey, thanks for saying so.  Factions are going to be what populates those "forts" you see sometimes, the little villages surrounded by walls.  They are, in fact, already generated--just not saved!  If you're running cataclysm locally, try deleting all save files ("rm save/*") and starting a new game.  Hit '#' and a list of the world's factions will appear.  Each one has a random goal, one or two sources of income (farming, raiding, protection rackets, manufacture of goods, etc), and one or two random attributes which affect how they'll interact with you.  Their name is then generated based on these values.
As soon as I have NPCs working well, they'll mostly belong to factions--and many will be able to assign you missions which will improve your standing with that faction.  Factions will also occupy territory, and compete with each other for resources.  This is all "you might see it in a year" stuff, so don't get too excited.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on June 26, 2011, 03:21:46 am
Just chiming in as well, you have another faithful follower here thanks to Bay12 members. A couple questions though; I notice that you automatically use up 100 units of inhaler just for an asthma attack, either that or is it bugged to disappear after usage?

Is there any way to turn off debug mode? I sort of lost a really awesome guy complete with katana and H&K .45 cal sub machine gun among other such things.

I would advise slowing down the need for food and drink, it's just a few clicks too fast for comfort.

As for supplies, do you plan on having new random things respawn from time to time in buildings or is it a case of once you use/find it, it's gone forever, thus having a need to conserve and hoard your things?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 03:25:03 am
Ah, guess I just haven't discovered any factions yet.

Also a few suggestions. There should be a chance in world generation that military inhabit a part of an area. The Military will be hostile NPC's that are heavily armed, and patrol/guard a certain area. It would be hard to kill them, but the reward could be all the military grade weapons and supplies.

I would also like to suggest in the future once factions are all done, that a player can create his own faction. This would probally be something along the lines of get atleast 10ish people in a group and attempt to have them agree to make a faction with you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 03:32:32 am
Just chiming in as well, you have another faithful follower here thanks to Bay12 members. A couple questions though; I notice that you automatically use up 100 units of inhaler just for an asthma attack, either that or is it bugged to disappear after usage?

Is there any way to turn off debug mode? I sort of lost a really awesome guy complete with katana and H&K .45 cal sub machine gun among other such things.

I would advise slowing down the need for food and drink, it's just a few clicks too fast for comfort.

As for supplies, do you plan on having new random things respawn from time to time in buildings or is it a case of once you use/find it, it's gone forever, thus having a need to conserve and hoard your things?

Hmm, the asthma thing must be a recent bug, I'll fix it, thanks.

Debug mode can be toggled with ~.  Right now, NPCs aren't saved, so if one is bothering you, just save your game, and then load it up and the NPC will have magically disappeared!

Thanks for the input on food & drink, I'll consider slowing it.  It's hard to get a sense of what's too fast/hard; I have no problem maintaning my food/water supply, but then I'm clearly more well-trained than the average player :P

Items do not respawn, and never will.  This means that you must carefully manage resources if you are going to stay still--or adopt a nomadic lifestyle, moving from town to town.  Since the world is infinite, you'll never run out of supplies if you keep moving down the road.

Ah, guess I just haven't discovered any factions yet.

Also a few suggestions. There should be a chance in world generation that military inhabit a part of an area. The Military will be hostile NPC's that are heavily armed, and patrol/guard a certain area. It would be hard to kill them, but the reward could be all the military grade weapons and supplies.

I would also like to suggest in the future once factions are all done, that a player can create his own faction. This would probally be something along the lines of get atleast 10ish people in a group and attempt to have them agree to make a faction with you.

Oh, I should've mentioned, the military is a faction that exists in every game.  They mostly uphold pre-apocalypse laws, but won't bother the player unless you're really causing trouble.

Creating a faction is a very cool idea, and I like the idea of taking the game in a DF-like direction; take that faction and construct your own little outpost, see how long you can make it last.  Of course, this is all dreaming for now.  The first step is reasonable NPCs and basic faction mechanics!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 03:36:17 am
One of the things I like about this game is that there is no wiki for it, or any clear way to easily find all of the info about the game (to my knowledge.). Its fun to discover something in the game you had no idea existed, I was suprised when I met my first boomer, then my first spitter, zombie necromancer, shock zombie, GIANT BEE's, and alot of other things. I just want to say Kudos for making an actual zombie survival game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on June 26, 2011, 04:03:23 am
Yeah, I'm primarily speaking from inexperience when I talk about the food and water problem but in my experience playing other roguelikes that depend on food and water like nethack, dungeon crawl, and rogue survivor, it IS perhaps just a LITTLE fast. I would probably try and gather a survey of sorts to see what other people think about it before tweaking it.

A great idea just popped into mind since you mentioned infinitely generating landscape. Some kind of transportable carrying thing to stow spare items and the like, giving you a bit of flexibility and altering how you enter town since big moving objects would attract attention of potential friend and foe alike. If you plan on introducing vehicles, an RV or a big rig could fit this bill VERY nicely, although having it go offroad would be impossible.

I think perhaps being able to dig holes in the ground to stow away items would be viable, especially if you're living in a forest type area and you don't want random wanderers from finding and picking up your stash.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dbfuru on June 26, 2011, 05:30:30 am
Played for a bit until I got a crash after picking up some Dayquil, still feeling a bit sick so I didn't play for long. Enjoyable so far though! Keep up the good work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rumrusher on June 26, 2011, 05:57:45 am
Yeah, I'm primarily speaking from inexperience when I talk about the food and water problem but in my experience playing other roguelikes that depend on food and water like nethack, dungeon crawl, and rogue survivor, it IS perhaps just a LITTLE fast. I would probably try and gather a survey of sorts to see what other people think about it before tweaking it.

A great idea just popped into mind since you mentioned infinitely generating landscape. Some kind of transportable carrying thing to stow spare items and the like, giving you a bit of flexibility and altering how you enter town since big moving objects would attract attention of potential friend and foe alike. If you plan on introducing vehicles, an RV or a big rig could fit this bill VERY nicely, although having it go offroad would be impossible.

I think perhaps being able to dig holes in the ground to stow away items would be viable, especially if you're living in a forest type area and you don't want random wanderers from finding and picking up your stash.
all terrain vehicle with 4x4 steering with a trunk would do nicely aka a hummer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 26, 2011, 11:18:10 am
Fuck 4x4's. Fuck Hummers.

The Dead Reckoning is where it's at:
Spoiler (click to show/hide)
I love using that picture. : D

A few more ideas that may-or-may not be usable:
-Larger central buildings, almost designed to be strongholds. In this case, the police station, local high school, or weather shelter you can use for yourself.
-Automated turrets, if they're not already in. Would obviously require a ton of experience with electronics, mechanics, and guns.
-Bicycles and horses, once you add in vehicles. Bicycles would not contribute to your overall carrying capacity, but you should be able to store some stuff on a tamed animal.
-Expanding from that, the ability to tame animals! (Like the dog that you start with). Each animal or creature would be required to be tamed in different ways, and you could even make a skill to track that. Perhaps, with a certain trait or high enough skill in taming, you could train zombies? (With a chain and a couple of pounds of rotten meat, of course. They probably wouldn't follow you around like a dog, though.)
-Banks; another idea for a possible 'stronghold' building.
-I thought it'd be cool to be able to choose your ex-profession, which determined certain skill bonuses and some starting items. For instance; an ex-mechanic might start with a few tools and a mediocre mechanical experience. A ex-police officer might start with a handgun with a bit of ammo, and firearms experience.
-The ability to build barricades outside of windows and doors. Simple enough, it'd require 5-6 two by fours and some rope, along with a few nails.
-Furniture inside the house besides wardrobes and refrigerators. Would only really serve as a visual addition to the game, until later when you can smash them up for more building material.
-Roving bands of powerful infected that appear on the map as a 'H' or something similar (for horde). If you choose to be a nomad-type character, they wouldn't be much of a threat unless you were careless enough to wander into them. If they decide to come near your stronghold, though, you'd have to hold out or abandon it.
-Swords! Maybe a really rare 'DnD Shop' or something like that would have them.
-Metal working skills, melting down certain tools to make other tools, or custom items you need for certain crazy contraptions. Would require a buildable forge and coal. (Just suggesting this because of the whole Bay12 thing.)
-And finally, large department stores infested with zombies on the map, themed around a certain type of store. (Sweetbay for groceries, Home-Depot for hardware, Walmart for general-type stores.) They'd be filled to the brim with items you otherwise couldn't get, but at a cost: They'd be filled with all matter of zombies, and you'd need a flashlight with a decent weapon to take them over.

If you ever decide to open up the blog again, you'd definitely have an avid reader-base. You'd probably attract more people to the game, as well. (I'm not sure if that's a good or bad thing at this stage of development.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 26, 2011, 11:20:11 am
5.) Save Private Key...,save it somewhere.
It asks me "Are you sure you want to save this key without a passphrase to protect it?" What should I do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 26, 2011, 12:17:29 pm
If you ever decide to open up the blog again, you'd definitely have an avid reader-base. You'd probably attract more people to the game, as well. (I'm not sure if that's a good or bad thing at this stage of development.)

Probably a bad thing at this stage, as many would look at what it takes to run it on a Windows machine and either get frustrated or decide it's not worth the effort.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 01:00:24 pm
Well, here's my input. It took me something like 7 bags of food and two bottles of water to sate my hunger/thirst. It's just not that realistic. Also, the days are awfully long-I can walk all around town and back and still have more than enough time to spare.

Also great work on the game! When do you think the next update will be out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 26, 2011, 02:30:27 pm
5.) Save Private Key...,save it somewhere.
It asks me "Are you sure you want to save this key without a passphrase to protect it?" What should I do?
Press yes :)

Yeah, I'm primarily speaking from inexperience when I talk about the food and water problem but in my experience playing other roguelikes that depend on food and water like nethack, dungeon crawl, and rogue survivor, it IS perhaps just a LITTLE fast. I would probably try and gather a survey of sorts to see what other people think about it before tweaking it.

A great idea just popped into mind since you mentioned infinitely generating landscape. Some kind of transportable carrying thing to stow spare items and the like, giving you a bit of flexibility and altering how you enter town since big moving objects would attract attention of potential friend and foe alike. If you plan on introducing vehicles, an RV or a big rig could fit this bill VERY nicely, although having it go offroad would be impossible.

I think perhaps being able to dig holes in the ground to stow away items would be viable, especially if you're living in a forest type area and you don't want random wanderers from finding and picking up your stash.

But a whole aspect of zombie survival is the food, it's like one of the most important things to consider.
If you are careful, you should have no issue surviving the hunger, there are stores and cute little animals all over!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 26, 2011, 03:26:19 pm
So after reading more I just realized that we share this world with other players.  It hit me when I started another character and was spawned in a town that seemed to be looted pretty cleanly.  Then I found the corpse of a player named Neorn and another named DickMan. 

So what's stopping other players from going and stealing stuff from a place that you've decided to stake out as a safehouse?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on June 26, 2011, 03:33:28 pm
The hummer is a great idea for an offroad vehicle. As for the horse, it's pretty unrealistic for a couple reasons; one being that the undead hordes have probably raided farms and the like already to kill and eat all the tame horses. Two, even if some escape or you found some in the wild, their instincts will tell them to get the hell away from you from their past experience of similar two legged creatures trying to eat them.

As for the food issue, again it seems to be both an issue of going hungry too rapidly, and needing far too much food to satiate yourself as well. Maybe a bit of a slowdown would be good after all.

As for the time issue, I sort of agree that time perhaps goes just a bit too slowly, cause when you sit down and spend time reading books to bump up your morale or learn new skills, time will start flying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 03:50:05 pm
A few more ideas that may-or-may not be usable:
-Larger central buildings, almost designed to be strongholds. In this case, the police station, local high school, or weather shelter you can use for yourself.
-Automated turrets, if they're not already in. Would obviously require a ton of experience with electronics, mechanics, and guns.
-Bicycles and horses, once you add in vehicles. Bicycles would not contribute to your overall carrying capacity, but you should be able to store some stuff on a tamed animal.
-Expanding from that, the ability to tame animals! (Like the dog that you start with). Each animal or creature would be required to be tamed in different ways, and you could even make a skill to track that. Perhaps, with a certain trait or high enough skill in taming, you could train zombies? (With a chain and a couple of pounds of rotten meat, of course. They probably wouldn't follow you around like a dog, though.)
-Banks; another idea for a possible 'stronghold' building.
-I thought it'd be cool to be able to choose your ex-profession, which determined certain skill bonuses and some starting items. For instance; an ex-mechanic might start with a few tools and a mediocre mechanical experience. A ex-police officer might start with a handgun with a bit of ammo, and firearms experience.
-The ability to build barricades outside of windows and doors. Simple enough, it'd require 5-6 two by fours and some rope, along with a few nails.
-Furniture inside the house besides wardrobes and refrigerators. Would only really serve as a visual addition to the game, until later when you can smash them up for more building material.
-Roving bands of powerful infected that appear on the map as a 'H' or something similar (for horde). If you choose to be a nomad-type character, they wouldn't be much of a threat unless you were careless enough to wander into them. If they decide to come near your stronghold, though, you'd have to hold out or abandon it.
-Swords! Maybe a really rare 'DnD Shop' or something like that would have them.
-Metal working skills, melting down certain tools to make other tools, or custom items you need for certain crazy contraptions. Would require a buildable forge and coal. (Just suggesting this because of the whole Bay12 thing.)
-And finally, large department stores infested with zombies on the map, themed around a certain type of store. (Sweetbay for groceries, Home-Depot for hardware, Walmart for general-type stores.) They'd be filled to the brim with items you otherwise couldn't get, but at a cost: They'd be filled with all matter of zombies, and you'd need a flashlight with a decent weapon to take them over.

If you ever decide to open up the blog again, you'd definitely have an avid reader-base. You'd probably attract more people to the game, as well. (I'm not sure if that's a good or bad thing at this stage of development.)
-Police stations are half-designed.  They've got a rarely-stocked weapons cache, an "evidence room" with drugs and more weapons, and sometimes a basement with cells.  Banks and high schools are a great idea, I'll add them to my TODO.
-Turrets do exist (in certain hard-to-reach areas), but they're not craftable by players yet.  You can in fact craft your own army of manhacks, though.
-You can currently tame zombies if you craft a "pheromone ball;" study up on cooking.  The effect is temporary.  I plan to make animal taming (like dogs) possible, but I'm not sure how the player would tame the animal.  I'm pretty sure I don't want to take the nethack route of "toss food at it."
-Would you believe that I already plan to make profession a part of character creation?  I'm going to scrap the Skills tab (mostly a waste of points) and replace it with a Profession tab.  Your profession will decide your starting equipment and skills, and perhaps give you unique perks (e.g., a Priest will be respected by religious NPCs, etc)
-If you have a hammer, nail and 2x4s, you can board up windows and doors ('a' the hammer).  Building walls and shelter from scratch is planned.
-Yeah, I really need more furniture.  House in general need some spiffying up, but it's a low priority right now.
-You can rarely get a katana from an NPC.  I'll make them spawn in houses on rare occasions (sword collector, perhaps?)
-The department store idea is a good one, and ties in with my general desire to put malls in the game.  Coming soon!

The roving horde and forge ideas are intriguing, but technical issues make them unfeasible... for now.


Well, here's my input. It took me something like 7 bags of food and two bottles of water to sate my hunger/thirst. It's just not that realistic. Also, the days are awfully long-I can walk all around town and back and still have more than enough time to spare.

Also great work on the game! When do you think the next update will be out?

Realism is secondary to fun and appropriate difficulty.  That said I realize that hunger may be a *bit* too fast, but I really want to place some urgency on the player, and force them to keep moving and make food-gathering trips a daily task.
I'm overhauling morale (for the third, fourth? time) presently, and doing bugfixes as I do that, so a cleaned-up morale system will be the next major update, probably today or tomorrow.  After that I'll roll a smaller update with some of the suggestions you guys have posted.

So after reading more I just realized that we share this world with other players.  It hit me when I started another character and was spawned in a town that seemed to be looted pretty cleanly.  Then I found the corpse of a player named Neorn and another named DickMan. 

So what's stopping other players from going and stealing stuff from a place that you've decided to stake out as a safehouse?

Set traps!  Hide your things in a back closet.  Dig a big ditch all the way around your stash, fill it with wood and gasoline, and light it on fire, making a fire extinguisher necessary to enter.  Get creative, there's lots of ways to protect a given area.  I like Blackray Jack's suggestion above of being able to bury items, and plan to include it as well.


And finally, vehicles are planned for the future.  Most likely they'll be a method of quick travel (think the car from Fallout 2) and item storage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alfie275 on June 26, 2011, 04:20:06 pm
I got it to compile on windows easily, but I had to comment out some sleep stuff in ranged.cpp, I assume this just does something to do with drawing the bullet and won't seriously impact gameplay?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 26, 2011, 04:21:19 pm
So if someone is in the same vicinity as us, are we able to see them or sense them in any way?  And if they are picking up items, do those items just magically disappear?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 26, 2011, 04:27:00 pm
I got it to compile on windows easily, but I had to comment out some sleep stuff in ranged.cpp, I assume this just does something to do with drawing the bullet and won't seriously impact gameplay?

Getting it compiled is the easy part.

Getting it to work is another.

Mine just crashes after the gen char screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alfie275 on June 26, 2011, 04:49:37 pm
Okay, I've narrowed down the reason of crashing to generation of overmap file, if a valid one is present it will run fine. Not sure actually what it does, but here is mine if it helps:
http://dl.dropbox.com/u/4826080/o.0.0.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 04:54:37 pm
Why didn't you put that in a spoiler, whhyyyyyy?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alfie275 on June 26, 2011, 05:06:41 pm
Sorry, didn't realist it was to large to copy paste into a post.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 26, 2011, 05:17:06 pm
Looks like an encrypted/not plaintext file to me. (Sorta like if you open up a .exe file or something in a Linux text editor.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 05:29:07 pm
So if someone is in the same vicinity as us, are we able to see them or sense them in any way?  And if they are picking up items, do those items just magically disappear?

No, there's no direct player/player interaction (yet).  This can make for some funny overlaps in timelines.  Terrain is loaded when you get close to it, and saved when you leave it.  If you're in a house, and I come in and drop a bunch of stuff, and then you leave, when you leave you'll save the version you see, without my stuff in it, and that stuff will disappear forever.
Fortunately, since the world is huge, this kind of thing rarely if ever happens.

Looks like an encrypted/not plaintext file to me. (Sorta like if you open up a .exe file or something in a Linux text editor.)

No, the overmap save files (o.#.#.#) are in fact plaintext.  That huge string of characters on the first line refers to different terrain types.  Below that, the "Z 3 6 310 2 52" lines mean "A group of monsters, type 3 (3 is zombies), with radius 6 and population 310, centered at (2, 52)".  The 't' lines are locations of towns, 'R' is roads leading out of this section of map, and 'T' are the locations of radio towers.
That said, I can't tell what's wrong with this overmap!  alfie275, if you want to email me a backtrace I'd appreciate it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 26, 2011, 05:33:00 pm
Aw I just played for 2 hours and I saved my progress, went back in to load and my character isn't there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 05:57:52 pm
Aw I just played for 2 hours and I saved my progress, went back in to load and my character isn't there.

Ouch.  Are you playing on Eronarn's server?  Since I never foresaw tons of players on the same system, if there's more than 10 or so save files some will be lost.  Obviously this is something I need to fix, more urgent than I thought!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 05:59:43 pm
This proves that once you advertise a game on Bay12, it instantly becomes popular.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 26, 2011, 06:06:41 pm
Developer--->10 or so friends--->Bay12--->~500 or so people--->ModDB/SomethingAwful--->10,000 or so people

Something like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 06:08:41 pm
Developer--->10 or so friends--->Bay12--->~500 or so people--->ModDB/SomethingAwful--->10,000 or so people

Something like that.

Funnily enough, I've already been posted on SomethingAwful.  The unilateral response was whining about how there's no Windows version and PuTTY is hard.  Clearly the Bay12 community is smarter and more patient (but I knew that already).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 06:10:26 pm
Also, the days are kind of long. I can walk all around town several, several times and have more than enough time to spare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 06:11:16 pm
I started using Putty when Quinn said you needed putty to play this. It wasn't that hard, it was pretty easy actually considering I have no real experience with anything like that. I suppose the community centered around Dwarf Fortress has to be extremely patient, otherwise we wouldn't play it :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 26, 2011, 06:13:37 pm
So are there any other servers or ways to play with the option to save your player/progress?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 26, 2011, 06:15:32 pm
Question about the skill books. In order to get the skill bonuses from them, do I have to just read them once, or do I have to read them multiple times?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 06:22:55 pm
Also, the days are kind of long. I can walk all around town several, several times and have more than enough time to spare.

Duly noted.  It's meant to give the player plenty of time to prepare for night, when they're unable to see without a flashlight.  Also, the player is expected to spend large amounts of time reading or crafting; something which I hope to expand in the future.

Question about the skill books. In order to get the skill bonuses from them, do I have to just read them once, or do I have to read them multiple times?

Reading a book once will give you around 25% towards your next level, depending on the subject matter, your intelligence, and a few other factors.  Note that you won't see your skill level until it reaches 1.  So yes, books are intended to be read multiple times (consider each reading session to be a single chapter, perhaps?).

So are there any other servers or ways to play with the option to save your player/progress?

Sadly no, Eronarn's is the only one (to my knowledge).  If any of you run a linux server I can give you instructions on setting up your own cataclysm server (it's ridiculously easy).  I used to run one myself, but I'm a starving programmer and it just got too expensive.

I suppose the community centered around Dwarf Fortress has to be extremely patient, otherwise we wouldn't play it :P

I'll get past a kobold raid without ragequitting one day, I swear!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 26, 2011, 06:33:45 pm
Hrmm... weird. Just as a zombie and a triffid were barging in through the library window, I'm now under a barrage of debug messages each turn, relating to the actions of NPC's? Stuff like   Debug: NPC Kim Smith: target = -1, danger = 0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 06:39:17 pm
Hrmm... weird. Just as a zombie and a triffid were barging in through the library window, I'm now under a barrage of debug messages each turn, relating to the actions of NPC's? Stuff like   Debug: NPC Kim Smith: target = -1, danger = 0

Damn NPCs, launching their debug message attacks!  Hit ~ to turn debug messages off.  Save your game and re-load to delete NPCs (I may add a "nuke NPCs" key in the future :P)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 06:58:00 pm
Can you currently do anything with radios? All I get is the "debug radio tower" message.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 26, 2011, 07:01:09 pm
Hrmm... weird. Just as a zombie and a triffid were barging in through the library window, I'm now under a barrage of debug messages each turn, relating to the actions of NPC's? Stuff like   Debug: NPC Kim Smith: target = -1, danger = 0

Damn NPCs, launching their debug message attacks!  Hit ~ to turn debug messages off.  Save your game and re-load to delete NPCs (I may add a "nuke NPCs" key in the future :P)

Unfortunately, saving doesn't work for me as my save games never show up. Anyways, I accidentally shut down the putty client when copying the debug message. Ctrl+c some sort of close command or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 07:05:16 pm
Can you currently do anything with radios? All I get is the "debug radio tower" message.

No, as soon as I finish coding missions NPCs will use them to send out calls for help, you may be called upon to capture them in the name of Faction X and broadcast propaganda, etc.

Unfortunately, saving doesn't work for me as my save games never show up. Anyways, I accidentally shut down the putty client when copying the debug message. Ctrl+c some sort of close command or something?

Ctrl+C is, in linux consoles, the command to immediately terminate the running program.  I believe that simply highlighting text in PuTTY will copy it to your clipboard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jetex1911 on June 26, 2011, 07:09:06 pm
I can't seem to get the game to run on Putty. I'd tell you the reason, but I forgot what it said, and right now, i'm at another person's house. Ill tell you once i get back home.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 26, 2011, 07:20:13 pm
Looking back on how much your guy needs food, I think it should be dependent on how much he runs around or fights with zombies. Since you're near constantly running, and getting into fights, you would need about 3,000 calories daily in order to keep from losing body fat. That's actually a little less than what he currently needs. (3-4 bags of jerky, about 3 times a day, a bag of jerky generally has around ~450 calories) On days where you just hole up, read books and craft, you should really only need about 1,500 calories. Again, realism takes secondary place to fun, but it's annoying to have to keep tromping back to the grocery store or safe-house to load up on food. (especially when canned food, the only thing worth a damn after the apocalypse, is so heavy.)

Perhaps you could code in hunger to only kick around near the morning or when he justs wakes up, the mid-point in the day (lunch) and when it starts to get dark. (6-7 PM) That way the player can schedule his trips accordingly, and know how much food he/she exactly has to pack.

EDIT: Obviously this is all low priority, I'm just throwing it out there D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 26, 2011, 07:27:34 pm
Hrmm... weird. Just as a zombie and a triffid were barging in through the library window, I'm now under a barrage of debug messages each turn, relating to the actions of NPC's? Stuff like   Debug: NPC Kim Smith: target = -1, danger = 0

Damn NPCs, launching their debug message attacks!  Hit ~ to turn debug messages off.  Save your game and re-load to delete NPCs (I may add a "nuke NPCs" key in the future :P)

I've had multiple NPCs spawned with the spawn NPC debug key, and they made an infinite loop that made me have to exit the game. I realize that you probably won't get as many NPCs as I had via spawning (like 6), but an option to exit the debug mode during a message would be nice.

Can you currently do anything with radios? All I get is the "debug radio tower" message.

No, as soon as I finish coding missions NPCs will use them to send out calls for help, you may be called upon to capture them in the name of Faction X and broadcast propaganda, etc.

Unfortunately, saving doesn't work for me as my save games never show up. Anyways, I accidentally shut down the putty client when copying the debug message. Ctrl+c some sort of close command or something?

Ctrl+C is, in linux consoles, the command to immediately terminate the running program.  I believe that simply highlighting text in PuTTY will copy it to your clipboard.

To copy from Linux, select text, then switch to the program you want to copy into. Shift+insert. Should do it for you.

Both Linux and Putty allow Right Click -> Copy as well I believe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 07:30:47 pm
Hrmm... weird. Just as a zombie and a triffid were barging in through the library window, I'm now under a barrage of debug messages each turn, relating to the actions of NPC's? Stuff like   Debug: NPC Kim Smith: target = -1, danger = 0

Damn NPCs, launching their debug message attacks!  Hit ~ to turn debug messages off.  Save your game and re-load to delete NPCs (I may add a "nuke NPCs" key in the future :P)

I've had multiple NPCs spawned with the spawn NPC debug key, and they made an infinite loop that made me have to exit the game. I realize that you probably won't get as many NPCs as I had via spawning (like 6), but an option to exit the debug mode during a message would be nice.

Well, the idea is that NPCs occasionally get themselves trapped in an infinite loop.  When they notice this happening, they'll switch debug mode on so that the player can examine what's causing this infinite loop before exiting the game.  Thus, turning debug mode off in this case wouldn't escape you from the infinite loop.  I'll see if I can figure out a smart time for NPCs to kill themselves in order to escape from an infinite logic loop.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 07:36:13 pm
Looking back on how much your guy needs food, I think it should be dependent on how much he runs around or fights with zombies. Since you're near constantly running, and getting into fights, you would need about 3,000 calories daily in order to keep from losing body fat. That's actually a little less than what he currently needs. (3-4 bags of jerky, about 3 times a day, a bag of jerky generally has around ~450 calories) On days where you just hole up, read books and craft, you should really only need about 1,500 calories. Again, realism takes secondary place to fun, but it's annoying to have to keep tromping back to the grocery store or safe-house to load up on food. (especially when canned food, the only thing worth a damn after the apocalypse, is so heavy.)

Perhaps you could code in hunger to only kick around near the morning or when he justs wakes up, the mid-point in the day (lunch) and when it starts to get dark. (6-7 PM) That way the player can schedule his trips accordingly, and know how much food he/she exactly has to pack.

EDIT: Obviously this is all low priority, I'm just throwing it out there D:

I like the idea about making fighting and travel use up more energy/food than simply sitting put.  My only reservation is that it might encourage the less-fun sedentary lifestyle.  However, the more I work on the game and the more I communicate with players, the more I realize that a base-oriented game might be really fun; a Fortress Mode rather than Adventure Mode, if you will.  At any rate, I'll keep all this in mind as I move forward with the game, and will probably scale back food requirements (at the very least I'll make jerky more nutritious!)


EDIT:  For the reference of all of you playing locally, the new version has been pushed to git and can be downloaded.  It requires a clean build ("make clean; make") and the removal of all old saves ("rm save/*").  This new version features an overhauled morale system, morale persists between save/load, wasp-infested houses hide high-value treasures, and much more.
The next version will be released in a few days, and will include police stations, item burial, craftable turrets, and more Bay12 user suggestions.  Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 26, 2011, 07:41:21 pm
The main reason the amount of food you need to eat seems like a lot, is due to how long a day is. I'm so used to games abstracting time to a great degree (1 minute equaling 1 hour in game, etc.) that I often find myself surprised that after all I've done, only a few hours have passed in game. Mind you, I like it the way it is. Far too often the abstraction makes things too rushed to really enjoy the world and the game. Plus it makes sense considering the distances you're moving in game. It only takes a few seconds to run from one house to another or cross the street.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 07:55:41 pm
Is there anyway I can see all the changes in the new version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on June 26, 2011, 07:59:27 pm
Hello Whales,

One suggestion would be adding in attics to houses. They'd only have 1 entrance and would make a good stake out. And the diseases, being around corpses to long could cause disease.

Also can you burn down buildings?

And how do you compile this amazing game, on windows?

One cool thing would also be mines. Areas near towns that were used for coal and are now abandoned or could contain a whole host NPC's or zombies living in there.

And with the walled cities, could there be ways to sabotage the city? Like with disease, as in placing a zombie corpse in their water or food areas.

It would also be cool if you could grow your own crops in the wilderness. Like appletrees and your own blueberry bushes and strawberries. (I am aware blueberry bushes and strawberry bushes are already in the game.)

And on the evil side,
Spoiler (click to show/hide)


Thanks for viewing this Whales and being the most awesome game dev!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 08:07:02 pm
Ok, new problem, I'm getting a fatal error; morale data.h no such file or directory
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 08:22:02 pm
Ok, new problem, I'm getting a fatal error; morale data.h no such file or directory

My bad, forgot to add the file to the repo.  Fixed, thanks :P

Hello Whales,

One suggestion would be adding in attics to houses. They'd only have 1 entrance and would make a good stake out. And the diseases, being around corpses to long could cause disease.

Also can you burn down buildings?

And how do you compile this amazing game, on windows?

One cool thing would also be mines. Areas near towns that were used for coal and are now abandoned or could contain a whole host NPC's or zombies living in there.

And with the walled cities, could there be ways to sabotage the city? Like with disease, as in placing a zombie corpse in their water or food areas.

It would also be cool if you could grow your own crops in the wilderness. Like appletrees and your own blueberry bushes and strawberries. (I am aware blueberry bushes and strawberry bushes are already in the game.)

And on the evil side,
Spoiler (click to show/hide)


Thanks for viewing this Whales and being the most awesome game dev!

I've considered attics and second floors, however there's a host of technical issues that would need to be addressed.
Windows support is coming!  In... the future.
Mines are a very cool idea.  Underground areas of interest are important!  I'll add them in sooner or later.
City sabotage is a good idea, hopefully one day it'll be a mission factions can assign to you.
Crop growing is a planned addition, once the game moves in a DF-type direction.
Prositution and other unsavory routes are planned.  I hope to make basic subsistance a difficult goal to achieve, forcing the player to do whatever it takes!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 26, 2011, 08:34:58 pm
Weird thing I noticed. The wood spear apparently works for butchering corpses? Can't imagine how messy that ends up being.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 08:46:14 pm
Getting this error when trying to make in linux...
Code: [Select]
crafting.ccp: In member function 'void game::init_recipes()':
bla bla bla item battery was not declared on this scope
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 08:55:20 pm
Getting this error when trying to make in linux...
Code: [Select]
crafting.ccp: In member function 'void game::init_recipes()':
bla bla bla item battery was not declared on this scope

Heh, and of course my push included half-finished additions.  Change line 496 in crafting.cpp to say "itm_battery" instead of "item_battery", or just pull from git, which should work okay now.  Sorry about that.

Weird thing I noticed. The wood spear apparently works for butchering corpses? Can't imagine how messy that ends up being.
Haha, good point.  I'll fix it so that stabbing weapons don't work as butching tools (or at least, not as well).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 26, 2011, 09:06:56 pm

Also can you burn down buildings?

You can burn down metal science labs. So I'd assume so.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 26, 2011, 09:07:51 pm
Is heatstroke supposed to continue non-stop? I put on one coat too many, and immediately got a message saying I was too hot. I stripped off the coat, but was getting repeated heatstroke messages. Even after removing almost all clothing, I continued to get it.

EDIT: Also, whenever I get confronted by an NPC who demands I drop my weapons, whenever I say no they just run away and never attack me. Even when I'm stabbing them in the eyes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 09:09:58 pm
Working now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 26, 2011, 09:24:17 pm
I hope it doesn't ever become too much like DF, I love DF but I'd hate to see this game become a multi-NPC micromanagement game, this is kind of hard to explain but I'm okay with base building as long as you just control you, any NPC help would be guided by your communication with them rather than controlling them directly. You would then have the inherent problems any leader would have, dealing with his companions quirks and personalities, having to put the bad apples in line and motivating the lazy people, some may not even listen to you all or consume more rations than you gave the OK for, so on and so fourth.

And ideally this wouldn't be split from the main "adventure mode" at all. Since you would be you and people would be themselves and the directions would be through communication, one would just have to assert leadership in the group and begin from there --- and these construction mechanics for the fort be available to the player as well, so you could do it by yourself on your own on a smaller scale or actually work along side your crew.

Either way it will be an amazing game, but this is just how I feel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 26, 2011, 09:26:23 pm
I hope it doesn't ever become too much like DF, I love DF but I'd hate to see this game become a multi-NPC micromanagement game, this is kind of hard to explain but I'm okay with base building as long as you just control you, any NPC help would be guided by your communication with them rather than controlling them directly. You would then have the inherent problems any leader would have, dealing with his companions quirks and personalities, having to put the bad apples in line and motivating the lazy people, some may not even listen to you all or consume more rations than you gave the OK for, so on and so fourth.

And ideally this wouldn't be split from the main "adventure mode" at all. Since you would be you and people would be themselves and the directions would be through communication, one would just have to assert leadership in the group and begin from there --- and these construction mechanics for the fort be available to the player as well, so you could do it by yourself on your own on a smaller scale or actually work along side your crew.

Either way it will be an amazing game, but this is just how I feel.
I agree with all of this, im not a big fan of micro managing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 26, 2011, 09:27:49 pm
How about you Could get sickness from butchering dead zombies?
Also there could be a raider or gang-like factions that fight with eachother.

Zombies + Gang wars = TEH WINZ
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 09:53:27 pm
I hope it doesn't ever become too much like DF, I love DF but I'd hate to see this game become a multi-NPC micromanagement game, this is kind of hard to explain but I'm okay with base building as long as you just control you, any NPC help would be guided by your communication with them rather than controlling them directly. You would then have the inherent problems any leader would have, dealing with his companions quirks and personalities, having to put the bad apples in line and motivating the lazy people, some may not even listen to you all or consume more rations than you gave the OK for, so on and so fourth.

And ideally this wouldn't be split from the main "adventure mode" at all. Since you would be you and people would be themselves and the directions would be through communication, one would just have to assert leadership in the group and begin from there --- and these construction mechanics for the fort be available to the player as well, so you could do it by yourself on your own on a smaller scale or actually work along side your crew.

Either way it will be an amazing game, but this is just how I feel.

I should clarify; the game will never become a top-down colony management game like DF.  It will always be a one-character game, with no direct control over the actions of anyone else.
By "DF-like" I mean more centered on maintaining one safe location, building defenses, etc.  Ideally this will be left up to the player; growing crops vs. foraging & hunting, building a base vs. living nomadically, etc.  Right now base construction is very limited, and there's no way to sustain resources like food, water, ammo, etc. without foraging, and that inevitably means traveling to new areas.  In the future, I'd like to bring these two playstyles into balance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 09:58:49 pm
Which brings up my 'time needs to pass faster' point. I'm sure since this is the future crops will grow faster, but at the current rate of the game by the time the crops are fully grown literally all food and water on the map will be exhausted and most if not all hostile enemies will be killed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 26, 2011, 09:59:36 pm
Has anyone found any other servers besides the Erorarn one that players can connect to?  Playing without being able to save progress is really meh.  Plus I think some of the characters saved on that server now are abandoned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 10:34:10 pm
I've noticed in the late game time passes slower when long waiting. Any idea what's up with that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 26, 2011, 10:34:38 pm
I should clarify; the game will never become a top-down colony management game like DF.  It will always be a one-character game, with no direct control over the actions of anyone else.
By "DF-like" I mean more centered on maintaining one safe location, building defenses, etc.  Ideally this will be left up to the player; growing crops vs. foraging & hunting, building a base vs. living nomadically, etc.  Right now base construction is very limited, and there's no way to sustain resources like food, water, ammo, etc. without foraging, and that inevitably means traveling to new areas.  In the future, I'd like to bring these two playstyles into balance.
I see, that's great to hear! I'm even more hyped for the future now.

While I'm posting I may as well conserve space and ask, can you/will you ever incorporate graphical tiles support? I can play with the ASCII, I only ask because I'm a Pixel Artist and I do enjoy using my skills on stuff I enjoy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2011, 10:58:11 pm
I've noticed in the late game time passes slower when long waiting. Any idea what's up with that?

This is just the effect of more game resources making the game run slower.  This effect is particularly pronounced in areas infested with fungaloids.

While I'm posting I may as well conserve space and ask, can you/will you ever incorporate graphical tiles support? I can play with the ASCII, I only ask because I'm a Pixel Artist and I do enjoy using my skills on stuff I enjoy.

Everything's more or less set up for graphical mode to be dropped in.  Having a tileset is really the biggest obstacle to this.  I appreciate the implied offer of help, I'll let you know if I ever make any progress on this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 26, 2011, 11:29:39 pm
Some things I'd like to see in the next few updates are more NPCS and shop owners in NPC citys.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on June 27, 2011, 12:15:07 am
Question: Did you intend for things to randomly spawn and despawn in basements? If not then we may have a bit of an issue as I went to sleep in an empty basement, woke up to a wolf running around passively and with a message telling me that I 'woke up to lights' despite waking up at 3 in the morning with no lights on in the basement!

Just a heads up for you Whales.

Edit: Also, I recommend toning down the recoil effect, it's a little silly to build up so much bad recoil by firing a small little USP. Or maybe be able to adopt a stance that will significantly reduce recoil but requires you to stand still.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 27, 2011, 12:24:13 am
This game is cruel. I took illiteracy and I spawned in a house surrounded by libraries filled to the brim with useful reading material.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 27, 2011, 12:29:43 am
So if someone is in the same vicinity as us, are we able to see them or sense them in any way?  And if they are picking up items, do those items just magically disappear?

No, there's no direct player/player interaction (yet).  This can make for some funny overlaps in timelines.  Terrain is loaded when you get close to it, and saved when you leave it.  If you're in a house, and I come in and drop a bunch of stuff, and then you leave, when you leave you'll save the version you see, without my stuff in it, and that stuff will disappear forever.
Fortunately, since the world is huge, this kind of thing rarely if ever happens.

Looks like an encrypted/not plaintext file to me. (Sorta like if you open up a .exe file or something in a Linux text editor.)

No, the overmap save files (o.#.#.#) are in fact plaintext.  That huge string of characters on the first line refers to different terrain types.  Below that, the "Z 3 6 310 2 52" lines mean "A group of monsters, type 3 (3 is zombies), with radius 6 and population 310, centered at (2, 52)".  The 't' lines are locations of towns, 'R' is roads leading out of this section of map, and 'T' are the locations of radio towers.
That said, I can't tell what's wrong with this overmap!  alfie275, if you want to email me a backtrace I'd appreciate it.

Acording to alfie the reason the windows version crash is when generating the overmap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 12:38:24 am
Some things I'd like to see in the next few updates are more NPCS and shop owners in NPC citys.

Word.  This is a longer-term goal; before I make NPCs a bigger part of the game, I have to make sure their behavior is up to snuff.  Right now they're... a little prone to error spam, crashes, and stupid behavior.

How about you Could get sickness from butchering dead zombies?
Also there could be a raider or gang-like factions that fight with eachother.

Zombies + Gang wars = TEH WINZ

Among my sources of inspiration are Mad Max / The Road Warrior, The Warriors, and Fallout.  Post-apocalyptic gangs are near and dear to my heart!


Question: Did you intend for things to randomly spawn and despawn in basements? If not then we may have a bit of an issue as I went to sleep in an empty basement, woke up to a wolf running around passively and with a message telling me that I 'woke up to lights' despite waking up at 3 in the morning with no lights on in the basement!

Just a heads up for you Whales.

Edit: Also, I recommend toning down the recoil effect, it's a little silly to build up so much bad recoil by firing a small little USP. Or maybe be able to adopt a stance that will significantly reduce recoil but requires you to stand still.

Heh, interesting basement stuff indeed.  The wolf thing is symptomatic of a bigger problem with my monster-generating system, but the light thing I can take of easily.  Thanks for the bug report!

Regarding recoil, what's your strength?  Higher strength makes controlling recoil easier.  Recoil represents how a single shot temporarily throws your aim slightly off alignment; this can be present in even a .22 handgun.  If you ignore recoil, you can fire handguns pretty quickly; recoil limits you to 2 or 3 shots per turn, followed by a pause or movement to reduce it.

This game is cruel. I took illiteracy and I spawned in a house surrounded by libraries filled to the brim with useful reading material.
But those books make such good fire materials!

Acording to alfie the reason the windows version crash is when generating the overmap.

Hmm.  It could be a file input/output issue.  The overmap is just the first thing that tries to open a file (when you generate an overmap it first tries to load an existing one).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 27, 2011, 12:46:04 am
What are those blinking red asterisk dots on the overhead map?

Also, is there a way to play on the server but save your character locally? 
EDIT: After reading my second question, this actually makes no sense, because of the persistent world deal and everything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 27, 2011, 12:49:33 am
What are those blinking red asterisk dots on the overhead map?

Also, is there a way to play on the server but save your character locally? 
EDIT: After reading my second question, this actually makes no sense, because of the persistent world deal and everything.

One of the biggest barriers for any kind of long term play is the lack of reliable saving. I COULD build up a base and stockpile food and equipment... but the minute I turn the game off it's all gone and I start from scratch.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 27, 2011, 12:51:44 am
Stuff

Actually without a overmap the game will cause a SEGFAULT in make_shopkeeper() at line 580
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 27, 2011, 12:55:36 am
Yeah I had a save slot then it disappeared after I saved and quit a second time.  I've been loading other people's save files and some of them look like they aren't even playing anymore.  Is it really that expensive to pay for a server to host a world and more save files?  I think that this limitation on saving is bad for the game's publicity, as it's a huge turn off as you've said Vorbicon. 

With that said, I'm glad that there are people passionate enough to create great games essentially for free.  I will definitely donate some money once a Windows version comes out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 27, 2011, 01:02:17 am
Combining my exe with alfies overmap enables you to play tho ranged weapons might not work. or not show bullets.

http://dl.dropbox.com/u/3676056/Cata_win32.rar

Edit: Alot of stuff will crash you,tutorial,ingame manual
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on June 27, 2011, 01:28:49 am
I have 11 for str, dex, int and 10 for per.

Is it possible to boost your attributes over time as well? If not may be taken into consideration.

As for the wolf in the basement problem, it definitely is a bug. I went upstairs after killing the wolf for a split second, didn't even leave the room the stairs were in and when I went back downstairs three zombies were there, which was bizarre.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 27, 2011, 01:36:41 am
Yeah I had a save slot then it disappeared after I saved and quit a second time.  I've been loading other people's save files and some of them look like they aren't even playing anymore.  Is it really that expensive to pay for a server to host a world and more save files?  I think that this limitation on saving is bad for the game's publicity, as it's a huge turn off as you've said Vorbicon. 

With that said, I'm glad that there are people passionate enough to create great games essentially for free.  I will definitely donate some money once a Windows version comes out.

I believe it was stared earlier that it was simply a software limitation planned to be changed ASAP, as that many people and the online play was not expected.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 27, 2011, 02:26:21 am
Sheesh, really should be getting to bed but I thought I'd add this bug (or hilarious feature) to be checked out.

If you ask nearly any NPC to heal you, they will almost always immediately consume all of the drugs/food items in their inventory. Since the AI loves to stockpile any drugs they can find, it's sort of like a "kill this NPC" button. For instance, while back in the thread I posted about this, and the NPC in question had on him around 50 or so units of cocaine. I ask him to heal me, he snorts all of it in a few seconds, takes a few steps and keels over from a massive heart attack. Very lulzy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 27, 2011, 02:59:20 am
Code: [Select]
Disconnected: No supported authetication methods available.What to do with that?
EDIT: Never mind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 03:12:26 am
What are those blinking red asterisk dots on the overhead map?

It's your current mission goal.  Since missions just get in the way, this has been removed from newer versions of the game (Eronarn is running an old one).

Yeah I had a save slot then it disappeared after I saved and quit a second time.  I've been loading other people's save files and some of them look like they aren't even playing anymore.  Is it really that expensive to pay for a server to host a world and more save files?  I think that this limitation on saving is bad for the game's publicity, as it's a huge turn off as you've said Vorbicon. 

With that said, I'm glad that there are people passionate enough to create great games essentially for free.  I will definitely donate some money once a Windows version comes out.

I believe it was stared earlier that it was simply a software limitation planned to be changed ASAP, as that many people and the online play was not expected.

Yes, I now see how much of a problem this is.  I'm going to try to update it within the day, and see if I can get Eronarn to do a much-needed update.

Yeah I had a save slot then it disappeared after I saved and quit a second time.  I've been loading other people's save files and some of them look like they aren't even playing anymore.  Is it really that expensive to pay for a server to host a world and more save files?  I think that this limitation on saving is bad for the game's publicity, as it's a huge turn off as you've said Vorbicon.

Not to beat a dead horse, but sadly right now I am dirt poor.  I've tried to keep a lid on the game, since it's in a very flawed state right now, but of course leaks happen ;)  And they tend to be good motivation for fixing the game!

I have 11 for str, dex, int and 10 for per.

Is it possible to boost your attributes over time as well? If not may be taken into consideration.

Yes, it's possible to boost your attributes, but unlike nethack or crawl, these increases will not happen on their own.
Spoiler (click to show/hide)

Sheesh, really should be getting to bed but I thought I'd add this bug (or hilarious feature) to be checked out.

If you ask nearly any NPC to heal you, they will almost always immediately consume all of the drugs/food items in their inventory. Since the AI loves to stockpile any drugs they can find, it's sort of like a "kill this NPC" button. For instance, while back in the thread I posted about this, and the NPC in question had on him around 50 or so units of cocaine. I ask him to heal me, he snorts all of it in a few seconds, takes a few steps and keels over from a massive heart attack. Very lulzy.

Heh, fun!  NPCs with no sense of self-control.  NPCs will use "escape items" if they feel the need to evade trouble quickly.  This includes items that help them to move faster, like cocaine.  Clearly I need to put some kind of self-imposed cap on drug doses.  I'm also not sure why asking for healing causes an NPC to decide it needs to use an escape item, but I'll look into it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dbfuru on June 27, 2011, 03:45:28 am
I've downloaded Puppy Linux, and have almost finished downloading virtual box. I have used Ubuntu and Fedora before so I know my way around Linux some, but I have never used git before. I'm reading through the git manual right now but I'm having a bit of trouble wrapping my head around git-clone etc.

If it's not too much Whales (or anyone else, for that matter), could you please write up a quick tutorial on getting git and copying your git repository and pulling from the git? Many many thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 27, 2011, 03:53:32 am
There are so many bodies around tutorial room, it makes me a bit nervous :P Someone started a fire in the basement lol
Can items get damaged? I just found a scratched bike helmet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 04:10:48 am
I've downloaded Puppy Linux, and have almost finished downloading virtual box. I have used Ubuntu and Fedora before so I know my way around Linux some, but I have never used git before. I'm reading through the git manual right now but I'm having a bit of trouble wrapping my head around git-clone etc.

If it's not too much Whales (or anyone else, for that matter), could you please write up a quick tutorial on getting git and copying your git repository and pulling from the git? Many many thanks!

1)  Install git (this depends on your distro)
2)  cd to the directory where you want Cataclysm to be installed (e.g. '~/code')
3)  Run "git clone git://github.com/Whales/Cataclysm.git".  This will probably take a little while.
4)  You're done!  Type "make" to compile as usual.  To pull the latest updates, type "git pull".

EDIT: Depending on your version of git, the commands might be "git clone" and "git pull" with spaces, or "git-clone" and "git-pull".  It's the two-word versions for me, try with the dashes if that doesn't work for you.

There are so many bodies around tutorial room, it makes me a bit nervous :P Someone started a fire in the basement lol
Can items get damaged? I just found a scratched bike helmet.

Those are probably just people who 'Q'uit the tutorial.  I really need to make it so the tutorial room is reset for each player!
And yes, items get damaged.  Armor sustains damage when monsters hit you, acid damages some items, wood items can be burned, etc. etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 27, 2011, 04:41:53 am
I have some space / bw on my vps.

also did you see my /windows/ error report while im guessing generateing the overmap

condensed ver: Segfault npc.cpp line 580

EDIT: I seem to have almost fully working windows version now.

I had to comment out the timespec/nanosleep() in ranged.cpp but everything else in there seems work.

Spoiler (click to show/hide)

EDIT2:

http://dl.dropbox.com/u/3676056/Cata_win32.rar

Download link. I'm sure everything everything will work. Be nice if someone could test ranged weapons
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 27, 2011, 04:43:36 am
Is it possible to unlock a door without smashing it? Where can I see my status, I mean hunger etc.? Why can't I pick more objects when Wgt 130/170 Vol 86/102? I get "You're carrying too many objects" message. I've been hit with bile and can see only adjacent tiles, what can I do? How big is boomers' range? I get blinded out of nowhere.Why drinking bleach didn't kill me :P? How set alight a molotov coctail? When I tired to use a lighter the gas station exploded :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 08:44:08 am
Is it possible to unlock a door without smashing it? Where can I see my status, I mean hunger etc.? Why can't I pick more objects when Wgt 130/170 Vol 86/102? I get "You're carrying too many objects" message. I've been hit with bile and can see only adjacent tiles, what can I do? How big is boomers' range? I get blinded out of nowhere.Why drinking bleach didn't kill me :P? How set alight a molotov coctail? When I tired to use a lighter the gas station exploded :P
For the door im not sure if you can unlock it yet. I don't think there is any way to tell when your going to get hungry, unless your well hungry. And when you get the "You're carrying to many objects" message it just means that you have to many objects in your inventory, just see if you have any useless stuff like bottles or tin cans. When your hit with Bile it will attract any nearby zombies to attack you, it will eventually wear off. The other stuff im not sure of.

Also this is just a minor bug, but if you get the Carnivore mutation you can't take any drugs. It just tells you that you can only eat meat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 27, 2011, 10:25:55 am
Is there a way to give weapons to followers,my guys keep getting killed :-\
Also would there be a way to make more NPCs spawn at the fort outside of town.I just go there and loot everything in sight since its basicly abandoned 8)

this game is great so far,I got into a science lab then got killed within Twenty seconds :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 27, 2011, 10:54:56 am
Is it possible to unlock a door without smashing it? Where can I see my status, I mean hunger etc.? Why can't I pick more objects when Wgt 130/170 Vol 86/102? I get "You're carrying too many objects" message. I've been hit with bile and can see only adjacent tiles, what can I do? How big is boomers' range? I get blinded out of nowhere.Why drinking bleach didn't kill me :P? How set alight a molotov coctail? When I tired to use a lighter the gas station exploded :P
I will try to answer some:
Can't unlock doors that I've found, unless it has a card reader.

Press @ for status.

Maybe the object you want is too large? Or are all you 'letter slots' filled, perhaps?

Just wait for bile to wear off.

If your flashlight runs out it slowly decreases vision. Or your glasses broke and you are nearsighted. Or you entered a dark area.

Maybe 'a'ctivate the Molotov? Might need a lighter in inventory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 27, 2011, 11:40:25 am
Or are all you 'letter slots' filled, perhaps?
That's probably it. I hope that it will be fixed sonn.
If your flashlight runs out it slowly decreases vision. Or your glasses broke and you are nearsighted. Or you entered a dark area.
When I wrote about getting blinded out of nowhere I meant I get shot with bile without seeing the zombie which hit me.
Being depressed after losing a companion is a bit unbalanced. A few turns before the gas station exploded I recruited one guy, when he died I was s depressed that all my stats reached 0 and it was something about "losing a friend". I think calling someone who you have just met "a friend" is some kind of exaggeration.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 27, 2011, 12:09:24 pm
Tantrum spiral anyone?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on June 27, 2011, 02:52:34 pm
Is there a way to make passworded saves on the server?
I just got back to a save of mine, and I think it's been played.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 27, 2011, 03:07:54 pm
Not yet. More save management is coming soon though :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 27, 2011, 03:17:03 pm
I wish there was a way to make cooked meat/veggies without hotplates. Whales, can you add a possibility to make fires that act as hotPlates? It would take a long time and have a chance of failing unless your good at a certain skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 03:18:01 pm
I can never seem to find hotplates, good thing I usually have a high electronics though so I can just make them. Have I mentioned how much I like the crafting in this game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on June 27, 2011, 03:24:16 pm
Is it possible to unlock a door without smashing it?


Yep, just 'a'ctivate a crowbar and use it on the door. Then you can close it so zombies can smash it all up.
Quote
Where can I see my status, I mean hunger etc.?


You can't see your exact hunger, but '@' brings up all the character information we can know at the moment.

Quote
I've been hit with bile and can see only adjacent tiles, what can I do? How big is boomers' range? I get blinded out of nowhere.

I'm pretty sure Boomers only have something like 4 tile range for their bile. I was able to close into one fast enough with my Jean Claude Van Damme character to take it out before it spewed onto me. Then I totally forgot all of my Left For Dead playing and didn't realize that Boomers explode at close range.


This game is extremely fun. I love Rogue Survivor as well, and this game fills part of the post-acocalpytic area that game ignores: Crafting and surviving with your skills. I can't wait till this game is atleast stable enough to hold a saved character.

The most fun you can have with this at the moment is get all of the non-crippling bad traits (Near Sighted, Heavy Sleeper, Insomniac, Lightweight, Trigger Happy, I also pick alot of the other ones if I'm trying to get crazy with it) and just create a super cyborg who can read books in 30 seconds. I got my Jean Claude character to level 10 Melee/Unarmed, but then I went to a lab and it crashed for some silly reason. Ah well.

Oh, and those "Purifier" bottles in the Lab can get rid of bad traits, even the ones you gen with. That's VERY handy, especially if you start with the Robust Genes trait and drink all the
Spoiler (click to show/hide)
you can find in the lab! (Or even eat the limbs of those poor clones, but Jean Claude is a vegetarian, not a maniac)

Oh, and I think you may know this already, but when fast traveling you can just teleport into the inside of a lab, not needing the Key or anything. It sure does make the game easier! c:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 03:30:59 pm
also did you see my /windows/ error report while im guessing generateing the overmap

condensed ver: Segfault npc.cpp line 580

EDIT: I seem to have almost fully working windows version now.
Spoiler (click to show/hide)

Yes, I fixed that bug, thank you very much for spotting it.  Thanks also for your effort towards a port--if anyone can confirm that this truly works 100%, please let me know and I will make it "official".

Is it possible to unlock a door without smashing it? Where can I see my status, I mean hunger etc.? Why can't I pick more objects when Wgt 130/170 Vol 86/102? I get "You're carrying too many objects" message. I've been hit with bile and can see only adjacent tiles, what can I do? How big is boomers' range? I get blinded out of nowhere.Why drinking bleach didn't kill me :P? How set alight a molotov coctail? When I tired to use a lighter the gas station exploded :P

Spoiler (click to show/hide)

Is there a way to give weapons to followers,my guys keep getting killed :-\
Also would there be a way to make more NPCs spawn at the fort outside of town.I just go there and loot everything in sight since its basicly abandoned 8)

this game is great so far,I got into a science lab then got killed within Twenty seconds :'(

Trade weapons to them, they (hopefully) should wield them.
Forts will be populated with NPCs as soon as NPCs stop crashing the game, drowning you in error messages, killing themselves through massive drug overdose, etc.

Being depressed after losing a companion is a bit unbalanced. A few turns before the gas station exploded I recruited one guy, when he died I was s depressed that all my stats reached 0 and it was something about "losing a friend". I think calling someone who you have just met "a friend" is some kind of exaggeration.

Are you playing on Eronarn's server?  It is running a slightly-old version, this issue has been fixed somewhat.

I wish there was a way to make cooked meat/veggies without hotplates. Whales, can you add a possibility to make fires that act as hotPlates? It would take a long time and have a chance of failing unless your good at a certain skill.
I can never seem to find hotplates, good thing I usually have a high electronics though so I can just make them. Have I mentioned how much I like the crafting in this game?

Planned for the near future is the ability to use nearby fire as a "hotplate."  Also, you will be able to use any items within a few tiles as tools or materials for crafting, rather than having to pick them all up.

The most fun you can have with this at the moment is get all of the non-crippling bad traits (Near Sighted, Heavy Sleeper, Insomniac, Lightweight, Trigger Happy, I also pick alot of the other ones if I'm trying to get crazy with it) and just create a super cyborg who can read books in 30 seconds. I got my Jean Claude character to level 10 Melee/Unarmed, but then I went to a lab and it crashed for some silly reason. Ah well.

Oh, and I think you may know this already, but when fast traveling you can just teleport into the inside of a lab, not needing the Key or anything. It sure does make the game easier! c:

Enjoy it while you can, Van Damme!  Pretty soon to block min-maxing I will limit each character to 3 good traits and 3 bad traits, forcing you to drop a stat or two if you want more points.
I'll also be taking that "fast travel" out, unless you turn on debug/gametester mode!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 27, 2011, 03:31:28 pm
I can never seem to find hotplates, good thing I usually have a high electronics though so I can just make them. Have I mentioned how much I like the crafting in this game?
It's just luck, one of my earlier games I ran through had like 3 houses which had kitchen stuff EVERYWHERE, hotplates, frying pans, butter knives, cans of soda, etc.

I have some space / bw on my vps.

also did you see my /windows/ error report while im guessing generateing the overmap

condensed ver: Segfault npc.cpp line 580

EDIT: I seem to have almost fully working windows version now.

I had to comment out the timespec/nanosleep() in ranged.cpp but everything else in there seems work.

Spoiler (click to show/hide)

EDIT2:

http://dl.dropbox.com/u/3676056/Cata_win32.rar

Download link. I'm sure everything everything will work. Be nice if someone could test ranged weapons

Quoting this so more people see it and test it, I sure plan to when I can find the time to sit down and start a char.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 27, 2011, 03:33:35 pm
I can never seem to find hotplates, good thing I usually have a high electronics though so I can just make them. Have I mentioned how much I like the crafting in this game?

Can someone explain to me where to find the stuff to craft even something really basic? I actually haven't crafted anything xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 27, 2011, 03:34:49 pm
I've only made wooden spears myself, but I've stumbled across a lot of crafting material like thread & sowing kits as well as soldering iron. (I assume those are for crafting, anyway)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 27, 2011, 03:38:02 pm
Looking through the latest version of the source on Git, it looks like there is some code to make up for the functions missing on Windows systems. Hopefully that means official Windows support will be soon :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 03:41:14 pm
I can never seem to find hotplates, good thing I usually have a high electronics though so I can just make them. Have I mentioned how much I like the crafting in this game?

Can someone explain to me where to find the stuff to craft even something really basic? I actually haven't crafted anything xD
Generally most of the stuff you need is at a  hardware store (http://www.youtube.com/watch?v=9m7SldTq8CY). The most useful thing you can craft at a low level is the wooden spear. Just get a mop or broom and something sharp and you have an awesome wooden spear which can kill zombies in two hits. Mechanics is the main crafting skill, and by main I mean the most useful stuff. I've only leveled up far enough to make grenades, pipe bombs, and teargas canisters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 03:46:03 pm
I can never seem to find hotplates, good thing I usually have a high electronics though so I can just make them. Have I mentioned how much I like the crafting in this game?

Can someone explain to me where to find the stuff to craft even something really basic? I actually haven't crafted anything xD

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on June 27, 2011, 03:49:09 pm
Looking through the latest version of the source on Git, it looks like there is some code to make up for the functions missing on Windows systems. Hopefully that means official Windows support will be soon :)
Well, you only need pdcurses libs and comment out some timespec/nanopause in ranged to get it to compile. It will still crash a hell lot tho.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 27, 2011, 03:57:07 pm
Just posting to say great work on the game Whales! You are an awesome coder and programmer and you are a really good dev, obvious by the fact that you post on here and answer questions! Keep up the good work!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 04:02:13 pm
Just posting to say great work on the game Whales! You are an awesome coder and programmer and you are a really good dev, obvious by the fact that you post on here and answer questions! Keep up the good work!

Thanks!  I am in fact an extremely amateur and sloppy programmer--cataclysm is my first large project--but I'll take the compliment ;)  As for answering questions, it's thoughtful players with good ideas and a keen eye for what's not-fun, like you guys, that makes game development worth it, so a big thanks to all of you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 27, 2011, 04:47:44 pm
How do you use fusion packs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 04:48:37 pm
How do you use fusion packs?
Fusion packs are actually ammo for most energy weapons, if you have a high electronics skill you can turn plutonium into fusion packs. I've only come across 3 energy weapons, but no fusion packs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 27, 2011, 05:17:41 pm
I am considering posting a cataclysm thread on Facepunch. Whales, any thoughts? And Quinn do you mind if I use your OP?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 27, 2011, 05:27:51 pm
I was also considering posting this over at Reddit/roguelikes.  Quinn do you mind if I copy/paste your op?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 27, 2011, 05:28:40 pm
Yeah, it's fine if you guys copy it. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 05:28:55 pm
I am considering posting a cataclysm thread on Facepunch. Whales, any thoughts? And Quinn do you mind if I use your OP?

Go for it, like I said more publicity = more motivation to get off my ass and fix stuff
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 27, 2011, 05:32:57 pm
But then you will be influenced by people other than Bay12.  :'(

How we will we brainwash you into adding magma and stuff if you are able to hear other opinions as well?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 27, 2011, 05:34:53 pm
Thread posted on Facepunch. Check it out
http://www.facepunch.com/threads/1101976-Cataclysm-A-Zombie-Survival-Roguelike-Alpha?p=30749827#post30749827
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 05:50:38 pm
But then you will be influenced by people other than Bay12.  :'(

How we will we brainwash you into adding magma and stuff if you are able to hear other opinions as well?

Haha, don't worry, there's already magma.  You can't build moats or pumps or whatever crazy stuff you pro DF players get up to, though.

Thread posted on Facepunch. Check it out
http://www.facepunch.com/threads/1101976-Cataclysm-A-Zombie-Survival-Roguelike-Alpha?p=30749827#post30749827

Cool!  I'll probably have to get an account there too, huh?  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on June 27, 2011, 05:58:25 pm
Awesome, awesome game. Love the complexity and general awesomeness.

I just traveled through some subway tunnels to come out and realize it was night time already. On the way to the nearest clothing store, I found an npc who didn't want to travel, but I hired him without paying anything (bug? or just placeholder?). Holing up in a changing room, I started snoozing, but woke up from a zombie smashing down my door. I killed it, and came out to see my npc buddy, dead. After looting his corpse, I went into another changing room with the intent to last out the rest of the night when I got an infinite debug loop with another npc passing by... Here's the debug:

DEBUG: NPC Jackson Morris: target = 6, danger = 22               
  Press spacebar...

DEBUG: Jackson Morris chose action Use alternate attack.               
  Press spacebar...

DEBUG: npc::activate_item() needs to be written!               
  Press spacebar...

DEBUG: NPC didn't use its moves.  Turning on debug mode.               
  Press spacebar...

Also, shouldn't excruciating pain bring down someone's morale? More than being wet?

Plus, I noticed giant wasps in houses along the way. Ouch! At least the bee hives are on the map! Is it possible to cure poison or does it just wear off after a while?

One more question: Is it possible to burn anything with a lighter? Every time I tried the flame just went out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 06:00:13 pm
For all of those debug messages I think to turn them off just press ~. And you can light something on fire with a lighter if it has gasoline on it, otherwise I don't think so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 06:04:00 pm
Awesome, awesome game. Love the complexity and general awesomeness.

I just traveled through some subway tunnels to come out and realize it was night time already. On the way to the nearest clothing store, I found an npc who didn't want to travel, but I hired him without paying anything (bug? or just placeholder?). Holing up in a changing room, I started snoozing, but woke up from a zombie smashing down my door. I killed it, and came out to see my npc buddy, dead. After looting his corpse, I went into another changing room with the intent to last out the rest of the night when I got an infinite debug loop with another npc passing by... Here's the debug:

DEBUG: NPC Jackson Morris: target = 6, danger = 22               
  Press spacebar...

DEBUG: Jackson Morris chose action Use alternate attack.               
  Press spacebar...

DEBUG: npc::activate_item() needs to be written!               
  Press spacebar...

DEBUG: NPC didn't use its moves.  Turning on debug mode.               
  Press spacebar...

Also, shouldn't excruciating pain bring down someone's morale? More than being wet?

Plus, I noticed giant wasps in houses along the way. Ouch! At least the bee hives are on the map! Is it possible to cure poison or does it just wear off after a while?

One more question: Is it possible to burn anything with a lighter? Every time I tried the flame just went out.

Hmm, it seems I need to write npc::activate_item() :)  I'll get right on it!
I figured pain was enough of a drawback without throwing in morale penalties on top of it.
Giant wasps do indeed suck; they're meant as a "surprise" to throw at the player, much like roving wolf packs or
Spoiler (click to show/hide)
.  However, only 1 in 100 houses are infested with wasps... and houses infested with wasps often have a really, really valuable treasure inside.  If you think you can take them on (hint: shotgun / molotovs) it's worth a try!
Poison wears off after a while, or you can cure it with
Spoiler (click to show/hide)
.

It is possible to burn things with a lighter, but think about how you start a fire in real life.  You can't just apply a lighter to a piece of two by four; it's much easier to light a magazine or piece of paper.  Stack paper/wood items of varying sizes on a tile, and light that.  Or throw a bottle of liquor or gasoline down.


EDIT:  Those of you on Windows wanting to play locally (latest version of the game, your save files won't disappear) might want to try using cygwin, a linux emulator of sorts.  I'm not sure of the specifics here; you'd have to download the source from my github (see my signature), and get libncurses-dev installed somehow, but it should compile and work fine.  I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on June 27, 2011, 06:12:09 pm
For all of those debug messages I think to turn them off just press ~. And you can light something on fire with a lighter if it has gasoline on it, otherwise I don't think so.

You can't turn them off while they are on the screen, and since it's an infinite loop of them, I can't do anything but scroll through them. I'll try the gasoline, though.

Hmm, it seems I need to write npc::activate_item() :)  I'll get right on it!
I figured pain was enough of a drawback without throwing in morale penalties on top of it.
Giant wasps do indeed suck; they're meant as a "surprise" to throw at the player, much like roving wolf packs or
Spoiler (click to show/hide)
.  Poison wears off after a while, or you can cure it with
Spoiler (click to show/hide)
.

It is possible to burn things with a lighter, but think about how you start a fire in real life.  You can't just apply a lighter to a piece of two by four; it's much easier to light a magazine or piece of paper.  Stack paper/wood items of varying sizes on a tile, and light that.  Or throw a bottle of liquor or gasoline down.

Well, they surprised me, so I guess that's working. :P

So with no morale penalties, I can still craft even after being struck by lightning! (Yeah, I was) Woot!

Right, thanks. :)


EDIT: Also, speaking of morale, I think the penalty for being wet is a bit much. How it is, I get depressed whenever I go out in the rain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 27, 2011, 06:19:21 pm
Does anyone know how I would go about running the windows version uploaded by head?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 27, 2011, 06:54:08 pm
Heh, the Android powers are pretty cool. First time I took it I got some Wolverine claws, but the game crashed before I could test em out. Got an Offensive Defense System this time which has come in incredibly useful due to having nothing but a two by four to use for a weapon. The entire starting area for this character. and everything nearby, has been picked clean of everything useful. Kinda boring.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 27, 2011, 07:22:17 pm
When you do tweak the time, can you make it so 30 turns=1 hour?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 27, 2011, 07:25:12 pm
Also, speaking of morale, I think the penalty for being wet is a bit much. How it is, I get depressed whenever I go out in the rain.
In my experience, you can counter that quite effectively with heroin.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 27, 2011, 07:30:17 pm
HOLY S***! DID I JUST SEE THE WORDS "ZOMBIE" and "ROGUELIKE" IN THE SAME SENTENCE?
MUSTPLAYNOW!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quintin522 on June 27, 2011, 07:31:15 pm
I loved how i just threw the corpse of a zombie i just killed onto a crossbow trap to disarm it. Shows great promise
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 27, 2011, 07:46:52 pm
Ah... My brain... I've done SSH once or twice, but I have no idea whatsoever how to do this. Anyone care to walk me through this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 27, 2011, 07:51:44 pm
Ah... My brain... I've done SSH once or twice, but I have no idea whatsoever how to do this. Anyone care to walk me through this?

Instruction in the first post, spoilered I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 27, 2011, 07:52:36 pm
I don't understand that much either... :P
EDIT: Whales, why are ya against YASD? I kinda like getting killed idiotically.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on June 27, 2011, 08:01:48 pm
This looks like a really good rouge like, but i can't enjoy it because i have this awful 2 second lag when i have to play it online.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 27, 2011, 08:03:08 pm
Is there any way I can play this not connected to a server? I'd like a downloadable version so I could play while not online.
EDIT: Crap, read through the thread, looks like setting  it up is gonna be a pain in the @$$. If anyone manages to compile it, I will feed them to Cthulhu last.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 27, 2011, 08:06:49 pm
Whoever Cyberdoc is, I stole your M249 with its pimped out silencer, barrel extension, gyroscopic stabilizer and sniper conversion. It's pretty sweet.
EDIT: And promptly lost it in the sewers to a horde of manhacks. :K
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on June 27, 2011, 08:20:01 pm
Is there any way I can play this not connected to a server? I'd like a downloadable version so I could play while not online.
1) get a linux
2) compile stuff from 1st post
3) ...profit?
Don't even try running it on windows. You will cut your own throat before you stabilise anything.

Cygwin might work, but I would recommend to compile game out of it (additional libs like curses in cygwin are terrible) and use cygwin only to run it. Just remember to do not open a map(m).
Any1 have any solution to those overmap segmenation faults?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 27, 2011, 08:25:38 pm
Is there any way I can play this not connected to a server? I'd like a downloadable version so I could play while not online.
1) get a linux
2) compile stuff from 1st post
3) ...profit?
Don't even try running it on windows. You will cut your own throat before you stabilise anything.
I've got linux running in a virtualbox on windows right now, that's what I'm using to play cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on June 27, 2011, 08:30:50 pm
I've got linux running in a virtualbox on windows right now, that's what I'm using to play cataclysm.
Because it's a system. It really doesn't matter if its running alone or from virtualbox, there is no difference other than terrible resource management in box.
You just remebered me a Inception meme - a system inside a system, inside a system. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 08:34:51 pm
I love finding other players bodies, kinda tells a story. Once I found a dead body laying on a bed next to a smashed in window, he had a gun and alot of drugs on him. There was also some zombie corpses right outside that window. I like to imagine he was attacked by zombies, got badly injured and broke into the nearest house. He was in intense pain and took too many drugs and overdosed. Im currently in a gas station which was pre-barricaded, only two windows so this is going to be my main safehouse. I've also have gotten incrediblly paranoid recently so I butcher all zombie corpses outside my safehouse incase a necromancer comes by.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 08:40:25 pm
I loved how i just threw the corpse of a zombie i just killed onto a crossbow trap to disarm it. Shows great promise

See, I never intended that to be possible.  Not to toot my own horn, but cataclysm is full of emergent gameplay.  I've had players tell me they lined up zombie corpses in front of a building, coated them in gasoline, and used it as fuel for a wall of fire to keep the building safe for sleeping.  A similar attempt, performed in a subway tunnel, failed as the player suffocated to death on the trapped fumes.

EDIT: Whales, why are ya against YASD? I kinda like getting killed idiotically.

It's fun, but not for long.  I just want to avoid the nethack situation; where if you don't play with a wiki open, or have half the game memorized, you'll die from not knowing that purple mold is bad to eat or what to do with a cockatrice.

Any1 have any solution to those overmap segmenation faults?

If anyone running Windows can send me a backtrace, I can at least tell you what the root of the problem is, if not how to fix it!

I love finding other players bodies, kinda tells a story. Once I found a dead body laying on a bed next to a smashed in window, he had a gun and alot of drugs on him. There was also some zombie corpses right outside that window. I like to imagine he was attacked by zombies, got badly injured and broke into the nearest house. He was in intense pain and took too many drugs and overdosed. Im currently in a gas station which was pre-barricaded, only two windows so this is going to be my main safehouse. I've also have gotten incrediblly paranoid recently so I butcher all zombie corpses outside my safehouse incase a necromancer comes by.

Also fun is tracking another player but the path of destruction and empty bottles they leave, in hopes of finding & looting their body/stash.  Corpse control (would that be a good name for a metal band?) is a good idea, but you might want to go ahead and shoot those gas pumps; it's a higher risk of fire, but if lightning hits a pump, or a zombie hulk decides to punch it, there's a good chance it'll explode and you'll be trapped in a burning building.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 08:46:18 pm
Ah so thats why you included in NPC Advice the part about the guy suffocating, Genuis! Next time I play im going to focus on building a fortress in the middle of town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 27, 2011, 09:00:01 pm
Some YASDs are cheap, but stuff like drinking bleach or failing to insert an implant right are ok. Y'know, it's feels good in Nethack to have your RL knowledge of mythology, LOTR, or physics help you.
So, basically, I'm screwed. No windows unless I do some code stuff that I don't know how to?
EDIT: bd, why can't I stop watching your avatar?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 09:03:38 pm
Probally because regardless of what music your listening to, Problem Sleuth has the appropriate dance for it.

Also no matter what it seems I always fail installing bionics, the highest chance i've gotten is around 75% percent. Maybe im just really unlucky.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 27, 2011, 09:06:40 pm
Godamnit! Can't....Stop... Watching.... Must.... resist.... urge to..... Dance... along....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 09:23:32 pm
Probally because regardless of what music your listening to, Problem Sleuth has the appropriate dance for it.

Also no matter what it seems I always fail installing bionics, the highest chance i've gotten is around 75% percent. Maybe im just really unlucky.

And Pickle Inspector has the appropriate creepy stare.

I'm pretty sure you're just unlucky.  I got suspicious about bionic installation when I started succeeding frequently even with chances around 30%.  But I've vetted the code a lot and am fairly certain that the chance provided is perfectly accurate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 27, 2011, 09:31:00 pm
So whales, got an ETA on when the next update will be out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on June 27, 2011, 09:42:33 pm
I got a question concerning silencers. I can attach them alright and it clearly shows the gun with the attachment, but I'm having some real difficulty judging whether or not if it's even working, and if it is how effective it is as well. As a result, I pretty much can't give you any feedback on the effectiveness and possible overpowered or underpowered properties of the silencer, but for the record I was using it on a USP 9mm.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 09:55:37 pm
I got a question concerning silencers. I can attach them alright and it clearly shows the gun with the attachment, but I'm having some real difficulty judging whether or not if it's even working, and if it is how effective it is as well. As a result, I pretty much can't give you any feedback on the effectiveness and possible overpowered or underpowered properties of the silencer, but for the record I was using it on a USP 9mm.
I suppose I can test this out. I'll make a silencer and start randomly shooting, if alot of zombies show up then it might not be working.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 27, 2011, 10:09:30 pm
So whales, got an ETA on when the next update will be out?

Hmm, let me go back and see what I promised...
Scrollable list of save games, erasure of save games when loaded (permadeath!): tonight.
Min/Max prevention, no butchering with spears, craftable turrets: with any luck will be rolled tonight, maybe tomorrow.
Police stations, banks, and mines, give me a couple days.
NPC bugcatching as I go.

I got a question concerning silencers. I can attach them alright and it clearly shows the gun with the attachment, but I'm having some real difficulty judging whether or not if it's even working, and if it is how effective it is as well. As a result, I pretty much can't give you any feedback on the effectiveness and possible overpowered or underpowered properties of the silencer, but for the record I was using it on a USP 9mm.

The sound effect of the gun you're using should change.  And try firing your gun off a whole bunch, with and without a silencer; without one you'll likely find yourself mobbed by many more zombies than with.

EDIT: Just so there's some technical background: the game stores a countdown until the next monster spawn.  The number of monsters spawned depends on the population density of monsters at your current location.  Loud noises reduce the spawn counter dramatically, depending on the volume; silencers reduce the volume of your gun by quite a bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 27, 2011, 10:15:12 pm
PM me when you roll it out! I can't wait!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 10:16:15 pm
Whooo! Can't wait :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dbfuru on June 27, 2011, 10:23:52 pm
I get this output when I try to make after cloning the git repository:

Spoiler (click to show/hide)

Any ideas?

Edit: I installed g++ and it seems to be working now. /facepalm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 27, 2011, 10:56:24 pm
A nice little quote from the facepunch thread. "This game is a literal ripoff of rogue survivor.", leave it to the facepunch community to be jerks. This game is quite different from rogue survivor, with different plans for the future. I mean can you light bodies on fire in Rogue survivor to create a wall of fire impassable by zombies? I don't think so, i've said it before and i'll say it again. Whales your awesome, keep up the good work!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 27, 2011, 11:39:51 pm
Well I think this game is centuries better than rogue survivor.  That game started out true to zombies, then got all crazy with prince zombies and super zombies and whatever else the community suggested.  What I like about this game is there's much more depth and its structured, that is, if I just start out and walk outside the first house I won't encounter some super zombie that kills me in one hit.  In rogue survivor that would happen sometimes and it pissed me off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on June 27, 2011, 11:47:32 pm
From what I've seen, most people don't mind dying for ridiculous reasons as long as said death is reasonably spectacular.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 12:01:23 am
Support for unlimited save files has been pushed.  I'm having trouble deleting save files once they're loaded, but it should be done soon.

Well I think this game is centuries better than rogue survivor.  That game started out true to zombies, then got all crazy with prince zombies and super zombies and whatever else the community suggested.  What I like about this game is there's much more depth and its structured, that is, if I just start out and walk outside the first house I won't encounter some super zombie that kills me in one hit.  In rogue survivor that would happen sometimes and it pissed me off.

Heh, it used to be the same way in cataclysm; it was possible to get a zombie hulk as your first enemy.  Now the game eases you in to more and more difficult monsters.
I still haven't played Rogue Survivor, but it looks neat!  It's funny; cataclysm has a lot in common with Dungeon Crawl: Stone Soup, particularly parts of the interface, but all that was designed before I'd ever played crawl.  Convergent design, I guess!

From what I've seen, most people don't mind dying for ridiculous reasons as long as said death is reasonably spectacular.
Adding long death scene for drinking bleach.  "You're gripped by waves of nausea... You stumble.  You vomit heavily!  You struggle for breath.  You vomit heavily!"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 12:09:46 am
When is permadeath going to be added?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 28, 2011, 12:18:05 am
When is permadeath going to be added?
How to Permadeath: By Bdthemag

1. Die
2. Exit out of the game
3. ???
4. Profit!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 12:19:18 am
When is permadeath going to be added?

Right now, sucka!
Yup, death is now real (sorry dudes), and when you load a game, the associated file will be deleted so there's no savescumming.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 12:27:48 am
Just to let you know, other people will cheat death by using the map key-enter to teleport function so you might want to take that out or make it you only.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 12:31:02 am
Yeah, I need to take out all the cheat functions, and make them available only upon activating "explore mode" or whatever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Little on June 28, 2011, 01:12:55 am
A really fantastic run-through ended when I crippled an NPC with my Glock 19, stood a step away from them, then the game freaked out because the NPC couldn't use their turn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on June 28, 2011, 01:15:42 am
x2yzh9, is it hard to run the virtuabox on windows that you are doing now?  I've used DosBox to run older games on my system before, is it similar to that?  Can you possibly give me a rough guide online that can get me started on doing this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 01:31:01 am
Alright, Here's my guide
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 01:55:05 am
And the promised min/max prevention, no butchering with spears, and craftable turrets are in place.  Plus a nice pretty death screen that gives you your kill counts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 02:02:35 am
Are the craftable turrets in yet? It doesn't say so on the github page.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 02:14:07 am
Keep on crashing when I see fellow humans.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 28, 2011, 02:18:06 am
Whales, Anywhere i could actively chat with you (irc,steam,etc).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 02:24:55 am
Alright, Here's my guide
Spoiler (click to show/hide)
Thanks for your guide by the way, got it up and running :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 02:29:49 am
Are the craftable turrets in yet? It doesn't say so on the github page.

Yeah, I called the git commit the wrong thing but they're in there.

Whales, Anywhere i could actively chat with you (irc,steam,etc).

I'm on Quakenet and Freenode occasionally ("Whales"), generally in Quakenet's #rgrd channel and Freenode's ##crawl.  I'm also on gchat sometimes (fivedozenwhales@gmail.com).  I used to use AIM and the like but it is the productivity-killer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 28, 2011, 02:35:58 am
This game is totally f awesome.

I was asked about making a tileset for it. How long till it's possible to have tiles?

BTW for some reason for this game I would like to have small iconic tiles :P. I don't know why, it probably somehow reminds me of Wasteland game. I totally love the atmosphere and amount of options.

By the way, my numpad is freaking out in Putty. When I use it (numlock on/off) it opens the "throw" menu, prompts me to smash etc. instead of movement. Anyone solved it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 02:44:35 am
This game is totally f awesome.

I was asked about making a tileset for it. How long till it's possible to have tiles?

BTW for some reason for this game I would like to have small iconic tiles :P. I don't know why, it probably somehow reminds me of Wasteland game. I totally love the atmosphere and amount of options.

By the way, my numpad is freaking out in Putty. When I use it (numlock on/off) it opens the "throw" menu, prompts me to smash etc. instead of movement. Anyone solved it?

Try hitting shift+numlock (or is it ctrl+numlock?) in PuTTY, I seem to remember this solving some issues.

A tile version would be very easy to develop, only a couple files would need to be replaced.  I'll ask my fellow roguelike devs for guidance, and will post here if I get a prototype working--at which point I'll need some real tiles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 28, 2011, 02:45:33 am
Are you playing on Eronarn's server?
Are there any other servers?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 03:02:37 am
Are you playing on Eronarn's server?
Are there any other servers?

Not to my knowledge (the alternative would be compiling and playing locally).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 03:07:57 am
Thought I'd ask you Whales, before I go posting it on a board I frequent, if your okay with this game getting some more attention. I don't want to spread your attention too thin among the boards and I'm pretty sure you weren't planning for the game to get exposure so soon.

And on another note, I don't see the Rogue Survivor comparison at all. They ARE similar, but only in the sense that any FPS is going to be similar to another FPS because they fall into the same genre, Rogue Survivor and Cataclysm are both Zombie-Survival Roguelikes and are bound to share similar features.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 03:17:03 am
Deon, make an icon for the game's launcher!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 28, 2011, 03:20:52 am
Are the craftable turrets in yet? It doesn't say so on the github page.

Yeah, I called the git commit the wrong thing but they're in there.

Whales, Anywhere i could actively chat with you (irc,steam,etc).

Edit, Whoops my message went poof

Awesome anyhow.

Sweet, I've been messing around with a win32 build of Cataclysm and i got some interesting notes.

I'm on Quakenet and Freenode occasionally ("Whales"), generally in Quakenet's #rgrd channel and Freenode's ##crawl.  I'm also on gchat sometimes (fivedozenwhales@gmail.com).  I used to use AIM and the like but it is the productivity-killer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 28, 2011, 03:22:09 am
Ctrl+Numlock worked like charm, thank you!

Oh god, TRIFFIDS! Man I love you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 03:25:47 am
Whales, when you upload the source code, do you also upload to Eronarn's server? Or do you have to wait for the owner to upload.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 03:27:30 am
Thought I'd ask you Whales, before I go posting it on a board I frequent, if your okay with this game getting some more attention. I don't want to spread your attention too thin among the boards and I'm pretty sure you weren't planning for the game to get exposure so soon.

Post away, just send me a link!  Though I don't expect any boards to be quite as enthusiastic and helpful as you guys; exactly the userbase I was hoping for.


Oh god, TRIFFIDS! Man I love you.

Heh, I can't resist throwing in references to some of my favorite post-apoc media.  Or, you know, lifting monsters from them wholesale.

Whales, when you upload the source code, do you also upload to Eronarn's server? Or do you have to wait for the owner to upload.

I have to wait for Eronarn to download my updates and compile them in.  I bugged him about it earlier tonight; hopefully it'll happen soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 03:30:40 am
Also trying out your newly uploaded source code, I get this after character creation:

DEBUG: Could not open npc first names list (NAMES_MALE)

DEBUG: Could not open npc first names list (NAMES_FEMALE)

And it keeps on looping between those 2 messages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 03:33:00 am
Also trying out your newly uploaded source code, I get this after character creation:

DEBUG: Could not open npc first names list (NAMES_MALE)

DEBUG: Could not open npc first names list (NAMES_FEMALE)

And it keeps on looping between those 2 messages.

Do you have the "data" directory, with the NAMES_MALE and NAMES_FEMALE files in it?  Does the user running cataclysm have read access to the data directory?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 03:34:56 am
I kinda just ran the version before that and just compiled this and ran this almost after I'm done with the previous version, so I'm pretty sure the user has read access at least.

And yes, I have those 2 files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 03:35:18 am
Post away, just send me a link!  Though I don't expect any boards to be quite as enthusiastic and helpful as you guys; exactly the userbase I was hoping for.
Well I'm not going to lie, I don't know how this website will take it since It's not based around Roguelikes OR ASCII games, I figure the reception will most likely be bad, or there won't be much at all, I figure I'd give it a try anyway.

I'm still mulling it over, I might poke through search and see how similar games were received before I make any kind of post. (and probably play through a couple more characters so I can grasp the game more than I do now.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 28, 2011, 03:37:56 am
EDIT: Bah, stupid misunderstanding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 03:46:56 am
What? Look at the previous pages, this IS a Roguelike. We generally are friendly to pretty much anyone developing a game, Facepunch on the other hand...
What? I was talking about the forum I was thinking about posting Cataclysm on, the forum in question isn't centered around Roguelikes or ASCII games so I'm not sure if they'll receive it well or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 28, 2011, 03:48:09 am
Is it intended? :P
(http://i.imgur.com/wQGCj.jpg) (http://imgur.com/wQGCj)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 28, 2011, 03:49:15 am
Is it intended? :P
(http://i.imgur.com/wQGCj.jpg) (http://imgur.com/wQGCj)
Did you fast travel? Because when you fast travel to a location I believe that sometimes you can get stuck in walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 28, 2011, 03:50:52 am
No, I went down to a basement, turned the flashlight on and... There are no stairs up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 28, 2011, 03:51:57 am
No, I went down to a basement, turned the flashlight on and... There are no stairs up.
Its a trap!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 28, 2011, 03:52:59 am
So how to fast travel? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 28, 2011, 03:53:56 am
So how to fast travel? :P
Pffft, if I had to find it out myself then you should. Oh and I think its taken out in the latest version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 03:54:58 am
Press M
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 28, 2011, 03:56:05 am
Press M
That just shows the map, YOU KNOW NOTHING.

Kicior your clearance level is not high enough for any information relating to that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 28, 2011, 03:56:48 am
OK I teleported to the tutorial room basement :P
BTW does anything happen when u get the "You hurt your feet on the pile of rubble" message? Does radio do anthing except "This is the debug radio msg"? Is it possible to make rags from clothes? Why zombies respawn after reloading a weapon? Can I save during tutorial?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 03:57:43 am
I need this bug fixed or I'll go into depression! D:

EDIT: wait a moment whales, this is weird, I went back to my older version and I get the same male and female names error too, I guess it's an error on my side, sorry for the false alarm. But I have read and write access... weird...

Never mind I found out the problem, I placed them in the "documents" place and used a launcher. I had to use the terminal, enter my password, then only execute the program manually. moved it somewhere else where it WORKS with a launcher this time. Nice game :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 05:23:35 am
Alright, Here's my guide
Spoiler (click to show/hide)
Thank's for this.

Question to anyone who can answer, I used this guide, is there a way I can simply boot Cataclysm now without having to go through all of those steps? I'm sure it's somewhere in this thread but there's 21 pages now and I have to get to bed right about now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 06:03:21 am
Alright, Here's my guide
Spoiler (click to show/hide)
Thank's for this.

Question to anyone who can answer, I used this guide, is there a way I can simply boot Cataclysm now without having to go through all of those steps? I'm sure it's somewhere in this thread but there's 21 pages now and I have to get to bed right about now.
Make a launcher out of it. Select "execute with terminal" or something like that instead of "execute", and make sure you set the permissions to read & write just to be safe. Also, I would open the terminal, go to Edit > Profile Preferences, tick "Use Custom Default Size" and change the rows value to "25" instead of "24", that way you don't have to resize everytime you boot the game. Enjoy a double-click launch game.


Also, while trying to quick travel to the forest, when I hovered my selector too far away, it crashed with the first name loop I previously mentioned, it was running fine before. It also ran fine after that... hmm...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 28, 2011, 06:26:24 am
So some progress on my windows build


The game is per say playable expect these bugs

Exiting from map
Trying to look into the help topics
Char stats crashes you
Properly more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 28, 2011, 06:31:10 am
I actually got a good run going, but it ended when my character save was lost. :'( Also, I get quite a bit of latency when I try to play the thing, every button press takes about 1-2 seconds to register.

I'm gonna hold off on playing until someone can manage to get the thing to run locally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 06:37:41 am
The thing with the multiplayer build is that items are really really hard to find, while there are an abundance of items in the single player build. Also, multiplayer has tons of dead bodies for me to train my butchering on :P.

EDIT: Aaaand I lost my save due to a crash. Can't play again because the game can't load NPC names, but turning off debug mode works. No permission problems this time, what is going on!?

Whales, I think I've found the problem to crashing (for me anyway).

I always crash when I'm near NPCs, even on the SSH version. This time, I ignored the NPC name unable to load error. So there was this NPC without name, he talked to me, I asked for advice, but the game couldn't load the advise too, so the dialog just closed, without anything else. I think he proceeded to pick up something, and there is where I crashed to desktop.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 28, 2011, 08:49:28 am
Put the data folder in the same folder as the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on June 28, 2011, 08:51:47 am
Ok, here is the way how to run most stable build from windows, if u dont want/know how to mess up with some coding:
Spoiler (click to show/hide)

If i find some time later today/tomorrow ill send Whales a backtrace from cygwin (those are stack overflows somewhere) and try to find some solution to nanosleep in windows (should fix ranged).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 08:54:23 am
Put the data folder in the same folder as the game.
So I take out the contents in the data folder into the main folder? OK.

Didn't work.

Also, I tend to hoard books, food, and cooking supplies, then I chill in the forest., then go back to city to get more food/sleep/loot. I really wish there were sleeping bags, which are portable beds, that are easily found at the sports equipment store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 10:50:27 am
Press M
That just shows the map, YOU KNOW NOTHING.

Kicior your clearance level is not high enough for any information relating to that.

This information is clearance level ULTRAVIOLET, friend citizen!  Are you not aware that possessing information outside of your clearance is a traitorous act?
But yeah, sometimes stairs do that to you.  Sorry.  Working on it.

Put the data folder in the same folder as the game.
So I take out the contents in the data folder into the main folder? OK.

Didn't work.

No, leave them in the data folder.  But I think I might know what's wrong.  When cataclysm looks for the data/ and save/ directories, it looks for them in the CURRENT directory.  This means that if you launch the game with a symlink, launcher, from a menu item, etc., the current directory is probably your home directory, and the data/ and save/ directories aren't there!  Copy those to your home directory, or actually open a terminal and "cd downloads/cataclysm; ./cataclysm".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 28, 2011, 11:00:19 am
My clearance level is high enough to do it :P
Spoiler (click to show/hide)
What do you do in the morning when it is too dark to read? How loud a BB gun is? Can it train my skill only up to level1? If saves are deleted after loading, should they not be secured with  password?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on June 28, 2011, 11:10:38 am
My clearance level is high enough to do it :P
Spoiler (click to show/hide)
What do you do in the morning when it is too dark to read? How loud a BB gun is? Can it train my skill only up to level1? If saves are deleted after loading, should they not be secured with  password?

Same thing that you do when you're hurt: Abuse Niquil, like alot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 11:15:40 am
My clearance level is high enough to do it :P
Spoiler (click to show/hide)
What do you do in the morning when it is too dark to read? How loud a BB gun is? Can it train my skill only up to level1? If saves are deleted after loading, should they not be secured with  password?

Use a flashlight to read, or just long-wait until it's bright out.
BB guns make the "plink!" sound effect, which means it's too quiet to matter.  And yes, it only trains you up to level 1.
Sure, I'll start working on that password-protection.  And I think I'll start deleting save files on death, not on load; that way, if the game crashes on you, you can always revert to an older save.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on June 28, 2011, 12:15:29 pm
Whales,

Quick question, why is it when i just start out on a local game, there are over 10-15 zombies that just suddenly spawn when i break a window or open a door? I keep getting raped by them, almost right when I start.

What are some suggestions for starting out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 28, 2011, 12:19:42 pm
The game crashed on me while I was having a good run,Found the legendary AK-47 ;D then went to some house near the forest that constanly got sieged by giant ants ???

it's now getting very hard for me to find any weapon other than shotguns and every time i get NPC near me they freeze my game(made me rethink about wanting more people at the forts)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jetex1911 on June 28, 2011, 12:25:46 pm
I REALLY can't wait for the Windows version of this. finally, i will be able to survive the Zombie Apocalypse in Roguelike form (I'm not a player of Rogue Survivor, i prefer this)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 12:33:12 pm
Whales,

Quick question, why is it when i just start out on a local game, there are over 10-15 zombies that just suddenly spawn when i break a window or open a door? I keep getting raped by them, almost right when I start.

What are some suggestions for starting out?

This is odd, with a few exceptions (none of which involve zombies), nothing should spawn until 8:30 AM.

The game crashed on me while I was having a good run,Found the legendary AK-47 ;D then went to some house near the forest that constanly got sieged by giant ants ???

it's now getting very hard for me to find any weapon other than shotguns and every time i get NPC near me they freeze my game(made me rethink about wanting more people at the forts)

NPCs are slowly getting more stable!  They'll be well-behaved one day, I swear.

EDIT: In order to prevent frustration, NPCs will now die if they get caught in an infinite loop.  They'll send you three turns of error messages, just so you get the point and have a chance to write it down, and then their brain will explode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on June 28, 2011, 12:38:43 pm
Whales,
Should I try to get a screenshot?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on June 28, 2011, 12:41:38 pm
Suggestions:

Increase the radius around you that you explore unknown map regions. Come on, in real life you can see more than 1 building away!

I think the spawn rate for spores/fungaloids from fungal zombies should be nerfed. If the game over screen is to be believed, I had 413 of them chasing me!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 12:59:41 pm
Whales,
Should I try to get a screenshot?

Go for it duder, it couldn't hurt.
As for suggestions for starting out, well...
Spoiler (click to show/hide)

Suggestions:

Increase the radius around you that you explore unknown map regions. Come on, in real life you can see more than 1 building away!

I think the spawn rate for spores/fungaloids from fungal zombies should be nerfed. If the game over screen is to be believed, I had 413 of them chasing me!

Yeah, I've been meaning to increase the sight radius (though right now it is in fact two tiles, unless there's a building blocking your view).
Are you playing on the public server?  In older versions of the game, fungal spores grew immediately into adult fungaloids, and started spawning more spores, leading to exponential growth rates.  Now, fungal spores grow into young fungaloids--much more dangerous in combat, but without the ability to summon friends.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on June 28, 2011, 01:22:41 pm
Suggestions:

Increase the radius around you that you explore unknown map regions. Come on, in real life you can see more than 1 building away!

I think the spawn rate for spores/fungaloids from fungal zombies should be nerfed. If the game over screen is to be believed, I had 413 of them chasing me!

Yeah, I've been meaning to increase the sight radius (though right now it is in fact two tiles, unless there's a building blocking your view).
Are you playing on the public server?  In older versions of the game, fungal spores grew immediately into adult fungaloids, and started spawning more spores, leading to exponential growth rates.  Now, fungal spores grow into young fungaloids--much more dangerous in combat, but without the ability to summon friends.

I'm playing on a version I downloaded and compiled today. I was hiding in a store a square away from the fungal zombie(s?), reading some books to improve my skills until I came out to a herd of fungaloids...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 01:24:46 pm
So, latest run

I gathered a backpack and made a wooden spear, began moving around the map and grabbed a bunch of nails and some coke, then I ran to the grocery store. A few broke in, so I thought I'd molotov them. Turns out, that makes a lot of noise!I fended off the surviving zombies and made it outside through a broken window, but I was in so much pain I got horded by Zeds and I died.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 01:43:33 pm
Played on the server but could barely find any zombies, setting up a local copy now.

Still a good deal of fun, though.

Bleh, crashes every time I take a step after character creation... :<

All I get running a backtrace in gdb is "program exited normally".

Joy.

Okay, it seems to happen whenever I the first or second turn passes - moving, waiting, etc. Things like checking my inventory and stats and the map work fine, though. Gonna try a redownload and reinstall.

Edit:
Nope, still no luck, still no bt. Ah well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 28, 2011, 02:17:03 pm
The only live zombies I've found are boomers,regulars and fast zombies.
how common is it for the NPCs to try to steal from me? it's happened a few times so far and they all had knives,When they TRY to run away they dont take the Fully loaded AK-47 Weapon Im holding.....
Do they try to steal from you in groups? im only get them one at a time

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 02:34:14 pm
Played on the server but could barely find any zombies, setting up a local copy now.

Still a good deal of fun, though.

Bleh, crashes every time I take a step after character creation... :<

All I get running a backtrace in gdb is "program exited normally".

Joy.

Okay, it seems to happen whenever I the first or second turn passes - moving, waiting, etc. Things like checking my inventory and stats and the map work fine, though. Gonna try a redownload and reinstall.

Edit:
Nope, still no luck, still no bt. Ah well.

Are you running the Windows version?  If so, this is to be expected.  If not, something very odd is going on...

The only live zombies I've found are boomers,regulars and fast zombies.
how common is it for the NPCs to try to steal from me? it's happened a few times so far and they all had knives,When they TRY to run away they dont take the Fully loaded AK-47 Weapon Im holding.....
Do they try to steal from you in groups? im only get them one at a time

Zombies show up in increasingly difficult varieties as time goes on.
NPCs will try to steal from you if they think they're tougher than you.  This is basically based on your weapon and strength, and their bravery, weapon and strength.  Their bravery checks could use some tweaking, I admit.
And NPCs only show up one at a time, for now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 02:36:40 pm
Nope, running on Linux. Mint distro, which is closer enough to Debian/Ubuntu there shouldn't be any problems from that.

So I'll go with "something odd".

This is the newest version in the repo, by the way, not the downloadable tar
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 02:47:37 pm
Nope, running on Linux. Mint distro, which is closer enough to Debian/Ubuntu there shouldn't be any problems from that.

So I'll go with "something odd".

This is the newest version in the repo, by the way, not the downloadable tar

If you're willing to do a little minor coding, this might help us figure out why:
In game.cpp, there is a function game::do_turn(), at line 579.  It returns true in two places; lines 586 and 663.  Before each of these lines, insert the following statement:
Code: [Select]
debugmsg("%d", uquit);This will tell you why the game is exiting (since it "exits normally", this isn't a crash).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 03:04:18 pm
Tsh, just because a program says it exited normally doesn't mean it didn't crash, since crash is an awesome vague termed that means unexpectedly stopped functioning. :P But yeah, no prob, tossing the code in now, and...

Now, instead of quitting, it says "Debug: 0      Press Spacebar" and then quits. Says program exited normally, bt says "no stack".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 03:14:30 pm
Okay, I believe I just fixed it.  Try pulling now.  I forgot to include a "return false;" at the end of is_game_over().  I guess my compiler returns false by default, while yours returns true?  Let this be a lesson (to me) to "make -wall" more often!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 03:16:22 pm
Whales, whatfile do I mod to increase the speed of game time?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 03:17:40 pm
Hah, yes, I just realized that myself - a bit more testing revealed that none of the conditions were being met in that function, so its return value was never set, and that had to be it!

Still, I'm just using g++, don't see why it would be different...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 28, 2011, 03:24:15 pm
This game is one of my favourites already and theres only one way to explain it.....                           

                               EPIC
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 03:33:22 pm
Whales, whatfile do I mod to increase the speed of game time?

I really need to produce a proper time class, or at least macros for MINUTES(10) or HOURS(24) or whatever.  As it is, you can edit game.cpp, lines 1721 and 2024.  This will only affect the displayed time and day/night cycle.
Spoiler (click to show/hide)

Hah, yes, I just realized that myself - a bit more testing revealed that none of the conditions were being met in that function, so its return value was never set, and that had to be it!

Still, I'm just using g++, don't see why it would be different...

Me neither, maybe it's some other environment thing.  Maybe I was using older .o files which worked okay.  Who knows!

Whoa Hey:  Head has been gracious enough to provide us with a fully-working (let's hope) Windows binary!  Many, many thanks to you.  https://github.com/downloads/headswe/Cataclysm/Cataclysm_win32_v1.0.zip
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 03:36:03 pm
Should things with an encumbrance of 0 raise your encumbrance when worn?  Or do things have fractions of encumbrances and it gets rounded? Because Light Jacket (0), Trenchcoat (1), and backpack (2) seem to pretty consistently add up to 4.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 03:38:51 pm
Should things with an encumbrance of 0 raise your encumbrance when worn?  Or do things have fractions of encumbrances and it gets rounded? Because Light Jacket (0), Trenchcoat (1), and backpack (2) seem to pretty consistently add up to 4.

Your total encumberance on any given body part is (total encumberance values of all items worn there) + (number of layers - 1) * X.  X is .5 for your torso, and 2 for any other body part.  Hence on your torso, you get 1 extra encumberance for wearing 3 items, 2 for wearing 5, 3 for wearing 7, etc.  On your legs, you get 2 extra encumberance for wearing 2 pairs of pants, 4 for wearing 3, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 03:40:43 pm
Ah, I get it. That makes sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on June 28, 2011, 04:02:40 pm
Here is a backtrace from cygwin for map exiting crash (dont even have a second to look at it) i've just send to whales:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on June 28, 2011, 04:16:52 pm
Maybe I suffer from blindness, but is there a simple list of what all the keys do, anywhere? I can't even get to a menu to check for help with esc or any other button it seems and the numpad doesn't work for movement (balls).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on June 28, 2011, 04:19:43 pm
You prolly want to use nethack indings for putty, and the list of commands can be found under the ? menu, then hit 1.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 04:40:45 pm
Here is a backtrace from cygwin for map exiting crash (dont even have a second to look at it) i've just send to whales:

It seems you are running an older version, as my game.cpp line 1819 is not in draw_minimap().

Maybe I suffer from blindness, but is there a simple list of what all the keys do, anywhere? I can't even get to a menu to check for help with esc or any other button it seems and the numpad doesn't work for movement (balls).

Yes, hit ? for help (this is a common key in roguelikes).  ?1 will list all the keys used in the game.  If you are using PuTTY, hit ctrl+numlock to make the numlock available.

EDIT: Police stations have been added to the game.  For those of you playing locally, this addition requires a clean build ("make clean; make") and the removal of saves ("rm save/*").
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on June 28, 2011, 04:47:34 pm
Thanks. Great game, blasting zombies like a boss with my shotgun while drunk, but endlessly repeating error messages kinda slowed it down.

Big issue. I am/use a German keyboard, and making @ is ctrl + shift + Q here, so I am basically  unable to ever view my char-screen after I enter the game, as they key combo  is not accepted by the game. Also why the numpad doesn't work for movement, I fear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 04:50:09 pm
Edit: Nevermind, got it working.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on June 28, 2011, 04:59:46 pm
It seems you are running an older version, as my game.cpp line 1819 is not in draw_minimap().
Yep thats a very old version of 2 days old or i messed some git commands.
Anyway it points out to draw_minimap() declaration line of
Code: [Select]
void game::draw_minimap()
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 05:04:19 pm
I'm not sure if I like the 3 perk/disadvantage limit, will we be able to choose more when we level? I also kept running into DEBUG error things in the top left corner, just stuff like -1 HP or -5 HP and I didn't know what all that was about.

Anyway, this run was a goldmine for pockets. Backpacks, cargo pants, lab coats and messenger bags EVERYWHERE, as a hoarder I had to grab everything I could manage to carry, which in turn managed to make me so slow enough that zombies could almost catch up to me in a full run. Ran into a Skeleton and had a rousing fist fight with it, I won, I then began to get swarmed so I ran my happy behind towards the forest where I met a wolf and managed to use my tazer, tazers are awesome, very awesome for people trying to avoid combat. I got away from that wolf but I got chomped on by another when I ran out of batteries.

I never want to run into a PACK of Wolves. Nope.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 05:18:44 pm
Thanks. Great game, blasting zombies like a boss with my shotgun while drunk, but endlessly repeating error messages kinda slowed it down.

Big issue. I am/use a German keyboard, and making @ is ctrl + shift + Q here, so I am basically  unable to ever view my char-screen after I enter the game, as they key combo  is not accepted by the game. Also why the numpad doesn't work for movement, I fear.

I will make keys configurable as soon as possible.  My apologies to international users!

I'm not sure if I like the 3 perk/disadvantage limit, will we be able to choose more when we level? I also kept running into DEBUG error things in the top left corner, just stuff like -1 HP or -5 HP and I didn't know what all that was about.

More perks as the game goes on is a good idea.  I have been considering letting the player spend large amounts of XP on character development; e.g. every 5,000 XP can be used as a single character creation point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 05:19:07 pm
I'm also getting debug:health x errors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 28, 2011, 05:30:44 pm
New windows bin: https://github.com/downloads/headswe/Cataclysm/Cataclysm_win32_v1.1.zip
Fixes helpfile

All should users set comp mode to win95 to minimize the chance of crashing on the statscreen.

Vista/Win7 users should also run it in admin.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on June 28, 2011, 05:34:28 pm
New windows bin: https://github.com/downloads/headswe/Cataclysm/Cataclysm_win32_v1.1.zip
Fixes helpfile

All should users set comp mode to win95 to minimize the chance of crashing on the statscreen.

Vista/Win7 users should also run it in admin.

I am so glad you helped with a Windows verision. I started to feel like the operating system bastard child... as if I was on Linux or... *shudder* a Mac. I will be downloading when I get home, playing until my wife gets home, and explaining why it is awesome until she divorces me. Such is the way of B12 favorites.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 28, 2011, 05:36:18 pm
New windows bin: https://github.com/downloads/headswe/Cataclysm/Cataclysm_win32_v1.1.zip
Fixes helpfile

All should users set comp mode to win95 to minimize the chance of crashing on the statscreen.

Vista/Win7 users should also run it in admin.

I am so glad you helped with a Windows verision. I started to feel like the operating system bastard child... as if I was on Linux or... *shudder* a Mac. I will be downloading when I get home, playing until my wife gets home, and explaining why it is awesome until she divorces me. Such is the way of B12 favorites.
Lets just all thank the god of Operation Systems that we aren't macs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 05:49:48 pm
Wow. You never want to be a schizo that spawns in a tiny town with no pharmacy. I walked along a seemingly endless road through a forest freaking out until I finally got taken down by wolves, it was fun though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 05:54:48 pm
How do you increase the hunger rate?
Edit:Asking this because I increased the time ingame by 5x so I need to increase hunger by 5x.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dbfuru on June 28, 2011, 06:11:04 pm
Just a couple of suggestions, I've been reading HP Lovecraft lately and I think it could be fun to incorporate some monsters from his writings, maybe horrific creatures spawned from darkness, mysterious sounds at night when you try to sleep, that follow you like a curse, maybe even randomly generated 'deep one' villages, with hidden underground full of mysterious artifacts and danger.

I'm not sure if you are familiar with his works, or you think it'd fit with the feel of the game, but it's just something I thought about this morning as I was making breakfast.

Edit:

Also, I get the following error when I try to make the latest from the repository:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 28, 2011, 06:24:48 pm
Just a couple of suggestions, I've been reading HP Lovecraft lately and I think it could be fun to incorporate some monsters from his writings, maybe horrific creatures spawned from darkness, mysterious sounds at night when you try to sleep, that follow you like a curse, maybe even randomly generated 'deep one' villages, with hidden underground full of mysterious artifacts and danger.

I'm not sure if you are familiar with his works, or you think it'd fit with the feel of the game, but it's just something I thought about this morning as I was making breakfast.

Oh yeah, Eldritch abominations would be sweet! And I think they fit the theme, too.

Edit: Found a typo, it can be a spoiler, so yeah:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 28, 2011, 06:46:32 pm
Just a couple of suggestions, I've been reading HP Lovecraft lately and I think it could be fun to incorporate some monsters from his writings, maybe horrific creatures spawned from darkness, mysterious sounds at night when you try to sleep, that follow you like a curse, maybe even randomly generated 'deep one' villages, with hidden underground full of mysterious artifacts and danger.

I'm not sure if you are familiar with his works, or you think it'd fit with the feel of the game, but it's just something I thought about this morning as I was making breakfast.

Oh yeah, Eldritch abominations would be sweet! And I think they fit the theme, too.

Edit: Found a typo, it can be a spoiler, so yeah:
Spoiler (click to show/hide)

Hmmmmm. Delicious!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on June 28, 2011, 06:48:24 pm
Another international side note: I am quite unaware what some of the drugs due, adderall and so on are rather unknown here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 06:55:00 pm
How do you increase the hunger rate?
Edit:Asking this because I increased the time ingame by 5x so I need to increase hunger by 5x.

game.cpp, line 610.  Change (turn % 50) to (turn % 10) to increase hunger 5x.  I am still planning on unifying the passage of time somewhere, so it's possible to just change the time scale with a single alteration, rather than dozens in multiple files.

Just a couple of suggestions, I've been reading HP Lovecraft lately and I think it could be fun to incorporate some monsters from his writings, maybe horrific creatures spawned from darkness, mysterious sounds at night when you try to sleep, that follow you like a curse, maybe even randomly generated 'deep one' villages, with hidden underground full of mysterious artifacts and danger.

I'm not sure if you are familiar with his works, or you think it'd fit with the feel of the game, but it's just something I thought about this morning as I was making breakfast.

Edit:

Also, I get the following error when I try to make the latest from the repository:

That error is because you did not "make clean" before "make".

As for the eldritch horrors, they are already in the game.
Spoiler (click to show/hide)

Another international side note: I am quite unaware what some of the drugs due, adderall and so on are rather unknown here.

Once you pick up an item, press 'i' to open your inventory, the press the letter for any item to get a description thereof.  Also, wikipedia!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 07:03:07 pm
I just thought of something, why not add duct tape to the game so you can tape up windows to smash them silently? And it's duct tape, it could have so many other possibilities!

Ignore me if duct tape and the ability to use it on windows is in the game already.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on June 28, 2011, 07:04:07 pm
My character feels sorry for killing their mother. Is this part of the hallucinations?

Schizos are fun. ;)

Also, the police stations need a doughnut stockpile. :P
It would make them even better at being safehouses.
Quote
eldritch horrors
I gotta explore a lab sometime.

EDIT: OH GOD
Spoiler (click to show/hide)
I thought I killed her

She is uninjured!
Oh... I mean it.
Wait a second... It?

You have the sudden urge to SCREAM!
AHHHHHHH!

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dbfuru on June 28, 2011, 07:08:34 pm
That error is because you did not "make clean" before "make".

As for the eldritch horrors, they are already in the game.
Spoiler (click to show/hide)


Thank you kindly for the help!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 07:12:53 pm
I just thought of something, why not add duct tape to the game so you can tape up windows to smash them silently? And it's duct tape, it could have so many other possibilities!

Ignore me if duct tape and the ability to use it on windows is in the game already.

Yeah, duct tape needs to be in there.  It's the classic MacGuyver tool!

My character feels sorry for killing their mother. Is this part of the hallucinations?

Stay away from her and ignore her, she will eventually disappear without any penalties (note: this advice is not meant to be applied to real life)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 07:45:11 pm
Do the worlds generate differently each time or does it do it once and after that all of your characters are slapped in a random area within in it? I keep finding myself spawning in the same neighborhood, with stuff littered/looted from my old, dead characters.

EDIT: This is locally through Virtual Box by the way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 07:57:51 pm
Do the worlds generate differently each time or does it do it once and after that all of your characters are slapped in a random area within in it? I keep finding myself spawning in the same neighborhood, with stuff littered/looted from my old, dead characters.

EDIT: This is locally through Virtual Box by the way.

Each time you start, about a square mile of the world is generated.  All new characters are placed inside this area.  In the future, I'm planning to make new characters get generated outside of this beginning area, so that resources are more available to new characters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 28, 2011, 08:04:16 pm
I see the wood spear got nerfed pretty badly. Kinda stinks as a starting weapon now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 08:06:04 pm
Certain preset classes should get something to start with. For ex., a student gets a backpack
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 28, 2011, 08:11:24 pm
In fact, if I didn't know better weapon damage seems to be much lower in general? I'm having a much harder time killing stuff now than I was before. Kinda liked it the way it was.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 08:17:22 pm
I see the wood spear got nerfed pretty badly. Kinda stinks as a starting weapon now.

Yes, spears and stabbing weapons are their own thing now.  Since they just pierce zombies, the damage is not that great, unless you get a critical, in which case it's pretty much a one-hit kill.  It's also quite possible for a spear to be pulled from your hand after stabbing it into a zombie; if this occurs, that zombie will be slowed greatly, but you won't get your spear back until you kill them.

And yes, melee in general has been nerfed.  It's slower, especially with torso encumberance, and cutting weapons have a good chance of being lodged in your enemy.  This was a completely necessary change--before, it was too easy to grab a machete and just go Rambo, plowing through zombies.  This is not a Rambo game; fleeing should be your tactic a good percentage of the time.

Certain preset classes should get something to start with. For ex., a student gets a backpack

I am planning to scrap the Skills tab of character creation, and replace it with a Class tab, which will determine a few starting skills and equipment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 28, 2011, 08:20:52 pm
I see the wood spear got nerfed pretty badly. Kinda stinks as a starting weapon now.

Yes, spears and stabbing weapons are their own thing now.  Since they just pierce zombies, the damage is not that great, unless you get a critical, in which case it's pretty much a one-hit kill.  It's also quite possible for a spear to be pulled from your hand after stabbing it into a zombie; if this occurs, that zombie will be slowed greatly, but you won't get your spear back until you kill them.

And yes, melee in general has been nerfed.  It's slower, especially with torso encumberance, and cutting weapons have a good chance of being lodged in your enemy.  This was a completely necessary change--before, it was too easy to grab a machete and just go Rambo, plowing through zombies.  This is not a Rambo game; fleeing should be your tactic a good percentage of the time.

Certain preset classes should get something to start with. For ex., a student gets a backpack

I am planning to scrap the Skills tab of character creation, and replace it with a Class tab, which will determine a few starting skills and equipment.

But fleeing isn't easy. Zombies don't move a great deal slower than your character, and a lot of stuff moves as fast as you do, and sometimes faster. Will there be an actual run command that increases speed, or will monsters be slowed in general to compensate for melee being less useful?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 08:40:41 pm
Does meleeing zombies with a spear create any noise at all ingame?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Another on June 28, 2011, 08:54:50 pm
Either I was really unlucky or some trivially essential tools are too rare. Specifically the screwdriver, wrench and hacksaw. I fully looted a small town complete with a hardware store and there were none of the above.

Ability to make makeshift tools may be great along the [planned] ability to use nearby fire as a hotplate with penalties. (By the way, where could I go looking for a hotplate? Secret military base or something?). Most knives are passable screwdrivers themselves.

Also can you actually die directly from thirst/hunger as opposed to accumulating huge (>100% :) ) penalties to speed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 09:12:33 pm
Each time you start, about a square mile of the world is generated.  All new characters are placed inside this area.  In the future, I'm planning to make new characters get generated outside of this beginning area, so that resources are more available to new characters.
I see. Is there a way I can delete that world save to generate a new square mile of the world? I've gone in and the likely place for it being the Save folder seems to be locked and I can't delete it or anything in it, if not I'll make due and explore outward.

But fleeing isn't easy. Zombies don't move a great deal slower than your character, and a lot of stuff moves as fast as you do, and sometimes faster. Will there be an actual run command that increases speed, or will monsters be slowed in general to compensate for melee being less useful?
It all depends honestly, make sure your paying attention to what you're wearing and on what part since even if your not over encumbered you still may receive small penalties to different things. However, I can't comment all that much since my usual character is a Fleet Footed/Inconspicuous/Light Step build.

There is one thing that even I can't escape though, Wolves. It's the only thing that ever kills me, so it just goes to show that no matter how sneaky or quick you are there's always something sneakier and faster.

Either I was really unlucky or some trivially essential tools are too rare. Specifically the screwdriver, wrench and hacksaw. I fully looted a small town complete with a hardware store and there were none of the above.

Ability to make makeshift tools may be great along the [planned] ability to use nearby fire as a hotplate with penalties. (By the way, where could I go looking for a hotplate? Secret military base or something?). Most knives are passable screwdrivers themselves.

Also can you actually die directly from thirst/hunger as opposed to accumulating huge (>100% :) ) penalties to speed?
Just very unlucky, I've ran into a wrench once and I've found dozens of screw drivers in a single hardware store, and I've walked into a houses kitchen and found piles of hotplates.

Also, I vote butter knives be use able as a makeshift screwdriver, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 09:14:34 pm
Press M
That just shows the map, YOU KNOW NOTHING.

Kicior your clearance level is not high enough for any information relating to that.

This information is clearance level ULTRAVIOLET, friend citizen!  Are you not aware that possessing information outside of your clearance is a traitorous act?
But yeah, sometimes stairs do that to you.  Sorry.  Working on it.

Put the data folder in the same folder as the game.
So I take out the contents in the data folder into the main folder? OK.

Didn't work.

No, leave them in the data folder.  But I think I might know what's wrong.  When cataclysm looks for the data/ and save/ directories, it looks for them in the CURRENT directory.  This means that if you launch the game with a symlink, launcher, from a menu item, etc., the current directory is probably your home directory, and the data/ and save/ directories aren't there!  Copy those to your home directory, or actually open a terminal and "cd downloads/cataclysm; ./cataclysm".
...Ahhh, that makes a whole lot of sense now. I'll try it, thanks

EDIT: Hmm... I can't copy directly to the /home/ directory, I guess I'll put it in /justin/.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 09:23:49 pm
What have you got planned, Whales, for the next few updates in terms of content? Any description on banks and mines?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 09:32:11 pm
Man, throwing rocks at things is the best. I've been killing tons of zombies that way, and even some wolves.

It's still dangerous, don't get me wrong, and darkness and stuff is scary as hell, but a bagful of rocks and a good throwing arm make having a fast build and no armor/barely any clothing beyond sneakers/pants/backpack and a playing mp3 player to keep my spirits up a pretty fun build.

I'm sure I'll die soon enough though, it takes several hits to take a single zombie down, and I'll only need to be cornered once to lose it all...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Anvilfolk on June 28, 2011, 09:33:39 pm
Just found out about the game today, and couldn't believe the stories I read here! Played a couple of runs of it, and it's been great :D

Just one thing that keeps making the game annoying to play: whenever you spot a zombie and are running, a warning message will appear about how you are running and have spotted a monster. The only way to get rid of it is to press ! twice. Once the zombie goes off and on screen again, the same thing happens. It makes it super annoying trying to run from monsters. Any way to turn this off?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 28, 2011, 09:33:58 pm
Might I recommend changing what it takes to make a soldering iron? The problem is, if you can't find one, the only way to make one requires a power converter. In order to make a power converter, you need a.... soldering iron.

EDIT: Also, has monster spawn been increased? Still on the first day and I'm getting large crowds of monsters on a regular basis.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 09:36:37 pm
The only way to get rid of it is to press ! twice.
You should only have to press ! to disable it, if your pressing it twice your disabling it and then re-enabling it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on June 28, 2011, 09:38:47 pm
Whales,
Really excited about the upcoming features. One question will lighting a house on fire burn it to the ground?

Also I've noticed all most all of the faction stuff is in game, are you waiting on the npcs?

I'm asking the first b/c I'm currently attempting to burn down a fort with cigarettes. >:D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 09:48:36 pm
I see the wood spear got nerfed pretty badly. Kinda stinks as a starting weapon now.

Yes, spears and stabbing weapons are their own thing now.  Since they just pierce zombies, the damage is not that great, unless you get a critical, in which case it's pretty much a one-hit kill.  It's also quite possible for a spear to be pulled from your hand after stabbing it into a zombie; if this occurs, that zombie will be slowed greatly, but you won't get your spear back until you kill them.

And yes, melee in general has been nerfed.  It's slower, especially with torso encumberance, and cutting weapons have a good chance of being lodged in your enemy.  This was a completely necessary change--before, it was too easy to grab a machete and just go Rambo, plowing through zombies.  This is not a Rambo game; fleeing should be your tactic a good percentage of the time.

Certain preset classes should get something to start with. For ex., a student gets a backpack

I am planning to scrap the Skills tab of character creation, and replace it with a Class tab, which will determine a few starting skills and equipment.

But fleeing isn't easy. Zombies don't move a great deal slower than your character, and a lot of stuff moves as fast as you do, and sometimes faster. Will there be an actual run command that increases speed, or will monsters be slowed in general to compensate for melee being less useful?

No.  It's more about picking your battles, and using the terrain to your advantage.  Use bashing weapons over cutting ones, unless you're high strength or high in the cutting skill.  Kill the zombies you have to, then retreat behind a door.  Use windows to your advantage.  Watch what you're wearing--an overencumbered torso makes melee much more difficulty.  And above all, carry a firearm--just a handgun, with one box of ammo, for emergencies.  And a couple molotovs.  Molotovs are very, very effective.  One or two can take out a pack of wolves at distance.

Does meleeing zombies with a spear create any noise at all ingame?

No, meleeing is perfectly silent.
EDIT: Pardon me, it's not quite silent.  It makes noise, but not enough noise to make zombies spawn faster; but it will let those within a few tiles know where you are, even if they can't see or smell you.  Normal movement does the same thing.  Not sure if any of you have encountered giant worms and graboids, but they are particularly responsive to noise (it's the only way for them to find you!).

Also can you actually die directly from thirst/hunger as opposed to accumulating huge (>100% :) ) penalties to speed?

Heh, nope.  Oversight on my part--it very rarely comes up.  I'll put it in an update soon.

Each time you start, about a square mile of the world is generated.  All new characters are placed inside this area.  In the future, I'm planning to make new characters get generated outside of this beginning area, so that resources are more available to new characters.
I see. Is there a way I can delete that world save to generate a new square mile of the world? I've gone in and the likely place for it being the Save folder seems to be locked and I can't delete it or anything in it, if not I'll make due and explore outward.

But fleeing isn't easy. Zombies don't move a great deal slower than your character, and a lot of stuff moves as fast as you do, and sometimes faster. Will there be an actual run command that increases speed, or will monsters be slowed in general to compensate for melee being less useful?
It all depends honestly, make sure your paying attention to what you're wearing and on what part since even if your not over encumbered you still may receive small penalties to different things. However, I can't comment all that much since my usual character is a Fleet Footed/Inconspicuous/Light Step build.

There is one thing that even I can't escape though, Wolves. It's the only thing that ever kills me, so it just goes to show that no matter how sneaky or quick you are there's always something sneakier and faster.

Also, I vote butter knives be use able as a makeshift screwdriver, heh.

Done.

Each time you start, about a square mile of the world is generated.  All new characters are placed inside this area.  In the future, I'm planning to make new characters get generated outside of this beginning area, so that resources are more available to new characters.
I see. Is there a way I can delete that world save to generate a new square mile of the world? I've gone in and the likely place for it being the Save folder seems to be locked and I can't delete it or anything in it, if not I'll make due and explore outward.

I'm afraid the only way is to run "rm save/*" which will delete all the files in the save directory.  The save folder is locked?  That is odd.  Are you running cataclysm as root ("sudo ./cataclysm" instead of "./catalysm")?  If so, a) stop it.  Nothing should be done as root.  and b) "sudo rm save/*" will delete the saves, and "sudo chmod a+rw save" will unlock the directory.



What have you got planned, Whales, for the next few updates in terms of content? Any description on banks and mines?

Banks:
Basically your standard reception/tellers area; lots of windows or glass walls and some counters.  Perhaps a back office or two.  If anyone has any ideas for items to put in these areas, I'm open.
In the back, a safe, possibly with a new item: gold bars.  Rather heavy and not much good in melee, but can be traded at high value to NPCs.

The door to the safe in banks will be controlled by a computer, which requires intelligence/computer skill to hack into.  I will also be expanding this to police stations; a central computer will control the doors to the cells, possibly the evidence room (the one near the front, with drugs and stuff in it sometimes).  The computer skill is woefully underutilized (only in labs and missile silos, and even then it's not very important), and I'm going to try to expand the presence of computers in the future.

Mines:
One entrance, located at the end of a road (it will be treated as a town when the overmap generation plots out roads).  Easy to enter, unlike labs and missile silos.  Underground, it will be basically one long tunnel, with one or more passages to lower levels.  Mining tools (jackhammers, hard hats, flashlights, random trash) all over.  Near the bottom, nasty surprises and fantastic rewards--I'll leave that for you to find out ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 28, 2011, 09:57:12 pm
By the way, thanks to Head for the Windows version. Plays well, no crashes so far. Nice to have a game world fresh for me to play in. No other players having blown up all the gas stations before hand.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 09:57:30 pm
Man, throwing rocks at things is the best. I've been killing tons of zombies that way, and even some wolves.

It's still dangerous, don't get me wrong, and darkness and stuff is scary as hell, but a bagful of rocks and a good throwing arm make having a fast build and no armor/barely any clothing beyond sneakers/pants/backpack and a playing mp3 player to keep my spirits up a pretty fun build.

I'm sure I'll die soon enough though, it takes several hits to take a single zombie down, and I'll only need to be cornered once to lose it all...

I need to flesh out the UI for throwing--it's annoying to press 't' and find the item you want every time, isn't it?  Glad to hear you discovered another build that works well and that I hadn't thought of ;)

Just found out about the game today, and couldn't believe the stories I read here! Played a couple of runs of it, and it's been great :D

Just one thing that keeps making the game annoying to play: whenever you spot a zombie and are running, a warning message will appear about how you are running and have spotted a monster. The only way to get rid of it is to press ! twice. Once the zombie goes off and on screen again, the same thing happens. It makes it super annoying trying to run from monsters. Any way to turn this off?

"Run Mode" does not make your character move any faster.  It is simply a way to prevent unpleasant surprises.  Run Mode's ONLY effect is to stop you dead in your tracks if a monster enters your field of vision.  This way, you can hold down a movement key when there's no monsters around, and won't need to react quickly if one suddenly shows up.

Might I recommend changing what it takes to make a soldering iron? The problem is, if you can't find one, the only way to make one requires a power converter. In order to make a power converter, you need a.... soldering iron.

EDIT: Also, has monster spawn been increased? Still on the first day and I'm getting large crowds of monsters on a regular basis.

Heh, good point about the soldering iron.  I'll move some stuff around.
Monster spawn has been increased for players sitting still, increasing the need for vigilant trap-setting.  If you play on Eronarn's server, you're probably noticing the effect that generating a fresh world has.  The old one was very mature, and large percantages of the zombie populations had been decimated by players.  Sorry, but that world will be tougher for a while, until you guys do what you're there for and exterminate some braindeads ;)

Whales,
Really excited about the upcoming features. One question will lighting a house on fire burn it to the ground?

Also I've noticed all most all of the faction stuff is in game, are you waiting on the npcs?

I'm asking the first b/c I'm currently attempting to burn down a fort with cigarettes. >:D

Lighting a house on fire will burn up the walls and furniture.  You'll be left with lots of rubble and some floor tiles.  It's hard to set a house on fire, though--use molotovs or douse stuff in gasoline.
Yes, factions are ready to roll, they just need smart and stable NPCs to make them meaningful :)

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 28, 2011, 10:06:24 pm
I'm afraid the only way is to run "rm save/*" which will delete all the files in the save directory.  The save folder is locked?  That is odd.  Are you running cataclysm as root ("sudo ./cataclysm" instead of "./catalysm")?  If so, a) stop it.  Nothing should be done as root.  and b) "sudo rm save/*" will delete the saves, and "sudo chmod a+rw save" will unlock the directory.
I am indeed running it as "sudo ./cataclysm" since that's what the guide in the previous pages said to do (I don't know anything about Linux, haha). Thanks for the help.

Quote
Banks:
Basically your standard reception/tellers area; lots of windows or glass walls and some counters.  Perhaps a back office or two.  If anyone has any ideas for items to put in these areas, I'm open.
In the back, a safe, possibly with a new item: gold bars.  Rather heavy and not much good in melee, but can be traded at high value to NPCs.

The door to the safe in banks will be controlled by a computer, which requires intelligence/computer skill to hack into.  I will also be expanding this to police stations; a central computer will control the doors to the cells, possibly the evidence room (the one near the front, with drugs and stuff in it sometimes).  The computer skill is woefully underutilized (only in labs and missile silos, and even then it's not very important), and I'm going to try to expand the presence of computers in the future.

Mines:
One entrance, located at the end of a road (it will be treated as a town when the overmap generation plots out roads).  Easy to enter, unlike labs and missile silos.  Underground, it will be basically one long tunnel, with one or more passages to lower levels.  Mining tools (jackhammers, hard hats, flashlights, random trash) all over.  Near the bottom, nasty surprises and fantastic rewards--I'll leave that for you to find out ;)
I'd suggest tons of cash money in the vault as well, for burning material or possibly still in use as currency by the military? Maybe tie the Mines in with the Bank as well, like having crates of dynamite in the Mines which you can carry back to the vault door and explode it open, for those of us who aren't so delicate. (Crates of dynamite would be very heavy though and of course the explosion would be extremely loud)

EDIT: Haha, maybe have it so you can fail at hacking it if your not proficient enough so the Banks alarms go off, attracting swaths of undead. If the dynamite thing were to be in as well, that'd set it off by default after the explosion I would imagine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 28, 2011, 10:07:45 pm
I can't see my bodyparts HP on Heads' Windows version, is this normal?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 10:17:54 pm
Excellent, I've managed to place a .sh file which allows me to double click the launcher, then it launches the .sh file, where it cd's its way to the Cataclysm folder, then it launches from there, I think this fixes the bug I've been experiencing, HUZZAH!

Except, the keyboard isn't working..., but that is the launcher's problem. Manually starting it works fine.

Can I boot up the game without sudoing? Or must I sudo?

Never mind, fixed the problem :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TwilightWalker on June 28, 2011, 10:21:57 pm
Started playing after we got the Windows version, and having quite the blast! Have died a few times, but that's the case with any roguelike. I do seem to still be getting character screen crashes, so I guess I'm not running compatibility mode correctly

Banks:
Basically your standard reception/tellers area; lots of windows or glass walls and some counters.  Perhaps a back office or two.  If anyone has any ideas for items to put in these areas, I'm open.
In the back, a safe, possibly with a new item: gold bars.  Rather heavy and not much good in melee, but can be traded at high value to NPCs.

The door to the safe in banks will be controlled by a computer, which requires intelligence/computer skill to hack into.  I will also be expanding this to police stations; a central computer will control the doors to the cells, possibly the evidence room (the one near the front, with drugs and stuff in it sometimes).  The computer skill is woefully underutilized (only in labs and missile silos, and even then it's not very important), and I'm going to try to expand the presence of computers in the future.

Another suggestion for bank content: Safe deposit boxes. Probably not as safe as real banks, but extra incentive to steal into the bank as they'd contain more 'instant gratification' items that you can use immediately, instead of stuff like cash or gold bars you'd have to trade away.

New item: Roll of Quarters, improvised unarmed combat weapon.

Also, would it be possible to have a startup 'difficulty' modifier that affects the amount of points you start with?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 10:36:06 pm
Excellent, I've managed to place a .sh file which allows me to double click the launcher, then it launches the .sh file, where it cd's its way to the Cataclysm folder, then it launches from there, I think this fixes the bug I've been experiencing, HUZZAH!

Except, the keyboard isn't working..., but that is the launcher's problem. Manually starting it works fine.

Can I boot up the game without sudoing? Or must I sudo?

Nice linux-fu!  I don't know why the launcher intercepts the keyboard.  Perhaps instead of running "./cataclysm" in the launcher, you could run "<your terminal emulator here> ./cataclysm"?

You should not sudo when downloading, compiling, or playing the game.  If you sudo'd when you downloaded, you have to sudo when you compile (I think); if you sudo'd when you compiled, you have to sudo when you play.  If you want to "undo" sudoing at any of these stages, cd into the directory where cataclysm lives, then "sudo chown -R username:username *" (where username is... your user name).

I can't see my bodyparts HP on Heads' Windows version, is this normal?

dunno lol :I  Might be a colors issue.

I'm afraid the only way is to run "rm save/*" which will delete all the files in the save directory.  The save folder is locked?  That is odd.  Are you running cataclysm as root ("sudo ./cataclysm" instead of "./catalysm")?  If so, a) stop it.  Nothing should be done as root.  and b) "sudo rm save/*" will delete the saves, and "sudo chmod a+rw save" will unlock the directory.
I am indeed running it as "sudo ./cataclysm" since that's what the guide in the previous pages said to do (I don't know anything about Linux, haha). Thanks for the help.

Heh, no problem.  Think of this as a fun(-ish) way to learn a couple things about linux ;)

I'd suggest tons of cash money in the vault as well, for burning material or possibly still in use as currency by the military? Maybe tie the Mines in with the Bank as well, like having crates of dynamite in the Mines which you can carry back to the vault door and explode it open, for those of us who aren't so delicate. (Crates of dynamite would be very heavy though and of course the explosion would be extremely loud)

EDIT: Haha, maybe have it so you can fail at hacking it if your not proficient enough so the Banks alarms go off, attracting swaths of undead. If the dynamite thing were to be in as well, that'd set it off by default after the explosion I would imagine.

Cash money I am uncertain about.  I think I will leave it out for now, until I decide a few things about the barter system.  Dynamite is already in the game ;)  I like the alarm idea--already that's the main penalty for failing hacking in other locations.  Maybe the police station has a robot or two as automatic defenses.

Another suggestion for bank content: Safe deposit boxes. Probably not as safe as real banks, but extra incentive to steal into the bank as they'd contain more 'instant gratification' items that you can use immediately, instead of stuff like cash or gold bars you'd have to trade away.

New item: Roll of Quarters, improvised unarmed combat weapon.

Also, would it be possible to have a startup 'difficulty' modifier that affects the amount of points you start with?

Heh, I like the safe deposit box idea--kind of a "grab bag" of random goodies.  Roll of quarters is cool tool, if only to have something to put in there!
Difficulty modifier isn't a bad idea.  The only issue is that the quasi-MMO aspect of the game means that it's a bit "unfair" for some players to have an easier game than others.  If you want an easier game locally, edit line 50 in newcharacter.cpp, where it says "points = 36;" and re-compile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on June 28, 2011, 10:41:23 pm
In banks, it would be awesome if, using the computers, you could initiate a lockdown of the bank, making the computer skill useful to the point of giving you a nice safehouse.

Another use of the computer skill would be a way of finding information using computers... Maybe being able to access an in-def description of the various zombies/animals/weapons/stuff you can find or revealing parts of the world map. (google earth? heh)

Maybe even high levels of computers could allow you to gain levels in other skills, providing you have a safe location with a computer. Maybe you can make it slower than with books to keep it balanced. A rare laptop item would be awesome, though.

Cash would be cool, just as a flavor item that is now useless in a bartering society. Maybe.

Would be cool if you added any of these things in. Thanks for being an awesome developer. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 10:48:27 pm
Excellent, I've managed to place a .sh file which allows me to double click the launcher, then it launches the .sh file, where it cd's its way to the Cataclysm folder, then it launches from there, I think this fixes the bug I've been experiencing, HUZZAH!

Except, the keyboard isn't working..., but that is the launcher's problem. Manually starting it works fine.

Can I boot up the game without sudoing? Or must I sudo?

Nice linux-fu!  I don't know why the launcher intercepts the keyboard.  Perhaps instead of running "./cataclysm" in the launcher, you could run "<your terminal emulator here> ./cataclysm"?

You should not sudo when downloading, compiling, or playing the game.  If you sudo'd when you downloaded, you have to sudo when you compile (I think); if you sudo'd when you compiled, you have to sudo when you play.  If you want to "undo" sudoing at any of these stages, cd into the directory where cataclysm lives, then "sudo chown -R username:username *" (where username is... your user name).

This is my first time using linux, I figured out my problem, apparently I echoed my superuser password directly to the running command, so I think echo overrides my keyboard. What I did now is to have a separate sudo su command, just for becoming a superuser, THEN execute the file. It's OK now though.

Also thanks for telling me about that sudo thing, didn't know that, I sudoed the download.

Also heh, a can of cola and MP3 player on the floor, and a marijuana nearby, I think I stumbled onto a crackhouse.

If anyone is interested, I can write a guide on how to make a double-click launcher. For linux.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 10:56:16 pm
I'm interested Justin

And Whales, when will the bank/mine update be out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TwilightWalker on June 28, 2011, 10:57:23 pm
Heh, I like the safe deposit box idea--kind of a "grab bag" of random goodies.  Roll of quarters is cool tool, if only to have something to put in there!
Difficulty modifier isn't a bad idea.  The only issue is that the quasi-MMO aspect of the game means that it's a bit "unfair" for some players to have an easier game than others.  If you want an easier game locally, edit line 50 in newcharacter.cpp, where it says "points = 36;" and re-compile.

Good to hear you like them! Though I'm not quite sue if I can make that edit to heads' windows version.

Edit: Extended Magazine has an error in the description. It says it modifies magazine capacity by 50, but in reality it's only 5.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 10:59:00 pm
I'm interested Justin

And Whales, when will the bank/mine update be out?
Right it's for ubuntu, writing...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 10:59:57 pm
Quote
I need to flesh out the UI for throwing--it's annoying to press 't' and find the item you want every time, isn't it?
Not really. The fact that it autocenters on last target makes it bearable. It WOULD be nice if rocks stacked or something though, so I could choose the same letter every time.

Quote
Cash money I am uncertain about.
But its such convenient kindling!

Honestly, I'm really not sure gold would be worth anything to anyone at that point - the supply of living humans to the easy access to gold from scavenging plus it being utterly useless... I can't see it being worth anything, honestly.

Also, how are all these computers powered? For places like the bank, it would be interesting to have to power up the backup generator with gasoline so you can activate the computer system, so you can hack into it to open the vault. :P

And finally:
I now have myself an army, and it seems to be selfreplicating. Mwahahaha.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TwilightWalker on June 28, 2011, 11:03:18 pm
Quote
I need to flesh out the UI for throwing--it's annoying to press 't' and find the item you want every time, isn't it?
Not really. The fact that it autocenters on last target makes it bearable. It WOULD be nice if rocks stacked or something though, so I could choose the same letter every time.

+1 to this. Stacking items would be nice, even if it's just stuff that normally comes in stacks like meds in ammo, to make inventory less cluttered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 11:06:21 pm
In banks, it would be awesome if, using the computers, you could initiate a lockdown of the bank, making the computer skill useful to the point of giving you a nice safehouse.

Another use of the computer skill would be a way of finding information using computers... Maybe being able to access an in-def description of the various zombies/animals/weapons/stuff you can find or revealing parts of the world map. (google earth? heh)

Maybe even high levels of computers could allow you to gain levels in other skills, providing you have a safe location with a computer. Maybe you can make it slower than with books to keep it balanced. A rare laptop item would be awesome, though.

Cash would be cool, just as a flavor item that is now useless in a bartering society. Maybe.

Would be cool if you added any of these things in. Thanks for being an awesome developer. :D

The lockdown idea is cool, and could be extended to the jail cells, too.  Lock zombies (or NPCs!) in the cells, or control the network from a laptop inside the cell and lock yourself in safely.
Using computers to access monster and item descriptions is a neat idea too.  Though it's one that a wiki could do for you ;)  The maps thing is already in the game!
Laptops are a vaguely-planned game mechanic.  The ability to load teaching software is a cool one; I'm sort of planning the ability to find USB drives with various random software on it.  But all that is a long way down the road.

This is my first time using linux, I figured out my problem, apparently I echoed my superuser password directly to the running command, so I think echo overrides my keyboard. What I did now is to have a separate sudo su command, just for becoming a superuser, THEN execute the file. It's OK now though.

Writing a script like that as a linux newbie?  I'm impressed!  It's your own business whether run cataclysm as the superuser/root, but you ought to know that doing so obliterates security entirely.  If you run cataclysm as root, I could make it infect you with viruses, delete all other software on your computer, steal your personal data and email it to me, etc. etc.  I promise I won't!  But hey, someone might submit a malicious patch to me--you never know.

I'm interested Justin

And Whales, when will the bank/mine update be out?

Bank, probably tomorrow.  Mines, tomorrow or Thursday.

Not really. The fact that it autocenters on last target makes it bearable. It WOULD be nice if rocks stacked or something though, so I could choose the same letter every time.

Hopefully stuff will stack soon!  I worked on it once, it turned out to be harder than I thought, so I backed off.  I'll take another whack at it sooner or later.

Honestly, I'm really not sure gold would be worth anything to anyone at that point - the supply of living humans to the easy access to gold from scavenging plus it being utterly useless... I can't see it being worth anything, honestly.

Also, how are all these computers powered? For places like the bank, it would be interesting to have to power up the backup generator with gasoline so you can activate the computer system, so you can hack into it to open the vault. :P

And finally:
I now have myself an army, and it seems to be selfreplicating. Mwahahaha.

Well, bars of gold will be rare--1 in 10 banks or something.  Survivalist Alex Jones types are always going on about how gold will become the new currency after the shit hits the fan!  Sure, there'll be deflation--you can't buy a car with a bar of gold--but it'll still be worth *something*.

Computers are powered magically! by futuristic long-lasting power cells!  I like the generator idea, but it's a bit technically challenging.  I'll put it on the back burner and think about it for a while.

An army?  Are you talking about
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 28, 2011, 11:11:26 pm
Well how about for the pre-apocalypse paper currency every faction has a chance of not using it or they do use it. The chance of not using it would be higher though, and the factions using paper currency would mean prices would be extremely high since anyone can find a stack of bills lying around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 28, 2011, 11:19:42 pm
Livestreaming Cataclysm tomorrow at 5:00 PM CST. Check out the B12 thread [url\http://www.bay12forums.com/smf/index.php?topic=87836.0]here[/url] or the livestream channel here (http://www.livestream.com/x2yzh9sxcomlpawyeah)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 11:20:35 pm
Thanks, as for that superuser thing, I'll just keep sudoing for fun, I'll see what to do later. It isn't really complicated really, I just had to Google how the commands work and stuff. Ubuntu community is really informative. I can't even program much.

Anyway, here's my guide.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 28, 2011, 11:24:24 pm
I can't see my bodyparts HP on Heads' Windows version, is this normal?

Apparently when the game begins I can see it, but if I press the @ for the menu and then come back, for example, it goes away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 11:27:46 pm
Whales, how do I unlock the saves folder in my Cataclysm folder? I need to savescum in case of crashing.
EDIT: Never mind, had to root myself, then change the permissions :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 11:32:35 pm
Well how about for the pre-apocalypse paper currency every faction has a chance of not using it or they do use it. The chance of not using it would be higher though, and the factions using paper currency would mean prices would be extremely high since anyone can find a stack of bills lying around.

Hmm, interesting idea.  Opens up possibilities for interesting inter-faction trading.  I'll put it down for consideration!

x2yzh9, I'm interested to watch!  The chance to look over a player's shoulder seems like it'd be a good way to learn about the game balance from other players' perspectives.  Eronarn is working on making it so that you can watch other players on his server--can't wait for that.

Whales, how do I unlock the saves folder in my Cataclysm folder? I need to savescum in case of crashing.

Code: [Select]
sudo chmod -R a+rw save makes save and its contents read/writable by all users.
Code: [Select]
sudo chown -R user:user save makes save and its contents owned by user--meaning you can run cataclysm without sudo in the future.
Code: [Select]
cp save/name.* /home/user/ copies the save files for character "name" to user's home directory.  Then you can copy them back into save with
Code: [Select]
cp /home/user/name.* save/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 11:36:11 pm
Thanks Whales, for that solution, but I took the root account approach :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 11:43:23 pm
Alas, blobs do not work the way I thought. :(

My army is no more.

On another note, I just took out a spitter, two brutes, a boomer, three regular zombies, and 4 wasps (all basically on the screen at once) with nothing but a packful of rocks.

Didn't even have to use terrain to my advantage! (Though the wasps did manage to hurt me a bit).

Are there stronger zombie threats later on at some point?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 28, 2011, 11:47:03 pm
Also if anyone uses my double-click launcher guide, tell me if it works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 28, 2011, 11:48:50 pm
Alas, blobs do not work the way I thought. :(

My army is no more.

On another note, I just took out a spitter, two brutes, a boomer, three regular zombies, and 4 wasps (all basically on the screen at once) with nothing but a packful of rocks.

Didn't even have to use terrain to my advantage! (Though the wasps did manage to hurt me a bit).

Are there stronger zombie threats later on at some point?

Hmmm, maybe I need to nerf throwing ;)  There is one type of zombie tougher than a brute.  And it's really tough.  There's not too many monsters tougher than brutes, period.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 28, 2011, 11:58:55 pm
Admittedly, I do have throwing to level 11, and it still takes a while to kill things. The key is that playing a mobility character, there is very little capable of catching me, and rocks being so abundant its fairly easy to whittle things down. Though I'm surprised by how quickly the brutes were dropping... they didn't seem any tougher to kill than normal zombies (while the wasps were mercifully easy to kill, only 3 shots a piece, considering they are the only thing I've seen that can keep up with me).

Point being throwing doesn't really need to be nerfed, the issue is mostly that they can't kill what they can't catch. ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 28, 2011, 11:59:58 pm
Alas, blobs do not work the way I thought. :(

My army is no more.

On another note, I just took out a spitter, two brutes, a boomer, three regular zombies, and 4 wasps (all basically on the screen at once) with nothing but a packful of rocks.

Didn't even have to use terrain to my advantage! (Though the wasps did manage to hurt me a bit).

Are there stronger zombie threats later on at some point?

Hmmm, maybe I need to nerf throwing ;)  There is one type of zombie tougher than a brute.  And it's really tough.  There's not too many monsters tougher than brutes, period.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 12:08:56 am
Okay, the issue is that throwing items ignores armor, unless you're throwing a knife or something and trying to pierce the monster.  The brute's minor armor is one of its bigger advantages over normal zombies (that and its speed and damage)--I'll make armor more of an issue for throwing, in the future.

And yes, Bdthemag, it is.  They are scary in pretty much every way imaginable.  But they don't show up until you're a few days into the game, and hopefully by that point you have several contingency plans and escape tools / powerful weapons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 29, 2011, 12:26:38 am
I know it's close to 12:30, but does anyone wanna watch me livestream this right now? Because I can.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 12:30:38 am
Maaaan I'm down!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 29, 2011, 12:30:59 am
Sure why not, I have sleeping problems anyways.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 29, 2011, 12:31:54 am
Alright, hop on my channel!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eagleon on June 29, 2011, 01:03:11 am
Loving this - it's shockingly similar to the roguelike I planned out thoroughly but never started, including mental state and morale being a key factor. Difference being that Sundered Earth had no zombies or other supernatural enemies. You were just completely alone (at least until later versions introduced sporadic NPCs), and you had to deal with all the things that implied in an urban area including city fires, power outages, unforgiving weather, and the psychological implications of abandonment (which were different depending on personality and beliefs of your character)

It's similar enough that I could use parts of it to help start it up, in particular the city generation and combat are quite compatible. I'd have to learn C++ thoroughly (finally), but the bigger issue is how you'd feel about someone using parts of your code to start another game. Obviously if I followed through it would end up substantially different from what you probably have planned, but what's your stance on this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 29, 2011, 01:08:21 am
I got Whales to change the new Spear Crit message to "You hit the zombie in the head jamming the skull through the brain!", your all welcome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on June 29, 2011, 01:32:38 am
I accidentally tried to eat my pants. The game does not like that and segfaults immediately afterward.

I did it once by accident before saving. I created a new character, saved, loaded, and tried it again. It crashed as I expected it would. It also deleted my save, though.

Simple solution: don't eat your pants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 29, 2011, 01:35:34 am
Alright, fixed my guide, I forgot to include something really simple, giving a permission error.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 01:59:05 am
Loving this - it's shockingly similar to the roguelike I planned out thoroughly but never started, including mental state and morale being a key factor. Difference being that Sundered Earth had no zombies or other supernatural enemies. You were just completely alone (at least until later versions introduced sporadic NPCs), and you had to deal with all the things that implied in an urban area including city fires, power outages, unforgiving weather, and the psychological implications of abandonment (which were different depending on personality and beliefs of your character)

It's similar enough that I could use parts of it to help start it up, in particular the city generation and combat are quite compatible. I'd have to learn C++ thoroughly (finally), but the bigger issue is how you'd feel about someone using parts of your code to start another game. Obviously if I followed through it would end up substantially different from what you probably have planned, but what's your stance on this?

Knock yourself out!  The code is currently unliscensed, so I'm just begging to have it stolen from me; but please consider it to be GPL until I have time to toss a liscense up.  This means you can use my code however you please, so long as the project you use it in is also under the GPL--and subject to the same freedom of use.  (I realize I am sort of violating GPL by not including a copy of it with my code.  Please do not tell Richard Stallman on me.)

Your project sounds pretty cool, and I'd love to rip off your ideas brainstorm with you--drop me an email or something sometime.

I accidentally tried to eat my pants. The game does not like that and segfaults immediately afterward.

I did it once by accident before saving. I created a new character, saved, loaded, and tried it again. It crashed as I expected it would. It also deleted my save, though.

Simple solution: don't eat your pants.

Heh, on my way to fixing it.  There is actually a situation in the game where you'd want to eat pants, so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gamefreak1 on June 29, 2011, 02:01:40 am
Wolves should probably be changed to feral dogs except for when you are deep in a forest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 29, 2011, 03:11:13 am
Watching this thread after skiming through it. Currently trying out the windows version. I'll list any problems I find. Minor in yellow, major in red, crashes in purple. Comments are uncolored.

--No zombie spawned in the tutorial after picking up all the items (in one turn at the same time) from the rack even though it said one spawned. But it did spawn three after wielding the uzi.
-He he lighting fire to gas. Fun. Though I feel as though the fire should show up in dark places when you don't have any lights on since it's, well, fire.
-Holy shit the fire GOES THROUGH LEVELS this game is AWESOME.
--Crash while exiting character screen and entering again on the same turn (tutorial, fire in basement). Didn't really matter since my guy was doomed by the fire he started. :P Didn't manage any error text stuff, unfortunately. (Likely related to below)
--Starting a game, a dog was IN A WALL. it has since moved out.
--Crash randomly in sporting goods (?) store. NPC was in there, randomly picking up and dropping things in piles.
(Note, I am now on a save-scummed save, after moving all files with my character's name on them.)
--Crash on Character screen after pressing Esc. (Likely related to below)
(Note, save scumming by copying the entire Save folder)
--Crash on Character screen after entering and Escaping 3 times (or more). Without fail. (Likely related to above) Character screen may have a limit before they crash, so the three times may be because I entered a few times before noticing.
--Tutorial is permanently altered. Likely after crash above.

Kinda preventing any further progress if it crashes that easily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 29, 2011, 03:25:35 am
Did you run as admin and comp mode as win95

This lowers the likelyhood of crashing.

@ is the only thing that frequently crashes for most pepole

Also the tutorial is saved.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 29, 2011, 03:35:37 am
Did you run as admin and comp mode as win95
I am the admin so I don't think I need to run it in admin mode, and I am running it on compatibility with Win 95.

Ed: Just ran it in admin mode for the heck of it, it still crashes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 29, 2011, 04:18:53 am
Does killing zombies decrase their population? I mean, if people kill enough of them, will  they stop spawning? Should the dog be not so aggresive? He dies before I can help him fighting zombies.
BTW What has just happened here?
(http://i.imgur.com/tUQTi.jpg) (http://imgur.com/tUQTi)
Zombies are very tough now. It takes several hits with a baseball bat to kill one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 29, 2011, 04:31:42 am
Does killing zombies decrase their population? I mean, if people kill enough of them, will  they stop spawning?
Yes, but their population number is in the thousands. I don't think it'll stop ALL zombies, but just the hoard that's occupying the town your in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 29, 2011, 04:45:07 am
Now the game is much harder, despite shops aren't looted yet. I could kill some zombies with a spear without taking damage, but now it is impossilbe :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on June 29, 2011, 05:07:58 am
Deleting saves upon load is really not a good idea with that lot of crashing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 29, 2011, 05:13:43 am
Why do sardines have less nutrition than beans?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 29, 2011, 05:14:31 am
Now the game is much harder, despite shops aren't looted yet. I could kill some zombies with a spear without taking damage, but now it is impossilbe :P
I'm pretty sure Whales intended it so people would have to opt to avoid Zombies rather than confront them most of the time, instead of ramboing through it all. It's a survival game, after all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 29, 2011, 05:25:37 am
Yeah but that's the beginning wthout all the special zombies and stuff.
Why doesn't purifier remove the bad traits?IIRC it did that before.
FFFFUUUUUU a NPC started rampaging with a shotgun which caused zomb invasion, then got stucked in an infinite loop.
Code: [Select]
NPC Alexandra Ramirez chose action Go to destination
NPC Kyle Jackson: target = -1, danger = 0
addres_needs Undecided
address_player Follow player
Kyle Jackson chose action Follow player
NPC Jack White: target = -1, danger = 0
addres_needs Undecided
address_player Undecided
find_item Undecided
long_term_goal_action Follow player
Jack White chose action Follow player
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 29, 2011, 05:49:40 am
Could it be changed so when your save is deleted when you die? my game constantly crashes so im always starting different games
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 29, 2011, 06:12:39 am
If you get stuck in an NPC infinite loop, press the tilde "~" key to disable debug messages.

QuinnR should also add my quick launch guide and the compiling guide to the first post.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 29, 2011, 07:10:36 am
Adding a quicksave for us crashy windows players.

EDIT:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win32_v1.2.zip

There press 'V' to quick save your game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 29, 2011, 08:06:29 am
Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on June 29, 2011, 08:31:29 am
Ran into my own corpse that got looted by another player today...

Also digging pits everywhere and making safe houses like a boss.

Gun stores are mostly useless now, since in nearly all cases the ammo is gone :I
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 29, 2011, 09:31:10 am
Ran into my own corpse that got looted by another player today...

Also digging pits everywhere and making safe houses like a boss.

Gun stores are mostly useless now, since in nearly all cases the ammo is gone :I
Wait, how do you dig and build a safe house?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 29, 2011, 11:05:39 am
Any idea when fire will start illuminating stuff and cook stuff?

I find it sort of strange I have to find a hotplate to cook and a flashlight to read by even when I'm right next to a blazing fire. :P

Also, I must totally resist the urge to offer to add some stuff and help with some parts of the game... I have my own project I need to finish, damn it, I shouldn't even be playing this...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 29, 2011, 11:42:05 am
First find a shovel then (a)ctivate it,then choose where you want to dig(you can make the pits deeper by digging in the same square.

I would also like to thank whales fo making NPCs brains explode!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 29, 2011, 11:58:27 am
If you get stuck in an NPC infinite loop, press the tilde "~" key to disable debug messages.

QuinnR should also add my quick launch guide and the compiling guide to the first post.

Will do, probably later today when I have time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hachnslay on June 29, 2011, 12:21:10 pm
is there any chance on running this on the virtualwebbrowser linux (http://bellard.org/jslinux/)?
If so it might be useful to get a shell script that does everything required for it to run the game...
just for the people on windows machines that do not know anything about either linux OR compiling.
 - edit: after some testing i discovered that it is rather hard to increase the ramdisk size without slowing my PC ... time to find my thumbdrive with slax.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 29, 2011, 12:32:01 pm
I think my molotov hit something what wasn't on the line of shot... and burned me to death :P I think I'll play locally  now, because I started playing about 10 times and I've never found any nails probably because they have been looted.
Whales, are you going to add bayonets for guns?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on June 29, 2011, 12:35:01 pm
If you throw a grenade, will it explode after a few turns? If so, I think I crashed the game by throwing a grenade, quickly picking it up, then throwing it again.

The game crashes a lot, so I'll wait for a few more bug fixes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on June 29, 2011, 12:54:26 pm
If you throw a grenade, will it explode after a few turns? If so, I think I crashed the game by throwing a grenade, quickly picking it up, then throwing it again.

The game crashes a lot, so I'll wait for a few more bug fixes.

Did you (a)ctivate the grenade first?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on June 29, 2011, 12:56:50 pm
Of course not! What makes you think I RTFM?

Well that explains that part.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 01:10:04 pm
Hey: when reporting bugs, ESPECIALLY crashes, it's very important to note whether you're playing on Linux, Windows locally, or Windows via PuTTY.  Lots of crashes on Windows should be expected, and sadly there's nothing I can really do about it right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 01:19:43 pm
Does killing zombies decrase their population? I mean, if people kill enough of them, will  they stop spawning? Should the dog be not so aggresive? He dies before I can help him fighting zombies.
BTW What has just happened here?
Zombies are very tough now. It takes several hits with a baseball bat to kill one.

Yes, the more you kill, the less they'll spawn, at least in the area where you did the killing.
The dog isn't really meant as a long-term companion, like the dog in nethack is.  Maybe he'll turn and run once wounded, in the future.
In the image you posted, someone has set fire to that house.
And zombies aren't tougher, you're just weaker ;)

Deleting saves upon load is really not a good idea with that lot of crashing.

Point :)  I'm implementing an auto-save function, so that if a crash occurs you won't lose more than an game-hour of play.

Why do sardines have less nutrition than beans?

A can of sardines is rather small and not as nutrionally dense as beans.

Any idea when fire will start illuminating stuff and cook stuff?

I find it sort of strange I have to find a hotplate to cook and a flashlight to read by even when I'm right next to a blazing fire. :P

Also, I must totally resist the urge to offer to add some stuff and help with some parts of the game... I have my own project I need to finish, damn it, I shouldn't even be playing this...

Fire illuminating stuff is technically challenging.  But I'll try to make it replace hotplates quickly.  And you should totally be helping me! :P

I think my molotov hit something what wasn't on the line of shot... and burned me to death :P I think I'll play locally  now, because I started playing about 10 times and I've never found any nails probably because they have been looted.
Whales, are you going to add bayonets for guns?

If you have poor dexterity, perception, and throwing skill it's possible for your thrown items to deviate significantly from the line of shot.  Be careful!
Someone has written a bayonets patch, I will apply it soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 29, 2011, 01:45:56 pm
Do molotovs and boomer explosions  make noise?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on June 29, 2011, 01:55:38 pm
Do guns have varying degrees of loudness?
Example: Is a M4A1 louder than a .22?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on June 29, 2011, 01:57:08 pm
Do molotovs and boomer explosions  make noise?

I remember reading earlier in the thread that molotovs make a lot of noise.

Do guns have varying degrees of loudness?
Example: Is a M4A1 louder than a .22?

I also think I read something suggesting this earlier in the thread. So yes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 01:59:24 pm
Do molotovs and boomer explosions  make noise?

Yes to both, though the latter is not TOO loud.

Do guns have varying degrees of loudness?
Example: Is a M4A1 louder than a .22?

The loudness of a gunshot is taken directly from the damage the ammo does.  You can compare sound effects; from quiet to loud, they are "plink!"  "bang!"  "blam!"  "kerblam!".  Energy weapons generally make a "Fzzt!" sound, which is near silent, and crossbows are completely silent.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 29, 2011, 02:08:13 pm
Hello, since I always play "HP ignorant" (free points and I don't like to see HP), could you please add a positive trait "Pain tolerance" which would neglect a minor pain, make medium pain minor etc.? I think it should be around 2 points (since it's not too much, pain has a slight effect early, but it's useful).

Then I could play a person with low pain threshold and troubles evaluating his own health :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TwilightWalker on June 29, 2011, 02:14:27 pm
Hello, since I always play "HP ignorant" (free points and I don't like to see HP), could you please add a positive trait "Pain tolerance" which would neglect a minor pain, make medium pain minor etc.? I think it should be around 2 points (since it's not too much, pain has a slight effect early, but it's useful).

Then I could play a person with low pain threshold and troubles evaluating his own health :D.

Isn't 'Pain Resistant' already a trait?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 29, 2011, 02:14:56 pm
Ugh, then I've missed it! Thanks :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on June 29, 2011, 03:38:31 pm
Isn't 'Pain Resistant' already a trait?

Unfortunately, it costs a painful 4 points at gen. I wish there was a lesser version, that maybe had 35% or so of the effectiveness, but only cost 2 points. Perhaps called "Pain Resistant" and instead name the (currently powerful) "Pain Resistant" to something more appropriate, like, "Tough-As-Nails." Just a thought. I'm quite resistant to pain but I definitely wouldn't be able to handle someone cutting my eyes, arms, legs, and body up... Then sprinting off.. Haha.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 29, 2011, 04:39:34 pm
Streaming in 20 minutes!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 04:44:23 pm
I'll consider scaling Pain Resistant back and reducing the cost.  It is expensive right now, but it makes pain almost a non-issue; and for other players, it's a serious problem much of the time.

X2yzh9, I want to check your stream out but i'll be a little late--I'm out enjoying a beautiful day (I will return to my regular pale-skinned, code-obsessed schedule soon ;))
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 29, 2011, 04:45:21 pm
Could we perhaps get a way to quickly repeat an action? It would come in particularly handy for crafting, like when you need to make multiple amplifier circuits for more complicated items. Having to go into the crafting menu, and move over to the proper tab and picking out the item to craft when you need to make a lot of them gets very tedious.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 29, 2011, 04:49:12 pm
Streaming in 20 minutes!
What's the link?

P.S. Nevermind, it's in the Play with your buddies thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 29, 2011, 05:11:39 pm
THANKYOUHEADTHANKYOUTHANKYOUTHANKYOU!
OMG, F***ING C'THULU!
MUST WORSHIP!
Just pumped a Mi-Go or whatever full of bullets.
To quote the heavy on my opinion on the intelligence stats:
"I have yet to see a person who can outsmart bullet."
JK, it's kinda fun to be a nerdy inventor killing zombies with robots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 29, 2011, 05:16:59 pm
THANKYOUHEADTHANKYOUTHANKYOUTHANKYOU!
OMG, F***ING C'THULU!
MUST WORSHIP!
Just pumped a Mi-Go or whatever full of bullets.
To quote the heavy on my opinion on the intelligence stats:
"I have yet to see a person who can outsmart bullet."
JK, it's kinda fun to be a nerdy inventor killing zombies with robots.

Thpoilerth!

I'm glad I finally decided to try this, it's really cool even if I do keep seeing spoilers for some of the crazy stuff.  Normally I don't like zombie games with more than just plain zombies, but there's something Roadside Picnic-esque here, where there's all kinds of fucked up stuff out there and I have no idea what I'm up against.

Also good news!  I learned how to light a molotov!  Bad news!  I learned how to light one while holed up in a building!  Thank goodness for glass walls or I'd be boned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 05:27:31 pm
THANKYOUHEADTHANKYOUTHANKYOUTHANKYOU!
OMG, F***ING C'THULU!
MUST WORSHIP!
Just pumped a Mi-Go or whatever full of bullets.
To quote the heavy on my opinion on the intelligence stats:
"I have yet to see a person who can outsmart bullet."
JK, it's kinda fun to be a nerdy inventor killing zombies with robots.

Protip: Google or Wiki Mi-Go and other monsters.  There's good pictures and info out there.


THANKYOUHEADTHANKYOUTHANKYOUTHANKYOU!
OMG, F***ING C'THULU!
MUST WORSHIP!
Just pumped a Mi-Go or whatever full of bullets.
To quote the heavy on my opinion on the intelligence stats:
"I have yet to see a person who can outsmart bullet."
JK, it's kinda fun to be a nerdy inventor killing zombies with robots.

Thpoilerth!

I'm glad I finally decided to try this, it's really cool even if I do keep seeing spoilers for some of the crazy stuff.  Normally I don't like zombie games with more than just plain zombies, but there's something Roadside Picnic-esque here, where there's all kinds of fucked up stuff out there and I have no idea what I'm up against.

Also good news!  I learned how to light a molotov!  Bad news!  I learned how to light one while holed up in a building!  Thank goodness for glass walls or I'd be boned.

Heh, molotovs are to cataclysm as cockatrices are to nethack: a very powerful weapon, but one that requires careful handling.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 29, 2011, 06:20:32 pm
Sorry, I just read a ****load of Lovecraft, so I already do know what everything is. Kinda.
EDIT: AH! Dammit, the game just crashed and I lost a cyborg sniper with a SKS and a katana. F***.
EDIT2: Also, someone should make a wiki for this. I would, but I'm too lazy and am not good at that sort of thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 29, 2011, 07:14:43 pm
Also, a crafting recommendation. Perhaps allow us to use cutting weapons/tools to turn clothes into rags?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 29, 2011, 07:17:19 pm
^agreed
I'd have %1000 percent more burning things then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on June 29, 2011, 07:19:31 pm
So this is what I talked about. Does everyone's windows local game look like this?
(http://sadpanda.us/images/545416-1XR46EJ.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 29, 2011, 07:21:41 pm
Not quite, I have the letters representing the body parts, but no numbers next to them unless I get hit. Then they show up for a few turns before disappearing.

Also, I just found a Compact Bionics Module for installing internal power sources. Which ones do you guys recommend?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on June 29, 2011, 07:23:12 pm
So this is what I talked about. Does everyone's windows local game look like this?
Spoiler (click to show/hide)
That's what I get, yeah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 07:28:33 pm
Sorry I missed most of the stream!  I had to go gather some food.  Speaking of which, botany will be folded in as a new skill; it will (primarily) let you identify wild edible plants.

The crafting rags using cutting items is a good idea.  Already you can use scissors as a tool to slice up clothing, but it's kind of hard to find a pair.

Odd that the square around the minimap in the windows version is all letters.  That means that line drawings aren't being intialized properly--I guess pdcurses uses different codes for those than ncurses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 29, 2011, 07:42:51 pm
Sorry I missed most of the stream!  I had to go gather some food.  Speaking of which, botany will be folded in as a new skill; it will (primarily) let you identify wild edible plants.

The crafting rags using cutting items is a good idea.  Already you can use scissors as a tool to slice up clothing, but it's kind of hard to find a pair.

Odd that the square around the minimap in the windows version is all letters.  That means that line drawings aren't being intialized properly--I guess pdcurses uses different codes for those than ncurses.

I... did not know that. I've come across so many scissors it's ridiculous. I'll have to hunt down a pair.

EDIT: Question about turrets. Are they a permanent thing, or can I pick them up and put them down somewhere else afterward?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 08:52:35 pm
Any item in the "TOOLS" section of your inventory can be applied to use it (with the one exception of the hot plate).  To get a description of what a tool does, hit i then select it.

Turrets are permanent for now.  Also if you leave them they will be gone when you come back (but I'll fix that).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on June 29, 2011, 09:31:05 pm
Whales,
This game is fecking awesome. I now can simulate being wasted without even being wasted. What inspired you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 29, 2011, 09:42:13 pm
Getting wasted himself? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 29, 2011, 09:53:11 pm
Whales,
This game is fecking awesome. I now can simulate being wasted without even being wasted. What inspired you?
Getting wasted himself? :P

^ This.  ALSO I really like the entire Fallout series, but felt like it'd be neated to have more real-life drugs.  I also wanted a less-artificial reason for players to use drugs than "Strength +2, Dexterity +2;" so that's where the morale system came in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on June 29, 2011, 10:45:12 pm
Quote
Fallout series

Would like a way to mod this game so less left for dead zombies (Not a fan) and more fallout monsters.


When you equip 2 bootstraps is the encumberance ment to go from 0 to 2? It adds 2 to Encumber for each one further added beyond the first.

Playing Windows
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 29, 2011, 10:48:11 pm
Head, a little problem with the save function on the windows version:

It saves you, but not the items. Any items picked up, broken, moved... since the save will not be restored on loading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 29, 2011, 11:40:24 pm
When is the bank update going to be added? Today or tomorrow?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 29, 2011, 11:57:29 pm
Also, could you make the game just a teeny bit easier? ATM, I usually get swarmed by zombies or manage to escape the city and get killed by some fungus or a giant bee. One thing you could do is have the player start in a fully populated city, at the very beginning of the infection, while there was still law and other people, and it would eventually degrade into the empty wasteland like it is now, but with less food n' stuff. I've yet to find another human, and when I do, I'm gonna recruit them, and blow their head off with mah epic silenced extended clip smg. So you might wanna increase the odds for humanity just a little bit. Also, more YASD.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 30, 2011, 12:02:19 am
Easier? o_O

Just not saying it. It's not terribly difficult as is. If you're getting swarmed, you are probably doing something wrong...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on June 30, 2011, 12:05:40 am
I really dig this game. Reminds me of old abandonrogues like DeadCold... always liked firearms and futurism in roguelikes, I'm tired of all those sword & sorcery ones.

I have a couple things that irk me really bad:

- Almost immediately when I start and head to the nearest gun store or sporting goods store, I get swarmed by all kinds of undead, basic AND advanced. Usually a bunch of greens (regulars), one or two shockers, a necromancer, brute and VERY often a hulk. That's even before the first night (basically as soon as I set step outside of the 2 or 3 houses that are right near my start point). I get that you should leave the town quickly, but it would be nice to limit the monster spawns during the first couple of days (just enough that you get the point that zombies have invaded... but not a freakin' army)

- Item limit: I get this with most roguelikes when inventories use a-z, A-Z key bindings. YOU CAN NEVER CARRY MORE THAN 52 items. That's annoying. What's the point of volume and weight if you're limited by the number of keys in your keyboard? I was carrying a backpack and trenchcoat, trying to load as much food and ammo in my inventory, but I didn't even hit 2/3 of my volume and about half maximum weight and I couldn't carry a single more item without dropping another, no matter how big or small. I hate this about UnReal World also, but at least there you don't have a volume stat, so the item # limit is a sorta substitute, so it's less annoying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 12:07:49 am
Easier? o_O

Just not saying it. It's not terribly difficult as is. If you're getting swarmed, you are probably doing something wrong...
Yeah, so far I've only died to accidental/intentional suicide or crashes.

Make your guy good at firearms, get a backpack, to all the gun stores, grab everything, get shooty. Seriously, there's a lot of nice stuff there.

- Almost immediately when I start and head to the nearest gun store or sporting goods store, I get swarmed by all kinds of undead, basic AND advanced. Usually a bunch of greens (regulars), one or two shockers, a necromancer, brute and VERY often a hulk. That's even before the first night (basically as soon as I set step outside of the 2 or 3 houses that are right near my start point). I get that you should leave the town quickly, but it would be nice to limit the monster spawns during the first couple of days (just enough that you get the point that zombies have invaded... but not a freakin' army)
Huh? Wow, you got unlucky. I've only seen normal zombies and a boomer so far.

- Item limit: I get this with most roguelikes when inventories use a-z, A-Z key bindings. YOU CAN NEVER CARRY MORE THAN 52 items. That's annoying. What's the point of volume and weight if you're limited by the number of keys in your keyboard? I was carrying a backpack and trenchcoat, trying to load as much food and ammo in my inventory, but I didn't even hit 2/3 of my volume and about half maximum weight and I couldn't carry a single more item without dropping another, no matter how big or small. I hate this about UnReal World also, but at least there you don't have a volume stat, so the item # limit is a sorta substitute, so it's less annoying.
Yeah, I HATE the arbitrary item limit, too. I mean, I highly doubt anyone in the world is so stubborn they'll only carry a max of 52 "items".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on June 30, 2011, 12:15:00 am
Also, could you make the game just a teeny bit easier? ATM, I usually get swarmed by zombies or manage to escape the city and get killed by some fungus or a giant bee. One thing you could do is have the player start in a fully populated city, at the very beginning of the infection, while there was still law and other people, and it would eventually degrade into the empty wasteland like it is now, but with less food n' stuff. I've yet to find another human, and when I do, I'm gonna recruit them, and blow their head off with mah epic silenced extended clip smg. So you might wanna increase the odds for humanity just a little bit. Also, more YASD.

About this: lack of NPCs seems to be a temporary issue, having to do with the NPC AI code being a bit in the early stages to have any serious human presence, as said a few times by Whales, so to me it's not such a big deal for now. It might however do something about the big swarms of zombies that you can find, if they're busy trying to eat other people instead of basically the whole town o' zombies being guided missiles that try to eat you and only you.

EDIT: BTW, is it normal to walk a few yards outside of town to find basically a bunch of scientist corpses loaded with implants and mutagens, around a heavily trapped area that has absolutely no buildings whatsoever?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 30, 2011, 12:20:08 am
Quote
- Item limit: I get this with most roguelikes when inventories use a-z, A-Z key bindings. YOU CAN NEVER CARRY MORE THAN 52 items. That's annoying. What's the point of volume and weight if you're limited by the number of keys in your keyboard? I was carrying a backpack and trenchcoat, trying to load as much food and ammo in my inventory, but I didn't even hit 2/3 of my volume and about half maximum weight and I couldn't carry a single more item without dropping another, no matter how big or small. I hate this about UnReal World also, but at least there you don't have a volume stat, so the item # limit is a sorta substitute, so it's less annoying.

God, this is most definitely the worse thing about the game right now for sure. I think throwing in item stacking would definitely go a big way towards fixing it, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on June 30, 2011, 12:29:44 am
Quote
- Item limit: I get this with most roguelikes when inventories use a-z, A-Z key bindings. YOU CAN NEVER CARRY MORE THAN 52 items. That's annoying. What's the point of volume and weight if you're limited by the number of keys in your keyboard? I was carrying a backpack and trenchcoat, trying to load as much food and ammo in my inventory, but I didn't even hit 2/3 of my volume and about half maximum weight and I couldn't carry a single more item without dropping another, no matter how big or small. I hate this about UnReal World also, but at least there you don't have a volume stat, so the item # limit is a sorta substitute, so it's less annoying.

God, this is most definitely the worse thing about the game right now for sure. I think throwing in item stacking would definitely go a big way towards fixing it, though.

It would be great if it worked for drugs and food. Spoilage may be a problem tho, unless some items never spoil (milk definitely goes bad, don't know about orange juice or sodas), you can't just stack together an almost spoiled apple with a fresh one. Except if the game keeps track of each item in a stack separately, but then there would be the issue if you can't tell if an instance of the item is rotten or not.

The best way to "stack" batteries seems to be in a MP3 player :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 12:34:19 am
News: You can apparently overencumber your MOUTH by getting a riot helmet and a filter mask.

Whaaaaaaaaaaaaaaaat. WHAAAAAAAAAAT. That... MAKES NO SENSE.

Edit: Oh, there's a stat for it. But still, how do you encumber your mouth? Shouldn't it be your head?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 12:37:12 am
The Game's pretty impressive,

Only one problem is that I cannot run it on my frukkin Windows.

Head's version crashes a lot, PuTTY is too damn slow and usually filled with hordes of zombies, places are looted. basically not playable.

well Whales, I seriously do hope you're planning to compile this for windows, as majority of people use Windows. not Linux.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duelmaster409 on June 30, 2011, 12:44:53 am
I followed the directions in the first post, but I get an "invalid port" error. Can anyone tell me what I'm supposed to do?

Nevermind. Apparently it's supposed to be port 22.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eagleon on June 30, 2011, 12:51:51 am
Edit: Oh, there's a stat for it. But still, how do you encumber your mouth? Shouldn't it be your head?
First time I saw this it made me think of the lips sagging and being weighed down. I guess it makes some sense - you can carry a ton of weight on your head, and still be able to speak and eat and stuff normally, but as soon as you start putting a scarf and a gasmask on those things start getting more difficult.
well Whales, I seriously do hope you're planning to compile this for windows, as majority of people use Windows. not Linux.
Learn to compile it yourself :P Not to be mean or anything, but for languages such as C++, crossplatform compatibility is a serious time-sink if you don't plan for it from the beginning. This is only an alpha, so you're lucky to be able to play it at all. I'm sure he'll get to something more compatible eventually, but for now...

Whales - I'm not sure if this is possible in terms of how you've structured loading up maps in memory (I only glanced at your blog post about it), but right now the city is very blocky. You could solve this if overland tiles could take into consideration surrounding tile types and cooperate with each other to make things more detailed. I'm thinking narrower streets with smaller houses forming large neighborhoods (with alleys behind them), large apartment buildings where multiple houses occur in large squares, curbs and driveways for cars (eventually), and powerlines, sweet sweet high-voltage powerlines. Thoughts?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 12:56:44 am
Sir, I wouldn't be so sad if I had the time or means to "learn how to compile it myself".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 01:12:39 am
Ouch.

Just... ouch.

Labs aren't very fun. Those scientists are easy as hell, but those manhacks... Especially in swarms while you're wounded...

Just... ouch.

Also, my left leg was apparently a bullet magnet as turrets ONLY SHOT AT MY LEFT LEG. Seriously, guys, it's not like it insulted you or something like that.

Oh well, at least I've got a nice killscore of 26 scientists, one blob, two small blobs, 13 manhacks, and 6 (quite inaccurate) turrets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on June 30, 2011, 01:21:31 am
Someone earlier was wondering if mininukes can be legitly found in-game. I'm unsure about that, but they are craftable with a difficulty of 10. Aside from the 6x plutonium cells needed, all it takes is the contents of your household junk drawer.

A minor comment on the recipe for mutagen:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 30, 2011, 01:23:15 am
In my latest run i just blew up my safehoue! :P
I was collecting bottles of gasoline and making molotovs so i had four bottles of gasoline,ten bottles of vodka and two molotovs.I was trying to drop stuff and get out of there when i pressed the wrong button and lit a MOLOTOV!!
so I try to throw it far enough away so i could grab my stuff and get out of there but the fire spread to the gasoline to fast and not only blew up my whole house but also the one next to it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 01:27:33 am
A minor comment on the recipe for mutagen:
Spoiler (click to show/hide)
If I had to guess, I'd say
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 30, 2011, 01:28:56 am
Oh jeez, why do I check this thread?! I'm just tormenting myself, wishing I could play this awesome game. D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 01:33:29 am
Try Head's version:
Adding a quicksave for us crashy windows players.

EDIT:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win32_v1.2.zip

There press 'V' to quick save your game.
Just remember to hit V CONSTANTLY. EVERY TIME YOU PICK UP A VITAL ITEM. Since the quicksave doesn't restore item positions and such, just you. Also, QUICKSAVE AFTER LOADING.

Other than that, it should be pretty playable, just crashy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duelmaster409 on June 30, 2011, 01:35:25 am
Okay what the hell? I was all happy murdering zombies out on the streets and eating squirrels when all of a sudden it starts raining ACID?? What?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on June 30, 2011, 02:11:58 am
Oh jeez, why do I check this thread?! I'm just tormenting myself, wishing I could play this awesome game. D:

All you need is VirtualBox and an iso of the latest Ubuntu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 03:00:57 am
It's odd how many crashes you are experience mine only starts crashing when using the @ screen too much
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on June 30, 2011, 03:20:46 am
Mine on windows froze when I got my first yes/no prompt
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 03:23:00 am
Mine on windows froze when I got my first yes/no prompt

Was that my build?  i'm pretty sure i eliminated that bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 03:26:55 am
and Head, your 1.2build doesn't show the health stat.

btw, I installed VMware, and made a VM with linux installed.
soooo.. how do i compile it in linux again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on June 30, 2011, 03:29:40 am
Mine on windows froze when I got my first yes/no prompt

Was that my build?  i'm pretty sure i eliminated that bug.

It was, in the tutorial section, when picking up the items. The latest one posted in this thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 03:30:22 am
Looking at quinnr's guide on compiling cataclysm in linux, but mine constantly requests some sorta password when I type that sudo thing
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 30, 2011, 03:31:03 am

Other than that, it should be pretty playable, just crashy.
Ohwow, I love you! :P Awesome! Thanks, this game is great.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on June 30, 2011, 03:33:26 am
Did you try pressing Shift + Y or N? That seems to be a bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on June 30, 2011, 03:37:26 am
Did you try pressing Shift + Y or N? That seems to be a bug.

Maybe I did, not sure. will try again later!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 03:41:14 am
It's odd how many crashes you are experience mine only starts crashing when using the @ screen too much
It doesn't really crash often, it's just that it crashes at the worse possible time and it's made me paranoid. I don't think it's only limited to the @ screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 30, 2011, 03:46:52 am
I've had a few crashes when checking my character screen too, so I've learnt to save before hand. Also, one time when I pressed the move button too rapidly... :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on June 30, 2011, 03:58:31 am
I've had a few crashes when checking my character screen too, so I've learnt to save before hand. Also, one time when I pressed the move button too rapidly... :P

Those seem to be pretty consistent crash causes, yes.  However, I've found that the first time I run the game after startup, it seems to be pretty stable, until it crashes once.  Then it's in wobbly unicycle mode.

Also, steel chains rock.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 04:05:18 am
Yea, The windows version of ncurses isn't the greatest thing known to man.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on June 30, 2011, 04:12:14 am
I know using any operating except Windows is supposed to be the hip, cool, iconoclastic thing to do, but is it really too much to ask that people making games make them such that they can run natively in Windows, for the 90% of people who are likely to want to play it?  And provide a compiled version as a download?  I don't want to have to learn what "ncurses" is just to play a roguelike that looks really cool.

Also, I dunno if this is just a bug with the version I'm playing with, but the premade characters are all totally broken.  They all have like a half-dozen major disadvantages.  Not a problem, since you can just make a character the normal way, but I thought I'd point that out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 04:15:38 am
I know using any operating except Windows is supposed to be the hip, cool, iconoclastic thing to do, but is it really too much to ask that people making games make them such that they can run natively in Windows, for the 90% of people who are likely to want to play it?  And provide a compiled version as a download?  I don't want to have to learn what "ncurses" is just to play a roguelike that looks really cool.
He doesn't have a Windows OS, so he can't test anything on a Windows computer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 04:21:31 am
Oh MY JESUS F***IN CHRIST. YES I AM RAGING. SORRY 'BOUT THAT YOU SMARTIES.

man I feel so dumb. am I god damn retarded like 5 year old kid with 10 pounds of sugar? or are all of you completely used to this compile this compile that shit.
All I want is to PLAY the game without crashing every 3 minutes. and to do that I have to do all the compiling stuff myself!.
It's insane. PuTTY version is literally hit by a shitstorm so it's full of pile of shits and places been looted down to the ground. I do NOT want to play using PuTTY.
Is it THAT wrong to expect a compiled version? regardless of platform? Yes I can install VMware and do all the crazy stuff the game requres.
But getting users to do all the compiling with there own hands causes THIS problem. Some people cannot play.

okay. you know what? I won't expect any Windows compiled Cataclysm.
But please anyone have mercy and release the Linux compiled version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dbfuru on June 30, 2011, 04:25:10 am
Oh MY JESUS F***IN CHRIST. YES I AM RAGING. SORRY 'BOUT THAT YOU SMARTIES.

man I feel so dumb. am I god damn retarded like 5 year old kid with 10 pounds of sugar? or are all of you completely used to this compile this compile that shit.
All I want is to PLAY the game without crashing every 3 minutes. and to do that I have to do all the compiling stuff myself!.
It's insane. PuTTY version is literally hit by a shitstorm so it's full of pile of shits and places been looted down to the ground. I do NOT want to play using PuTTY.
Is it THAT wrong to expect a compiled version? regardless of platform? Yes I can install VMware and do all the crazy stuff the game requres.
But getting users to do all the compiling with there own hands causes THIS problem. Some people cannot play.

okay. you know what? I won't expect any Windows compiled Cataclysm.
But please anyone have mercy and release the Linux compiled version.

Compiling it isn't that difficult if you just clone the git repository. All you need to do is make sure you have g++ or whatever it is called (g-core?) and then make clean.
I'll type up what I did on my Ubuntu install to get the game working.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on June 30, 2011, 04:28:55 am
Compiling it isn't that difficult if you just clone the git repository. All you need to do is make sure you have g++ or whatever it is called (g-core?) and then make clean.

I'm not sure you realize just how utterly incomprehensible that sentence is to someone who knows nothing about programming.  Because let me tell you, I know something about compiling C++ programs, and that sentence is pure moonspeak to me.

Considering it's an open-source project, the platform the original developer is using shouldn't make that big a difference.  That's why I salute head's attempt to make the game ready-and-playable for Windows users, even if the crashes are still a serious problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 04:29:20 am
Oh MY JESUS F***IN CHRIST. YES I AM RAGING. SORRY 'BOUT THAT YOU SMARTIES.

man I feel so dumb. am I god damn retarded like 5 year old kid with 10 pounds of sugar? or are all of you completely used to this compile this compile that shit.
All I want is to PLAY the game without crashing every 3 minutes. and to do that I have to do all the compiling stuff myself!.
It's insane. PuTTY version is literally hit by a shitstorm so it's full of pile of shits and places been looted down to the ground. I do NOT want to play using PuTTY.
Is it THAT wrong to expect a compiled version? regardless of platform? Yes I can install VMware and do all the crazy stuff the game requres.
But getting users to do all the compiling with there own hands causes THIS problem. Some people cannot play.

okay. you know what? I won't expect any Windows compiled Cataclysm.
But please anyone have mercy and release the Linux compiled version.

Compiling it isn't that difficult if you just clone the git repository. All you need to do is make sure you have g++ or whatever it is called (g-core?) and then make clean.

I wasted quite a lot of time trying to compile myself. you mean 'easy' for native linux users. in fact I didn't even get what you mean by your brief instructions
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 30, 2011, 04:40:16 am
Is it normal that there are dozens of hammers in shops but not a single nail?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 04:47:22 am
Compiling it isn't that difficult if you just clone the git repository. All you need to do is make sure you have g++ or whatever it is called (g-core?) and then make clean.

I'm not sure you realize just how utterly incomprehensible that sentence is to someone who knows nothing about programming.  Because let me tell you, I know something about compiling C++ programs, and that sentence is pure moonspeak to me.
I think you might have missed his edit.

...I'll type up what I did on my Ubuntu install to get the game working.
Spoiler (click to show/hide)
According to here (https://github.com/Whales/Cataclysm#readme), if you have Ubuntu, you don't even need to download ncurses. So I assume if you just follow his commands, it should work. Of course, I haven't tried it myself, but it sounds like it'd work from my point of view.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dbfuru on June 30, 2011, 04:48:43 am
I'm sorry, I haven't used Linux for too long I thought it was easy enough to understand, but I will try again. This is assuming you have already set up Ubuntu in Virtual Box, there are many guides online for that.

Updated Guide on Compiling in Ubuntu

Spoiler (click to show/hide)

I hope this is a bit easier to understand.

Edit: Reference guide on commands if needed here: http://fosswire.com/post/2007/08/unixlinux-command-cheat-sheet/ (http://fosswire.com/post/2007/08/unixlinux-command-cheat-sheet/)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 04:53:13 am
sudo apt-get install libncurses5-dev

this is the part that puzzles me. I could type in the pasword after a few failed attempts, but it seems that the file is missing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dbfuru on June 30, 2011, 04:57:22 am
Hmm, I am certain that is spelled correctly, I just tried installing it again on my install and I got back this

jake@jake-desktop:~$ sudo apt-get install libncurses5-dev
[sudo] password for jake:
Reading package lists... Done
Building dependency tree       
Reading state information... Done
libncurses5-dev is already the newest version.
0 upgraded, 0 newly installed, 0 to remove and 428 not upgraded.

Someone mentioned Ubuntu might already have ncurses so you might not need it. You might also have luck looking for it in the Ubuntu software centre, on my version (older than current) it's under Applications - > Ubuntu Software Centre. Then you can search for software packages, libncurses definately appears in mine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 30, 2011, 05:14:48 am
It's not too hard, I used x2yzh9's guide and I managed to get it working with a bit of trial and error whenever I got stuck.

Note: I'm not super intelligent, the only programming I know is a minuscule amount of Python, and I never progressed past Jr High. It can be done.

Alright, Here's my guide
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 05:34:10 am
wierd. my Ubuntu doesn't have anything called Ubuntu software center or something. so I downloaded the assorted files manually. which was pain in the ass,
and I think it's working out quite nicely.
thanks for the help.

What I learned today is that unless someone shoves a gun in my mouth to make me do so, I won't use linux based OS ever ever again.

edit : Nope, not working. I'm giving up. did exactly as told but ubuntu couldn't locate git-core
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 30, 2011, 07:37:13 am
Is it normal that there are dozens of hammers in shops but not a single nail?

Yes, if you live in Ireland.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 07:44:19 am
Oh MY JESUS F***IN CHRIST. YES I AM RAGING. SORRY 'BOUT THAT YOU SMARTIES.

man I feel so dumb. am I god damn retarded like 5 year old kid with 10 pounds of sugar? or are all of you completely used to this compile this compile that shit.
All I want is to PLAY the game without crashing every 3 minutes. and to do that I have to do all the compiling stuff myself!.
It's insane. PuTTY version is literally hit by a shitstorm so it's full of pile of shits and places been looted down to the ground. I do NOT want to play using PuTTY.
Is it THAT wrong to expect a compiled version? regardless of platform? Yes I can install VMware and do all the crazy stuff the game requres.
But getting users to do all the compiling with there own hands causes THIS problem. Some people cannot play.

okay. you know what? I won't expect any Windows compiled Cataclysm.
But please anyone have mercy and release the Linux compiled version.
You don't deserve to play this after that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Anvilfolk on June 30, 2011, 07:56:05 am
For Ubuntu... I would recommend the package manager. Not sure where it is, but somewhere on the menu. Most linuxes these days use package-based software distribution. What that means is that if you want some program, or some library (think .dll files), instead of going to the site of whoever programmed it, you use a central repository. Developers submit their packages to the repository, and they become available to everyone from a single source. This method has it's problem, but in general it works out pretty nicely.

Now, apt or aptitude are programs that allow you to download and install these packages. So what you're going to need to do is get ncurses, then get the compilers, then get the source code, and then compile. ncurses is a library (just a piece of independent code that programmers can reuse) that allows you to draw characters on-screen. Most roguelikes use ncurses or a similar library to show stuff on screen. libncurses5 is the library itself that you need to run stuff that uses ncurses, whereas libncurses5-dev is the version that you need to compile code that uses ncurses (taking source code and making it into an executable).

git is simply a program that allows you to share your source-code with people. It allows multiple developers to work on the same piece of software independently without screwing up everything and overwriting each other's stuff.

First things first: you need to get all the packages for the software you're going to need.

To get the source code, you need "git". The ubuntu package name is "git" (search on packages.ubuntu.com).
To get all compiler related stuff, you want a package called "build-essential". It has all you'll need! Easy, 'innit?
To get the ncurses stuff for compilation, you need libncurses5-dev (apparently libncurses5 is already installed)

How do you get this? You use aptitude, but you need administrator privileges, so you do "sudo" (super-user do). All of this is done in a terminal. First you update the package information from your repository:

"sudo aptitude update"

Then, you tell it to install the packages you need:

"sudo aptitude install git build-essential libncurses5-dev", this is what you want to run. It will ask you for your password. Just put that in and press enter. It should install.

Once you've done that, the other guides on this thread should work. Run git clone with the git repository, then run "make clean" and then "make". To run the game, just type "./cataclysm". If the screen is all black, try increasing the size of the terminal window.




I hope this helps you guys a bit. I know linux is complicated - but there's no reason to get this pissed off about it. If you only run linux, you also don't have access to most games... people insist on using directX and windows-only technologies, essentially making games almost impossible to run on Mac or Linux. Ain't fun to be on the other side, I know. Besides, cross-platform programming isn't as easy as you guys seem to think it is, as evidenced by problems in the windows version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on June 30, 2011, 07:57:48 am
Come on guys give some slack... It's an early alpha of a FREE game and he's even here on the forums taking our suggestions. We're lucky that we even get to play it, much less be a part of it.
STOP COMPLAINING, IT'S NOT THAT BAD!   >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 30, 2011, 08:00:05 am
Thanks for the helpful posts, guys! :) The version Tarran posted is working fine for me, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on June 30, 2011, 08:10:05 am
I've got the windows version and it's basicly working perfectly! only problem is that I can't see is my health and sometimes will rarely freeze.

I've got a great game going right now, There are pits surrounding my house with all windows barricaded and shotgun traps on the inside.My weapons are a AK-47 modified and a glock 19 modified, The clothes I have are a backpack,Trenchcoat,army pants,steeltoed boots and light amplifier goggles.

THIS IS EPIC
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 30, 2011, 08:11:57 am
Hah, you're doing better than me, dude! I'mma get back to it...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 30, 2011, 09:02:42 am
I have my trusty baseball bat 1 hit killing every normal zombies. Also have 14 dodge, dodging my way through.

On the other hand, my firearms suck, I only read Guns n Ammo, and wasted 10 bullets without hitting anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 09:27:29 am
I found these guns in a cellar http://pastebin.com/K8fmcyre with ammo

EDIT: a experimental sdl version of Cataclysm.

http://www.mediafire.com/?11omttc94k54c2n


Seems way more stable by the way.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on June 30, 2011, 10:24:11 am
How hard would it be to make saves deleted at death instead of when they are loaded? I know that it would allow for easy save scumming, but I think that more characters have been lost to crashes than people who would save scum.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 10:36:41 am

You don't deserve to play this after that.

woof, I might have somehow gave the finger to all of you, but you're quite the judge, jury and executioner. You'd make a lovely king. alright I'll stop being a smartass  ;)

I'm currently running this on heads version aaaand.. what do you guys do when you get the npc debug massage? I usually ragequit after 15+ turns.. and is there a way to build walls and doors?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 10:48:53 am
SLD version is alot more stable

Play it. :D


(disable npc debug message by pressing tidle)

also http://www.mediafire.com/?11omttc94k54c2n download link for sdl ver
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 11:25:46 am
What is SLD version? on my android right now. can't download.


and.. tidle?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 11:32:23 am
What is SLD version? on my android right now. can't download.


and.. tidle?

It's a graphics engine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 30, 2011, 11:33:06 am
whit the sld version is possible to run in full screen mode??

I have windows and i have downloaded virtualbox and ubuntu
 but i can't use internet with the virtualbox, how i can install the libncurses? thanks!

ps. and can you add the fast save options?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2011, 11:37:16 am
Hey guys.  Sorry that the game's a bit of a bear to compile and stuff.  As noted before, this is an ALPHA version of the game.  The only people with whom I've shared it have been fellow game developers, folks who don't mind compiling stuff themselves.  I didn't expect it to "leak" and blow up like this. :P  Big thanks to all of you providing compilation help!

As far as Windows versions go... yes, a stable Windows version is one of my "prerequisites" for going beta.  However, I don't own a copy of Windows, and I'm mainly working on this thing for my own amusement, so to be quite frank I don't really care that much about porting it right now.  Yes, I'd reach a much wider audience, but remember that I don't want to at this point! ;)  And yes, it's also a chance for you Windows users to feel the pain of Linux users when it comes to a lack of native games. :P

Inventory stacking is coming, one day.  I realize that lack of this is extremely annoying!  I'll set it to high priority.
The 52-item limit (after stacking of course) will probably stay.  And not only because of the technical issues; it's also a way to discourage mobile hoarding and force players to pick and choose a little bit.  Also, it makes it so 0-weight 0-volume objects, like lighters, still have a "cost" to carry around.  However once you can stack all those boxes of ammo and bottles of water, it shouldn't be nearly as big an issue.

EDIT: BTW, is it normal to walk a few yards outside of town to find basically a bunch of scientist corpses loaded with implants and mutagens, around a heavily trapped area that has absolutely no buildings whatsoever?
Yes, though you are lucky to do so.

News: You can apparently overencumber your MOUTH by getting a riot helmet and a filter mask.

Whaaaaaaaaaaaaaaaat. WHAAAAAAAAAAT. That... MAKES NO SENSE.

Edit: Oh, there's a stat for it. But still, how do you encumber your mouth? Shouldn't it be your head?
Mouth encumberance represents the added difficulty of breathing that wearing objects there has, and causes a minor slowdown in movement.  Try sprinting with a scarf over your mouth--you'll find it's more difficult!

Okay what the hell? I was all happy murdering zombies out on the streets and eating squirrels when all of a sudden it starts raining ACID?? What?
It's basically a Return of the Living Dead reference (except this rain won't bring graveyards to life).  I realize it's a bit brutal right now, I'm going to tone it down.

Did you try pressing Shift + Y or N? That seems to be a bug.
It is intentional, to prevent players using vikeys from accidentally answering questions.  Once I have user-defined options, I'll let players toggle this, but for now it'll stay.


~ turns off debug messages.  NPCs will turn it on themselves if they freak out; if that happens, hold spacebar until the messages stop, then hit ~.

EDIT: Banks are coming soon guys, sorry for the delay but I've been enjoying a social life and stuff ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 30, 2011, 11:38:08 am
My first game on sdl version i have started in a room without a door....    :-X

a question : how the zombie follow me? with the eyes? or is smell me?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 11:54:41 am
My first game on sdl version i have started in a room without a door....    :-X

a question : how the zombie follow me? with the eyes? or is smell me?

Both and sound.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 30, 2011, 12:01:12 pm
the problem is when the zombie spotted me i can't succed to escape....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2011, 12:02:00 pm
Monsters track you by up to three methods: sight, smell and sound.
Sight works if they can see you; if you can see them, they can see you.  Monsters who can see will use this above all other methods.
Smell is the second preferred sense.  The player's scent slowly spreads outwards from the player.  If you are traveling, your scent is like a comet tail behind you; monsters ahead of you can not smell you until you get closer, or you stand still long enough.  This is why ants, for example, seem to ignore the player at first.  Use this to your advantage.  Also, the maximum range for scent is around 10 tiles.
Sound is a fallback, only used if a monster can not see or smell you (or if they lack both those senses).  When you make any noise, a monster will move towards it for a while.  How long monsters spend moving towards the sound is dependant on its volume.  Running makes a quiet noises, and monsters will only move towards it for a few turns.  Firing a gun is much louder, and most monsters will move towards it until they reach it (or can see or smell you).
Some monsters can not see, smell or hear.  These monsters generally just move around randomly.  Zombies can do all of these things.  Plant-based monsters can generally only smell or hear you.  Robots can generally only see or hear you.

the problem is when the zombie spotted me i can't succed to escape....
Take drugs to move faster.  Run into a house and close the door behind you; it will take a zombie a while to break the door down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on June 30, 2011, 12:09:35 pm
Is it possible to kill screaming zombie before it screams?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 30, 2011, 12:16:52 pm
[Take drugs to move faster.  Run into a house and close the door behind you; it will take a zombie a while to break the door down.
[/quote]

I have tried ( except for the drugs) but the zombie follow me, i have run out the house cut the corner, and the zombie inside the house follow me and exit from windows and is don't see me.....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: traverse on June 30, 2011, 12:17:18 pm
wow wow wow

I logged 4 hours of this game last night IN BEAD! My wife was about to kill me.

My first RogueLike (unless you count DF).

My setup: Compiled it on a spare linux box at work, then setup SSHD through an obscure port on our firewall. SSH in from my mac air. Play from anywhere-anytime #win!

I tried using the 4 SSH apps for my ipad on the apps store, 2 of them there was no way to extend the window past 24 rows. Why the 25 row requirement? Isn't 24 the standard for terminal windows? 1 row does not seem like that big of a deal. I did get one term (iSSH) would work if I tilted the ipad horizontal and then back. However the onscreen keyboard was not very "cataclysm" friendly. Ultimately, the Ipad was a no-go.

I'd really like to see this using some graphical tiles, but then that breaks the play anytime anywhere of playing through SSH. Still though, would be cool to check out.

Going to check out the SDL Windows version tonight.

Anyway, thanks for the great game Whales! Keep up the awesome work!



Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2011, 12:25:17 pm
Yes, you can kill shrieker zombies before they make any noise if you are quick about it (use a gun).

Glad you're enjoying, traverse!  Yes, the ssh+remote setup is a very nice combination, it means I can play cataclysm on my Droid phone :)
I require 25 rows because the player can see 12 tiles in any direction.  12 tiles north + 12 tiles south + the row the player is on = 25 rows.  Sorry for this issue!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 30, 2011, 12:33:15 pm
I actually had a bit of trouble getting it compiled at first too, well more specifically getting it out of the repository. Stupid repo requiring a git:// in front instead of the normal https://

For linux users:
You'll need four things to compile on linux, and your distro probably comes with them
Those are git and g++
If you DON'T have those, you can type
sudo apt-get install g++ (then enter your admin password)
sudo apt-get install git
sudo apt-get install libncurses5
sudo apt-get install libncursesw5
But you honestly probably will not have to.

Now, for the game itself... go to the directory you want it in and go:
git clone git://github.com/Whales/Cataclysm

then:
make ("make clean" if updating to a new version)

and you should be good to go:
./cataclysm

to play. You may need to resize your screen to something larger, since the default on most systems is too small.
You shouldn't need to sudo at any point for the actual game installation.


Final note
I notice all you people complaining about errors, not one of your are posting your backtraces or otherwise helping! How is he supposed to figure out what's causing it? Especially you windows users, since he can't test it on your OS. Not that I have any idea of how to get it to run on windows or find backtraces or anything, but I'm sure there's a way.

Linux uses, remember to run it with gdb ("gdb ./cataclysm"->"r", "bt" if it crashes or "r" to reload) if you're experiencing crash problems, since that will allow him to figure them out much quicker.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: traverse on June 30, 2011, 12:57:13 pm
Yes, the ssh+remote setup is a very nice combination, it means I can play cataclysm on my Droid phone :)

Which SSH client do you use on your Droid?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2011, 01:07:25 pm
I use ConnectBot.

UPDATE:  Banks are now in the game.  They're not particularly exciting, especially as the computer system hasn't been implemented yet, so there's no practical way of entering the vault.  You must "make clean" before compiling, as this update introduces a new item or two.
EDIT: Oh, and delete your save files ;)

Now that I mention it, the fact that cataclysm is being very rapidly developed means that distributing a compiled version is not very practical.  Letting users compile it themselves means that new changes can be folded in easily, with little effort on my part or the player's.  Just "git pull; make clean; make"!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 01:22:40 pm
EDIT: a experimental sdl version of Cataclysm.

http://www.mediafire.com/?11omttc94k54c2n


Seems way more stable by the way.
Ooooohhh, let me try it. I'll start with the usual @ screen crash.

The new font is a little... smooth, for hard-core ASCII veterans. :P But it doesn't matter. Another minor problem is that the Cataclysm window is named "PDCurses".

Wow, the @ screen DOES NOT CRASH. Yay. Though you did remove the V quicksave which was slightly worrying. Hopefully the game doesn't crash too often.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on June 30, 2011, 01:27:06 pm
Wow, fire and smoke inhalation is brutal. There I was running through a narrow corridor in a police station looking for a gun to blast away the horde of zombies that busted in behind me. No such luck. I do have a molotov and a lighter, though. I was just far enough away from the nearest zombie to be just outside the initial blast radius. The fire quickly spread to entomb me in one of the small storage rooms of the station.

What do you mean, "Cataclysm doesn't include many YASDs"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 30, 2011, 01:28:39 pm
Whales, I just want to say you are doing an amazing job. Your development speed is blistering, your game is great, and screw those complaining about a lack of cross-OS versions when you are doling out like an update a day.

I love your game, and can't wait to see what it turns into!

Also...
I still have no idea what a YASD is.
Edit: It's "Yet another stupid death", but I thought that was for situations where the game put the player into a situation where the players decision making skill had no impact on the terrible outcome.

The police station situation above seems like the result of poor player action, but not any particular brutality on the part of the game...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on June 30, 2011, 01:34:43 pm
Also...
I still have no idea what a YASD is.
Edit: It's "Yet another stupid death", but I thought that was for situations where the game put the player into a situation where the players decision making skill had no impact on the terrible outcome.

The police station situation above seems like the result of poor player action, but not any particular brutality on the part of the game...

Someone mentioned drinking bleach as a YASD. It's more like when the player does something avoidable (and sometimes stupid) that leads to their death. Throwing molotovs between yourself and the exit of a building qualifies, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 01:37:18 pm
Wow, the @ screen DOES NOT CRASH. Yay. Though you did remove the V quicksave which was slightly worrying. Hopefully the game doesn't crash too often.
And the @ screen just crashed, of course. Just when I'd gotten a backpack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 30, 2011, 01:39:55 pm
wow wow wow

I logged 4 hours of this game last night IN BED! My wife was about to kill me.

Haha, my wife is about to kill me for it too! It's like that time when I've played ADOM the night after our wedding :P.

Sooo.... I've played this game half of THIS night, just before my dissertation defence, and I've got an EXCELLENT mark for my diploma!

So dudes, if you want to graduate from the university, play the Cataclysm in the night!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 01:52:08 pm
Yes, you can kill shrieker zombies before they make any noise if you are quick about it (use a gun).

Glad you're enjoying, traverse!  Yes, the ssh+remote setup is a very nice combination, it means I can play cataclysm on my Droid phone :)
I require 25 rows because the player can see 12 tiles in any direction.  12 tiles north + 12 tiles south + the row the player is on = 25 rows.  Sorry for this issue!

Added a cron script to check for updates every hour

the tarballs end up here http://whoopshop.com/cataclysm/

(LINUX ONLY bins)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on June 30, 2011, 01:58:17 pm
Bank generation seems to be a little wonky. I've run into two so far with a room like this.

(http://ompldr.org/vOWF2cA)

Some rooms in the communal housing area in the compounds are similar.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 02:14:38 pm
New version of cataclysm windows

No banks included ;P
But fixes hp monitor and hopefully the status screen crash.
and readds quicksave

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.zip
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 02:19:15 pm
New version of cataclysm windows

No banks included ;P
But fixes hp monitor and hopefully the status screen crash.
and readds quicksave

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.zip
Wow, thank you. Especially for the Autosave. That function is hugely needed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 30, 2011, 02:21:35 pm
Thank goodness.  The new one is stable enough that I don't regularly crash but I was using the regular save, and that /did/ crash, losing me my good save (Got a backpack and cargo pants in my house, found...

Spoiler (click to show/hide)

And then loaded up on guns, ammo, and gun mods, and was gonna skip town, but noooooo.  I went to load my save and the game crashed and when I went to reload it was gone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on June 30, 2011, 03:14:28 pm
Something I noticed. Loading a save seems to reset your gender to male. That... Kinda bothers me.

It happens with both quicksave loading and normal save loading too. I suspect it's just not saving the value at all.

Using the latest windows port, but I think this was happening with the other windows port by head as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 30, 2011, 03:27:32 pm
Hm... I'd prefer if the amount of zombies was lower at the beginning, and gradually rose up to the huge hordes there are now.
Also, possibly the ability to choose a small amount of starting equipment? You could have, say, 100 points at the start. Pants, shoes, and T-shirts would be free, but anything else would cost points. Your average pistol would be about 70-85 points to encourage searching, but it would be nice to at least be guaranteed  that you could start out with some basic storage like a hoodie or messenger bag, or some basic supplies like books or nails. Possibly, you could also add perks which give equipment or companions. For example, you could be a beggar and start out with damaged clothes and less equipment, or you could be a "be prepared" kind of person and have better starting gear. Also, you might add an occupation you choose at the start that affects your skills and equipment. A librarian would have lots of books, a construction worker would have boards, nails, and a hammer, or a gangster would have lots of drugs and a few weapons. These jobs could affect how people react to you, for example, a survivor who was previously a cop would dislike theives and criminals, while a retired soldier would get along with a cop or hunter. Anyways, a complete autosave would also be nice too.

EDIT: I found how to escape the tutorial, but I have yet to make it out alive. :P
Here's how ya escape it:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 30, 2011, 03:51:01 pm
I know using any operating except Windows is supposed to be the hip, cool, iconoclastic thing to do, but is it really too much to ask that people making games make them such that they can run natively in Windows, for the 90% of people who are likely to want to play it?  And provide a compiled version as a download?  I don't want to have to learn what "ncurses" is just to play a roguelike that looks really cool.

Also, I dunno if this is just a bug with the version I'm playing with, but the premade characters are all totally broken.  They all have like a half-dozen major disadvantages.  Not a problem, since you can just make a character the normal way, but I thought I'd point that out.

For goodness sake, the game is in early alpha stages, and the developer doesn't even use Windows. People need to chill out about the whole no official windows version thing.


Also, what page was that guide to compile and make a quick shortcut on that I said I'd put on the front page? I can't find it...if not I can just write it up again, that's what I did on my computer too xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 30, 2011, 03:53:36 pm
BTW, anyone care to make a tileset?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 03:56:12 pm
I don't think there's any support for one yet. Is there?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on June 30, 2011, 03:57:36 pm
It uses PDCurses as far as I can tell. So tilesets aren't likely to be supported unless there's a rewrite or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 30, 2011, 03:58:58 pm
Looking at quinnr's guide on compiling cataclysm in linux, but mine constantly requests some sorta password when I type that sudo thing
Either press enter or type in the password to your account, if one exists.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 04:00:31 pm
I present you version 1.3.1


https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.1.zip


Fixes:

UI now has proper lines


I've hadn't had a crash yet using @ but please if you do drop a line here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on June 30, 2011, 04:03:25 pm
I actually do have the game drop out whenever I go into the @ menu sometimes. It's kind of off and on so I'm not quite sure what's doing that. That along with genders not being saved are the only real bugs I experience so far besides NPCs heads still needing to explode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 04:05:34 pm
I actually do have the game drop out whenever I go into the @ menu sometimes. It's kind of off and on so I'm not quite sure what's doing that. That along with genders not being saved are the only real bugs I experience so far besides NPCs heads still needing to explode.

On the latest version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on June 30, 2011, 04:07:40 pm
Well. The one you posted JUST before this one. I don't know how I missed that. Lemme stress test it to hell and back real quick.

Edit: Yup. Happened first thing. Started a new game. Preset student. Quicksave just in case. Go into @ menu, and it crashes when I leave it. I also started a new random game and the @ menu crashed without the quicksave. Just in case if something the quick save was doing was making the menu crash.

Latest version, ran as administrator, win 95 compatibility mode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 04:13:41 pm
Well. The one you posted JUST before this one. I don't know how I missed that. Lemme stress test it to hell and back real quick.

Edit: Yup. Happened first thing. Started a new game. Preset student. Quicksave just in case. Go into @ menu, and it crashes when I leave it. I also started a new random game and the @ menu crashed without the quicksave. Just in case if something the quick save was doing was making the menu crash.

Latest version, ran as administrator, win 95 compatibility mode.

Remove win95 and try.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on June 30, 2011, 04:18:13 pm
THAT works much better. I guess this most recent one doesn't need windows compatibility mode. Now everything seems fine besides character gender and aforementioned head explosions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 04:23:45 pm
Yep, without Win95 compatibility it doesn't seem like it wants to crash anymore on the @ screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 04:33:03 pm
Yep, without Win95 compatibility it doesn't seem like it wants to crash anymore on the @ screen.

That have been causeing most of the crashes since the first SDL build, the newest SDL build eliminated it pretty much
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on June 30, 2011, 04:34:39 pm
Makes me wonder just why windows 95 mode crashes it. Do you have any idea why head? Out of interest?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 04:37:57 pm
Makes me wonder just why windows 95 mode crashes it. Do you have any idea why head? Out of interest?
Hmm nope.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on June 30, 2011, 04:43:09 pm
Okay so I found a saiga-12. Uhh... These things load per magazine. Not per shell. I think this needs fixing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 04:45:25 pm
Okay so I found a saiga-12. Uhh... These things load per magazine. Not per shell. I think this needs fixing.

Nope.

http://en.wikipedia.org/wiki/Saiga-12

Or do you mean they use shells and not mags?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on June 30, 2011, 04:53:55 pm
They use magazines to load, but fire shells. The picture on the right there clearly shows a magazine on that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on June 30, 2011, 04:59:38 pm
Yeah. So reloading it should be faster than other shotguns. I still want one of those for myself honestly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 30, 2011, 05:00:44 pm
Streaming now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 30, 2011, 05:24:20 pm
I have finali compiled the game on ubuntu and a Virtual box but i have a question: every time i want to play i have to use the command line ./cataclysm ??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2011, 05:42:21 pm
I've just pushed a big update--autosaves!  The game will save on the half-hour, and saves are deleted upon death, not upon load.  Gender is saved properly, too.

Yes, Saiga-12s are magazine-loaded.  Until now, the game has been hard-coded to make any shotgun load by the cartridge.  I will change this shortly.

From the start, I've coded cataclysm with tile support in mind, and hopefully only a couple small files will have to be replaced to create a tiles version.  I'll look into libraries for that kind of thing, and try to produce a proof-of-concept without art.

For those interested in a "realistic" mode, with only "classic" zombies:
This is a very very easy change to make.  Open up mongroupdef.cpp, and go to line 18, where it says "mcat_zombie".  This is where the list of all monsters considered to be "zombies" is defined.  You can delete any monster you want from a list, and it won't spawn any more.
While I could release a patch for this (and encourage one of you to), I won't; partly because I have better stuff to do, and partly because I want to encourage you guys to open up the source.  A lot of it was written with editability in mind, even for those with no experience with programming whatsoever.  There's even step-by-step instructions for adding new items and monsters, found in "code_doc/EDITING".  I'll expand this file to explain other things, too.

Also, I find the game to be much more interesting with more kinds of zombies--spitters force you to re-route a little, skeletons make ranged fighters have to melee a little, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 30, 2011, 06:07:31 pm
Also, could you reduce zombie speed a bit? I'm assuming these are slow, Shawn of the Dead style shamblers, but at the moment you can't really outrun them and they often overtake me when I use a single painkiller. BTW, I posted a long suggestion list a few pages back in case you didn't see it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2011, 06:19:51 pm
Also, could you reduce zombie speed a bit? I'm assuming these are slow, Shawn of the Dead style shamblers, but at the moment you can't really outrun them and they often overtake me when I use a single painkiller. BTW, I posted a long suggestion list a few pages back in case you didn't see it.

Their current speed is the result of a long balancing process--I might slow them just a little, but not by very much.  They're closer to the gas zombies from Dead Rising 2, really--a healthy person can outrun them, but if you're wounded, stimulants are very helpful.

As for your starting inventory suggestion, I'm working on making classes a part of character creation--several pre-apocalypse "jobs," each with a set of skills and equipment.  Right now starting skills are a waste of points for experienced players, and I think that open-ended equipment selection, while cool and infinitely customizable, would also be a slight pain in the ass.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on June 30, 2011, 06:41:24 pm
A slight bug. When selecting a premade character, occasionally they take 4 traits and 4 defects. I noticed it specifically with the Survivalist premade, but haven't done extensive testing with the rest.

Edit: Oh, and I can replicate the @ screen crash, sort of. On the version before this latest one, the precompiled one, if you hit ESC instead of q to leave the @ screen, it doesn't respond afterwards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 07:07:15 pm
Also, could you reduce zombie speed a bit? I'm assuming these are slow, Shawn of the Dead style shamblers, but at the moment you can't really outrun them and they often overtake me when I use a single painkiller. BTW, I posted a long suggestion list a few pages back in case you didn't see it.

Their current speed is the result of a long balancing process--I might slow them just a little, but not by very much.  They're closer to the gas zombies from Dead Rising 2, really--a healthy person can outrun them, but if you're wounded, stimulants are very helpful.

As for your starting inventory suggestion, I'm working on making classes a part of character creation--several pre-apocalypse "jobs," each with a set of skills and equipment.  Right now starting skills are a waste of points for experienced players, and I think that open-ended equipment selection, while cool and infinitely customizable, would also be a slight pain in the ass.

I Smell Deon preparing for his next megaproject.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2011, 07:08:12 pm
A slight bug. When selecting a premade character, occasionally they take 4 traits and 4 defects. I noticed it specifically with the Survivalist premade, but haven't done extensive testing with the rest.

Edit: Oh, and I can replicate the @ screen crash, sort of. On the version before this latest one, the precompiled one, if you hit ESC instead of q to leave the @ screen, it doesn't respond afterwards.

Ah right, forgot to cap traits for auto-generated characters.  Fixing.

Also, for any IRC users, join me in #cataclysmrl on Quakenet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 30, 2011, 07:09:01 pm
Ok then! But yeah, zombies should also have less sight or less smell if you can't really reduce speed, as the zombies sense me as soon as I see them. Perhaps add a chance for them to fail to detect a smell? At the moment, the only way to get them off my trail is running for 5 minutes, and they still seem to catch up and find me unless I set fire to stuff, swim, or kill them. A good ratio of zombie to human speed would be around 2:1 turns. By the way, are you planning to add a chance to become infected when bitten? Because being a zombie would be totally awesome.

EDIT: Also, making zombies attracted to meat would be cool, so you could lay down a grenade and some meat, and boom! Instant L4D style pipebomb without a pipe. Or make the zombies hostile to any non-undead thing with flesh. I remember seeing some weird wood-creatures who where made of wood and reminded me of ents, in a way. Those would not be attacked by zombies, as they have no flesh or brains to consume.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on June 30, 2011, 07:13:56 pm
Well whoop. The windows port still crashes on the @ menu very rarely. So I don't think head is done bugfixing that one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 07:14:35 pm
ok, when I first tried Rogue Survivor, I was literally having a mild shock how immersive the play was, but it got boring very quickly.

but now, I think I'm having a heart attack.

You win 7 internets, Both of you, Headswe and Whales.

Now if you don't mind, I'll go play for another 8 hours and die of sleep deprivation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 30, 2011, 07:15:55 pm
^agreed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on June 30, 2011, 07:16:07 pm
I don't know if you guys have had a change to get your hands on a bear trap yet, but they are epic. All i did for about 2 days ingame was hide out in a sporting goods store and put 2 bear traps near a 1 way in 1 way out entrance. Whenever a zombie came and got stuck in it i just hit them with my machete. Eventually had to move out though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on June 30, 2011, 07:16:54 pm
I went to set up a wikia with the name of http://cataclysm.wikia.com/ but someone else has it taken. And its not even right.

Katana are great Choppy choppy

______
on side note anyone know how to get a old wika account back. When I go to creat my name has been taken probably by me in the past for a wikia I can't find. Either that or its another site with "no titles in name" rule.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 30, 2011, 07:19:42 pm
Hm... You could just Capitalize cataclysm :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on June 30, 2011, 07:27:37 pm
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.2.zip

New version includes all latest commits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 07:28:38 pm
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.2.zip

New version includes all latest commits.

that was fast, I just finished downloading previous version.

edit: a minor bug. screen goes black when you access help menu in the title.
tho you can see the options like new game, load game, so on when those gets updated (i.e. curser over them)
basically like the health status bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on June 30, 2011, 07:33:37 pm
Hm... You could just Capitalize cataclysm :P

don't work

need a varient on the Cataclysm name for the address part to work
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 30, 2011, 07:38:51 pm
Hm... You could just Capitalize cataclysm :P

don't work

need a varient on the Cataclysm name for the address part to work
CataclysmRL or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2011, 07:40:01 pm
Ok then! But yeah, zombies should also have less sight or less smell if you can't really reduce speed, as the zombies sense me as soon as I see them. Perhaps add a chance for them to fail to detect a smell? At the moment, the only way to get them off my trail is running for 5 minutes, and they still seem to catch up and find me unless I set fire to stuff, swim, or kill them. A good ratio of zombie to human speed would be around 2:1 turns. By the way, are you planning to add a chance to become infected when bitten? Because being a zombie would be totally awesome.

Escaping through a house can be effective.  Smoke destroys scent trails.  You do have a good point about zombies being difficult to evade fully, though.  I'll try to work out a way to make it easier.

And no, you do not become infected when bitten--the infection doesn't spread that way.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 30, 2011, 07:46:21 pm
I've mentioned this before but the thread's quite large now. Those of you having issues escaping zombies, pay VERY close attention to what you wear and what you are wearing, just having a single encumberance on your mouth, legs or feet is going to negatively effect how fast you can move.

If you continue to have trouble grab fleet-footed/inconspicuous/light step (any or all) until you get the hang of ditching the undead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 07:49:12 pm
Ever considered a perk system? I know, I know. It's not like you actually 'level up' here,
but more like achievements system. you get sober with vodka and kill zombies with ak.
and you get a perk named 'In Soviet Russia...'
something like this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 30, 2011, 07:49:36 pm
BTW, it just bugged out on me and said rats attacking me destroyed clothes I didn't have. I apparently lost a labcoat and a tank top. Also, I apparently killed a Shrieker zombie AND a regular zombie, but I only killed a regular garden-zombie that I found in the bathroom.

Wait so the zombies are from
Spoiler (click to show/hide)
But, do you have plans for playing as zombies?

EDIT: ^ Agreed. I wanna be rewarded for being drunk, high, and a Schizo all at the same time.
EDIT2: Also, sewer rats are overpowered. 4 of them vs. me with a 2x4 ended in a victory for them.
EDIT3: ^also, you don't get sober with vodka, you get very, very, drunk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 30, 2011, 07:52:25 pm
Seems like you forgot to add my guide :P. But it seems like no one needs a double-click launcher anyway, everyone wants to type in the terminal, nerds we all are aren't we?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 30, 2011, 07:56:43 pm
Do the components used to make an item affect its properties?  If I use 00 shot in a grenade will that be different from using gasoline in it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on June 30, 2011, 08:01:33 pm
I don't think so
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on June 30, 2011, 08:02:42 pm
Ever considered a perk system? I know, I know. It's not like you actually 'level up' here,
but more like achievements system. you get sober with vodka and kill zombies with ak.
and you get a perk named 'In Soviet Russia...'
something like this.
You do kind of level up through morale I believe, and I'd be all for being able to pick a new trait after certain 'level' milestones, but I'm not too keen on achievement-style perks to be honest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on June 30, 2011, 08:05:09 pm
Okay, lost a character due to a crash, but I found a great way to make a character. Get drunken master, schizophrenic, and near sighted (Or any other -2 perk), get 6 points in unarmed, get drunk, and have a blast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 30, 2011, 08:09:19 pm
Having great fun! Not doing too well, though. I tried the whole 'camp out in the woods away from zombies' thing, and the forest is as bad as the freakin' city!
Anyway, I think I'm doing something wrong... Is there a way to build without carrying all the materials? The 2x4 boards I gathered were too damn heavy to carry along with a hammer, and this was a decently strong character.
Even AFTER I removed my clothes! :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 08:10:26 pm
Having great fun! Not doing too well, though. I tried the whole 'camp out in the woods away from zombies' thing, and the forest is as bad as the freakin' city!
Anyway, I think I'm doing something wrong... Is there a way to build without carrying all the materials? The 2x4 boards I gathered were too damn heavy to carry along with a hammer, and this was a decently strong character.
Even AFTER I removed my clothes! :P

well I assume you can carry those with your hands, as it would be absurd to put it in your jeans pocket.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 08:11:42 pm
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.2.zip

New version includes all latest commits.
I bet that's incompatible. Noooooooo I finished my multi-hour stashing of 10+ gunstore guns and ammo and multiple army/scientist groups just a few hours ago. It was beautifully loaded with so many bullets, biotics, flashlights, guns, and food. D:

Oh well. I'll update when my character dies I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 08:19:01 pm
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.2.zip

New version includes all latest commits.
I bet that's incompatible. Noooooooo I finished my multi-hour stashing of 10+ gunstore guns and ammo and multiple army/scientist groups just a few hours ago. It was beautifully loaded with so many bullets, biotics, flashlights, guns, and food. D:

Oh well. I'll update when my character dies I guess.

how do you dig and where do you usually stash your gears? Everywhere I go seems to be swarmed with zombies after 1 or 2 days
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 30, 2011, 08:19:35 pm
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.2.zip

New version includes all latest commits.
I bet that's incompatible. Noooooooo I finished my multi-hour stashing of 10+ gunstore guns and ammo and multiple army/scientist groups just a few hours ago. It was beautifully loaded with so many bullets, biotics, flashlights, guns, and food. D:

Oh well. I'll update when my character dies I guess.

how do you dig and where do you usually stash your gears? Everywhere I go seems to be swarmed with zombies after 1 or 2 days
You get a shovel then use it (a) and then select where you want to dig the hole.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 08:20:55 pm
where do you usually stash your gears? Everywhere I go seems to be swarmed with zombies after 1 or 2 days
I just stash them in a house. It seems to do alright.

Edit: Of course, now it's getting swarmed. Heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on June 30, 2011, 08:21:21 pm
I had a closer look at wikia itself. Aparently the reason the http://cataclysm.wikia.com/ is still around 4 years after its inital creation is that wikia never deletes a created wiki, as it keeps the page score up and hence advertising money coming in. For this reason, namly that it might keep information it dont own as its own I think another wiki site should be used.

or we can accept their way and basically take over the http://cataclysm.wikia.com/wiki/Main_Page wiki for our own use. Someone can apply for admin and then it would be ours.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 08:44:25 pm
Katana... is deadly. Very overpowered.
well it get's stuck ted often but what's the point, I just one hit kill everything.
Just remember to grind unarmed in case you meet something you cannot one hit,
otherwise there's a high chance it'd get stuck in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on June 30, 2011, 08:52:55 pm
I just had an error with the windows version (not the latest, but second latest) while reading in bed. Thankfully, it has some text:

*NPC name* chose action Follow player.
*NPC name*: Target = -1, danger = 0
address_needs Undecided
address_player Follow player
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on June 30, 2011, 08:54:24 pm
Eating your pants on windows version = crash.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on June 30, 2011, 08:59:16 pm
Can't eat clothing without the world imploding. (PC, Head, 1.2)

Would not eat my ruger, perhaps you should allowing eating of weapons provided ammo is avalible. Basically commit sucide. no ammo gives the standard message.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on June 30, 2011, 09:13:11 pm
Drinking Molotov cocktails :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 30, 2011, 09:19:25 pm
One source of crashing I have in the latest Windows version is when I try to unload batteries from a wielded item like a radio or flashlight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on June 30, 2011, 09:27:56 pm
would using a tiddlyspot be fine for a basic wiki?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on June 30, 2011, 09:39:26 pm
How am I supposed to consistently keep my morale up? Every time I try to read a book or craft, it tells me that my morale is too low. It even happens when I try to read entertaining books to increase my morale.

Also, whats a reliable, sustainable way to get thirst quenching fluids, I drink every drinkable comestible in all the grocery stores I find, but most only have two or three containers of milk or orange juice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 30, 2011, 09:41:02 pm
How am I supposed to consistently keep my morale up? Every time I try to read a book or craft, it tells me that my morale is too low. It even happens when I try to read entertaining books to increase my morale.

Also, whats a reliable, sustainable way to get thirst quenching fluids, I drink every drinkable comestible in all the grocery stores I find, but most only have two or three containers of milk or orange juice.
Try to find an MP3 Player and listen to it, this can raise your morale pretty quickly. The only downside is that you can't heaer a thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 30, 2011, 09:43:26 pm
Also get a raincoat.  Getting wet is a huge (Too huge?) morale penalty, and it gets bigger the longer you stay out.  Once I started keeping myself dry I didn't have any more morale problems.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on June 30, 2011, 09:43:47 pm
morale from was "gimped"  basically a 1/3rd or 1/4th of what it was.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 30, 2011, 09:47:16 pm
I just had an error with the windows version (not the latest, but second latest) while reading in bed. Thankfully, it has some text:

*NPC name* chose action Follow player.
*NPC name*: Target = -1, danger = 0
address_needs Undecided
address_player Follow player

Yeah, I get the same pretty much whenever NPCs are involved, same version. Reloading seems to help, but they often disappear...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 09:57:35 pm
Well, Now I get the brief big picture of this game.
untill Whales fully implements refugee settlement ( the ones that show up now are severely broken.)
and fixes up npc, guns aren't a option unless you get super lucky and find smg with suppresser.
I got a shotgun and started rampaging for pure curiousity, and got swarmed by 30+ zombies.

based on my experiance, the game difficulty needs to be trimmed down.
theres too much special zombies lurking around. Hulks, Brutes, Necromancers are quite common after a day,
Boomers, spitters and fungaloids are way too common. on the other hand, fast zombies are quite rare.
spawn rate has to be balanced.

bladed weapons get stuck too often. I get stuck machete or katana everytime I hit a zombie.
unarmed needs to be buffed. an adult male doing 3 damage to other person is just gay.
in game option would be very helpful. such as, difficulty adjustment or just simply turning off debug messeges permantly.
not to mention zombies are too fast, I'm not saying zombies should be slow as f*** like in classical movies, but more like dead rising-esque.
so they are actually shaaaaaaaaaambllllliiiiing. making them just a bit more slower would be very helpful.

personally I think zombies hear and smell too well. now they are just walking corpses ofc they have rotten organs and damaged brain. 
they shouldn't be hearing/smelling so well. like in l4d, some zombies don't even notice you even you are right in the next room from them.
.22 rifle/revolver is like a peashooter irl. they do make noises but not too loud. but here, even though gun noises are calculted by their damage,
technically the weakest one still draws hell lot of attention. Last time I tried to gun down a hulk wih ak and got killed by all the green zeds drawn by it.

so either make guns quieter, or make zombies dumber/slower, or make addtitional stats to weapons i.e. loudness.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 30, 2011, 10:03:08 pm
Well, Now I get the brief big picture of this game.
untill Whales fully implements refugee settlement ( the ones that show up now are severely broken.)
and fixes up npc, guns aren't a option unless you get super lucky and find smg with suppresser.
I got a shotgun and started rampaging for pure curiousity, and got swarmed by 30+ zombies.

based on my experiance, the game difficulty needs to be trimmed down.
theres too much special zombies lurking around. Hulks, Brutes, Necromancers are quite common after a day,
Boomers, spitters and fungaloids are way too common. on the other hand, fast zombies are quite rare.
spawn rate has to be balanced.

bladed weapons get stuck too often. I get stuck machete or katana everytime I hit a zombie.
unarmed needs to be buffed. an adult male doing 3 damage to other person is just gay.
in game option would be very helpful. such as, difficulty adjustment or just simply turning off debug messeges permantly.
First of all Whales is working on the NPCs. In real life, firearms make alot of noise so thats bound to attract zombies. Firearms are really suppose to be last resort weapons, and you can craft a supressor if you have a good mechanics skill. The game is suppose to be hard so don't whine about to many special zombies, I haven't even come across a hulk yet. Bladed weapons get stuck because thats what they would do in real life, you don't just cut straight through something.

About unarmed, think about it like this. Would an undead creature with a constant hunger for flesh and feels no pain be hurt by your god damned fist. And doing three damage is not "gay" your using the word gay in the wrong term unless you mean happy, does unarmed combat prefer guy's over girls? If not then its not gay. Go back to your Call of Duty if you want unrealistic games.

[/endrant]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 10:09:07 pm
snip
First of all Whales is working on the NPCs. In real life, firearms make alot of noise so thats bound to attract zombies. Firearms are really suppose to be last resort weapons, and you can craft a supressor if you have a good mechanics skill. The game is suppose to be hard so don't whine about to many special zombies, I haven't even come across a hulk yet. Bladed weapons get stuck because thats what they would do in real life, you don't just cut straight through something.

About unarmed, think about it like this. Would an undead creature with a constant hunger for flesh and feels no pain be hurt by your god damned fist. And doing three damage is not "gay" your using the word gay in the wrong term unless you mean happy, does unarmed combat prefer guy's over girls? If not then its not gay. Go back to your Call of Duty if you want unrealistic games.

[/endrant]

well My fists do prefer guys over girls so I can say my unarmed definately is gay. happy now?
I don't get why you're going back crap crazy.
did I offend you somehow? well then I'm SORRY

edit: are you mad because of the word 'gay' i used? well if you're a homosexual then I'm seriously sorry about that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 30, 2011, 10:11:00 pm
snip
First of all Whales is working on the NPCs. In real life, firearms make alot of noise so thats bound to attract zombies. Firearms are really suppose to be last resort weapons, and you can craft a supressor if you have a good mechanics skill. The game is suppose to be hard so don't whine about to many special zombies, I haven't even come across a hulk yet. Bladed weapons get stuck because thats what they would do in real life, you don't just cut straight through something.

About unarmed, think about it like this. Would an undead creature with a constant hunger for flesh and feels no pain be hurt by your god damned fist. And doing three damage is not "gay" your using the word gay in the wrong term unless you mean happy, does unarmed combat prefer guy's over girls? If not then its not gay. Go back to your Call of Duty if you want unrealistic games.

[/endrant]

well My fists do prefer guys over girls so I can say my unarmed definately is gay. happy now?
I don't get why you're going back crap crazy.
did I offend you somehow? well then I'm SORRY
No, I just get annoyed when people use the word gay as an insult to something. Besides im not sure if you get the theme of this game, its not about going around kill as many zombies as you can. Its about surviving, shooting a loud shotgun will obviously attract attention. Its suppose to be realistic, not running around dual wielding guns killing everything. If thats what you want in a game this game isn't for you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 10:16:04 pm
snip
First of all Whales is working on the NPCs. In real life, firearms make alot of noise so thats bound to attract zombies. Firearms are really suppose to be last resort weapons, and you can craft a supressor if you have a good mechanics skill. The game is suppose to be hard so don't whine about to many special zombies, I haven't even come across a hulk yet. Bladed weapons get stuck because thats what they would do in real life, you don't just cut straight through something.

About unarmed, think about it like this. Would an undead creature with a constant hunger for flesh and feels no pain be hurt by your god damned fist. And doing three damage is not "gay" your using the word gay in the wrong term unless you mean happy, does unarmed combat prefer guy's over girls? If not then its not gay. Go back to your Call of Duty if you want unrealistic games.

[/endrant]

well My fists do prefer guys over girls so I can say my unarmed definately is gay. happy now?
I don't get why you're going back crap crazy.
did I offend you somehow? well then I'm SORRY
No, I just get annoyed when people use the word gay as an insult to something. Besides im not sure if you get the theme of this game, its not about going around kill as many zombies as you can. Its about surviving, shooting a loud shotgun will obviously attract attention. Its suppose to be realistic, not running around dual wielding guns killing everything. If thats what you want in a game this game isn't for you.

well I think my lack of explanation caused all this crippled dispute. I'm no native english speaker, so mind my poor choice of words. Not saying it should be ramboing, and I know shotguns do those crazy stuff. that's why I don't even use it. in normal circumstances. and hey, speaking of realistic stuff, I'm not saying make shotgun extremely quite so that I can unload a full magazine on my wife while the neighbors are sleeping, I'm just saing small claiber weapons should be modified.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 30, 2011, 10:17:56 pm
How exactely do you think small caliber weapons should be modified then? They pack enough punch to take down a zombie, and if your really playing a firearms heavy character then you'll be using rifles by then. Its really easy to make a Silencer, just level up your mechanics a bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2011, 10:21:56 pm
Eating your pants bug is fixed.

Well, Now I get the brief big picture of this game.
untill Whales fully implements refugee settlement ( the ones that show up now are severely broken.)
and fixes up npc, guns aren't a option unless you get super lucky and find smg with suppresser.
I got a shotgun and started rampaging for pure curiousity, and got swarmed by 30+ zombies.

based on my experiance, the game difficulty needs to be trimmed down.
theres too much special zombies lurking around. Hulks, Brutes, Necromancers are quite common after a day,
Boomers, spitters and fungaloids are way too common. on the other hand, fast zombies are quite rare.
spawn rate has to be balanced.

bladed weapons get stuck too often. I get stuck machete or katana everytime I hit a zombie.
unarmed needs to be buffed. an adult male doing 3 damage to other person is just gay.
in game option would be very helpful. such as, difficulty adjustment or just simply turning off debug messeges permantly.
not to mention zombies are too fast, I'm not saying zombies should be slow as f*** like in classical movies, but more like dead rising-esque.
so they are actually shaaaaaaaaaambllllliiiiing. making them just a bit more slower would be very helpful.

personally I think zombies hear and smell too well. now they are just walking corpses ofc they have rotten organs and damaged brain. 
they shouldn't be hearing/smelling so well. like in l4d, some zombies don't even notice you even you are right in the next room from them.
.22 rifle/revolver is like a peashooter irl. they do make noises but not too loud. but here, even though gun noises are calculted by their damage,
technically the weakest one still draws hell lot of attention. Last time I tried to gun down a hulk wih ak and got killed by all the green zeds drawn by it.

so either make guns quieter, or make zombies dumber/slower, or make addtitional stats to weapons i.e. loudness.

Silencers aren't very hard to craft, I recommend making that an early-game goal if you intend to use a ranged fighter.
Standing and fighting is rarely if ever a good idea.  This is not nethack or crawl; you don't want to clear out monsters.  The reward for killing a monster is rarely better than the cost of killing one.  Shotguns are best when you stay on the move, and use them sparingly; use a shotgun to melee until you're in a "oh shit" situation, then blast away.

Fast zombies are in fact more common than spitters, and as common as boomers.  Yes, the difficulty ramps up quickly, but so should your collection of tools.

Bladed weapons do get stuck a lot, I admit--I am still tweaking this mechanic.

Have you ever tried to punch someone to death?  Neither have I, but unless you're a trained boxer I gather that it is rather difficult.  If anything, 3 damage is being generous.  Once you have some levels in unarmed combat, you will do much more damage.

These aren't shambling zombies, they are stumbling zombies.  They are in pretty good shape and able to move at a fast walking pace.  A normal zombie moves at 70% of a normal player's speed; even if you are rather injured, that's a pretty big window.  And remember, there are lots of ways to boost your speed.

.22 rifles and handguns do not make enough noise to attract more zombies.  They may alert nearby zombies to your presence, but that is all.

Let me say this on the subject of difficulty: roguelikes are, generally speaking, hard.  They're hardcore games for hardcore players, and most of them are pretty unforgiving.  Doing well at a roguelike--surviving for a long time--generally means getting familiar with the game, and the particulars of its strategy.  When I started play Dungeon Crawl: Stone Soup, a popular dungeon-dive roguelike, I rarely survived past the first few levels, and it stayed like that for quite a long time.  Now when I play crawl, a year or two later, I rarely die before making it through half or 2/3rds of the game.
Cataclysm is similar.  It's brutally unforgiving, and generally very difficult.  There's a lot of nuances to learn--melee tactics, ranged tactics, what's good to craft, where to find the best supplies, etc.  But you will get better and better.  I rarely die in Cataclysm.  Yes, I realize I wrote the game and am obviously an expert on it in every way, but the point is that it's possible for Cataclysm to be very, very easy.  I know others who found it incredibly difficult at first, but are now complaining that the game's too easy.
If you're frustrated with Cataclysm for being too difficult, look carefully at why you're dying.  Is there some tactic that doesn't work well?  Are you not fleeing when given the opportunity?  Are you neglecting to carry certain items?  Think about these things carefully, and you'll find yourself living longer and longer lives.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 10:25:10 pm
I'm not frustrated, and thank's for answering me in a .. rather gentle manner then the guy above.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 30, 2011, 10:26:15 pm
I'm not frustrated, and thank's for answering me in a .. rather gentle manner then the guy above.

now I should avoid using the term gay. what about fag. would that word be okay?
Doing stuff like this will get ya banned you know. The fact that your using these words mean you might be young, or just really imature. Like really, you'll get banned really fast if you continue doing this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on June 30, 2011, 10:29:44 pm
How about you just don't just adjectives like that at all. Instead, try, I feel this is a poor mechanic.

As for unarmed, yes. Unless your grappling, and grabbing a zombie tends to be a bad idea, you aren't going to have an easy time killing someone with your bare hands. In fact, untrained, you're rather likely to break your wrist or knuckles if you hit wrong or strike the wrong place. Now, if you can get some brass knuckles or a sap glove or steel toed boots, things change, but its still not smart to punch something to death.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 10:30:47 pm
I'm not frustrated, and thank's for answering me in a .. rather gentle manner then the guy above.

now I should avoid using the term gay. what about fag. would that word be okay?
Doing stuff like this will get ya banned you know. The fact that your using these words mean you might be young, or just really imature. Like really, you'll get banned really fast if you continue doing this.

alright. alright. now if you excuse me I'll go play my unrealistic call of duty games and wave my 'god damned' fists menacingly to my enemys.
You need to mind your own words before lecturing other guys around mate.

edit: so does wearing a steeltoed boots actually helps going unarmed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on June 30, 2011, 10:32:04 pm
I'm not frustrated, and thank's for answering me in a .. rather gentle manner then the guy above.

now I should avoid using the term gay. what about fag. would that word be okay?
Doing stuff like this will get ya banned you know. The fact that your using these words mean you might be young, or just really imature. Like really, you'll get banned really fast if you continue doing this.

alright. alright. now if you excuse me I'll go play my unrealistic call of duty games and wave my 'god damned' fists menacingly to my enemys.
You need to mind your own words before lecturing other guys around mate.
I wasn't lecturing you in an unkind why, I was simply telling you what I thought about those idea. But anyway's see ya later then :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on June 30, 2011, 10:37:39 pm
Okay, yep yep calm down guys. :P

In other news, I managed to make a nail board, and found a buggy human settlement, and am in the process of burning it down. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 30, 2011, 10:43:08 pm
BoomClap, you want to edit that out NOW or else your going to get very banned very quick. You should probably make an apology too

English is much like other languages-Don't insult a spaniard or spanish-speaking person in spanish, hell don't insult people period. It can get you in trouble in real life, and it can get you in trouble here too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on June 30, 2011, 10:47:18 pm
I apologize.
I just gave out what I honestly felt playing the game, and that guy, 'gave his ideas' on my post rather harsh way,
so.. I did what I did. only difference between him and me is that. I am wrong in some details and,
oh yeah my poor, poor choice of words. But guys, there are some thing that can make men crazy.
it was the word gay for that guy, and it was the Call of Duty shit to me. so I hope you'd all understand.

edit: yeaaaaah I was revieing my posts, and trying to insult him was a stunningly bad idea
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 30, 2011, 10:59:09 pm
Quote
Fast zombies are in fact more common than spitters, and as common as boomers.  Yes, the difficulty ramps up quickly, but so should your collection of tools.
I've only seen a couple of fast zombies. I find by day three or so, hulks are the most common (after normal and skeletons, of course), then boomers and spitters, and I almost never see the fast type. Maybe just luck?

Quote
Let me say this on the subject of difficulty: roguelikes are, generally speaking, hard.
I actually wouldn't mind a way to ramp up the difficulty... I've yet to die, and have only lost characters from glitches so far. Of course, I haven't tried the lab yet, and I heard those are pretty hard, so I guess I'll go check that out now, eh? ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eagleon on June 30, 2011, 11:18:15 pm
Yeah, really, the only time I've died was with obviously stupid builds, like my unarmed illiterate vegetarian savant. To be fair though most of the time I was just "killed" by crashes ;)

Man, I forgot how much of a pain in the ass setting up Cygwin could be if something goes wrong. It seems it really, really doesn't like my ext3 shared drive :( Oh well, I use Windows too much anyway. Time to dust off Ubuntu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on July 01, 2011, 12:02:17 am
Messing about with tiddly spot for a wiki/info source.
barely done anything to it so far.
http://cataclysm.tiddlyspot.com/index.html
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ductape on July 01, 2011, 12:10:05 am

Let me say this on the subject of difficulty: roguelikes are, generally speaking, hard.  They're hardcore games for hardcore players, and most of them are pretty unforgiving. 

I think this is what sucks about roguelikes in general. Its like some guy a long time ago sucked at making a game balanced (read: rogue and nethack), it caught on, and people have been aping that crap for years now. It seems to me making it overly hard for "hardcore" gamers (as if they are better or more discerning than the other rabble who like to have FUN) is just a excuse to ignore things like balance, progressive difficulty and other things that ramp the challenge up.

ok, END:RANT huff huff huff...deeeep breath...

Sometimes I like to play Crawl, but i refer DoomRL because its less stupid hard.

P.S. I havent played this game yet, no criticism intended toward it or the developer who's quote I used as my soapbox.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 01, 2011, 12:20:51 am
Well I think one of the main problems with games these day's is that they're kind of a cakewalk. I mean when do you really get stuck on levels for a long time anymore? But yeah I suppose Roguelikes are pretty hard, I keep going back to play Nethack and I die pretty fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on July 01, 2011, 12:26:37 am
People, please take the discussion about the usage of the word "gay" to another thread or PMs. We don't want this thread locked, do we? Whales might just cry. ;)

Also, I get that most roguelikes ARE insanely difficult to win. But this game is much more sandbox (at least at the moment). I really don't understand why we have to generalize that ALL roguelikes must be impossible to win without devoting your life to it...

As the game is quite sandboxy, I'd love if we were able to have a mediocre time surviving (not SUPER IMPOSSIBLE HARD, not SUPER EASY), and then be able to do things with nice rewards that were worth the risks (Science Lab, Wasp-houses). That way, hardcore players could brag about how awesome they are ("Dude, I got to the bottom of the Science Lab and killed everything!"), and those typical gamers can still have an enjoyable experience without dying in day one every game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoomClap on July 01, 2011, 12:29:20 am
^ THAT was exactly what I wanted
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2011, 12:42:00 am
Let me say this on the subject of difficulty: roguelikes are, generally speaking, hard.  They're hardcore games for hardcore players, and most of them are pretty unforgiving. 

I think this is what sucks about roguelikes in general. Its like some guy a long time ago sucked at making a game balanced (read: rogue and nethack), it caught on, and people have been aping that crap for years now. It seems to me making it overly hard for "hardcore" gamers (as if they are better or more discerning than the other rabble who like to have FUN) is just a excuse to ignore things like balance, progressive difficulty and other things that ramp the challenge up.

ok, END:RANT huff huff huff...deeeep breath...

Sometimes I like to play Crawl, but i refer DoomRL because its less stupid hard.

P.S. I havent played this game yet, no criticism intended toward it or the developer who's quote I used as my soapbox.

It's a valid opinion, and it's true that the "roguelikes are serious business and hardcooooore" is, at least a little bit, an excuse to avoid the careful ramping-up of difficulty found in many games.
I'm not trying to be snooty or disdainful of casual gamers when I describe this game as "hardcore;" really, I'm primarily a casual gamer myself, outside of the occasional immersive RPG or FPS.  But I really like games that challenge me, especially when just subsisting and surviving in the game is difficult.  I like games where I have to think about how I'm going to deal with a situation, rather than just throwing myself at a boss 15 times until I'm lucky enough to beat it (FPSs in general suffer from this problem).  This is what I mean by "hardcore;" games where you have to apply strategy, play carefully, and struggle to subside.

Cataclysm's kind of halfway between crawl and DoomRL.  Unlike crawl, it's rare to run into a single monster that'll kill you.  The pacing is much closer to an FPS--bursts of frantic action, periods of exploration, sprints of popping heads.  But it's also random, like crawl, VERY non-linear, and full of side-branches.

People, please take the discussion about the usage of the word "gay" to another thread or PMs. We don't want this thread locked, do we? Whales might just cry. ;)

Also, I get that most roguelikes ARE insanely difficult to win. But this game is much more sandbox (at least at the moment). I really don't understand why we have to generalize that ALL roguelikes must be impossible to win without devoting your life to it...

As the game is quite sandboxy, I'd love if we were able to have a mediocre time surviving (not SUPER IMPOSSIBLE HARD, not SUPER EASY), and then be able to do things with nice rewards that were worth the risks (Science Lab, Wasp-houses). That way, hardcore players could brag about how awesome they are ("Dude, I got to the bottom of the Science Lab and killed everything!"), and those typical gamers can still have an enjoyable experience without dying in day one every game.

This is exactly what I'm going for.  I want the general game to be tough, and for the player to be kept on their toes, but easy enough that continuous survival shouldn't be THAT hard for a fairly seasoned player.  But there's also harder areas, which the player can explore at their discretion--thus, the player gets to choose the difficulty of their game, and higher difficulty has more rewards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 01, 2011, 12:46:34 am
A bug/exploit. If you continually unload and reload a gun, you get skill in that weapon type. So you can sit somewhere and quickly get a few levels of a various weapon, regardless of whether or not there are zombies nearby.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 01, 2011, 12:50:59 am
Really, I die a lot. A LOT. But I've found most of the 'difficulty' is brought about because I was going about things like an idiot, mostly because I was feeling the game out feature-by-feature and I'm slowly surviving longer, maybe only 30 minutes to an hour longer each time, but it's progress.

My only complaints, and this one being minor is that around 1~2 PM shit tends to hit the fan. It's like zombie hour, I'll run into packs of stuff even if I'm quiet as a mouse with inconspicuous and light step, normal zombies in hoards of 10+, necromancers, spitters, fast zombies and all kinds of other assortment of zombies just pour out of every crevice. It's annoying, but I recognize it as something I'll eventually learn how to outmaneuver eventually.

And my only major beef at the moment has already been discussed, the item limit. The quicker item stacking arrives the better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 01, 2011, 12:52:33 am
Whales, problem: gyroscopic stabilizers decrease accuracy by 3 instead of increasing it.

And my only major beef at the moment has already been discussed, the item limit. The quicker item stacking arrives the better.
This. Grabbing random ammo stacks are much harder when you've got the item limit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 01, 2011, 12:52:55 am
Yeah.  Please please please lower the monster spawn, or at least make the spawn ramp up more gradually, please make bladed weapons get stuck in less, please tweak the pain system.  Right now getting moderate injuries basically fucks you because you can't outrun the zombies anymore and you die a slow death trying to get away and chugging codeine.  Losing isn't fun when you've been playing for a long time and having a lot of fun and then bullshit happens and there's nothing you can do to stop it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2011, 01:01:30 am
ducape and boomclap:
Stop acting so entitled. Not every game in the world is going to cater to you, especially ductape who has admitted he hasn't even played the game.

Different people have different tastes, and if you don't like the challenge level of a game, you can go play a different game. Some of us HAVE fun with games like this that we can treat like puzzles, where it is possible to do things wrong and make mistakes because you don't bother to think things through. Where you actually need to push your mental abilities to understand all the factors at work and how to turn them to your advantage, and exploit every discovery if you want a chance to make it through. That can be pretty exhilarating and enjoyable! Some of us just enjoy getting the crap beat out of us over and over again. ;) To each their own, you know, if you don't like it, don't play, but don't be a jerk and start accusing those who do of not wanting to have "fun".
In essence: http://www.youtube.com/watch?v=0la5DBtOVNI

That said, I think this game has avoided a lot of traps that make other rogue-likes less fun, specifically things that kill you not because you did something dumb, but because the game got bored or some shit, and I think you'd like it, so do give it a try!

One of the best things about good "hardcore" games is, if you find yourself constantly dying, it is not because the game is hard so much as it is because you are doing something wrong. Not every strategy will lead to victory, so when you restart, trying something else and try to really understand how the interlocking pieces fit.

Also, Hard varies. Super-hard to one person is trivial to another. "progressive" games are generally capable of offering a target player the ability to be challenged throughout the game, but only ever rarely manage to make the game hard for a more skilled player. No matter which audience a game targets, its going to leave some players incapable of handling its challenges or unwilling to sit through what they consider a trivially easy waste of time.

Quote
But I've found most of the 'difficulty' is brought about because I was going about things like an idiot,
This, so much this, is one of the things I've enjoyed most about this game. The vast majority of tricky situations I've gotten myself into (still haven't died, but I've actually come close now) were because I made poor decisions.

Quote from: qiunnr
I really don't understand why we have to generalize that ALL roguelikes must be impossible to win without devoting your life to it...
I'm pretty sure being a sandbox makes it even more impossible to ever win at it, actually. ;) And its not about winning, anyways. You should be able to enjoy the game without winning.

Quote
That way, hardcore players could brag about how awesome they are ("Dude, I got to the bottom of the Science Lab and killed everything!"), and those typical gamers can still have an enjoyable experience without dying in day one every game.
One: Many 'hardcore' gamers have no desire to brag about it. Two: Putting yourself in a situation that will get you killed goes against everything that makes a hard game fun. Three: If the rest of the game is that easy, you'll have enough time to prepare to probably make anything else easy too. Finally: I don't think I've ever actually seen a game that pulled off having hard sections, without being hard, that was enjoyable for people who enjoy doing stuff that is hard. It usually devolves to a situation where the game is only hard if a player actively sabotages themselves, and that sucks all the fun right out of the "hardness" of it.

Also I made a thread for the more general non-this-game-in-particular discussion:
http://www.bay12forums.com/smf/index.php?topic=87989.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThreeToe on July 01, 2011, 01:20:19 am
BoomClap has been muted for a week for using bigoted language.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 01, 2011, 01:41:54 am
Another bug. Falling asleep while hallucinating runs the game minute by minute with all the hallucinations.

Edit: Another. Making Molotov cocktails leaves you with an empty glass bottle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on July 01, 2011, 02:55:44 am
Hmm, I think the difficulty right now is about right, actually. I was just responding to some of the comments people were making :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 01, 2011, 03:28:15 am
Small suggestion, make it so dropping items works like picking them up, checking them off to be dropped instead of instantly dropping each item individually. This'll slow down dropping one item a little bit but I often find it annoying when I have to clear out a lot of items and keep inventory of my inventory between drops, which tends to happen when you reach the item limit.

Also, if items wont be stackable for awhile yet maybe have it so items of the same type are ordered together instead of ordered in the sequence that they were picked up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 01, 2011, 03:29:35 am
Hmm, I think the difficulty right now is about right, actually. I was just responding to some of the comments people were making :)
Agreed, for most things. Shovels seem to be a tad rare at the moment, and pain seems to be very powerful as a killing agent, but otherwise, it all seems balanced. Haven't gotten into the Bionics too much, but otherwise its great.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 01, 2011, 03:30:34 am
Losing isn't fun when you've been playing for a long time and having a lot of fun and then bullshit happens and there's nothing you can do to stop it.

It's basically this in general.  Gameplay exists in a binary state - fucked vs not fucked.  And once you're fucked, it's all but impossible to get unfucked.

For me, almost every combat basically means game over, because if there's more than two zombies anywhere nearby, inevitably fifteen more will show up by the time I kill or outrun them.  Any loud noise attracts a shitload of enemies, and just hanging around the edge of town on the first afternoon, I was simultaneously mobbed by three bloaters, two spitters, three skeletons, a necromancer, two wolves, a giant ant, and more zombies than I could shake a crowbar at.  And they all spawned (if indeed they spawn) on the side away from town.  What am I supposed to do about that, oh ye of mad skills?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 01, 2011, 03:52:27 am
For me, almost every combat basically means game over, because if there's more than two zombies anywhere nearby, inevitably fifteen more will show up by the time I kill or outrun them.  Any loud noise attracts a shitload of enemies, and just hanging around the edge of town on the first afternoon, I was simultaneously mobbed by three bloaters, two spitters, three skeletons, a necromancer, two wolves, a giant ant, and more zombies than I could shake a crowbar at.  And they all spawned (if indeed they spawn) on the side away from town.  What am I supposed to do about that, oh ye of mad skills?
Fast running, guns (preferably rifles, silenced if possible), and a lot of not-running-into-zombies-while-running-away. Remember to keep your distance, and wait for recoil to run down before firing again unless you're about to get eaten. Stock up on ammo as often as you can, use the more common ammo like 9mm and .223. Modify the gun with as much awesome stuff as you can find from a gunstore.

Zombies are easy prey, so are Necromancers. Boomers too. Hulks and such eventually go down. Fast zombies should be targeted first as they are pretty much the only ones that can catch up to you, but don't worry as they die with one shot from a rifle often. Skeletons are very hard to hit with bullets, so use disposable ammo or melee on them. Other zombies like shocking ones should be shot at as soon as you see them (press F and then the > or < keys to cycle, even if they're off-screen), as they can shoot as far as you can!

This technique almost always works for me in open areas. I can shoot down anyone who comes at me, just as long as it's not a Skeleton.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 01, 2011, 03:54:34 am
Molotovs. Take the Fast movement + Parkour traits. Make yourself a wooden spear or Nail Board and use that. Crossbows for single zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 01, 2011, 04:04:02 am
I'm starting to think there's something more than sound that makes zombies pop up, I just got mauled by a legion of undead around 11 AM and I hadn't made any noise at all, though the fault of my death was trying to install some bionics and failing, causing heavy/severe pain and slowing me down. (I realize there's scent and vision as well, but these hoards just pop out of nowhere.)

It's like just being hurt causes your scent radius to explode, resulting in mass amounts of zombies.

Also, my molotov went out, why would that remove the item from my inventory entirely?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 01, 2011, 04:05:59 am
I believe Whales said that the respawn rate is determined by a clock. You could be completely quite but the clock will still go down, but just alot slower. If you make alot of noise then the clock will go down really fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 01, 2011, 04:07:45 am
If that's the case, then the clock is definitely too damn short, especially for the very start of the game.

Molotovs. Take the Fast movement + Parkour traits. Make yourself a wooden spear or Nail Board and use that. Crossbows for single zombies.

I guess that's kinda the point I want to make.  For a game about "survive the zombies", it shouldn't be impossible to survive one day as a non-combat or running optimized character with good firearms.  Kinda makes it pointless to be anything but.  I know roguelikes are supposed to be as much about luck as skill, but it seems like having any chance at living more than an hour or so is totally arbitrary.

Zombies are easy prey, so are Necromancers. Boomers too. Hulks and such eventually go down. Fast zombies should be targeted first as they are pretty much the only ones that can catch up to you, but don't worry as they die with one shot from a rifle often. Skeletons are very hard to hit with bullets, so use disposable ammo or melee on them. Other zombies like shocking ones should be shot at as soon as you see them (press F and then the > or < keys to cycle, even if they're off-screen), as they can shoot as far as you can!

I'm not sure you caught the part where I mentioned being attacked by a half-dozen things at once, from multiple directions.  Or the part about how I'd like to not attract zombies faster than I can kill them.  Admittedly, this current character would probably be doing a lot better if I could have found any compatible guns and ammo besides a shotgun (and a BB gun, but fuck that, I'd rather be eaten).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 01, 2011, 04:09:27 am
You guy's must be unlucky (Or im really lucky) because I never start near alot of zombies. It may just be my luck since I did find a basement full of purifier once...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 01, 2011, 04:20:56 am
I'm not sure you caught the part where I mentioned being attacked by a half-dozen things at once, from multiple directions.  Or the part about how I'd like to not attract zombies faster than I can kill them.  Admittedly, this current character would probably be doing a lot better if I could have found any compatible guns and ammo besides a shotgun (and a BB gun, but fuck that, I'd rather be eaten).
With rifles, I can run through the zombies like they're nothing. I've rarely ran out of time to kill them before they get to me. Though being surrounded is a problem; but then again it's not like anything can help with being surrounded.

But yeah, getting guns and compatible ammo is important. Get guns out of your basement (if you're lucky and you do get them), Get to a gunstore ASAP, get to another if you can't find enough ammo, and get ripping.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 01, 2011, 04:24:42 am
I believe Whales said that the respawn rate is determined by a clock. You could be completely quite but the clock will still go down, but just alot slower. If you make alot of noise then the clock will go down really fast.
Yeah, which I usually attributed to a couple zombies or a small group here and there, but I keep getting full blown armies in my face in the wee hours of the morning, for some reason.

General note (not directed at Bdthemag): I'm not complaining or anything, I'm just pointing it out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 01, 2011, 05:29:32 am
Wiki: http://cataclysm.whoopshop.com/index.php/Main_Page
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hachnslay on July 01, 2011, 05:54:53 am
Eating your pants bug is fixed.
sigged
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 01, 2011, 06:22:37 am
The Wiki link 404s.

Also, the new Windows version is great, no crashes so far.

Died, started a new character, spawned in a house with a basement and found two backpacks, and HOLY SHEEP.
(http://img811.imageshack.us/img811/9013/36258634.jpg)

Definitely a keeper.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 01, 2011, 06:43:31 am
Yeah, sometimes you get stupid lucky and start off in a house with an armory in the basement.  It's only happened once for me.

Is there some way of knowing what your actually injuries are?  Because after sleeping, I'm at essentially full health, but suffering Intense Pain which cropped up during the night (and prevented me from sleeping more than about five hours).  I don't want to push any more codeine down my system than I already have... Or is the pain from a codeine addiction, or something?

By the way, it's probably not a "bug" per se, but clear weather counts as "sunny" in the middle of the night.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 01, 2011, 06:54:43 am
Can someone setup a directions list (Ie. 1. 2. 3.) to play on windows? This is really confusing, I'm trying to connect but I get a Disconnected: No Supported Authentication methods available. message

Use the latest windows build?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on July 01, 2011, 08:01:13 am
I already solvedthat. Silly headswe
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 01, 2011, 08:58:36 am
Thought I'd share a few survival tips for those who find the game pretty hard:

First off, you have about a half-hour to find yourself a decent weapon. I generally stick with blunt weapons such as pipes and two by fours. Keep An eye on the accuracy of the weapon, as a pipe can be better than a two by four simply by virtue of hitting the head more often. Also, if you'd really like to start with a dependable weapon, just start of by getting 6 skill in unarmed. You need some disadvantages for that, but you practically start off as a natural Muay Thai master.

Next, get some clothes to help store items, otherwise you won't get far.

Third item on your priority list should be drugs. Food you can get later, but drugs you'll need now. Drugs include alcohol, cocain, marijuana and aderol. This is the basic minimum (Marajuana doubles as a painkiller). This should also make your mood manageable while making sure you gain XP for your pool.

Next is food, this is can be found all over the place.

Lastly, you need a safe place. Unless you have some pretty good fighting skills trained, I recommend you stay out of the city. The worst you have to deal with are lone wolves, and you're more or less safe to experiment with drugs.

Oh, and two final notes. Vodka and tequila are the poor man's raincoat for now. Just take two swigs of the stuff, and being wet becomes less of a bother.

And on guns... Right now, i'm considering testing a theory I have about shotgun use, but for the moment, it seems rifles are the best ranged weapon. Pistols are meant to be used less than 3 paces, and need reloading, so I don't quite recommend their use unless you really need to shoot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 01, 2011, 09:16:27 am
The character this happened with is dead, so I can't check his traits. I had a random character where every time a peaceful woodland critter was in view, said critter made a beeline to my character and stood right next to him. He may or may not have had animal empathy, but the text only says peaceful critters won't run away, not that they will approach.

Ah, yes. Latest version, Linux.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 01, 2011, 09:23:03 am
First off, you have about a half-hour to find yourself a decent weapon. I generally stick with blunt weapons such as pipes and two by fours. Keep An eye on the accuracy of the weapon, as a pipe can be better than a two by four simply by virtue of hitting the head more often. Also, if you'd really like to start with a dependable weapon, just start of by getting 6 skill in unarmed. You need some disadvantages for that, but you practically start off as a natural Muay Thai master.

Thanks for the time tip.  I once again say that half an hour is way too quick to start being mobbed, since it can take that long to search the house you start in, since it's guaranteed to have a basement.  Anyway, speaking of improvised weapons, I've found the steel chain to beat out everything else, if you'll pardon the pun.  Even with no skill and average strength, every other attack can do like 30+ damage a swing and knock a zombie off its feet.

And on guns... Right now, i'm considering testing a theory I have about shotgun use, but for the moment, it seems rifles are the best ranged weapon. Pistols are meant to be used less than 3 paces, and need reloading, so I don't quite recommend their use unless you really need to shoot.

If your theory is "shotguns are loud enough to attract enemies faster than you can kill them" I can vouch for that theory.  They also don't do group damage, like you might expect from videogame shotguns, or at least very little.

I find pistols, at least heavy ones like the M1911, to be quite useful against most zombies and animals (within three paces) as long as you're not really mobbed.  Instead of shooting everything dead though, I'll land one hit, then finish off in melee (preferably not pistol-whipping, but it works), since it does enough damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Toaster on July 01, 2011, 09:32:06 am
Vodka and tequila are the poor man's raincoat

Yeah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 01, 2011, 09:34:04 am
Why does burning alcohol  (as a method of getting energy for implants) makes you drunk? Will there be ever cars? If yes, will they be able to carry only 52 items? Can spitters shoot through not broken windows? I'm pretty sure that all the wiindows in the home I was in were intact but acid got through anyway. And why are nails so rare when there is a lot of hammers :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on July 01, 2011, 09:47:23 am
I keep starting out next to my old corpse... creepy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 10:02:19 am
Why does burning alcohol (as a method of getting energy for implants) makes you drunk?
Seems logical to me. Imperfect oxidation would evaporate some of the alcohol, making you drunk through inhalation.
EDIT:(Should mention that I don't really have a clue what you're talking about, since I haven't got really far in the game.)

Also, this game is awesome. Died in Tutoral by pumping a fuckload of gas and lighting it on fire. Didn't think it would be so ... explosive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 01, 2011, 10:18:56 am
Posting this information again.

Linux source : https://github.com/Whales/Cataclysm (https://github.com/Whales/Cataclysm)
Linux bins : http://whoopshop.com/cataclysm (http://whoopshop.com/cataclysm/?C=M;O=D)
Windows Source:https://github.com/headswe/Cataclysm (https://github.com/headswe/Cataclysm)
Windows Bins: ^ (Press download)
Wiki : http://cataclysm.whoopshop.com (http://cataclysm.whoopshop.com) (If you can't view it it means the DNS haven't updated for you yet
(Click to see if it has updated for you  (http://www.whatsmydns.net/#CNAME/cataclysm.whoopshop.com))
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 01, 2011, 10:19:23 am
Wow... I just got unarmed up to a ridicullously high level, and I'm decapitating them...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 01, 2011, 10:27:08 am
Rain is a bit too depressing. I've gone suicidal due to it. :o
Perhaps the perk Seattlite, which makes you used to rain. :P It's all we get 'round here...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 01, 2011, 10:28:49 am
I always go with quick + fleet footed. It makes getting high melee REALLY easy. No zombie can attack me the turn it moves to a neighbouring tile. It means I can hit and move back any common zombie and level my melee combat really fast. I usually get it to level 4-5 in my first day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Toaster on July 01, 2011, 10:44:35 am
I could be doing something stupid, but...

On head's SDL Windows version 1.3.2, the title menu is extremely slow to respond to arrow key presses, and often doesn't respond at all.  Memory/CPU usage is normal- it's just unresponsive.  Any suggestions/more info needed from me?

Using Putty into Eronarn's server is no problem.


I figured it out.  It's an issue with my setup and how SDL handles keypresses.  It's the difference between (I think- I'm reverse translating from libtcod, which is my SDL experience) wait_for_keypress and check_for_keypress.  You're using check- I had to use wait for my personal setup.  It's not something you should fix just for me, but at least I know what it is now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2011, 10:54:44 am
A bug/exploit. If you continually unload and reload a gun, you get skill in that weapon type. So you can sit somewhere and quickly get a few levels of a various weapon, regardless of whether or not there are zombies nearby.

It's meant to only take you up to level 1, I'll examine the code.

Small suggestion, make it so dropping items works like picking them up, checking them off to be dropped instead of instantly dropping each item individually. This'll slow down dropping one item a little bit but I often find it annoying when I have to clear out a lot of items and keep inventory of my inventory between drops, which tends to happen when you reach the item limit.

Also, if items wont be stackable for awhile yet maybe have it so items of the same type are ordered together instead of ordered in the sequence that they were picked up.

Multidrop is a planned feature.

Whales, problem: gyroscopic stabilizers decrease accuracy by 3 instead of increasing it.

Are you sure about this?  Pretty sure it doesn't.


I hear you guys complaining about the rapid spawns.  I will increase the "breather" effect--basically turning spawns off after you face a lot of enemies.  I will also try to include more options for getting yourself unfucked :)
As it is, yes, even if you're silent monsters will still spawn, just more slowly.
If that's the case, then the clock is definitely too damn short, especially for the very start of the game.

I guess that's kinda the point I want to make.  For a game about "survive the zombies", it shouldn't be impossible to survive one day as a non-combat or running optimized character with good firearms.  Kinda makes it pointless to be anything but.  I know roguelikes are supposed to be as much about luck as skill, but it seems like
having any chance at living more than an hour or so is totally arbitrary.

I disagree--I think that roguelikes are much LESS about luck than most games.  And cataclysm is no exception.  Survival is not totally arbitrary, and even given a crappy character with no applicable skills, I rarely survive for less than a couple days--and that is without leaving cities.  Most other players rarely if ever die in the first few hours.  If you know how to survive, you will, regardless of luck.

The character this happened with is dead, so I can't check his traits. I had a random character where every time a peaceful woodland critter was in view, said critter made a beeline to my character and stood right next to him. He may or may not have had animal empathy, but the text only says peaceful critters won't run away, not that they will approach.

Ah, yes. Latest version, Linux.

Yes, that's animal empathy and it's buggy.  It's on my todo list.

Why does burning alcohol  (as a method of getting energy for implants) makes you drunk? Will there be ever cars? If yes, will they be able to carry only 52 items? Can spitters shoot through not broken windows? I'm pretty sure that all the wiindows in the home I was in were intact but acid got through anyway. And why are nails so rare when there is a lot of hammers :P

It's the Bender of Futurama implant.  You still process the alcohol through your liver or something.  I dunno, invent your own pseudo-scientific explanation!
There might be cars one day but that's ages from now.
Spitters can shoot through transparent but solid tiles, it's a noted bug.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on July 01, 2011, 11:12:27 am
@head: The wiki opens normally, and I can browse it and stuff, but I get a "the website cannot be found error" whenever I try to edit anything. Not sure if that's the DNS not updated yet or if it's something with how mediawiki is set up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2011, 11:12:45 am
Aqizzar, I reccomend, to get away from zombies early on...

Carry as little as possible. Avoid backpacks at first, they slow you down quite a bit, and travel light until you get someplace safe.

Get some rocks - even as a non-combat character, ammo is everywhere for throwing them and hurting a zombie slows it down a bit. They also make halfway decent melee weapons.

Find a chokepoint and a better melee weapon, preferably a house with a room that has a single window and door and a nice blunt weapon. You can get 2x4s from knocking down doors, too! Mark this house on your map with a convenient note, and set up a knew one every other block or so. Lead the zombies through the window, and then wail on them as they climb through. Flee through the door if things get to hot. Since you climbed in through the window, that's where your scent trail will go, so the zombies will highly prioritize heading in the same way. When they are all dead, butcher their corpses for practice and to avoid necromantic death next time you need to retreat back. ^_^

That sort of strategy should see you through the first couple days, and hopefully by then you'll have gained some more options.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 11:14:30 am
Something wierd just happened. Also, Windows SDL 1.3.2
(http://img6.imageshack.us/img6/6567/mindblown.png)

So, this NPC basically first shouted at me at afar to wait up. After I found her, she wanted to rob me, and I complied by dropping my knife.
Once she got to me and started taking my stuff, I took back my knife and attacked her.
Above occured afterwards. Srsly, what?

(Also, what's with the gazillion DEBUG messages with the NPCs?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2011, 11:27:59 am
Thats what happens when the NPCs go into a crazy loop. Better than crashing your game, right!?

NPCs are still kind of buggy ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Toaster on July 01, 2011, 11:29:57 am
How do we get backtraces on head's Windows version to report these crashes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2011, 11:31:34 am
I think gdb (g++ compiler debugger) has a windows version as well, so grab that I'd assume.

See:
http://hamsterrepublic.com/ohrrpgce/GDB_on_Windows.html
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2011, 11:54:21 am
NPCs spam you with debug messages because they're new.  Those debug messages are a way for me to get some insight on what the NPC is doing.  Remember, the game is in an alpha state right now, and lots of it is geared towards helping development--NOT towards being fun/easy to play.

Aqizzar, I reccomend, to get away from zombies early on...

Carry as little as possible. Avoid backpacks at first, they slow you down quite a bit, and travel light until you get someplace safe.

Get some rocks - even as a non-combat character, ammo is everywhere for throwing them and hurting a zombie slows it down a bit. They also make halfway decent melee weapons.

Find a chokepoint and a better melee weapon, preferably a house with a room that has a single window and door and a nice blunt weapon. You can get 2x4s from knocking down doors, too! Mark this house on your map with a convenient note, and set up a knew one every other block or so. Lead the zombies through the window, and then wail on them as they climb through. Flee through the door if things get to hot. Since you climbed in through the window, that's where your scent trail will go, so the zombies will highly prioritize heading in the same way. When they are all dead, butcher their corpses for practice and to avoid necromantic death next time you need to retreat back. ^_^

That sort of strategy should see you through the first couple days, and hopefully by then you'll have gained some more options.

Backpacks shouldn't slow you down at all, except when swimming.  They do make melee combat more awkward and slow, however.

Zombies will try to get in through a window if they see you through the window--you don't have to climb through it yourself.

And yes, if an NPC would have caused your game to freeze (or if they get close to this), their brain explodes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 12:06:23 pm
Is there a way to increase an attribute or are they constant? Even temporarily, as I need INT for them books.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2011, 12:11:49 pm
Okay, yeah, backpacks seem to be fine for running. Still best to drop them before the fighting bit though, and if you're wearing additional stuff on your torso that actually provides protection, the encumbrance can kill.

And I meant climb in through the window because you really don't want the zombies following you through the door, since that's going to be your escape route! And they will if you went in through the door!

Whales, are
Spoiler (click to show/hide)

I'm still getting caught in tons of infinite NPC loops too, bluhhhhh. This character is awesome too, I don't want to lose him to that!
Edit: Woot, savescumming worked! ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2011, 12:19:49 pm
Is there a way to increase an attribute or are they constant? Even temporarily, as I need INT for them books.

Much like real life, abusing caffeine, cigarettes or stimulants such as adderall will make studying easier (by boosting your Int).  There are ways to permanently increase stats, but it's hard to do.


Okay, yeah, backpacks seem to be fine for running. Still best to drop them before the fighting bit though, and if you're wearing additional stuff on your torso that actually provides protection, the encumbrance can kill.

And I meant climb in through the window because you really don't want the zombies following you through the door, since that's going to be your escape route! And they will if you went in through the door!

Whales, are
Spoiler (click to show/hide)

I'm still getting caught in tons of infinite NPC loops too, bluhhhhh. This character is awesome too, I don't want to lose him to that!
Edit: Woot, savescumming worked! ^_^

If you go in through the door, then stand behind the window so zombies can see you, the zombies will try to go through the window themselves.

And yes to your spoiler question, but it's not coded yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2011, 12:26:50 pm
Whales, a horde of zombies are unlikely to willingly go from "right behind you" to "conveniently on the other side of a window", and any zombie that can't directly see you or who spawns in the doorward direction will following the scent trail through the door. And when you're dealing with a bunch, that is likely! No, going in through the window and out through the door is definitely the safest bet, in my experience.
Also:*CR-ASH*
Program received signal SIGSEGV, Segmentation fault.
0x081956e8 in item (this=0xbfdb371c, it=0x8f15e78, turn=7245) at item.cpp:36y 1
36     | if (it->is_gun()) {pon: flashlight (off) (100) 
#0  0x081956e8 in item (this=0xbfdb371c, it=0x8f15e78, turn=7245) at item.cpp:36
#1  0x0814238a in game::unload (this=0xbfdb3da4) at game.cpp:4399
#2  0x0815272a in game::get_input (this=0xbfdb3da4) at game.cpp:989
#3  0x081547de in game::do_turn (this=0xbfdb3da4) at game.cpp:659
#4  0x08255173 in main () at main.cpp:25
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2011, 12:30:58 pm
Whales, a horde of zombies are unlikely to willingly go from "right behind you" to "conveniently on the other side of a window", and any zombie that can't directly see you or who spawns in the doorward direction will following the scent trail through the door. And when you're dealing with a bunch, that is likely! No, going in through the window and out through the door is definitely the safest bet, in my experience.
Also:*CR-ASH*
Program received signal SIGSEGV, Segmentation fault.
0x081956e8 in item (this=0xbfdb371c, it=0x8f15e78, turn=7245) at item.cpp:36y 1
36     | if (it->is_gun()) {pon: flashlight (off) (100) 
#0  0x081956e8 in item (this=0xbfdb371c, it=0x8f15e78, turn=7245) at item.cpp:36
#1  0x0814238a in game::unload (this=0xbfdb3da4) at game.cpp:4399
#2  0x0815272a in game::get_input (this=0xbfdb3da4) at game.cpp:989
#3  0x081547de in game::do_turn (this=0xbfdb3da4) at game.cpp:659
#4  0x08255173 in main () at main.cpp:25

Ah, well yes, I suppose I was talking about if the mob of zombies is a good half-dozen tiles behind you.
Were you trying to unload a wished-for gun?  Wished-for items are somewhat buggy sometimes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 01, 2011, 12:33:44 pm
Whales, problem: gyroscopic stabilizers decrease accuracy by 3 instead of increasing it.

Are you sure about this?  Pretty sure it doesn't.
It says "To-hit bonus -3".

Silencers also say "To-hit bonus +2".

Unless they work the opposite way (why would they?) in which bonuses are actually penalties, I'm pretty sure they're causing the opposite effect they should.

Something wierd just happened. Also, Windows SDL 1.3.2
...
So, this NPC basically first shouted at me at afar to wait up. After I found her, she wanted to rob me, and I complied by dropping my knife.
Once she got to me and started taking my stuff, I took back my knife and attacked her.
Above occured afterwards. Srsly, what?

(Also, what's with the gazillion DEBUG messages with the NPCs?)
Heh, the time that kind of thing happened I shot first and killed the NPC in one hit. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2011, 12:36:08 pm
Whales, I was trying to unload a flashlight, wanted the batteries. Wasn't wished for, just found.

Also, I just experienced the true fury of a storm!

SO COOL. HURTS SO GOOD.

And then I died, but it was honestly my own fault. So sad. That was a great character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2011, 12:38:57 pm
It says "To-hit bonus -3".

Silencers also say "To-hit bonus +2".

Unless they work the opposite way (why would they?) in which bonuses are actually penalties, I'm pretty sure they're causing the opposite effect they should.

All items have melee combat stats displayed at the top; "Bash: 0   Cut: 0  To-hit bonus: -3" means that the item does no extra bashing damage, no cutting damage, and is more awkward to hit with than just bare fists.  These stats have no effect on the gun you attach the mod to.

Whales, I was trying to unload a flashlight, wanted the batteries. Wasn't wished for, just found.

Also, I just experienced the true fury of a storm!

SO COOL. HURTS SO GOOD.

And then I died, but it was honestly my own fault. So sad. That was a great character.

Hmm, okay.  I'll try to test it out, but I've never had that happen before.  Any chance the flashlight might've been wished for in a previous game? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2011, 01:09:09 pm
Nope, none.

Also, people - SKIRTS! They make you run even faster than being pantless (somehow)! Why did I only just discover this!?

God, my current guy is such a hobo...

Skitzo Addictive Drunken Master Savant
Hoodie+skirt+sneakers+fingerless gloves+baseball cap

The pockets of his hoodie are full of booze, and he has a backpack full of booze for long trips, and he's always Trashed. Fun times so far. ^_^

Edit:
I died I guess? I put on a fur hat, and then went to sleep, and it said I was overheating so I tried to take it off, then I died.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 01:57:47 pm
Okay, one more question.
How do I open manhole covers? I've tried Open and Examine, and just going down doesn't work either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 01, 2011, 02:02:51 pm
You need a crowbar.

Also, fuck skeletons man.  Melee combat is too dangerous to have fast enemies you can't shoot running around.  Most of my deaths are because one of those bastards bogged me down while more zombies were coming.

And yes, I was all stimmed up, at 120+ speed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 01, 2011, 02:05:35 pm
Yeah, skeletons suck royally. You can spend so much ammo and almost never ever hit them, even if they're only two squares away. Melee is pretty much the only way to kill them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2011, 02:12:24 pm
Throwing rocks and other blunt objects at them is super effective, actually. But yeah, the whole point is they are resistant to cutting damage, so don't even bother trying to shoot them :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 01, 2011, 02:21:44 pm
Rally army of the wikiwriters

Since trough time we bay12 has been known to fill out wiki like the toads we all are.

Now http://cataclysm.whoopshop.com/index.php/Main_Page

If you get odd issues

try a simple shift - F5 to clear the cache

Oh yeah it seems some part of AUS,NZ,US,RUS will have problems showing the page due to DNS not coming trough yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eagleon on July 01, 2011, 02:43:08 pm
Any chance the morale check for crafting could be placed after selecting an item to craft? It's still useful to be able to check what you need to craft something, even when you've wet and you don't much feel like making that molotov that'll save your life :P (ok, poor example, rag + alcohol, but there are some more complicated ones)

Actually, speaking of, instead of being completely unable to do something while you're past that small critical threshold, why not apply further morale penalties and only stop the player when things get really bad? Still some consequences without being absurdly crippling. We've all pushed through tedious tasks at work in order to make money or pass a test, I imagine having zombies everywhere would be a bit more motivating than that, if no less irritating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hachnslay on July 01, 2011, 03:08:09 pm
how do you change batteries in a flashlight?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 01, 2011, 03:12:09 pm
how do you change batteries in a flashlight?

Try U and then r
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 01, 2011, 03:18:05 pm
You need to wield the flashlight first though. Makes me think the game could benefit from a unload from inventory command.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2011, 03:25:25 pm
I've gotten nothing but crashes from trying to unload batteries from flashlights, radios and such in the Windows version. I'm dependent on finding batteries on their lonesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 01, 2011, 03:31:43 pm
Damn, I just rain-suicided again. That must be some bad rain...
Could you add a rain-resistance perk or implant?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 01, 2011, 03:34:17 pm
Dude how hard is it to go inside when it starts acid drizzling? I mean seriously.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hachnslay on July 01, 2011, 03:42:33 pm
apparently dropping worn items does not remove the encumberance...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 03:43:08 pm
Any chance the morale check for crafting could be placed after selecting an item to craft? It's still useful to be able to check what you need to craft something, even when you've wet and you don't much feel like making that molotov that'll save your life :P (ok, poor example, rag + alcohol, but there are some more complicated ones)

Actually, speaking of, instead of being completely unable to do something while you're past that small critical threshold, why not apply further morale penalties and only stop the player when things get really bad? Still some consequences without being absurdly crippling. We've all pushed through tedious tasks at work in order to make money or pass a test, I imagine having zombies everywhere would be a bit more motivating than that, if no less irritating.
You're underestimating the power of depression and apathy when everyone around you is dead and there's really no point in your survival.
Still, I do agree the penalty steps in a bit too soon. Just being a tad wet usually makes you sad enough to not be able to craft.

Damn, I just rain-suicided again. That must be some bad rain...
Could you add a rain-resistance perk or implant?
Enviromental suits sound great, and more realistic.

Also, anyone noticed the crossbows are really overpowered? They're silent, do quite a lot of damage, and best of all, the bolts are reusable.
I'm killing ants in about 2 hits each, plus I can get in close, since the first hit nets enough damage to make them flee.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on July 01, 2011, 04:00:19 pm
Yea. Maybe he should make it so wooden bolts aren't reusable and steel bolts only have a slight chance of being re-usable, and he should tone down the damage just a very tiny bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 01, 2011, 04:00:54 pm
Is possibile to play in full-screen mode with the Windows version??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 01, 2011, 04:04:08 pm
Well, at high skill anything can be, and crossbows being the more realistic choice, except of course the problem isn't so much their strength as the ability to get them and use them. The reload time on it is horrendous, and even though it's silent it's damage is not respectable. To put this into perspective, in the afternoon of the first day, I can take down anything bare handed, electro-zombies included, without getting hit (But i do get electrocuted). Fists take no inventory space either, although I do consider getting an emergency shotgun for those things I don't want to get near.
Better 20 zombies I can kill without a scratch than an electro zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on July 01, 2011, 04:08:50 pm
I guess you do have a point, chaotic. It gets tough in the next few days of the game anyway, so it balances out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 01, 2011, 04:16:31 pm
Also, quick question. My alcoholic schizo martial artists seems to have gotten fungal spores on him, and is now turning into a mushroom. Anything I can do about that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on July 01, 2011, 04:19:35 pm
Royal Jelly!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 01, 2011, 04:34:07 pm
I've gotten nothing but crashes from trying to unload batteries from flashlights, radios and such in the Windows version. I'm dependent on finding batteries on their lonesome.

I would like a backtrace of that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2011, 05:14:04 pm
I've gotten nothing but crashes from trying to unload batteries from flashlights, radios and such in the Windows version. I'm dependent on finding batteries on their lonesome.

I would like a backtrace of that.

How would I go about doing that for you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 05:15:57 pm
Suggestion, make a way to bottle all the water at once. It's getting annoying when I have to restock 20+ bottles.
In fact, can you do the same for gasoline at pumps? That would be awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 01, 2011, 05:35:24 pm
I've gotten nothing but crashes from trying to unload batteries from flashlights, radios and such in the Windows version. I'm dependent on finding batteries on their lonesome.

I would like a backtrace of that.

How would I go about doing that for you?

Well on windows it's slighty tricky

You have download mingw
And Msys then start mysys
and then cd to the folder you have cataclysm in and type gdb
after that file cataclysm.exe
then run
then unload the battery etc
then if it crashes
type "bt"
and post that stuff somewhere.

EDIT: I've tried this and is not crashing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2011, 06:26:21 pm
I've gotten nothing but crashes from trying to unload batteries from flashlights, radios and such in the Windows version. I'm dependent on finding batteries on their lonesome.

I would like a backtrace of that.

How would I go about doing that for you?

Well on windows it's slighty tricky

You have download mingw
And Msys then start mysys
and then cd to the folder you have cataclysm in and type gdb
after that file cataclysm.exe
then run
then unload the battery etc
then if it crashes
type "bt"
and post that stuff somewhere.

EDIT: I've tried this and is not crashing.

Nevermind. I am such a moron. The original versions of your Windows client automatically went into Admin mode. When I started using the new SDL versions, they didn't and I completely didn't notice. I just ran it in Admin mode and I was able to unload a flashlight just fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 01, 2011, 06:27:47 pm
I was being chased out of my tiny farming village by two spitters and a pack of zombies, and my gun only had a few bullets left.  I spent one on one spitter, killing it, and shot the rest at the second one, almost killing it.  I threw the gun at it.  It died.  Superman it is not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2011, 06:29:33 pm
I was being chased out of my tiny farming village by two spitters and a pack of zombies, and my gun only had a few bullets left.  I spent one on one spitter, killing it, and shot the rest at the second one, almost killing it.  I threw the gun at it.  It died.  Superman it is not.

Heh, I did that last night. Surrounded by zombies, gun out of ammo and didn't have time to reload. Threw the gun and killed one and went to town on the others with my machete.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 06:38:58 pm
I was being chased out of my tiny farming village by two spitters and a pack of zombies, and my gun only had a few bullets left.  I spent one on one spitter, killing it, and shot the rest at the second one, almost killing it.  I threw the gun at it.  It died.  Superman it is not.
Wut? You can farm in this game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 01, 2011, 06:39:52 pm
Experimental Version 1.3.3

Includes the latest commits from Whales repo.
Also fixes a few oddities such as removing the console and setting a proper title name.

Also includes the experimental parts of a Keybind file.

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.3.zip
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2011, 06:41:06 pm
Also, to conserve on the amount of inventory items we're limited to, could you perhaps make more things stack in the inventory? Like electronics parts (amplifier circuits and power converters etc.) and batteries for instance, instead of each one taking up it's own individual space.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 01, 2011, 06:45:13 pm
I hate bears.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 01, 2011, 06:56:05 pm
Wut? You can farm in this game?
Not yet, but you will be able to grow crops someday. I'm pretty sure he/she just spawned in a really small town, which farm towns tend to be.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 01, 2011, 07:17:54 pm
Experimental Version 1.3.4
Big bug, I can't access the "i"nventory or "d"rop menus.

I haven't changed the config file, but I went ahead and looked and the keys were assigned properly.

Edit: Nevermind, deleting the config file allowed the game to generate a new one that worked correctly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2011, 08:17:45 pm
A bug I've come across using the Windows version. I used batteries to make a power converter (8 full batteries altogether). The batteries don't disappear from my inventory, they just stay there, but with zero charges. I can drop them to the ground, but if I try to pick them up again, they don't go into my inventory and they are no longer on the ground. The dead batteries just vanish.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2011, 08:48:44 pm
A bug I've come across using the Windows version. I used batteries to make a power converter (8 full batteries altogether). The batteries don't disappear from my inventory, they just stay there, but with zero charges. I can drop them to the ground, but if I try to pick them up again, they don't go into my inventory and they are no longer on the ground. The dead batteries just vanish.

Fixed.

Skeletons, fast zombies, shocker zombies and spitter zombies were all added with the intent of forcing the player to change their technique.  Players who flee zombies will find this tactic failing against fast zombies (and brutes and hulks, but they're just there to be extra-tough).  Players who shoot everything will have to switch to melee against skeletons.  Shocker and spitter zombies might make melee characters wish they had an emergency handgun.  This way, no single technique can take care of all enemies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 01, 2011, 09:09:04 pm
I actually have a hard time running from spitters and shockers, even with 110 speed. They are usually fast enough to keep up with me for a long time, and they can shoot me with their acid and electricity at extreme distances.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 09:13:56 pm
Whales, are you planning on ever adding full-scale construction? Digging underground, building forts, chopping down forests, connecting all the houses with tunnels ...
Unless you ARE planning and you already told us so, in that case, disregard me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 01, 2011, 09:17:34 pm
I actually have a hard time running from spitters and shockers, even with 110 speed. They are usually fast enough to keep up with me for a long time, and they can shoot me with their acid and electricity at extreme distances.
Agreed. Their ranges seem to be a bit too long, especially the spitter zombies, since if they spit at you, your forced to either run full tilt through acid, which slows you down and hurts you, or pick your way through, which also slows  you down and might force you to get closer. Then, by the time your out of the acid puddle, they'll likely have spit at you again at closer range, making you pick your way through again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2011, 09:20:41 pm
I actually have a hard time running from spitters and shockers, even with 110 speed. They are usually fast enough to keep up with me for a long time, and they can shoot me with their acid and electricity at extreme distances.
Agreed. Their ranges seem to be a bit too long, especially the spitter zombies, since if they spit at you, your forced to either run full tilt through acid, which slows you down and hurts you, or pick your way through, which also slows  you down and might force you to get closer. Then, by the time your out of the acid puddle, they'll likely have spit at you again at closer range, making you pick your way through again.

I don't like that they can spit at you from outside your view range. If they can hit me with spit, I should be able to hit them with firearms. You can't tell me they can spit further than my gun can launch a bullet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2011, 09:37:04 pm
I actually have a hard time running from spitters and shockers, even with 110 speed. They are usually fast enough to keep up with me for a long time, and they can shoot me with their acid and electricity at extreme distances.
Agreed. Their ranges seem to be a bit too long, especially the spitter zombies, since if they spit at you, your forced to either run full tilt through acid, which slows you down and hurts you, or pick your way through, which also slows  you down and might force you to get closer. Then, by the time your out of the acid puddle, they'll likely have spit at you again at closer range, making you pick your way through again.

I don't like that they can spit at you from outside your view range. If they can hit me with spit, I should be able to hit them with firearms. You can't tell me they can spit further than my gun can launch a bullet.

You can shoot monsters that are off-screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2011, 09:43:43 pm
I actually have a hard time running from spitters and shockers, even with 110 speed. They are usually fast enough to keep up with me for a long time, and they can shoot me with their acid and electricity at extreme distances.
Agreed. Their ranges seem to be a bit too long, especially the spitter zombies, since if they spit at you, your forced to either run full tilt through acid, which slows you down and hurts you, or pick your way through, which also slows  you down and might force you to get closer. Then, by the time your out of the acid puddle, they'll likely have spit at you again at closer range, making you pick your way through again.

I don't like that they can spit at you from outside your view range. If they can hit me with spit, I should be able to hit them with firearms. You can't tell me they can spit further than my gun can launch a bullet.

You can shoot monsters that are off-screen.

Say whaaaaat!?!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 01, 2011, 09:44:29 pm
I actually have a hard time running from spitters and shockers, even with 110 speed. They are usually fast enough to keep up with me for a long time, and they can shoot me with their acid and electricity at extreme distances.
Agreed. Their ranges seem to be a bit too long, especially the spitter zombies, since if they spit at you, your forced to either run full tilt through acid, which slows you down and hurts you, or pick your way through, which also slows  you down and might force you to get closer. Then, by the time your out of the acid puddle, they'll likely have spit at you again at closer range, making you pick your way through again.

I don't like that they can spit at you from outside your view range. If they can hit me with spit, I should be able to hit them with firearms. You can't tell me they can spit further than my gun can launch a bullet.

You can shoot monsters that are off-screen.

Say whaaaaat!?!
Your clearance level is not high enough for information relating to that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2011, 09:45:08 pm
Well, I'll be damned. That's a useful piece of information I wish I'd had a lot earlier.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on July 01, 2011, 09:45:37 pm
Say, is the Windows SDL version updated to the latest?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 01, 2011, 09:47:38 pm
Say, is the Windows SDL version updated to the latest?
Your clearance level is not high enough for tha- *checks clearance level* oh looks like thats available to everyone. The answer is yes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on July 01, 2011, 09:57:46 pm
So it auto updates?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 10:04:52 pm
Bug report, I guess.

On the 1.3.3 - Windows
I now get the DEBUG MESSAGE - Press Spacebar after just about every action.
Drink a bottle of milk? Debug. Create a fire with the lighter? Debug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 01, 2011, 10:07:18 pm
Answer to every zombie.

Get crossbow, bear trap, find area that features single entryway that is near the end of the long side of the room.

Plant bear trap, hunker down while reading/crafting. If trap trips, walk up next to zombie, bash/shoot it to death, grab trap with e, rearm trap and kill any other zombies that walk into it. When done reading or camping, head to next supply area. Ideally, you'd want 2-3 beartraps on you at all times, so you don't have to worry about losing one. Molotovs are great for running, and the crossbow is excellent for single zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 01, 2011, 10:15:49 pm
In the windows version, I opened up the status screen and froze, closed and reloaded, next time I opened it up I crashed and lost my saved game.  I think I'm done with this game until it's more stable, I really liked that character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 01, 2011, 10:25:44 pm
In the windows version, I opened up the status screen and froze, closed and reloaded, next time I opened it up I crashed and lost my saved game.  I think I'm done with this game until it's more stable, I really liked that character.
You could always virtual a Linux version. It's what I'll be doing soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on July 01, 2011, 10:26:07 pm
Is there any way to turn off the debug messages? That is really the only thing killing the game for me at this point.

I second the idea that you should remove save game deletion until it gets more stable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 01, 2011, 10:28:38 pm
Hit the ~ key.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 01, 2011, 10:35:38 pm
I found a house next to mine, with a stairs going down, that leads to the exact same basement than my house, down to the exact content of the shelves.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on July 01, 2011, 10:37:35 pm
Whales, are you planning on ever adding full-scale construction? Digging underground, building forts, chopping down forests, connecting all the houses with tunnels ...
Unless you ARE planning and you already told us so, in that case, disregard me.
I'm pretty sure he is planning it, the only question is WHEN.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 01, 2011, 10:47:05 pm
Right now, I'd like for the various racks to be smashable and movable. It gets tricky trying to dodge spitters inside of stores, though maybe that is the point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 01, 2011, 10:58:04 pm
I side with that. Plus that would mean say... Being able to smash dressers for wood. So you can board up doors instead of the door FRAMES.

Has anyone made a guide about how to virtual the linux version though? I'm enjoying this enough that I kinda wanna totally eliminate the crashyness.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on July 01, 2011, 11:07:21 pm
Alright, Here's my guide
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2011, 11:24:06 pm
I side with that. Plus that would mean say... Being able to smash dressers for wood. So you can board up doors instead of the door FRAMES.

Has anyone made a guide about how to virtual the linux version though? I'm enjoying this enough that I kinda wanna totally eliminate the crashyness.

You already can smash dressers for wood.
Totally eliminate the crashyness?  Ahahaha IMPOSSIBLE

Is there any way to turn off the debug messages? That is really the only thing killing the game for me at this point.

I second the idea that you should remove save game deletion until it gets more stable.

Again, the game is in alpha development mode--until it's in beta, things will be configured to make further development easier, rather than to make the player's experience easier.  But yes, ~ will turn off debug messages.
Save game deletion has been moved to character death for some time--and there's autosave every half hour.

In the windows version, I opened up the status screen and froze, closed and reloaded, next time I opened it up I crashed and lost my saved game.  I think I'm done with this game until it's more stable, I really liked that character.

Really sorry the Windows version is so unstable.  I wish I could do something about that, but it's not my department.

I found a house next to mine, with a stairs going down, that leads to the exact same basement than my house, down to the exact content of the shelves.

It's an obnoxious bug.  When you go down a set of stairs, the game searches for the closest up-stair--which occasionally leads to weird collisions like this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on July 01, 2011, 11:28:45 pm
Another +1 on the movable objects so we can shove them in doorways to seal it up. The fact that you can move it will basically means it will just slow the zombies down rather than really stop them.
Ability to cut widows out of frame to bring back to "your" place to reair windows would be good as well. It would be big and bulky and delicate so not example combat worthy.

Is the SDL supposed to have such tiny text/overall size. the non sdl version is easier for me to read and see stuff in general. Is there some way to resize it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 01, 2011, 11:30:43 pm
Is the regular version more stable?  Maybe I'll playing it on a virtual box
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on July 01, 2011, 11:34:05 pm
Is the regular version more stable?  Maybe I'll playing it on a virtual box
In my experience, using virtualbox to run it is far less crashy than playing it via SSH/the windows version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Zebulon on July 02, 2011, 12:17:09 am
First up, I just wanted to thank Whales and Head for this game. I spent the last couple of days with free time and limited Internet access and Cataclysm provided tons of fun during that.

Second, bugs (from the windows Windows versions, 1.3.2 and 1.3.3); I had been playing on my crappy laptop with Vista on it, and the game worked beautifully. Then when I brought the game over to my desktop (which is XP), I occasionally would have the game just suddenly terminate. It seems whenever I check the @ screen, the game crashes after a few turns. If I try to access another menu after that, it, well, looks like this (http://img808.imageshack.us/img808/705/bugse.png) and crashes after a few seconds.

Looking back over the thread, it seems to be similar to what was happening here (http://www.bay12forums.com/smf/index.php?topic=87501.msg2401513#msg2401513), so I'm guessing the issue is somehow related to the fact I'm running XP on the desktop. If I recall correctly, the non-SDL version was working fairly well on this machine (with only rare crashes from the @ screen).

Also, the bug Blaze mentioned (http://www.bay12forums.com/smf/index.php?topic=87501.msg2404871#msg2404871) about the config file. His fix seems to work until I have to run the .exe again, then it starts happening again. Basically I have to delete config every time.

-

And more widely addressed, as regards difficulty; I'd love to see more points at character creation (and/or the ability to buy traits and at least a few stat-ups via XP). I loves me some options (especially if they're roleplaying fodder!), but the current number of points seems to be somewhere between 'lacking' and 'barely adequate'. I think a couple more points would do it (or just 'difficulty settings' for it); after all this is a very finicky thing and subject to taste. I also like all the minor, 1 point advantages and would like to see more of those rather than more super strong ones.

Also, I haven't read every post in the thread, but I haven't seen fast travel mentioned at all. For those who don't know, if you use the map (m by default), scroll over to a place, and hit the Enter key you immediately teleport there. No random encounters, no time passes, nothing. I do love the fact that it keeps me from having to 'manually' trudge across the city every time I want to go somewhere, but as it stands it makes things somewhat absurdly easy.

I'd also like to take the opportunity to beg that it not be taken out as I find walking down the street over and over very boring. I would, however, love to see encounters occurring and time passing during it.

-

Lastly, and I'm sure this has come up time and time again, but I can't wait to have NPCs working properly. I've spoilered a few anecdotes here (mostly for length) where I had really interesting interactions with NPCs (which were cut tragically short by, well, you know.)

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 02, 2011, 12:22:56 am
Zombie range REALLY needs to be reduced for the specials. I was just walking out from my safe house, a grocery store, and a shocker zombie became visible from a side where there was nothing but fields and immediately shot me the second he turned visible. No chance to move away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 02, 2011, 12:27:17 am
The "Fast Travel" is actually just for testing to game, he'll take it out sooner or later.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TwilightWalker on July 02, 2011, 12:32:36 am
This has got to be one of the fastest-growing threads in this forum. I see it as a good thing, grats Whales on making such an awesome game!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azkul on July 02, 2011, 12:33:09 am
Why do windows have no curtains?  :-[
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 02, 2011, 12:34:57 am
Why do windows have no curtains?  :-[
Its set in the future man, in the future curtains are regarded as useless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 02, 2011, 12:38:25 am
Why do windows have no curtains?  :-[
When one can get infrared bionics... one can see through walls. No use for curtains.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 12:54:45 am
Heh, Zebulon, regarding your encounter with "Mark:"
NPCs will demand you drop your weapon if they think that you'll respond to their threat.  If you stay still, they'll proceed to move towards you and take your stuff, then flee.  If you refuse to drop your weapon, then they'll either attack you if they think they can take you, or they were bluffing and they'llturn and run.  RIght now, the latter happens way too often--I need to close the gap between "brave enough to threaten you" and "brave enough to fight you."  Also, NPCs suck at fleeing. :P

Since so many people have commented on zombie range, I went ahead and reduced it.  Shocker zombies will launch lightning at you from 12 tiles away or less, and spitters will launch acid from 10 tiles away or less.

I'm interested in making furniture moveable, but I'm not sure what the interface would be.  Would it go into your inventory temporarily?  Would you "drag" it along behind you on the map?

Why do windows have no curtains?  :-[

In the year 2039... curtains were deemed illegal by the US government.
Also, they're a neat idea and would make hiding easier for sure, but would also be hard to represent and would be an interface issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 02, 2011, 12:57:03 am
Whales, for furniture it could be something like "Press x to move objects" after pressing it then you'd select an object then the direction to push it. If you don't have a high enough strength then it could say something like "Your not strong enough to push this!"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 02, 2011, 01:04:58 am
Whales, for furniture it could be something like "Press x to move objects" after pressing it then you'd select an object then the direction to push it. If you don't have a high enough strength then it could say something like "Your not strong enough to push this!"
It should take longer if you don't have enough strength, but I don't think it should be impossible. Bonuses for things like crowbars or rope too.

Thank you for the range reduce. I just had a shocker zombie snipe my safe hole while I was bashing in the heads of various bear trapped normal zombies, filling it with electricity and killing me. Was fun though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 02, 2011, 01:28:05 am
Yeah, probably something like walking up to an object and choosing to push/pull it, if you push it, you and it will move forward and reverse for pull.

I'd also just combine the two ideas, I think lower strength should do it slower but I think some things should be impossible unless your somewhat strong.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 02:04:38 am
I'm interested in making furniture moveable, but I'm not sure what the interface would be.  Would it go into your inventory temporarily?  Would you "drag" it along behind you on the map?

Why not go for what Rouge survivor did? You push them and they never go into the inventory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 02, 2011, 02:11:40 am
I managed to fix the "Needing to delete the config file every time" problem by erasing everything in it via text editor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 02:15:37 am
Okay, for now I'm assigning D to Drag furniture.  While dragging furniture, it will move the same as you do, maintaining its spatial relationship to you; so if there's a dresser to the NE of me, and I drag it south and then east, it will still be one tile to the NE of me when I finish.

One issue here is that, unlike real life, simply putting a dresser in front of a door won't block it fully, as a monster can move diagonally out of the doorway.  I don't want to take the nethack route of forbidding diagonal movement from a doorway.  I'll be putting more furniture in houses--chairs and tables, mostly--so it will be possible to build a full barricade.  Also, zombies are stupid, and even if you only have one piece of furniture in place, there's a good chance a zombie will try to smash through it, rather than simply walk around.

What's all this config file business?  Head, did you write this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on July 02, 2011, 02:19:03 am
When is the next content update coming out? I can't wait!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 02:23:15 am
Whales if I may make another suggestion to the D command? Can it be possible to drag around heavy objects with it too? I like keeping a safehouse and sometimes zombies walk in. I'd like to be able to move the bodys outside.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 02, 2011, 02:27:54 am
Butcher all zombie corpses. Eventually, you'll be able to get clean meat from butchering them, and then you can survive indefinitely.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 02, 2011, 02:33:40 am
Butcher all zombie corpses. Eventually, you'll be able to get clean meat from butchering them, and then you can survive indefinitely.
Zombies give off tainted meat, which can kill you. So its generally not a good idea to butcher them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 02, 2011, 02:37:05 am
Butchering even zombies gives butcher skill, and evidently a high enough butcher level means you can get clean meat from zombies. Plus it gets rid of corpses that the Necromancers can revive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 02, 2011, 02:39:40 am
Butchering anything increases butchering skill, and eventually you can get "good" chunks of meat.
There's still the issue of cannibalism though.

Edit: Faster Post no Jutsu!

I found a canister that gave me built-in-tools, and I can't use the built-in hammer to board up windows. And I keep getting debug errors whenever I "eat" stuff to refill my batteries.

Also, the Electromagnetic unit just crashes the game for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 02:40:13 am
So... You can get clean meat where no clean meat exists?

I don't know about you Beorn but I personally think that should be removed. It's too "Gamey".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 02, 2011, 02:42:20 am
Yeah, I don't like the idea of somehow purifying zombie meat, especially since that basically obviates the need for food.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 02:47:13 am
Butchering even zombies gives butcher skill, and evidently a high enough butcher level means you can get clean meat from zombies. Plus it gets rid of corpses that the Necromancers can revive.

Point on the "cleaning" good meat from otherwise toxic corpses, I'll go ahead and remove that.
I'm gonna make Necromancers revive chunks of meat in some kind of Fantasia Sorceror's Apprentice nightmare scenario, just out of spite.
Spoiler (click to show/hide)

Whales if I may make another suggestion to the D command? Can it be possible to drag around heavy objects with it too? I like keeping a safehouse and sometimes zombies walk in. I'd like to be able to move the bodys outside.

Sure, though most likely it won't be any faster than simply carrying the body out.  Speaking of which, what's the consensus on requiring the player to put their weapon away before dragging?

When is the next content update coming out? I can't wait!

When it's done!  Probably tomorrow some time.  I've been busy with real life lately, so production's slowing down a little bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 02, 2011, 02:48:36 am
Eh, there's lots of precedent for cutting around the poison to make clean meat. Look at Fugu. Plus, it takes a REALLY high level butchery skill. I need to set up a corpse factory and see what happens. It might be too easy for food.

Heh, I almost like the idea of making chunks of meat get revived. Force us to create a pile of corpses and torch em rather then just cutting them up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 02, 2011, 02:52:55 am
Flesh Golems? Flesh Horrors? Abominations? More cuts in one place could mean stronger enemies.

Also, I think the difference between Fugu and Zombies are that zombies are pretty much completely rotten, not just poisonous in certain areas. Thought I suppose it depends on whether they're zombies via magic, parasite, or rabies-esque disease.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 02:56:20 am
Yeah, I was pretty much thinking of a fugu situation when I came up with that mechanic, but of course it doesn't make too much sense when applied to zombies.  I might revive the concept in the future, with two levels of inedible corpses--those with salvagable parts, and those that are 100% inedible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 02:57:33 am
Spoiler: Zombie meat (click to show/hide)

Also I got a minor question about encumbrance. What exactly does negative encumbrance do? I know the sneakers (Weird for me from a barefooter perspective... I find those restricting!) and skirt give -1 if they're all you have in those areas. But does it do anything?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 02, 2011, 03:01:32 am
Sneakers reduce encumbrance of the feet because it is HARD to run without shoes on. Considering the variety of places and encounters you go through, such as through broken windows, booking down streets, through underbrush, over wrecked cars, you need foot protection. Skirts, I'm not sure about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 02, 2011, 03:02:49 am
I'm pretty sure negative encumbrance makes you faster; I think negative torso encumbrance would give melee/dodging bonuses too.

Also, how do I make use of the "Ethanol Burner" Bionic? Do I just drink the booze?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 02, 2011, 03:07:54 am
I'm pretty sure negative encumbrance makes you faster; I think negative torso encumbrance would give melee/dodging bonuses too.

Also, how do I make use of the "Ethanol Burner" Bionic? Do I just drink the booze?
Yup.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on July 02, 2011, 03:16:25 am
I would like there to be some sort of Quick travel like in DF adventure mode, Time keeps going and you can still get attacked by zombies.

I remember a few games ago i found this bug-like armour but it crashed later. :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 03:22:56 am
Spoiler: Zombie meat (click to show/hide)

Also I got a minor question about encumbrance. What exactly does negative encumbrance do? I know the sneakers (Weird for me from a barefooter perspective... I find those restricting!) and skirt give -1 if they're all you have in those areas. But does it do anything?

The are other poisonous creatures in the game, and the fugu thing was with them in mind.

If you check the @ screen, you will get precise information on what encumbrance does--hard numbers on what they make slower, and what skills they affect.  Sneakers make standard movement cost 5 less action points (so 95 rather than 100); a skirt makes movement cost 3 less action points, makes swimming cost 50 less (this is a bug--thanks for making me notice it), and gives you the equivalent of an extra half-point in dodge skill.

Currently, your feet and your legs are the only places where it's possible to have negative encumbrance.

I'm not sure if it's specifically noted anywhere, but going barefoot actually dramatically increases the cost of running.  I'll try to make that more transparent to the player.

I'm pretty sure negative encumbrance makes you faster; I think negative torso encumbrance would give melee/dodging bonuses too.

Also, how do I make use of the "Ethanol Burner" Bionic? Do I just drink the booze?

Drink up.  Yes, you will probably turn into an alcoholic if you rely on this a lot.  But to make up for it, alcohol gives you a lot of power, and is relatively abundant.

I would like there to be some sort of Quick travel like in DF adventure mode, Time keeps going and you can still get attacked by zombies.

I remember a few games ago i found this bug-like armour but it crashed later. :'(

I'll be turning the long-range teleportation cheat playtesting tool into a quick travel tool, once I come up with some good algorithms to determine when monsters interrupt your travel--I don't want quick travel to have an edge over normal travel (or vice versa) in terms of safety.

Regarding the bug armor:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 04:12:03 am
Well. Now that I know that little bit about encumbrance and penalty's for not wearing footwear... I know it's really specific, but would it be too much to ask for a perk or drawback that made it so you only get the sneakers effect when NOT wearing any? I know there's people out there (Like me) that it definitely works in reverse for. Even professional runners that can't go their top speed with footwear.

Mainly just asking so I don't always end up questioning myself why I have them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azkul on July 02, 2011, 04:51:44 am
Is it possible to empty a container without drinking its contents? (drunk bleach far too many times)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 02, 2011, 04:55:18 am
Wield it and unload it (U), this works for removing pretty much anything from whatever its in, like batteries from flashlights and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 02, 2011, 05:14:42 am
1.3.4 release

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.4.zip

Removes the config test. add latest bugfixes from git
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 02, 2011, 05:15:33 am
Removes the config test.
Au?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 02, 2011, 05:19:09 am
Removes the config test.
Au?

I'm not sure what you mean

I just don't have time to fix the bugs right now.

Also onwards to crashes they suck but something that sucks even more is the fact i have no clue what's causing it since that i do not have these look out on the wiki and i'l add a how to debug page
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 05:31:05 am
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 02, 2011, 07:18:31 am
This game is in serious need of a stacking system. I mean, we already have a volume AND weight limit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 02, 2011, 07:33:50 am
It might be best to remove the volume limit until stacking is implemented, in the meantime, clothes out to raise the amount of weight one can carry until it hits their physical limit?

Also, smallish bug. Back in 1.3.2 for windows, I put on some fingerless gloves while wearing a raincoat, a tshirt, and a backpack, and it encumbered my torso.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 02, 2011, 07:51:34 am
http://cataclysm.whoopshop.com/index.php/Debugging
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 02, 2011, 07:56:58 am
Nope, can't access that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 02, 2011, 07:59:30 am
Nope, can't access that.

Where do you live?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 02, 2011, 08:00:01 am
Currently, in the united arab emirates (Haven't updated my profile yet)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Simmura McCrea on July 02, 2011, 08:00:55 am
Debugging in Linux
 Start the termianl
 type sudo apt-get install gdb
 cd to your cataclysm folder
 type "gdb"
 type "file cataclysm"
 type run
 later if you crash you will receive a error and some infomation here's your duty to type "bt" and copy everything and forward it to Whales

 Debugging in Windows
Download mingw
Download msys
start mysys under program files -> mingw -> mysys
Type "cd c:/path/to/cataclysm/
type "gdb"
type "file Cataclysm.exe"
type run
wait for a crash
you will receive a error and some infomation here's your duty to type "bt" and copy everything and forward it to Headswe and Whales
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dirk-Kun on July 02, 2011, 08:03:33 am
Also, smallish bug. Back in 1.3.2 for windows, I put on some fingerless gloves while wearing a raincoat, a tshirt, and a backpack, and it encumbered my torso.

That's not really a bug.  The game reminds you of all your encumbrance whenever you put on new clothes, even when that new piece isn't encumbering it's own location.  The raincoat, tshirt and backpack are the clothes encumbering your torso.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 02, 2011, 08:05:40 am
Ah, whoops.
Well, thanks for the info, although that feature can be a bit miss leading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 02, 2011, 09:50:14 am
Quote
I'm gonna make Necromancers revive chunks of meat in some kind of Fantasia Sorceror's Apprentice nightmare scenario, just out of spite.

Please do this, that would be amazing. Especially if you are carrying meat on you at the time!

And then we have to burn the zombie corpses to be sure they won't come back! ^_^

(So cool!)

Oh, and super awesome for drag mechanic! When I first played I spent like 5 minutes trying to figure out how to move a dresser in front of the door before I realized I couldn't.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hachnslay on July 02, 2011, 10:16:07 am
so, what's XP good for anyway?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 02, 2011, 10:20:03 am
so, what's XP good for anyway?
I believe you use it to progress in skills.
If you run out of XP, you won't improve your skills, no matter how much you use them.

Besides, it says so like, in the main menu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 02, 2011, 11:16:05 am
Hit the ~ key.

i hit the key but the debug don't off...

Is possible to unlock the door and no smash it??

How i can find the nails?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TwilightWalker on July 02, 2011, 11:24:14 am
Hit the ~ key.

i hit the key but the debug don't off...

Is possible to unlock the door and no smash it??

How i can find the nails?

You can pry it open with a crowbar. Check a hardware store for nails.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 02, 2011, 11:28:36 am
thank...
the game is enough complicate and my english is not enough good....  ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on July 02, 2011, 11:54:32 am
Could you make doors Craftable?, When i board up a house I always leave the door unbarricaded,So I can get into my safe-house.Until the zombies come and break it down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 03:21:49 pm
Well. Now that I know that little bit about encumbrance and penalty's for not wearing footwear... I know it's really specific, but would it be too much to ask for a perk or drawback that made it so you only get the sneakers effect when NOT wearing any? I know there's people out there (Like me) that it definitely works in reverse for. Even professional runners that can't go their top speed with footwear.

Mainly just asking so I don't always end up questioning myself why I have them.

I have been considering a perk that removes the barefoot penalty and gives a few other bonuses along with it.  Look for it in a future update.
As for your lackluster lab experience, well, it's the luck of the draw.  Sometimes you'll wind up in a brutal lab, other times it's all too easy.  Hopefully the "finale room" has difficulty commiserate with its rewards (which are sometimes amazing and sometimes not so great).

I'll rewrite the encumbrance warning so that it only warns you for the piece of armor you just put on.

Stacking is coming soon, don't worry!  Until then, try traveling a little lighter. :)

Door crafting is a good idea.  I'm planning on opening up a "constructin" menu soon, from which you can construct walls, doors, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 03:26:38 pm
I have one teeny suggestion about crafting. Would it be possible for high levels of mechanics or firearms (Or both) allow you to make weapons mods? It seems weird to me that level 3 tailoring lets you make gas masks but we can't hack up a quick and dirty magazine extension no matter what.

Also probably gonna wait a few versions in to continue playing as currently, going to sleep is a crapshoot of sleeping safely or getting my save corrupted by strange debug messages. Not quite sure what's going on there. This has been great so far though Whales. Never played a rougelike that clicked with me on so many levels before this one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 02, 2011, 03:28:17 pm
I've got a small suggestion too, though non-related to crafting.

Make the roll to get cut while climbing through a broken windown much smaller, if there aren't any enemies around.
Obviously a person would be more careful and take the time to safely climb it if he isn't in a rush.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hachnslay on July 02, 2011, 03:30:09 pm
my latest character died at day 12 from a flying polyp ... i dodged for 2 turns, but then it hit my head twice. Melee combat knife characters are awesome. off to grab his loot! also: maybe the age of the map should save, too. That way you don't encounter the dead body of a character that died on the 12th day on day 1...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 03:51:45 pm
I have one teeny suggestion about crafting. Would it be possible for high levels of mechanics or firearms (Or both) allow you to make weapons mods? It seems weird to me that level 3 tailoring lets you make gas masks but we can't hack up a quick and dirty magazine extension no matter what.

Also probably gonna wait a few versions in to continue playing as currently, going to sleep is a crapshoot of sleeping safely or getting my save corrupted by strange debug messages. Not quite sure what's going on there. This has been great so far though Whales. Never played a rougelike that clicked with me on so many levels before this one.

Good call on gun mod crafting, I'll throw a few recipes in.
What kind of debug messages are you getting?  It won't get fixed if you don't tell me specifically what the issue is.
Glad you're enjoying though!

I've got a small suggestion too, though non-related to crafting.

Make the roll to get cut while climbing through a broken windown much smaller, if there aren't any enemies around.
Obviously a person would be more careful and take the time to safely climb it if he isn't in a rush.

Well, I don't want the game to make the choice for the player on whether or not to rush through a window--maybe the player wants to hurry through even if no monsters are in view, or maybe the player wants to take their time, despite the zombies 12 tiles away.
That said, I'll make it easier to avoid being cut.

my latest character died at day 12 from a flying polyp ... i dodged for 2 turns, but then it hit my head twice. Melee combat knife characters are awesome. off to grab his loot! also: maybe the age of the map should save, too. That way you don't encounter the dead body of a character that died on the 12th day on day 1...

Nasty critters, those.  Saving different "ages" of maps would take up astronomically more disk space, and be pretty confusing and complicated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 04:02:18 pm
What kind of debug messages are you getting?  It won't get fixed if you don't tell me specifically what the issue is.

Oh. Derp. Sorry.

The messages are kind of slightly obscured for whatever reason. But it's always "Bumped into zombie (Insert number here) and the rest is cut off.

maybe the age of the map should save, too. That way you don't encounter the dead body of a character that died on the 12th day on day 1...

12th day for your old character... But first day for your new character. Think about it for a bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 04:06:41 pm
What kind of debug messages are you getting?  It won't get fixed if you don't tell me specifically what the issue is.

Oh. Derp. Sorry.

The messages are kind of slightly obscured for whatever reason. But it's always "Bumped into zombie (Insert number here) and the rest is cut off.

Sounds like NPCs.  Imagine that!

maybe the age of the map should save, too. That way you don't encounter the dead body of a character that died on the 12th day on day 1...

12th day for your old character... But first day for your new character. Think about it for a bit.

Well, it is a bit of an alignment issue when it comes to things like seasons--which in the next update will shift every 10 days.  But yes, shouldn't be too much of an issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on July 02, 2011, 04:12:06 pm
Amazing job on this Whales and Head. Please keep up the good work.

Whales your design strategy is really well thought out. This game is very far advanced for being an alpha.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 02, 2011, 04:18:49 pm
Can I raise my intelligence in the game, or do I have to start with 12 intelligence to use the high end technical manuals?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 04:21:05 pm
Well, it is a bit of an alignment issue when it comes to things like seasons--which in the next update will shift every 10 days.  But yes, shouldn't be too much of an issue.

Well if you want it to be consistent wouldn't it be possible to save the season and how many days into the current season it is? Not exactly saving a whole calender or anything nuts like that but I think that should be possible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on July 02, 2011, 04:25:40 pm
An npc asked me to drop my weapon while I was sleeping in a house. I declined, and I guess he ran away. Fix?

Also, is the exp you earn right now used for anything?

EDIT: Also, along with improving your safety around windows, could you stick a dialog that asks you if you're sure you want to go through a window before you actually do? I keep getting seriously injured while fending off zombies that come through my windows because when there is a gap in time without any zombies in the window, I sometimes climb into it accidentally, giving me 20 zombie wounds. :\ And too often a game over.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 02, 2011, 04:28:02 pm
I hate npcs lol. Always make me debug into constant loops..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 02, 2011, 04:30:23 pm
Yeah, I ran into one just a minute ago which seemed to have a bad address or something.  Mostly just messages about being told to follow the player (and probably shake me down when he gets there, so screw him).

Speaking of bugs, this came up in a map I just generated.  I'm pretty sure this is a reused map, but I spawned so far away from where I did before that it revealed a much larger area, and may have messed things up somehow.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 04:32:25 pm
Spoiler: Spoilery question (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 02, 2011, 04:32:49 pm
Well, it is a bit of an alignment issue when it comes to things like seasons--which in the next update will shift every 10 days.  But yes, shouldn't be too much of an issue.
I'm going to guess that seasons will tie into warmth rather big time, going to be interesting to strip off some stuff in the summer and being encumbered in the winter to stay warm. I hope there's hazards within each season too, crunching leaves in the fall and ice in the winter and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 04:34:59 pm
I wonder... With weather and the seasons... Are natural disasters on the horizon too?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 04:40:43 pm
Amazing job on this Whales and Head. Please keep up the good work.

Whales your design strategy is really well thought out. This game is very far advanced for being an alpha.

Thanks!

Can I raise my intelligence in the game, or do I have to start with 12 intelligence to use the high end technical manuals?

You can raise your intelligence temporarily by taking drugs.

An npc asked me to drop my weapon while I was sleeping in a house. I declined, and I guess he ran away. Fix?

Also, is the exp you earn right now used for anything?

Noted, NPCs will no longer bug you if you are sleeping (and in the future they'll probably just rob you while you sleep).
XP is used to increase your skills.  If your XP pool is empty skills will not increase.  The game moves XP from your XP pool to your skills when you use the skill in question.

Well, it is a bit of an alignment issue when it comes to things like seasons--which in the next update will shift every 10 days.  But yes, shouldn't be too much of an issue.

Well if you want it to be consistent wouldn't it be possible to save the season and how many days into the current season it is? Not exactly saving a whole calender or anything nuts like that but I think that should be possible.

That would cause even more issues on multi-player systems.  Right now the way it works is fine I believe.

Yeah, I ran into one just a minute ago which seemed to have a bad address or something.  Mostly just messages about being told to follow the player (and probably shake me down when he gets there, so screw him).

Speaking of bugs, this came up in a map I just generated.  I'm pretty sure this is a reused map, but I spawned so far away from where I did before that it revealed a much larger area, and may have messed things up somehow.


It's semi-intended; a river or lake is essentially as good as a natural wall.  That said, I'll try to make the settlements rotate so that the front gate doesn't actually face water.

Spoiler: Spoilery question (click to show/hide)

Spoiler (click to show/hide)

Well, it is a bit of an alignment issue when it comes to things like seasons--which in the next update will shift every 10 days.  But yes, shouldn't be too much of an issue.
I'm going to guess that seasons will tie into warmth rather big time, going to be interesting to strip off some stuff in the summer and being encumbered in the winter to stay warm. I hope there's hazards within each season too, crunching leaves in the fall and ice in the winter and such.

Yes indeed, and each season has its own table of weather probability--spring is quite wet and rainy (as you may have noticed), summer's sunny, fall is generally cloudy or clear, winter has snow.  Warmth is very season-dependant, and in the winter snow will accumulate, making movement difficult if you do not clear a path.

I wonder... With weather and the seasons... Are natural disasters on the horizon too?

Well, I'm not going to go SimCity and introduce tornados or floods.  But you can expect something along the lines of natural disasters, sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 04:42:34 pm
I forgot about multiplayer systems. Silly me. In any case though I never even thought of just trying... Well things I would of thought of in real life. Heh. Rather surprising Whales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 02, 2011, 04:48:48 pm
I know NPCs are buggy, but I thought I share something that might be easily fixable.


I threw an active grenade at an NPC.

The NPC picked it up and ran through a door into another room of the building.

I hear an explosion north of my position.

The NPC is dead. Free loot.

Sorry if this has been reported before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 05:00:10 pm
I know NPCs are buggy, but I thought I share something that might be easily fixable.


I threw an active grenade at an NPC.

The NPC picked it up and ran through a door into another room of the building.

I hear an explosion north of my position.

The NPC is dead. Free loot.

Sorry if this has been reported before.


Hahahaha, that had never even occured to me.  NPCs are rather loot-obsessed at the moment, it'll be turned down in the future.  I'm tempted to leave this as it is, as a hilarious and slightly-clever way of offing an NPC, but it's too easy and unrealistic.  I'll set active grenades to have a negative value so NPCs will ignore them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 05:12:28 pm
Just pushed an update that gives you two extra points on character creation, locks spitter and shocker zombies into 10 and 12 max range, respectively, and removes cleaning zombie meat.

Also, I'm pretty sure that I've identified the source of the majority of NPC-caused crashes.  It's in their drop-items routine, and the game will now spit a debug message at you just before it crashes (hopefully).  If you receive a debug message concerning npc::drop_items(), please forward it to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 02, 2011, 05:20:23 pm
Are you planning to add the ability to play as a zombie?

Also, NPCs are too rare at the moment, and are EXTREMELY buggy.

ALSO,
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 02, 2011, 05:25:36 pm
Speaking of NPC behavior, I came across a guy who only had a baton for a weapon, and I had a pipe.  I guess he didn't see me as a good enough target to threaten, so he was willing to trade.  I traded for his baton, leaving him defenseless.  He tried to walk away from me but hit the edge of a bridge and just sat there.  So I started wailing on him with my pipe, and he never once attacked back.

Debug messages when we traded to, "Odd size" and the encumbrance numbers for the stuff we were trading, probably because I was already at max encumbrance.  Oh yeah, and the item I traded to him (soldering iron) was not dropped when I killed him, even though it was listed in his inventory.

Pressing unused keys seems to cause odd behavior too.  Pressing "z" gave me a debug message "13 radio towers", and "G" made a new NPC pop into existence (in the middle of impassible water).

Okay... Accidentally made another NPC pop into existence, in the same position relative to me as the one before.  He ran through a long debug list about "address_needs Undecided" and decided to talk to Player, we traded (for a shotgun).  When he stopped talking, he debuged "long_term_goal Go to destination" and some other lines, and then his brain exploded.  Now that's what I call buggy behavior.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 02, 2011, 05:39:27 pm
Thoes keys are debug commands.

EDIT: New version.
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.5.zip
Just replace the exe.

No save wipe needed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 02, 2011, 05:41:18 pm
Okay... Accidentally made another NPC pop into existence, in the same position relative to me as the one before.  He ran through a long debug list about "address_needs Undecided" and decided to talk to Player, we traded (for a shotgun).  When he stopped talking, he debuged "long_term_goal Go to destination" and some other lines, and then his brain exploded.  Now that's what I call buggy behavior.

After that happened, now I get about a hundred debug messages a turn, of at least a half dozen NPCs (who I never seen) setting their actions to Follow Player.

By the way, pressing ~ to turn of debug doesn't seem to do anything.  A shame, because this particular game is now totally unplayable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 02, 2011, 05:46:51 pm
Okay... Accidentally made another NPC pop into existence, in the same position relative to me as the one before.  He ran through a long debug list about "address_needs Undecided" and decided to talk to Player, we traded (for a shotgun).  When he stopped talking, he debuged "long_term_goal Go to destination" and some other lines, and then his brain exploded.  Now that's what I call buggy behavior.

After that happened, now I get about a hundred debug messages a turn, of at least a half dozen NPCs (who I never seen) setting their actions to Follow Player.

By the way, pressing ~ to turn of debug doesn't seem to do anything.  A shame, because this particular game is now totally unplayable.

You might have to spam spacebar and slap ~
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on July 02, 2011, 05:53:55 pm
In the newest version, roads on the map are represented as a dark gray ^. Just like an upward-facing police station. Also, They are called "^@road".

Relatedly, in the mini-cities, shops and stuff flash with an @.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on July 02, 2011, 06:32:08 pm
Newest version, windows. Every time I make a new character I spawn in one of the walls of my house. I can just walk out, but it is still odd.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 06:40:06 pm
I merged someone's changes to make the same set of source code compilable on Windows and linux...
...and it broke the linux version.

Trying to figure out git (I'm a noobie) so I can undo that merge.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 02, 2011, 06:41:39 pm
I merged someone's changes to make the same set of source code compilable on Windows and linux...
...and it broke the linux version.

Trying to figure out git (I'm a noobie) so I can undo that merge.

Get on irc and il try to help.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 02, 2011, 06:43:03 pm
For the last couple of versions, I've been getting a crash bug whenever I try to unload batteries from anything. I'm running it in VirtualBox, and I got a backtrace.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2011, 06:45:34 pm
In the newest version, roads on the map are represented as a dark gray ^. Just like an upward-facing police station. Also, They are called "^@road".

Relatedly, in the mini-cities, shops and stuff flash with an @.

The former is because of my bad merge.

The latter is because there's shopkeepers in those shops.  NPCs aren't saved with the game, so if you save and then load, they'll disappear.  The flashing @ will only appear on the first game in a new overmap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 02, 2011, 06:50:25 pm
For thoes that pulled the latest update (LINUX)

http://whoopshop.com/cataclysm/cataclysm-02-07-11-0217b30.tar

There are the compiled bins before that
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hachnslay on July 02, 2011, 07:02:42 pm
apparently i get a bonus to dodge by encumbering my legs with 2 cargo pants... wat
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 02, 2011, 07:04:42 pm
apparently i get a bonus to dodge by encumbering my legs with 2 cargo pants... wat

Clearly, shoving pockets onto pockets turned your cargo pants into klein pants, and attacks have a chance of getting lost in the nonspace around your legs.

Or they just puffed out into cargo parachute pants, and foes are astounded by how ruggedly fly you are.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Zebulon on July 02, 2011, 07:07:43 pm
As regards the @ screen crashing on XP I mentioned, I followed the instructions from the debugging page on the Wiki and this is what I got.

(http://img193.imageshack.us/img193/9068/crashb.png)

Note this is from 1.3.4. Hope that helps. I had the game crash on my Vista laptop after checking the @ screen earlier, but that's vanishingly rare (compared to the 'always happens' on XP) and may not be the same bug.

ALSO,

Spoiler (click to show/hide)


Can't wait to play around with those extra two points at char creation.

Newest version, windows. Every time I make a new character I spawn in one of the walls of my house. I can just walk out, but it is still odd.

I've had this happen occasionally for a while now as well.

Also worth noting that debug travel can put you inside the structure you're traveling to, including within a wall or display rack. This also means that, strictly speaking, you don't need an ID card to get inside a lab. (It seems this doesn't work with bank vaults, though; at least I tried for quite a while and never got inside one.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 02, 2011, 07:15:51 pm
For those of us that eat batteries to power our bionics, would it be possible to allow us to "eat" our UPS for power. Not actually eating it of course, thus not destroying it, but instead draining it of the energy charged inside until it either runs dry or our power is filled up. I know we can just unload the UPS and eat the batteries that way, but it would make it a nice feature to be able to use them straight through the UPS instead of doing things in the roundabout manner. (Plus, you unload ALL the batteries at once, and if your inventory space is tight it means your batteries will end up on the floor as well)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 02, 2011, 07:16:54 pm
Fire is kinda crazy.  I lit a sandwich wrapper on fire, and it turned into a couple tiles worth of fire, and since pouring water just pours in on the tile you're standing at, I can't put it out without burning myself.  It also doesn't appear to put out any amount of light.

I may be in trouble here, but that's my own fault.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hamel on July 02, 2011, 07:59:11 pm
Aren't the Zombie Hulks a bit much? I've died twice to these things so far, and I really don't see any way I could have survived the encounters. The one that killed my last character survived a molotov cocktail, nine shots from a SKS (1 firearms, 5 rifle), and a couple blows from the butt of the SKS. This would all seem reasonable to me if they weren't faster than I was at 110% speed with Fleet Footed. At the moment it seems like these guys are instant and uncontrollable death as soon as they spot you, and their LOS appears to be at least as much as the player's at 8 perception.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Zebulon on July 02, 2011, 08:31:51 pm
Huh. I just started a game on the newest Windows version (1.3.5) and... the @ screen is working perfectly fine. So that bug report back there seems to be fixed now. Thanks, Head.

-

On the topic of fire; I haven't messed with it much, but most of my interactions have been the opposite - it fizzles out and dies in a hurry. The first time I had a fire going on the street in front of my house to burn the masses of zombie corpses I'd clubbed or shot to death. That thing didn't run out in the day or two it was there, and never spread (I assume street tiles don't count as fuel).

The next time I was doing the same thing, plus positioning it by a window leading into my bedroom so the zombies would quit being so insistent at night (maybe). Just one corpse wouldn't stay on fire. I added I think three more, that got it going and... then my safehouse caught fire (which was my own beautiful, stupid fault I suppose, though in my defense I did try to create a firebreak with dug pits; it just wasn't anywhere near large enough.)

Some of the recent spoilers also reminded me I had some questions about mutation mechanics...
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 02, 2011, 08:35:08 pm
Well you can't just set a dead body on fire all by itself now can you? I suggest dousing it in gasoline, its the easiest way to start a fire. Regarding Mutations i've only had the chance to get two, one was Carnivore which made it so I could only eat meat (Including drugs >.>) and a mutation that gave me insect like armor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 02, 2011, 08:37:32 pm
I just found a bunch of Compact Bionics Modules on a group of dead scientists, and a thought occurs.  Considering these things are supposed to be installed inside a body, shouldn't CBMs as items have a pretty small volume?

Anyway.  Is there some way to see how much money you have, outside of trading?  There's no use outside of trading of course, but it's easy to think of implications, like using a few $1's as fire tinder or something.  Not to mention, even in hundreds the starting $8000 is going to be a somewhat voluminous stack of bills.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 02, 2011, 08:39:56 pm
Well I think when it tells you the amount of money you have when you trade I believe its just an general estimate of what the item is worth. You don't actually have that money, but its used as an estimate regarding what its worth and what you can trade it for.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 02, 2011, 09:22:00 pm
I thought the game was very non forgiving and harsh, but guys, try pain resistant and android trait.
if you're lucky enough you'll get ethanol burner. then start roaming around with a decent firearm.
When I did that for the last time, I found 4 CBM: Internal Batteries from dead scientists.
and finally managed to find CBM: Melee Combat, and CBM: Medical. The result was just awesome.
I already had green scales from mutagen, so my armor was pretty decent. (maybe it needs to be nerfed.
Installed all of them via save scumming.

I chugged up vodka to pile up tons of xp, then draw my adamantite claws from my arm, gone rampage against zombies.
as I got 5 raw in unarmed, I did like, 90 to 120 damage to zombies. and with my nanobots in my blood vein, I could just instaheal any damages.

Meleeing a hulk isn't so hard. if you have adamantite claws and ability to heal.
I may have just got lucky, but Cataclysm is just about doing the right thing at the right time. at least that's what I think.
I can't wait till more contents update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 02, 2011, 09:37:11 pm
Some of us don't want to be superhuman cyborg Wolverine though.  I just want to be a regular guy trying to survive the apocalypse, probably by walking along the road for a long-ass time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 02, 2011, 09:40:03 pm
Some of us don't want to be superhuman cyborg Wolverine though.  I just want to be a regular guy trying to survive the apocalypse, probably by walking along the road for a long-ass time.

but.. but.. what's wrong with being a superhuman cyborg wolverine? I love being a superhuman cyborg wolverine  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on July 02, 2011, 09:52:55 pm
Huh. I just started a game on the newest Windows version

Where would I find this? Information in the OP must be dated; the RogueBasin link doesn't seem to point toward anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 02, 2011, 09:53:21 pm
Huh. I just started a game on the newest Windows version

Where would I find this? Information in the OP must be dated; the RogueBasin link doesn't seem to point toward anything.
Look back a few pages please.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 02, 2011, 10:01:10 pm
I love the Android trait, but hate how random it is. Sometimes, you get solar cells and a finger laser, other times a toolkit and aim assistance, still others a pair of platings that massively decrease your dex. Would be nice if you could pick the starting ones, even if it cost an extra point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 02, 2011, 10:01:33 pm
Where do labs show up? Outside cities in fields and forests?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 02, 2011, 10:04:41 pm
I love the Android trait, but hate how random it is. Sometimes, you get solar cells and a finger laser, other times a toolkit and aim assistance, still others a pair of platings that massively decrease your dex. Would be nice if you could pick the starting ones, even if it cost an extra point.

What I'd like to see from implants is more stat based ones instead of some special powered ones.
Like artificial heart for +2 strenght and +1 dex.
maybe synthetic brain cells? +3 int? something like this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 10:05:04 pm
Spoiler: Holy fucking balls (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 02, 2011, 10:06:39 pm
Sometimes I hate acid rain. Especially when It lasts several hours and I have schizophrenia and no Thorazine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 02, 2011, 10:13:32 pm
@Janet: I's more worried that you got no pants now.

Maybe I should get this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 02, 2011, 10:24:21 pm
Well with that amazing find I think I need to retire this character now. As I think my Strength was bugged to 0 by Nicotine and opiate withdrawals and it never wanted to come back up. Not sure if that's a bug or not but it was really unpleasant.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 02, 2011, 10:57:39 pm
Some things I've discovered.

Purifier can cure some of the starting negative traits. Asthmatic, Bad Back, probably a few others. They make good starting traits if you can figure out how to get some quickly.

Purifier has other good traits. Chugging it is a rather good idea at any time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on July 03, 2011, 12:31:13 am
This is quite interesting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 03, 2011, 12:38:58 am
First game, I got stuck looking in a cabinet or something. Tried many keys but nothing happening, had to exit out. Not sure if it was a bug or just me not knowing enough keys. I think I need to screenshot the key controls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 03, 2011, 12:44:02 am
First game, I got stuck looking in a cabinet or something. Tried many keys but nothing happening, had to exit out. Not sure if it was a bug or just me not knowing enough keys. I think I need to screenshot the key controls.
Hit SHIFT+/ then 1. Gives you key mapping.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on July 03, 2011, 12:53:57 am
I was bored and a zombie nearby dropped a lighter.

Cue me moving over 3 steps and applying it to a Gas Pump.

WHOOOO! That was AWESOME. I'm gonna blow up more gas stations from now on. Can you do it from a distance?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 03, 2011, 12:54:47 am
I was bored and a zombie nearby dropped a lighter.

Cue me moving over 3 steps and applying it to a Gas Pump.

WHOOOO! That was AWESOME. I'm gonna blow up more gas stations from now on. Can you do it from a distance?
I suppose if you make a trail of gasoline or flammable objects then light it on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 03, 2011, 12:58:21 am
apparently i get a bonus to dodge by encumbering my legs with 2 cargo pants... wat
Spoiler (click to show/hide)

This was a bug resulting from my updating of the way encumbrance data is displayed; it did not actually grant a bonus.  Fixed now.

For those of us that eat batteries to power our bionics, would it be possible to allow us to "eat" our UPS for power. Not actually eating it of course, thus not destroying it, but instead draining it of the energy charged inside until it either runs dry or our power is filled up. I know we can just unload the UPS and eat the batteries that way, but it would make it a nice feature to be able to use them straight through the UPS instead of doing things in the roundabout manner. (Plus, you unload ALL the batteries at once, and if your inventory space is tight it means your batteries will end up on the floor as well)

I'll consider it (for all battery-powered devices, not just UPSs), but I kind of like the fact that it takes longer to eat all those batteries.

Fire is kinda crazy.  I lit a sandwich wrapper on fire, and it turned into a couple tiles worth of fire, and since pouring water just pours in on the tile you're standing at, I can't put it out without burning myself.  It also doesn't appear to put out any amount of light.

I may be in trouble here, but that's my own fault.

Fire extinguishers are quite capable of putting out small fires.

Aren't the Zombie Hulks a bit much? I've died twice to these things so far, and I really don't see any way I could have survived the encounters. The one that killed my last character survived a molotov cocktail, nine shots from a SKS (1 firearms, 5 rifle), and a couple blows from the butt of the SKS. This would all seem reasonable to me if they weren't faster than I was at 110% speed with Fleet Footed. At the moment it seems like these guys are instant and uncontrollable death as soon as they spot you, and their LOS appears to be at least as much as the player's at 8 perception.

They are rather tough.  Use terrain to your advantage, it slows hulks down considerably.  Multiple molotovs help greatly, as do automatic weapons (e.g. assault rifles)--they will take several hits from highly-damaging ammo.  Hopefully by the time they show up you'll have the skills and equipment to take one down.

Some of the recent spoilers also reminded me I had some questions about mutation mechanics...
Spoiler (click to show/hide)



I love the Android trait, but hate how random it is. Sometimes, you get solar cells and a finger laser, other times a toolkit and aim assistance, still others a pair of platings that massively decrease your dex. Would be nice if you could pick the starting ones, even if it cost an extra point.

I agree whole-heartedly--it's a breeding ground for start-scumming, which basically goes against a lot of my design principles.  I will be removing it entirely soon, and introducing "jobs"--what you were before the apocalypse.  Some of these will include static (non-random) bionics.

Where do labs show up? Outside cities in fields and forests?

Spoiler (click to show/hide)

What I'd like to see from implants is more stat based ones instead of some special powered ones.
Like artificial heart for +2 strenght and +1 dex.
maybe synthetic brain cells? +3 int? something like this.

Good idea, I'll add those and others.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 03, 2011, 01:15:19 am
Fire is kinda crazy.  I lit a sandwich wrapper on fire, and it turned into a couple tiles worth of fire, and since pouring water just pours in on the tile you're standing at, I can't put it out without burning myself.  It also doesn't appear to put out any amount of light.

Fire extinguishers are quite capable of putting out small fires.

I still think it'd be nice to be able to pour liquids on a tile other than the one you're standing on.  Has other applications, like dumping a bucket of acid or something.

I will be removing it entirely soon, and introducing "jobs"--what you were before the apocalypse.  Some of these will include static (non-random) bionics.

Please oh please leave the Custom Character option at least.  Or at least elaborate on what you mean by "jobs" and how much of a character they'll effect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hamel on July 03, 2011, 01:18:17 am
Aren't the Zombie Hulks a bit much? I've died twice to these things so far, and I really don't see any way I could have survived the encounters. The one that killed my last character survived a molotov cocktail, nine shots from a SKS (1 firearms, 5 rifle), and a couple blows from the butt of the SKS. This would all seem reasonable to me if they weren't faster than I was at 110% speed with Fleet Footed. At the moment it seems like these guys are instant and uncontrollable death as soon as they spot you, and their LOS appears to be at least as much as the player's at 8 perception.

They are rather tough.  Use terrain to your advantage, it slows hulks down considerably.  Multiple molotovs help greatly, as do automatic weapons (e.g. assault rifles)--they will take several hits from highly-damaging ammo.  Hopefully by the time they show up you'll have the skills and equipment to take one down.

Are they supposed to be showing up on the second day?

I guess I'll try to get more molotovs as quickly as possible on my next character. This game is pretty awesome so far, keep up the good work!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 03, 2011, 01:18:29 am
Fire is kinda crazy.  I lit a sandwich wrapper on fire, and it turned into a couple tiles worth of fire, and since pouring water just pours in on the tile you're standing at, I can't put it out without burning myself.  It also doesn't appear to put out any amount of light.

Fire extinguishers are quite capable of putting out small fires.

I still think it'd be nice to be able to pour liquids on a tile other than the one you're standing on.  Has other applications, like dumping a bucket of acid or something.

I will be removing it entirely soon, and introducing "jobs"--what you were before the apocalypse.  Some of these will include static (non-random) bionics.

Please oh please leave the Custom Character option at least.  Or at least elaborate on what you mean by "jobs" and how much of a character they'll effect.

I think It will go like, you choose your job first then customize
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 03, 2011, 01:22:44 am
Well, I played my first game, and it was certainly an interesting experience. Unfortunately, my inexperiance caused me to still mostly waste the 30 minute grace period, even though I knew about it. Zombies proceded to swarm my starting location, killed my dog, and forced me out. After running away from the city, I discovered what appearned to be the remains of some soldiers. From this I was able to get an M1A1, although it had no ammunition. I managed to find an ID card and get inside a science building I found, wherein I found a bottle of mutagen and a bottle of purifier. Having learned my lessons many times over from other roguelikes, I drank neither. Had to wait out some acid rain in there for several hours, and left to try and return to the city.

That....did not really work out. Killed by a fast zombie. I really wish I had found some ammunition for that gun, as it was the only viable weapon I ever came across.

Needless to say, this game is amazing and I shall be spending many hours on it in the near future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 01:23:57 am
If we have jobs, can we have a "Classic" job for nostalgia that just gives you the sneakers jeans and t-shirt? Just seems like a nice little throwback for when things move ahead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 03, 2011, 01:27:06 am
Please oh please leave the Custom Character option at least.  Or at least elaborate on what you mean by "jobs" and how much of a character they'll effect.
That's not being removed, hes removing the skill selection within character creation and replacing it with Jobs. Different jobs will give you different starting equipment, skills and bonuses. Making a character is otherwise going to be exactly the same, afaik. (Work on stats -> grab your traits -> select your job -> name & gender and your in the world.)

Though, I do think the creation process could be rearranged personally. Something like, Name & gender -> Traits -> Stats -> Job -> enter the world.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 03, 2011, 02:09:07 am
Well, didn't think whales would actually read my post.
as It happened, I'm going to throw in some more ideas in my head.

-More canned food. canned foods are strangely rare. Been looting around a lot of places with my superhuman cyborg Wolverine, and hasn't found THAT many canned food compared to all the bags of
 beef jerkies and pretzels.

-More variety of places to loot. Fast food chains (Tacos!) Pawn shops.. etc.

-Difficulty adjusting. look at Crawl, Stonesoup, ADOM, CoQ. most roguelikes have steady, but unforgiving difficulty rise as you level up. But in Cataclysm, It felt like the game's offering you everything it's got from day 1. I know there are several zombies that don't show up in day 1, but what I'm saying is rather, the amount of zombies. special zombies can be a pain in the neck on new characters, but as you proceed and become superstrong, they are just piece of cake if you know what you are doing. game gets boring and loose pretty fast from this moment. well if you are intending to implement advanced wall and floor construction, I'm sure Cataclysm would go exactly the same way where Unreal World went. game gets even more lame and boring in late game, as you could just build a fort and gank everyone you see. so the players will be/are either frustrated as they die over and over and over again in early game, or they complain it's too easy. I'm not sure how you want this game to be, Whales. But I'm very sure You're ultimate goal in Cataclysm is neither UnrealWorld-esque, nor Crawl-esque. But rather something more hybrid. We all know this is still an alpha state, and I'm very not intending to lecture you, and I'm not, This game will have to be armed up with late-game contents sometime in the future. If you need some ideas on that, I'm sure people here would ba very eager to help.

Maybe some sort of Black-ops showing up in late game? ( Well Black ops to eliminate every living thing in the city is kind of absurd. possibly to retrieve something in great value. which players can loot.  :D) or Massive, Massive swarm of zombies, or rather Horde shoing up?

well this is just an idea, and if any of you guys feel bad about my post, I'll edit the part you don't like out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 03, 2011, 02:26:11 am
The way I feel is Cataclysm will just end up like Cataclysm, since I believe the only thing Cataclysm draws upon Roguelike-wise is NetHack which Whales is slowly eliminating from the older code. (If I recall Whales is pretty new to Roguelikes in general, I'm not even sure if he's played Stone soup or UnReal World)

I agree with the canned food bit, though, I guess we could pretend that everywhere is pre-looted and canned foods are an obvious choice for first pickings.

Honestly, I'm starting to feel Cataclysm should scale closely with the player sort of like Oblivion does, even though I HATED that in Oblivion, it might just work nicely in Cataclysm. Just food for thought. (Then again, It might already be doing that for all I know, I haven't survived past 3 PM.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 03, 2011, 03:20:59 am
ok, forgot to mention one of my finest ( or worst?  :P ) ideas.

We got implants that make humans into superhumans
We got mutations that make humans into superhumans
why don't we have.. a Nanosuit? or more like, exosuit?
get absurdly high electronics, mechanics and bunch, get absurdly high tech materials
build your own space engineer rig, or nanosuit, or exosuit
then go rampaging.

in short: HOLY SHIT
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 03, 2011, 04:45:44 am
Is it possible to craft a raincoat?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on July 03, 2011, 05:22:02 am
I shall not be satisfied until I can loot couches and build a pillow fort!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 03, 2011, 05:24:04 am
Is it possible to craft a raincoat?

Looking on the wiki it looks like a no

EDIT:

Windows Download: https://github.com/headswe/Cataclysm
Press download

Quinnr: Could you add the windows github page link to the thread?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hachnslay on July 03, 2011, 05:31:48 am
is it a bug that you can't butcher stuff with an X-Acto knife?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 03, 2011, 08:32:04 am
So, I met a human NPC, got him to travel with me, and then later on he broke through a window. I climbed in after him, and the game just closed. No error messages, no anything, just closed on me. The save was still there, but when I loaded he had vanished.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 03, 2011, 08:52:44 am
is it a bug that you can't butcher stuff with an X-Acto knife?

I think it can safely be said that the amount of time it would take to butcher a corpse with an X-acto knife would render doing so almost completely useless. You'd be there for days sawing away with that thin flimsy blade.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 03, 2011, 08:53:56 am
Indeed. X-Acto knives can barely cut construction paper, much less a corpse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 03, 2011, 08:57:13 am
So, I met a human NPC, got him to travel with me, and then later on he broke through a window. I climbed in after him, and the game just closed. No error messages, no anything, just closed on me. The save was still there, but when I loaded he had vanished.

I just take pity on all the NPC's I meet, knowing they're doomed to an inevitable buggy head explosion, and kill them. And take their stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on July 03, 2011, 09:38:30 am
Indeed. X-Acto knives can barely cut construction paper, much less a corpse.
Depends on how good they are. I had a set that I sliced my finger open quite nicely with. Didn't even realize until I started bleeding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 03, 2011, 11:13:27 am
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 03, 2011, 02:24:51 pm
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?
1. Stupid question, but did you have Num Lock on?
2. Cheat Engine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 03, 2011, 02:29:02 pm
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?

Yeah, the movement buttons weren't mapped correctly to mine either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Anvilfolk on July 03, 2011, 02:41:25 pm
Fred: I don't think you're supposed to ever become a superhuman though. Savescumming to get all good implants isn't the way the game is meant to be played. Chances are you can get one or two tops, and stick with those.


You guys are waay ahead in this game, I've only managed get to midnight once. Had to sleep from injuries during the day, so now it's 12:30am and I'm wide awake, and hell of afraid to go out! :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 03, 2011, 02:49:17 pm
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?
1. Stupid question, but did you have Num Lock on?
2. Cheat Engine.

1. I've tried with num lock on and off. It just isn't mapped properly.
2. And how do you do that? ~?

3. Where's the save file stored at? I'm looking at the readme but for one theres no exe (putty?) and even then I can find the mentioned file amongst the source code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 03, 2011, 03:25:17 pm
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?
1. Stupid question, but did you have Num Lock on?
2. Cheat Engine.

1. I've tried with num lock on and off. It just isn't mapped properly.
2. And how do you do that? ~?

3. Where's the save file stored at? I'm looking at the readme but for one theres no exe (putty?) and even then I can find the mentioned file amongst the source code.

It's mapped properly.  PuTTY has a bug (or maybe a "feature") where you must press ctrl+numlock to use the numpad.  If you are using PuTTY then the save files are stored on the server you're playing on, otherwise it's in "save/charactername.sav".

ok, forgot to mention one of my finest ( or worst?  :P ) ideas.

We got implants that make humans into superhumans
We got mutations that make humans into superhumans
why don't we have.. a Nanosuit? or more like, exosuit?
get absurdly high electronics, mechanics and bunch, get absurdly high tech materials
build your own space engineer rig, or nanosuit, or exosuit
then go rampaging.

in short: HOLY SHIT

Exosuits are a good idea.  Probably will have to be found in high-level dungeons, or crafted from hard-to-find materials.

Well, didn't think whales would actually read my post.
as It happened, I'm going to throw in some more ideas in my head.

-More canned food. canned foods are strangely rare. Been looting around a lot of places with my superhuman cyborg Wolverine, and hasn't found THAT many canned food compared to all the bags of
 beef jerkies and pretzels.

-More variety of places to loot. Fast food chains (Tacos!) Pawn shops.. etc.

-Difficulty adjusting. look at Crawl, Stonesoup, ADOM, CoQ. most roguelikes have steady, but unforgiving difficulty rise as you level up. But in Cataclysm, It felt like the game's offering you everything it's got from day 1. I know there are several zombies that don't show up in day 1, but what I'm saying is rather, the amount of zombies. special zombies can be a pain in the neck on new characters, but as you proceed and become superstrong, they are just piece of cake if you know what you are doing. game gets boring and loose pretty fast from this moment. well if you are intending to implement advanced wall and floor construction, I'm sure Cataclysm would go exactly the same way where Unreal World went. game gets even more lame and boring in late game, as you could just build a fort and gank everyone you see. so the players will be/are either frustrated as they die over and over and over again in early game, or they complain it's too easy. I'm not sure how you want this game to be, Whales. But I'm very sure You're ultimate goal in Cataclysm is neither UnrealWorld-esque, nor Crawl-esque. But rather something more hybrid. We all know this is still an alpha state, and I'm very not intending to lecture you, and I'm not, This game will have to be armed up with late-game contents sometime in the future. If you need some ideas on that, I'm sure people here would ba very eager to help.

Maybe some sort of Black-ops showing up in late game? ( Well Black ops to eliminate every living thing in the city is kind of absurd. possibly to retrieve something in great value. which players can loot.  :D) or Massive, Massive swarm of zombies, or rather Horde shoing up?

well this is just an idea, and if any of you guys feel bad about my post, I'll edit the part you don't like out.

Canned food is supposed to have been looted en masse already by other survivors.  I can up its generation a little.

Pawn shops are a good idea, especially as a place to find misc electronics.  Fast food... will mostly contain rotten stuff, not so useful.

You make a good point about the difficult in Cataclysm, and others have made similar points.  From the start, I've considered the difficulty to be modeled more after an FPS than a roguelike.  Initially, the game was an attempt to make a roguelike version of Left 4 Dead--evident in the presence of the first non-zombie monster, the boomer.  Of course, things got out of hand and it turned into more of a sandboxy game.  But I will be retooling the difficulty in the future, particularly with the rate of enemy generation.  Of course, if I make enemies gen slower early on, I'll have to increase the difficulty in other ways--as skilled players already find the beginning of the game too easy.

Jobs will replace the Skills tab in character creation.  Jobs will ONLY affect your starting equipment (to a very limited degree) and your starting skills (maybe 4 levels of skills all told).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 03, 2011, 03:31:46 pm
My humble opinion is that difficulty as far as monster spawning, loot-able items and random events in apocalypse sandbox game should be totally random or at least area based.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 03:35:27 pm
Has anyone else found a chainsaw? Seriously this thing is badass. It owns everything I swing it at and makes SUCH a mess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on July 03, 2011, 03:38:39 pm
Is it possible to craft a raincoat?

Looking on the wiki it looks like a no

EDIT:

Windows Download: https://github.com/headswe/Cataclysm
Press download

Quinnr: Could you add the windows github page link to the thread?

Will do! Thanks for helping out :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 03, 2011, 03:38:59 pm
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?
1. Stupid question, but did you have Num Lock on?
2. Cheat Engine.

1. I've tried with num lock on and off. It just isn't mapped properly.
2. And how do you do that? ~?

3. Where's the save file stored at? I'm looking at the readme but for one theres no exe (putty?) and even then I can find the mentioned file amongst the source code.

It's mapped properly.  PuTTY has a bug (or maybe a "feature") where you must press ctrl+numlock to use the numpad.  If you are using PuTTY then the save files are stored on the server you're playing on, otherwise it's in "save/charactername.sav".

Hmm interesting... Then how do you play this without using PuTTY?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 03, 2011, 03:43:12 pm
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?
1. Stupid question, but did you have Num Lock on?
2. Cheat Engine.

1. I've tried with num lock on and off. It just isn't mapped properly.
2. And how do you do that? ~?

3. Where's the save file stored at? I'm looking at the readme but for one theres no exe (putty?) and even then I can find the mentioned file amongst the source code.

It's mapped properly.  PuTTY has a bug (or maybe a "feature") where you must press ctrl+numlock to use the numpad.  If you are using PuTTY then the save files are stored on the server you're playing on, otherwise it's in "save/charactername.sav".

Hmm interesting... Then how do you play this without using PuTTY?

Well if you are a windows users you can find the latest bin here
https://github.com/headswe/Cataclysm
or if you are a linux user you can find the latest bin here
http://whoopshop.com/cataclysm/?C=M;O=D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 03, 2011, 03:46:41 pm
My humble opinion is that difficulty as far as monster spawning, loot-able items and random events in apocalypse sandbox game should be totally random or at least area based.

I'm inclined to agree, but I understand how this may be frustrating to players expected a typical gaming experience, where difficulty begins as easy, and slowly ramps up to difficult.

Has anyone else found a chainsaw? Seriously this thing is badass. It owns everything I swing it at and makes SUCH a mess.

But it's very slow to hit with, periodically makes noise, and requires occasional refilling with gasoline to work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 03:48:50 pm
I know it's slow... But so are zombies. Perfect match huh? :P Yeah I know it's not perfect but It's fun to play with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 03, 2011, 03:50:59 pm
I saw one once but didn't take it.  I didn't plan on getting into that kind of brawl.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 03, 2011, 04:16:07 pm
I've got another teensy suggestion. (I do tend to suggest a lot, don't I?)

Bunker Gear, AKA The thing firefighters wear.
A heavy suit of fire-resistant materials. Would quickly encumber you, thus making fighting a bit clumsy, but would make you pretty much invulnerable against fires.
The suit could also efficiently protect against weaker attacks, but then again, at the cost of speed.

The suit would be perfect for those who tend to play with fire. Lighters and molotov cocktails are all fair game once you're the Fire God.

Obviously found at the local Fire Station, unless you prefer not to have too many different buildings. I guess a Police Station could hold some too that way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 03, 2011, 04:17:51 pm
Alright, so I tried a Schizophrenic round.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 04:28:46 pm
I think a fire station could be cool. If anything so we could get fire axes. Hehe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 03, 2011, 04:29:52 pm
I've got another teensy suggestion. (I do tend to suggest a lot, don't I?)

Bunker Gear, AKA The thing firefighters wear.
A heavy suit of fire-resistant materials. Would quickly encumber you, thus making fighting a bit clumsy, but would make you pretty much invulnerable against fires.
The suit could also efficiently protect against weaker attacks, but then again, at the cost of speed.

The suit would be perfect for those who tend to play with fire. Lighters and molotov cocktails are all fair game once you're the Fire God.

Obviously found at the local Fire Station, unless you prefer not to have too many different buildings. I guess a Police Station could hold some too that way.

Not a bad idea, I'm into opening up the fire parts of the game.  Total invulnerability is something I'd steer away from though, since half the fun of fire is how dangerous it can be if you're not careful.

Alright, so I tried a Schizophrenic round.


Nope, that's a very, very rare natural occurence.

I think a fire station could be cool. If anything so we could get fire axes. Hehe.

Well, there's wood axes, which are essentially the same thing, just a little bigger.  Fire stations could be a good source for oxygen masks, I guess?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 03, 2011, 04:30:37 pm
I tried the game a little, seems fun!
But I don't understand why the map view is so tiny, there is so much empty space on the screen.

I found a bug in the tutorial. If i set afire the gasoline, the pump explodes and the fire spreads everywhere. Then the player dies, but if I run the tutorial again, the status of the tutorial room is the same, so the tutorial itself starts with you caught in a hell of flames. I solved deleting all the files in the 'save' directory.

Anyway, good job!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 03, 2011, 04:45:51 pm
Whales, do you plan on expanding the current "overheating" system, maybe at least providing us with some more indicators? I've never got any idea how hot I am until its too late (maybe I'm missing something).

Will we eventually have to deal with frosts and cold spells and frostbite (a la Unreal World)?
Extreme heat waves (though it seems like thats always the state we're in now considering how little clothes are needed to quickly get overheated)?
If not, maybe extremely hot/cold area? (sections of science labs, maybe? Cryo rooms... even freezers in a butchers or restaurant. Nice strong doors, keeps out all the zombies, but super cold inside?)

This could easily tie into firefighter gear - it will protect you from overheating when near fire for a while (note that normal firefighter gear is NOT fireproof, merely fire retardant. It will not burn, but will not protect you from actually standing in fire. It does work really well against ambient heat and steam, though. You could give it actual fire protection, but make it degrade quickly?). You'd need a proximity suit for actual flame resistance (which would probably require a science lab or military base), and even that would degrade steadily while standing in flame, if not as fast as a normal fire suit, giving only temporary immunity. (This is the kind of thing lava researchers wear)

If nothing else, you could have a constant "temperature" based on some starting region - Do you start in the tropics? The temperate regions? Somewhere subarctic, like Canada?

Of course, that would eventually be a lot of work, since right now fire doesn't even generate light, forget heat. It seems to act more like... acid, I guess? Burns on contact, but no issues from proximity.

And finally:
Yes, please give us the option to put things on spaces next to us, or maybe even throw liquids without throwing the container! (Scoop up the zombie acid and use it as a weapon, mwahahah!)


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 03, 2011, 04:46:53 pm
I downloaded the source, but...how do I play it? Didn't get it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 03, 2011, 04:50:41 pm
You compile the source if you want to play, or you download one of Heads executables (a couple pages earlier).

Someone should really put a link to Head's stuff on RogueBasin or otherwise update that article. I'd do it, but wiki's terrify me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 03, 2011, 04:57:17 pm
Since DNS hates me I've temporarily moved the wiki to http://whoopshop.com/catawiki/index.php/Main_Page
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ma88hew on July 03, 2011, 05:48:02 pm
Fire should spread only through flammable surfaces... I died from the wildfire that resulted from me throwing a molotov at a turret underground in a lab. Or do the Science Labs have wooden floors? :\

This was my first character to explore a Science Lab.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on July 03, 2011, 05:48:20 pm
A few suggestions for weapons:

- Throwing weapons like throwing knives, darts, tomahawks, ninja stars, ect.
- Flare guns which can be used as weapons, to ignite things from afar, and could be (a)pplied to shoot a flare in the air which would stop zombies for a few seconds (like in Land of the Dead).
- Holographic and Laser sights which would maybe increase accurateness by a tiny bit and have no negatives?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 03, 2011, 05:51:10 pm
So, I was following this http://whoopshop.com/catawiki/index.php/Download, and I got stuck here:

10. In the terminal type "cd path/to/dir"

When i type it, it says: no such file or directory.
Am i doing something wrong, or what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 03, 2011, 05:53:04 pm
Are you literally typing "path/to/dir"?

Because it means, type the path to your directory. Not actually "path"/"to"/"dir"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 03, 2011, 05:55:42 pm
Ah, i thought that, but the // confused me... Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 03, 2011, 05:57:39 pm
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 03, 2011, 06:13:34 pm
Someone should really put a link to Head's stuff on RogueBasin or otherwise update that article. I'd do it, but wiki's terrify me.
Made some changes.

If anyone wants something added or changed and is ... terrified ... of wikis, lemme know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 03, 2011, 06:13:46 pm
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 06:14:22 pm
Okay since I'm totally new to this... I currently have virtual box running (Posting from it even) and I compiled myself a copy of the game. Yet it doesn't actually run. The terminal just kinda stays there doing nothing. I'm curious as a newbie to this, what did I do wrong here?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 03, 2011, 06:18:44 pm
Need help again, on the MSYS, when i type make it says: (http://img.ie/7b66b.png)
Now what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hachnslay on July 03, 2011, 06:22:03 pm
when will you add multi floored building. i don't think they are in yet. also: elevators for the labs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 03, 2011, 06:25:35 pm
Spoiler (click to show/hide)
Spoiler (click to show/hide)

What now? I know I can craft the Internal Battery module, but that's it. I've got a pretty high skill too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 03, 2011, 06:33:48 pm
Janet, maybe your screen is too small? Try resizing the window before you run it - default terminal size on many systems is too small, and on mine that just results in a blank screen until resize happens.

hacnslay, multfloor buildings ARE in, but the floors only go down. ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 03, 2011, 06:35:29 pm
Nobody know what is my problem? i'm kinda lost...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 03, 2011, 06:40:44 pm
Nobody know what is my problem? i'm kinda lost...

You don't have g++ installed.  If you are using Ubuntu, type "sudo apt-get install g++" to install it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 03, 2011, 06:41:10 pm
You don't have the g++ compiler installed. Install it.

Edit: Ninja-ed
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 03, 2011, 06:47:03 pm
I must be really retarded, but, do you got a name of a g++ compiler or a link?...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 03, 2011, 06:47:55 pm
Yeah, all you can craft right now are the CBM: Batteries. Shame.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 06:52:39 pm
Janet, maybe your screen is too small? Try resizing the window before you run it - default terminal size on many systems is too small, and on mine that just results in a blank screen until resize happens.

Yeah I JUST found that out. I feel kinda silly.

I also whent ahead and edited my game.ccp to remove the barefoot penalty so I wouldn't wrack my brain when I'm tired just why I'm wearing sneakers. At least I think I did, seemed pretty straightforward.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 03, 2011, 07:38:07 pm
I must be really retarded, but, do you got a name of a g++ compiler or a link?...

All you have to do is install it using your package manager. Whales posted the exact command for Ubuntu. What Linux distribution are you using?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 03, 2011, 07:53:04 pm
Janet, maybe your screen is too small? Try resizing the window before you run it - default terminal size on many systems is too small, and on mine that just results in a blank screen until resize happens.

Yeah I JUST found that out. I feel kinda silly.

I also whent ahead and edited my game.ccp to remove the barefoot penalty so I wouldn't wrack my brain when I'm tired just why I'm wearing sneakers. At least I think I did, seemed pretty straightforward.

The game used to pop up a written warning if your terminal was too small.  Now it doesn't and I can't figure out wide :<

But good for you!  I really encourage this type of editing, if there's something in the game you don't like.  If you make big changes, I also encourage you to share your version with others.
I'm going to start to try to move stuff like monster and item types to data files, to make it easier to mod.


I must be really retarded, but, do you got a name of a g++ compiler or a link?...

g++ is the name of the compiler (it compiles c++.  A little confusing, I know).  In linux, installing new programs is very easy, and you don't need a link.  Just open a terminal and type "sudo apt-get install g++", without the quotes.  It will ask you for your password, then install g++; then "make" should compile the game!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 07:55:17 pm
Also, I can confirm in the latest version unloading batterys still causes a segfault. Ill be sure and get my stuff set up so I can give you backtraces for other crashes whales. (When I can find where that was!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 03, 2011, 08:51:43 pm
Strange, I'm no longer to recreate the battery crash bug I posted before. If it does come up I'll bughunt it though, I need a break from bughunting this stupid physics engine I'm working with...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 03, 2011, 09:21:25 pm
Pretty sure the battery crash has been fixed for a while.  Not sure how up-to-date everyone's version of the game is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 03, 2011, 09:23:19 pm
Never crashed while unloading battery in current game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 09:47:29 pm
I compiled mine straight from fresh sources. Unless something at the github is out of date.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 03, 2011, 10:14:20 pm
Welp, there goes my best character so far.

In retrospect, I think it's fair to say that I completely underestimated the amount of bees in a hive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 03, 2011, 10:16:44 pm
Newest version, new crash:

program received signal SIGSEGV, Segmentation fault.
0x08474ade in npc::drop_items (this=0xa0085c8, g=0xbf97d974, weight=-139, volume=2) at npcmove.cpp:1176
1176        if (rVol.index > index)dable baton

----bt---
#0  0x08474ade in npc::drop_items (this=0xa0085c8, g=0xbf97d974, weight=-139, volume=2) at npcmove.cpp:1176
#1  0x08477ce6 in npc::pick_up_item (this=0xa0085c8, g=0xbf97d974) at npcmove.cpp:1058
#2  0x0847a89b in npc::execute_action (this=0xa0085c8, g=0xbf97d974, action=npc_pickup, target=-1)
    at npcmove.cpp:150
#3  0x0847df1a in npc::move (this=0xa0085c8, g=0xbf97d974) at npcmove.cpp:96
#4  0x0814ea97 in game::monmove (this=0xbf97d974) at game.cpp:2404
#5  0x08154733 in game::do_turn (this=0xbf97d974) at game.cpp:673
#6  0x08254fdf in main () at main.cpp:25

Also, slicing up a hoodie gives 10 rags, but it only takes 8 to make. Potential exploit there, though it takes enough charges its not a big deal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 10:58:39 pm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 03, 2011, 11:13:59 pm
Newest version, new crash:

program received signal SIGSEGV, Segmentation fault.
0x08474ade in npc::drop_items (this=0xa0085c8, g=0xbf97d974, weight=-139, volume=2) at npcmove.cpp:1176
1176        if (rVol.index > index)dable baton

----bt---
#0  0x08474ade in npc::drop_items (this=0xa0085c8, g=0xbf97d974, weight=-139, volume=2) at npcmove.cpp:1176
#1  0x08477ce6 in npc::pick_up_item (this=0xa0085c8, g=0xbf97d974) at npcmove.cpp:1058
#2  0x0847a89b in npc::execute_action (this=0xa0085c8, g=0xbf97d974, action=npc_pickup, target=-1)
    at npcmove.cpp:150
#3  0x0847df1a in npc::move (this=0xa0085c8, g=0xbf97d974) at npcmove.cpp:96
#4  0x0814ea97 in game::monmove (this=0xbf97d974) at game.cpp:2404
#5  0x08154733 in game::do_turn (this=0xbf97d974) at game.cpp:673
#6  0x08254fdf in main () at main.cpp:25

Also, slicing up a hoodie gives 10 rags, but it only takes 8 to make. Potential exploit there, though it takes enough charges its not a big deal.

ARGH THIS BUG.  Why is it crashing there?  Why?!  There is no reason that line should ever produce a segfault.  WHAT IS GOING ONNNN

Also good call on the hoodie, I'll adjust that.

Janet, I'll add a line or two in NPC_HINTS about larger calibers not being necessary--though it is much easier to one-shot a zombie with a heavy rifle than with a light pistol.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 03, 2011, 11:32:45 pm
I more meant at most... You'd want a .38. Since for a begginer a .22 is too unrelyable in it's damage output. But after a few levels of skill you could very well move to a .22 as long as you have .22 LRs. Really the big stuff is for hulks and that's it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 03, 2011, 11:37:40 pm
Found either a bug or a lack of documentation.  The description-stats of the bootstrap says it's supposed to have zero encumbrance (like the holster), but it actually encumbers the Legs by two levels.  Either it's got the wrong effect or the description should be fixed.  I would think it'd be unencumbering like the holster, especially since it's smaller.

Just because throwing out suggestions is okay, since you're working of fire, if there isn't a device capable of spreading flame, like say a flamethrower, there should definitely be one.  Maybe even a couple different kinds, constructable at different skills.  A proper one that sprays burning fuel over an area, and a simple pocket-sized version made from household materials (http://thereifixedit.failblog.org/2010/01/19/epic-kludge-photo-what-no-im-not-trying-this-im-researching/), for setting things on fire in melee range.

Also, office buildings would make the towns seem more lifelike, even if they don't hold much of value, besides desks to be smashed up for wood.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 03, 2011, 11:38:25 pm
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?
1. Stupid question, but did you have Num Lock on?
2. Cheat Engine.

1. I've tried with num lock on and off. It just isn't mapped properly.
2. And how do you do that? ~?

3. Where's the save file stored at? I'm looking at the readme but for one theres no exe (putty?) and even then I can find the mentioned file amongst the source code.

It's mapped properly.  PuTTY has a bug (or maybe a "feature") where you must press ctrl+numlock to use the numpad.  If you are using PuTTY then the save files are stored on the server you're playing on, otherwise it's in "save/charactername.sav".

Hmm interesting... Then how do you play this without using PuTTY?

Well if you are a windows users you can find the latest bin here
https://github.com/headswe/Cataclysm
or if you are a linux user you can find the latest bin here
http://whoopshop.com/cataclysm/?C=M;O=D

Oooh, so I have to make my own exe then?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 12:15:14 am
Combat knifes are beautiful things. I bring a couple with me wherever I go now. I thought Brutes were easy before with rocks, but taking off their head in a single shot is much more satisfying... mmm, that beautiful 100+ damage. And I'm a low strength character too...

Took forever to get that first level though, what with it getting constantly stuck in at low levels. Luckily I found a book, so once I HAD that first level, I got to lv4 right quick!

The retractable rod is a fine backup weapon for skeles too. ^_^

Still had an awfully close call, down to 16 health on torso... last run into town gave me what I need, but damn hornets and shocker zombies... had to pull out my gun, and it all went downhill from there, till I was in bed on cocaine and codeine, hallucinating up a storm while thunder raged outside, fighting zombies most of which weren't real, until I boarded up the windows and got my traps sent, finally drifting off to sleep to dreams of killing my mother...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 04, 2011, 12:20:57 am
^ This. is why we play cataclysm  8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 04, 2011, 12:21:21 am
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?
1. Stupid question, but did you have Num Lock on?
2. Cheat Engine.

1. I've tried with num lock on and off. It just isn't mapped properly.
2. And how do you do that? ~?

3. Where's the save file stored at? I'm looking at the readme but for one theres no exe (putty?) and even then I can find the mentioned file amongst the source code.

It's mapped properly.  PuTTY has a bug (or maybe a "feature") where you must press ctrl+numlock to use the numpad.  If you are using PuTTY then the save files are stored on the server you're playing on, otherwise it's in "save/charactername.sav".

Hmm interesting... Then how do you play this without using PuTTY?

Well if you are a windows users you can find the latest bin here
https://github.com/headswe/Cataclysm
or if you are a linux user you can find the latest bin here
http://whoopshop.com/cataclysm/?C=M;O=D

Oooh, so I have to make my own exe then?

Press download and you will see a list of zip files i've uploaded on the windows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 04, 2011, 12:27:36 am
So how do you change which buttons do what? For some reason it seems that movement isn't properly mapped to my number pad. Also is there any way to increase the starting char gen points?
1. Stupid question, but did you have Num Lock on?
2. Cheat Engine.

1. I've tried with num lock on and off. It just isn't mapped properly.
2. And how do you do that? ~?

3. Where's the save file stored at? I'm looking at the readme but for one theres no exe (putty?) and even then I can find the mentioned file amongst the source code.

It's mapped properly.  PuTTY has a bug (or maybe a "feature") where you must press ctrl+numlock to use the numpad.  If you are using PuTTY then the save files are stored on the server you're playing on, otherwise it's in "save/charactername.sav".

Hmm interesting... Then how do you play this without using PuTTY?

Well if you are a windows users you can find the latest bin here
https://github.com/headswe/Cataclysm
or if you are a linux user you can find the latest bin here
http://whoopshop.com/cataclysm/?C=M;O=D

Oooh, so I have to make my own exe then?

Press download and you will see a list of zip files i've uploaded on the windows.

... *slaps self* Apparently I kept downloading the source without looking at the links under those buttons. And here I was stuck at step 10 because it wouldn't take the path I set the directory to. Thank you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 04, 2011, 01:11:54 am
Found either a bug or a lack of documentation.  The description-stats of the bootstrap says it's supposed to have zero encumbrance (like the holster), but it actually encumbers the Legs by two levels.  Either it's got the wrong effect or the description should be fixed.  I would think it'd be unencumbering like the holster, especially since it's smaller.

Just because throwing out suggestions is okay, since you're working of fire, if there isn't a device capable of spreading flame, like say a flamethrower, there should definitely be one.  Maybe even a couple different kinds, constructable at different skills.  A proper one that sprays burning fuel over an area, and a simple pocket-sized version made from household materials (http://thereifixedit.failblog.org/2010/01/19/epic-kludge-photo-what-no-im-not-trying-this-im-researching/), for setting things on fire in melee range.

Also, office buildings would make the towns seem more lifelike, even if they don't hold much of value, besides desks to be smashed up for wood.

As noted elsewhere in this thread, and mentioned (albeit in a hard-to-find place) in the help, wearing multiple pieces of clothing on the same body part will result in encumberment, even if the individual articles have 0 encumbrance each.

I've started work on special-effect ammo, such as flamethrower shots to set things on fire, incendiary bullets that cause gas pumps to explode,
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 01:16:36 am
Spoiler: Um... Umm.... (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 04, 2011, 01:18:07 am
When I was following the instructions for self compiling on the wiki for windows, I kept getting a error with some main file talking about it not have a sdl/sdl.h.... so I deleted the main file. Then it yelled at me again, so I put the main file back but deleted two lines talking about a sdl file. It now works. Heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 04, 2011, 01:20:58 am
Spoiler: Um... Umm.... (click to show/hide)

I'm pretty sure that happens if you have schizophrenia.

EDIT: Yeah, it's one of the FAQ:

"Q: The game just told me to quit, and other weird stuff is happening.
A: You have the Schizophrenic trait, which might make the game seem buggy."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 01:31:50 am
I was just asking. It kinda... Well I'm easily frightened!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 04, 2011, 02:14:03 am
Made a blade trap, disarmed the outer blade first, then the engine. Still have 7 blades sitting there, probably effective, with no engine in the center, and the engine returned a motor and two machetes when disarmed.

Edit: Definitely effective. Current setup I have is basically a zombie farm, and if I had enough string I could set it up to be a true item farm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 04, 2011, 02:28:48 am
When I was following the instructions for self compiling on the wiki for windows, I kept getting a error with some main file talking about it not have a sdl/sdl.h.... so I deleted the main file. Then it yelled at me again, so I put the main file back but deleted two lines talking about a sdl file. It now works. Heh.
Why did you even compile yourself? i guess its fun

 
and noticed the guide is out of date
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 04, 2011, 03:04:49 am
i can know how much noise emit ?

Run is noisy?
Smash a door or a windows is noisy???

I think the zombie are too fast and smart... I can't walk for the city... and if i see ONE zombie ( a the edge of the map) is too late to escape... two or three turn and the zombies are TWO, FOUR... FIVE.....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on July 04, 2011, 03:13:47 am
i can know how much noise emit ?

Run is noisy?
Smash a door or a windows is noisy???

I think the zombie are too fast and smart... I can't walk for the city... and if i see ONE zombie ( a the edge of the map) is too late to escape... two or three turn and the zombies are TWO, FOUR... FIVE.....
Run is just an option to not let you move when enemies are nearby.

Most things you would think make noise make noise, like smashing things or shooting guns.

And the basic zombies are easy to hit if it's only one, and they almost always are slower than you if you keep moving.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 05:00:31 am
Dammit whales. I barely realised it was 5 AM because I was playing your game too long. I can only dread how long Ill be stuck playing it as it gets more new features.

One little suggestion I feel I should make though.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on July 04, 2011, 05:16:28 am
Damn those thunder storms. I just go to sleep in living quarters in fort and an explosion wake me up just to see that it set my barricaded windows on fire, quickly grabbed whats most needed and evacuate -> thats DF level of FUN.
I had to completly disable npc spawning, beauce they started to bug me off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 09:30:32 am
Just as a note, the drawback that makes you jittery never seems to stop! It's kind of more major than I thought it would be - that constant -4 to dex really hurts. It might be because the majority of the game drinks are sodas, and thats trigger it, but I feel like sedatives at least would calm it down a bit sometimes? I dunno, but I probably wouldn't pick it again.

Ashmatic, however, is barely a flaw at all and is worth more - mostly because you start with 100 uses, and its easy to find more. Oddly enough, it only seems to trigger when asleep... so I assume its just a time thing. You should consider upping its potential by requiring its use in stressfull/exhausting activities as well, maybe?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 04, 2011, 09:46:29 am
Yes but i never see a zombie alone
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 04, 2011, 10:22:52 am
I don't know how do you handle town vs wilderness, Whales, but I have a suggestion which should add a lot to the immersion :).

Make more populated areas (centers of towns etc.) to have the current zombie counter, and make forests and other wild areas to have the zombie counter GREATLY decreased. So you could see a zombie there only when you make a huge amount of noise.

It should be okay since there are no supplies, so you rarely go there. But if you want to run from zombies and make a camp in the woods, let us feel like we are really far away from people. normal and undead.


Also loud sounds should frighten animals the same way they attract undead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 04, 2011, 10:34:40 am
So you could see a zombie there only when you make a huge amount of noise.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 04, 2011, 10:37:43 am
When I was following the instructions for self compiling on the wiki for windows, I kept getting a error with some main file talking about it not have a sdl/sdl.h.... so I deleted the main file. Then it yelled at me again, so I put the main file back but deleted two lines talking about a sdl file. It now works. Heh.
Why did you even compile yourself? i guess its fun

 
and noticed the guide is out of date
I wanted to change around a few things, like taking out boomer zombies and such. Can't do that if it's already compiled.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 04, 2011, 10:39:46 am
What about allergy for wasp/bee venom? :P
I'd like to see a craftable anti-rain device. Like a rain cloak made of plastic bags.

boomer zombies
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 04, 2011, 11:14:39 am
Hrm... is there something you can smash to get nails? Never seem to find any in the hardware stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 11:17:49 am
Deon, it already works that way. Zombie numbers are related to nearby urban density - in the deep woods, there's almost never any zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 04, 2011, 11:18:45 am
Good to know! Then I will try to hide in woods and evade bees :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 04, 2011, 11:24:25 am
So I stepped on a landmine. That then set off three other landmines.

Be afraid. Be very afriad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 04, 2011, 11:26:13 am
I must be really retarded, but, do you got a name of a g++ compiler or a link?...

All you have to do is install it using your package manager. Whales posted the exact command for Ubuntu. What Linux distribution are you using?
I don't haz linux...I have win7
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 04, 2011, 11:27:42 am
I must be really retarded, but, do you got a name of a g++ compiler or a link?...

All you have to do is install it using your package manager. Whales posted the exact command for Ubuntu. What Linux distribution are you using?
I don't haz linux...I have win7

Then just download the bins?
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.5.zip
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 04, 2011, 11:38:07 am
I must be really retarded, but, do you got a name of a g++ compiler or a link?...

All you have to do is install it using your package manager. Whales posted the exact command for Ubuntu. What Linux distribution are you using?
I don't haz linux...I have win7

Then just download the bins?
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.5.zip
Gawd...thank you, but i didn't saw the download....Many thanks!
(I guess it just proves how retarded i am...LOL :o)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 11:56:38 am
Okay, new suggestion.

Some buildings should have generators. They would usually start broken, so a good Mechanics skill would help here.
Once repaired, keeping them filled with gasoline will provide the building with electricity, powering up the lights and keeping it bright even at night-time.

Lights would dramatically increase the zombie numbers around at night, so it would be wise to board the windows before powering it up.
Also, you could use it to charge the implant batteries directly.

Such buildings with generators would be really good spots to establish a safehouse.
I'd guess buildings like Banks, Police Stations and such would be most likely to have them, though it wouldn't be too strange to have a store or a house here and there with a generator.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 04, 2011, 12:19:07 pm
Such buildings with generators would be really good spots to establish a safehouse.

Don't be too sure about that. Noise attracts zombies. The building would probably be constantly under siege and the zombies are probably the reason the generator would be broken down when found.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 12:43:32 pm
I have just discovered the miracle of fungaloids. Oh god oh god they just never stopped coming... I got like 60 kills and I'm sure being covered in spores wasn't going to help either had I survived the onslaught. They just surrounded the entire building apparently while I was practicing my sewing skill and then AHHH ATTACKS
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 12:58:02 pm
Such buildings with generators would be really good spots to establish a safehouse.

Don't be too sure about that. Noise attracts zombies. The building would probably be constantly under siege and the zombies are probably the reason the generator would be broken down when found.

I guess so. Still, when you're a bit stronger and can handle some more zombies (probably with a field of traps), they would be quite beneficial.

Also, finally found my first lab, and holy fuck are these things large. That's why I have YET ANOTHER suggestion.
On the map, the darker Ls denote stairs down, but there are no special colors for stairs up, making me quite lost for a while.

Also, perhaps noting somewhere on the screen on what level are you, like Science Lab - L2.

EDIT: Also, I dunno if this is a bug or not, but I just had a "small laboratory" in one of those gated towns to be gen'd without any doors. It was just wall all around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 04, 2011, 01:03:11 pm
Grah. Just lost my most promising character so far because of an NPC's brain exploding or something. Still can't find any nails either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 01:23:10 pm
Nails seem absurdly rare. I've been to like 3 different towns in my current game and I've seen not a single box.

I suggest they spawn more often, or possibly add them to random household goods. Since as it is you're lucky to find a single box at the current spawn rate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 01:25:55 pm
Nails seem absurdly rare. I've been to like 3 different towns in my current game and I've seen not a single box.

I suggest they spawn more often, or possibly add them to random household goods. Since as it is you're lucky to find a single box at the current spawn rate.
Seconded. Nails really seem to be the one thing Hardware stores shoud be really overflowing with them, not tho other way around.

Just making it so that at least one pack of nails spawns at every HW store would greatly improve the situation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 01:39:08 pm
I honestly thing more stuff should be in most of the stores in general, truth be told. It's kind of odd, even assuming things were already looted, that there is so very little.

Oh, suggestions!

Allow woodsaws/hacksaw to be used on objects to break them more easily - for example, breaking down dressers and the like. Have them drop nail boards in addition to 2x4s, and allow the use of a hammer to remove the nails. Maybe you'll only get a couple nails per dresser, but at least there would be a way to salvage them. And screws too! Using a screwdriver on a shelf will give you screws and 2x4s.

Also, when dragging is added, objects like wagons/shopping cars should get thrown in as well. ^_^

Also, is there a way to try to grab on and pull back out weapons that have become stuck in a zombie?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on July 04, 2011, 02:07:46 pm
My first time playing this game, I rolled up a brute-type insomniac melee character with poor vision. Ran around looking for a backpack, found a gas station, saw a zombie, lit a tiny pool of gasoline on fire to try and draw him through it and WTFBOOOOOOOOOM

Second time playing the game, I hit "random" and got a savant schizophrenic who lived down the street from a gun store. Lucky! On my way back from raiding the place, I was /swarmed/ by fungaloids. I'm quite certain at least one of them wasn't real.

I love this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 04, 2011, 02:13:46 pm
A generator could be in basement, making a very little or no noise outside.

A good suggestion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 02:14:39 pm
Yeah... multiple item encumbrance is supposed to be for each item BEYOND 2, right? Because a bootstrap+pants = instant 2 encumbrance. That don't seem right at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: coolguy1351 on July 04, 2011, 02:18:06 pm
One quick question: What determines the population density of monsters?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 03:05:03 pm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 04, 2011, 03:16:23 pm
...I just found a mininuke and a whole bunch of CBMs. Now I really need to find a freaking library for skill books.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 03:19:24 pm
Just got the CBM: Utility implant and I'd really encourage everyone to go for the Integrated Toolset if they don't have already.
Best fucking implant ever. Probably even overpowered comparing to all the other implants.

Basically you don't need anything on the tool list ever.
But the real OP thing is that you get for free even the limited-use stuff like hotplate and sewing kit charges.

Maybe such things should draw some internal power instead?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 03:22:21 pm
I don't understand why I'm not getting any skill - I've been fighting with spears for quite a while now, I've got 20 intelligence and good dex, I've got a kill list of upwards of 50 enemies, and I've gotten a single point of melee... and I think that was from using the crowbar!

What the hell?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 04, 2011, 03:25:49 pm
Are you keeping your moral up so your XP pool increases?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 04, 2011, 03:26:28 pm
I think spears may only count as a throwing weapon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 03:27:40 pm
I can say without any doubt that blunt melee is the way to go. Doesn't get stuck, doubles as a gun with shotguns and rifles, and works on skeletons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 03:31:53 pm
But it does so much less damage! By level 5 slashing, you can easily do over a hundred damage a hit with a machete or hand axe, and even with a combat knife it isn't uncommon!

And hmm... it might be the morale experience thing, I didn't even realize that was how it worked, I'm so used to getting skills from books...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 03:39:12 pm
But it does so much less damage! By level 5 slashing, you can easily do over a hundred damage a hit with a machete or hand axe, and even with a combat knife it isn't uncommon!

But tell me an enemy that 70+ damage doesn't already kill. Anything that DOESN'T die get's stunned and dies a little later. And if you're talking about meleeing hulks well then I guess that's diffrent, but I really don't think you should be closing to melee distance with a hulk under any circumstances.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 03:48:14 pm
Bug report, I guess.

While the giant ant corpses give out regular "chunk of meat", for some reason, ant larvae give "tainted meat".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 04:12:48 pm
Major bug report -
While unloading a 2-way radio with 500 battery, instead of getting 500 battery, I got 100 battery and 400 .45ACP.

Not complaining, since thats the ammo my gun of choice uses, but I didn't expect it to be powering a radio. ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 04:21:23 pm
You know what I said about zombie hulks?

Forget what I said. I just bashed two of their heads in effortlessly. I'm like some super powered shotgun wielding skirt wearing death god.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 04, 2011, 04:23:51 pm
Major bug report -
While unloading a 2-way radio with 500 battery, instead of getting 500 battery, I got 100 battery and 400 .45ACP.

Not complaining, since that's the ammo my gun of choice uses, but I didn't expect it to be powering a radio. ^_^
Maybe in the future bullets autoconvert into batteries when they are depleted?

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 04, 2011, 04:25:51 pm
So I've been playing one play through for about 10 hours and I've reached this stage.

(http://img.ie/31758.png)


I know difficulty is ramping up, but its honestly comparing a race between a snail that is the difficulty and the rabbit that is my killing power. I can sleep in the middle of the road without too much a care in the world.

I believe it stems from melee combat. Right now, melee combat doesn't consume ammo, its high damaging, and makes very little sound. With my melee focused character, I never had too much trouble with any zombie encounter.

Unless of course, this is all intended. But right now, firearms seem pretty useless due to the ammo consumption and noise making.

Since I'm in melee all the time, my dodging skill also sky rockets.

Finely, experience gain may need to be toned down, as evident in my picture.

Also, the biotic blood analysis doesn't work. It just causes the game to close.

Spoiler: Question (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 04:35:19 pm
Spoiler: Question (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 04, 2011, 04:43:05 pm
Spoiler: Question (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

"Edit" Also, how do you use goo canisters? Just spoiler the answer please.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 04:47:29 pm
"Edit" Also, how do you use goo canisters? Just spoiler the answer please.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 04, 2011, 04:51:29 pm
A generator could be in basement, making a very little or no noise outside.

A good suggestion.
I'd just like to throw it out there for generator discussion that this is the future and things run off of some sort of power cell, at least I believe that's how Whales has been covering up the plot holes. ;)

So I'd wager if they had generators at all they'd be ran off of those very same power cells, which, probably wouldn't make any noise.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: somebody on July 04, 2011, 05:05:40 pm
Another bug: if you get robbed by someone while you are asleep you don't wake up, even if you drop your weapons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 05:14:29 pm
A generator could be in basement, making a very little or no noise outside.

A good suggestion.
I'd just like to throw it out there for generator discussion that this is the future and things run off of some sort of power cell, at least I believe that's how Whales has been covering up the plot holes. ;)

So I'd wager if they had generators at all they'd be ran off of those very same power cells, which, probably wouldn't make any noise.
I'd disagree. All the high-tech, futuristic equipment aren't held by the civilians. They were had in highly-secured labs and rarely in military.
Sometimes, a NPC might have one of those, but he might be an escaped scientist r simply a civilian who looted them from a dead military squad.

Other than that, you don't see anything unconventional in cities, the top weaponary is still ye olde 21. century projectile launchers.

As such, why would civilian generators run on something like that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 05:26:47 pm
As such, why would civilian generators run on something like that?

Better question. If they do. Why are all the lights off?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on July 04, 2011, 05:30:45 pm
[spoiler]what effects accuracy stat? BB ammo is 20 in itypedef.cpp but shows as 80 ingame[/spoiler]
no problem figured the reason for ingame vs this difference.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on July 04, 2011, 06:00:28 pm
~run around with shovel, dig pit in title zombie will enter~

Undefeated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 06:24:10 pm
Code: [Select]
Program received signal SIGSEGV, Segmentation fault.
0x08195595 in item (this=0xbfa0eb7c, it=0x906a0f0, turn=45602) at item.cpp:43
43...... if (it->is_gun()). LEG:
(gdb) bt................. 78   
#0  0x08195595 in item (this=0xbfa0eb7c, it=0x906a0f0, turn=45602) at item.cpp:43
#1  0x08142304 in game::unload (this=0xbfa0f204) at game.cpp:4400
#2  0x0815259e in game::get_input (this=0xbfa0f204) at game.cpp:989
#3  0x08154652 in game::do_turn (this=0xbfa0f204) at game.cpp:659
#4  0x08254fdf in main () at main.cpp:25   C

This happens pretty consistantly whenever attempting to unload a hotplate, easily reproducible on my end.

Edit:
Hmm... it actually seems to be for ANY item. Odd... this is coming right off a load, let me check something...

Hah, got it!
The problem is that loading the game, items in your inventory break a bit somehow - if you put them down, save, then reload, you can unload them without a problem. May just need to drop them in general, doing some more testing... Nope, you definitely need to save, exit, and then come back. It appears that loading a game doesn't properly load battery powered items in the inventory (weapons seem to unload fine). Gonna try to figure out why now.

Been trying to bughunt, see next post...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 04, 2011, 06:54:41 pm
How do you make the screen size/text size in the game of the windows 1.3.5 version larger?  I know other rogue likes I've played had the option where I can right click on the game's tab on my start bar -> Properties -> Text size/font.

EDIT: I'm on Windows 7 if that makes a difference.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 06:58:22 pm
How do you make the screen size/text size in the game of the windows 1.3.5 version larger?  I know other rogue likes I've played had the option where I can right click on the game's tab on my start bar -> Properties -> Text size/font.

EDIT: I'm on Windows 7 if that makes a difference.
Nah, the thing here is that this doesn't run in native OS console, but in a PDCurses "console". That's why you can't simply resize it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 04, 2011, 07:03:23 pm
OH crud. Well, what would be the easiest alternative to run this thing on my large monitor?  From catching up on the pages (I haven't had internet for 5 days), it looks like people are using virtual box and some linux compiler thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 04, 2011, 07:24:59 pm
OH crud. Well, what would be the easiest alternative to run this thing on my large monitor?  From catching up on the pages (I haven't had internet for 5 days), it looks like people are using virtual box and some linux compiler thing.

I'l try to remember finding out if this can be set somehow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 07:31:18 pm
Hah, I figured it out! Well, part of it.

6 field for the item in the save file is supposed to be the ammo type - for most items, the ammo type is '0'! Only weapons have the ammo type saved!

It's actually a problem with the save function, NOT loading.

Update:
I think its a problem with line 156+215 of item.cpp

Final Update:
Okay, lost my character messing around with this stuff, but the issue seems to be that the data is dumped from the item file, and the item file does not have access to the item_types default lists - when unloading a info normally, it uses that list to figure out the ammo type, unless it is a weapon in which case it is saved in "curammo". When saving the item info, however, you are inside the item class, which doesn't have access to the game-level instantiation of "itemtypes", which it needs to figure out what type of ammo these items have.
Instead, it simply says "It's not a gun, so it doesn't have ammo" and save that to file.


Actually, may have understood how this worked, I've now got now idea what causes this
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 08:07:40 pm
Spoiler: Oh wow! (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 04, 2011, 08:32:24 pm
Spoiler: Oh wow! (click to show/hide)
Why in the world is that on the surface? I mean, I know, zombie apocalypse and all, but I didn't think things were that bad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 08:52:33 pm
Well...

Spoiler: Considering... (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 08:57:35 pm
Spoiler: Oh wow! (click to show/hide)
Why in the world is that on the surface? I mean, I know, zombie apocalypse and all, but I didn't think things were that bad.
Between the Half Life references and the terror and hell on surface, caused by zombies, gigantic mutated bugs and the headsploding survivors, I think nothing of some benign cracks. "That bad"? That's nothing.

This game srsly needs a Hardcore mode.

EDIT: And ninja'd because I'm a slow writer. Oh well, we had the same message anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 04, 2011, 08:59:26 pm
This game srsly needs a Hardcore mode.
What would that entail? The game is as Hardcore now as I could ever expect it to be.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 04, 2011, 08:59:34 pm
This game srsly needs a Hardcore mode.
Oh you mean the game as it is right now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 04, 2011, 09:05:59 pm
I wouldn't mind a hardcore mode. Increased zombie spawns, morale is easily lowered and hard to keep up. Lower health, even.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 04, 2011, 09:07:36 pm
I wouldn't mind a hardcore mode. Increased zombie spawns, morale is easily lowered and hard to keep up. Lower health, even.
You mean the actual game right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 04, 2011, 09:09:02 pm
The game isn't that hard honestly. So I don't see what you're harping on about Bdthemag. Though to me it feels like it's only because content is fundamentally missing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 09:11:54 pm
I mean much more Hardcore.

So hardcore that every second you're afraid for your life. Barricading and turtling inside a house does nothing, they'll tear that shit down. So hardcore that when you [SPOILER] that [SPOILER] deep in the Labs, it's a fucking apocalypse on the surface. Portals everywhere, spewing forth monstrocities from your deepest nightmare. This is the mode you can't survive, and only the luckiest would be able to survive more than a day if they open the portals.

Every second and every action you do can result in your death, as you need to think every step to survive another day. Diseases will probably kill you if untreated and mutations WILL turn you into a being, usually found in a novel by Lovecraft.

That much fucking Hardcore.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 04, 2011, 09:13:13 pm
I mean much more Hardcore.

So hardcore that every second you're afraid for your life. Barricading and turtling inside a house does nothing, they'll tear that shit down. So hardcore that when you [SPOILER] that [SPOILER] deep in the Labs, it's a fucking apocalypse on the surface. Portals everywhere, spewing forth monstrocities from your deepest nightmare. This is the mode you can't survive, and only the luckiest would be able to survive more than a day if they open the portals.

Every second and every action you do can result in your death, as you need to think every step to survive another day. Diseases will probably kill you if untreated and mutations WILL turn you into a being, usually found in a novel by Lovecraft.
That much fucking Hardcore.
*facepalms*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hiiri on July 04, 2011, 09:32:02 pm
I mean much more Hardcore.

So hardcore that every second you're afraid for your life. Barricading and turtling inside a house does nothing, they'll tear that shit down. So hardcore that when you [SPOILER] that [SPOILER] deep in the Labs, it's a fucking apocalypse on the surface. Portals everywhere, spewing forth monstrocities from your deepest nightmare. This is the mode you can't survive, and only the luckiest would be able to survive more than a day if they open the portals.

Every second and every action you do can result in your death, as you need to think every step to survive another day. Diseases will probably kill you if untreated and mutations WILL turn you into a being, usually found in a novel by Lovecraft.

That much fucking Hardcore.

Yeah and add fake 5 minute loading screens just to make it more fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 04, 2011, 09:38:14 pm
Is it normal to kill over 100 zombies of various types with just a screwdriver, then to only die from the cold? The Spetznaz Knife Techniques book is a blessing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 04, 2011, 09:39:38 pm
So I'm following x2yzh9's guide to run it on virtual box and I'm stuck on the part where I type in cd /home/<user name here>/Downloads/Whales
It just tells me there is no such file or directory..  What can I be doing wrong here?

EDIT: It works! But it is very slow.  Do I have to repeat these steps each time I play?

EDIT2: Oh and thank you for that tip quinn! 

Alright, Here's my guide
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on July 04, 2011, 09:57:28 pm
@Tnx: Are you actually typing the <user name here> part?
Your username is viewable right at the command prompt, it should look something like this:
<username>@<computername>-<directory/location>$ <where you type your commands>

EDIT: Just type "~/Downloads/Whales" instead. That ~ will be replaced with your home directory automatically.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 04, 2011, 09:59:50 pm
Pff haha. I accidentally activated the mininuke that I had found and ended up blowing all those CBMs I'd collected up. So much for that character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 04, 2011, 10:13:40 pm
My god, the spear is still freaking beastly. The only time I ever get in stuck in the enemy is when I have negative skill, and when combined with an MP3 player + constant pot high, I level like a madman. And the spear levels EVERY skill - blunt, cut, and pierce! Awesome.

Currently average 130 damage a hit, and the speed is a cool 78.

Anyone know a faster weapon?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 04, 2011, 10:54:22 pm
My god, the spear is still freaking beastly. The only time I ever get in stuck in the enemy is when I have negative skill, and when combined with an MP3 player + constant pot high, I level like a madman. And the spear levels EVERY skill - blunt, cut, and pierce! Awesome.

Currently average 130 damage a hit, and the speed is a cool 78.

Anyone know a faster weapon?

adamantite claws. 58 or something. also levels every skill. and average damage is around 90 at 5 raw
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 04, 2011, 11:31:35 pm
Okay, so clearly the game needs some rebalancing!  Especially as those who once found the game too hard get used to it and find it too easy.  I'm going to take a break from new features for a little while, and work on streamlining the melee code (to start), and nerfing it a little as I go--especially at high levels of skills.  I'm also making the skill curve steeper; the higher your skill, the slower it'll increase, so the super-high levels will be harder to obtain.

In the meantime, nails will spawn more often, and there's now a "home hardware" item group, including nails.  I'll add in duct tape soon, with some crafts to go with it.

I'll also try to fix that unloading items bug, thanks to everyone who's investigated and shared their backtraces, it's really a big help.

I encourage you guys to email me--this thread's a little hard to keep up with, sometimes ;)  I try to be prompt when returning emails, and it's a good way to index stuff.

Also, I'm a little hesitant to suggest this, but you can also open issues on my github repo (see my sig for the link).  That'll index things and leave them in a public place so I don't get 500 emails of "I start inside a wall sometimes!"

As always, thanks for playing and for helping me develop the game!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 04, 2011, 11:38:26 pm
Also, I'm a little hesitant to suggest this, but you can also open issues on my github repo (see my sig for the link).  That'll index things and leave them in a public place so I don't get 500 emails of "I start inside a wall sometimes!"
Nah, don't worry, we won't abuse it. We're nice. Usually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on July 05, 2011, 12:23:52 am
Also, I'm a little hesitant to suggest this, but you can also open issues on my github repo (see my sig for the link).  That'll index things and leave them in a public place so I don't get 500 emails of "I start inside a wall sometimes!"
Nah, don't worry, we won't abuse it. We're nice. Usually.
Unlike those Facepunch folks. Read the thread today and noticed how they suggested that you look up a couple...things. :-/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 12:32:58 am
Also, I'm a little hesitant to suggest this, but you can also open issues on my github repo (see my sig for the link).  That'll index things and leave them in a public place so I don't get 500 emails of "I start inside a wall sometimes!"
Nah, don't worry, we won't abuse it. We're nice. Usually.
Unlike those Facepunch folks. Read the thread today and noticed how they suggested that you look up a couple...things. :-/
>going to Facepunch
I hope you guys don't do this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 05, 2011, 12:37:11 am
Most of the people on Facepunch are idiots, so don't ever go there again. Stay at Bay12, its better here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 12:39:34 am
Yeah, facepunch was a bust.  Not a goldmine like Bay12!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 05, 2011, 12:41:02 am
I haven't read anything on Facepunch in about five or six years now, but even back then they struck me as irrationally aggressive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 12:47:10 am
I haven't read anything on Facepunch in about five or six years now, but even back then they struck me as irrationally aggressive.
Just like their "god", then.

But anyway, let's not make this a Facepunch thread. Even now they've gotten more attention than they deserve.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on July 05, 2011, 12:49:07 am
I haven't read anything on Facepunch in about five or six years now, but even back then they struck me as irrationally aggressive.
A site that (from a literal view) is named after punching of faces would indeed tend to be irrationally aggressive.  :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 12:55:29 am
I haven't read anything on Facepunch in about five or six years now, but even back then they struck me as irrationally aggressive.
A site that (from a literal view) is named after punching of faces would indeed tend to be irrationally aggressive.  :)
I've always thought of this from another perspective, like how some other sites make you *facepalm*. This one forces you to mutilate your face with its sheer shittiness.

But anyway, let's not make this a Facepunch thread. Even now they've gotten more attention than they deserve.

In attempt to rerail the thread, everyone post what would be the dumbest death of your character?

Mine was falling in a trap pit I made, while already being almost dead from running from a fungie horde.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 01:09:26 am
Tried to fight a bear after reloading my mp3 player so I could have appropriate battle music.

It was only when I was on the verge of death that I realized that maybe I should have put it away before the battle and pulled out a better weapon...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 05, 2011, 01:11:23 am
Tried to fight a bear after reloading my mp3 player so I could have appropriate battle music.

It was only when I was on the verge of death that I realized that maybe I should have put it away before the battle and pulled out a better weapon...
"Taste Heavy Metal you goddamn bear!"

My stupidest death is walking into a large batch of Bear Traps with low perception "Oh look, that must be all of the tra-" *snap* "Fuck! Atleast theres a crossbow stashed in the mi-" *snap* "Fuuuuuuuck! Well atleast I ha-" *snap*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 01:15:22 am
Tried to fight a bear after reloading my mp3 player so I could have appropriate battle music.

It was only when I was on the verge of death that I realized that maybe I should have put it away before the battle and pulled out a better weapon...
"Taste Heavy Metal you goddamn bear!"
Bear: "Metal! My only weakness! How did you know?!"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 05, 2011, 05:51:10 am
is possible to clean/reset/restart a world city map a the start of the game??


bug?? :

i have played a random character with the android trait.... but when i tried to use the power up... the game freeze....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 05, 2011, 06:11:35 am
Suggestion: Since sun glare is an actual effect, it seems almost criminal that there are no sunglasses.  Especially since you can get augmented vision, so then you can wear your sunglasses at night.

is possible to clean/reset/restart a world city map a the start of the game??

I just delete the folder and replace the game myself.  There's no option, but it's all stored in the "save" folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 05, 2011, 07:51:01 am
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.6.zip release

Enjoy

Changelog
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 05, 2011, 08:16:29 am
A question: using the map of the city the character is teleported into the chosen building, even if it has not been explored yet. Is a debug option or is a feature?

It would be handy if the game showed only the comestibles if I press 'E' or only the tool list if I press 'a'. Because now I always have to scroll through the (long) menu in order to find the right item.

Also, wearing a shirt, a rain cloak and a backpack encuber heavily the torso. Isn't it too much? I mean, I agree that the torso is encumbered, but not so much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 05, 2011, 08:41:27 am
Well, it'd be encumbered when it comes to fine movement, especially with a backpack offsetting your balance.
Also, 'a' can be used to eat stuff at the moment, and I'm sure some things can be applied that aren't tools.


Also, since we prolly aren't going to get an incursion like inventory system, and dropping a backpack on the spot can be a bit odd in-game, maybe we can have a mass drop option to simulate throwing a bag to the ground? Not sure if that's in or not, but I think it'd be a neat addition.

Also, did version 1.3.6 make the HP counter disappear again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 05, 2011, 09:12:36 am
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_patch_1.3.6a.rar

Fixes HP monitor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 05, 2011, 09:47:22 am
So, what defines death? I mean, I've cured the fungal infection but I still end up randomly getting game-overs as I'm walking. Bug, or disease?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 05, 2011, 11:01:40 am
Shit.

I think the lighter needs some kind of prompt. Something like "are you sure you want to burn your house down?"

A single miss-click, and it's all gone. :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Toaster on July 05, 2011, 11:18:21 am
Whales/Head:  Do you want Windows version backtraces posted here, PMed to you two, or something else?

Here's one here for now:  Escaping out of the @ got me this.  Hadn't left my house yet.
Spoiler (click to show/hide)

I'm following these steps (http://www.bay12forums.com/smf/index.php?topic=87501.msg2406139#msg2406139) for getting my traces, playing head's version 1.3.6a.

EDIT:  Also, I couldn't hit backspace in the name entry field in chargen, for some reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 05, 2011, 12:00:54 pm
Whales/Head:  Do you want Windows version backtraces posted here, PMed to you two, or something else?

Here's one here for now:  Escaping out of the @ got me this.  Hadn't left my house yet.
Spoiler (click to show/hide)

I'm following these steps (http://www.bay12forums.com/smf/index.php?topic=87501.msg2406139#msg2406139) for getting my traces, playing head's version 1.3.6a.

EDIT:  Also, I couldn't hit backspace in the name entry field in chargen, for some reason.

Vista/Win7? if so run in admin.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Toaster on July 05, 2011, 12:02:41 pm
Dur, forgot to mention that one.  It's XP (pro sp3).  Also 3 GHz Core 2 Duo with 4 GB RAM.


EDIT: Update:  For whatever reason, running it without GDB makes a difference.  Now, it doesn't crash when I leave the @ screen, but when I try to enter it a second time.   No trace on that crash, of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 05, 2011, 01:15:20 pm
Hmm... is my character suppose to be in pain when 1) fully healed and 2) pain resistant?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 05, 2011, 01:29:32 pm
Hmm... is my character suppose to be in pain when 1) fully healed and 2) pain resistant?

I think disease can cause pain. Along with perhaps poison, and a few other minor afflictions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 01:37:42 pm
Hmm... is my character suppose to be in pain when 1) fully healed and 2) pain resistant?

Yes.  Pain lasts for a while, even if your injuries have healed themselves.  Resting away a day should get rid of most if not all of it.

I realize that resting tends to take a while.  I'm working on some optimizations to make resting a faster process.

Whales/Head:  Do you want Windows version backtraces posted here, PMed to you two, or something else?

PMed or emailed to me (fivedozenwhales at gmail.com) would be best.  Though if your backtrace mentions "pdcurses," then it's probably a Windows-specific issue and I'll be clueless :P

Shit.

I think the lighter needs some kind of prompt. Something like "are you sure you want to burn your house down?"

A single miss-click, and it's all gone. :'(

I trust the player to know when using a lighter is a bad idea.  Don't play with matches, kids!  Fires are for outdoors, away from your home!

So, what defines death? I mean, I've cured the fungal infection but I still end up randomly getting game-overs as I'm walking. Bug, or disease?

Head HP <= 0, Body HP <= 0, drug overdose, I think that's it.  If none of these are the case, then it's a bug.

A question: using the map of the city the character is teleported into the chosen building, even if it has not been explored yet. Is a debug option or is a feature?

It would be handy if the game showed only the comestibles if I press 'E' or only the tool list if I press 'a'. Because now I always have to scroll through the (long) menu in order to find the right item.

Also, wearing a shirt, a rain cloak and a backpack encuber heavily the torso. Isn't it too much? I mean, I agree that the torso is encumbered, but not so much.

The teleportation is a debug feature, and using it is cheating.  But a great way to test some rarer areas for me!  In the future, this will probably be changed into some kind of "fast travel" tool, with the passage of time and the possibility of encountering monsters a threat.

I agree with you on only displaying relevant items (e.g. food for 'E', armor for 'W', etc).  It's on my todo list!

Torso encumbrance isn't that bad; it's only an issue for players who melee a lot.  In which case, a backpack may not be the best option!

Suggestion: Since sun glare is an actual effect, it seems almost criminal that there are no sunglasses.  Especially since you can get augmented vision, so then you can wear your sunglasses at night.

is possible to clean/reset/restart a world city map a the start of the game??

I just delete the folder and replace the game myself.  There's no option, but it's all stored in the "save" folder.

Oh man, sunglasses, duh!  I'll toss some in :P  Though right now, ski goggles provide great glare protection (this will be changed.)

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 05, 2011, 01:56:10 pm
Hmm... is my character suppose to be in pain when 1) fully healed and 2) pain resistant?

Yes.  Pain lasts for a while, even if your injuries have healed themselves.  Resting away a day should get rid of most if not all of it.

I realize that resting tends to take a while.  I'm working on some optimizations to make resting a faster process.

Hmm well makes sense, its difficult though considering the hordes that are always after you. Not to mention getting repeatedly woken up by asthma even after taking a puff from the inhaler. Perhaps I should be starting off with at least one point in dodge...

Suggestion: Since sun glare is an actual effect, it seems almost criminal that there are no sunglasses.  Especially since you can get augmented vision, so then you can wear your sunglasses at night.

Oh man, sunglasses, duh!  I'll toss some in :P  Though right now, ski goggles provide great glare protection (this will be changed.)

Changing the ski goggles to not give quite as much protection or removing it? Snow blindness is just as bad as bright sunny day blindness.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 02:10:39 pm
I can no longer hunt for food. All my attacks now deal so much damage that there is nothing left to butcher. :<

I assume this is a bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 05, 2011, 02:10:58 pm
Shit.

I think the lighter needs some kind of prompt. Something like "are you sure you want to burn your house down?"

A single miss-click, and it's all gone. :'(

I trust the player to know when using a lighter is a bad idea.  Don't play with matches, kids!  Fires are for outdoors, away from your home!

I knew that it would burn my house down if I used it, but I didn't intentionally use it. I was trying to use my flashlight, when I hit 'I' instead of 'U'.

I'm just going to try to keep my lighter out of my inventory unless I really need it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 02:12:21 pm
Also, I'm consistantly doing over 400 damage a strike with the wooden spear. ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Anvilfolk on July 05, 2011, 02:31:33 pm
Congratulations, you are now a Space Marine :D

Although I don't recall them using spears... still! Is this with the new nerfed version of melee combat?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on July 05, 2011, 02:34:41 pm
1.36a head windows

in top right section of map was walled in section no doors to get in, when I used the quick travel it said every thing was owned so I could not pick anything up. Met a NPC who told me to put hands up, I ignored him and hit him and then it crashed. It also regulary freezes solid in this area. "small laborato" displayed in purple/pink but no doors same for clinic and the owned flag on everything.

In a ant hill, I met a lot of ant lavea, shouldnt these show up on the kill windows ike the squirrles and other small thing do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 05, 2011, 02:35:25 pm
You might need to reset mapdata.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 02:37:07 pm
Oh god, I'm going to lose my awesome character. :<

Was trying to make a chitin armor (how long does this take? I've been crafting nonstop for three days straight!) and then DREADED INFINITE NPC LOOP!

Is there any way I can force kill the npc or edit the save data somehow to kill him?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 05, 2011, 02:56:06 pm
No, its not an infinite loop, but when resting/sleeping/long crafting, its basically the same thing. What happens is every tick, you get 4 debug messages, so during a 1 hour craft, you get upwards ofmaybe 5000 messages you have to hit space for. If you get them while your sleeping, its even worse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 03:06:26 pm
But time is not advancing AT ALL and I think I still have like 24 hours left of crafting here. D:

Is there nothing I can do?

Hmm... maybe I can change the code to make all NPCs instasplode...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 03:10:15 pm
But time is not advancing AT ALL and I think I still have like 24 hours left of crafting here. D:

Is there nothing I can do?

Hmm... maybe I can change the code to make all NPCs instasplode...
Wouldn't it be infinitely easier to just delete the code that spawns them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 03:12:38 pm
Unfortunately, the problem NPCs are already spawned. I should delete the spawn code too to prevent i happening again, though... do you know which line that is?

Also, is there any way to cancel crafting? NPCs are dealt with, but time still isn't advancing (though the autosave and save scumming indicates it might just not be updating properly)\

Okay, to prevent future crafting problems like this taking absurd amounts of time...

Whales, have the "Chitin Armor" be a multi-step process. Require the player to craft, individually, the pieces that will then be crafted into the armor. That way they aren't required to go starving and dehydrated to finish it.

Err... I think may character may be locked into crafting forever now, need to find a way to disable it damn it...
Oops, ruined the char.

Okay, moved stats and skills and equipment over to a different character... crafting this stupid armor resulted in a segfault though. GOD DAMN

Finally:
It constantly interrupts my crafting to tell me I'm tired unless I start tired. Meaning I need to wait a long time to get tired before I can even consider crafting this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 05, 2011, 04:54:36 pm
I decided to add a new gun mod to my game. Sticking it here in case anyone else wants it.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 05:00:56 pm
New update.  NPC spawns have been turned off for now, until I get them more stable.  I still encourage people to spawn NPCs by hitting 'G', and to report to me the conditions under which they enter an infinite loop.

Obviously, doing that much damage with a spear is a bug.  Glyph, and anyone else experiencing large damage like that: let me know the details of your character (or email me the .sav file).  I can't do much about overpowering unless I know the conditions under which you are overpowered; stats and skill levels, and what weapon you're using.

I've changed the GUN() class to have flags, and the first one is WF_RELOAD_ONE - if set, the weapon will reload one cartridge at a time (this was the default behavior for all shotguns, but the Saiga-12 is a magazine-fed weapon and as such should load a full magazine at a time).

Janet, neat mod.  The reason I omitted shotgun silencers from the game is that they make shotguns really overpowered.  Right now, the fact that they're an easy one-hit kill is offset by their volume.  To balance a shotgun silencer, I might recommend reducing the damage by 25 or more, along with the accuracy ofset.
And remember that just using birdshot in your shotgun is basically a "silenced" version, or at least much quieter.


Shit.

I think the lighter needs some kind of prompt. Something like "are you sure you want to burn your house down?"

A single miss-click, and it's all gone. :'(

I trust the player to know when using a lighter is a bad idea.  Don't play with matches, kids!  Fires are for outdoors, away from your home!

I knew that it would burn my house down if I used it, but I didn't intentionally use it. I was trying to use my flashlight, when I hit 'I' instead of 'U'.

I'm just going to try to keep my lighter out of my inventory unless I really need it.

I've changed the prompt "Place where?" to "Place fire where?".  This should make it extra-clear what you're about to do!

Oh god, I'm going to lose my awesome character. :<

Was trying to make a chitin armor (how long does this take? I've been crafting nonstop for three days straight!) and then DREADED INFINITE NPC LOOP!

Is there any way I can force kill the npc or edit the save data somehow to kill him?

You can always quit and then load an auto-save.  I've tweaked chitinous armor a little bit.  I need to instate a "percent completed" way to save partially-finished crafts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 05, 2011, 05:05:00 pm
I was gonna test how it was and see if I could balance it without utterly killing the damage. Since as it is shotguns are sub sonic and the damage wouldn't fall much anyway. So... Yeah. I'm trying to see if I can do that without utterly murdering the damage, which would make me just go use a different gun in the first place anyway. As it stands in game shotguns are only really good as clubs that can shoot people in a pinch.

Also damn you! I just built my version JUST before you said that! D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 05, 2011, 05:06:44 pm
New update.  NPC spawns have been turned off for now, until I get them more stable.  I still encourage people to spawn NPCs by hitting 'G', and to report to me the conditions under which they enter an infinite loop.

Obviously, doing that much damage with a spear is a bug.  Glyph, and anyone else experiencing large damage like that: let me know the details of your character (or email me the .sav file).  I can't do much about overpowering unless I know the conditions under which you are overpowered; stats and skill levels, and what weapon you're using.

I've changed the GUN() class to have flags, and the first one is WF_RELOAD_ONE - if set, the weapon will reload one cartridge at a time (this was the default behavior for all shotguns, but the Saiga-12 is a magazine-fed weapon and as such should load a full magazine at a time).

Janet, neat mod.  The reason I omitted shotgun silencers from the game is that they make shotguns really overpowered.  Right now, the fact that they're an easy one-hit kill is offset by their volume.  To balance a shotgun silencer, I might recommend reducing the damage by 25 or more, along with the accuracy ofset.
And remember that just using birdshot in your shotgun is basically a "silenced" version, or at least much quieter.

I'm pretty sure it's safe to merge with my branch if you want that everything platform dependent have be entered into a bunch of #if
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Anvilfolk on July 05, 2011, 05:13:28 pm
Speaking of platform dependency - I just tried compiling on a mac and the -o option for uname isn't supported at the moment. I also get a segfault from strlen. Might be something on my end though.

Right now I don't have time to experiment with it, but I might look into it at some point. Although I really hate macs. Stupid thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 05:16:12 pm
I was gonna test how it was and see if I could balance it without utterly killing the damage. Since as it is shotguns are
sub sonic and the damage wouldn't fall much anyway. So... Yeah. I'm trying to see if I can do that without utterly murdering
the damage, which would make me just go use a different gun in the first place anyway. As it stands in game shotguns are
only really good as clubs that can shoot people in a pinch.

Also damn you! I just built my version JUST before you said that! D:

Well, it's less of a realism issue and more of a gameplay issue--shotguns are already powerful weapons when used wisely, they don't need to be made into some uber-gun that's used in all situations.  Personally, I kind of like the way the noise of the shotguns forces the player to choose wisely when to use it, or to face the consequences. Perhaps if I added durability to weapons, and a shotgun silencer (and other silencers) were "used up" quickly--that way both realism and gameplay balance are preserved.

Speaking of platform dependency - I just tried compiling on a mac and the -o option for uname isn't supported at the moment. I also get a segfault from strlen. Might be something on my end though.

Right now I don't have time to experiment with it, but I might look into it at some point. Although I really hate macs. Stupid thing.

Replace the offending line in Makefile to
Code: [Select]
OS = macssuckor any other value you choose.  Otherwise it should compile okay; dunno what that strlen thing is about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 05, 2011, 05:20:39 pm
You actually have a point whales. That shotgun I used with my most successful character ever was actually very useful. I suppose Ill remove my shotgun mod, though I think the rifled barrel still needs a look at.

But since I'm modding source files now for various little things to make some things make more sense to me (Spam tastes good dammit!) would there be any way for me to somehow merge my changes into a newly downloaded source pull? Like diff files or something? I'm fairly new to this but I'm enjoying how simple it is to mod this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 05:24:58 pm
You actually have a point whales. That shotgun I used with my most successful character ever was actually very useful. I suppose Ill remove my shotgun mod, though I think the rifled barrel still needs a look at.

But since I'm modding source files now for various little things to make some things make more sense to me (Spam tastes good dammit!) would there be any way for me to somehow merge my changes into a newly downloaded source pull? Like diff files or something? I'm fairly new to this but I'm enjoying how simple it is to mod this game.

The rifled barrel mod suffers from the constraints in the gun mod system.  Obvious it doesn't work quite like real life, but it is intended to change the focus of the shotgun somwhat.  If you're firing shot, you don't really care about the accuracy of the rifled barrel--you don't need it.  But using a rifled barrel allows you to fire slugs at long range, albeit less damagingly.  I'm happy with it, for now at least.

I don't really know how diff works either (I'm new to all this too).  Run "man diff" in a terminal, and read up? :)

Alternatively you can make your own branch project on git, much as head has.  Again, I'm pretty ignorant about how it works, but Head might be able to help.  Or there's google!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 05, 2011, 05:37:43 pm
So what would you all say be a good combo clothing/armor in regards to encumbrance vs protection vs storage? I think the main reason why I keep getting killed is because I encumber myself to much and can't dodge but I like carrying alot of stuff so I can travel long distances.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 05, 2011, 05:54:28 pm
I remember on a menu there was a number on the lower left hand side that counted down, and I thought that was
the time till monsters spawned.  What is the key for that menu? Or has that been removed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 05:58:18 pm
Quote
You can always quit and then load an auto-save.  I've tweaked chitinous armor a little bit.  I need to instate a "percent completed" way to save partially-finished crafts.

Yeah, that's what I've done to escape them before while sleeping and stuff, but the problem is that if you do that while crafting the crafting never finishes, it seems. (hence the crafting for 4+ days).

Do you intend to add a way to manually interrupt crafting at some point?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 05, 2011, 06:07:29 pm
So what would you all say be a good combo clothing/armor in regards to encumbrance vs protection vs storage?

I find the best for just storage and mild protection is Hoodie + Utility vest + cargo pants and a holster or two. It's not much protection but the best solution to protection is just simply NOT getting hit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 05, 2011, 06:15:22 pm
Yeah, this more than any roguelike is a game that reinforces the fact that, if you're not wearing platemail, any hit that lands is probably going to hurt bad.  Personally, I find a wool poncho to be a great addition to any outfit, since it's not encumbering and seems to add some basic-zombie protection.  Hardhats are good head protection without restricting your breathing, and skirts share the "-1" encumbrance of sneakers, if you're not wearing anything else on your legs (besides a holster).

Sneakers, skirt, hoodie, raincoat (because depression is serious), wool poncho, fanny pack, holster, fingerless gloves, ski goggles, and a hard hat might be a hilarious outfit, but it has a reasonable amount of pocket space, melee protection (except for the legs), and provides a pretty good net speed boost.  (The skirt is a matter of your own honor.  I've just settled for making female characters.)

Obviously it doesn't provide nearly as much pocket space as a trenchcoat and cargo pants, but in my experience, giving yourself to ability to carry craploads of items leads to stupid risks.  Frequent light trips work fine for me, especially since when you get right down to it, there's not much stuff you ever actually need that you can't probably find on the way to wherever you're going.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 05, 2011, 06:21:26 pm
Who would have thought crossdressing is the most viable way for men to survive the zombie apocalypse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 05, 2011, 06:21:32 pm
May I make a request for salt, which can be mixed with water to make saltwater for somewhat easier making of beef jerky? Perhaps in sports stores and groceries, and in largish amounts, like 50 units of salt  aload?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 05, 2011, 06:22:38 pm
May I make a request for salt, which can be mixed with water to make saltwater for somewhat easier making of beef jerky? Perhaps in sports stores and groceries, and in largish amounts, like 50 units of salt  aload?
I have never walked into a sports store and saw a large amount of Salt. Maybe groceries, but not a sports store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 06:24:54 pm
Also, I've taken to playing Illiterate characters - pouring those points into Fast Learner + Int more than makes up for it, assuming you aren't doing electronics ever. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 05, 2011, 06:25:51 pm
Epsom salts, for easing sports injuries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 05, 2011, 06:27:22 pm
Epsom salts, for easing sports injuries.
Damn you and your knowledge of sports!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 05, 2011, 06:28:50 pm
Epsom salts, for easing sports injuries.

Epsom salt is not the same as table salt, it's a compound of magnesium, oxygen, and sulfur. I wouldn't salt my meat with that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 06:32:46 pm
Who would have thought crossdressing is the most viable way for men to survive the zombie apocalypse.
You could always pretend you're Scottish. A black, angry Scottish cyclops, ready to blow some corpses up.

Also, I've taken to playing Illiterate characters - pouring those points into Fast Learner + Int more than makes up for it, assuming you aren't doing electronics ever. :P
Just you wait once Melee gets some more nerfs and crafting gets important. Just you wait ...

Epsom salts, for easing sports injuries.
Epsom salt is not the same as table salt, it's a compound of magnesium, oxygen, and sulfur. I wouldn't salt my meat with that.
It would work in a pinch though, since it would still dry up meat, which is the desired effect. Now, it would cause vomiting and magnesium poisoning in long term use though.
So yeah, would suck as a meat saltener.

I've got a request myself. Barrels, for quick transportation and storage of large quantities of liquid. Bulky, obviously, but should hold gazillions more than bottles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 05, 2011, 06:40:43 pm
So what would you all say be a good combo clothing/armor in regards to encumbrance vs protection vs storage?

I find the best for just storage and mild protection is Hoodie + Utility vest + cargo pants and a holster or two. It's not much protection but the best solution to protection is just simply NOT getting hit.
Yeah, this more than any roguelike is a game that reinforces the fact that, if you're not wearing platemail, any hit that lands is probably going to hurt bad.  Personally, I find a wool poncho to be a great addition to any outfit, since it's not encumbering and seems to add some basic-zombie protection.  Hardhats are good head protection without restricting your breathing, and skirts share the "-1" encumbrance of sneakers, if you're not wearing anything else on your legs (besides a holster).

Sneakers, skirt, hoodie, raincoat (because depression is serious), wool poncho, fanny pack, holster, fingerless gloves, ski goggles, and a hard hat might be a hilarious outfit, but it has a reasonable amount of pocket space, melee protection (except for the legs), and provides a pretty good net speed boost.  (The skirt is a matter of your own honor.  I've just settled for making female characters.)

Obviously it doesn't provide nearly as much pocket space as a trenchcoat and cargo pants, but in my experience, giving yourself to ability to carry craploads of items leads to stupid risks.  Frequent light trips work fine for me, especially since when you get right down to it, there's not much stuff you ever actually need that you can't probably find on the way to wherever you're going.

Thanks! I'll give those a try when I get the chance. I'm just trying to get to particular places via long trips through the countryside so I end up needing to stock up. Almost to my destination actually...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 05, 2011, 06:48:32 pm
I'm getting some message spam, apparently regarding an NPC following me. Here are the messages:

"NPC Jordan Wilson: target = -1, danger = 0
address_needs Undecided
address_player Follow Player
Jordan Wilson chose action Follow player"

Is there any way to stop this from happening?

EDIT: I also get messages about NPCs spawning and when I miss.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 05, 2011, 06:55:22 pm
Well phoo. Attempting to launch the missiles just crashes the game. Ah well this'll make for a nice base anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 05, 2011, 06:57:39 pm
@Whales; as a suggestion about the NPC debug spam, how about allowing the player to press ~ whilst the messages are displayed to stop all current debug messages?

Otherwise, this is a great game. Many thanks to Whales for the game and head for the Windows version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 05, 2011, 07:02:31 pm
As a suggestion about the NPC debug spam, how about allowing the player to press ~ whilst the messages are displayed to stop all current debug messages?

Oh well, that character died after he was swarmed by giant ants, but I'll try that next time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 05, 2011, 07:11:17 pm
Oh, I didn't clarify enough. My apologies but that was aimed at Whales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 05, 2011, 07:31:55 pm
Blood Filtration + Ethanol Burner + any power consuming bionics = easy mode. If you manage to get a nanobot install with that, you can quickly heal up from any amount of damage, or use a finger laser or arm cannon to dispatch thousands of zombies quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 07:34:15 pm
Blood Filtration + Ethanol Burner + any power consuming bionics = easy mode. If you manage to get a nanobot install with that, you can quickly heal up from any amount of damage, or use a finger laser or arm cannon to dispatch thousands of zombies quickly.
But doesn't Blood Filtration negate all the drugs? But overdosing on painkillers is so fun!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 05, 2011, 07:37:14 pm
Blood filtration does negate all drugs, but it is an active system. You activate it, and it cleans out every drug in you. So you get smashed, do all your opiates, then activate the filter and your clean and sober instantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 07:38:47 pm
Blood filtration does negate all drugs, but it is an active system. You activate it, and it cleans out every drug in you. So you get smashed, do all your opiates, then activate the filter and your clean and sober instantly.
Oh, I thought it was permanently on. Thanks, makes it a ton better!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 08:12:43 pm
Quote
Just you wait once Melee gets some more nerfs and crafting gets important. Just you wait ...
See, the thing is crafting, with the exceptions of electronics, is still really easy if you know how to do it! (exception being electronics, haven't figure that out yet)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on July 05, 2011, 08:21:19 pm
"Best served cold, in a glass, and with a lime - but you're not that lucky"

why would you ruin beer with lime its not a fancy ass cocktail
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 05, 2011, 08:22:51 pm
Electronics crafting isn't too major, though you can probably spam it after a certain point by using your empty plastic and glass bottles to make and break flashlights. Onlyimportant part of electronics right now is hacking and bionic implants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 05, 2011, 08:32:04 pm
Oh, I didn't clarify enough. My apologies but that was aimed at Whales.

It works, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 05, 2011, 08:47:55 pm
The teleportation is a debug feature, and using it is cheating.  But a great way to test some rarer areas for me!  In the future, this will probably be changed into some kind of "fast travel" tool, with the passage of time and the possibility of encountering monsters a threat.

Make this work when you have a car (or other vehicle) only, then if you have NPCs you have to wait for them to get in the car too,
though zombies can still attack until you leave the site, so it's possible to have to leave your friend behind to get eaten like in the movies.
And each trip would use a little gasoline.

Also, I'd like to be able to colorize notes I've placed on the map, so I can see quickly when type of note they are without moving the cursor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 05, 2011, 08:50:36 pm

Anyway, this game is really cool thanks for making iiiiiiiit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 05, 2011, 09:01:09 pm
By the looks of it, it seems like a normal basement.

I got lost in a Lab and then got swarmed by zombie scientists. I'm lucky I ran in the direction I did otherwise I would've probably died to the turrets in the other direction. I'm loving this game. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 09:09:45 pm

Anyway, this game is really cool thanks for making iiiiiiiit.
But is it actually connected to the sewer?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 09:49:52 pm
"Best served cold, in a glass, and with a lime - but you're not that lucky"

why would you ruin beer with lime its not a fancy ass cocktail

Blame Eronarn, he coded beer.


Anyway, this game is really cool thanks for making iiiiiiiit.

The sewer lines go under your basement.  I guess.  Really, they just kind of stop there.
Anyway you're welcome duuuuuuuude.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 05, 2011, 09:53:35 pm

Anyway, this game is really cool thanks for making iiiiiiiit.

The sewer lines go under your basement.  I guess.  Really, they just kind of stop there.
Anyway you're welcome duuuuuuuude.
That is why you always carry a jackhammer to smash your way through the walls.

Anyway, the game is amazing so far.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 05, 2011, 09:55:28 pm
Hey, Whales, will spawning ever be nerfed? I mean, at night, no matter how defended I am (Pits four-deep in front of a storefront, everything barricaded to maximum, blah blah blah) I always get stormed and killed by three and four zombies. It's even worse because if you're sleeping, creatures avoid traps and barricades anyway. I know it's to prevent you camping out in one spot, but how is that a bad thing? I originally planned on doing a Let's Play, but it's not too fun if you're swarmed to death in less than a full video.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 05, 2011, 09:58:09 pm
Concept that occurred to me when my coat was destroyed - as is, if you lose the storage space from clothing being destroyed, you're immediately wildly overburdened.  Items are just kinda glued to you.  It'd be great if, when clothing is destroyed and you're suddenly overburdened, random items drop out of your inventory to bring you back down to level.  It's still dangerous, since now you've lost a bunch of your stuff in the middle of a fight.

Army Helmets having a couple points of Space would be nice, in the manner of strapping clips around the band.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 10:03:37 pm
Hey, Whales, will spawning ever be nerfed? I mean, at night, no matter how defended I am (Pits four-deep in front of a storefront, everything barricaded to maximum, blah blah blah) I always get stormed and killed by three and four zombies. It's even worse because if you're sleeping, creatures avoid traps and barricades anyway.

Damn, really?  I rarely have much of a problem with it, myself.  A few traps at chokepoints, a saferoom that's far from any doors or windows, board stuff up if you have the resources, and I'm good.  If no good safe place presents itself, a well-fed firepit works well.

Concept that occurred to me when my coat was destroyed - as is, if you lose the storage space from clothing being destroyed, you're immediately wildly overburdened.  Items are just kinda glued to you.  It'd be great if, when clothing is destroyed and you're suddenly overburdened, random items drop out of your inventory to bring you back down to level.  It's still dangerous, since now you've lost a bunch of your stuff in the middle of a fight.

Army Helmets having a couple points of Space would be nice, in the manner of strapping clips around the band.

This problem has been discussed, and I'm still unsure of how to deal with it.  Random items feels kind of unfair, and choosing items seems tedious.  And I don't want to force the player to micro-manage which items are in which article of clothing beforehand.

Sounds good on the army helmets.  2 seems reasonable, but I'm not quite sure--1 unit of volume is supposed to be about the size of an orange.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 05, 2011, 10:06:02 pm
Sounds good on the army helmets.  2 seems reasonable, but I'm not quite sure--1 unit of volume is supposed to be about the size of an orange.

And yet 3 units of volume is an M4 clip.  I don't have a problem with it being arbitrary.  2 still sounds likely enough though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 05, 2011, 10:10:07 pm
Hey, Whales, will spawning ever be nerfed? I mean, at night, no matter how defended I am (Pits four-deep in front of a storefront, everything barricaded to maximum, blah blah blah) I always get stormed and killed by three and four zombies. It's even worse because if you're sleeping, creatures avoid traps and barricades anyway.

Damn, really?  I rarely have much of a problem with it, myself.  A few traps at chokepoints, a saferoom that's far from any doors or windows, board stuff up if you have the resources, and I'm good.  If no good safe place presents itself, a well-fed firepit works well.

Yeah, I eventually said 'To hell with it' and barricaded myself in with barricades 2-deep, pits 4-deep, barricaded windows, blah blah blah. Fast Zombies got through three pits and died after testing I did outside, so I considered it safe. Went to sleep, got woken up by two of them. Barricades were all intact.

Also, consider this my formal request for generators that you can hook up to any building to restore lights/keep milk/certain foods in fridges from rotting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 10:11:16 pm
Sounds good on the army helmets.  2 seems reasonable, but I'm not quite sure--1 unit of volume is supposed to be about the size of an orange.

And yet 3 units of volume is an M4 clip.  I don't have a problem with it being arbitrary.  2 still sounds likely enough though.

Huh?  There's no clips in the game (other than extended clip and double clip, but those are 1 and 2 respectively).
But yeah, a unit of volume probably ranges from the size of a peach to the size of a grapefruit.  I guess.


Regarding generators, believe it or not but they'd be pretty hard to code into the game.  Pretty really hard.  Maybe one day folks, but don't expect it soon!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 05, 2011, 10:13:27 pm
Sounds good on the army helmets.  2 seems reasonable, but I'm not quite sure--1 unit of volume is supposed to be about the size of an orange.

And yet 3 units of volume is an M4 clip.  I don't have a problem with it being arbitrary.  2 still sounds likely enough though.

Huh?  There's no clips in the game (other than extended clip and double clip, but those are 1 and 2 respectively).
But yeah, a unit of volume probably ranges from the size of a peach to the size of a grapefruit.  I guess.


Regarding generators, believe it or not but they'd be pretty hard to code into the game.  Pretty really hard.  Maybe one day folks, but don't expect it soon!
Disregarding that, is the AI supposed to act like that? Avoid barricades, ignore traps, etcetera?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 05, 2011, 10:28:54 pm
Also, consider this my formal request for generators that you can hook up to any building to restore lights/keep milk/certain foods in fridges from rotting.
>implying I didn't do that first :P
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 05, 2011, 10:29:09 pm
Duane, I can't say I've ever had the problem you've described... BUT, if its really an issue, find an area swarming with ants and set up a safehouse there. They can't break through windows or barricades, so its a lot safer.

At the very least, make the safehouse at the very edge of the city in as isolated a house as possible.

DON'T make a safehouse anywhere near city center or a dense suburban area. Waking up to 30+zeds, 2 hulks, 4 brutes, 3 fast zombies, 2 lightning zombies, 3 necromancers and a half dozen spitters is NOT FUN.

I killed them all, of course, but it was a lot of work you know?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 05, 2011, 10:31:47 pm
Duane, I can't say I've ever had the problem you've described... BUT, if its really an issue, find an area swarming with ants and set up a safehouse there. They can't break through windows or barricades, so its a lot safer.

At the very least, make the safehouse at the very edge of the city in as isolated a house as possible.

DON'T make a safehouse anywhere near city center or a dense suburban area. Waking up to 30+zeds, 2 hulks, 4 brutes, 3 fast zombies, 2 lightning zombies, 3 necromancers and a half dozen spitters is NOT FUN.

I killed them all, of course, but it was a lot of work you know?
I actually had a safehouse set up above an ant mound in the subway on the edge of the city. They don't HAVE to break the barricades. A zombie still flat-out spawned inside.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 05, 2011, 10:32:51 pm
How do i did a pit "4 deep"? ive got a shovel but it seems if i try to keep digging it still says shallow pit?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 05, 2011, 10:34:39 pm
How do i did a pit "4 deep"? ive got a shovel but it seems if i try to keep digging it still says shallow pit?
Oh, no, it means they have to pass through at least four pits to reach my barricade. Most zombies die after three, fast zombies die in three or less, and I think I remember four killing a hulk once. They take fall damage when they hit them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 05, 2011, 10:36:07 pm
Ohhh okay i see.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 10:42:00 pm
A note about skirts: Keep in mind that they only make running cost 3 movement points less; so you'll move 34 tiles to the 33 that a jeans-wearing character can run.  Or 17 to the 16 that a cargo pants wearing character can run.  Not a huge boost (and nor is the 1 point of dodge), especially compared to all that storage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 05, 2011, 10:47:55 pm
A note about skirts: Keep in mind that they only make running cost 3 movement points less; so you'll move 34 tiles to the 33 that a jeans-wearing character can run.  Or 17 to the 16 that a cargo pants wearing character can run.  Not a huge boost (and nor is the 1 point of dodge), especially compared to all that storage.
Where do Army Pants fit into that scenario? Also, will the Misc. Wreckage tiles ever be sorted into something more coherent? Even as coherent as "Metal" and "Glass"/will it ever have another use?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 05, 2011, 10:49:05 pm
Speaking of that... What is that wreckage anyway? I just assumed the first one I saw was some remains of a helicopter or something since there were kevlar vests in it and some dead soldiers spawned nearby.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 05, 2011, 10:57:30 pm
To me, wreckages seem like planes; the stretched out area of derbies behind the main body implies significant forward movement, and the body being about the size of several people implies a large body. So I'd guess a small transport/passenger plane?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 05, 2011, 10:58:17 pm
A note about skirts: Keep in mind that they only make running cost 3 movement points less; so you'll move 34 tiles to the 33 that a jeans-wearing character can run.  Or 17 to the 16 that a cargo pants wearing character can run.  Not a huge boost (and nor is the 1 point of dodge), especially compared to all that storage.
Where do Army Pants fit into that scenario? Also, will the Misc. Wreckage tiles ever be sorted into something more coherent? Even as coherent as "Metal" and "Glass"/will it ever have another use?

I dunno.  Wear a pair, and check the effects on your encumbrance display ('@', then hit tab).

That wreckage is whatever your imagination wants it to be!  But yeah, it's a helicopter or a plane I guess.  In the future it'll contain a black box, which will be used to start a mission.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 05, 2011, 11:48:09 pm
A note about skirts: Keep in mind that they only make running cost 3 movement points less; so you'll move 34 tiles to the 33 that a jeans-wearing character can run.  Or 17 to the 16 that a cargo pants wearing character can run.  Not a huge boost (and nor is the 1 point of dodge), especially compared to all that storage.
Where do Army Pants fit into that scenario? Also, will the Misc. Wreckage tiles ever be sorted into something more coherent? Even as coherent as "Metal" and "Glass"/will it ever have another use?

I dunno.  Wear a pair, and check the effects on your encumbrance display ('@', then hit tab).

That wreckage is whatever your imagination wants it to be!  But yeah, it's a helicopter or a plane I guess.  In the future it'll contain a black box, which will be used to start a mission.
Will the scrap be refine-able? I know you can find chunks of steel, but you'd figure ANY wreckage at all could at least be forged into a blade with a piece of wood for a handle and a whetstone or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 12:00:31 am
Refinable scrap is a good idea, I might make a (chunk of iron)->(steak knife) conversion at least.

Regarding zombies appearing inside your barricades: this is a technical limitation of the game, and the fact that only a very tiny piece of map data is in memory at any given time.  It may well be that your barricades are far enough away to be out of memory, so the zombies walk right through them.  I'm hoping to solve this issue in the future (I never imagined the game would have fortress-construction as a play element), but it'll require some careful re-writing of code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 06, 2011, 12:08:09 am
Speaking of that... What is that wreckage anyway? I just assumed the first one I saw was some remains of a helicopter or something since there were kevlar vests in it and some dead soldiers spawned nearby.
It was always pretty clear to me.

For sure it was an elephant. It was flying on all four about its business when a spinning fluffy wambler hit it in the head, so it fell down from the sky and exploded in gore, leaving a pile of debris on its path.

Soldiers? They probably had a small camp and the elephant fell right on it.


Helicopters? Planes? Bah, people, you have too vivid imagination, think about more realistic things like I do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Toaster on July 06, 2011, 12:24:56 am
(The skirt is a matter of your own honor.  I've just settled for making female characters.)

Who would have thought crossdressing is the most viable way for men to survive the zombie apocalypse.

We need this, then:

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on July 06, 2011, 12:57:37 am
: /

Still no way to see the char screen (@) for a German keyboard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 06, 2011, 01:17:43 am
: /

Still no way to see the char screen (@) for a German keyboard.
How do you mean? The game actually inputs raw characters themselves, so whatever combination your keyboard layout have should work.
AltGr+Q I think you guys have.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 06, 2011, 01:20:43 am
A question: using the map of the city the character is teleported into the chosen building, even if it has not been explored yet. Is a debug option or is a feature?

It would be handy if the game showed only the comestibles if I press 'E' or only the tool list if I press 'a'. Because now I always have to scroll through the (long) menu in order to find the right item.

Also, wearing a shirt, a rain cloak and a backpack encuber heavily the torso. Isn't it too much? I mean, I agree that the torso is encumbered, but not so much.

The teleportation is a debug feature, and using it is cheating.  But a great way to test some rarer areas for me!  In the future, this will probably be changed into some kind of "fast travel" tool, with the passage of time and the possibility of encountering monsters a threat.

I agree with you on only displaying relevant items (e.g. food for 'E', armor for 'W', etc).  It's on my todo list!

Torso encumbrance isn't that bad; it's only an issue for players who melee a lot.  In which case, a backpack may not be the best option!

Thanks for the response, you're doing a good job!


Guys, how do you create barricades? I crafted a nail board, but I don't know how to seal doors or windows.
Also, zombies can see through barricades?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on July 06, 2011, 01:23:33 am
: /

Still no way to see the char screen (@) for a German keyboard.
How do you mean? The game actually inputs raw characters themselves, so whatever combination your keyboard layout have should work.
AltGr+Q I think you guys have.

Nope, trust me, I've tried.

@ on my keyboard is ctrl (strg) + alt + Q.

Most south east key + key to the right of the windows key + key right of tab.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 06, 2011, 01:24:55 am
Guys, how do you create barricades? I crafted a nail board, but I don't know how to seal doors or windows.
Also, zombies can see through barricades?
You need two-by-fours, nails and a hammer for barricading, not nail boards.
You do that by 'a'pplying the hammer to a nearby door or window.

And no, no line of sight gets through. Noise will still attract them, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 06, 2011, 01:33:08 am
: /

Still no way to see the char screen (@) for a German keyboard.
How do you mean? The game actually inputs raw characters themselves, so whatever combination your keyboard layout have should work.
AltGr+Q I think you guys have.

Nope, trust me, I've tried.

@ on my keyboard is ctrl (strg) + alt + Q.

Most south east key + key to the right of the windows key + key right of tab.
Okay, made an AutoHotkey script for ya until Whales figures this out.
http://www.mediafire.com/?6sy9z8rifbhpp3i (http://www.mediafire.com/?6sy9z8rifbhpp3i)

Alt (any, left or right one) + V = @

EDIT: Wait, you are on Windows, right? If not, nevermind, this won't help you, AHK is Win only.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 06, 2011, 01:54:24 am
Guys, how do you create barricades? I crafted a nail board, but I don't know how to seal doors or windows.
Also, zombies can see through barricades?
You need two-by-fours, nails and a hammer for barricading, not nail boards.
You do that by 'a'pplying the hammer to a nearby door or window.

And no, no line of sight gets through. Noise will still attract them, though.

Thanks, I'll try as soon as possible!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 06, 2011, 02:25:56 am
I can't fall asleep and there is a zombie breaking the barricade but the barricade never breaks so I can't sleep but there's acid rain outside that I know somehow so I can't go out plus it's dark and my flashlight is low stop trying to break the barricade it's not letting me sleep it's late and I can't sleep and my milk is rotten and it's dark when will morning come
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Infuriated on July 06, 2011, 02:41:02 am
Make this work when you have a car (or other vehicle) only, then if you have NPCs you have to wait for them to get in the car too,
though zombies can still attack until you leave the site, so it's possible to have to leave your friend behind to get eaten like in the movies.
And each trip would use a little gasoline.
This sounds pretty solid and awesome.

I'd say make this interesting, be able to mow over normal zombies, fast zombies would be able to dodge, the electric ones would be able
to damage the car AND you in it with its currents, spitters could melt the tires, hulks could actually stop them with their bare hands and boomers
would be like walking land mines waiting to wreck your sweet ride.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 06, 2011, 03:57:38 am
I still think that the zombies are too smart ... is not 'normal zombies I see that if A attracts the attention of other zombies on me, even if they do not see me
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 06, 2011, 04:00:14 am
Quote
the electric ones would be able
to damage the car AND you in it with its currents
Is a car not a Faraday cage?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 06, 2011, 04:18:16 am
Quote
the electric ones would be able
to damage the car AND you in it with its currents
Is a car not a Faraday cage?

The fact that you can talk on a cell-phone inside cars would suggest otherwise.  Y'know, windows and all.  You might be thinking of the fact that cars are relatively insulated from lightning strikes, because they only contact the ground through their tires, but an electric zombie, also being grounded, would zap you silly.

That being said, does being electrocuted actually do anything?  Because I've been zapped a fair number of times, but it never seems to cause any pain or injury.

And as long as I'm here, I really need to warm up somehow, but I'm already wearing a ton of clothes.  Sure, 47 degrees is pretty chilly, but I would think wearing a full set of fall clothing would be more than adequate to let me sleep.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 06, 2011, 04:50:02 am
This game amuses me. Farthest I've gotten was as a college student. My dog protected me for a while so I could load my messenger bag with supplies, and then it died, and fungal spores chased me into the subway system, where I somehow ended up in the sewer and was devoured by rats.

Looks like everybody else picks all the good supplies (eg flashlights) clean before you can get to them.

EDIT: Oh god, they started me off this game INSIDE A BURNING BUILDING!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 06, 2011, 05:01:00 am
This game amuses me. Farthest I've gotten was as a college student. My dog protected me for a while so I could load my messenger bag with supplies, and then it died, and fungal spores chased me into the subway system, where I somehow ended up in the sewer and was devoured by rats.

Looks like everybody else picks all the good supplies (eg flashlights) clean before you can get to them.

EDIT: Oh god, they started me off this game INSIDE A BURNING BUILDING!
I suggest you download the windows standalone version, more items for yourself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 06, 2011, 05:43:29 am
There's a standalone version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 06, 2011, 05:50:32 am
Yeah, get it here: https://github.com/headswe/Cataclysm (https://github.com/headswe/Cataclysm).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 06, 2011, 05:54:01 am
How do I get it to work? With PuTTy again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 06, 2011, 05:56:53 am
Download both Cataclysm_win_SDL_1.3.6.zip and Cataclysm_win_patch_1.3.6a.rar and extract them both to seperate folders, then copy the .exe from the extracted patch folder and put it in the extracted SDL folder.
Either run the .exe or create a shortcut to your desktop.

This is assuming you're on Windows.

Edit: Does the pain from failing to install a bionic module ever go away or am I going to have to live off oxycodone until I die?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 06, 2011, 06:01:36 am
Thanks, this already seems inherently more intuitive than before. Does it solve the issue of the window randomly closing and deleting your save at times?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 06, 2011, 06:05:15 am
Mine has force closed a few times when exiting the @ screen, but auto-save means I don't lose much progress. I'm also not missing any saves.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 06, 2011, 06:11:44 am
Just took down a Zombie Hulk for the first time, with a combination of three weapons: a strategically thrown molotov, a silenced M1911, and my secret savior, my squirrel speed bumps.  Animal Empathy pays some weird dividends sometimes.

Thanks, this already seems inherently more intuitive than before. Does it solve the issue of the window randomly closing and deleting your save at times?

It's a bit different for every individual computer, but I've been practically crash free thanks to the Windows package.  That said, definitely Quick Save all the time.  The @ screen can still screw you over if you press buttons too fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 06, 2011, 06:36:57 am
Has anyone used the Electromagnetic Unit? I just activated it and it seems to have frozen my game and I'm not entirely sure if it is actually doing something or if it has just crashed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 06, 2011, 07:03:55 am
How far out does the map go? Are there buildings in the wilderness?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 06, 2011, 07:06:58 am
How far out does the map go? Are there buildings in the wilderness?

As you move farther, more area is revealed, but it does end after a while.  I've walked off the edge of the map into sectors of "Nothing".  The largest map I've ever seen was about eight map-screens each tall and wide, which was way more area than I could have ever covered.

There are houses scattered along roads through the wilderness, along with the far-flung radio towers.  The towers occasionally have a few technical items, but the houses are the same as all others.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 06, 2011, 07:10:05 am
Has anyone used the Electromagnetic Unit? I just activated it and it seems to have frozen my game and I'm not entirely sure if it is actually doing something or if it has just crashed.
]
I mentioned this before, all it seems to do is crash.

It would be nice if we could snatch guns/metallic weapons out of hostile NPCs' hands though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 06, 2011, 07:32:46 am
Has anyone used the Electromagnetic Unit? I just activated it and it seems to have frozen my game and I'm not entirely sure if it is actually doing something or if it has just crashed.
]
I mentioned this before, all it seems to do is crash.

It would be nice if we could snatch guns/metallic weapons out of hostile NPCs' hands though.
I wish I saw that before I installed and used it. Oh well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 06, 2011, 08:32:56 am
Has anyone used the Electromagnetic Unit? I just activated it and it seems to have frozen my game and I'm not entirely sure if it is actually doing something or if it has just crashed.

Same bug
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 06, 2011, 09:00:41 am
That being said, does being electrocuted actually do anything?  Because I've been zapped a fair number of times, but it never seems to cause any pain or injury.
I hope you are not talking about the real life.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 06, 2011, 09:12:11 am
Apparently, I have killed my mother 14 times due to my character being a schizophrenic and I think I lost both my legs and crawled two tiles before dying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 06, 2011, 02:32:21 pm
Weird bug using the latest Windows version, had a UPS loaded with batteries. I needed to charge up my soldering iron, so I unloaded the batteries from the UPS. They all turned into stacks of .44 Magnum ammo. (I had 1 stack of .44 magnum ammo in my inventory before this)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 03:07:07 pm
How far out does the map go? Are there buildings in the wilderness?

As you move farther, more area is revealed, but it does end after a while.  I've walked off the edge of the map into sectors of "Nothing".  The largest map I've ever seen was about eight map-screens each tall and wide, which was way more area than I could have ever covered.

There are houses scattered along roads through the wilderness, along with the far-flung radio towers.  The towers occasionally have a few technical items, but the houses are the same as all others.

I think this might be a Windows-only bug.  I've never encountered it.  The world map is 4.6 x 1018 square miles, or about 20,000,000,000 times the size of Earth.
More wilderness buildings will slowly be added as I develop.


The Electromagnet thing is a noted bug.  Basically what happens is stuff gets pulled towards you, then gets pulled towards you again, then again, then again... infinite loop.  I'll fix it soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 06, 2011, 03:09:35 pm
The world map is 4.6 x 1018 square miles, or about 20,000,000,000 times the size of Earth.
My gog that's hueg.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 06, 2011, 03:22:19 pm
Quote
Weird bug using the latest Windows version, had a UPS loaded with batteries. I needed to charge up my soldering iron, so I unloaded the batteries from the UPS. They all turned into stacks of .44 Magnum ammo. (I had 1 stack of .44 magnum ammo in my inventory before this)

I have this happen to me fairly frequently, its pretty amusing, but I usually need batteries far more than bullets, so not greatly appreciated. :P

There's obviously some wonky stuff going on with unloading batteries (I wasn't even able to follow the code logic for it, honestly). Weapon objects actually keep track of what they are loaded with, which is why they always seem to work, but tools do not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 03:34:03 pm
How far out does the map go? Are there buildings in the wilderness?

As you move farther, more area is revealed, but it does end after a while.  I've walked off the edge of the map into sectors of "Nothing".  The largest map I've ever seen was about eight map-screens each tall and wide, which was way more area than I could have ever covered.

There are houses scattered along roads through the wilderness, along with the far-flung radio towers.  The towers occasionally have a few technical items, but the houses are the same as all others.

I think this might be a Windows-only bug.  I've never encountered it.  The world map is 4.6 x 1018 square miles, or about 20,000,000,000 times the size of Earth.
More wilderness buildings will slowly be added as I develop.


The Electromagnet thing is a noted bug.  Basically what happens is stuff gets pulled towards you, then gets pulled towards you again, then again, then again... infinite loop.  I'll fix it soon.
The map on Putty? Wait, so, are there ever two people playing at the same time, or is it a feedback loop of overwriting data, or what the FUCK AM I MISSING HERE OH GOD MY BRAIN CAN NOT COMPREHEND THIS MAP SIZE.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 06, 2011, 03:53:36 pm
On the subject of unloading batteries, unloading a flashlight whilst it is equipped (not sure about when it is unequipped) leads to a force-close. Reloading tends to do the intended trick though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 03:56:54 pm
Quote
Weird bug using the latest Windows version, had a UPS loaded with batteries. I needed to charge up my soldering iron, so I unloaded the batteries from the UPS. They all turned into stacks of .44 Magnum ammo. (I had 1 stack of .44 magnum ammo in my inventory before this)

I have this happen to me fairly frequently, its pretty amusing, but I usually need batteries far more than bullets, so not greatly appreciated. :P

There's obviously some wonky stuff going on with unloading batteries (I wasn't even able to follow the code logic for it, honestly). Weapon objects actually keep track of what they are loaded with, which is why they always seem to work, but tools do not.

Tools don't have to, because they can only be loaded with one type of ammo (there's no armor-piercing batteries).  They consult their type definition to see what type of ammo should be created.  I'm still not sure why that type jumps to bullets after the first unload, but I've shuffled the code around and hopefully it won't happen anymore.

How far out does the map go? Are there buildings in the wilderness?

As you move farther, more area is revealed, but it does end after a while.  I've walked off the edge of the map into sectors of "Nothing".  The largest map I've ever seen was about eight map-screens each tall and wide, which was way more area than I could have ever covered.

There are houses scattered along roads through the wilderness, along with the far-flung radio towers.  The towers occasionally have a few technical items, but the houses are the same as all others.

I think this might be a Windows-only bug.  I've never encountered it.  The world map is 4.6 x 1018 square miles, or about 20,000,000,000 times the size of Earth.
More wilderness buildings will slowly be added as I develop.


The Electromagnet thing is a noted bug.  Basically what happens is stuff gets pulled towards you, then gets pulled towards you again, then again, then again... infinite loop.  I'll fix it soon.
The map on Putty? Wait, so, are there ever two people playing at the same time, or is it a feedback loop of overwriting data, or what the FUCK AM I MISSING HERE OH GOD MY BRAIN CAN NOT COMPREHEND THIS MAP SIZE.

Basically it's a lot of overwriting data.  Hopefully collisions should never happen, since the map is big enough that the chance of two players being in the same place at the same time is miniscule.  And even if it did happen, it'd just result in some minorly nonsensical disappearance of items.

The world map is 4.6 x 1018 square miles, or about 20,000,000,000 times the size of Earth.
My gog that's hueg.

hueg liek xbox?

On the subject of unloading batteries, unloading a flashlight whilst it is equipped (not sure about when it is unequipped) leads to a force-close. Reloading tends to do the intended trick though.

Hmm, never experienced this.  Just tested it and didn't get a crash.  Can you get a backtrace by any chance?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 06, 2011, 04:00:04 pm
Bug report, on the latest Windows version I can't delete the char name in chargen anymore. Meaning if I make a mistake, I have to get back to main menu and re-do everything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 06, 2011, 04:02:03 pm
On the subject of unloading batteries, unloading a flashlight whilst it is equipped (not sure about when it is unequipped) leads to a force-close. Reloading tends to do the intended trick though.

I had this problem using the Windows version, and it was because I had forgotten to run it in administrator mode. Turned it on and was able to unload flashlights without a problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 04:06:22 pm
Basically it's a lot of overwriting data.  Hopefully collisions should never happen, since the map is big enough that the chance of two players being in the same place at the same time is miniscule.  And even if it did happen, it'd just result in some minorly nonsensical disappearance of items.
Could you make it into an MMO, or even multiplayer, with any amount of code? I'd pay to hell and back to play a zombie survival roguelike MMO. I'd imagine intermediate changes to the framework, the most major foreseeable being adding a standard unit of time for a "Turn". Have sessions end/world restart when certain conditions are met or a certain number of people have died. It already has all the standard fare of MMO games (Raiding hives, underground labs, random encounters, clearing out sewer tunnels) but more stuff would have to be kept track of, and item spawning would have to be added to some degree.

Not to mention Putty is a great way of weeding out griefers. It'd be really fun, all sorted. Just require more balance.

Forgive me if my request seems stupid. Maybe I'm just excited.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 04:10:46 pm
Basically it's a lot of overwriting data.  Hopefully collisions should never happen, since the map is big enough that the chance of two players being in the same place at the same time is miniscule.  And even if it did happen, it'd just result in some minorly nonsensical disappearance of items.
Could you make it into an MMO, or even multiplayer, with any amount of code? I'd pay to hell and back to play a zombie survival roguelike MMO. I'd imagine intermediate changes to the framework, the most major foreseeable being adding a standard unit of time for a "Turn". Have sessions end/world restart when certain conditions are met or a certain number of people have died. It already has all the standard fare of MMO games (Raiding hives, underground labs, random encounters, clearing out sewer tunnels) but more stuff would have to be kept track of, and item spawning would have to be added to some degree.

Not to mention Putty is a great way of weeding out griefers. It'd be really fun, all sorted. Just require more balance.

Forgive me if my request seems stupid. Maybe I'm just excited.

I've been thinking about the possibility for a long time now.
First off, there's adapting a roguelike to simultaneous action.  I suppose I could limit each player to a couple seconds to take their "turn," but no matter how this is done I feel like it'd be slow and obnoxious.
And then there's technical issues; how do I use inter-process communication to coordinate everything?  How do I guarantee that data files are locked, and how do I handle a player attempting to access a locked data file?  And even once I figure out good answers to these questions, I have to learn how to code it all.
I think direct player/player interaction will have to wait until 2016, when Cataclysm: The FPS is released.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 06, 2011, 04:14:40 pm
Honestly. If someone wanted this to have real multiplayer I think it would work as a MUD. Not so much as a growing of the main project as making it into a new branch sorta. It would likely need to be completely re-coded but that's the only way I see it working myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 04:19:00 pm
Basically it's a lot of overwriting data.  Hopefully collisions should never happen, since the map is big enough that the chance of two players being in the same place at the same time is miniscule.  And even if it did happen, it'd just result in some minorly nonsensical disappearance of items.
Could you make it into an MMO, or even multiplayer, with any amount of code? I'd pay to hell and back to play a zombie survival roguelike MMO. I'd imagine intermediate changes to the framework, the most major foreseeable being adding a standard unit of time for a "Turn". Have sessions end/world restart when certain conditions are met or a certain number of people have died. It already has all the standard fare of MMO games (Raiding hives, underground labs, random encounters, clearing out sewer tunnels) but more stuff would have to be kept track of, and item spawning would have to be added to some degree.

Not to mention Putty is a great way of weeding out griefers. It'd be really fun, all sorted. Just require more balance.

Forgive me if my request seems stupid. Maybe I'm just excited.

I've been thinking about the possibility for a long time now.
First off, there's adapting a roguelike to simultaneous action.  I suppose I could limit each player to a couple seconds to take their "turn," but no matter how this is done I feel like it'd be slow and obnoxious.
And then there's technical issues; how do I use inter-process communication to coordinate everything?  How do I guarantee that data files are locked, and how do I handle a player attempting to access a locked data file?  And even once I figure out good answers to these questions, I have to learn how to code it all.
I think direct player/player interaction will have to wait until 2016, when Cataclysm: The FPS is released.
hnnngh.

You could always find someone to help you code, unless you feel Cataclysm is too much your kid to bring in a second parent, as it's usually put. A few seconds isn't really required, but what you could do is give the zombies number, instead of speed. Fighting ten zombies/running from twenty zombies is a lot harder and exciting than trying to flee from a zombie that can just BARELY not-keep-pace with you. Pacing isn't really an issue past seeing what the users feel is balanced, anyway. Locking data files would require a proper login system inside the actual game client itself, and even if something were hacked, data files would only last until the end of a session which, if steamrolled, would only last for a day or two before being deleted and reset anyway.

It'd work itself out, you just have to find a way to properly approach it. And you have a fanbase - of roguelike players, mind you - certainly one of them could help you.

Honestly. If someone wanted this to have real multiplayer I think it would work as a MUD. Not so much as a growing of the main project as making it into a new branch sorta. It would likely need to be completely re-coded but that's the only way I see it working myself.
But it already has everything any MMO would have. A massive map, dungeons of varying difficulty (From doom to super-doom, they practically already require parties) and even an overlapping userbase. I'm sure you've seen a few dozen zombie corpses that you didn't make, if you've played for more than an hour on Putty, so some of the interactions are already there.

The only way this wouldn't happen is if Whales didn't want to take it there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 04:22:14 pm
Honestly. If someone wanted this to have real multiplayer I think it would work as a MUD. Not so much as a growing of the main project as making it into a new branch sorta. It would likely need to be completely re-coded but that's the only way I see it working myself.

Yeah, won't happen because a) don't wanna rewrite the entire interface and b) I'm no MUD fan.  I encourage you to, though!  Just... rewrite game.cpp and one or two other things?  Not so terrible.

Basically it's a lot of overwriting data.  Hopefully collisions should never happen, since the map is big enough that the chance of two players being in the same place at the same time is miniscule.  And even if it did happen, it'd just result in some minorly nonsensical disappearance of items.
Could you make it into an MMO, or even multiplayer, with any amount of code? I'd pay to hell and back to play a zombie survival roguelike MMO. I'd imagine intermediate changes to the framework, the most major foreseeable being adding a standard unit of time for a "Turn". Have sessions end/world restart when certain conditions are met or a certain number of people have died. It already has all the standard fare of MMO games (Raiding hives, underground labs, random encounters, clearing out sewer tunnels) but more stuff would have to be kept track of, and item spawning would have to be added to some degree.

Not to mention Putty is a great way of weeding out griefers. It'd be really fun, all sorted. Just require more balance.

Forgive me if my request seems stupid. Maybe I'm just excited.

I've been thinking about the possibility for a long time now.
First off, there's adapting a roguelike to simultaneous action.  I suppose I could limit each player to a couple seconds to take their "turn," but no matter how this is done I feel like it'd be slow and obnoxious.
And then there's technical issues; how do I use inter-process communication to coordinate everything?  How do I guarantee that data files are locked, and how do I handle a player attempting to access a locked data file?  And even once I figure out good answers to these questions, I have to learn how to code it all.
I think direct player/player interaction will have to wait until 2016, when Cataclysm: The FPS is released.
hnnngh.

You could always find someone to help you code, unless you feel Cataclysm is too much your kid to bring in a second parent, as it's usually put. A few seconds isn't really required, but what you could do is give the zombies number, instead of speed. Fighting ten zombies/running from twenty zombies is a lot harder and exciting than trying to flee from a zombie that can just BARELY not-keep-pace with you. Pacing isn't really an issue past seeing what the users feel is balanced, anyway. Locking data files would require a proper login system inside the actual game client itself, and even if something were hacked, data files would only last until the end of a session which, if steamrolled, would only last for a day or two before being deleted and reset anyway.

It'd work itself out, you just have to find a way to properly approach it. And you have a fanbase - of roguelike players, mind you - certainly one of them could help you.

Man, if any bright programmers have a clear thought in their head about how this would work--and the experience to back themselves up--I'd be happy to work on it.  But as it is, it's too monumental a task, especially when I have a lot of other cataclysm things to work on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 06, 2011, 04:30:10 pm
-snip-

On the subject of unloading batteries, unloading a flashlight whilst it is equipped (not sure about when it is unequipped) leads to a force-close. Reloading tends to do the intended trick though.

Hmm, never experienced this.  Just tested it and didn't get a crash.  Can you get a backtrace by any chance?

If I can reproduce it, sure.

On the subject of unloading batteries, unloading a flashlight whilst it is equipped (not sure about when it is unequipped) leads to a force-close. Reloading tends to do the intended trick though.

I had this problem using the Windows version, and it was because I had forgotten to run it in administrator mode. Turned it on and was able to unload flashlights without a problem.

I'll give that a try if I can reproduce it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 04:30:55 pm
Man, if any bright programmers have a clear thought in their head about how this would work--and the experience to back themselves up--I'd be happy to work on it.  But as it is, it's too monumental a task, especially when I have a lot of other cataclysm things to work on.
You could either find someone on the Bay 12 forums to help you, which is unlikely, but possible, or find someone who specialized in netcode/client->server->client interactions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 06, 2011, 04:38:49 pm
Where would one go about finding a backpack/cargo pants? I keep running out of room in my inventory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 06, 2011, 04:41:17 pm
Where would one go about finding a backpack/cargo pants? I keep running out of room in my inventory.
I found a backpack at a sporting store.  You can try houses as well I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 04:41:55 pm
Where would one go about finding a backpack/cargo pants? I keep running out of room in my inventory.
You mean in-game? AHahaha. Good luck, broseph. They're the first items checked on people's "I need to carry things." list. Backpacks, clothing stores, sporting stores, and sometimes in homes. Look for a green [.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on July 06, 2011, 04:44:15 pm
Where would one go about finding a backpack/cargo pants? I keep running out of room in my inventory.

Clothing store/hardware store/sporting goods store. Really though, you simply shouldn't carry that much. Maybe 1 book, 1 or 2 GTFO items (molotov/shotgun), your best melee, and pain killers. Oh and cocaine. That is very important. That is all you really need. Any time you need to get food you can go beat down a door and raid the fridge. If you want to start building things, drop all your stuff somewhere and go collect supplies.

I find my self desperately searching for a fanny pack...

In other news, I found some mutegen (spelling?). I didn't want to drink it and couldn't find any turtles so I threw it at a rabbit. Rabbit died. I was disappoint.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 06, 2011, 04:49:40 pm
I have no idea what you all are talking about, I find a backpack every other house, food is the real problem. Starvation isn't a problem, it's that I die often when scrounging around for food.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 04:50:48 pm
Oh, while I'm here, what the FUCK went on here?

(http://i53.tinypic.com/2dhwhe9.png)

It goes on for six straight blocks. It's 6x6, just GONE. Were you testing dirty bombs or did some jackass go nuts with a jackhammer? Well, no, it can't be that. Streets are gone too and you can't jackhammer those.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 06, 2011, 04:53:55 pm
Oh and cocaine.
Cocaine is too addictive. While the stimulant effects are great, you can get the same with Adderal. For a morale drug, you're much better off with marijuana.
It's much more plentiful and comes in bigger stacks I think.

In other news, I found some mutegen (spelling?). I didn't want to drink it and couldn't find any turtles so I threw it at a rabbit. Rabbit died. I was disappoint.
What else did you expect by throwing glass bottles at small woodland critters? Besides, it's not like that would force it to drink the mutagen.
And yeah, drinking mutagen is bad, as you only have around 1 in 10 chance of getting a positive mutation.

They are good to make them into purifiers later on though.

I have no idea what you all are talking about, I find a backpack every other house, food is the real problem. Starvation isn't a problem, it's that I die often when scrounging around for food.
Just butcher and cook squirrels and rabbits. If thats too little, go hunt ants. It's especially great to get into their hives and grab their eggs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on July 06, 2011, 04:56:47 pm
Wait, does the standalone version use the same map every time? I just wandered into a house that I definitely ransacked as a different character earlier today.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 04:57:54 pm
I have no idea what you all are talking about, I find a backpack every other house, food is the real problem. Starvation isn't a problem, it's that I die often when scrounging around for food.
Just butcher and cook squirrels and rabbits. If thats too little, go hunt ants. It's especially great to get into their hives and grab their eggs.
Yes, rush their nests. THAT's going to cut down on his "Deaths while foraging" count.
...Eh, maybe. I mean, maybe if he were previously eating Fungalod.

Wait, does the standalone version use the same map every time? I just wandered into a house that I definitely ransacked as a different character earlier today.
Yeah, it does. Hence MAP -> NOTES for rediscovering old stuff. NOBODY ELSE USES IT DURR HURR HURR.

Hey, guys, how about this. You raid a store bone-dry, you mark it in the map with a note saying "I LOOTED THIS DRY."

I've found four guns and they've all been on CORPSES. YOUR corpses. AT LEAST DIE WITH AMMO, DAMNIT.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 06, 2011, 05:01:37 pm
And yeah, drinking mutagen is bad, as you only have around 1 in 10 chance of getting a positive mutation.

I am dissapoint. Just keep it until you find purifier and drink. If you get something good keep it, if not drink the purifier. The benefits outweigh the risks. Though you should cure all your purifyable traits first.

Yes, rush their nests. THAT's going to cut down on his "Deaths while foraging" count.

Honestly. Giant bees are wimps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 06, 2011, 05:05:06 pm
And yeah, drinking mutagen is bad, as you only have around 1 in 10 chance of getting a positive mutation.

I am dissapoint. Just keep it until you find purifier and drink. If you get something good keep it, if not drink the purifier. The benefits outweigh the risks. Though you should cure all your purifyable traits first.

Is it really 1 in 10?  The first time I found some mutagen, two out of three quaffs gave me stat bonuses.  I guess I just got really lucky.

I am disappointed that there's nothing inside bank vaults, but that'll come.  Hopefully with better building maps, those rooms are funky.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 06, 2011, 05:10:18 pm
YES! I found some soldier or something's corpse and it was totally loaded. I totally just grabbed a Mac 10 off of him and stole his backpack and vest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on July 06, 2011, 05:10:49 pm
Oh, while I'm here, what the FUCK went on here?
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 06, 2011, 05:11:29 pm
Yes, rush their nests. THAT's going to cut down on his "Deaths while foraging" count.
It's safe to shotgun the shit of those ants, since zombies don't go down there. It would be strange if you manage to get hurt. On a low-skilled char.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 05:13:10 pm
YES! I found some soldier or something's corpse and it was totally loaded. I totally just grabbed a Mac 10 off of him and stole his backpack and vest.
Are you on Putty, or Standalone? In all likelyhood, it was another person. You don't just FIND these things, sir.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 06, 2011, 05:15:03 pm
YES! I found some soldier or something's corpse and it was totally loaded. I totally just grabbed a Mac 10 off of him and stole his backpack and vest.

I find such corpses often, usually in groups. So far I've found scientists and soldiers, unfortunately I've only seen both groups around 2 times.
Also, is it safe to delete the save files of dead characters? Or does that remove their corpses from the game?

It was on Putty, but the corpse didn't have a name (does this even mean anything?). Plus there were more corpses with similar sweet gear around it.

I was on Windows.

EDIT: I'm not sure if I can trust you guys on the giant ants. They've really fucked my shit up a few games. I've had characters who have killed over a hundred zombies with only a screwdriver, but were killed by an ant or two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 06, 2011, 05:16:38 pm
It was on Putty, but the corpse didn't have a name (does this even mean anything?). Plus there were more corpses with similar sweet gear around it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 05:18:25 pm
It was on Putty, but the corpse didn't have a name (does this even mean anything?). Plus there were more corpses with similar sweet gear around it.
Oh, yeah, if it's in a group it's probably randomly spawned NPCs. Lone bros on highways, it's normally people.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 06, 2011, 05:22:10 pm
Oh, while I'm here, what the FUCK went on here?
Spoiler (click to show/hide)
That...REALLY should show on the map. Jesus christ, that's just the worst aimed.... And that's why I died, too. RADIATION.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 05:25:39 pm
Oh, while I'm here, what the FUCK went on here?

It goes on for six straight blocks. It's 6x6, just GONE. Were you testing dirty bombs or did some jackass go nuts with a jackhammer? Well, no, it can't be that. Streets are gone too and you can't jackhammer those.

Yeah, somebody got into a silo and launched a nuke.  Go play in the rubble if you want to be highly irradiated!

Oh and cocaine.
Cocaine is too addictive. While the stimulant effects are great, you can get the same with Adderal. For a morale drug, you're much better off with marijuana.
It's much more plentiful and comes in bigger stacks I think.

In other news, I found some mutegen (spelling?). I didn't want to drink it and couldn't find any turtles so I threw it at a rabbit. Rabbit died. I was disappoint.
What else did you expect by throwing glass bottles at small woodland critters? Besides, it's not like that would force it to drink the mutagen.
And yeah, drinking mutagen is bad, as you only have around 1 in 10 chance of getting a positive mutation.

They are good to make them into purifiers later on though.

There are no rabbit characters in TMNT, and so mutagen will not work on them.  Usagi Yojimbo does not count.
Drinking mutagen has a 2 in 7 chance of giving you a good mutation.  It goes up to 9 in 14 if you have Robust Genetics.
I'm considering removing the stat-boosting effect of purifiers so they can't be abused.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 06, 2011, 05:27:04 pm
May I make a request and have the random map features like groups of corpses and crashed wrecks show up as, say, strange sight or odd damage or something similar based on perception? Those are incredibly lucrative, but  are hard to find, which is good, but I'd think you could be able to spot them with high perception.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 06, 2011, 05:27:28 pm
I'm going to start naming characters after people posting in this thread and see how they turn out, a mini-LP if you will. It's not going to be anything serious, and will probably be all in this post. No screenshots either.
Of course, I'll stop this if it's not allowed or anything.

First up is SirAaronIII. You are a male programmer. 5 Str, 6 Dex, 17 Intl, and 9 Per. You have a glass jaw and are skilled in electronics and computers.

Jackpot. You found a refrigerator with two pages full of food and drinks. Some vodka, even. Too bad you couldn't have it as the game locked up awhen you tried to take some bluberries and OJ. When the game was reloaded you were surrounded by a horde of zombies. Game over. You had killed a grand total of... two zombies.

Our next victim is Fikes, a female Doctor. You are skilled in cooking and first aid, and are resistant to poison due to a lab accident involving exposure to chemicals, but you have a bad back, are a vegetarian, and you are easily addicted to drugs. Stats are 5 Str, 15 Dex, 15 Intl, and 9 Per.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on July 06, 2011, 05:31:08 pm
Oh and cocaine.
Cocaine is too addictive. While the stimulant effects are great, you can get the same with Adderal. For a morale drug, you're much better off with marijuana.
It's much more plentiful and comes in bigger stacks I think.

In other news, I found some mutegen (spelling?). I didn't want to drink it and couldn't find any turtles so I threw it at a rabbit. Rabbit died. I was disappoint.
What else did you expect by throwing glass bottles at small woodland critters? Besides, it's not like that would force it to drink the mutagen.
And yeah, drinking mutagen is bad, as you only have around 1 in 10 chance of getting a positive mutation.

They are good to make them into purifiers later on though.

There are no rabbit characters in TMNT, and so mutagen will not work on them.  Usagi Yojimbo does not count.
Drinking mutagen has a 2 in 7 chance of giving you a good mutation.  It goes up to 9 in 14 if you have Robust Genetics.
I'm considering removing the stat-boosting effect of purifiers so they can't be abused.

Also, none of the TMNT drank the mutagen, they were just all exposed.

On the subject of cocaine, I keep it around for situations that are truely hopeless. At some point you will lose. Losing in 10 minutes is better than losing now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on July 06, 2011, 05:32:18 pm
That...REALLY should show on the map. Jesus christ, that's just the worst aimed.... And that's why I died, too. RADIATION.
And wasn't that DFUN (i just use it as dwarf-fun)? Skill your electronics and make a geiger counter. Small dose of radiation isn't that bad, Ive developed fangs and armor that way (lucky).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 06, 2011, 05:52:47 pm
My current character is a vegetarian. I found a refrigerator with a sm. cardboard box of frozen dinner. I can't eat it without a morale hit, due to it containing meat. Would it bepossible to create a vegetarian frozen dinner and make the current one a "sm. cardboard box of frozen pepperoni pizza" or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 05:59:01 pm
My current character is a vegetarian. I found a refrigerator with a sm. cardboard box of frozen dinner. I can't eat it without a morale hit, due to it containing meat. Would it bepossible to create a vegetarian frozen dinner and make the current one a "sm. cardboard box of frozen pepperoni pizza" or something?

Hungry Zombie-brand frozen dinners contain little pieces of chicken in all four dishes!
Anyway Vegetarian would be worth fewer points if the most satisfying food item in the game were vegetarian.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 06, 2011, 06:07:39 pm
My current character is a vegetarian. I found a refrigerator with a sm. cardboard box of frozen dinner. I can't eat it without a morale hit, due to it containing meat. Would it bepossible to create a vegetarian frozen dinner and make the current one a "sm. cardboard box of frozen pepperoni pizza" or something?

Hungry Zombie-brand frozen dinners contain little pieces of chicken in all four dishes!
Anyway Vegetarian would be worth fewer points if the most satisfying food item in the game were vegetarian.

You could balance it out by replacing vegetarian with vegan. No milk, no leather jackets, etc. Or you could reduce the nutrition of the vegetarian item and make it rarer than it's meat-containing counterpart.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 06, 2011, 06:18:54 pm
Oh, while I'm here, what the FUCK went on here?

It goes on for six straight blocks. It's 6x6, just GONE. Were you testing dirty bombs or did some jackass go nuts with a jackhammer? Well, no, it can't be that. Streets are gone too and you can't jackhammer those.

Yeah, somebody got into a silo and launched a nuke.  Go play in the rubble if you want to be highly irradiated!

Huh, I tried launching one myself and the game would crash. Then again I had been using Z alot so I could reach the damn thing as I'd always start far away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 06, 2011, 06:21:16 pm
That partly may be due to version differences. Which version are you using?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 06, 2011, 06:32:07 pm
That partly may be due to version differences. Which version are you using?

Cataclysm_win_SDL_1.3.6.zip with the patch.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 06, 2011, 06:45:18 pm
Is it possible to make First Aid Kits?  Because I've gotten up to skill 5, and it's not in the craft list.  They also never show up in drugstores, but I guess they're not supposed to?  Sport stores have them, but I've cleared out this whole side of town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 06:57:09 pm
Is it possible to make First Aid Kits?  Because I've gotten up to skill 5, and it's not in the craft list.  They also never show up in drugstores, but I guess they're not supposed to?  Sport stores have them, but I've cleared out this whole side of town.

No, you can not craft first aid, but you can make bandages.  First aid does show up in drug stores frequently, and occasionally in homes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 06, 2011, 06:59:54 pm
Just found out the best way to hunt for squirrels and rabbits. And really fun.

Get one of those friendly goos and watch it slay any critter you encounter.
All I had to do is then just walk around and butcher.

I'm worried it'll get itself killed in a real fight though.

Oh yeah, Whales, could you make a way to scoop these goos back up?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 07:19:49 pm
Just found out the best way to hunt for squirrels and rabbits. And really fun.

Get one of those friendly goos and watch it slay any critter you encounter.
All I had to do is then just walk around and butcher.

I'm worried it'll get itself killed in a real fight though.

Oh yeah, Whales, could you make a way to scoop these goos back up?

Nah, that way their slow speed wouldn't be such a strong drawback.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 06, 2011, 07:30:50 pm
Okay, another bug found.

Blood Filter implant also negates the effect made by Sensory Dulling, bringing me back to full pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 07:43:24 pm
Okay, another bug found.

Blood Filter implant also negates the effect made by Sensory Dulling, bringing me back to full pain.

Part of its effect was to reduce your painkill and stimulant levels to anywhere between 0 and their current levels.  This has been removed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 06, 2011, 08:35:10 pm
Ran north into the mountains while a Hulk chased me.  Fleet-Footed only got me so far.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hamel on July 06, 2011, 08:44:47 pm
Hmm. Cooking meat does not appear to raise my cooking skill at all (I have 6 cooking, all from books). Possibly a bug? Before anyone asks, yes, I have XP in my XP pool.

Also, a suggestion: Make the undead and the local wildlife hostile to each other. Zombies will kill my dog without a second thought (or a first one), but wolves and giant ants are seemingly their best friends.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 06, 2011, 08:49:57 pm
Also, a suggestion: Make the undead and the local wildlife hostile to each other. Zombies will kill my dog without a second thought (or a first one), but wolves and giant ants are seemingly their best friends.

Oh yes, please.  I am so sick of ants marching through a crowd of zombies to attack me specifically.  I can understand ordinary animals wanting to avoid zombies, since wolves probably wouldn't eat them, but the ants have no excuse.

Apparently, zombies can turn hostile to each other.  ToonyMan saw a Hulk kill a fast zombie, somehow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 06, 2011, 08:56:49 pm
It might have been because the hulk tried to hit me but the fast zombie stepped in front of him.  In the end the hulk hit the fast zombie enough times to kill him, like twice I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 06, 2011, 09:01:04 pm
Is there any way to disarm a trap?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 09:06:24 pm
Certain monsters have the "attack other monsters" flag set.  This includes Zombie Hulks - they will punch their way through a crowd of lesser zombies to get to you.  I should probably expand this to make monsters of different species fight eachother directly, huh?  I'll get on it.

Is there any way to disarm a trap?

'e'xamine it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 06, 2011, 09:13:17 pm
This is a dumb question, but how do you put stuff into a drawer?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 09:32:30 pm
This is a dumb question, but how do you put stuff into a drawer?

You don't.  Sorry.  In the future you'll be able to.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 06, 2011, 09:43:05 pm
I think there should be a distinction between types of sounds.  Because right now, Lightning Storms are basically zombie generators, because they cause loud noises wherever you are.  My safehouse being in danger of burning down at any time is bad enough without brutes piling up outside the door because they think I'm Zeus or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 06, 2011, 09:46:41 pm
You CAN put stuff into drawers, but its not very easy. If you're over your allowed space, it will as you to drop  your current item - if you were picking something up from a drawer, it will put your current item in the drawer. ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 06, 2011, 10:00:56 pm
Is there any way to disarm a trap?

'e'xamine it.

Thank ye. And perchance would there be a chance for items to trigger traps in the future?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 06, 2011, 10:13:02 pm
My safehouse being in danger of burning down at any time is bad enough without brutes piling up outside the door because they think I'm Zeus or something.
You have the worst luck.  Is thunder more likely to happen outside of town?  Because I never see it in the city.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: coolguy1351 on July 06, 2011, 10:20:04 pm
Is there any way to disarm a trap?

'e'xamine it.

Thank ye. And perchance would there be a chance for items to trigger traps in the future?

I remember reading about someone who disarmed a trap by tossing a zombie corpse onto it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 06, 2011, 10:23:19 pm
Wait, the Putty version is actually online and what we're doing is affecting the world for everybody else? This explains so much.

Are companions always extremely rare? I have met a grand total of four living people over eight or nine lives, two of them in the deep forest.


Just found a fifth. I had some sort of weird NPC Debug Mode, and then my companion ate so much Adderall his brain popped.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 06, 2011, 10:36:29 pm
Is there any way to disarm a trap?

'e'xamine it.

Thank ye. And perchance would there be a chance for items to trigger traps in the future?

I remember reading about someone who disarmed a trap by tossing a zombie corpse onto it.

Hmm well I've tossed various objects onto a few traps but not a body.

My safehouse being in danger of burning down at any time is bad enough without brutes piling up outside the door because they think I'm Zeus or something.
You have the worst luck.  Is thunder more likely to happen outside of town?  Because I never see it in the city.

I just had the same thing happen to me sans zombies, the fire extinguisher does nothing against a raging fire. Whales perhaps some sort of water/foam grenade for taking out fires would be in order. There are similar things in real life but then again I'm not to sure how effective they are against large scale fires.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 06, 2011, 11:09:02 pm
Just found a fifth. I had some sort of weird NPC Debug Mode, and then my companion ate so much Adderall his brain popped.
NPCs will often spam debug messages. And their heads explode when the code screws up and they enter an infinite loop.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 06, 2011, 11:46:12 pm
My safehouse being in danger of burning down at any time is bad enough without brutes piling up outside the door because they think I'm Zeus or something.
You have the worst luck.  Is thunder more likely to happen outside of town?  Because I never see it in the city.

I just had the same thing happen to me sans zombies, the fire extinguisher does nothing against a raging fire. Whales perhaps some sort of water/foam grenade for taking out fires would be in order. There are similar things in real life but then again I'm not to sure how effective they are against large scale fires.

I kind of like the way lightning brings out the zombies--a lightning storm turns into mega danger mode, so stay on your toes.  They're not super-common.  Your location has no effect on the weather.

Fire extinguishers are really only good for small fires, a few tiles or smaller--you can nip them in the bud before they burn your safehouse down.  With bigger fires, you'll still remove a tile or two of fire but they'll be refilled quickly.  I like the idea of water grenades, and once I have grenade launchers and such working, I'll add them in.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hamel on July 06, 2011, 11:50:44 pm
After trying two other cooking recipes, I am fairly certain that I cannot get any more cooking skill at all. Has anyone managed to get past 6 cooking after the recent skill gain modifications?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 06, 2011, 11:53:42 pm
ToonyMan saw a Hulk kill a fast zombie, somehow.

Hulks are like Left 4 dead tanks or Killing floor Fleshpounds. If you get between their target and them they will utterly destroy your shit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 07, 2011, 12:05:35 am
ToonyMan saw a Hulk kill a fast zombie, somehow.
Hulks are like Left 4 dead tanks or Killing floor Fleshpounds. If you get between their target and them they will utterly destroy your shit.
Hulks fucking wreck you yeah.  If one spots you, you're pretty much dead.  Pray that you have a molotov on hand and then take some caffeine pills and RUN RUN RUN

Unless of course, you have an ample supply of deadly weapons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 07, 2011, 12:08:05 am
Or you can have godly blunt weapons skill, that plus even just a shotgun will in turn wreck THEIR shit. My best character had like a 2 in 5 or so chance to crush their skulls and kill them instantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 07, 2011, 12:10:24 am
I would never engage that beast in melee.  His punch brought my torso down from 80 to 40 something with a single hit.  I need tougher armor or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 07, 2011, 12:24:57 am
Or you can have godly blunt weapons skill, that plus even just a shotgun will in turn wreck THEIR shit. My best character had like a 2 in 5 or so chance to crush their skulls and kill them instantly.

Any idea at what skill level / strength you were able to do this?  I really need to make the melee code clearer, so I can just run automatic tests on when damage starts getting ridiculous.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 07, 2011, 12:29:28 am
I was about level 17 in blunt weapons when I tried that. If I remember correctly. I think most of the problem was how accurate I'd gotten. Since if I hit them in the body it would take more hits, but it would stun them anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 02:57:56 am
Hey, why does it say Swift Learner doesn't affect book-learnings, but it does? I get three points per book with Swift Learner and one without it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 07, 2011, 03:21:46 am
You picked up on that one quickly. You're able to grasp concepts relatively quickly, aren't you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 07, 2011, 03:24:43 am
You picked up on that one quickly. You're able to grasp concepts relatively quickly, aren't you?
... wat?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 07, 2011, 03:26:37 am
Hey, why does it say Swift Learner doesn't affect book-learnings, but it does? I get three points per book with Swift Learner and one without it.

Three points?  As in skill percentage points?  Books should be giving you much more than that.  And Swift Learner doesn't affect book-learning, I've just doubled-checked the code to confirm this.

I was about level 17 in blunt weapons when I tried that. If I remember correctly. I think most of the problem was how accurate I'd gotten. Since if I hit them in the body it would take more hits, but it would stun them anyway.

Believe it or not, "headshots" with melee weapons are totally faked!  A critical hit is considered a "headshot" if it's lethal.  Blunt weapons display a stunning effect when you get a crit.
Under the retooled skill-gain system, it should be hard to get to such a high level.  I might also retool skill decay, to make it yet harder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 03:32:30 am
Hey, why does it say Swift Learner doesn't affect book-learnings, but it does? I get three points per book with Swift Learner and one without it.

Three points?  As in skill percentage points?  Books should be giving you much more than that.  And Swift Learner doesn't affect book-learning, I've just doubled-checked the code to confirm this.
Well, it was three whole skill levels. Not points. I tried the same thing without Swift Learner, but the same basic stats, and I only got one point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 07, 2011, 03:38:41 am
But the game map is always the same even if I cancel the folder "save"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 07, 2011, 03:45:09 am
Hey, why does it say Swift Learner doesn't affect book-learnings, but it does? I get three points per book with Swift Learner and one without it.

Three points?  As in skill percentage points?  Books should be giving you much more than that.  And Swift Learner doesn't affect book-learning, I've just doubled-checked the code to confirm this.
Well, it was three whole skill levels. Not points. I tried the same thing without Swift Learner, but the same basic stats, and I only got one point.

Hmm, the skill level that a book can take you to is constant, and defined ONLY by the book itself.  Press 'i' and then the letter of the book to see what level it can take you to.

But the game map is always the same even if I cancel the folder "save"?

If you delete that folder, a new game map will be generated for you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 07, 2011, 03:49:59 am
Hey, I just looked at the download. Can this be downloaded and played the same way as DF, and how big is it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 07, 2011, 03:56:40 am
Hey, I just looked at the download. Can this be downloaded and played the same way as DF, and how big is it?

Your post is kinda confusing but i'm asumeing you want to download the windows port

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.6.zip
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_patch_1.3.6a.rar
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 07, 2011, 04:43:15 am
Thanks, but I wanted to know, can I just download these and press a button an start playing, or is there an installation/procedure needed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 07, 2011, 05:10:21 am
They're already compiled. All you have to do is unzip it and run it in admin mode.
Replace the 1.3.6 Cataclysm.exe with the 1.3.6a version from the rar.

On a completely unrelated note, do "visible" mutations and bionics increase the chance of hostility from NPCs? I just grew fur, and I think anyone would be a bit panicky about meeting a big furry monster with a fusion blaster for an arm and a magnum in the other.

Also, the "Drain power from batteries" bionic seems utterly useless. A fully charged battery (100) gives me 5 power, but I can smash down a door and "eat" the two-by-fours for 3 power each. Not to mention all those extra clothes lying around are made of wool/cotton/fur and can be used(light clothes like gloves don't give power though), and libraries give loads of books that can be burned for power too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 07, 2011, 05:28:29 am
On a completely unrelated note, do "visible" mutations and bionics increase the chance of hostility from NPCs? I just grew fur, and I think anyone would be a bit panicky about meeting a big furry monster with a fusion blaster for an arm and a magnum in the other.

Nah.

(http://www.gunaxin.com/wp-content/uploads/2010/04/chewbacca.jpg)

:P

In a world where mutations are common, people are not so afraid, in my opinion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 07, 2011, 05:36:42 am
I'm assuming we're dealing with people who are high on adrenaline, probably haven't eaten or slept in days, haven't had a single bit of comfort for a long time, and are constantly on the run from bloodthirsty creatures who are also horribly mutated.

Edit: Oh hey, I can burn zombie corpses in my internal furnace for massive amounts of power.

The internal furnace ability really needs to be toned down, and the consuming battery one needs to be greatly boosted.

Edit2: Could you add the ability to turn metal items into chunks of metal, then allow said chunks to be made into simple components i.e. blades, hammers, wrenches, pipes, nails etc?

Edit3: I think laser weaponry should do another type of damage instead of cutting, maybe fire damage? It seems odd that a fusion cannon won't even scratch a skeleton.

Edit4: Anyone have any idea how to break into banks? I don't see a card reader or anything hack-able via electrohack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 06:26:08 am
Edit4: Anyone have any idea how to break into banks? I don't see a card reader or anything hack-able via electrohack.
Jaaaaaaaaaackhammer.

Oh, Oh, Whales, this reminds me. Add construction sites. Places with lots of raw materials and construction gear without needing fully fleshed out structures.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 07, 2011, 06:29:55 am
I'm assuming we're dealing with people who are high on adrenaline, probably haven't eaten or slept in days, haven't had a single bit of comfort for a long time, and are constantly on the run from bloodthirsty creatures who are also horribly mutated.

Edit: Oh hey, I can burn zombie corpses in my internal furnace for massive amounts of power.

The internal furnace ability really needs to be toned down, and the consuming battery one needs to be greatly boosted.
-snip-

When I saw organic material, zombie corpses were the first thing I tried. Needless to say I was a powerhouse afterwards, until I got showered in shrapnel.

Edit: I apologize if it has been mentioned before but how about something to negate the morale hit from rain (I assume the rain coat does this). I'm thinking maybe a skill trait type thing, which balances things out as you waste a slot and points for another skill but you just don't get as depressed when it actually rains. I personally love rain but living in England you have no choice really given how much it does rain.

Edit 2: Would it be possible/feasible to allow unloading on any item you have rather than the one you are wielding? The same idea for reloading too?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 07, 2011, 06:59:51 am
So what are these "jackhammers" you speak of? I've been everywhere and have failed in procuring one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 07:05:42 am
So what are these "jackhammers" you speak of? I've been everywhere and have failed in procuring one.
I'm convinced they're a debug item. Shift+Z -> / -> jackhammer
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 07, 2011, 07:06:40 am
So what are these "jackhammers" you speak of? I've been everywhere and have failed in procuring one.

Exactly what they sound like.  They spawn in hardware stores, and seem to be rarer than chainsaws even.  They're likewise gaspowered (somehow), good for 12 uses a tank, destroy any terrain they're pointed at, and make terrible weapons.

I second the motion that the bad mood gain from rain is a little much.  Running from one building to another should not make me so depressed as to be unwilling to even read until I've spent a half-hour air-drying.  Actually, the depression isn't bad in itself, it would just be a lot better if you actively dry yourself off, and if there were measures against rain besides just raincoats (since trenchcoats and pea coats are literally cloth raincoats with pockets).

Speaking of cloth, the boonie cap doesn't count as sew-able while raincoats are.  Seems a little odd.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 07, 2011, 10:39:38 am
Yeah, the clothes things don't make much sense, I just smoke some pot and listen to music to counteract the effects of water now.

And being level 23 in melee and cutting, wielding a machete, makes Hulks go down in one hit last I tried. ^_^ Or sometimes 2 hits, if I'm not lucky.

I just upgraded to the newest version though, so maybe thats changed again. I'll roll up a new melee character and let you know when I get a chance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on July 07, 2011, 11:45:04 am
Fuuu...

Hell, contantly losing games to npc debug-spam on every step is annoying...

If I could, I'd just turn them off for myself. You see maybe one in 20 games, but you always, always get errors and debugs from them that make the game unplayable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 07, 2011, 12:01:02 pm
Fuuu...

Hell, contantly losing games to npc debug-spam on every step is annoying...

If I could, I'd just turn them off for myself. You see maybe one in 20 games, but you always, always get errors and debugs from them that make the game unplayable.

Go in and delete the files associated with them spawning. Are you using Windows or Linux?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 07, 2011, 12:26:43 pm
Does anyone know if Masochist is useful or not? I'd imagine having Pain effects turn into morale boosters would be very helpful to a combat-heavy character, but I'm still at the "Start and almost immediately die" stage of the game still, so I can't really find out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 07, 2011, 12:28:11 pm
Does anyone know if Masochist is useful or not? I'd imagine having Pain effects turn into morale boosters would be very helpful to a combat-heavy character, but I'm still at the "Start and almost immediately die" stage of the game still, so I can't really find out.

Aye its a morale boost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 07, 2011, 12:29:47 pm
It's a moral boost, but it's only really worth it if you are a melee character, and only if you melee skills aren't really high. Even with the melee nerf, higher than level 6 in unarmed or any melee weapon allows you to 1-3 hit own anything that moves except maybe hulks. Oftentimes I don't even get hit by zeds unless they swarm me with about 12-16 of them... and then you die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 07, 2011, 12:59:00 pm
You could also crawl around on wreckage/smashed windows, getting cut up for the morale boost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on July 07, 2011, 01:08:26 pm
How do you guys decide a good location for a safehouse?

In my current game I had a pretty sweet setup. I had a backpack, shotgun, books, and all kinds of junk I'd drop when things got heavy. Well, at one point things did get heavy and I fled into someone's home. I had to beat down the door and run off into the kitchen. I barely had time to drop my back pack and extra junk before the spitter came through. Before I could kill him he filled the room with acid, melting all my awesome spare equipment. I made it out pretty beat up.

Now I am trying to collect a few more supplies and a replacement shot gun before I go check out the science lab nearby.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 07, 2011, 01:28:31 pm
I try and pick a house at the edge of town, so I can go wilderness to get away from zombies, harvest honeycombs from bees etc, board up windows (hammer + nails) and put a wide pit trench around the house (shovel). Make sure house has a toilet. Basement is optional but good if you got one. I'd sleep upstairs though as I've had triffids spawn undergound inside basements while sleeping, use downstairs to store the most valuable gear to ensure it never gets acid-attacked.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 07, 2011, 01:34:02 pm
I try and pick a house at the edge of town, so I can go wilderness to get away from zombies, harvest honeycombs from bees etc, board up windows (hammer + nails) and put a wide pit trench around the house (shovel). Make sure house has a toilet. Basement is optional but good if you got one. I'd sleep upstairs though as I've had triffids spawn undergound inside basements while sleeping, use downstairs to store the most valuable gear to ensure it never gets acid-attacked.

Wait, why a toilet? Is that a method of getting water?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 07, 2011, 01:42:01 pm
You can drink unlimited toilet water, but it makes you a little sick (appears as "poisoned" in @ screen). Not life-threatening unless really low health. My characters use it all the time. use 'e' to look at toilet then select 'Y'.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 07, 2011, 02:38:16 pm
You can drink unlimited toilet water, but it makes you a little sick (appears as "poisoned" in @ screen). Not life-threatening unless really low health. My characters use it all the time. use 'e' to look at toilet then select 'Y'.

I fill up my water bottles in the toilet, then run them through the water purifier.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 07, 2011, 02:45:41 pm
You can drink unlimited toilet water, but it makes you a little sick (appears as "poisoned" in @ screen). Not life-threatening unless really low health. My characters use it all the time. use 'e' to look at toilet then select 'Y'.

I fill up my water bottles in the toilet, then run them through the water purifier.

How do you make/get a water purifier?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 07, 2011, 02:46:53 pm
I believe you can find one in a sporting goods store. Not 100% sure though, but I am 95% sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: traverse on July 07, 2011, 02:47:16 pm
Has anyone tried compiling this on a mac?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Virroken on July 07, 2011, 02:49:12 pm
Finally got a high-perception / robust genetics character into a lab. Drank a bunch of mutagen, +4 good, +3 bad mutations. Drank purifier, -3 good mutations. I am disappoint.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on July 07, 2011, 03:39:32 pm
I was sorting out my new safe-house when two NPCs spawned out of nowhere in the hallway so I shot them both dead went to loot their corpses and found TELEPORTERS AND LASER PISTOLS!, Are NPCs even able to get those things?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 07, 2011, 03:48:22 pm
I believe you can find one in a sporting goods store. Not 100% sure though, but I am 95% sure.

The only one I've found was with the corpse of a scientist.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 07, 2011, 03:51:23 pm
They're already compiled. All you have to do is unzip it and run it in admin mode.
Replace the 1.3.6 Cataclysm.exe with the 1.3.6a version from the rar.

On a completely unrelated note, do "visible" mutations and bionics increase the chance of hostility from NPCs? I just grew fur, and I think anyone would be a bit panicky about meeting a big furry monster with a fusion blaster for an arm and a magnum in the other.

Also, the "Drain power from batteries" bionic seems utterly useless. A fully charged battery (100) gives me 5 power, but I can smash down a door and "eat" the two-by-fours for 3 power each. Not to mention all those extra clothes lying around are made of wool/cotton/fur and can be used(light clothes like gloves don't give power though), and libraries give loads of books that can be burned for power too.

I've been considering giving each mutation an "ugliness" rating or something like that.  Right now, only the "Deformed" mutation engenders negative reactions.
The battery-draining bionic isn't useless, it's just that Internal Furnace is overpowered.  I'm strongly considering removing it entirely; fuel is far too common with that thing.

Edit4: Anyone have any idea how to break into banks? I don't see a card reader or anything hack-able via electrohack.
Jaaaaaaaaaackhammer.

Oh, Oh, Whales, this reminds me. Add construction sites. Places with lots of raw materials and construction gear without needing fully fleshed out structures.

Construction sites, nice.  Coming soon!

Fuuu...

Hell, contantly losing games to npc debug-spam on every step is annoying...

If I could, I'd just turn them off for myself. You see maybe one in 20 games, but you always, always get errors and debugs from them that make the game unplayable.


NPCs have already been turned off for a while.  Update to the latest version.  You can still spawn one yourself by hitting 'G', if you're feeling generous :P

I was sorting out my new safe-house when two NPCs spawned out of nowhere in the hallway so I shot them both dead went to loot their corpses and found TELEPORTERS AND LASER PISTOLS!, Are NPCs even able to get those things?

Sure, on occasion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 07, 2011, 03:54:54 pm
Yeah, drop the internal furnace, and instead give us an EXTERNAL one that lets us recharge batteries. It makes the battery one slightly more useful, but you could make it quite heavy and thus suicide to carry around (or make it like furniture and require dragging).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 07, 2011, 03:57:55 pm
They're already compiled. All you have to do is unzip it and run it in admin mode.
Replace the 1.3.6 Cataclysm.exe with the 1.3.6a version from the rar.

On a completely unrelated note, do "visible" mutations and bionics increase the chance of hostility from NPCs? I just grew fur, and I think anyone would be a bit panicky about meeting a big furry monster with a fusion blaster for an arm and a magnum in the other.

Also, the "Drain power from batteries" bionic seems utterly useless. A fully charged battery (100) gives me 5 power, but I can smash down a door and "eat" the two-by-fours for 3 power each. Not to mention all those extra clothes lying around are made of wool/cotton/fur and can be used(light clothes like gloves don't give power though), and libraries give loads of books that can be burned for power too.

I've been considering giving each mutation an "ugliness" rating or something like that.  Right now, only the "Deformed" mutation engenders negative reactions.
The battery-draining bionic isn't useless, it's just that Internal Furnace is overpowered.  I'm strongly considering removing it entirely; fuel is far too common with that thing.
Don't remove it, just drop its power by a factor of 10, and make it take time for larger items. So a zombie corpse would still fill up your power meter, you'd just take half an hour slowly feeding it in, while you can still eat your sneakers if you need a quick boost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 07, 2011, 04:35:08 pm
My last character was a epic raider that was on day 25. He died due to a turret shooting his legs to 0 health... and I couldn't fix them. He slowly went to the top of the lab and got out, and RIGHT before I got to my spare food stockpile he died due to hunger. 1 speed sucks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 07, 2011, 06:47:09 pm
Just updated the game with special ammo effects.  Right now, the only ammo available with special effects is incendiary military rounds.  You might be lucky enough to find some on dead soldiers, but otherwise it's very hard to obtain currently.  Incendiary rounds will explode gas pumps rather than make them leak, will burn through paper wasps' nests, and will set triffids on fire.

Coming soon: flamethrowers!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 07, 2011, 06:52:19 pm
My last character was a epic raider that was on day 25. He died due to a turret shooting his legs to 0 health... and I couldn't fix them. He slowly went to the top of the lab and got out, and RIGHT before I got to my spare food stockpile he died due to hunger. 1 speed sucks.
Day 25 and you don't have some implants? I am dissapoint.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 07, 2011, 07:06:25 pm
I've made it that far and haven't gotten any implants yet. But thats because I've got no goddamned idea how to get into the science labs!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 07, 2011, 07:08:50 pm
I've made it that far and haven't gotten any implants yet. But thats because I've got no goddamned idea how to get into the science labs!

On a retired character, I got all my implants from dead science dudes I found lying in the streets. By the end, I was more metal than man with a power reserve of about 250 or so. Also, I make sure to kill any NPC's I find, as they sometimes have good implants in their inventory. I never, in all the labs I searched, found any implants in them whatsoever. I found the cool guns, but that's it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 07, 2011, 07:14:19 pm
I don't think I've ever found a dead scientist is the thing. I got one super useless implant from a guy once I didn't bother with, but I don't remember what it was.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 07, 2011, 07:15:29 pm
I don't think I've ever found a dead scientist is the thing. I got one super useless implant from a guy once I didn't bother with, but I don't remember what it was.
I find dead scientist everywhere right out of town.  Just follow along the town outskirts border and you'll definitely hit some.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 07, 2011, 07:16:54 pm
I regularly find groups of them (plus groups of dead soldiers too) just walking the streets as I search houses. Unless you're avoiding roads heavily, I can't imagine how you've never run into any.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 07, 2011, 07:50:18 pm
Aww, who would have thought that shooting innocent people would be so morale-dropping?
On the bright side, he was carrying 2 stacks of the ammo I needed, so I guess it's not all bad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 07, 2011, 08:04:10 pm
Aww, who would have thought that shooting innocent people would be so morale-dropping?
On the bright side, he was carrying 2 stacks of the ammo I needed, so I guess it's not all bad.

It's mainly to provide a penalty for players who want to "harvest" NPCs for goods, and to encourage working WITH them.  Of course, if you want to be a cold-hearted murdered, you can take the Heartless trait and avoid the penalties altogether.

UPDATE:  You can now craft a crappy ol' flamethrower.  It won't directly damage monsters, but it will set them on fire, killing them over a few turns.  You can also burn terrain.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 07, 2011, 08:13:41 pm
Do new embellishments crop up over time?  Because I just found a Shimmering Portal where I swear there wasn't one before.  I seem to be having terrible luck with scientists this time, I've been all over town without finding any.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 08:14:41 pm
Do new embellishments crop up over time?  Because I just found a Shimmering Portal where I swear there wasn't one before.  I seem to be having terrible luck with scientists this time, I've been all over town without finding any.
Hey, what gear do you use/where do you stay at night? I have trouble living through the night because I keep getting ambushed in my sleep.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 07, 2011, 08:17:36 pm
Do new embellishments crop up over time?  Because I just found a Shimmering Portal where I swear there wasn't one before.  I seem to be having terrible luck with scientists this time, I've been all over town without finding any.
Hey, what gear do you use/where do you stay at night? I have trouble living through the night because I keep getting ambushed in my sleep.
First, you should try to get to the outskirts of town. MUCH less monsters out there.
Then, if possible, equip a (loaded of course) pistol and go to sleep. If anything jumps you, let it get close (1 square apart) and blow its brains out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 07, 2011, 08:20:09 pm
Pistol?

No, that won't do.

Get a rifle out. They hurt much, MUCH more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 07, 2011, 08:21:45 pm
I've been staying in a liquor store, since liquor stores have few windows, usually two doors, and a secure back room.  Except the last lightning storm convinced a Brute to bash down the back door, and you apparently can't repair doors (hint hint Whales).  I dug pits around all the barricades, but now that one door is boarded and the other is smashed, I'll have to move.

Gearwise, I'm pretty loaded for bear.  Lemme see... Steeltoes, cargo pants, t-shirt, sweater, two fanny packs, utility vest, rain coat, scarf, and either safety glasses and boonie hat, or bike helmet and ski goggles.  M1911 with silencer and extended clip, AK-47 with silencer, long barrel, gyroscope, and enhanced grip.  A crowbar, a couple molotovs and a lighter, codeine and first aid, and a flashlight.  I've got piles upon piles of stuff stocked in the liquor store, but now that it's compromised, I'll be moving everything to another location.

Get a rifle out. They hurt much, MUCH more.

Make sure you actually check.  Even with M67 ammo, my AK does considerably less damage on average than the M1911's .45 ACP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 07, 2011, 08:32:32 pm
Ya, you want a high accuracy rifle for sniping, and the most powerful pistol you can get for up close work. Both silenced if possible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 08:33:33 pm
I've been staying in a liquor store, since liquor stores have few windows, usually two doors, and a secure back room.  Except the last lightning storm convinced a Brute to bash down the back door, and you apparently can't repair doors (hint hint Whales).  I dug pits around all the barricades, but now that one door is boarded and the other is smashed, I'll have to move.

Gearwise, I'm pretty loaded for bear.  Lemme see... Steeltoes, cargo pants, t-shirt, sweater, two fanny packs, utility vest, rain coat, scarf, and either safety glasses and boonie hat, or bike helmet and ski goggles.  M1911 with silencer and extended clip, AK-47 with silencer, long barrel, gyroscope, and enhanced grip.  A crowbar, a couple molotovs and a lighter, codeine and first aid, and a flashlight.  I've got piles upon piles of stuff stocked in the liquor store, but now that it's compromised, I'll be moving everything to another location.

Get a rifle out. They hurt much, MUCH more.

Make sure you actually check.  Even with M67 ammo, my AK does considerably less damage on average than the M1911's .45 ACP.
How do you wear all that without being overburdened? Or are you?

Alternatively, can schizophrenia be cured by a purifier? I've had asthma cured but that's it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 07, 2011, 08:36:05 pm
That setup in particular is right at the limit.  It's 3 encumbrance on the torso and 1 on everything else.  It does bite into movement a bit, but by the time you accumulate this much stuff, you're skill enough that few foes are individually dangerous.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 07, 2011, 08:42:25 pm
Aww, who would have thought that shooting innocent people would be so morale-dropping?
On the bright side, he was carrying 2 stacks of the ammo I needed, so I guess it's not all bad.

Who says they were innocent, might have been criminals locked in the prison when the zombie outbreak happened or anything, and there's always that guy in zombie movies who is just asking to get eaten coz he's a jerk. :)

@Duane: get a shovel from a hardware store, dig a WIDE trench of pits around a house at town edge, preferrably. Safer to sleep. I get dead squirrels, rabbits and deer in my pits, helping food supply. I leave a zig-zag path free of pits into the front door, so I can get in safely.

As for purifier, I took Asthmatic and Bad Back and then found some purifier in the basement of my starting house, curing both! I decided this character is a "keeper". Haven't tested any other starting ailments.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 07, 2011, 08:47:27 pm
If you ask them to join you, and threaten to kill them if they don't, they'll count as hostile if they refuse.  Then you can kill them at your leisure, no muss no fuss.  Almost too easy really, especially since it probably works better the less speech skill you have.

Also, I just slept totally unmolested through a lightning storm, while whacked out on sleeping pills, with nothing between me and the outside world except some blind corners and bubble wrap.  Extraordinary.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 07, 2011, 08:48:57 pm
Well killing anyone, regardless of if they're "good" or "bad" would be pretty bad on your morale. I mean your taking another human's life away, i'd be pretty depressed if I killed someone :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 07, 2011, 08:57:06 pm
A quick question. Do higher numbers ALWAYS mean better performance with firearms and other weapons, or are there categories where lower is better?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 07, 2011, 08:58:10 pm
A quick question. Do higher numbers ALWAYS mean better performance with firearms and other weapons, or are there categories where lower is better?
Yes, thats why it uses high numbers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 07, 2011, 09:03:54 pm
DAMMIT the stupid client keeps crashing right when I'm getting to the good part. I leave for just a few minutes and a fatal error has occurred and deleted my save.
Hopefully my house with all the ammo and stuff in it isn't too hard to find...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 07, 2011, 09:14:05 pm
A quick question. Do higher numbers ALWAYS mean better performance with firearms and other weapons, or are there categories where lower is better?
Yes, thats why it uses high numbers.
I've just checked the various weapons descriptions, and it appears that lower recoil numbers are better. However, I'm not sure exactly what that affects.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 07, 2011, 09:16:18 pm
DAMMIT the stupid client keeps crashing right when I'm getting to the good part. I leave for just a few minutes and a fatal error has occurred and deleted my save.
Hopefully my house with all the ammo and stuff in it isn't too hard to find...

Saves shouldn't get deleted unless you're playing an old version of the game (if you're playing on Eronarn's server, it's probably an oldish version).

Important note:  for those of you who compile yourself, the new versions of the game require a clean build (make clean; make)

A quick question. Do higher numbers ALWAYS mean better performance with firearms and other weapons, or are there categories where lower is better?
Yes, thats why it uses high numbers.
I've just checked the various weapons descriptions, and it appears that lower recoil numbers are better. However, I'm not sure exactly what that affects.

Higher numbers are better.  In the code, accuracy ratings are really innaccuracy ratings, and lower is better; but when you play the game, this gets inverted, so that higher accuracy ratings are better.
EDIT: Sorry, you're right; low recoil is better.  But that makes sense, right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 09:50:01 pm
Dear Whales,
Minor pain should not cut my stats into quarters. Add morphine or something that can be instantly applied to relieve pain?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 07, 2011, 10:08:14 pm
Hey Duane, there's a pile of painkillers in the game already - marijuana is an instant and non-addictive one, just repeat apply until all pain is gone. Also Codeine, Heroin, and probably others.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 07, 2011, 10:17:18 pm
Dear Whales,
Minor pain should not cut my stats into quarters. Add morphine or something that can be instantly applied to relieve pain?

Minor pain reduces your intelligence by one, but does not otherwise affect stats.

Hey Duane, there's a pile of painkillers in the game already - marijuana is an instant and non-addictive one, just repeat apply until all pain is gone. Also Codeine, Heroin, and probably others.

Nerfed weed.  Now it has a rather low cap as a painkiller.  Sorry!  And yes, there's lots of different painkillers, with different applications.  Tramadol is an often-overlooked option, and it lasts just about all day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 10:23:29 pm
Oh, Oh, I think I found a real bug this time.

If a reload causes a skill increase, you don't actually reload.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on July 07, 2011, 10:48:59 pm
Whales,
How are the NPC's coming? In the meantime, I was walking through a liquor store and found plastic bottle of tequila. Love it. So ghetto.

This game is getting better and better.

Btw Whales what kind of music do you like?

Last thing, do you think trailer parks could be added? (The Texas Redneck Massacre.)

Btw I had a dream, where in this game, you could become a full fledged cannibal. Like no personality, if you eat meat other than human you get depressed. Or a Ghoul Scavenger, samething but with zombies!!!

And last last thing, what about rocket launchers? (you know, rpg's, (sorry I'm really buzzed. :D Homemade wine!!!) that could be found in like insurgent/military chaches.)

Seriously, last last last thing, churches would be awesome. Not just the Jesus church but Churches Fried Chicken, both of those would be awesome.

Thanks Whales,
Your Future Bro,
And Admiring Fan,
Goacbc
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 07, 2011, 11:03:47 pm
Whales,
How are the NPC's coming? In the meantime, I was walking through a liquor store and found plastic bottle of tequila. Love it. So ghetto.

This game is getting better and better.

Btw Whales what kind of music do you like?

Last thing, do you think trailer parks could be added? (The Texas Redneck Massacre.)

Btw I had a dream, where in this game, you could become a full fledged cannibal. Like no personality, if you eat meat other than human you get depressed. Or a Ghoul Scavenger, samething but with zombies!!!

And last last thing, what about rocket launchers? (you know, rpg's, (sorry I'm really buzzed. :D Homemade wine!!!) that could be found in like insurgent/military chaches.)

Seriously, last last last thing, churches would be awesome. Not just the Jesus church but Churches Fried Chicken, both of those would be awesome.

Thanks Whales,
Your Future Bro,
And Admiring Fan,
Goacbc

NPCs are... coming slowly.  I may strip them down to basic functionality (for like the 8th time) and try building them back up bit by bit.
Plastic bottle of tequila?  Either that's a bug because you didn't "make clean" or someone emptied tequila out of a glass bottle and into a plastic one.

Music... I'm a fan of a lot of stuff.  Bossa Nova, folk-rock, drum & bass, funk, glitch, hip hop, indie rock, math rock, punk, death metal, klezmer, reggae, weird bleep bloop techno, etc etc.

Trailer parks is a cool idea.  Maybe a special style of town, attached to the edge of normal towns?

Cannibalism is kind of a cool idea.  Maybe a good theme for a faction?

With ammo effects added, rocket launchers aren't far off, along with home-made projectiles with special effects (high incendiary, acid burst, black hole bombs... well, maybe not that last one).  Craftable wine isn't a bad idea either ;)
Churches isn't a bad idea, though I dunno what kind of draw it'd have.  Not particularly safe, no good loot...

Oh, Oh, I think I found a real bug this time.

If a reload causes a skill increase, you don't actually reload.

Whaaaat.  This makes no sense, the gun reloads itself before the code for practicing the relevent skill is even encountered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 11:09:29 pm
Whaaaat.  This makes no sense, the gun reloads itself before the code for practicing the relevent skill is even encountered.
I should have screenshotted it, and will if it happens again. I'll try to recreate it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 07, 2011, 11:13:12 pm
A church can have alot of wooden chair sections (I'm not sure what the correct terminology is.. pews maybe?), these
can be broken down to harvest wooden planks maybe?

Also, can the generation of houses add random sheds at the backside area of the houses?  Or maybe a small room
attached that serves as a shed?  Typical hardware stuff like nails and tools can be generated here, as well as stocks
of canned foods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 07, 2011, 11:18:05 pm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 07, 2011, 11:19:31 pm
I ran into Solomon Grundy or something similar. I dragged his corpse over to my safehouse so it looks like we were working together if I DO die.

OH, OH, ANOTHER BUG: HALLUCINATIONS CAN POP BUBBLE WRAP/ACTIVATE TRAPS.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 07, 2011, 11:23:47 pm
klezmer

I think this has convinced me to give cat another try sometime tomorrow. I think the first and last time I played it was a few days after it first showed up on roguebasin. Was pretty interesting even then, yeah. So... into the breach! After sleep, anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: coolguy1351 on July 07, 2011, 11:30:57 pm
What version is the Putty server on? I can't tell, it seems pretty outdated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 07, 2011, 11:33:28 pm

Who is that? One of your earlier characters?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 08, 2011, 12:01:04 am
Oh, I thought of a great "addition" to the overpowered illiterate trait.

Don't let them read labels. Mwahaha, guess what those little blue pills are, you illiterate!

Also, churches should be well defensible buildings! Big heavy doors, usually a single back door, no ground level windows, lots of movable furniture (for when movables get added in). When we get above-ground z-levels, setting up at the top of the tower could be fun too. (If we get them, I guess? Don't know what your plans for that will be. Though I would love to see some flying enemies later on that are almost impossible to melee, making ranged weapons absolutely needed for taking them out)

Actually heavy doors (that takes a strong zombie like a brute or a hulk) to knock down would be pretty cool as a general rule.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 08, 2011, 12:09:22 am
Quote from: paraphrasing
I'm not saying kill all the stupid people. Just take the warning labels off of everything and let the problem solve itself.

Some kind of auto-inscribe type thing after you've taken th'pills would probably be in order, though. Illiterate might not mean lacking short-to-mid term memory :P

"Foreign language" as a starting trait might be amusing, too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 08, 2011, 12:09:39 am
Regarding purifier, basically the curable traits are bad back, eyesight, asthma, poor hearing, and I think chemical imbalance. Note that thick-skin is also curable, from the positive traits. And of course every single acquired artificial trait.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 08, 2011, 12:18:06 am
After drinking purifier the only negative I have is "HP Ignorant". I can live with that ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 08, 2011, 02:31:31 am
the windows version is less difficult??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 08, 2011, 03:03:25 am
I don't know about less difficult than Linux, but less difficult playing on your own local version than a server where all the treasure is already taken. I just picked traits that purifier gets rid of deliberately, and was lucky enough to spawn on top of a house with a basement mini-lab with purifier in it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 08, 2011, 03:17:51 am
You guy's do know there's a window standalone version right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 08, 2011, 03:20:00 am
Can't Linux users run standalone as well? That's what I meant by "local version" anyway.
Personally I'm only playing the Windows SDL version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 08, 2011, 04:11:54 am
Can't Linux users run standalone as well? That's what I meant by "local version" anyway.
Personally I'm only playing the Windows SDL version.

They can there is a link on the wiki to always up to date linux bins.
www.whoopshop.com/catawiki
EDIT:

Windows Version 1.3.7 released.

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.7.zip

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 08, 2011, 05:51:50 am
Whales
IIRC you said that you plan to change purifier so it doesn't increase attributes. Will there be any way to increase stats permanently?
EDIT: Now, after special ammo is implemented, we need a gun which can use THIS (http://en.wikipedia.org/wiki/Raufoss_Mk_211)  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 08, 2011, 05:53:20 am
Mutagen does that now, at a risk. Maybe you meant mutagen not purifier though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 08, 2011, 05:54:11 am
Can't Linux users run standalone as well? That's what I meant by "local version" anyway.
Personally I'm only playing the Windows SDL version.

They can there is a link on the wiki to always up to date linux bins.
www.whoopshop.com/catawiki
EDIT:

Windows Version 1.3.7 released.

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.7.zip

What is new in this version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 08, 2011, 06:27:44 am
Can't Linux users run standalone as well? That's what I meant by "local version" anyway.
Personally I'm only playing the Windows SDL version.

They can there is a link on the wiki to always up to date linux bins.
www.whoopshop.com/catawiki
EDIT:

Windows Version 1.3.7 released.

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.7.zip

What is new in this version?


Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drakale on July 08, 2011, 09:06:57 am
The latest windows build seem to be crashing constantly for me a few steps from the start. No error messages, just CTD.

Would it be possible to add some better inventory management tools? Lets say I press the key for eating stuff, only show edibles first with an option to show everything else, like in crawl. Same for throwing, tools, wear, wield etc...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 08, 2011, 09:52:43 am
But you can throw pretty much everything, use almost anything somehow, and eat plenty of stuff you aren't supposed! Also it's already planned. :P

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 08, 2011, 10:12:04 am
The latest windows build seem to be crashing constantly for me a few steps from the start. No error messages, just CTD.

Would it be possible to add some better inventory management tools? Lets say I press the key for eating stuff, only show edibles first with an option to show everything else, like in crawl. Same for throwing, tools, wear, wield etc...

Not crashing for me. if you are on vista/win7 make sure to run in admin.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drakale on July 08, 2011, 11:33:14 am
But you can throw pretty much everything, use almost anything somehow, and eat plenty of stuff you aren't supposed! Also it's already planned. :P

That's why there is an option to show all :p It just make life easier for hoarders like me that have to sort through pages of stuff. Also, it would be nice to drop more than one item at once in the same way you can select multiple things from containers. A meta-shortcut for item types would be godly, from crawl again. i.e. d : to drop all ammo.

Still crashing randomly, on windows XP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 08, 2011, 12:00:36 pm
Noob question time! I made a bunch of nail boards. How do I set them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 08, 2011, 12:33:45 pm
Nail boards, or nail board traps?

If the traps, (a)pply them, choose direction.

If NOT the traps, you can't set them up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 08, 2011, 01:51:21 pm
Alright. Weird bug time.

Downloaded Head's latest version, with NPC spawning disabled. I genned up a new character, and checked the map to see what was around. I saw a minifort town, filled with the purple @ symbols. Since NPC spawning was disabled, I teleported over to see what was the matter via Map Walk. Upon arriving, I found the closest @ had a wide variety of goods, including a CBM:Ranged Combat, one that I had never seen before, and he was inside a new sort of building. Since the building was sealed, I teleported near another purple @, but after a few more steps, it just did a straight CTD. I noticed a few of the old Debug messages associated with NPCs as well.

Next character genned in that world, I used the z command to view the whole map, then teleported back into the same base. The particular NPC I talked to appears to have been killed, with the goods he was wearing falling down, but nothing in his inventory on the ground. I can not find similar piles for any of the other NPCs that were in that base.

It should also be noted that the first NPC didn't talk or move until I walked up next to him and initiated chat myself. I am not sure if it is because he was in a sealed building with no exit, or if it had to do with the code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 08, 2011, 02:35:24 pm
So I'm curious, whats the best way to deal with turrets? Seems like melee wouldn't be feasible so rifles or grenades? And npcs are pretty much the only way of getting CMBs installed other than yourself?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 08, 2011, 02:42:31 pm
Alright. Weird bug time.

Downloaded Head's latest version, with NPC spawning disabled. I genned up a new character, and checked the map to see what was around. I saw a minifort town, filled with the purple @ symbols. Since NPC spawning was disabled, I teleported over to see what was the matter via Map Walk. Upon arriving, I found the closest @ had a wide variety of goods, including a CBM:Ranged Combat, one that I had never seen before, and he was inside a new sort of building. Since the building was sealed, I teleported near another purple @, but after a few more steps, it just did a straight CTD. I noticed a few of the old Debug messages associated with NPCs as well.

Next character genned in that world, I used the z command to view the whole map, then teleported back into the same base. The particular NPC I talked to appears to have been killed, with the goods he was wearing falling down, but nothing in his inventory on the ground. I can not find similar piles for any of the other NPCs that were in that base.

It should also be noted that the first NPC didn't talk or move until I walked up next to him and initiated chat myself. I am not sure if it is because he was in a sealed building with no exit, or if it had to do with the code.

Static NPCs were not disabled.  The VERY first time you play a game with a fresh save folder, the world will be populated with NPCs.  Since they aren't saved, if you save and quit, or start a new character, they'll be gone for-ev-ver.

So I'm curious, whats the best way to deal with turrets? Seems like melee wouldn't be feasible so rifles or grenades? And npcs are pretty much the only way of getting CMBs installed other than yourself?

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 08, 2011, 03:09:53 pm
What is the best way to survive? It's very intimidating, when I start I see a lot of zombies, and a i get kinda lost.
Should i get a firearms specialist and get into the first gun shop i meet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 08, 2011, 03:15:33 pm
I'd say guns. They haven't failed me that badly so far, and you don't have to get right up into zombie faces to kill them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on July 08, 2011, 03:32:42 pm
I lost a pretty good character to spores. I was really disappointed. There was no obvious way to cure the infection, I figured it would just pass. Some times you spawn just surrounded by fungialod zombies and if you are a melee character you don't have a lot of options to get past them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 08, 2011, 03:42:21 pm
Royal Jelly from beehives. That's how I cured my spores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on July 08, 2011, 04:14:53 pm
Whales,

Thank you for just even looking at my drunken post. You simply are awesome. If I ever have a music group/ band I'll name it Whales, or Whale Slayer, or Whale Whore, or whatever you want.

Thanks again whales,
Goacbc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 08, 2011, 04:15:51 pm
Key M > mission ????????
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on July 08, 2011, 04:16:49 pm
Teoleo,

Sorry but missions aren't full inputed. In the meantime Get Drunk My Friend!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 08, 2011, 04:35:35 pm
What is the best way to survive? It's very intimidating, when I start I see a lot of zombies, and a i get kinda lost.
Should i get a firearms specialist and get into the first gun shop i meet?

Since you are apparently talking about combat, it's shotguns. Shotguns all the way. I've torn through about a 40 zombie horde with just a Saiga-12 and some 00 shot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Virroken on July 08, 2011, 04:37:23 pm
How do you beat turrets? All my down staircases in the lab are blocked off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on July 08, 2011, 04:59:20 pm
What is the best way to survive? It's very intimidating, when I start I see a lot of zombies, and a i get kinda lost.
Should i get a firearms specialist and get into the first gun shop i meet?

Since you are apparently talking about combat, it's shotguns. Shotguns all the way. I've torn through about a 40 zombie horde with just a Saiga-12 and some 00 shot.

Fair warning, shotguns are LOUD. Many many more zombies will come once you start blasting.

...Of course, it's less of a problem since you have a shotgun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 08, 2011, 05:30:17 pm
I'm still unclear on whether it's possible to "clear out" an area.  It seems to me, it should be possible to sit around one place and just keep zombies until no more come.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on July 08, 2011, 05:36:06 pm
Royal Jelly from beehives. That's how I cured my spores.

It kind of sucks that you either have to carry around an item to keep yourself safe from a zombie type or avoid fighting that type of zombie. It would be nice if spores couldn't kill you directly, just cause pain or bad mutations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 08, 2011, 05:47:04 pm
I'm still unclear on whether it's possible to "clear out" an area.  It seems to me, it should be possible to sit around one place and just keep zombies until no more come.

It is. but eh good luck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 08, 2011, 05:49:51 pm
I'm still unclear on whether it's possible to "clear out" an area.  It seems to me, it should be possible to sit around one place and just keep zombies until no more come.

It is. but eh good luck.

Yeah, I was going to caveat that you probably can't enough ammo to singularly wipe out spawning in an area, but it'd be fun to try.  I feel like I've crowbar'd enough zombies around my safehouse at this point that there just shouldn't be any more around.

I also enjoy that I left a verb out of that sentence.  I just keep zombies until no more come.  My whole zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 08, 2011, 06:05:34 pm
You can make royal jelly you know.

Also, anyone else feel animal empathy is incredibly powerful for a 1 point advantage?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 08, 2011, 06:11:40 pm
What is the best way to survive? It's very intimidating, when I start I see a lot of zombies, and a i get kinda lost.
Should i get a firearms specialist and get into the first gun shop i meet?

Since you are apparently talking about combat, it's shotguns. Shotguns all the way. I've torn through about a 40 zombie horde with just a Saiga-12 and some 00 shot.

Fair warning, shotguns are LOUD. Many many more zombies will come once you start blasting.

...Of course, it's less of a problem since you have a shotgun.

It may have helped that I was using Janet's shotgun silencer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 08, 2011, 06:22:38 pm
Hey that's practically cheating. Don't do that! XD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 08, 2011, 07:03:52 pm
Hey that's practically cheating. Don't do that! XD

I wouldn't say it's cheating. Such a thing really does exist after all, and does in fact work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 08, 2011, 07:04:21 pm
Hey that's practically cheating. Don't do that! XD

I wouldn't say it's cheating. Such a thing really does exist after all, and does in fact work.
Yeah, but its still loud as hell.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 08, 2011, 07:07:11 pm
This one doesn't seem terribly loud. http://www.youtube.com/watch?v=-cz8uZWtt3Q (http://www.youtube.com/watch?v=-cz8uZWtt3Q)

Plus this http://www.youtube.com/watch?v=xnyiCflj7B0 (http://www.youtube.com/watch?v=xnyiCflj7B0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 08, 2011, 07:32:53 pm
Hey that's practically cheating. Don't do that! XD

I wouldn't say it's cheating. Such a thing really does exist after all, and does in fact work.

Yeah, but doesn't it degrade to unusability after a few shots?  Don't pistol silencers do that, even?

You can make royal jelly you know.

Also, anyone else feel animal empathy is incredibly powerful for a 1 point advantage?

Animal empathy is a little broken.  I'll fix it.

I'm still unclear on whether it's possible to "clear out" an area.  It seems to me, it should be possible to sit around one place and just keep zombies until no more come.

It is. but eh good luck.

Yeah, I was going to caveat that you probably can't enough ammo to singularly wipe out spawning in an area, but it'd be fun to try.  I feel like I've crowbar'd enough zombies around my safehouse at this point that there just shouldn't be any more around.

I also enjoy that I left a verb out of that sentence.  I just keep zombies until no more come.  My whole zombies.

I accidentally a whole zombie.
But yeah, if you spend 4 or 5 days in one area, you'll find that it's less populated.  Most towns have around 1000 - 5000 zombies (depending on their size).  That'll take a while!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 08, 2011, 07:48:20 pm
Ran into giant worms last night. Was walking down the road and I noticed mounds of dirt appearing alongside the pavement. Thought "Uh oh, must be some weird bug or glitch", cut across the grass to search a home and out pops the beastie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 08, 2011, 07:54:34 pm
What is the best way to survive? It's very intimidating, when I start I see a lot of zombies, and a i get kinda lost.
Should i get a firearms specialist and get into the first gun shop i meet?

Since you are apparently talking about combat, it's shotguns. Shotguns all the way. I've torn through about a 40 zombie horde with just a Saiga-12 and some 00 shot.

Fair warning, shotguns are LOUD. Many many more zombies will come once you start blasting.

...Of course, it's less of a problem since you have a shotgun.

It may have helped that I was using Janet's shotgun silencer.
Shotgun silencer?
*Imagination*:

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quintin522 on July 08, 2011, 07:57:26 pm
*cough* Postal 2 cat silencer *cough*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 08, 2011, 08:09:44 pm
Another query regarding bionics.

Does the metabolic interchange work one way, or does increasing power with, say, solar panels satiate the person?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 08, 2011, 10:20:29 pm
How long does it take to kick an addiction?  I'm getting nicotine cravings so fast and bad my morale frequently hits -50.  It's been at least a day since my last smoke, and I'm sure it takes longer than that, and I know it's cigarettes but this getting ridiculous.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 08, 2011, 10:31:22 pm
This one doesn't seem terribly loud. http://www.youtube.com/watch?v=-cz8uZWtt3Q (http://www.youtube.com/watch?v=-cz8uZWtt3Q)

Plus this http://www.youtube.com/watch?v=xnyiCflj7B0 (http://www.youtube.com/watch?v=xnyiCflj7B0)

How about this http://www.youtube.com/watch?v=4mj5tF0JpwI
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hiiri on July 08, 2011, 10:44:40 pm
How long does it take to kick an addiction?  I'm getting nicotine cravings so fast and bad my morale frequently hits -50.  It's been at least a day since my last smoke, and I'm sure it takes longer than that, and I know it's cigarettes but this getting ridiculous.

Also...

I love the weather system, but it's a bit silly that your character is ready commit suicide just because his/her clothes are wet :P

Loving the game. Already one of the best zombie survival games I've seen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quintin522 on July 08, 2011, 11:20:15 pm
Where do i generally find bionics? I've been searching this lab for a while and have yet to find any
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 08, 2011, 11:23:27 pm
Usually, those groups of dead scientists have a few on them. As you might know, they all start with CBM.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 08, 2011, 11:36:16 pm
Dead scientist groups, and that's it really, especially if you play via terminal. I modified my personal version to replace the clothes in the dressers with all the bionics, just for kicks, and yeah. Don't do that, they are stupidly powerful with certain combos. Granted, most of them come down to Ethanol Burner + Blood Filter + anything, but there are some crazy other combos that are nasty too. Though, some I find rather fun. Solar Panel + Laser finger = human magnifying glass.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 08, 2011, 11:37:49 pm
They seem to only carry Medical, Neurological, and Utility modules (as well as the basic power modules). The other stuff like combat modules seem harder to come by.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 09, 2011, 12:13:29 am
Hmm... I coulda sworn someone said npc's can install CBMs into you, how do you get them to do this as it doesn't seem to be in their dialog choices?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 09, 2011, 12:54:55 am
What is the best way to survive? It's very intimidating, when I start I see a lot of zombies, and a i get kinda lost.
Should i get a firearms specialist and get into the first gun shop i meet?

Since you are apparently talking about combat, it's shotguns. Shotguns all the way. I've torn through about a 40 zombie horde with just a Saiga-12 and some 00 shot.

Fair warning, shotguns are LOUD. Many many more zombies will come once you start blasting.

...Of course, it's less of a problem since you have a shotgun.

It may have helped that I was using Janet's shotgun silencer.
Shotgun silencer?
*Imagination*:

Spoiler (click to show/hide)

Great movie.  And yeah, shotgun silencers are certainly plausible (and cool), but they're potential game-breakers.  Shotguns are really powerful weapons; they just suffer from the big drawback of noise.  If that drawback can be eliminated, they're just too powerful.

Another query regarding bionics.

Does the metabolic interchange work one way, or does increasing power with, say, solar panels satiate the person?

Nope.  Good idea though; I'll add a powered bionic that lets it flow the other way.

How long does it take to kick an addiction?  I'm getting nicotine cravings so fast and bad my morale frequently hits -50.  It's been at least a day since my last smoke, and I'm sure it takes longer than that, and I know it's cigarettes but this getting ridiculous.

Depends on how hooked you are.  You can cheat and get precise addiction information by pressing N.

How long does it take to kick an addiction?  I'm getting nicotine cravings so fast and bad my morale frequently hits -50.  It's been at least a day since my last smoke, and I'm sure it takes longer than that, and I know it's cigarettes but this getting ridiculous.

Also...

I love the weather system, but it's a bit silly that your character is ready commit suicide just because his/her clothes are wet :P

Loving the game. Already one of the best zombie survival games I've seen.

Well, it's not so much that you're suicidal; just that you'd rather wait half an hour to dry off a little before you sit down to read or craft something.


CBMs can only be found on dead scientists and dead military (rarely).  This is mostly because I was over-eager to include them in the game, and to make cool special encounters (I added both to the game at the same time).  I don't like how finding a powerful and fun tool like bionics is entirely up to chance; there's no extra risk involved in getting lucky and stumbling on 6 CBMs.  I'll be moving most of them to labs (which presently contain none--an obvious oversight).
It's intended that NPCs will install them for you, but currently unimplemented.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quintin522 on July 09, 2011, 01:04:11 am
Are the dead scientist locations completely random, or do they tend to be near certain areas?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 09, 2011, 01:06:54 am
Are the dead scientist locations completely random, or do they tend to be near certain areas?

Random.  They won't appear in houses or other "solid" tiles, so on average I guess they're more common in forests or fields, away from town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 09, 2011, 01:11:03 am
Are the dead scientist locations completely random, or do they tend to be near certain areas?

Random.  They won't appear in houses or other "solid" tiles, so on average I guess they're more common in forests or fields, away from town.

There was a detailed explanation for how they're distributed not to long ago but essentially for every "empty tile" (ie not house, store, ect) like roads and fields there is a chance for something to be there like a crash site, dead scientists, dead military, a pond, that sort of thing.

It's intended that NPCs will install them for you, but currently unimplemented.

Ah okay, just making sure I wasn't going crazy. Going to be !!fun!! trying to get these things in since I don't have good int for the better books.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 09, 2011, 03:53:05 am
-snip-
Another query regarding bionics.

Does the metabolic interchange work one way, or does increasing power with, say, solar panels satiate the person?

Nope.  Good idea though; I'll add a powered bionic that lets it flow the other way.
-snip-

I was wondering the same thing so I'm glad to hear that. Is it going to be an active bionic or a passive one?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 09, 2011, 03:59:40 am
This was probably reported before but...

Whenever I try to "U"nload something that uses batteries, it spits out pieces of ammo instead.
I use a UPS to store batteries, but those 1,000 batteries turned into 100 stacks of 10 9mm +P+.

I don't have a gun that uses 9mm bullets. :(

Also, the radios and TW radios I've been finding start at 500 power instead of the regular 100.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 09, 2011, 04:10:28 am
I think there is a typo In file item.cpp, lines 228 and 234: "Nutrituion"

Once a door is smashed, is there a way to create a barricade to fill the hole? Because I can't with hammer, nails and two by fours.
Also, when I use the hammer and the game asks me where to construct, the map view disappear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 09, 2011, 04:58:57 am
The rain helps hide my smell?
 Acid rain also hurt the zombies?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 09, 2011, 05:11:32 am
The rain helps hide my smell?
 Acid rain also hurt the zombies?

I don't know about the first one, but I have heard boomers go off while hiding in a house when acid rain falls.

Quote
Once a door is smashed, is there a way to create a barricade to fill the hole? Because I can't with hammer, nails and two by fours.
Also, when I use the hammer and the game asks me where to construct, the map view disappear.
Odd, I can board up door openings just fine. Make sure the door is broken, not just open. You can repair smashed doors. Boarding up an existing door takes fewer resources.
Perhaps there will be a "Create barricade anywhere" option eventually. And with stuff other than wood.

Also, why can't I use my internal lighter (via internal toolset and mini flamethrower bionics) to light molotovs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 09, 2011, 05:37:33 am
The rain helps hide my smell?
 Acid rain also hurt the zombies?

Rain does nothing to hide your tracks.  If anything, thunder and lightning attract more zombies.  But yes, acid rain does hurt them, it's just unlikely to land on them.  I like to stand in the doorway and watch them slowly melt, to pass the time as the rain falls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: xDarkz on July 09, 2011, 05:56:18 am
I've just only touched this game, but thus far, I find it completely consuming albeit the few intended mechanics questions I'm about to pose.

Was it intended for us to be able to enter "Map Mode" and instantaneously escape whatever it is that was pursuing us? I've found out that we're able to do that during the midst of combat, which makes the whole thing...well... less hardcore :P.
Also: Equipping two Utility Vests or Backpacks? :P

Overall though, Amazingly consuming and addictive gameplay. I'm looking forward to your future releases! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 09, 2011, 05:58:40 am
I've just only touched this game, but thus far, I find it completely consuming albeit the few intended mechanics questions I'm about to pose.

Was it intended for us to be able to enter "Map Mode" and instantaneously escape whatever it is that was pursuing us? I've found out that we're able to do that during the midst of combat, which makes the whole thing...well... less hardcore :P.
Also: Equipping two Utility Vests or Backpacks? :P

Map mode "fast travel" is a debug thing, they'll eventually remove it along with the "Shift+Z" wish for items mode and "Shift+N" info menu.

Multiple vests and backpacks increase your encumbrance, which brings down your melee and dodge abilities. I believe it also increases the time needed to do actions.

Edit: Can we have two different hand slots? Switching from gun to melee should be quicker considering the skeletons running around. Alternatively, you can make a "ready" slot which you can switch with your main hand slot with a simple keypress.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 09, 2011, 06:17:39 am
Isn't 'w'ielding an item a simple keypress?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 09, 2011, 06:19:37 am
It's pressing w, then looking through your equipment for the correct letter, then pressing that letter.

In DoomRL, you can designate a "ready" weapon and swap it for your current weapon by pressing z, there's even a feat which makes doing so take no time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 09, 2011, 06:41:17 am
While I think that's a little out of keeping from the way the game's idea of inventory works, it would be nice to have something like a "shoulder strap" for rifles, so you could carry one irrespective of encumbrance.  Like a gun-mod, but I don't know if that could change how fast you switch to it.

Also: Equipping two Utility Vests or Backpacks? :P

Protip: wear all the fanny packs.  It's broken sure, but wearing tons of clothing is balanced out by only being able to hold 52 (or is it 53?) distinct items at a time.

Suggestion to Whales: Nethack lets you reassign the letters of items in your inventory.  This would be a really nice feature.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: chaoticag on July 09, 2011, 06:43:51 am
Well, I'd think the fact you can wear a ton of fanny packs is balanced out by looking like a complete moron, but I guess after running around in a miniskirt shirtless with a utility vest on and a backpack, the fanny packs wouldn't make you look anymore horrible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 09, 2011, 06:50:22 am
Don't forget that wearing too many fanny packs cuts into how many items you can carry, since we're limited to carrying 52 items, including anything you're wearing. Plus, fanny packs still have weight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 09, 2011, 08:09:04 am
I have found Two places full of traps : what is it??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on July 09, 2011, 08:13:11 am
How do I correctly use the shift+z correctly? I don't spawn the correct thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 09, 2011, 08:19:45 am
I have found Two places full of traps : what is it??
It's a random event thing. You can reuse the traps if you manage to disarm them or lead a zombie over them. I heard that throwing zombie corpses can set them off, but I always get the "too heavy to throw" message. Perhaps it'll work if you throw a rabbit/squirrel corpse on it.

If you're really hurting for a weapon, lead a zombie over a crossbow trap (or disarm it) and take the crossbow. Crossbows are silent, accurate, and deal a fair bit of damage. Bolts are plentiful since they only require wood, not to mention they have a fairly large chance of being reusable.

How do I correctly use the shift+z correctly? I don't spawn the correct thing.
The item list doesn't appear correctly, at least in mine, you'll need to guess using the description. Press j to move your invisible cursor down and k to move it up; then enter to get the item.

For what it's worth, I'm pretty sure that the item on the bottom of the list is what you're highlighting. Note that it's only true if you've moved down far enough for the list to start scrolling.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 09, 2011, 09:03:19 am
I have found a lot of items but never i see a shovel
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 09, 2011, 09:07:22 am
I have found Two places full of traps : what is it??
It's a random event thing. You can reuse the traps if you manage to disarm them or lead a zombie over them. I heard that throwing zombie corpses can set them off, but I always get the "too heavy to throw" message. Perhaps it'll work if you throw a rabbit/squirrel corpse on it.

If you're really hurting for a weapon, lead a zombie over a crossbow trap (or disarm it) and take the crossbow. Crossbows are silent, accurate, and deal a fair bit of damage. Bolts are plentiful since they only require wood, not to mention they have a fairly large chance of being reusable.

How do I correctly use the shift+z correctly? I don't spawn the correct thing.
The item list doesn't appear correctly, at least in mine, you'll need to guess using the description. Press j to move your invisible cursor down and k to move it up; then enter to get the item.

For what it's worth, I'm pretty sure that the item on the bottom of the list is what you're highlighting. Note that it's only true if you've moved down far enough for the list to start scrolling.

Use / or was it % inside the Wish list and type the name exactly and then press enter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 09, 2011, 09:50:32 am
I have found Two places full of traps : what is it??
It's a random event thing. You can reuse the traps if you manage to disarm them or lead a zombie over them. I heard that throwing zombie corpses can set them off, but I always get the "too heavy to throw" message. Perhaps it'll work if you throw a rabbit/squirrel corpse on it.

If you're really hurting for a weapon, lead a zombie over a crossbow trap (or disarm it) and take the crossbow. Crossbows are silent, accurate, and deal a fair bit of damage. Bolts are plentiful since they only require wood, not to mention they have a fairly large chance of being reusable.

How do I correctly use the shift+z correctly? I don't spawn the correct thing.
The item list doesn't appear correctly, at least in mine, you'll need to guess using the description. Press j to move your invisible cursor down and k to move it up; then enter to get the item.

For what it's worth, I'm pretty sure that the item on the bottom of the list is what you're highlighting. Note that it's only true if you've moved down far enough for the list to start scrolling.
What. Are you guys kidding?

Hit / and then type the name of the item out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 09, 2011, 10:08:52 am
I have found a lot of items but never i see a shovel

Keep searching hardware stores, good luck!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: A Dwarven Smokeologist on July 09, 2011, 11:58:24 am
Pretty awesome game so far after spending about half a day playing it almost nonstop. I haven't actually survived for more than two or three days since I keep running around searching for all of the neat stuff I can find and inevitably being nom'd on.

Have say I really like the random character option since you never know what you're going to get. Super powered action hero time or just a punk with a bunch of problems? Either way the zombies will feast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 09, 2011, 12:06:35 pm
Hey quinnr, if you have the time it might be a good idea to put a Q/A in the main post, there's a lot of questions being asked repeatedly that have already been answered. Like suggestions to make rain less depressing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 09, 2011, 12:11:54 pm
Hey quinnr, if you have the time it might be a good idea to put a Q/A in the main post, there's a lot of questions being asked repeatedly that have already been answered. Like suggestions to make rain less depressing.

Top five complaints:
1) Rain is too depressing (been nerfed, and it's not as bad as people think)
2) You spawn inside a wall sometimes (blah blah don't care.  I'll fix it some day when I'm bored)
3) Items don't stack (Someone's working on writing a patch; it's technically challenging but it'll exist sooner or later)
4) It's too hard!  (Play a few games, you'll get the hang of it)
5) It's too easy!  (Jesus christ people make up your minds  :D)

(NPC debug spam would've made the list, maybe at #1, but they're out of the game for now.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 09, 2011, 01:13:03 pm
4) It's too hard!  (Play a few games, you'll get the hang of it)
5) It's too easy!  (Jesus christ people make up your minds  :D)
I think the problem is that its hard, up until the point you've either forged a safehouse for yourself through various characters, OR figure out what stat/perk/defect combo works best for you, at which point there is no "endgame" content and you can survive for as long as you aren't stupid.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 09, 2011, 01:31:34 pm
4) It's too hard!  (Play a few games, you'll get the hang of it)
5) It's too easy!  (Jesus christ people make up your minds  :D)
I think the problem is that its hard, up until the point you've either forged a safehouse for yourself through various characters, OR figure out what stat/perk/defect combo works best for you, at which point there is no "endgame" content and you can survive for as long as you aren't stupid.

Well, really, there's no "game" content  :P  Once you have your basic survival down, there's no real goals in the game, outside of the occasional need to replenish your supplies.  This is pretty much why the game's in alpha right now.  But it won't be long before you start seeing some missions, and the player has something to work towards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 09, 2011, 01:49:43 pm
4) It's too hard!  (Play a few games, you'll get the hang of it)
5) It's too easy!  (Jesus christ people make up your minds  :D)
Dwarf Fortress is said to have an initial difficulty curve that has overhang. By having a game that is beloved by members of our community, you have no idea what you've gotten yourself into. If we had a movie, it would be called There Will Be Suggestions, and it's sequel, Suggestions 2: Contradictions Boogaloo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 09, 2011, 01:53:35 pm
I'd probably pay to watch just about any movie with "Contradictions Boogaloo" in the title.

That said, been playing a lil'bit via the windows V head posted a page or two back. Not having much luck, though, due to th'crashes coming in every few minutes :P Is the putty-accessible one more stable/recent?

E:Crashes is spelled with an s.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 09, 2011, 01:58:00 pm
Whales, thanks for the great game. Though my character at 9 or 10 days now is having it too easy, I'm starting to get bored, it was more fun when he was at death's door continually XD

Spamming my wishlist/suggestions:-

Firstly - containers! I'd like to be able to find/craft "crates" which hold 24 cans of drink, maybe 12 tequila bottles etc. To keep it simple to code, when picking up or carrying a crate, it would count as only a single object, but when on the ground a new key would allow you to take items from the crate. I thought 24 would be a good number because it could use the letters a-x, or maybe make it a max. 52 limit and piggy-back it on the existing inventory system?

How about rags coming from clothes too, either deliberately or as a result of "damaged" clothes in battle or from failed repair attempts? Maybe they can even be stitched together to make "sack" objects?

As well as character creation options, it would be great to have world-creation options too, even if they were in an ini file. One thing i think would make the game a little harder is to be able to create a "No CBMs" (any maybe "No mutagen") world, my char has a bunch of CBMs and they seem to make the game too easy, I just don't need most of the equipment anymore, which is no fun.

Also and improved notes system would be nice (colorization and symbol selection). And please put in a "debug mode" toggle control. I accidentally hit 'z' and revealed the map. There is no undo feature for this :( A toggle control for debug mode would be easier than undo map reveal, this will also prevent accidentally spawned NPCs.

btw: the auto-save doesn't synchronize very well between character and map. Sometimes I clear out a shop, then it crashes, I load the auto-save and my character is back outside from before looting, but the doors are open and anything I picked up etc is gone. This is quite demoralizing. Can you maybe have an option or code to save the character whenever the map tile data is saved?

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drakale on July 09, 2011, 02:18:29 pm
I'd probably pay to watch just about any movie with "Contradictions Boogaloo" in the title.

That said, been playing a lil'bit via the windows V head posted a page or two back. Not having much luck, though, due to th'craches coming in every few minutes :P Is the putty-accessible one more stable/recent?

Nice to see i'm not the only one. For now I play with the earlier port.

I think layered clothes on body parts should have diminishing returns on carry volume, with maybe an exception for backpacks and bags. It's pretty silly that wearing 2 pairs of cargo pants lets me carry double the stuff.


How about rags coming from clothes too, either deliberately or as a result of "damaged" clothes in battle or from failed repair attempts? Maybe they can even be stitched together to make "sack" objects?


That's already in there. Use scissors on clothes, and I believe with some sewing you can make a backpack out of rags, unless its some other material.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 09, 2011, 02:35:51 pm
Yeah, you can make backpacks, it just takes tailoring skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 09, 2011, 02:49:18 pm
Nice to see i'm not the only one. For now I play with the earlier port.

v. 1.3.5 ? That's the one I'm sticking with for now, 1.3.6 kept crashing on me, and my prev. char is going too good to try 1.3.7 yet. 1.3.5 also seems to have fixed the @ screen bug that plagued versions up to 1.3.4
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: coolguy1351 on July 09, 2011, 03:04:08 pm
Can you make lightning less common? I've had 2 safehouses burn down in one day from lightning strikes. This is ridiculous.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 09, 2011, 05:14:49 pm
Whales,

I've got a couple of content suggestions.

A new negative character trait, chronic migraine headaches. Your character would randomly, and frequently suffer varying levels of pain. Sunlight would make them much worse, though sunglasses would help. Strong painkillers would be essential for this character.

I also noticed that although the P90, FAL, and SCAR are in the game, the F2000 (http://en.wikipedia.org/wiki/FN_F2000) is conspicuously absent. Which is too bad. It's one of my favorite guns in S.T.A.L.K.E.R. SoC. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 09, 2011, 06:16:20 pm
The issue with strong painkillers being essential is that you can OD quite easily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on July 09, 2011, 08:08:45 pm
Whales,

Goacbc Here again. Homemade Wine Kicks ASss...

On to something more serios, is there a way you could like add in clubs? They could hold lots of alcohol and be a place to draw zombie in then burn the building down!!! >:D

Oh and can't wait to hear how your doing.

Sorry alot of us on this forums can be dicks. If you want to understand just watch the Team America Dicks Pussies and Assholes metaphor. Thanks

Oh and I was watch this movie and this guy took a live human and bound him up and then let the zombie come to the tied up guy. Little did the zombies know there was a fucking gasplosion waiting to happen.

In the end everyone died. And I hope to see more diseases. Like when I drink toilet water. It'd be awesome if I got fucken saliminala or some shit disease.

Thanks Whales.

P.S. If only we knew each other in real life. We'd be buds for life. Love Ya
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 09, 2011, 08:10:50 pm
Wait, I never noticed any dicks on this forum. Has anyone else?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 09, 2011, 08:21:28 pm
Wait, I never noticed any dicks on this forum. Has anyone else?
Nope, me neither.

Lemme check ... Yeah, the last more negativish (is that even a word?) was the Facepunch discussion back earlier.

So yeah, clear as sunshine as far as I can tell.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on July 09, 2011, 08:29:41 pm
Oh my bad then. Haha.

I just read abunch of complaints and thought complaining Dickish!!!

Wait, imagine what the hulk looks like when he gets an erection.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 09, 2011, 09:10:41 pm
Whales, thanks for the great game. Though my character at 9 or 10 days now is having it too easy, I'm starting to get bored, it was more fun when he was at death's door continually XD

Spamming my wishlist/suggestions:-

Firstly - containers! I'd like to be able to find/craft "crates" which hold 24 cans of drink, maybe 12 tequila bottles etc. To keep it simple to code, when picking up or carrying a crate, it would count as only a single object, but when on the ground a new key would allow you to take items from the crate. I thought 24 would be a good number because it could use the letters a-x, or maybe make it a max. 52 limit and piggy-back it on the existing inventory system?

How about rags coming from clothes too, either deliberately or as a result of "damaged" clothes in battle or from failed repair attempts? Maybe they can even be stitched together to make "sack" objects?

As well as character creation options, it would be great to have world-creation options too, even if they were in an ini file. One thing i think would make the game a little harder is to be able to create a "No CBMs" (any maybe "No mutagen") world, my char has a bunch of CBMs and they seem to make the game too easy, I just don't need most of the equipment anymore, which is no fun.

Also and improved notes system would be nice (colorization and symbol selection). And please put in a "debug mode" toggle control. I accidentally hit 'z' and revealed the map. There is no undo feature for this :( A toggle control for debug mode would be easier than undo map reveal, this will also prevent accidentally spawned NPCs.

btw: the auto-save doesn't synchronize very well between character and map. Sometimes I clear out a shop, then it crashes, I load the auto-save and my character is back outside from before looting, but the doors are open and anything I picked up etc is gone. This is quite demoralizing. Can you maybe have an option or code to save the character whenever the map tile data is saved?

Crates are intended as a part of the forthcoming "furniture" addition; they'll contain objects and can be dragged to be used as a barrier.

Rags from torn clothing is a good idea (I should make the message when your clothing gets torn a little better, too).

No CBMs, no mutagen, and others are perfectly fine player-set conducts--I encourage you to hold yourself to them if you like.  Don't really feel a desire to let the player remove them from the map entirely; you can just ignore them if you want the challenge of not using them.

An improved notes system--can you expound upon that a little?  And yes, debug functions are a little messy right now, I'm planning on moving them all to a unified debug menu.

Map tile data is saved extremely frequently--but I'll test autosaving just as frequently, and see how that works.

Thanks for the thoughts!

Can you make lightning less common? I've had 2 safehouses burn down in one day from lightning strikes. This is ridiculous.

I realize it's ridiculous and unrealistic, but isn't it fun to be forced to grab what you can and flee a burning building?

Whales,

I've got a couple of content suggestions.

A new negative character trait, chronic migraine headaches. Your character would randomly, and frequently suffer varying levels of pain. Sunlight would make them much worse, though sunglasses would help. Strong painkillers would be essential for this character.

I also noticed that although the P90, FAL, and SCAR are in the game, the F2000 (http://en.wikipedia.org/wiki/FN_F2000) is conspicuously absent. Which is too bad. It's one of my favorite guns in S.T.A.L.K.E.R. SoC. :P

That F2000 is pretty cool.  Any idea what might differentiate it from the multiple 5.56 assault rifles already in the game?

The issue with strong painkillers being essential is that you can OD quite easily.

Use codeine if you're a noob, or a single oxy.  Multiple oxycodones and heroin are for those with a tolerence (i.e. addiction).


No one here is a dick!  You guys have been incredibly helpful, with suggestions, complaints (keep them coming, they're important!), bug reports, and just general enthusiasm.  Thanks for being such great players!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 09, 2011, 09:13:17 pm
If I have one complaint... I'd be I think 9mm weapons need a look. Me and a few other friends of mine agree they just seem inherently worse than nearly every other class of weapon. Even .22s.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 09, 2011, 09:18:13 pm
If I have one complaint... I'd be I think 9mm weapons need a look. Me and a few other friends of mine agree they just seem inherently worse than nearly every other class of weapon. Even .22s.

What specifically is worse about them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 09, 2011, 09:20:15 pm
In my experience... The statistics don't seem to add up. They seem always less accurate and less powerful than guns with nearly identical statistics. I don't know if this is just weird luck or something is actually up. It's very strange though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 09, 2011, 09:53:38 pm
An improved notes system--can you expound upon that a little?  And yes, debug functions are a little messy right now, I'm planning on moving them all to a unified debug menu.

Very briefly, I'd like toggle controls, e.g. '[' and ']' keys which cycle the color of the note, so that instead of just yellow, I can set different color 'X's on the map. I'd use one color for "cleared" squares, one for safehouses, another for "gotta pick this stuff up" etc.

At the moment all the note markers look the same. Colors would be a great start. Taking it a step further but not as critical, is being able to set different letters too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on July 09, 2011, 10:32:51 pm
Whales,

Sorry about that. It appears I was the dick.

Would there be a way for everyday homes to have computers in them. And then computers can just have simple recipes or notes in them. But you have to have comp science to hack them.


Sincerly,
Goacbc
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 10, 2011, 12:09:27 am
In my experience... The statistics don't seem to add up. They seem always less accurate and less powerful than guns with nearly identical statistics. I don't know if this is just weird luck or something is actually up. It's very strange though.

Yeah, I did some comparing and 9mm guns are on the weaker side overall, and could use some slight tweaking--I'll buff their stats a little.  But 9mm is tied for the lowest recoil of all handgun rounds (except .22) and is the best for SMGs.  It does respectable damage, is pretty light, and is in plentiful supply.

An improved notes system--can you expound upon that a little?  And yes, debug functions are a little messy right now, I'm planning on moving them all to a unified debug menu.

Very briefly, I'd like toggle controls, e.g. '[' and ']' keys which cycle the color of the note, so that instead of just yellow, I can set different color 'X's on the map. I'd use one color for "cleared" squares, one for safehouses, another for "gotta pick this stuff up" etc.

At the moment all the note markers look the same. Colors would be a great start. Taking it a step further but not as critical, is being able to set different letters too.

Cool, I'll set that stuff up at some point soon.  I'm thinking about implementing some kind of "history" overlay for the map; showing you your path over the last 24 hours or something, maybe highlighting tiles you haven't visited yet.
Did you know you can search through your notes by pressing / at the map screen?  They are prioritized before map tiles, so if you have a note called "my gun stash" and you search for "gun", it'll snap to the note and not the nearest gun store.

Would there be a way for everyday homes to have computers in them. And then computers can just have simple recipes or notes in them. But you have to have comp science to hack them.

Yes, I'm working on overhauling the computer system right now (I know, I know, dragging, stacking, etc. are more important, but they're also less fun to code, so sue me ;)) so that randomized computers can be generated with access to trivial backstory (if you care about that), unlocking doors, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 10, 2011, 12:28:12 am
How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 10, 2011, 12:40:58 am
How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.

It's trained by shooting guns, just at a slower rate than the specific gun-type skill is.  Also, I think the type skill takes precedence over the firearms skill, if your XP is low.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on July 10, 2011, 12:53:07 am
How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.

It's trained by shooting guns, just at a slower rate than the specific gun-type skill is.  Also, I think the type skill takes precedence over the firearms skill, if your XP is low.

You forgot to note the ever important "Have XP in your XP pool". I am trying a new system where I take 1 point in fire arms right off the bat so I can put on a silencer and other mods without needting to train up. Seems to work so far.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 10, 2011, 12:54:50 am
Hey, Whales, could you work with some folks about getting a login system to the game so people don't keep killing off my characters when I have to do stuff IRL? I'm sure other people have similar problems.

You forgot to note the ever important "Have XP in your XP pool". I am trying a new system where I take 1 point in fire arms right off the bat so I can put on a silencer and other mods without needting to train up. Seems to work so far.
This reminds me, is there an item list?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on July 10, 2011, 12:58:09 am
How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.

You need XP to gain levels, XP is gained through being happy.
On the same note, Whales, have you ever thought of just ditching the XP system and making skill gain only based off happiness.

Also, suggestions:

-Hairspray Flamethrower
-Fireworks + Post hole driver = Improvised Grenade Launcher
-Pipe guns
-Spiked gloves (give a bonus damage to unarmed combat)
-Darts, throwing knives, tomahawks, shuriken, ect.
-Flare gun (lights things on fire and can be (a)pplied to shoot a flare straight up which will stop zombies for a while, like in Land of the Dead)
-Flintlock weapons (slow firing, loud, inaccurate, and awesome  :P  )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 10, 2011, 01:16:09 am
How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.

You need XP to gain levels, XP is gained through being happy.
On the same note, Whales, have you ever thought of just ditching the XP system and making skill gain only based off happiness.

Also, suggestions:

-Hairspray Flamethrower
-Fireworks + Post hole driver = Improvised Grenade Launcher
-Pipe guns
-Spiked gloves (give a bonus damage to unarmed combat)
-Darts, throwing knives, tomahawks, shuriken, ect.
-Flare gun (lights things on fire and can be (a)pplied to shoot a flare straight up which will stop zombies for a while, like in Land of the Dead)
-Flintlock weapons (slow firing, loud, inaccurate, and awesome  :P  )

Interesting thought.  So your skill level only goes up if you're happy enough?

I like a lot of those crafting ideas (have you been playing Dead Rising 2? :P)  Pipe guns exist already.  Combat knives can essentially be seen as throwing knives; other throwing weapons would be cool.  Currently, there's no way to give a weapon special "when thrown" stats.

Hey, Whales, could you work with some folks about getting a login system to the game so people don't keep killing off my characters when I have to do stuff IRL? I'm sure other people have similar problems.

You forgot to note the ever important "Have XP in your XP pool". I am trying a new system where I take 1 point in fire arms right off the bat so I can put on a silencer and other mods without needting to train up. Seems to work so far.
This reminds me, is there an item list?

Well, I'm not sure if I want to prompt the player for a password when they save; it'd just be a huge annoyance to local players.  I'll consider options here.

Item lists:
https://github.com/Whales/Cataclysm/blob/master/itype.h#L19  (Names)
https://github.com/Whales/Cataclysm/blob/master/itypedef.cpp (Detailed data)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on July 10, 2011, 01:44:09 am
Well, I'm not sure if I want to prompt the player for a password when they save; it'd just be a huge annoyance to local players.  I'll consider options here.

How about holding down an additional modifier key while saving to do a passworded save?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: coolguy1351 on July 10, 2011, 08:18:04 am
Can you make lightning less common? I've had 2 safehouses burn down in one day from lightning strikes. This is ridiculous.
I realize it's ridiculous and unrealistic, but isn't it fun to be forced to grab what you can and flee a burning building?

I suppose you're right. Escaping from my burning house, while maddening, was pretty fun. It did get me killed, though >_>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 10, 2011, 08:20:22 am
Hm...

I don't think Chitinous Helmets are supposed to have 4 encumbrance; seeing as they're supposedly very light and durable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blargityblarg on July 10, 2011, 08:31:38 am
Encumbrance is as much about stiffness and tightness as it is about weight, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 10, 2011, 12:37:48 pm
i have played my firts good game ( 10 days) and have died at level -1 of Lab...but with animal empath is too easy....  :O)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 10, 2011, 12:48:48 pm
There should be some sort of cheap light that you can use at night instead of a flashlight, like a candle or something, with a really short distance but long fuse. Mostly so you can read at night...

EDIT: Specially because even sleeping doesn't take too long, if you go to sleep right after the sun goes down you'll be up and fresh by midnight :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 10, 2011, 05:03:31 pm
What is it about this game that makes me a pyromaniac D:
Every time I loot a building I seem to pile crap up by the door and set the place on fire. It's a bit... unnerving O.O

In other news, I love this game so much, and would it ever be possible to make filling containers from sources such as toilets and gas pumps easier by allowing you to (a)pply an empty bottle to them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 10, 2011, 05:39:59 pm
Call with the Two-way radio is useful??
What is the radio tower??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: monkey on July 10, 2011, 06:34:43 pm
Well, I'm not sure if I want to prompt the player for a password when they save; it'd just be a huge annoyance to local players.  I'll consider options here.

you could add it to the character creation screen, and then when said char is loaded, check for a blank password and prompt for it if it is not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 10, 2011, 11:16:24 pm
There should be some sort of cheap light that you can use at night instead of a flashlight, like a candle or something, with a really short distance but long fuse. Mostly so you can read at night...

EDIT: Specially because even sleeping doesn't take too long, if you go to sleep right after the sun goes down you'll be up and fresh by midnight :P

BEESWAX + STRING = CANDLE (YAY)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: knightawesome on July 10, 2011, 11:42:08 pm
is there a pryomanic trait? it would be fun to have morale boosts by setting stuff on fire :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 10, 2011, 11:49:28 pm
is there a pryomanic trait? it would be fun to have morale boosts by setting stuff on fire :P

or you get heavily stressed if you don't burn stuff up for some time
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 11, 2011, 01:01:15 am
um, there is something weird on mine. everytime there is an NPC apart from the dog nearby it does this weird thing were i have to click through a bunch of text.

EDIT: it comes up with
1st: NPC Ariana Peterson: target = -1, danger=0
2nd: address_needs Undecided
3rd: address_player Follow player
4th: Ariana Peterson chose action Follow player

Every single action i do this follows. I can't play this if it is going to keep doing this, how do i fix it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 11, 2011, 01:16:20 am
Hold space down til the messages stop.

Then type '~' to disable the messages.

NPCs are bugged. try not to hit 'G' (shift-g) whatever you do, that's the debug code to spawn an NPC.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 11, 2011, 01:20:51 am
k, thanks

EDIT: how do I make the window larger?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 11, 2011, 01:40:02 am
Unfortunately that's a limit of the current rendering library.

You could try reducing the screen resolution while you play.

Right-click the icon or exe for the game, select properties, then under 'compatibility' select "Run in 640x480 mode". You'll need to slightly move the window when it loads up though (try double clicking on the title-bar), but it should be near full-screen. The screen will go back to normal once you exit the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 11, 2011, 04:23:05 am
This game is awesome.

I've got the shakes, and I don't know why.  Does the * teleport do that to you?  I've sorta been avoiding death with it.

Spitters surrounded me with acid, so I took out my rifle and shot them.  Turns out, they had two necromancer friends, and huge horde of other undead as well.  And then I ran into a Tank after I cheesed my way through that fight...

Anyway, yeah, these shakes have devastated my my rock-throwing and shooting accuracy.  Will it go away on it's own, or do I have to find some new drugs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on July 11, 2011, 04:26:04 am
Our boy Plump Helmet Punk did an hour long playsession on his youtubes for those foolish enough not to subscribe. http://www.youtube.com/watch?v=PJCCjIRjCcw
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 11, 2011, 04:30:30 am
Anyway, yeah, these shakes have devastated my my rock-throwing and shooting accuracy.  Will it go away on it's own, or do I have to find some new drugs?

That sounds like some bad reaction to drugs themselves. Try detox?? If you use the '@' screen the bottom middle will list any drug withdrawal effects.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 11, 2011, 05:49:31 am
couple of things:
A: can you put items in fridges and the like?
B: do they scatter or disappear if you leave (can you make a stockpile for later use)?
C: can you barricade doors or do anything to improve defenses?
D: how do you make deep pits?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 11, 2011, 06:06:59 am
couple of things:
A: can you put items in fridges and the like?
B: do they scatter or disappear if you leave (can you make a stockpile for later use)?
C: can you barricade doors or do anything to improve defenses?
D: how do you make deep pits?

No
No
Yes hammer + nails + 2 by 4 apply the hammer to a window/door
Dig again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 11, 2011, 06:13:38 am
couple of things:
A: can you put items in fridges and the like?
B: do they scatter or disappear if you leave (can you make a stockpile for later use)?
C: can you barricade doors or do anything to improve defenses?
D: how do you make deep pits?

A: I think the only way to do this is to swap items from inventory to the fridge.
B: I don't know but I don't think so
C: You need 3 two by fours (for doors, 2 for windows, and 6 if the door is smashed down), 4 nails and a hammer in the inventory. Press 'a' and select the hammer, then select the direction where you want to construct the barricade
D: I don't know

I have a question, is aspirin useless? I'm taking a lot of pills but it doesn't reduce pain, even if it's "minor pain"

EDIT: head preceded me
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 11, 2011, 06:15:53 am
couple of things:
A: can you put items in fridges and the like?
B: do they scatter or disappear if you leave (can you make a stockpile for later use)?
C: can you barricade doors or do anything to improve defenses?
D: how do you make deep pits?

A: I think the only way to do this is to swap items from inventory to the fridge.
B: I don't know but I don't think so
C: You need 3 two by fours (for doors, 2 for windows, and 6 if the door is smashed down), 4 nails and a hammer in the inventory. Press 'a' and select the hammer, then select the direction where you want to construct the barricade
D: I don't know

I have a question, is aspirin useless? I'm taking a lot of pills but it doesn't reduce pain, even if it's "minor pain"

EDIT: head preceded me

Aspirin is really for minor pain and it takes a while before it works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 11, 2011, 06:32:14 am
Anyone have problems with encountering loads of really tough fungaloids outside of town?

A regular fungaloid took 3 hits with a shotgun to take down. When I hid in a lab to go to sleep, another fungaloid wave came and explosively reproduced. Not to mention it's impossible to land headshots (No heads) and they don't drop anything aside from corpses.

In contrast, I regularly one-shot any non-hulk zombie with a crossbow.

Also, is there a fix available for the "unloading batteries creates ammo" bug? It's really annoying to have to cheat by wishing in batteries just to get by.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 11, 2011, 07:15:47 am
i just learnt that petrol explodes! if I put in a container, can I pour it out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fanofgaming on July 11, 2011, 07:56:20 am
I just blew myself up... In the tutorial. I think I'm going to enjoy this game.

EDIT: And the explosion area is still on fire... This is so awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 11, 2011, 08:03:54 am
What's the latest, compiled Windows version? I can't compile my own because I am not good with compooter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 11, 2011, 08:19:58 am
i just learnt that petrol explodes! if I put in a container, can I pour it out?
Not that I know of, the only way to empty it is to use it in a crafting recipe.
It would be nice if we could throw the container and then shoot it to light it on fire.

What's the latest, compiled Windows version? I can't compile my own because I am not good with compooter.
I believe 1.3.7 (https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.7.zip) is the latest Windows version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 11, 2011, 08:33:39 am
is it much better than 1.6?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on July 11, 2011, 09:41:44 am
I just blew myself up... In the tutorial. I think I'm going to enjoy this game.

EDIT: And the explosion area is still on fire... This is so awesome.

Waiiit, still on fire?! I didn't think the world was persistent between characters, how is this? :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 11, 2011, 09:46:02 am
Yeah the world is persistent, both on the server version and the home version, unless you reset it by deleting the contents of the "save" directory, which causes it to generate a new world when you run it again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 11, 2011, 09:46:16 am
The tutorial mode works differently.  It'll still be on fire when you start tutorial again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 11, 2011, 09:49:48 am
The tutorial mode works differently.  It'll still be on fire when you start tutorial again.
And if you wait through it enough times you can burn down the Tutorial Room and escape. The game crashes if you look too far out on the tutorial map, though.

Also, surprising no one who is familiar with him, PlumpHelmetPunk has made a video for Cataclysm. (http://www.youtube.com/watch?v=PJCCjIRjCcw)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 11, 2011, 09:51:32 am
The tutorial mode works differently.  It'll still be on fire when you start tutorial again.
That's how the main game works too. ;_;
Why don't people get that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 11, 2011, 10:10:44 am
Wait, I wasn't supposed to leave the tutorial building?  When I started the walls were rubble.  I think there was a massive fire just south of it, too.

Also, I kept running into buildings on fire in the server version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 11, 2011, 10:53:32 am
The tutorial mode works differently.  It'll still be on fire when you start tutorial again.
That's how the main game works too. ;_;
Why don't people get that?
I never realize.  When I look at the map in the normal game mode in new games it always seems different to me.  Only when I start in a building that was on fire before do I get the message.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on July 11, 2011, 10:56:56 am
Huh... Perhaps I just have a really big world, then, as I don't think I've noticed any familiar landmarks.
Although, I am using a slightly old version...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 11, 2011, 12:17:59 pm
i just learnt that petrol explodes! if I put in a container, can I pour it out?

You can pour out containers by 'w'ielding them, and 'U'nloading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ochita on July 11, 2011, 01:34:47 pm
Hmm..

How exactly do you dig, and barricade?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 11, 2011, 01:39:23 pm
To barricade you (a)pply a hammer to a doorframe or windowframe I think.
To dig you (a)pply a shovel to a diggable tile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 11, 2011, 02:01:25 pm
Dig a wide trench of holes outside the barricaded windows, otherwise, zombies smash'em down while you're trying to sleep, and you gotta go outside "zombie clearing".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 11, 2011, 02:12:29 pm
On Ubuntu the folder data is protected and i can't delete is.. but i can rename and create a new folder save...but the new folder is protected and i can't delete.... any solution???

New for update?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chex Warrior on July 11, 2011, 02:30:28 pm
My god this game is a real blast! I just ran down the street shooting zombies wildly with a shotgun, ran out of ammo, smashed a pharmacy window and snagged some drugs then barricaded myself in a room and "read" a Playboy to boost my morale. Also snagged some pot off a hippy zombie.

Great job Whales and thank you headswe for the windows binaries!

(Also, first post, hello all)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: coolguy1351 on July 11, 2011, 02:52:57 pm
Hey, minor glitch in 1.3.7: Fleet-Footed gives no speed bonus.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 11, 2011, 03:06:48 pm
Dig a wide trench of holes outside the barricaded windows, otherwise, zombies smash'em down while you're trying to sleep, and you gotta go outside "zombie clearing".

Even with a trench 4 to 5 holes deep I still get knockers, though those are mostly the necromancers I think. They're surprisingly study.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 11, 2011, 03:12:23 pm
I went for 10-wide trench eventually so I could get some sleep. Also I think Necro's were reviving the ones who got killed on the trenches before, so they get a bit closer each time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 11, 2011, 03:15:31 pm
Drop some crossbow traps and beartraps on the inside if you can.

I've been doing some thinking on thunderstorms, and I seem to feel that thunderstorms should either randomly increase or decrease the spawn clock, since sometimes you have a burst of thunder directly overhead, other times, its 5 miles away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Skeeblix on July 11, 2011, 03:35:40 pm
This is awesome! One thing, though. Does anyone else keep finding stairs down that have no connecting up stairs? I just had to trash a character because of this, all before the poor bastard even got to leave his house.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on July 11, 2011, 04:26:11 pm
This is a pretty great game, but the windows port crashes every other minute for me. Is there a way to increase stability? I'm on Windows XP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 11, 2011, 04:36:20 pm
Try running the Windows version 1.3.5 it is a lot more stable for me. You'd have to search back quite a few pages for that though, or maybe it's linked in the downloads.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 11, 2011, 04:44:24 pm
Hey, minor glitch in 1.3.7: Fleet-Footed gives no speed bonus.

I don't think it's supposed to give you a flat speed bonus. I think it decreases the amount of action points it takes to run on hard surfaces such as roads or floors. So run from the hulk on the road not in the fields.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 11, 2011, 05:01:01 pm
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on July 11, 2011, 05:13:05 pm
Try running the Windows version 1.3.5 it is a lot more stable for me. You'd have to search back quite a few pages for that though, or maybe it's linked in the downloads.

Just check Head's download page on github: https://github.com/headswe/Cataclysm/downloads
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on July 11, 2011, 05:48:20 pm
100 pages, that was fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 11, 2011, 06:44:39 pm
Molotovs are awesome. That's all I've got so far.

Made it through my first day. Haven't reached the second yet :P Night time...

The food clock's kinda' annoying, as it usually is to me. Any simple way to turn it off?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 11, 2011, 07:03:45 pm
Today I learned that it's probably a good idea to leave a small path out when digging a "moat" around a safe house. At first I thought they just obstructed movement without doing any damage, didn't realize how painful they could be until I fell down twice in a row and died. Oops.

This game is incredible, though. I really like how the world is persistent between characters, especially with the "multiplayer." It adds some interesting things, like having to deal with traps set by other people and randomly finding corpses. If only all of the gun shops weren't completely looted of ammo, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 11, 2011, 07:12:14 pm
Today I learned that it's probably a good idea to leave a small path out when digging a "moat" around a safe house. At first I thought they just obstructed movement without doing any damage, didn't realize how painful they could be until I fell down twice in a row and died. Oops.

This game is incredible, though. I really like how the world is persistent between characters, especially with the "multiplayer." It adds some interesting things, like having to deal with traps set by other people and randomly finding corpses. If only all of the gun shops weren't completely looted of ammo, though.
You can  "disarm" pits the same was as other traps, but it still leaves the slowing pit. Of course, there is no visual difference between the two, so you have to remember your path. Good news is that in theory, you can use this to secure a personal house, since no one else will know the safe path.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 11, 2011, 08:04:34 pm
Yeah I can't play the game right now unfortunately since going to the '@' screen and then my inventory crashes the game every time, it happens every time and is repeatable to do 100% for me.  I tried the newest version and it still happens.  I guess I could play without going to my '@' screen or just play the PuTTY server but oh well.

I'm using Windows XP as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 11, 2011, 08:09:36 pm
That was one of th'things that was happening to me in th'1.3.7 windows port/build/thing. Haven't had that problem in 1.3.5 yet, which is nice. Just wish there was a 'smite NPC' button, heh. Is there a smite npc button? Ruddy debug commands all up in my bee-slaying face.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 11, 2011, 08:35:39 pm
Yup 1.3.5 version i get no '@' crash at all either.

1.3.4 or 1.3.6 BOTH crash for me, so I stuck on 1.3.5 version
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 11, 2011, 08:42:33 pm
You can  "disarm" pits the same was as other traps, but it still leaves the slowing pit. Of course, there is no visual difference between the two, so you have to remember your path. Good news is that in theory, you can use this to secure a personal house, since no one else will know the safe path.

That's actually really neat, I didn't know that. I tried disarming the second pit after falling in the first one, but I guess my trapping skill wasn't high enough so I just fell down again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 11, 2011, 10:03:38 pm
In hindsight, it was probably a bad idea to sleep in a liquor store during a lightning storm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 11, 2011, 10:06:42 pm
AHAHAHAHA

Human corpses feed your internal furnace! OMNOMNOMNOMNOM

Quick E: It would be hilarious to abuse the persistent world thing and kamikaze characters to near where'er your android main is, for free power.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 11, 2011, 10:09:08 pm
You could do the same thing with zombie corpses though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 11, 2011, 10:23:53 pm
Not nearly as satisfying! Unless it's zombie hulks or something, I guess.

Anyway, any suggestions on biotics to keep an eye out for? My latest (2nd) cheatmonkey found a whole host of dead scientists not far from his starting point and now has a nice set of passives (integrated toolset and solar panels probably the most interesting of them) and a couple so-so actives (water maker and alarm system), so I feel like jonesing for more. They're neat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 11, 2011, 10:25:40 pm
Ethanol burner + blood filtration, especially on a cheat monkey. It is a FAR more powerful combination then internal furnace + corpses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 11, 2011, 10:27:13 pm
I had that option... but then I remembered that alcohol = molotovs. Why would I want to eat my explosive source?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 11, 2011, 10:37:46 pm
Because one bottle of booze is many many drinks. Around 20. Each drink recovers about 25-30 power. And liqueur stores have more bottles then you could ever use. The only downside to this is the high drainage of water you experience from drinking all the booze, but that is offset by your water seeping ability.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Skeeblix on July 11, 2011, 10:42:07 pm
And so, schizophrenic android Frank N Beenz has found the final resting place of one Dr. Josiah Cook (at least he assumes he was a doctor, given the lab coat and medical gloves). This safehouse is incredible. Spinning blade trap at the entrance that you can dance zombies around in to clear the entrance, and all the doors in the house strategically barricaded in a series of fallback chokepoints.

There's a literal HOARD of cool stuff in here from weapons and ammo, to all manner of books and CBMs. The kitchen is stocked with food, including a good supply of jerky and honeycomb. The only thing it lacks is a travel-ready supply of water in bottles instead of the toilet, but I think Frank will be able to manage that now that he's found a trove of things to help him survive, at least as long as he can find some meds soon. Now if only he could find some spare nails to keep these barricades fast once the meatbags start whumping...

Will he survive for an entire night!?

EDIT: No. No he will not. Fungaloid invasion force was not able to be escaped. Scent masking biomod ran out of juice while leaving the house. Solar panel biomod doesn't recharge a damn thing when it's past dusk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 11, 2011, 10:57:07 pm
how do i gen a new world?

AND: i was walking through the forest, and this NPC came up who wasn't glitching the game. I traded with her, then she went off. I followed. She  walked a little while and promptly picked up a stick and took so many adderall that "her brain exploded". NPCs are fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 11, 2011, 10:59:08 pm
how do i gen a new world?

AND: i was walking through the forest, and this NPC came up who wasn't glitching the game. I traded with her, then she went off. I followed. She  walked a little while and promptly picked up a stick and took so many adderall that "her brain exploded". NPCs are fun.
If your playing on your own copy of the game, delete the save folder. If your playing via terminal, you can't, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 11, 2011, 11:01:19 pm
Yeah, I've met up with one NPC so far who didn't totally glitch out. I traded with him and we traveled together for a while, but it got annoying pretty quickly because he somehow had a field of view that was larger than mine and would call dibs on all of the loot before I could even see it, even if he was behind me. I solved the problem with a shotgun to the face, obviously.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 11, 2011, 11:42:28 pm
I tried out some manhacks and turrets but they're utterly useless. A manhack barely scratched a single regular zombie before getting swatted in one hit and friendly turrets never fire their weapon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 12, 2011, 01:15:04 am
So, uh. How does one go about fixing broken arms?

Acid rain breaks arms, by th'by, apparently. Or something. It tells me they're broken and in need of surgery, but I'm kinda' curious what kind of Black Jack level surgery is going to fix arms that've had their flesh melted off. It'd be really awesome if you could hide beside 7 trees when it's pouring and kinda' not get melted on. At least until the tree melts. That'd be neat.

Still able to swing my sledge hammer around, though, and punch people to death, and knock down doors, etc, etc. Arms broken, straight down to 0 on 'em both, still going strong :P

E: Fire gauntlets total rip. Was expecting flaming fists of doom. Got firefighter gloves :-\

E2: Nevermind. Apparently the answer is "Sleep." Poor master surgeons. Out done by 7 hours of shuteye.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 12, 2011, 09:19:54 am
And so, schizophrenic android Frank N Beenz has found the final resting place of one Dr. Josiah Cook (at least he assumes he was a doctor, given the lab coat and medical gloves). This safehouse is incredible. Spinning blade trap at the entrance that you can dance zombies around in to clear the entrance, and all the doors in the house strategically barricaded in a series of fallback chokepoints.

There's a literal HOARD of cool stuff in here from weapons and ammo, to all manner of books and CBMs. The kitchen is stocked with food, including a good supply of jerky and honeycomb. The only thing it lacks is a travel-ready supply of water in bottles instead of the toilet, but I think Frank will be able to manage that now that he's found a trove of things to help him survive, at least as long as he can find some meds soon. Now if only he could find some spare nails to keep these barricades fast once the meatbags start whumping...

Will he survive for an entire night!?

EDIT: No. No he will not. Fungaloid invasion force was not able to be escaped. Scent masking biomod ran out of juice while leaving the house. Solar panel biomod doesn't recharge a damn thing when it's past dusk.
Haaaaa, that was actually my old house before someone ganked my character while I was asleep. Seriously, add a password system.

Also, barricades can't be broken, hence I jackhammered a hole in the wall. Had you read the map you'd have known that I tried to wipe out all the fungaloids and got as far as fifty blocks away. They grow back FAST.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 12, 2011, 10:14:05 am
friendly turrets???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 12, 2011, 10:35:55 am
How i can delete the directory SAVE on ubuntu ( this directory in owner of root....)

Done.....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 12, 2011, 12:04:34 pm
And so, schizophrenic android Frank N Beenz has found the final resting place of one Dr. Josiah Cook (at least he assumes he was a doctor, given the lab coat and medical gloves). This safehouse is incredible. Spinning blade trap at the entrance that you can dance zombies around in to clear the entrance, and all the doors in the house strategically barricaded in a series of fallback chokepoints.

There's a literal HOARD of cool stuff in here from weapons and ammo, to all manner of books and CBMs. The kitchen is stocked with food, including a good supply of jerky and honeycomb. The only thing it lacks is a travel-ready supply of water in bottles instead of the toilet, but I think Frank will be able to manage that now that he's found a trove of things to help him survive, at least as long as he can find some meds soon. Now if only he could find some spare nails to keep these barricades fast once the meatbags start whumping...

Will he survive for an entire night!?

EDIT: No. No he will not. Fungaloid invasion force was not able to be escaped. Scent masking biomod ran out of juice while leaving the house. Solar panel biomod doesn't recharge a damn thing when it's past dusk.
Haaaaa, that was actually my old house before someone ganked my character while I was asleep. Seriously, add a password system.

Also, barricades can't be broken, hence I jackhammered a hole in the wall. Had you read the map you'd have known that I tried to wipe out all the fungaloids and got as far as fifty blocks away. They grow back FAST.

Spoiler: On Fungaloids... (click to show/hide)

Sorry I've been inactive recently--busy with work and other real-life concerns.  I wish I could develop cataclysm full-time, but right now it's just a side hobby!  I am still working on it when I have the time.  Presently I am writing a whole new Computer system; once that's finished, expect to see interesting and useful terminals in homes, banks, labs, and more.  After that (or before), I'll implement a password system for those of you who play online.  Contributing coder Endymion is working on an overhauled inventory interface, with stacking!

I'll try to keep you guys updated here, and maybe revive my blog since there seems to be some interest building.  As always, I welcome emails to fivedozenwhales at gmail.com and try to respond promptly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 12, 2011, 12:13:11 pm
Oh God I cannot survive worth a damn.  I keep making crafters and keep getting eaten and never finding nails or anything good.  Seriously, I think the WHOLE map genned without nails anywhere or something, I couldn't find a single one, even in the hardware shops.  ...I don't think I've managed to make a grenade yet, only molotovs.

My last one was so promising, too.  Alloy torso and diamond corneas, he was so set to be a tough and shooty.  But I couldn't find any guns or ammo, ever, OR booze for firebombs, or even a proper weapon at all.  Sadface.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: userpay on July 12, 2011, 12:15:34 pm
Oh God I cannot survive worth a damn.  I keep making crafters and keep getting eaten and never finding nails or anything good.  Seriously, I think the WHOLE map genned without nails anywhere or something, I couldn't find a single one, even in the hardware shops.  ...I don't think I've managed to make a grenade yet, only molotovs.

My last one was so promising, too.  Alloy torso and diamond corneas, he was so set to be a tough and shooty.  But I couldn't find any guns or ammo, ever, OR booze for firebombs, or even a proper weapon at all.  Sadface.

The most recent versions have the nail spawn cranked up. From what I see they regularly appear in hardware stores now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 12, 2011, 12:18:28 pm
Bug: I cannot backspace on my name once typed, and the arrow keys register as certain letters in the name field. (v1.7)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 12, 2011, 12:56:05 pm
Are you sure crafting a flamethrower works? I can craft pretty much everything but not the flamethrower (1.3.7 windows). Game crashed when tried to launch missile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 12, 2011, 02:33:09 pm
Well that was the shortest game ever.

Spawn.
Take step.
Get surrounded by giant wasps that just spawned around you inside the starting house.
Die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: szopin on July 12, 2011, 03:15:39 pm
WOOOOOOT! AapoRantalainen just ported Cataclysm to N900! So now you can run from zombies while stuck in traffic on the bus or during lectures. More info here: http://talk.maemo.org/showthread.php?t=74863
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 12, 2011, 04:00:22 pm
And so, schizophrenic android Frank N Beenz has found the final resting place of one Dr. Josiah Cook (at least he assumes he was a doctor, given the lab coat and medical gloves). This safehouse is incredible. Spinning blade trap at the entrance that you can dance zombies around in to clear the entrance, and all the doors in the house strategically barricaded in a series of fallback chokepoints.

There's a literal HOARD of cool stuff in here from weapons and ammo, to all manner of books and CBMs. The kitchen is stocked with food, including a good supply of jerky and honeycomb. The only thing it lacks is a travel-ready supply of water in bottles instead of the toilet, but I think Frank will be able to manage that now that he's found a trove of things to help him survive, at least as long as he can find some meds soon. Now if only he could find some spare nails to keep these barricades fast once the meatbags start whumping...

Will he survive for an entire night!?

EDIT: No. No he will not. Fungaloid invasion force was not able to be escaped. Scent masking biomod ran out of juice while leaving the house. Solar panel biomod doesn't recharge a damn thing when it's past dusk.
Haaaaa, that was actually my old house before someone ganked my character while I was asleep. Seriously, add a password system.

Also, barricades can't be broken, hence I jackhammered a hole in the wall. Had you read the map you'd have known that I tried to wipe out all the fungaloids and got as far as fifty blocks away. They grow back FAST.

Spoiler: On Fungaloids... (click to show/hide)

Sorry I've been inactive recently--busy with work and other real-life concerns.  I wish I could develop cataclysm full-time, but right now it's just a side hobby!  I am still working on it when I have the time.  Presently I am writing a whole new Computer system; once that's finished, expect to see interesting and useful terminals in homes, banks, labs, and more.  After that (or before), I'll implement a password system for those of you who play online.  Contributing coder Endymion is working on an overhauled inventory interface, with stacking!

I'll try to keep you guys updated here, and maybe revive my blog since there seems to be some interest building.  As always, I welcome emails to fivedozenwhales at gmail.com and try to respond promptly.
Some? One post on a forum and I could get a thousand people in here if you're in the mood for attention. This game deserves it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Audioworm333 on July 12, 2011, 04:04:10 pm
Urist McGuyWhoPlaysThisGame has been unhappy lately. His character got pinned in a bathroom by zombies and eaten lately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 12, 2011, 04:10:56 pm
Oh, Whales, while I'm here, I need Low Barricades. They'd act like counters/ledges/railings but hinder movement a bit more. Please god. Also, the ability to build both normal barricades, and low barricades anywhere, so I can make full houses out in the middle of fields.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: xczxc on July 12, 2011, 04:35:14 pm
If anyone wants to play it on ssh in Linux:


1. Open your terminal
2. Type wget http://eronarn.info/multirobin_key
3. Type chmod 400 multirobin_key
4. Type ssh -i multirobin_key cataclysm@eronarn.info
5. Enjoy
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 12, 2011, 05:51:25 pm
Awesome game, but there should be a toggleable Debug Mode to keep you from accidentally triggering those functions when it's off. I just somehow revealed the whole 'world' map to my current character. :-/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gilmouta on July 12, 2011, 06:11:59 pm
I've been playing this game for a while and I can say it's a lot of Fun :D
I do have a few questions though:
Where can I find a shovel? I've searched loads of hardware stores and I found none so far (only using the wish thingy).
How do you guys make your safehouses? I've considered digging all around it, but I don't know how I would get inside then.

Keep up the good work Whales!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 12, 2011, 07:45:37 pm
Leave yourself a zigzagged path. Not straight, otherwise you risk a potential zombie finding said path, though their pathing isn't that good that they will actively use it. You'll want a bear trap in the door, unless barricaded, in which case scatter beartraps liberally behind the door.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 12, 2011, 08:44:28 pm
right, how do fire spread? I've figured out how to pour petrol onto the ground with the Unload command, now I need to make an item fuse so that I don't blow myself up when I try to light it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 12, 2011, 11:08:06 pm
Chunk a molotov at it? I haven't figured out how to set things on fire with lighters yet, though that'd hopefully work -- I haven't been suicidal enough to try setting a puddle of gas besides a gas station on fire while standing beside it. Yet. Could try shooting the puddle, I guess.

Wait for a lightning strike :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 12, 2011, 11:22:26 pm
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jakeread1 on July 13, 2011, 12:35:56 am
Anyone have some "god" character builds. I want to find some new and cool places!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 13, 2011, 12:42:49 am
Is called memory editor and local build :P At least for code-ignorant windows users, eh. Starting out with 20 in all stats, 4-6 in all skills, and three good perks (Take quick, at the least!), is rather helpful. So is an infinite XP pool.

My best legit attempts have so far done their best to focus on melee, taking HP ignorant and the two drug-related defects for extra points. They usually manage to kill 20-30 zombies and zombie variants before dying horrible deaths :-\

Combo of quick and fleet footed my help if you just want to explore. You can outrun most things with that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 13, 2011, 01:01:04 am
Building my most deadly build:
Illiterate+Asthmatic+Any other 3 points perk

Fleet-Footed+Fast Learner+maybe Optimist for perks

Take 2 points from strength, dump everything else into Intelligence.

Playing my most deadly build:
Find backpack quickly, collect rocks and MP3 players/batteries for mp3 players/marijuana/booze (booze only if nothing better can be found). Play mp3s/drink booze to keep up happiness right quick, and throw rocks at zombie.
Find combat knife or hatchet, or craft spear. Alternate between trapping zombies in windows so as to stab them with the cutting weapon (get them to chase you, run through doorway, close door and dance in front of nearby window), and running around in the open pegging them with rocks. Once you get a bit better at throwing you can eventually upgrade to throwing spears, but they run out too quick before killing much at lower skill levels. Remember that rocks work better against skeletons than knives, since they are nearly immune to blunt damage.

I usually get around 200-300 kills with this build. Have only lost it to bugs and rampant stupidity like running over landmines. Swapping out Optimist for Pain Resistant might not be a bad idea if you're not so good at avoiding getting hit. Make sure to collect every first aid/bandage item you come across as well. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 13, 2011, 01:02:22 am
I personally get schizophrenia instead of illiterate because the schizophrenic effects are easy to spot and I am still able to read.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on July 13, 2011, 01:30:55 am
I just stepped on a landmine and attracted every goddamn zombie in the tristate area. Damn this game is awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 13, 2011, 01:34:19 am
You know how finding 500 nails in a hardware store feels?

Awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 13, 2011, 01:44:21 am
Personally, I think Hammers work better then Combat Knives. The do 17 bash with +1 to hit, vs combat knives 22 slash at -3 to hit. Plus, they never get stuck. Though, throwing the knives works VERY well.

Personally, my builds vary depending on the state of the world. If I just started, I tend to go for high strength and dex, and keep an eye out and remember where any scientist stockpiles are. Them if I find a decent stock, I make an android fast learner with lots of intelligence and a point in electronics and get them all installed. Bionics are POWERFUL if you get the right ones.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 13, 2011, 03:21:11 am
My house was struck by lightning and all my shit is in it.  Shit.  I tried putting the fire out to no success so I'm gathering all the most important stuff I can carry and heading to my back up base.  Damn you toilet, you attracted the lightning's attention.

EDIT:
(http://i.imgur.com/5Fj4w.png)
FUUUUU took too long getting my crap hurry hurry gotta get out of here.

EDITEDIT:
Welp, never mind.  The game fucked me over and speed ahead 1,000 turns before I left.  I watched as I was burned alive even though I could have escaped so fucking easily.  Sigh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 13, 2011, 07:12:13 am
You know how finding 500 nails in a hardware store feels?

Awesome.
Barricading is for pussies. Real men punch moving things 'til they turn to sludge.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 13, 2011, 07:18:39 am
Hey, can someone explain this morale/exp thing to me, since I've found no incentive to keep up morale.

Also, what's the best build for someone who wants to try and do nothing but hunt in the forest and survive without scavenging?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 13, 2011, 07:29:16 am
Hey, can someone explain this morale/exp thing to me, since I've found no incentive to keep up morale.

Also, what's the best build for someone who wants to try and do nothing but hunt in the forest and survive without scavenging?
If your experience is 0, you can't advance in skills.
If morale is low, you can't craft. You might even commit suicide. High morale brings stat bonuses.

Also, gourmand, so you need not eat and drink as often.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 13, 2011, 07:30:09 am
Hey, can someone explain this morale/exp thing to me, since I've found no incentive to keep up morale.
If your morale is below zero, you don't gain any exp or learn anything. Ever. The higher a positive number it is, the more your EXP Pool will fill up (which you can see below the time and date), allowing you to draw from that to train skills. Very low morale means no sleeping, crafting, reading, or eventually living.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 13, 2011, 08:15:08 am
Also, what's the best build for someone who wants to try and do nothing but hunt in the forest and survive without scavenging?

Maybe th'gourmand thing, but the integrated toolset (for hotplate-less cooking) and water-making bionics would be your major go-to items. That and decent butchery and you'd probably be able to self-sustain off rabbits and wolves and whatever.

Biggest issue with being outside all the time is probably rain. Being wet can add up to some pretty horrendous morale penalties. You might be able to counter that somewhat by keep a varied diet of morale-boosting foods around (strawberries, apples, honey comb, etc.). Second biggest issue would probably be storage, especially if you're trying to do a complete no-looting run. I think you'd have to get at least a few volume-boosting things before you hit the woods, just to be able to hold enough things to craft necessities things with.

Well. The run will end the first day you get an outright acid rain, though. That melts limbs.

Totally need aquaphobic/aquaphillic defect/perk. Especially the latter one :-\ Rain is deadly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 13, 2011, 08:26:36 am
Also, what's the best build for someone who wants to try and do nothing but hunt in the forest and survive without scavenging?

Maybe th'gourmand thing, but the integrated toolset (for hotplate-less cooking) and water-making bionics would be your major go-to items. That and decent butchery and you'd probably be able to self-sustain off rabbits and wolves and whatever.

Biggest issue with being outside all the time is probably rain. Being wet can add up to some pretty horrendous morale penalties. You might be able to counter that somewhat by keep a varied diet of morale-boosting foods around (strawberries, apples, honey comb, etc.). Second biggest issue would probably be storage, especially if you're trying to do a complete no-looting run. I think you'd have to get at least a few volume-boosting things before you hit the woods, just to be able to hold enough things to craft necessities things with.

Well. The run will end the first day you get an outright acid rain, though. That melts limbs.

Totally need aquaphobic/aquaphillic defect/perk. Especially the latter one :-\ Rain is deadly.
You could always crash at bee hives and ant mounds when the rain starts.

Can't wait for some building in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on July 13, 2011, 10:21:07 am
I'm fucking drunk again, and I still fucking love this game. Theres nothing like barricading your house to find out a boomer will rape you!!!! Still if only Mcurist Analgeist would save the day. (from dwarf fortress!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 13, 2011, 10:22:39 am
You could always crash at bee hives and ant mounds when the rain starts.
Because there is absolutely no threat in doing that whatsoever. Completely safe. Might as well not even bring a weapon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: monkey on July 13, 2011, 10:25:43 am
Attached a basic code for password.
Adds a field in the character creation screen for password.
When loading a character it checks if it is nonblank and prompts for it in that case, exits if it doesnt match with the char's passwd.
The password is stored as plain text in the .sav, so it is only useful for remote servers.

Spoiler: "password.diff" (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on July 13, 2011, 10:51:04 am
Roguebasin says this:

Unbounded, fully randomized three-dimensional world map that is persistent between characters.

What does it mean? It was randomized by the guy who made the game, and now every person playing experiences the same world with every character? Or what?

EDIT: Nevermind got it. But where do I find the windows binaries? It says at github, but they're not listed there, do I just download the whole tree?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 13, 2011, 11:00:53 am
Roguebasin says this:

Unbounded, fully randomized three-dimensional world map that is persistent between characters.

What does it mean? It was randomized by the guy who made the game, and now every person playing experiences the same world with every character? Or what?

EDIT: Nevermind got it. But where do I find the windows binaries? It says at github, but they're not listed there, do I just download the whole tree?
Press Download on my gibhub page?

Look at the list under the two first links?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 13, 2011, 11:01:32 am
Look up the thread a bit, there should be a link to Head's github.

argleblargle ninja
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on July 13, 2011, 11:04:35 am
Roguebasin says this:

Unbounded, fully randomized three-dimensional world map that is persistent between characters.

What does it mean? It was randomized by the guy who made the game, and now every person playing experiences the same world with every character? Or what?

EDIT: Nevermind got it. But where do I find the windows binaries? It says at github, but they're not listed there, do I just download the whole tree?
Press Download on my gibhub page?

Look at the list under the two first links?

1) Not helpful; download just lets me download the sources, not the binaries, of which there are none for Windows anyway.

2) http://roguebasin.roguelikedevelopment.org/index.php?title=Cataclysm: What I was already at. Links me to github for the windows download, which doesn't contain binaries, only sources. It states that the person working on the windows port is "head" not "Whales" but doesn't link me to the port.

http://github.com/Whales/Cataclysm: See #1.

I'm compiling on linux right now, though.


Oh, YOUR github page. Yeah, I'm looking for it. Sorry 'bout that.

Look up the thread a bit, there should be a link to Head's github.

argleblargle ninja

EDIT: Ah, thank you. I'll look for it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 13, 2011, 11:08:35 am
https://github.com/headswe/Cataclysm
Here ye go
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on July 13, 2011, 11:10:21 am
https://github.com/headswe/Cataclysm
Here ye go

Thanks a ton.

Lesson learned: brute force (https://github.com/head/) is not the best solution.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 13, 2011, 11:12:43 am
Weren't that far off :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on July 13, 2011, 11:21:59 am
Oi, got zombie gangraped. I failed everything.

Things I like so far:

1) Random character feature
2) 3d world? You mean there's a layer on top and a layer below, and so on? WOW
3) UNBOUNDED WORLD!?   :o like Minecraft?

EDIT: How do I dig? I don't see "dig" listed in the keys, or otherwise mentioned in the help file.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 13, 2011, 12:06:30 pm
'a'ctivate a shovel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on July 13, 2011, 01:01:01 pm
As long as questions are being answered, how do you unwield an item? Martial arts characters are a lot less useful holding a club.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 13, 2011, 01:01:44 pm
w -
Yerp, just tested it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on July 13, 2011, 01:04:46 pm
...Whoa, I never would have thought of that. Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 13, 2011, 01:08:05 pm
I guess my Nethack experience is handy after all :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: drkpaladin on July 13, 2011, 01:48:31 pm
well, I just started playing this game and I picked the android trait.  I got battery powered retractable adamantine claws.  They were pretty awesome, the only thing was that it also cost POW to retract them, and with them out you can't pick up objects.  So unfortunately I was unable to pick up batteries to eat them, so I was forced to kamikaze waves of zombies, or die a slow death of starvation.  This game is pretty awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 13, 2011, 02:54:21 pm
You could always crash at bee hives and ant mounds when the rain starts.
Because there is absolutely no threat in doing that whatsoever. Completely safe. Might as well not even bring a weapon.
Animal Empathy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 13, 2011, 03:34:00 pm
Call me crazy. But I don't think Animal Empathy should work AT ALL on the giant insects. Since it says no mutants and those are quite obviously mutants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 13, 2011, 03:37:52 pm
They're just big sad and misunderstood.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 13, 2011, 04:05:47 pm
Well, I know for a fact Animal Empathy doesn't work on giant ants.  I have noticed that they don't attack immediately, but will latch on if you linger around them more than a minute or so.  I don't have enough basic experience with the ants to say if that's unusual behavior.

The giant bees were a little weird, when I went to a hive, they were all in constant Fleeing mode.  Don't know if that was Animal Empathy or something else, since woodland creatures like wolves just kinda leave you alone.

Funnily enough, it causes rodents and deer to follow you around like a Disney princess, but they constantly try to kill each other (and anything else that gets near you).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 13, 2011, 04:11:52 pm
Funnily enough, it causes rodents and deer to follow you around like a Disney princess, but they constantly try to kill each other (and anything else that gets near you).

O.O
This makes the perk so worth getting now
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 13, 2011, 04:17:07 pm
Be warned, I have never once seen them hit anything, including each other.  You'll also accidentally kill them all the time by walking into them, but this carries no penalty, and even if they survive the attack (like deer) they're still friendly.  Leading around a band of squirrels actually saved my ass once when a Hulk was chasing me, and they blocked him out as speedbumps so he wasted time attacking them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 13, 2011, 04:19:28 pm
Killing them all means more meats for mah belleh.

So it's win win.
How much is animal empathy anyway?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 13, 2011, 04:23:42 pm
Deer are actually QUITE capable of smacking around basic zombies and killing off all the rest of your entourage. It's a one point perk for basically a traveling larder. Quite nice.

Also, bug. Crafting a molotov while wielding the bottle of booze leaves you with a glass bottle in your hand and a new molotov made. It ALSO seems like it only counts the weight of the new molotov, so if you drop the bottle, you free up some space.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 13, 2011, 04:49:45 pm
I've been using hoarder a lot, because I play like that anyway. Anybody else use that?

edit- dammit. I got into a survivor city and now the game won't respond. I hope it's just lagging, cause if it's frozen I'm gonna RAEG.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 13, 2011, 05:04:04 pm
The game autosaves, so you can forceclose it and restart and only lose a max of 30 minutes of game time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 13, 2011, 05:34:46 pm
Does it autosave when you create a character?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gilmouta on July 13, 2011, 06:09:43 pm
So I still didn't get an answer: Where are the shovels at?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 13, 2011, 06:19:31 pm
So I still didn't get an answer: Where are the shovels at?

Hardware store, as has been said quite a few times earlier in the thread, and exactly where you would expect them to be.  They're slightly rare, so you might have to look for a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 13, 2011, 06:22:21 pm
Does it autosave when you create a character?
No, but it autosaves at every :00 and :30.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 13, 2011, 06:57:49 pm
Started a new world.  Took hoarder and schizo.  Two pharmacies near my house.  None have anything but Prozac.

DAMN YOU GAAAAAME.  I'm gonna have to drop this utility vest and other stuff if I want XP, aren't I?

On a better note, though, I started with a H&K G3 and 20 .308 in my basement, and just across the street was a gun store with two more boxes of ammo, a silencer and an enhanced grip.  AND I've got hydraulic muscles, so I can the zeds in the face pretty good too.


Also, I started hallucinating on some stairs, and I think the stair tile overwrites your @ unless you're moving.  Minor annoyance, and possibly makes sense.  Also, is there a way to see my max HP when I'm healing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 13, 2011, 09:15:04 pm
do YOU know your exact max 'hp' in real life?

well it's whole different story tho  :D

I always take HP ignorant. that way you get more points, and no need to worry a lot about health.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 13, 2011, 09:40:04 pm
I generally assume I'm at full health when I don't hurt and all the skin is back.  I ask because with multiple little injuries, I want to know which one is only damaged one point, and which is at the cusp of the next color down.

Also oh God I just vomited up a mushroom.  I haven't even seen any fungaloids, how do I heal this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rawr359 on July 13, 2011, 09:43:06 pm
Hey guys? I can't live past like one day. Advice would be appreciated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 13, 2011, 09:46:44 pm
I generally assume I'm at full health when I don't hurt and all the skin is back.  I ask because with multiple little injuries, I want to know which one is only damaged one point, and which is at the cusp of the next color down.

Also oh God I just vomited up a mushroom.  I haven't even seen any fungaloids, how do I heal this?

Royal jelly. well if you're a real unlucky bastard, then royal jelly won't work. but most of the time it works like a charm.
try using bandages. those heal wounds with 1 or 2 damages pretty well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 13, 2011, 09:50:39 pm
I have to attack a beehive?!  Oh God, I'm going to die aren't I.  My arms are already broken due to mushrooms and it's 1 in the morning.  I'm at Strength 0 and speed 19...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 13, 2011, 10:14:32 pm
The numbers in the box that pops up are what you WILL be healed to. If they are dark green, then its at max, otherwise, lightgreen still isn't maxed out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 13, 2011, 10:16:10 pm
I have to attack a beehive?!  Oh God, I'm going to die aren't I.  My arms are already broken due to mushrooms and it's 1 in the morning.  I'm at Strength 0 and speed 19...
Most likely. I have seen royal jelly appear in the lower levels of science labs, but turrets are far worse than bees/wasps.

On the subject of turrets, has anyone else tried the directional EMP bionic? Does it have a range longer than 1 square and/or pass through walls/doors? It seems useless since most robots explode on death, causing damage. Not to mention you'll just be shredded before you get in range.

Also, has anyone found anything in bank vaults? I've broken into 5 via jackhammer and they were all empty.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: drkpaladin on July 13, 2011, 10:38:31 pm
I made a drunken master character, raided the liquor store and started killing zombies in two punches.  Eventually I found a plentiful supply of coke and weed, and proceeded to do both while simultaneously drinking 4 different types of booze.  Dozens of zombies died with no problem.  Eventually the weather changed to sunny so it was easy to set zombie corpses on fire.  I proceeded to raid every house for drugs and burn them down after I was done.  I went to the gas station, poured some on the ground, lit it up and walked through the fireball, then I went to the liquor store, drank everything I could, grabbed what I could carry, and burned down the rest.  I had a backpack full of controlled substances and my guy was a bit wounded and as elated as possible.

I could have kept going except I got an asthma attack and instead of reaching for the inhaler, I reached for the marijuana a half dozen times and died.

This game is awesome, maybe I should check out the online part of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 13, 2011, 10:51:01 pm
Should I take a melee weapon or a gun?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 13, 2011, 10:54:17 pm
Both, really. Though, bashing zombies with the butt of a rifle is fairly effective. Crossbows are lovely weapons if you can find one or a few.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 13, 2011, 11:01:57 pm
I normally take a melee weapon. No ammo, so you can simply wield it in your hands and it doesn't affect your volume. Its also pretty much silent, -almost- unlimited uses(I remember reading about weapons breaking, hasn't happened yet to me though, and I usually last half a dozen days), and generally is more versatile than a firearm.

However, firearms are good when you just want to attract and kill a bunch of zombies while grinding skills(I mean who doesn't from time to time?), and generally work to get you out of immanent danger. Of course, the latter only works if you actually run after firing, otherwise you'll just attract more zombies. Also, firearms are a god send when you raid science labs unless you're wearing a Kevlar vest, and even then it still might be useful to carry a firearm, due to your now high torso encumberance.

Normally you should just have both a firearm and a melee weapon, but I was mostly thinking early game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 13, 2011, 11:06:47 pm
People last more than two days? Hell, my longest-lasting character got mutated with the herbivore flaw and my entire last day of life revolved around finding food. My best character got beaten down by three wasps after successfully installing four biotics. God damn those bloody flying bastards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 13, 2011, 11:12:17 pm
I have to attack a beehive?!  Oh God, I'm going to die aren't I.  My arms are already broken due to mushrooms and it's 1 in the morning.  I'm at Strength 0 and speed 19...

For future reference, if you really don't want to try dealing with the massive swarms of bees in th'depths of a hive, you can make royal jelly out of honeycombs and, I think, bleach. They're craftable, in any case. So you can nab some honey and book before the whole hive comes down on you.

That character's definitely going to die, though :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 13, 2011, 11:18:54 pm
People last more than two days? Hell, my longest-lasting character got mutated with the herbivore flaw and my entire last day of life revolved around finding food. My best character got beaten down by three wasps after successfully installing four biotics. God damn those bloody flying bastards.
The trick is to find yourself a shotgun, flashlight with 300 batteries and an ant mound. Raiding their eggs should keep you from starving, while the shotgun should make the ants pose no risk while doing so.

For more long-term survival, you'll need to snag an ID card from a dead scientist.
After that, follow the roads between towns to find a lab. They make pretty much the best safehouses.

As long as you don't take too much risk then, you should be able to survive indefinately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 13, 2011, 11:26:54 pm
Whenever I last for a while by staying out of the cities I'm attacked by swarms of enemies like wolves, who are hard to see before I see the pop-ups saying that they are attacking me (intentional?), zombies and other nasties.

Also, one of best formulae I have discovered for survival includes the shovel, and digging pits around yourself when attacked, then using the shovel to smash some skulls. It works wonders as long as you aren't attacked by spitters/electric zombies. Fast zombies are also hard to deal with.

Lastly, lighters are useful for escaping houses by setting them on fire while climbing out of the window.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 13, 2011, 11:30:49 pm
I have to attack a beehive?!  Oh God, I'm going to die aren't I.  My arms are already broken due to mushrooms and it's 1 in the morning.  I'm at Strength 0 and speed 19...

Not necessarily. I found my first and only royal jelly in an ant mound's food storage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 13, 2011, 11:36:15 pm
Whenever I last for a while by staying out of the cities I'm attacked by swarms of enemies like wolves, who are hard to see before I see the pop-ups saying that they are attacking me (intentional?), zombies and other nasties.
Use the "!" Run mode option. It'll stop you from moving if anything comes into your line of sight.
It's annoying, but makes long distance travel safer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 13, 2011, 11:37:00 pm
How do I put a backpack on? I'm currently smacking shit with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 13, 2011, 11:40:19 pm
Shift+w
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 13, 2011, 11:42:47 pm
How do I put a backpack on? I'm currently smacking shit with it.
"W"ear it; that's a capital "W", then choose the letter the backpack is assigned.

Alternatively, RP HolisticDetective.

Edit: Faster-Post-No-Jutsu!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 13, 2011, 11:47:33 pm
hey, is there a LP of Cataclysm?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 14, 2011, 12:13:59 am
a SKS rifle with longer barrel and silencer is still pretty damn loud, like, BLAM! or something. So technically it does attract some zombies when fired,
but does that affect the gameplay? no. because those rifles seriously kick asses. Not so sure about assault rifles, as H&K G3 was horrible in my experience.
So one words. go rifles.
I grinded firearms with my melee character after I found sks and silencer, while high on coke and weed, (which saved up truck loads of xp), started rifle-butting and
headshot rampaging. now I can one hit zombie hulk with headshot. unless I do something really retarded, I don't think I'll lose this character.
Hell, I even survived a fungaloid swarm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 12:30:56 am
shit, queen triffids are fucking tough. one hit smashed apart my new t-shirt and almost killed me. then the zombie brute finished me off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 14, 2011, 12:33:36 am
a SKS rifle with longer barrel and silencer is still pretty damn loud, like, BLAM! or something. So technically it does attract some zombies when fired,
but does that affect the gameplay? no. because those rifles seriously kick asses. Not so sure about assault rifles, as H&K G3 was horrible in my experience.
So one words. go rifles.
I grinded firearms with my melee character after I found sks and silencer, while high on coke and weed, (which saved up truck loads of xp), started rifle-butting and
headshot rampaging. now I can one hit zombie hulk with headshot. unless I do something really retarded, I don't think I'll lose this character.
Hell, I even survived a fungaloid swarm.
Yeah, rifles > assault rifles. I have a Marlin 39a fitted with a barrel extension, sniper conversion, enhanced grip, and double clip. I'm one-shotting most zombies with .22 CB rounds, that come in stacks of 100. Assault rifles can deal loads of damage, but you don't get the accuracy bonuses, deal less damage per bullet, and eat up ammo much more quickly. Eventually, you're not going to need burst-fire since you get enough skill to consistently headshot zombies. Higher accuracy is better than more damage since more accuracy increases your chance of getting headshots. One .22 bullet that lands a headshot can deal as much damage as 3 .45's.

Damage resistance on hulks and possibly brutes may need to be increased or maybe make them more resistance to headshots. Perhaps with a token reduction in speed; hulks shouldn't be moving faster than you IMO.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 14, 2011, 12:37:54 am
a SKS rifle with longer barrel and silencer is still pretty damn loud, like, BLAM! or something. So technically it does attract some zombies when fired,
but does that affect the gameplay? no. because those rifles seriously kick asses. Not so sure about assault rifles, as H&K G3 was horrible in my experience.
So one words. go rifles.
I grinded firearms with my melee character after I found sks and silencer, while high on coke and weed, (which saved up truck loads of xp), started rifle-butting and
headshot rampaging. now I can one hit zombie hulk with headshot. unless I do something really retarded, I don't think I'll lose this character.
Hell, I even survived a fungaloid swarm.
Yeah, rifles > assault rifles. I have a Marlin 39a fitted with a barrel extension, sniper conversion, enhanced grip, and double clip. I'm one-shotting most zombies with .22 CB rounds, that come in stacks of 100. Assault rifles can deal loads of damage, but you don't get the accuracy bonuses. Eventually, you're not going to need burst-fire since you get enough skill to consistently headshot zombies.

Damage resistance on hulks and possibly brutes may need to be increased or maybe make them more resistance to headshots. Perhaps with a token reduction in speed; hulks shouldn't be moving faster than you IMO.

I thought hulks are supposed to be faster than you. They are basically gigantic mutated human corpse rippling with enormous muscles. A walking catastrophe.
Hell, I'd rather want them to bash walls down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 14, 2011, 12:51:01 am
I don't mean make them slow as snails, but just enough that you can keep your distance if you're trying to run away. Even with Fleet-Footed, Quick, sneakers, a skirt, no injuries, and unburdened they still managed to chase me down.

I suppose them being so fast is to balance out their vulnerability to headshots though. And I think they already do have the ability to tear down walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rawr359 on July 14, 2011, 12:57:36 am
hey, is there a LP of Cataclysm?
http://www.youtube.com/watch?v=PJCCjIRjCcw&feature=channel_video_title
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 14, 2011, 01:04:35 am
shit, queen triffids are fucking tough. one hit smashed apart my new t-shirt and almost killed me. then the zombie brute finished me off.
Ditch the t-shirt for a utility vest at least. Same encumbrance but better.

Edit: In fact, great torso armor, 2 trench coats and 2 utility vests. 3 encumbrance, 4 cut protection, and a good amount of volume carrying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 01:40:50 am
through judicious use of bottles, and a molotov, I blew up a gas station. then about 20 zombies attacked my trap-laden position, killing me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 14, 2011, 01:47:21 am
Bear Trap + Katana is a nice combo.  Throwing needs to be toned down or be based upon the weight of the item or something.  Sewing kit headshots do like 20 damage!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 14, 2011, 01:49:20 am
Hmm... the damage resistance of brutes and hulks is supposed to be applied *before* the headshot bonus.  This should cut .22 CB and even LR down to basically nil, or at best 20-ish damage on a headshot.
Hulks are faster than the player because, unlike most monsters, I don't want "run away" to be the easiest way of dealing with them.  It takes a hulk a long time to smash through a wall (or display rack, or fellow zombie, whatever), so it's possible for a clever player to slow a hulk down considerably and buy themselves some time, but outright fleeing one is not an option (unless you slow it down considerably by pincushioning it with multiple spears).

Just a heads up: my computer is busted and I can't afford to fix it right now, so development will be halted until I save up some money.  The all-new computer system is ready to be dropped in, and I'm excited about it!  I'll continue to use my phone to check this thread from time to time, and I encourage you all to email me with ideas, bugs, etc.  Thanks for playing!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 01:51:29 am
fire is all-powerful...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 14, 2011, 02:17:14 am
No, pain is all powerful. I hit excruciating, and yeah. Its taken me two days with fast healing to get back to heavy pain.

Also, drop your plastic bottles, and fill up the cans and tins for water. 1 less volume, same quench amount.

Edit: Forgot to mention, I hit excruciating when I got hit by lightning inside a building.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 02:23:01 am
spill a lot of petrol at a petrol station, then throw a Molotov at it. I dare you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 14, 2011, 02:31:06 am
spill a lot of petrol at a petrol station, then throw a Molotov at it. I dare you.
Activate a mininuke and forget to throw it. I dare you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 14, 2011, 02:31:19 am
spill a lot of petrol at a petrol station, then throw a Molotov at it set the puddle on fire with a lighter. I dare you.

Better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 14, 2011, 02:43:24 am
spill a lot of petrol at a petrol station, then throw a Molotov at it. I dare you.
Light a shelf in a liqueur store shelf on fire with a lighter. I dare you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cody1750 on July 14, 2011, 02:56:41 am
It's a great game so far,  though I would like to see bayonets because that's the only thing I really like to put on my guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 14, 2011, 03:26:33 am
spill a lot of petrol at a petrol station, then throw a Molotov at it set the puddle on fire with a lighter. I dare you.

Better.
I do this all the time. Well, depends. How much is "a lot of" petrol?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 05:32:35 am
spill a lot of petrol at a petrol station, then throw a Molotov at it set the puddle on fire with a lighter. I dare you.

Better.
I do this all the time. Well, depends. How much is "a lot of" petrol?

I cover most of the ground with it. For double points blow up one thats right next to another petrol station. Triple if you do this while being chased by zombies. Quadruple points if you set this up to be set off with a quick molotov as your standard escape contingency plan.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 14, 2011, 05:46:40 am
spill a lot of petrol at a petrol station, then throw a Molotov at it set the puddle on fire with a lighter. I dare you.

Better.
I do this all the time. Well, depends. How much is "a lot of" petrol?

I cover most of the ground with it. For double points blow up one thats right next to another petrol station. Triple if you do this while being chased by zombies. Quadruple points if you set this up to be set off with a quick molotov as your standard escape contingency plan.
Wait, what? But this game HAS no points. What are you talking about?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 05:51:50 am
awesomeness points. plus the explosion adds a nice amount to your kill tally when you die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 14, 2011, 09:30:49 am
how many times i must dig to make a deep hole???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 10:24:45 am
NOOOO!!! My awesome character, who just got mutated into having claws and scales, while having a reinforced chest was blown up by a landmine! If you take the Animal Empathy perk thingy then STAY AWAY FROM LANDMINES! The little critters like to walk into the damn things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 14, 2011, 10:33:43 am
So god damn hard. I start with a houseful of clothes put most of it on (Dumb?) then proceed to walk outside and fire extuingusher all the zombies. I find a gunshop. (OMG) I fire a single round into a zombie, and 30 more show up and maul me to death. What exactly am I supposed to do?

Edit: Ninja

I started with drunken master, android, and good genetic base. House contained a BB gun, a broom, clothes, and a closet full of pills and a toilet. Took all of it except the toilet and clothes, walked to the pharmacy below me. Oh god, so much stuff. What do I get?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 14, 2011, 10:35:51 am
"Gamerlord, level 50 mutant,
killed by squirrel on dungeon level 1"

Animal empathy looks less and less like something tasty, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on July 14, 2011, 10:57:02 am
I die too much. Also, I went to a lab and I didn't see any bionics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 14, 2011, 11:03:27 am
They seem pretty rare on actual zombie scientists and around the lab. I found (almost) all the ones my current guy's using on a pile of dead dudes laying around town. Looked to be a pack of scientists or something, all dead and deliciously lootable. Found like 8 CBMs on 'em. E: Lab had one (sensory, iirc.), I had forgotten about that.

Purifiers and mutagens are a lot better represented in the lab I'm exploring off and on. Robust genetics doesn't seem to help terribly much with getting good mutations, though :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 14, 2011, 11:11:19 am
How do I craft or combine items?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 14, 2011, 11:13:05 am
&

Also: ? -> 1
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 14, 2011, 11:45:22 am
<- still has not gotten a single goddamn bionic implant, despite playing characters that lasted several gorramn weeks. Or a keycard for that matter. Where are all these dead freaking scientisits? Plenty of dead soldiers have been stumbled across, but no scientists, blah. On the other hand, I've found several vials of mutagen in houses and in the sewers, but have yet to get a non-negative mutation. -_-
Of course, lv30+skill in all melee and throwing, plus good agility and intelligent use of windows means I'm still pretty much an unkillable god, but meh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: xczxc on July 14, 2011, 01:58:45 pm
When is the server reset?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 14, 2011, 01:59:25 pm
The inventory shows "Weight: 154/161/645". What's the meaning of the last number?

EDIT: Also, once a book is read, and the game prints "You learn a little about <something>", I can drop the book?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aavak on July 14, 2011, 02:17:18 pm
EDIT: Also, once a book is read, and the game prints "You learn a little about <something>", I can drop the book?

Nope, well... you can, but that message alone just means you've made partial progress to the next level.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: monkey on July 14, 2011, 02:33:05 pm
The inventory shows "Weight: 154/161/645". What's the meaning of the last number?

EDIT: Also, once a book is read, and the game prints "You learn a little about <something>", I can drop the book?

It's a debug thing, 645 is the actual number of weight_capacity, 161 is 645*.25
(from game.cpp, line 3911)

weight_capacity = 400+ current_strength*35
65% of that if you have a bad back.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 14, 2011, 03:37:52 pm
So, best game yet. Had a Marlin rifle, about 5 skill in firearms and rifles, 16 perception, and a high powered rifle for armored foes. Both rifles were silenced, which makes the Marlin silent as best as I can tell. Got killed because I forgot to reload the high powered rifle and ran into a shocker zombie. Remember folks, always keep a bullet or three in your gun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 14, 2011, 06:12:44 pm
Am I the only one who thinks that starting with level 4 unarmed is OP?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 14, 2011, 06:19:19 pm
Nope. I think Cag posted something to the effect a while back.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 14, 2011, 07:53:54 pm
I really wish I'd realized you couldn't build barricades with a hatchet like you do with a hammer.

Also the game is telling me to quit immediately, in all caps.  Oh God what does that mean.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Meanmelter on July 14, 2011, 08:03:00 pm
I really wish I'd realized you couldn't build barricades with a hatchet like you do with a hammer.

Also the game is telling me to quit immediately, in all caps.  Oh God what does that mean.
Congrats, you have schizophrenia. You also end up killing your mom at some point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 14, 2011, 08:03:53 pm
I really wish I'd realized you couldn't build barricades with a hatchet like you do with a hammer.

Also the game is telling me to quit immediately, in all caps.  Oh God what does that mean.
Congrats, you have schizophrenia. You also end up killing your mom at some point.
Not just once either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 14, 2011, 08:04:14 pm
Also the game is telling me to quit immediately, in all caps.  Oh God what does that mean.

I think it's because of one of the traits you picked, not telling you which one though.

Edit: Ninjad
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 14, 2011, 08:23:25 pm
Oh dude, THAT was schizophrenia too?  Favorite trait.

I never did find any Tramadol for him.  He ended up dying right after that, anyway.  Starving, parched and in excruciating pain, holed up in a gun shop, while acid rain scoured the outside, and a mob of zombies smashed in the windows.  At 19 speed it's just not possible to fight them off, even with melee pistol headshots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 14, 2011, 08:27:37 pm
Oh dude, THAT was schizophrenia too?  Favorite trait.

I never did find any Tramadol for him.  He ended up dying right after that, anyway.  Starving, parched and in excruciating pain, holed up in a gun shop, while acid rain scoured the outside, and a mob of zombies smashed in the windows.  At 19 speed it's just not possible to fight them off, even with melee pistol headshots.

Which makes me think there should be an ability to suicide  8)
You know, like the movie. You're screwed and you know you're not gonna make it alive.
You're traped in a building and wounded badly. zombies start to swarm in and you get cornered.
So, a bullet in the head is always better choice then being eaten alive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 14, 2011, 08:30:24 pm
On an unrelated note I just killed a brute by punching it twice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Meanmelter on July 14, 2011, 09:01:31 pm
I can barely get past one day. What am I doing wrong D: Did someone post some kind of gigantic guide somewhere?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 14, 2011, 09:06:21 pm
I ran into the bug with asthma where your inhaler would be emptied immediately. Such a promising character. I was gaining quite a bit of firearms skill with my .22 ++++ pistol and .22 +++ rifle. I would regularly get headshots at close range. One or two of those would take care of normal Zs.

Despite not being the strongest firearms out there, they were effective. Stupid me, though. I went through a few Zs with rat shot. Pitiful range, pitiful damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 14, 2011, 09:06:29 pm
I can barely get past one day. What am I doing wrong D: Did someone post some kind of gigantic guide somewhere?

Just find a build that you like and avoid combat when you can.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Meanmelter on July 14, 2011, 09:08:22 pm
I can barely get past one day. What am I doing wrong D: Did someone post some kind of gigantic guide somewhere?

Just find a build that you like and avoid combat when you can.
That's hard to do when I'll just be randomly walking and four zombies litterly spawn in front of me all the time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 14, 2011, 09:12:24 pm
I can barely get past one day. What am I doing wrong D: Did someone post some kind of gigantic guide somewhere?

Just find a build that you like and avoid combat when you can.
That's hard to do when I'll just be randomly walking and four zombies litterly spawn in front of me all the time.

Then pick traits to make your character run faster.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrKillPatient on July 14, 2011, 09:14:22 pm
Argh, how do I make a shortcut to this? I've built it, and in the same directory have a startup script that cd's there and does ./cataclysm. But when I make a launcher pointing to the startup script, it doesn't open through terminal (I assume) so it does nothing. It works if I do so manually, but I'd prefer not to need to do that.

In addition, my terminal is 80x24, and it needs 80x25. I'm required to resize it every time. Is there anything I can add to the startup script that changes that? gnome-terminal --geometry 80x25 is all that I can find, but it just opens a new term window rather than modifying the running one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 09:20:18 pm
my favourite mutation: unstable genetics thingy. i grew a beak and fur before I could find some purifier.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 14, 2011, 09:21:22 pm
my favourite mutation: unstable genetics thingy. i grew a beak and fur before I could find some purifier.

So was it good or bad?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 09:25:56 pm
my favourite mutation: unstable genetics thingy. i grew a beak and fur before I could find some purifier.

So was it good or bad?

fur keeps you warm and protects a little, while the beak gives you a random attack where you can peck someone for around 20 damage (in my exp) but stops you from wearing masks.


EDIT: it turns out purifier can fix flaws taken at the start. glitch?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 14, 2011, 09:34:07 pm
I don't think it is a glitch.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Skeeblix on July 14, 2011, 09:56:50 pm
So, this is officially the best game ever. Here's why.

I just created a character with 11 Str 7 dex 7 int and 8 per, Quick Deft, Heavy Sleeper, Illiterate, and two in dodge, melee, bashing weps., firearms, mechanics, and first aid.

His name, of course, is Burt Gummer, the crazy conspiracy nut from Tremors.

Here's the best part. I start him up, grab the useful stuff upstairs, and head into the basement.

What I find is two shelves packed full of weapons and ammo. So very hilariously appropriate. How did the game know!?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 14, 2011, 10:04:43 pm
Skeeblix, with any luck you've also spawned in a Graboid zone. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 14, 2011, 10:10:27 pm
So, this is officially the best game ever. Here's why.

I just created a character with 11 Str 7 dex 7 int and 8 per, Quick Deft, Heavy Sleeper, Illiterate, and two in dodge, melee, bashing weps., firearms, mechanics, and first aid.

His name, of course, is Burt Gummer, the crazy conspiracy nut from Tremors.

Here's the best part. I start him up, grab the useful stuff upstairs, and head into the basement.

What I find is two shelves packed full of weapons and ammo. So very hilariously appropriate. How did the game know!?

Finding a lot of guns in the basement seems to be common for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 14, 2011, 10:29:17 pm
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino.  ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PrimusRibbus on July 14, 2011, 10:31:51 pm
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino.  ???

Story of my life.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Meanmelter on July 14, 2011, 10:36:57 pm
Found my new sig.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duelmaster409 on July 14, 2011, 10:45:44 pm
Gaah, this game crashes too much. Should I be playing the latest version, or something else?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 14, 2011, 10:57:14 pm
Argh, how do I make a shortcut to this? I've built it, and in the same directory have a startup script that cd's there and does ./cataclysm. But when I make a launcher pointing to the startup script, it doesn't open through terminal (I assume) so it does nothing. It works if I do so manually, but I'd prefer not to need to do that.

In addition, my terminal is 80x24, and it needs 80x25. I'm required to resize it every time. Is there anything I can add to the startup script that changes that? gnome-terminal --geometry 80x25 is all that I can find, but it just opens a new term window rather than modifying the running one.

Try making your script execute "gnome-terminal --geometry 80x25 -e 'cd /path/to/cata; ./cataclysm'".  This will spawn a new terminal of appropriate size and start the game inside it.  You can then place a link to the script in your start menu, bind it to a hotkey, or whatever.  Note that I made up the "-e" part; I'm not sure if that's the real g-t flag, but you can check the manfile.
Alternative, there's probably a config file for gnome-terminal in your home dir where you can change the default size.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 14, 2011, 11:33:17 pm
Gaah, this game crashes too much. Should I be playing the latest version, or something else?

Try 1.3.5, it's been a lot more stable for me than *.7. Dunno if th'git thingy's got something newer than 1.3.7 yet.

Also, for th'fellow asking about suicide a bit back: Q. Capital q.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 14, 2011, 11:34:16 pm
Huh, I've only crashed on one save so far on the latest version Head compiled. It's been working perfectly for me otherwise.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 14, 2011, 11:39:08 pm
1.3.7 was/is crashing for me something like every five t'ten minutes, plus there was ways to guarantee a crash -- the opening of th'inventory immediately after closing th'@ screen, ferex. Inventory management in general was crash-prone. Just terribly unstable.

1.3.5's only crashed a few times, mostly when dealing with unloading batteries. Seems that if your inventory's full and you try to unload something with batts, it'll CTD nice and quicklike.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 14, 2011, 11:42:21 pm
I've just hopscotched between the @ screen and the inventory screen a few dozen times.

Either you're all unlucky or I'm very lucky.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 14, 2011, 11:59:42 pm
Is there a list of good and bad mutations somewhere?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 15, 2011, 12:13:40 am
Argh, how do I make a shortcut to this? I've built it, and in the same directory have a startup script that cd's there and does ./cataclysm. But when I make a launcher pointing to the startup script, it doesn't open through terminal (I assume) so it does nothing. It works if I do so manually, but I'd prefer not to need to do that.

In addition, my terminal is 80x24, and it needs 80x25. I'm required to resize it every time. Is there anything I can add to the startup script that changes that? gnome-terminal --geometry 80x25 is all that I can find, but it just opens a new term window rather than modifying the running one.

Try making your script execute "gnome-terminal --geometry 80x25 -e 'cd /path/to/cata; ./cataclysm'".  This will spawn a new terminal of appropriate size and start the game inside it.  You can then place a link to the script in your start menu, bind it to a hotkey, or whatever.  Note that I made up the "-e" part; I'm not sure if that's the real g-t flag, but you can check the manfile.
Alternative, there's probably a config file for gnome-terminal in your home dir where you can change the default size.

Edit -> Profile Preferences
Check the box labeled "use custom default terminal size". You'll probably need to give it more than 25 height, as it seems to include the non-client area of the window (title bar, toolbar buttons, etc.)
Alternatively, use the parameters above to make a custom Terminal icon in your desktop that opens at the desired size, if you don't want to change your global terminal default.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 15, 2011, 12:14:06 am
Is there a list of good and bad mutations somewhere?

In the source files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 15, 2011, 12:22:32 am
Bay12Games: Where the answer to every indy game query is "just look through the source files!"


We're not all CS Students, guys.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 15, 2011, 12:29:12 am
Question. I ahve a bionic, called Aero-Evaporator. What does it do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 15, 2011, 12:35:34 am
you can examine them, but i think that one makes water, letting you put it into bottles, or drink it directly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 15, 2011, 12:43:27 am
How do you use the Wish function? I just get a list and I cannot type in anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 15, 2011, 12:45:49 am
Hit /
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 15, 2011, 12:58:29 am
Bay12Games: Where the answer to every indy game query is "just look through the source files!"


We're not all CS Students, guys.

I strive to make the code pretty readable even to non-coders.  Mutations (and other traits) are listed in pldata.h.  Check it out on my github page (see my sig) or on your local copy if you are an Ultraviolet-clearance zombie slayer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 15, 2011, 01:15:15 am
Yeah, the source files for a lot of the stuff are not really complicated. Practically plain text descriptions. There are even headers to say whats what!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 15, 2011, 01:17:52 am
that wishing thing is useful for having shitloads of mutations. i'm a bloody indestructible night predator that hunts by infrared.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 15, 2011, 01:21:36 am
I usually only use it to wish for nails when I get to hardware stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 15, 2011, 01:39:57 am
Yeah I used it to wish for a Katana because my other game crashed and my save folder is locked so I can't savescum.  Quick question: Is spoiled milk still useable for making superglue?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 15, 2011, 04:18:21 am
The inventory shows "Weight: 154/161/645". What's the meaning of the last number?

EDIT: Also, once a book is read, and the game prints "You learn a little about <something>", I can drop the book?

It's a debug thing, 645 is the actual number of weight_capacity, 161 is 645*.25
(from game.cpp, line 3911)

weight_capacity = 400+ current_strength*35
65% of that if you have a bad back.

Thanks!

EDIT: Also, once a book is read, and the game prints "You learn a little about <something>", I can drop the book?

Nope, well... you can, but that message alone just means you've made partial progress to the next level.

Thanks, after several readings, I finally increased the skill
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 15, 2011, 07:25:57 am
Question. I ahve a bionic, called Aero-Evaporator. What does it do?
You can use it to condense water in the air into drinkable water, you can choose to drink it directly or store it in a container. With a reliable power source, you'll never need to carry water containers. It's supposedly unusable if you're in an exceptionally dry area (desert?), but I have yet to experience that.

Also, spoilers.

Here is a list of Mutations and their descriptions taken directly from the source. Note that effects such as "Schizophrenia", "Nearsighted", etc, can be gained from in-game radiation/mutagens, but aren't included in the below.
Spoiler (click to show/hide)

Similarly, here is a list of bionics with their descriptions. The first set are the "regular" bionics, the second set is either extremely rare, not implemented, or is unobtainable via (standard?) CBMs, and the final set are caused by botched installations.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Also, a bug: When the clock hits exactly 6:00 A.M., you are blinded until the time changes. This isn't a serious bug, but it has nearly killed me once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: xDarkz on July 15, 2011, 07:33:00 am
Question. I ahve a bionic, called Aero-Evaporator. What does it do?
You can use it to condense water in the air into drinkable water, you can choose to drink it directly or store it in a container. With a reliable power source, you'll never need to carry water containers. It's supposedly unusable if you're in an exceptionally dry area (desert?), but I have yet to experience that.

Also, spoilers.

Here is a list of Mutations and their descriptions taken directly from the source. Note that effects such as "Schizophrenia", "Nearsighted", etc, can be gained from in-game radiation/mutagens, but aren't included in the below.
Spoiler (click to show/hide)

Similarly, here is a list of bionics with their descriptions. The first set are the "regular" bionics, the second set is either extremely rare or is unobtainable via (standard?) CBMs, and the final set are caused by botched installations.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Also, a bug: When the clock hits exactly 6:00 A.M., you are blinded until the time changes. This isn't a serious bug, but it has nearly killed me once.

Fucking. Amazing. That's all there is to say.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Twerty on July 15, 2011, 08:33:39 am
I haven't even gotten to the point of installing bionics or gathering mutagen/purifiers other than in very small quantities, but I'm thoroughly amazed and impressed Whales has made such a comprehensive variety of bionics and mutations. I've never been so compelled to gather items with super-high drop-rates before.

Those Banishment, Gate In, and Gate Out "bionics" look particularly interesting...  they seem more like spells than bionics, and it looks like the netherworld inhabitants are alluding to even more scary monsters headed our way for the end-game players.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrKillPatient on July 15, 2011, 08:48:56 am
Argh, how do I make a shortcut to this? I've built it, and in the same directory have a startup script that cd's there and does ./cataclysm. But when I make a launcher pointing to the startup script, it doesn't open through terminal (I assume) so it does nothing. It works if I do so manually, but I'd prefer not to need to do that.

In addition, my terminal is 80x24, and it needs 80x25. I'm required to resize it every time. Is there anything I can add to the startup script that changes that? gnome-terminal --geometry 80x25 is all that I can find, but it just opens a new term window rather than modifying the running one.

Try making your script execute "gnome-terminal --geometry 80x25 -e 'cd /path/to/cata; ./cataclysm'".  This will spawn a new terminal of appropriate size and start the game inside it.  You can then place a link to the script in your start menu, bind it to a hotkey, or whatever.  Note that I made up the "-e" part; I'm not sure if that's the real g-t flag, but you can check the manfile.
Alternative, there's probably a config file for gnome-terminal in your home dir where you can change the default size.

Yep that worked. Question though, what's the purpose of -e?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 15, 2011, 08:51:38 am
Spoiler (click to show/hide)

You are right, they aren't implemented yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 15, 2011, 09:08:03 am
In all roguegames is provided a chance to win ... And' In the future also for Cataclysm?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 15, 2011, 10:08:46 am
There are a lot of hints in this thread but it's difficult to track everything at this point since it started over 100 pages ago. I start from now if I can. Meanwhile I gathered some informations, mainly from whales' posts, on frequently asked questions or game mechanics. The wiki could be improved.

Spoiler: FAQs (wikify this!) (click to show/hide)

Has someone survived until summer?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Asra on July 15, 2011, 10:28:50 am
Hey my game keeps spontaneously crashing in the first ten or fifteen minutes, or when I hit @ Escape then @ again to go from screen to screen. Should I try a version before 1.3.7? Is multiplayer more stable, my computer seems to have terrible luck with crashing/causing the game to close without warning.

(Ah it's windows version, if that matters.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 15, 2011, 10:33:32 am
In the field i have just found a series of _ ( defensive system) what is??
And if I examine it the game ask me if would drink for my hands.....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 15, 2011, 11:06:49 am
I have no idea why launching a missile at the silo is causing a crash but here is what I found:
(http://img.ie/c5257.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Johbson on July 15, 2011, 11:16:10 am
Hey my game keeps spontaneously crashing in the first ten or fifteen minutes, or when I hit @ Space then @ again to go from screen to screen. Should I try a version before 1.3.7? Is multiplayer more stable, my computer seems to have terrible luck with crashing/causing the game to close without warning.

(Ah it's windows version, if that matters.)

I had rampart crashes, I deleted my installation and made a new world, that seemed to help me. Still crashes but quite rarely and usually on commands.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 15, 2011, 12:27:05 pm
Don't mind me I'm just punching hulks in the face.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Meanmelter on July 15, 2011, 12:31:29 pm
Don't mind me I'm just punching hulks in the face.
How deadly IS unarmed combat anywho?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 15, 2011, 12:34:20 pm
Don't mind me I'm just punching hulks in the face.
How deadly IS unarmed combat anywho?
right now I'm doing about 40 damage a hit with stun and a chance of instakill (I have 8 unarmed and melee FYI).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 15, 2011, 12:42:12 pm
Science labs are hard. The turret fies it's SMG. You are hit. X5
Insta kill. Even through my kevlar vest, and riot helmet/gas mask. :| 263 kills on him. Pipebombs and nailguns are the best weapons ever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 15, 2011, 12:43:12 pm
Science labs are hard. The turret fies it's SMG. You are hit. X5
Insta kill. Even through my kevlar vest, and riot helmet/gas mask. :| 263 kills on him. Pipebombs and nailguns are the best weapons ever.

Turrets like to aim for your legs, not your torso or head.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 15, 2011, 01:49:07 pm
Hmm.  I think it's a bug, but I couldn't use my pistol (the S&W, six rounds, shot .40 I think?) when I had only one arm broken.  I'd previously had both broken, but managed to sleep and heal one up before the zombies found me.

How does one get some sleep undisturbed without a safehouse?  I can never find the tools to make one (barricades, traps, shovel) within a character's lifespan.  I'm guessing I could run way out into the boonies and maybe be eaten by wolves instead, or just find a survivor stronghold and hope a zombie doesn't wander in during the night like last time?


For bionics, I would like to request a Skull gun (http://www.youtube.com/watch?v=fb9GqxYMlHA).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Meanmelter on July 15, 2011, 02:27:06 pm
Hmm.  I think it's a bug, but I couldn't use my pistol (the S&W, six rounds, shot .40 I think?) when I had only one arm broken.  I'd previously had both broken, but managed to sleep and heal one up before the zombies found me.

How does one get some sleep undisturbed without a safehouse?  I can never find the tools to make one (barricades, traps, shovel) within a character's lifespan.  I'm guessing I could run way out into the boonies and maybe be eaten by wolves instead, or just find a survivor stronghold and hope a zombie doesn't wander in during the night like last time?


For bionics, I would like to request a Skull gun (http://www.youtube.com/watch?v=fb9GqxYMlHA).
I think it's possible to make pits? You could probably make a huge moat outside a house and have one entryway that involves moving diagonally, and the A.I. seems to have some issues moving diagonally on its own. But the game will cheat and just spawn them inside your house.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 15, 2011, 02:30:44 pm
head, would it be possible for you to include jaydg's windows backspace fix (https://github.com/jaydg/Cataclysm/commit/8a82a16882a02a4db058b5139e42171b11044ba2) in with the windows port?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 15, 2011, 02:36:20 pm
Quote
How does one get some sleep undisturbed without a safehouse?
I've honestly never made a safehouse. The key is to keep moving, sleep regularly so you don't have to sleep for long, stay out of site of windows (make sure you can't see outside before going to sleep) and make sure you're in a room with a closed door and windows so you can hear if something breaks in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aninimouse on July 15, 2011, 02:38:43 pm
So, this is officially the best game ever. Here's why.

I just created a character with 11 Str 7 dex 7 int and 8 per, Quick Deft, Heavy Sleeper, Illiterate, and two in dodge, melee, bashing weps., firearms, mechanics, and first aid.

His name, of course, is Burt Gummer, the crazy conspiracy nut from Tremors.

Here's the best part. I start him up, grab the useful stuff upstairs, and head into the basement.

What I find is two shelves packed full of weapons and ammo. So very hilariously appropriate. How did the game know!?


Haha, that's a bit weird because just the other day I made a Burt Gummer character as well, and also started out in a house with a weapon/ammo filled basement.



I think it's possible to make pits? You could probably make a huge moat outside a house and have one entryway that involves moving diagonally, and the A.I. seems to have some issues moving diagonally on its own. But the game will cheat and just spawn them inside your house.

I created a bit of a fortress using 4 buildings and wide pits, completely surrounding a group of buildings along a road and creating paths between them so I could walk to each one without worrying about zombies ripping me limb from limb. After a little while it did start spawning zombies inside my main safehouse, but then after I set up a couple of traps in the room they usually spawned in they stopped spawning inside the house entirely. I'm not sure if that was coincidence, or the traps kept them from spawning in that small area.


(But then of course it wasn't long before I accidentally burned the entire "fortress" to the ground with a molotov and had to hide in the basement of my main safehouse until the fire settled down, and hordes of zombies swarmed around the ruins and killed me as I attempted to protect my huge supply cache in the basement of my safehouse... I love this game!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 15, 2011, 08:16:46 pm
how the hell do you make deep pits? this is really stumping my safehouse construction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 15, 2011, 08:21:05 pm
I don't think you can. You can make normal pits by "a"ctivating a shovel, but that's all I know of.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 15, 2011, 08:30:06 pm
You can dig a pit multiple times to make it deeper.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 15, 2011, 08:46:44 pm
You can dig a pit multiple times to make it deeper.
Wow! Just like in real life!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 15, 2011, 08:49:49 pm
Actually, it doesn't make it any deeper.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 15, 2011, 09:08:51 pm
I remember making one once, but then the latest time I tried I dug twenty times in the same square and nothing happened.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 15, 2011, 09:11:03 pm
Maybe it depends on strength or something.

I'll do some science now
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 15, 2011, 09:13:49 pm
Perhaps it's only a chance, like with prying open doors?  Except, you know, smaller.

*hasn't found a shovel yet*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 15, 2011, 09:22:24 pm
Under iuse.cpp there is no code to specify multiple digs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 15, 2011, 09:23:09 pm
I'm a little surprised so many people can't live for a few days. Must be my ego. Anyway, I'll type up a guide. This guide is assuming you have a few games under your belt and you understand basic game play. Probably moderately spoily.

Spoiler: Guide (click to show/hide)

Wow that took a long time. I hope its useful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 15, 2011, 09:33:43 pm
Quote
Schizophrenic is a whopping 5 points, but can't be healed by purifier, as far as I know. Nevertheless, the hallucinations are easy to spot, and generally enemies created by the hallucinations are easy to pick out from the crowd. Enemies such as ones going through walls, or giant ants appearing next to you, are not about to kill you.

Until they are, of course. My last character died to enemies I thought were just illusions and didn't run from. Damn monsters spawning like 5 feet from me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Meanmelter on July 15, 2011, 09:34:54 pm
Perhaps it's only a chance, like with prying open doors?  Except, you know, smaller.

*hasn't found a shovel yet*
What's a shovel?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 15, 2011, 10:58:00 pm
Bay12Games: Where the answer to every indy game query is "just look through the source files!"


We're not all CS Students, guys.

https://github.com/Whales/Cataclysm/blob/master/pldata.h

Yeah cuz, you need a PhD and a BsC and an advanced degree in rocket science to, I dunno... read.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 15, 2011, 11:16:15 pm
6) Last on the list, which may be a surprise to some, is firearms. It is not useful to fire at a zombie and get swarmed by a horde. They take up a lot of space and require ammo. They don't use the strength skill. The only situation I might have needed a firearm were the turrets in the science lab. Otherwise I just use them for fun. I imagine they might be useful with skills high, but you have to grind through a lot of ammo and spawned zombies to get there.

I can tell that you have never used a crossbow before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 15, 2011, 11:17:44 pm
Silenced pistols are pretty excellent for anyone too, even if you don't kill the zombie, it's nice to only need to whack them once to take them down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Virroken on July 15, 2011, 11:18:23 pm
How to make nail board traps?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 15, 2011, 11:19:01 pm
6) Last on the list, which may be a surprise to some, is firearms. It is not useful to fire at a zombie and get swarmed by a horde. They take up a lot of space and require ammo. They don't use the strength skill. The only situation I might have needed a firearm were the turrets in the science lab. Otherwise I just use them for fun. I imagine they might be useful with skills high, but you have to grind through a lot of ammo and spawned zombies to get there.

I can tell that you have never used a crossbow before.

silencer on a no-recoil SIG handgun (don't remember the name)  with .22 LS ammo (i think). it pwns everything until you make a reckless mistake
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 15, 2011, 11:20:03 pm
I think you need a certain level of mechanical skill to craft the trap, then you (a)pply it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 15, 2011, 11:27:55 pm
6) Last on the list, which may be a surprise to some, is firearms. It is not useful to fire at a zombie and get swarmed by a horde. They take up a lot of space and require ammo. They don't use the strength skill. The only situation I might have needed a firearm were the turrets in the science lab. Otherwise I just use them for fun. I imagine they might be useful with skills high, but you have to grind through a lot of ammo and spawned zombies to get there.

I can tell that you have never used a crossbow before.

silencer on a no-recoil SIG handgun (don't remember the name)  with .22 LS ammo (i think). it pwns everything until you make a reckless mistake

I meant that crossbows use strength (only to shorten reload times though) and that ammo for them isn't a problem because you can pick it back up where it landed and for another reason that's a spoiler.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 15, 2011, 11:49:39 pm
6) Last on the list, which may be a surprise to some, is firearms. It is not useful to fire at a zombie and get swarmed by a horde. They take up a lot of space and require ammo. They don't use the strength skill. The only situation I might have needed a firearm were the turrets in the science lab. Otherwise I just use them for fun. I imagine they might be useful with skills high, but you have to grind through a lot of ammo and spawned zombies to get there.

I can tell that you have never used a crossbow before.

silencer on a no-recoil SIG handgun (don't remember the name)  with .22 LS ammo (i think). it pwns everything until you make a reckless mistake

I meant that crossbows use strength (only to shorten reload times though) and that ammo for them isn't a problem because you can pick it back up where it landed and for another reason that's a spoiler.

Spoiler (click to show/hide)

That search order is for the starting house. I have never found a crossbow in a starting house, or a silencer.

Pickyness aside, I actually forgot about crossbows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 16, 2011, 12:00:07 am
Silenced Marlin E with .22 LR. Amazingly powerful, VERY accurate at 95 accuracy, and ammo comes in batches of 100. Need something with umph though to take care of armored foes, though it makes a great way to train against turrets if you can find a safe spot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 16, 2011, 12:57:25 am
I just walked into a house with paper walls set everywhere.  What is this a reference to?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 16, 2011, 01:07:50 am
I just walked into a house with paper walls set everywhere.  What is this a reference to?

That was a house colonized by giant wasps.

Suggestion: There should be a massive carpload of traits that determine what makes you happy/sad. For example, some characters might enjoy reading those boring technical books, or get a morale boost whenever they improve a skill. Or they might just have a "favorite food" or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 16, 2011, 01:11:22 am
I just walked into a house with paper walls set everywhere.  What is this a reference to?

get out. run. run. don't stop until you're at least 3 blocks away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 16, 2011, 01:18:15 am
Does anyone use the crafting? The only time I use it is when I can't find a good melee weapon so I make a spear. The pipe bombs and grenades and stuff look useful, though.

Another suggestion: You should be able to use stuff in any of the squares you can get items from as though you had it in your inventory when crafting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 16, 2011, 01:19:25 am
Yes, since with a high science you can make some of the CBM's. And alot of other useful stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 16, 2011, 01:22:35 am
I just walked into a house with paper walls set everywhere.  What is this a reference to?

That was a house colonized by giant wasps.

Suggestion: There should be a massive carpload of traits that determine what makes you happy/sad. For example, some characters might enjoy reading those boring technical books, or get a morale boost whenever they improve a skill. Or they might just have a "favorite food" or something.
Possibly later, but then you get into real min maxing. "Alright, I'll just hate every form of food out there except cooked meat, take animal empathy and a point of butchering, and look, lots of extra points."

@Angle: Molotovs are incredibly useful. As for the rest, cooking meat is also good, and some of the traps are excellent. Being able to place and remove bear traps is incredibly useful. Crossbow traps too, though less so. Better to find a crossbow trap grouping and lure zombies through to get easy crossbows.

Second ninja edit: BD, only CBM you can make at the moment are batteries, which are useful, but not excessively so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 16, 2011, 01:51:31 am
Crafting in general is a lot more useful iffin' yeh've got an integrated toolset. It completely removes the non-component aspect of the recipes -- including stuff that would normally take a charge, like hotplates. It makes relying on some things, say, butchering for food, a lot more reliable and less inventory space intensive. Even better, it doesn't use power, at all, even for replacing stuff that'd normally take batteries. I've honestly start-scummed to get th'toolset before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 16, 2011, 01:52:30 am
There are a lot of hints in this thread but it's difficult to track everything at this point since it started over 100 pages ago. I start from now if I can. Meanwhile I gathered some informations, mainly from whales' posts, on frequently asked questions or game mechanics. The wiki could be improved.

Spoiler: FAQs (wikify this!) (click to show/hide)

Has someone survived until summer?
I'm a little surprised so many people can't live for a few days. Must be my ego. Anyway, I'll type up a guide. This guide is assuming you have a few games under your belt and you understand basic game play. Probably moderately spoily.

Spoiler: Guide (click to show/hide)

Wow that took a long time. I hope its useful.


Wow.  Major kudos and thanks to both of you.  I couldn't have written these better myself; and I'm really happy to see that players have caught on some gameplay strategies that I consider important!
I'm also thankful for any tips on min/maxing, as it's something I obviously want to avoid.  I will be making Schizo worse in the near future, and reducing the points you get from Asthma and HP Ignorant.

I'm also very interested in ideas for mutations and bionics.  As some of you noted, there are unimplemented bionics; I'm interested into turning it into more of a "spellcasting" mechanic, and one that requires a degree of specialization (a skill or two will probably be required for some of them).  Mutation I am considering turning into a "tree" with several categories of mutation, such as fish-like, lizard-like, pollution-oriented, etc.

Crafting will receive an overhaul, and will allow for partially-completed crafts, using any resources found up to a few tiles away, using fire instead of hotplates, etc.

I am considering setting up a rudimentary forum for cataclysm, since the interest seems to be there.  If anyone can suggestion a free forum hosting option, please let me know via email.

P.s. yes the paper wasps suck, but they have a strong chance of holding several "rare" items.  See mapitemsdef.cpp ('mi_rare') for specifics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 16, 2011, 01:58:13 am
A minorish suggestion. Using scissors on rope should net you a decent number of 3' lengths of string.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 16, 2011, 02:02:13 am
we need to be able to make fires that don't kill us or go out right away, and fires need to give off light allowing us to read at night. this should ward off wolves and the like, while attracting zombies. also, maybe a tent item would be good for traveling long distances where you'll get acid rain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 02:13:17 am
If we're getting a crafting rewrite, I'll throw my wishlist into the ring. From what you've done and said, I assume you're planning most of this already, but I figured I'd give it a go:

Salvaging stuff for metal and tubes and pipes. Large broken down items you can find around (cars and stuff) that can be broken down for raw materials with a wrench and hacksaw, or even destroying your own guns to get pieces of scrap metal. You should be able to use hatchets on trees to knock them down quicker, and screwdrivers and wood saws and hammers to take apart furniture for nails and wood. Rope should become a lot of string. String should reload sewing kits. Bigger strings should become smaller strings.

Part and parcel of the above - Variable return based on item used for destroying and building stuff - scissors should give the most rags, but it should still be possible to cut something up with a knife or even with your bare hands if you need a quick rag to make a bandage with. Maybe a time bonus too, making things take really long to salvage or build if you've got crappy equipment for the job.

And obviously, more recipes. ^_^

Construction of doorway and gate objects that can be set, or installed with hammer/nails.

Screws- like nails, take a little longer but better chance of retrieval when the object was destroyed if built with screws. That might be impossible to track with this system though, so maybe just make them interchangeable for most things (but required in place of nails for mechanical stuff)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 16, 2011, 02:15:59 am
also: walls, and bikes. or some other form of fast transport like maybe a horse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 16, 2011, 02:27:19 am
also: walls, and bikes. or some other form of fast transport like maybe a horse.
I like this idea, specially the horse part. Tie your horse up outside your safe house, morning comes, you mount it, and bam, zombie horse eating your stomach.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grakelin on July 16, 2011, 02:41:07 am
I'm confused. With that progression, the horse would have to bend its neck 180 degrees backwards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 16, 2011, 02:43:26 am
I'm confused. With that progression, the horse would have to bend its neck 180 degrees backwards.
Its a zombie man! It could dislocate its neck and bite you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 16, 2011, 02:46:07 am
it says that i can mix ammonia and bleach makes toxic gas, but how do i do this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 16, 2011, 02:47:08 am
it says that i can mix ammonia and bleach makes toxic gas, but how do i do this?
You get ammonia and bleach and the other needed materials, then you hit enter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 16, 2011, 03:34:19 am
oh, it's a crafting recipe? I've been dropping onto the ground together.  :-[
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 16, 2011, 04:04:30 am
Yep, it makes teargas, but you'll need a fairly high skill level to even attempt it. Molotovs are pretty much the same in terms of effectiveness; not to mention much easier to make and get ingredients for. I'd save bleach and ammonia to make purifiers, which can increase your attributes.

What I'm really hoping for in the next build is the ability to well... build. Currently, being outside a city during rain is a death sentence, acid rain being even more so. So we're generally stuck in the city and the occasional science lab we run into.

Also, anyone know how much trapping skill it'll take to disarm a blade trap? I tried it and ended up with a blade in the gut for my trouble, my trapping skill is level 6.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 16, 2011, 04:26:10 am
According to the source, the blades seem to have a 99 difficulty, which basically means impossible to disarm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 16, 2011, 04:43:49 am
Found a slime pit. I'm surprised at how easy they are to kill with a .22 though; I thought they were like FF's Flans and were nearly immune to physical damage.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 16, 2011, 04:45:43 am
Oozes are neat. You can get pet ones out of goo canisters, though I'm not sure what the chance is. I've been 1:1 for it, but I've only found one goo canister :P

It doesn't last terribly long, but it'll kill a few zombies for you, probably.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 16, 2011, 04:49:45 am
Oozes are neat. You can get pet ones out of goo canisters, though I'm not sure what the chance is. I've been 1:1 for it, but I've only found one goo canister :P

It doesn't last terribly long, but it'll kill a few zombies for you, probably.
I've opened three, got a friendly ooze every time; they aren't really that strong though.

They DO have the handy effect of turning nearby pits into goo pits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 16, 2011, 05:00:30 am
i love those canisters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on July 16, 2011, 10:39:42 am
So wait, is this the sort of game where the enemies are a mishmash of stuff borrowed from popular culture? If so, that's a little disappointing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quintin522 on July 16, 2011, 10:45:41 am
Play the game before passing judgement
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2011, 10:48:02 am
It's mostly zombies, but there are some L4D style advanced zombies, Acid Spitters, Hulks (Tanks), and boomers.

So far everything else I've encountered is your standard post apoc sort of foe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 16, 2011, 11:14:26 am
So far everything else I've encountered is your standard post apoc sort of foe.

Well, except for triffids. And the guys chilling out in science labs. And likely a bunch of others.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on July 16, 2011, 11:19:42 am
So far everything else I've encountered is your standard post apoc sort of foe.

Well, except for triffids. And the guys chilling out in science labs. And likely a bunch of others.
http://en.wikipedia.org/wiki/The_Day_of_the_Triffids
Nah, they're pretty nasty little critters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 16, 2011, 11:44:57 am
The problem with triffids and fungaloids, in my experience, is that their reproduction rate can be rather insane. To the point, I presume, having so many enemies around can crash the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2011, 12:26:01 pm
Also, I have to salute how easy you made this to mod Whales, definitely adds to the playability when you can mod items in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 01:30:15 pm
I love it how this is called a zombie game, yet on my current character I haven't seen any zombies for an hour (real time).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2011, 01:30:53 pm
Go find a new city to lurk in then. It's possible to clear them out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 16, 2011, 01:41:34 pm
And blow up a gas station or two. That tends to get some to show up :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 01:44:59 pm
and I just ended up finding an entire city of them (along with annoying non-zombie enemies).

And blow up a gas station or two. That tends to get some to show up :P

It's been awhile since I've found a gas station.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 01:47:34 pm
Woah. I was messing around in one of the walled compounds when I came upon a "small lab" without any windows or doors. I used the Sonic Resonator Bionic to break in through the wall and stepped through onto..... nothing.

The floor consisted of tiles of "nothing" with what appeared to be traps scattered throughout the rooms. Looking at these traps gave mutation descriptions, and would crash my game if examined or stepped on. After testing (stepping on each one to see if it crashed), a couple of them, I finally hit one that didn't immediately crash the game.

Instead, it gave me ~13 mutations and reduced all of my stats to zero. Hit with excruciating pain, dehydration, and massive hunger, I frantically map-teleported to the city gate, where I had a nice cry (this guy had lasted for a little over a week in game, with tricked out equipment and a bunch of nice bionics) and died.

The sonic resonator and/or jackhammer breaks the game in all sorts of interesting ways.

also, first post!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 02:46:19 pm
I got addicted to caffeine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 16, 2011, 02:49:17 pm
Go find a new city to lurk in then. It's possible to clear them out.

It is? I though just more and more kept coming. Especially if you used firearms (which are most exciting, obviously!).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2011, 03:01:17 pm
I think there are about 5-6 thousand zombies and variants in each city
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Twerty on July 16, 2011, 04:02:40 pm
Crap. Got infected by fungaloid, so I exited the game to reload the half-hour autosave. Loads, I kill a zombie hulk that wasn't there when the game saved, and my game crashes. Reloading it from the menu causes an immediate crash now. :x
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 04:06:47 pm
That'll teach you to cheat. :P

Also, I wonder what was up with that lab - sounds freaking awesome.

Also: Found my first ID card/dead scientist today! Nothing else of value on him, that I noticed, BUT I was running for my life when I stumbled on him. I mostly yanked the card and ran, but it means I get to explore a lab now. Wooh!

And there's one right near my little isolated safehouse too.

(Oh god, I came so close to losing this character to one of the tank zeds, I might need to see if I can find a better weapon for fighting them off than a baseball bat at some point. My health got into the worse reds. D:)

Question: What does it mean when a stat goes red?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 16, 2011, 04:19:29 pm
That'll teach you to cheat. :P

Also, I wonder what was up with that lab - sounds freaking awesome.

Also: Found my first ID card/dead scientist today! Nothing else of value on him, that I noticed, BUT I was running for my life when I stumbled on him. I mostly yanked the card and ran, but it means I get to explore a lab now. Wooh!

And there's one right near my little isolated safehouse too.

(Oh god, I came so close to losing this character to one of the tank zeds, I might need to see if I can find a better weapon for fighting them off than a baseball bat at some point. My health got into the worse reds. D:)

Question: What does it mean when a stat goes red?

The number it is now is "reduced". So your strength might be 12 instead of 13, for whatever reason. If the number is green, its increased, like from stimulants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 16, 2011, 04:30:24 pm
So for long term survival, what do you guys do exactly?  I started in a really small town, I've survived for 5 days going around eating, upping skills at the local library and stockpiling everything into one safehouse.  Food looks like its going to be an issue, and I haven't seen any wildlife I can hunt other then wolves which give alot of meat... but it's such a pain to cook it. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 04:33:04 pm
Herp derp, meant skill not stat. Communication fail on my part. :P

Anyways, how is meat a pain to cook? Batteries from a single radio will give you enough hot plate charges to cook for weeks... if you can find a hotplate.

If not, the morale penalty for eating it raw isn't THAT bad. Also, BeeHive Honey and Berries!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 16, 2011, 04:36:26 pm
Hm yeah I guess you're right.  I'm the type to try to save EVERYTHING and hoard it all till its absolutely necessary.  So after cooking meat, how long does it last before it spoils? Or is it better to make beef jerky?

EDIT: I wish there was a jerrycan type item to collect tons of water and purify it all in one go.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 04:40:24 pm
A day or two, I think. Not long. But killing something new every day or two isn't that bad, really. Even a BB gun will give you enough meat to get by on, and wolves will happily run into your melee weapons.

Heck, I don't even go hunting anymore - I get enough meet from squirrels killing themselves on my spike traps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 16, 2011, 05:14:49 pm
I got addicted to caffeine.
Story of my life.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 16, 2011, 05:27:45 pm
After clearing out a house of items and stuff, is there any point to leaving it there?  Or does torching it lower the rate of zombie spawning or anything like that?

EDIT: Wow just killed a hulk with the help of a bear trap, got like 10 leather pelts.. Are these even useful?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 16, 2011, 05:32:25 pm
Yes, they make a few tailoring recipes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 16, 2011, 05:40:00 pm
Hm from what I can see, scratched eyeglasses do not hamper your ability to see or aim (hit to bonus is -2 for normal and scratched).  Was this intended?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 05:41:58 pm
Pretty sure none of the damage modifiers have actual effects, do they? I thought they just tracked how close the item was to being destroyed.

So... Any help on red skills? My skills have almost all turned red and stopped going up at this point, and I don't understand why. O_O
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 16, 2011, 05:44:58 pm
Pretty sure none of the damage modifiers have actual effects, do they? I thought they just tracked how close the item was to being destroyed.

So... Any help on red skills? My skills have almost all turned red and stopped going up at this point, and I don't understand why. O_O
Are you in pain? Did you take alot of bad drugs? Are you perhaps dead?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 05:52:08 pm
No, yes but this happened before that, and I don't seem to be.

Yay, tailoring has gone from red to blue again after I crafted some stuff with it. Maybe it just means its at zero percent experience? Still seems a bit odd, especially considering how many of them are at it...

Edit:
Hahaha. I just killed a rabbit by pegging it with a squirrel. That was great.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 16, 2011, 06:00:11 pm
Perhaps they're starting to "rust"? IIRC, the description of the "Forgetful" trait said that skills would erode faster if you took it, implying that they already do normally. Would also explain why it went back to blue after practicing them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 16, 2011, 06:13:08 pm
Has anyone called for help with a two way radio? What does it do?  Also, on my faction list I have one faction listed like 15 times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 16, 2011, 06:21:05 pm
Two way radio is for NPCs, which aren't in at the moment. Just strip them of batteries and get rid of em.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 06:28:17 pm
Rust, eh? Maybe... it's kind of odd though, I've been bashing things all right up, but both my melee and bashing are stuck at 5.

Edit:
Woot, just stumbles across 7 crossbows, haha. Now I get to try out these silent but deadly weapons everyone has been raving about... well, if I can get to a freaking tree to make some ammo, I guess. Don't think its going to replace my modified H&K G3 though, especially since I've got like 30 clips of ammo for the thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 16, 2011, 06:29:03 pm
Rust, eh? Maybe... it's kind of odd though, I've been bashing things all right up, but both my melee and bashing are stuck at 5.
Your morale has to be high to gain experience in your skills. So read a book or get smashed on alchohol, whatever floats your boat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 06:31:10 pm
Be careful though, some books actually reduce morale by a minor amount. Go for marijuana, vodka, and an MP3 player if you have spare batteries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 06:43:13 pm
Have tons of experience, and my other skills are going up just fine, thats not the problem.

And BD, its experience you need to gain skills, not morale. Morale is just to gain experience. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2011, 06:44:41 pm
I've finally got a decent safehouse set up.
The hardware store I found had a hacksaw, a hammer, a hatchet, 200 nails and a screwdriver in it.
I don't think I've ever found so many useful tools in one sitting before
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 16, 2011, 06:48:49 pm
Just noticed the crafting recipe for batteries... Are there lemon trees anywhere?  I've never ran into a lemon before.

EDIT: Whales should add in rural houses with a farm plot in the back, with trees that provide fruit seasonally!  Lemons/apples etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 06:54:09 pm
New character, android trait. Started with Adamantium claws, one-shotting zombies with zero unarmed skill. Perhaps a little overpowered, but fun nonetheless. Just grabbed a shotgun, fired it a couple times, put the earbuds in, and absolutely slaughtered the hoard that came running. Easy skill boost.

Just noticed the crafting recipe for batteries... Are there lemon trees anywhere?  I've never ran into a lemon before.

From what I can recall, they spawn really rarely in grocery stores and maybe homes. I've encountered a grand total of one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 06:55:35 pm
Okay, even weirder... my xp DOES go down while I'm fighting, meaning the skill points should be going somewhere, but the skills stay at lv5 0%.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 07:12:23 pm
I think fighting causes XP to go down even if it isn't going towards your skills, but I honestly have no sure idea. Either way, going into combat while having XP in reserve is generally a good idea.

Okay, even weirder... my xp DOES go down while I'm fighting, meaning the skill points should be going somewhere, but the skills stay at lv5 0%.

This may be a stupid question, but are you sure you're fighting with a weapon in your hands?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 16, 2011, 07:13:34 pm
On the topic of XP, can a skill at say 3.00 and RED degrade down a level?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 07:17:17 pm
If I wasn't then my unarmed would still be going up, no?

Anyways, I switched to a cutting weapon, and now me melee is finally rising (as is cutting and piercing). Bashing is obviously still at 5. Its kind of odd. Maybe I just had a REALLY big rust deficit somehow... but I don't know what could have caused it. Kind of frustrating.

Edit:
Wooh! I shot a couple times, then killed 2 brutes, a necro, an acid, a shocker, 3 boomers, and about 12 regular zeds with my baseball bat. I am now up to 1%!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 16, 2011, 07:21:36 pm
On the topic of XP, can a skill at say 3.00 and RED degrade down a level?

It would appear so.

game.cpp, line 717, if you're interested.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 07:24:12 pm
If I wasn't then my unarmed would still be going up, no?

Anyways, I switched to a cutting weapon, and now me melee is finally rising (as is cutting and piercing). Bashing is obviously still at 5. Its kind of odd. Maybe I just had a REALLY big rust deficit somehow... but I don't know what could have caused it. Kind of frustrating.



What weapons were you using? A baseball bat and....


also: It appears that retracting claws needs you to have 3 power, and yet doing so doesn't actually use any. Bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 16, 2011, 07:30:54 pm
Oh geez.  I had a huge stack of drug items on my basement floor and it looks like there's a limit on the amount of items per tile.  They overflowed into surrounding tiles and some items are missing :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 07:32:47 pm
Was baseball bat, switched to combat knife. Bashing appears to be rising normal now, it must have just been very severe skill degradation.

Is the skill rust rate based on intelligence? Cause my dudes int is pretty low.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 07:52:31 pm
I got addicted to caffeine.
Story of my life.
and it was painful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 08:34:28 pm
Okay, so... no idea what just happened, but my awesome character is dead. Went up some stairs, and suddenly I was in the RIFT

Could not move anywhere, could not do anything, finally waited and then I died. Bluh bluh?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 16, 2011, 08:35:36 pm
If that happens, check your map. You should be able to map teleport out of that. Might need to hit z to see where to go though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 08:36:13 pm
Too late, I died and missed the save scum button. :/

Ah well
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 08:53:05 pm
Note to self: Make sure that the object you're going to activate is actually the silencer you want to attach, not the mininuke you've been carrying around. You will not be able to throw it out a window and run fast enough.

In other news, there goes one of my most successful characters yet  :(
Anyone else have any incredibly stupid-yet-awesome deaths?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 16, 2011, 09:14:51 pm
NPCs are disabled right? I was looting a gunstore when all of the sudden some guy named Eli Brooks came in and started talking to me. I asked him if he wanted to join me and he agreed. He said that he was going to get a gun and walked over to the gun rack. As soon as he reached it my game crashed. Has this happened to anyone else?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 16, 2011, 09:17:48 pm
Just start the character again from load. The first character on any save has NPCs, then they all die when its saved and reloaded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 16, 2011, 09:19:45 pm
Ah, thanks. Unfortunately that character was ripped to shreds by zombies as soon as he walked out of the gun store. Ah, well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 16, 2011, 09:34:19 pm
Is there an indicator somewhere that tells you your morale? If not, there should be one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 16, 2011, 09:44:22 pm
Hit %.

Also, why would anyone use a messenger bag when there are backpacks available? It seems like it has less storage for more encumbrance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 09:44:32 pm
Is there an indicator somewhere that tells you your morale? If not, there should be one.
Hit %
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 09:49:02 pm
I assume Messenger bags are for people who haven't found backpacks. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 09:50:16 pm
Why do I randomly keep taking pain for no reason over time? I have no addictions and I'm not taking damage.

I'm also not recovering health, even while sleeping.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 09:55:32 pm
Life hurts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 16, 2011, 09:58:52 pm
It's from being hurt before. Wounds seem to have a time till they're completely gone until you stop taking pain completely. Also I'm not sure if it's just me seeing it or if it's real, but taking any opiates seems to make you worse with pain over time so I'd suggest sticking with aspirin unless it's worse than moderate pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 10:04:35 pm
It's from being hurt before. Wounds seem to have a time till they're completely gone until you stop taking pain completely. Also I'm not sure if it's just me seeing it or if it's real, but taking any opiates seems to make you worse with pain over time so I'd suggest sticking with aspirin unless it's worse than moderate pain.
The pain that I take randomly from my wounds goes to the highest level (don't remember what it's called) so aspirin won't help. Still doesn't explain the extremely slow health regeneration compared to earlier in the game. I'll heal myself and see if that works.

Nope, that didn't work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 10:14:00 pm
Maybe you have some sort of disease or sickness. Try royal jelly or blood filter, or use the debug command Shift+N to check on your health.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 10:22:11 pm
Maybe you have some sort of disease or sickness. Try royal jelly or blood filter, or use the debug command Shift+N to check on your health.
Wait, shift+N is a debug command? The rate the pain grows is very slow and I have plenty of painkillers, I'll use a royal jelly if I get infected by a mushroom or blob though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 10:32:04 pm
Shift+N, instant map travel, Shift+Z and Shift+G are all the debug commands I can recall off the top of my head. Does your health debug screen show anything at all?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 10:33:33 pm
Does your health debug screen show anything at all?
It just says that I have 0 addictions, the turncount, and the nextspawn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 16, 2011, 10:34:51 pm
Poison maybe?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 10:36:32 pm
Poison maybe?
I have poison resistance and I doubt that it would last for days
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 10:41:44 pm
Do you have any bionics? A messed up bionics install can have a variety of side effects. Hit p and see if you have any weird things show up in the list, ie "noisy" or "acid release."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 10:43:28 pm
Do you have any bionics? A messed up bionics install can have a variety of side effects. Hit p and see if you have any weird things show up in the list, ie "noisy" or "acid release."
I only have my built in toolkit on the list.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2011, 10:46:09 pm
Uhh.. My safehouse seems to have come down with a case of exploding. I woke up and a few walls were missing and a tree was growing in the room
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 10:47:57 pm
Uhh.. My safehouse seems to have come down with a case of exploding. I woke up and a few walls were missing and a tree was growing in the room
Why does all this weird and unexplainable stuff keep happening to people?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 10:48:54 pm
I only have my built in toolkit on the list.
Last suggestion. Are you overloaded? If not, then I have no idea whats up.

Uhh.. My safehouse seems to have come down with a case of exploding. I woke up and a few walls were missing and a tree was growing in the room
How drunk were you when you went to sleep?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 10:50:35 pm
I only have my built in toolkit on the list.
Last suggestion. Are you overloaded? If not, then I have no idea whats up.
Nope

also I just found a bear in the ant caves.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 10:53:28 pm
Quote
Uhh.. My safehouse seems to have come down with a case of exploding. I woke up and a few walls were missing and a tree was growing in the room
Tree-guy terrain infestation? I had a triffid forest tearing down walls coming after me. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2011, 10:54:43 pm
Quote
Uhh.. My safehouse seems to have come down with a case of exploding. I woke up and a few walls were missing and a tree was growing in the room
Tree-guy terrain infestation? I had a triffid forest tearing down walls coming after me. :P
That may be it. Triffids got sick of me eating them.

/me looks over her safehouse.

At least I have plenty of lunch now :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 11:03:12 pm
Using the sonic resonator is fun. Being able to blast down any solid thing that stands in your way makes for interesting gameplay. Need to escape the horde that's on both sides of the alley? knock out the walls. Need to enter a lab but you forgot an ID? Blow down the doors. Lost in the sewers? Pick a direction, carve a tunnel.

Of course, rampant abuse has been known to have side effects, including setting off a nuclear missile with you inside the silo, getting stuck within the twilight zone and amassing every known bad mutation in one turn, each of which I have personally experienced.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 11:09:15 pm
I love poison resistance for many reasons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 16, 2011, 11:10:07 pm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 11:12:42 pm
I only have weak stomach and HP ignorant as my negative traits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2011, 11:15:41 pm
Hmm..
Does anyone consider it cheaty to mod in a Toolbox item?
It'll requires 1 of each tool type to make and can be used in any recipe that requires tools.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Improbability on July 16, 2011, 11:18:27 pm

Its not that the resonator causes bugs, it just allows access to buggy things, like the "small lab" found in compounds. What is the deal with that place anyway?

Also: THIS GAME ROCKS SO HARD. Thanks for spending your time both on the game and the people who play it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 11:21:25 pm
Whales, while you're around, any idea whats up with the "stairs go up to Rift" thing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 11:23:41 pm
Hmm..
Does anyone consider it cheaty to mod in a Toolbox item?
It'll requires 1 of each tool type to make and can be used in any recipe that requires tools.
Just build a toolset onto your character and you get something to the same effect. Even then a toolbox item would be useless due to it having a higher volume and weight than all of the tools combined.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2011, 11:28:52 pm
It's more for the freeing up inventory space from the 52 item limit.
And for handier storage so if I felt like some crafting in my safehouse I could just grab it.

And the point of modding this in is for before you get the integrated toolset.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 16, 2011, 11:34:31 pm
Hm from what I can see, scratched eyeglasses do not hamper your ability to see or aim (hit to bonus is -2 for normal and scratched).  Was this intended?

Hit to bonus is only when you use an object as a blunt instrument. It's irrelevant for most clothing items.

Also, I'm playing my first long lived character and after recovering from opiate withdrawal (I hit Shift-N and no longer have the addiction, also my health is always at or close to 100% courtesy of my nanobots) I'm suffering from permanent Excruciating Pain (60+% of speed decrease).

I have no red traits whatsoever, no negative status other than Pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 16, 2011, 11:39:35 pm
I just lost another fairly successful character. I read quite a few skill books through to completion, had three nice modded weapons, and fought through half of the special zombies as wll as a hoard of normals. I found a liquor store, got wasted on a bottle of vodka, killed a few more Zs, and went to sleep in a police station.

I woke up vomiting a few times but had a snack and a glass of water to fill back up. Then I died. No explanation, just sleep -> game over.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 16, 2011, 11:40:38 pm
Is there a way to change values on existing stuff? If so, where's the values for clothing/armor?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 16, 2011, 11:41:18 pm
Pffffft. I like how my guy stockpiled up on tons of bullets and some melee weapons in his home but stockpiled NO GUNS AT ALL.

I have a feeling he's missing some common sense. Or maybe all of it. Bullets don't shoot themselves, dude.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 16, 2011, 11:42:41 pm
Oddly enough, I usually gets tons of guns and no bullets at all! :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 16, 2011, 11:47:46 pm
Stop stealing my guns and I'll give back your bullets.

Also, I've noticed how dangerous glare is now. Get a glare and all of a sudden landmines vanish. That's really freaking dangerous! :o

Edit: Wait... did a bottle of purifier actually increase my perception ("You feel more perceptive")? Is that a bug, Whales?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 16, 2011, 11:56:00 pm
Wait... did a bottle of purifier actually increase my perception ("You feel more perceptive")? Is that a bug, Whales?
Nope, if you don't have any traits a purifier can get rid of, it raises one of your stats instead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 16, 2011, 11:57:07 pm
Wow. That's... really awesome! I never knew that!

Well, time to randomly drink any purifier I come across now I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 17, 2011, 12:03:06 am
I just punched out 2 MI-GOs at once, it's not kidding when it says that unarmed is great at higher levels.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 17, 2011, 12:06:53 am
I love this game :D When NPCs are added this may become my favorite roguelike. Also, where can I find implants? I've only found them on bodies so far
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 17, 2011, 12:19:01 am
Is there a way to change values on existing stuff? If so, where's the values for clothing/armor?

itypedef.cpp - it's not the best-documented file, but I tried to make it at least somewhat readable.  Let me know if you have questions.

I just lost another fairly successful character. I read quite a few skill books through to completion, had three nice modded weapons, and fought through half of the special zombies as wll as a hoard of normals. I found a liquor store, got wasted on a bottle of vodka, killed a few more Zs, and went to sleep in a police station.

I woke up vomiting a few times but had a snack and a glass of water to fill back up. Then I died. No explanation, just sleep -> game over.

If you're drunk enough, there's a small chance that you'll vomit and choke to death in your sleep.  This is unfun and cheap, and I'll remove it.
Hm from what I can see, scratched eyeglasses do not hamper your ability to see or aim (hit to bonus is -2 for normal and scratched).  Was this intended?

Hit to bonus is only when you use an object as a blunt instrument. It's irrelevant for most clothing items.

Also, I'm playing my first long lived character and after recovering from opiate withdrawal (I hit Shift-N and no longer have the addiction, also my health is always at or close to 100% courtesy of my nanobots) I'm suffering from permanent Excruciating Pain (60+% of speed decrease).

I have no red traits whatsoever, no negative status other than Pain.


Pain takes a while to go away; 1 point every 30 minutes, I believe.  You'll want to lie low and deal with it for a day or two, or fall off the wagon and back into the arms of sweet, sweet heroin.

Whales, while you're around, any idea whats up with the "stairs go up to Rift" thing?

No and it's vexing.  I'm thinking this is related to a bug where when the player returns from 2+ floors below ground, then they reach the surface they're somehow still considered to be "underground" and bugs abound.

The "small labs" and some other unreachable terrain are uncoded or under-coded areas.  They may have undefined regions, full of junk data that causes bizarre bugs.  Think of it as the Missingno. of Cataclysm :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 17, 2011, 12:26:51 am
I just lost another fairly successful character. I read quite a few skill books through to completion, had three nice modded weapons, and fought through half of the special zombies as wll as a hoard of normals. I found a liquor store, got wasted on a bottle of vodka, killed a few more Zs, and went to sleep in a police station.

I woke up vomiting a few times but had a snack and a glass of water to fill back up. Then I died. No explanation, just sleep -> game over.

If you're drunk enough, there's a small chance that you'll vomit and choke to death in your sleep.  This is unfun and cheap, and I'll remove it.

Not unfun or cheap. I expected something like that would happen. I just wanted to confirm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 17, 2011, 12:30:48 am
I may have to see what I can do for coding as well. I LOVE the toolbox idea, and to further extend it, when you 'a'pply it, it should give you a list of tools that it took to make it, so you can hammer up boards, crowbar open doors, or whatever. Also should be able to select the integrated toolset in the same way, for the same effect. Though, that might make it excessively overpowered at that point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 17, 2011, 12:32:58 am
I just lost another fairly successful character. I read quite a few skill books through to completion, had three nice modded weapons, and fought through half of the special zombies as wll as a hoard of normals. I found a liquor store, got wasted on a bottle of vodka, killed a few more Zs, and went to sleep in a police station.

I woke up vomiting a few times but had a snack and a glass of water to fill back up. Then I died. No explanation, just sleep -> game over.

Well…
I really want to avoid deaths that could have been prevented, if only the player knew every mechanic of the game.  Unexpected danger is fun; death with no warning ("common sense" doesn't count, since there's no way of telling what real-world mechanics may be implemented) is not fun.  Maybe a "You may do like Hendrix and choke on your vomit!" warning if the player tries to sleep while sufficiently drunk?  I don't know.

If you're drunk enough, there's a small chance that you'll vomit and choke to death in your sleep.  This is unfun and cheap, and I'll remove it.

Not unfun or cheap. I expected something like that would happen. I just wanted to confirm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 17, 2011, 12:35:31 am
Pain takes a while to go away; 1 point every 30 minutes, I believe.  You'll want to lie low and deal with it for a day or two, or fall off the wagon and back into the arms of sweet, sweet heroin.

Yeah I just went thru the source files, and noticed that the game doesn't treat pain like a symptom at all. Pain just is. So if you have a thousand units or whatever of pain (I had a not very nice fight with a zombie hulk a few days ago), even if you're all healed up, it won't go away anytime soon (add the withdrawal from the painkiller I took). So I just gave up and took another Oxy. Luckily this time I didn't get an addiction and managed to lower it to Extreme Pain.

EDIT: Nevermind that... apparently the only thing that actually lowers pain permanently is waiting, and the anti-pain module on each activation. Painkillers seem to be merely a temporary relief. Bummer
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 17, 2011, 12:38:18 am
Erm, where can I get implants? So far I've only found them on dead bodies. Science labs maybe?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 17, 2011, 12:40:25 am
Well Whale, I can't seem to find that file. One of my games has the files, but the other doesn't. The game with it doesn't seem to be using it, while the other game seems to  be working without it. :\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 17, 2011, 12:42:36 am
Dead bodies only right now. I think I may go through and figure out how to make them rare spawns in certain places, like when you find a bedroom with a half dozen guns in it. POSSIBLY make them a rare butcher from shocker zombies, since its possible they had them already and that's why they can shoot electricity.

https://github.com/Whales/Cataclysm Go there to browse the files, just click on them and they'll open neatly for you on the site. Can't edit, but can look.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 17, 2011, 12:44:10 am
Ah thanks. That explains a lot :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 17, 2011, 12:47:08 am
Well Whale, I can't seem to find that file. One of my games has the files, but the other doesn't. The game with it doesn't seem to be using it, while the other game seems to  be working without it. :\

It's part of the source code, so it won't be there if you download one of the bins. You need to download the source, edit the file, and then recompile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 17, 2011, 12:54:16 am
Whales, your code is AMAZINGLY easy to read. Seriously, I'm gonna applaud you for that right here. It is a work of art.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 17, 2011, 12:59:20 am
hey, reading back i saw something about a 'map teleport', is this an actual thing, or not?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2011, 01:01:38 am
Hit enter on the map to warp to the pointer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 17, 2011, 01:04:20 am
k, thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 17, 2011, 02:12:58 am
Is there a way to remove the annoying "MONSTER SPOTTED!!! Run mode turned on. Press ! to turn it off." message? Because I need to turn run mode off for the message to go away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 17, 2011, 02:14:43 am
Is there a way to remove the annoying "MONSTER SPOTTED!!! Run mode turned on. Press ! to turn it off." message? Because I need to turn run mode off for the message to go away.

That message is the only thing run mode even does.  Run mode is just a way to keep from being caught off-guard by monsters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Virroken on July 17, 2011, 02:21:32 am
Is there a way to remove the annoying "MONSTER SPOTTED!!! Run mode turned on. Press ! to turn it off." message? Because I need to turn run mode off for the message to go away.

That message is the only thing run mode even does.  Run mode is just a way to keep from being caught off-guard by monsters.
Should probably rename it. It's a little misleading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 17, 2011, 03:24:41 am
How the hell do I survive? I got attacked by about 60 zombies, 10 giant ants including giant ant larvae and about 8 triffids.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 17, 2011, 03:37:44 am
Sometimes you spawn in a city near the edge and you get both zombies AND triffids.  Those starts suck.  My best game so far has my char spawning in a smaller town and surviving there & building up my skills and stockpiles of items.  I'm not sure what to do after this but so far I can kill things pretty easily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 17, 2011, 03:51:50 am
hey, what's the point of missile silos? the first time i went to one i downloaded a map and then tried to fire the missile, which crashed the game. the second time i disarmed the missile first and then fired it, which gave me a message saying something to do with targets and aquisition, and flooded the room with radioactive gas.  ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: somebody on July 17, 2011, 04:09:38 am
Missile silos fire nukes at its target, that about the only point they have besides giving you the local map of the area and sometimes containing assault rifles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 17, 2011, 04:11:34 am
what's it's target though?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on July 17, 2011, 04:19:19 am
How the hell do I survive? I got attacked by about 60 zombies, 10 giant ants including giant ant larvae and about 8 triffids.

If you make loud noises you attract attention. Like firing guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 17, 2011, 04:25:45 am
How the hell do I survive? I got attacked by about 60 zombies, 10 giant ants including giant ant larvae and about 8 triffids.

If you make loud noises you attract attention. Like firing guns.
Ooohh... So running around with a chainsaw running while shooting an assault rifle wasn't a good idea after all...

Also, it would appear as if speech is bugged. I had someone say "?Ro? y*this was completly blank* weapo !". When I attacked the person, they didn't even move. They just stood there and died.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: somebody on July 17, 2011, 04:29:33 am
Wherever the courser is on the map when you press enter after you choose the option to fire the missile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 17, 2011, 04:32:11 am
i just pressed 2 for fire missile and it flooded the room with gas.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: somebody on July 17, 2011, 04:38:39 am
You probably don't have a high enough computer skill to program a destination for the missile.

Did you get a target acquisition fail message after you fired it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 17, 2011, 04:49:26 am
yeah
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 17, 2011, 05:31:32 am
There's probably some chance of it just failing, somebody -- it's certainly not comp skill, unless there's a potential for rollover. One of my cheatmonkey fellows with a comp score of around 25 still caused nuke-gas to flood the room, if I'm remembering the situation correctly. At the very least it had a comp skill in the teens, alongside a 20 point int.

Would have to do some testing or code dive to isolate what's actually going on, really. Anyone got the code-moxy to do that without semi-significant time/effort investiture? If not, I'll hunt it up, after a nap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 17, 2011, 05:34:54 am
I'm browsing/editing personal files to make bionics spawn rarely in stores. I'll see if I can't track down the nuke gas portion of the code.

Edit: It seems as though the gas is ALWAYS there after launch, at least according to what I can make out of this. I'm guessing the nukes fly with radioactive propulsion.

Spoiler (click to show/hide)

TL:DR Don't smash the glass.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 17, 2011, 06:22:45 am
Is it possible to empty the contents of a liquid container on the floor? I want to make a gasoline trap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 17, 2011, 06:26:50 am
w then item letter. The shift + u where you want to dump it.

Edit: Oh wow, you can do that with food items to take them out of their containers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 17, 2011, 06:27:47 am
Am I supposed to get messages that say "DEBUG. HEALTH 0" and stuff like that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 17, 2011, 07:27:44 am
Seems like an awesome game. I'll give it a try

EDIT: ehh, I downloaded the game I guess. But I have a folder with a lot of C-files and CPP-files, whatever than may mean. I guess I did something wrong?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 17, 2011, 07:40:33 am
Seems like an awesome game. I'll give it a try

EDIT: ehh, I downloaded the game I guess. But I have a folder with a lot of C-files and CPP-files, whatever than may mean. I guess I did something wrong?
Yeah, you downloaded the source. Windows I presume?
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.7.zip (https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.7.zip) is the latest, unpack and play.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 17, 2011, 07:45:12 am
I just downloaded the all the files on the OP but that didn't work  ::). Now it works though thx.
EDIT: how do I put stuff in the fridge? I got this paper wrapper of meat sandwich, but I need to get a flashlight and I assume it's better to put foodstuffs in the fridge.
Also: Can I train the dog? And will he help me in fights? And does he need food or drink?
I really like the small map and the large UI, but is there a full screen option?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 17, 2011, 09:20:16 am
I've been playing this game for several days now, and it's awesome. It displaced prospector as my favorite sandbox game and blew last winter out of the water.

That said I have a few questions.

1) Does pot cause Schitzophrenia to act up?

2)Why can't I use my integrated tool set (which includes a hatchet apparently) to butcher corpses?

3) Are more actions going to be tied in to the morale system? Most of the really downer aspects of the game (finding dead bodies, lack of human contact, being hungry/hurt/thirsty/in pain, eating monotonous food and drinking bad water) have no morale penalty.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 17, 2011, 10:50:03 am
I was being chased by dozens of zombies, including hulks, due to lightning strikes, and got cornered by a river.

Decide to dive into river.

Die.

Uh. Why exactly did I die?  :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 17, 2011, 10:50:21 am
I'm actually just waiting for pain to be added to the morale system. 0_0

You'd think writhing in pain for days would be demoralizing, but nope! Morale is actually amazingly easy to keep up, everything considered... and it needs to be really rebalanced.

Example:
Smoking pot can give 60-70 morale, easy, and it lasts a while. Listening to music pops you right up to 50. Reading a book can give, at most, 5, and it takes longer to get and goes away almost immediately. Even playboys! Rain can drop your morale almost as much as pot (not terrible, really, since it got nerfed a bit I think), but being in excruciating pain or sick enough to vomit all over or not having eaten in a week leaves it untouched. It's definitely... strange, sometimes.

At the very least we need a few more perks, morale focused ones:
Booklover - You gain triple morale from reading books. (with the addendum that each time you read the same book within a given time period, you should have a chance of getting reduced morale bonus)
Sadist - You get a morale bonus from killing things.
Perv - You get triple bonus from reading playboys, and a passive morale bonus simply from having playboys in your inventory or nearby.
Sunlover - You get a small morale bonus simply from being outside when the sun is shining.
Stargazer - Waiting outside on clear nights gives a morale bonus.
Workaholic - You feel best when you're being productive - Building things and using craft skills gives you a boost to morale.

And, of course, some negatives:
Timid - You take a hit to morale when killing zombies, a larger hit when killing animals, and a much larger hit when killing humans. The morale hit from killing a given type of enemy is reduced over time as you accumulate more kills of that type as you grow numb to the effects.
Straight-edge - Using drugs beyond basic painkillers gives you a hit to your morale.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2011, 10:51:07 am
Because human's aren't exactly designed to breathe H2O
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 17, 2011, 10:51:18 am
Quote
Decide to dive into river.

Die.

Uh. Why exactly did I die?  :-\
What was your swimming skill, and how encumbered were you? Remember that wearing a backpack, assuming you have no swimming skill, is enough to instantly bring it into the negatives.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 17, 2011, 11:02:45 am
how do I put stuff in the fridge? I got this paper wrapper of meat sandwich, but I need to get a flashlight and I assume it's better to put foodstuffs in the fridge.
Also: Can I train the dog? And will he help me in fights? And does he need food or drink?
I really like the small map and the large UI, but is there a full screen option?
Fridges do nothing. Foods simply have an innate timer for rotting. Also, get clothing with more volume to store more stuff, like a backpack.
The dog is quite useless right now, since it will disappear after the map unloads (map teleport, save/load etc.) And no, nobody besides you needs food.
Also, no, no fullscreen or bigger viewports for now.

I've been playing this game for several days now, and it's awesome. It displaced prospector as my favorite sandbox game and blew last winter out of the water.

That said I have a few questions.

1) Does pot cause Schitzophrenia to act up?

2)Why can't I use my integrated tool set (which includes a hatchet apparently) to butcher corpses?

3) Are more actions going to be tied in to the morale system? Most of the really downer aspects of the game (finding dead bodies, lack of human contact, being hungry/hurt/thirsty/in pain, eating monotonous food and drinking bad water) have no morale penalty.
1) Nope, at least haven't did so during my playthroughts, I'll check the code though.

2) Because it isn't coded so, silly. Good point though, seems something that should be in.

3) I believe Whales has said he wants to redo the whole morale system, as it is quite broken for now, with XP over the roof and morale easy to keep up.

Because human's aren't exactly designed to breathe H2O
What? What thing in a human's possesion isn't designed to breathe water? lol grammer joke
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 17, 2011, 11:03:14 am
I would really like death messages to be implemented. You were killed by $foo, you drowned, you chocked to death of on your own vomit...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 17, 2011, 11:07:00 am
I'm actually just waiting for pain to be added to the morale system. 0_0

You'd think writhing in pain for days would be demoralizing, but nope! Morale is actually amazingly easy to keep up, everything considered... and it needs to be really rebalanced.

Pain's major downside is its potentially crippling effect on stats and especially speed. Having a speed of 50-60 due to extreme pain is pretty much a death sentence unless you're in a really, really safe place and got enough time to stay put and rest till you heal (which is a pretty rare situation as you tend to get swarmed if you stick around somewhere for too long).

While I see your point from the point of view of realism, I'm not sure how piling on heavy morale penalties to all that would help gameplay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2011, 11:11:34 am
Because human's aren't exactly designed to breathe H2O
What? What thing in a human's possesion isn't designed to breathe water? lol grammer joke

Herp a derp.
I cans gammer gud!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 17, 2011, 11:31:21 am
Because human's aren't exactly designed to breathe H2O
What? What thing in a human's possesion isn't designed to breathe water? lol grammer joke

Lungs :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 17, 2011, 11:34:48 am
Well, actually, nothing in a human's possession is designed to breathe water. Unless you happen to travel with your pet goldfish. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 17, 2011, 11:37:48 am
Quote
Having a speed of 50-60 due to extreme pain is pretty much a death sentence unless you're in a really, really safe place and got enough time to stay put and rest till you heal (which is a pretty rare situation as you tend to get swarmed if you stick around somewhere for too long).

That's what painkillers are for, and why its important to get them. But at least for me, my safehouse is actually pretty durn safe (or was, until I took some stairs into a rift. I HAD gone more than one level deep though, so I guess that was it).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 17, 2011, 11:43:53 am
I found 2 bottles of purifier in my starting house's basement. YEEEEEEEEAAAAAAAAHHHHHHHH
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 17, 2011, 11:51:38 am
Can anyone confirm what the backgrounds on Zombies mean?

So fay I've seen blue and red backgrounds. Blue after hitting them in melee combat. I'm guessing it means stunned/knocked down. Red seems to occur sometimes after the zombie gets hit by my finger laser, but I have no idea what it means. They don't seem to slow down, or die after a few turns (as if they were on fire) and there isn't any change to their description
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 17, 2011, 11:56:17 am
Quote
Having a speed of 50-60 due to extreme pain is pretty much a death sentence unless you're in a really, really safe place and got enough time to stay put and rest till you heal (which is a pretty rare situation as you tend to get swarmed if you stick around somewhere for too long).

That's what painkillers are for, and why its important to get them. But at least for me, my safehouse is actually pretty durn safe (or was, until I took some stairs into a rift. I HAD gone more than one level deep though, so I guess that was it).

The stronger painkillers are more addictive, and the more sedated the slower you are. I personally don't build safehouses as it's often more fun (in every sense of the word) to stay on the move and explore. One of my better characters ended up dead due to the effects of opiate withdrawal and a major combined hit of painkillers and actual pain to his speed. That made me speculate said withdrawal brings more pain into the picture, and taking more pills to relieve that pain makes you slower while only temporarily reducing pain (and furthering the addiction).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 17, 2011, 11:56:54 am
While we're asking questions, is it possible to adjust the key of an item? Like, to change the key of, say, a shovel from O to something like z?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 17, 2011, 11:59:05 am
Blue background is what happens when they're "crushed" by a melee attack, usually blunt or unarmed. Seems to slow 'em down considerably and possibly induce a kind of minor 'confusion' (random movement) type effect. Red background is on fire, for some DoT.

Also, re: swimming: There's a gills mutation :P

Also a CBM that's supposed to drastically increase your lung capacity, iirc. Diving under water shouldn't be an insta-kill even without those, though. Nice struggle between the water, your enc, and your swim skill should probably ensue after attempting it. Warning that you're about to go into potential drowning situation would be nice, too~
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 17, 2011, 12:17:25 pm
I found a door in the middle of a room. Is this normal? And why has almost every basement plutonium somewhere? And where do you see your morale?

Also: I found a katana :D
I hope I'll survive a bit longer now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 17, 2011, 12:21:28 pm
I found a door in the middle of a room. Is this normal? And why has almost every basement plutonium somewhere? And where do you see your morale?

Also: I found a katana :D
I hope I'll survive a bit longer now.

It's normal to find doors in weird places.

You can see morale by hitting %

Katanas are awesome but slow. Watch your torso encumbrance since you can easily end up getting 1 attack for every 2 zombie moves, which can be deadly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nelia Hawk on July 17, 2011, 12:25:15 pm
i think adding the total morale number you see in the % screen somewhere on the main screen could be usefull.

maybe below the XP number? between PER and SPD? or above RUN?  well no idea where it could fit... maybe below XP when all the stat numbers get moved to the left a bit? but that might be a bit tight with the "pain and hunger" info stuff... or right of the temperature?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 17, 2011, 12:25:35 pm
How do I see my mutations
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nelia Hawk on July 17, 2011, 12:29:07 pm
How do I see my mutations
never had ones yet.. but i guess the bionics screen maybe?  (p button)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 17, 2011, 12:33:44 pm
Got swarmed by sewer snakes. Going into the metro without a light might not have been the best idea.
Time for plan molotov
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 17, 2011, 12:37:59 pm
On a scale of 1 to ten, how useful is using gasoline as a trap for your safehouse?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Andserk on July 17, 2011, 12:40:10 pm
I think there should be a chance to fall to the ground if we are beaten on the legs or torso (center of gravity).
Perhaps being encumbered but having a good strenght decreases this chance because of the high mass on our side, but would be harder to recover from the ground. while wearing light clothes and having good dexterity will make easier to recover from a fall, but we may fall over more often.

I'm not saying this game is not hard/fun enough, actually we can absorb several hits and keep fighting with a speed penalty of pain wich can be solved by taking stimulants and/or strong painkillers and this in my opinion encourages a Zombie-slaying style, more than Zombie-survival gaming. Anyways this is only matter of taste of the player, and i think this genre of game is a rarity in these days.

what you guys think about this?

PD: apologies if my english is awful  :-X
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kicior on July 17, 2011, 12:41:38 pm
How do I see my mutations
Aren't they listed on shift+2 screen?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2011, 12:44:52 pm
On a scale of 1 to ten, how useful is using gasoline as a trap for your safehouse?
Considering fires draw in more zombies (I think) and it's likely to burn your house down -10
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 17, 2011, 12:47:12 pm
If you or your zombie pall break something, will it still be broken when you die and make a new char? This pile of broken zombies and shattered glass seems very familiar...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 17, 2011, 12:55:41 pm
On a scale of 1 to ten, how useful is using gasoline as a trap for your safehouse?
Considering fires draw in more zombies (I think) and it's likely to burn your house down 100
fixed

edit: oops double post  >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2011, 12:56:21 pm
If you or your zombie pall break something, will it still be broken when you die and make a new char? This pile of broken zombies and shattered glass seems very familiar...
The world is persistent unless you delete the save folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 17, 2011, 01:02:32 pm
If you or your zombie pall break something, will it still be broken when you die and make a new char? This pile of broken zombies and shattered glass seems very familiar...
Yeah. I once set the tutorial on fire and then I died from fire when starting a new tutorial. And I discovered the rotting body of my guy who got swarmed by triffids pretty recently.


Speaking of deaths, I was just surrounded by zombies at the gas station. I managed to kill 3 of them with my SMG (.45) but they quickly swarmed me. I tried to enter the gas station but I was surrounded. I shot at them, but there was too many. I grabbed my lighter and set the pump that I was next to on fire, killing myself and all of the zombies. This game is EPIC

Also, how do I stop all of these annoying debug messages popping up?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Andserk on July 17, 2011, 01:15:53 pm
Also, how do I stop all of these annoying debug messages popping up?

pressing '~' toggles debug messages off and on
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 17, 2011, 01:39:23 pm
I don't know what I hit accidentally but it seems I just revealed a huge chunk of the map around me.

Z key maybe?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on July 17, 2011, 01:44:54 pm
Yeah it's a debug command and its really annoying.  For anyone who knows the intricacies of the code, is there a limit on the number of items per map tile?  I'm accumulating tons of stuff in my basement and I don't want anything to disappear.  This is a local version, not online.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 17, 2011, 01:49:17 pm
Yah, limited number, but if possible overflow will be auto-moved to adjacent spaces.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aninimouse on July 17, 2011, 02:02:21 pm
This is probably one of my favorite roguelikes now, such a fun game.

The only suggestion I can think of at the moment would be shopping malls. Large buildings that work sort of like the survivor settlements, (As in, outside wall surrounding mini shops/buildings, but unlike survivor settlements the entire area is indoors. Hallways separating the mini shops.) and a parking lot facing a road. Those would be fun to raid for supplies.

And actually, while we're at larger buildings, hospitals would be a cool addition too. They'd span more than one map tile and would be filled with medical supplies. However, hospitals and malls would have a higher concentration of zombies. (For obvious reasons.) And be quite a bit rarer than normal buildings so you don't have cities filled up with nothing but large hospitals and malls.


I'm not sure if this has been suggested before (And it probably has I'd guess.) but I just wanted to throw that out there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 17, 2011, 02:14:20 pm
Restaurants. I knew there was something missing. And electronics stores. and maybe warehouses, and factories? and other industrial buildings. and apartment complexes. and maybe big city type areas, with different buildings than the little towns? Hmm.

Would you like us to help program some of this stuff? If nothing else, we could help you massively expand your list of items and crafting. Or heck, we could just start sharing mods, and you could pick out some of the better stuff. Hmm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aninimouse on July 17, 2011, 02:38:04 pm
Restaurants. I knew there was something missing. And electronics stores. and maybe warehouses, and factories? and other industrial buildings. and apartment complexes. and maybe big city type areas, with different buildings than the little towns? Hmm.

Would you like us to help program some of this stuff? If nothing else, we could help you massively expand your list of items and crafting. Or heck, we could just start sharing mods, and you could pick out some of the better stuff. Hmm.


Ooo, Restaurants, Electronics Stores and Warehouses sound pretty good...

Hmmm...


Airports anyone?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 17, 2011, 02:56:46 pm
I think many of the more interesting places in the game (Hospitals, airports,Malls and warehouses) will require the implementation of multistory buildings. Which are apparently kinda tricky...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 17, 2011, 03:05:23 pm
Which are apparently kinda tricky...
Really? I thought they could just modify the basement coding a bit and make it the coding for upper levels.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 17, 2011, 03:08:59 pm
Unless you have different basement than I have, there doesn't seem to be much basement coding at all :P
Just an large room filled with guns, katanas and plutonium stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aninimouse on July 17, 2011, 03:09:43 pm
I think many of the more interesting places in the game (Hospitals, airports,Malls and warehouses) will require the implementation of multistory buildings. Which are apparently kinda tricky...


Well in my opinion single-story malls/hospitals and such would be fine, even if multistory buildings are never implemented. As long as they take up multiple map tiles/sectors, kind of like how the walled off survivor settlements work. An airport could have a lobby as one tile, the runway could be made up of a group of another tile, etc. The different stores and such inside a mall could be made up of different tiles. And I'm not sure a warehouse would really need to be a multistory building to work properly anyhow.

Of course, that's not to say they wouldn't be even more awesome as multistory buildings, but I wouldn't like to see them excluded from the game just because they'd be trickier to implement when the multistory problem could be worked around by making them one story.

Although, Apartment buildings and such would probably need multiple stories to seem right at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 17, 2011, 03:18:22 pm
Which are apparently kinda tricky...
Really? I thought they could just modify the basement coding a bit and make it the coding for upper levels.

First off, stairs are kinda wonky right now. Notice how basements have two upstairs to 1 down stair? Also sometimes the stairs screw up and you end up trapped in rock. As I understand it the world isn't actually 3d right now. There are multiple levels of maps, and when you use stairs the game just moves you to the closest stair on the next level. This is why you can never dig into a basement or the sewer system for example. In implementing second stories, you would need to update how the game handles stairs as well as allowing interactions between levels (such as firing out of a window).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 17, 2011, 03:30:09 pm
I can imagine myself surrounded by Zs smashing a window with the shotgun and jumping from the tenth floor into a swimming pool... nice!

What about bicycles?

Code: [Select]
Empty
-|o--

Riding
--@--

\
 @
  \

  /
 @
/

|
@
|
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 17, 2011, 03:39:43 pm
So in my current game I'm on Day 6 and contemplating attacking a large (9 tile) Bee Hive. I've got an internal furnace, finger laser, blood filtration ethanal burner and 50 power worth of reserves. In addition I have a backup 1911 and Remington 870, boh with 2 stacks of ammo and a .22 pistol hidden around my safe-house somewhere (I'm camped out in my basement, since zombies seem not to come down stairs and my shotgun traps and bubble wrap is sufficient for any spawns). Is there any other equipment I should obtain before heading out to do battle with the insectoid menace?

EDIT: It's a bee hive, not an ant nest. That's why I was planning on going there...to get honey comb.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2011, 03:41:11 pm
XD
I just saw the message if your terminal is too small.
I approve
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 17, 2011, 04:20:42 pm
So in my current game I'm on Day 6 and contemplating attacking a large (9 tile) Bee Hive. I've got an internal furnace, finger laser, blood filtration ethanal burner and 50 power worth of reserves. In addition I have a backup 1911 and Remington 870, boh with 2 stacks of ammo and a .22 pistol hidden around my safe-house somewhere (I'm camped out in my basement, since zombies seem not to come down stairs and my shotgun traps and bubble wrap is sufficient for any spawns). Is there any other equipment I should obtain before heading out to do battle with the insectoid menace?

EDIT: It's a bee hive, not an ant nest. That's why I was planning on going there...to get honey comb.
If your finger laser is enough to one shot bees, you're fine with a couple of bottles of booze. Just be careful to not set the whole hive on fire around you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Twerty on July 17, 2011, 09:00:53 pm
Yeah, I took on a bee hive and slaughtered an innumerable amount of bees with a USP 9mm from the very beginning of my game with no training and I barely even got scratched. You'll be fine with all that crap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 17, 2011, 09:01:06 pm
So in my current game I'm on Day 6 and contemplating attacking a large (9 tile) Bee Hive. I've got an internal furnace, finger laser, blood filtration ethanal burner and 50 power worth of reserves. In addition I have a backup 1911 and Remington 870, boh with 2 stacks of ammo and a .22 pistol hidden around my safe-house somewhere (I'm camped out in my basement, since zombies seem not to come down stairs and my shotgun traps and bubble wrap is sufficient for any spawns). Is there any other equipment I should obtain before heading out to do battle with the insectoid menace?

EDIT: It's a bee hive, not an ant nest. That's why I was planning on going there...to get honey comb.
If your finger laser is enough to one shot bees, you're fine with a couple of bottles of booze. Just be careful to not set the whole hive on fire around you when you escape.
Fixed.  ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 17, 2011, 09:15:36 pm
Newest god mode bionic. Sensory Dulling. Quickly brings you from max pain to zero.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Twerty on July 17, 2011, 10:04:43 pm
Newest god mode bionic. Sensory Dulling. Quickly brings you from max pain to zero.
Is the "drowsiness and slowed reflexes" negligible?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 17, 2011, 10:21:29 pm
I took it from extreme pain to no pain, and the only effect I saw was a -3% speed drop from painkillers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 17, 2011, 11:10:38 pm
2 words: adamantine claws. i was killing giant bees in one-hits and it was awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 18, 2011, 12:44:57 am
Doesn't, like, everything 1 hit kill giant bees though?

( <- never not one hit killed them in his recollection)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 18, 2011, 01:09:52 am
i never one hit kill anything
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 18, 2011, 01:11:04 am
One hit killing things actually kind of sucks, because they don't leave corpses. So no butchering, no meats, no pelts. D:

One of my character very quickly became a victim of his own success...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 18, 2011, 01:34:04 am
One hit killing things actually kind of sucks, because they don't leave corpses. So no butchering, no meats, no pelts. D:

One of my character very quickly became a victim of his own success...

Not *entirely* true.  A corpse will not be dropped if you reduce their HP to -51 or less, or to 0 - (their max HP * 2), whichever is less.  So a zombie won't drop a corpse if you hit them down to -100 HP, and a squirrel won't drop a corpse if you hit them down to -51.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 18, 2011, 01:55:22 am
How much strength do you have? With 20 Str and a Sledgehammer I'm still getting corpses from most zombies.

If all else fails, you can always turn to using low-caliber firearms, or even BBs.

Edit: I *think* I've found a survivor settlement, but there aren't any survivors. I've looted the shops - which all had items that said "owned" - and nothing happened.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 18, 2011, 02:13:00 am
Yes, that's a settlement. All the NPCs are disabled, so they're basically just massive loot piles and easily fortified homes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 18, 2011, 02:22:32 am
Hooray, I finally managed to survive a night without being found by zombies!

Happened upon a pile of dead scientists in an intersection right near my house, which was awesome.  Got a ton of water, a power supply, a battery boost and a hazmat unit, along with like three bottles of purifier off of them.  A dead army squad spawned in a little field right near them, too - got me some sweet pants and armor off them.  :D

A tricked out, completely silent SKS has helped me considerably with my zombie encounters so far, though I don't think I'm gonna have enough ammo for it for much longer.  I'm pretty inaccurate with it, and even if the shots hit they usually do <20 damage.

Encountered a bear, responded with fire.  I think the meat and stuff got caught out in an acid rain, though...


So far, it's seemed to me that the biggest factor in item management has been the 52-item limit.  I know you're working on stacking, which would help, but are there plans to NOT have all items bound to an a-Z key?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 18, 2011, 03:20:48 am
So far, it's seemed to me that the biggest factor in item management has been the 52-item limit.  I know you're working on stacking, which would help, but are there plans to NOT have all items bound to an a-Z key?

I'm on the fence about this one.  I've stuck to the roguelike-traditional a-Z inventory system for a lot of reasons; it allows for 2 (or 3, if there's a couple pages to tab through) keypresses for nearly any item interaction, it lets you use the same keypress you've memorized for a frequent action (e.g. taking pain meds), it lets armor and weapons be identified in the same way as in-inventory items, it's familiar to most roguelike players (used in crawl, nethack, *band), and generally quite simple (no menu system to learn).

However, I've also started considering a category-based inventory system, which would generate letters on the fly for items ('d' to drop, then 'c' for armor, then 'e' for the fifth item listed).  This would remove the need for item stacking (or at least make it less pressing), and possibly make finding items easier, but it would lose most of the advantages of the a-Z system.  We'll see!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 18, 2011, 03:38:55 am
I just had a thought, and probably won't be able to fully explain it due to it being a thought.

For the 'a'pply, 'E'at, 'R'ead, and other commands, it doesn't give you a full list of items. Instead, it runs a check on your inventory, then presents you with a list of items that you have. For instance, crowbar would be c, so to use a crowbar to pry things, you would always just hit a c. Purified water would be p, while unpurified water, toxic or not, would be lumped under w. It wouldn't matter if you carried multiple of the item or not, it would simply stack them together in the various use item screens, perhaps with a total next to it. This would ALSO let you easily give integrated tools more uses as well as all the other various bionics that might have 'a'pply uses, by adding in a check for the bionic to the tool. Thus, a finger laser or short ranged flamethrower would count as a lighter in 'a'pply in addition to its normal uses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dariush on July 18, 2011, 04:36:30 am
I can't move with my numpad - different keys are assigned to inventory, wielding and so on. What can I do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 18, 2011, 04:40:16 am
Open your config file in notepad and adjust the key bindings.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 18, 2011, 04:40:37 am
I can't move with my numpad - different keys are assigned to inventory, wielding and so on. What can I do?

you can press a key called 'Numlock' you silly goose  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dariush on July 18, 2011, 04:43:05 am
Open your config file in notepad and adjust the key bindings.
I don't have it, I'm connecting through SSH.
you can press a key called 'Numlock' you silly goose  :D
Tried, didn't work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 18, 2011, 05:13:56 am
This has massive potential and has quickly earned a place in my top 5 of roguelikes, which says a lot. Hopefully NPCs get enabled soon surely we can deal with whatever bugs there are. Please continue development I would hate this one to go the way of JADE, been waiting for that game more years than I spent playing ADOM, also saying alot...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 18, 2011, 05:17:02 am
I can't move with my numpad - different keys are assigned to inventory, wielding and so on. What can I do?

PuTTY features a bug which requires you to press ctrl+numlock in order to use the numpad.
Barring that, you could always learn vikeys ;)  I highly recommend it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dariush on July 18, 2011, 05:20:05 am
That worked, thanks!  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 18, 2011, 05:20:54 am
This has massive potential and has quickly earned a place in my top 5 of roguelikes, which says a lot. Hopefully NPCs get enabled soon surely we can deal with whatever bugs there are. Please continue development I would hate this one to go the way of JADE, been waiting for that game more years than I spent playing ADOM, also saying alot...
It is an open source game, you could work on it yourself. Whale's code is AMAZINGLY well written and accessible, to the point where you don't need coding experience to read it. A bit farther and you could probably do most anything in it without knowing code beforehand.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Another on July 18, 2011, 05:25:45 am
This has massive potential and has quickly earned a place in my top 5 of roguelikes, which says a lot. Hopefully NPCs get enabled soon surely we can deal with whatever bugs there are. Please continue development I would hate this one to go the way of JADE, been waiting for that game more years than I spent playing ADOM, also saying alot...
JADE 0.1.1 is out by the way. [/derail]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 18, 2011, 06:27:31 am
This has massive potential and has quickly earned a place in my top 5 of roguelikes, which says a lot. Hopefully NPCs get enabled soon surely we can deal with whatever bugs there are. Please continue development I would hate this one to go the way of JADE, been waiting for that game more years than I spent playing ADOM, also saying alot...
JADE 0.1.1 is out by the way. [/derail]

I know but you know what I mean :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dariush on July 18, 2011, 09:22:55 am
Attempting to reload a glass bottle of tequila (maybe some other objects) produces a grey message instead of red.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 18, 2011, 10:27:21 am
So far, it's seemed to me that the biggest factor in item management has been the 52-item limit.  I know you're working on stacking, which would help, but are there plans to NOT have all items bound to an a-Z key?

I'm on the fence about this one.  I've stuck to the roguelike-traditional a-Z inventory system for a lot of reasons; it allows for 2 (or 3, if there's a couple pages to tab through) keypresses for nearly any item interaction, it lets you use the same keypress you've memorized for a frequent action (e.g. taking pain meds), it lets armor and weapons be identified in the same way as in-inventory items, it's familiar to most roguelike players (used in crawl, nethack, *band), and generally quite simple (no menu system to learn).

However, I've also started considering a category-based inventory system, which would generate letters on the fly for items ('d' to drop, then 'c' for armor, then 'e' for the fifth item listed).  This would remove the need for item stacking (or at least make it less pressing), and possibly make finding items easier, but it would lose most of the advantages of the a-Z system.  We'll see!

I think the big hang up here is the 'a' command. Everything uses it (tools, food, drugs, CMB modules, weapons mods, grenades, traps...the list goes on). I think if you broke the 'a' command into several separate commands you could have a context specific inventory list show up. That would allow each item to have a static a-Z key assigned to it within each menu. This should be a big deal in terms of having to remember multiple letters for an item because you typically only use each item for one thing outside of the craft menu. The only exceptions I can think of are hammers and crowbars which are standard melee weapons also used as tools outside of the craft menu.

The drop and inventory and container menus could be standardized to show a-j (ten) items per page. You could also use a crawl like system where you can filter by type of object you're looking for (firearms, ammo, consumables, weapons, clothing, other), which you make managing large inventories possible.

Speaking of containers, I would love to see a standardization between the drop and pick up screens so that you can a) multi-drop, b)exchange items and c)place items in containers. Exchanges can be technically challenging, but nethack has a good compromise system where you first pickup and then drop.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 18, 2011, 12:45:37 pm
I once had an item assigned outside the a-Z group, to ` (Spanish keyboard, but that's a French accent character). Took me a while to find the correct key combination.

Probably a bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 18, 2011, 01:13:47 pm
I once had an item assigned outside the a-Z group, to ` (Spanish keyboard, but that's a French accent character). Took me a while to find the correct key combination.

Probably a bug.

In windows 1.3.7 I've seen items assigned to ` and @ occasionally, this is possibly related to having a full (52 items) inventory and picking stuff up...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Twerty on July 18, 2011, 02:34:19 pm
I once had an item assigned outside the a-Z group, to ` (Spanish keyboard, but that's a French accent character). Took me a while to find the correct key combination.

Probably a bug.

In windows 1.3.7 I've seen items assigned to ` and @ occasionally, this is possibly related to having a full (52 items) inventory and picking stuff up...
I've seen it too. Even though there is an item limit, I sometimes wear stupid stuff like three pairs of jeans, a peacoat, a hoodie, and a jean jacket when I can't find proper storage equipment. That's probably the cause, and I've only seen it once or twice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 18, 2011, 08:00:13 pm
When are NPC's making a come-back? This game would rock with some NPCS running around looting and etc, etc :)!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 18, 2011, 08:13:36 pm
I assume npc's will come back when Whales fixes npc's.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 18, 2011, 08:22:16 pm
I can't really remember, but doesn't G (Shift+g) generate an NPC?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aninimouse on July 18, 2011, 08:38:27 pm
I can't really remember, but doesn't G (Shift+g) generate an NPC?

It does, but they're usually really buggy.

And, of course, if you need to press 'G' to spawn them, they aren't going to be spawning on their own. No running into an NPC while looting a store, or finding them running shops in a survivor settlement, which is half the fun of them in the first place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 18, 2011, 09:05:11 pm
Eurgh. Every single death has been due to huge mobs of zombies that appear out of nowhere. I ultimately end up surrounded by fast zombies. It also seems like it always happens when I attempt to cross a large field. Does this happen to anyone else? If so, how do you counter it? Should I just stick to running between buildings and streets and stay away from open areas?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 18, 2011, 09:13:42 pm
I try to stick to alleyways if I can. Or sewers. They have less deadly enemies than aboveground imo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 18, 2011, 09:14:43 pm
I've heard that CHUDs can rip you a new one, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 18, 2011, 09:16:05 pm
Eurgh. Every single death has been due to huge mobs of zombies that appear out of nowhere. I ultimately end up surrounded by fast zombies. It also seems like it always happens when I attempt to cross a large field. Does this happen to anyone else? If so, how do you counter it? Should I just stick to running between buildings and streets and stay away from open areas?

Do you use loud firearms? Loud is bad. If your weapon is loud and isn't a shotgun, put a silencer on it. It won't stop being loud enough to spawn zombies, but it will be quieter than it was.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 18, 2011, 09:21:46 pm
No, I use a baseball bat.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 18, 2011, 09:38:35 pm
Just remember it's usually better to run than to fight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 18, 2011, 09:40:01 pm
The deal is that the fast zombies keep up with you and surround you, letting the slower ones catch up before a way out can be made.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 18, 2011, 09:41:24 pm
That's why you stand behind a broken window and make faces at them.
The massive speed hit lets you kill pretty much anything before it can move.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 18, 2011, 09:43:37 pm
Good idea. Always shut doors behind you when you can. It takes them a few turns for you to run away or get ready to fight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 18, 2011, 09:47:50 pm
This looks like so much fun, but it seems like:

1) I have to play on a server

2) I have to download other programs to run it

3) I have to know more about computer code then i already do.


Please tell me I am wrong on all 3.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 18, 2011, 09:48:56 pm
You're wrong on all three.
You can just download Head's windows binary.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 18, 2011, 09:50:18 pm
This looks like so much fun, but it seems like:

1) I have to play on a server

2) I have to download other programs to run it

3) I have to know more about computer code then i already do.


Please tell me I am wrong on all 3.
You have all three wrong, unless your on a Mac. If you have Windows on the first page there's a link to download Head's Windows port, and if your linux you have to do special wizard magic (I don't have a linux, so I dunno.). Either way running Putty is really easy to run, and this is coming from a guy who knows next to nothing about coding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 18, 2011, 09:51:09 pm
With Linux you simply download the source from Whale's git, navigate to the folder and type "make" It's not rocket surgery :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 18, 2011, 09:52:18 pm
Eurgh. Every single death has been due to huge mobs of zombies that appear out of nowhere. I ultimately end up surrounded by fast zombies. It also seems like it always happens when I attempt to cross a large field. Does this happen to anyone else? If so, how do you counter it? Should I just stick to running between buildings and streets and stay away from open areas?

This happens occasionally, especially out in the open, when you're easily seen by zombies in all directions.  Keeping to cover (i.e. buildings or trees) helps a lot, but sometimes you just can't avoid it.  When this happens, start thinking ahead carefully and planning step by step (shift from FPS mode into turn-based strategy mode, basically :))  Retreat as much as you can, kite out the zombies so only the fast ones can reach you, use terrain to your advantage.  And yes, occasionally you are fucked and get surrounded by monsters that're faster than you.  This is when you whip out your emergency shotgun, molotov, cocaine, <insert spoilery item here>, etc.  An emergency kit is just as important as regular-use items like first aid, painkillers, and a good weapon.


This looks like so much fun, but it seems like:

1) I have to play on a server

2) I have to download other programs to run it

3) I have to know more about computer code then i already do.


Please tell me I am wrong on all 3.

The answer to all three is "only if you want to."  If you're a Windows user, you can download a standalone compiled version at https://github.com/headswe/Cataclysm/archives/master .  If you're a linux user, then installing other programs is easy and you can compile it yourself in a few commands, and edit the parts of the code that're designed to be read by untrained eyes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 18, 2011, 09:52:28 pm
Niiiiiiiiiiice, but I guess if there are any updates we are gonna have to wait for an updated port?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 18, 2011, 09:53:03 pm
With Linux you simply download the source from Whale's git, navigate to the folder and type "make" It's not rocket surgery :P
Well for me the Linux would be a nightmare, "I have to type in commands to do things? This is madness!"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 18, 2011, 09:54:26 pm
Or use one of the many GUI based distros =P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 18, 2011, 09:56:12 pm
Wait, so all I have to download is that bin folder in the link?


I have no idea how to work with the website. Little help?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 18, 2011, 09:57:17 pm
For the windows one, Yeah, go to head's git, click on downloads and download Cataclysm SDL 1.3.7 or W/E it's called.

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.7.zip
Push button, recieve Cataclysm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 18, 2011, 10:04:25 pm
Niiiiiiiiiiice, but I guess if there are any updates we are gonna have to wait for an updated port?

The game is currently stalled due to whales (the creator) having computer issues. once he starts back up, yes, we're going to have to wait for head to port the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 18, 2011, 10:08:15 pm
I was messing around with the source files and I just wanted to say that Whales is great at writing code. Most of the time I'm like "What is this-I don't even?" But I can read this easily :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 18, 2011, 10:10:56 pm
I found a katana. Obviously it's awesome because Katanas Are Just Better, but what skill does it use?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 18, 2011, 10:11:39 pm
I haven't been using melee much but I think it falls under cutting weapons? I've never found a katana :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 18, 2011, 10:17:17 pm
I found a katana. Obviously it's awesome because Katanas Are Just Better, but what skill does it use?
Katana's use the cutting skill, but they commonly will get stuck in your enemy unless you have a high strength or a high cutting skill. So I don't suggest using it unless you do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 18, 2011, 10:32:32 pm
Whales any word on how long it may take you to fix those pesky NPCs? :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 18, 2011, 10:44:17 pm
I advise using katanas. Because they are katanas.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 18, 2011, 10:52:19 pm
Whales any word on how long it may take you to fix those pesky NPCs? :)

Well, I have to fix my computer first.  And then sort out the new computer system.  And then I'll start work on NPCs again.  Patience!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 18, 2011, 10:54:32 pm
I'm interested in trying this out but I can't seem to figure out how to get it to work. I can't remember what the error was though. Why can't it come with a thing I double click so it runs?

I've downloaded PuTTY and stuff but I can't seem to get it work anyways. I'm using Windows, if that helps.

Is PuTTY only used for playing online? I don't care about online, I just want to play. Is there a way to just play?


EDIT: I am special
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 18, 2011, 10:54:57 pm
1) Be a character that is pretty much unkillable

2) Stand in acid for 1 turn

3) Game over!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 18, 2011, 10:57:04 pm
1) Be a character that is pretty much unkillable

2) Stand in acid for 1 turn

3) Game over!
Don't stand in acid then, if it can eat through metal you probally shouldn't stand in it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 18, 2011, 10:58:46 pm
1) Be a character that is pretty much unkillable

2) Stand in acid for 1 turn

3) Game over!
Don't stand in acid then, if it can eat through metal you probally shouldn't stand in it.
That's hollywood acid.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 18, 2011, 11:01:41 pm
I'm interested in trying this out but I can't seem to figure out how to get it to work. I can't remember what the error was though. Why can't it come with a thing I double click so it runs?

I've downloaded PuTTY and stuff but I can't seem to get it work anyways. I'm using Windows, if that helps.

Is PuTTY only used for playing online? I don't care about online, I just want to play. Is there a way to just play?

See the posts above for instructions on downloading a Windows version for local play.

1) Be a character that is pretty much unkillable

2) Stand in acid for 1 turn

3) Game over!

Oh come on, it's not THAT bad, I regularly run through the stuff, but it's rare that you're forced to.

And the game acid is Hollywoodish.  It's a somewhat cinematic game, in the sense that things are a little over the top or unrealistic at times, because it makes for exciting gameplay (see: lightning strikes)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 18, 2011, 11:05:54 pm
I'm interested in trying this out but I can't seem to figure out how to get it to work. I can't remember what the error was though. Why can't it come with a thing I double click so it runs?

I've downloaded PuTTY and stuff but I can't seem to get it work anyways. I'm using Windows, if that helps.

Is PuTTY only used for playing online? I don't care about online, I just want to play. Is there a way to just play?

See the posts above for instructions on downloading a Windows version for local play.

My problem was I followed the steps and it didn't work. But that was yesterday. I tried it again just now and it worked fine.

INTRIGUING

I'll probably try the local thing anyways. It should probably be added to the first post. EDIT: Apparently the thing Head put up requires the PuTTY thing anyways *shrug*

EDIT 2: Goddamnit, when I clicked download it asked me what I wanted to download, and I kept downloading the source >_< dumb
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 18, 2011, 11:17:09 pm
Standing in acid for 1 turn doesn't do TOO much damage imo
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 18, 2011, 11:37:10 pm
After using the katana for a bit, my stabbing skill leveled up. So is it a mixture of stabbing and slashing? Because I seem to get stabbing messages more often.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 18, 2011, 11:40:45 pm
Quote
Katana's use the cutting skill, but they commonly will get stuck in your enemy unless you have a high strength or a high cutting skill. So I don't suggest using it unless you do.
BS, even if your skill is zero it almost never gets stuck. Now, having a NEGATIVE skill will get you in some trouble, so grabbing a couple melee levels for blunt weapons if you insist on huge melee penalties might not be a bad idea.

Quote
After using the katana for a bit, my stabbing skill leveled up. So is it a mixture of stabbing and slashing? Because I seem to get stabbing messages more often.
Almost all cutting weapons use both, and vice versa. Stabbing is apparently a type of cutting? It doesn't make a hole lot of sense obviously, I think it might still be in the works. Basically, right now, cutting levels at half the speed (by being two skills), and I can somehow slice of zombie heads with me sharpened stick. Who knows.

It seems to do a ton more damage than bashing at higher levels though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 18, 2011, 11:49:42 pm
Standing in acid for 1 turn doesn't do TOO much damage imo
Still killed me in 1 turn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 18, 2011, 11:55:36 pm
I will watch dis.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 18, 2011, 11:57:42 pm
Standing in acid for 1 turn doesn't do TOO much damage imo
Still killed me in 1 turn.
Well why are you telling us then. Why would we care that your character died.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 19, 2011, 12:01:49 am
You were prolly already wounded and didn't notice. When I'm surrounded by zombies I tend to panic and not check my health.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 19, 2011, 12:30:47 am
Standing in acid for 1 turn doesn't do TOO much damage imo
Still killed me in 1 turn.
Well why are you telling us then. Why would we care that your character died.
I'm just telling you how silly I think it is that standing in acid for 1 turn with almost full health killed me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 19, 2011, 12:32:03 am
Well why are you telling us then. Why would we care that your character died.
It's a cautionary tale, the moral of which is "Don't stand in acid".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 19, 2011, 12:35:47 am
The hell? I can't backspace my name? *redoes everything*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 19, 2011, 12:45:33 am
Yeah thats annoying
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 19, 2011, 12:58:33 am
So, about how long do you guys last? I havnt even made it to day 3 yet, but I just downloaded the game today. I go out to get supplies and get bumrushed by zeds fairly quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 19, 2011, 01:02:13 am
I usually don't last more than a day or two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 19, 2011, 01:04:08 am
I looted everything (backpack > all) I could, couldn't figure out how to tell my weight limit, killed some zombies, got mauled by a wolf, killed and butchered it, went into my basement and found out my guy was preparing for this all along, tried to flee into the forests, encountered a shocker zombie and just as I was about to run away from all the other zombies a skeleton showed up and was faster then me :(

First game


Anyone capable of giving some hints? Mine is get a backpack :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 19, 2011, 01:05:26 am
Get a gun and a silencer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 19, 2011, 01:05:44 am
Okay this is really annoying. I instinctivley hit z to check my status and it says "debugging... 8 radio towers. press spacebar" or something, and then when I look at the map it's completely explored, ruining all the surprise and need to explore at all.

Is there a way to stop that from happening, or disable debug mode altogether?

Also, numpad enter doesn't count as enter = frustrating
Backspace does nothing = frustrating


Blarrg
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 19, 2011, 01:07:09 am
I knew about the back pack. . . .i guess, molotov cocktails are an easily craftable and effective weapon? Just some liquer and a rag.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 19, 2011, 01:11:04 am
So, about how long do you guys last? I havnt even made it to day 3 yet, but I just downloaded the game today. I go out to get supplies and get bumrushed by zeds fairly quickly.
A few days for my current character. Either 2 or 3. He's mowed down several hordes of zombies if I'm remembering the correct character, and failed twice (but thankfully just suffering pain) while installing biotics. He has a lot of guns. Lots of bullets. But unfortunately he has nowhere to put his foods because of all the bullets and guns. That might be a problem... :P

Anyone capable of giving some hints? Mine is get a backpack :)
Don't shoot skellies unless you have lots of ammo or feel lucky. They will rarely die to bullets.
Random trap clusters are a lot more effective than you'd expect. You have a decent chance of surviving hordes of zombies if you stand behind them.
Speed is a must-have for ANY characters, most definitely ranged ones. Mine can run faster than skellies, which is important because he uses guns ONLY. Speed always saves me almost all the time unless I'm dying slowly, are absolutely surrounded, or are walled in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 19, 2011, 01:14:22 am
Ok, failed tries number 2,3,4, and 5 because of game bugging out.

Great. Until someone can give me a fix, I'm done.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 19, 2011, 01:17:21 am
Where are you bugging out and what are the error messages if any, anyway? Honestly, people need to be more descriptive on this stuff. ::)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 19, 2011, 01:21:11 am
I encountered a bug with multiplying shotgun traps. every time the trap goes off, it drops a shotgun, 10 bolts and some string, while leaving the trap behind, ready to go off again. Also, in the crafting menu, it says that shotgun traps take either one 3 in piece of string or two 6 in pieces of string, which seems backward.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 19, 2011, 01:21:59 am
I've been playing for about 2 weeks and I have found any game breaking bugs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 19, 2011, 01:23:19 am
Windows. Windows are the key to survival. Zombies are terribly slow climbing through them, if they can see you through them they will head for the window even if its blocked by other zombies and theres an open door right next to it, you can easily get four or five free melee shots against a zombie climbing through the window... and then the same against the next... it will block a good deal of ranged attacks as well.

Windows are your best friend in the world. Know them. Love them.

Finally, Get some serious uppers like cocaine or adderal or a ton of caffeine. Use in emergencies to escape the horde, along with some strong painkillers. Keep track of whats slowing you down in the @ screen. Sloth is a killer - keep your speed above a hundred when dealing with zombies if at all possible.

Get yourself a decent melee weapon, and spend a while practicing on zombies stuck in windows. Once you've got some decent melee skills, consider picking up either guns or throwing. Throwing is actually really good, and ammo is retrievable (with good speed, you can loop around and re-use ammo in the same battle against slower enemies). Rocks are decent starting bashing AND throwing weapons, though eventually you'll want to improve that.

Guns are much better damage wise and great for emergencies, but have a tendency to make emergencies worse as well. Use them to take out the zombies that can catch up to you (bigger first) and then skedaddle before worse shows up. If you encounter a fast and deadly zombie before then, use terrain to your advantage. Again, windows. Run into a house, dart over to the window and make sure they can see you. Run to a back room, close the door, which should  them long enough for you to climb out the back window and at the very least get in a good position to do the same thing again.

Apparently bionics and molotovs are good? I dunno, haven't had the opportunity to try them (finally found some with last character then he died from taking some stairs to the rift, boo hoo hoo)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 19, 2011, 01:26:10 am
Where are you bugging out and what are the error messages if any, anyway? Honestly, people need to be more descriptive on this stuff. ::)

No error messages, just closes the window sometime after starting. Can't figure out what causes it, but it's mostly a graphical glitch (if this game can even have one) in which the "@" status screen's background doesn't turn black, and keeps the main screen's background, and sometimes the item screen bugs out and repeats a line of text over and over.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 19, 2011, 01:32:06 am
Sometimes for me, the game will randomly close, and teleport me to the last spot I saved at,yet keeping the world in its state at the time of said bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 19, 2011, 01:48:42 am
Hey, just saying, maybe the game should take us to the main menu when we gameover or quit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 19, 2011, 01:54:29 am
So, about how long do you guys last? I havnt even made it to day 3 yet, but I just downloaded the game today. I go out to get supplies and get bumrushed by zeds fairly quickly.
My current character is about 8 or so days into the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 19, 2011, 02:09:12 am
I'm having trouble making it to day two. Despite cheat monkeying myself an extra 44 points in custom character generation. ~.~
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 19, 2011, 02:23:08 am
I'm having trouble making it to day two. Despite cheat monkeying myself an extra 44 points in custom character generation. ~.~

>.>
<.<

And how would someone do that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 19, 2011, 02:26:14 am
I've cheated my way to MASSIVE skills and stats, and it still doesn't matter. Choose your skills and stats to either complement your strong points in style, or plug holes, but stats and skills don't matter vs player skill and smarts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 19, 2011, 02:56:15 am
There's no way to turn off cheatmode is there? I heard somebody say that ~ disabled it, but it doesn't seem to do anything....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 19, 2011, 03:33:55 am
Debug, not cheat. Anyway, restarting the game seems to work for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 19, 2011, 04:02:20 am
I'm having trouble making it to day two. Despite cheat monkeying myself an extra 44 points in custom character generation. ~.~

>.>
<.<

And how would someone do that?

You need the source.
Go to newcharacter.cpp, line 174, and change the variable "points" from 6 to whatever you want.
You can modify also the same variable in line 50, but it's for random or preset character generation.

Anyway, in linux the backspace works well
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 06:13:33 am
Been playing the game for a few days, I am quite impressed.
I specially love the item system, it's terribly deep and interesting. Plenty of "interesting junk" as well, and over-the-top "fun" (not "Fun" as in DF's Fun) items. It's fresh after so many roguelike developers decided to be strictly realist or medieval to add a few implants.
The terrain generator is also splendid. I always wanted to see procedural generation applied to towns instead of medieval castles and other fantasy clichés. The houses make sense (except for the lack of furniture), the town placement makes sense, and I love that enemy deployment system. I hope you don't mind if I adapt my own algorithm to match yours a little bit :P

I am missing or wondering about a few things:
-I am having a severe issue procuring water. Is there anything else out of drinking from a toilet? Can I purify that water? (Water boiling is possible?)

-Or even better, how about taking the water from the water canister of the toilet instead of from the bottom with all the disease? :P

-If there isn't, there should be a way to procure rain water or from condensation that isn't bionic-only. (Rain collectors might spoil your water if acid rain comes, too, so they wouldn't be almighty)

-Is it possible to put items on a container? Are there container tiles such as chests (modern ones of course, not treasure chests :P) or just shelves/wardrobes?

-Is it possible to push shelves or wardrobes? Some of the generated terrain does contain doors blocked by beds or wardrobes, or is it merely coincidental? If not, would be a fancy thing to do, and would make sense (specially when more furniture comes in)

-Just a little bug report (latest git on linux), I unloaded a radio and it gave me...several stacks of .44 ammo. I wanted the batteries...

-I actually love the "alone vs the zombie world" theme of the game as it is now...will it be possible to simulate the current behavior in later stages of the game's development? Perhaps a generation option? On that matter, will it be possible to have any input on world generation later on? Or, at least, will it be possible to disable NPCs voluntarily?
(The reasoning of the later is, as others survival games showcase, human NPCs can be terribly overpowered, annoying or make the game extremely unfair (to the player), or if you work with them, they are just bait, or you need to babysit them, or make survival by resources impossible for two...so there are times I would have them, times I wouldn't.) What's your opinion on this?

-Will it be possible to use some sort of generator to power a fridge so you can keep food fresh for longer?

-Is it possible to build fences, or only boarding is allowed? Will it be possible sometime?

-A suggestion for defects: Narcoleptic, which can make you fall asleep while waiting and sleeping is less refreshing (don't fall in the hollywood cliché of narcolepsy being falling asleep while walking or fighting or such. It doesn't work that way (but does with driving, so if it's going to be implemented...))

-Dreams? Nightmares? Might be interesting small morale (+-5?) bonuses/penalties.

-Pr*ngles cans so we can make cantennas! It's a classic low-budget DYI thing.

-When furniture comes into play, how about gas burners in kitchens? Can be a replacement for hotplates. Portable gas burners also exist IRL, and might double as bashing weapon or explosive :P How about making a mini-burner with alcohol, a can and string?

-Portable consoles can be a stupid addition, but can be fun too. They can be addictive xD Maybe you can have them check the amount of hand encumbrance so playing with your hands fully covered actually gives a morale penalty.

-How about an alarm item? That way sleep schedules can be controlled. (Unless they already exist)

-Would it be possible to have notes around the game? They are a staple of survival horror, and can be interesting in the shared server, where players will leave notes around. Random generation can also work, you should be able to write a "apocalyptic log" generator in no time, using references to locations and items around the area where the note is generated. It might require "writing" items though. Also, it's a way to make literacy matter more. You can also have them point to stashes or even stuff like safe combinations if they are going to exist.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 19, 2011, 06:26:16 am
-I am having a severe issue procuring water. Is there anything else out of drinking from a toilet? Can I purify that water? (Water boiling is possible?)
  You can use a Water Purifier to purify water from questionable sources. There are also other drinks you can find in refridgerators.

-Is it possible to put items on a container? Are there container tiles such as chests (modern ones of course, not treasure chests :P) or just shelves/wardrobes?
  Only when you can't carry any more and you swap your item you are currently wielding for another item.

-Is it possible to push shelves or wardrobes? Some of the generated terrain does contain doors blocked by beds or wardrobes, or is it merely coincidental? If not, would be a fancy thing to do, and would make sense (specially when more furniture comes in)
  You cannot do this yet unfortunately.

-Just a little bug report (latest git on linux), I unloaded a radio and it gave me...several stacks of .44 ammo. I wanted the batteries...
  I'm pretty sure this is a known bug and Whales knows about it.

Hope that clears a few things up. As for the others, sorry I have no idea.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 06:31:31 am
Hope that clears a few things up. As for the others, sorry I have no idea.
I know about other drinks, but man, you burn through them in no time. The player character dehydrates fast, it seems. There should be BIG water bottles with more than one use :P
Anyway the others are mostly suggestions so it's entirely fine. Thanks for your answers!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 19, 2011, 06:32:08 am
-I am having a severe issue procuring water. Is there anything else out of drinking from a toilet? Can I purify that water? (Water boiling is possible?)

-Or even better, how about taking the water from the water canister of the toilet instead of from the bottom with all the disease? :P

-If there isn't, there should be a way to procure rain water or from condensation that isn't bionic-only. (Rain collectors might spoil your water if acid rain comes, too, so they wouldn't be almighty)
Two bionics allow you to get water from corpses or from the air using magic SCIENCE. Alternatively, "e"xamine a water tile to drink from it or fill a container you're carrying (you can do the same thing with sewage but needless to say it's a very bad idea.) If you're in town, you'll probably find plenty of cola/assorted canned drinks and bottles of water by looking in buildings and fridges though. I believe the only thing that can purify water is the water purifier item.

Quote
-Is it possible to put items on a container? Are there container tiles such as chests (modern ones of course, not treasure chests :P) or just shelves/wardrobes?

-Is it possible to push shelves or wardrobes? Some of the generated terrain does contain doors blocked by beds or wardrobes, or is it merely coincidental? If not, would be a fancy thing to do, and would make sense (specially when more furniture comes in)
No, you can't put items into containers. However, if you try to pick up an item with your volume and hands full, you have the option to drop your held item in place of one of the items you're attempting to pick up. This places your dropped item on that tiles. Also, have you tried "t"hrowing it onto the square? Glass items will break if you try it though.

Currently, you can't move furniture, it's in the works though.
Quote
-Just a little bug report (latest git on linux), I unloaded a radio and it gave me...several stacks of .44 ammo. I wanted the batteries...
Same problem here, already reported several times I believe.
Quote
-I actually love the "alone vs the zombie world" theme of the game as it is now...will it be possible to simulate the current behavior in later stages of the game's development? Perhaps a generation option? On that matter, will it be possible to have any input on world generation later on? Or, at least, will it be possible to disable NPCs voluntarily?
(The reasoning of the later is, as others survival games showcase, human NPCs can be terribly overpowered, annoying or make the game extremely unfair (to the player), or if you work with them, they are just bait, or you need to babysit them, or make survival by resources impossible for two...so there are times I would have them, times I wouldn't.) What's your opinion on this?

Currently, NPCs are completely disabled. As for the second part, I think the option to disable them *might* be implemented. Personally, I feel that the risk and possible conflict as well as possible gain add to the realism.

Quote
-Is it possible to build fences, or only boarding is allowed? Will it be possible sometime?
Nope, you can only board doors and windows for now. Hopefully that will change.

Quote
-How about an alarm item? That way sleep schedules can be controlled. (Unless they already exist)
There is an "Alarm system" bionic, but that only wakes you when something comes nearby and constantly drains power to operate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 19, 2011, 06:37:24 am
I might be remembering incorrectly but when I had the Alarm System, it only drained when something was close and it was on alert. Atleast that's when I noticed it draining.

Hope that clears a few things up. As for the others, sorry I have no idea.
I know about other drinks, but man, you burn through them in no time. The player character dehydrates fast, it seems. There should be BIG water bottles with more than one use :P
Anyway the others are mostly suggestions so it's entirely fine. Thanks for your answers!

No problem, I also agree about larger bottles but at the moment it seems fine, in my opinion, since the game encourages you to keep moving.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 19, 2011, 06:43:46 am
Don't bother with plastic/glass bottles, cans have less weight/volume and still restore the same amount.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dariush on July 19, 2011, 06:51:58 am
I found a bug (I think) - wearing a sweatshirt is supposed to add 1 encumberment, but actually adds 2.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 07:04:02 am
I found a bug (I think) - wearing a sweatshirt is supposed to add 1 encumberment, but actually adds 2.
You probably got the extra encumberment from wearing too many clothes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 19, 2011, 07:06:19 am
Don't bother with plastic/glass bottles, cans have less weight/volume and still restore the same amount.
Can you re-fill cans?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dariush on July 19, 2011, 07:09:45 am
I found a bug (I think) - wearing a sweatshirt is supposed to add 1 encumberment, but actually adds 2.
You probably got the extra encumberment from wearing too many clothes.
That's probably it...

Also, quicktraveling to a radio tower crashes the game. Boom.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 19, 2011, 07:11:06 am
I found a bug (I think) - wearing a sweatshirt is supposed to add 1 encumberment, but actually adds 2.
You probably got the extra encumberment from wearing too many clothes.
Also, quicktraveling to a radio tower crashes the game. Boom.
It dosen't crash for me. However, survivor camps seem to crash a lot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 07:35:40 am
I found a bug (I think) - wearing a sweatshirt is supposed to add 1 encumberment, but actually adds 2.
You probably got the extra encumberment from wearing too many clothes.
Also, quicktraveling to a radio tower crashes the game. Boom.
It dosen't crash for me. However, survivor camps seem to crash a lot.
I never crash.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 19, 2011, 08:20:33 am
post to follow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 19, 2011, 08:21:41 am
I'm just telling you how silly I think it is that standing in acid for 1 turn with almost full health killed me.

It depends on your footwear as well. In my experience, sneakers disintegrate in two turns of exposure while allowing a lot of damage to bleed through to your legs. But the other day I was wearing boots and didn't get hurt from walking through a single square of acid. I didn't feel like experimenting further given the sneakers episode. Maybe I was just lucky, but I can imagine acid being devastating if you're barefoot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 08:27:37 am
Two bionics allow you to get water from corpses or from the air using magic SCIENCE. Alternatively, "e"xamine a water tile to drink from it or fill a container you're carrying (you can do the same thing with sewage but needless to say it's a very bad idea.) If you're in town, you'll probably find plenty of cola/assorted canned drinks and bottles of water by looking in buildings and fridges though. I believe the only thing that can purify water is the water purifier item.
Ah, examining water tiles, gotcha.
As for the others, as said, I know, but they don't seem to be too effective, they don't last that much...I don't have as much issue with food though.
Quote
No, you can't put items into containers. However, if you try to pick up an item with your volume and hands full, you have the option to drop your held item in place of one of the items you're attempting to pick up. This places your dropped item on that tiles. Also, have you tried "t"hrowing it onto the square? Glass items will break if you try it though.

Currently, you can't move furniture, it's in the works though.
Ooh, good to know. I knew about replacing your current item if you have no space, but there's little control over that.

Quote
Currently, NPCs are completely disabled. As for the second part, I think the option to disable them *might* be implemented. Personally, I feel that the risk and possible conflict as well as possible gain add to the realism.
I am aware of that. Note my wording for "the current" behavior. The git activity also shows they have been disabled.
The realism is nice, but I fear it'd end up like in Rogue Survivor, where they are EXTREMELY dangerous and even self-defense carries penalties. Meanwhile the game will also get harder (several things will probably be nerfed, more hazards added, more enemies, less items generated, who knows) and you will have the extra burden of not finding any food, tools, weapons, or getting killed out of nowhere, your base pillaged or destroyed, zombies being attracted to someone who was around you, or alerted by their noise...
And considering there is a "heartless" trait... I can bet killing in self-defense will have a morale penalty. When morale becomes harder to obtain, that can potentially harm your game a lot.
So yes, if possible, I'd love to be able to remove NPCs in the final product, or at least have something to limit their "inherent penalties". They will also hinder emergent gameplay. If you force players to keep moving all the time, that becomes the only survival option.

Perhaps if NPCs were more than either idiots or murdering machines(both happening to wreck your stuff on proximity) they would be more important.
How about children to protect? At least if they do idiotic actions, the fact that they are children should soften the gamer rage when they screw up, or motivate protection, a bit like that kid in Aliens for Ripley. You have to babysit most sandbox game AIs anyway, so why not give it an excuse.
I guess old people would work similarly (but with more "whippersnappers", "get off my lawn" and finding medicines for them). Actually that can be awesome, specially if they are hardcore war veterans xD

Those two might even be interesting starting situations, now that I think of it. Having a defect that puts a family member in your charge with a massive morale penalty if they are missing or dead. It can be a grandma, a sick wife/husband or a son/daughter, or maybe just a Best Friend a la Shawn of the Dead.
But that still gives the problem of caring for an AI, and they will still wreck your stuff...and there's also the subject of child death, but well, this being Bay12...we have seen digital babies as improvised weapons. Although it'd be awesome to find a kid going Rambo on the zombies (specially if he/she is succeeding).

Quote
There is an "Alarm system" bionic, but that only wakes you when something comes nearby and constantly drains power to operate.
Definitely not the same...while it's certainly useful to wake up during danger, in real life one can tweak sleep to fit an schedule. It would be useful to control your sleep schedule in-game, so you wouldn't need to abuse drugs to control it.


By the way, a final suggestion...How about a button to destroy items? At least until something like trash bins exists, it's just irritating to have your base totally covered in trash after a few days, or having to move to the "garbage corner" to dump your empty paper wrappers and cans (in case you aren't planning to "recycle" them). There are garbage dumpsters, but since you can't place items on containers yet...(you can't move them yet either, anyway). On the other side, there's the argument that one man's garbage is another man's treasure, but well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 19, 2011, 08:30:18 am
You can kill NPCs in self defense with no penalty. It's blowing the brain out of an ally who is eating your food that causes a morale drop.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 08:34:07 am
You can kill NPCs in self defense with no penalty. It's blowing the brain out of an ally who is eating your food that causes a morale drop.
I'll have to spawn a NPC and see how often they do that...although personally I'd prefer to just avoid that situation in the first place. We might need safes.

Oh, a question for you all. Am I the only one who grabs zombie corpses and carries them away from my house? As far as I know you can't get diseases from them (yet?), but I like to keep my resting area putrid-free. Also it makes for a photoscenic kind of thing, with piles of zombie corpses at your doorstep.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 19, 2011, 08:36:56 am
Basically, if they are hostile towards you, you don't feel bad about killing them. However, if it's just a random human who isn't attacking you, you feel bad about killing a fellow human being and suffer a morale drop. Unless you kill a dozen or so non hostile NPCs, it isn't really an issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 08:58:32 am
Well, let's see what happens then. A lot of things will matter, like NPC spawn frequency, survivability and aggressiveness. Also if they eat food at the same rate as the player...*shiver*

Anyway, I found a water purifier just near my base (wonder how I missed it?), although was able to reach a riverbank and fill a few bottles with that instead.  That'll give me plenty to drink and cook for a few days, if I can survive the zombies. Great game indeed.


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 19, 2011, 09:05:34 am
When playing heads locally compiled version, do you guys ever start in an identical world to the last one you were in? This happened to me once. I fast traveled to a place I remembered dropping trash at and sure enough, there it was.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 19, 2011, 09:13:47 am
The world is persistent unless you delete the contents of the save folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 19, 2011, 09:15:42 am
I did, after that incident. I thought it was some sort of bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 19, 2011, 10:48:06 am
Nope, you always play in the same world. Honestly its one of my favorite parts of the game.

Quote
-When furniture comes into play, how about gas burners in kitchens? Can be a replacement for hotplates. Portable gas burners also exist IRL, and might double as bashing weapon or explosive :P How about making a mini-burner with alcohol, a can and string?
To be honest, it took me forever to figure out you could fill hotplates with batteries. Despite spending a ton of time camping and living on the move, I've never heard of a 'hotplate', and just assumed it was some sort of gas-powered camp stove, and since I never found any gas to refill it, that I had to find a new hotplate every time I needed to cook.

The concept of a stove powered with batteries just sort of escaped me.

So yeah, proper camping stoves (and even grills and barbies and actual stoves in houses!) would be pretty cool, and give more reasons to visit gas stations (even if the type of gas we're talking about isn't gasoline and that doesn't really make sense).

Quote from: Dalgren
Oh, a question for you all. Am I the only one who grabs zombie corpses and carries them away from my house? As far as I know you can't get diseases from them (yet?), but I like to keep my resting area putrid-free. Also it makes for a photoscenic kind of thing, with piles of zombie corpses at your doorstep.

I butcher them and then pile all the pieces and burn them in the road a short ways down from my shack. Considering still whole zombie corpses can still be a real honest to goodness threat on account of how they can come back to life, dragging them off is the LEAST of what you should be doing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 10:48:21 am
Overconfidence got me killed. I suddenly grew tired in-game and took a nap in the safe house instead than in the basement. What can happen? It's full of traps and all boarded and nice, and I got inconspicuous trait.
My house burned, with me on it.

I guess it wasn't a good idea to burn those zombie corpses near my doorway.  ::)

Quote from: GlyphGryph
So yeah, proper camping stoves (and even grills and barbies and actual stoves in houses!) would be pretty cool, and give more reasons to visit gas stations (even if the type of gas we're talking about isn't gasoline and that doesn't really make sense).
In my country those are sold in hardware stores. Can be another option for their placement. Sporting goods might even make sense somewhat (camping goods...eeh, a bit of a stretch, unless this happens IRL)
BTW I also misunderstood hotplates the same way you did. I was overjoyed when I found they could be actually reloaded.

Quote from: GlyphGryph
they can come back to life
That's...useful to know. I hope there are no Archviles...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 19, 2011, 11:19:07 am
Portable propane tanks are sold in every camping section I've ever seen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2011, 11:20:08 am
They could probably be modded in with very little hassle really.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 19, 2011, 11:22:25 am
Quote
I guess it wasn't a good idea to burn those zombie corpses near my doorway.
Get the internal furnace bionic. Even if you have no other bionics you can pickup and "e"at zombie corpses instantly. This doesn't have negative effects of eating tainted meat.

Alternatively, just butcher the corpses. They can't come back to life until Whales puts in a Flesh Golem monster or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2011, 11:24:39 am
I prefer butchering to furnacing them, mainly because it's a nice way to get survival skill experience without wasting good meats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 19, 2011, 11:44:18 am
New Windows version released.

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.8.zip (https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.3.8.zip)

EDIT

Changelog
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dariush on July 19, 2011, 12:05:13 pm
Where can I get nails, mutations or bionics?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 19, 2011, 12:37:21 pm
 :'(
Where can I get nails, mutations or bionics?

Hardware store, Radiation , Military bases and dead military person / science
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 12:50:00 pm
Where can I get nails, mutations or bionics?
Nails: Hardware Store
Mutations: eating mutated bodyparts, drinking mutagen, being exposed to radiation
Bionics: dead scientists you sometimes find lying around. NPCs used to have them, but they were removed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 19, 2011, 12:50:40 pm
Does the newer version stop the "You are dead!" screen when you load up a savegame where you were actually alive?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 19, 2011, 02:02:31 pm
this game is so awesome! I hope NPCs are re-added soon!
One question, do beds have any effect on sleep?

also, I just pressed ESC to close a menu and the game closed without any error. When I reloaded I was still on the same road, so I kept going. Then I had a big deja vu when I saw piles of wreckage on the road, and both the jeans and shirt I've left on the floor minutes before (trading it for a kevlar and military pants). Then I checked my inventory and I still had THAT SAME shirt and jeans.
So the game has time warp too? cool!

jk, but it's weird that the world saves at a different time as the character. it should be changed. the kevlar and pants that I had disappeared forever (luckily there were more).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 19, 2011, 02:28:49 pm
Hey what do you use experience for, I've got like 5000 (found a bunch of whiskey and marijuana) so I really need to be able to spend it on something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 19, 2011, 02:32:04 pm
When you pick stuff up it saves the game world so it knows it's no longer in the world but on your character now. However, it does not save your character, so if you happen to crash or exit then the stuff on your character is reverted to the last save.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 02:33:29 pm
Hey what do you use experience for, I've got like 5000 (found a bunch of whiskey and marijuana) so I really need to be able to spend it on something.
It's automatically used as you progress in skills. No experience, and your skills will be stagnant, no matter how much you use them.

Usually, you'll have tons of excess XP in late game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 19, 2011, 03:05:40 pm
Unless you play shizophrenic characters with mood swings like I love to do :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: monkey on July 19, 2011, 03:29:24 pm
One question, do beds have any effect on sleep?

From player::can_sleep, they only have an effect on the chance to fall asleep, i think it is like:
(if you are not tired and/or have not taken any stimulants, insomia, etc)
8/16% on for sleeping on soil
9/16% on floor
13/16% on bed.


...and sleeping is a disease.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 19, 2011, 03:43:19 pm
Well downloaded the new game and now crash in the tutorial, after I press space to exit out of the text screens. There is no specific screen that causes this. Hopefully this doesn't affect the actual game.


EDIT: Another crash, no error messages and happened after I tried to open my inventory after coming out of the "@" screen. Don't know if it is repeatable.


I find it hard to believe people are getting through the first day without crashing  >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: vagel7 on July 19, 2011, 03:48:36 pm
Anybody else pumped some gasoline on the floor and then lit it on fire? I just expected it to cause a small fire, but instead the whole house burned up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 19, 2011, 03:57:49 pm
I've crashed just by walking down the street.

I pumped the gas from the tutorial on the ground and lit it on fire =3

EDIT: oh shit, backspace works with the new build

EDIT2: Whenever I save or quit the game it gives me 'the program has stopped working' for some reason. it wasn't doing this when I first installed it. There' also a little DOS window that says 'clear' is not recognized and an internal or external command, operable program or batch file
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 19, 2011, 04:03:02 pm
Pro tip: When exploring the science lab, always open the doors diagonally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: monkey on July 19, 2011, 04:05:55 pm
Quote
-Just a little bug report (latest git on linux), I unloaded a radio and it gave me...several stacks of .44 ammo. I wanted the batteries...
Same problem here, already reported several times I believe.

Same here, only it gave me bolts cause i was using an xbow.
if someone can reproduce the bug in a few steps of wishing, i can try to hunt it down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 19, 2011, 04:21:31 pm
monkey, I spent like 3 hours trying to hunt down that bug. The unloading code is weird. Good luck, though!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 19, 2011, 05:01:22 pm
Just had my first trans town swamp experience. "theres no zombies around here, im so far from the city!"  BAMMOTHERFUCKGIANTCENTIPEDE MOSQUITO TOAD ATTACK. I died quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 19, 2011, 05:15:32 pm
I broke into a neighbor's house, and inside I found girl's clothes, reading glasses, and a book entitled Self-Esteem for Dummies.
I dunno, but I think I found the home of the most socially-repressed nerdgirl ever. Awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 19, 2011, 05:39:17 pm
Been playing the game for a few days, I am quite impressed.
I specially love the item system, it's terribly deep and interesting. Plenty of "interesting junk" as well, and over-the-top "fun" (not "Fun" as in DF's Fun) items. It's fresh after so many roguelike developers decided to be strictly realist or medieval to add a few implants.
The terrain generator is also splendid. I always wanted to see procedural generation applied to towns instead of medieval castles and other fantasy clichés. The houses make sense (except for the lack of furniture), the town placement makes sense, and I love that enemy deployment system. I hope you don't mind if I adapt my own algorithm to match yours a little bit :P

I am missing or wondering about a few things:
-I am having a severe issue procuring water. Is there anything else out of drinking from a toilet? Can I purify that water? (Water boiling is possible?)

-Or even better, how about taking the water from the water canister of the toilet instead of from the bottom with all the disease? :P

-If there isn't, there should be a way to procure rain water or from condensation that isn't bionic-only. (Rain collectors might spoil your water if acid rain comes, too, so they wouldn't be almighty)

-Is it possible to put items on a container? Are there container tiles such as chests (modern ones of course, not treasure chests :P) or just shelves/wardrobes?

-Is it possible to push shelves or wardrobes? Some of the generated terrain does contain doors blocked by beds or wardrobes, or is it merely coincidental? If not, would be a fancy thing to do, and would make sense (specially when more furniture comes in)

-Just a little bug report (latest git on linux), I unloaded a radio and it gave me...several stacks of .44 ammo. I wanted the batteries...

-I actually love the "alone vs the zombie world" theme of the game as it is now...will it be possible to simulate the current behavior in later stages of the game's development? Perhaps a generation option? On that matter, will it be possible to have any input on world generation later on? Or, at least, will it be possible to disable NPCs voluntarily?
(The reasoning of the later is, as others survival games showcase, human NPCs can be terribly overpowered, annoying or make the game extremely unfair (to the player), or if you work with them, they are just bait, or you need to babysit them, or make survival by resources impossible for two...so there are times I would have them, times I wouldn't.) What's your opinion on this?

-Will it be possible to use some sort of generator to power a fridge so you can keep food fresh for longer?

-Is it possible to build fences, or only boarding is allowed? Will it be possible sometime?

-A suggestion for defects: Narcoleptic, which can make you fall asleep while waiting and sleeping is less refreshing (don't fall in the hollywood cliché of narcolepsy being falling asleep while walking or fighting or such. It doesn't work that way (but does with driving, so if it's going to be implemented...))

-Dreams? Nightmares? Might be interesting small morale (+-5?) bonuses/penalties.

-Pr*ngles cans so we can make cantennas! It's a classic low-budget DYI thing.

-When furniture comes into play, how about gas burners in kitchens? Can be a replacement for hotplates. Portable gas burners also exist IRL, and might double as bashing weapon or explosive :P How about making a mini-burner with alcohol, a can and string?

-Portable consoles can be a stupid addition, but can be fun too. They can be addictive xD Maybe you can have them check the amount of hand encumbrance so playing with your hands fully covered actually gives a morale penalty.

-How about an alarm item? That way sleep schedules can be controlled. (Unless they already exist)

-Would it be possible to have notes around the game? They are a staple of survival horror, and can be interesting in the shared server, where players will leave notes around. Random generation can also work, you should be able to write a "apocalyptic log" generator in no time, using references to locations and items around the area where the note is generated. It might require "writing" items though. Also, it's a way to make literacy matter more. You can also have them point to stashes or even stuff like safe combinations if they are going to exist.

Glad you're enjoying it!  All my code is open-source (of course) and I'd be thrilled if you used some ideas I've had (and even more thrilled if you did a better job than me ;) )

Building fences is a good idea.  A near-future update will include lots more building options, and I'll make sure fences is one of them.

Narcolepsy is a good idea, but yes, would be kind of tricky to balance to make sure that the player doesn't fall asleep when danger is imminent.  I'll start thinking about just how I'd do that.  Dreams and nightmares, too!  Probably more the latter than the former, since your character is probably a little on-edge.

Cantennas are an awesome idea, as are gas-powered burners as an alternative to the battery-powered one.  Alarm clocks are a good idea as well.  TODO'd

Portable consoles are kind of planned, especially once I drop this computer update.  Down the road a bit, though.

Leaving notes is an interesting thought; however, the sheer size of the game world means that it'd be a bit like finding a needle in a haystack (heck, even on the server, just finding a dead body isn't THAT common, right?)  I'm planning to add your personal map to your corpse-drop (so that players finding it can get the benefit of your exploration, AND any notes you left on your map--e.g. "ammo stash here").  Maybe I'll toss in an auto-generated journal that can be read by players who find your remains?

On the subject of NPCs:
Going into this, I knew that NPCs had the potential to be overpowered in two ways--first, it is exceptionally easy for one to kill you with a shotgun.  I didn't want to go the FPS route and make damage from guns reduced by 90% when they hit the player, so it's an issue.  Second, a player who wants to could use NPCs as "item pinatas," rather than the allies (or albatrosses) they're intended as.  To combat both of these, I decided that killing an NPC should be a big penalty, strong enough to make the player want to avoid it--and that NPCs should view killing the player as undesirable as well.  This is why most NPCs, when hostile, will simply seek to mug the player rather than shoot you and take your stuff.
Currently, NPCs make pretty decent allies.  If they're a good shot, they'll take out zombies quite quickly; however, they're ignorant of the zombie-attracting nature of firearms.  This is issue 1.  Issue 2 is that there's no system in place for dividing up loot; it's basically "who gets there first" when desirable items on the floor are concerned.  Otherwise, there's no great need to babysit NPCs; occasionally they'll get in trouble with monsters and you'll need to save them, but they'll try to save you if you're in trouble too (though this behavior could use some improvement).  They're also smart enough to know when there's a risk of friendly fire; the "acceptable" level of risk is dependant on the individual NPC's personality, but generally they'll tell you to move, or try to navigate so they can get a clean shot.
"Useless" NPCs like children or the badly-injured are vaguely planned as a part of the mission system ("Find and retrieve my child," "I can't walk--carry me to safety" etc.).  Family members are planned as well (My half-coded default starting mission is "Find your brother"), with the expected penalties should they die.

Overconfidence got me killed. I suddenly grew tired in-game and took a nap in the safe house instead than in the basement. What can happen? It's full of traps and all boarded and nice, and I got inconspicuous trait.
My house burned, with me on it.

I guess it wasn't a good idea to burn those zombie corpses near my doorway.  ::)

Fires within a few tiles of your house generally aren't a good idea--especially as zombies may stumble through the fire, get lit themselves, die, and drop the books they were carrying right at your doorstep.  That said, I'm aware that walls seem to be made of pine needles right now and fire spreads too quickly.  This will be toned down soon.

Where can I get nails, mutations or bionics?

Nails have been added to the new "home hardware" item generation group, which occasionally will be placed in your house somewhere.  They're much easier to obtain this way.

Hey what do you use experience for, I've got like 5000 (found a bunch of whiskey and marijuana) so I really need to be able to spend it on something.

Using a skill puts XP into that skill.  I am also planning to let the player use large amounts of XP (on the order of thousands or tens of thousands) to improve their stats, craft an artifact, take a new trait, etc.

One question, do beds have any effect on sleep?

From player::can_sleep, they only have an effect on the chance to fall asleep, i think it is like:
(if you are not tired and/or have not taken any stimulants, insomia, etc)
8/16% on for sleeping on soil
9/16% on floor
13/16% on bed.


...and sleeping is a disease.

Thanks for code-diving!  This is accurate as far as I remember.  Generally you won't need the extra help from a bed unless you're an insomniac, not very tired, coked up, etc.

Sleeping is a disease, yes--this is a result of poorly-chosen variable/function names on my part.  When I created "diseases" it was intended to be used for just that--common cold, flu, fungitis, etc.  Then I realized that the same system would work great for things like boomer-blindness, being on fire... and even beneficial things, like sleeping, having painkillers in your system, etc.  Maybe one day I'll rename it to "temp_effect" or something.

monkey, I spent like 3 hours trying to hunt down that bug. The unloading code is weird. Good luck, though!

I believe I have fixed this bug, and it'll get pushed to git as soon as I can do such a thing.

Just had my first trans town swamp experience. "theres no zombies around here, im so far from the city!"  BAMMOTHERFUCKGIANTCENTIPEDE MOSQUITO TOAD ATTACK. I died quickly.

Yes, swamps are deadly--perhaps too much so.  Mosquitos are a pretty good reason to keep a shotgun handy ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 19, 2011, 05:54:08 pm
I actually enjoyed the on edge direness of the situation, though I imagine that it would get old rather quickly. Maybe those swarms need nerfed *a bit*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 05:57:18 pm
Hey what do you use experience for, I've got like 5000 (found a bunch of whiskey and marijuana) so I really need to be able to spend it on something.
Using a skill puts XP into that skill.  I am also planning to let the player use large amounts of XP (on the order of thousands or tens of thousands) to improve their stats, craft an artifact, take a new trait, etc.
This sounds awesome. It would cetainly motivate the players to keep happy, since it is now pretty easy.
Perhaps also sacrificing it for a temporary effect, like a quick boost for fleeing and so. Basically "Last Measure" stuff.

And ... artifacts? Do want!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 19, 2011, 06:13:04 pm
I am also planning to let the player use large amounts of XP (on the order of thousands or tens of thousands) to improve their stats, craft an artifact, take a new trait, etc.

I'd implement those character modification functions through a weird machine found only in science labs. Something like a GOD MACHINE*! :o


*Name optional
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 19, 2011, 06:18:04 pm
Thanks for code-diving!  This is accurate as far as I remember.  Generally you won't need the extra help from a bed unless you're an insomniac, not very tired, coked up, etc.

Sleeping is a disease, yes--this is a result of poorly-chosen variable/function names on my part.  When I created "diseases" it was intended to be used for just that--common cold, flu, fungitis, etc.  Then I realized that the same system would work great for things like boomer-blindness, being on fire... and even beneficial things, like sleeping, having painkillers in your system, etc.  Maybe one day I'll rename it to "temp_effect" or something.
Just had my first trans town swamp experience. "theres no zombies around here, im so far from the city!"  BAMMOTHERFUCKGIANTCENTIPEDE MOSQUITO TOAD ATTACK. I died quickly.

Yes, swamps are deadly--perhaps too much so.  Mosquitos are a pretty good reason to keep a shotgun handy ;)
To the first, Whales, I wouldn't worry about it. Many games that have either drugs or diseases start by labeling that set of code as drugs or disease, and then when non drugs and diseases get hooked on, they don't change it. I know HellMOO considers being on fire a drug.

As for the danger of swamps, I personally think they're good. You're in the middle of a zombie attack. Moving into an area where the ground is soggy and impedes movement is suicide, and depending on where you are, even WITHOUT mutated animals it can be nasty.

Stealth Edit: Also I second FunctionZero's idea of last resort effects, since a generally happy person would be more likely to pour effort into getting away and generally surviving even after the short term happiness is gone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 19, 2011, 06:23:17 pm
The Parkour trait should let you move through broken windows unimpeded, and lower your chance of cutting yourself on the glass. Its uses in jumping fences and counters are pretty limited as it stands (Or rather, there are rather few situations in which they are) , and I think this would make the perk more useful. I don't know about you guys, but windows are my preferred entry and exit points for a building.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 19, 2011, 06:23:38 pm
Fire is one crazy drug, atleast you can't get addicted to it easily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 06:26:00 pm
I just started playing this game and I MUST say, it made me two hours late getting back to work. The way I see it, that means this game is bloody AWESOME.

I just LOVE how many items there are, though I'm a jack-of-all-trades type and I hate not being able to do a bit of everything(weight/volume limits...). The lack of volume/weight allowance in the beginning sucks, though I eventually find cargo pants and a jacket, maybe a bag.

How do I mix bleach and ammonia to make poisonous gas a-la-nazi-death-camp? It says you can do it, but how?

Btw, NEVER POUR GAS ON THE GROUND NEAR A GAS STATION AND LIGHT IT. I died after the 4th consecutive explosion...

Ah, and setting a house on fire is a !!FUN!! touch, I'm curious as to whether it attracts enemies to the area! I'd assume setting a fire would attract unwanted attention because of the light.

Would be awesome if eventually an undercroft/sewer/tomb/cavern system was implemented so we could mine into the ground, bust open gratings and manholes and find all sorts of hidden goodies, ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 19, 2011, 06:27:35 pm
I believe to do more of the noxious gas type stuff you have to level up your cooking skill, since it also applies to chemical type craftables. I've only been able to make a teargas canister, but I haven't tried it out yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 06:28:09 pm
You get enough steps to walk away from the gas pumps, so it could be a GREAT way to kill a large horde of zombies, last ditch effort.

I just chose to do !!science!! by entering the actual station to see if it'd destroy the walls or set enough on fire. Little did I know it spewed a LOT more fire than I expected, to both my satisfaction and dismay.

Explosions make me happy ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 19, 2011, 06:29:52 pm
I just entered my first lab!
...
yeah, I died.

Also, can I ask in what language is this coded? I'd loved to get into modding this, so much potencial!

Also, bug: if you use, say, a lighter, but when it's asking for the direction you cancel it, it still consumes a "charge".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 06:30:05 pm
I believe to do more of the noxious gas type stuff you have to level up your cooking skill, since it also applies to chemical type craftables. I've only been able to make a teargas canister, but I haven't tried it out yet.

I found one of those in a house, along with a .45 pistol, though I never got the chance to find out if I can activate and throw it like a grenade, or if I need a weapon to fire it from, or if...

Ooooh, trap idea. Tripwire trap with grenade/gas canister sounds like fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 19, 2011, 06:31:38 pm
I just entered my first lab!
...
yeah, I died.

Also, can I ask in what language is this coded? I'd loved to get into modding this, so much potencial!

Also, bug: if you use, say, a lighter, but when it's asking for the direction you cancel it, it still consumes a "charge".

C++. I've been reading up on it as of late, and the fact that this was open source and in C++ was only more convenient.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 06:31:49 pm
I wonder if I'm the only one who's thought of DF-style continuation stories, since the world is constant...

Is it possible to give people your saves and conserve everything in the meantime? I'd LOVE some post-apocalyptic succession games :) Leave some traps, some goodies, etc for whoever's next ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 19, 2011, 06:32:29 pm
What's in science labs? I've been playing a while, but I've never managed to get in one
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 06:34:47 pm
I just entered my first lab!
...
yeah, I died.

Also, can I ask in what language is this coded? I'd loved to get into modding this, so much potencial!

Also, bug: if you use, say, a lighter, but when it's asking for the direction you cancel it, it still consumes a "charge".

C++. I've been reading up on it as of late, and the fact that this was open source and in C++ was only more convenient.

I'm thinking of reading up on C++ as well. With no prior programming knowledge, how difficult would it be to pick up? I've been meaning to get into programming for, oh, the last 10 years. My father was a programmer and I've always been hardcore into computers, just always been too lazy to learn it myself.

I've got hundreds of pages of fantasy and scifi items, places, gods, my own language with its own alphabet as well, and all sorts of plot ideas as well as short stories and a pretty well-made novel series' universe, so I may as well code a damn rpg game myself or with others, as I'm too much of a perfectionist to ever actually publish my novels, due to constantly changing everything, adding new universes, gods, sub-plots, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 19, 2011, 06:35:54 pm
What's in science labs? I've been playing a while, but I've never managed to get in one
Science labs can contain a variety of items like Lazer Guns, and other high-tech stuff. But the main reason (In my opinion) is for the Purifier and the Mutagen. Purifier takes away and bad traits from you, but along with any mutations. Even the good ones. Mutagen has a high chance of giving you a bad mutation, unless you have the Robust Genetics trait.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 06:36:10 pm
I just LOVE how many items there are, though I'm a jack-of-all-trades type and I hate not being able to do a bit of everything(weight/volume limits...). The lack of volume/weight allowance in the beginning sucks, though I eventually find cargo pants and a jacket, maybe a bag.
Make a beesline to your nearest clothing shop and "buy" a backpack. That's what I always do.

How do I mix bleach and ammonia to make poisonous gas a-la-nazi-death-camp? It says you can do it, but how?
Try wielding each and unloading the bottles (shift-u). I haven't tried it yet, so do post the results.

Also, can I ask in what language is this coded? I'd loved to get into modding this, so much potencial!
C++.
Whales has a very clean code, so you can mod stuff with zero programming skill.

FAKEEDIT: Warning - while you were typing 4 new replies have been posted. You may wish to review your post. Gah.

What's in science labs? I've been playing a while, but I've never managed to get in one
Science labs can contain a variety of items like Lazer Guns, and other high-tech stuff. But the main reason (In my opinion) is for the Purifier and the Mutagen. Purifier takes away and bad traits from you, but along with any mutations. Even the good ones. Mutagen has a high chance of giving you a bad mutation, unless you have the Robust Genetics trait.
Purifier also adds +1 to a random stat if there's nothing to purify.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 19, 2011, 06:37:22 pm
I just LOVE how many items there are, though I'm a jack-of-all-trades type and I hate not being able to do a bit of everything(weight/volume limits...). The lack of volume/weight allowance in the beginning sucks, though I eventually find cargo pants and a jacket, maybe a bag.
Make a beesline to your nearest clothing shop and "buy" a backpack. That's what I always do.

How do I mix bleach and ammonia to make poisonous gas a-la-nazi-death-camp? It says you can do it, but how?
Try wielding each and unloading the bottles (shift-u). I haven't tried it yet, so do post the results.

Also, can I ask in what language is this coded? I'd loved to get into modding this, so much potencial!
C++.
Whales has a very clean code, so you can mod stuff with zero programming skill.

FAKEEDIT: Warning - while you were typing 4 new replies have been posted. You may wish to review your post. Gah.
Can you perhaps post a guide telling us basic way's to mod things in?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 06:41:13 pm
Can you perhaps post a guide telling us basic way's to mod things in?
Will try to. This will take a while, as there's a lot to cover, so I welcome anyone to try to explain a bit as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 19, 2011, 06:42:17 pm
I'd recommend just reading up a bit on C++. I did minimal reading and could understand the code on a simple level. There are a few potentially confusing terms that are used, but no super in-depth knowledge of things is needed.

After that it's just figuring out Whales' implementation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 06:44:47 pm
I'd recommend just reading up a bit on C++. I did minimal reading and could understand the code on a simple level. There are a few potentially confusing terms that are used, but no super in-depth knowledge of things is needed.


Lets try to get a Cataclysm modding community going ;) As I'm an Insurance Broker, I am at the computer all day whenever I'm at work or at home, and I have DF+Cataclysm on my home and work computers. I've got no problem putting heavy time into coding, idea suggestion/sorting, and even running a forum if the arises. I've got experience in pretty much everything besides coding. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 06:45:53 pm
Is all the coding done by one individual atm?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 06:47:35 pm
Is all the coding done by one individual atm?
Everything by Whales, one man army.

Well, and Head, who takes care of the Windows port.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 19, 2011, 06:49:02 pm
I've got hundreds of pages of fantasy and scifi items, places, gods, my own language with its own alphabet as well, and all sorts of plot ideas as well as short stories and a pretty well-made novel series' universe, so I may as well code a damn rpg game myself or with others, as I'm too much of a perfectionist to ever actually publish my novels, due to constantly changing everything, adding new universes, gods, sub-plots, etc.

Short stories, why not puslish more of them instead of whole novels? They're great practice, you can publish them individually, ret-con ones that don't work, and extend the best into novels.

Making a game might be a good way to put it all together too though. This forum is a great place to get support for the coding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 19, 2011, 06:50:12 pm
Is all the coding done by one individual atm?
Yeah. All the base coding has been done by Whales, and Head has done work to make it run easily on Window's systems.

For modding, seriously, just go to the git page and open up the various blocks of code. You can't edit it there, but you can read them easily. Start with the Map**** and Item**** files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 19, 2011, 06:51:25 pm
I'm thinking to get into the coding side of this too, if only to track down that damn '@' bug. I'm certain it's an array bounds error or similar.

EDIT: That would be why the bug disappeared in V1.3.5 and re-appear in the subsequent version. Re-compiling the source changed the memory offsets, so the "wrong" address wasn't being over-written in V1.3.5

Need to look for an array bounds error or a pointer value error (the same thing more or less since c++ uses pointers to implement arrays).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 06:53:21 pm
I've got hundreds of pages of fantasy and scifi items, places, gods, my own language with its own alphabet as well, and all sorts of plot ideas as well as short stories and a pretty well-made novel series' universe, so I may as well code a damn rpg game myself or with others, as I'm too much of a perfectionist to ever actually publish my novels, due to constantly changing everything, adding new universes, gods, sub-plots, etc.

Short stories, why not puslish more of them instead of whole novels? They're great practice, you can publish them individually, ret-con ones that don't work, and extend the best into novels.

Making a game might be a good way to put it all together too though. This forum is a great place to get support for the coding.

I'm also highly protective of my work, lol. As I make EVERYTHING myself, my own unique names, language, etc, I HATE seeing people steal my ideas. I've had multiple ideas stolen over the years, and it pisses me off to no end when I don't have a finished project to show for.

Since I'm a hardcore Roleplayer and I LOVE RPGs, I've always wanted to make my own RPG. Just need some people to work with. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 19, 2011, 06:54:52 pm
What's in science labs? I've been playing a while, but I've never managed to get in one
Science labs can contain a variety of items like Lazer Guns, and other high-tech stuff. But the main reason (In my opinion) is for the Purifier and the Mutagen. Purifier takes away and bad traits from you, but along with any mutations. Even the good ones. Mutagen has a high chance of giving you a bad mutation, unless you have the Robust Genetics trait.

don't go spoiling it! I didn't find any of those, good to know though.

Also, can I ask in what language is this coded? I'd loved to get into modding this, so much potencial!
C++.
Whales has a very clean code, so you can mod stuff with zero programming skill.

I do have some programming skill. Just not on C++. hmmmm

Thumbs up for the modding community!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 19, 2011, 06:55:13 pm
It seems all I can do from Github is propose changes, is there a way to do it from the Cataclysm game itself?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 19, 2011, 06:56:11 pm
Start a thread in "creative projects" about it and I'll sign up to help. I'm very good at writng c++ and debugging. I also know openGL quite well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2011, 06:58:13 pm
It seems all I can do from Github is propose changes, is there a way to do it from the Cataclysm game itself?
Download it in Linux
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 19, 2011, 06:59:00 pm
I just entered my first lab!
...
yeah, I died.

Also, can I ask in what language is this coded? I'd loved to get into modding this, so much potencial!

Also, bug: if you use, say, a lighter, but when it's asking for the direction you cancel it, it still consumes a "charge".

C++. I've been reading up on it as of late, and the fact that this was open source and in C++ was only more convenient.

I'm thinking of reading up on C++ as well. With no prior programming knowledge, how difficult would it be to pick up? I've been meaning to get into programming for, oh, the last 10 years. My father was a programmer and I've always been hardcore into computers, just always been too lazy to learn it myself.

I've got hundreds of pages of fantasy and scifi items, places, gods, my own language with its own alphabet as well, and all sorts of plot ideas as well as short stories and a pretty well-made novel series' universe, so I may as well code a damn rpg game myself or with others, as I'm too much of a perfectionist to ever actually publish my novels, due to constantly changing everything, adding new universes, gods, sub-plots, etc.

I highly recommend it.  C++ is not very hard to learn--Cataclysm is the first program I've written in it, aside from a couple very small ones.  I've learned a lot through the process of coding Cataclysm, but mostly from googling "C++ <whatever>".  If you're interested in roguelike coding, I'd recommend visiting roguebasin (google it), or joining #rgrd on the Quakenet IRC.  Also, email me so we can swap tips ;)

Can you perhaps post a guide telling us basic way's to mod things in?
Will try to. This will take a while, as there's a lot to cover, so I welcome anyone to try to explain a bit as well.

I've started writing a couple--for those of you with the source, read the file "EDITING" in the "code_doc" folder.  Obviously it needs to be expanded upon; if any of you write a good guide, please send it my way and I'll package it with the code (and credit you).

Is all the coding done by one individual atm?
Everything by Whales, one man army.

Well, and Head, who takes care of the Windows port.

That's mostly true, though there's a few patches from other people in there, most notably Eronarn (who runs the public server).

I'm thinking to get into the coding side of this too, if only to track down that damn '@' bug. I'm certain it's an array bounds error or similar.

It's a Windows-specific error--never happens on linux.  So if you're bug-hunting, I'd suggest looking at the display functions, which is the only thing that really differs between the two versions.

I've got hundreds of pages of fantasy and scifi items, places, gods, my own language with its own alphabet as well, and all sorts of plot ideas as well as short stories and a pretty well-made novel series' universe, so I may as well code a damn rpg game myself or with others, as I'm too much of a perfectionist to ever actually publish my novels, due to constantly changing everything, adding new universes, gods, sub-plots, etc.

Short stories, why not puslish more of them instead of whole novels? They're great practice, you can publish them individually, ret-con ones that don't work, and extend the best into novels.

Making a game might be a good way to put it all together too though. This forum is a great place to get support for the coding.

I'm also highly protective of my work, lol. As I make EVERYTHING myself, my own unique names, language, etc, I HATE seeing people steal my ideas. I've had multiple ideas stolen over the years, and it pisses me off to no end when I don't have a finished project to show for.

Since I'm a hardcore Roleplayer and I LOVE RPGs, I've always wanted to make my own RPG. Just need some people to work with. :P

On the subject of idea theft (not to derail the thread or anything)... I'm a big proponent of open-source software, and open exchange of ideas in general.  Personally, I feel that the best thing you can do if you have a good idea is to share it with those around you, get it out there.  Allow me to quote Dan Rosenthal on the subject:

Quote
    Remember, ideas are not copyrightable, they’re not trademarkable, not trade secretable, and both difficult and prohibitively expensive to patent. You can’t protect them anyway, and you shouldn’t try — instead you should try to come up with new ones, and start working on the good ones.  Don’t freak out when you see things like Game Jams, or this course and think “Ian says I should post my work to the discussion forum, but I came up with a Great Idea(tm) and I don’t want other people to steal it.” Ideas are commonplace in games, and the value of your idea is nothing compared to the value of the implementation of that idea, your expertise and hard work in developing it into something that’s going to make you real money. But most importantly, our industry is very lateral, very tight-knit, very collaborative. You’ll find people sharing their ideas at GDC, doing collaborative projects between studios, or using inspiration from one game’s mechanics to improve another. Don’t fight it. That’s the way things work, and by embracing that open atmosphere, you’ll be far better off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 19, 2011, 06:59:53 pm
It seems all I can do from Github is propose changes, is there a way to do it from the Cataclysm game itself?
Download it in Linux

wait, you need linux to mod the files?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2011, 07:00:38 pm
It's significantly less complicated and less buggy to compile it in Linux.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 19, 2011, 07:02:15 pm
Hah, all the more reason to compile it under windows! At least for me XD

I actual have come to love tracking down and solving compiler errors. I used to hate them.

Will start looking at this once I'm underway porting another text game I promised myself to do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 07:02:23 pm
Whales, have you ever thought about "outsourcing" some of the code to files?

Granted I don't know much about IO of files, but a simple .csv file would have pretty much the same format as you use it in your item/monster definitions.

Would make the modding a bit easier.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 19, 2011, 07:05:18 pm
that doesn't go well with my lazyness...

wow, this was your first big project Whales? I always though that any game dev would fail hard on a dozen projects before making something this big. but people even applaud your code. you just inspired me a little...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 19, 2011, 07:09:15 pm
Whales, have you ever thought about "outsourcing" some of the code to files?

Granted I don't know much about IO of files, but a simple .csv file would have pretty much the same format as you use it in your item/monster definitions.

Would make the modding a bit easier.

Yeah, I plan to at some point.  I think.  It'd make some stuff a little complicated, but eventually it'd be ideal.

that doesn't go well with my lazyness...

wow, this was your first big project Whales? I always though that any game dev would fail hard on a dozen projects before making something this big. but people even applaud your code. you just inspired me a little...

The reason I didn't fail hard was I started small, very small.  Cataclysm v 0.0.1 was an @ walking around a screen full of dots.  v 0.0.2 had walls--but they didn't block your view.  v 0.0.3 had walls that blocked your view, and a rock you could pick up.  And so on...
If you're interested in making a game, of any kind, my recommendation would be to start with the simplest possible version of that game (making RISK? start with an empty board that does nothing.  Making a FPS?  Start with walking around an empty box), and slowly add features individually.  It takes longer, but you won't fail and you can solve problems as they crop up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 19, 2011, 07:10:50 pm
Did you every try a 1kbrl whales? They're fun to code. Impossible to read though.

I might fish my one up and post it one day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 07:13:53 pm
Ohhkay, I've got a quick question for coders. It's for the guide.

What would be the best and easiest way to compile the game? (on both platforms.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2011, 07:15:36 pm
There's a guide for compiling in Linux on the first page.
No idea about Windows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 19, 2011, 07:15:56 pm
Did you every try a 1kbrl whales? They're fun to code. Impossible to read though.

I might fish my one up and post it one day.

Heh, never made one.  I do like perl golfing though, and ultra-dense coding in general.  This article's pretty cool: http://countercomplex.blogspot.com/2011/06/16-byte-frontier-extreme-results-from.html

Ohhkay, I've got a quick question for coders. It's for the guide.

What would be the best and easiest way to compile the game? (on both platforms.)

Well, on linux that'd be to type "make", one-step process.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 19, 2011, 07:23:09 pm
I just killed a zombie hulk and butchered it. Daaaaaaaaaaaaaaaaaaaaaaaaaaaaamn that's a lot of pelts.

What are pelts even used for anyway?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 19, 2011, 07:24:27 pm
I just killed a zombie hulk and butchered it. Daaaaaaaaaaaaaaaaaaaaaaaaaaaaamn that's a lot of pelts.

What are pelts even used for anyway?
Various Tailoring recipes.

Well now im download Ubuntu, and trying to get it to run on Virtual Box. God damnit I feel like a complete idiot when it comes to doing stuff like this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2011, 07:24:55 pm
It's really simple. I use lubuntu myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 19, 2011, 07:25:30 pm
For Windows, just follow the instructions found here (http://whoopshop.com/catawiki/index.php/Download).

Head told me that it is a lot easier to use Code::Blocks to compile it though, so installing that afterwards and opening the project file inside the source folder (that is assuming it created all the correct file associations) will allow you to edit the code and compile it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 19, 2011, 07:25:50 pm
that doesn't go well with my lazyness...

wow, this was your first big project Whales? I always though that any game dev would fail hard on a dozen projects before making something this big. but people even applaud your code. you just inspired me a little...

The reason I didn't fail hard was I started small, very small.  Cataclysm v 0.0.1 was an @ walking around a screen full of dots.  v 0.0.2 had walls--but they didn't block your view.  v 0.0.3 had walls that blocked your view, and a rock you could pick up.  And so on...
If you're interested in making a game, of any kind, my recommendation would be to start with the simplest possible version of that game (making RISK? start with an empty board that does nothing.  Making a FPS?  Start with walking around an empty box), and slowly add features individually.  It takes longer, but you won't fail and you can solve problems as they crop up.

that is exactly how I think one should start too. Been following some new games, and I see that kind of slow paced development too on Survivors of Ragnarok. Each version it's just a really simple thing, like eating, or chopping a tree.

I wanted to try some roguelike game, cause I think I know how things are done code-wise. Except for world generation. In DF, Cataclysm, Rogue Survivor, Minecraft, Terraria and any other game with that, I just don't understand how it is done. Could you just very basically explain your method?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 07:34:15 pm
Is it just me, or is the Windows source uncompilable?

I seem to be missing curses.h, anyone knows what to do with that?

Fakeedit:
It's also absent from the Linux source, so ...

Also, here's the error MinGW throws at me:

Code: [Select]
$ make
mkdir obj
g++  -g -c bionics.cpp -o obj/bionics.o
In file included from itype.h:6:0,
                 from item.h:6,
                 from player.h:4,
                 from bionics.cpp:1:
color.h:4:20: fatal error: curses.h: No such file or directory
compilation terminated.
make: *** [obj/bionics.o] Error 1
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 19, 2011, 07:40:03 pm
You need pdcurses (http://sourceforge.net/projects/pdcurses/files/pdcurses/3.4/pdc34dlls.zip/download) and then
Quote
5. go to your minggw install directory and put the pdcurses.lib from the zip into the mingw/lib, put the pdcurses.dll in the mingw/bin and put the remaining .h in the mingw/includes
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 19, 2011, 07:40:54 pm
that doesn't go well with my lazyness...

wow, this was your first big project Whales? I always though that any game dev would fail hard on a dozen projects before making something this big. but people even applaud your code. you just inspired me a little...

The reason I didn't fail hard was I started small, very small.  Cataclysm v 0.0.1 was an @ walking around a screen full of dots.  v 0.0.2 had walls--but they didn't block your view.  v 0.0.3 had walls that blocked your view, and a rock you could pick up.  And so on...
If you're interested in making a game, of any kind, my recommendation would be to start with the simplest possible version of that game (making RISK? start with an empty board that does nothing.  Making a FPS?  Start with walking around an empty box), and slowly add features individually.  It takes longer, but you won't fail and you can solve problems as they crop up.

that is exactly how I think one should start too. Been following some new games, and I see that kind of slow paced development too on Survivors of Ragnarok. Each version it's just a really simple thing, like eating, or chopping a tree.

I wanted to try some roguelike game, cause I think I know how things are done code-wise. Except for world generation. In DF, Cataclysm, Rogue Survivor, Minecraft, Terraria and any other game with that, I just don't understand how it is done. Could you just very basically explain your method?

Gladly.  There's two basic concepts for map generation; the overmap, and the local map (or just "map" in the code).
The overmap is 180x180 tiles, each of which is a character in the 'm' screen--things like road, house, forest, etc.  This map's generation is detailed in overmap.cpp.  Basically, for the first overmap, the one you start in, it starts just a fields; then forests are randomly "scribbled" in.  A river is added, connecting two randomly-chosen points on the edges of the map.  Several cities are then added--it starts with a crossroads tile ("+" roads), and in each direction it draws a street.  Drawing a street involves going straight for a while, and on either side placing a building, or possibly another street--it's a recursive function.  Finally, all the existing cities are connected by roads, and extra stuff is added--behives in forests, labs, missile silos, etc.
When you step off the overmap, a new one is generated; it takes a look at the adjacent, existing overmaps, looking for river edges and roads, and connects them intelligently.

The local map is basically a 3D treadmill--only a few overmap tiles are kept in memory at any given time, and if you move off the current one--say to the north--everything gets shifted south, and new data is pulled in to the north--from a file if one exists, or generated fresh if it's unexplored terrain.

Is it just me, or is the Windows source uncompilable?

I seem to be missing curses.h, anyone knows what to do with that?

Fakeedit:
It's also absent from the Linux source, so ...

Also, here's the error MinGW throws at me:

Code: [Select]
$ make
mkdir obj
g++  -g -c bionics.cpp -o obj/bionics.o
In file included from itype.h:6:0,
                 from item.h:6,
                 from player.h:4,
                 from bionics.cpp:1:
color.h:4:20: fatal error: curses.h: No such file or directory
compilation terminated.
make: *** [obj/bionics.o] Error 1

curses.h is not part of cataclysm, it's the ncurses library (or pdcurses, on Windows).  I'd suggest googling pdcurses--as for using it, I have no clue how, but I'm sure head does.
On Ubuntu, to get ncurses, just type "sudo apt-get install libncurses-dev" (none of that tedious googling and downloading from unverified sources!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 19, 2011, 07:45:01 pm
I really recommend anyone wanting to mod this to stick with the linux version on a spare computer or Virtual box. Compiling on windows is always a headache and because of some of the new drawing code it's so much less stable. Really the difference in stability is massive. I have never had the linux version crash on me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 19, 2011, 08:17:23 pm
oh, I see. that crossroad start for cities never CROSSed my mind.

maybe I'll try doing something, it's a shame that i'm really only good in visual basic... and learning c++ when I could be playing cataclysm... thats a difficult choice =P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 08:20:03 pm
Start a thread in "creative projects" about it and I'll sign up to help. I'm very good at writng c++ and debugging. I also know openGL quite well.


Done! Darkseed:Asphyxia & Blade of Arkhan'a post is up :)


Also,

shameless bump of awesomeness for Cataclysm!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 19, 2011, 08:20:37 pm
Hm, you can gain infinite throwing skill by throwing items against the wall, you'll still need XP though.
I went up 5 points in throwing by repeatedly tossing one use of marijuana against the wall after smoking the other 14.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 08:22:43 pm
Hm, you can gain infinite throwing skill by throwing items against the wall, you'll still need XP though.
I went up 5 points in throwing by repeatedly tossing one use of marijuana against the wall after smoking the other 14.


I'm not sure if that's a waste of good weed, or a stroke of pure genius.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 08:24:40 pm
Finally managed to compile it under Windows. Head forgot to mention you also need to link SDL libs to compile.
Well, as soon as Ubuntu downloads so I can properly test and document the compiling there, it's off to actually writing how to mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 19, 2011, 08:32:51 pm
I have the windows version and I can't even get past the first day without the game closing out on me. What causes it is completely random, no error messages, it just closes.

I don't even know what to post to give a clue as to why it's happening either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 08:39:04 pm
I have the windows version and I can't even get past the first day without the game closing out on me. What causes it is completely random, no error messages, it just closes.

I don't even know what to post to give a clue as to why it's happening either.
Try the earlier versions. If those work better, then we at least know it's something with 1.0.8.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 19, 2011, 08:40:30 pm
Same with 1.0.7, but I guess I will try earlier ones too.


Wait, isn't it 1.3.7/8?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 08:41:35 pm
I play on windows and I get random freezes/crashes for no apparent reason, I had one where I was hitting Q, W, E, etc. to check what each button does and I got a 'debug radio tower 5 ' message or some such, then it opened a dialogue with some Wendy woman and I offered her to join me, she said no, I went into trading and wanted to trade some cocaine for her food then it froze.

I've had freezes other times for no apparent reason as well, but then I played for a while without incident before dying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 08:43:32 pm
Same with 1.0.7, but I guess I will try earlier ones too.
Huh. Which Windows have you got? Architecture and perhaps, model of your CPU might help.

Also, the best way to solve this is via debugging. I can't remember how to do that, exactly, so someone please help me on this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 19, 2011, 08:48:50 pm
run the program from the command line with gdb. If you don't have gdb, look it up, you'll have to install it. Instructions have been posted for windows users to run the debugger in this thread but I can't be arsed to find it again. :P

Should probably be added to original post next time
 
(Meanwhile, I've been crash free for several versions)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 08:58:29 pm
Btw, I found an odd bug.

I always use the Animal Empathy trait, as animals love me and my characters are made as close to my real self as possible.

Here's where the bug arises. Every time, I spawn with a friendly dog nearby that will follow me and fight to protect me. The odd thing is, I've noticed that the dog will randomly find itself inside of a house with all doors and windows closed, and it happened with a rabid squirrel as well.

I'm not sure if its due to some diagonal movement bug, but when I'm walking back and forth by a door or window they won't enter, but once I'm offscreen they sometimes magically find their way through the door/window even though the door/windows are still closed and intact.

Wtf? Teleporting animals, ftw!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 19, 2011, 09:01:28 pm
So would anyone be interested in starting a cataclysm modding thread? We could post the stuff we've made, swap ideas, collaborate, and whales could pick out anything he likes for the mainstream game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 19, 2011, 09:01:49 pm
Whales, I'm playing this came and loving it, but there are a couple of oddities I figure I should mention.

1) backpacks have less encumbrance than both messenger bags and purses. This seems odd to me.
     1a) Military style backpacks often have quick release thingymabobs near the shoulders allowing you to quickly drop you pack if you enter a combat situation and need to move quickly. That would be a nice feature

2)I went north a ways, past where the I could originally see. I made a note about some bodies I found up there. Then I walked back down and saved and quit. When I loaded the newly explored areas were still revealed, but the next label for each tile said unexplored. The note icon was still there but there was no text.

3) Grenades can knock down walls in the lab, leaving rubble and 2X4's. This seems weird to me.

4)Blood filter doesn't always clean the stimulant effect from your system.

5) When you have low power (less than 3) you can't retract your claws in order to acquire items to gain more power. This can lead to YASD situations. A use from ground key or an emergency retract which causes some form of damage would be good solutions to this. A warning might help otherwise.

6)I would love a debug command to make NPCs disapear, I occasionally end up hitting shift+g and spawning them, and I would like them to go away again.

7) Acid rain damage to items outside is counter intuitive. Right now if you're near items they can get damage. But items several map tiles over are perfectly fine. I'm not sure it would be a good idea to extend damage to all items outside, since that would rapidly deplete sources of loot.

8) There is so search key. Since there are potentially undetectable traps (e.g. buried bear traps, land mines) it would be nice if there was a way to check around you when you find your self in a trap field.

9)Certain  tasks have extremely unrealistic time-costs. Digging holes and setting bear traps is a prime example of that. oyu can currently dig a hole 2 tiles in front of a zombie and they will walk forward and fall in. This is very, very abusable. Digging a whole deep enough to injure someone (3 feet or more deep) takes at least 30 minutes IRL.

10)Scent. Zombies can track you by your smell. Yet there is no way to change or smell or lay false scent trails. Baiting traps  with worn/bloody clothing would be cool. As would needing to bathe/change clothes in order to reduce your scent.

11)socks. There are no socks in the game. No socks for your books, no socks to slip a rock into and crush a zombie skull with and no socks to keep you warm when it gets cold.

12) Temperature, being out in 50 degree rain for several hours is enough to give one hypothermia. It doesn't seem like that it implemented.

13) weather. It would be really nice if there was a way to look at the sky and get a taste of the weather for the next 1/2 hour.

14)The messages on the computers in the science lab. It seems like each paragraph is generated independently. Sometimes they repeat which is odd.

15) zombie scientists have flasks of acid. I would like to have flasks of acid. Or perhaps make them from the pools spitter zombies leave.

16) Tequilla is currently more enjoyable than any other liquor, for every character I have yet observed. This seems odd.


Keep up the awe-inspiring work!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 19, 2011, 09:05:38 pm
I think I'm just going to wait for a much later version, hoping that the bugs are fixed. I don't feel like downloading this gdb program to debug it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on July 19, 2011, 09:06:12 pm
Just chiming in on that acid rain bit; I don't think it should be all over the place but rather kept in certain areas, such as places laden with industrial style buildings that actually contribute pollution and corrosive elements to the air. Having acid rain in the middle of the 'burbs is a bit weird and unusual, not to mention how damaging it is to aforementioned loot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 19, 2011, 09:09:38 pm
Okay, i was playing 1.0.7. On windows, and I found 2 npcs. . .I thought they were removed?. . .unless I hit a debug key or something, which key spawns them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 19, 2011, 09:11:45 pm
Okay, i was playing 1.0.7. On windows, and I found 2 npcs. . .I thought they were removed?. . .unless I hit a debug key or something, which key spawns them?

Save and quit and they go away. They never spawn after the 1st character per world. Also you can generate them with G.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 09:19:13 pm
Okay, now I'm testing the Linux and have a slight problem.
The terminal doesn't understand the command aptitude, mentioned in "sudo aptitude update && sudo aptitude install g++".
That's in Head's step 4 in http://whoopshop.com/catawiki/index.php/Download (http://whoopshop.com/catawiki/index.php/Download)

Wat do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 19, 2011, 09:23:07 pm

10)Scent. Zombies can track you by your smell. Yet there is no way to change or smell or lay false scent trails. Baiting traps  with worn/bloody clothing would be cool. As would needing to bathe/change clothes in order to reduce your scent.
According to its description, teargas supposedly messes up the olfactory sense of whatever is in it, and I assume this applies to zombies too. I don't know if the effect is actually in there, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 19, 2011, 09:27:37 pm

10)Scent. Zombies can track you by your smell. Yet there is no way to change or smell or lay false scent trails. Baiting traps  with worn/bloody clothing would be cool. As would needing to bathe/change clothes in order to reduce your scent.
According to its description, teargas supposedly messes up the olfactory sense of whatever is in it, and I assume this applies to zombies too. I don't know if the effect is actually in there, though.

Good point. Now that I think of it smoke bombs do this too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 19, 2011, 09:32:21 pm
Okay, now I'm testing the Linux and have a slight problem.
The terminal doesn't understand the command aptitude, mentioned in "sudo aptitude update && sudo aptitude install g++".
That's in Head's step 4 in http://whoopshop.com/catawiki/index.php/Download (http://whoopshop.com/catawiki/index.php/Download)

Wat do?

The command to install g++ in Ubuntu is "sudo apt-get install g++".  If you're not using Ubuntu, you might not use apt-get or aptitude; refer to your distro's documentation for how to install software.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 09:38:47 pm
Okay, now I'm testing the Linux and have a slight problem.
The terminal doesn't understand the command aptitude, mentioned in "sudo aptitude update && sudo aptitude install g++".
That's in Head's step 4 in http://whoopshop.com/catawiki/index.php/Download (http://whoopshop.com/catawiki/index.php/Download)

Wat do?

The command to install g++ in Ubuntu is "sudo apt-get install g++".  If you're not using Ubuntu, you might not use apt-get or aptitude; refer to your distro's documentation for how to install software.
Thanks, tried apt-get instead of aptitude and it worked.
Well, I've also managed to succesfully compile Cataclysm on Linux, so now I'm ready to work on that guide.

I'll keep it in normal text format, so you won't have to do any reformatting if you put it in future distributions, Whales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 09:41:08 pm
Another bug: Cardboard box is a non-liquid holding container(I'm assuming, as I don't think I can carry water/gas around in a tv dinner box...) yet I can carry water/gasoline in it. A minor thing, probably due to the way containers are coded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aninimouse on July 19, 2011, 09:56:32 pm
10)Scent. Zombies can track you by your smell. Yet there is no way to change or smell or lay false scent trails.

I might be wrong, but isn't there a CBM that disguises your scent trail?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 10:01:56 pm
Woo! Finally made it past the first night, lol! 6 AM now, my trusty dog protected me though I had to move to a different house when a lightning strike set the back room on fire and destroyed a few walls... I've got a BB gun though its damn near useless, and I fashioned myself a wooden spear. The butcher knife I found also comes in handy, I hope it does give me a butcher skill bonus as the info implies. :)

All in all, I've got a wooden spear for a weapon, a frying pan, a butcher knife, bandages, aspirin, plenty of water in plastic bottles, scissors, needle&thread, string, rags, some alcohol, a molotov I made, I reinforced my cargo pants and my shirt for added protection, I've got a backpack, and with my packrat skill, I'm carrying 65/129 volume :D

I'm still going house to house on my block in a forest, afraid to move into the city. I think I'll take things slowly this time, rather than bum-rush into the city to get killed... :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 19, 2011, 10:03:35 pm
You reinforced your clothes? how do you do that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 10:05:11 pm
Woo! Finally made it past the first night, lol! 6 AM now, my trusty dog protected me though I had to move to a different house when a lightning strike set the back room on fire and destroyed a few walls... I've got a BB gun though its damn near useless, and I fashioned myself a wooden spear. The butcher knife I found also comes in handy, I hope it does give me a butcher skill bonus as the info implies. :)

All in all, I've got a wooden spear for a weapon, a frying pan, a butcher knife, bandages, aspirin, plenty of water in plastic bottles, scissors, needle&thread, string, rags, some alcohol, a molotov I made, I reinforced my cargo pants and my shirt for added protection, I've got a backpack, and with my packrat skill, I'm carrying 65/129 volume :D

I'm still going house to house on my block in a forest, afraid to move into the city. I think I'll take things slowly this time, rather than bum-rush into the city to get killed... :)
You forgot to take a lighter. That molotov is useless without one.
Also, don't be like me and forget to light it before throwing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 19, 2011, 10:10:38 pm
You reinforced your clothes? how do you do that?
You probally need to level up tailoring to a certain level.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 10:15:44 pm
You reinforced your clothes? how do you do that?
'a'pply the sewing kit, then select a clothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 19, 2011, 10:18:29 pm
DERP

I feel dumb now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 10:20:08 pm
I've got a few lighters.

WTF.

Reinforced my trenchcoat, it made encumberance go from 2 to 1, but I still have 4 encumber when I put it on, rather than 3.

NOT COOL. I wonder if the added protection is even calculated, or the code-string for that isn't set up, making just cosmetic... Bah.

I want my improved armor >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 10:28:27 pm
DERP

I feel dumb now.

Don't worry about it, mate. I'm an obsessive compulsive perfectionist businessman slash poet, singer, musician and writer, who touches EVERYTHING to see how it works. I LOVE taking things apart and used to take electronics apart and mix chemicals/liquids/etc in 'chemistry experiments' as a child. Needless to say, I ruined a lot of shit as a kid, set a few fires, had fun with explosives, and found out a lot of interesting things about electrical engineering through sheer curiosity. ;)

Never did test out the ammonia+bleach thing though my 7th grade science teacher taught me the chemical formula for how to make whatever the damn poison gas is called, lol.


Fun times :) I'd like to emulate that in Cataclysm/my own (possible, future) games by rewarding people who are a little too curious for their own good. ;)



I think it'd be good to add many 'useless' items to clutter up homes and shops, and have interesting reactions from a few of them that yield random tools, weapons, etc. Hell, you can actually fabricate your own screwdriver or hammer, make a saw(not a very good one, but if you can use a butcher knife or machete to make a spear then I don't think it'll be an issue >_>), etc.

You can't exactly make your own radio from scratch, but I like how you can make a silencer from a muffler and rags, etc, and other such things. :D


Someone needs to get a few do-it-yourself articles and incorporate that stuff into the game, 'cause in the even of nuclear war/zombie apocalypse, it'll be HEAVILY relied upon, from rain water condensation & natural filtering systems to impromptu weaponry and sources of food, well, that'll be very very nice.

It'd be awesome if eventually we can make our own houses, build extra walls/barricades/windows/doors/etc, take them down for materials, etc. Perhaps farm, mine for stone, etc.

Make it less of a short-term game and more of a long-term, if you ever get that far. ;) I'd love the human settlement/outpost idea also, of having a number of people in certain buildings, ALTHOUGH the noise/scent/cooking/etc. will attract hordes of zombies from which you must defend yourselves, etc.

So many possibilities!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 10:32:25 pm
Has anyone set up a fan/modding forum for Cataclysm yet? If so, I've got extensive forum experience and I wouldn't mind moderating to keep posts concise, spam-free, and fix any linguistic issues that may arise from having multi-national individuals all trying to speak the same language. Gods know I'm horrible when I start speaking Portuguese or Spanish >_>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 19, 2011, 10:33:16 pm
I was messing around generating NPCs (unfortunately every time I ended dialogue their head would explode, dropping their items :D) and kept getting debug messages. What's the key to turn them off?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 19, 2011, 10:35:01 pm
Has anyone set up a fan/modding forum for Cataclysm yet? If so, I've got extensive forum experience and I wouldn't mind moderating to keep posts concise, spam-free, and fix any linguistic issues that may arise from having multi-national individuals all trying to speak the same language. Gods know I'm horrible when I start speaking Portuguese or Spanish >_>

I would love to have a fan forum for Cataclysm--it seems like the interest is there--but as far as I know, there isn't one.  If you know of a good hosting service, or can provide hosting yourself, please let me know, or just go ahead and set it up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 10:35:30 pm
I was messing around generating NPCs (unfortunately every time I ended dialogue their head would explode, dropping their items :D) and kept getting debug messages. What's the key to turn them off?
The debug messages? The tilde ( ~ ) key.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 19, 2011, 10:43:29 pm
Doh! I was hitting control `
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 10:43:45 pm
Has anyone set up a fan/modding forum for Cataclysm yet? If so, I've got extensive forum experience and I wouldn't mind moderating to keep posts concise, spam-free, and fix any linguistic issues that may arise from having multi-national individuals all trying to speak the same language. Gods know I'm horrible when I start speaking Portuguese or Spanish >_>

I would love to have a fan forum for Cataclysm--it seems like the interest is there--but as far as I know, there isn't one.  If you know of a good hosting service, or can provide hosting yourself, please let me know, or just go ahead and set it up.


Eh, I have a personal forum for my novels and stories on ZetaBoards, but I've seen a few better boards out there. After the previous host changed to ZetaBoards I no longer have any damn idea what the hell I'm doing, though there are now hundreds of new, complicated features lol.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 10:53:03 pm
Has anyone set up a fan/modding forum for Cataclysm yet? If so, I've got extensive forum experience and I wouldn't mind moderating to keep posts concise, spam-free, and fix any linguistic issues that may arise from having multi-national individuals all trying to speak the same language. Gods know I'm horrible when I start speaking Portuguese or Spanish >_>

I would love to have a fan forum for Cataclysm--it seems like the interest is there--but as far as I know, there isn't one.  If you know of a good hosting service, or can provide hosting yourself, please let me know, or just go ahead and set it up.


Eh, I have a personal forum for my novels and stories on ZetaBoards, but I've seen a few better boards out there. After the previous host changed to ZetaBoards I no longer have any damn idea what the hell I'm doing, though there are now hundreds of new, complicated features lol.
My idea would be to set up a Simple Machines forum (the one Bay12 is using and is just fine) on a free webhost. Google Sites for example-

Anyway, I've already written some of the guide (I haven't gotten to the fun parts yet.) What do you think? Any typos and such?

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 19, 2011, 11:01:34 pm
I think I'm just going to wait for a much later version, hoping that the bugs are fixed. I don't feel like downloading this gdb program to debug it.

I got bored.

Anyway, confirmed personal bug, after closing the "@" screen, trying to view your inventory open up any other screen crashes the game. That means i,w,E, ect.


Hopefully there is  a way to fix this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 11:01:45 pm
I. INTRODUCTION
=======================
In Cataclysm, you'll have to change the game's souce code itself if you want to mod the game. I'll try to describe how to do that in this guide.
The game is written in C++, but while knowledge of programming can be useful, it is not needed. The code was written to be easibly understood and modified.


Besides that typo, everything else seems fine. Your grammar makes reading it a bit dense, but all in all its understandable. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 11:04:52 pm

Glad you're enjoying it!  All my code is open-source (of course) and I'd be thrilled if you used some ideas I've had (and even more thrilled if you did a better job than me ;) )

I am, unfortunately, only well-versed in standard C and/or Lua, I always found C++ code a bit alien to read, although I might give it a try when I am done with a personal project I am just starting. I just happened to retire from coding into another roguelike to move into that project, so...

Building fences is a good idea.  A near-future update will include lots more building options, and I'll make sure fences is one of them.

That is most excellent. With that finding alternate safety spots will be easier (you can camp near water surrounded by DYI walls and such).

Narcolepsy is a good idea, but yes, would be kind of tricky to balance to make sure that the player doesn't fall asleep when danger is imminent.  I'll start thinking about just how I'd do that.  Dreams and nightmares, too!  Probably more the latter than the former, since your character is probably a little on-edge.

Well, as I said, you can make it a chance to fall asleep while not doing anything (like when using the ^ command), or during actions where the body is relaxed such as sitting down (thus driving), operating a computer or reading a book. That's how it works IRL at least. During a fight, running away or such, you might feel tired, but you can't go to sleep (trust me).Nightmares make perfect sense in the situation, although given the random nature of dreams, a pleasant one is as likely to appear as a terrifying one. However terrifying ones are more in-theme. Maybe you can add messages like "the zombie hulk hits you for X damage. You die. You suddenly wake up". It might also scare the less attentive players who peruse the log and see the name of a powerful foe.


Cantennas are an awesome idea, as are gas-powered burners as an alternative to the battery-powered one.  Alarm clocks are a good idea as well.  TODO'd

I am glad to hear! Soon this will have as many options as real life it seems :P

Portable consoles are kind of planned, especially once I drop this computer update.  Down the road a bit, though.

Fair enough.

Leaving notes is an interesting thought; however, the sheer size of the game world means that it'd be a bit like finding a needle in a haystack (heck, even on the server, just finding a dead body isn't THAT common, right?)  I'm planning to add your personal map to your corpse-drop (so that players finding it can get the benefit of your exploration, AND any notes you left on your map--e.g. "ammo stash here").  Maybe I'll toss in an auto-generated journal that can be read by players who find your remains?

Well, I didn't check your map code, but you can handle  little events (in the case of randomly generated notes), such as if you generate something valuable like a safe or a hidden item (I have read around the topic that you can bury items?), then generate a note inside the same building (hidden maybe? that'd need furniture or something though). Or if you have access to areas that aren't the immediate surroundings while generating, you can generate an item far away and generate the note with hints afterwards. Modifying the value with distance can also work, so the further, or the more steps required for your treasure hunt, the more value the items have (so you don't walk several streets to just find dayquil)
For player content, I have found plenty of corpses in the SSH server, and I happen to stumble upon my own corpses easily in local. So I don't think it's that much of a stretch. Personal map and auto-generated journals are actually nice ideas. The map already contains notes, and if those could be shared around, it'd be quite useful or interesting, specially in the shared map. (It'd have a similar effect on local maps for the player, since players might forget a game from X weeks ago, and then go "aaah, that's WHERE I hid it!"). If you can spice the text output of an automatical journal, it might be an actually fun reading.


On the subject of NPCs:
Going into this, I knew that NPCs had the potential to be overpowered in two ways--first, it is exceptionally easy for one to kill you with a shotgun.  I didn't want to go the FPS route and make damage from guns reduced by 90% when they hit the player, so it's an issue.  Second, a player who wants to could use NPCs as "item pinatas," rather than the allies (or albatrosses) they're intended as.  To combat both of these, I decided that killing an NPC should be a big penalty, strong enough to make the player want to avoid it--and that NPCs should view killing the player as undesirable as well.  This is why most NPCs, when hostile, will simply seek to mug the player rather than shoot you and take your stuff.

That's something I fear indeed. You can see that in Rogue Survivor, to mention a similarly-themed game, NPCs make it impossible to play in any way that is not Rambo or Jack The Ripper (in zombie land). Since it really killed my experience with RS, I just really wish it doesn't happen with this one too. For me Cataclysm kind of rescues RS and mixes it with another favorite (which I can't play on Linux) Caves of Qud. I really want this game to become legendary.


Currently, NPCs make pretty decent allies.  If they're a good shot, they'll take out zombies quite quickly; however, they're ignorant of the zombie-attracting nature of firearms.  This is issue 1.  Issue 2 is that there's no system in place for dividing up loot; it's basically "who gets there first" when desirable items on the floor are concerned.  Otherwise, there's no great need to babysit NPCs; occasionally they'll get in trouble with monsters and you'll need to save them, but they'll try to save you if you're in trouble too (though this behavior could use some improvement).  They're also smart enough to know when there's a risk of friendly fire; the "acceptable" level of risk is dependant on the individual NPC's personality, but generally they'll tell you to move, or try to navigate so they can get a clean shot.
"Useless" NPCs like children or the badly-injured are vaguely planned as a part of the mission system ("Find and retrieve my child," "I can't walk--carry me to safety" etc.).  Family members are planned as well (My half-coded default starting mission is "Find your brother"), with the expected penalties should they die.

I still haven't tried adding some NPCs for study, but will try to check it out later today. Sounds fairly acceptable, though, perhaps my bitter experience with RS is making me too wary.I wouldn't make children "useless", however. Children are quite resistant even in real life (try doing the stuff you did as a kid now that you are an adult and watch body parts snap uncontrollably), and they surely can learn to use a gun. Sure, they might have horrible penalties in perception and strength, but I wouldn't make them absolutely useless. Consider that in such a situation a lot of kids would have to survive by themselves. Same with old guys or injured, who still have experiences and might not be entirely done for. Besides, this forum is used to children crafting ultimately fucked up items (as in DF), and many will probably find the senile old man who snapped and killed 80 zombies in a row before dying totally awesome. I hope you consider that.


This reminds me. Have you thought of generating house content using an "owner" system? To sum it up, whenever you generate a house, you generate who lives in there first. Something from 1-4 persons. Then you can generate archetypes, such as "widow, nerd, child m/f, scholar, crazy old cat lady, housewife, policeman/woman, software developer, hacker, drug user/dealer, office worker, weapon collector, crazy war veteran, chef", then mix a few (for example) "we got the Smith's house which has an office worker, a housewife, a nerd and a female child", you can then populate the house with themed items for each, and modifying the number of rooms for them. In that example we might find books like "how to browse the web" from office worker, scifi novels or computer/mechanics advanced stuff from the nerd, candy because there's a child (simple, but it's for the sake of example), and cooking/cleaning utensils from the housewife. A house populated just by a nerd might have computer parts, mp3 players, junk food and minimal cleaning tools. A crazy cat lady's house will be stocked with cat food cans (and perhaps a cat-munched corpse or cat corpses around), and so on. What do you think? This also can allow giving names to houses like "Smith's residence" which can help orientation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 11:09:29 pm
I like the housing idea, as I had suggested a few pages ago. :)


It'll make the game a lot more interesting, plus add a bit of backstory/theme rather than just busting into another random generic house. ;)

Dunno how difficult this may be for coding though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 11:09:56 pm
easibly
Fixed. It's 5 AM here and I haven't slept in hours, expect me to make some mistakes.

Your grammar makes reading it a bit dense, but all in all its understandable. :)
I was fearing that would happen. I'm open to suggestions to make it more ... uhh ... breezy?
No wait, what's the opposite of verbose?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 11:11:43 pm
I like the housing idea, as I had suggested a few pages ago. :)
Whoops, sorry, I completely missed that.
What brings me to...does this forum have a search-on-topic feature? Trying to find water sources before required me to open all 130 pages and search all of them for "water".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 19, 2011, 11:13:08 pm
that thing with the houses would take up massive amounts of memory if it all wasn't deleted after items were placed. Just saying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 11:16:34 pm
that thing with the houses would take up massive amounts of memory if it all wasn't deleted after items were placed. Just saying.
Not at all, it might not even need to be recalled, just used during generation, and just then putting a faceplate on a door or a mailbox or something. Unless you want to make logical connections between houses, in that case it will need to be stored, but it can be a few bytes each with proper coding, absolutely not an issue. (instead of storing names as strings just use a reference table and store an index so family names don't take much size, or can be hashed I guess, the other datum is number of inhabitants, which is easily stored in less than 4 bits)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 11:18:12 pm
that thing with the houses would take up massive amounts of memory if it all wasn't deleted after items were placed. Just saying.
No, not really. They'd just be variables. We have, what, around 40 or so houses per town? And let's say one house can generate up to 5 inhabitants, for item placement purposes. That means up to 200 short variables, taking minimal memory.

But anyways, since this has no use outside worldgen, why load it into the memory anyways?

You're kinda underestimating modern systems. You know how much is 2 GBs of RAM? A lot. You can load a lot of stuff into the memory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 19, 2011, 11:19:04 pm
What about shops? Will this kind of information be used for them too? What about labs?

EDIT: I try to keep the amount of space taken up on my computer low. It's just that I can kind of see this getting like DF in terms of world generation and that kind of scares me.

In other news, whats the limit on the generation of the map?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 11:20:50 pm
Another minor bug. Silencer says it muffles at the cost of damage and accuracy, but it has a +2 to hit bonus. Now, either I've got to-hit bonuses backwards and positive numbers are bad, or this is another minor numerical error.

For now, woot! Silencer that improves aim ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 11:25:30 pm
Anyone have any idea what a plutonium cell does? o_O Just found one in some guys basement down the block from my house... Heh
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 19, 2011, 11:25:51 pm
What about shops? Will this kind of information be used for them too? What about labs?

EDIT: I try to keep the amount of space taken up on my computer low. It's just that I can kind of see this getting like DF in terms of world generation and that kind of scares me.

In other news, whats the limit on the generation of the map?

Shops wouldn't really need it since they are already themed.
And nah, I don't think this will EVER reach the level of DF, even if tons of features are added. The code is competent and fast too.
About map generation, it has more chances of being infinite than Minecraft, since it doesn't need floats for position, so we might have something that is up to 64 bits (From -9223372036854775808 to 9223372036854775807. That's a lot of tiles). Who knows, there might be more bits dedicated to it, so it might be even bigger, or even infinite if the positions are relative to the current area.

EDIT: From that the Merchant of Menace says, it's 64 bits of map storage (X/Y), so it's pretty pretty big indeed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2011, 11:28:16 pm
The world map is 4.6 x 1018 square miles, or about 20,000,000,000 times the size of Earth.

And regarding the silencer having a +2 to hit, that's for if you're wielding it as a melee weapon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 11:31:34 pm
Considering how I have at least 20 gigs dedicated to games at any one time, I wouldn't mine a gig or two for this game, if its that good ;)


Also, FUCK YEAH. I found my HOME BASE.

Basement has no windows, but has RAM, soldering iron, receiver, tons of batteries, plutonium cell, screwdriver, and all sorts of electrical components, and something called an 'electrohack'. I'm totally putting a Note on the map and boarding this place up asap!


If I hoard all my shit in this house will it ever disappear? If I need to conserve memory I'll just burn all the local houses down and destroy buildings after they're looted, since I doubt they're useful at all after they've been looted - besides temporary cover of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 19, 2011, 11:35:37 pm
Anyone have any idea what a plutonium cell does? o_O Just found one in some guys basement down the block from my house... Heh

Plutonium cells function as power (and materials) for teleporters. Manhacks and turrets recipes can use them in place of batteries (They're useless though), and can turn 1 P-cell into 20 fusion pack charges.

Basement has no windows, but has RAM, soldering iron, receiver, tons of batteries, plutonium cell, screwdriver, and all sorts of electrical components, and something called an 'electrohack'. I'm totally putting a Note on the map and boarding this place up asap!
I don't think basements are supposed to have windows in the first place :/.
Electrohacks can be used to hack the science lab doors(Maybe other things), but you'll need computer skill to use them.

Quote
If I hoard all my shit in this house will it ever disappear? If I need to conserve memory I'll just burn all the local houses down and destroy buildings after they're looted, since I doubt they're useful at all after they've been looted - besides temporary cover of course.
I've never seen items disappear or the game otherwise choking due to memory limits. If a tile gets full it just gets pushed to an adjacent tile. I've butchered 12 corpses in one house and still didn't see anything disappearing, so you're probably fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 11:42:42 pm
Great, I just want to make sure I can come back here with the same guy days later and not have everything disappear. Hell, if the world is really constant, it can be a kickass home base any time I restart, no? :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 19, 2011, 11:43:58 pm
Ya. It can be a consistent base between games. Also, use a jackhammer to smash down walls, you'll get tons of 2x4s that way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 19, 2011, 11:44:45 pm
Anyone have any idea what a plutonium cell does? o_O Just found one in some guys basement down the block from my house... Heh
You can use it to craft energy cells (aka ammo for lasers!!!!!) with a high enough electronics skill. Unless it was mechanics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 19, 2011, 11:48:07 pm
Another minor bug. Silencer says it muffles at the cost of damage and accuracy, but it has a +2 to hit bonus. Now, either I've got to-hit bonuses backwards and positive numbers are bad, or this is another minor numerical error.

For now, woot! Silencer that improves aim ;)

You've got it backwards, positive numbers are bad (it's actually a "to-miss bonus," really)

The house idea is a fairly good one--I'm just not sure players would be able to tell the difference.  Maybe if I partitioned houses into by-owner rooms, but even then it wouldn't necessarily be any more identifiable than the random rooms are now; and the space in a house is pretty limited.  Data usage isn't an issue--an extra 4 bytes or so per house, when they already use much more than that.  And since the only thing that'd have to be saved is the name of the house, that's just an extra single byte, miniscule!

What about shops? Will this kind of information be used for them too? What about labs?

EDIT: I try to keep the amount of space taken up on my computer low. It's just that I can kind of see this getting like DF in terms of world generation and that kind of scares me.

In other news, whats the limit on the generation of the map?

Well, I use 32-bit ints (you might use a 64-bit one, if you have a 64-bit system) for keeping track of the overworld positions.  That means there's 2^32 x 2^32 possible surface-level overmaps.  Assuming each one is about a square mile, that's... much much much larger than the earth, and much more than you could explore, even if you spent the rest of your life doing nothing but playing cataclysm (please do not attempt).


Considering how I have at least 20 gigs dedicated to games at any one time, I wouldn't mine a gig or two for this game, if its that good ;)


Also, FUCK YEAH. I found my HOME BASE.

Basement has no windows, but has RAM, soldering iron, receiver, tons of batteries, plutonium cell, screwdriver, and all sorts of electrical components, and something called an 'electrohack'. I'm totally putting a Note on the map and boarding this place up asap!


If I hoard all my shit in this house will it ever disappear? If I need to conserve memory I'll just burn all the local houses down and destroy buildings after they're looted, since I doubt they're useful at all after they've been looted - besides temporary cover of course.

Only a small portion of the map is kept in memory at any given time--the memory footprint of cataclysm is rather low.  Nothing ever gets deleted due to running out of memory.

I develop and play cataclysm on a netbook--with 16 GB of storage, 1 GB of memory, and a 1.6 GHz processor, low-end systems are a target audience (since really, I'm making this for my own amusement).  If your computer's stats are better than mine, running Cataclysm should never be an issue for you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 11:50:07 pm
I've got mechanics, barter, and some other skills at 2-3 from books, and 3 tailoring from fixing my clothes up. :)

I can't seem to find any nails or a hammer, so I'm going to go into town... My dog mysteriously disappeared so I'm going to have to rough it out alone, sadly... Little Bastard was a great early-warning system, and a last-ditch trap as well... Killed every animal that got near me, too. :(

I will be PISSED if I die... This house is AWESOME. The basement has at least 40 counters on opposite walls, stacked with electronics items, plus the other crafting items I left there. Whoever owned this house was really prepared to kick some ass. I also love how the bathroom has no windows, first house I found that was smart enough to have a windowless room. :)

WEIRD thing is that the hallway leading into the rooms has a door and is missing a section of wall, making the door completely useless. o_O
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 19, 2011, 11:52:12 pm
What about shops? Will this kind of information be used for them too? What about labs?

EDIT: I try to keep the amount of space taken up on my computer low. It's just that I can kind of see this getting like DF in terms of world generation and that kind of scares me.

In other news, whats the limit on the generation of the map?

Well, I use 32-bit ints (you might use a 64-bit one, if you have a 64-bit system) for keeping track of the overworld positions.  That means there's 2^32 x 2^32 possible surface-level overmaps.  Assuming each one is about a square mile, that's... much much much larger than the earth, and much more than you could explore, even if you spent the rest of your life doing nothing but playing cataclysm (please do not attempt)
I now contemplate a Ringworld Cataclysm, and it is hilariously big.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 11:52:21 pm
Whales, can you PLEEEEEEEEASE make it so map 'Notes' are kept between characters? I'd love if it I could find the note showing my home base on a character after this one inevitably dies, should I come close enough to reveal this region :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 19, 2011, 11:56:10 pm
Whales, can you PLEEEEEEEEASE make it so map 'Notes' are kept between characters? I'd love if it I could find the note showing my home base on a character after this one inevitably dies, should I come close enough to reveal this region :)
He already said he's planning to have "retrievable notes" from player corpses. I dunno if anything more than that would be good.

Oh yeah, update on the guide. Help appreciated for the files I don't know what they do.
Spoiler (click to show/hide)

This will take a while, takes time to look and see what each file does.
Well, actually, Whales, would a section on File Descriptions even be needed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 19, 2011, 11:58:51 pm
Wait...

So any item with +1/2/3 to-hit is BAD?


Damn, so I was right in the first place.

That's a bit confusing :\ the language of to-HIT makes it so that anyone will assume it works like to-hit modifiers in other RPG games, with positive values giving a bonus. It makes little sense for every other positive number to be positive but this...

I remember one game where there were inverted values for select items and honestly it bugged the hell out of me and other players, heh

I'll be sure to keep that in mind though. Glad to know the -2 to-hit on my crafted safety glasses is actually a good thing :D


Hmmmmmmmmmm... Is it possible for there to be a future equipment quality for crafted/unique items? I see I can tear and rip, aka deteriorate the condition of clothes when sewing, so the opposite effect, kinda like reinforcing clothes, would be awesome when making your own stuff. Would give a nice bonus to going through the trouble of making your OWN safety glasses, jeans, etc. :) (though the encumberance on items, at least on a reinforced trench coat, is bugged and isn't changing though the values show a change) clot
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 12:03:18 am
Whales, can you PLEEEEEEEEASE make it so map 'Notes' are kept between characters? I'd love if it I could find the note showing my home base on a character after this one inevitably dies, should I come close enough to reveal this region :)
He already said he's planning to have "retrievable notes" from player corpses. I dunno if anything more than that would be good.

Oh yeah, update on the guide. Help appreciated for the files I don't know what they do.
Spoiler (click to show/hide)

This will take a while, takes time to look and see what each file does.
Well, actually, Whales, would a section on File Descriptions even be needed?


As the guide is for US, who know little, I'd say the more info the merrier. Most of those are pretty obvious due to the file names, though things such as the enums file would be nice to highlight. The others like bionics are self-explanatory, though the difference between the faction files would be worth a few words.

Lesson #1 in FAQ writing: CUT DOWN ON UNNECESSARY WORDING.

Example:

== dialogue.h ==
Language used, as well as some mechanics for talking to NPCs. <--- BAD
Language used/NPC speech mechanics <--- GOOD

--- --- ---

2-4 words less will go a LONG way when your FAQ is pages long ;)

This isn't a high school or college paper, we're going to SUBSTANCE over size. :) The more you say with the fewer words, the better!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 20, 2011, 12:04:25 am
Whales, can you PLEEEEEEEEASE make it so map 'Notes' are kept between characters? I'd love if it I could find the note showing my home base on a character after this one inevitably dies, should I come close enough to reveal this region :)
He already said he's planning to have "retrievable notes" from player corpses. I dunno if anything more than that would be good.

Oh yeah, update on the guide. Help appreciated for the files I don't know what they do.
Spoiler (click to show/hide)

This will take a while, takes time to look and see what each file does.
Well, actually, Whales, would a section on File Descriptions even be needed?

Probably not, just for key files.  I can bang it out real quick--just so you have an idea of what the imporant, moddable ones are--then you could round it out for me if you want.


Wait...

So any item with +1/2/3 to-hit is BAD?


Damn, so I was right in the first place.

That's a bit confusing :\ the language of to-HIT makes it so that anyone will assume it works like to-hit modifiers in other RPG games, with positive values giving a bonus. It makes little sense for every other positive number to be positive but this...

I remember one game where there were inverted values for select items and honestly it bugged the hell out of me and other players, heh

I'll be sure to keep that in mind though. Glad to know the -2 to-hit on my crafted safety glasses is actually a good thing :D


Hmmmmmmmmmm... Is it possible for there to be a future equipment quality for crafted/unique items? I see I can tear and rip, aka deteriorate the condition of clothes when sewing, so the opposite effect, kinda like reinforcing clothes, would be awesome when making your own stuff. Would give a nice bonus to going through the trouble of making your OWN safety glasses, jeans, etc. :) (though the encumberance on items, at least on a reinforced trench coat, is bugged and isn't changing though the values show a change) clot

No, no--the values displayed to the player in-game are positive GOOD, negative BAD.  In the code they're reversed for technical reasons.
The "to-hit bonus" displayed at the top of item descriptions is for using that item as a melee weapon.
Reinforcing clothing shouldn't affect the encumberment value at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 12:11:16 am
As the guide is for US, who know little, I'd say the more info the merrier. Most of those are pretty obvious due to the file names, though things such as the enums file would be nice to highlight. The others like bionics are self-explanatory, though the difference between the faction files would be worth a few words.

Lesson #1 in FAQ writing: CUT DOWN ON UNNECESSARY WORDING.

Example:

== dialogue.h ==
Language used, as well as some mechanics for talking to NPCs. <--- BAD
Language used/NPC speech mechanics <--- GOOD

--- --- ---

2-4 words less will go a LONG way when your FAQ is pages long ;)

This isn't a high school or college paper, we're going to SUBSTANCE over size. :) The more you say with the fewer words, the better!

Yeah, I know. Like I said, I'm pretty much sleep deprived. And I can't go to sleep since I'm getting my new graphic tablet in three hours I've been waiting for all week.
I'll probably have to rewrite it anyway. Thanks for the feedback though.

And yeah, so far the filenames have made the contents pretty obvious. Just you wait 'til I get to monitemsdef.cpp and all the other mon*.cpp files. Try figuring there which one you need to change. Especially since you usually need to change multiple files anyways.

Probably not, just for key files.  I can bang it out real quick--just so you have an idea of what the imporant, moddable ones are--then you could round it out for me if you want.
Yeah, this would actually be quite appreciated, since I have no idea right now to see which are important without looking at each one individually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 12:14:41 am
As the guide is for US, who know little, I'd say the more info the merrier. Most of those are pretty obvious due to the file names, though things such as the enums file would be nice to highlight. The others like bionics are self-explanatory, though the difference between the faction files would be worth a few words.

Lesson #1 in FAQ writing: CUT DOWN ON UNNECESSARY WORDING.

Example:

== dialogue.h ==
Language used, as well as some mechanics for talking to NPCs. <--- BAD
Language used/NPC speech mechanics <--- GOOD

--- --- ---

2-4 words less will go a LONG way when your FAQ is pages long ;)

This isn't a high school or college paper, we're going to SUBSTANCE over size. :) The more you say with the fewer words, the better!

Yeah, I know. Like I said, I'm pretty much sleep deprived. And I can't go to sleep since I'm getting my new graphic tablet in three hours I've been waiting for all week.
I'll probably have to rewrite it anyway. Thanks for the feedback though.

And yeah, so far the filenames have made the contents pretty obvious. Just you wait 'til I get to monitemsdef.cpp and all the other mon*.cpp files. Try figuring there which one you need to change. Especially since you usually need to change multiple files anyways.

Probably not, just for key files.  I can bang it out real quick--just so you have an idea of what the imporant, moddable ones are--then you could round it out for me if you want.
Yeah, this would actually be quite appreciated, since I have no idea right now to see which are important without looking at each one individually.


...And on this fateful day, much headache was avoided!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 12:15:57 am
Whales, can you PLEEEEEEEEASE make it so map 'Notes' are kept between characters? I'd love if it I could find the note showing my home base on a character after this one inevitably dies, should I come close enough to reveal this region :)
He already said he's planning to have "retrievable notes" from player corpses. I dunno if anything more than that would be good.

Oh yeah, update on the guide. Help appreciated for the files I don't know what they do.
Spoiler (click to show/hide)

This will take a while, takes time to look and see what each file does.
Well, actually, Whales, would a section on File Descriptions even be needed?

Probably not, just for key files.  I can bang it out real quick--just so you have an idea of what the imporant, moddable ones are--then you could round it out for me if you want.


Wait...

So any item with +1/2/3 to-hit is BAD?


Damn, so I was right in the first place.

That's a bit confusing :\ the language of to-HIT makes it so that anyone will assume it works like to-hit modifiers in other RPG games, with positive values giving a bonus. It makes little sense for every other positive number to be positive but this...

I remember one game where there were inverted values for select items and honestly it bugged the hell out of me and other players, heh

I'll be sure to keep that in mind though. Glad to know the -2 to-hit on my crafted safety glasses is actually a good thing :D


Hmmmmmmmmmm... Is it possible for there to be a future equipment quality for crafted/unique items? I see I can tear and rip, aka deteriorate the condition of clothes when sewing, so the opposite effect, kinda like reinforcing clothes, would be awesome when making your own stuff. Would give a nice bonus to going through the trouble of making your OWN safety glasses, jeans, etc. :) (though the encumberance on items, at least on a reinforced trench coat, is bugged and isn't changing though the values show a change) clot

No, no--the values displayed to the player in-game are positive GOOD, negative BAD.  In the code they're reversed for technical reasons.
The "to-hit bonus" displayed at the top of item descriptions is for using that item as a melee weapon.
Reinforcing clothing shouldn't affect the encumberment value at all.

Wait, so... I'm confused.

So wearing my glasses or safety glasses DOESN'T help my aim? Besides the nearsighted trait, of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 12:18:56 am
Oh yeah, Whales, no need to rush on those files.
I think I'll rather continue writing after I get some sleep, I can barely write in this state.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blargityblarg on July 20, 2011, 12:27:20 am
Wait, so... I'm confused.

So wearing my glasses or safety glasses DOESN'T help my aim? Besides the nearsighted trait, of course.

No, the to-hit and damage stats put into every item's description describe how well you can beat someone to death with that item; the improved aim means it's easier to hit a zombie whilst using the glasses as a weapon that it is with bare fists (skills notwithstanding)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 12:45:28 am
Ahh, understood.


And DAMN. I got hungry, ran out of food, bum rushed out of the basement to find food, the next 4 houses had none, going back home I got RAPED by 3 brutes, 6 zombies and a fast zombie who finished me off by getting too close when I threw my molotov... Was about to die anyway.

Hope I can find my home base :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 20, 2011, 12:49:43 am
May we please get a portable tent someday? I love to go out in the wilds, but the lack of anything to keep me from rain is really saddening. Make it heavy and big (in terms if space), still I want to be able to carry a small camp tent around.

Just make it deployable (and retrieveable through 'e'xamination) and make the weather to have no effect while on its tile...


I would really love it :).


NB
In the latest Head's version once I've loaded my successful character, a TON of enemies appeared right near me and killed me before I could move. Even SQUIRRELS were there and were hitting me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 12:50:25 am
Houses? Bah, Grovery stores is where it's at.

I once found tons of canned food in one, like 30+ cans.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 20, 2011, 12:53:08 am
Spoiler: Key Files (click to show/hide)

Whew!  That's the important, easily-modded stuff; the really-easy stuff is in red.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 01:02:49 am
Spoiler: Key Files (click to show/hide)

Whew!  That's the important, easily-modded stuff; the really-easy stuff is in red.

Thanks, this will really come in handy for the guide.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 20, 2011, 01:11:02 am
I keep finding things I was not finding before and being amazed. Did you know there was a book called Guns n Ammo? Cause neither did I. I must have gone through dozens of characters, but I never found this book. Until Now. :o

Whales, are you sneaking updates onto my machine when I'm not watching?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 20, 2011, 01:12:56 am
I keep finding things I was not finding before and being amazed. Did you know there was a book called Guns n Ammo? Cause neither did I. I must have gone through dozens of characters, but I never found this book. Until Now. :o

Whales, are you sneaking updates onto my machine when I'm not watching?

I believe that was the first book I coded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 20, 2011, 01:15:11 am
There is actually a magazine titled Guns and Ammo, was it inspired by that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 20, 2011, 01:17:57 am
There is actually a magazine titled Guns and Ammo, was it inspired by that?

Yes, all in-game magazines are taken from real life.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 01:30:22 am
What the F- !?!?!?!


I dunno what I did but I got extremely nauseous, and I started vomiting spores, now there's a living spore creature next to me o_O


...Maybe committing suicide by taking 50 aspirin pills, 10 dayquil, and a bottle of mutagen was a BAD idea, though the purifier got rid of the mutagen effects...


Weird. And really, really creepy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 20, 2011, 02:02:16 am
You might want to be getting your ass to some royal jelly deep in a bee hive, that will clear up your fungal infection right quick. Assuming it doesn't kill you from the inside out first, of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 02:10:59 am
Too late, already died, the game froze when another fungal stalk exploded from my hands lol.

Fucking creepy... I had just taken some royal jelly too, it didn't seem to work, unless whatever caused the infection came after I ate the jelly...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dariush on July 20, 2011, 03:43:14 am
(http://img18.imageshack.us/img18/3002/e708c7c4c63d4e5080e6c22.png)
Huh. I just started a new game surrounded by a shitload of purifiers with a human corpse in the same room and this lying next to it. Huh.

Edit:
(http://img705.imageshack.us/img705/1490/90fa6f767e734bf0b544f13.png)
And here's what was lying with the corpse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 20, 2011, 03:58:07 am
I've downloaded the source and I've made some alterations but how do I rebuild/compile the .exe?

I've downloaded minGW but it's totally incomprehensible to me. I just am not seeing how I turn my makefile into an .exe

Am I an idiot? ???

Help anyone?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 04:04:41 am
I've downloaded the source and I've made some alterations but how do I rebuild/compile the .exe?

I've downloaded minGW but it's totally incomprehensible to me. I just am not seeing how I turn my makefile into an .exe

Am I an idiot? ???

Help anyone?

Spoiler (click to show/hide)

SHAMELESS SELF-PROMOTING
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rawr359 on July 20, 2011, 04:43:19 am
Can Windows users play online? If so, how?

Also, how does the whole online thing work? I mean, it's a roguelike, so..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 20, 2011, 04:59:13 am
none, none everywhere
You get a "none" every time you use the wish command and not get an actual item.  I've never seen the null (100), though.

The mushroom affliction is kinda shit-wrecking... but goddamn, is it cool.

@rawr:  You download this putty thing, configure some settings, and connect to a shared server thing.  You basically play single-player, but the map is shared - so people will find your character's corpses, and you'll find the stores and stuff all completely looted of everything good, and houses that other people set on fire will be burnt down or still on fire when you start playing.  All the characters in the load game thing are all other people's actual characters, though - try not to kill them, and stuff.


My character has been working out very well.  :D  After realizing I didn't have ANY Thorazine for my Schizophrenia, I went to a pharmacy far off from my hideout in the suburbs (surrounded by houses and fields for as far as the eye can see), where I lucked out and actually found some of what I wanted!  Oddly, I never had -any- hallucinations until after I found the stuff, at which point I keep getting attacked by my mother despite taking the stuff.

Ran out of boolit for my SKS.  Kinda scared now... but I've only just realized that you can craft a crossbow (derp).  I KNOW I saw a rubber hose somewhere... I know I've seen some steel bolts, too.

I've got a safehouse with a bunch of crap accumulating inside it.  :D  ...It's not very safe, seeing as I've only got boarded up windows, single nailboards for welcome mats, and some bubblewrap at the door to the bathroom that I sleep in for protection from the hungry menace.  But I've managed to stay there without being found through walls by zombies, so that's awesome.  There's a straight shot through the windows to another house (my starting home) to the north, too - really wanna find a shovel and dig a buncha pits, so I can build me a moat or something between the two places.

Ooh, ooh, once multi-story stuff gets implemented, will I be able to build bridges between roofs?  I've wanted to make a rooftop survivor settlement thing for like, the longest time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 20, 2011, 05:31:43 am
Once multi-leveled buildings are added in, the parkour trait should let you be able to easily jump from building to building (Like in urban dead :D).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rawr359 on July 20, 2011, 05:59:56 am
@rawr:  You download this putty thing, configure some settings, and connect to a shared server thing.

Er... could someone explain this further? I'd really like to play on the shared map. If anyone could link to a post explaining step by step that would be great. I am not good with computer :C

edit: hurr durr de durrrr. There's a guide in the OP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 20, 2011, 06:15:04 am
Whales, I praise your openness towards the open source movement.

I updated my information text file over the past few days. I repost it, I hope someone finds it useful.
(The infos are taken by posts from whales and the bay12ers who responded to questions. Credits to them)
[The zones and enemies sections are rather incomplete]

Spoiler: Knowledge base v2 (click to show/hide)

If someone wants to add something, feel free to pick it and do what you want

I also link the Orb's quickstart guide, in order not to lose it in the sea of messages.

I'm a little surprised so many people can't live for a few days. Must be my ego. Anyway, I'll type up a guide. This guide is assuming you have a few games under your belt and you understand basic game play. Probably moderately spoily.

Spoiler: Guide (click to show/hide)

Wow that took a long time. I hope its useful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 20, 2011, 06:21:02 am
Divide is it normal to get 1502 warnings (not errors) while compiling?

Or did I somehow link my files wrong or something?

When opening the .exe the game seems to run fine although I'm noticing a slight discrepancy between the size of my compiled .exe and HEADS .exe?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 20, 2011, 06:27:30 am
Might I ask for the ability to convert clothes into rags? Or can we do that already?

I've also discovered that you can throw rocks at windows to break them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 20, 2011, 06:28:01 am
@rawr:  You download this putty thing, configure some settings, and connect to a shared server thing.  You basically play single-player, but the map is shared - so people will find your character's corpses, and you'll find the stores and stuff all completely looted of everything good, and houses that other people set on fire will be burnt down or still on fire when you start playing.  All the characters in the load game thing are all other people's actual characters, though - try not to kill them, and stuff.

I just found this (http://sat79.com/2011/07/05/how-to-play-cataclysm-through-putty-on-windows/) rawr. May help.

Also, is there any way that we can protect our characters from other people logging in with them? I guess no one here would do that, but you never know... and it would be quite sad to lose some long lasting char
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 06:55:37 am
Divide is it normal to get 1502 warnings (not errors) while compiling?

Or did I somehow link my files wrong or something?

When opening the .exe the game seems to run fine although I'm noticing a slight discrepancy between the size of my compiled .exe and HEADS .exe?
Have you just mistaken me with DivideByZero?

Anyway, yes, those are normal.
Who knows why there's a size difference though. Maybe I linked an unnecesarry library in the guide. But, meh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 20, 2011, 07:52:11 am
Whales was kind enough to include some documentation on adding items. You can find it here. (https://github.com/Whales/Cataclysm/tree/master/code_doc)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 20, 2011, 08:04:59 am
So I tried to unload my two full UPS's, but instead of batteries, I pulled out 2,000 .22 LR bullets. I raged a bit, took my super-modded marlin 39a and my leftover batteries for my MP3 player, and went to go vent on some slimes in a slime pit. So I went in, wrecked shit, and when I ran low on ammo, I gave them the finger, tossed a molotov, and bugged out. Needless to say, my rifle and firearm skills went through the roof: 53 firearm and 41 rifle skill.

The thing was, I started missing a lot more than I did before, missing several times in a row with a rifle with 90 accuracy and 0 recoil. I played with the save file a bit and found that reducing my rifle skill made me hit more often.

So I'm guessing there's an overflow somewhere if your skill gets too high. Might want to fix that or put a skill cap eventually.

Also, is there any real meaning to the slime pit or is it just there to grind weapon skills? All I found in there were some rags and the occasional playboy magazines. Oh, and there was this one pit that had 5 stacks of marijuana in it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 20, 2011, 08:11:59 am
All I found in there were some rags and the occasional playboy magazines. Oh, and there was this one pit that had 5 stacks of marijuana in it.
Rags and playboy? Err... I don't want to know what the slime pit was doing :P

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 20, 2011, 08:17:41 am
Might I ask for the ability to convert clothes into rags? Or can we do that already?

I've also discovered that you can throw rocks at windows to break them.
Scissors man. Though, that functionality could be extended to any sharp item.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 20, 2011, 09:07:23 am
I'll set to work on putting up a fan forums. If someone is already working on this/has an idea/possibly more experience, shoot me a PM or something. We can talk more.

Alternatively, if you're interested in helping, shoot me a PM anyway. More help is always welcome!

EDIT: I think I'll go with invisionfree, merely for ease of use and whatnot. If someone has a good, free host, I'd like to know, and we can move in that direction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 20, 2011, 09:24:14 am
never used invision, but this one is quite nice http://www.zymic.com/free-web-hosting/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 20, 2011, 09:30:28 am
This is the cleanest and simplest code I've ever read. Whales is a programming king.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 20, 2011, 11:00:17 am
Aww, I want to mod it SO MUCH...


WHY, WORK?!!! WHY!!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 20, 2011, 11:36:48 am
WHY, WORK?!!! WHY!!!
Because it is Code that can change the nature of a man, but it is too late, you are already employed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 20, 2011, 11:37:12 am
WHY, WORK?!!! WHY!!!
Because it is Code that can change the nature of a man, but it is too late, you are already employed.
Quick! Quit your job before its to late!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 20, 2011, 11:43:20 am
Am I the only one who knows why people start vomiting up mushrooms and eventually getting turned into one?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 11:53:20 am
Probably, yes. Please explain because I think playing from 8 PM til 6 AM before going to work from 9 AM to 6-7PM will give me waking nightmares are fungal infections and flesh-born plagues >_>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 20, 2011, 12:13:59 pm
Spoiler (click to show/hide)

I'm not sure if I'm correct but I've tested it and I seem to be right about that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 12:15:49 pm
WAAAAIT...

I think I know. I drank mutagen after being hit by a spitter, never any fungal contact... Perhaps that's why? Either an after-effect from the spitter acid or from the mutagen, or a mixture of both...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on July 20, 2011, 12:16:55 pm
Hah, mutagen. I get my mutations the hardcore way, from a failed nuclear launch.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 20, 2011, 12:21:28 pm
The real awesome people get mutated with nukes, not some sissy mutagen. Hooray for failed nuke launching!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dariush on July 20, 2011, 12:28:09 pm
..crap, this needs a wiki. How do I launch missiles? Where do I get mutagens or nukes? How do I use ID cards? Why is the most awesome thing I was able to accomplish is burning a small town with a single lighter?!

Also what the hell happened here?!
(http://img854.imageshack.us/img854/5443/1bc774539eb24d0ab81bf5b.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 20, 2011, 12:31:12 pm
The Parkour trait should let you move through broken windows unimpeded, and lower your chance of cutting yourself on the glass. Its uses in jumping fences and counters are pretty limited as it stands (Or rather, there are rather few situations in which they are) , and I think this would make the perk more useful. I don't know about you guys, but windows are my preferred entry and exit points for a building.

I agree, just to try I wrote a mod such that if you are a parkour expert gives 5 in 6 chances of jumping through a window uninpeded and 1 in 4 chance of not cutting yourself. The only problem is that this way the parkour trait is a little unbalanced because it costs only 1 point during character generation.

If someone wants to try it, here's the mod:

Spoiler (click to show/hide)

..crap, this needs a wiki. How do I launch missiles? Where do I get mutagens or nukes? How do I use ID cards? Why is the most awesome thing I was able to accomplish is burning a small town with a single lighter?!

Some info here

Spoiler: Knowledge base v2 (click to show/hide)


Orb's quickstart guide

I'm a little surprised so many people can't live for a few days. Must be my ego. Anyway, I'll type up a guide. This guide is assuming you have a few games under your belt and you understand basic game play. Probably moderately spoily.

Spoiler: Guide (click to show/hide)

Wow that took a long time. I hope its useful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 20, 2011, 12:34:30 pm
i found something like that playing through SSH.
Also, when you see something with the number 6, it means you can 'e'xamine it. That's the case with the science labs entry, you examine it and then swing your id card through it. Or hack it, I think.

going to start messing with C++!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 20, 2011, 12:50:08 pm
I opted for Zymic, with Simple Machines as the forum basis. However, the FTP is taking a massive shit on me right now, so it'll take some time to resolve. Connection keeps timing out, and I know that there is no way in hell the server is down, as I'm on it right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 20, 2011, 12:54:40 pm
Aww, I want to mod it SO MUCH...


WHY, WORK?!!! WHY!!!

When are you getting some free time? Perhaps we can team up and do some modding together :)!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 20, 2011, 02:39:13 pm
Wow I got massively zombie bum rushed on my first run just now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 03:00:29 pm
We need to set up a Bay12 registration-only external forum for our clan, haha
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 20, 2011, 03:08:00 pm
http://whoopshop.com/catawiki/index.php/Main_Page (http://whoopshop.com/catawiki/index.php/Main_Page)

Wiki ^

Help build it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 20, 2011, 03:20:40 pm
I wonder, what's the best kind of pathfinding algorithm for roguelikes? A*?
Or should I try to make one myself?

Some minor bug: when you smash small trees it doesn't always give you wood.
And I guess big trees should be smashable with certain items (cutting) and give 'big logs'. Maybe later add some carpentry skill to build something? Some people like to go all hermit style in the woods but the rain is terrible for that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 20, 2011, 03:21:42 pm
Is it just me or are cigarettes such a f'ing pain in the ass, tried one, on day one, and now 7 days later i am still waking up in the middle of the night of cigarette cravings...
Also what the hell is up with using the two-way radio once and then being swarmed by survivors?

I gotta argue with the guide on two points, 1. Your starting house DOES NOT always have a basement.  2. Guns are helpful, extremely helpful, pistols and rifles are amazingly useful in the wilderness, and if fitted with a silencer, they make less noise then hitting things with a baseball bat.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 20, 2011, 03:22:49 pm
Is there anyway to end the crashing?  It seems nigh constant but this is really cool.  I'm using the distribution on the first page.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 20, 2011, 03:30:31 pm
Is there anyway to end the crashing?  It seems nigh constant but this is really cool.  I'm using the distribution on the first page.
Download it for Linux.

It's been totally crash free for me.
Although for comparison Head's version has only crashed once for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Person on July 20, 2011, 03:47:08 pm
I keep throwing a nailgun I found off a dead person as my first attack, usually does about 20-30 damage. It's not even loaded. I did start with a point in throwing, but really. Reminds me of the old df throwing. Also, do you usually use the same names? If not, how do you think of your names.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 20, 2011, 03:47:55 pm
I usually just use my own name.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 04:02:20 pm
I use character names from my short stories. These days I tend to use "Ehndras " as my main character name, which means 'Guardian' in the language of Arkhan'a.

I tend to make up my own names from backwards transliteration and a weird mixture of random parts of different languages, to make sure its always something uniquely eccentric. ;)

No fun in having the same name as 5,000 other people when you can have your own. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 04:06:21 pm
Hmm, I wonder if there's any point in playing on the server... Would be nice if there was a BONUS, rather than simply making it a pain to find anything unlooted or destroyed lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 20, 2011, 04:20:51 pm
Is there anyway to end the crashing?  It seems nigh constant but this is really cool.  I'm using the distribution on the first page.
Download it for Linux.

It's been totally crash free for me.
Although for comparison Head's version has only crashed once for me.

Hmmm can you download stuff for linux on a windows computer?


Hmm, I wonder if there's any point in playing on the server... Would be nice if there was a BONUS, rather than simply making it a pain to find anything unlooted or destroyed lol

RP value. The world is freaking huge. I can imagine 2 people setting up bases and trying to take each other out.... Fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 04:28:09 pm
Is there anyway to end the crashing?  It seems nigh constant but this is really cool.  I'm using the distribution on the first page.
Download it for Linux.

It's been totally crash free for me.
Although for comparison Head's version has only crashed once for me.

Hmmm can you download stuff for linux on a windows computer?
VirtualBox.

Hmm, I wonder if there's any point in playing on the server... Would be nice if there was a BONUS, rather than simply making it a pain to find anything unlooted or destroyed lol

RP value. The world is freaking huge. I can imagine 2 people setting up bases and trying to take each other out.... Fun.
Characters can't see and interact with each-other.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 04:29:49 pm
Is there anyway to end the crashing?  It seems nigh constant but this is really cool.  I'm using the distribution on the first page.
Download it for Linux.

It's been totally crash free for me.
Although for comparison Head's version has only crashed once for me.

Hmmm can you download stuff for linux on a windows computer?
VirtualBox.

Hmm, I wonder if there's any point in playing on the server... Would be nice if there was a BONUS, rather than simply making it a pain to find anything unlooted or destroyed lol

RP value. The world is freaking huge. I can imagine 2 people setting up bases and trying to take each other out.... Fun.
Characters can't see and interact with each-other.

Once they can...

EPIC times will be had!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Momiji Inubashiri on July 20, 2011, 04:32:35 pm
It's a single player roguelike on a shared map. I don't think proper multiplayer is planned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 20, 2011, 04:36:18 pm
The bonus is finding other peoples stashes and totally looting all their stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 04:41:02 pm
The bonus is finding other peoples stashes and totally looting all their stuff.
The bonus is nuking their safehouses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 04:56:38 pm
How does one achieve NUKE-dom?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 20, 2011, 05:06:00 pm
1. Obtain ID card
2. Locate missile silo
3. Examine card reader, swipe ID
4. Descend
5. Hack computer
6. ?
7. Profit! Blow stuff up!

Or you could just set their stuff on fire but that's lame.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 05:09:20 pm
Or you could just set their stuff on fire but that's lame.
Meaningless destruction is never lame.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 05:10:21 pm
Aye, I had MUCH fun blowing gas tanks, burning houses, etc.

I've always wondered if the basement stays intact... Hmm...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 20, 2011, 05:58:59 pm
Or you could just go all /mininuke on the houses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: RumblingNoise on July 20, 2011, 06:38:40 pm
Had something hilarious happen to me when i was visiting a town.. :D
I put down my weapon when asked and then put my hands up, James gets next to me and starts taking my stuff and then this happens..
James Griffin takes your nails.
James Griffin takes your caffeine pills.
James Griffin eats a Adderall.
James Griffin eats a Adderall.
James Griffin's brain explodes!
James Griffin dies!
Guess i wont be losing my stuff after all.  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 20, 2011, 06:44:12 pm
I have a nice world right now. The city has like a road 10 or 12 map tiles long extending outwards, with a single house at the end. I have found a new safe house!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 20, 2011, 06:58:34 pm
Had something hilarious happen to me when i was visiting a town.. :D
I put down my weapon when asked and then put my hands up, James gets next to me and starts taking my stuff and then this happens..
James Griffin takes your nails.
James Griffin takes your caffeine pills.
James Griffin eats a Adderall.
James Griffin eats a Adderall.
James Griffin's brain explodes!
James Griffin dies!
Guess i wont be losing my stuff after all.  ;D

(http://i.imgur.com/V8alDl.jpg) (http://i.imgur.com/V8alD.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 20, 2011, 07:05:03 pm
Heheheh, it's just like adventure mode comics.
Anyone know what the book for electronics is after What's a Transistor (lvl 0-3) but before Robots for Fun and Profit (lvl 5-10)?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 20, 2011, 07:05:45 pm
Heheheh, it's just like adventure mode comics.
Anyone know what the book for electronics is after What's a Transistor (lvl 0-3) but before Robots for Fun and Profit (lvl 5-10)?
That'd be Advanced Electronics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 20, 2011, 07:23:26 pm
What's the best weapon you can find in the starting house? Most of the time, I end up using a crappy knife or 2x4.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 20, 2011, 07:24:05 pm
I've gotten a katana once or twice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 20, 2011, 07:32:28 pm
I sometimes find a large cache of ammo in the basement, but never any guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 20, 2011, 07:37:58 pm
I've found guns. They're in the very back row of containers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 20, 2011, 07:42:08 pm
I never really get a weapon starting out. I run two the nearest store and get one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 20, 2011, 07:46:01 pm
I've started with a machete, I think?

Also some very nice rifles that I left there because that is not a great starting weapon, and it took 3 days in game before I found a backpack. Weird freaking round, that one. Tons of awesome stuff (only jackhammer I ever found!) in a game that made it impossible to carry any of it. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 20, 2011, 07:49:26 pm
What's with the
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Diablous on July 20, 2011, 07:50:03 pm
Heh, this game is pretty fun. I love a good zombie game.

Hey, has anyone else set a house on fire, and then a few characters later, gen a character that starts in the house you set on fire before? Happened to me, and was pretty unexpected (Oh, and for anyone who cares, he lived. I got him out of the fire, but the volume he could store was zero, as his pants burned off. He was later killed by a swarm of zombies.).

What's the best weapon you can find in the starting house? Most of the time, I end up using a crappy knife or 2x4.

Once a found a shotgun in the basement, but most of the time I wind up with a steak knife. I usually just find ammo and food in the basement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 20, 2011, 07:56:19 pm
Grab a knife + 2x4 and make a spear. Spears are good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 20, 2011, 08:02:56 pm
Another noob question: How do you activate the Internal Furnace power source? I have all these delicious corpses lying around and I don't want to leave them to waste.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 20, 2011, 08:07:46 pm
E I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 20, 2011, 08:13:03 pm
You have to pick up the corpses then use E to burn them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 20, 2011, 08:31:25 pm
Oh, thanks. And here I was thinking I was supposed to eat them whole or something. :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 20, 2011, 08:40:41 pm
The controls are the same as eating them. Though I'd like if it let you 'E'at them from the ground like Nethack or ADOM do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Twerty on July 20, 2011, 08:47:37 pm
The controls are the same as eating them. Though I'd like if it let you 'E'at them from the ground like Nethack or ADOM do.
Yeah, taking the many turns it does to pick up a corpse can make the difference between having no zombie in sight and being dead before you even know it. Especially if your speed is low because of pain/injuries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 20, 2011, 08:51:20 pm
So. . .i found a bunch of lava in the middle of a road. Any thoughts? (Hell, volcanoes, superhot zombies, RNG incident)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 20, 2011, 09:04:43 pm
AUGH MY LEGS
Will my speed ever be more than 1 again? :-[
To be more specific, my legs were just blown all the way down to 0 by a turret. Pesky lil' buggers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ochita on July 20, 2011, 09:17:13 pm
AUGH MY LEGS
Will my speed ever be more than 1 again? :-[
To be more specific, my legs were just blown all the way down to 0 by a turret. Pesky lil' buggers.
Sleep it off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 20, 2011, 09:24:25 pm
I broke open a glass tank to get a "misshapen fetus", which was not present when the tank was opened.  I am disappointed.

Note to self, next time you break into a secret government evil science laboratory, bring Thorazine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on July 20, 2011, 09:25:06 pm
Is there any way to make the screen somewhat larger, in terms of how much area it displays around you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 20, 2011, 09:30:52 pm
Hi. Fan forums should be up within the hour. Had a few speedbumps with FTP clients and some family, but now things are on the road to working.

Mostly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 20, 2011, 09:34:09 pm
I noticed the screen thing too. Isnt the number of verticle tiles larger than the number of horizontal? It seems quite odd to me, as that would mean that your perception to the east/west is lower than north/south. Also, what about that lava in the middle of the road? What in the hell.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: xDarkz on July 20, 2011, 09:34:56 pm
Is there anyway to turn off debug mode? It gives me errors sometimes and I'm always tempted to map teleport the hell out of places when I'm getting swarmed cause I'm such a p**** xD.

I can't resist the temptation! Hence, I'm looking for a way to turn it off :].
Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 20, 2011, 09:36:03 pm
I encounted a gas station that was already exploded/burning. Did I end up in a place a previous character was?

I noticed some of the stuff nearby zombies were dropping were some of the things the suspected previous character was carrying at the time of death(in the exploding gas station).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 20, 2011, 09:36:45 pm
Is there any way to make the screen somewhat larger, in terms of how much area it displays around you?

Nope, unless you want to learn c++ and mod this in. It's cheating though.

----

@xDarkx: hold SPACE down to cycle through the messages, then hit '~' to turn off debug mode
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 20, 2011, 09:37:21 pm
I played a character that never left the sewers! If you have the right mutations and bionics, it is possible!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 20, 2011, 09:39:28 pm
Ok. The lava. Why was it in the middle of the road. Please. Tell me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Red on July 20, 2011, 09:41:36 pm
I encounted a gas station that was already exploded/burning. Did I end up in a place a previous character was?

I noticed some of the stuff nearby zombies were dropping were some of the things the suspected previous character was carrying at the time of death(in the exploding gas station).

Probably so, I came across the corpse of one of my previous characters before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 20, 2011, 09:45:25 pm
Perhaps it didn't look both ways, and was hit by a car fleeing the city?


I haven't even seen lava yet.  Occasionally I've found like ponds of water or something in the middle of the road, which is kinda weird I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on July 20, 2011, 09:47:45 pm
Is there any way to make the screen somewhat larger, in terms of how much area it displays around you?

Nope, unless you want to learn c++ and mod this in. It's cheating though.

That can be done, considering I already know C++, but I'm not sure how it is cheating any more than having a large screen on, say, Nethack, Crawl or Dwarf Fortress. What's the point of having a large vision radius if you can only see a tenth of it? Cheating would be akin to giving myself a starting weapon with insane stats by hardcoding it in, or more points to start with, or uncap the number of advantages, etc.

On another note, debug mode froze my game, but I wasn't too far with that character anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 20, 2011, 09:52:03 pm
So, is horizontal and vertical viewing distance equal? Because I would just like to see a square viewing area. Has any one else encountered lava?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 20, 2011, 09:55:45 pm
I found a lava fissure in the middle of a field between two houses. It didn't do anything but act as my downfall when caught by a lolzombieswarm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 20, 2011, 10:04:35 pm
Holy crap. I just found a small city of humans, completely free of zombies. AND THERE'S LOOT EVERYWHERE! Sadly, the NPCs are bugging out, making me go through 20 debug messages every turn. Crapola.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 20, 2011, 10:05:23 pm
'~' key (shift and button to the left of the '1' key)

It'll stop ALL debug messages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 20, 2011, 10:07:56 pm
Ok. The lava. Why was it in the middle of the road. Please. Tell me.

That's me pandering to the DF crowd ("magma" is copyright Bay 12 Games and as such I had to call the tile "lava").

So, is horizontal and vertical viewing distance equal? Because I would just like to see a square viewing area. Has any one else encountered lava?

Horizontal and vertical viewing distance are equal (count the tiles).  It looks taller than it is wide because letters are taller then they are wide in most fonts.  Download a square font and it'll look "right".

Is there any way to make the screen somewhat larger, in terms of how much area it displays around you?

Nope, unless you want to learn c++ and mod this in. It's cheating though.

That can be done, considering I already know C++, but I'm not sure how it is cheating any more than having a large screen on, say, Nethack, Crawl or Dwarf Fortress. What's the point of having a large vision radius if you can only see a tenth of it?

On another note, debug mode froze my game, but I wasn't too far with that character anyway.

Sadly doing so would be a biiiig complicated task, involving rewriting much of mapdata.h and map.cpp.  It's not just a display issue, it has to do with how map data is managed and stuff.  Perhaps one day~

What's with the
Spoiler (click to show/hide)

That's a planned map extension, which hasn't been coded yet, and hence the stairs lead to a TOMB OF SOLID ROCK HA HA HA HA >:|

The Parkour trait should let you move through broken windows unimpeded, and lower your chance of cutting yourself on the glass. Its uses in jumping fences and counters are pretty limited as it stands (Or rather, there are rather few situations in which they are) , and I think this would make the perk more useful. I don't know about you guys, but windows are my preferred entry and exit points for a building.

I agree, just to try I wrote a mod such that if you are a parkour expert gives 5 in 6 chances of jumping through a window uninpeded and 1 in 3 chance of not cutting yourself. The only problem is that this way the parkour trait is a little unbalanced because it costs only 1 point during character generation.

If someone wants to try it, here's the mod:

Spoiler (click to show/hide)

Merged into the official version, thank you.  Guys:  In the future if you write any way-cool patches (or even just a tiny silly one) please email it to me so I can make it official!

I wonder, what's the best kind of pathfinding algorithm for roguelikes? A*?
Or should I try to make one myself?

Some minor bug: when you smash small trees it doesn't always give you wood.
And I guess big trees should be smashable with certain items (cutting) and give 'big logs'. Maybe later add some carpentry skill to build something? Some people like to go all hermit style in the woods but the rain is terrible for that.

A* is good, you just have to be careful depending on your language and existing codebase to keep it from being slow.  I use A* for NPCs cause they're smart; and line-of-sight / scent cloud / sound for zombies, cause they're dumb.
Sometimes smashing a small tree (in real life) will basically just reduce it to bend splintered wood, not much good for anything.  Maybe in the future I'll add a "piece of wood" item, so you can at least still burn it.  Big trees will be lumberjackable in the future, and you can build yourself an Abe Lincoln log cabin (that update will include stovepipe hats, of course).

Is it just me or are cigarettes such a f'ing pain in the ass, tried one, on day one, and now 7 days later i am still waking up in the middle of the night of cigarette cravings...
Also what the hell is up with using the two-way radio once and then being swarmed by survivors?

I gotta argue with the guide on two points, 1. Your starting house DOES NOT always have a basement.  2. Guns are helpful, extremely helpful, pistols and rifles are amazingly useful in the wilderness, and if fitted with a silencer, they make less noise then hitting things with a baseball bat.

A near-future update will make all addictions require several "levels" before they have any effect on gameplay--meaning you won't get hooked until you start using the drug regularly.
The two-way radio is intended to be used as a "call for help" item if you've got a high enough reputation with a faction.  For debug purposes, they player currently starts off at "Luke Skywalker to the Rebels" level of reputation with all factions.
Your house should always start with a basement (see the function overmap::first_house() in overmap.cpp).  And yes, guns are fantastic and even melee-oriented characters should carry a pistol.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 10:25:23 pm
What the FUUUUUUUUUUUUUCK!

I got mobbed by a boomer, skeleton and zombie inside the store I was in, molotov'd them only to have the place light up and attract no fewer than 9 zombies, 3 boomers, 1 fast zombie, and a skeleton! Wtf!

Fires really do attract everything nearby >_> When needing to scout, burn a house and haul ass!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 10:40:10 pm
I died being chased by 13 zed, 4 boomers, a shocker, and a squirrel(???), right in the middle of 10 or so gas pumps! Was setting one on fire when I died... Would have been a mega-epic WTFPWN moment, killing the whole damn horde and probably dying along with it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 20, 2011, 10:46:26 pm
A nice update would be the ability to put things inside a backpack and drop it when trouble showed up, kill stuff, and pick it up again. Without having to pick up all the singular Items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 20, 2011, 10:48:01 pm
A nice update would be the ability to put things inside a backpack and drop it when trouble showed up, kill stuff, and pick it up again. Without having to pick up all the singular Items.
This would be very useful indeed.  I don't like having melee penalties so being able to drop your backpack before engaging the enemy would be much more convenient than dropping your whole inventory one by one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 20, 2011, 10:49:59 pm
What the FUUUUUUUUUUUUUCK!

I got mobbed by a boomer, skeleton and zombie inside the store I was in, molotov'd them only to have the place light up and attract no fewer than 9 zombies, 3 boomers, 1 fast zombie, and a skeleton! Wtf!

Fires really do attract everything nearby >_> When needing to scout, burn a house and haul ass!
I've discovered that clothing stores make excellent burners.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 20, 2011, 10:52:59 pm
Holy crap. I just ate a fetus, and committed suicide. Uh...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 20, 2011, 10:54:39 pm
Well that's ... pretty screwed up behavior. I thought butchering and cooking all other survivors was bad enough, but fetus eating somehow tops it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 20, 2011, 10:56:53 pm
Let me give you a warning when you fight a queen triffid.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 20, 2011, 11:00:17 pm
Holy crap. I just ate a fetus, and committed suicide. Uh...

What?  The only way to "commit suicide" is to hit Q and quit your character.

Let me give you a warning when you fight a queen triffid.
Spoiler (click to show/hide)

Yes but
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 20, 2011, 11:02:13 pm
Wait huh? I've killed Queen Triffids by shooting them to death.

What?  The only way to "commit suicide" is to hit Q and quit your character.

I think he means the Morale effect? Unless that doesn't happen yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 20, 2011, 11:03:26 pm
Holy crap. I just ate a fetus, and committed suicide. Uh...
I guess...  8) Your game was aborted.


YEAAAAAAAAAAAAAAAAAAAAAAAH!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 20, 2011, 11:03:55 pm
^AHHH! PUN!
Ow... NOTE TO SELF: NEVER ASK FOR HELP

I just got 2000 NPC debugs. DAMMIT!


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kilowatt on July 20, 2011, 11:04:20 pm
When suddenly, a fan forum! (http://cataclysmff.zxq.net/SMF/index.php)

Off to bed for now.

Praying I didn't screw it up TOO badly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 20, 2011, 11:05:00 pm
Let me give you a warning when you fight a queen triffid.
Spoiler (click to show/hide)

Yes but
Spoiler (click to show/hide)
I know that, and as soon as I said that I ended up fighting 2 of them, and I had no molotovs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 20, 2011, 11:05:09 pm
NOTE TO SELF: NEVER ASK FOR HELP
:(

Where did you find the fetus?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Red on July 20, 2011, 11:05:33 pm
What the FUUUUUUUUUUUUUCK!

I got mobbed by a boomer, skeleton and zombie inside the store I was in, molotov'd them only to have the place light up and attract no fewer than 9 zombies, 3 boomers, 1 fast zombie, and a skeleton! Wtf!

Fires really do attract everything nearby >_> When needing to scout, burn a house and haul ass!
I've discovered that clothing stores make excellent burners.

Liquor stores also seem to burn pretty well.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 20, 2011, 11:12:05 pm
When suddenly, a fan forum! (http://cataclysmff.zxq.net/SMF/index.php)

Off to bed for now.

Praying I didn't screw it up TOO badly.

Registration works, but the host is preventing your install to mail users.

(http://ompldr.org/tOWthZw) (http://ompldr.org/vOWthZw)

As a random aside, I hate MS Paint. I now realize that I have forgotten to install GIMP on this laptop.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 20, 2011, 11:13:42 pm
When suddenly, a fan forum! (http://cataclysmff.zxq.net/SMF/index.php)

Off to bed for now.

Praying I didn't screw it up TOO badly.

(http://ompldr.org/tOWthZw) (http://ompldr.org/vOWthZw)

As a random aside, I hate MS Paint. I now realize that I have forgotten to install GIMP on this laptop.

I got that same error, but I tried it again and didn't get it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 20, 2011, 11:20:48 pm
I found the fetus lying in a house.
lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 20, 2011, 11:32:11 pm
Wait huh? I've killed Queen Triffids by shooting them to death.

Ditto. They DO have a tendency to deflect bullets sometimes, so I vouch for either more bullets or more armor piercing.

Meanwhile, anyone remember how to board up windows? Because I forgot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aninimouse on July 20, 2011, 11:34:24 pm
Wait huh? I've killed Queen Triffids by shooting them to death.

Ditto. They DO have a tendency to deflect bullets sometimes, so I vouch for either more bullets or more armor piercing.

Meanwhile, anyone remember how to board up windows? Because I forgot.


Grab a hammer, some nails, and some 2x4s, then approach a window, hit a, select your hammer, and then hit the key that corresponds to the direction of the window you want to board up.

(At least I think that's it.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 20, 2011, 11:38:18 pm
Melee weapon stats are constant right? I'm going to start the forum off by compiling info on melee weapon stats :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 01:37:10 am
Cool, wiki and forums!
Still it'll be a good idea to keep reading this thread for now :P
I wonder if this will become roguelike of the year. It just needs more publicity, a few let's plays*, and we might be seeing a legend on the making.

(There's PlumpHelmetPunk's two let's plays, but there needs to be more, specially showcasing the shared server and the crazy stuff you can find around it. Alternatively, since this game uses console output, a movie recorder can allow for sharing playthroughs like in older games such as ADOM or Nethack. Maybe someone can use http://noway.ratry.ru/jsn/termcast/ (http://noway.ratry.ru/jsn/termcast/) to stream such movies. The more there is to see, the more people will notice the game. Just Plump alone was a massive help to Qud and Rogue Survivor, so why not this :P)

EDIT: For the record there is a lot of people spectating in the NetTiles version of Crawl. I think that showing real-time games or recorded games will delight a few. Unfortunately I have a restrictive connection and I cannot stream...

@Ehndras:
Hmm, wouldn't that be more useful in the wiki? You can put it there then make a forum post so people can see/edit it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 02:10:45 am
Could someone make a short guide how to compile it easily and make it a sticky on the fan forums in the modding section? I am sure it would help a lot of people.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 02:15:31 am
Could someone make a short guide how to compile it easily and make it a sticky on the fan forums in the modding section? I am sure it would help a lot of people.
Sure, I'll post mine there. (damn, still need to finish the whole guide.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 02:16:01 am
Could someone make a short guide how to compile it easily and make it a sticky on the fan forums in the modding section? I am sure it would help a lot of people.

I only know how to compile it in linux (you don't need anything there really...), does that help?

EDIT: What? Got ninja'ed and the forum didn't pop up a warning xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 02:28:40 am
Here's the "How to compile".

http://cataclysmff.zxq.net/SMF/index.php?topic=6.0 (http://cataclysmff.zxq.net/SMF/index.php?topic=6.0)

EDIT: Oh yeah, Kilowatt? I think it'd be a good idea to add a subforum to the forums. It's missing one for stories, art etc. for Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 03:10:05 am
@Whales
Seems that adding a weapon via debug might allow it to have NULL ammunition, crashing the game if it's fired without loading. It's not a big deal (might never happen in-game) but just letting you know.

Suggestion: Actual in-game "NULL ammunition". Disintegrates or something.

EDIT: I just discovered there are LANDMINES lying around. That messed me up big time! Fortunately I was just surrounded by regular zombies, but I need first aid or superglue urgently.

Suggestion 2: Metal detectors if there aren't already there :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reelyanoob on July 21, 2011, 03:23:42 am
Added a 'FAQ' thread to the cataclysm forum and linked it in my sig. here. only 1 QA for now, about debug mode '~', hopefully this will reduce the amount of us answering the same questions repeatedly here, though stuff should be fully wikified eventually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 21, 2011, 03:29:11 am
Yeah, I never really realized how scary the perception penalty of the sun's glare was until I was passing through a minefield and the landmines disappeared every other step.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 21, 2011, 03:30:23 am
I want to tried the ssh version but i new on Linux....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 03:44:16 am
I want to tried the ssh version but i new on Linux....


Download this: http://eronarn.info/multirobin_key
Then save it in your home. When saving you should see "HOME" somewhere.

Then open a terminal (you might find one somewhere as "terminal", if not as "xterm" "gnome terminal" "konsole" or whatever you got), and copypaste this

ssh cataclysm@eronarn.info -i ~/multirobin_key

You should be going with just that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 21, 2011, 04:22:04 am
The Parkour trait should let you move through broken windows unimpeded, and lower your chance of cutting yourself on the glass. Its uses in jumping fences and counters are pretty limited as it stands (Or rather, there are rather few situations in which they are) , and I think this would make the perk more useful. I don't know about you guys, but windows are my preferred entry and exit points for a building.

I agree, just to try I wrote a mod such that if you are a parkour expert gives 5 in 6 chances of jumping through a window uninpeded and 1 in 3 chance of not cutting yourself. The only problem is that this way the parkour trait is a little unbalanced because it costs only 1 point during character generation.

If someone wants to try it, here's the mod:

Spoiler (click to show/hide)

Merged into the official version, thank you.  Guys:  In the future if you write any way-cool patches (or even just a tiny silly one) please email it to me so I can make it official!

Woo, I'm glad you decided to merge the mod!  :D

I'm going to register on the forums
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 05:07:09 am
Hell yeah, I can compile the code thanks to Whale's/Headswe's github and FunctionZero's tutorial!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 21, 2011, 05:13:45 am
A nice update would be the ability to put things inside a backpack and drop it when trouble showed up, kill stuff, and pick it up again. Without having to pick up all the singular Items.
This would be very useful indeed.  I don't like having melee penalties so being able to drop your backpack before engaging the enemy would be much more convenient than dropping your whole inventory one by one.

Have to agree with this. Having the inventory items bound to a container/clothing would be usefull and much more convinient.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 05:26:47 am
But it would require a different version. I am sure right now the game reads containers just to add carry space, they do not have any kind of inventory.

I would love to see the system like in DF though.


Right now I am working on simple mods. Like, requirement to have gun parts to make guns (and ability to disassemble guns into gun parts) as well as ability to craft more gun mods.

Can someone explain me how to make "outside patches" (like that one with parkour mod) because right now I put them right in the code, which makes porting the changes to be a quite hard action.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 05:48:38 am
But it would require a different version. I am sure right now the game reads containers just to add carry space, they do not have any kind of inventory.

I would love to see the system like in DF though.


Right now I am working on simple mods. Like, requirement to have gun parts to make guns (and ability to disassemble guns into gun parts) as well as ability to craft more gun mods.

Can someone explain me how to make "outside patches" (like that one with parkour mod) because right now I put them right in the code, which makes porting the changes to be a quite hard action.

On the first, I am not too sure if a DF-like system fits this. I happen to find DF inventory terrible and painful to navigate and use, as opposed to any other game saving Ultima or MMORPGs.

On the patches (outside?) you just need to have a clean copy of the code, your edited branch of the code, then run something like

diff -rupN path_to_original_code path_to_your_code --exclude=".git" > mypatch.diff

That should create a diff file which contains all the changes you made and can be applied with the Patch tool Whales has.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 05:51:21 am
Can someone explain me how to make "outside patches" (like that one with parkour mod) because right now I put them right in the code, which makes porting the changes to be a quite hard action.
Actually, I think the only difference between the platforms' codes is the display code.
Pretty much everything else is the same.

So you could transfer those .cpp and .h you changed into the Linux source and it should work just the same.

EDIT:
There is no "diff" command in Windows.

To use it on Windows, use the MinGW shell where all the "diff" and "patch" and such commands work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 21, 2011, 05:51:51 am
Can someone explain me how to make "outside patches" (like that one with parkour mod) because right now I put them right in the code, which makes porting the changes to be a quite hard action.

There are two ways, with diff command and with git. I'll explain you the easy way:

-You modify the source file, e.g game.cpp
-Rename the modified file, e.g game_mod.cpp
-copy the vanilla game.cpp file in the same directory of the modded one
-run on terminal "diff game.cpp game_mod.cpp > my_mod.diff"

Now you're done, and you have your mod, called my_mod.diff.
To apply it:
-copy my_mod.diff into Cataclysm directory
-open a terminal, go into the game's directory and run the command "patch game.cpp mod.diff"
-run "make"

EDIT: ninja'd by two people, I'm sorry!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 21, 2011, 05:54:02 am
Permissions 0644 for '/home/ubu/multirobin_key' are too open.
It is recommended that your private key files are NOT accessible by others.
This private key will be ignored.
bad permissions: ignore key: /home/ubu/multirobin_key
Permission denied (publickey).

I have this error....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 05:57:58 am

There is no "diff" command in Windows.

To use it on Windows, use the MinGW shell where all the "diff" and "patch" and such commands work.

I can't know if he means windows or not, he never replied when I asked before. (which is pretty rude when you are trying to help)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 21, 2011, 05:58:24 am
Ok, I just figured out a fantastic melee build. Honestly, I went through two hoards of mixed zombies with this build and took only 2 damage to my torso, total. Take the schizophrenic, heavy sleeper, and near sighted traits (or 2 other -1 traits, or 1 -2 trait) boost your strength and dexterity to 14, and take one point in melee and dodge. Holy crap. Even though I was a nearsighted schizophrenic, I could one shot zeds coming through windows fairly often with my wooden spear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 06:00:23 am
Can you check it and tell if it works?
I've got GnuWin DiffUtils, I've never worked with it so I can't tell if it worked properly :).

Spoiler (click to show/hide)

It should change crafting.cpp, itypedef.cpp and itype.h. It adds "gun parts" misc/melee item and adds a new recipe which allows you to disassemble guns to get gun parts. Also it changes all pipe rifle/handmade SMG recipes to require gun parts.

I've built it on top of Headswe's source (eccf49f).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 06:00:46 am
Permissions 0644 for '/home/ubu/multirobin_key' are too open.
It is recommended that your private key files are NOT accessible by others.
This private key will be ignored.
bad permissions: ignore key: /home/ubu/multirobin_key
Permission denied (publickey).

I have this error....

Okay, then open a terminal and type

chmod 600 ~/multirobin_key

That should do it.

@Deon
That looks like it should work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 06:05:18 am
Great. If I get time this evening, I think I will start adding some flavor items (more books and food) :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: xDarkz on July 21, 2011, 06:08:33 am
Thank you so much for the debug fix, I'm still tempted as hell to just teleport away when in danger but it's readily getting better :P.

I've got one more question for you fine gentlemen: The purpose of speech skills thus far? I'm sure they will become extremely handy in the future, but I can't find neutral NPCs anywhere besides generating them myself with the "G" function. Thanks! :]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 06:11:51 am
Thank you so much for the debug fix, I'm still tempted as hell to just teleport away when in danger but it's readily getting better :P.

I've got one more question for you fine gentlemen: The purpose of speech skills thus far? I'm sure they will become extremely handy in the future, but I can't find neutral NPCs anywhere besides generating them myself with the "G" function. Thanks! :]

For the future indeed. Doesn't seem to have any other purpose until NPCs come back.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 21, 2011, 06:17:35 am
*turns on strobe light* Okay, so how about that horde busting melee build i came up with? If you can handle the game telling you to quit and some freaky hallucinations, its pretty great! I sort of stuck it between a coding conversation, oops.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 06:22:38 am
I sort of stuck it between a coding conversation, oops.
No worries, really. We're capable of discussing multiple topics at once.

And besides, want a good build? First roll a char with a point in melee and cutting weaps. Get a chainsaw and start hacking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 21, 2011, 06:28:52 am
This game is unplayably glitchy for me. I often die out of nowhere and I've had all of my saves corrupted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 06:39:05 am
This game is unplayably glitchy for me. I often die out of nowhere and I've had all of my saves corrupted.

Well, I heard the windows build is more crash-prone, so you might like to try the SSH version if you can (instructions on parent post).
Give it a try again in a week or two, things are likely to improve from this point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 07:28:49 am
For coders: Some changes were made to the Windows compiling procedure. We also got rid of the second, unneded window. (http://cataclysmff.zxq.net/SMF/index.php?topic=6.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 07:45:29 am
A minor something: It seems that a workaround for the batteries thing is trying to reload the device first. Seems the latest ammo reloaded is the one you unload from radios and flashlights and soldering irons, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 21, 2011, 10:26:50 am
What are the pipe rifle and the pipe SMG? Are they crafted from pipes or something like that?
EDIT: Also, chainsaw sucks. It needs gas, it's slow, and it makes noise. Just get a freakin' katana or nailboard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on July 21, 2011, 10:30:45 am
I'm thinking of making a mod that removes all the special zombies and put zombies of different sizes (bulky, thin, etc.) and zombie animals instead. They are just like that special zombie counterparts except the difference is much less and gives a more realistic feeling to it. Would anyone download it?

Oh, and eventually replace firearms with firearms in the 1930s :P. Then eventually turn it into a more 1930s feel, but that's another story.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 21, 2011, 10:33:27 am
Hey um I have a question, how do you get new cyborg-implants.  I realize you can call NPC's of different factions with the two-way radio, and some of them have robotic factories and things but exactly how do I buy new implants from them?  Or where can I find them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 10:37:38 am
Hey um I have a question, how do you get new cyborg-implants.  I realize you can call NPC's of different factions with the two-way radio, and some of them have robotic factories and things but exactly how do I buy new implants from them?  Or where can I find them?
Groups of dead scientists. They'll usually have around 5-10 CBMs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 10:39:27 am
Quote
*turns on strobe light* Okay, so how about that horde busting melee build i came up with? If you can handle the game telling you to quit and some freaky hallucinations, its pretty great! I sort of stuck it between a coding conversation, oops.
Eh, not that great, imo. I think a high int + fast learner + illiterate + pain resistant + assorted flaws character with middling str and dex has much better damage potential and survivability. Sure, the startup is a bit slower, but once he gets going...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 21, 2011, 10:39:58 am
If you find/buy a CBM you just use it and chose which implant.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 21, 2011, 10:41:38 am
If you find/buy a CBM you just use it and chose which implant.
....thats what those do?  I've seen hundreds of them *facepalm*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: traverse on July 21, 2011, 10:45:41 am
Have fireworks been suggested?  These should pause-distract zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 10:50:04 am
Whales, I'm still wondering -
Is the whole "prey animals killed with enough damage not leaving a corpse behind to be butchered" a feature, or a bug? Cause it's really rather frustrating.

Also:
Woot! Starting house has a chainsaw!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 21, 2011, 10:58:58 am
I'm thinking of making a mod that removes all the special zombies and put zombies of different sizes (bulky, thin, etc.) and zombie animals instead. They are just like that special zombie counterparts except the difference is much less and gives a more realistic feeling to it. Would anyone download it?

I surely would try it. But without special zombies you may top up the spawn rate a bit so it doesn't get too easy.

Question. Are the zombie spawn rates random? I would like to see some kind of dynamic infestation. Apart from random zombies and small pack a large crowds of zombies shambling throug the area making you abandon your safehouse if its stands in their way. You know, like in the movies...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 11:11:19 am
Is the whole "prey animals killed with enough damage not leaving a corpse behind to be butchered" a feature, or a bug? Cause it's really rather frustrating.
Feature. He even gave the damage threshold for this to happen before in this thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 11:14:53 am
I dislike how the current zombies are pretty much absolute knockoffs from Left For Dead and such. I think it'd be great to include more variety.

If anything, I wouldn't mind sharing some ideas for names, stats, and types of creatures, though my style is a bit more scifi/genetic than simply zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 21, 2011, 11:18:17 am
I dislike how the current zombies are pretty much absolute knockoffs from Left For Dead and such. I think it'd be great to include more variety.

If anything, I wouldn't mind sharing some ideas for names, stats, and types of creatures, though my style is a bit more scifi/genetic than simply zombie.
I almost would like to see the opposite. Triple the spawn rate, but only normal zombies for the first week or so, maybe some skeletons mixed in. It would make surviving earlier a tad easier, since so long as your smart you can basically always get away from normal zombies, but you'd HAVE to run from that horde early on as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 11:23:45 am
That wouldn't work as after a few days you've got all the gear/weapons you need to survive. I'd expect cities to have regular zombies and special areas to have stronger creatures, plus the rare chance to get even stronger varieties.

I fucking hate how a lightning strike set my house on fire and I instantly got bum-rushed by 24 zombies, two of which exploded and blinded me, one shot electricity at me, the other out-ran me, and the other dozen-and-a-half just walked behind me ass-raping me all the way to the gas station where I proceeded to die while lighting a gas-tank on fire.

Just vanilla zombies is BORING, but too much variety (in strength) too fast is a recipe for disaster. No matter how well-stocked and armed I am, I still get bum-rushed by ridiculous numbers even from inside a house, unless I'm on the forest outskirts, and even then sometimes.

REGARDLESS of respawn rates and strength, I just hate seeing the same exact zombie types from every other damn zombie game.

WE NEED VARIETY, people! :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 21, 2011, 11:26:22 am
I dislike how the current zombies are pretty much absolute knockoffs from Left For Dead and such. I think it'd be great to include more variety.

If anything, I wouldn't mind sharing some ideas for names, stats, and types of creatures, though my style is a bit more scifi/genetic than simply zombie.
I almost would like to see the opposite. Triple the spawn rate, but only normal zombies for the first week or so, maybe some skeletons mixed in. It would make surviving earlier a tad easier, since so long as your smart you can basically always get away from normal zombies, but you'd HAVE to run from that horde early on as well.

I think that the vanila game should stay neutral (as it is). And there should be mods to shift the setting to both directions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 11:35:27 am
I'm going to do a mod too!

(http://i.imgur.com/xtgz9l.jpg) (http://i.imgur.com/xtgz9.jpg)
damnit this took long to draw

My Little Zombie, a total conversion mod.
Would bring the world of My Little Pony into the game of Cataclysm.

Right now I'm working out how would existing mechanics work.

What do you think?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 11:42:05 am
On the subject of mod/mode variety, it'd be great to have different settings/modes either in-game during initial creation or by mod installation, that will shift the balance between something like an initial zombie outbreak that progresses in strength and numbers, or a mutagenic malfunction that spawns all sort of horrific Lovecraftian creatures, the story/specifics of which you're tasked with discovering. I'm going for the latter in the game I'm planning on making.

I like the idea of it being progressive, as in for newbies you should start with vanilla and work your way up, while hardcore players can opt to start in a more slimy, radiation-filled hellish wasteland.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 21, 2011, 12:02:12 pm
FunctionZero that's hilarious.
I'd play it!

I think zombies shouldn't become stronger. The difficulty should rise because of the sudden decrease in NPCs.
At the beginning, lots of NPCs, everybody shoots the zombies, so more places are safe. Then with the death of NPCs, the nº of zombie rises, npcs get more agressive, and it becomes more difficult.

I think that is more realist than suddenly omg zombies level up!

Also, Whales, are thinking of doing like, for example, Project Zomboid, so that there's no way to live through the outbreak ("this is how you died"), or just make it extremely difficult to do so?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 21, 2011, 12:15:48 pm
And i want to stress out for the modders that it would be great if you would split your modes to submodes in case someone wants to play with your monsters for instance but without your awesome energy weapons and stuff.  :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 12:16:23 pm
FunctionZero that's hilarious.
I'd play it!

I think zombies shouldn't become stronger. The difficulty should rise because of the sudden decrease in NPCs.
At the beginning, lots of NPCs, everybody shoots the zombies, so more places are safe. Then with the death of NPCs, the nº of zombie rises, npcs get more agressive, and it becomes more difficult.


Not counting NPCs being aggressive from day one, you just described the progression of Rogue Survivor. Both things combined (and whatever comes, including nerfs) will make this game incredibly hard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 21, 2011, 12:28:15 pm
FunctionZero that's hilarious.
I'd play it!

I think zombies shouldn't become stronger. The difficulty should rise because of the sudden decrease in NPCs.
At the beginning, lots of NPCs, everybody shoots the zombies, so more places are safe. Then with the death of NPCs, the nº of zombie rises, npcs get more agressive, and it becomes more difficult.


Not counting NPCs being aggressive from day one, you just described the progression of Rogue Survivor. Both things combined (and whatever comes, including nerfs) will make this game incredibly hard.

Haven't played much RS but yeah, I kind of like it that way, sounds more authentic. A zombie apocalypse should be hard(core)

EDIT: and actually, I really like the tweaking of rogue survivor. We can adjust the game in almost any way according to how we want it. It's a really smart move to give that freedom to players.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 21, 2011, 12:59:58 pm
I really don't think that zombies should just *spawn* out of nowhere.  My current character started with the metal claws upgrade and the food-to-energy upgrade, so by day two I had slaughtered and butchered every single zombie I came across, at death on day 12 I had 10000 zombie kills, frankly since I started in a really small town that should have cleared the area.  There seriously needs to be area-infestation pools which have a set number, that the zombies that spawn are drawn from, sort of like DF animals, but with the addition that lot's of noise or death in a particular area will draw in zombies from surrounding pools increasing that pools spawn number.  That way when a gasstation in the middle of town is hit by lightening and blows up you can set the f'ing town on fire and actually decrease the amount of zombies after you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 01:07:00 pm
There IS supposed to be a pool that gets depleted for each area. Not sure where your zeds are coming from. Are you making sure to butcher the corpses so they don't get back up? Although that only happens with necromancers nearby, so its unlikely to have made that many... Still, unbutchered zombies SHOULD return to the zombie pool if they don't already.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 01:24:26 pm
There are zombie populations already. but I didn't check them yet.

I am going to decrease the food/water needs. Right now they are too disasterous. Also I will try to find and increase the amounts of sleep you need.


What this game lacks... More cooking recipes! I was really sad that I cannot cook almost anything. I will work on it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 01:30:48 pm
What this game lacks... More cooking recipes! I was really sad that I cannot cook almost anything. I will work on it!
Do want!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 21, 2011, 01:35:15 pm
What this game lacks... More cooking recipes! I was really sad that I cannot cook almost anything. I will work on it!
Do want!

And cooking on open fire, pls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 01:40:32 pm
That would be a lot more difficult, at least until recipes keep track of items and status of surrounding squares, which is a pretty big project.

A wider variety of cooking tools would be nice though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 01:41:17 pm
What this game lacks... More cooking recipes! I was really sad that I cannot cook almost anything. I will work on it!

Make recipes to allow combining cooked pasta with sauces for extra nutrition+morale. (if you "a"pply the sauces you just chug them raw)

@GlyphGryph
More cooking tools? I disagree. It'll complicate things too much to do pretty much the same thing. And anyway, for most kitchen tasks you barely need a few utensils (we are talking survival cooking here)
At most we'd need an oven or oil, but let's not pollute the item pool too much.

EDIT: To elaborate. And considering I am a cook IRL, I'd love a fetishistic attention to detail, but item limits, volume and carrying, as well as number of commands, number of required items, etc, it's better to go simple, just with varying ingredients for user-customization/realism.

I don't know if I should be bothered about modders picking up a game this early in development...be careful not to produce a "minecraft effect" where the original coder has trouble implementing promised features because modders did them faster. Also discussion in this topic will be a mess with alternative versions popping around... Most people still hasn't seen most of the game's already working features!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 01:41:57 pm
Trawling through the files I notice some references to weapon loudness but they seem to not be used? Is this a feature that has yet to be implemented? Is it true that a shogun fires at the same volume as a pistol or smg?

Also I've already started modding a Dawn of the Dead (remake) fast zombies type spin off where weapons are more deadly but there are more zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: monkey on July 21, 2011, 01:50:00 pm

Just made a fork at https://github.com/fryyrfn/Cataclysm, you can use lua to mod in some things, I just made it to teach myself some luabind.
Its incredible how easy is to use luabind, didnt touch Whales code at all (well, only one call to initialize lua) and it works.

you can do something like this
Code: [Select]
hat = it_tool()
hat.name = "long black hat"
hat.sym = '^'
hat.color = color.c_dkgray
hat.description =
[[ A long black hat.

 Used by magicians. ]]

hat.use = function(game,player,item,t)
        if one_in(5) then
                local x = game.player.x+rng(-2,2)
                local y = game.player.y+rng(-2,2)
                local mtype = game:find_mtype("rabbit")
                local rabbit = monster(mtype, x,y)
                game:new_monster(rabbit)
                game:add_msg("A rabbit jumps out of the hat!")
        else
                game:add_msg("You reach into the hat, but only belly button lint comes out")
end
end
g:new_itype(hat)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 21, 2011, 01:50:47 pm
Shouldn't zombies attack other life forms?  I just got killed by a bear that shambled in with the swarm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 01:55:58 pm

Just made a fork at https://github.com/fryyrfn/Cataclysm, you can use lua to mod in some things, I just made it to teach myself some luabind.
Its incredible how easy is to use luabind, didnt touch Whales code at all (well, only one call to initialize lua) and it works.

you can do something like this
Code: [Select]
hat = it_tool()
hat.name = "long black hat"
hat.sym = '^'
hat.color = color.c_dkgray
hat.description =
[[ A long black hat.

 Used by magicians. ]]

hat.use = function(game,player,item,t)
        if one_in(5) then
                local x = game.player.x+rng(-2,2)
                local y = game.player.y+rng(-2,2)
                local mtype = game:find_mtype("rabbit")
                local rabbit = monster(mtype, x,y)
                game:new_monster(rabbit)
                game:add_msg("A rabbit jumps out of the hat!")
        else
                game:add_msg("You reach into the hat, but only belly button lint comes out")
end
end
g:new_itype(hat)

Whoa. Whoa whoa whoa. I've been developing in Lua for years and never heard of this! I'll have to give it some study...
(with "this" I mean luabind...)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 02:00:49 pm
I really don't think that zombies should just *spawn* out of nowhere.  My current character started with the metal claws upgrade and the food-to-energy upgrade, so by day two I had slaughtered and butchered every single zombie I came across, at death on day 12 I had 10000 zombie kills, frankly since I started in a really small town that should have cleared the area.  There seriously needs to be area-infestation pools which have a set number, that the zombies that spawn are drawn from, sort of like DF animals, but with the addition that lot's of noise or death in a particular area will draw in zombies from surrounding pools increasing that pools spawn number.  That way when a gasstation in the middle of town is hit by lightening and blows up you can set the f'ing town on fire and actually decrease the amount of zombies after you.

10000 kills?  Wow, you're a zombie-killing machine!  Every "town" has a population of between 320 and 1360 zombies, depending on its size.  Note that multiple small towns may be placed close together, making it seem like one big one.  As you kill zombies (or any other monster), it will detract from the population count, and make spawns smaller.  Also, as you move through an initially-circular spawn area, it will get drawn out to follow you (like drawing your finger across a circle of wet paint on paper).

I dislike how the current zombies are pretty much absolute knockoffs from Left For Dead and such. I think it'd be great to include more variety.

If anything, I wouldn't mind sharing some ideas for names, stats, and types of creatures, though my style is a bit more scifi/genetic than simply zombie.

Variety is good and suggestions are welcome!  Yes, the Boomer is a shameless knockoff from Left 4 Dead (but back in the olden days when I started Cataclysm, it was meant to be a roguelike L4D!), and the spitter is a case of convergent design (I'd thought of the spitter before playing L4D2; it's a good mechanic that forces the player to alter their route), but skeletons, shriekers, necromancers, and fungal zombies are all pretty original, no?
I've built the game to spawn only vanilla zombies before, and it is boring.  Without some differences to shake the game up, it becomes WAY too easy and repetitive.
When designing new zombie types, it's a good idea to ask yourself the question: "What strategy is too easy?  What method of fighting works across the board?"  Boomers are used to encourage ranged combat.  Skeletons are used to essentially force the player to melee, unless they can run.  Fast zombies are used to force the player who runs away from everything to stop and fight (brutes too, but they're basically tougher versions).  Spitters introduce complications in your short term plans ("I'm gonna escape down that alleyway!  Or no, my escape route is covered in acid!").  Shockers encourage long-range combat, or careful zig-zagging and avoidance of their bolts.  Shriekers and necromancers give the player an immediate, pressing goal, forcing a bit more tactics than "kill whatever's closest."  And Hulks require the player to think on their toes and use their emergency items, be it molotovs, a burst of armor-piercing rounds, or simply very clever escape tactics.

On the subject of mod/mode variety, it'd be great to have different settings/modes either in-game during initial creation or by mod installation, that will shift the balance between something like an initial zombie outbreak that progresses in strength and numbers, or a mutagenic malfunction that spawns all sort of horrific Lovecraftian creatures, the story/specifics of which you're tasked with discovering. I'm going for the latter in the game I'm planning on making.

I like the idea of it being progressive, as in for newbies you should start with vanilla and work your way up, while hardcore players can opt to start in a more slimy, radiation-filled hellish wasteland.

I mix the two ideas.  Currently, the types of zombies gradually increase over the first few in-game days--fast enough to force character progression and the collection of tools, but slow enough that you can take some time to read books and stuff.  ANd the game is crawling with non-zombie monsters and horrific Lovecraftian creatures, but you only enounter them via exploration--moving the choice of how hard the monsters you encounter are to an in-game decision, rather than an artificial-feeling difficulty level.

Trawling through the files I notice some references to weapon loudness but they seem to not be used? Is this a feature that has yet to be implemented? Is it true that a shogun fires at the same volume as a pistol or smg?

Also I've already started modding a Dawn of the Dead (remake) fast zombies type spin off where weapons are more deadly but there are more zombies.

No, they are used, guns all fire at different volumes depending on the ammo used.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on July 21, 2011, 02:06:51 pm
Don't worry about me introducing new features, I probably wouldn't, what I want though is to give cataclysm the 1930s feel. For now it will just be firearms, clothing ,and stuff like that
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: matric on July 21, 2011, 02:08:33 pm
Trawling through the files I notice some references to weapon loudness but they seem to not be used? Is this a feature that has yet to be implemented? Is it true that a shogun fires at the same volume as a pistol or smg?

Also I've already started modding a Dawn of the Dead (remake) fast zombies type spin off where weapons are more deadly but there are more zombies.

I've been working on the wiki and this is one of the things that I am having trouble finding. ranged.cpp mentions p.weapon.sound yet I can't find where that is calculated for the weapon. I will continue to look.

Ah, I think this is it. From item.cpp line 856

Code: [Select]
int item::noise()
{
 if (!is_gun())
  return 0;
 int ret = 0;
 if (curammo != NULL)
  ret = curammo->damage * .8;
 if (ret >= 5)
  ret += 20;
 for (int i = 0; i < contents.size(); i++) {
  if (contents[i].is_gunmod())
   ret += (dynamic_cast<it_gunmod*>(contents[i].type))->loudness;
 }
 return ret;
}
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 21, 2011, 02:22:43 pm
When was the populations implemented because I am still playing a few weeks old version.  Though a queen trifid finnally got me.  Stupid 40 dmg chest hits.  also note more then half those kills were with a combat knife, for some reason i could not find anything better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shingo on July 21, 2011, 02:24:35 pm
I'd like to request a conversion kit to make a Rifle shoot .30-06 rounds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 02:25:27 pm
When was the populations implemented because I am still playing a few weeks old version.  Though a queen trifid finnally got me.  Stupid 40 dmg chest hits.  also note more then half those kills were with a combat knife, for some reason i could not find anything better.

The populations were implemented in the year 2009, I think  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 21, 2011, 02:28:12 pm
When was the populations implemented because I am still playing a few weeks old version.  Though a queen trifid finnally got me.  Stupid 40 dmg chest hits.  also note more then half those kills were with a combat knife, for some reason i could not find anything better.

The populations were implemented in the year 2009, I think  :D
whelp guess I must have inadvertently wandered off just as the pop's reached 0.  Also triffids are a pain in the ass, so many, so strong and they seem  to pop-up everywhere.
edit*They also don't really fit with the zombie game.. I mean triffids are alien plants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 02:34:26 pm
I don't know if I should be bothered about modders picking up a game this early in development...be careful not to produce a "minecraft effect" where the original coder has trouble implementing promised features because modders did them faster.
If a coder makes an interesting and useful feature, it could probably only help Whales, since he doesn't have to figure it out himself.

Remember that these aren't really mods. These are whole new versions of the core game. Branches.
So they don't really have to have any effect on the development itself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 21, 2011, 02:36:10 pm
When was the populations implemented because I am still playing a few weeks old version.  Though a queen trifid finnally got me.  Stupid 40 dmg chest hits.  also note more then half those kills were with a combat knife, for some reason i could not find anything better.

The populations were implemented in the year 2009, I think  :D
whelp guess I must have inadvertently wandered off just as the pop's reached 0.  Also triffids are a pain in the ass, so many, so strong and they seem  to pop-up everywhere.
edit*They also don't really fit with the zombie game.. I mean triffids are alien plants.
They may be mutated instead, which may sorta fit with the radiation and stuff all around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 02:36:23 pm
When was the populations implemented because I am still playing a few weeks old version.  Though a queen trifid finnally got me.  Stupid 40 dmg chest hits.  also note more then half those kills were with a combat knife, for some reason i could not find anything better.

The populations were implemented in the year 2009, I think  :D
whelp guess I must have inadvertently wandered off just as the pop's reached 0.  Also triffids are a pain in the ass, so many, so strong and they seem  to pop-up everywhere.
edit*They also don't really fit with the zombie game.. I mean triffids are alien plants.

That's the point :) Just vanilla zombies is boring!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 02:36:32 pm
Quote
@GlyphGryph
More cooking tools? I disagree. It'll complicate things too much to do pretty much the same thing. And anyway, for most kitchen tasks you barely need a few utensils (we are talking survival cooking here)
At most we'd need an oven or oil, but let's not pollute the item pool too much.
A camping stove is mostly what we need, I think, something that uses up worthless gas instead of precious batteries.
A temporary stopgap for a fire at the moment may be a "grill" item that can be refilled with a "wooden chunks" item crafted from other wooden items. It would be pretty heavy and bulky, perhaps, but that would at least help the problem, right?

Also, Whales, if you're thinking of adding some more mechanical zombie variety, I've got some ideas:
Prowlers - These zombies will NOT path to the player. They will stay as far away as possible while continuing to follow the player, though. They are small, fairly weak, and pretty fast. Their  main behavior is to follow and howl, attracting other zombies to the player. As a possible behaviour extension, they could occasionally attack sleeping players, or as part of large groups. Now THIS is something that will make guns important, I think.
Venom Zombies - Another ranged-needed style zombie, these zombies are fairly slow and can be outpaced, and aren't very strong, but they have a chance of poisoning the player. Poison resistance helps, of course.

Those two could even technically be combined (and given hit and run behavior and/or made to travel in groups) to become another Hulk-power-level uber-zombie, but one that ISN'T based on pure strength.

Since bullets do the same damage as the bulk of melee weapons though, I'm not entirely sure how to make more units you want to close in and melee with... perhaps inviso-enemies that are really hard to hit or even notice with ranged attacks, but not as hard to hit with melee attacks?

Quote
They also don't really fit with the zombie game.. I mean triffids are alien plants.
Spend some more time in the labs - this isn't a zombie game, its a cataclysm game. Zombies are just one of the more prevalent symptoms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 21, 2011, 02:39:55 pm
When was the populations implemented because I am still playing a few weeks old version.  Though a queen trifid finnally got me.  Stupid 40 dmg chest hits.  also note more then half those kills were with a combat knife, for some reason i could not find anything better.

The populations were implemented in the year 2009, I think  :D
whelp guess I must have inadvertently wandered off just as the pop's reached 0.  Also triffids are a pain in the ass, so many, so strong and they seem  to pop-up everywhere.
edit*They also don't really fit with the zombie game.. I mean triffids are alien plants.

it's cool actually, you encounter things that you're not expecting. like
Spoiler (click to show/hide)

also, you just gave me an idea of removing all zombies and modding in xenomorphs. oh man, would that be fun!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 02:42:52 pm
When was the populations implemented because I am still playing a few weeks old version.  Though a queen trifid finnally got me.  Stupid 40 dmg chest hits.  also note more then half those kills were with a combat knife, for some reason i could not find anything better.

The populations were implemented in the year 2009, I think  :D
whelp guess I must have inadvertently wandered off just as the pop's reached 0.  Also triffids are a pain in the ass, so many, so strong and they seem  to pop-up everywhere.
edit*They also don't really fit with the zombie game.. I mean triffids are alien plants.

It's not a zombie game, it's a monster apocalypse game.

I don't know if I should be bothered about modders picking up a game this early in development...be careful not to produce a "minecraft effect" where the original coder has trouble implementing promised features because modders did them faster.
If a coder makes an interesting and useful feature, it could probably only help Whales, since he doesn't have to figure it out himself.

Remember that these aren't really mods. These are whole new versions of the core game. Branches.
So they don't really have to have any effect on the development itself.

Cataclysm is a hobby for me; it's not my job, I don't make money off it, so it's something I do in my spare time.  As such, I don't have nearly as much time for development as I'd like.  I can only implement features so fast, and sometimes I don't feel like coding for a week or two, so any patches/mods/features people want to submit are greatly appreciated.  Email them, people!

Quote
@GlyphGryph
More cooking tools? I disagree. It'll complicate things too much to do pretty much the same thing. And anyway, for most kitchen tasks you barely need a few utensils (we are talking survival cooking here)
At most we'd need an oven or oil, but let's not pollute the item pool too much.
A camping stove is mostly what we need, I think, something that uses up worthless gas instead of precious batteries.
A temporary stopgap for a fire at the moment may be a "grill" item that can be refilled with a "wooden chunks" item crafted from other wooden items. It would be pretty heavy and bulky, perhaps, but that would at least help the problem, right?

Also, Whales, if you're thinking of adding some more mechanical zombie variety, I've got some ideas:
Prowlers - These zombies will NOT path to the player. They will stay as far away as possible while continuing to follow the player, though. They are small, fairly weak, and pretty fast. Their  main behavior is to follow and howl, attracting other zombies to the player. As a possible behaviour extension, they could occasionally attack sleeping players, or as part of large groups. Now THIS is something that will make guns important, I think.
Venom Zombies - Another ranged-needed style zombie, these zombies are fairly slow and can be outpaced, and aren't very strong, but they have a chance of poisoning the player. Poison resistance helps, of course.

Those two could even technically be combined (and given hit and run behavior and/or made to travel in groups) to become another Hulk-power-level uber-zombie, but one that ISN'T based on pure strength.

Since bullets do the same damage as the bulk of melee weapons though, I'm not entirely sure how to make more units you want to close in and melee with... perhaps inviso-enemies that are really hard to hit or even notice with ranged attacks, but not as hard to hit with melee attacks?

The camping stove is a planned addition, thanks to everyone who suggested it!
I like both those zombie variety ideas and will add them in at some point, and probably tweak them until they give interesting gameplay.

Making ranged weapons less viable isn't as much of a priority for me, since most players seem to opt for melee, and ranged weapons already have the issues of ammo supply, noise, higher chance to miss, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 21, 2011, 02:43:28 pm
Im almost afraid to go looting now, as a bunch of zombies get on my scent trail and proceed to futtbuck me all the way down the road farirly quickly. Almost all of my characters use my melee build now, so its not so much of a problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 21, 2011, 02:47:59 pm
Prowlers - These zombies will NOT path to the player. They will stay as far away as possible while continuing to follow the player, though. They are small, fairly weak, and pretty fast. Their  main behavior is to follow and howl, attracting other zombies to the player. As a possible behaviour extension, they could occasionally attack sleeping players, or as part of large groups. Now THIS is something that will make guns important, I think.

That's cool!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 21, 2011, 02:51:47 pm
Since bullets do the same damage as the bulk of melee weapons though, I'm not entirely sure how to make more units you want to close in and melee with... perhaps inviso-enemies that are really hard to hit or even notice with ranged attacks, but not as hard to hit with melee attacks?
Another way is to give them a high armor degree, but low health, so that a lot of bullets with low armor peircing ussually bounce right off, and it is known that higher armor piercing bullets are typically louder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 02:53:43 pm
Where in the code is the font defined? I want to use a square font.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 02:55:56 pm
Since bullets do the same damage as the bulk of melee weapons though, I'm not entirely sure how to make more units you want to close in and melee with... perhaps inviso-enemies that are really hard to hit or even notice with ranged attacks, but not as hard to hit with melee attacks?
Another way is to give them a high armor degree, but low health, so that a lot of bullets with low armor peircing ussually bounce right off, and it is known that higher armor piercing bullets are typically louder.
Scarabs?
It would make a fun enemy. Small armored scarabs which seek bodies, bury in them and produce more scarabs after some time, exploding those bodies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 03:03:13 pm
Where in the code is the font defined? I want to use a square font.
Dunno.

Try looking in every file that has #include <curses.h>, since that's the display header.

"output.cpp" looks promising.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 21, 2011, 03:05:35 pm
Since bullets do the same damage as the bulk of melee weapons though, I'm not entirely sure how to make more units you want to close in and melee with... perhaps inviso-enemies that are really hard to hit or even notice with ranged attacks, but not as hard to hit with melee attacks?
Another way is to give them a high armor degree, but low health, so that a lot of bullets with low armor peircing ussually bounce right off, and it is known that higher armor piercing bullets are typically louder.
Scarabs?
It would make a fun enemy. Small armored scarabs which seek bodies, bury in them and produce more scarabs after some time, exploding those bodies.
Hm, scarabs sound a bit dangerous, maybe OP unless they're locked up close or inside labs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 03:06:35 pm
Since bullets do the same damage as the bulk of melee weapons though, I'm not entirely sure how to make more units you want to close in and melee with... perhaps inviso-enemies that are really hard to hit or even notice with ranged attacks, but not as hard to hit with melee attacks?
Another way is to give them a high armor degree, but low health, so that a lot of bullets with low armor peircing ussually bounce right off, and it is known that higher armor piercing bullets are typically louder.
Scarabs?
It would make a fun enemy. Small armored scarabs which seek bodies, bury in them and produce more scarabs after some time, exploding those bodies.
Hm, scarabs sound a bit dangerous, maybe OP unless they're locked up close or inside labs.
Kill it with fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 03:08:58 pm
I suppose tiny enemies would meat the definition of that that is hard to shoot but easier to melee, for sure. And if the scarabs have decent armor as well...

I like it.

In fact, a general "swarm" type of enemy might not be a bad idea as well - damage dealt to it with each hit could be capped out out a fairly low value, making you have to switch up your tactics to fire/quick melee/assault weapons (though that would use up lots of precious ammo)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: monkey on July 21, 2011, 03:09:23 pm
Whoa. Whoa whoa whoa. I've been developing in Lua for years and never heard of this! I'll have to give it some study...
(with "this" I mean luabind...)
All the glue code is in luainterface.cpp in my repo (it is all glue, there is no other change to Whales code)

Where in the code is the font defined? I want to use a square font.
there is none, it should use the font of your current terminal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 03:11:51 pm
Even if compiled in EXE?

Also, I can't find the piece of code which defines the way the containers interact with liquids... I want to make some recipes which use bottles OR cans in crafting, and I want the liquids to stay in containers they come from...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 21, 2011, 03:12:46 pm
Oh snap I got me a gassed up jackhammer!  I love that I can just escape drill through any barrier.  And it's a decent anti zombie weapon to boot!!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 21, 2011, 03:13:09 pm
Making ranged weapons less viable isn't as much of a priority for me, since most players seem to opt for melee, and ranged weapons already have the issues of ammo supply, noise, higher chance to miss, etc.

I like to play with guns myself...whenever I can.
With enough expertise they become quite powerful, but ammo and skill rust limits their usefulness. Definitely not needing a nerf (please don't make firearms useless, please please please, it's done so often in so many games...).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 03:19:21 pm
With enough expertise they become quite powerful, but ammo and skill rust limits their usefulness.
All of my what.

How can your skills rust if you actually USE them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 21, 2011, 03:20:53 pm
When you run out of ammo.
If you get swamped and need to go into CQC mode.
If you don't want to attract too much attention.

There's probably more
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 21, 2011, 03:24:48 pm
One thing I'm starting to like a lot is .22 rifles with ratshot. Not really powerful, and really range restricted, but lots of ammo, pretty much no recoil, so you can literally output as many shots as your shooting finger allows in a short period of time. The only problem is reload, but since the quietness usually means less zombies, you'll have a better chance of reload if you run around a corner or somesuch.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 03:32:24 pm
Trawling through the files I notice some references to weapon loudness but they seem to not be used? Is this a feature that has yet to be implemented? Is it true that a shogun fires at the same volume as a pistol or smg?

Also I've already started modding a Dawn of the Dead (remake) fast zombies type spin off where weapons are more deadly but there are more zombies.

I've been working on the wiki and this is one of the things that I am having trouble finding. ranged.cpp mentions p.weapon.sound yet I can't find where that is calculated for the weapon. I will continue to look.

Ah, I think this is it. From item.cpp line 856

Code: [Select]
int item::noise()
{
 if (!is_gun())
  return 0;
 int ret = 0;
 if (curammo != NULL)
  ret = curammo->damage * .8;
 if (ret >= 5)
  ret += 20;
 for (int i = 0; i < contents.size(); i++) {
  if (contents[i].is_gunmod())
   ret += (dynamic_cast<it_gunmod*>(contents[i].type))->loudness;
 }
 return ret;
}

What's the wiki link?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 21, 2011, 03:33:05 pm
I am assuming that me jackhammering walls makes a huge amount of noise.  It's like that zombie whisperer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 21, 2011, 03:35:50 pm
How do I use winchesters? I cannot reload them (allthough there already are bullets in them) and firing doesn't work either

you cannot shoot with bullets
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 03:36:59 pm
Quote
I like to play with guns myself...whenever I can.
With enough expertise they become quite powerful, but ammo and skill rust limits their usefulness. Definitely not needing a nerf (please don't make firearms useless, please please please, it's done so often in so many games...).
Well, none of us are considering a Nerf in the slightest, just some situations that "shoot em all" wont solve as easily. As long as you stay away from the new enemies (and swarms/scarabs/etc probably won't be rolled in with regular zombies) you won't notice any increase in difficulty.

Admittedly making non-melee-solutioned problems is more important right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 21, 2011, 03:40:57 pm
Theres a zombie mmo called dead frontier, and the special zombies in that game are total asses. Theres banshees, like shriekers, but with two heads. Reapers have a long bony blade replacing one arm, which would be good to get a cutting type zombie in there, theres also bones, which are like hulks, but with bones protruding from all over the body. I think reapers should be in, though. On another note, is there an actual way to get mininukes without wishing? About the gun skill rusting, couldont you just train it back up by grinding with a bb gun? I find them in sporting goods stores fairly often.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 03:42:26 pm
@ The13thRonin:

http://whoopshop.com/catawiki/index.php/Main_Page (http://whoopshop.com/catawiki/index.php/Main_Page)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 03:50:39 pm
Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers
- Gave the zombies better hearing

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Making food scarcer
- Making drugs scarcer
- Scavenged guns are sometimes damaged and require repair
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 03:55:00 pm
Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Scavenged guns are sometimes damaged and require repair
Dunno if you know, but we also have some forums for Cataclysm where you can make your own thread for the mod. (http://cataclysmff.zxq.net/SMF/index.php)

Great mod, though. I'll be sure to try it once you release it and you find some time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 03:58:08 pm
Also, I met burrowing enemies for the first time today. Great concept, and I only just realized they are exactly the perfect type of enemy vs ranged characters to switch things up, hah. (assuming they are immune when under ground, I don't know as I don't have a gun)

I think they shouldn't get caught up in shallow pits and surface traps though, and should be able to travel UNDER houses and roads somehow (and perhaps be able to 'smash' open the floor like the zombies do barricaded walls), kind of odd and takes a lot of the thread out of them, when those two things are combined.

But God, so much fun to watch them burrowing around the house looking for a way in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 04:03:54 pm
Man it's a pain in the ass getting run down by speedy zombies and pounded on while you try to reload. Remember at Bay 12, losing is fun :P.

PS - like to see anyone get 10,000 kills once my mod is ready haha, maybe 2 kills :D.

PPS - Any way to increase zombies speed while climbing through windows and jumping on stuff?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 04:07:15 pm
Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Scavenged guns are sometimes damaged and require repair

Awesome.  Note that guns already have a "durability" rating, but it is not actually used yet.

Theres a zombie mmo called dead frontier, and the special zombies in that game are total asses. Theres banshees, like shriekers, but with two heads. Reapers have a long bony blade replacing one arm, which would be good to get a cutting type zombie in there, theres also bones, which are like hulks, but with bones protruding from all over the body. I think reapers should be in, though. On another note, is there an actual way to get mininukes without wishing? About the gun skill rusting, couldont you just train it back up by grinding with a bb gun? I find them in sporting goods stores fairly often.

Fast zombies actually have long claws that do cutting damage.  I might make a reaper-type zombie though, maybe call it a "slasher" to make it extra-obvious that it does cutting damage.
BB Guns only train rifle/gun skill up to level 1, after which they shouldn't provide any training.
Spoiler: Mininukes (click to show/hide)


I am assuming that me jackhammering walls makes a huge amount of noise.  It's like that zombie whisperer.

Correct, they are the loudest possible sound (in terms of affecting spawn rates).


Making ranged weapons less viable isn't as much of a priority for me, since most players seem to opt for melee, and ranged weapons already have the issues of ammo supply, noise, higher chance to miss, etc.

I like to play with guns myself...whenever I can.
With enough expertise they become quite powerful, but ammo and skill rust limits their usefulness. Definitely not needing a nerf (please don't make firearms useless, please please please, it's done so often in so many games...).

No nerfing will happen, they are nerfed enough as it is.  My goal is to make melee and firearms equally valid options, each with its own drawbacks and benefits.  This probably means a long process of buffing/nerfing one then the other until the players and I are both satisfied (as if THAT will ever happen!).


Even if compiled in EXE?

Also, I can't find the piece of code which defines the way the containers interact with liquids... I want to make some recipes which use bottles OR cans in crafting, and I want the liquids to stay in containers they come from...

There is game::handle_liquid() in game.cpp, which goes through the process of asking a player what they want to do with a liquid (unloaded a bottle, pumped gas, 'e'xamined a toilet, etc).  Containers themselves have several flags, including watertight, sealable, and whether they expand to fit the volume of their contents (a metal jug does not, a plastic bag does).  As for crafting, well, that's a drawback and it's not doable with the given code.  Could be modded in!  crafting.cpp is kind of a krufty mess though...


Where in the code is the font defined? I want to use a square font.

It uses your terminal font, if you're on linux.  On Windows, it uses black Microsoft magic to decide the font, and as a white wizard I do not dabble in such things.  :P


Also, I met burrowing enemies for the first time today. Great concept, and I only just realized they are exactly the perfect type of enemy vs ranged characters to switch things up, hah. (assuming they are immune when under ground, I don't know as I don't have a gun)

I think they shouldn't get caught up in shallow pits and surface traps though, and should be able to travel UNDER houses and roads somehow (and perhaps be able to 'smash' open the floor like the zombies do barricaded walls), kind of odd and takes a lot of the thread out of them, when those two things are combined.

But God, so much fun to watch them burrowing around the house looking for a way in.

It is possible to shoot them when they're underground, but they essentially get a free armor bonus from the dirt, plus you have to guess where they are.
The traps thing was an oversight on my part, and will be fixed.
It's intended that the hardest version (Graboids) will be able to smash through floors and such, but not fully implemented yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 21, 2011, 04:12:38 pm
Ok whales, I gotta ask as this has been nagging at the back of my mind for a while. . .whats the longest amount of time youve survived? :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 04:15:27 pm
I'm going through Firearms (http://whoopshop.com/catawiki/index.php/Firearms) section now on our Wiki.

I can't fill in Moves per attack and Accuracy. First one I can't find in code and the second one looks different in-game.
So I'd ask someone else to fill those in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 04:19:00 pm
Any way to increase zombies speed while climbing through windows and jumping on stuff? I can't seem to find it. I'm trawling through the map file.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 04:31:34 pm
Ok whales, I gotta ask as this has been nagging at the back of my mind for a while. . .whats the longest amount of time youve survived? :3

Umm.  Like 5 days-ish?  I rarely play for all-out survival records, mostly I'm playing to try to test some new area or mechanic.  Pretty sure I could survive indefinitely if I tried!

Any way to increase zombies speed while climbing through windows and jumping on stuff? I can't seem to find it. I'm trawling through the map file.

mapdata.h contains data for map tiles, including the movement costs.  Line 188 has the defining values for window frames; the "12" at the end of the line there means it takes 600 movement points (the "movement cost" for terrain is in units of 50 player movement points each).  Changing that value would change it for zombies and players alike.


EDIT: Missed FunctionZero's post somehow.

I'm going through Firearms (http://whoopshop.com/catawiki/index.php/Firearms) section now on our Wiki.

I can't fill in Moves per attack and Accuracy. First one I can't find in code and the second one looks different in-game.
So I'd ask someone else to fill those in.

Moves per attack is based purely on the gun's type, and your skill in that type.  See line 35 in ranged.cpp.
Accuracy is really innaccuracy in the code--the value is the numberof quarter-degrees that your shot may be off by.  So, an accuracy rating of 12 means that the gun may be off by 3 degrees at max.  To avoid confusing players, this gets displayed as (100 - accuracy) when you check the gun's info, so a 12 would be displayed as 88.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 21, 2011, 04:34:04 pm
I've changed mine to 250.
Mainly because they were OP when it came to zombie killing
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 04:34:46 pm
I'm going through Firearms (http://whoopshop.com/catawiki/index.php/Firearms) section now on our Wiki.

I can't fill in Moves per attack and Accuracy. First one I can't find in code and the second one looks different in-game.
So I'd ask someone else to fill those in.

Damn it :P I'm planning on spending the next week getting armor/weapon stats on every piece of clothing and melee in the game. I need help with gun stats as the in-game shown stats are a LIE, I believe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 04:40:00 pm
I'm going through Firearms (http://whoopshop.com/catawiki/index.php/Firearms) section now on our Wiki.

I can't fill in Moves per attack and Accuracy. First one I can't find in code and the second one looks different in-game.
So I'd ask someone else to fill those in.

Moves per attack is based purely on the gun's type, and your skill in that type.  See line 35 in ranged.cpp.
Accuracy is really innaccuracy in the code--the value is the numberof quarter-degrees that your shot may be off by.  So, an accuracy rating of 12 means that the gun may be off by 3 degrees at max.  To avoid confusing players, this gets displayed as (100 - accuracy) when you check the gun's info, so a 12 would be displayed as 88.
Thanks, I guess I'll just remove the Moves per attack entry from induvidual guns then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 04:50:41 pm
Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers
- Gave the zombies better hearing

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Making food scarcer
- Making drugs scarcer
- Scavenged guns are sometimes damaged and require repair
It looks awesome. I did less stuff for my unnamed mod I play :P.


- You can disassemble guns to get gun parts.
- You now need gun parts to craft pipe rifles/SMGs.
- New vegetable: raw potato.
- New cooking recipes: dinner, broth, soup, scrambled egg, chips, baked potato.
- Tweaks to cooking times.
- Merged in menu hotfix (by Drevlin)
- Merged in Parkour mod (by Drevlin)


Also some test stuff.

FunctionZero, you were talking about some extra window... I started getting cataclysm.exe as an extra window, what did I do wrong? :P

P.S. I get it only in the "release" build... weird.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 04:52:53 pm
Is there a way I can just lower the time for the zombies and not the player though?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 04:54:43 pm
Is there a way I can just lower the time for the zombies and not the player though?

Yes, by writing fancy code in monmove.cpp -- look for where it takes away moves from the zombie (search for "moves -=" or something) and put in a conditional or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 04:55:22 pm
FunctionZero, you were talking about some extra window... I started getting cataclysm.exe as an extra window, what did I do wrong? :P
In Code::Blocks, right click on the Cataclysm project, click Properties. On the "Build targets" tab, select Release and change its type from Console application to GUI application.

That should do the trick.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 04:57:59 pm
Thank you very much.

What caused that bug with batteries turning into ammo from radios? I see that radios have batteries as ammo type. Or maybe it's already fixed in Head's version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 21, 2011, 05:03:24 pm
Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers
- Gave the zombies better hearing

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Making food scarcer
- Making drugs scarcer
- Scavenged guns are sometimes damaged and require repair

Good Armok, I barely survive three days in vanilla game, this mod is going to be a nightmare!  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 05:07:08 pm
Implemented features in the Living Dead mod [also know as the Hardcore mod]:

- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers
- Gave the zombies better hearing

Features which are in the process of being implemented:

- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Making food scarcer
- Making drugs scarcer
- Scavenged guns are sometimes damaged and require repair

Good Armok, I barely survive three days in vanilla game, this mod is going to be a nightmare!  :D
Pits and traps. Have a safehouse on the edge of the town, so you won't get so many zombies.

Bam, still easy, plus you get free zombie food.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 21, 2011, 05:09:23 pm
Pits are amazing.
I love coming back to my safehouse to find about 10 squirrel corpses in them.

I usually make a ring of pits about 4 deep around the house and have a line of tilled soil up to the door.
And if there's a window beside the door I leave it unbarricaded so I can use it to funnel Z
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 21, 2011, 05:14:58 pm
I have not found a shovel yet. Where would I find one?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 05:16:00 pm
I have not found a shovel yet. Where would I find one?
Hardware Store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 21, 2011, 05:16:47 pm
You can also find a hoe if you're lucky
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 05:18:32 pm
I've started to modify the code for bear traps ADDING MOVES to get -600 moves when zombies step into a window (negating the 600 moves it adds)... I am failing miserably... Here's what I got so far:

void monster::receive_moves()
{
 if (has_effect(ME_BEARTRAP))
  return;
 moves += speed;
 else if {window frame
  return;
 moves -= 600

I realize that else if {window frame does not work but I don't know what to put there.

NINJA EDIT:

New code:

void monster::receive_moves()
{
 if (has_effect(ME_BEARTRAP))
  return;
 moves += speed;
 else if ((x, y) = t_window_frame)
  return;
 moves -= 600

EDIT: I wonder if I use if (has_flag(sharp, x, y)) if it'd work... Totally shitty code I know (I'm not a coder, the little [and I do mean little] I do know is self-taught).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 21, 2011, 05:20:33 pm
I don't think you should totally remove the penalty.
It's still climbing through a window frame and that's bound to take some extra time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 05:22:16 pm
The13thRonin and others, I think it's necessary to move our modding discussion elsewhere, otherwise many questions will stay unanswered, and many people will feel lost if they come for the first time.

http://cataclysmff.zxq.net/SMF/index.php?topic=19.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 21, 2011, 05:25:09 pm
Any way to increase zombies speed while climbing through windows and jumping on stuff? I can't seem to find it. I'm trawling through the map file.
I think it's that you'd need to turn down the movement cost for moving through windows, but that would make it apply through everything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 05:32:54 pm
I've started to modify the code for bear traps ADDING MOVES to get -600 moves when zombies step into a window (negating the 600 moves it adds)... I am failing miserably... Here's what I got so far:

void monster::receive_moves()
{
 if (has_effect(ME_BEARTRAP))
  return;
 moves += speed;
 else if {window frame
  return;
 moves -= 600

I realize that else if {window frame does not work but I don't know what to put there.

EDIT: I wonder if I use if (has_flag(sharp, x, y)) if it'd work... Totally shitty code I know (I'm not a coder, the little [and I do mean little] I do know is self-taught).

Try changing line 451 of monmove.cpp to
Code: [Select]
if (g->m.move_cost(x, y) > 8)
 moves -= 300;
else
 moves -= (g->m.move_cost(x, y) - 2) * 50;
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 05:33:58 pm
I don't think you should totally remove the penalty.
It's still climbing through a window frame and that's bound to take some extra time.

Person trying to climb through a window frame with jagged glass still in it = slow.

Zombie diving headfirst through said window and not caring about glass due to not having pain sensors = fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 05:35:10 pm
Still they need to climb through... It is slower than normal running. But it's your mod :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 21, 2011, 05:36:13 pm
I don't think you should totally remove the penalty.
It's still climbing through a window frame and that's bound to take some extra time.

Person trying to climb through a window frame with jagged glass still in it = slow.

Zombie diving headfirst through said window and not caring about glass due to not having pain sensors = fast.
Zombie diving headfirst through the window = Zombie smashing it's skull on the floor and dying

E: Just making suggestions and observations of course, it's your mod as Deon said.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 21, 2011, 05:49:02 pm
I'm considering modding in a wounds system instead of HP, any thoughts?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 05:50:57 pm
I'm considering modding in a wounds system instead of HP, any thoughts?

This was my original plan for the game, before I decided that simplicity was better (K.I.S.S. has become a tenant of my design), and that making players manage and read individual lists of wounds didn't present better gameplay than simple HP counts.  That said, if you can create a working one that's not a bear to manage, I'll merge it in!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 05:52:37 pm
I'm considering modding in a wounds system instead of HP, any thoughts?


YES.


HP numerics blow, having damage values and levels/types is WAY better, a-la-DF. I can't wait until battle is more detailed...

I'd prefer if hurting legs slowed you down, arms make melee weaker or aim worse, head made a little bit of everything suck, torso lowers your overall damage threshold, etc, on both you and your enemies, add in a damage reading system that'll properly show this (like DF) and we've got platinum-encrusted masterwork adamantine longsword with the inscription of demons cowering in fear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 05:53:12 pm
-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 05:54:26 pm
Thanks for the help whales, that worked.

Thanks for the advice Deon and merchant... I decided to reduce the value to 1/3 of its original. So if it takes a human maybe 30 seconds to climb in while carefully avoiding the glass it would take a zombie 10 seconds to barrel through it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 05:55:12 pm
Thanks for the help whales, that worked.

Thanks for the advice Deon and merchant... I decided to reduce the value to 1/3 of its original. So if it takes a human maybe 30 seconds to climb in while carefully avoiding the glass it would take a zombie 10 seconds to barrel through it.
This looks like a good balancing choice :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 05:56:08 pm
Thanks for the help whales, that worked.

Thanks for the advice Deon and merchant... I decided to reduce the value to 1/3 of its original. So if it takes a human maybe 30 seconds to climb in while carefully avoiding the glass it would take a zombie 10 seconds to barrel through it.

As much as it sucks to admit ,this makes the game better as it eliminates a exploit-y way to get melee skill way up by hacking at zeds in windows, plus make the game actually make realistic sense. I'd expect windows in an apocalypse to be the worst thing imaginable, not a boon to your survival!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 05:56:40 pm
Editing Wikis is slow! Took me awhile to just fill in Handguns section. (http://whoopshop.com/catawiki/index.php/Firearms)
I think I'll take a shork break now. Code-delving is exhausting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 21, 2011, 05:57:10 pm
To comment on the zombie windows thing, sure they won't feel pain going through. But you assume the window isn't close to the ground, its still reachable but for a zombie that doesn't have most of its brain functioning it would take some time to get up there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 21, 2011, 05:57:47 pm
Thanks for the help whales, that worked.

Thanks for the advice Deon and merchant... I decided to reduce the value to 1/3 of its original. So if it takes a human maybe 30 seconds to climb in while carefully avoiding the glass it would take a zombie 10 seconds to barrel through it.
This looks like a good balancing choice :).
Yeah, I think that's a lot better, and it still gives you a slight advantage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 05:58:50 pm
I don't know about where you're from, but where I'm from its a piece of cake to get in a window around here, they're only a few inches off of the ground most of the time, unless its a house on a slope or a rare house with higher-up windows for added privacy. Most windows I can literally look into someone's house if their drapes are open.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 21, 2011, 06:01:32 pm
FunctionZero: I might help by filling in info on the guns I have lying around. I'm using the in-game data shown when you look at them in your inventory with 'i' though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 21, 2011, 06:04:40 pm
Editing Wikis is slow! Took me awhile to just fill in Handguns section. (http://whoopshop.com/catawiki/index.php/Firearms)
I think I'll take a shork break now. Code-delving is exhausting.

great work there!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 06:05:27 pm
FunctionZero: I might help by filling in info on the guns I have lying around. I'm using the in-game data shown when you look at them in your inventory with 'i' though.
Sure, why not. Any help would be appreciated. Also, no need to retype the description, I can copy-paste it later anyway, directly from the code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 06:09:08 pm
I don't know about where you're from, but where I'm from its a piece of cake to get in a window around here, they're only a few inches off of the ground most of the time, unless its a house on a slope or a rare house with higher-up windows for added privacy. Most windows I can literally look into someone's house if their drapes are open.

Around here (where Cataclysm is set) windows are generally several feet off the ground, around chest height from the outside.  Tricky to climb through, especially if you are an animated corpse that doesn't know how to climb, but just kind of falls through the window.

The high window movement penalty isn't so much about realism as it is a way to help the player make a choke point, and penalize the player for escaping a house via windows.  I admit, it could use being turned down slightly; I might nerf the movement cost to 8-ish.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 21, 2011, 06:12:30 pm
I usually put a pit in front of them. So the 250 cost is plenty for me
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 06:17:34 pm
Hmm, understood.




It'd be AWESOME if upon inspecting a mob we'd have a DF-esque damage menu showing damaged parts. :) I'd like for some of my lucky hits to sever a motor nerve and f- up a zombies ability to run after me, or make it blind, so that when I run off like a flailing madman, it'll have trouble catching up or finding me, relying only on its sense of smell.

I'm assuming coding a Fallout-style body-part designation system for attacks would be way too deep...

Could always do like Fallout and further improve the difference between melee and guns by making guns able to designate body parts to offset their ridiculous trouble-bringing ways, and have melee be a general physical flailing with object in hand.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 21, 2011, 06:26:01 pm
Could always do like Fallout and further improve the difference between melee and guns by making guns able to designate body parts to offset their ridiculous trouble-bringing ways, and have melee be a general physical flailing with object in hand.
I could kick people in the balls just fine in Fallout.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 21, 2011, 06:27:01 pm
To comment on the zombie windows thing, sure they won't feel pain going through. But you assume the window isn't close to the ground, its still reachable but for a zombie that doesn't have most of its brain functioning it would take some time to get up there.

None of the houses have a 2nd story. They're first floor windows.

Also Whales I was a bit hasty there... I just tested it... Code doesn't work. I even upped the values to -500 and -600... Still taking the zombies forever to get through.

Deon... Help me out... My brain hurts :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 06:29:47 pm
Yes, but first floor windows are still chest high and take some work to climb through.

There are already tall windows in the game as well that zombies CAN just crash through without the movement penalty. It would be nice if these occasionally appeared in houses, actually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 21, 2011, 06:33:43 pm
At this point I don't even care about zombies. Now I'm just trying to attract as many as I can by using a shotgun, blowing up gas stations, and throwing molotovs around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 07:05:34 pm
To comment on the zombie windows thing, sure they won't feel pain going through. But you assume the window isn't close to the ground, its still reachable but for a zombie that doesn't have most of its brain functioning it would take some time to get up there.

None of the houses have a 2nd story. They're first floor windows.

Also Whales I was a bit hasty there... I just tested it... Code doesn't work. I even upped the values to -500 and -600... Still taking the zombies forever to get through.

Deon... Help me out... My brain hurts :P.

I will definitely try to help you tomorrow since I am interested in that too! Tonight I am braindead, it's 4 AM :P. That's why I released that small mod, since I am unable to mod more today.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 21, 2011, 07:59:46 pm
For those who just want some variety and do not compile files for themselves...

------------------------------------------------------------------------------------------------------------------------

Deon's little mod (Version 2) for the awesome Whales' creation
Based on Head's windows SDL code branch.

- You can disassemble guns to get gun parts.
- You now need gun parts to craft pipe rifles/SMGs.
- New vegetable: raw potato.
- New cooking recipes: dinner, broth, soup, scrambled egg, chips, baked potato.
- Tweaks to cooking times.
- Drevlin's tweaks to menu (moving up from the top string moves to the bottom one; fixes some glitches).
- Drevlin's Parkour trait tweaking (you can jump over windows quickly and you are less likely to cut yourself on a frame; the trait costs 2 points now).
- Nails and hotplates spawn in more places.

==========================================================
V2:
- Nails and hotplates spawn in more places.
- Fixed potatoes (they are no longer in cardboxes).

==========================================================

http://www.mediafire.com/download.php?65t71s5jzj1npwi

Windows .exe version. Comes with source.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 21, 2011, 08:08:58 pm
A few questions:

What do you need to craft a pipe rifle?
What does the zombie pheromone do?
Where can I get a katana? So far I've only found them on NPCs.

A nice addition to the wiki would be some description of some of the random landmarks like survivor cities or nuke silos.

Also, if you made a Fallout style targeting system mixed with DF style wounds, I would add you to my pantheon of gods, alongside C'thulhu and bacon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 21, 2011, 08:11:49 pm
I just finished putting together an easy way for windows users to run Cataclysm without crashing.

Probably the best way to run Cataclysm on windows is in a virtual machine, but I know that for a lot of people here, downloading a 700MB disk image, waiting hours for it to install, and learning a new operating system isn’t really an option.

So I got one of the lightest distributions around, Tiny Core Linux (http://distro.ibiblio.org/tinycorelinux/welcome.html), and added everything you need to compile and run Cataclysm, along with a few bash scripts to make it easier.

Here’s the step by step guide.

Download and install VirtualBox (http://www.virtualbox.org/wiki/Downloads).

Download the Tiny Core Linux (http://www.mediafire.com/?1c0ylhn08v3oo94) vdi Image.

Extract the image to a folder of your choosing.

Run Virtualbox, select “New” in the top left corner, Enter “Tiny Core Linux” for a name, leave it at the default 512 MB of RAM, select “Use existing hard disk”, and browse to and select the image you just downloaded.

Double click on "Tiny Core Linux" on the left side of the window.

When you get to the prompt (it should look like "tc@box:~$") type “./download”, then “./compile”.

Run Cataclysm with “./run”

That’s it, you can now enjoy Cataclysm in, mostly, crash free bliss.

Once you’re done playing, you can type “sudo poweroff” to shut the virtual machine down, or you can turn it off and save the state through VirtualBox.

You can update Cataclysm with “./update”, and “./compile” again. Don’t run “./compile” if it tells you there aren’t any new updates. It won’t hurt anything, it’ll just take a while.

If you ever get sick of your current world, just type “./delete” to clear your saved world, it’ll prompt you so you can’t do it by accident.

A few tips for complete Linux newbies: “ls” will give you a list of files and folders in your current directory. In your home directory, all you should see are the scripts I just mentioned, and the Cataclysm folder. If you ever get lost in the filesystem, just type “cd” to return home.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 21, 2011, 08:12:15 pm
The pipe rifle needs a little firearms skill in addition to mechanics, I think.

You can check the pheromone's description by pressing "?" while it's highlighted.  I haven't used it myself, but apparently it makes zombies friendly/non-hostile for a short time?  Never even seen a katana, myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 21, 2011, 08:23:33 pm
Is there anyway to burn a house down?  The large town nearest me is full of hives, anthills in basements, and Triffid nests in homes.  I would really love to purge that place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 21, 2011, 08:37:01 pm
"a"pply a lighter.  Or a molotov.

I think you might be able to get a bunch of bottles, fill 'em up with gas from gas stations, and then "U"nload the gas onto the ground?  Then you could draw lines from house to house.  I dunno if that would work, though - I'm not too much of a firebug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 21, 2011, 09:15:48 pm
WHAT?! SOMEONE ON BAY12 WHO ISN'T A PYRO?!
MADNESS!

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cerej on July 21, 2011, 09:33:54 pm
I've got a pair of features I think windows should gain.

1:  The ability to take a few minutes and clear the broken glass out of a window.  I tend to move through safe house windows fairly often, and not risking minor pain to move through them would be nice.
2:  The ability to create shutters for windows.  I like the idea of barricading windows for extra safety (and blocking line of sight), but whenever I do so I find myself exiting out the front door, and walking around the house to shut those damn zombies up.  I'd really like the ability to open up the window when a zombie wakes me up at night.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 21, 2011, 09:42:14 pm
I've got a pair of features I think windows should gain.

1:  The ability to take a few minutes and clear the broken glass out of a window.  I tend to move through safe house windows fairly often, and not risking minor pain to move through them would be nice.
2:  The ability to create shutters for windows.  I like the idea of barricading windows for extra safety (and blocking line of sight), but whenever I do so I find myself exiting out the front door, and walking around the house to shut those damn zombies up.  I'd really like the ability to open up the window when a zombie wakes me up at night.

Or Even just a gun port, just make it large enough to point a crossbow through...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 21, 2011, 09:51:06 pm
Yes, curtains would be useful. Damn windows...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 21, 2011, 09:59:13 pm
I just got addicted to triffids.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rawl on July 21, 2011, 10:11:32 pm
I'm not sure if anyone has suggested this (or if I'm just not clever enough to have figured it out) but how about building a campfire? Also managed to survive being mauled by a bear while absently minded holding down the direction key. Excellent game so far.

Also thanks to Vucar, worked brilliantly!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 21, 2011, 10:11:59 pm
I just got addicted to triffids.

o.0
What.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 21, 2011, 10:12:36 pm
Wait... Triffid is addictive?

Also, I just killed a hulk by throwing a fetus at it. YEEEAAAHHH!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 21, 2011, 10:16:44 pm
Hey,what version are we on now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 10:19:12 pm
Triffid is addictive? My god, that's great. I hope its a particularly serious one, heheheh.

And I second shutters, clearing glass (and rebuilding doors, too!) Even if shutters are less effective than properly reinforced windows.

At the very least we should be able to use the hammer to take barricades back down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 10:22:14 pm
I'm not sure if anyone has suggested this (or if I'm just not clever enough to have figured it out) but how about building a campfire? Also managed to survive being mauled by a bear while absently minded holding down the direction key. Excellent game so far.

Also thanks to Vucar, worked brilliantly!

You could build a campfire but right now it wouldn't be very useful.

Also, that bear thing is exactly what run mode is for!

Triffids are not addictive, if you became addicted to triffids it's probably a "didn't make clean" bug.

Shutters, sniping slits, etc. will come with the building update.  Still trying to plow through these damn computers.  So many bugs to iron out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 21, 2011, 10:23:25 pm
Also, I just had an idea: What if there was a kind of zombie that had bionics? Or maybe even the kind of mutations you can get?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 10:29:55 pm
Also, I just had an idea: What if there was a kind of zombie that had bionics? Or maybe even the kind of mutations you can get?

Heh!  I like it.  Randomly-mutated zombies or bionic-using zombies sounds like fun.  It'd require a bunch of code (can't just reuse existing player-centric mutation/bionic code), but would be worth it.  TODO'd
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 21, 2011, 10:33:13 pm
WOOHOO! CYBORG ZOMBIES!
ohshitohshitohshit
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 21, 2011, 10:34:51 pm
WHAT?! SOMEONE ON BAY12 WHO ISN'T A PYRO?!
MADNESS!

Does it make it any better if I just prefer to set fire to things that can move?  :P

Also, mutiezombies = Super Mutants/ghouls?  And then I guess bionic zombies would be... well, robozombies I guess.  Or cyberzombies?

Maybe the muties could form communities, too?  Suddenly cavern/sewer village would be awesome.  And then, they could either think of themselves as "the next step in human evolution", or they could not be crazy.  That's always a fun angle right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 10:35:11 pm
Oh great its like that ONE black zombie who learned to cross the river by walking across the bottom and ushered in the fall of that one big human city in that one zombie movie who's name totally fucking escapes me right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 21, 2011, 10:37:57 pm
Hm... That seems like a Fallout Roguelike... I LIKE IT!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 10:38:03 pm
WHAT?! SOMEONE ON BAY12 WHO ISN'T A PYRO?!
MADNESS!

Does it make it any better if I just prefer to set fire to things that can move?  :P

Also, mutiezombies = Super Mutants/ghouls?  And then I guess bionic zombies would be... well, robozombies I guess.  Or cyberzombies?

Maybe the muties could form communities, too?  Suddenly cavern/sewer village would be awesome.


It'd be cool if certain types would spawn from military installations/labs/slime pools/etc and it'd require a lot of skill and solving some puzzle/building a tool/ bombing/ dismantling some sort of device or burning a hive or some such way to eliminate that spawning point. That'll work well with having mutant communities and such.

Hell, it'd be fucking epic if we could have humans eventually become infected, like syndromes in DF, and turn into zombies/mutants/whatever, or like someone suggested, have the SPORE effect but with some hardcore monstrocity being born and clawing their way out of the human's flesh. ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 21, 2011, 10:38:40 pm
Triffid is addictive? My god, that's great. I hope its a particularly serious one, heheheh.

And I second shutters, clearing glass (and rebuilding doors, too!) Even if shutters are less effective than properly reinforced windows.

At the very least we should be able to use the hammer to take barricades back down.
It has vomiting :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 21, 2011, 10:40:02 pm
I think it would be cool to have zombie animals. If a human can become a zombie animals can too right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 21, 2011, 10:41:39 pm
It said I was addicted to opiate, I have no idea what that means
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 21, 2011, 10:41:57 pm
Also,


playing as zombies. BRAAAIIIINNSSS.....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 10:45:33 pm
Quote
Triffids are not addictive, if you became addicted to triffids it's probably a "didn't make clean" bug.
Yep, just tried and Triffid is not addictive! You need to fix this glaring bug right away, sir!

And Gamerlord, I was under the impression the shocker zombies at least WERE bionics zombies - though a larger number roaming around, especially in labs and high security places, would be right goddamned cool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 21, 2011, 10:47:42 pm
Since people are throwing zombie ideas around, I guess I'll throw my idea into the ring.


You know whats more fun then stepping on a landmine? Falling into a trapdoor spider's pit. A giant trapdoor spider's pit. It would hide in a mound of dirt, and when you approach go all "RAWR" and try to eat you. Maybe additionally have some sort of webbing ability that turns ground tiles into "web", which would slow you down like slime. Could also have a poisonous bite, for more funz. Maybe it could be paralysis poison instead, which slows you down even more? Seriously, you shouldn't have gone near that mound of dirt. Nothing good ever comes of approaching suspicious mounds of dirt.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 10:49:30 pm
I like the evolution idea. In my own personal scifi story, Humanity discovered alien remains and splices the DNA into humans, creating super-intelligent, ultra-powerful soldiers and geniuses. They got bored of being ordered around by a weaker race, began taking over, the creator of the gene treatment forgot to mention he purposely left out a part of the treatment specifically for when this happened, though it turns out the gene he left out was a stabilizer gene that bound their spiced DNA together, making it so that they'd descend into beastly madness rather than degenerate back into humans, as the spliced alien DNA is dominant over human DNA, and self-replicating.

Worst comes to worst and its the Cold War all over again, then the nukes fly. World's destroyed, but humanity survives. Mutated fuckers do too, but they've been reduced to semi-vampyric monstrocities who, upon trying to complete gene treatment, were hit with all sorts of NEW, !!FUN!! genetic mutations. Cue the Resident Evil-style horrific mutations of random types, extra body parts, and odd physical deformities galore.

Humanity bands together, forms clans, gangs, factions, and then the mutated show up and fuck everything up. It gets really fun and weird when the alien-spliced humans accidentally bring the REAL aliens back, who then proceed to enslave a whole shitload of the remaining humans for labor and mobile food dispensers while treating the half-bloods like their utter bitches.

Commence the resistance dedicated to destroying the alien scourge, Ach'riminos which means 'The Suffered Ones/They who have suffered' in my language. There's a whole complex story on how the original species split into many races and factions, all of which dominated different worlds, like the 'gods'/lords of Stargate. Earth was the most coveted of those worlds, due to its WATER, resources and MASSIVE amount of free slave labor, and there was a huge war over who got to dominate Earth. Eventually a rogue faction called the Ach'riminos decided to sever all links to the slave-planets by destroying the technology used to travel there, leaving the few Ach'remoc stuck on Earth to die off after being revered as gods, or feared and hunted as monsters of the night, while Humanity flourished with their new found freedom - of course, thanks to the progress their masters brought into our world.

Etc etc etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 21, 2011, 10:52:33 pm
I like orb's idea. Maybe their could be an arachnophobia trait that gives a severe morale penalty if you see one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 10:58:15 pm
I like the idea as well.

I can already see spider eggs in random locations...


Hmm... Why not put baddies in basements? Basements give AWESOME goodies, why not make that come with a risk?

No reward without risk ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 21, 2011, 11:10:06 pm
I love it. Both the spiders-in-basements and the trapdoor spiders outside. Basement spiders could easily become one of those swarm enemies if we want to go with small ones too!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 21, 2011, 11:14:54 pm
Aye, I say spider queen like triffid, maybe a mobile spider spawner ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 21, 2011, 11:16:35 pm
The spider queen giving birth should cause vomiting!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 21, 2011, 11:23:55 pm
It said I was addicted to opiate, I have no idea what that means

Opiates are a class of painkillers which includes tramadol, codeine, oxycodone, opium, and heroin.

I think it would be cool to have zombie animals. If a human can become a zombie animals can too right?

Not really; see labs for backstory.

WHAT?! SOMEONE ON BAY12 WHO ISN'T A PYRO?!
MADNESS!

Does it make it any better if I just prefer to set fire to things that can move?  :P

Also, mutiezombies = Super Mutants/ghouls?  And then I guess bionic zombies would be... well, robozombies I guess.  Or cyberzombies?

Maybe the muties could form communities, too?  Suddenly cavern/sewer village would be awesome.  And then, they could either think of themselves as "the next step in human evolution", or they could not be crazy.  That's always a fun angle right?

Well, zombies aren't sentient.  But yes, mutation-obsessed factions (and anti-mutant factions) are planned.

Since people are throwing zombie ideas around, I guess I'll throw my idea into the ring.


You know whats more fun then stepping on a landmine? Falling into a trapdoor spider's pit. A giant trapdoor spider's pit. It would hide in a mound of dirt, and when you approach go all "RAWR" and try to eat you. Maybe additionally have some sort of webbing ability that turns ground tiles into "web", which would slow you down like slime. Could also have a poisonous bite, for more funz. Maybe it could be paralysis poison instead, which slows you down even more? Seriously, you shouldn't have gone near that mound of dirt. Nothing good ever comes of approaching suspicious mounds of dirt.  :P

Duuuude yes.  I've been planning spiders for a bit, but wasn't sure of a fun and innovative way to implement them.  Trapdoor spider dens are a great idea--it could be a literal fall down a Z-level, into a nest with one (or several!) spiders to fight before you find the slope that leads out (or perhaps an adjacent subway tunnel to escape into).


Cool mutation ideas are really welcome, as I feel like I've only got a small handful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 21, 2011, 11:29:23 pm
Here are a few mutation ideas (Some of these may already be ingame, as I've never gotten a mutation myself)
Stone skin-Take less damage
Fragile bones- Limbs are easily damaged
Coldblooded- You have to stay extra warm
Ravenous- You have to have much more food than normal
Blackouts- You occasionally fall unconscious for 1-2 hours. Some drugs may help prevent this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 21, 2011, 11:31:59 pm
I know the movie with the river walking zombie, whom also learned to fire a gun. It was George Romeros Land Of the Dead, correct? Im surprised no body knew.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 21, 2011, 11:40:36 pm
Chitinous Armour is sort of like Stone Skin, at least it has the same effect but lowers dex by 3. Perhaps Stone Skin could reduce speed?

Ravenous is already in as like overactive metabolism or something. Perhaps Ravenous could allow you to eat tainted meat for hunger reprieve. But reduces moral.


Only mutation I can think of is photosynthetic skin, which reduces your hunger level if you stay outside, sort of like solar panels.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 21, 2011, 11:42:19 pm
Also, I just had an idea: What if there was a kind of zombie that had bionics? Or maybe even the kind of mutations you can get?

Heh!  I like it.  Randomly-mutated zombies or bionic-using zombies sounds like fun.  It'd require a bunch of code (can't just reuse existing player-centric mutation/bionic code), but would be worth it.  TODO'd

If you have bionic using zombies maybe you could make their bionics stored in their bodies harvest-able if you have the proper tools and a pretty high electronics/first aid/mechanics ability.

Mutation idea: You have a disturbingly long tongue with which you have a chance to ensnare enemies when you attack however people are frightened of your appearance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 21, 2011, 11:49:32 pm
Here's a suggestion for either implementation or moddiing.
Have the meat obtained from butchered corpses be specific to the corpse type, as well as having a morale penalty and possible vomiting being induced by eating human meat. This could be negated by a cannibal perk.
(I plan on doing this myself whenever I'm bothered to, so I'm just tossing out the idea.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 21, 2011, 11:51:53 pm
Mutation Idea: Stinger. Gives you a chance to poison enemies.

Bionic Idea: Chainsaw hand.  8)

EDIT: Is there already a chainsaw hand bionic available?

EDIT2: What version are we up to?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 21, 2011, 11:53:41 pm
Yeah I thought some of those were already in. I came up with some more mutations too.

Acid absorption- Slowly regain health when in acidic rain
Tongueless- Eating causes a severe morale penalty (When NPCs are put back in this can also drop social skills
Deaf- Cannot hear sound. This renders objects that create sound useless (such as MP3 players)
Insane- Extreme intelligence penalty
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 21, 2011, 11:54:39 pm
Chainsaw hand=A new character, Ash :3 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 21, 2011, 11:58:19 pm
Hmm, how about a trait that makes your stats rise and fall randomly? I don't know what it could be called, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 22, 2011, 12:00:11 am
@siraaron: Maybe bi-polar?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 22, 2011, 12:01:15 am
Hmm, how about a trait that makes your stats rise and fall randomly? I don't know what it could be called, though.

Unstable genetics maybe?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rawl on July 22, 2011, 12:11:37 am
I'm probably just having a horrible luck in general starts (the current a bit of an exception). I think the Specialty Zombies should either spawn after day one or originate from the lab locations.
Devices that drive a particular enemy type away from a location would be great too, with !!fun!! side effects of course ;) Things like a zombie deterrent devices that could be hooked up to radio towers. they could either give horrific side effects over long periods of time, or attact other undesirables.
Also another building type like diner would be neat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 22, 2011, 12:14:45 am
Woo I have a shotgun and Kevlar! I'm going hunting!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 22, 2011, 12:18:57 am
I feel like were missing a couple of building types. . . .are there any grocery stores? I guess that when we get vehicles, car lots will be an option?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 22, 2011, 12:19:35 am
There are grocery stores
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 22, 2011, 12:20:31 am
So I discovered you can abuse map travel to escape any foe.  Just did it surrounded on all sides by zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 22, 2011, 12:21:57 am
Huh. I always get my food from houses and pharmacies. . . .havnt been to any grocery stores yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 22, 2011, 12:23:13 am
It's a slightly darker green than houses are.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 22, 2011, 12:26:39 am
This game makes for some hilarious stories. Like being dissolved by rain 2 map tiles from shelter. Hilarious.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rawl on July 22, 2011, 12:35:25 am
Okay stupid question, since Map travel was just pointed out to me... Can you be knocked back down to the local screen if you run into trouble?
Also Yes, It seems that the stories that will come from this game will beat the Stalker Stories I love.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 22, 2011, 12:36:00 am
I've seen radio towers have controls. Can they be interacted with in any meaningful way yet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 22, 2011, 12:37:23 am
Map travel? How do you do that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 22, 2011, 12:38:15 am
Okay stupid question, since Map travel was just pointed out to me... Can you be knocked back down to the local screen if you run into trouble?
Also Yes, It seems that the stories that will come from this game will beat the Stalker Stories I love.
No, sadly.

Map travel? How do you do that?
Press 'm' or ':'.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 22, 2011, 12:38:48 am
I know how to look at the map, but you can fast travel using it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 22, 2011, 12:41:23 am
The Map Travel is actually a debug thing, not a game mechanic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 22, 2011, 12:42:13 am
Doh! That makes sense
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rawl on July 22, 2011, 12:45:59 am
that explains a lot! The clock not moving was a big tip off D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 22, 2011, 12:51:13 am
Dammit! For the third time, what is the most recent version!!!  >:( >:( >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 22, 2011, 01:09:02 am
Dammit! For the third time, what is the most recent version!!!  >:( >:( >:(

Whales hasn't updated the main source for a couple of weeks, and version numbers are just something that Head does. So, I assume that the latest windows version is whatever you can grab off from Head's page.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 22, 2011, 01:18:34 am
Deon.  The baked potato seems a bit high in Volume.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 22, 2011, 01:21:33 am
Thank you very much.

What caused that bug with batteries turning into ammo from radios? I see that radios have batteries as ammo type. Or maybe it's already fixed in Head's version?

It seems to be using the last ammo that was reloaded, as I mentioned before (are you actively dodging my posts or what?). If you attempt to reload the item, batteries will come out from it again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rawl on July 22, 2011, 01:27:59 am
Molotovs are probably my new favorite toy. I guess my survival skills are starting to get mildly better. Also seems that living in the wilderness seems to be the most peaceful form of survival so far. except for the thunderstorms O.o those can get pretty destructive!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 22, 2011, 01:39:37 am
Ok I get attacked and mauled by 2 zombies, 1 shrieker, and a wolf.  In desperation I huck a molotov.  WOW. It kills them all!  Then another pack of zombies start chasing me so I smoke some meth crystals to speed boost and run like hell!

Also I recently learned to avoid all structures with paper walls and thus giant wasp hives.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 22, 2011, 01:40:49 am
Is it possible to build a little hut in the wilderness? Someplace I can sleep and store my stuff that is safe from things? It it possible to make a roof over my head?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 22, 2011, 01:48:05 am
You can't build walls or roofs, yet.

In the current version, you're probably best off making a base in a survivor settlement, or in the outskirts of a suburb.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 01:49:06 am
Awww shit, I updated!

The main update is new computers, with a more interesting interface; this opens the possibility to random computers in the future, and means that banks now have computers to open the vault.  Vault contents are also much more interesting.
There's also lots of little updates rolled in here.  See this (https://github.com/Whales/Cataclysm/commit/0417c312ca14043457225452a20b18add9cceeb6) for the full list.

Any thoughts on what I should work on next?  NPCs, expanded construction, missions, random monster/mutation additions?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 22, 2011, 01:51:52 am
construction
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 22, 2011, 01:51:57 am
I'd vote construction.
Cuz tha'd be sweeeeeeeeeeeeeet
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 22, 2011, 01:54:16 am
One molotov, two wood crossbow bolts, and four hits with a baseball bat.  One dead hulk.  I AM GIANT

Also, this map is cool.  I live in a giant city, like three mapscreens long, and then there are a bunch of little villages around the thing.  The smallest is like ten buildings total - seven houses, and one each of a liquor, sports goods and a lab.

There're a bunch of medium-sized ones across the river, far away, too.  Towns, I guess?


Also, NPCs please!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 22, 2011, 01:56:29 am
Construction! Without it, going out in the wilderness is not a viable option due to the acid rain and thunderstorms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: xDarkz on July 22, 2011, 01:57:40 am
Awww shit, I updated!

The main update is new computers, with a more interesting interface; this opens the possibility to random computers in the future, and means that banks now have computers to open the vault.  Vault contents are also much more interesting.
There's also lots of little updates rolled in here.  See this (https://github.com/Whales/Cataclysm/commit/0417c312ca14043457225452a20b18add9cceeb6) for the full list.

Any thoughts on what I should work on next?  NPCs, expanded construction, missions, random monster/mutation additions?

I love you. It's a shame I'm going to have to wait till the windows version to update before I grab this beauty!

Also, my vote goes for NPCs, but that's only because I've never tried surviving out in the wild, I might make this null/void when I do though. -Generates a new character-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 22, 2011, 02:03:45 am
Can't wait to try out the update, and I'd like to put my vote in for NPCs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 22, 2011, 02:05:05 am
Construction!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 22, 2011, 02:08:50 am
Just built the update, I like how the screen now redraws when using a hammer.
As for next update, allow me to vote for construction as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 22, 2011, 02:14:51 am
I vote construction. While Npcs are important, they take up quite a bit of optimizing them with other major features, such as constructions, notes, vehicles, etc. It's best if all of said optimization would take place in a focused release arc, rather than splayed among several arcs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 22, 2011, 02:19:04 am
I don't expect my vote to actually determine what you do, because that is your decision, not ours. However, one thing you might want to consider is some interface reworking. In particular, it should be possible to manipulate items from the (i)nventory screen. when you select an item with it's character, it should include a list of commands - (d)rop, (w)ield, (W)ear, (a)ctivate, (E)at, etc. The containers should also be revamped - they should have at least two submenus, one for getting things, and one for dropping them. The (d)rop command, when used from outside the inventory screen, should gain multidrop functionality. Also, some items, such as radios or flashlights or whatever, should gain a (D)isassemble command.

I might tackle these myself, but my C++ coding skills are still kind of basic. See exhibit A (http://www.bay12forums.com/smf/index.php?topic=88264.0).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 22, 2011, 02:19:31 am
NOT NPCs! I think as of right now they won't add much at all. Supporting features should be fleshed out first to hopefully keep them from being buggy unstable messes yet again.

I personally think there should be more construction/crafting enhancements. Maybe enhancements to current building types to differentiate them more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 02:45:28 am
follow Vucar Fikodastesh guide in page 166 and you wont have to wait for the windows version.

also, yeah, construction, and then NPCs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 02:46:29 am
Okay, construction it is.  Since my laptop is working (for now), and I've got decent free time lately, I'll be returning to a much faster development pace.  Look for construction within a week or two, featuring a special construction menu, alternate tools (no longer will you rely on a hammer to do everything; a hatchet, for example, works just fine), various types of walls and barricades, and more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 02:53:42 am
follow Vucar Fikodastesh guide in page 166 and you wont have to wait for the windows version.

also, yeah, construction, and then NPCs.
I have more posts per page :P. Which post number is that? I want to build my mod based on this version.

Deon.  The baked potato seems a bit high in Volume.
Oops, yeah, that's what you get when you mod in 4 AM. I will fix it in the next version.

I've also added L.A.M. and a scope to the list of gun mods. Any more gun ideas? I thought about a duckbill for shotguns, but I am not sure about its effects.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 22, 2011, 02:55:51 am
Maybe mods to reduce wieght, like aluminium or carbon fibre parts?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 03:03:00 am
By the way, check out http://cataclysmff.zxq.net/SMF/index.php?topic=24.0 for a (probably-incomplete) list of updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 22, 2011, 03:06:17 am
Quote
Animal Empathy trait no longer causes squirrels, etc. to trail you

But... I liked becoming the Pied Piper.  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 22, 2011, 03:11:06 am
Next Window version will be upped in 2-4 hours
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rawl on July 22, 2011, 03:12:55 am
Thanks for the update Whales! Well, so much for me going to bed early tonight. Though yeah, I think NPCs and Missions should probably wait for now, unless there's going to be basic 'missions' like finding survivor towns.... Are GPS units in the game? I can smell an idea of radios, survivor camps, and gps units... and some false transmissions as well... OOHH! or !!fun!! stuff type of tranmissions as well. heh, heh, heh...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 03:16:34 am
Next Window version will be upped in 2-4 hours
What is that posix_time.h which is missing yet described in the new game.h?

Is it the
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 03:21:11 am
Quote
Animal Empathy trait no longer causes squirrels, etc. to trail you

But... I liked becoming the Pied Piper.  :(

Yes, it was a BIT overpowered, though.

Next Window version will be upped in 2-4 hours
What is that posix_time.h which is missing yet described in the new game.h?

Is it the
Spoiler (click to show/hide)

It should be in the repo.  And no, it's not that, it's to help Windows builds with animation.


EDIT:  I should have mentioned this, but those of you who compile yourself, this requires a clean build and the deletion of old save files.  On linux, type "make clean" before running "make" to do a clean build.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 03:26:23 am
In the repo? Where? :)

It's not in the source archive.


The one I showed above does not work.

It does not allow this string to work:
 timespec ts;

It wants me to put a ";" in front of ts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 22, 2011, 03:49:15 am
I'm pulling. I'll try later  :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 03:52:20 am
So, anyone got an idea where to take the right posix_time.h so it would allow the code to work? Please? :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 04:23:29 am
I think I've found the problem... The error is "aggregate timespec has incomplete type and cannot be defined". How can I fix it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 22, 2011, 04:25:51 am
You find posix_time.h (and .cpp) in the source directory after you pulled from the git repo. Both the files have been added with this update. Whales moved the nanosleep function (for windows only, since is builtin in linux) in posix_time.cpp. I don't know if posix_time.h is used for other purposes, I haven't read the sources yet, nor compiled
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 04:31:53 am
Oops, I got the source from the "Download -> source archive" link. Is it different from the repo?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 22, 2011, 04:44:11 am
Where are Head's updates?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 22, 2011, 04:55:16 am
Ehm, I found a bug: fire/smoke doesn't stop you from reading. Also, beds don't seem to burn at all.
EDIT: This is an older versions though, might already be fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 22, 2011, 05:01:36 am
Awww shit, I updated!

The main update is new computers, with a more interesting interface; this opens the possibility to random computers in the future, and means that banks now have computers to open the vault.  Vault contents are also much more interesting.
There's also lots of little updates rolled in here.  See this (https://github.com/Whales/Cataclysm/commit/0417c312ca14043457225452a20b18add9cceeb6) for the full list.

Any thoughts on what I should work on next?  NPCs, expanded construction, missions, random monster/mutation additions?

I think you should make possible to make some action with improvised tools.
-You should be able to use heavy small solid objects like handguns, hatchets and rocks to construct barricades. ...maybe it should take longer and occasionally cost more nails than with proper hammer.
- Making rags out of clothes with any sharp object. ...maybe producing less rags than with scissors.

More nails in hardware stores.

More furniture and ability to move it around. ...and chop it to pieces to get planks for baricading.

String could refill sewing kit i guess.

Something to not get cut on that smashed windows all the times. (like spend more turns to bash that glass to make it safer) And when cut it should be more on arms instead on torso. ...but to balance it out the cut should be more severe.

And for the future, setting world decay would be nice, like choosing to start month after cataclysm would make the world have less food, supplies more scattered around instead of laying in store shelves, more destroyed buildings and more dead bodies. (basically like the online world after couple of days).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 22, 2011, 05:04:57 am
Online world? Did I miss something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 05:15:33 am
The terminal version on the server uses a shared world, Dutchling.


By th way, I cannot compile the new computer.cpp file. It tells me that there are tons of undefined references, what is it related to?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 22, 2011, 05:45:42 am
Suggestion: Could you please include the option to start with the same skills/everything when you select a new char. Caves of Qud (Quad?) has this too and it is very useful.
Especially if you want to get some good skills with the robo perk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 22, 2011, 06:03:28 am
Suggestion: Could you please include the option to start with the same skills/everything when you select a new char. Caves of Qud (Quad?) has this too and it is very useful.
Especially if you want to get some good skills with the robo perk.
Step 1: Set all your attributes to 0.
Step 2, spend those points in skills.
Step 3, wish for a holy crapload of purifier at the start.
Step 4, drink it all, watch your attributes go back up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 06:06:00 am
Suggestion: Could you please include the option to start with the same skills/everything when you select a new char. Caves of Qud (Quad?) has this too and it is very useful.
Especially if you want to get some good skills with the robo perk.
Step 1: Set all your attributes to 0.
Step 2, spend those points in skills.
Step 3, wish for a holy crapload of purifier at the start.
Step 4, drink it all, watch your attributes go back up.
Or you could just CheatEngine / change source, if you're a cheater. Much easier.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 06:06:35 am
Suggestion: Could you please include the option to start with the same skills/everything when you select a new char. Caves of Qud (Quad?) has this too and it is very useful.
Especially if you want to get some good skills with the robo perk.
Step 1: Set all your attributes to 0.
Step 2, spend those points in skills.
Step 3, wish for a holy crapload of purifier at the start.
Step 4, drink it all, watch your attributes go back up.

He meant a character template (play the latest character build). You suggest something different.

@FunctionZero: do you know why can't I compile the source on Github under windows? Is it for linux only right now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 22, 2011, 06:12:13 am
Oops, I got the source from the "Download -> source archive" link. Is it different from the repo?

I don't kwow, I always use git to update.

Is it for linux only right now?

The whales' repo is linux only, but the head repo is for windows
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 06:15:30 am
Oops, I got the source from the "Download -> source archive" link. Is it different from the repo?
I don't kwow, I always use git to update.
It should be the same, that just tells GitHub to package the whole source into an archive for download.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 06:29:09 am
Oops, I got the source from the "Download -> source archive" link. Is it different from the repo?
I don't kwow, I always use git to update.
It should be the same, that just tells GitHub to package the whole source into an archive for download.
Weird because there are no posix_time.* files at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 06:32:03 am
Oops, I got the source from the "Download -> source archive" link. Is it different from the repo?
I don't kwow, I always use git to update.
It should be the same, that just tells GitHub to package the whole source into an archive for download.
Weird because there are no posix_time.* files at all.
I'll look it up.

EDIT: Wait, Head's branch hasn't even been updated yet.
Or have you been trying to compile Whales' version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 06:40:55 am
I meant Whales' version. The source in the archive is different from the github pulled one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 06:54:17 am
I meant Whales' version. The source in the archive is different from the github pulled one.
Huh. Wierd. I can't help you with this.

In other news, I've finished up Shotguns and SMGs on the Wiki.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 06:54:27 am
I meant Whales' version. The source in the archive is different from the github pulled one.

Isn't Whales version only meant for Linux? Wouldn't that explain the discrepancies? I use the source version pulled from Heads GITHUB.

Also progress on the mod:

- New zombie description
- Doubled number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Gave the zombies better hearing
- Removed grace period. Monsters spawn from game-start.
- Removed all non-zombie and special-zombie monsters
[excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and monsters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 06:56:55 am
No, I meant that Whales' archive source is different from .git source.

Also Head didn't update his version yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 06:59:25 am
So, can the Linux dudes tell us what's new with the computers while we wait for Head?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 07:07:31 am
Occasionally in the normal vanilla version doors spawn in the middle of rooms and are not adjacent to any walls?

Eh?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 07:09:58 am
So, can the Linux dudes tell us what's new with the computers while we wait for Head?

Whales left this link (http://cataclysmff.zxq.net/SMF/index.php?topic=24.msg0;boardseen#new)

we should probably start using those forums for information, a lot of things get lost in this thread
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 22, 2011, 07:15:11 am
Occasionally in the normal vanilla version doors spawn in the middle of rooms and are not adjacent to any walls?

Eh?

Yeah, sometimes happens
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 22, 2011, 07:22:58 am
I meant Whales' version. The source in the archive is different from the github pulled one.

Isn't Whales version only meant for Linux? Wouldn't that explain the discrepancies? I use the source version pulled from Heads GITHUB.


Yes and yes.
The archive Deon downloaded is updated automatically, but I think it's not instantaneous (might need a few hours?). In those cases use git, save yourself some trouble there.
And yes, Whales official repo is meant for Linux, you need the other guy to adapt it first.

Deon, if you are going to develop seriously, you should be better using a virtual machine with a linux version (you don't need to learn anything, just get something basic like an ubuntu, disable visual frills, and you are all set. You can also find non-warez virtualizers everywhere, from vmware to virtualbox). There should be virtual machines (search for "appliances") already set to go. That way you won't need to wait for Head, and you can use the fresher code as it comes, letting git manage changes.
You also don't need to learn Linux, since you just need to know the magic incantations (the build commands repeated widely around this topic) and that's it.
Then once your changes are made apply them to Head's changes if you want to release windows binaries.
If might be able to help with that, although I am bad at explaining.

I still didn't manage to find a computer to interact with in-game though. The game is so full of content it's hard to get something specific at times (not that I am complaining though, I love the content)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 22, 2011, 07:33:01 am
I started a char with 20 str and 20 dex. It is my best one so far (first one to live long enough for nightfall) and 2shots brutes. It's the first time I actually encounter them so I don't know how strong the actually are. They only weapons I use are molotovs and my sledgehammer :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 08:21:09 am
follow Vucar Fikodastesh guide in page 166 and you wont have to wait for the windows version.

also, yeah, construction, and then NPCs.
I have more posts per page :P. Which post number is that? I want to build my mod based on this version.

I've organized Vucar Fikodastesh guide a little more and posted it on the fan forums. Here (http://cataclysmff.zxq.net/SMF/index.php?topic=27.0).
It's just for playing the game though, I don't know how to mod it through TinyCore, which is the OS used. You probably need to install a more complete version of Linux.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 22, 2011, 08:26:32 am
EDIT: Actually the guide I posted was valid, but didn't keep a copy of it... You do need something like Ubuntu to handle the shared folders in a simple way. The Tiny Core posted has little to work with, unless you have an ftp server to upload files to...

Anyway I will rewrite the Ubuntu instructions if needed. Just ask.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 08:41:58 am
from what I understand (and I know almost nothing about linux), that vdi file already has all the libraries. You just need to download and compile, two simple commands, so it's kind of an easy & quick setup for people having crashes on windows, until Head can maybe figure out how to stop it from crashing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 22, 2011, 08:55:28 am
I know it's probably already done, but I wanted to also vote for improved crafting and/or interface and base mechanics. I want to be able to move stuff around and use my axe to chop down doors faster and build furniture and be able to craft from nearby items and all that other cool stuff that you mentioned before.

And my character last night apparently picked perfect time to get killed off by a brutes, a shocker, and a hoard of triffids, surrounded by traps in the wilderness.
Burrowing monsters are an AMAZING enemy, by the way, they are so much fun. Can't wait till they get a bit more powerful.

Also, I don't know when you changed it, but melee seems a lot more balanced/weaker lately. Did you change the skill growth time for it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 09:06:54 am
I've finally got the mod to a level which I think changes it mostly from "HEY IMMA GONNA RAMBO A THOUSAND ZOMBIES WITH A WRENCH LULZ11!!!11! to Oh shit a zombie... Run, run, RUNNNNNNNNN!

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.


I think this already makes the game about 500% harder. No longer can you roam the streets firing shotguns left right and center with no consequences. The door to the grocery is locked so you kick the door in or break a window? Better grab some stuff and get out of there fast because you're going to have dozens of zombies hauling down on your ass in seconds. Keep out of sight, use a safehouse effectively and you just might survive... For like two days and then die horribly... I'm planning on doing scarcity and a few other little tweaks before first release :P!

Also anti-pain medicine is worth its weight in gold in this because the slightest drop in your speed means you're as good as zombie chow!

May I host the mod on Rapidshare, Megaupload or DFFD? Or do I have to use the main site? I would prefer to distribute it via an archive as I can't be bothered figuring out how to make a branch to HEADS version, I would probably fail miserably at it :P!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 22, 2011, 09:08:38 am
I was already getting my ass handed to me on the first 2 days by assorted zombies, no way I'm trying that mod >_>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 09:09:34 am
Run, run, RUNNNNNNNNN!
- Tripled the number of zombies

run where? O_o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 22, 2011, 09:15:07 am
Run, run, RUNNNNNNNNN!
- Tripled the number of zombies

run where? O_o

My point exactly, especially if that 'spawn anywhere' is as anywhere as I fear >_>

Its like, la-di-da strolling out my house for the first time since outbreak, got my hoodie on and OMFG *runs away from swarm of zombies*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Another on July 22, 2011, 09:16:54 am
May I suggest that Lightning rods (http://en.wikipedia.org/wiki/Lightning_rod) should be a lot more common? Just from the common sense - not all the houses had burned during the previous year - perspective.

And when construction update rolls out crafting one yourself should be a possibility.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 09:22:23 am
May I host the mod on Rapidshare, Megaupload or DFFD? Or do I have to use the main site? I would prefer to distribute it via an archive as I can't be bothered figuring out how to make a branch to HEADS version, I would probably fail miserably at it :P!
I'd actually much prefer Mediafire. It's really easy to upload on, and it doesn't have the waiting times of other sites.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 09:40:52 am
Run, run, RUNNNNNNNNN!
- Tripled the number of zombies

run where? O_o

My point exactly, especially if that 'spawn anywhere' is as anywhere as I fear >_>

Its like, la-di-da strolling out my house for the first time since outbreak, got my hoodie on and OMFG *runs away from swarm of zombies*

Yep, that's pretty much how it goes. It's survival from minute one... No hand-outs here... You fight and scrap for every second of life. No rambo crap here! :D

If you make it across the road to the clothing store that is already a legendary achievement :P! The idea is that you rely more on finding a good safehouse and locking it down. Board the windows and go out on raids for ever-diminishing amounts of guns, ammo, food and meds.

PS - updating with zombie dogs that're much faster than regular zombies and will definitely catch up to you and tear you a new ass (don't get caught out in an open area, stick to cover and don't make a lot of noise).

Also thinking of nerfing backpack carry volume so you have to make more trips for resources. Definitely nerfing the amount of loot you can get from one location.

PPS - After I upload the mod I'm making a survival leaderboard :P.

I recommend you give it a whirl... It'll make a man outta ya :P!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 22, 2011, 09:55:00 am
For some reason there was a Clothing store with dumpsters in it instead of display racks. And it's saying "moving on this x is slow" for every thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 10:16:27 am
For some reason there was a Clothing store with dumpsters in it instead of display racks. And it's saying "moving on this x is slow" for every thing.

Maybe the store belongs to a zombie, and that's just the way they sell stuff. Dumpsters make sense. Somehow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 22, 2011, 10:36:32 am
I made another little patch that makes the game to return to the main menu if you die or save, and quit from there if you want.
I use a launcher to start the game, so every time I die the terminal closes and I have to reopen it. It's a little annoying, so I wrote this patch.

If someone is interested, further information here: http://cataclysmff.zxq.net/SMF/index.php?topic=29.0 (http://cataclysmff.zxq.net/SMF/index.php?topic=29.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 22, 2011, 10:49:54 am
How do I download the new update? I'm using windows and when I try downloading the new update it doesn't work and I end up with an older version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 11:08:39 am
How do I download the new update? I'm using windows and when I try downloading the new update it doesn't work and I end up with an older version.
Windows branch has yet to be updated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 22, 2011, 11:31:18 am
Run, run, RUNNNNNNNNN!
- Tripled the number of zombies

run where? O_o

My point exactly, especially if that 'spawn anywhere' is as anywhere as I fear >_>

Its like, la-di-da strolling out my house for the first time since outbreak, got my hoodie on and OMFG *runs away from swarm of zombies*

Yep, that's pretty much how it goes. It's survival from minute one... No hand-outs here... You fight and scrap for every second of life. No rambo crap here! :D

If you make it across the road to the clothing store that is already a legendary achievement :P! The idea is that you rely more on finding a good safehouse and locking it down. Board the windows and go out on raids for ever-diminishing amounts of guns, ammo, food and meds.

PS - updating with zombie dogs that're much faster than regular zombies and will definitely catch up to you and tear you a new ass (don't get caught out in an open area, stick to cover and don't make a lot of noise).

Also thinking of nerfing backpack carry volume so you have to make more trips for resources. Definitely nerfing the amount of loot you can get from one location.

PPS - After I upload the mod I'm making a survival leaderboard :P.

I recommend you give it a whirl... It'll make a man outta ya :P!

If zombies can spawn anywhere, then they could also pop up within your safehouse, no matter how fortified it is. Sounds like a Russian roulette. Not much of a game left: just waiting to die. Especially given how you seem to penalize staying on the move. Really, what's left? :o

Also, if zombies are always catching you and you're always getting hurt, you're dead. Meds become as bad as pain, speed-wise, once you take enough.

That said, I understand vanilla safehouse play can become pretty easy once you know what you're doing. I find it way more fun to be always on the move, but this mod might spice things up for those post-apocalyptic couch potatoes. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 22, 2011, 11:33:23 am
For some reason there was a Clothing store with dumpsters in it instead of display racks. And it's saying "moving on this x is slow" for every thing.

Maybe the store belongs to a zombie, and that's just the way they sell stuff. Dumpsters make sense. Somehow.

How do you explain the "movng on x is slow" messages.It may be a glitch in Parkour perk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 22, 2011, 11:36:13 am
For some reason there was a Clothing store with dumpsters in it instead of display racks. And it's saying "moving on this x is slow" for every thing.

Maybe the store belongs to a zombie, and that's just the way they sell stuff. Dumpsters make sense. Somehow.

How do you explain the "movng on x is slow" messages.It may be a glitch in Parkour perk.
Is the ground tilled?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 22, 2011, 11:41:37 am
What does that mean. Anyway, moving on fences and railings doesn't give the message, so it's proboscis because of the Parkour perk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 11:42:56 am
Run, run, RUNNNNNNNNN!
- Tripled the number of zombies

run where? O_o

My point exactly, especially if that 'spawn anywhere' is as anywhere as I fear >_>

Its like, la-di-da strolling out my house for the first time since outbreak, got my hoodie on and OMFG *runs away from swarm of zombies*

Yep, that's pretty much how it goes. It's survival from minute one... No hand-outs here... You fight and scrap for every second of life. No rambo crap here! :D

If you make it across the road to the clothing store that is already a legendary achievement :P! The idea is that you rely more on finding a good safehouse and locking it down. Board the windows and go out on raids for ever-diminishing amounts of guns, ammo, food and meds.

PS - updating with zombie dogs that're much faster than regular zombies and will definitely catch up to you and tear you a new ass (don't get caught out in an open area, stick to cover and don't make a lot of noise).

Also thinking of nerfing backpack carry volume so you have to make more trips for resources. Definitely nerfing the amount of loot you can get from one location.

PPS - After I upload the mod I'm making a survival leaderboard :P.

I recommend you give it a whirl... It'll make a man outta ya :P!

If zombies can spawn anywhere, then they could also pop up within your safehouse, no matter how fortified it is. Sounds like a Russian roulette. Not much of a game left: just waiting to die. Especially given how you seem to penalize staying on the move. Really, what's left? :o

Also, if zombies are always catching you and you're always getting hurt, you're dead. Meds become as bad as pain, speed-wise, once you take enough.

That said, I understand vanilla safehouse play can become pretty easy once you know what you're doing. I find it way more fun to be always on the move, but this mod might spice things up for those post-apocalyptic couch potatoes. :P

A human in perfect condition (not starving, not dehydrated, not in pain, not encumbered badly) will just barely outpace the zombies 99% of the time and I do mean JUST barely (although because of the varied speed you might take a hit or two if you're careless, once you see the zombies you should already be running, not 'just getting that last garden hose or can of tinned peaches'... RUNNING FOR YOUR LIFE), however because there are so many it's very easy to get trapped and boxed in. Staying in tip top shape is more important than ever before and the use of speed/stamina enhancing pills is more important than ever before (aka - caffeine pills, etc).

This is the apocalypse... You are not meant to survive... If you somehow manage to it should be through sheer determination, skill and strategy, not dumb luck or exploits like repeatedly smashing zombies through windows :P. This is the ARMA II to the Call of Duty Modern Warfare... I wouldn't call it so much of a game as more of a simulator by the time I get done with it :P.

You can play the 'on the move' game but just don't be expecting to be able to lug around 100kilos of equipment and the kitchen sink to boot and dance circles around the zombies... Eventually the zombies will catch you... If zombie movies have taught me anything it's that you can't outpace the undead :P... This mods not being made for just anyone... It'll sort the boys from the men :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 22, 2011, 11:47:46 am
How do I download the new update? I'm using windows and when I try downloading the new update it doesn't work and I end up with an older version.
Windows branch has yet to be updated.

Reason: Daughter it's coming tonight for sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 22, 2011, 11:58:20 am
Ronin, did you actually change the spawn setup then? Because by default in the game I've had things spawn inside with me before. It's not common, but it's very easy to get enemies spawning inside your defenses if you hole up somwhere of decent size, and I've had enemies literally spawn right next to me in an open room with unbroken windows and closed doors. (Wasps in particular are bad at this, if there's a house nearby with wasps they will happily spawn inside your own, so maybe not as relevant to your game since zombies tend to spawn based on radius).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 12:01:45 pm
How do I download the new update? I'm using windows and when I try downloading the new update it doesn't work and I end up with an older version.
Windows branch has yet to be updated.

Reason: Daughter it's coming tonight for sure.

Take your time man, it's not like you're being paid... Everyone else give him some breathing room please... Sheesh...

Ronin, did you actually change the spawn setup then? Because by default in the game I've had things spawn inside with me before. It's not common, but it's very easy to get enemies spawning inside your defenses if you hole up somwhere of decent size, and I've had enemies literally spawn right next to me in an open room with unbroken windows and closed doors. (Wasps in particular are bad at this, if there's a house nearby with wasps they will happily spawn inside your own, so maybe not as relevant to your game since zombies tend to spawn based on radius).

I have not witnessed this but if it's true I'm guessing that they might be able to somehow get in there. If it happens in vanilla I ain't gonna change it here... More fun :P! Keeps you on your toes... Maybe they crawled in through a hole... Maybe they came outta some unexplored nook of the house... Maybe they got in while you were out on a raid... Who knows :D! In reality I suppose in the event of an apocalypse structural integrity would almost certainly be compromised. I'm not apologizing for the brutal difficulty, games these days are too easy and if every game doesn't have a quick-save feature and the like all the bubble-wrapped kidlets QQ (not saying that that's you, just making a point)... NO COMPROMISES! :D This is Bay 12, where losing is fun!

EDIT: Thank you for pointing this out, I edited my original post so as not to be misleading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 22, 2011, 12:17:57 pm
Zombies will not spawn inside your safe-house. I assumed that people would understand this. The game keeps persistent zombie locations (I believe they wander through a set territory). This is the only place they will not spawn at the games outset. However if they track you through sight or smell (and they are very good at that now) they will smash their way inside and then you're in a world of pain.

Also a human in perfect condition (not starving, not dehydrated, not in pain, not encumbered badly) will just barely outpace the zombies 99% of the time and I do mean JUST barely (although because of the varied speed you might take a hit or two if you're careless, once you see the zombies you should already be running, not 'just getting that last garden hose or can of tinned peaches'... RUNNING FOR YOUR LIFE), however because there are so many it's very easy to get trapped and boxed in. Staying in tip top shape is more important than ever before and the use of speed/stamina enhancing pills is more important than ever before (aka - caffeine pills, etc).

This is the apocalypse... You are not meant to survive... If you somehow manage to it should be through sheer determination, skill and strategy, not dumb luck or exploits like repeatedly smashing zombies through windows :P.

You can play the 'on the move' game but just don't be expecting to be able to lug around 100kilos of equipment and the kitchen sink to boot and dance circles around the zombies... Eventually the zombies will catch you... If zombie movies have taught me anything it's that you can't outpace the undead :P... This mods not being made for just anyone... It'll sort the boys from the men :).

That was just a brilliant post.

To be honest, your mod is not my cup of tea. I generally dislike when authors put everything against the player in nearly-sadistic ways (the result is usually less "artistic", IMO).
The game is fairly hard as it is now. Even if you hoard and munchkin your way around, you are never entirely safe (or at least I didn't find any invincible combo that doesn't require absurd stats or cheating). But it's also lenient on how we play, giving a wide array of strategies, and emergent gameplay.
As much as it's awesome to have live-or-die battles with monsters, it's also awesome to try to hoard or build as much as you can, or exploring around and finding strange items, or even appreciating the randomness of the terrain generator.

HOWEVER. The way you put it in that post. Really makes me want to give it a try. You put every possible argument in favor of your modifications in there. Even fully aware that it's not my thing, that explanation makes so much sense that I can't help but think it's awesome. I should hire you for marketing. (well, it can do without the REAL MAN comments though, it's a game either way :P )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 22, 2011, 12:21:26 pm
Thinking for a bit, you know what mechanic I'd really like to see? Exhaustion.

It will steadily build up over time and reduce more quickly (usually) if you stop and take a breather (maybe if you've got a REAL run mode enabled, and the current run mode can be renamed CAUTION MODE?). Function of strength, though. In fact, if I find the time this weekend, I might see what I can do about putting something like that in.

Because of you think about it, in most zombie movies its easy to sprint away from zombies. But zombies NEVER get tired, and they don't stop, so its harder to outrun them in the long term.

Hmm... exhaustion might also have a very small chance of critical injury (effected by Dex and Perception) while in the new run mode, and a much increased chance when moving over difficult terrain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 12:27:20 pm
Zombies will not spawn inside your safe-house. I assumed that people would understand this. The game keeps persistent zombie locations (I believe they wander through a set territory). This is the only place they will not spawn at the games outset. However if they track you through sight or smell (and they are very good at that now) they will smash their way inside and then you're in a world of pain.

Also a human in perfect condition (not starving, not dehydrated, not in pain, not encumbered badly) will just barely outpace the zombies 99% of the time and I do mean JUST barely (although because of the varied speed you might take a hit or two if you're careless, once you see the zombies you should already be running, not 'just getting that last garden hose or can of tinned peaches'... RUNNING FOR YOUR LIFE), however because there are so many it's very easy to get trapped and boxed in. Staying in tip top shape is more important than ever before and the use of speed/stamina enhancing pills is more important than ever before (aka - caffeine pills, etc).

This is the apocalypse... You are not meant to survive... If you somehow manage to it should be through sheer determination, skill and strategy, not dumb luck or exploits like repeatedly smashing zombies through windows :P.

I shall write an epic AAR when I'm done :)!
You can play the 'on the move' game but just don't be expecting to be able to lug around 100kilos of equipment and the kitchen sink to boot and dance circles around the zombies... Eventually the zombies will catch you... If zombie movies have taught me anything it's that you can't outpace the undead :P... This mods not being made for just anyone... It'll sort the boys from the men :).

That was just a brilliant post.

To be honest, your mod is not my cup of tea. I generally dislike when authors put everything against the player in nearly-sadistic ways (the result is usually less "artistic", IMO).
The game is fairly hard as it is now. Even if you hoard and munchkin your way around, you are never entirely safe (or at least I didn't find any invincible combo that doesn't require absurd stats or cheating). But it's also lenient on how we play, giving a wide array of strategies, and emergent gameplay.
As much as it's awesome to have live-or-die battles with monsters, it's also awesome to try to hoard or build as much as you can, or exploring around and finding strange items, or even appreciating the randomness of the terrain generator.

HOWEVER. The way you put it in that post. Really makes me want to give it a try. You put every possible argument in favor of your modifications in there. Even fully aware that it's not my thing, that explanation makes so much sense that I can't help but think it's awesome. I should hire you for marketing. (well, it can do without the REAL MAN comments though, it's a game either way :P )

Haha thanks mate! You should give it a try when it's released. I'd be interested in hearing your feedback even if you don't like it :)!

I'm trying to not make it an everything VS the player situation but rather trying to force the player to make more tactical decisions and to also make the player feel 'unsafe' at all times.

On the one hand I think in a real apocalypse you'd have concerns like hordes of zombies... Scarce supplies (all the good stuff having been looted), not being able to move far without attracting attention, etc. I don't think you'd be able to just be like... BRING IT ZOMBIES... IMMA GET MY MACHETE AND DO SOME LVLING UP! Life's unforgiving and so too will be this mod... One zombie might be enough to take you out if you don't carefully consider how to deal with the threat.

On the other hand when the game becomes to 'safe' I think it stops being as fun. That's me of course, not everyone.

:D.

I shall write an epic AAR of desperate survival and defeat when I am done :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 12:36:48 pm
Yes, the update is linux-only, Windows users will have to wait until Head compiles it for you.

Finding dumpsters in the clothing store?  Sounds like you didn't make clean.

I will probably lump in a crafting update with building, as they have a lot in common.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 22, 2011, 12:37:23 pm
Thinking for a bit, you know what mechanic I'd really like to see? Exhaustion.

It will steadily build up over time and reduce more quickly (usually) if you stop and take a breather (maybe if you've got a REAL run mode enabled, and the current run mode can be renamed CAUTION MODE?). Function of strength, though. In fact, if I find the time this weekend, I might see what I can do about putting something like that in.

Because of you think about it, in most zombie movies its easy to sprint away from zombies. But zombies NEVER get tired, and they don't stop, so its harder to outrun them in the long term.

Hmm... exhaustion might also have a very small chance of critical injury (effected by Dex and Perception) while in the new run mode, and a much increased chance when moving over difficult terrain.

Well, even right now they are relentless, if you don't have enough speed they will pile up behind you like the Conga of the Dead, and it's fairly easy to collect speed penalties from pain, tiredness and drugs. It sounds like a good mod idea though.
I agree in that run mode should be caution mode, by the way. While RUN actually serves to...well, run, it also serves as notification when your defenses are breached and stuff. Its functionality is more related to caution than actually running.

I will probably lump in a crafting update with building, as they have a lot in common.

That sounds awesome, anything related to items makes me extra happy. Can you make it so you can combine pasta sauces with cooked pasta? I tried to, and was disappointed when saw that 'a'pplying the sauce made the player eat it :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 12:42:55 pm
Man, I think I'll move to Linux too.

Instant updates, plus it'll be much easier once I start working on my mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 12:55:10 pm
Even mother nature is on the zombie side!
Sealed myself on a clothing store, back room with no windows, reading books and eating chips, because of the thunderstorm out there.
I notice I'm out of food, check the map, and there's a grocery right next door, sweet! Then I open the door... and the store had been hit by lightning. 2 zombies, 2 skeletons and a boomer were trapped in the fire, and I manage to go around. I reach the broken window and get facepunched by a zombie, with 4 more behind. I grab my combat knife and begin fighting. Suddenly, I'm struck by lighting by one of those pikachu zombie bastards. Killed them all, and started running to the grocery, with a shrieker behind me. with 65 speed he was getting close, so I decide to turn around and kill the freak. He shrieks. Suddenly, zombies circle me. I run as fast as I can, pass the grocery and bump headfirst with a zombie brute. first time i've seen one. So, as it was an emergency, I pull my rifle and start shooting it, but it was useless. I guess zombies love thunderstorms.

And this character was going so well...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 01:04:04 pm
Even mother nature is on the zombie side!
Sealed myself on a clothing store, back room with no windows, reading books and eating chips, because of the thunderstorm out there.
I notice I'm out of food, check the map, and there's a grocery right next door, sweet! Then I open the door... and the store had been hit by lightning. 2 zombies, 2 skeletons and a boomer were trapped in the fire, and I manage to go around. I reach the broken window and get facepunched by a zombie, with 4 more behind. I grab my combat knife and begin fighting. Suddenly, I'm struck by lighting by one of those pikachu zombie bastards. Killed them all, and started running to the grocery, with a shrieker behind me. with 65 speed he was getting close, so I decide to turn around and kill the freak. He shrieks. Suddenly, zombies circle me. I run as fast as I can, pass the grocery and bump headfirst with a zombie brute. first time i've seen one. So, as it was an emergency, I pull my rifle and start shooting it, but it was useless. I guess zombies love thunderstorms.

And this character was going so well...
This is what happens when you don't carry shotguns everywhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 22, 2011, 01:05:30 pm
I learned the hard way that gas station explosions are not the best way to deal with a horde. Also, has anybody here made it to summer or even *gasp* autumn?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 22, 2011, 01:12:03 pm
There is no thing such as that "autumn" you speak of. 8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 01:20:18 pm
I've made a suggestion!

Harvesting and Scavenging
http://cataclysmff.zxq.net/SMF/index.php?topic=32.0 (http://cataclysmff.zxq.net/SMF/index.php?topic=32.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 01:22:24 pm
Seaspns don't cycle yet, I'm afraid.  I'm thinking of making each one last 10 days... maybe 14.
If you want to try gameplay in other seasons, search game.cpp for the first instance of SPRING and change it to SUMMER AUTUMN or WINTER.
I've made a suggestion!

Harvesting and Scavenging
http://cataclysmff.zxq.net/SMF/index.php?topic=32.0 (http://cataclysmff.zxq.net/SMF/index.php?topic=32.0)

This is a planned addition!  Along with a botany skill to help you ID tasty plants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 22, 2011, 01:35:31 pm
No sauces then?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 22, 2011, 02:04:26 pm
The source of the moving slowly on all tiles is cargo pants. Also library with cloning vaults instead of shelves.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 22, 2011, 02:07:35 pm
Cargo pants are bugged in general?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 02:10:45 pm
The source of the moving slowly on all tiles is cargo pants. Also library with cloning vaults instead of shelves.
Actually, this is the real reason. (http://cataclysmff.zxq.net/SMF/index.php?topic=30.0)

Quote from: Whales
Ah, yes, that was a bug.  I rewrote the movement cost code, trying to streamline it a little bit, and the "your movement is slow!" message now crops up any time movement costs more than 100 points--clearly not quite intended.  Fixed now, thanks.

EDIT: Oh, and the cloning vats in the library might be because you didn't do a clean compile, according to Whales. You should do a "make clean" instead of just "make".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 22, 2011, 02:12:01 pm
Ok then. How about the random containers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 02:36:02 pm
Seaspns don't cycle yet, I'm afraid.  I'm thinking of making each one last 10 days... maybe 14.

really? It's kind of weird, because the passing of time as it is now gives a big sense of realism to it. And with the possibility of being self sustainable, it will be possible to survive for a long time, either in a hut on the forest, or inside an NPC fort.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 22, 2011, 02:37:35 pm
Yeah, I think it should be at least twice that - surviving a single season should be an impressive achievement, but the seasons should be tied to the character, so if you keep playing you'll eventually have a character get to winter. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Skeeblix on July 22, 2011, 02:41:12 pm
Next Window version will be upped in 2-4 hours

LIES. ALL LIES.  >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 22, 2011, 02:47:00 pm
Yeah, I think it should be at least twice that - surviving a single season should be an impressive achievement, but the seasons should be tied to the character, so if you keep playing you'll eventually have a character get to winter. :P
I second this, I'm on day 29 on my current character and am pretty well settled in to survive a winter.  Also we need gun manuals/high skill combat manuals.  It pisses me off when I fortify a massive library complex and can only spend time skilling crafting and talking skills.  I mean gun manuals, karate training books, weapons training books are real things in this world.  And I think getting to combat skill level 5 or so would pretty well simulate how far someone could learn to fight via books.  Cause how it is now the only way to train is too make a choke point, have a ton of first aid kits and set off a series of explosions :X
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 22, 2011, 02:51:50 pm
Will there be graphics support in this game eventually?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 02:53:14 pm
Yeah, I think it should be at least twice that - surviving a single season should be an impressive achievement, but the seasons should be tied to the character, so if you keep playing you'll eventually have a character get to winter. :P
I second this, I'm on day 29 on my current character and am pretty well settled in to survive a winter.  Also we need gun manuals/high skill combat manuals.  It pisses me off when I fortify a massive library complex and can only spend time skilling crafting and talking skills.  I mean gun manuals, karate training books, weapons training books are real things in this world.  And I think getting to combat skill level 5 or so would pretty well simulate how far someone could learn to fight via books.  Cause how it is now the only way to train is too make a choke point, have a ton of first aid kits and set off a series of explosions :X

29!? Now THAT's something.

Maybe make each month a season. It's still weird, but I guess doing a full year season cycle is a bit too much... or is it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 22, 2011, 03:03:39 pm
Will there be graphics support in this game eventually?

This game needs no graphics support.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 22, 2011, 03:18:43 pm
about seasons:
Why not make them last as long as real seasons. I like the way time works in this game and see no reason for seasons to be very short.
(although my record is 2 days :S)


Will there be graphics support in this game eventually?

This game needs no graphics support.

Agree
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 22, 2011, 03:21:54 pm
Quote
I mean gun manuals, karate training books, weapons training books are real things in this world.

And they are all real things in the game as well, I've found skill books for pretty much every skill but dodging, to be honest. The thing is, its assumed most of the more valuable ones have been looted already, so they are kind of rare. And I don't think any of them can get your skill above... 5, I think?

Would be cool to have higher level books and then gaps in the middle, so the books will help you skip a couple levels but you DO have to practice the physical stuff on your own as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 22, 2011, 03:24:38 pm
./

There's nothing inherently wrong with adding tile support. Don't be all TROLOLOLO Rougelike elitist you guys.

Quote
I mean gun manuals, karate training books, weapons training books are real things in this world.

And they are all real things in the game as well, I've found skill books for pretty much every skill but dodging, to be honest. The thing is, its assumed most of the more valuable ones have been looted already, so they are kind of rare. And I don't think any of them can get your skill above... 5, I think?

Personally I feel that books for combat skills should be limited to getting you to 1 or 2 skill. Study without practical application isn't effective without a teacher when it comes to combat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 22, 2011, 03:26:50 pm
Yeah, I think it should be at least twice that - surviving a single season should be an impressive achievement, but the seasons should be tied to the character, so if you keep playing you'll eventually have a character get to winter. :P
I second this, I'm on day 29 on my current character and am pretty well settled in to survive a winter.  Also we need gun manuals/high skill combat manuals.  It pisses me off when I fortify a massive library complex and can only spend time skilling crafting and talking skills.  I mean gun manuals, karate training books, weapons training books are real things in this world.  And I think getting to combat skill level 5 or so would pretty well simulate how far someone could learn to fight via books.  Cause how it is now the only way to train is too make a choke point, have a ton of first aid kits and set off a series of explosions :X
The challenge is accepted! Once Head releases a Windows source :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 22, 2011, 03:28:10 pm
The only thing wrong with adding tile support is the amount of work it would take. I'm sure if you write the code for it, Whales will be happy to roll it into the official version.

And Janet, about the books, I don't think they should be limited to get you TO 1 or 2 skill, so much as giving at most a level or two per book, so its like:

Basic fighting: lv0 -> lv1
Intermediate techniques: Lv3->Lv5
Advanced Techniques: Lv7->Lv9

So the books help at every step along the spectrum, but books alone won't get you past level 1.

Also, Deon, WHAT challenge. There are ALREADY fighting books that get you to level5.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 22, 2011, 03:28:30 pm
I think seasons should last 30 days. There's no way I'm going to last for 365 days :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 03:31:04 pm
I've found books that teach you way pass 5. there's one for computers called ICPB or something. don't remember the exact level it goes, but i'm pretty sure its like 7 or 8

Also, I kind of agree with janet there. Books should work more like recipes in crafting
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 03:35:42 pm
Why do you want to kill us? We mean no harm, we seek only hugs and love.

(http://i.imgur.com/Bpfx1l.jpg) (http://i.imgur.com/Bpfx1.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 22, 2011, 03:37:12 pm
Why do you want to kill us? We mean no harm, we seek only hugs and love.
-snip-
Dat dere is just ugly.
And lies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 22, 2011, 03:38:11 pm
It's more... I think when NPCs aren't broken friendly trainers should be the ones to teach you the "Advanced" stuff. Where books should teach you how to get yourself started on your own. Books for crafting makes more sense since those are mainly instructional compared to... Well. Learning how best to attack a zombie with a crowbar. I just don't think any book on anything you can find will be anything other than teaching you the basics. Anything greater won't really apply to the monsters you fight mostly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 03:41:32 pm
It's more... I think when NPCs aren't broken friendly trainers should be the ones to teach you the "Advanced" stuff. Where books should teach you how to get yourself started on your own. Books for crafting makes more sense since those are mainly instructional compared to... Well. Learning how best to attack a zombie with a crowbar. I just don't think any book on anything you can find will be anything other than teaching you the basics. Anything greater won't really apply to the monsters you fight mostly.
There aren't that many books for combat anyway. And they don't teach high-leveled stuff.
It's mostly just First-Aid/Electronics/Mechanics/Cooking/Computers stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 22, 2011, 03:48:21 pm
Maybe books teach up to level 5 and NPCs teach above that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 22, 2011, 03:48:33 pm
There's nothing inherently wrong with adding tile support. Don't be all TROLOLOLO Rougelike elitist you guys.

Burn the heretic!

on a more serious note, Just how rare are those combat books? I've only seen knife techniques, wrestling, and just once, a single guns n ammo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 03:51:33 pm
Books for combat skills don't make too much sense in my mind.  Getting to level 1 or 2, maybe, but with combat there's nothing like applied learning.  Existing combat books include knife (lvl 1-4), unarmed (lvl 0-2? 3?), and guns (lvl 0-1).  Level 4-5 gun might come later; you cannot become a decent shot just by reading theory, but you can go from good shot to well-honed by reading about advanced technique.

NPCs who can train you in combat are planned, but obviously will come later.

By the way, i'd like to name the skill levels; say, for Electronics you might go 1 = Tinkerer, 2 = Circuit-Bender, 3 = Hobbyist, 4 = Electrician, etc.  Later this could be used in dialogue ("Oh!  I can defuse that bomb!  I'm... a hobbyist!").  If anyone wants to write some up, I can code it in real quick.

365-day years would be a bit ridiculous.  A day is 14400 turns--nethack, for comparison, is routinely won within 200,000 turns, or like 14 cataclysm days.  I want the player to experience seasons without playing the same character for a month or two real-time.  Even 30 day seasons seems like a bit of a stretch to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 22, 2011, 03:53:44 pm
This game is excellent, I finally managed to climb up the learning curve of long-term survival. Last night I had a few hard lessons pounded into my skull which helped tremendously in later games. Differentiating between a "safe" house and a "stash" house is very important. I made the mistake of relaxing in a home with no windowless rooms and no barricaded windows.. near a forest edge full of fungaloids. I had tons of wooden spears so I went hunting, but I soon discovered that the spears (or perhaps all cutting weapons?) just get stuck in them. So I dragged myself back home due to not having a bashing weapon and I was hurting badly.. it was pretty late and I decided to sleep. On a bed right next to a large window.. which wasn't barricaded. A storm woke me up plenty of times during the night, but eventually a sound of breaking glass woke me up, and right after that I realized that the door was being bashed in as well. I was surrounded. I tried to fight them in the window but there were just so many spilling in, including a few skeletons..
The door broke down and a shrieker crawled in with his zombie posse. I dove out of the window (taking a ton of damage on the way out) and I landed right next to a necromancer. First time I had ever seen one, it's like he was orchestrating the entire siege. A few points away from death I hobbled down to a gas station. Figured I'd take them out with me. But before I could reach a pump my ribs were crushed in by a brute.

It was brutal. Lesson(s) learned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on July 22, 2011, 03:54:05 pm
Would be useful to show the experience/percentage of a skill if you aren't level one yet. I want to know how many antennas I need to make to progress my mech skill.
(I can't read so that seems to be the only option).

fakedit: 2xninjad, I agree a 90day season is probably too long, but it would be weird if snow would come and go in just a week. 30 days seems to be the best option than.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 22, 2011, 03:56:16 pm
I would advise tying season to the world, not the character. also make the season random upon world creation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 22, 2011, 03:56:57 pm
Antennae don't improve any skill when you make them. You have to read a mechanics manual like Under the Hood to increase it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 22, 2011, 03:58:32 pm
Yeah. Illiteracy hurts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 22, 2011, 04:00:32 pm
Quote
I mean gun manuals, karate training books, weapons training books are real things in this world.

And they are all real things in the game as well, I've found skill books for pretty much every skill but dodging, to be honest. The thing is, its assumed most of the more valuable ones have been looted already, so they are kind of rare. And I don't think any of them can get your skill above... 5, I think?
There most certainly is not, there is two combat training books, spetznaz knife techniques (1-4, pretty good layout for training since you need level 1 to start) and a magazine called guns n ammo(trains ranged I think to level 1)  There is no bashing books, no plain melee books, no mid-hig level guns books, and no throwing books what-so-ever
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 04:03:06 pm
Whales can you please explain this:

 case room_bathroom:
  m->ter(x2 - 1, y2 - 1) = t_toilet;
  m->place_items(mi_harddrugs, 18, x1 + 1, y1 + 1, x2 - 1, y2 - 2, false, 0);
  m->place_items(mi_cleaning,  48, x1 + 1, y1 + 1, x2 - 1, y2 - 2, false, 0);
  placed = mi_softdrugs;
  chance = 72;
  break;

I want to tweak the number of items houses have.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 22, 2011, 04:05:16 pm
I have to say that I like the 14 day system. It's not like the days are short like in other games and it let's every player experience the seasons without putting massive amount of time in one character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 22, 2011, 04:08:03 pm
I would advise tying season to the world, not the character. also make the season random upon world creation.

This
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 04:13:32 pm
Why does this have to be the one section of the code with no notes? =(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 22, 2011, 04:20:15 pm
Learning how best to attack a zombie with a crowbar.

In that case, I'd call Gordon Freeman as a trainer.

365-day years would be a bit ridiculous.  A day is 14400 turns--nethack, for comparison, is routinely won within 200,000 turns, or like 14 cataclysm days.  I want the player to experience seasons without playing the same character for a month or two real-time.  Even 30 day seasons seems like a bit of a stretch to me.

Since the setting of the game is a post apocalyptic world, you could pretend that seasons are messed up due to nuclear fallouts or things like that. So, there may be a hot season followed by an extremely cold one. Heck, you can even call them with different names invented by you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cyahnidde on July 22, 2011, 04:24:26 pm
Finally was able to try it as I said in the first post.
First time I played I had two dogs following me, and I was just walking around and I saw corpses all over the ground. I was stupid and decided to follow the trail. A zombie showed up, and i wanted to fight it. A dog jumped in front of me before I could reach the zombie. It was dead in the matter of a second. (so sad. It sacrificed itself for me! D:) Me and the other dog ran for out lives, then I stepped into a hazy cloud. I had no clue what happened, but "Game Over" appeared on my screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 22, 2011, 04:35:51 pm
Generally if it says "Really step into that x? y/n" you want to say n.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 04:48:17 pm
I would advise tying season to the world, not the character. also make the season random upon world creation.

The problem is that this breaks server compatibilty; players would change each other's seasons.  I've also considered making seasons depend on the system date; maybe the season changes once every 1 real-world month.


Yeah. Illiteracy hurts.

It's worth 4 (5?) points for a reason! ;D


Whales can you please explain this:

 case room_kitchen:
  placed = mi_kitchen;
  chance = 75;
  m->place_items(mi_cleaning,  58, x1 + 1, y1 + 1, x2 - 1, y2 - 2, false, 0);

??

I'm particularly interested in the red value... I want to tweak the number of items houses have.

Oh and this:

  if (one_in(14))
   m->place_items(mi_homeguns, 58, x1 + 1, y1 + 1, x2 - 1, y2 - 1, false, 0);

place_items(type, chance, x1, y1, x2, y2, on_grass, birthday) works like this:
Type defines what pool the items and pulled from; see mapitemsdef.cpp
Chance is the % chance for an item to be placed.  If you make the chance the first time, you get to try for a second item at the same chance, and then a third, and so on until you fail. So, a chance of 50 means there's a 50% chance of getting at least one, 25% chance of getting at least 2, 12.5% chance of getting at least 3, etc.  Chance values for things that should appear reliably are around 75-95.
(x1, y1) and (x2, y2) are opposite corners of a square in which the items will be placed.
If on_grass is false, placement will ignore any tiles that're dirt or grass.
Birthday is the turn on which the items placed were created.  For now, this only matters for food items going bad.  Generally, 0 is used, though if you want everything placed to be fresh (e.g. wild fruit) use g->turn.

one_in(x) is true one time in x.  So in this case, 1 in 14 houses will have a chance to place guns.  This is another case where being able to define "bad neighborhoods" on the map would be cool!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 04:58:17 pm
That is amazingly useful Whales, thank you for the detailed reply, sorry to take up so much of your time asking questions :) (I warn you, there's bound to be more in the future haha)!

This code is amazing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 22, 2011, 05:01:02 pm
There really needs to be a way to fill in pits with a shovel.  I mean you are able to DISARM them, but can't fill them in with the same shovel you dug them with?  It's just not right.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 22, 2011, 05:02:38 pm
In that vein, pits should also create a mound of dirt to one side when you're digging them
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 05:13:04 pm
There really needs to be a way to fill in pits with a shovel.  I mean you are able to DISARM them, but can't fill them in with the same shovel you dug them with?  It's just not right.
In that vein, pits should also create a mound of dirt to one side when you're digging them

Hah, this is in my TODO (see code_doc/TODO in the source), and that's just how I was going to implement it; pick a from and a to when digging with a shovel.  Maybe lter on, allow deep pits, trenches, dirt barricades and dirt walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 22, 2011, 05:16:08 pm
Most awesome.
So digging pits will proved two types of defense.

And is there any way for you to make a pitfall more damaging/harder to avoid when coming down off a mound of dirt?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 05:34:38 pm
There really needs to be a way to fill in pits with a shovel.  I mean you are able to DISARM them, but can't fill them in with the same shovel you dug them with?  It's just not right.
In that vein, pits should also create a mound of dirt to one side when you're digging them

Hah, this is in my TODO (see code_doc/TODO in the source), and that's just how I was going to implement it; pick a from and a to when digging with a shovel.  Maybe lter on, allow deep pits, trenches, dirt barricades and dirt walls.
Don't forget upgrading them with spikes. Everything needs more spikes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: silverpower on July 22, 2011, 05:36:12 pm
One thing that's bothered me is the gun stuff. I happen to be a bit of a gun nerd, so I was a bit disappointed in the way the current code handles things.

This patch makes two changes.

One, weapons may have an alternate ammo type if they haven't been modified with a caliber conversion. (IRL, it's very rare that a caliber conversion kit of any sort allows you to load two dissimilar-length calibers.) Note that this would need to be changed should grenade launchers or other underbarrel accessories be implemented, but it should be fairly trivial.

Right now, it's a proof-of-concept that locks out .22CB from being used in autoloading weapons (S&W 22A, SIG Mosquito, Ruger 10/22, American-180, any .22 retooled weapons). That round quite simply isn't going to feed in an autoloader, at least not consistently - too short. You can use it in the .22 pipe rifle and the Marlin 39A (and I'd like to add a good .22 revolver - Colt Diamondback? S&W Model 617?). Sorry, but I haven't put in alternate mag sizes for different calibers. I'd like to change .38 Super/.38 Special too; .38 Super as an alternate in 9mm revolvers, .357 mag as an alternate in .38Spl revolvers. .40S&W and 10mm should also be changed - I was thinking about adding the Vector MP5/10 and /40 clone, Glock 20 and Colt Delta Elite. .270/.30-06 should stay as-is for now - until detachable gun mods are possible, or crafting that doesn't step on modded attributes, this is just too awkward a change because it means splitting two rifles for no good gameplay reason.

Two, tube-feed weapons work for any weapon skill, not just shotguns.

Does this look okay for a first pass at alternate ammo? Should I bother banging away on it further? Is my coding style a horrible abomination that should've been drowned at birth? :)

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 22, 2011, 05:58:36 pm
Yeah. Illiteracy hurts.

It's worth 4 (5?) points for a reason! ;D

Still not really worth it.
By the way, might I suggest that trait not effect books that are mostly about pictures and not words? Such as Playboys, because I doubt you need to be able to read in order to look at nekkid women. Maybe have it give slightly less morale per read(after all, the articles in Playboy are interesting sometimes).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 22, 2011, 06:01:51 pm
I realize that I've taken a lot of artistic liberties with the realism of ammo and guns.  My goal was to permit multiple ammo types for guns, while keeping ammo classes distinct and clean--it's much less confusing, to someone without in-depth gun knowledge, if all .38 guns can fire all types of :38 ammo, and not a mixed bag of guns with different ammo types accepted.  Basically, I'm trying to avoid the "open wiki required" pitfall that, say, nethack falls into, while providing some degree of variety, and streamlined, easy-to-grasp ways to use those things.  I'm also trying to keep the number of ammo classes low, so that the chances of finding a match are better, and the naive player isn't baffled by the number of options and categories.  Right now there are 8 types of handgun ammo--that's quite a lot, I think, without sub-dividing into .40/10mm, .38/Super, etc.  As I've developed cataclysm, one game design lesson I've learn is to Keep It Simple, Stupid (or K.I.S.S. as it's known).  It's easy to fall into the trap of layering in intricacies and complexities, but quite often, good gameplay is more about what you leave out or simplify than what you put in.

That said, if you prize hard realism and a range of choices, by all means mod away!  Your code looks great.  And nothing sways my opinions better than a strong demo. :)



Yeah. Illiteracy hurts.

It's worth 4 (5?) points for a reason! ;D

Still not really worth it.
By the way, might I suggest that trait not effect books that are mostly about pictures and not words? Such as Playboys, because I doubt you need to be able to read in order to look at nekkid women. Maybe have it give slightly less morale per read(after all, the articles in Playboy are interesting sometimes).

Well, an illiterate character can still be a strong fighter or shooter, they just probably won't do much crafting.
And the illiterate can already "read" Playboy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 06:40:49 pm
silverpower I'm interested in adding more 'realism' and 'variety' to the game too. Perhaps you could help me as my knowledge is limited? I've already written up a few additions included below:

GUN("Glock 17",   15, 700,c_dkgray,   STEEL,   PLASTIC
   sk_pistol,   AT_9MM,    3,  6,  8,  1,  2, 24,  6,  6,  0, 17, "\
One of the most popular pistols in existance. Often criticised for its\n\
plastic contruction or praised for its ease of use. Holds a massive\n\
seventeen rounds of 9mm.",
0);

GUN("M1 Garand",   5, 2000,c_brown,   IRON,   WOOD
   sk_rifle,   AT_3006, 12, 34, 12, 2, 0, 5, -3, 8, 0, 8, "\
Developed in the United States during the 1930's this was the first\n\
semi-automatic rifle to become general issue in war. Durable and boasts \n\
immense stopping power. It is chambered to fire the .30-06 round.",
0);

GUN("M1918 BAR",   5, 2200,c_brown,   IRON,   WOOD
   sk_rifle,   AT_3006, 20, 45, 20, -3, 0, 15, 5, 6, 4, 20, "\
The M1918 Browning Automatic Rifle was a selective fire automatic\n\
rifle that the United States used during the Second World War. It is\n\
cumbersome and suffers from terrible recoil. It is chambered to\n\
fire the .30-06 round.",
0);
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 22, 2011, 06:45:07 pm
Quote
Still not really worth it.
I've built quite a few characters with illiterate at this point, its a great flaw.

Whales, what did you think of my idea for the weapon books? You get a couple for each type, scattered across levels specifically to cover advanced techniques, but with plenty of gaps in the middle to make you require personal experience?

Actually... I think I may throw some variety of that type in this weekend to. Adding some items will certainly be easier than adding any sort of fatigue system.

Oh, and Whales, I don't think you're 'time taken' really accounts for the amount of time the player can spend sleeping and waiting. Considering that, 30 days doesn't seem THAT terrible. (maybe 10 for spring and autumn?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 22, 2011, 06:50:45 pm
I like the idea of spring and autumn being "transitional" seasons so that there can be long summers and long winters. This way if you actually manage to survive the summer than you get the added bonus of trying to make it through a long harsh winter without it seeming that the seasons last forever.

Edit: I just looked up the actual lengths of seasons and it turns out that they are roughly the same length. Also if farming gets implemented it would be wise to keep them in realistic lengths. Disregard this then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 22, 2011, 06:54:54 pm
I'd prefer if they'd be equally long. They are just as important seasons, not just a buffer layer between hot and cold.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 22, 2011, 06:57:00 pm
They'll become especially important if Whales implements farming of some description.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 07:14:04 pm
Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 22, 2011, 07:15:42 pm
Maybe our fake imaginary seasons are the same length, but if you go by actual weather and temperature, winter and summer are definitely way longer.

Spring is that nice month and a half period between when the snow stops and the days crest 90 degrees, and autumn is the same but windier and less rainy.

Thats just how it is. :P

Also, I've been thinking more on what else I'd want to do for my own mod. Would anyone be interested in playing the following?
Remove all zombies.
Add two new enemy types, Shriekers and Assblasters, that are similar to the current Shriekers and Spitters but definitely not zombies.
Small worms get replaced by Baby Graboids.
Replace the spawns of almost everything everything else with regular Graboids. Graboids will gain the ability to rarely spawn Shriekers.
Shriekers will also have the ability to spawn Shriekers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 22, 2011, 07:17:30 pm
And the illiterate can already "read" Playboy.
You really do, don't you? (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDevTeamThinksOfEverything)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 22, 2011, 07:17:36 pm
Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

I think your heading towards the point of surviving with luck instead of skill, if not already passing that point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 22, 2011, 07:19:37 pm
Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.
This will only work if you spawn people with a lot of food and a shovel.  Conversly just spawn us with a shovel and make it a run-n-dig game :p
Though seriously unless zombies get a lot weaker it will be hard as hell to live.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 22, 2011, 07:24:01 pm
Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

Wait...You're making the game HARDER? HARDER?! This game is already hard enough :P I like the zombie dogs and sodas though
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 07:25:27 pm
Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

I think your heading towards the point of surviving with luck instead of skill, if not already passing that point.

Aren't all games reliant on luck and chance?

Isn't life for that matter?

I fail to see the point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 22, 2011, 07:30:37 pm
just pushed the new windows source update enjoy.

No bins today :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 22, 2011, 07:35:00 pm
Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

I think your heading towards the point of surviving with luck instead of skill, if not already passing that point.

Aren't all games reliant on luck and chance?

Isn't life for that matter?

I fail to see the point.
I personally like it, adds more difficulty to the game and makes it alot more awesome when you do something insanely difficult.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 22, 2011, 07:52:28 pm
Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

I think your heading towards the point of surviving with luck instead of skill, if not already passing that point.

Aren't all games reliant on luck and chance?

Isn't life for that matter?

I fail to see the point.

I have trouble recalling a game where you can end up dieing no matter what you do. You should still be able to survive no matter how bad the conditions are, just maybe not the way you want to.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 22, 2011, 07:54:22 pm
In an unrelated note, I realized I never use drugs in my playthrough's of the game. The only I do use are cigerettes since I need some form of XP boost. And once I do start using them, bad things happen to my character. Like instantly dying after a few uses :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 07:56:17 pm
Good to see someones not afraid of a little challenge... PS: Guess what I found

Monsters

- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Removed the starting pet dog
- New zombie description
- Tripled number of zombies
- Zombies spawn in all areas
- Increased zombie speed to a run
- Varied speed of zombies
- Improved zombie hearing
- Removed grace period. Zombies spawn from game-start
- Implemented zombie dogs as a new monster


Map and Terrain

- Removed knowledge of local terrain at beginning
- Made windows and some objects a little bit easier to traverse for humans and zombies

Objects

- Added lemon soda... orange soda and grape soda.


Quote
I have trouble recalling a game where you can end up dieing no matter what you do. You should still be able to survive no matter how bad the conditions are, just maybe not the way you want them to.

Hey, not everyone can handle the challenge 8). But for those people there's always Barbie Super-sports or whatever :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 22, 2011, 07:57:29 pm
I just killed a robot with a fetus.
F*CK YEAH!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 22, 2011, 08:00:30 pm
Good to see someones not afraid of a little challenge... PS: Guess what I found

Monsters

- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Removed the starting pet dog
- New zombie description
- Tripled number of zombies
- Zombies spawn in all areas
- Increased zombie speed to a run
- Varied speed of zombies
- Improved zombie hearing
- Removed grace period. Zombies spawn from game-start
- Implemented zombie dogs as a new monster


Map and Terrain

- Removed knowledge of local terrain at beginning
- Made windows and some objects a little bit easier to traverse for humans and zombies

Objects

- Added lemon soda... orange soda and grape soda.


Quote
I have trouble recalling a game where you can end up dieing no matter what you do. You should still be able to survive no matter how bad the conditions are, just maybe not the way you want them to.

Hey, not everyone can handle the challenge 8). But for those people there's always Barbie Super-sports or whatever :P.

Just a warning that it will put some people off.

Like the no map idea though.  ;D That alone makes me want to try it. As soon as I find a way to fix this bug.  >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 22, 2011, 08:01:58 pm
- Removed knowledge of local terrain at beginning

Why? The way I see the beginning of a new game is you've lived in the area your whole life and your home is running low on supplies so you must go out and find more (hence the mostly-empty shelves in the basement of most starting houses). Do you really know nothing about the town you live in?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 22, 2011, 08:04:12 pm
Because it's satisfying to survive while having that handicap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 22, 2011, 08:06:54 pm
- Removed knowledge of local terrain at beginning

Why? The way I see the beginning of a new game is you've lived in the area your whole life and your home is running low on supplies so you must go out and find more (hence the mostly-empty shelves in the basement of most starting houses). Do you really know nothing about the town you live in?

I'm working off the idea that you fled into the area after escaping the hordes of the undead and just ran into the first unlocked house you came across. You have no idea where you are and the area has already been pretty well looted. That's where the player comes in to do some a-sploring :)!

And also dying... Lots of dying...

Mod name: Cruel World
Tagline: Here's how you died

Note: If you can survive longer than a couple of hours I salute you. I think my current record stands at like 15-20 minutes. (in-game minutes).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 22, 2011, 08:09:04 pm
Just to throw my vote in the ring, I think seasons should be 10, or even 8 days. Actually, they should be 5 days. Once you reach 10 days the only way you are going to die is if you do something stupid. Like trying to disarm a dissector three times in a row. Or entering a slime pit and forgetting to bring extra batteries for your flashlight. Or not noticing your shirt was destroyed and dieing of cold. Ect.

Especially if we implement a farming system. No way is it worth it in any sense to farm if its going to take 10-20 days just to get some produce.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 22, 2011, 08:25:38 pm
If the general wilderness was filled with a few rare beasties, you'd eventually want to stray back into town to refill ammo and batteries, I'd think. As you spend time in the wilderness, your skills will rust and you'll probably be reduced to more basic equipment (at least once things start breaking down). There aren't many strategies JUST based on time right now, but those could also be introduced - in the books, Triffids grew steadily more numerous over time, and I think they could do the same here, eventually taking over swathes of forest, while Graboids expand to take over the open areas. And of course eventually the various factions will find you, and they definitely won't all be friendly.

With a couple tweaks it could be set up so that it might be worth it to farm with being easy forever, even with slightly longer seasons, and as the more organized and dangerous groups and monsters fill in as the zombies begin dwindling in number (not being able to reproduce), it would make for some interesting late-game content.

Right now it would basically just be for people who want to rack up days living in the wilderness, of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 22, 2011, 08:29:16 pm
If there is a farming system eventually, something akin to DF or Harvest Moon might be best. Food grows in only a few days, but what you can plant might vary per season.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 22, 2011, 08:33:39 pm
Just how broken are NPCs exactly ? Seems like an awfully significant part of the game locked out without making the 'fix' absolute top priority in development time.


Don't take it the wrong way, just excited and impatient.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 22, 2011, 08:35:48 pm
Just how broken are NPCs exactly ? Seems like an awfully significant part of the game locked out without making the 'fix' absolute top priority in development time.
Well NPC's would spam you with error messages, use all of the drug's they have when confronting monsters, pick up any loot near them, not attack you when you attack them. They are pretty broken.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 22, 2011, 08:40:58 pm
Just how broken are NPCs exactly ? Seems like an awfully significant part of the game locked out without making the 'fix' absolute top priority in development time.
Well NPC's would spam you with error messages, use all of the drug's they have when confronting monsters, pick up any loot near them, not attack you when you attack them. They are pretty broken.

Seems like a damn good time for that K.I.S.S. philosophy then.


Hide error messages, disable consumable usage, unteach picking up items etc. then work forward from what's left.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 22, 2011, 08:56:31 pm
I just killed a robot with a fetus.
F*CK YEAH!
Looks like the program was...

8)

...Aborted.

YYEEEEAAAHHH!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 22, 2011, 09:10:05 pm
I just killed a robot with a fetus.
F*CK YEAH!

Is it time for whales to have his obligatory 'what have I done' moment already ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 22, 2011, 09:21:58 pm
I just killed a robot with a fetus.
F*CK YEAH!
Looks like the program was...

Program has crashed!  (A)bort/(R)etry/(F)ail?

>a
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 22, 2011, 09:33:16 pm
Aren't all games reliant on luck and chance?

Isn't life for that matter?

I fail to see the point.

I don't have a problem with your mod, but that's not a good argument, mate. ::)

Casino games rely purely on luck and chance. It's still a factor in most other games (and life), and probably a bigger factor in your mod, but do leave some room for skill and decision-making. All good roguelikes do. If you end up having too many completely random "whoops, you're dead" situations, the player will feel his actions have little impact in the outcome of the game. So then fun's lost, and the game will have failed its primary objective: being fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 22, 2011, 09:35:48 pm
Well its his mod so he can do whatever he wants with it. I personally think trying to survive, and trying to beat your total time survived sounds like a fun challenging experience.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 22, 2011, 09:43:28 pm
13thronin, I here and henceforth dub your mod *drumroll*. . . . .THE BASTARD MOD! 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 22, 2011, 11:41:37 pm
For the weather, someone was talking about maybe having the seasons be destabilized? I think that makes sense. That way, you could have thirty day seasons without massive hand-waving. Heck, you could do all sorts of crazy things! Imagine all of a sudden it just gets crazy cold for a week. The snow comes down so hard and so fast, it covers the houses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 22, 2011, 11:46:40 pm
For the weather, someone was talking about maybe having the seasons be destabilized? I think that makes sense. That way, you could have thirty day seasons without massive hand-waving. Heck, you could do all sorts of crazy things! Imagine all of a sudden it just gets crazy cold for a week. The snow comes down so hard and so fast, it covers the houses.

This
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 23, 2011, 12:00:59 am
I like the idea of short seasons brought on by the nuclear apocolypse. In which case, wildly fluctuating would be an option, though I can see that getting pretty aggravating after a while.  On a lighter note,
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 47 45 45 4b 20 21 on July 23, 2011, 12:01:28 am
Does anyone know why Cataclysm crash when i try to launch a nuke? I am using latest windows version .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 23, 2011, 12:21:12 am
Hey I have found this device on a dead scientist that launches shimmering portals all around but they don't seem to do anything. What are they supposed to do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 23, 2011, 12:22:00 am
Hey I have found this device on a dead scientist that launches shimmering portals all around but they don't seem to do anything. What are they supposed to do?
Its unimplemented, but I believe its suppose to launch a portal to some unkown, slightly lovecraftian, alternate dimension.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 12:27:16 am
- Removed knowledge of local terrain at beginning

Why? The way I see the beginning of a new game is you've lived in the area your whole life and your home is running low on supplies so you must go out and find more (hence the mostly-empty shelves in the basement of most starting houses). Do you really know nothing about the town you live in?

I'm working off the idea that you fled into the area after escaping the hordes of the undead and just ran into the first unlocked house you came across. You have no idea where you are and the area has already been pretty well looted. That's where the player comes in to do some a-sploring :)!

And also dying... Lots of dying...

Mod name: Cruel World
Tagline: Here's how you died

Note: If you can survive longer than a couple of hours I salute you. I think my current record stands at like 15-20 minutes. (in-game minutes).
I like your changes. You know that I like hardcore mods :). I am going to be more softcore in my mod. In the future I want to add a bit of 50-60th feel and change most zombies to mutants. You probably know what it means, another Wasteland-style mod :P.

But in this case I finally get an awesome game to build upon. A future where most people died/mutated will still probably have lots of grass and forests and wildlife, just different, so it should provide an unique feel amongst the forests, swamps and abandoned houses. I always liked Fallout's backstory and feel, but the "desert everywhere" was a bit stupid (still liked it very much though hehe).

By the way, zombie dogs were my first idea too, but Lab notes say something against it. Nonetheless, I will go with my own "total conversion", but I hope that my additions will help the main game in some way!

2 Whales:
 I think there should be flour, sugar, salt and yeast in bags amongst other food. It should be almost worthless as a food, but very useful for cooking. Salt will be pretty awful to eat (dehydration etc), sugar would be a light stimulant. Also it will make "edible food" less frequent and it will make the cooking skill much more important.

Moreover, the 1-5 difficulty in crafting means that 10+ skills are useless in crafts, so I will try to come up with a crafting table :).

By the way, what does the "healthy" value of a food affect? How different is -8 from 0 or from 2?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 23, 2011, 12:51:24 am
"Healthy" is meant to affect your resistance to ambient diseases like colds and the flu.  It's pretty much unimplemented right now.

13thronin, I like the sounds of your mod--kind of a brutal run'n'gun conversion.  I'm excited to play it!  I had a fun run the other night; armed with a modded Saiga-12 and a USP 9mm sidearm, I went Rambo, slew dozens of zombies and raided a half-dozen bank vaults before running out of ammo and succumbing to the never-ending horde that my noisy habits brought upon me.  Would've been even more fun with your mod!


Just how broken are NPCs exactly ? Seems like an awfully significant part of the game locked out without making the 'fix' absolute top priority in development time.
Well NPC's would spam you with error messages, use all of the drug's they have when confronting monsters, pick up any loot near them, not attack you when you attack them. They are pretty broken.

Seems like a damn good time for that K.I.S.S. philosophy then.


Hide error messages, disable consumable usage, unteach picking up items etc. then work forward from what's left.

Right?  This is my fourth rewrite of NPCs, you'd think I would've learned my lesson by now.  I think I will scale them back and try for simpler behavior… starting with "no dropping items," the source (I believe) of most bugs.  Hiding error messages is fine... once their behavior is fairly stable.  Until then, it's a useful indicator of when things are wrong.

I just killed a robot with a fetus.
F*CK YEAH!

Is it time for whales to have his obligatory 'what have I done' moment already ?

Come on people, fetuses are meant to be EATEN, not used as weapons!  What's wrong with you?!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 23, 2011, 01:17:33 am
I just killed a robot with a fetus.
F*CK YEAH!

Is it time for whales to have his obligatory 'what have I done' moment already ?

Come on people, fetuses are meant to be EATEN, not used as weapons!  What's wrong with you?!

So siggable. I would add it to my sig, but I'm kind of attached to the current one and don't have space for it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 23, 2011, 02:32:55 am
That sig shall be mine!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 23, 2011, 03:41:59 am
If the game world is so big, why do all my guys keep spawning in the same town? It's getting annoying to spawn in the same exact spot for the 3rd time.

What file do i have to delete to get the game to generate a new map?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 23, 2011, 03:43:08 am
If the game world is so big, why do all my guys keep spawning in the same town? It's getting annoying to spawn in the same exact spot for the 3rd time.

What file do i have to delete to get the game to generate a new map?

Sometimes it just seems to happen, I'm not entirely sure why!  Remove the contents of the "save" directory to generate a new map.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 23, 2011, 05:51:59 am
sugar would be a light stimulant
I'm pretty sure some medical research once proved that sugar in itself is not really a stimulant.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 23, 2011, 06:05:23 am
sugar would be a light stimulant
I'm pretty sure some medical research once proved that sugar in itself is not really a stimulant.

This is correct, one ought not to classify sugar as such. Sugar just makes your body chemistry  go ' awesome yippy so much fuel lets go to town and craft shit we don't really need lest the mook pisses it all away quick men move !'
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 06:21:13 am
I am unable to compile head's sdl project. Does anybody manage to do it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 23, 2011, 06:31:02 am
I am unable to compile head's sdl project. Does anybody manage to do it?

Why not?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 06:34:33 am

In the project which comes with the source:
- At first, build options do not have link variables' tab.
- When I try to build it, it says "Execution of 'make.exe -s -f Makefile ' in 'C:\cc\Cataclysm' failed."

If I make a new project, set up linker settings as before and add .cpp and .h files, it finds 50 errors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 23, 2011, 06:35:45 am
Yeah, it seems the newer .cbp is missing pretty much everything in "Project build options". I'd guess that's the problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 23, 2011, 06:36:32 am

In the project which comes with the source:
- At first, build options do not have link variables' tab.
- When I try to build it, it says "Execution of 'make.exe -s -f Makefile ' in 'C:\cc\Cataclysm' failed."

If I make a new project, set up linker settings as before and add .cpp and .h files, it finds 50 errors.

You could try to go into build propties and untick custom makefile and then right click the project and Add all files

then try

EDIT: i'l be pushing another cpb without makefile setting that should work
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 23, 2011, 06:45:26 am
Well, after removing the Custom Makefile and linking the SDL libs, I'm getting 3 errors of this when it tries to link the executable:

obj\Release\game.o:game.cpp|| undefined reference to `nanosleep(timespec const*, timespec*)

EDIT: Yeah, adding posix_time.cpp and posix_time.h works.
Compiles just fine now.

There is no "Add all files" though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 06:57:56 am
Now just 3 errors

obj\Debug\game.o:C:\cc\Cataclysm\game.cpp|2539|undefined reference to `nanosleep(timespec const*, timespec*)'|
obj\Debug\game.o:C:\cc\Cataclysm\game.cpp|2564|undefined reference to `nanosleep(timespec const*, timespec*)'|
obj\Debug\ranged.o:C:\cc\Cataclysm\ranged.cpp|209|undefined reference to `nanosleep(timespec const*, timespec*)'|

P.S. Ninjad. Should I just add those two files to the project? Great!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 23, 2011, 07:25:08 am
Update Pushed.


There is a add files recursion btw


Another update to the project with a relative SDL lib path

Bins updated:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_sdl_1.9.rar
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: silverpower on July 23, 2011, 08:07:25 am
silverpower I'm interested in adding more 'realism' and 'variety' to the game too. Perhaps you could help me as my knowledge is limited? I've already written up a few additions included below:

GUN("Glock 17",   15, 700,c_dkgray,   STEEL,   PLASTIC
   sk_pistol,   AT_9MM,    3,  6,  8,  1,  2, 24,  6,  6,  0, 17, "\
One of the most popular pistols in existance. Often criticised for its\n\
plastic contruction or praised for its ease of use. Holds a massive\n\
seventeen rounds of 9mm.",
0);

GUN("M1 Garand",   5, 2000,c_brown,   IRON,   WOOD
   sk_rifle,   AT_3006, 12, 34, 12, 2, 0, 5, -3, 8, 0, 8, "\
Developed in the United States during the 1930's this was the first\n\
semi-automatic rifle to become general issue in war. Durable and boasts \n\
immense stopping power. It is chambered to fire the .30-06 round.",
0);

GUN("M1918 BAR",   5, 2200,c_brown,   IRON,   WOOD
   sk_rifle,   AT_3006, 20, 45, 20, -3, 0, 15, 5, 6, 4, 20, "\
The M1918 Browning Automatic Rifle was a selective fire automatic\n\
rifle that the United States used during the Second World War. It is\n\
cumbersome and suffers from terrible recoil. It is chambered to\n\
fire the .30-06 round.",
0);

The idea isn't bad, but the descriptions could use some work. Here's my proposal, fixed so that they're actually usable - that comma at the end of the first line is important. (and I added support for my multi-type patch, it's a simple change - I hope you don't mind)

GUN("Glock 17",   15, 700,c_dkgray,   STEEL,   PLASTIC,
//   SKILL      AMMO  ALTAMMO   VOL WGT MDG HIT DMG ACC REC DUR BST CLIP
   sk_pistol,   AT_9MM,AT_NULL,    2,  6,  8,  1,  2, 25,  5,  6,  0, 17, "\
Designed in 1982 for the Austrian counterterrorism forces, it is the\n\
gold standard of polymer-framed handguns. While still sneered at by some\n\
traditionalist handgunners, it is easy to use and spare parts can be\n\
found across the globe. Holds a massive seventeen rounds of 9mm.",
0);

This is the only weapon where the stats seemed a bit out of line. I adjusted them somewhat.

GUN("M1 Garand",   5, 2000,c_brown,   IRON,   WOOD,
//   SKILL      AMMO  ALTAMMO   VOL WGT MDG HIT DMG ACC REC DUR BST CLIP
   sk_rifle,   AT_3006,AT_NULL, 12, 34, 12, 2,  0,  5, -3,  8,  0, 8, "\
Developed in the United States during the 1930s, this was the first\n\
semi-automatic rifle to become general issue in war. Durable and boasts \n\
immense stopping power, it is chambered to fire the venerable .30-06 round.\n\
Just watch your thumbs when reloading...",
0);

GUN("M1918A2 BAR",   5, 2200,c_brown,   IRON,   WOOD,
   sk_rifle,   AT_3006,AT_NULL, 20, 45, 20, -3, 0, 15, 5, 6, 4, 20, "\
The M1918A2 Browning Automatic Rifle was a selective-fire automatic\n\
rifle that the United States used during the Second World War. It is\n\
cumbersome and suffers from heavy recoil. It is chambered to fire the .30-06\n\
round, and is still a formidable weapon, if you can feed it.",
0);

Only thing wrong with these were the descriptions, in my opinion. What do you think?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 08:34:17 am
DLM V4
Compiled .exe version.

Deon's little mod for the awesome Whales' creation.
Based on Head's windows SDL code branch.

- You can disassemble guns to get gun parts.
- You now need gun parts to craft pipe rifles/SMGs.
- 12 new food items, including ingredients (flour, sugar, salt, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- Tweaks to cooking times.
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).

Download:
http://www.mediafire.com/download.php?lensx2r3xhic4l3

Forum thread:
http://cataclysmff.zxq.net/SMF/index.php?topic=21.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on July 23, 2011, 08:35:17 am
How do you pump gas pumps for gasoline?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 08:36:26 am
'E'xamine them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: matric on July 23, 2011, 08:37:39 am
How do you pump gas pumps for gasoline?

'E'xamine the gas pump.

Yes, to pump gas and No to pump the gas on the ground.

Select the container you want to put the gas in. I'm pretty sure you have to fill the jackhammer directly from the pump. I haven't been able to "reload" them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 09:23:50 am
I've merged Drevlin's menu fixes.



DLM V5
Compiled .exe version.

Deon's little mod for the awesome Whales' creation.
Based on Head's windows SDL code branch.

- You can disassemble guns to get gun parts.
- You now need gun parts to craft pipe rifles/SMGs.
- 12 new food items, including ingredients (flour, sugar, salt, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- Tweaks to cooking times.
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Drevlin's circular menu fix (you can press up on the top menu item to go to the bottom of the menu).
- Drevlin's "quit game" fix (the game goes to main menu instead of closing when you die/suicide).

Download:
http://www.mediafire.com/?d93ycyd9rds091g

Forum thread:
http://cataclysmff.zxq.net/SMF/index.php?topic=21.0
Title: Deon's little mod V6
Post by: Deon on July 23, 2011, 10:57:42 am
DLM V6
Compiled .exe version.

Deon's little mod for the awesome Whales' creation.
Based on Head's windows SDL code branch.

- 4 new animals (pigrat, molerat, mantis, deathclaw).
- bears are slower and less aggressive now (their old role is now played by deathclaws).
- eyebot should appear in the wild.
- You can disassemble guns to get gun parts.
- You now need gun parts to craft pipe rifles/SMGs.
- 12 new food items, including ingredients (flour, sugar, salt, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- Tweaks to cooking times.
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Army helmet is renamed to combat helmet and gets protective glasses (environment protection).
- Sledgehammers appear in more places.
- Drevlin's circular menu fix (you can press up on the top menu item to go to the bottom of the menu).
- Drevlin's "quit game" fix (the game goes to main menu instead of closing when you die/suicide).

Download:
http://www.mediafire.com/download.php?2eulm529wjpst9l

Forum thread:
http://cataclysmff.zxq.net/SMF/index.php?topic=21.0


Next I will focus on plants and cooking recipes/meds from them. Just strawberries and mushrooms? Soon it will be funnier :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 23, 2011, 01:02:11 pm
You'd better be planning some deserts too, Deon. Can't have a wasteland mod without deserts. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 01:06:32 pm
It's not a wasteland mod, I think that plants will outlive ANY apocalypse, but I plan to add rocky areas and separate forest and plains spawns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 23, 2011, 01:14:14 pm
I'm playing the game (great game) I have not even seen an animal likely to die of hunger ...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 23, 2011, 01:56:40 pm
I'm playing the game (great game) I have not even seen an animal likely to die of hunger ...


There's rabbits here and there. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 02:00:39 pm
In vanilla there are various insects, bears, deer, wolves, rabbits in squirrels. If you use my mod, there're some critters from the Fallout universe as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 23, 2011, 02:01:33 pm
In vanilla there are various insects, bears, deer, wolves, rabbits in squirrels. If you use my mod, there're some critters from the Fallout universe as well.
Did you add in Mutfruit?
Ain't Fallout without some tasty tasty mutfruit
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 23, 2011, 02:04:21 pm
No, flora will come with the next update, as well as some new drugs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on July 23, 2011, 02:08:00 pm
I played your mod, deon, and got killed by unhittable mantises. Actually, there was only one, which makes it even worse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 23, 2011, 02:20:30 pm
Quote
- You now need gun parts to craft pipe rifles/SMGs.

This is honestly the only one I don't understand - the whole POINT of a "pipe rifle" is that its not made from gun parts, isn't it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 23, 2011, 02:23:12 pm
Update Pushed.


There is a add files recursion btw


Another update to the project with a relative SDL lib path

Bins updated:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_sdl_1.9.rar

How do you use that download?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 23, 2011, 02:45:33 pm
Update Pushed.


There is a add files recursion btw


Another update to the project with a relative SDL lib path

Bins updated:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_sdl_1.9.rar

How do you use that download?
Extract it to a folder and run the executable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 23, 2011, 03:03:12 pm
Update Pushed.


There is a add files recursion btw


Another update to the project with a relative SDL lib path

Bins updated:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_sdl_1.9.rar

How do you use that download?
Extract it to a folder and run the executable.

I download it, but when i try to do anything with it it asked for a program to run it with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 23, 2011, 03:58:09 pm
Update Pushed.


There is a add files recursion btw


Another update to the project with a relative SDL lib path

Bins updated:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_sdl_1.9.rar

How do you use that download?
Extract it to a folder and run the executable.

I download it, but when i try to do anything with it it asked for a program to run it with.

Download Winrar? profit?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 47 45 45 4b 20 21 on July 23, 2011, 04:02:07 pm
head do missiles in missile silo work in the newest win version?
in previous version it always crash when i try to launch a missile
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 23, 2011, 04:08:53 pm
I am on 4th day, living near the forest and newer see animals....
I think this is a bug....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 23, 2011, 04:27:32 pm
Quote
- You now need gun parts to craft pipe rifles/SMGs.

This is honestly the only one I don't understand - the whole POINT of a "pipe rifle" is that its not made from gun parts, isn't it?
I agree with Glyph. I've even seen an example of a pipe shotgun in Dead & Breakfast, a pretty hilarious indie zombie film. It worked pretty damn well, too, despite it being a crew-fired weapon(one person held it, another hit a nail into the shell with a hammer to fire).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 23, 2011, 04:31:19 pm
Generally speaking the pipe guns are very crappy, and you'd be a fool to dismantle a real gun to craft one (unless, I suppose, all you have is 9mm ammo and a 5.7mm gun).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 23, 2011, 04:50:55 pm
I finally managed to escape from a huge zombie horde, only to die by cutting myself on a window...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 23, 2011, 04:58:56 pm
Whales, there's a few simple things I would love to see:

Hairspray - Combine with lighter for fun!
Make raw veggies like rice and potatoes a lot more common.
Craftable: Spud-Gun (Pipe+Hairspray, firing requires a lighter)

^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 23, 2011, 05:26:17 pm
I think I've found a few bugs with the new version. Occasionally I can't read my health (This happened after I waited a few hours) Also this may be me, but I think the zombies can see through the walls. Also there seem to be much more zombies than before. Before I could avoid zombies if I was cautious, but now it looks like there are zombies everywhere. Maybe that's just my sorry luck though :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 23, 2011, 05:31:52 pm
I finally managed to escape from a huge zombie horde, only to die by cutting myself on a window...

Windows are ultimately the Cataclysm version of Dwarf fortress' carps
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 23, 2011, 05:36:36 pm
Update Pushed.


There is a add files recursion btw


Another update to the project with a relative SDL lib path

Bins updated:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_sdl_1.9.rar

How do you use that download?
Extract it to a folder and run the executable.

I download it, but when i try to do anything with it it asked for a program to run it with.

Download Winrar? profit?

Head is correct. I usually Google file extensions which puzzle me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 23, 2011, 05:52:27 pm
Update Pushed.


There is a add files recursion btw


Another update to the project with a relative SDL lib path

Bins updated:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_sdl_1.9.rar

How do you use that download?
Extract it to a folder and run the executable.

I download it, but when i try to do anything with it it asked for a program to run it with.

Download and unpack it with 7zip. It's completely free and it will take only a minute of your time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 23, 2011, 06:00:48 pm
Make sure you're not dumb like I was and downloading the source. When you click download you'll see "source" and below it you'll see an actual release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 23, 2011, 06:11:56 pm
Woop, tossed Molotovs at a bank safe vault. Wall are made of plywood, whole building burns down.
This calls for alternate material walls for banks, like stone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 23, 2011, 06:15:21 pm
I finally managed to escape from a huge zombie horde, only to die by cutting myself on a window...

Windows are ultimately the Cataclysm version of Dwarf fortress' carps

I don't know about that. Once you get some kind of decent covering for your body you stop taking torso damage from sharp glass. And when looting it's generally better to bust down doors to gain entry, unless you're in a dangerous area and are planning on funneling a few zombies; any more than a few and you should be making a sprint towards a more open area to take them out, or to flee if you don't have much combat experience. I have more love for windows than I have for carp, that's for sure.

My guy is going on his third month now. He's had close encounters with acid rain and hulks, but he's still kicking. I think I got lucky with my starting city. It's pretty huge and has a large residential area to the southwest, near a huge forest. The very tip of the neighborhood is extremely safe, I've never seen a zombie down there, so I made a safe house. The forest has plenty of game and water, and I've stocked up so much crap that I could just live in this place forever. Making trips into the city for goodies is not really smart at this point (not that it ever was smart). Breaking into stores near an open field is definitely not as bad as treading into the heart of the city itself, but you'd better have some combat skills. I trained my guy in throwing (spears!) and shotguns. Some melee/dodging too. It's working out very well. At this point I'm not sure what I'm playing towards.

This may have already been noted, but in the most recent windows version unloading batteries from objects can sometimes yield ammunition instead. A lot of ammunition. I think the ammo type depends on what weapons you've been carrying or reloading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 23, 2011, 06:19:34 pm
I think I've found a few bugs with the new version. Occasionally I can't read my health (This happened after I waited a few hours) Also this may be me, but I think the zombies can see through the walls. Also there seem to be much more zombies than before. Before I could avoid zombies if I was cautious, but now it looks like there are zombies everywhere. Maybe that's just my sorry luck though :P

Nah, But they do smell you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 23, 2011, 06:21:28 pm
All items in the red are new changes to the Bastard Mod:

Monsters

- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Removed the starting pet dog
- New zombie description
- Tripled number of zombies
- Zombies spawn in all areas
- Increased zombie speed to a run
- Varied speed of zombies
- Improved zombie hearing
- Removed grace period. Zombies spawn from game-start
- Implemented zombie dogs as a new monster


Map and Terrain

- Removed knowledge of local terrain at beginning
- Made windows and some objects a little bit easier to traverse for humans and zombies


Items

- Added 'lemon soda'
- Added 'orange soda'
- Added 'grape soda'

- Added 'grape juice'
- Added 'black berries'
- Berries are now based on color. Must be identified via the description to tell if it's safe to eat or not
- Rebalanced some drugs
- Renamed 'marijuana' to 'cannabis'
- Made 'cannabis' addictive
- Removed 'butter knife'


Currently working on breaking items up into more defined groups so that their placement is more realistic... Item scarcity will come after that then I'll be ready for alpha release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 23, 2011, 06:22:44 pm

Nah, But they do smell you.
[/quote]

Really? Are there any items that can keep them from smelling me?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: matric on July 23, 2011, 06:29:25 pm

Really? Are there any items that can keep them from smelling me?

I assume zombie pheromone but I haven't checked the code to verify it.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 23, 2011, 06:30:20 pm
Hmm...Interesting...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 23, 2011, 06:34:58 pm

Really? Are there any items that can keep them from smelling me?

I assume zombie pheromone but I haven't checked the code to verify it.

Spoiler (click to show/hide)

Spoiler: Zombie Pheromone (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 23, 2011, 06:37:31 pm
Ladies and gentlemen, I have found one of the auto off no error message game shutdown bugs, or at least how to re create it. On the windows version, after opening the character sheet then trying to open the inventory or map, the game simply crashes, no messages or anything. This can cause those inconvinent "time warps" that often delete good items you pick up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 23, 2011, 07:09:56 pm
That's been mentioned a few dozen times.
Never experienced it myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 23, 2011, 07:14:40 pm
Does anyone know why when I quit or exit the game it makes the error message 50 times and then pops up saying the program has stopped responding, with a dos window (or something) saying

'clear' is not recognized as an internal or external command, operable program or batch file.

It's rather annoying.

Also, when is numpad enter going to be implemented, and when are we going to be able to disable cheat mode? =/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 23, 2011, 07:17:39 pm
Smoke of any kind and fire wll mask your scent.  Later tonight I'll make rain help mask it slightly.

That "clear" thing is a Windows bug.  I'll try to make it so it only runs on linux systems.

Numpad enter doesn't work on Windows?  Damn pdcurses.  Head might know how to fix that...
Ladies and gentlemen, I have found one of the auto off no error message game shutdown bugs, or at least how to re create it. On the windows version, after opening the character sheet then trying to open the inventory or map, the game simply crashes, no messages or anything. This can cause those inconvinent "time warps" that often delete good items you pick up.

Windows bug.  I think the solution is to run as admin or something, but I don't know how all that works.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erendor on July 23, 2011, 08:48:53 pm
Pretty sweet to know the creator is reading this ;). 

I broke into a bank vault just recently using my 1337 h4x0r skillz, but it was sadly empty.  Also, I couldn't think of any way to use it as an impentrable fort that didn't involve locking myself inside a bank vault (not possible, anyway).  Could there be a terminal to open/close the door on the inside too?  I'm pretty sure it's standard in bank vaults due to the high possibility of people getting locked in forevar.

I found a portal generator, but the shimmering portals it generated didn't seem to do anything.  I tried putting them in between me and monsters to no effect, and I stepped in them a few times myself.  Using 'e'xamine on them lets you try to disarm the 'trap', which is a bit weird.

It would be nice to not have the 'too many items' restriction.  I'm already juggling weight and volume, and although I can understand the concept of a)not enough letters for 50+ items and b)it's pretty impractical to carry 50+ items even with a backpack...it can make it kind of annoying to do some of the clothing recipes particularly, having to drop practically everything to pick up the 20+ rags.  It got really irritating on some characters where I had a bunch of meds or small pieces of whatever and had 30+ volume and 100+ weight to spare, but couldn't pick up an apple to save my life (note: I did not actually die due to being unable to pick up an apple, but I could see something similar happening).

A minor thing:  maybe 'a'pplying an MP3 player or similar battery charged thing could give you the option to recharge it?  At the moment recharging my mp3 player is a little tedious - drop weapon, wield mp3 player, reload mp3 player, wield nothing, pick up weapon.

Another minor thing:  Perhaps the "'e'xamine a gas pump" dialogue should go more like this:  "Pump Gas? Y/N" Y "Do you want to fill a container with gasoline? Y/N" N "You pour gasoline on the ground."  It seems minor, but I didn't even realise you could fill up various containers with gasoline for a long time - I just kept on pouring it on the ground instead.

A possible 'fix' for 'too many items':  If possible, maybe make common small things stackable?  I don't /really/ need a dedicated keyboard shortcut for every one of my fifteen rags.  Maybe just 'r - rags x 15'?  Really, the only things that /need/ independent keys are the ones that can actually vary within the item type.  Drink and food that aren't multiple-use are all identical, so they could stack.  If things like potato chips and jerky were one use, they could stack.
If it wasn't a coding nightmare, you could even just add things like meds together - a box of 17 caffeine pills and a box of 20 caffeine pills = one item with 37 caffeine pills.  Make it so the volume/weight increased by a box worth for every 20 and it would still take up the same amount of space without taking up so many keys.

e.g - 11 caffeine pills = volume 1, weight 1.  20 caffeine pills = volume 1, weight 1.  21 caffeine pills = volume 2, weight 2.  40 caffeine pills = volume 2, weight 2.  And so on.

As always, I am completely ignorant of the sort of coding and work that goes into a game of this sort, having given up C++ and games coding loooong ago.  If any of my suggestions are wildly impractical or would require massive overhaul, by all means, ignore them ;).

Love the game, it makes for some great times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 23, 2011, 08:59:43 pm
The thing about staying inside a vault is, you know bank vaults are generally air-tight. Meaning if you locked yourself in you would die after a few minutes due to a lack of any air.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on July 23, 2011, 09:17:15 pm
Air tight doesn't mean that as soon as the door is closed all the air is sucked away. You'd die after hours, not minutes (depending on the size of the vault).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 23, 2011, 09:22:25 pm
Erendor, pretty much everything you've mentioned is on the todo list. If you want to see it faster, through it in yourself and I'm sure Whales will be happy to merge. ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 23, 2011, 09:55:15 pm
Hum dunno if this is on the to-do list but being able to close lab's main doors from the inside would be nice.   Makes it a viable lock-away spot you know?
edit*Just got struck by lightening while sleeping underground.  Bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 23, 2011, 09:57:07 pm
Hum dunno if this is on the to-do list but being able to close lab's main doors from the inside would be nice.   Makes it a viable lock-away spot you know?

Perhaps... too viable.  And it raises the possibility of the player getting locked inside (as does an interior control for bank vaults), which isn't good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 23, 2011, 09:57:44 pm
Looks like Whales finally got himself an avatar :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 23, 2011, 10:08:34 pm
Looks like Whales finally got himself an avatar :D

I tried using my github one a while back but the forums rejected it for some reason.  For now it'll be a daily selection from the results of a google image search for "whales logo"! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 23, 2011, 10:13:18 pm
Hum dunno if this is on the to-do list but being able to close lab's main doors from the inside would be nice.   Makes it a viable lock-away spot you know?

Perhaps... too viable.  And it raises the possibility of the player getting locked inside (as does an interior control for bank vaults), which isn't good.
A couple of ways this can be balanced, make the interior vault controls require a higher computers skill to function, make vault doors breakable if enough zombies are bashing at it for long enough periods of time, make zombies more attracted to spots where players stay idle for too long (Would be a nice way to emulate body waste without actually putting it in the game.), and for when npcs are brought back in, make bandit humans that instead of waking you and robbing you, they'll just take all your stuff, and rob you if you wake up. Since the bandits can get into vaults via control panels, a nice behavior to consider, they'd be able to get to you, then leave you behind with the doors open.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 23, 2011, 10:27:48 pm
Bloody fuck!

I just installed(patched, pretty much) the newest windows version from the Cataclysm forum and my first new game, I get practically NO useful gear, can't find weapons for shit, and immediately get raped by a group of 5-6 zombies upon walking to the second house on my block.



Woo for difficulty!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 23, 2011, 10:38:20 pm
Two words: Misshapen Fetus
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 23, 2011, 10:42:21 pm
Two words: Misshapen Fetus

For eating of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 23, 2011, 10:43:45 pm
Of course! What else would you do with a fetus?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 23, 2011, 10:57:27 pm
I certainly hope you wouldn't beat a robot to death with it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 23, 2011, 10:59:46 pm
I certainly hope you wouldn't beat a robot to death with it!

Preposterous!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 23, 2011, 11:03:50 pm
Gryph is enraptured by Sir Moops avatar.

Yeeee....haaaat

Anyways, I imagine sealing yourself inside of a lab would be, at best, a stopgap. And if the labs end up having some more dangerous stuff running around in them freely eventually, maybe more than that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 23, 2011, 11:06:56 pm
Gryph is enraptured by Sir Moops avatar.

Yeeee....haaaat

Anyways, I imagine sealing yourself inside of a lab would be, at best, a stopgap. And if the labs end up having some more dangerous stuff running around in them freely eventually, maybe more than that.

I only wish that avatar were animated, and that I had the music to listen to while I watched it.

It's less sealing yourself inside, and more about having an impenetrable safehouse to sleep in (Queen Triffids or a very unlucky lightning strike are the only way I could see the player facing any danger when sleeping there).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 23, 2011, 11:13:54 pm
Quote
I only wish that avatar were animated, and that I had the music to listen to while I watched it.

It is now! ;D

Anyways, Are there other spears besides the wooden one? My level 7 piercing dude could use an upgrade to something a little more powerful but I'm unable to find anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 23, 2011, 11:38:45 pm
Quote
I only wish that avatar were animated, and that I had the music to listen to while I watched it.

It is now! ;D

Anyways, Are there other spears besides the wooden one? My level 7 piercing dude could use an upgrade to something a little more powerful but I'm unable to find anything.

Excellent, now I can properly imagine you with a Scottish/bird accent.

There's a craftable steel-tipped spear, and many cutting weapons (combat knife, machete, and others) will be used as a piercing weapon if that skill is better.  Maybe I'll add fencing swords to homes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 24, 2011, 12:18:10 am
Quote
I only wish that avatar were animated, and that I had the music to listen to while I watched it.

It is now! ;D

Anyways, Are there other spears besides the wooden one? My level 7 piercing dude could use an upgrade to something a little more powerful but I'm unable to find anything.

Excellent, now I can properly imagine you with a Scottish/bird accent.

There's a craftable steel-tipped spear, and many cutting weapons (combat knife, machete, and others) will be used as a piercing weapon if that skill is better.  Maybe I'll add fencing swords to homes?
How about craftable shanks? With less moves per hit, a lower to hit bonus, but a well suited stabbing ability?
EDIT: Not sure if I worded it right, but I mean that it strikes faster than spears.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 12:21:59 am

How about craftable shanks? With less moves per hit, a lower to hit bonus, but a well suited stabbing ability?
EDIT: Not sure if I worded it right, but I mean that it strikes faster than spears.
[/quote]

They should be make from broken glass from windows and toothbrushes
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 24, 2011, 12:39:31 am
Quote
There's a craftable steel-tipped spear,
For reals? I didn't know that!

Also, mechanically, is cutting the same as stabbing? And do weapons do the same damage either way they are used?

In the description it only seems to be split between bashing and cutting, its kind of confusing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 24, 2011, 12:56:00 am
What do you do if your trapped in a sporting goodstore because an army of mosquitoes, zombies, wasps, frogs, and triffids all spawn whenever you step outside?

I suggest having these things fight each other because it just gets ridiculous if you step into all of those spawn areas at once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 24, 2011, 01:04:27 am
Ok I had the game totally bug out on me with glitchy graphics after awhile and fixed it via a reverting save state. 

Also copious disappointment that you apparently cannot hack through walls with the hatchet, (now my fav weapon) it's a small axe yes but it should eventually get through.  Thanks to that my character who lived through the first night burned to death.  (I got mugged by a hoard of shocker, fast, normal, and those purple explosive zombies so I ran in a gas station and hucked a molotov at the pumps. This rendered me totally safe from the zombie bonfire as zoms kept running into it to get me.  However I sadly could not hack my way to freedom with my hatchet. Too bad I had no jackhammer.)

Additional why do zombies seem to swarm out in the boonies?  Shouldn't they generally only spawn where there would be people?

And finally how do I survive these constant zombie packs that spawn all over?  Should I be building a defensive safe house of traps?  How do I do this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 01:07:39 am
Quote
There's a craftable steel-tipped spear,
For reals? I didn't know that!

Also, mechanically, is cutting the same as stabbing? And do weapons do the same damage either way they are used?

In the description it only seems to be split between bashing and cutting, its kind of confusing.

Yeah, it is confusing, I should make it more clear.
For some weapons, cutting damage really means *stabbing* damage.  These are the spears of the game, and include screwdrivers, wood/steel spears, insect stingers, scissors, and the soldering iron.  Stabbing does very little damage most of the time, but if you get a crit it does huge amounts of damage.  It also will permanently slow an enemy if your spear gets stuck in them.
Other weapons *can* be used to stab, but also cut normally.  These include steak knives, combat knives, katanas, and the bionic adamantite claws.  With these, both types of damage are calculated, and the better is used (generally this means if you crit, you stabbed; otherwise you slashed).

I'll try to make this more clear in the item descriptions.


Ok I had the game totally bug out on me with glitchy graphics after awhile and fixed it via a reverting save state. 

Also copious disappointment that you apparently cannot hack through walls with the hatchet, (now my fav weapon) it's a small axe yes but it should eventually get through.  Thanks to that my character who lived through the first night burned to death.  (I got mugged by a hoard of shocker, fast, normal, and those purple explosive zombies so I ran in a gas station and hucked a molotov at the pumps. This rendered me totally safe from the zombie bonfire as zoms kept running into it to get me.  However I sadly could not hack my way to freedom with my hatchet. Too bad I had no jackhammer.)

Additional why do zombies seem to swarm out in the boonies?  Shouldn't they generally only spawn where there would be people?

And finally how do I survive these constant zombie packs that spawn all over?  Should I be building a defensive safe house of traps?  How do I do this?

Interesting thought about the hatchet!  I might make "destroy wall" part of the coming construction addition.
Zombies pretty much just spawn in town, but might spawn near towns as well.  Also, if you frequently have zombies follow you to the boonies, and you don't kill them all, they'll start spawning in that area as well.

As for survival... run away a lot? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 24, 2011, 01:09:07 am
Well a gassed up jackhammer can destroy walls already.  But I was hoping other things could too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 24, 2011, 01:10:27 am
Aye, spent a good 2 hours trying to break through a wall once. :P Make it noisy but nowhere near a jackhammer, though time-consuming, like how a door takes ages to break down with a non-heavy weapon but a window is a quick crack and its open.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 24, 2011, 01:11:48 am
Aye, spent a good 2 hours trying to break through a wall once. :P Make it noisy but nowhere near a jackhammer, though time-consuming, like how a door takes ages to break down with a non-heavy weapon but a window is a quick crack and its open.

Yeah it could be an apply action that takes some time.  That's what I was expecting from it.

Also I find a supply of molotovs is practically the only thing that keeps me alive after awhile.  Making scissors and a lighter the #2 and #3 after a backpack for best items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 02:41:11 am
My order of importance is: 1, the back pack. 2, a melee weapon. 3, either a lighter, sewing kit or flash light. Theyre all equal in my eyes.. 4. Food and drink. 5. Guns n ammo. 6. Water purifier for teh safe house. 7. . . .every thing else
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 24, 2011, 02:49:37 am
My best character is now a female one! She lasted well until a fungaloid killed her. There should differences between men and women, so that choosing is another important choice to be made.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 02:52:23 am
They made the distinction in rogue survivor, but the difference wasnt large.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 24, 2011, 02:54:30 am
Bit the only major difference between men and women in real life is in distribution, with very few exclusive zones. And when you're dealing with the batch of last hardened survivors, that distribution is naturally limited. Any differences put in (perhaps dropping the max/min/starting of a couple stats) wouldn't really impact the game in any meaningful way. Better off not bothering.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 24, 2011, 02:54:46 am
Am I supposed to vomit up fungal spores even though I haven't been in contact with a fungal zombie or a fungaloid? I think it might just be my schizophrenia fucking around with me.

Also, it seems as if thorazine just worsens your insanity. I get much less hallucinations when I'm not on it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 03:09:17 am
I take the schizophrenic trait all of the time. The first hallucination freaked me the fuck out, but now I find them hilarious.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 24, 2011, 03:12:46 am
Anyone else think the starting points are too low? It doesn't feel like modifying my guy in different ways would change much.

Tip: Giant mosquitoes run away if you shoot at them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 03:18:14 am
Technically, they fly away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 24, 2011, 03:18:44 am
The starting points are fine. You get, like... 40 points worth? And then another potential 14 from flaws?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 24, 2011, 03:19:13 am
Anyone else think the starting points are too low? It doesn't feel like modifying my guy in different ways would change much.

Tip: Giant mosquitoes run away if you shoot at them.
It's because you're not taking enough negative traits, or decreasing your initial attributes enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 24, 2011, 03:24:55 am
There are giant mosquitoes? Is this vanilla or mod?

Fuck mosquitoes and frogs. Fuck them in the face. Also, lightning is your cue to run. It brings the zombies.

EDIT: Are tasers any good? I mean, are they worth the batteries?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 24, 2011, 04:32:03 am
EDIT: Are tasers any good? I mean, are they worth the batteries?

I don't think so. I played around with one earlier. In the midst of combat you're more likely to think "Ok, I need to get that spear and throw it at the spitter," or "Oh god a hulk and a wave of zombies, it's shotgun time you rotting bastards!" I never found a good opportunity to pull out the taser and zap anything. A turn wasted on that would spell death in some situations. I guess you could use it on very small packs, 2-3 zombies.. but what's the point when you can just whack them with something bigger?

Maybe there are more creative uses for it. Perhaps they'll play a bigger role when NPCs are implemented?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 24, 2011, 04:58:51 am
Quote
- You now need gun parts to craft pipe rifles/SMGs.

This is honestly the only one I don't understand - the whole POINT of a "pipe rifle" is that its not made from gun parts, isn't it?
You are probably right here, but I thought that making a firearm out of a pipe and a board without ANYTHING else is not a good idea. I will think about an appropriate component.

I played your mod, deon, and got killed by unhittable mantises. Actually, there was only one, which makes it even worse.
They are just a bit more dodgy than rats. I kill them just fine. Make sure your encumbrance on your body is not more than 2 or your melee skill is high enough. Or just shoot it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 24, 2011, 05:04:08 am
Is running light with little gear and high skills possible?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on July 24, 2011, 05:22:23 am
Is my Nanyang Type 88 in the game yet, Whales? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LASD on July 24, 2011, 06:07:26 am
My experience with the game: run around for 10 minutes seeing zero zombies and a multitude of rotten strawberries. Then I run into zombie scientists that shoot manhacks out of their coats and easily kill them with a two by four. How are you supposed to die a lot?

Also, I ran into a city where every item was owned, but there were no zombies, humans or corpses there. What gives?

The game seems too fantastical for me and didn't really feel like zombie apocalypse. Just running around in the woods an occasionally encountering some aliens.

My search for a great zombie apocalypse simulator continues. I'll keep checking up on this though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 24, 2011, 06:09:14 am
My experience with the game: run around for 10 minutes seeing zero zombies and a multitude of rotten strawberries. Then I run into zombie scientists that shoot manhacks out of their coats and easily kill them with a two by four. How are you supposed to die a lot?

Way too fantastical for me and doesn't feel like zombie apocalypse. Just running around in the woods an occasionally running into aliens.

My search for a great zombie apocalypse simulator continues.

Go into the cities. You will get beaten down. Or just keep running in the forest until the acid rain starts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 24, 2011, 06:13:54 am
Also, I ran into a city where every item was owned, but there were no zombies, humans or corpses there. What gives?

These are survivor cities, and are not fully implemented.  They won't be until NPCs get overhauled, so for now, they're basically just free storehouses of stuff.  Try to ignore them.

As for dying in general, your level of danger is greatly effected by how much noise you make.  Start firing off guns and bombs, and zombies will eventually be appearing as fast as you can shoot them.  Given regions also have regional threats too.  Being "downtown" increases the zombie rate, being near labs spawns Scientists (and other types more, I think), fungaloids hang out over large areas, wasp nests make wasps, anthills ants, swamps mosquitos, and goo pits have blobs.  And woods are typically safer but do have dangers - wolves will fuck up a character without guns, even though they'll run if you injure them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 24, 2011, 06:25:54 am
My experience with the game: run around for 10 minutes seeing zero zombies and a multitude of rotten strawberries. Then I run into zombie scientists that shoot manhacks out of their coats and easily kill them with a two by four. How are you supposed to die a lot?

Also, I ran into a city where every item was owned, but there were no zombies, humans or corpses there. What gives?

The game seems too fantastical for me and didn't really feel like zombie apocalypse. Just running around in the woods an occasionally encountering some aliens.

My search for a great zombie apocalypse simulator continues. I'll keep checking up on this though.
You might be experiencing some bug. Strawberries aren't generated rotten, they'd need time to do so (definitely something that won't happen when you start fresh), and zombies run wild for everyone else, check out PlumpHelmetPunk's let's play for video evidence of this, we are definitely not struggling against invisible zombies. (OR ARE WE?!)

EDIT: Direct links for reference
Playthrough 1: http://www.youtube.com/watch?v=PJCCjIRjCcw
Playthrough 2: http://www.youtube.com/watch?v=IX0wjdM_qo4
You will definitely see there are plenty of zombies. And other things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 24, 2011, 07:38:58 am
My experience with the game: run around for 10 minutes seeing zero zombies and a multitude of rotten strawberries. Then I run into zombie scientists that shoot manhacks out of their coats and easily kill them with a two by four. How are you supposed to die a lot?

Way too fantastical for me and doesn't feel like zombie apocalypse. Just running around in the woods an occasionally running into aliens.

My search for a great zombie apocalypse simulator continues.

Go into the cities. You will get beaten down. Or just keep running in the forest until the acid rain starts.

The only way you are gonna die is generally through absolute carelessness... The game is not hard... Items are spawned everywhere, enemies are slow and your biggest threat is the weather.

@LASD: try my mod, it should be released soon. It's going to make the game more difficult and hopefully more realistic turning it into a zombie apocalypse simulator rather than a general apocalypse simulator. The changes can be seen here:

All items in the red are new changes to the Bastard Mod:

Monsters

- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Removed the starting pet dog
- New zombie description
- Tripled number of zombies
- Zombies spawn in all areas
- Increased zombie speed to a run
- Varied speed of zombies
- Improved zombie hearing
- Removed grace period. Zombies spawn from game-start
- Implemented zombie dogs as a new monster

Map and Terrain

- Removed knowledge of local terrain at beginning
- Made windows and some objects a little bit easier to traverse for humans and zombies

Items

- Added 'lemon soda'
- Added 'orange soda'
- Added 'grape soda'
- Added 'grape juice'
- Added 'condensed milk'
- Added 'cheddar cheese'
- Added 'carrot'
- Added 'onion'
- Added 'black berries'
- Berries are now based on color. Must be identified via the description to tell if it's safe to eat or not
- Rebalanced some drugs
- Renamed 'marijuana' to 'cannabis'
- Made 'cannabis' addictive
- Removed 'butter knife'


The implementation of item scarcity has begun starting with food.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 24, 2011, 07:50:24 am
The main issue with the game right now is the spawning mechanic. There're no real moving hordes and stray zombies; all the enemies and events appear around you which make it a bit unrealistic.

It is a problem of many games, including Fallout New Vegas which I am playing from time to time.

There's just not enough world simulation.

Appearance of other survivors in later versions and better spawning mechanic could fix it. But it requires a lot of thinking and some work :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 08:16:57 am
My best character is now a female one! She lasted well until a fungaloid killed her. There should differences between men and women, so that choosing is another important choice to be made.

Right now, the only difference is in NPC interaction; those of both genders are most trusting of their own, plus women get a bonus on "worthwhileness" and males get a bonus on "fearfulness" when meeting a new NPC.  I won't be expanding gender differences to stats or anything.


Anyone else think the starting points are too low? It doesn't feel like modifying my guy in different ways would change much.

Tip: Giant mosquitoes run away if you shoot at them.

Too low?  I liked it better when you got 0 bonus starting points, instead of 6. ;)


Is my Nanyang Type 88 in the game yet, Whales? :P

Not yet, still tweaking some stuff.


My experience with the game: run around for 10 minutes seeing zero zombies and a multitude of rotten strawberries. Then I run into zombie scientists that shoot manhacks out of their coats and easily kill them with a two by four. How are you supposed to die a lot?

Also, I ran into a city where every item was owned, but there were no zombies, humans or corpses there. What gives?

The game seems too fantastical for me and didn't really feel like zombie apocalypse. Just running around in the woods an occasionally encountering some aliens.

My search for a great zombie apocalypse simulator continues. I'll keep checking up on this though.

Were you playing on the server?  My guess is that the game world there is pretty old at this point, and probably a lot of the zombies have been killed off.
The city with "owned" items is an NPC town; NPCs are disabled for now so it's pretty much a bonanza.
This game is not a zombie apocalypse simulator, and does not attempt to be.  It's more of a monster apocalypse simulator, which to my mind is much more interesting and much less repetitive.  I'd quit out of boredom pretty quickly if all there were were normal zombies.


The main issue with the game right now is the spawning mechanic. There're no real moving hordes and stray zombies; all the enemies and events appear around you which make it a bit unrealistic.

It is a problem of many games, including Fallout New Vegas which I am playing from time to time.

There's just not enough world simulation.

Appearance of other survivors in later versions and better spawning mechanic could fix it. But it requires a lot of thinking and some work :).

Well, hordes move slightly, but tend to stay in the same area.  Stray zombies exist, but really only appear outside of towns if they have a reason to be there.  Certain areas are infested with certain monsters.
It wouldn't be too hard to have monster spawn areas move randomly over the course of time, but I'm not sure what it would accomplish aside from making the spawns feel even more random.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dippimunch on July 24, 2011, 08:38:58 am
My search for a great zombie apocalypse simulator continues. I'll keep checking up on this though.

survivorzero.com/wp/ (http://survivorzero.com/wp/)
Not much has happened yet with this, being a fairly new project. But, as a hypothetical zombie simulator, it's stated aspirations are something I am greatly looking forward to!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 24, 2011, 09:13:16 am
The main issue with the game right now is the spawning mechanic. There're no real moving hordes and stray zombies; all the enemies and events appear around you which make it a bit unrealistic.

I happen to like it, it's more surprising than a realistic way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 24, 2011, 09:18:26 am
First Alpha release of my mod 'Cruel World'. Nab it here:

http://www.megaupload.com/?d=OKS48F5I

Changes are as follows:

Monsters

- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Removed the starting pet dog
- New zombie description
- Tripled number of zombies
- Zombies spawn in all areas
- Increased zombie speed to a run
- Varied speed of zombies
- Improved zombie hearing
- Removed grace period. Zombies spawn from game-start
- Implemented zombie dogs as a new monster

Map and Terrain

- Removed knowledge of local terrain at beginning
- Made windows and some objects a little bit easier to traverse for humans and zombies

Items

- Added 'lemon soda'
- Added 'orange soda'
- Added 'grape soda'
- Added 'grape juice'
- Added 'condensed milk'
- Added 'cheddar cheese'
- Added 'carrot'
- Added 'onion'
- Added 'black berries'
- Berries are now based on color. Must be identified via the description to tell if it's safe to eat or not
- Rebalanced some drugs
- Renamed 'marijuana' to 'cannabis'
- Made 'cannabis' addictive
- Removed 'butter knife'

Scarcity of items is only half implemented. Items are more scarce but I want to tidy it up even more.

Let me know what you guys think. Off to make a post on the official forums.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 24, 2011, 09:25:01 am
My search for a great zombie apocalypse simulator continues. I'll keep checking up on this though.

The game is easy to mod, somebody may make a mod with lots of slow zombies and no monsters. ...question is if that would be fun, i personally would try it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LASD on July 24, 2011, 10:01:16 am
First Alpha release of my mod 'Cruel World'. Nab it here:
It either was the Telnet version not being populated or this mod upping the spawn rates, but yeah this is more like it! I'm running from a pack of 8 zombies 2 minutes after starting. Now if I only could find a weapon.

Also, this is also in a nice precompiled format, Cheers, Ronin!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 10:04:54 am
Yeah, that's the problem with the online version; people kill all the zombies and grab all the loot and the game gets boring for everyone else.  Also, it has a 30-minute "grace" period at the start, when no monsters spawn.  Would people like it if this grace period were removed, and you faced trouble from minute 0?

Also, I'll be increasing the zombie radius around cities (so some crop up in the outlying countryside) and increasing populations (so spawns are larger).  Nuts to anyone who says it's hard enough already!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 24, 2011, 10:05:33 am
I like the 30 minutes of in game time to prepare.
Especially for when the game's a complete bastard and spawns you somewhere with no useful supplies at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 10:31:42 am
I like the 30 minutes without monsters. I don't want a zombie killing me as soon as I spawn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LASD on July 24, 2011, 10:44:55 am
I like the 30 minutes without monsters. I don't want a zombie killing me as soon as I spawn.
Huh, this mod with zombies chasing me from the get-go is precisely what I wanted. I have to run through windows and try to lead the zombies away only to get a decent weapon.

Way more of an apocalyptic feel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 11:10:20 am
Well, from the start you can always break some furniture or a door and grab a 2x4, that's a decent enough weapon to last until you can find something better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 11:29:14 am
In the current version, you can often find guns in the basement of your starting house.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 24, 2011, 11:30:24 am
Yeah, but guns are nigh on useless
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 24, 2011, 11:31:32 am
Use a silencer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 24, 2011, 11:32:01 am
And watch as that skeleton beats you to death because all your bullets do F all damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 24, 2011, 11:32:28 am
Bash him with the gun, maybe?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 24, 2011, 11:32:43 am
Carry a 2 by 4 as well?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 24, 2011, 11:33:06 am
I like to keep my inventory free of clutter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 11:33:14 am
On the contrary, many of my best runs have been gun-centric.  You just need to have a baseball bat or something handy for skeletons (though the butt of a rifle or shotgun will work well too).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 24, 2011, 11:33:37 am
Use a silencer.
Silencers are THE SECOND MOST important thing for gun users. Without them, guns are not worth using. The first is a backpack and the third is a gun.

And watch as that skeleton beats you to death because all your bullets do F all damage.
1: Wait
2: Walk into skeleton
3: Do it again
4: ???
5: Profit

At least those steps work for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 11:35:36 am
By the way, I think they should slightly nerf some of the guns found in basements. One time I found a freaking AK47...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 11:36:25 am
Most of my characters tend to be melee only in the beginning, though I do grab a shotgun for emergencys.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on July 24, 2011, 11:38:09 am
By the way, I think they should slightly nerf some of the guns found in basements. One time I found a freaking AK47...

High-damage, but you're probably not skilled with it, it's really loud, and you probably won't be able to find enough ammo to keep it going for long. I consider that balanced.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 11:41:54 am
By the way, I think they should slightly nerf some of the guns found in basements. One time I found a freaking AK47...

High-damage, but you're probably not skilled with it, it's really loud, and you probably won't be able to find enough ammo to keep it going for long. I consider that balanced.

I meant it should be nerfed roleplaying-wise. Some people may keep a few handguns or rifles, but I don't know anyone who owns an AK47 :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 24, 2011, 11:43:48 am
Well, I know 4 people who own M4s and M4A1s.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 11:46:39 am
Well, I know 4 people who own M4s and M4A1s.

Really? Must be a regional thing here, I don't know many people who own guns at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: mrchace on July 24, 2011, 11:59:13 am
I gotta say, it seems pretty common down here in florida that many people own VERY LARGE GUNS! I know a few people with ak's (simi and one guy has an auto!), at least two guys with m4, one with a bushmaster, countless with shotguns a highpower pistols. I Tend to think that finding an ak in a basement (IF ONLY RARLY) is a quite natural occurance. I find it super rare that a gun is in my starting location. One time i found a Taurus pro with 50 rounds sitting on the bed next to me, but other then that usually have a hard time just finding a backpack to keep stuff in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 12:03:47 pm
It is slightly setting-breaking to have all these large guns available for sale in what is ostensibly New England.  My half-assed excuse is that it's the year 20XX, and the Teapartiers have seized control of the nation prior to the apocalypse (kind of a reverse LCS scenario, perhaps :P)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 24, 2011, 12:11:00 pm
New England? I know plenty of folks in the region with guns, gun collectors, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 12:13:52 pm
I'm not up on gun laws, but here in Massachusetts I'm fairly certain you can't walk into a gun store and find a SCAR-H behind the counter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 12:19:45 pm
When I lived in kentucky, you could go into any big city pawn shop and get a p-90 machine gun. They have all kinds of full automatic weapons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 24, 2011, 12:31:23 pm
I live in a small rural town and everyone and their grandma owns at least one gun. Hell my grandpa has about 20 or so rifles in a closet in the living room.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 12:33:21 pm
I was born in Arkansas, and there were guns EVERYWHERE, but in the New England setting I think less people would have guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 12:34:34 pm
Ok then, an ak in the basement is now feasible. Also, not every body has permits for their guns, and some could be there illeagaly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 24, 2011, 12:54:29 pm
I'm fairly sure you're supposed to keep all of your weapons locked in a safe, not just lying around in your basement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 24, 2011, 01:13:51 pm
Basements, safes, same thing, amiright?

Regardless, people don't follow regs. And I've seen gun stores selling some pretty crazy stuff even in New England - Northern New England especially caters to Hunters, and there is a whole spectrum of equipment for them that one wouldn't normally associate with hunting.

I don't know if every gun found in the shops is accurate, of course, but I haven't noticed anything exceptionally out of the ordinary.

Not all guns in shops are for sale, either, I'd imagine - some might just be for display or for the owner to show off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 24, 2011, 01:27:58 pm
Plus, your town(or for that matter, you character/'s family) could be some gun-nut, or could have been so paranoid of a Soviet nuclear apocalyse that they built a bomb shelter in their basement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 24, 2011, 01:33:07 pm
I have actually lived in England, and guns are -rare-, gunshops are -rare- and even those are not allowed to sell the really powerful stuff. It is completely illegal to walk around with knives, let alone firearms. Then again this is the future so it doesn't matter, but we should abandon any kind of authenticity of, supposedly, that region right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 24, 2011, 01:36:04 pm
I have actually lived in England, and guns are -rare-, gunshops are -rare- and even those are not allowed to sell the really powerful stuff. It is completely illegal to walk around with knives, let alone firearms. Then again this is the future so it doesn't matter, but we should abandon any kind of authenticity of, supposedly, that region right now.

Irrelevant. This is New England, as in East-coast US.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 24, 2011, 01:37:19 pm
It seems I've skimmed over the 'new' part somewhere then. Agreed then, completely irrelevant. I stand corrected.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 01:40:44 pm
Yay for leniant american gun control!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: silverpower on July 24, 2011, 01:51:39 pm
You can't buy most of the select-fire weapons in Cataclysm without military/LE purchase orders or a machine gun dealer/manufacturer license. A good chunk of them have civilian semi-auto copies, though, and the older stuff have a few examples of transferables. (Though MAC-10s are pretty common, because the manufacturer registered a whole *bunch* of them immediately before the ban.) There are only something like 250K registered machine guns in the American registry, only half of which are transferable (which means you can own and use them). Some of those are inoperable (pre-68 deactivated war trophies, mechanical damage), some are unbuilt weapons kits with a valid registration, and some are basically just registered parts or lightning-links that aren't actually inserted into a host weapon - which would mean you'd have to find the weapon that it can be used with - a somewhat difficult task *now* and almost impossible short of sheer luck for some weapons in the zombie apocalypse.

In the US you don't have to have a safe or anything to have a firearm, even an NFA firearm (machine guns, shorty rifles and shotguns, suppressors, explosive/poison/incendiary munitions, 40mm 'flare' launchers) - some states and cities have their own rules, though. But it's still a good idea to have a safe - machine guns start around $3500 for SMGs and $7500 for assault rifles, and you do *not* want to explain to the ATF that you had a transferable machine gun stolen because you were a dumbass and couldn't be bothered to buy a proper safe for your very expensive toy.

There's a few ways to do this:
* We could arbitrarily declare that the machine gun registry freeze is dead by 205X, so now we have lots of civvie machine guns.
* We could remove the select-fire weapons from the gun store loot profile altogether, putting them into places like police stations and National Guard armories. (Police stations would have mostly submachine guns, National Guard armories having the select-fire rifles and LMGs and explosives)
* We could create new loot profiles for gun stores, splitting them into ones that focus on the sporting market, on handguns, and on tacticool stuff. Also, a few more profiles for gun store layouts, some having back rooms, others with longer target ranges and a smaller showroom. Also, pawn shops. Mix of sporting and handgun loot profiles and random other stuff, like used electronics and melee weapons. WHY DO WE NOT HAVE PAWN SHOPS. :D Of course, getting in could be difficult without a key, and that damn alarm is a dinner bell for zombies should you trip it.

I'd personally recommend a mix of the three.

(Whew! Sorry, long post...)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 24, 2011, 01:51:57 pm
2 pictures under the spoiler.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 24, 2011, 01:59:36 pm
Liking your mod 13thRonin, however if you were aiming for difficulty you didn't really achieve it. Maybe when you fully implement item scarcity it might, however I'm breezing through it.


Right now I'm at day 2 with a melee focused character, and it looks like its only going to get easier from here.


While the increased spawn does keep me on my toes, without special zombies, its pretty easy if you play smart. "Play Smart" is mostly either diving through a window and beating back the hordes, or simply running away and one hitting any zombie dogs that catch up.

Just my thoughts. Its perfect as it is, if you were aiming for a mod that is just as difficult as the vanilla version.

"Edit" Dr. Weird, any combat skill is overpowered once you get it to a high enough skill level. I've seen people get far with just the throwing skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 24, 2011, 02:02:20 pm
Dr. Weird, any combat skill is overpowered once you get it to a high enough skill level. I've seen people get far with just the throwing skill.
It's just that I find it silly that I'm punching zombies in half.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 24, 2011, 02:03:31 pm
Speaking of which, Wierd, what was your skill level when the pictures were taken?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Skeeblix on July 24, 2011, 02:04:04 pm
I so cannot wait for windows to no longer be the be-all end-all haha-you're-stuck-i-win thingy anymore. For srs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 02:05:59 pm
Wow, what's your skill level, Dr. Wierd?  Methinks the crit damage for unarmed needs to be capped a bit, especially given your low strength!

silverpower, you have some good thoughts there.  I shied away from putting the semi-auto-only civilian variants in the game, since burst-firing is fun and I didn't want to make it impossible to acquire.  But now that there's police stations in the game, and things like dead military patrols, I think I can start moving some guns to those areas instead of the gun stores.  Pawn shops are a great idea too!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 24, 2011, 02:07:18 pm
Speaking of which, Wierd, what was your skill level when the pictures were taken?
9 with both unarmed and melee
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 02:11:24 pm
I do agree on like a an alarm that lasts a certain amount of time in pawn shops. Maybe it could be disabled from behind the counter, but a failure causes it to keep going for longer. The base time should be like 30 minutes, with a 5 minute cool down timer on attempts to stop it. Dont know how hard it would be to implement, but there you go. They could be like death traps if they arent looted quickly enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 24, 2011, 02:14:10 pm
Yeah, that's a bit broken for a middling lvl9 - that's lv14-18 damage targets, I'd think.

lv24 with my spears I was doing 200, but thats with an actual weapon, good strength, and more than twice your level.

Whales, does strength actuall even factor into melee damage? I've noticed almost no difference between my 16str and 4str character on that front.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 24, 2011, 02:17:10 pm
lv24 with my spears I was doing 200, but thats with an actual weapon, good strength, and more than twice your level.
I was also doing crushing attacks with a chance of instakill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 24, 2011, 02:20:16 pm
Liking your mod 13thRonin, however if you were aiming for difficulty you didn't really achieve it. Maybe when you fully implement item scarcity it might, however I'm breezing through it.


Right now I'm at day 2 with a melee focused character, and it looks like its only going to get easier from here.


While the increased spawn does keep me on my toes, without special zombies, its pretty easy if you play smart. "Play Smart" is mostly either diving through a window and beating back the hordes, or simply running away and one hitting any zombie dogs that catch up.

Just my thoughts. Its perfect as it is, if you were aiming for a mod that is just as difficult as the vanilla version.

"Edit" Dr. Weird, any combat skill is overpowered once you get it to a high enough skill level. I've seen people get far with just the throwing skill.

It's only the alpha release. I still have lots of things to do which will make it harder:

- Proper item scarcity,
- Buff zombie damage,
- Nerfing melee further to prevent window camping
etc, etc.

As it stands I think calling it 'no more difficult than vanilla' is overstatement of the century though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 24, 2011, 02:32:00 pm
Everyone, my name is spelled Dr. Wierd, not Dr. Weird.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 24, 2011, 02:36:40 pm
I think the adrenaline rush trait should be a standard mechanic for every character, the trait itself could make the effect stronger than normal though. As for balance it may give you penalty for ranged combat accuracy and reloading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 02:37:45 pm
I think the adrenaline rush trait should be a standard mechanic for every character, the trait itself could make the effect stronger than normal though. As for balance it may give you penalty for ranged combat accuracy and reloading.

I agree. Everyone has adrenaline after all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 03:22:40 pm
I do agree on like a an alarm that lasts a certain amount of time in pawn shops. Maybe it could be disabled from behind the counter, but a failure causes it to keep going for longer. The base time should be like 30 minutes, with a 5 minute cool down timer on attempts to stop it. Dont know how hard it would be to implement, but there you go. They could be like death traps if they arent looted quickly enough.

Would be pretty easy, this is pretty much want my largely-unused event system is made for.  I could even instate an automated police response of tazer-armed robots.  Even in waves until you travel to a police station and destroy or hack the computer there (or until an hour passes, or something).

Yeah, that's a bit broken for a middling lvl9 - that's lv14-18 damage targets, I'd think.

lv24 with my spears I was doing 200, but thats with an actual weapon, good strength, and more than twice your level.

Whales, does strength actuall even factor into melee damage? I've noticed almost no difference between my 16str and 4str character on that front.


Well, strength affects your base damage, before weapon or skill bonuses are applied.  But that's pretty small; see character creation.  It also determines your bashing cap--which, I just realized, may not apply to unarmed; it obviously should.
Unarmed it supposed to get highly powered at high levels, but clearly pure damage isn't the way to go.  I'll be moving it to throws (move and stun target), stunning attacks, maybe combos?  And hitting will be made more difficult against fast-moving targets.



I think the adrenaline rush trait should be a standard mechanic for every character, the trait itself could make the effect stronger than normal though. As for balance it may give you penalty for ranged combat accuracy and reloading.

Well, this is a strong, life-saving level of rush.  As in, 6 free moves (or more) when you need it most.  And it has drawbacks; reduced INT and a comedown period that halves your speed and reduces all stats.  I might put in a highly-nerfed version for all characters.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 24, 2011, 03:46:17 pm
Quote
But that's pretty small; see character creation.  It also determines your bashing cap--which, I just realized, may not apply to unarmed; it obviously should.
So strength is kind of useless for cutting/piercing characters? Huh, that would explain why my int build seems so much more powerful than the one I tried specifically for melee - the only stat that matters to blade combat is int!

Also, I've noticed spears do bashing, piercing, AND cutting. Is this correct, and does it do three rolls and pick the highest, or what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 03:59:20 pm
Quote
But that's pretty small; see character creation.  It also determines your bashing cap--which, I just realized, may not apply to unarmed; it obviously should.
So strength is kind of useless for cutting/piercing characters? Huh, that would explain why my int build seems so much more powerful than the one I tried specifically for melee - the only stat that matters to blade combat is int!

Also, I've noticed spears do bashing, piercing, AND cutting. Is this correct, and does it do three rolls and pick the highest, or what?

For cutting/piercing weapons, strength is an important faction when checking whether your weapon gets stuck.  If you're not getting "your weapon gets stuck, but you pull it free!" messages, you can thank high strength or high cutting skill; and if your weapon is frequently pulled from your hands, a better strength might avoid it.  And dexterity's also important for blade combat, but once your skill level gets high enough, it's less so--I will change this.

Spears do a very small amount of bashing damage, to represent the blunt force of the spear jabbing them, even if you don't pierce them.  "Cutting damage" is really "piercing damage" for any spear, so they only get that once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 24, 2011, 04:14:58 pm
but I've had messages where I have slashed off heads with the spear. That doesnt seem like piercing to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 04:15:40 pm
but I've had messages where I have slashed off heads with the spear. That doesnt seem like piercing to me.

Maybe the spear is thicker than their neck?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 24, 2011, 04:24:32 pm
but I've had messages where I have slashed off heads with the spear. That doesnt seem like piercing to me.

Maybe the spear is thicker than their neck?
Or, the tip of the spear is slightly longer, and you slashed instead of stabbed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 24, 2011, 04:38:12 pm
I will try your mod tomorrow morning! Great job, The13thRonin!

I will definitely increase zombie melee damage, right now I am never afraid of a hit or two. Ranged weapons will be more important.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 24, 2011, 04:41:33 pm
Someone bestow upon me their knowledge.  How do you escape a horde of zombies. I get injured once and it becomes a spiral into slower movement, more damage, even slower movement, more damage. Even if I kill everything, healing supplies are too weak to heal all my wounds and I don't have enough food to wait it out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 24, 2011, 04:47:47 pm
Painkillers to run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 04:49:37 pm
but I've had messages where I have slashed off heads with the spear. That doesnt seem like piercing to me.

That's just a case of a stupid message.  I've been meaning to update it to "you pierce the ___'s brain!"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 24, 2011, 04:53:48 pm
Someone bestow upon me their knowledge.  How do you escape a horde of zombies. I get injured once and it becomes a spiral into slower movement, more damage, even slower movement, more damage. Even if I kill everything, healing supplies are too weak to heal all my wounds and I don't have enough food to wait it out.

Get some oxycodone. It only takes a couple of turns to kick in, and it's pretty strong.

If you are constantly getting caught by zombie hordes, try starting a character with fleetfooted and quick. Wear sneakers and a skirt, and always run away on hard surfaces, such as the road. With all those you should even be able to outrun zombie hulks.

I always play fleet-footed+quick+pain resistant
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 24, 2011, 05:01:33 pm
I find the skirt to be a little exploitative. No reason it should make you go faster. And my realism crave makes me have guys not wear skirts, even if they are magical speed increasing ones.

I will try both speed perks, I usually get one. And thanks for the road tip.


However this leaves the question.... Does not getting the speed perks = death?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on July 24, 2011, 05:02:51 pm
I find the skirt to be a little exploitative. No reason it should make you go faster. And my realism crave makes me have guys not wear skirts, even if they are magical speed increasing ones.

I will try both speed perks, I usually get one. And thanks for the road tip.

You're complaining about realism in a game full of zombies, triffids, teleportation portals, and more. This makes you sound /dumb/.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 24, 2011, 05:06:11 pm
However this leaves the question.... Does not getting the speed perks = death?

The skirt is a minuscule increase.  Whales broke it down a while ago, it's something like a 1% bonus for an otherwise unencumbered character.  Hulks will still almost certainly catch you if you're not a purpose-built sprint character.

Didn't know about roads being faster to run on than open ground though, since I've been wondering.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 24, 2011, 05:07:16 pm
It's generally easier to run on a solid surface than on uneven or soft surface.

A lot worse for you too tho.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 24, 2011, 05:09:57 pm
However this leaves the question.... Does not getting the speed perks = death?

It's still perfectly possible to outrun everything but fast zombies, brutes, and hulks without either speed perks, but they do make it easier. There really isn't any good reason not to take them if you're going to play a run-n-gun character.

Didn't know about roads being faster to run on than open ground though, since I've been wondering.

If you read the fleet-footed description it mentions that it only gives you the speed boost when running on even ground. I didn't notice for my first deaths, and I started to wonder why a disproportionate number of my characters died in fields.

I don't think it does anything if you don't have that perk, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 24, 2011, 05:11:18 pm
It's generally easier to run on a solid surface than on uneven or soft surface.

Well yeah, realistically of course.  I meant I didn't know if that was a thing in the game.  I've never noticed a difference, or the comment on the fleet-foot part.  I figured all flat terrain (i.e. roads and fields and floors) counted as even ground.


Anyway, you know what else is needed?  A way to dry off, and more respect for non-raincoats keeping you dry (that's exactly what trenchcoats are for).  Sure, being wet doesn't really do a whole lot, but it'd be nice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 05:12:46 pm
Actually, roads are (presently) no faster to run on than dirt.  They're safer, though, due to certain monsters.

The skirt gives you a *tiny* speed bonus.  I forget the calculation I did, but you can run around 19 tiles in the time a cargo-pants-wearing character can run 18, or something similarly neligable.  The storage is much more beneficial, especially if you're a melee-oriented character and a backpack is a large setback.

I regularly play without the speed perks and escape from zombies just fine (without becoming a speed addict, too).  If I do it, so can you!

For Fleet-Footed, "even terrain" is anything that has a standard 100-point movement cost, including floor, asphalt, dirt, grass, etc (but not rubble, underbrush, etc).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on July 24, 2011, 05:15:08 pm
Actually, roads are (presently) no faster to run on than dirt.  They're safer, though, due to certain monsters.

The skirt gives you a *tiny* speed bonus.  I forget the calculation I did, but you can run around 19 tiles in the time a cargo-pants-wearing character can run 18, or something similarly neligable.  The storage is much more beneficial, especially if you're a melee-oriented character and a backpack is a large setback.

I regularly play without the speed perks and escape from zombies just fine (without becoming a speed addict, too).  If I do it, so can you!

For Fleet-Footed, "even terrain" is anything that has a standard 100-point movement cost, including floor, asphalt, dirt, grass, etc (but not rubble, underbrush, etc).

Huh, guess the road thing was just my spectacular human talent for seeing a pattern where none exists. ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 24, 2011, 05:32:28 pm
It's weird how you do not become wet when you swim :)

 Also the pain should have more effect on the morale than being wet IMHO. There could even be a trait which negates the morale malus from the rain, I know two people who love getting wet under the rain and surfing; they don't feel uncomfortable when they surf in their shorts and sneakers.

By the way, shorts/boxers may be a nice male equivalent for a skirt, to stop dudes wearing skirts :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 24, 2011, 05:33:58 pm
By the way, shorts/boxers may be a nice male equivalent for a skirt, to stop dudes wearing skirts :).
What's wrong with guys in skirts?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 05:43:11 pm
It's a robe damnit!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 05:57:56 pm
Or a kilt, perhaps?  Or you're just a crossdresser, who knows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 24, 2011, 06:13:44 pm
fuck this game is hard.

10 kills. died on the first day. 1 rabbit, 8 zombies, and 1 quick zombies.

I died by electrocution, drowning AND mauling at the same time ¬.¬

Sounds like someone who needs to try my mod :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 06:20:55 pm
fuck this game is hard.

10 kills. died on the first day. 1 rabbit, 8 zombies, and 1 quick zombies.

I died by electrocution, drowning AND mauling at the same time ¬.¬

Sounds like someone who needs to try my mod :P.
what does your mod do? I guess it makes it harder the way you said it...

Yep. Makes it harder. Good for a challenge. Bad for a beginner.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 24, 2011, 07:07:27 pm
A harsh upbringing leads to general success later... right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 24, 2011, 07:11:39 pm
You knew it is bound to happen:



Deon's Fallout mod V1 for the awesome Whales' creation.
Based on Head's windows SDL code branch.

- 5 new animals (maneater, pigrat, molerat, mantis, deathclaw).
- Eyebot should appear in the wild.
- Zombies renamed to ghouls
- Monster and ammo damage almost doubled. Melee is deadly.
- New plants (punga,mutfruit,xander root,broc flower,banana yucca).
- A craftable healing item (healing salve:broc flower+xander root).
- You can disassemble guns to get gun parts.
- You now need gun parts to craft pipe rifles/SMGs.
- 12 new food items, including ingredients.
- New cooking recipes.
- New gun mods (scope, L.A.M.).
- Army helmet gets protective glasses.
- Sledgehammers appear in more places.
- Drevlin's circular menu fix.
- Drevlin's "quit game" fix.



I will work on adding more biomes and separating creatures and plants by biomes next. Also I will reduce the urban sprawl.
For those worried about the "zombie" feel which is lost, you can play The13thRonin mod which is awesome.

Also I will build a zombie mod once I get the biomes and more plants running. It will be just some renaming and changes here and there. But I definitely want a better wilderness first :).


Download:
http://www.mediafire.com/download.php?qh4qjcbpvyfj9vv
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 24, 2011, 07:22:05 pm
Y'know, I've never really gotten a straight answer on how long the pain effect of injuries lasts.  In one day, I got beaten to 2 Torso HP but escaped, fully healed myself with nothing but bandages, got shot twice, and still managed to go to bed with full HP (moar bandages).  A tramadol before bed cleared the pain away, but I wake up in the morning fully healed and in Excruciating Pain.  That's fine, I got beat to a pulp afterall, but how long does it keep coming up after you get fully healed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 24, 2011, 07:24:16 pm
Painkillers are only temporary, they reduce your pain for a while before returning it fully to normal.
The only way to completely get rid of pain is wait it out
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 24, 2011, 07:26:15 pm
Yeah, I know.  I'm asking for how long I have to wait it out.  The pain effects of injuries linger regardless of whether you get fully healed, and pain killers wear off, but there's no way of knowing how long injuries will keep hurting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 24, 2011, 07:33:16 pm
Thanks for the endorsement Deon, likewise for the people who do not enjoy my mod Deon is an excellent and most competent modder who constantly sets the bar :).

Did you actually try it yet Deon? I'd love to get some feedback on it :). The scarcity is borked for that version but a fix is coming soonish.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 24, 2011, 07:37:29 pm
Your pain level permanently goes down by 1 every half-hour.  "Excrutiating pain" means your pain level is at least 50; so to go from the minimum level that's "excrutiating" to no pain at all will take 25 hours (assuming you don't accumulate more pain during that time).  Get used to using painkillers on a regular basis.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 24, 2011, 07:40:49 pm
Your pain level permanently goes down by 1 every half-hour.  "Excrutiating pain" means your pain level is at least 50; so to go from the minimum level that's "excrutiating" to no pain at all will take 25 hours (assuming you don't accumulate more pain during that time).  Get used to using painkillers on a regular basis.

Ah, good memories... My first death...

UGH WHY AREN'T THESE PAINKILLERS WORKING!? *Takes a handful*...

*Takes another handful*...

*Goes to sleep*...

*Dies*.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 24, 2011, 08:07:30 pm
swarmed by zombies.

AGAIN!

I spawned in a house with NO weapons or clothes I could wear over my starting ones. I had to use a glass bottle for fucks sake!

then I start a new game, and spawn in the EXACT same house! even the items are missing (food+water)

FFFFFFFUUUUUUUUUUUUUU-

Have you tried running? With your legs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 24, 2011, 08:21:47 pm
swarmed by zombies.

AGAIN!

I spawned in a house with NO weapons or clothes I could wear over my starting ones. I had to use a glass bottle for fucks sake!

then I start a new game, and spawn in the EXACT same house! even the items are missing (food+water)

FFFFFFFUUUUUUUUUUUUUU-

Are you using vanilla...

If so how exactly are you dying?

You can outrun the zombies quite easily... :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 24, 2011, 08:23:12 pm
yep. the ! does sod all to my speed. I just stay the same speed in running mode :(

or is there an obscure way of running faster?

No, he's asking if you've tried leaving the house, and looking for supplies elsewhere.  All Run Mode does is let you hold down a direction for convenience, and it automatically stops moving when enemies are spotted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 08:35:28 pm
swarmed by zombies.

AGAIN!

I spawned in a house with NO weapons or clothes I could wear over my starting ones. I had to use a glass bottle for fucks sake!

then I start a new game, and spawn in the EXACT same house! even the items are missing (food+water)

FFFFFFFUUUUUUUUUUUUUU-

Have you tried running? With your legs?
yep. the ! does sod all to my speed. I just stay the same speed in running mode :(

or is there an obscure way of running faster?

Running mode doesn't increase your speed...It just alerts you when you see monsters...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 24, 2011, 08:37:24 pm
Corners = obstacles which obscure sight.

Doors = zombie stoppers.

Windows = chokepoints for fights.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 24, 2011, 09:13:48 pm
So, it seems the Cataclysm forums were quite the success. By the looks of it, we have 70.8 posts per day average (and rising!).

Guess we're starting to grow into quite the little community.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 24, 2011, 09:31:09 pm
Random neat thing to know that I don't think I've seen mentioned yet: (U)nloading an empty gun will remove any and all mods it has installed on it and put them back in your inventory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 24, 2011, 09:34:57 pm
So, it seems the Cataclysm forums were quite the success. By the looks of it, we have 70.8 posts per day average (and rising!).

Guess we're starting to grow into quite the little community.

about time!
This thread is almost reaching the 200 pages!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 09:48:49 pm
Random neat thing to know that I don't think I've seen mentioned yet: (U)nloading an empty gun will remove any and all mods it has installed on it and put them back in your inventory.

It's supposed to. That's how you swap mods :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 24, 2011, 09:53:11 pm
There's a forum?  Can someone link me it.  Also it really should be in the op
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 24, 2011, 10:11:31 pm
Little community indeed ! Quite excited about the whole project I am, been a -while- since a roguelike hooked me like this. The whole balancing act of statuses, addictions, buffs/debuffs and morale is a brilliant mechanic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 24, 2011, 10:13:11 pm
It's supposed to. That's how you swap mods :P

Yeah, but I only figured it out by accident, thought that using a mod was a permanent thing. Once I figured it out, though, it saved a lot of headaches when looting gun stores, so I thought I'd mention it in case anyone didn't know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Carcanken on July 24, 2011, 10:15:28 pm
Seems like a good game, but I have afew questions.
1. Is there a tileset?
2. Is there a list with all the hotkeys? I never know what does what.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 24, 2011, 10:17:47 pm
List of hotkeys can be found with ?-1. There's currently no tileset support.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 24, 2011, 10:24:04 pm
When I try to load my character, the game exits itself without any message. Any idea why?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 24, 2011, 10:49:59 pm
I've noticed that sometimes when I hit a boomer with a melee weapon right next to me I am not covered in bile when it dies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Carcanken on July 24, 2011, 10:52:14 pm
List of hotkeys can be found with ?-1. There's currently no tileset support.

Alright, but is there a site that has them listed? I would prefer a site other than having to keep pressing those buttons when i dont know what to do,
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 10:56:37 pm
List of hotkeys can be found with ?-1. There's currently no tileset support.

Alright, but is there a site that has them listed? I would prefer a site other than having to keep pressing those buttons when i dont know what to do,
List of hotkeys can be found with ?-1. There's currently no tileset support.

Alright, but is there a site that has them listed? I would prefer a site other than having to keep pressing those buttons when i dont know what to do,

Nope. It's pretty easy to learn. Easier than DF imo
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 24, 2011, 10:57:26 pm
Theyre not that hard to memorize. Just remember that the letter usually stands for something. Like [g]rab, [E]at, and [a]pply.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 24, 2011, 10:57:32 pm
List of hotkeys can be found with ?-1. There's currently no tileset support.

Alright, but is there a site that has them listed? I would prefer a site other than having to keep pressing those buttons when i dont know what to do,

Here you go: http://whoopshop.com/catawiki/index.php/Controls (http://whoopshop.com/catawiki/index.php/Controls)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 24, 2011, 11:00:40 pm
There's a forum?  Can someone link me it.  Also it really should be in the op
The link in my signature leads to that forum.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Carcanken on July 24, 2011, 11:05:19 pm
List of hotkeys can be found with ?-1. There's currently no tileset support.

Alright, but is there a site that has them listed? I would prefer a site other than having to keep pressing those buttons when i dont know what to do,

Here you go: http://whoopshop.com/catawiki/index.php/Controls (http://whoopshop.com/catawiki/index.php/Controls)

Thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 24, 2011, 11:18:04 pm
After boosting my speed with all the perk and multiple drugs and still having to run a long way into the wilderness just to escape the random hordes of normal zombies that come from all sides, then coming back to find they spawn where they walked, I've given up and will wait until this game gets updated a bit more.  :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Carcanken on July 24, 2011, 11:22:48 pm
How do I get things from shelves? I know you have to stand over something with g or , but Im not sure how to pick up things frm shelves
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 24, 2011, 11:23:10 pm
'e' + the direction it's in.

It says that in the tutorial, doesn't it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Carcanken on July 24, 2011, 11:26:25 pm
Theres a tutorial? I dont have one
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 24, 2011, 11:27:27 pm
Check again. It's right under the loading tab.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 24, 2011, 11:29:04 pm
When I try to load my character, the game exits itself without any message. Any idea why?
Is anyone going to help me with my problem?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Carcanken on July 24, 2011, 11:31:24 pm
Yeah, I dont have one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 24, 2011, 11:32:16 pm
Yeah, I dont have one.

You should. It's in the main menu
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Carcanken on July 24, 2011, 11:34:35 pm
Yeah, I dont have one.

You should. It's in the main menu

I dont, like I said. :|
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 24, 2011, 11:37:11 pm
When I try to load my character, the game exits itself without any message. Any idea why?
Is anyone going to help me with my problem?

Find out if a clean version of the game runs fine and loads saves, if yes then that particular save is corrupted for whatever reason. Also try copying the save dir into a the clean copy just to make sure that installation runs fine.


corrupted save - likely
corrupted installation - unlikely


Yeah, I dont have one.

You should. It's in the main menu

I dont, like I said. :|

You have an old version, I see no other explanation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 24, 2011, 11:48:03 pm
Quote from: Micro102
After boosting my speed with all the perk and multiple drugs and still having to run a long way into the wilderness just to escape the random hordes of normal zombies that come from all sides, then coming back to find they spawn where they walked, I've given up and will wait until this game gets updated a bit more.

The problem sounds like you are trying to run straight away. Even with speed boosts that's just silly. Run smarter, not harder, man.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 25, 2011, 12:23:41 am
Quote from: Micro102
After boosting my speed with all the perk and multiple drugs and still having to run a long way into the wilderness just to escape the random hordes of normal zombies that come from all sides, then coming back to find they spawn where they walked, I've given up and will wait until this game gets updated a bit more.

The problem sounds like you are trying to run straight away. Even with speed boosts that's just silly. Run smarter, not harder, man.

I'd love to but Zombies always seem to spawn down the corridors I try to run through. Run through a house while closing doors? All doors get punched down in 2 turns effectively screwing me over as I was wasting time closing doors while things were coming from all directions.

Maybe if zombies spawned and moved at a much larger distance, you couldn't and might not ever see them, but it would hamper the randomness of the spawning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2011, 12:43:27 am
Quote from: Micro102
After boosting my speed with all the perk and multiple drugs and still having to run a long way into the wilderness just to escape the random hordes of normal zombies that come from all sides, then coming back to find they spawn where they walked, I've given up and will wait until this game gets updated a bit more.

The problem sounds like you are trying to run straight away. Even with speed boosts that's just silly. Run smarter, not harder, man.

I'd love to but Zombies always seem to spawn down the corridors I try to run through. Run through a house while closing doors? All doors get punched down in 2 turns effectively screwing me over as I was wasting time closing doors while things were coming from all directions.

Maybe if zombies spawned and moved at a much larger distance, you couldn't and might not ever see them, but it would hamper the randomness of the spawning.
I like the idea, mainly because it frustrates me to walk out of a store across the street, and then return to zombies inside, no smashed windows or knocked down doors. Possibly extend the spawn distance to the outer edge of the minimap, having the zombies move through the area at random, not spotting you until they get close enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 25, 2011, 12:45:11 am
Ah well, looks like I'm going to have to make a new character. The game was getting easy anyway
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 25, 2011, 01:12:46 am
Quote from: Micro102
After boosting my speed with all the perk and multiple drugs and still having to run a long way into the wilderness just to escape the random hordes of normal zombies that come from all sides, then coming back to find they spawn where they walked, I've given up and will wait until this game gets updated a bit more.

The problem sounds like you are trying to run straight away. Even with speed boosts that's just silly. Run smarter, not harder, man.

I'd love to but Zombies always seem to spawn down the corridors I try to run through. Run through a house while closing doors? All doors get punched down in 2 turns effectively screwing me over as I was wasting time closing doors while things were coming from all directions.

Maybe if zombies spawned and moved at a much larger distance, you couldn't and might not ever see them, but it would hamper the randomness of the spawning.
I like the idea, mainly because it frustrates me to walk out of a store across the street, and then return to zombies inside, no smashed windows or knocked down doors. Possibly extend the spawn distance to the outer edge of the minimap, having the zombies move through the area at random, not spotting you until they get close enough.
That would be the best idea, it would fix zombies spawning inside of safehouses. But I didn't check the spawning code yet, and I guess it's not too easy to fix, otherwise Whales would do it already.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 25, 2011, 01:14:18 am
Taking a point in dodge and melee in character creation really helps if your constantly bum rushed by zeds. Also, I once led a horde through an already looted library, and while they were crawling through the windows, I lit the place on fire and went out the back door. Library burning is a good last ditch strategy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 01:34:54 am
When I try to load my character, the game exits itself without any message. Any idea why?
Is anyone going to help me with my problem?

It's either a corrupted player data file, or a corrupted map file.  Most likely the former.  If you send me your save directory (zip it or something, please), I can find out for you.

Fixing spawns would be difficult, yeah.  Really, what needs to happen is more map data stored in memory at one time, and that's a big change, sadly (because I'm bad at planning ahead :()
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 25, 2011, 01:55:23 am
It's not a good idea to ask it here, but could you check your personal messages please? You could miss the small (1) next to "My messages", and I wait more than a day, Whales. I've asked you about adding new areas like swamp or forest areas, so if it's possible for you to answer without too much hustle, please do :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 02:15:25 am
It's not a good idea to ask it here, but could you check your personal messages please? You could miss the small (1) next to "My messages", and I wait more than a day, Whales. I've asked you about adding new areas like swamp or forest areas, so if it's possible for you to answer without too much hustle, please do :).

Sorry if I'm slow at times, I try to keep up!  Replied and posted here (http://cataclysmff.zxq.net/SMF/index.php?topic=57.msg36) for the benefit of others.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 25, 2011, 02:17:20 am
I read here that smoke helps mask your smell. How does it work? Should i enter a smoke tile, or make a smoke in vicinity of my safehouse?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 02:20:02 am
I read here that smoke helps mask your smell. How does it work? Should i enter a smoke tile, or make a smoke in vicinity of my safehouse?

A tile covered or adjacent to smoke has its scent deleted.  A wall of smoke in front of your safehouse will prevent your scent from escaping, but of course smoke disappates quickly.  Fire lasts longer, but you have to be careful not to burn the building down, and rain can put it out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 25, 2011, 02:21:29 am
Would be nice to have a command to set up a campfire. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 25, 2011, 02:36:04 am
You can already burn stuff like logs or underbrush with your lighter. Or clothes.

It would be awesome if there was a check for a hotplate OR for a fire, and the areas near fire would be always lit (in darkness) and you could read there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 25, 2011, 02:48:56 am
I've noticed that sometimes when I hit a boomer with a melee weapon right next to me I am not covered in bile when it dies.

Wearing certain types of glasses stop boomers from actually blinding you (either that or it's just head protection). I've noticed a bionic which also does this but I cannot remember which one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 25, 2011, 02:50:24 am
And you still get a chance to dodge it even if you're next to it, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 25, 2011, 03:01:33 am
The main issue with the game right now is the spawning mechanic. There're no real moving hordes and stray zombies; all the enemies and events appear around you which make it a bit unrealistic.

It is a problem of many games, including Fallout New Vegas which I am playing from time to time.

There's just not enough world simulation.

Appearance of other survivors in later versions and better spawning mechanic could fix it. But it requires a lot of thinking and some work :).

Well this would explain the zombie packs out in the woods as well as why I seem unable to clear an area of zombies as a safe zone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 03:06:01 am
The main issue with the game right now is the spawning mechanic. There're no real moving hordes and stray zombies; all the enemies and events appear around you which make it a bit unrealistic.

It is a problem of many games, including Fallout New Vegas which I am playing from time to time.

There's just not enough world simulation.

Appearance of other survivors in later versions and better spawning mechanic could fix it. But it requires a lot of thinking and some work :).

Well this would explain the zombie packs out in the woods as well as why I seem unable to clear an area of zombies as a safe zone.

You're able to, it's just very hard and takes longer than a single character can do--it's a multi-character endeavor.

Zombie packs will appear in the woods if a nearby zombie population figures out that you move through those woods, or sometimes a small group will just break off from a city's population of zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 25, 2011, 03:32:35 am
Well at least once I attempted to run through a big old field while being chased by zombies only to encounter about 8 separate  packs of zombies spawning in front of me.  Which honestly seemed a bit odd.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 25, 2011, 03:35:35 am
Oh i hate this game, I HATE IT!!!
I ran from a pack of 5 zombies when from the opposite direction a fast zombie and a skeleton appears. So i have to kill them, but the other zombies catch up and im waiting for the cocaine and codeine to kick in so im again faster than them, im forced to open fire, before the last one falls i have a spitter zombie and zombie brute inbound. Both fall dead but from behind the corner another pack of 3 zombies and a skeleton. I eat another codeine and finally start running but guess what? TWO necromancers stands in the only escape route and those fuckers start revive all the dead zombies laying around. I have to run pass them cause i don't have time to reload. With all the drugs i loose them. Im standing in a forest critically wounded when... ...a wolf!!! Cocaine fades off but i still manage to kill it leaving me with last few HP.   ...accidic rain!!! Didn't managed to run back to town to some kind of shelter and it kills me.
All this time i was screaming "WHAT ARE THE ODDS?!?!?!?" Its so true to its L4D roots.  I love this game, I LOVE IT!!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 25, 2011, 04:06:34 am
Some suggestions:
Spoiler (click to show/hide)

Last thing, I noticed that the order you place weapon mods in has a minor effect on the weapon's stats. I have an M4A1 with a Battle rifle conversion, .22 caliber retool, barrel extension, and a gyroscopic stabilizer. If I place the stabilizer before everything else, it can hold 33 bullets instead of 32.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 25, 2011, 05:10:24 am
Uh just found out that without backpack or other kind of container you can't board up windows cause you can't hold two two by four hammer and nails.  ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 25, 2011, 05:13:08 am
I've noticed that sometimes when I hit a boomer with a melee weapon right next to me I am not covered in bile when it dies.

Wearing certain types of glasses stop boomers from actually blinding you (either that or it's just head protection). I've noticed a bionic which also does this but I cannot remember which one.
I have the mutated form of said bionic called the "Nictating Membrane" and I've been blinded by boomers regardless. Or maybe only the bionic version protects you from bile?

On a side note: It's ridiculous how quickly your items rust when swimming, it's Nethack/ADOM level.

Uh just found out that without backpack or other kind of container you can't board up windows cause you can't hold two two by four hammer and nails.  ???
They're going to change it so you can use items off the floor as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 25, 2011, 08:09:39 am
Some suggestions:
Spoiler (click to show/hide)

Last thing, I noticed that the order you place weapon mods in has a minor effect on the weapon's stats. I have an M4A1 with a Battle rifle conversion, .22 caliber retool, barrel extension, and a gyroscopic stabilizer. If I place the stabilizer before everything else, it can hold 33 bullets instead of 32.


Good suggestions, I approve.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 09:15:14 am
Some suggestions:
Spoiler (click to show/hide)

Last thing, I noticed that the order you place weapon mods in has a minor effect on the weapon's stats. I have an M4A1 with a Battle rifle conversion, .22 caliber retool, barrel extension, and a gyroscopic stabilizer. If I place the stabilizer before everything else, it can hold 33 bullets instead of 32.

Some very good suggestions there, and good point on the gun mods--I'll look into that.  Look for some of your suggestions to be implemented soon(ish).

I've noticed that sometimes when I hit a boomer with a melee weapon right next to me I am not covered in bile when it dies.

Wearing certain types of glasses stop boomers from actually blinding you (either that or it's just head protection). I've noticed a bionic which also does this but I cannot remember which one.
I have the mutated form of said bionic called the "Nictating Membrane" and I've been blinded by boomers regardless. Or maybe only the bionic version protects you from bile?

On a side note: It's ridiculous how quickly your items rust when swimming, it's Nethack/ADOM level.

Nictating membrane only provides underwater sight, it doesn't protect your eyes from blinding.  Good point on the rusting (wait, items rust?  I forget even coding that  :-[)


Just pushed another mini-update to git.
Note: This update breaks save compatibility, so delete your save folder.  It also requires a clean build.

The biggest new feature here is break-in alarms.  The majority of banks and police stations you will encounter have break-in alarms, tripped if you shoot out or smash the windows or doors of the building.  If you trip the alarm, you will be "wanted" for half an hour.  While you are "wanted," eyebots will patrol the skies, and will swoop down upon you occasionally, attempting to photograph you.  If they succeed before you blow them away, your location will be fixed and police robots will be deployed to apprehend you.  To evade your trackers, stay on the move (it takes a while between being photographed and the arrival of robocops, and if you move quickly enough they'll be too late) and shoot or otherwise destroy eyebots before they snag your photo.

Note that zombies smashing down alarmed doors or windows will NOT set off the alarm.  This is mostly because it feels unfair to have a somewhat-inevitable action bring down penalties on the player; the side effect is that one can trick zombies into breaking into a bank for them.  Not sure how I feel about that, but it seems pretty cool I guess.

Not only does this make gaining entrance to banks and police stations more difficult (and crowbars more valuable, as they presently do not trip the alarm--this may be changed), it also helps give the player a slightly better picture of the world pre-apocalypse; one with a slightly Orwellian surveillance/police state.  In the future I may flesh this out further by making select police stations entrances to underground "dungeons" (much as Labs are now).

Features list:

Bug fixes:

The next mini-update will feature a lot of user-created content and suggestions.  Look for it in a few days.  Construction update in a couple weeks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on July 25, 2011, 09:17:37 am
Roboco- WHAAAAAT?

Also, when is the windows version gonna get updated?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 25, 2011, 09:22:22 am
Are alarms in shops and such, or are they everywhere?

NINJAEDIT: Also, woo. 200.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 09:26:26 am
Roboco- WHAAAAAT?

Also, when is the windows version gonna get updated?

Your move, creep.
But these robot-deployed cops have no resemblance to a certain late-80s android beyond the fact that they are police-deployed robots.

WIndows version is updated whenever Head puts in his time and effort--thanks as always to him for providing this service.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 09:27:22 am
Are alarms in shops and such, or are they everywhere?

NINJAEDIT: Also, woo. 200.

Right now they are limited to police stations and banks.  This may be expanded to gun shops in the future, and maybe other shops.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2011, 09:29:00 am
Robocops? Seems a bit out of setting, but...
Shouldn't there be a small bay in each of the alarmed buildings where various police bots, like only 3-4 would be stored and dispatched from if the eyebot sees you? In which case, you could hack into said bay with enough computers skill, and either hack up the inactive bots or use even higher computer skills to hack them in the less physical sense? Because really, robots spawning like zombies would sounds a bit unfair and out of place, especially seeing as robots would be a really limited resource even in the decades future.
Just as well, robots have to be stored somewhere while they're off, right? Just as well, they being fairly limited in number shouldn't mean too much for how noisy killing things made of metal would be.
I wonder though, do they attack zombies? Or even take pictures of?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 25, 2011, 09:32:53 am
COPBOTS F*CK YEEEEEEAH!
I absolutely love that!

EDIT: Out of setting? With the nukes and the implants? You must be jesting sir.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 09:35:02 am
Robocops? Seems a bit out of setting, but...
Shouldn't there be a small bay in each of the alarmed buildings where various police bots, like only 3-4 would be stored and dispatched from if the eyebot sees you? In which case, you could hack into said bay with enough computers skill, and either hack up the inactive bots or use even higher computer skills to hack them in the less physical sense? Because really, robots spawning like zombies would sounds a bit unfair and out of place, especially seeing as robots would be a really limited resource even in the decades future.
Just as well, robots have to be stored somewhere while they're off, right? Just as well, they being fairly limited in number shouldn't mean too much for how noisy killing things made of metal would be.
I wonder though, do they attack zombies? Or even take pictures of?

They spawn in a very different way, actually.  During a half-hour "wanted" period you're likely to see only three eyebots or so, and each photograph calls in but a single copbot.
And yes, a storage and deployment facility would definitely be ideal--hopefully something I can merge into expanded police stations in the future.  At the very least, I'd like to allow the player to use a computer in a police station to call off any searches for them--this may be added very soon.

Police-deployed robots are designed to identify and pursue only living humans flagged as law-breakers.  Zombies are either identified as innocent civilians or are not identified as human at all.


EDIT: Regarding setting, the eyebots used in the game are not too different from the advanced drones being demo'd by some police forces in the US and UK in recent months.  I don't think it's too much of a stretch to imagine that by 20X6 they have seen widespread deployment, and fits in the setting with manhacks, laser weaponry, the schenanigans going on in labs, etc.  The terrestrial copbots are a little out, but also: cool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 09:37:11 am
Robocops? Seems a bit out of setting, but...
Shouldn't there be a small bay in each of the alarmed buildings where various police bots, like only 3-4 would be stored and dispatched from if the eyebot sees you? In which case, you could hack into said bay with enough computers skill, and either hack up the inactive bots or use even higher computer skills to hack them in the less physical sense? Because really, robots spawning like zombies would sounds a bit unfair and out of place, especially seeing as robots would be a really limited resource even in the decades future.
Just as well, robots have to be stored somewhere while they're off, right? Just as well, they being fairly limited in number shouldn't mean too much for how noisy killing things made of metal would be.
I wonder though, do they attack zombies? Or even take pictures of?
I fail to see why would be out of setting. We already know the setting isn't a simple Zombie Apocalypse, seeing how diverse the world is.

We know the game is happening around 2050 onwards. Having police robots wouldn't be far fetched, in my opinion.

Also, does this mean we'll get EMP weapons? It is hard to kill a robot, made for combat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 25, 2011, 09:39:27 am

Also, does this mean we'll get EMP weapons? It is hard to kill a robot, made for combat.

Yes please.
Also robot hacking (building?) please.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 25, 2011, 09:40:04 am
Even around 2050 I don't see robots being capable of doing massive damage or being extremely hard to destroy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2011, 09:40:43 am
Robocops? Seems a bit out of setting, but...
Shouldn't there be a small bay in each of the alarmed buildings where various police bots, like only 3-4 would be stored and dispatched from if the eyebot sees you? In which case, you could hack into said bay with enough computers skill, and either hack up the inactive bots or use even higher computer skills to hack them in the less physical sense? Because really, robots spawning like zombies would sounds a bit unfair and out of place, especially seeing as robots would be a really limited resource even in the decades future.
Just as well, robots have to be stored somewhere while they're off, right? Just as well, they being fairly limited in number shouldn't mean too much for how noisy killing things made of metal would be.
I wonder though, do they attack zombies? Or even take pictures of?
I fail to see why would be out of setting. We already know the setting isn't a simple Zombie Apocalypse, seeing how diverse the world is.

We know the game is happening around 2050 onwards. Having police robots wouldn't be far fetched, in my opinion.

Also, does this mean we'll get EMP weapons? It is hard to kill a robot, made for combat.
Of course, what will happen if robots where built with a Faraday cage for the circumstance?
Just as well, security robots aren't too far fetched for the time, it's having so many that is.
Just as well.
Even around 2050 I don't see robots being capable of doing massive damage or being extremely hard to destroy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Frumple on July 25, 2011, 09:42:28 am
Cata's already got at least one EMP weapon, one of the bionics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 09:46:34 am
Even around 2050 I don't see robots being capable of doing massive damage or being extremely hard to destroy.

Man, I don't see bottles of mutagen that cause instantaneous growth of scales or an alcohol-based bionic fueling system as realistic either, but they make for fun gameplay!

EMP grenades are craftable given an electronics skill of 4--they are my go-to weapon for turrets, actually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 09:47:50 am
Even around 2050 I don't see robots being capable of doing massive damage or being extremely hard to destroy.
Why not? Even now, in present day, we managed to develop all sorts of technology. Strength exoskeletons, durable alloys. The military even developed a quite good targeting system.

All the future society had to do is figure out how to make the robot move in an intelligent way, and of course, the power supply. With that, they can make a strong, hard to kill robot, armed with pretty much anything and equipped with a targetting system.

You underestimate the power of Science!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 25, 2011, 09:51:16 am
Windows Version 1.9.1 released..


https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.9.1.zip
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 25, 2011, 09:55:24 am
Windows Version 1.9.1 released..


https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.9.1.zip

now that was quick

I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: matric on July 25, 2011, 09:56:31 am
Even around 2050 I don't see robots being capable of doing massive damage or being extremely hard to destroy.

Oblig xkcd http://xkcd.com/652/ (http://xkcd.com/652/)

If we wanted to be realistic, you would be dead and not even know it because the drones tracked you down and dropped a laser-guided bomb on your head.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 09:57:08 am
I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.
You could pretend the alarms are thermally based, and as such won't pick up the cold walking dead.

xkcd
No.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 10:00:34 am
Even around 2050 I don't see robots being capable of doing massive damage or being extremely hard to destroy.

Oblig xkcd http://xkcd.com/652/ (http://xkcd.com/652/)

If we wanted to be realistic, you would be dead and not even know it because the drones tracked you down and dropped a laser-guided bomb on your head.

Spoiler (click to show/hide)

Well, these are meant to be police-deployed robots; most police forces frown upon using high ordinance to apprehend suspects.
What's that?  Copbots will keep tazering and beating you until you're dead?  Oh, well... they're on loan from the LAPD and thus never had the concept of "excessive force" programmed in  :P


I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.
You could pretend the alarms are thermally based, and as such won't pick up the cold walking dead.

My general strategy is to code for fun or ease of writing, and to let you guys fill in the plot holes/sci-fi mechanics for me  8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 25, 2011, 10:03:45 am
Wait... Copbots will beat you to death? Wow! They're just like real police!  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 25, 2011, 10:04:07 am
My general strategy is to code for fun or ease of writing, and to let you guys fill in the plot holes/sci-fi mechanics for me  8)

If that's your coding philosophy...I will follow this game very very closely. It's the only right philosophy for development. *Applause*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 25, 2011, 10:05:37 am
I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.
You could pretend the alarms are thermally based, and as such won't pick up the cold walking dead.

Well, you can pretend a lot of things, but why not have this and other things happen? it makes the world feel more alive, and presents the player with more surprises to deal with, which imo is always fun.
Also, I hardly believe someone would pick thermal detection instead of motion for a security system in a time where robots can hover about. Wanna rob a bank? Sure, just send a robot in!
I'm in favour of having the player be at the same level as other entities on a game. Having "special conditions" feels like cheating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 25, 2011, 10:12:05 am
I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.
You could pretend the alarms are thermally based, and as such won't pick up the cold walking dead.

Well, you can pretend a lot of things, but why not have this and other things happen? it makes the world feel more alive, and presents the player with more surprises to deal with, which imo is always fun.
Also, I hardly believe someone would pick thermal detection instead of motion for a security system in a time where robots can hover about. Wanna rob a bank? Sure, just send a robot in!
I'm in favour of having the player be at the same level as other entities on a game. Having "special conditions" feels like cheating.

Yes, but almost all successful games that aren't Dwarf Fortress do that.  And you can see from it, giving player-like attributes to almost everything is less than stellar in both resource usage and implementation.
In the very end all those enemies are meant to kill you, and what matters is their efficiency at doing so. (EDIT: that is, to provide a challenge, or be convincing while efficient. Occam's razor. It's all about variety of challenges after all.)
Hell, in Megaman, all enemies were really unequal to the player, that didn't stop players from feeling it's the enemies who were cheating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 25, 2011, 10:19:01 am
I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.
You could pretend the alarms are thermally based, and as such won't pick up the cold walking dead.

Well, you can pretend a lot of things, but why not have this and other things happen? it makes the world feel more alive, and presents the player with more surprises to deal with, which imo is always fun.
Also, I hardly believe someone would pick thermal detection instead of motion for a security system in a time where robots can hover about. Wanna rob a bank? Sure, just send a robot in!
I'm in favour of having the player be at the same level as other entities on a game. Having "special conditions" feels like cheating.

Yes, but almost all successful games that aren't Dwarf Fortress do that.  And you can see from it, giving player-like attributes to almost everything is less than stellar in both resource usage and implementation.
In the very end all those enemies are meant to kill you, and what matters is their efficiency at doing so.
Hell, in Megaman, all enemies were really unequal to the player, that didn't stop players from feeling it's the enemies who were cheating.

Maybe it's time to change the formula of successful games that aren't dwarf fortress?
I do understand the technical difficulty that it generates. It's just my way of seeing how a game should work.
Any way it gets implemented in Cataclysm, I'm sure it'll be a fun one ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 25, 2011, 10:28:53 am
I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.
You could pretend the alarms are thermally based, and as such won't pick up the cold walking dead.

Well, you can pretend a lot of things, but why not have this and other things happen? it makes the world feel more alive, and presents the player with more surprises to deal with, which imo is always fun.
Also, I hardly believe someone would pick thermal detection instead of motion for a security system in a time where robots can hover about. Wanna rob a bank? Sure, just send a robot in!
I'm in favour of having the player be at the same level as other entities on a game. Having "special conditions" feels like cheating.

Yes, but almost all successful games that aren't Dwarf Fortress do that.  And you can see from it, giving player-like attributes to almost everything is less than stellar in both resource usage and implementation.
In the very end all those enemies are meant to kill you, and what matters is their efficiency at doing so.
Hell, in Megaman, all enemies were really unequal to the player, that didn't stop players from feeling it's the enemies who were cheating.

Maybe it's time to change the formula of successful games that aren't dwarf fortress?
I do understand the technical difficulty that it generates. It's just my way of seeing how a game should work.
Any way it gets implemented in Cataclysm, I'm sure it'll be a fun one ;)

Enemies are just devices to provide challenge. You can make them challenging, interesting or clever, without needing immense frameworks that impact memory and performance. After all, if one enemy only has the task of shooting you, why should we calculate every possible piece of equipment and bonuses like with the player? After all, the player IS special, just because it has actual goals, needs, and code interfaces. The only goal the enemies have is "kill the player", you have plenty others.
And if you make enemies tend to needs, they will tend to them. Instead of doing their job. Like in Dwarf Fortress. Lazy dorfs.


NOTE that this doesn't mean enemies cannot have built-in strategies and such. But it's not that hard to do, and certainly doesn't require to elevate enemies to player-like entities. Players are players, enemies are enemies, they have different purposes and should be coded accordingly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alfie275 on July 25, 2011, 10:30:00 am
I'd have thought the reason would be that the undead's faces are too rotten to be recognized, though they could just go into a "kill everything" mode if they can't detect the culprit specifically.

Idea: You can take apart one of the alarms, then construct a device such that you can summon robots to help you, they would ofcourse be limited use.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on July 25, 2011, 10:30:19 am
Whales, why are you being wanted by the police anyway? Did the zombies hack the security systems and set some humans to be wanted?

Also thanks for the update head!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 10:32:28 am
Whales, why are you being wanted by the police anyway? Did the zombies hack the security systems and set some humans to be wanted?

Also thanks for the update head!

You're only "wanted" if you break into a bank or a police station.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on July 25, 2011, 10:33:35 am
Ah I see, will you be able to hack those robots and have them protect you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 25, 2011, 10:33:58 am
Quote
Also, does this mean we'll get EMP weapons? It is hard to kill a robot, made for combat.
I would imagine most future robots would be shielded, honestly.

As for the alarms - haven't tested them yet, I hope they are loud and attract zeds, though.

I'd also love it if they DID go after zombies who broke in, it would be great to watch. At the very least consider allowing us to hack the system to set a police-bot to "guard" mode on us for a while, to act like a dog. That would be great, and a nice reward for very high computer skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 10:44:21 am
Quote
Also, does this mean we'll get EMP weapons? It is hard to kill a robot, made for combat.
I would imagine most future robots would be shielded, honestly.

Yeah, but these are.... future... EMP... special... SCIENCE!


As for the alarms - haven't tested them yet, I hope they are loud and attract zeds, though.

I'd also love it if they DID go after zombies who broke in, it would be great to watch. At the very least consider allowing us to hack the system to set a police-bot to "guard" mode on us for a while, to act like a dog. That would be great, and a nice reward for very high computer skill.

They are loud and will attract some monsters.
Now that I think of it, I suppose it wouldn't be too hard to set it up so that zombies who "break into" a bank or something cause *friendly* robots to show up to exterminate the menace.  Though that would lead to banks becoming an uber-shelter, where any ingress of zombies is dealt with by machines rather than the player.

I like the hacking idea to dispatch robots.  This will be available in the next update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akigagak on July 25, 2011, 10:46:48 am
Just started playing this today, and found a cool few things. After my Police Officer attempted to disarm a shotgun trap and got shot in the face (he survived, but his head only had 1hp, so I made him kill himself on the other traps). Then I started a Mechanic, and spawned in a house whose basement was full of guns. Right now he's hiding inside a boarded-up police station from the horde of zombies that started attacking when he tried to break into the evidence room (which turned out to be empty).

Do they eventually stop coming or should I make a break for a new safehouse?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 25, 2011, 11:01:29 am
could someone tell me the best character setup? my guys keep dying from giant insects (bees, ants and wasps), acid rain or being surrounded by zombies.

There is no 'best' setup, if there was something ought to be nerfed. Furthermore enemy variety is specifically designed to discourage a single approach. That being said the 'fleet-footed' and/or 'quick' talents are a godsend. Above all learn what weapons and tactics work for what enemies. I would not recommend going melee against wasps e.g.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 25, 2011, 11:03:21 am
Now that I think of it, I suppose it wouldn't be too hard to set it up so that zombies who "break into" a bank or something cause *friendly* robots to show up to exterminate the menace.  Though that would lead to banks becoming an uber-shelter, where any ingress of zombies is dealt with by machines rather than the player.

I like the hacking idea to dispatch robots.  This will be available in the next update.

Yeah, but the robots would exterminate ANY menace. So if they saw you hiding...

Hacking should need an extremely high computer skill imo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 25, 2011, 11:08:34 am
As part of the building update, we should be able to make our own alarm systems, maybe even turrets and such. Although sound would be dangerous. Maybe have the sensors activate a light, wake us up? Or even one of those shake-beds that deaf people use. Or maybe go to sleep with headphones on? Hmm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jetex1911 on July 25, 2011, 11:10:00 am
Err, it seems that every store i visit is now surrounded by rocks and glass. help?

EDIT: Here it is.
Spoiler (click to show/hide)

Help?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 25, 2011, 11:24:16 am
I think that nights are too dark. Wouldn't it be better if for instance at clear night you would see 3-5 tiles far, on cloudy nights 2 and rainy night only 1 tile (as it is now)? But you would see only in a dark blue color to keep it dark.
Uh and it would be really immersive that in that turn a lightning strikes you would see like it was a day. ...and the other turn right after lightning you could shoot,smash stuff... without attracting zombies (masking the noise by thunder)

edit. and while im at it, mist during the day reducing visibility would be nice
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 25, 2011, 11:26:59 am
Err, it seems that every store i visit is now surrounded by rocks and glass. help?

EDIT: Here it is.
Spoiler (click to show/hide)

Help?
Delete your save file and restart the game. If that dosen't work, re-download Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 25, 2011, 11:34:41 am
I think that nights are too dark. Wouldn't it be better if for instance at clear night you would see 3-5 tiles far, on cloudy nights 2 and rainy night only 1 tile (as it is now)? But you would see only in a dark blue color to keep it dark.
Uh and it would be really immersive that in that turn a lightning strikes you would see like it was a day. ...and the other turn right after lightning you could shoot,smash stuff... without attracting zombies (masking the noise by thunder)
This is interesting. I support this. Would also give weather more visible effects and the lightning idea would be an amusing tactical chance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 25, 2011, 11:45:06 am
Hey, do you guys know how to post images? I have a crappy piece of fan art to post. Its in png format, is that the problem?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 25, 2011, 11:46:09 am
Hey, do you guys know how to post images? I have a crappy piece of fan art to post. Its in png format, is that the problem?

http://imageshack.us/ or http://tinypic.com/
then copy the direct link and paste it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jetex1911 on July 25, 2011, 11:46:58 am
Delete your save file and restart the game. If that dosen't work, re-download Cataclysm.

Thanks, AOD, that fixed it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 25, 2011, 11:50:30 am
Spoiler (click to show/hide)
  Ok, thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 25, 2011, 11:51:46 am
what do vitamins do? I've survived more than 3 hours (a record for me :D) and I also found a backpack (massive increase in volume capacity :D x2) and I found a house with a load of vitamins. do they help or are they just there?

They should help build up resistance to sickness and disease if taken regularly, whether that's coded in or not is another question entirely, Prozac seems to not do anything for instance. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 25, 2011, 11:53:17 am
Spoiler (click to show/hide)
  Ok, thanks!

ahah nice. That guy is pretty f*cked!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 01:19:41 pm
Military Compounds (http://cataclysmff.zxq.net/SMF/index.php?topic=60.0). Because even soldiers need to sleep somewhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rawl on July 25, 2011, 01:33:13 pm
Bit of an odd question for Whales: Do you plan on adding an... what's a good way to describe it... Interactions with the various 'monsters' in the game. It seems that eventually certain groups of survivors might actually seek out to loot and kill, but will we see interactions such as Giant Bees trying to encourage triffid growth (maybe the triffids produce somethings that the bees like, kind of like ants and aphids?) I guess ecosystem might be a bit of a tentative way of referring too it.
This kind of interaction would be neat to see (although far from a must have) as they don't always overlap from what I've seen. I mean, could it reach a point in development where the Necromancers start leading raids against survivor camps and such?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 25, 2011, 01:40:23 pm
Spoiler (click to show/hide)
  Ok, thanks!

Haha nice :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 25, 2011, 01:46:32 pm
Bit of an odd question for Whales: Do you plan on adding an... what's a good way to describe it... Interactions with the various 'monsters' in the game. It seems that eventually certain groups of survivors might actually seek out to loot and kill, but will we see interactions such as Giant Bees trying to encourage triffid growth (maybe the triffids produce somethings that the bees like, kind of like ants and aphids?) I guess ecosystem might be a bit of a tentative way of referring too it.
This kind of interaction would be neat to see (although far from a must have) as they don't always overlap from what I've seen. I mean, could it reach a point in development where the Necromancers start leading raids against survivor camps and such?

I second the necro-raid idea. It'll be great if factions & survivors raid wasp hives, science labs, hole themselves up in police stations, raid houses to simulate a realistic scarcity of available goods, etc.

Give the gave a more realistic feel, PLUS encourange TRADE since it'll be difficult to get every useful item just by scavenging.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 25, 2011, 02:23:20 pm
I have the best luck.
The first time I pick asthmatic I spawn in a house that has purifier in the basement XD
As well as a ton of royal jelly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 25, 2011, 02:55:43 pm
It gets rid of mutations.
Including asthmatic
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on July 25, 2011, 02:58:59 pm
Well, asthma isn't a mutation, as anyone with asthma would tell you. Purifier gets rid of some bad traits, like asthma, and mutations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 25, 2011, 03:01:16 pm
Are you SURE it isn't a mutation? Basically anything that has to do with a change in DNA is a mutation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on July 25, 2011, 03:06:48 pm
Well, I'm no doctor, but after a bit of searching on the internet, it seems that it is caused by both genetics or the environment or both.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 25, 2011, 03:12:14 pm
Item idea:
Bicycle.
Large, bulky, but when wielded lets your character move much faster. Any sort of obstacle, however, results in damage and dropping the bike.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 25, 2011, 03:15:47 pm
Confirmed, purifier does indeed get rid of Asthmatic. It also got rid of my near-sightedness. It left my trigger happy though, but maybe if I found another purifier it would get rid of that as well?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 25, 2011, 03:19:55 pm
I'd figure genetics would contribute to bad eyesight and asthma.

Being trigger-happy? Sounds more of a personality trait of the neurological sort ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 25, 2011, 03:21:11 pm
Confirmed, purifier does indeed get rid of Asthmatic. It also got rid of my near-sightedness. It left my trigger happy though, but maybe if I found another purifier it would get rid of that as well?

Schizophrenia, trigger happy, illiterate, and a bunch of other things never go away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 03:31:34 pm
It seems the forums are down. Or is it just me?

EDIT: Well, up now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 25, 2011, 03:32:22 pm
Are you SURE it isn't a mutation? Basically anything that has to do with a change in DNA is a mutation.

Asthma results in from errors in the code so yeah, its a mutation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 25, 2011, 03:37:07 pm
/me spends an hour making a safehouse and stockpiling stuff.
/me returns to the safehouse after a day of looting.
/me watches as lightning strikes the corner.
/me hits ctrl-Q
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 25, 2011, 03:38:58 pm
Add a " hall of the fame" for the dead player....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 25, 2011, 04:15:51 pm
Heh, thanks for looking at my fan art. Rarely do I feel moved enough by a game to make art for it, and most of the time its crap. I will try coming up with more art.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 25, 2011, 04:16:05 pm
The biggest new feature here is break-in alarms.  The majority of banks and police stations you will encounter have break-in alarms, tripped if you shoot out or smash the windows or doors of the building.  If you trip the alarm, you will be "wanted" for half an hour.  While you are "wanted," eyebots will patrol the skies, and will swoop down upon you occasionally, attempting to photograph you.  If they succeed before you blow them away, your location will be fixed and police robots will be deployed to apprehend you.  To evade your trackers, stay on the move (it takes a while between being photographed and the arrival of robocops, and if you move quickly enough they'll be too late) and shoot or otherwise destroy eyebots before they snag your photo.

Cool, this reminded me of pink floyd's on the run (http://www.youtube.com/watch?v=2Z55Qd4hNnA)!

Item idea:
Bicycle.
Large, bulky, but when wielded lets your character move much faster. Any sort of obstacle, however, results in damage and dropping the bike.

Yeah, I got this idea in the past, but maybe it'a a bit tricky to implement, because I don't know ho difficult is to add multi tile objects
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akigagak on July 25, 2011, 04:18:41 pm
How do you put stuff back into cabinets/fridges?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 25, 2011, 04:20:51 pm
You cannot right now. You can only swap things from your inventory to the container and vice versa
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 25, 2011, 04:21:10 pm
So, how about those pawn shops? Are those going to be implemeted? Also, are cars going to be included later on? It would give gas stations vital purpose, and help town to town travel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greenbane on July 25, 2011, 04:51:34 pm
Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2011, 04:52:59 pm
Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Well, one thing to consider is that the fridges insulate the heat a bit better, making things last at least a little bit more of time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 25, 2011, 04:53:17 pm
Personal generators. we needs them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 04:53:30 pm
Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Nobody said it's dead. Besides, do you think the zombies turned it off or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2011, 04:55:00 pm
Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Nobody said it's dead. Besides, do you think the zombies turned it off or something?
Think, let's quote the anti-spiral.
"WHERE ARE YOU DRAWING ALL THIS POWER FROM?!"
You need people to manage the electricity producing facilities, otherwise, they shut down, break, or just stop running because no one is making it run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 25, 2011, 04:57:00 pm
Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Nobody said it's dead. Besides, do you think the zombies turned it off or something?
Think, let's quote the anti-spiral.
"WHERE ARE YOU DRAWING ALL THIS POWER FROM?!"
You need people to manage the electricity producing facilities, otherwise, they shut down, break, or just stop running because no one is making it run.

But we are in the future! Robots might be managing it :D (please)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 25, 2011, 04:58:45 pm
If drivable cars are going to be in a game then the Toyota trucks should have the highest durability of them all: http://www.youtube.com/watch?v=xnWKz7Cthkk (http://www.youtube.com/watch?v=xnWKz7Cthkk)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 05:00:25 pm
Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Nobody said it's dead. Besides, do you think the zombies turned it off or something?
Think, let's quote the anti-spiral.
"WHERE ARE YOU DRAWING ALL THIS POWER FROM?!"
You need people to manage the electricity producing facilities, otherwise, they shut down, break, or just stop running because no one is making it run.

But we are in the future! Robots might be managing it :D (please)
Would make complete sense. In a futuristic society, it would make sense to have much more jobs automatised. Also, power plants don't just break down. What is breaking down are the wires. And if they're the "buried underground" type, they're pretty much safe. With everyone dead, there's also much lesser usage so not so much can burn out.

If drivable cars are going to be in a game then tanks should have the highest durability of them all.[/url]
Fix'd :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: KimeK on July 25, 2011, 05:33:50 pm
Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Nobody said it's dead. Besides, do you think the zombies turned it off or something?
Think, let's quote the anti-spiral.
"WHERE ARE YOU DRAWING ALL THIS POWER FROM?!"
You need people to manage the electricity producing facilities, otherwise, they shut down, break, or just stop running because no one is making it run.

But we are in the future! Robots might be managing it :D (please)
Would make complete sense. In a futuristic society, it would make sense to have much more jobs automatised. Also, power plants don't just break down. What is breaking down are the wires. And if they're the "buried underground" type, they're pretty much safe. With everyone dead, there's also much lesser usage so not so much can burn out.

well, now this is interesting.
Even if machines do all the work, even the machines must be supervised by someone. This could lead to some underground facilities being populated and safe from all the people on surface, basically creating two distinct societies. This sounds a lot like fallout, and i don't know if whales is thinking of adding some kind of storyline (i think so), but this would be a nice start. You could use computers to communicate with the people underground, and they could give you missions. Maybe stablish some trade between the surface and underground people. Since they would have the power generators, they would trade energy for other things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 05:40:03 pm
So, how about those pawn shops? Are those going to be implemeted? Also, are cars going to be included later on? It would give gas stations vital purpose, and help town to town travel.

The whole alarm thing came from your idea of alarmed pawn shops.  THey'll make it in soon! :)  Cars may be included waaaay down the line, no time soon.


Power plants (probably nuclear ones for that classic flavor) are a planned addition.  They're largely automated, but require maitenance and have broken down.  Maybe in the future you can do missions for a faction to help get one working again, but for now the power grid is down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 25, 2011, 05:40:12 pm
I've decided that I really love the current Whales' Cataclysm setting, so Fallout mod will wait :).



Deon's little mod V7.

- 13 new food items, including ingredients (flour, sugar, salt, weird fruit, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- New recipe for a superglue (weird fruit + ammonia, requires no skill and 1 unit of hotplate).
- Tweaks to cooking times.
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Army helmet is renamed to combat helmet and gets protective glasses (environment protection).
- Sledgehammers appear in more places.



A bit of setback since some of the "changes" are in the game yet (yay!). But close to the original, and with more cooking!
Also once Whales notices the question about the map in the main forums in the pinned thread, I will add a new terrain "badlands".

Download
http://www.mediafire.com/?u6jod6xfitg8d4j
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 25, 2011, 05:54:14 pm
Hint hint? :)  I've noticed it, just haven't quite taken the time to come up with a good explanation, haha
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: drkpaladin on July 25, 2011, 06:14:21 pm
Having to trek through the sewers to get deep underground to (re)hook up certain areas to a power grid would be a fun quest or random thing you can do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 25, 2011, 06:18:28 pm
Hint hint? :)  I've noticed it, just haven't quite taken the time to come up with a good explanation, haha
Thank you very much :).

Right now people will enjoy the cooking aspect. Why wouldn't you merge it in along with the flour, sugar, salt and mutfruit, and some new food items? Everything in the code is commented with "// Deon's mod".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 06:39:15 pm
Right now people will enjoy the cooking aspect. Why wouldn't you merge it in along with the flour, sugar, salt and mutfruit, and some new food items? Everything in the code is commented with "// Deon's mod".
But would mutfruit even fit in the world of Cataclysm?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 25, 2011, 06:45:14 pm
There's already a similar fruit isn't there?
Looks like a clump of mutated blueberries or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 25, 2011, 06:49:55 pm
I gotta say this is a pretty great game.  I got a lady running about with a purse and a machete right now after only raiding a hardware store.  I also see I can make a chainsaw but need a motor. Anyone got any tips?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 06:50:26 pm
In other news, I've got yet another suggestion.
   
Gene Splicing / Robot Designing: Who wants to be a millionaire mad scientist? (http://cataclysmff.zxq.net/SMF/index.php?topic=69.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 25, 2011, 06:51:08 pm
Look on highways
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 25, 2011, 07:08:02 pm
Wtf?

I'm inside a house after raiding a police station and setting it on fire to escape from a mob of zombies, I'm walking around with an empty desert eagle, and I run into a house after being chased by a good 30 zeds. I see the event screen randomly say Christian Hale's head has exploded and I'm like, who? Wtf?

I go outside and find a human corpse with a TDI Vector submachine gun and tons of ammo, plus all leather gear and motorcycle helmet.

What is this, some sort of Terminator joke?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 07:11:01 pm
Wtf?

I'm inside a house after raiding a police station and setting it on fire to escape from a mob of zombies, I'm walking around with an empty desert eagle, and I run into a house after being chased by a good 30 zeds. I see the event screen randomly say Christian Hale's head has exploded and I'm like, who? Wtf?

I go outside and find a human corpse with a TDI Vector submachine gun and tons of ammo, plus all leather gear and motorcycle helmet.

What is this, some sort of Terminator joke?

Huh, weird. I thought the NPCs were disabled in the newer versions.
You do have the newer version, right?

And you haven't accidentaly pressed shift+g, right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 25, 2011, 07:12:59 pm
Ok seriously though how do i avoid these massive zombie hoards?  I can't seem to get a hang of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 25, 2011, 07:13:06 pm
Right now people will enjoy the cooking aspect. Why wouldn't you merge it in along with the flour, sugar, salt and mutfruit, and some new food items? Everything in the code is commented with "// Deon's mod".
But would mutfruit even fit in the world of Cataclysm?
It's actually called "a weird fruit", so why not. Just some mutated fruit, and there's already a mutated berry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 25, 2011, 07:14:00 pm
Nope, no shift-g as far as I remember, and I'm using the newest version.

It was really, really random.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 25, 2011, 08:06:04 pm
I failed hacking into a police station and a fuckton of manhacks spawned out of nowhere, isn't that a bit of overkill?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2011, 08:08:02 pm
I failed hacking into a police station and a fuckton of manhacks spawned out of nowhere, isn't that a bit of overkill?
Especially considering there is no one to preform maintenance on them for so many to spawn, yeah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on July 25, 2011, 08:11:36 pm
Just started a new character and I found a chainsaw in the basement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 25, 2011, 08:21:49 pm
I like these copbot things! The eyebot guys seem kind of odd, though, they're fine with just hanging around and snapping your picture over and over instead of trying to get away after getting the evidence. I don't really like how zombies don't trigger the alarm, but I guess it's necessary to some degree.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 25, 2011, 08:45:46 pm
Ok seriously though how do i avoid these massive zombie hoards?  I can't seem to get a hang of it.

Burn zombie corpses to create smoke to draw them towards the fire and erase your scent trail. Also try to find a choke point on a window if it's just normal zombies since it is better to just kill them off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 25, 2011, 08:50:53 pm
For the love of newly generated worlds ! (http://cataclysmff.zxq.net/SMF/index.php?topic=68.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 09:08:38 pm
For the love of newly generated worlds ! (http://cataclysmff.zxq.net/SMF/index.php?topic=68.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2011, 09:18:37 pm
Suggestion, make normal extended magazines incompatible with revolvers, you can't quite do that with, well revolvers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 25, 2011, 09:28:05 pm
For the love of newly generated worlds ! (http://cataclysmff.zxq.net/SMF/index.php?topic=68.0)

Unlike mine, your suggestion will get further attention based on its merit alone. Already our illustrious leader obviously buzzes with enthusiasm, commented with caps and all ! 

I did it primarily to further advertise the new forum on this new page though, we should occasionally do this until the OP updates his post with the information.


Suggestion, make normal extended magazines incompatible with revolvers, you can't quite do that with, well revolvers.

This would also be true for quite a few other guns though. I tend to assume the acquisition of all the necessary parts and tools for the modification from the gunshop depending on the firearm in question but the revolvers do pose a problem. On the other hand actually going through and making sure every combination of gun and mod seems feasible is the stuff of tedium, not to mention the introduced gameplay balance issues. Not sure how to best approach this to be honest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 09:38:37 pm
Suggestion, make normal extended magazines incompatible with revolvers, you can't quite do that with, well revolvers.

This would also be true for quite a few other guns though. I tend to assume the acquisition of all the necessary parts and tools for the modification from the gunshop depending on the firearm in question but the revolvers do pose a problem. On the other hand actually going through and making sure every combination of gun and mod seems feasible is the stuff of tedium, not to mention the introduced gameplay balance issues. Not sure how to best approach this to be honest.

More item flags. Always gotta have more item flags.
Or customisable item classes with flags. Like, you'd put the "revolver" class on all revolvers, then forbid using the "revolver" class items at the item mod itself.
That'd be the easiest, in my opinion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 25, 2011, 09:46:00 pm
This game would be awesome for me... if it didn't constantly crash. I'm not sure what the problem is, but sometimes when I @, $, or do many other normal things, it just closes. I know it's an alpha, but it doesn't seem to be happening much with other people. Any of you got any idea how to help?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 25, 2011, 09:48:24 pm
This game would be awesome for me... if it didn't constantly crash. I'm not sure what the problem is, but sometimes when I @, $, or do many other normal things, it just closes. I know it's an alpha, but it doesn't seem to be happening much with other people. Any of you got any idea how to help?

Sometimes I crash just by walking down a road *shrug*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 25, 2011, 09:49:29 pm
I haven't noticed, does the game have clips for its revolvers or are they loaded one bullet at a time?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 25, 2011, 09:54:34 pm
Suggestion, make normal extended magazines incompatible with revolvers, you can't quite do that with, well revolvers.

This would also be true for quite a few other guns though. I tend to assume the acquisition of all the necessary parts and tools for the modification from the gunshop depending on the firearm in question but the revolvers do pose a problem. On the other hand actually going through and making sure every combination of gun and mod seems feasible is the stuff of tedium, not to mention the introduced gameplay balance issues. Not sure how to best approach this to be honest.

More item flags. Always gotta have more item flags.
Or customisable item classes with flags. Like, you'd put the "revolver" class on all revolvers, then forbid using the "revolver" class items at the item mod itself.
That'd be the easiest, in my opinion.

Indeed, also we could go further by having unique mods for the different gun classes. The gun nuts among us should have a field day with this. If work is put in this could add depth without much complexity, after all mods already have the 'can be used with' line that can be quite readily expanded upon. Trick would be striking a good balance between differentiating guns into clear categories and breaking them down to too many parts while still maintaining logic and rudimentary authenticity.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 09:56:37 pm
I haven't noticed, does the game have clips for its revolvers or are they loaded one bullet at a time?
What you're thinking of are speedloaders, not clips. And yeah, it seems it does have them, as the revolvers don't have the "one at a time" loading flag like some shotguns. Feature or oversight, Whales?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 25, 2011, 10:11:11 pm
Speedloaders are the type of clip I was thinking of, yeah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2011, 10:32:09 pm
Speedloaders are the type of clip I was thinking of, yeah.
Hm, maybe the speed loader can be reloaded in the inventory screen, so you'd have a loaded speed loader in your inventory, and if you reload the revolver, you can select the speedloader, unloading it and reloading the revolver quickly. Alternately, have the speedloader be (a)pplied on the revolver in question when it is empty.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 25, 2011, 10:54:13 pm
You already get the option to choose a clip to load from, you'd just have to choose the speedloader clip instead of the loose bullets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 25, 2011, 11:00:18 pm
Shouldn't it be impossible to put a silencer on revolvers, as well?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 11:06:39 pm
Shouldn't it be impossible to put a silencer on revolvers, as well?
I guess it should be. All the in-game revolvers are the kind with a gap between the cylinder and the barrel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 25, 2011, 11:17:07 pm
This game would be awesome for me... if it didn't constantly crash. I'm not sure what the problem is, but sometimes when I @, $, or do many other normal things, it just closes. I know it's an alpha, but it doesn't seem to be happening much with other people. Any of you got any idea how to help?

 I have a similar problem. Whenever I open the @ screen, trying to open any other screen after that crashes the game. Try playing the game without using the @ screen and see how that goes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 25, 2011, 11:22:28 pm
The easiest way around that crash is to simply shift+S (save and exit) and load the game up again when you check the character screen. It's a nuisance for sure, but it isn't that difficult to get around. The only problem I've noticed with reloading a game like that is that it can change the weather.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 11:24:46 pm
Shouldn't it be impossible to put a silencer on revolvers, as well?
I guess it should be. All the in-game revolvers are the kind with a gap between the cylinder and the barrel.
Well, reading through some more gun-oriented forums, I've found that a revolver could be silenced by wrapping a wet rag around the gap between the cylinder and the barrel, in additio to using the silencer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 25, 2011, 11:35:39 pm
There were also some revolvers that you could suppress, a revolver from WWII comes to mind (the Nagant M1895)

Also, some guns have integrated suppressors (MP5SD for example).

Some guns just can't be suppressed due to how they function (Shotguns. I'm not sure if you can suppress shotguns when they are using slugs though, I've never heard anything about that)

I'm not sure if it's implemented but suppressors and certain modifications on guns should increase the volume and weight of them.

EDIT: Suppressors typically 'extend' the barrel of a firearm, increasing muzzle velocity and perhaps even increasing accuracy. Higher muzzle velocity could mean better penetration or more damage. They also pretty much negate the "flash" a firearm makes at nighttime so you can't see them firing at night (not entirely sure, but they might lessen smoke puffs from them during the day)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 25, 2011, 11:42:23 pm
Some guns just can't be suppressed due to how they function (Shotguns. I'm not sure if you can suppress shotguns when they are using slugs though, I've never heard anything about that)
Actually, shotguns are able to be silenced. However, the difference in decibels isn't really much. So they'd not be very useful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 26, 2011, 12:16:16 am
I like these copbot things! The eyebot guys seem kind of odd, though, they're fine with just hanging around and snapping your picture over and over instead of trying to get away after getting the evidence. I don't really like how zombies don't trigger the alarm, but I guess it's necessary to some degree.

The eyebots are trying to document your location.  I suppose I could make them back off after snapping your photo, though!
And I don't like how zombies don't trigger the alarm either, but for now it's the only fair solution I can see (not unavoidable doom for the player, not a zombie farming exploit either).


I haven't noticed, does the game have clips for its revolvers or are they loaded one bullet at a time?
What you're thinking of are speedloaders, not clips. And yeah, it seems it does have them, as the revolvers don't have the "one at a time" loading flag like some shotguns. Feature or oversight, Whales?

Huh, oversight I guess!  I'll make revolvers single-loading; this will help to differentiate them from pistols.  I'll also consider removing the ability to silence them, although that would severely nerf revolvers and basically just make them the crappy version of a better gun.


Speedloaders are the type of clip I was thinking of, yeah.
Hm, maybe the speed loader can be reloaded in the inventory screen, so you'd have a loaded speed loader in your inventory, and if you reload the revolver, you can select the speedloader, unloading it and reloading the revolver quickly. Alternately, have the speedloader be (a)pplied on the revolver in question when it is empty.

Oh god, the micromanagement!  I like the idea of a speedloader as a weapon mod that works only for revolvers; by "attaching" it to your revolver, you're indicating that you intend to use a speedloader in the future, and the gun will be converted to full-load.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 26, 2011, 12:51:38 am
Just like a speed loader for revolvers, perhaps we could use a clips system for other guns. Like a clip must be preloaded then loaded into the gun. I like the way that sounds. Alot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 26, 2011, 12:52:50 am
Just like a speed loader for revolvers, perhaps we could use a clips system for other guns. Like a clip must be preloaded then loaded into the gun. I like the way that sounds. Alot.

Sounds like a chore and even more inventory management, to me.  I know that's the realistic way, but there's a reason that nearly any game with guns lets you just "reload."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 26, 2011, 12:58:26 am
Revolvers are stronger than other handguns in my experience, though. I had an S&W 610 doing 40s while a USP 9mm was doing 20s. This was without any experience at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 26, 2011, 01:01:24 am
>clips

Also, I'm three minutes into a new game, and I SHOULD QUIT THE GAME IMMEDIATELY.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 26, 2011, 01:03:06 am
Yeah, I know your going for more of a fun over realism approach, I was just throwing that idea out there if anybody wanted it for a realism mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 01:37:03 am
Just like a speed loader for revolvers, perhaps we could use a clips system for other guns. Like a clip must be preloaded then loaded into the gun. I like the way that sounds. Alot.

Sounds like a chore and even more inventory management, to me.  I know that's the realistic way, but there's a reason that nearly any game with guns lets you just "reload."
I agree here.

Also, some old revolvers which seal the cylinder gap can be used with silencers:
http://www.youtube.com/watch?v=vvF4yurWSc0

We could have a few like those.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 26, 2011, 01:46:17 am
Anyone have a reliable light source for reading? Apparently going upstairs and reading in front of the staircase gives a chance for zombies to spawn downstairs..... it's some rifle practice, but cmon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 01:50:30 am
Cataclysm roguelike: be a schizophrenic druggie to survive the zombie apocalypse!

It teaches us about life.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 26, 2011, 01:53:06 am
Ah, nothing like killing your mother and then countering it with copious amounts of cocain!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 26, 2011, 01:58:31 am
Omg, cracked a bank vault and got a goo canister and a plutonium cell, someone tell me what to do with them!


Also, zombies don't seem to like mornings.

Also also, zombies see to be able to see you through barricades. One started banging on one after I started reading a book. Can zombies even destroy barricades?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ochita on July 26, 2011, 02:00:59 am
Its your smell.

and yes. Otherwise barricades would be OP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 26, 2011, 02:04:00 am
But I never left my house and was downstairs for en entire day. Smell spreads out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cerej on July 26, 2011, 02:13:00 am
Quote from: SirAaronIII
Revolvers are stronger than other handguns in my experience, though. I had an S&W 610 doing 40s while a USP 9mm was doing 20s. This was without any experience at all.
I think that can be attributed to the round you were firing.  The 10mm Auto is 1.5 times as damaging as the 9mm round in raw damage, and it also has five times the armor piercing capability.

Quote from: Micro102
Anyone have a reliable light source for reading? Apparently going upstairs and reading in front of the staircase gives a chance for zombies to spawn downstairs..... it's some rifle practice, but cmon.
Flashlights.  They're more or less useful depending on whether unloading radios is bugged for you or not.  If they aren't bugged, two radios contain enough batteries for a marathon reading session that covers all the important books.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 26, 2011, 02:16:57 am
Dam, and I passed at least 3 radios so far.

Someone tell me what to do with this goo..... Or I'm drinking it...


Is toilet water safe to drink?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 26, 2011, 02:19:37 am
Someone tell me what to do with this goo..... Or I'm drinking it...


Is toilet water safe to drink?
The goo gives you
Spoiler (click to show/hide)

No, toilet water will fuck you up with pain, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: neotemplar on July 26, 2011, 02:32:06 am
Well I figured out how to survive.  Find a shovel. And then dig pits in 1 turn to halt any zombie advance. :)  I only wish hardware stores had them more often.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: drkpaladin on July 26, 2011, 02:50:25 am
My guys drink toilet water all the time, but yeah the water does seem to stagnate pretty soon after worldgen.  Still, it can't kill you outright and slates your thirst, the negatives wear off before getting thirsty again. (at least I haven't been killed outright, and rarely care about another source of it.)  You can also bottle up the toilet water too as long as you can deal with the (imho) small negatives.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 03:32:12 am
So, uh, I found this place outside a city surrounded by "city gates" which are really nothing, and the inside is absolutely full of "town halls" which is nothing but an entire grid space full of rubble. There's a few storage rooms or some shit and a radio tower, which doesn't actually exist, and the markets and stuff are also rubble except for a few. The entire place is full of "owned" stuff, what is it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 26, 2011, 03:34:24 am
So, uh, I found this place outside a city surrounded by "city gates" which are really nothing, and the inside is absolutely full of "town halls" which is nothing but an entire grid space full of rubble. There's a few storage rooms or some shit and a radio tower, which doesn't actually exist, and the markets and stuff are also rubble except for a few. The entire place is full of "owned" stuff, what is it?
It's a survivor settlement. Since there are no survivors in the game at this time, it's pretty much a super safehouse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 26, 2011, 03:36:33 am
Except it's not suppose to be filled with rubble.  ???

If there is no reliable source of water, then for the next update, I suggest a water collector that can collect rain water, or maybe even just keeping a bucket or pot outside. And if acid rain appears, the water is ruined.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cerej on July 26, 2011, 03:42:44 am
Water purifiers will rarely spawn inside sporting goods stores, or can be crafted with modest electronics and mechanics skills.  They use a single battery charge to turn foul toilet water into perfect clean water.   Also, collecting water from rivers will randomly pick between tainted water and pure water.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 03:45:46 am
So, uh, I found this place outside a city surrounded by "city gates" which are really nothing, and the inside is absolutely full of "town halls" which is nothing but an entire grid space full of rubble. There's a few storage rooms or some shit and a radio tower, which doesn't actually exist, and the markets and stuff are also rubble except for a few. The entire place is full of "owned" stuff, what is it?
It's a survivor settlement. Since there are no survivors in the game at this time, it's pretty much a super safehouse.
So, who made it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 26, 2011, 03:47:05 am
So, uh, I found this place outside a city surrounded by "city gates" which are really nothing, and the inside is absolutely full of "town halls" which is nothing but an entire grid space full of rubble. There's a few storage rooms or some shit and a radio tower, which doesn't actually exist, and the markets and stuff are also rubble except for a few. The entire place is full of "owned" stuff, what is it?
It's a survivor settlement. Since there are no survivors in the game at this time, it's pretty much a super safehouse.
So, who made it?
The game did  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 03:49:22 am
So, uh, I found this place outside a city surrounded by "city gates" which are really nothing, and the inside is absolutely full of "town halls" which is nothing but an entire grid space full of rubble. There's a few storage rooms or some shit and a radio tower, which doesn't actually exist, and the markets and stuff are also rubble except for a few. The entire place is full of "owned" stuff, what is it?
It's a survivor settlement. Since there are no survivors in the game at this time, it's pretty much a super safehouse.
So, who made it?
The game did  :P
Pretty cool, doesn't explain the random floating portcullis x20 and the town full of rubble, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 26, 2011, 06:18:18 am
If you're going to nerf revolvers by making them reload a single bullet at a time, why not make them more moddable? Say, a swappable chamber that lets you hold more total bullets, but reduces the caliber. I'm not sure how realistic or viable it would be, but having swappable chambers would make ammo less of an issue. Maybe add a few external mods such as a "sniping stock" or reinforced parts which eases the strain on the gun when fanning, thus adding a small amount of burst capability. Although fanning the hammer wouldn't be very accurate I suppose.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 26, 2011, 06:23:38 am
If you're going to nerf revolvers by making them reload a single bullet at a time, why not make them more moddable? Say, a swappable chamber that lets you hold more total bullets, but reduces the caliber. I'm not sure how realistic or viable it would be, but having swappable chambers would make ammo less of an issue. Maybe add a few external mods such as a larger grip or reinforced parts which eases the strain on the gun when fanning, thus adding a small amount of burst capability. Although fanning the hammer wouldn't be very accurate I suppose.
Actually, I don't think 1 bullet a time would be much of a nerf, compared to how long it takes to load up a single bullet vs how long it takes to load a clip, it makes it actually possible to shoot off several shots and continue doing so, even with a crowd hot on your tail.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 26, 2011, 06:25:51 am
Oh, I wasn't aware of that. Though I'd say reloading via magazine would be much faster than opening the chamber and putting a single bullet in, closing the chamber, then preparing to fire. Then again, I'm no gun expert.

Edit: Wait, you mean we reload the clip itself instead of the gun? Now I see where you're going...

If that's the case, then I'd like to suggest being able to eject magazines from other guns, then have the ability to load them manually. Giving you the ability to swap magazines very quickly.

Edit2: Maybe that would allow the extended/double clip to be modded into magazines instead of the gun itself, in exchange, you could have a mod(s) that'll allow a gun to use other "similar" magazines.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 26, 2011, 07:11:41 am
Okay guys. Cib noticed a small thing that might have been causeing most of the @ crashes etc

http://dl.dropbox.com/u/3676056/Cataclysm_1.9.1_EXPERIMENTAL.rar


Like help to test it out. ( This is a non-sdl version)

Use in a new folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 07:31:45 am
Deon's little mod V8.

- 13 new food items, including ingredients (flour, sugar, salt, weird fruit, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- New recipe for a superglue (weird fruit + ammonia, requires no skill and 1 unit of hotplate).
- Tweaks to cooking times.
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Army helmet is renamed to combat helmet and gets protective glasses (environment protection).
- Sledgehammers appear in more places.
- Zombies do significally more melee damage.
- New blind zombie (zombie banshee).
- Season changed to summer, less painful acid rain.

A bit of setback since some of the "changes" are in the game yet (yay!). But close to the original, and with more cooking!

Download
http://www.mediafire.com/download.php?4b6jjga7679akku
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 26, 2011, 08:38:49 am
-SNIP-

You absolute modding maniac. Seems like everything I see has been modded by you. :P Great job.
I expect in the future we will see for this roguelike an over +200 new item mod from you or some such?

Also, is there any way to transfer saves? If not, no huge worries, but I'd like to keep my character if it's possible. EDIT: Looking at the folders, it seems like it COULD be possible to transfer a save from one versions save folder to the next versions save folder, in practice, but in reality, I've no idea.

Edit 2: This new experimental update/change is a godsend. So far, I've recorded NO crashes, no graphical fuckups when I open my inventory or morale screen, nothing bad. Yeah, it works and it's awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 26, 2011, 08:47:52 am
Characters can be easily transferred between worlds.

Simply, rename your old "save" folder, gen a new world, then take your "Character Name".txt file in your old save and move it over. Files such as "Charname".seen.(numbers) supposedly reveal what parts of the world you've explored and can be safely left behind.

However, if you're transferring between mods/versions, keep in mind that item numbers may have been changed. Moving your character to that mod/version may cause their inventory to change entirely or even make the game crash. In that case, simply drop all items before transferring your character and wish them back if you so desire.

This can also apply to things like bionics, mutations, and skills, but there haven't really been any additions to them yet.

Edit: When it comes to entire worlds, the chance of something going wrong increases exponentially. This mostly depends on how much the game has changed between versions/mods. From what I've seen, there shouldn't be too much of an issue in transferring your save; maybe. You will probably not be able to experience the new copbots and security changes though.

In this case, you'd simply transfer the entire save folder to the new version. Again, items and such may interfere with proper loading, there's not really much you can do in that case.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 08:57:13 am
Yep, my mod will definitely grow a lot. I just try to figure out how to do stuff first to make it more interesting and expand the game in more directions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 26, 2011, 09:21:42 am
Yep, my mod will definitely grow a lot. I just try to figure out how to do stuff first to make it more interesting and expand the game in more directions.

You should occasionally nudge people our way from the DF part of the forum when inquired about your latest work hahaha  ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 26, 2011, 09:24:43 am
I personally prefer to finish getting bored of the original game before getting into mods, but hey, if the mod is good...
Although, technically speaking, you are doing a variant right now. You've grown up from modder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 26, 2011, 09:46:28 am
Hmmm, how do you use scissors to cut clothing into rags? I'm not getting a crafting option in my crafting menu, so I assume it's something more manual, but I can't find out the command...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 09:47:09 am
i think you use the "use tool" command
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 26, 2011, 09:47:34 am
Hmmm, how do you use scissors to cut clothing into rags? I'm not getting a crafting option in my crafting menu, so I assume it's something more manual, but I can't find out the command...
"a"pply the scissors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 09:50:19 am
I just remembered something.
One of my spawn place is a house in the middle of the forest with a lab across the map. No zombies or animals. Found dead soldiers and scientist for supplies and clothes. Died in the lab due to mutants. Would have survived longer if I didn't go to the lab.

It's in deon's mod ver. 0.6
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 26, 2011, 10:30:21 am
Hrrm, I have a tough choice to make. Uzi 9mm, of which I have 50 normal 9mm rounds and 20 +P+ 9mm rounds, or Marlin 39A of which I have 3 100 .22 CB rounds? I have no prior skill in anything...

The Marlin is "highly accurate and damaging, and essentially has no recoil" but it fires the weak .22 round. Weighs 26, accuracy of 90, -5 recoil, +3 damage, moves per attack 146, to-hit bonus of +3, 12 bash damage. The .22 is 4 recoil, 84 accuracy, 7 damage, 10 range, 0 armor-pierce, 62 moves per attack.

Uzi is -2 recoil, 29 weight, 10 bash, +1 to-hit, +0 damage, 75 accuracy, burst size of 8, 132 moves per attack. Normal 9mm is 13 recoil, 84 accuracy, 14 range, 1 armor pierce, 18 damage, MPA 64, 3 weight. The +P+ round is 1 bash, MPA 54, 22 damage, 6 armor pierce, 16 range, 86 accuracy, 15 recoil.

Overall, I don't understand guns too much. Do the gun stats and ammo stats combine? As in, if you are using 9mm rounds with a recoil of 13, and a Uzi with a recoil of -2, will the overall recoil of your shots come out to 11? With an accuracy 84 for 9mm rounds and 75 accuracy for the Uzi, will the total accuracy come out to be 159? Or will it come out to 159 and then be divided by two? And so on.

EDIT: Also, how do you wish for something? When I try to wish, say, for cargo pants, I type in cargo pants and it says "wish granted" and then a 'nothing' appears in my inventory and when I select it/drop it/use it at all it says I don't have that item and the 'nothing' disappears.
 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 10:38:34 am
I'd say go for the Marlin 39A. Once you get skilled, headshots usually instakill, no matter of the caliber. And using burst on the Uzi will just chew through your ammo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 26, 2011, 10:52:34 am
Hrrm, I have a tough choice to make. Uzi 9mm, of which I have 50 normal 9mm rounds and 20 +P+ 9mm rounds, or Marlin 39A of which I have 3 100 .22 CB rounds? I have no prior skill in anything...

The Marlin is "highly accurate and damaging, and essentially has no recoil" but it fires the weak .22 round. Weighs 26, accuracy of 90, -5 recoil, +3 damage, moves per attack 146, to-hit bonus of +3, 12 bash damage. The .22 is 4 recoil, 84 accuracy, 7 damage, 10 range, 0 armor-pierce, 62 moves per attack.

Uzi is -2 recoil, 29 weight, 10 bash, +1 to-hit, +0 damage, 75 accuracy, burst size of 8, 132 moves per attack. Normal 9mm is 13 recoil, 84 accuracy, 14 range, 1 armor pierce, 18 damage, MPA 64, 3 weight. The +P+ round is 1 bash, MPA 54, 22 damage, 6 armor pierce, 16 range, 86 accuracy, 15 recoil.

Overall, I don't understand guns too much. Do the gun stats and ammo stats combine? As in, if you are using 9mm rounds with a recoil of 13, and a Uzi with a recoil of -2, will the overall recoil of your shots come out to 11? With an accuracy 84 for 9mm rounds and 75 accuracy for the Uzi, will the total accuracy come out to be 159? Or will it come out to 159 and then be divided by two? And so on.

EDIT: Also, how do you wish for something? When I try to wish, say, for cargo pants, I type in cargo pants and it says "wish granted" and then a 'nothing' appears in my inventory and when I select it/drop it/use it at all it says I don't have that item and the 'nothing' disappears.

Playing balanced or ranged character i would go with the .22. At level 3 firearms you will headshot pointblank zombies anyway and .22 is more common and weights less.
The uzi burst can be a lifesaver against hulks and brutes thoug. Especially if you're a good melee character and you want only a backup weapon. If that's the case go for the uzi.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: mattie2009 on July 26, 2011, 11:14:20 am
I tried to make this work. I really tried. But then I downloaded the SDL file and, well...

A .tar.gz file? Really? I'm following the instructions of a guide that wants me to get files out of a compressed tarball. On Windows.


Anyone know any way to get files out of a .tgz? Because I sure as hell don't.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akigagak on July 26, 2011, 11:16:57 am
I tried to make this work. I really tried. But then I downloaded the SDL file and, well...

A .tar.gz file? Really? I'm following the instructions of a guide that wants me to get files out of a compressed tarball. On Windows.


Anyone know any way to get files out of a .tgz? Because I sure as hell don't.

: |

The Goddamn OP:
Windows Version (ported by Head): https://github.com/headswe/Cataclysm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 11:20:01 am
I tried to make this work. I really tried. But then I downloaded the SDL file and, well...

A .tar.gz file? Really? I'm following the instructions of a guide that wants me to get files out of a compressed tarball. On Windows.


Anyone know any way to get files out of a .tgz? Because I sure as hell don't.
How hard is it to extract a tarball? I know 7zip can open it just fine. But then again, 7z can open just about anything. :P
Don't tell me people still use WinRar??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: mattie2009 on July 26, 2011, 11:26:31 am
That link is all the files needed to run the game on windows after doing all the shit the guide tells you to do. Go to that page, click the download link and tell me if you see a .exe file in sight.

They're all .h, .cpp, .cbp, .depend or .layout.

Instead of acting like you know everything, you could have said "7zip" and all would have been well.
I tried to make this work. I really tried. But then I downloaded the SDL file and, well...

A .tar.gz file? Really? I'm following the instructions of a guide that wants me to get files out of a compressed tarball. On Windows.


Anyone know any way to get files out of a .tgz? Because I sure as hell don't.

: |

The Goddamn OP:
Windows Version (ported by Head): https://github.com/headswe/Cataclysm (https://github.com/headswe/Cataclysm)
That link is all the files needed to run the game on windows after doing all the shit the guide tells you to do. Go to that page, click the download link and tell me if you see a .exe file in sight.

They're all .h, .cpp, .cbp, .depend or .layout.

Instead of acting like you know everything, you could have said "7zip" and all would have been well. Function beat you to that. Brb downloading 7zip. Thanks, Function.

EDIT: 7Zip did in fact do the work Winzip didn't want to. In retrospect I should have extracted the .zip file, but eh. Now I have even more options for extracting files. Live and learn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 11:29:45 am
...I use Windows, and I use WinZIP. It worked fine for me, took me a minute to download and set-up without any issues...

Not that hard, really.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 26, 2011, 11:50:39 am
blah
I downloaded it and ran the .exe
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: mattie2009 on July 26, 2011, 11:55:20 am
A second snag. I followed the instructions, but they kinda break down towards the end. When I get to:

10. In the terminal type "cd path/to/dir"
11. Type make
12. in the terminal type make

all it does is throw up an error about obj/bionics.o and error 127.

blah
I downloaded it and ran the .exe
I searched for "*.exe". Nothing came up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 26, 2011, 11:56:12 am
Yeah, when I tested it on windows I just downloaded and ran the .exe too.

Not sure why it seems so complicated for you.

(and on Linux it was even easier since I just types "git pull **address**" then "make", done)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 11:57:51 am
A second snag. I followed the instructions, but they kinda break down towards the end. When I get to:

10. In the terminal type "cd path/to/dir"
11. Type make
12. in the terminal type make

all it does is throw up an error about obj/bionics.o and error 127.

blah
I downloaded it and ran the .exe
I searched for "*.exe". Nothing came up.

Those .zips are the precompiled versions
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: mattie2009 on July 26, 2011, 11:59:34 am
The instructions in the wiki are pissing all over my sanity right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 26, 2011, 12:00:16 pm
Do what MoM says and download the zip and run the exe, much easier.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 12:01:19 pm
Samuel Cooke. I killed that guy. He was ugly anyways.

The instructions in the wiki are pissing all over my sanity right now.
I think the wiki's a bit outdated. I think it was me who wrote those instructions, oh, about a month ago.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 12:01:30 pm
I'll make this a bit easier then (https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.9.1.zip)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: mattie2009 on July 26, 2011, 12:04:21 pm
You're about *checks imaginary watch* three minutes late now, Menace.
Also I rescind the thanks I gave to you, function. I've wasted about three hours over two days when it should have taken twenty seconds. That's two hours and fourty minutes NOT spent killing text zombies!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 26, 2011, 12:08:55 pm
They could have stepped on traps or killed themselves on glass windows. Acid rain also hurts zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 12:09:50 pm
I've wasted about three hours over two days when it should have taken twenty seconds.
Well, that's your problem you don't check the revision page on the wiki.

wow... I just had something random.

from the north you hear a boomer explode.
from the east you hear a boomer explode.

are you sure NPCs are disabled?
Boomers are zombies. And hulks will beat other zombies too if they get in their way, so maybe one of those killed them. Could be anything though, like a trap killing them or something.

Samurai'd.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 26, 2011, 12:11:28 pm
wow... I just had something random.

from the north you hear a boomer explode.
from the east you hear a boomer explode.

are you sure NPCs are disabled?

Acid rain or traps might make them detonate. It's completely normal.

EDIT: SUDDENLY ninjas everywhere! xD

EDIT the second: Oh oh, and I think ONE NPC gets generated when you start a new save, same as with the starting doggie (that little rascal saved my life a few times. Unfortunately I didn't go much further. Alas, RIP Poochie number 24, 78 & 123). At times you might find him or her. Also might happen if you accidentally press..."G", I believe, which spawns one.

EDIT the third: Note on second edit, those NPCs vanish when you save and load your game. I remember one time that NPC stole my glock that I dropped accidentally...it invaded my personal space. (literally, took the item from the tile I was onto, in a swift move). I punished that NPC by SAVING AND LOADING!! which apparently sends them to the limbo or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 26, 2011, 12:23:54 pm
I think it would be awesome if zombies sought shelter during acid rain, and sort of just hung out there. So you're breaking into a house later, and you realize there's 10 zombies, 5 specials, and a brute, just chilling.

Ohgod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 26, 2011, 12:34:42 pm
I think it would be awesome if zombies sought shelter during acid rain, and sort of just hung out there. So you're breaking into a house later, and you realize there's 10 zombies, 5 specials, and a brute, just chilling.

Ohgod.
"You spot a group of zombies playing backgammon and enjoying delightful classical pieces in their mp3 players while enjoying a coup of fine brandy."


Reminds me, do we have any extremely elitist liquor in the (vanilla) game?

Request: Monocles and top hats. Even if they don't do anything but add burden.
EDIT: Screw that. We need the whole gentleman setting.
EDIT2: And pimp attire would be nice while at it. Using your pimp cane to fend off the zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 12:52:06 pm
I think it would be awesome if zombies sought shelter during acid rain, and sort of just hung out there. So you're breaking into a house later, and you realize there's 10 zombies, 5 specials, and a brute, just chilling.

Ohgod.
"You spot a group of zombies playing backgammon and enjoying delightful classical pieces in their mp3 players while enjoying a coup of fine brandy."


Reminds me, do we have any extreme elitist liquor in the (vanilla) game?

Request: Monocles and top hats. Even if they don't do anything but add burden.
EDIT: Screw that. We need the whole gentleman setting.
EDIT2: And pimp attire would be nice while at it. Using your pimp cane to fend off the zombies.

hey bitches! *boom*

oh, I say! no need to be so rough you scragally peasant!
I seriously need to draw that one day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 26, 2011, 12:53:26 pm
I think it would be awesome if zombies sought shelter during acid rain, and sort of just hung out there. So you're breaking into a house later, and you realize there's 10 zombies, 5 specials, and a brute, just chilling.

Ohgod.
"You spot a group of zombies playing backgammon and enjoying delightful classical pieces in their mp3 players while enjoying a coup of fine brandy."


Reminds me, do we have any extreme elitist liquor in the (vanilla) game?

Request: Monocles and top hats. Even if they don't do anything but add burden.
EDIT: Screw that. We need the whole gentleman setting.
EDIT2: And pimp attire would be nice while at it. Using your pimp cane to fend off the zombies.

hey bitches! *boom*

oh, I say! no need to be so rough you scragally peasant!

Hey, it's a silly thing, but can add to challenge to dress in specific ways. Imagine the "Duke Nukem" challenge where all you wear is 90's-style t-shirt+jeans (and utility vest?), the "Transvestite" challenge where...yeah (this is easy for females though), the "Human Suit" challenge where you wear nothing at all (cue Flanders meme), the "Doctor Insano" challenge where you go with labcoat and rubber gloves and goggles (do we have goggles, Whales?), the "perverted old man in trenchcoat" challenge where...yeah I am going too far.
However it can be fun to dress up characters in specific ways. Just a few more things would do the trick, no need to add a massive array of things. But maybe (disclaimers: names not meant to be included, just orientative) "white tiger fur coat", "epic Neo shades", "necktie", "bowtie", maybe a fez, "white collar IT worker shirt", "top hat", "monocle", "turban", "goggles", "labcoat", "beer hat", "epic vest of elegance", and pimp and elegant attire and such...that'd do the trick combined with the available ones.

Labcoats are a must if they aren't in. Do scientist corpses have any labcoats? Never found any at least.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 01:01:10 pm
Hey, it's a silly thing, but can add to challenge to dress in specific ways. Imagine the "Duke Nukem" challenge where all you wear is 90's-style t-shirt+jeans (and utility vest?), the "Transvestite" challenge where...yeah (this is easy for females though), the "Human Suit" challenge where you wear nothing at all (cue Flanders meme), the "Doctor Insano" challenge where you go with labcoat and rubber gloves and goggles (do we have goggles, Whales?), the "perverted old man in trenchcoat" challenge where...yeah I am going too far.
However it can be fun to dress up characters in specific ways. Just a few more things would do the trick, no need to add a massive array of things. But maybe (disclaimers: names not meant to be included, just orientative) "white tiger fur coat", "epic Neo shades", "necktie", "bowtie", maybe a fez, "white collar IT worker shirt", "top hat", "monocle", "turban", "goggles", "labcoat", "beer hat", "epic vest of elegance", and pimp and elegant attire and such...that'd do the trick combined with the available ones.

Labcoats are a must if they aren't in. Do scientist corpses have any labcoats? Never found any at least.
Goggles aren't in, but safety glasses are. They're pretty much the same thing.
And I think labcoats are in.

Well, if we ever get to design our own items in-game, I'm sure this will be awesome. Also, you forgot thongs. Everyone knows real survivors wear only thongs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 26, 2011, 01:01:41 pm
Windows release 1.9.2

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.9.2.zip

Changelog
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 01:02:43 pm
I just found weed in the middle of a highway among many bear and shotgun traps....

I love this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 02:02:33 pm
So, for some reason my terminal will randomly close and my game gets deleted. Any ideas why?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 26, 2011, 02:03:07 pm
The game is unplayibly broken for me. Walls instead of trees, trees instead of doors. Glass walls instead of floors. Metal bars instead of walls. I don't know why this is happening either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 26, 2011, 02:19:34 pm
The game is unplayibly broken for me. Walls instead of trees, trees instead of doors. Glass walls instead of floors. Metal bars instead of walls. I don't know why this is happening either.
Did you do a CLEAN install? You need to ERASE the old files, not just overwrite them. Or just stick the game files in a different folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 02:35:57 pm
Huge muscular legs give lots of running speed.
And hulks are Tanks from L4D, so that should have gave you a hint :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 26, 2011, 02:38:03 pm
Yeah, but the tanks from L4D had puny legs, and used their huge arms to lift their selves up and lope across the battle field at insane speeds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 26, 2011, 02:38:28 pm
The game is unplayibly broken for me. Walls instead of trees, trees instead of doors. Glass walls instead of floors. Metal bars instead of walls. I don't know why this is happening either.
Did you do a CLEAN install? You need to ERASE the old files, not just overwrite them. Or just stick the game files in a different folder.
I did git pull, then make clean then make.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 26, 2011, 02:39:36 pm
The game is unplayibly broken for me. Walls instead of trees, trees instead of doors. Glass walls instead of floors. Metal bars instead of walls. I don't know why this is happening either.
Did you do a CLEAN install? You need to ERASE the old files, not just overwrite them. Or just stick the game files in a different folder.
I did git pull, then make clean then make.

Delete your save folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 02:43:06 pm
The tanks from L4D actually ran slower than humans in good health.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 26, 2011, 03:08:29 pm
This was intended to be the L4D rogue like when you concieved it, right whales? 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 26, 2011, 03:11:18 pm
Deleting the save folder fixed it. Thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 03:13:11 pm
This was intended to be the L4D rogue like when you concieved it, right whales? 
I think it's more like "Valve appreciation" roguelike.

L4D setting and zombies, Half-Life robots and styled labs :). Of course it's unique in its own way, but it shows that the creator appreciates certain games. And the works of mr. Lovecraft.


By the way, I plan to add "rifle", "pistol" etc. to gun names. It should help those who are not gun nuts to understand the type of the gun without checking its description. What do you think?

Thanks for the new version, Head! Is the source updated? I will update the mod then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 03:17:46 pm
By the way, I plan to add "rifle", "pistol" etc. to gun names. It should help those who are not gun nuts to understand the type of the gun without checking its description. What do you think?
While I would disagree with your decision, I am kinda of a "gun nut", so yeah, the question doesn't really apply to me. But if you do, can you do handgun instead of pistol?
The word pistol always seemed silly to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 03:21:18 pm
Yep, in russian both "handgun" and "pistol" mean the same, so it's not a problem for me :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 26, 2011, 03:22:49 pm
I don't really mind, but doesn't the description of said weapon already specify what type a gun is?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 03:24:14 pm
Yeah, but Deon's method will save a bit of time when just glancing through gunshops and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 26, 2011, 03:32:36 pm

By the way, I plan to add "rifle", "pistol" etc. to gun names. It should help those who are not gun nuts to understand the type of the gun without checking its description. What do you think?


A better idea would be to allow the person to examine the item fully like you could if you examine it or have it in your inventory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 03:52:19 pm
TMoM is right, I want you to see the gun type right as you glance at it, not after you read its detailed description :).

Also, a new release will be up soon, with a new terrain type.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 03:55:17 pm
Your naming thing will also be very useful when using the ; command to look, as I don't think that even lets you look in detail at items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 04:03:11 pm
I think that would be very useful, stumbling around a gun shop looking at the descriptions of all the guns gets old after a while.

Also, I think smashing a bank window with a shotgun, the horde of eyebots descending and taking my picture and the zombies coming out of the woodwork are all related.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 26, 2011, 04:09:53 pm
Agreed. Though I mostly check weapons to see what kind of ammo they use. It's really a pain in the ass to search for appropriate weapons for the ammo I find. I mostly get weapons this way:

1. Find a gun shop. Make sure there are no zombies around.
2. Pick up all the guns (if you don't have space drop something)
3. Check the ammo cabinets for green ones and pick them up
4. Drop all the guns and pick up only the green ones
5. Drop heavy guns, inefficent guns and guns that have the least ammo if you lack space. No need to carry 5 guns with you.

There you go, with the appropriate guns for the appropriate ammo. If there are any easier ways let me know. My character pretty much sucks without firearms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 26, 2011, 04:12:30 pm
What level of butchering do you need to make the tainted flesh edible?

Also :

Can you lockpick doors instead of bashing them down?

Oi!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 04:13:31 pm
Can you lockpick doors instead of bashing them down?
No, but you can pry them open by 'a'pplying a crowbar.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 26, 2011, 04:17:12 pm
This was intended to be the L4D rogue like when you concieved it, right whales? 
I think it's more like "Valve appreciation" roguelike.

L4D setting and zombies, Half-Life robots and styled labs :). Of course it's unique in its own way, but it shows that the creator appreciates certain games. And the works of mr. Lovecraft.


By the way, I plan to add "rifle", "pistol" etc. to gun names. It should help those who are not gun nuts to understand the type of the gun without checking its description. What do you think?

Thanks for the new version, Head! Is the source updated? I will update the mod then.

In its earliest incarnation Cataclysm was a pure L4D roguelike, meant to be a coffeebreak roguelike that you could beat in 15 minutes.  Then I wrote the map generator, and realized that I had an awesome city/wilderness generator on my hands, and that I didn't want to limit its use to a sprinty run'n'gun game, so I moved in the sandbox direction.  To get away from looking like a L4D clone, I added in other monsters, drawing from popular culture in some cases (triffids, graboids) and just making others up.  My natural love of Half-Life and Lovecraft definitely informed the creation of the labs, no argument there.

I like the idea of indicating what kind of firearm something is in the name, Deon, but that might make some names too long, and get cut off in the inventory screen or by the recoil notification.  I think I might add a ? key to using x or ; to look around, which lets you pull up the full information on an item.


I think that would be very useful, stumbling around a gun shop looking at the descriptions of all the guns gets old after a while.

Also, I think smashing a bank window with a shotgun, the horde of eyebots descending and taking my picture and the zombies coming out of the woodwork are all related.

Yes, yes they are...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 04:17:36 pm
how do i survive day 1?
I have a safehouse with a basement full of guns and food.
Every time i go out zombies come out of the woodworks.
Its all over when the mantis or the fast zombies comes out especially the necro zombie.

I tried the window choke point, tried the pit trap method, i tried fire but i eventually get swarmed.
Any advice?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 26, 2011, 04:18:38 pm
Don't stay in one place for too long. Worked for me so far.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 04:19:18 pm
Don't make a lot of noise.

Also, an idea Deon, you could just add a letter to indicate weapon type?
R for Rifle
A for Assault Rifle
H for Handgun
Etc
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 04:20:49 pm
so i have to keep moving my safehouse or i should have multiple safehouses?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 04:24:38 pm
Tips for surviving (http://cataclysmff.zxq.net/SMF/index.php?topic=36.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 04:27:03 pm
Yes, yes they are...
Do those robots even DO anything or are they just target practice?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 26, 2011, 04:27:56 pm
Personally, I never use a safehouse.  Sometimes I have a stash spot where I keep crafting supplies, and sometimes I'll trap a house to sleep in, if traps are convenient, but that's it.  Safety while sleeping is more about finding a room that's far away from any doors (the rooms at the back of pharmacies and grocery stores are superb).


Yes, yes they are...
Do those robots even DO anything or are they just target practice?

Up to five minutes after your picture is taken, a copbot will appear on the scene.  It's possible to avoid the copbot if you flee quickly after your picture is taken.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 26, 2011, 04:29:52 pm
so i have to keep moving my safehouse or i should have multiple safehouses?

If your going for length, board up a house with a basement and grab as much canned food and water as you can, then hide in your basement until you run out of supplies. Yeah, the most efficient way is boring.

Gonna have to wait until the construction update before you can get any other viable form of surviving.



I don't agree with the whole "keep moving around" idea. Your pretty much forced to get the high speed skills and it's dependent on luck if you get screwed or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 04:32:33 pm
Another question:
One of my starting spot is in the middle of a forest with a lab across the map. How can i survive there if i spawn there again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 04:34:20 pm
Pretty easily. You can hunt animals for food and pelts
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 04:34:48 pm
Just FYI, I've figured out the desired way to generate a map for my Fallout mod (which I will update some time later).

(http://img.ie/3a5c7.png)

It needs some tweaking, but it generates a huge wasteland with rare forests, VERY rare water and small settlements with houses set apart.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 04:40:21 pm
Just FYI, I've figured out the desired way to generate a map for my Fallout mod (which I will update some time later).
-snip-
It needs some tweaking, but it generates a huge wasteland with rare forests, VERY rare water and small settlements with houses set apart.
Yeah, tweaking definately required, seeing how the roads aren't connected together and the houses usually face the wrong direction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 04:41:35 pm
I actually want more disconnected roads and to make the edges more jagged. Roads should be destroyed after all.

By the way, the latest version (modded, but I didn't touch NPCs) really has NPCs!

(http://img.ie/b8723.png)

It's me in a casino in one of survivor settlements, and there are people all over the place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 04:43:11 pm
I think NPCs always spawn when you first play.
They all vanish when you save and quit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 04:45:36 pm
I actually want more disconnected roads and to make the edges more jagged. Roads should be destroyed after all.
But wouldn't it work better if the roads were more patchy and destroyed on the microlevel (outside of map)? Besides, it would be wierd to have whole sections of roads missing.

But hey, your mod. I can't tell you what to do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 04:52:51 pm
You can tell me what to do if you can tell me HOW :).

The map generator is still very confusing to me.

The only thing I've made it to produce right are badlands covered with junk for my close-to-vanilla mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 04:55:39 pm
You can tell me what to do if you can tell me HOW :).
But even then I couldn't tell you.

You already know much more about worldgen than me. I didn't even take a look at it yet, so I'm a complete Zero on this subject :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 26, 2011, 04:57:01 pm
Don't make a lot of noise.

Also, an idea Deon, you could just add a letter to indicate weapon type?
R for Rifle
A for Assault Rifle
H for Handgun
Etc
Better idea, how about have their names color coded to the list of gun types in the help screen?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 05:07:47 pm
I've checked it and the naming is fine (the length).
I.E. M4A1 rifle[.223].
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 26, 2011, 05:09:05 pm
RAHS are in. I add R/A/H/S[ammo type] at the end of each weapon's name.

I.E. M4A1 R[.223].

Is S shotgun or submachine gun?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 05:09:48 pm
I just traveled to a bank, I appeared inside the vault and there was nothing but a plutonium cell in it. If it wasn't for the ability to travel on the map I would be stuck in there until I died.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 26, 2011, 05:10:52 pm
I just traveled to a bank, I appeared inside the vault and there was nothing but a plutonium cell in it. If it wasn't for the ability to travel on the map I would be stuck in there until I died.

If it wasn't for the ability to teleport on the map you wouldn't have been stuck in there in the first place, would you? ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 05:11:59 pm
I just traveled to a bank, I appeared inside the vault and there was nothing but a plutonium cell in it. If it wasn't for the ability to travel on the map I would be stuck in there until I died.
It's not a game feature, it's a debugging tool to teleport around the map :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 05:15:56 pm
I just traveled to a bank, I appeared inside the vault and there was nothing but a plutonium cell in it. If it wasn't for the ability to travel on the map I would be stuck in there until I died.

If it wasn't for the ability to teleport on the map you wouldn't have been stuck in there in the first place, would you? ;)
Yep. ;)

I just traveled to a bank, I appeared inside the vault and there was nothing but a plutonium cell in it. If it wasn't for the ability to travel on the map I would be stuck in there until I died.
It's not a game feature, it's a debugging tool to teleport around the map :).
Oh, well, I didn't know that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 26, 2011, 05:23:39 pm
Deon's little mod V9.

- 13 new food items, including ingredients (flour, sugar, salt, weird fruit, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- New recipe for a superglue (weird fruit + ammonia, requires no skill and 1 unit of hotplate).
- Tweaks to cooking times.
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Army helmet is renamed to combat helmet and gets protective glasses (environment protection).
- Sledgehammers appear in more places.
- Zombies do significally more melee damage.
- New blind zombie (zombie banshee).
- Season changed to summer, less painful acid rain.
- New terrain - badlands (with litter and junk piles).
- Gun names now contain the gun type and ammo.

Download
http://www.mediafire.com/download.php?b5m6jccdqt6x85w


(http://img.ie/94c31.png)


I've also changed the corpse tile to & (to stop it from looking like strawberries) and changed most of useable machinery/stuff to the $ tile (casino machines, computers, consoles, toilets etc.).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 06:01:58 pm
Wandering a barren wasteland? Sounds fun, downloading ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 26, 2011, 06:02:31 pm
I just stumbled upon this game after checking out Deon's Wasteland mod. It's great! I haven't found a rougelike that could keep my attention like this in a long while. I noticed there's a bug with @, dunno if anyone else is having a problem with it(So many pages, can't read them all >.<). I was reading around and noticed something about servers. How does that work?  ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 06:07:01 pm
The @ thing is windows exclusive, and I think Head fixed it in his latest version.

If you check the first post of the thread there should be a guide for playing in the server version, which has just been refreshed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 26, 2011, 06:12:29 pm
The @ thing is windows exclusive, and I think Head fixed it in his latest version.

If you check the first post of the thread there should be a guide for playing in the server version, which has just been refreshed.

Ohhh.. Thanks :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 06:13:19 pm
No probs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 26, 2011, 06:15:20 pm
Deon you are my favorite modder of all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 26, 2011, 06:33:32 pm
I've checked it and the naming is fine (the length).
I.E. M4A1 rifle[.223].
Sooo... I won't raid 3 gun shops in a row to find the gun which uses the ammo I'm carrying around, only to find the first gun shop I visited actually had a gun like that anymore?

AWESOME!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 26, 2011, 06:34:37 pm
Hey Deon, one of the ingredients for your pizza is Savage 111F rifle[.308] I expect that's a bug.
edit*Potato chips also require the knife to have a 'charge'
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 26, 2011, 06:43:56 pm
Goddamn hazy clouds.  I swear to God, the radiation is sentient.  Also, I'm screwed.

Hey Deon, one of the ingredients for your pizza is Savage 111F rifle[.308] I expect that's a bug.

Deon makes hardcore pizza.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 06:48:13 pm
Huzzah! It's day 3 now and stuck inside due to acid rain. Have plenty of advance computer books but no basic computer books. Danm those banks and police station, sitting there mocking me!

What is the best skill and/or equipment to raid the labs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 06:57:22 pm
What is the best skill and/or equipment to raid the labs?
Flashlights, at least 500 batteries, and a good ranged weapon. Meleeing most of the enemies in the lab is suicide, especially the turrets.

Anyway, another suggestion from the think tank of yours truly:
Mountable Machine Guns (http://cataclysmff.zxq.net/SMF/index.php?topic=85.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 07:00:27 pm
that would be awesome but wouldn't it just attract more zombies?

another question: how much noise does a nail gun make?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 07:01:18 pm
But then you would kill those zombies too
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 26, 2011, 07:09:04 pm
that would be awesome but wouldn't it just attract more zombies?

another question: how much noise does a nail gun make?
I do believe they're really quiet compared to guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on July 26, 2011, 07:19:31 pm
Nailguns make a "Plink!" sound, IIRC, which is the same as a silenced  .45 handgun (probably other calibers too, I just know that because that's what I'm using on my current character).

Also, Deon, I tried out your mod and it's pretty neat. Are the casinos in survivor settlements part of your mod, too? I don't remember seeing them before. (If so, they need a bit of work: none of the four that were in the settlement had a way inside, and when teleporting inside there were a lot of doors floating around in the middle of rooms.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 07:20:16 pm
Does the smell of boomer slime attract zombies? If so then i can lure it away from my safehouse then kill it.

On other news: a machete is a great weapon. I killed a deathclaw with it in melee but it left me half my torso health.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 26, 2011, 07:23:29 pm
I just stumbled upon this game after checking out Deon's Wasteland mod. It's great! *snip*

Best thing is that you can help develop it from the get-go to its, inevitable, epic heights ! Constant brainstorming and code-crunching going on here and at the separate cataclysm forum. (link in siggy)

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 07:27:57 pm
half that but i'm looking for a katana.

I tried deon's V9 mod.
Is it normal to find mutagen and plutonium in the basement?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 07:29:42 pm
Yep
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 07:31:15 pm
can i make home made nukes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 07:54:19 pm
There are mininukes, not sure if you can make them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 26, 2011, 08:48:47 pm
I need a good disadvantage combo for maximum points and use. I already have Schizophrenic and Asthmatic. I was considering Hoarder but that leaves my morale really low all the time. Illiterate is definitely out because I like books. Maybe Glass Jaw?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 08:51:13 pm
I need a good disadvantage combo for maximum points and use. I already have Schizophrenic and Asthmatic. I was considering Hoarder but that leaves my morale really low all the time. Illiterate is definitely out because I like books. Maybe Glass Jaw?
Near-Sighted. Not too penalizing, plus curable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 26, 2011, 08:56:44 pm
Thats actually my favorite disadvantage set for my melee builds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 26, 2011, 09:02:07 pm
I go with Glass-jaw, Near-sighted and Happy Trigger when i want an "easier" character.

Question : Can you cover / board up windows? (if yes, how?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 09:05:57 pm
Question : Can you cover / board up windows? (if yes, how?)
'a'pply a hammer. You'll also need nails and two-by-fours.
You can do the same to doors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 26, 2011, 09:07:21 pm
'a'pply a hammer. You'll also need nails and two-by-fours.
You can do the same to doors.

Does it reduce the sight range of zombies, or just reinforce the entrance to withstand more attacks?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 26, 2011, 09:07:46 pm
I usually take Schizo, Asthmatic and Glass Jaw.

You can board up windows by "a"pplying a hammer.  You'll also need 2 2x4s and some nails, though.  Makes an non-see-through wall thingy.  Can't walk through, either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 26, 2011, 09:08:38 pm
'a'pply a hammer. You'll also need nails and two-by-fours.
You can do the same to doors.

Does it reduce the sight range of zombies, or just reinforce the entrance to withstand more attacks?
It does both, it doesn't let anything see through it and its tougher to break through.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 26, 2011, 09:08:44 pm
Im pretty sure that if your scents still outside, theyll try to break it down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 26, 2011, 09:24:36 pm
how to erase scent?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 09:25:15 pm
Exactly. Scent is what usually gets you killed.


EVERYONE, make sure to hit the Cataclysm forums!

http://cataclysmff.zxq.net/SMF/index.php (http://cataclysmff.zxq.net/SMF/index.php)

Ah, and a few Cataclysm players are playing a fun multiplayer zombie survival game where we build up and defend a town together, to kill the time between Cataclysm plays and get a little bit of outside playerbase to Cataclysm as well ;)

Join using my refer link and I'll add you to the Coalition, so we can play in the same town :D Still have a few slots! We've got a crafting workshop, watchtower, defensive trench/great pit, defensive walls, and a few other things up so far, can't wait til we've got catapults, a butcher, and other such things. :) Currently out scavenging the wasteland for building material!

http://www.die2nite.com?ref=Ehndras (http://www.die2nite.com?ref=Ehndras)

Its one of those browser games where you can play for hours or kill all your energy points in 5 minutes time, depends on your playing style. It will in no way impact your Cataclysm playtime as its a time-waster and fun little team-based game, until we get the ability to build forts from the ground up in Cataclysm multiplayer. I can't wait ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on July 26, 2011, 09:28:02 pm
Put cataclysm board link in the first post please?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 26, 2011, 09:33:09 pm
Question : Can you cover / board up windows? (if yes, how?)
Yes, you need a "hammer", "nails" and a "two by four" You press "a"ctivate on the hammer then use the arrow/num-pad the way you want it to be/on the door or window. It takes tow "two by fours" and I think 2 or 6 "nails" I forgot.
Edit: I was late I didn't refresh...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 26, 2011, 09:38:30 pm
I've holed up in a Fridge-filled shop, surrounded by three gas stations. Should things go horribly wrong, half the city will go down with the character..

DWARVEN STYLE!  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 26, 2011, 09:39:53 pm
how to erase scent?
Smoke. Burn a few chunks of tainted meat several squares away from your house to make smoke.
So long as you don't burn the house down, you'll be fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 26, 2011, 09:53:44 pm
How have I been playing the game this long and never heard about scent?  Are you guys serious, that's actually a thing?  And smoke actually effects it?  Well, thank God fires burn forever then.

Does anything besides yourself give off attractive scents?  Because I've got some animal carcasses piling up outside too.  As good a reason as any to fix up enemy AI so that you and only you are the target of every hostile creature in the world.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 09:56:09 pm
What good are radio towers, and what can I use radios for?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 26, 2011, 09:56:52 pm
What good are radio towers, and what can I use radios for?
They currently don't do anything, but Whales will eventually add in a use for them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 26, 2011, 10:11:58 pm
Sooo, If you run on a "Ethanol Burner" how do you urrmm get more power...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 10:14:19 pm
Sooo, If you run on a "Ethanol Burner" how do you urrmm get more power...
Drink that booze, dawg!

You'll still get drunk though. Combine with the Blood Purifier implant though, and it's inebriation-free though.
EDIT: He he, just noticed I tend to use the word "though" a lot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 26, 2011, 10:16:25 pm
Ethanol Burner = Dwarf CBM :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 26, 2011, 10:16:46 pm
Sooo, If you run on a "Ethanol Burner" how do you urrmm get more power...
Drink that booze, dawg!

You'll still get drunk though. Combine with the Blood Purifier implant though, and it's inebriation-free though.
I'll get addicted....


But I did find a CBM: Medical and messed up and it removed my burner  so I'm good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 10:39:05 pm
Grr, is there any way to light a gas pump on fire without using a lighter and blowing yourself to smitherines? Flamers don't work, lighting a molotov crashes me, shooting it smashes it and makes it leak gas and mini-nukes do nothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 26, 2011, 10:42:08 pm
Hahahaha! I just filled a cardboard box with water?! What? xD
There's a little something that could do with a bit of tinkering  :P All around sooo enjoyable still. Gonna have to go find some nails soon though, not really up to going into town though  :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 26, 2011, 10:43:46 pm
make a trail of gas and corpses and light that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 26, 2011, 10:44:29 pm
Is there any better use for a goo canister other then using it for a pet? Because it seems pets just disappear after some time.

Also, what is plutonium for?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 10:46:53 pm
Grr, is there any way to light a gas pump on fire without using a lighter and blowing yourself to smitherines? Flamers don't work, lighting a molotov crashes me, shooting it smashes it and makes it leak gas and mini-nukes do nothing.
(http://i.imgur.com/XA0Di.jpg)
@ is you, arrow denotes what tile to set alight, t is a burnable trash, ~ is gasoline, [] is the pump.
And move away right after setting it alight.

Also, just remembered you don't need the trash there. Or you could have it and set the fire one tile further, if you want a longer fuse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 10:47:06 pm
make a trail of gas and corpses and light that.
That worked, and I survived. Thanks, you've just put Jacob the Post-Apocalyptic Terrorist in business!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 10:47:42 pm
I love your drawings :)

We need a post on the Cataclysm forums just for those, like the DF educational comics. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 26, 2011, 10:48:35 pm
make a trail of gas and corpses and light that.
That worked, and I survived. Thanks, you've just put Jacob the Post-Apocalyptic Terrorist in business!

I do what I can.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 10:49:54 pm
I love your drawings :)
Hahah, thanks. I've been thinking of making a Cataclysm comic, I'm just not sure of the style to use that would allow enough detail.
I'll just need some more practice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 10:51:03 pm
Use the one you have now, its very unique and gives an awesome comedic spin to things. Did you make that kawaii zombie image too? That was classic
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 26, 2011, 10:53:36 pm
Use the one you have now, its very unique and gives an awesome comedic spin to things. Did you make that kawaii zombie image too? That was classic

This
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 10:54:57 pm
Use the one you have now, its very unique and gives an awesome comedic spin to things. Did you make that kawaii zombie image too? That was classic
Yeah, that pic was mine too.

Well, I'll try making some stuff soon. Who knows, Cataclysm: The Comic might actually work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 26, 2011, 10:57:30 pm
Use the one you have now, its very unique and gives an awesome comedic spin to things. Did you make that kawaii zombie image too? That was classic
Yeah, that pic was mine too.

Well, I'll try making some stuff soon. Who knows, Cataclysm: The Comic might actually work.
If I may make a suggestion for a comic, I think you should make one with a man stuck in a wall with his dog sitting next to him, I have spawned in walls and windows a lot recently.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 10:58:40 pm
Here's my currently done "work", if anyone else is wondering if I drew some specific picture:
Spoiler: Thumbnail as usual... (click to show/hide)

Use the one you have now, its very unique and gives an awesome comedic spin to things. Did you make that kawaii zombie image too? That was classic
Yeah, that pic was mine too.

Well, I'll try making some stuff soon. Who knows, Cataclysm: The Comic might actually work.
If I may make a suggestion for a comic, I think you should make one with a man stuck in a wall with his dog sitting next to him, I have spawned in walls and windows a lot recently.
Sure can do.

You can even see a failed attempt at a comic I tried, too. I went for a stickman style with the ASCII symbols for heads.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 10:59:03 pm
I can just imagine an Alpha-version inside joke-comic where you remove some food from a refrigerator only to, a frame or two later, try to put some back, only to have an imaginary force field pop up, telling you that you can't put objects inside of containers, realize you are carrying too much and have no food, and then the infamous /b/ rage-face, FFFFFFFFUUUUUUUUUUUUU-

...Seemed funnier in my mind. I'm awesome at visualizing but not so much at describing, roflmao
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 11:00:26 pm
I can just imagine an Alpha-version inside joke-comic where you remove some food from a refrigerator only to, a frame or two later, try to put some back, only to have an imaginary force field pop up, telling you that you can't put objects inside of containers, realize you are carrying too much and have no food, and then the infamous /b/ rage-face, FFFFFFFFUUUUUUUUUUUUU-

...Seemed funnier in my mind. I'm awesome at visualizing but not so much at describing, roflmao
Actually, you described it well enough. Yeah, I can see how it'd look.

EDIT: Hell, lemme see if I can't draw it now.

EDIT2: Gah, this'll take quite some time. Damn me for being such a perfectionist.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 26, 2011, 11:14:59 pm
Lol She's smart
(http://i449.photobucket.com/albums/qq217/LeeandJacob123/lolwut.png)
Worst part is she somehow lived...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 11:16:13 pm
Nienhaus, you should keep that image saved for future reference on NPC intelligence, ROFL
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 11:17:23 pm
No worries, I'm an obsessive-compulsive ultra-perfectionist, hence why I'm now looking for help to design an RPG game a-la-Cataclysm as I'll never actually publish my stories, since I'm always changing them and adding more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 26, 2011, 11:19:54 pm
Lol She's smart
(http://i449.photobucket.com/albums/qq217/LeeandJacob123/lolwut.png)
Worst part is she somehow lived...

This made me rofl. That's awesome!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mono124 on July 26, 2011, 11:21:44 pm
Gah. Refresh fail... and quote fail?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 11:27:21 pm
Function, PLEASE make a comic about the NPC picking up a live grenade fail xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 11:31:32 pm
Function, PLEASE make a comic about the NPC picking up a live grenade fail xD
Can do, too.
I'd be happy to have some help though. Like, basically, plan out the whole comic so I don't have to. (Seriously, I just can't seem to imagine how would this one go.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2011, 11:32:44 pm
I would imagine panel 1 to be the player throwing a grenade
Panel 2 to be the NPC spotting it and making a OwO face
Panel 3 to be the NPC diving for it shouting "MINE!"
And panel 4 to be body parts strewn all over the place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 11:33:48 pm
I think the NPC actually saying what it said in the game would be better, fully highlighting its stupidity :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 26, 2011, 11:36:17 pm
I would imagine panel 1 to be the player throwing a grenade
Panel 2 to be the NPC spotting it and making a OwO face
Panel 3 to be the NPC diving for it shouting "MINE!"
And panel 4 to be a half-dismembered NPC dragging itself towards the player who is running away for dear life. With no change in facial expression since pain doesn't make you sad or even remotely affect morale.
Fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 11:36:17 pm
Panel 1: Player lobs grenade
Panel 2: NPC opens mouth widely in surprise and says "blah blah blah get active grenade"
Panel 3: NPC drops weapon and takes grenade, holding it in air like its the fucking master sword
Panel 4: Grenade goes boom, face covered in tell-tale black ashy-burn marks, wide-eyed in surprise
Panel 5?: Player looks at NPC like they're stupid, and or does some cliche "What the fuck are you doing" expression
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 26, 2011, 11:38:14 pm
Panel 1: Player lobs grenade
Panel 2: NPC opens mouth widely in surprise and says "blah blah blah get active grenade"
Panel 3: NPC drops weapon and takes grenade, holding it in air like its the fucking master sword
Panel 4: Grenade goes boom, face covered in tell-tale black ashy-burn marks, wide-eyed in surprise
Panel 5?: Player looks at NPC like they're stupid, and or does some cliche "What the fuck are you doing" expression
I think you should do this one. :D Lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tres_Huevos on July 26, 2011, 11:38:34 pm
I just had a dropped katana disappear at my feet during a fight. Darn mosquito forcing me to pull my gun out while my pack was full.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 11:39:13 pm
All this is cool, but I'm really not good at faces.

I think I have a good plan though. I'll throw up a rough sketch soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 26, 2011, 11:40:33 pm
I liked the Ascii comic :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 26, 2011, 11:44:58 pm
Gawd, I wish I had just a smidgedon of artistic talent. The ideas are up there, you know, but I just cant seem to express them how I envision them. Luckily Im a pretty good writer. Fan fiction, anyone?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 26, 2011, 11:48:29 pm
Same, JC. I'm a writer cause I'm a horrible artist, lol. The best I can do is crazy line designs, like this one.

http://maximilian-aurea.deviantart.com/art/Chaotic-Origins-134661047 (http://maximilian-aurea.deviantart.com/art/Chaotic-Origins-134661047)

I suggest that you zoom in. Zoomed out just looks like a bunch of scrunchy lines.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 26, 2011, 11:49:08 pm
Gawd, I wish I had just a smidgedon of artistic talent. The ideas are up there, you know, but I just cant seem to express them how I envision them. Luckily Im a pretty good writer. Fan fiction, anyone?
Can you do one for me? Like on of my going from house to house every week with a new sidekick who randomly dies, but never from Gauls. I'm using the Fallout mod BTW.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 11:54:32 pm
Okay, I kinda finished it.

Click for full size.

(http://i.imgur.com/OGhw9l.jpg) (http://i.imgur.com/OGhw9.jpg)

Though the thumbnail IS fully readable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 26, 2011, 11:57:37 pm
Okay, I kinda finished it.

Click for full size.

[IMG]http://i.imgur.com/OGhw9l.jpg/img]/URL]

Though the thumbnail IS fully readable.
 (http://i.imgur.com/OGhw9.jpg)
That's Really good beside the part that she lived.. Lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 26, 2011, 11:57:42 pm
I was working on a post apocalyptic story before I found Cataclysm, so after that I could probably get to work on some stuff for the game. I just got to get to the labs to learn the back story first. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 26, 2011, 11:59:23 pm
Gawd, I wish I had just a smidgedon of artistic talent. The ideas are up there, you know, but I just cant seem to express them how I envision them.
I know how you're feeling.
I have the same feeling too, especially when I compare my work:
Spoiler (click to show/hide)
I didn't draw this one by the way, found it on /co/.

That's Really good beside the part that she lived.. Lol
Bah. Details, details ... :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 27, 2011, 12:01:01 am
Same, JC. I've got my main Epic Fantasy novel series, plus a dystopian post-apocalyptic story on the side. I want to make an RPG out of the Post-apocalyptic one. :) Something like Cataclysm, but... Different. lol.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 27, 2011, 12:04:28 am

Monsters

- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Removed the starting pet dog
- New zombie description
- Tripled number of zombies
- Zombies spawn in all areas
- Increased zombie speed to a run
- Varied speed of zombies
- Improved zombie hearing
- Removed grace period. Zombies spawn from game-start
- Implemented zombie dogs as a new monster

Map and Terrain

- Removed knowledge of local terrain at beginning
- Made windows and some objects a little bit easier to traverse for humans and zombies

Items

- Added 'lemon soda'
- Added 'orange soda'
- Added 'grape soda'
- Added 'grape juice'
- Added 'condensed milk'
- Added 'cheddar cheese'
- Added 'carrot'
- Added 'onion'
- Added 'black berries'
- Berries are now based on color. Must be identified via the description to tell if it's safe to eat or not
- Rebalanced some drugs
- Renamed 'marijuana' to 'cannabis'
- Made 'cannabis' addictive
- Added 'aluminium baseball bat'
- Removed 'butter knife'
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 27, 2011, 12:06:43 am
- Added 'aluminium baseball bat'
I'd suggest renaming it to "aluminum baseball bat". I think aluminum was taken as the English standard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 12:08:21 am
@ehndras: I saw your(?) thread on your fantasy and sci fi worlds and stories and I gotta say, theyd make a great setting for a PnP RPG.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 27, 2011, 12:22:14 am
So guys, Is there a way I can put stuff in shelves?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 27, 2011, 12:23:29 am
So guys, Is there a way I can put stuff in shelves?
The only way you can do that is if you have the maximum amount of volume you can carry, then you pick something up off the shelf and replace it with what you were holding in your hand before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 27, 2011, 12:23:43 am
't'hrow it on. Unless it's breakable, like a glass bottle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 27, 2011, 12:54:19 am
So I deployed an inactive manhack, it followed me around serving as an honor guard.

I deploy another, it hacks me to pieces (get it, hacks) and disappears when I return. It was strange, one was friendly and the other one killed me. I deploy an inactive turret, it sits there not shooting at anything despite a horde of zombies being there.

Technology hates me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 27, 2011, 01:10:26 am
I deploy another, it hacks me to pieces (get it, hacks)
That's like saying "The shotgun shot me (get it, shot?)" :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 27, 2011, 01:13:06 am
I deploy another, it hacks me to pieces (get it, hacks)
That's like saying "The shotgun shot me (get it, shot?)" :P
I can make something truly horrible, don't push me :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 27, 2011, 01:29:38 am
I reported that friendly turrets never shoot. I'm guessing here's something wrong with their IFF system or something.

Manhacks are weak enough to be completely useless, for something that takes so much effort to make you'd think it would be able to take down ONE REGULAR ZOMBIE. Every time I deploy one it just gets swatted in one or two hits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 27, 2011, 01:43:10 am
I wanted to flood my house with manhacks and hopefully create an army of annoying pests for any zombies that break in. Instead, I got killed the first time by a random enemy manhack then repeated it to have all of them disappear as soon as I travel away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 01:45:13 am
Hey Deon, one of the ingredients for your pizza is Savage 111F rifle[.308] I expect that's a bug.
edit*Potato chips also require the knife to have a 'charge'
Oops. I screwed up the item order with the latest patch, I will fix it ASAP :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 27, 2011, 01:46:59 am
Hey Deon, one of the ingredients for your pizza is Savage 111F rifle[.308] I expect that's a bug.
edit*Potato chips also require the knife to have a 'charge'
Oops. I screwed up the item order with the latest patch, I will fix it ASAP :).
That is one odd pizza, and I thought people putting ranch sauce on their pizza was wierd.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 01:48:54 am
My F. G.!

It's an actual code!

COMP(itm_tomato, 1, itm_sauce_pesto, 1, itm_sauce_red, 1, itm_savage_111f, 1, NULL);

What the hell! Seriously dudes, never mod after 5 A.M. :P. I'm fixing it right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 27, 2011, 01:51:31 am
"Oh, man, this is really good pizza! What's in it?"

"A gun."

":o"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 27, 2011, 01:53:51 am
I say the best part of that was that it wasn't an error or anything, the gun was legitimately needed to make the pizza (even if it was him being tired and sleep-deprived at 5AM).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 01:59:48 am
FunctionZero, your drawings are totally awesome and I love seeing them.  I whole-heartedly support Cataclysm comics.

I was dumb when I made turrets craftable, and failed to think about the fact that the "shoot gun" code ONLY targets the player; I should obviously fix this (a turret that will only shoot at you is not the most worthwhile thing to build).  And while I'm at it, I should fix ALL monster attack code to generalize it to monsters as well; currently monsters will fight each other, but never use their special attacks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 27, 2011, 02:02:38 am
Could it be possible for a texture pack? I tried looking, couldn't find. It's not bad It's just gets confusing, mostly when I have houses and forests right next to each other.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 02:06:19 am
FunctionZero, your drawings are totally awesome and I love seeing them.  I whole-heartedly support Cataclysm comics.

I was dumb when I made turrets craftable, and failed to think about the fact that the "shoot gun" code ONLY targets the player; I should obviously fix this (a turret that will only shoot at you is not the most worthwhile thing to build).  And while I'm at it, I should fix ALL monster attack code to generalize it to monsters as well; currently monsters will fight each other, but never use their special attacks.
Also when a monster attacks NPC and destroys his clothing, the prompt says that it's YOUR clothing being destroyed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 02:14:03 am
FunctionZero, your drawings are totally awesome and I love seeing them.  I whole-heartedly support Cataclysm comics.

I was dumb when I made turrets craftable, and failed to think about the fact that the "shoot gun" code ONLY targets the player; I should obviously fix this (a turret that will only shoot at you is not the most worthwhile thing to build).  And while I'm at it, I should fix ALL monster attack code to generalize it to monsters as well; currently monsters will fight each other, but never use their special attacks.
Also when a monster attacks NPC and destroys his clothing, the prompt says that it's YOUR clothing being destroyed.


Ahhhhh you're right
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 27, 2011, 02:18:59 am
@ehndras: I saw your(?) thread on your fantasy and sci fi worlds and stories and I gotta say, theyd make a great setting for a PnP RPG.

Hmm, not sure where that was but Im sure I posted it here somewhere. What's a PnP RPG? Pen and Paper? Send me a private message please!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 27, 2011, 02:19:25 am
@ehndras: I saw your(?) thread on your fantasy and sci fi worlds and stories and I gotta say, theyd make a great setting for a PnP RPG.

Hmm, not sure where that was but Im sure I posted it here somewhere. What's a PnP RPG? Pen and Paper? Send me a private message please!
It means Pen and Paper.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 27, 2011, 02:28:56 am
Could it be possible for a texture pack? I tried looking, couldn't find. It's not bad It's just gets confusing, mostly when I have houses and forests right next to each other.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 27, 2011, 02:30:23 am
You know what'd be cool?  If this game had Stalker enemies.  I loev me some Dwarfs (http://www.youtube.com/watch?v=YKE2uJtY3vA).


...I would totally love to have one of these things (http://www.youtube.com/watch?v=fGNr1megvks) in, too, but the most obvious implementation of "hit a > [item key] for hours, receive battery charges" sounds both unfun and unbalanced.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 02:32:42 am
Could it be possible for a texture pack? I tried looking, couldn't find. It's not bad It's just gets confusing, mostly when I have houses and forests right next to each other.
Not right now. Right now it's supposed to be run through a terminal window, so all you see it a text.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 27, 2011, 02:36:14 am
Could it be possible for a texture pack? I tried looking, couldn't find. It's not bad It's just gets confusing, mostly when I have houses and forests right next to each other.
Not right now. Right now it's supposed to be run through a terminal window, so all you see it a text.
Oh, Ok just wanted to know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 02:58:52 am
You know what'd be cool?  If this game had Stalker enemies.  I loev me some Dwarfs (http://www.youtube.com/watch?v=YKE2uJtY3vA).


...I would totally love to have one of these things (http://www.youtube.com/watch?v=fGNr1megvks) in, too, but the most obvious implementation of "hit a > [item key] for hours, receive battery charges" sounds both unfun and unbalanced.

GET OUT OF HERE STALKER
Those crazy psychic zombies whose names I can't remember might be fun.
Maybe the charger could be used in a craft.  Recipe uses the charger as a tool, maybe some junk item as a component, and takes half an hour, but requires no skill.  That way there's no button-mashing.  But yeah, it would take away the sometimes-fun tension of being underground in a lab and having your flashlight start to die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 02:59:37 am
Hmmmm. . . Odd, I was addicted to opiates after one use of codiene. . . .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 03:32:23 am
Hmmmm. . . Odd, I was addicted to opiates after one use of codiene. . . .

In the near future addiction won't have any effect until it reaches a few levels--meaning that only sustained use will see any kind of addiction effect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 03:35:51 am
Deon's little mod V10.

- 13 new food items, including ingredients (flour, sugar, salt, weird fruit, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup, tomato juice, apple juice, peach juice, grape juice).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- New recipe for a superglue (weird fruit + ammonia, requires no skill and 1 unit of hotplate).
- Tweaks to cooking times.
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Army helmet is renamed to combat helmet and gets protective glasses (environment protection).
- Sledgehammers appear in more places.
- Zombies do significally more melee damage.
- New blind zombie (zombie banshee).
- Season changed to summer, less painful acid rain.
- New terrain - badlands (with litter and junk piles).
- Gun names now contain the gun type and ammo.
- Juices are fun to drink; you can craft orange, apple and tomato juices.


Download
http://www.mediafire.com/download.php?91xzz67enzidtd6

So yeah, you can now mix water and fruits to get juices. Also, any reason why didn't we get happiness from drinking juices before, Whales? They are tasty, even in description :).

I've also fixed the bug with knife charges and a gun in the pizza recipe.
The cooking crafting menu now has enough items to fill the screen. We need a scrolling list there, Whales :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blargityblarg on July 27, 2011, 03:47:37 am
- Added 'aluminium baseball bat'
I'd suggest renaming it to "aluminum baseball bat". I think aluminum was taken as the English standard.

Noooooooope. Aluminium remains the correct usage, though aluminum has been granted 'acceptable alternative' status.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 27, 2011, 03:54:12 am
Hm, the whole Integrated toolset bionic seems a bit OP, could it be made so that it only represented tools like hacksaw, screwdriver, soldering iron, etc.? And perhaps require the use of batteries, though, taking the charges straight from the ones in your inventory? However comedic it may be, I do not like the look of cooking an entire spaghetti meal using the swiss omni-knife out of my hands, let alone without any energy cost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 27, 2011, 03:56:15 am
Hm, the whole Integrated toolset bionic seems a bit OP, could it be made so that it only represented tools like hacksaw, screwdriver, soldering iron, etc.? And perhaps require the use of batteries, though, taking the charges straight from the ones in your inventory? However comedic it may be, I do not like the look of cooking an entire spaghetti meal using the swiss omni-knife out of my hands, let alone without any energy cost.

http://cataclysmff.zxq.net/SMF/index.php?topic=44.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 04:00:08 am
My writing tends to be more serious, it will be fun to challenge my self with humorous situations like the all purpose bionic tool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 04:00:27 am
- Added 'aluminium baseball bat'
I'd suggest renaming it to "aluminum baseball bat". I think aluminum was taken as the English standard.

Noooooooope. Aluminium remains the correct usage, though aluminum has been granted 'acceptable alternative' status.

But the game is set in New England, where "aluminum" is correct ;)  That said, it's his mod, he can call stuff whatever he likes!

Ninja'd on Integrated Toolset.  I will be using FunctionZero's recommended fix.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 27, 2011, 05:07:51 am
- Added 'aluminium baseball bat'
I'd suggest renaming it to "aluminum baseball bat". I think aluminum was taken as the English standard.

Noooooooope. Aluminium remains the correct usage, though aluminum has been granted 'acceptable alternative' status.

But the game is set in New England, where "aluminum" is correct ;)  That said, it's his mod, he can call stuff whatever he likes!

Ninja'd on Integrated Toolset.  I will be using FunctionZero's recommended fix.

Everyone knows the apocalypse will be brought on by Americans who insist on butchering the English language! :P

No but in all seriousness guys that's just how I learned to say it and how people from where I'm from pronounce it al-i-mini-um.

8) mucho love to all my American homies... Don't send the CIA after me, I was just kidding!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 06:34:06 am
It's aluminium in Russia too :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 27, 2011, 07:16:29 am
There should be a way to put stuff at shelves and refrigerators.
Food gets rotten very quickly in my opinion. I don't rembember when but I think it was day 10 when I started seeing rotten food.
Foods in refrigerator shouldn't rot that quickly.

Keep Cataclysm going it's awesome  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 27, 2011, 07:23:02 am
*snip* Aluminium remains the correct usage, though aluminum has been granted 'acceptable alternative' status.

Oh god please no, lack of resistance is how 'nucular' gets granted 'acceptable alternative' status in the future. Might as well rename shotgun to 'boom-stick' in the game too then ! No, this deviance must cease right here and now. Modern colloquial English be damned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blargityblarg on July 27, 2011, 07:40:40 am
Don't worry, it's just the national linguistic equivalent of spelling your kid's name weirdly because they're a special flower. It'll pass.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 27, 2011, 08:15:04 am
Wow, Deon, Nice mod. I live on Grape juice and pizza.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 08:40:18 am
Thank you :). I will release a new version soon, based on the latest Head's patch (with all the crash fixes).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 27, 2011, 08:49:36 am
Thank you :). I will release a new version soon, based on the latest Head's patch (with all the crash fixes).
Oh your welcome.
Also how can I power myself with well nothing and what is the Diamond Cornea for?
Both Bionics BTW.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 27, 2011, 08:51:59 am
In the bionic screen, press ! and then the letter of the bionic for a description.  Subdermal filament negates temperature changes between 0-140, and diamond cornea's increase perception by 2.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 27, 2011, 08:53:46 am
Might as well rename shotgun to 'boom-stick' in the game too then ![/quote]I am okay with this.

Also, back to the charger thing... there was actually a weapon in Metro that basically had one of those chargers built in, it was basically a BB-railgun (http://www.youtube.com/watch?v=9YCuZQy5qxE).  You had to manually charge it, and the more electricity stored (it could momentarily be overcharged, as well) the more powerful the shot would be.
I SAID COME IN, DON'T STAND THERE
Is it possible to make alt-fire "charge" a weapon like that?  Not actually firing it, but temporarily increasing the gun's piercing or damage to a certain point, and making it degrade lower than normal if you fire and don't recharge?

@Nien, you can check what your bionics do in the bionics page ("p" for "powers" IIRC).  Just hit ? I think, it's listed at the page bottom.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 27, 2011, 08:54:24 am
In the bionic screen, press ! and then the letter of the bionic for a description.  Subdermal filament negates temperature changes between 0-140, and diamond cornea's increase perception by 2.
Ok thanks. Also Subderal Carbon Filament is a thin armor under your skin.

Also
Also how can I power myself with well nothing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 27, 2011, 08:57:02 am
You don't. They are passive systems, and if you start with android, you can start with two passive systems rather then an active and a power source. It's actually somewhat frustrating, since the armor bionics can nastily kill your encumbrance and stats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 27, 2011, 09:11:38 am
Supposedly, the "Metabolic Interchange" bionic lets you substitute food for batteries i.e. increases your hunger when you use power. I haven't used it myself though.

I have no idea whether using MI along with other power-source bionics would break something though. Alternatively, solar panels require no real action aside from going out when the sun is up, and the internal furnace is broken due to the huge availability of usable items; particularly corpses and wood. Both are still limited by your maximum battery charge.

Most passive bionics don't require power to use, such as the aforementioned diamond cornea and armor bionics. Passives that do use power, like the air filtration and memory bank bionics, simply won't work until you have a source of power.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 09:13:22 am
Sooo, I've tried and it worked. You will get playgrounds in the next version.

Which building types/areas do you want to see?

I am thinking about bars and warehouses right now. More ideas?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 09:14:25 am
There should be a way to put stuff at shelves and refrigerators.
Food gets rotten very quickly in my opinion. I don't rembember when but I think it was day 10 when I started seeing rotten food.
Foods in refrigerator shouldn't rot that quickly.

Keep Cataclysm going it's awesome  :D

Power has already been out for several days when the game starts, and I can speak from first-hand experience when I say that a fridge is no better than a cardboard box after a couple days with no power.  Also, the timing of when food goes bad is less a realism thing and more a difficulty balance thing--when to start forcing the player to work for food.


You don't. They are passive systems, and if you start with android, you can start with two passive systems rather then an active and a power source. It's actually somewhat frustrating, since the armor bionics can nastily kill your encumbrance and stats.

Yup.  This is why Android will be 86d soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 27, 2011, 09:18:11 am
Supposedly, the "Metabolic Interchange" bionic lets you substitute food for batteries i.e. increases your hunger when you use power. I haven't used it myself though.
I'll try that later, Going to sleep I've been up for 17 hous and the time before that, 22 hours, Night.

Sooo, I've tried and it worked. You will get playgrounds in the next version.

Which building types/areas do you want to see?

I am thinking about bars and warehouses right now. More ideas?
Bars yes also more smaller towns and how about a pool hall with new pool sticks?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 09:50:17 am
Deon's little mod V11.

- 17 new food items, including ingredients (flour, sugar, salt, weird fruit, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup, tomato juice, apple juice, peach juice, grape juice).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- New recipe for a superglue (weird fruit + ammonia, requires no skill and 1 unit of hotplate).
- Tweaks to cooking times.
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Army helmet is renamed to combat helmet and gets protective glasses (environment protection).
- Sledgehammers appear in more places.
- Zombies do significally more melee damage.
- New blind zombie (zombie banshee).
- Season changed to summer, less painful acid rain.
- New terrain - badlands (with litter and junk piles).
- New location - playground (with a slide, monkey bars, a sandbox and a bench; just one type for now, I will update it later).
- Gun names now contain the gun type and ammo.
- Juices are fun to drink; you can craft orange, apple and tomato juices.


Download
http://www.mediafire.com/download.php?k9etkx4wsgb9o9j
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 09:51:04 am
Sooo, I've tried and it worked. You will get playgrounds in the next version.

Which building types/areas do you want to see?

I am thinking about bars and warehouses right now. More ideas?
Bars yes also more smaller towns and how about a pool hall with new pool sticks?
Actually I wanted to add pool tables to bars, with pool cues and balls :).

P.S. The latest version has greatly reduced badlands' count, now there are junkyards here and there, no more badlands around towns everywhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 27, 2011, 09:52:47 am
Which building types/areas do you want to see?

I am thinking about bars and warehouses right now. More ideas?

How about construction sites? Lot's of spare (heavy) build materials lying around, tools of all sorts..?
I know it's covered with one of the stores already, but it's open!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 09:56:33 am
Which building types/areas do you want to see?

I am thinking about bars and warehouses right now. More ideas?

How about construction sites? Lot's of spare (heavy) build materials lying around, tools of all sorts..?
I know it's covered with one of the stores already, but it's open!
A good place to find those awesome chains and sledgehammers, as well as other tools :P.

And once we get construction, a place to find materials for our safehouses and self-built walls!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 27, 2011, 10:05:46 am
There should be a way to put stuff at shelves and refrigerators.
Food gets rotten very quickly in my opinion. I don't rembember when but I think it was day 10 when I started seeing rotten food.
Foods in refrigerator shouldn't rot that quickly.

Keep Cataclysm going it's awesome  :D

Power has already been out for several days when the game starts, and I can speak from first-hand experience when I say that a fridge is no better than a cardboard box after a couple days with no power.  Also, the timing of when food goes bad is less a realism thing and more a difficulty balance thing--when to start forcing the player to work for food.
Oh power is out I forgot about that. Even that cold air in there won't stop it from rotting it when it gets opened. This makes me think about another idea :D (this one isn't stupid I promise!)

How about being able to install a generator to a building? Finding fuel shouldn't be too difficult with all these gas stations around. A building with lights should attract zombies and survivors. You could even craft a device which allows you to fill dead batteries from a power socket. You could even install a radio transreciever! (Yeah I played Urban Dead)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 27, 2011, 10:07:18 am
A good place to find those awesome chains and sledgehammers, as well as other tools :P.

And once we get construction, a place to find materials for our safehouses and self-built walls!

Well.. yes.. That's the idea :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on July 27, 2011, 10:19:41 am
I just met my first NPC's. There were two of them, I tried trading but they didn't have anything I wanted. Then as I was about to leave, their brains exploded.

What the hell?!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 27, 2011, 10:53:18 am
I just met my first NPC's. There were two of them, I tried trading but they didn't have anything I wanted. Then as I was about to leave, their brains exploded.

What the hell?!
I saw them only once in a house. I was getting some supplies and when I got something to carry with me she told me to stop and asked me to drop my weapon. I did and she carried on without doing anything. I probably stole something of hers without knowing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 27, 2011, 11:01:53 am
I just met my first NPC's. There were two of them, I tried trading but they didn't have anything I wanted. Then as I was about to leave, their brains exploded.

What the hell?!
I saw them only once in a house. I was getting some supplies and when I got something to carry with me she told me to stop and asked me to drop my weapon. I did and she carried on without doing anything. I probably stole something of hers without knowing.

NPCs are badly glitched. They spawn the first time you start, but you can save and quit, then reload and they'll disappear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 27, 2011, 11:08:40 am
I wonder how much NPCs will affect the gameplay when the game gets improved. I really want to build my own safehouse with some people and protect it from zombies :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 27, 2011, 11:13:35 am
@Whales
Hm, can you make a little setting to autodrop empty bottles or cans? Whenever you need them you just pick them up, otherwise they are cumbersome to clean up.

Also, can you echo items you pick up from shelves or fridges? It'd be useful to know the inventory slot of something you just picked up and want to use/wear/etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 11:50:25 am
@functionzero: How do you get those marker like lines? Any special programs, or what? I just use gimp for stuff, normally. @everybody else: I forgot to mention, I sometimes do stuff in Blender. I am getting rather good at using it, and know how to do mapping, lighting, camera work and all that jazz, but I often have trouble with the modeling. I might work something out there, too. I love working with blender, but it can be frustrating at times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 27, 2011, 01:57:16 pm
YES! two good implants!

a recycler unit and enhanced hearing ^.^

he died.
this time I have an expanded digestion system AND a recycler unit ^.^

Alas, I guess hearing a lot didn't help the poor guy. I am curious, how did he (she?) die?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 27, 2011, 02:13:34 pm
Yes, I finally have a stable character. Got a boarded up safehouse in a pharmacy, surrounded by pits and dirt piles. However, a lightning strike took out part of the wall, hrmm... I have learned something like 7 skills, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 27, 2011, 02:17:50 pm
Tossing mini-nukes around like confetti and leveling the town is fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 27, 2011, 02:20:44 pm
Yeah, I'm not sure how much I like lightning, since ALL modern buildings are specifically constructed to be grounded. Although, a rarer weather event, like acid rain for normal rain, in which it's a super charged lightning storm. Perhaps a short lived Fire Storm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 27, 2011, 02:22:35 pm
I've never been near a lightning strike before.

Also, cars you can hotwire in the parking lots would be awesome, assuming they could be refueled.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 27, 2011, 02:56:10 pm
I've never been near a lightning strike before.

Also, cars you can hotwire in the parking lots would be awesome, assuming they could be refueled.

Bio-diesel?
1: Kill zombies
2: Melt the fat of the zombies(or whatever you do with it. Works with pigs too.)
3: ?
4: Profit!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 27, 2011, 02:59:29 pm
Bio-diesel?
1: Kill zombies
2: Melt the fat of the zombies(or whatever you do with it. Works with pigs too.)
3: ?
4: Profit!

I'm already eating zombies, and keeping close to the lake, to never have to raid fridges again :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on July 27, 2011, 03:02:26 pm
What will you do when acid rains come?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 27, 2011, 03:05:44 pm
@functionzero: How do you get those marker like lines? Any special programs, or what? I just use gimp for stuff, normally.
Just came back from some errands, so late response. I only noticed this question, if there were any other posts for me, please ask again :P.

I use Paint Tool SAI (http://www.systemax.jp/en/sai/). It's a painter made specifically for tablets. (Works just fine with mouses too, just has tons of stuff meant for tablets.)

You mean the shapes? A bit of fiddling with pressure settings, but mostly setting the stabiliser to the maximum. It really changes the way you draw.
(It also only affects the tablets, there's no difference if you use mouse with it.)

Here's the difference below, in the spoiler. I tried to make the exact same movement, with the same pressure on both. One is S-7 (max), other is 0 (no stabiliser).
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 27, 2011, 03:11:11 pm
What will you do when acid rains come?

..DAMN!  :o
(aye, that's the one point where i have no choice.. On the bright side zombaiii get hurt by it too)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 03:41:10 pm
From here on out, I say we refer to "zombies" as "zombaii" It sounds much cooler : P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 27, 2011, 04:31:00 pm
A quick preview of my upcoming pic.
(Note: This will take forever with my low skill, might not even be finished.)

Also, it's just a quick sketch.
It's going to be a 2400x1500 wallpaper.

Spoiler (click to show/hide)

Perhaps I'll give him a shotgun instead. Or a fusion gun, to represent the more sci-fi elements of the game and differentiate it from all the other zombie games.
What do you think? (Of the idea, I know the pic currently sucks :P)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 04:44:28 pm
@functionzero: How do you get those marker like lines? Any special programs, or what? I just use gimp for stuff, normally. @everybody else: I forgot to mention, I sometimes do stuff in Blender. I am getting rather good at using it, and know how to do mapping, lighting, camera work and all that jazz, but I often have trouble with the modeling. I might work something out there, too. I love working with blender, but it can be frustrating at times.
Yup, I love modelling in Blender too :D


(http://i35.tinypic.com/jipdt3.jpg)

Spoiler (click to show/hide)


Dude, I LOVE Blender!!!! :D :D :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 05:22:30 pm
Whales, you currently use "rotate(rng(0, 4))" for rotation, shouldn't it be "rotate(rng(0, 3))"? Because 4 turns = 0 turns, so it makes the first orientation more frequent (it is listed twice in the RNG choices).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 27, 2011, 05:28:17 pm
Whales, you currently use "rotate(rng(0, 4))" for rotation, shouldn't it be "rotate(rng(0, 3))"? Because 4 turns = 0 turns, so it makes the first orientation more frequent (it is listed twice in the RNG choices).

That is correct. Replying for visibility.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 27, 2011, 05:28:42 pm
*snip*

but will it blend?
*Strangles greatorder for horrible pun*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 06:18:29 pm
This is my current bar map:

Code: [Select]
|-"-"-"---++---"-"-"-|
|....................|
|..##...##...##...###|
|..##...##...##...#.}|
|.................#.{|
".................#.{|
|.................#.{|
|..##...##...##...#.{|
|..##...##...##...#..|
|.................##.|
"....................|
|....................|
|..#####....#####....|
|..#####....#####....|
|....................|
|------------------+-|
................+...{|
................|####|
................|----|
......................

The squares of # are tables and the long tables at the bottom are pool tables.
It has a random variant of full glass front wall (1 in 5).

is it fine?


By the way, if you want to make building maps and see them in the game, feel free to ask me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 06:49:31 pm
i should REALLY go to bed, but...

"A zombie walks into a bar..."

(http://img.ie/c664a.png)

I will release a new version first. With slowed down zombie hulks (105 speed but more HP), with bars and new armors from Cacophony. You will be able to reinforce some body items (utility vest, jacket etc.) with scrap kevlar; also there will be a new "spectra vest" for army drops only: high defence and low weight (JA2-inspired).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 27, 2011, 06:57:34 pm
Looks fine. Now, about more buildings... I haven't checked the game recently, but there's no army bases right? How about army bases?

Or Schools?

Army outposts?

Hospitals?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 27, 2011, 07:03:01 pm
Looks fine. Now, about more buildings... I haven't checked the game recently, but there's no army bases right? How about army bases?

Or Schools?

Army outposts?

Hospitals?

Might I add restaurants and factories to that list?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 07:06:28 pm
Whales, you currently use "rotate(rng(0, 4))" for rotation, shouldn't it be "rotate(rng(0, 3))"? Because 4 turns = 0 turns, so it makes the first orientation more frequent (it is listed twice in the RNG choices).

Well-spotted!  Will fix later tonight.

Deon, I am continuously blown away by your modding prowesss.  Hopefully tonight I will have the time to go through and merge a lot of this stuff in.  Are you planning on writing an armor-mod system?  I can try to squeeze that in too, so we're not duplicating work.

Schools, hospitals, factories, and malls are all planned for the semi-near future as multi-tile buildings!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 07:09:55 pm
Dont forget teh pawn shops : 3  How about convienience stores? Like gas stations sans the gas. Crack houses. Full of drugs and guns, but with weak walls and busted out windows. MALLS. Could you possibly do a randomising feature for what shops are where and which exsist in the mall? It could be full of zombies and need to be cleared. It could also have security rooms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 07:13:21 pm
Yeah, right now 22x22 (or is it 23x23? I think it's 23x23 :P) is not enough for big buildings.

But I've planned veterinary clinics and sweatshops for the release after the closest one.

Quote
Are you planning on writing an armor-mod system?
Armor-mod? I've just added padded/armored light jacket and armored utility vest (with recipes to craft them and sew a light jacket); plus some items for military (military gas mask, spectra vest, ballistic goggles). If you ask about those, they will come in the closest release (in a few minutes) thanks to Cacophony.

Quote
Dont forget teh pawn shops : 3  How about convienience stores? Like gas stations sans the gas. Crack houses. Full of drugs and guns, but with weak walls and busted out windows. MALLS. Could you possibly do a randomising feature for what shops are where and which exsist in the mall? It could be full of zombies and need to be cleared. It could also have security rooms.
Good ideas. We ran out of color codes, I think I will code all shops as $ because of that :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 07:19:42 pm
I really like the idea of clearing out a mall and scavenging enough 2x4s to board it up, only to have it run over when a hulk comes through and wrecks every thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 27, 2011, 07:20:08 pm
As long as you guys are adding buildings, how about Offices?  Large glass windows, lots of tables and random objects and business clothes.  They'd be totally useless, but they'd add a lot life and realism to the city designs.

Of course, there's not a lot of actual "Office" type objects and furniture to populate them with, but that's a small problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 27, 2011, 07:25:02 pm
Guys guys, what we really could use is making sewers and subway tunnels interesting !
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 07:26:05 pm
I think furniture would be easy to create. I think that A lot of life could be added to vanilla houses just by adding things like counters in the kitchens and couches in the livingrooms. Also, bigger houses. Like 3 or 4 bedrooms instead of 1 sometimes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 27, 2011, 07:26:33 pm
Guys guys, what we really could use is making sewers and subway tunnels interesting !
This. They're really boring as they are.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 27, 2011, 07:27:52 pm
Guys guys, what we really could use is making sewers and subway tunnels interesting !

I don't wanna be tentacle raped... The Triffids do that enough as it is >.<
I haven't been in the sewers, are there hordes of things down there? Maybe running through the sewers could fog up your scent trail a little?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 07:32:33 pm
While its true the underground could use some sprucing up, I think it should have a lower priority in vanilla than new above ground building types and sprucing up. New  sewer enemies would be nice though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 07:45:33 pm
I was thinking about adding couches and tables to houses, so yeah, I will work on it later. Right now I am struggling to release the new version because I've decided to add a new lot type.

Playgrounds everywhere are no fun. Now they are playgrounds AND basketball courts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 07:47:31 pm
Id like to see malls implemented in vanilla as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 27, 2011, 07:48:52 pm

Playgrounds everywhere are no fun. Now they are playgrounds AND basketball courts.

Are the courts surrounded by fencing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 07:49:54 pm
Now that I think about it, they should be... But right now, no. Just a court with benches on the sides. I will tweak it later.

[EDIT]: This is how they look (those red T are backboards, and #'s are benches).

(http://img.ie/7a641.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 27, 2011, 07:57:01 pm
So yeah, the underground. Nothing fancy needed for now, just a bunch of spawns like mutated crocodiles and other fun stuff and at least one loot-related reason to come down there like survivor stashes, hideouts whatever and its good. This should not pose much technical difficulty but would immediately fill a gaping hole.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 08:01:42 pm
I thought about maintenance storage rooms with tools of sorts, as well as hobo hideouts with junk and rare canned food.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 27, 2011, 08:04:14 pm
Looks good. The playgrounds and courts will give the parkour trait more use now.

Sewer stations? Have things like pipes, wrenches, etc. Could belong to a survivor that died, so it could be trapped too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 27, 2011, 08:04:56 pm
Wow! Deon, take it easy man people will start thinking "There is a new game named DLM and and an awesome mod called Cataclysm to play with it" if you keep working hard like this  :o

Just joking around. Awesome mod! Keep it coming.  :)

Whales, you currently use "rotate(rng(0, 4))" for rotation, shouldn't it be "rotate(rng(0, 3))"? Because 4 turns = 0 turns, so it makes the first orientation more frequent (it is listed twice in the RNG choices).
Deon, I am continuously blown away by your modding prowesss.  Hopefully tonight I will have the time to go through and merge a lot of this stuff in.  Are you planning on writing an armor-mod system?  I can try to squeeze that in too, so we're not duplicating work.
You guys should work together :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 08:08:38 pm
Heh, nooo, nothing can defeat the awesomeness of Whales and his game (and clean and easy-to-mod code!)!!!

I cannot stop. Seriously.

Remember Rogue Survivor and how I was crying about inability to mod most of the stuff? And wished that it would go open source?

Whales' project is what I wanted of a game! Since I cannot learn enough coding and game design due to my little son and wife to write my own game, I have to make mods. And I love to make mods more than to play games :P. The Cataclysm is a dream come true for me.



That talk aside, I've made fences around basketball courts.

(http://img.ie/8314a.png)

The Parkour Expert trait is more useful now in the city environment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 08:11:05 pm
Hmmm. . . How about dirt roads and rural houses?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 27, 2011, 08:11:13 pm
Is it possible to do any modding if all you have is the Windows build?  Or do I have to get the Linux source and open it with an emulator?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 08:16:48 pm
Is it possible to do any modding if all you have is the Windows build?  Or do I have to get the Linux source and open it with an emulator?

You can get the Head's SDL source which is easy to compile for the windows.

1) Get the source here: https://github.com/Headswe/Cataclysm
2) How to compile: http://cataclysmff.zxq.net/SMF/index.php?topic=6.0
3) ?
4) Profit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 27, 2011, 08:21:19 pm
Whales' project is what I wanted of a game! Since I cannot learn enough coding and game design due to my little son and wife to write my own game, I have to make mods. And I love to make mods more than to play games :P. The Cataclysm is a dream come true for me.
Exactly. I was looking for a game like this. I was really excited about Serial Killer Roguelike and when I found out it was fake I gave up and played mindless fps games for sometime and then, I discovered Cataclysm... And it changed my life...

Forever...

Nah just kidding but it's really fun :D

By the way what about fire stations, military bases and huge malls with 2-3 floors?
Oh and what about Auto Repair shops where you can find tools?
Oh and churches maybe?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 08:25:49 pm
Deon's little mod V12.

- New locations - playground, basketball court, bar.
- New terrain - badlands (with litter and junk piles).
- New army gear (spectra vest, military gas mask, ballistic goggles).
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Craftable light jacket, new craftable armored clothing (padded light jacket, armored light jacket, armored utility vest).
- Army helmet is renamed to combat helmet and gets protective glasses (environment protection).
- Gun names now contain the gun type and ammo.
- 17 new food items, including ingredients (flour, sugar, salt, weird fruit, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup, tomato juice, apple juice, peach juice, grape juice).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- New recipe for a superglue (weird fruit + ammonia, requires no skill and 1 unit of hotplate).
- Tweaks to cooking times.
- Sledgehammers appear in more places.
- Zombies do significally more melee damage.
- New blind zombie (zombie banshee).
- Zombie hulks are slowed to 105 speed but get more health. They also spawn later in the game.
- Season changed to summer, less painful acid rain.
- Juices are fun to drink; you can craft orange, apple and tomato juices.

The armored clothing is designed by Cacophony.

Download:
http://www.mediafire.com/download.php?gk7qnd97nwsjucf
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 27, 2011, 08:25:57 pm
Seriously Deon, what you are doing now is a variant or a branch, not a mod xD
You are underselling yourself saying it's just a mod.
It's just the lexical nazi inside me, and in case the cultural barrier doesn't make it clear it's a compliment.
EDIT: I suggest you read about the story of Angband and its variants whenever you are bored, it features a lot of simple mods that became games on its own right.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 27, 2011, 08:28:27 pm
What is the difference between a gas mask and a military one?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 08:30:47 pm
Honestly, when I learned that the SK roguelike was a hoax I began searching for a legitimant project. Apparently there is somebody working on one, and on his blog I saw  mention of dwarf fortress, and thus I was thrust into the insanity that is bay 12, and I loved it. Oh, and for something on topic, (insert shameless begging for pawn shops and malls)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 08:32:33 pm
What is the difference between a gas mask and a military one?
It's a bit more comfortable (3 encumbrance instead of 4) and it protects against damage much better, as well as provides just a bit more enviromental protection.

Seriously Deon, what you are doing now is a variant or a branch, not a mod xD
You are underselling yourself saying it's just a mod.
It's just the lexical nazi inside me, and in case the cultural barrier doesn't make it clear it's a compliment.
EDIT: I suggest you read about the story of Angband and its variants whenever you are bored, it features a lot of simple mods that became games on its own right.
I know what you mean, but I'm still a modder because I didn't contribute much to the actual code, all I did... Well, I guess I've used existing templates.



Whales: If you want to merge something from my mod, the easiest way to find my added code is to get Head's current code and my mod; after that launch Winmerge or a similar utility and look at the added code.


Whales' project is what I wanted of a game! Since I cannot learn enough coding and game design due to my little son and wife to write my own game, I have to make mods. And I love to make mods more than to play games :P. The Cataclysm is a dream come true for me.
Exactly. I was looking for a game like this. I was really excited about Serial Killer Roguelike and when I found out it was fake I gave up and played mindless fps games for sometime and then, I discovered Cataclysm... And it changed my life...

Forever...

Nah just kidding but it's really fun :D

By the way what about fire stations, military bases and huge malls with 2-3 floors?
Oh and what about Auto Repair shops where you can find tools?
Oh and churches maybe?
Fire stations were in my head since I've seen the first police station. They will be in, I promise :). Multi-floor buildings are not likely to happen soon due to the engine, but maybe in future they will appear.

The churches and graveyards are planned too once I figure out how to force the mapgen to spawn them properly (a bit away from the main town locations).

P.S. Of course pawn shops sound sweet. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 08:36:28 pm
Whales: If you want to merge something from my mod, the easiest way to find my added code is to get Head's current code and my mod; after that launch Winmerge or a similar utility and look at the added code.

I was planing on getting your mod, and just grepping out Deon or DLC into a changes.txt file and going through them individually, merging in the ones that fit with the central themes and gameplay elements of the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 08:37:12 pm
DLC? You are making a DLC out of my mod? Oh man :D. You definitely like Bethesda.

P.S. I plan to remove Badlands alltogether. And once I figure out how to spawn distant buildings properly I will make junkyards with the same function.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 27, 2011, 08:38:19 pm
Whales: If you want to merge something from my mod, the easiest way to find my added code is to get Head's current code and my mod; after that launch Winmerge or a similar utility and look at the added code.

I was planing on getting your mod, and just grepping out Deon or DLC into a changes.txt file and going through them individually, merging in the ones that fit with the central themes and gameplay elements of the game.

I was hoping this would happen.  I'm not really on board with the "THE GAME CAN NEVER BE HARD ENOUGH" ethos, but stuff like the cooking additions and new locations are great, so be sure to tell what you're taking in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 27, 2011, 08:38:50 pm
Honestly, when I learned that the SK roguelike was a hoax I began searching for a legitimant project. Apparently there is somebody working on one
*off topic*
Same here. When I learnt there was really a project about it I didn't get much excited because it will probably very different from what I expect.
*off topic*

Malls are really required but they should be at least 3 floors.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 27, 2011, 08:40:25 pm
I know what you mean, but I'm still a modder because I didn't contribute much to the actual code, all I did... Well, I guess I've used existing templates.

I understand.
Still, I recommend you take this as a learning experience then. I'd like to see what someone as active as you would do in a full game of your own.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 08:43:31 pm
DLC? You are making a DLC out of my mod? Oh man :D. You definitely like Bethesda.

P.S. I plan to remove Badlands alltogether. And once I figure out how to spawn distant buildings properly I will make junkyards with the same function.

DLM, excuse me. :)

Malls are really required but they should be at least 3 floors.

Technical issues are heavy with multiple above-ground floors.  I've been over it before, so I won't repeat the list of issues, but they're on hold for a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 27, 2011, 08:45:19 pm
This topic has 5x more posts than the entire fan forums put together, people should post there more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 27, 2011, 08:48:15 pm
*snip* merging in the ones that fit with the central themes and gameplay elements of the game.

This is important, glad to hear it said out loud.  ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 27, 2011, 08:48:27 pm
I think that there should be an archive for mods, fan art, and fan fiction. Unless theres already one somewhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 08:50:03 pm
I think that there should be an archive for mods, fan art, and fan fiction. Unless theres already one somewhere.

Check out the forums in my sig.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kiktamo on July 27, 2011, 09:01:15 pm
On the idea of subways(and stores I suppose) I think public restrooms would be a nice addition with a small chance to find drugs and a higher chance to find trash items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 09:03:07 pm
Whales, check the end of this video please.

http://www.youtube.com/watch?v=tjRXyaoutPU&feature=feedu

How the hell did he die? :(

Also how to perform surgery on broken legs? :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 27, 2011, 09:08:35 pm
Whales, check the end of this video please.

http://www.youtube.com/watch?v=tjRXyaoutPU&feature=feedu

How the hell did he die? :(

Also how to perform surgery on broken legs? :)


Fuuuuck I don't know :(  Seems like another mysterious bug-related death.  I should add in cause-of-death messages, but that's a big code change.  Might be some kind of addiction-related bug, I don't know.  I've also noticed that these mysterious deaths seem to occur on Windows; maybe it's a save issue.

NPCs will perform surgery for you, maybe an Autodoc in labs some day.  For now... sleep it off (this is a bug, but hey, take advantage while you can)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 27, 2011, 09:11:18 pm
Whales, check the end of this video please.

http://www.youtube.com/watch?v=tjRXyaoutPU&feature=feedu

How the hell did he die? :(

Also how to perform surgery on broken legs? :)

Quote
*smokes cigaratte* We'll sit here and have a sm.... *game over* What the hell just happened? I JUST DIED?! What the fuck?

Smoking is bad...

That kind of mysterious deaths happened to me too and yes I'm using Windows :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 27, 2011, 09:16:17 pm
I found a fort, or something, and I have searched the entire town (Since all the items say owned), and I haven't seen a single person is somethign wrong ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 27, 2011, 09:17:01 pm
I found a fort, or something, and I have searched the entire town (Since all the items say owned), and I haven't seen a single person is somethign wrong ?

NPC's are disabled in that version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 27, 2011, 09:17:52 pm
I found a fort, or something, and I have searched the entire town (Since all the items say owned), and I haven't seen a single person is somethign wrong ?

NPC's are disabled in that version.
Oh thanks now I can steal everything, and go searching for other places to rob. Also can you barricade or lock doors ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 27, 2011, 09:20:22 pm
I found a fort, or something, and I have searched the entire town (Since all the items say owned), and I haven't seen a single person is somethign wrong ?

NPC's are disabled in that version.
Oh thanks now I can steal everything, and go searching for other places to rob. Also can you barricade or lock doors ?
You cant lock them but you can barricade them using two by fours, a hammer and some nails.
It's 5:20 AM and Sun is coming up. I better get some sleep. Happy zombie hunting!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 27, 2011, 09:21:06 pm
I found a fort, or something, and I have searched the entire town (Since all the items say owned), and I haven't seen a single person is somethign wrong ?

NPC's are disabled in that version.
Oh thanks now I can steal everything, and go searching for other places to rob. Also can you barricade or lock doors ?
Actually NPCs can be there before you save. After a save they vanish.

I found a fort, or something, and I have searched the entire town (Since all the items say owned), and I haven't seen a single person is somethign wrong ?

NPC's are disabled in that version.
Oh thanks now I can steal everything, and go searching for other places to rob. Also can you barricade or lock doors ?
You cant lock them but you can barricade them using two by fours, a hammer and some nails.
It's 5:20 AM and Sun is coming up. I better get some sleep. Happy zombie hunting!
6:20 here :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 27, 2011, 09:22:59 pm
6:20 here :D.

4:20.. and it's raining acid outside.. hmm..  :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 27, 2011, 09:34:13 pm
6:20 here :D.

4:20.. and it's raining acid outside.. hmm..  :o
I walked out to check if it was real acid, and yep it burnt me, and just now I got chased into a gas station, and accidentally blew it up (And Me) when I was trying to kill the horde chasing me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 27, 2011, 09:40:50 pm
6:20 here :D.

4:20.. and it's raining acid outside.. hmm..  :o
I walked out to check if it was real acid, and yep it burnt me, and just now I got chased into a gas station, and accidentally blew it up (And Me) when I was trying to kill the horde chasing me.

Couldn't you wait until i buy some red bulls? All the stores are closed that late (early?) BLOW UP ON PRIME TIME! :D (derail!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 27, 2011, 09:53:54 pm
Just for shits and giggles, I threw rotten tomatoes at a Boomer.  I landed like three headshots, doing about 15 damage each, and he blew up.  What the Hell is that...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 27, 2011, 09:57:44 pm
Just for shits and giggles, I threw rotten tomatoes at a Boomer.  I landed like three headshots, doing about 15 damage each, and he blew up.  What the Hell is that...

That, sir, is a win xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 27, 2011, 10:02:28 pm
Watching the video, I was sympathizing SO much with "Goddamn teleport!"

Whales, PLEASE give us a key to toggle debug options on/off.

It has ruined so very many games for me, more than anything else :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 27, 2011, 10:07:37 pm
Dangit, so close, so very close !!!! DAMN YOU GIANT ANTS, AND FUNGAL ZOMBIES !!!!!  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 27, 2011, 10:09:25 pm
Watching the video, I was sympathizing SO much with "Goddamn teleport!"

Whales, PLEASE give us a key to toggle debug options on/off.

It has ruined so very many games for me, more than anything else :(

~ turns off debug messages
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 27, 2011, 10:10:17 pm
It doesn't stop you from accidentally teleporting or revealing the whole map
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 27, 2011, 10:25:50 pm
I've teleported by accident so many times.  I press 'enter' while on the map screen and then realize my mistake instantly.  I need to stop pressing enter to leave the map screen but it's a bad habit I have.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 27, 2011, 10:28:21 pm
There's also the accidental *'s
Which happens to me quite a lot when I go to hit & to craft
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 27, 2011, 10:34:49 pm
The
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 27, 2011, 11:17:08 pm
So I think I found a drawing style I'm good at and allows me to show emotions and such well.

(http://i.imgur.com/CDGvtl.jpg) (http://i.imgur.com/CDGvt.jpg)

And yes, the style is totally stolen from Order Of The Stick. :P

With this, I might actually be able to make some Cataclysm comics finally! I've been promising them for a long time.
Thoughts?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 27, 2011, 11:18:01 pm
I personally hit Z the most.  Every time I wanna sleep...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cerej on July 27, 2011, 11:29:28 pm
Oh my God!  Wasp stings are so hilariously broken.  A spear that can be swung for a measly 54 move points?  I'm running around stun locking everything.  Never change this, it's too awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 27, 2011, 11:33:35 pm
Ya I just died, but my character scored 226 Kills (I exploited the map teleportation trick thought so I avoided death about six times thanks to that) he finally died, because I didn't know what turrets looked like, adn he was mowed down by two of them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 27, 2011, 11:41:08 pm
So I think I found a drawing style I'm good at and allows me to show emotions and such well.

(http://i.imgur.com/CDGvtl.jpg) (http://i.imgur.com/CDGvt.jpg)

And yes, the style is totally stolen from Order Of The Stick. :P

With this, I might actually be able to make some Cataclysm comics finally! I've been promising them for a long time.
Thoughts?

I like it :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 27, 2011, 11:46:26 pm
-snip-

I like it :D
Thanks! Now I just need to figure out the plot. If all goes well, the very first edition of this comic should be finished today. (By my time, 6:45 here.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 28, 2011, 12:15:34 am
Just a random new enemy suggestion from watching The Thing.

The Changeling: An enemy that appears to be a normal human until it gets around 1-2 tiles away where it turns into an abomination that tries to hit you with a large stinger hand. It is very weak against fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 28, 2011, 12:16:29 am
They'd be rather easy to catch out as the game stands right now, mainly because the player is the only human alive in the world :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 12:20:46 am
They'd be rather easy to catch out as the game stands right now, mainly because the player is the only human alive in the world :P
Yep, but there are tons of human corpses, so why not have it disquise itself as a corpse until someone staggers upon it, and BAM ! Death from a corpse
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 12:25:30 am
As a random suggestion, there should be some places where there are artificial atmoshpere systems, with a chance of some rooms being broken and flooding the rooms with 100% oxygen. Apart from the unfortunate consequences of starting a fire, it could also damage you if you hang around for a very long time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 28, 2011, 12:32:15 am
They'd be rather easy to catch out as the game stands right now, mainly because the player is the only human alive in the world :P
Yep, but there are tons of human corpses, so why not have it disquise itself as a corpse until someone staggers upon it, and BAM ! Death from a corpse

Strangely I haven't come across any human corpses. Maybe there should be some random corpses that spawn at the beginning of the game that don't become zombies. I'm not really sure how the whole zombification process in this game works though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 12:34:54 am
They'd be rather easy to catch out as the game stands right now, mainly because the player is the only human alive in the world :P
Yep, but there are tons of human corpses, so why not have it disquise itself as a corpse until someone staggers upon it, and BAM ! Death from a corpse

Strangely I haven't come across any human corpses. Maybe there should be some random corpses that spawn at the beginning of the game that don't become zombies. I'm not really sure how the whole zombification process in this game works though.
I fidn them everywhere usually corpses of (Heavily-Armed) civilians, or scientists.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on July 28, 2011, 12:36:26 am
Oh yeah. I somehow forgot about the military and scientist patrols.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 12:41:01 am
Random helidrops of armed soldier patrols would be cool, if you were close enough you might be able to hear the helicopter, and the soldiers would walk around killing any zombies/anything that moved.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 12:42:05 am
Also, they should be able to drop you off at their (still active) army base if you get to the heli in time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 12:42:53 am
Also, they should be able to drop you off at their (still active) army base if you get to the heli in time.
It would be awesome if the base got invaded by a massive horde of zombies when you got there to.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 12:44:55 am
Maybe if the soldier count at the base went above a certain threshold they would order you to get to a safe place, if it fell below that one of them would toss you a gun and tell you to join the defense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 12:45:59 am
Maybe if the soldier count at the base went above a certain threshold they would order you to get to a safe place, if it fell below that one of them would toss you a gun and tell you to join the defense.
A movie of that just went through my head (it was an Ascii Movie. Odd.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 12:49:04 am
To dig deeper, if only a few soldiers survived and zombies were still in the base one of them would grab a radio and call in reinforcements, which instead would call in a bombing run that would bomb the base to hell and you had a few minutes in-game to get the heck out before you went down with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 12:52:07 am
Wait, what? Why would they bombard the base when someone's still alive? I'd imagine our policy of "Leave no man behind" would have them send a rescue team first, then bomb the base. At least, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 12:53:43 am
Wait, what? Why would they bombard the base when someone's still alive? I'd imagine our policy of "Leave no man behind" would have them send a rescue team first, then bomb the base. At least, I think.
Its biological warfare No Man Left Behind Still Alive
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 12:54:43 am
Wait, what? Why would they bombard the base when someone's still alive? I'd imagine our policy of "Leave no man behind" would have them send a rescue team first, then bomb the base. At least, I think.
Most of humanity is dead, a base is crawling with zombies, they'd lose more men trying to rescue those guys then what they would actually save.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 12:55:32 am
Wait, what? Why would they bombard the base when someone's still alive? I'd imagine our policy of "Leave no man behind" would have them send a rescue team first, then bomb the base. At least, I think.
Most of humanity is dead, a base is crawling with zombies, they'd lose more men trying to rescue those guys then what they would actually save.
Not if they use a helicopter. I doubt they would get close enough for zombies to take down the helicopter when zombies are around. They would make a quick flyby, and if someone's left alive, they start hovering in a safe spot until that person makes it or dies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 12:59:11 am
Yep, but that would have to depend on if the zombies could even burst into the military base since I am going to quess they would have alot of fire power, atleast a lot more than the zombies could handle without some sort of leader (Doesn't exist they are undead)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 01:04:01 am
When I think of this I assume the base is like the only one I've seen, which for security was a checkpoint at the road leading in with some fence, that was about it apart from the military personnel everywhere. Unless it was some kind of fortress then breaking in wouldn't be hard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 01:07:41 am
Well, you'd imagine they'd have improved the defenses if they knew zombies were coming/if they've been there for a while. So it could be a whole lot more protective than that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 01:08:03 am
When I think of this I assume the base is like the only one I've seen, which for security was a checkpoint at the road leading in with some fence, that was about it apart from the military personnel everywhere. Unless it was some kind of fortress then breaking in wouldn't be hard.
Yep its just the number of people,a dn each of them having guns would overpower the zombies real quick unless of course some of the zombies were super fast (Hunters? Are there any in the game?), or came out of the ground (Burrowers?) which would make the game that much harder to survive in.

Suggestion -
I think it would be a really good idea to implement some sort of town building aspect liek the characters could build houses, and huts, and walls, adn then convince NPCs to move in. Of course this would require a building sytem, a farming system, and NPCs to be put into the game which would be alot of work, but I think it would be really fun, so please think about putting them in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 01:11:16 am
Well, spitters exist do they not? They wouldn't be a battle-changer unless a thousand appeared out of nowhere but they would definitely take a few soldiers with them if they were mixed in with the normal zombies. Too many attacks like that would leave the soldiers low on manpower to hold the barricades.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 01:12:34 am
Yep its just the number of people,a dn each of them having guns would overpower the zombies real quick unless of course some of the zombies were super fast (Hunters? Are there any in the game?),
Either Brutes or Hulks are the effective "Hunter"s. Can't remember, though.

or came out of the ground (Burrowers?)
Spoiler (click to show/hide)

Well, spitters exist do they not? They wouldn't be a battle-changer unless a thousand appeared out of nowhere but they would definitely take a few soldiers with them if they were mixed in with the normal zombies. Too many attacks like that would leave the soldiers low on manpower to hold the barricades.
If that happened, they would likely evacuate unless there is a damn good reason not to.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 01:16:12 am
IIRC, someone complained about a hulk that ran faster than he did. Those might be as close to hunters as we'll get.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 01:18:38 am
Yeah... with the last vanilla version I played (I haven't played extremely recently, but it was decently recent) even with Quick and Fleet Footed, it went freaking slightly faster than me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 01:19:30 am
IIRC, someone complained about a hulk that ran faster than he did. Those might be as close to hunters as we'll get.
Aww I really wanted an enemy that could outmanuver you, and end up five tiles infront of you after yo have walked three, so that you had to fight it, or throw enough obstacles infront of it to get away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 28, 2011, 01:21:57 am
Hm, necromancers actually would hold a powerful offense on a military base, especially since they can just raise undead on everything the moment it get's shot down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 01:25:17 am
Until a sniper or any rifleman one-shots it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 01:28:29 am
Until a sniper or any rifleman one-shots it.
Then Multiple Necromancers
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 28, 2011, 01:29:48 am
Until a sniper or any rifleman one-shots it.
And then melts due to the spitter he didn't kill.
Or is fried extra crispy due to the shocker.
Or is torn limb from limb by the hulk that just beat the wall down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 01:31:40 am
Until a sniper or any rifleman one-shots it.
Then Multiple Necromancers
Multiple riflemen.

And then melts due to the spitter he didn't kill.
Or is fried extra crispy due to the shocker.
Shoot them first, then. Also, from my experience they aren't that dangerous if they can move to the side after they fire.

Or is torn limb from limb by the hulk that just beat the wall down.
That's what the other many military personnel in base are for.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 01:32:04 am
*Corporal Himes Spots Hulk*
'Jackson get the Rocket Launcher'
*Hulk Blown to bits byy Rocket Explosion*

Thats how I see that going
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 28, 2011, 01:32:53 am
I'm imagining forming a defensive line around a helipad and holding it until an evac choppa arrives.  It's hard imagining how big the horde would get if all the soldiers were using unsilenced weapons, but goddamn, this would be awesome.


Are there plans to make corpses reanimate?  The dead soldiers/scientists, NPCs once they're back in, player-corpses...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 28, 2011, 01:34:13 am
Until a sniper or any rifleman one-shots it.
Then Multiple Necromancers
Multiple riflemen.

And then melts due to the spitter he didn't kill.
Or is fried extra crispy due to the shocker.
Shoot them first, then.
Necromancers revive the shot zombies. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 01:38:32 am
I'm imagining forming a defensive line around a helipad and holding it until an evac choppa arrives.  It's hard imagining how big the horde would get if all the soldiers were using unsilenced weapons, but goddamn, this would be awesome.
"Hey, John, we don't have silencers."
"So?"
*Millions of zombies appear*
"Oh."

If the horde got that big, it would be a really good time to use those grenades/grenade launchers/machineguns/missiles/rockets/nukes/bombs that our military is stocking up on. :P

Necromancers revive the shot zombies. :P
Yes, but then again, there's a limit on their range, and multiple riflemen could effectively nullify this.

In addition, there's no guaranteed chance they will revive the shockers/spitters if there are any other zombie corpses around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 01:41:41 am
I think the the REAL scary thing for the bases might actually be the graboids, once they get the ability to bash through the floor (planned, not yet implemented).

I could also see fungus infections or Queen Triffids causing some issues.

Also, I kind of always thought of necromancers as sort of a leader/smarter zombie... AND they have the most health, I think. Once they actually start acting intelligent, I could see a necromancer following Hulks around, working like a Medic on a Heavy in TF2, heheheh.

And the humans aren't going to have infinite ammo...

Actually, all things considered, the ONLY thing you'd want to waste ammo on is Hulks and Necros, and leave other people with melee weapons to take out any other zombie that gets close...

Edit:
What I REALLY want is for graboids to dig deeper tunnels as well, so and make it so the place where they pop out becomes a "hole", and the hole can be taken into the underground tunnel. Mwahaha. Of course, the graboids should probably eat the zombies too, but still fun! (And I DO plan on adding Prowlers, Blasters, and Splitters as graboid-spawn, although graboids will eat THEM as well...)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on July 28, 2011, 01:47:27 am
I think the the REAL scary thing for the bases might actually be the graboids, once they get the ability to bash through the floor (planned, not yet implemented).
"THEY'RE UNDER THE GROUND!" [/obvious reference]

But they can't get through rock. I'd imagine any concrete or asphalt causing serious problems for them.

And the humans aren't going to have infinite ammo...
Though the amount of bullets they'd likely have at an army base would likely be absurdly high, and they could chopper in supplies via Chinooks.

Actually, all things considered, the ONLY thing you'd want to waste ammo on is Hulks and Necros, and leave other people with melee weapons to take out any other zombie that gets close...
And ranged zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 01:49:32 am
He he, I can imagine the last (or one of the last) soldiers shouting out "Game over man! GAME OVER!" and you could hear them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 01:53:30 am
New update.

Features:


Bug fixes:

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 02:09:00 am
  • Pressing D allows you to drop items onto (or into) an adjacent tile, e.g. bookshelves, fridge, etc
  • Friendly/crafted turrets shoot at zombies
Awesome, thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 28, 2011, 03:24:32 am
Aww, I HAVE WORK AND JOB TO DO :(.

I will have to update, man...

When I think of this I assume the base is like the only one I've seen, which for security was a checkpoint at the road leading in with some fence, that was about it apart from the military personnel everywhere. Unless it was some kind of fortress then breaking in wouldn't be hard.
Yep its just the number of people,a dn each of them having guns would overpower the zombies real quick unless of course some of the zombies were super fast (Hunters? Are there any in the game?), or came out of the ground (Burrowers?) which would make the game that much harder to survive in.
Since we're going with L4D theme for zombies, I've renamed fast zombies to hunters in my mod, and they do quite a lot of cutting damage.

Just a random new enemy suggestion from watching The Thing.

The Changeling: An enemy that appears to be a normal human until it gets around 1-2 tiles away where it turns into an abomination that tries to hit you with a large stinger hand. It is very weak against fire.
DUDE! Just today on a bus stop I was thinking about it :P. SS13 much?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 28, 2011, 03:25:46 am
  • Addictions no longer affect the player until they reach level 3; in practice, this means that only sustained use of a drug will cause addiction.

Does that mean that you may have cigarette crawing, but it doesn't have impact on your stats if you didn't smoked regularly before?
[/list]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 28, 2011, 04:44:03 am
Our illustrious leader even cures our addictions, huzzah !
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on July 28, 2011, 04:46:42 am
Our illustrious leader even cures our addictions, huzzah !
Really? ALL HAIL THE WHALE!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 28, 2011, 05:01:48 am
Now lets see whether Head updates his version before I can learn to use linux, I'm impatient like that. (downloading a distro !)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SP2 on July 28, 2011, 06:02:29 am
Quote from: Latest Commit
// No dropping bionics
After seeing that line I remembered a suggestion I had a while back which I totally forgot about.
Could you implement the ability to "uninstall" bionics? I imagine them to be like augmentations which a person can install into their body but it would need specialist equipment to remove. I was thinking about having a machine in the Labs (makes people have a reason to go in if they botched an installation up too) which allows the removal of a bionic but would require a certain amount of batteries per use but most definitely more than a stacks worth. It would be static so people can't pick it up and use it where ever they wanted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 28, 2011, 07:06:52 am
Spoiler (click to show/hide)

These are cool!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 28, 2011, 08:27:01 am
I suggest changing tables to crosses instead of squares and making pool tables 3 instead of 4 tiles long. The sports ground looks awesome though. Also, vending machines everywhere !
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 28, 2011, 08:34:20 am
Window Version 1.9.3

https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.9.3.zip

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on July 28, 2011, 08:37:04 am
One thing I would like to see is the NumPad Enter key acting as the normal one does, if at all possible.

This is mostly in regards to picking things up, whether from a pile or a container.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 28, 2011, 08:43:53 am
Tip for object: Geographic map .... It is used as a book and then read it 'sometimes reveals part of the map without having to explore
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 28, 2011, 08:59:05 am
That ball court is looks kinda too yellow, to me, personally.  Every basketball court I've gone to had 'em white, might I suggest changing them to that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on July 28, 2011, 09:19:57 am
How does one dump ammonia and bleach to form mustard gas happy fun times?

[A]pplying them made me drink them. Not fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 28, 2011, 09:23:11 am
How does one dump ammonia and bleach to form mustard gas happy fun times?

There IS a recipe for mustard gas, something like 6 cooking and maybe something else?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on July 28, 2011, 09:24:39 am
Oh, it's a recipe? I figured one would be able to simply dump the contents of the bottle on the ground in some way.

On another note: Found a katana in my basement. One shotting zombies is hilarious!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 28, 2011, 09:32:30 am
Oh, it's a recipe? I figured one would be able to simply dump the contents of the bottle on the ground in some way.

On another note: Found a katana in my basement. One shotting zombies is hilarious!

Yeah, katana's are awesome. I usually choose bashing weapons but more recently I have been putting points into cutting in hopes for finding a katana.

Edit: Really, game? A gigantic bee's nest and tons of poisonous bees RIGHT below the house I started in? I didn't stand a chance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 28, 2011, 09:49:28 am
A starting house of mine had one nest right next to it and three nests near it, including a giant on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 10:56:23 am
I'm adding a debug keypress toggle and changing run mode to caution mode, need to figure out how to create a branch though. As if any would play it with such minor changes. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 28, 2011, 10:59:50 am
I would.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 11:37:37 am
Well, its done. Now you can!

Actually, I think I'm gonna add a message for when you press the debug on/off too. THEN you can.

Edit: I do not know what to do to share it. Sucks to be y'all, but its a lot more fun for me so far! ^_^
Double Edit: Okay, made the diffs, guess I'll throw them up on... somewhere, now?
Final Edit:
Behold! Diff files!
http://www.mediafire.com/?6sfjr67oltp3a30
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 28, 2011, 12:33:24 pm
Well, its done. Now you can!

Actually, I think I'm gonna add a message for when you press the debug on/off too. THEN you can.

Edit: I do not know what to do to share it. Sucks to be y'all, but its a lot more fun for me so far! ^_^
Double Edit: Okay, made the diffs, guess I'll throw them up on... somewhere, now?
Final Edit:
Behold! Diff files!
http://www.mediafire.com/?6sfjr67oltp3a30
Awesome! I was getting so sick of making the game crap by cheating and thinking like "meh. I'll just wish for a first aid kit... Okay I'll wish for another one... Maybe another one?... Hmmm what about purifiers?" :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 28, 2011, 12:54:12 pm
Well, its done. Now you can!

Actually, I think I'm gonna add a message for when you press the debug on/off too. THEN you can.

Edit: I do not know what to do to share it. Sucks to be y'all, but its a lot more fun for me so far! ^_^
Double Edit: Okay, made the diffs, guess I'll throw them up on... somewhere, now?
Final Edit:
Behold! Diff files!
http://www.mediafire.com/?6sfjr67oltp3a30
Do you mind if I include it in my mod? I personally never use debug tools (at least not intentionally).

That ball court is looks kinda too yellow, to me, personally.  Every basketball court I've gone to had 'em white, might I suggest changing them to that?
The one near my house has a black resin covering with yellow stripes, but I agree that most of them have white stripes. I will change it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 12:57:11 pm
Do you even have to ask? It would be an honor to be included!

Anyways, ~ now toggles both debug options and messages, not just messages, so if you do need to turn something on (stuck in a wall and can't get out), you still can, but no more accidental clicks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 28, 2011, 01:06:13 pm
I found out what im missing in this game. STAMINA!!! Ya know, people catching breath after escaping the horde... ...unless the setting is Kenya.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 01:07:22 pm
Thats gonna be my next addition, actually. ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 28, 2011, 01:07:46 pm
How do you install the mod gryph.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 01:11:46 pm
How do you install the mod gryph.
Heh, I'm interested too. (I knew it but I forgoted. :()

I'll make a guide for it on the forums then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 01:12:03 pm
I have no idea
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 28, 2011, 01:16:09 pm
Stamina would make this game insanely hard, not sure if it can be done in a way that is not frustrating. We already got stuff like pain or chems to penalize speed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 28, 2011, 01:19:05 pm
I have no idea

You included diff files in your post above. That means you need to use the 'patch' tool, in the original source code.

That is, after you clone the Git repo, copy your patches somewhere nearby, and then usually using 'patch -p0 < mypatch.diff'
Then compile and run as usual.

And, no, you can't patch the windows version directly, you need to build yourself. (sorry for giving the bad news D: )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 28, 2011, 01:21:23 pm
can you list it simpler terms like, This command then this command.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 01:22:30 pm
Y'know what, I think I'm just gonna upload my copies of those files, make it easier for people. :P

Edit:
http://www.mediafire.com/?m1fl0fo5yl1o7nn includes the regular files as well as the diffs. If you don't want to patch them together, you can simple extract the files into your source area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 01:26:29 pm
I'm writing the guide ATM, though, if you want a simple guide.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 28, 2011, 01:28:48 pm
Stamina would make this game insanely hard, not sure if it can be done in a way that is not frustrating. We already got stuff like pain or chems to penalize speed.

I totally agree that it would make the game hard, but on the other hand, in the next big update we're getting constructions, later maybe NPCs that can join us and i think more stuff, that will make the game easier. And in the last couple of days i noticed that as i learned the ropes, its getting kind of, i dare to say easy. Not that i wouldn't mess up and die sometimes, but its getting rare. 

And it would add next layer of depth to the gameplay without making it complicated IMO.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 01:32:45 pm
Installing .diff mods (http://cataclysmff.zxq.net/SMF/index.php?topic=102.0), a guide to using mods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 01:40:39 pm
My implementation of stamina would actually make the game easier, but eh! There's lots of ways to do it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 28, 2011, 01:46:31 pm
What does Fleet-Footed do? I've never really noticed a increase in speed with it. Is there something I'm missing? :|
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 28, 2011, 01:52:00 pm
What does Fleet-Footed do? I've never really noticed a increase in speed with it. Is there something I'm missing? :|

The only way to tell the difference is when you race a zombie. Without Fleet Footed, escaping is PAIN.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 28, 2011, 01:53:47 pm
Most people will think stamina like that bar you have in battlefield games, that gets depleted when you cross the street, but a healthy unencumbered man can run pretty long distance before getting winded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 28, 2011, 02:02:38 pm
Most people will think stamina like that bar you have in battlefield games, that gets depleted when you cross the street, but a healthy unencumbered man can run pretty long distance before getting winded.

Well, most games that try to be "realistic" do that "cross the street = you can't run anymore" bullsh*t. So it's obvious I am against it because of prior experiences with such systems. Realism is bad for games, unless it's for flavor. Mods specially sin about this when the game is not "realistic enough", what usually means crippling the player for it to be "realistic".
I think pain and drugs slowing you down is good enough unless stamina is incredibly well-done and not annoying (as opposed to difficult)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on July 28, 2011, 02:02:57 pm
What does Fleet-Footed do? I've never really noticed a increase in speed with it. Is there something I'm missing? :|
The only way to tell the difference is when you race a zombie. Without Fleet Footed, escaping is PAIN.
Yeah escaping zombies is a bit easier.  Although fast zombies and hulks can still outrun you I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 28, 2011, 02:04:36 pm
Stamina would work IMO if you added in the option to sprint, basically a short burst of incredible speed at the expense of needing to spend several turns cooling off before you can move at normal speed again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 28, 2011, 02:06:50 pm
Most people will think stamina like that bar you have in battlefield games, that gets depleted when you cross the street, but a healthy unencumbered man can run pretty long distance before getting winded.
The thing is those guys have all their gear and their weapon with them, which wouldn't make you tired by crossing a street but you definitely aren't unencumbered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 28, 2011, 02:08:49 pm
Stamina would work IMO if you added in the option to sprint, basically a short burst of incredible speed at the expense of needing to spend several turns cooling off before you can move at normal speed again.
This would be better, definitely!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 02:12:02 pm
Stamina would work IMO if you added in the option to sprint, basically a short burst of incredible speed at the expense of needing to spend several turns cooling off before you can move at normal speed again.

It is almost as if someone read my post a couple of pages ago where I described exactly what I was trying to do!

;)

Heheheh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 28, 2011, 02:14:52 pm
I see no mention of you stating that :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 28, 2011, 02:18:17 pm
Most people will think stamina like that bar you have in battlefield games, that gets depleted when you cross the street, but a healthy unencumbered man can run pretty long distance before getting winded.
The thing is those guys have all their gear and their weapon with them, which wouldn't make you tired by crossing a street but you definitely aren't unencumbered.

Oh, but you are forgetting those soldiers are professionals who are trained to carry all that weight and still perform. At least in my country's military, they are forced to move with backpacks with even more weight than they'll carry in a real battle, until they can do it properly. Distribution of weight is also key, it's not the same as when you pick up a heavy backpack.
The fact that you (or me, not calling you a pussy or anything) can't run when you are carrying weight doesn't mean THEY will have as much trouble.
And this happens in every game-related forum I visit!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 02:30:11 pm
I see no mention of you stating that :P

Sheeeoot, I forget how fast this thread moves! It was a whole freaking 30+ pages ago now, haha. I'll repeat the plan:

Basically, I want to introduce a "real" run mode (probably call it "sprint" mode though) that gives an "exhaustion" effect each time its used (stacking, strength of effect based on strength stat) that functions similar to the reload effect, in that it will fade over time (once run mode is disabled). After a certain point (cap based on strength), you would start having a chance to take damage with each step (each time an action would bring it over the cap), and while in run mode you would have an increased chance from taking damage from moving over difficult terrain that would normally only slow you down.

It's actually a bit ambitious as a plan, but the biggest problem right now is figuring out where to put the exhaustion meter. ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 02:39:38 pm
Add an int to the player class.  Increase it by 1 in player::reset(), decrease by 3 or 4 in game::plmove() if sprinting?  Just my first thought.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 03:03:04 pm
It will probably end up being something like that. The increased chance of damage is probably a bit more work. None of it is actually hard, it is only ambitious because I'm lazy.
(Thanks for giving me a heads up on what the functions were called, though, that will definitely save me some time!)

And also busy working on my own code stuff right now, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 28, 2011, 04:09:33 pm
I think bees are kind of broken. I can count at least two times where something very strange had happened. The first time, I was wandering around after being chased out of town by zombies, and wandered upon a hive. I high-tailed it out of there, since I was fairly 'low level' as in I had no good equipment/etcetera. I went back into town and hid in the back-room of a pharmacy, and went to sleep. In the middle of the night, I was woken up and giant bees were EVERYWHERE, I mean FUCKING EVERYWHERE around me. I was stung something like 50 times in one turn and died immediately.

The second time, I had gone far into the wilderness, hunting fur and meat and animals in general (this with a very high 'level' character. Had good weapons, skills, a nice safehouse, the lot). I wandered upon a hive, went further in to see if I could grab some honeycombs, since I needed those to cook up some royal jellies. I got a couple combs and decided that was enough, and started walking out. A bee blocked by path and I killed it, after getting hit a bit. Checking the map, I realized I was very far from the town, so I said 'eh, fuck it' and teleported to my safe house. I patched up the damage I took from that bee, and went to sleep.

Again, like the first occurrence, I woke up in the middle of the night with bees EVERYWHERE. They completely filled the room except for ~2 or so tiles around my character. This time, I teleported out of my safehouse and back in, and the bees were gone. I had just-JUST survived, 6 HP on my torso. Seeing as I had used the last of my first-aid kits in patching up the first bee I had encountered, I just popped some oxycodone and went to sleep. I then died in the night, either from the poison or one of those retarded glitches, I don't know.

Besides being fucking stupid and a waste of good characters (And I'm not sure how to wish all that stuff back, since wishing doesn't work for me for some reason; when I try to wish all I receive is 'nothings' or the like), it's unsettling and giving me disturbing vision in real life. (Imagine waking up surrounded by gigantic fucking bees... oh god).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 04:17:11 pm
Using the cheat/debug functions leads to some very messed up behavior. That might explain the second character, at least. Not sure if you did the same with the first.

However, bees (like wasps) have a very different spawn algorithm than zombies, and one that is far more inclined towards bugs. I've noticed a couple myself, but nothing like what you're describing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 04:22:48 pm
Very weird, Repulsion.  Never seen anything like that.  Glyph is right though, using debug tools like the teleportation might lead to odd behavior.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 28, 2011, 04:27:39 pm
It's probably explained somewhere in the early stages of the thread, but be damned if I can find it.  I've been wondering this for a while: what does all that "XP" actually do?  There's no mention of it in the help files, and every thing I've tested seems to show no effect.  I just keep accumulating all this XP, based on morale level as far as I can tell, that doesn't actually do anything.

It'd be nice if you could trade it in for state increases.  I'd really like to read that "Robotics for Fun and Profit" book, but with 11 Intelligence, that means chugging gallons of Purifier and hoping I don't just turn into the Hulk instead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 28, 2011, 04:28:26 pm
It's used when training skills. Without it, you can'r get your skills up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 28, 2011, 04:29:57 pm
I'd really like to read that "Robotics for Fun and Profit" book, but with 11 Intelligence, that means chugging gallons of Purifier and hoping I don't just turn into the Hulk instead.
Lots of stimulants increase intelligence too.
I think caffiene pills upped it by two or three for me
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 28, 2011, 04:31:43 pm
Got this...
(http://i.imgur.com/zQAPF.png)
Not quite sure what to make of it...
It's probably explained somewhere in the early stages of the thread, but be damned if I can find it.  I've been wondering this for a while: what does all that "XP" actually do?  There's no mention of it in the help files, and every thing I've tested seems to show no effect.  I just keep accumulating all this XP, based on morale level as far as I can tell, that doesn't actually do anything.

It'd be nice if you could trade it in for state increases.  I'd really like to read that "Robotics for Fun and Profit" book, but with 11 Intelligence, that means chugging gallons of Purifier and hoping I don't just turn into the Hulk instead.
Actually, exp is spent in gaining skills. If you whack a zombie, the exp is spent from your exp pool into all skills associated with learning from that action. With 0 exp in your main pool, your skills will not level up at all. Basically saying:
Exp goes into your exp pool by being happy.
Exp is removed from that pool and and placed into skills when those skills are exercised.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 28, 2011, 04:37:40 pm
Well, no wonder I didn't notice then.  My current character has about 6000 XP, so any bite taken out by actions isn't going to be missed.  Is the rate at which XP is allocated variable?  Because I'm sitting on piles of it.

I had no idea drugs besides cigarettes could increase your stats, let alone caffeine pills.  I guess I was too afraid of being addicted to them, since caffeine is a pretty big monkey on your back in this game.  Not as bad as cigarettes obviously - why, hello there -52 morale penalty, which immediately lighting up does not cure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 28, 2011, 04:38:11 pm
Does your guy have the schizophrenia perk. And is Arrays Mewmers or Mewmers Array his/her name.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 04:40:07 pm
iceball3: Are you Schizophrenic? :P

And yes, stimulants, particularly Adderall, are very good at temporarily boosting your intelligence for studying purposes.  But some high-level books may simply be off limits to all but the smartest characters--this is entirely intended.

XP is increased depending on your morale level.  Generally it's between 0 and 1 per turn, occasionally faster if you're very happy.  I need to update the help to include information about this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 28, 2011, 04:52:25 pm
I wrote a mod that adds a realistic flashlight, here are some pics:

(http://img29.imageshack.us/img29/9687/fl1y.jpg)

(http://img6.imageshack.us/img6/3636/fl2g.jpg)

It also adds a lantern that works like the original flashlight but is rarer and lasts less of the flashlight.
Beware, because you can't see the zombies behind you!
More information here. (http://cataclysmff.zxq.net/SMF/index.php?topic=106.new#new)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 04:58:08 pm
Whales, you're going to be rolling most of Deon's stuff in, right?
Actually, I'd be interested know which if any mod changes you'll be throwing into the official release soon.

Drevlin
Flashlight mod is cool, I really like the idea, but considering we don't have a "facing" for our character, I'm not sure how it would work/is working. Nice idea, how is the implementation going?
Edit: Haha, reading the link, see you figured all that out. Very nice, I love it!

Although now I'm thinking that a craftable "torch" item (wood+rag+oil) that is like a flashlight (but perhaps with less range?) would be kind of cool to throw in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 28, 2011, 05:01:50 pm
A torch could also lit things on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 05:06:48 pm
Yeah, you're right, I didn't even think about the potential as a weapon!

And a gas lantern could work like a molotov that provides light, would be kind of cool...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 28, 2011, 05:15:41 pm
Everything is a weapon, when wandering around gas stations  ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 28, 2011, 05:23:36 pm
How do you generate a new world? Delete all your saved games and start a new char?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 05:25:31 pm
Gas lantern is a good idea, but directional flashlight is not.  This is an issue I've been over a lot, and it really just doesn't work for roguelikes.  Basically, the light area is circular because your player can glance around quickly whenever they please, and constantly e+dir to look behind you is just obnoxious micromanagement, not easy fun.

How do you generate a new world? Delete all your saved games and start a new char?

Yes.  You can backup your current world by moving the "save" folder to "save_old" or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 05:28:13 pm
How do you generate a new world? Delete all your saved games and start a new char?
Yeah, purging the Save folder will delete the world (and characters.) You can keep your character if you want, by keeping the playername.sav file intact.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 05:44:00 pm
Quote
Gas lantern is a good idea, but directional flashlight is not.  This is an issue I've been over a lot, and it really just doesn't work for roguelikes.  Basically, the light area is circular because your player can glance around quickly whenever they please, and constantly e+dir to look behind you is just obnoxious micromanagement, not easy fun.

I've actually played roguelikes where it works just fine, this is definitely not always true. Implementation does matter though, and it generally makes more sense in roguelikes that have a different control+movement system (the rotate/move-forward forward system, for example, lends itself well to these sort of mechanics).

Will it work with this game? I don't know. Though... redoing this using a rotation/move-forward system (to do it well, we'd want to offset the screen and change some other stuff around) would certainly be pretty interesting!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 28, 2011, 05:53:28 pm
I've actually played roguelikes where it works just fine, this is definitely not always true. Implementation does matter though, and it generally makes more sense in roguelikes that have a different control+movement system (the rotate/move-forward forward system, for example, lends itself well to these sort of mechanics).

Will it work with this game? I don't know. Though... redoing this using a rotation/move-forward system (to do it well, we'd want to offset the screen and change some other stuff around) would certainly be pretty interesting!

What do you mean with rotate/move forward system? In the mod the direction you face changes as you move around. So, if you are facing north and you press 'down', the light will change direction as well, no need to 'e'xamine every time you want to turn around
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 05:56:10 pm
A rotate/move-forward system could be interesting!  But it's not the kind of thing I'd like to see.

And to make it clear, I don't mean to diminish Drevlin's awesome efforts and impressive mod!  It's just that I don't see it as working for me.

EDIT: Ninja'd.

I've actually played roguelikes where it works just fine, this is definitely not always true. Implementation does matter though, and it generally makes more sense in roguelikes that have a different control+movement system (the rotate/move-forward forward system, for example, lends itself well to these sort of mechanics).

Will it work with this game? I don't know. Though... redoing this using a rotation/move-forward system (to do it well, we'd want to offset the screen and change some other stuff around) would certainly be pretty interesting!

What do you mean with rotate/move forward system? In the mod the direction you face changes as you move around. So, if you are facing north and you press 'down', the light will change direction as well, no need to 'e'xamine every time you want to turn around

That's a system where there's 3 movement keys: turn left, turn right, and move forward (maybe also move backwards).  Think of DOOM.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 28, 2011, 05:56:55 pm
Rotate/move forward as in UnReal World.
Pressing up makes you walk forward, left and right rotate the character's facing.
Your FOV is limited to 180 degrees in front of you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 28, 2011, 06:00:30 pm
Oh yeah, whales, can you list all of the mod stuff youll be merging in?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 06:03:52 pm
Oh yeah, whales, can you list all of the mod stuff youll be merging in?

No, because I don't know yet :P  I'm very busy with real life lately, so I haven't had the time to go through the many excellent mods and figure out what works for the central game.  Soon, though!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 06:05:02 pm
Meet The Team - Multiple Player Characters (http://cataclysmff.zxq.net/SMF/index.php?topic=109.0)
Yeah, another suggestion. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cerej on July 28, 2011, 06:10:22 pm
I learned something interesting today.  Turrets can get head-shots, apparently.  I went from unwounded to dead the round I stepped next to it.  I was actually hoping it'd shred me on the approach, rather than at the last step.  So ends the reign of Heavy, god of melee death, who did wrastle Hulks to the ground and poke them with a giant wasp stinger.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 06:16:19 pm
I learned something interesting today.  Turrets can get head-shots, apparently.  I went from unwounded to dead the round I stepped next to it.  I was actually hoping it'd shred me on the approach, rather than at the last step.  So ends the reign of Heavy, god of melee death, who did wrastle Hulks to the ground and poke them with a giant wasp stinger.
Remember, kids! Always wear your army helmets when you're out in a zombie apocalypse!
Yeah, if a bodypart is unprotected (especially head), it can quickly get reduced to 0 HP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 06:17:38 pm
I learned something interesting today.  Turrets can get head-shots, apparently.  I went from unwounded to dead the round I stepped next to it.  I was actually hoping it'd shred me on the approach, rather than at the last step.  So ends the reign of Heavy, god of melee death, who did wrastle Hulks to the ground and poke them with a giant wasp stinger.

Turrets use the exact same code for shooting as the player does.  Except, you know, they're doing it at you.  Shoot turrets, throw shit at them, use an EMP, whatever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on July 28, 2011, 06:54:59 pm
Tomorrow I will wake up early to install this game.

beats cortex command.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 28, 2011, 07:11:26 pm
I've been playing around with mutagens and savescum to see what I can get. I now have infrared vision. What does it do? It says i can see heat. Does that mean I have some form of night vision?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 28, 2011, 07:15:17 pm
I'm really interested in NPC player interaction. What we see from the zombie movies, humans usually have conflicts with each other because of greed, jealousy and egoism, even with all these zombies out there. I want to see faction wars, NPCs attacking you because they are starving and you have food or just because they became insane.

Wars between factions with different objectives and ideals. A faction who believes this is God's work and we must accept our fate, another faction who just raids and steals everything and murders people, another faction filled with scientist who are trying to examine and cure the whole zombie situtation, another faction which is poor and only tries to help poor people to survive and live with their knowledge about survival, a communistic faction which calls it's members "comrade" etc.

I really want to see stuff like these in this game because good ol' zombie butchering gets boring after a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on July 28, 2011, 07:17:40 pm
I'm really interested in NPC player interaction. What we see from the zombie movies, humans usually have conflicts with each other because of greed, jealousy and egoism, even with all these zombies out there. I want to see faction wars, NPCs attacking you because they are starving and you have food or just because they became insane.

Wars between factions with different objectives and ideals. A faction who believes this is God's work and we must accept our fate, another faction who just raids and steals everything and murders people, another faction filled with scientist who are trying to examine and cure the whole zombie situtation, another faction which is poor and only tries to help poor people to survive and live with their knowledge about survival, a communistic faction which calls it's members "comrade" etc.

I really want to see stuff like these in this game because good ol' zombie butchering gets boring after a while.

Don't forget the Unitology faction that wants everyone to become one with the zombie horde.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 07:19:30 pm
I've been playing around with mutagens and savescum to see what I can get. I now have infrared vision. What does it do? It says i can see heat. Does that mean I have some form of night vision?

Yes.  Warm-blooded monsters that you cannot see (because it's dark or they're behind a wall) will appear on your screen as a red ?.  This can be very useful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 28, 2011, 07:22:18 pm
Cool. Too bad i lost that guy to turrents from the lab.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 28, 2011, 07:22:44 pm
I'm really interested in NPC player interaction. What we see from the zombie movies, humans usually have conflicts with each other because of greed, jealousy and egoism, even with all these zombies out there. I want to see faction wars, NPCs attacking you because they are starving and you have food or just because they became insane.

Wars between factions with different objectives and ideals. A faction who believes this is God's work and we must accept our fate, another faction who just raids and steals everything and murders people, another faction filled with scientist who are trying to examine and cure the whole zombie situtation, another faction which is poor and only tries to help poor people to survive and live with their knowledge about survival, a communistic faction which calls it's members "comrade" etc.

I really want to see stuff like these in this game because good ol' zombie butchering gets boring after a while.

Don't forget the Unitology faction that wants everyone to become one with the zombie horde.

Heh, good times ;D
A faction like that would be fun to destroy. You would have a reason to destroy buildings :D

So, things like that, are they going to be implemented? (answerer would be Whales  ::) )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 07:29:22 pm
Heh, good times ;D
A faction like that would be fun to destroy. You would have a reason to destroy buildings :D

So, things like that, are they going to be implemented? (answerer would be Whales  ::) )

Yes.  There's factions that want to spread the fungaloid disease, factions that want to bring the destruction of the earth, and more.  See the second half of facdata.h (https://github.com/Whales/Cataclysm/blob/master/facdata.h)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 07:37:36 pm
Heh, good times ;D
A faction like that would be fun to destroy. You would have a reason to destroy buildings :D

So, things like that, are they going to be implemented? (answerer would be Whales  ::) )

Yes.  There's factions that want to spread the fungaloid disease, factions that want to bring the destruction of the earth, and more.  See the second half of facdata.h (https://github.com/Whales/Cataclysm/blob/master/facdata.h)

Huh. Gives me a few ideas for a new suggestion ...
Am I suggesting things too much?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 07:40:18 pm
Heh, good times ;D
A faction like that would be fun to destroy. You would have a reason to destroy buildings :D

So, things like that, are they going to be implemented? (answerer would be Whales  ::) )

Yes.  There's factions that want to spread the fungaloid disease, factions that want to bring the destruction of the earth, and more.  See the second half of facdata.h (https://github.com/Whales/Cataclysm/blob/master/facdata.h)

Huh. Gives me a few ideas for a new suggestion ...
Am I suggesting things too much?

Hell no, you always have good ones!  Faction suggestions will be kept on file for later, as they probably won't really be implemented for a while.  The only trait that's really implemented is Elite Training; if you use a two-way radio to summon help from an Elite Training faction, the responding team will be stronger.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 28, 2011, 07:45:59 pm
Soo... Zombies seem to like to knock on my windows when I go to bed. Even though I've usually cleared the area of them before I head in for the night. Can they hear me tromping around inside, or can smell me through the walls? I find it very strange to sleep around 4 hours silently and then all of sudden be woken up by a zombie punching me in the groin >.<
I ask because I'm still in the dark of how the zombies work and not sure if they're supposed to auto-target you if you've been idling for too long :p

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 28, 2011, 07:47:26 pm
But I need my Savage 111F rifles to make Deon's pizza! D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 28, 2011, 07:53:49 pm
But I need my Savage 111F rifles to make Deon's pizza! D:

I thought it was just the bullets you needed, not the gun itself? :S
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 28, 2011, 07:54:24 pm
No, the gun itself is an ingredient. You just pop it in there with the rest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 28, 2011, 07:59:45 pm
No, the gun itself is an ingredient. You just pop it in there with the rest.

Oh... Well that doesn't mean you have to hoard all of them and never use them for pizza :P
I just find it an incredible gun. Not sure what kinds of volumes other guns make with a silencer, but this is the quietest I've ever used as well as the most lethal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 28, 2011, 08:06:25 pm
What round does it fire? .22? .22 is very quiet, and so is 9mm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 28, 2011, 08:08:04 pm
.308 Winchester.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 28, 2011, 08:09:52 pm
Huh. Well, I don't know about .308, or any round besides .45 and the ones I mentioned. I tend to avoid firearms because they're so deudly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 28, 2011, 08:13:00 pm
Those two weapons are the only ones I use and it works magnificently. Need to go find some salt to make some jerky now. Also, I don't know about curing meats and all that, but do you need to use a hot plate to make jerky? Not sure how salting meats and all that actually work. But I suppose that wont be much of a problem if fires can be used to cook.

I suggest fireplaces in houses if that gets implemented!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 08:13:32 pm
Well, I think this is my biggest (most written) suggestion yet.
So, grab a coffee, it's reading time!

The Fungal Biomass (http://cataclysmff.zxq.net/SMF/index.php?topic=110.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 28, 2011, 08:17:18 pm
Heh, good times ;D
A faction like that would be fun to destroy. You would have a reason to destroy buildings :D

So, things like that, are they going to be implemented? (answerer would be Whales  ::) )

Yes.  There's factions that want to spread the fungaloid disease, factions that want to bring the destruction of the earth, and more.  See the second half of facdata.h (https://github.com/Whales/Cataclysm/blob/master/facdata.h)
Oh man! These are awesome. There are even "Ninja" type of factions, goals like "financial wealth" and other stuff. Really looking forward to it. Even if these features like, 40 releases ahead of us.

EDIT: By the way, I really like the idea of FunctionZero
Meet The Team - Multiple Player Characters (http://cataclysmff.zxq.net/SMF/index.php?topic=109.0)
Yeah, another suggestion. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 28, 2011, 08:18:01 pm
Well, I think this is my biggest (most written) suggestion yet.
So, grab a coffee, it's reading time!

The Fungal Biomass (http://cataclysmff.zxq.net/SMF/index.php?topic=110.0)

You should have one thread labelled "Function Zero's Suggestions" :p
It sounds neat, but would be hell later. I've had the luxury to never encounter anything like that, and I hope it stays that way xD
Which reminds me, I once woke up because a Triffid Queen molested the side of the Liquor Store with whatever it does :S
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 28, 2011, 08:21:44 pm
Everyone pay attention to FunctionZero's suggestions! Because, at least in my opinion, they are the best ones ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 08:25:46 pm
He he, thanks guys.

It's kinda fun to suggest thing. I get an idea, like now, when Whales mentioned fungal factions. Then I thought a bit how would they work, what would they do, and soon I had an entire post on Fungus.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 08:32:31 pm
Yes, I don't have a well-defined devteam (as I've said elsewhere, everyone who plays the game and reports bugs, offers minor suggestions, or complains about something is a part of the "devteam"), but if I did Function Zero would definitely be a part of it.  Definitely a "suggestion think tank" as your Cataclysm forum profile says! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 28, 2011, 08:42:31 pm
... I just got a idea that might have been overlooked quite a lot actually. Does anyone here actually like rain? I do. What about a trait that makes it so that rain doesn't affect your morale? Maybe even increase it, but I'm not sure about that. Just a thought :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 08:45:03 pm
... I just got a idea that might have been overlooked quite a lot actually. Does anyone here actually like rain? I do. What about a trait that makes it so that rain doesn't affect your morale? Maybe even increase it, but I'm not sure about that. Just a thought :3
Not overlooked at all. Gets discussed a lot, actually. And even the trait was suggested once or twice :P.
Join the club, I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 28, 2011, 08:51:04 pm
... I just got a idea that might have been overlooked quite a lot actually. Does anyone here actually like rain? I do. What about a trait that makes it so that rain doesn't affect your morale? Maybe even increase it, but I'm not sure about that. Just a thought :3
Well, I have that trait in my real life. I really love it. I actually like water. I don't even use a towel after I swim at the sea. While my friends switch their swimsuits/bikinis/swim trunks because they don't like staying wet, I just wear my t-shirt and go home, leaving a trail of water.

I hope nobody will make jokes about getting wet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 28, 2011, 08:52:06 pm
Mod it in yourself, I'm sure there's plenty of people who'd want to include it. And when we get the eventual compilation packs, that's the sort of thing they'll be looking for. ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 28, 2011, 09:03:04 pm
Mod it in yourself, I'm sure there's plenty of people who'd want to include it. And when we get the eventual compilation packs, that's the sort of thing they'll be looking for. ^_^
Well, I just don't want to run 10 mods in a game. If I use a mod, I usually use a huge mod that changes lots of things in moddable games. This isn't a game made by Bethesda you know :D

Also rain REALLY effects your morale. I mean, you are in a world of danger where you might die any moment. Why make such a big fuss about the weather?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 28, 2011, 09:09:22 pm
Oh. Well my pardons :p

I'd mod it in if I knew how. I don't have any experience in that kind of stuff.


Edit: It was just an idear as It's thunder storming in my game at the moment, plus there's over 200 pages here :p
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 28, 2011, 09:09:30 pm
The rain only makes you sad, i didn't noticed rain to have any impact on your actions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 28, 2011, 09:18:13 pm
Mod it in yourself, I'm sure there's plenty of people who'd want to include it. And when we get the eventual compilation packs, that's the sort of thing they'll be looking for. ^_^
Well, I just don't want to run 10 mods in a game. If I use a mod, I usually use a huge mod that changes lots of things in moddable games. This isn't a game made by Bethesda you know :D

Well, when I compile in mods, it'll be a "best of" thing, picking my favorite parts from my favorite mods.  A "Likes The Rain" trait seems a bit too limited in scope to me; maybe a "Wild Child" perk that gives morale bonuses from rain, removes the penalty for running barefoot, and more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 28, 2011, 09:38:49 pm
Mod it in yourself, I'm sure there's plenty of people who'd want to include it. And when we get the eventual compilation packs, that's the sort of thing they'll be looking for. ^_^
Well, I just don't want to run 10 mods in a game. If I use a mod, I usually use a huge mod that changes lots of things in moddable games. This isn't a game made by Bethesda you know :D

Well, when I compile in mods, it'll be a "best of" thing, picking my favorite parts from my favorite mods.  A "Likes The Rain" trait seems a bit too limited in scope to me; maybe a "Wild Child" perk that gives morale bonuses from rain, removes the penalty for running barefoot, and more.
Now that you say that I think I have had most of my characters running barefoot everytime I played.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 28, 2011, 10:06:05 pm
I think there's a backstory to most of the stuff in game. Out of curiosity, why does the zombie scientists shoot lasers from their mouths?

During my lab raid(with guns this time), I opened a door and a zombie scientist shot me with a laser, which I dodge. Now I have a awesome image in my head about matrix style dodging.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 10:13:02 pm
Now I have a awesome image in my head about matrix style dodging.
You're even better than Neo! He dodged bullets, you dodged light itself!

Anyway, suggestion time. This time it's multiple minor ones. (with more to come!)
Zero's Idea Dump (http://cataclysmff.zxq.net/SMF/index.php?topic=112.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 28, 2011, 10:45:09 pm
So Whales, do I get it right that in the new version you still get extremely wet under the rain but NOT when you dive into the water?

But I need my Savage 111F rifles to make Deon's pizza! D:

I thought it was just the bullets you needed, not the gun itself? :S
Heheh, I guess I've produced a new Cataclysm meme :P.

Suggestion time. This time it's multiple minor ones. (with more to come!)
Zero's Idea Dump (http://cataclysmff.zxq.net/SMF/index.php?topic=112.0)
Eh. The first thing I saw when I've opened it were... "Strap on weapons", ewwww.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 28, 2011, 10:50:09 pm
How can i get cataclysm for windows on my pc?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 28, 2011, 10:51:48 pm
In the OP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 28, 2011, 10:52:31 pm
Suggestion time. This time it's multiple minor ones. (with more to come!)
Zero's Idea Dump (http://cataclysmff.zxq.net/SMF/index.php?topic=112.0)
Eh. The first thing I saw when I've opened it were... "Strap on weapons", ewwww.
Yeah. I couldn't think of a better word :P.

EDIT: Here, I kinda fixed it. Better? (It's "Weapon Shoulder Straps" now.)

How can i get cataclysm for windows on my pc?
Download Head's latest binary here: https://github.com/headswe/Cataclysm (https://github.com/headswe/Cataclysm)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 28, 2011, 11:14:28 pm
Finally made it to a lab and learned the back story. Maybe now I can actually contribute with some stories/more back story.       ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 28, 2011, 11:21:29 pm
I just read those out of a file in the data folder when I was looking for raws.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 28, 2011, 11:22:20 pm
I noticed an error in the Lab computer entries. In one entry they refer to someone named Henderson, and in others he is named Menderson :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 28, 2011, 11:36:05 pm
You may want to spoiler that spoiler
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 28, 2011, 11:40:09 pm
You may want to spoiler that spoiler

Oh crap your right...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 29, 2011, 12:09:02 am
Maybe there are 2 different people with suspiciously similar names.

Also, even though you've acknowledged that you should spoiler it, I see you haven't. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deviled on July 29, 2011, 12:11:11 am
Drunken Master is a awesome perk. Get drunk. Kill zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 29, 2011, 12:16:48 am
Hey! Thinks for the bars, Deon. I'm camping so I now have something to do while everyone is on horses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 29, 2011, 12:47:00 am
So Whales, do I get it right that in the new version you still get extremely wet under the rain but NOT when you dive into the water?

But I need my Savage 111F rifles to make Deon's pizza! D:

I thought it was just the bullets you needed, not the gun itself? :S
Heheh, I guess I've produced a new Cataclysm meme :P.

Suggestion time. This time it's multiple minor ones. (with more to come!)
Zero's Idea Dump (http://cataclysmff.zxq.net/SMF/index.php?topic=112.0)
Eh. The first thing I saw when I've opened it were... "Strap on weapons", ewwww.

LOL.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 29, 2011, 12:51:00 am
Drunken Master is a awesome perk. Get drunk. Kill zombies.
The morale from drinking is also helpful for the XP. It's good stuff!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 02:42:33 am
Churches.

(http://img.ie/48048.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 02:58:53 am
Thanks for telling me how to get the game, does anyone know how i can play full screen? Alt+enter or alt+e seems to mess up my screen

How do i fully disable the running spotting monster thingy? it always interrupts me
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 29, 2011, 03:13:46 am
Thanks for telling me how to get the game, does anyone know how i can play full screen? Alt+enter or alt+e seems to mess up my screen
You can't, really. Not without rewriting some of the code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 03:16:57 am
Updated to the new version, added churches, changed some overmap tile icons, changed basketball court stripes to white.


Deon's little mod V13.

- New locations - church, playground, basketball court, bar.
- New terrain - badlands (with litter and junk piles).
- New army gear (by Cacophony: spectra vest, military gas mask, ballistic goggles).
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Craftable light jacket, new craftable armored clothing (padded light jacket, armored light jacket, armored utility vest).
- Army helmet is renamed to combat helmet and gets protective glasses (environment protection).
- Gun names now contain the gun type and ammo.
- 17 new food items, including ingredients (flour, sugar, salt, weird fruit, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup, tomato juice, apple juice, peach juice, grape juice).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- New recipe for a superglue (weird fruit + ammonia, requires no skill and 1 unit of hotplate).
- Tweaks to cooking times.
- Sledgehammers appear in more places.
- Zombies do significally more melee damage.
- New blind zombie (zombie banshee).
- Zombie hulks are slowed to 105 speed but get more health. They also spawn later in the game.
- Season changed to summer, less painful acid rain.
- Juices are fun to drink; you can craft orange, apple and tomato juices.

Download
http://www.mediafire.com/download.php?tn2w5usqmodt7m9
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 29, 2011, 03:37:14 am
Is it just me or does experience quickly pile up into an unmovable mound of numbers? Maybe I'm doing something wrong. After securing a safe house and binging on various drugs, there's practically no end to the XP pool for the rest of the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 04:00:47 am
Thanks for telling me how to get the game, does anyone know how i can play full screen? Alt+enter or alt+e seems to mess up my screen

How do i fully disable the running spotting monster thingy? it always interrupts me
Just do not enable it after you disable it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 29, 2011, 04:07:30 am
Zui Qan. Awesome awesome awesome.
Just imagining a heavily drunk muscular woman in tattered clothes staggering across the street, punching zombies with enough force to knock them back a few feet, hitting with amazing rapiditity while otherwise moving fairly slow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 04:16:27 am
The church map:
Code: [Select]
........................
........................
....|--"-"-+++-"-"--|...
..7.|######...######|...
...."######...######"...
..7.|######...######|...
...."######...######"..
..7.|######...######|...
....|---............|...
..7.|#.+....#.......|...
....|-#-..........##|...
..7.|#.+....+.....##|...
|---|-----------+---|...
|...........|#.|.|.#|...
|..+..+..+..|#.+.+.#|...
|...........|--|.|--|...
|..+..+..+..|#.+.+.#|...
|...........|#.|.|.#|...
|..+..+..+..|---+---|...
+...........|......{|...
|..+..+..+..|.#####.|...
|...........+.#####.|...
|..+..+..+..|.#####.|...
|-----------|-------|...

A new building map (bistro/fast food):
Code: [Select]
........................
.0--------0++0--------0.
.|....................|.
.|.#..#...#..#...#..#.|.
.|..##.....##.....##..|.
.|..##.....##.....##..|.
.|.#..#...#..#...#..#.|.
.|....................|.
.|.#..#...#..#...#..#.|.
.|..##.....##.....##..|.
.|..##.....##.....##..|.
.|.#..#...#..#...#..#.|.
.|....................|.
.|-+-##############-+-|.
.|$.|.................|.
.|$.|.{{{{{.{{{{{.|...|.
.|$.|.............|---|.
.|--|..#..#..#..#....$|.
.|{....#..#..#..#....{|.
.|{....#..#..#..#....{|.
.|{....----------....{|.
.|{....{{{{{{{{{{....{|.
.|{..................{|.
.|--------+--+--------|.

Various # are tables, benches, counters and in a few cases beds.
That # between confessionals is a portcullis.
$ are toilets.

P.S. I've just realised that the church has no toilet... Doh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 29, 2011, 05:14:31 am
Nice deon, btw can you make variations of those new buildings? Like different types of bars? Some bars could also have basements dedicated to illegal activity so you could find there guns, heroin, cocaine and stuff...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 06:04:40 am
I think you mod needs a new name Deon.
It's not really all that little anymore :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 29, 2011, 06:21:01 am
What about cemeteries and fire departmets? :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 29, 2011, 06:27:36 am
*snip*  does anyone know how i can play full screen? Alt+enter or alt+e seems to mess up my screen *snip*


Q.    I'm running windows can I play fullscreen ?

A.    Kind of. Use either the win7 magnification tool under 'ease of access', or download something like Zoomit. Basically zoom into your desktop until the game window covers the screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 29, 2011, 06:31:01 am
Churches.
*snip*

Perhaps add a new item 'holy water' just for flavor, would naturally be not much different from ordinary water perhaps boost morale a bit more, somehow idk. Main thing is to make sure all those new building have some loot and/or a reason to visit beyond sightseeing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 29, 2011, 06:36:24 am
Finally made it to a lab and learned the back story. Maybe now I can actually contribute with some stories/more back story.       ;)

Not a great idea, user-contributed stories tend to clash with the original stuff. If anything better send Whales a digest of what story you want, instead of code, so he can adapt if he likes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 29, 2011, 06:55:14 am
What about cemeteries and fire departmets? :D

Build a safe house on a cemetery! What could possibly go wrong?!
(Better yet : A cemetery build on top of an ancient Indian burial ground)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 29, 2011, 07:09:59 am
What about cemeteries and fire departmets? :D

Build a safe house on a cemetery! What could possibly go wrong?!
(Better yet : A cemetery build on top of an ancient Indian burial ground)

Also with increased spawn rate around cemeteries, it would be a lot of !!Fun!! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 07:40:38 am
What about cemeteries and fire departmets? :D
Fire departments will come in the next release, with bistro and some other buildings which I will decide to include.

Churches.
*snip*

Perhaps add a new item 'holy water' just for flavor, would naturally be not much different from ordinary water perhaps boost morale a bit more, somehow idk. Main thing is to make sure all those new building have some loot and/or a reason to visit beyond sightseeing.
Well, basketball court and playground are not "just for looks", but for more ways to slow zombies and more use of the parkour trait. Bars (and bistros) are for food (although I should probably increase the spawn rate of food in bars, right now they are pretty looted). Fire department will have fire axes and lots of fire extinguishers. Also a place where you will get enough hoses for xbow crafting :P. Right now only the church is for the sight seeing (and quick death, those tight corridors and small rooms just beg for something bad to happen).

Nice deon, btw can you make variations of those new buildings? Like different types of bars? Some bars could also have basements dedicated to illegal activity so you could find there guns, heroin, cocaine and stuff...
Sure. At first I want to increase the amount of possible different lots which you can find in towns. After that I will add variations (the only variations right now are either glass walls or windows for the bar :P).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 29, 2011, 07:50:29 am
Also with increased spawn rate around cemeteries, it would be a lot of !!Fun!! :D

Doesn't make sense thoug. The zombies are probably "28 days later" infected zombies, and even if not and they are reanimated dead bodies, they lay under six feet of dirt or under heavy stone crypts in mausoleums.
The most obvious place for highest zombie populations are the hospitals, lots of people and lots of bitten people in one place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 29, 2011, 07:52:31 am
Also with increased spawn rate around cemeteries, it would be a lot of !!Fun!! :D

Doesn't make sense thoug. The zombies are probably "28 days later" infected zombies, and even if not and they are reanimated dead bodies, they lay under six feet of dirt or under heavy stone crypts in mausoleums.
They're reanimated dead bodies, which explains why you won't get infected with anything, because there is no infection.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 07:59:52 am
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 08:03:33 am
Also with increased spawn rate around cemeteries, it would be a lot of !!Fun!! :D

Doesn't make sense thoug. The zombies are probably "28 days later" infected zombies, and even if not and they are reanimated dead bodies, they lay under six feet of dirt or under heavy stone crypts in mausoleums.
The most obvious place for highest zombie populations are the hospitals, lots of people and lots of bitten people in one place.
What? Someone probably have never visited labs. It's not a virus how we usually understand it, and
Spoiler (click to show/hide)
No more spoilers, just general knowledge here :).

So graveyards with more zombies make no sense.

Spoiler: reply (click to show/hide)

Also with increased spawn rate around cemeteries, it would be a lot of !!Fun!! :D

Doesn't make sense thoug. The zombies are probably "28 days later" infected zombies, and even if not and they are reanimated dead bodies, they lay under six feet of dirt or under heavy stone crypts in mausoleums.
They're reanimated dead bodies, which explains why you won't get infected with anything, because there is no infection.
The infection may be in you as well, we just don't know it because we don't play after death :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 08:04:26 am
Woo, Formatting fail :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 08:06:05 am
Yeah I was typing it before you wrote your post.
But you were wrong, those things do not kill anyone, they just infect them. Like that liquid from the Reanimator horror movie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 08:07:02 am
Yeah,
I was attempting a reply and ended up with a mess of formatting errors just now
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 08:12:04 am
I've found an error. The latest Windows version does not show the "Really drop * and pick up *? (Y/N)" prompt anymore when your inventory is full and you try to pick something big up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 29, 2011, 08:14:30 am
Just downloaded Deon's latest mod, which makes me sad to abandon my old character on the older version. I finally got a laser rifle and it was awesome. The fact that there is a missile silo on my new version makes up for it and the churches are cool. If there are priest robes there it would be great to roleplay a priest trying to cleanse the zombies with holy light(if I find one in a lab) and bullets. My base would be a church.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 29, 2011, 09:07:47 am
Just downloaded Deon's latest mod, which makes me sad to abandon my old character on the older version. I finally got a laser rifle and it was awesome. The fact that there is a missile silo on my new version makes up for it and the churches are cool. If there are priest robes there it would be great to roleplay a priest trying to cleanse the zombies with holy light(if I find one in a lab) and bullets. My base would be a church.

I completely support this. Kicking ass for the Lord.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 29, 2011, 09:28:15 am
Just downloaded Deon's latest mod, which makes me sad to abandon my old character on the older version. I finally got a laser rifle and it was awesome. The fact that there is a missile silo on my new version makes up for it and the churches are cool. If there are priest robes there it would be great to roleplay a priest trying to cleanse the zombies with holy light(if I find one in a lab) and bullets. My base would be a church.

I completely support this. Kicking ass for the Lord.

I think one would need sacremntal wine as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 29, 2011, 09:40:31 am
Purple coats of God please (http://www.youtube.com/watch?v=MfkHkdu5IEI).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 09:46:14 am
Help please i always wander in the forest and something like a giant worm kills me, how do i find other cities and where can i sleep? How do i make a safehouse please can i have tips, also should i stop trying to find other cities?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 29, 2011, 09:48:22 am
Quote
Perhaps add a new item 'holy water' just for flavor, would naturally be not much different from ordinary water perhaps boost morale a bit more, somehow idk. Main thing is to make sure all those new building have some loot and/or a reason to visit beyond sightseeing.

This. And I want to be able to coat me weapons with it, or throw it at things!
(It doesn't actually DO anything, of course!)

The wine is a pretty good idea too, but I was under the impression the churches would mostly be nice for all that big strong furniture!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 29, 2011, 09:48:47 am
Basements are your friend. Also, the halls between the sewer and subway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 29, 2011, 09:51:52 am
Help please i always wander in the forest and something like a giant worm kills me, how do i find other cities and where can i sleep? How do i make a safehouse please can i have tips, also should i stop trying to find other cities?
Follow the roads. All cities are connected with roads.

Also, find a house at the city border. (Or if you manage to get an ID card, find a lab, those make awesome safehouses.)

After that, get a shovel and dig a trench around the house, leaving one tile open at the door.
Barricade the windows with the hammer, stock it with guns. Make sure all guns are loaded.

Then, if there's a massive attack, grab as many guns as you can hold and shoot them off. Don't bother with reloading, just drop the gun and use a different one once it's empty.

After that, you're pretty much set. Raid ant nests for eggs, they make great food supply.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 09:56:49 am
Woah thank you so much for those tips  :D tho i got unlucky and giant wasps were in the city and killed me when i was starting out

Edit: What's a good place to find a backpack? Also when i start a new character i pick near-sighted then parkour expert, is this good for starting out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 29, 2011, 10:04:58 am
Edit: What's a good place to find a backpack? Also when i start a new character i pick near-sighted then parkour expert, is this good for starting out?
Clothing stores. Sport stores perhaps.
Also, no, not really. Get some more points and get fleet footed. That's much better. Try taking schizophrenia. It's a fun disadvantage, if you can handle the hallucinations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 29, 2011, 10:06:19 am
XE037: Enter The Virus (http://cataclysmff.zxq.net/SMF/index.php?topic=114.0), yet another suggestion by yours truly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 10:29:27 am
Is it normal the game is unfair for new characters? I wander in the city and an army of wolves pwn me
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 29, 2011, 10:30:27 am
Is it normal the game is unfair for new characters? I wander in the city and an army of wolves pwn me
That's wierd, wolves shouldn't even be in cities.

Grab a shotgun from an nearby gun store. It should murder anything close enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 29, 2011, 10:35:17 am
If you're out in the open, you're going to die. Stick to the shadows.

Wolves would definitely enter a town if its abandoned, especially so in-game if you walked through fields and they followed you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 10:38:49 am
Okay thanks guys =) so i began digging pits around a house in a field and i mistakenly diggedd one in front of the door, how do i fill it back with earth? Also the door is locked so how am i supposed to make the place a safehouse if the door doesn't work? Should i just smash a window?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 29, 2011, 10:42:07 am
Okay thanks guys =) so i began digging pits around a house in a field and i mistakenly diggedd one in front of the door, how do i fill it back with earth? Also the door is locked so how am i supposed to make the place a safehouse if the door doesn't work? Should i just smash a window?
Yeah, you can smash a window. You can then open and unlock the door from the inside.

And you can't fill it back in. You could have a window as your alternate entrance, just make sure you wear gloves or you'll get cut.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 29, 2011, 10:42:35 am
Hmm. I cant even seem to find a shovel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 10:43:03 am
They're quite rare
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 29, 2011, 10:44:03 am
I'd say there's about 1 in 3 chance it gets spawned in a Hardware Shop.
Still easy to get, if you're willing to travel a bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 29, 2011, 10:45:53 am
OR you could just leave the door at an angle. Remember there are 3 squares in front of any door! ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 10:48:03 am
I usually till a line of earth in front of my door
And always aim for houses with a window by the door.
I make a stockpile of spears there
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 11:05:50 am
Ok guys i had 1 hp left on my torso and managed to escape an army of zombie then get a gun with tons of ammo then i went at a pharmacy and healed myself then i take odd drogs like oxycodone and such and i think it hurt my body is it possible some drugs damage chest?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 29, 2011, 11:15:48 am
Ok guys i had 1 hp left on my torso and managed to escape an army of zombie then get a gun with tons of ammo then i went at a pharmacy and healed myself then i take odd drogs like oxycodone and such and i think it hurt my body is it possible some drugs damage chest?

Nope. You probably can just sleep it off. I don't recommend using guns. They are loud and attract a lot of zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 29, 2011, 11:17:28 am
Hey I found (what I think is) a bug.  Using the repair nano-bots to heal yourself does not seem to remove any pain what so ever.  I have been fighting for awhile now and healing with them, and even though I never got below 70 on any HP part, I am in extreme pain with full health.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 29, 2011, 11:19:10 am
But guns are the easiest way to spill fuel all over gas station!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 29, 2011, 11:20:00 am
Ok guys i had 1 hp left on my torso and managed to escape an army of zombie then get a gun with tons of ammo then i went at a pharmacy and healed myself then i take odd drogs like oxycodone and such and i think it hurt my body is it possible some drugs damage chest?

Nope. You probably can just sleep it off. I don't recommend using guns. They are loud and attract a lot of zombies.
That just means you need to kill them harder. They run out of zombies pretty soon. (for that attack, not the entire population.)

Guns are awesome.

Hey I found (what I think is) a bug.  Using the repair nano-bots to heal yourself does not seem to remove any pain what so ever.  I have been fighting for awhile now and healing with them, and even though I never got below 70 on any HP part, I am in extreme pain with full health.
Pain always needs time to wear out. That's actually the realistic way.
You could use the pain remover implant, if you're impatient. (And if you find it.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 29, 2011, 11:20:31 am
Not a bug, with the nanobots. If you want to kill pain, thats a different implant. The bots just fix the physical damage, similar to how bandages and first aide doesn't do anything for pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on July 29, 2011, 11:21:48 am
Hey I found (what I think is) a bug.  Using the repair nano-bots to heal yourself does not seem to remove any pain what so ever.  I have been fighting for awhile now and healing with them, and even though I never got below 70 on any HP part, I am in extreme pain with full health.

That's not a bug. Pain in independent of HP, it goes down by a little bit every half hour. Drugs will mask it, but nothing actually eliminates pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 11:36:13 am
I've found an error. The latest Windows version does not show the "Really drop * and pick up *? (Y/N)" prompt anymore when your inventory is full and you try to pick something big up.
Quoting for Head/Whales to notice :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 11:44:10 am
Guys should i play with vanilla or deon's mod? I figured out zombies are tougher in deon's mod but i think it's the best way to learn survival right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 11:44:52 am
Both are good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 11:52:17 am
Ok so i shot at pump gas station thingies and threw a lighter at gasoline but nothing was set on fire, how do i turn lighter on or start a fire? do i have to shoot gasoline on the ground?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 29, 2011, 11:57:59 am
You don't throw lighters, you use the "a"pply command. Create a trail of burnable stuff towards the spilled fuel, zombie meat works best and in great amounts, then light it with the lighter. Or if your feeling suicidal, light the gas directly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 29, 2011, 12:18:52 pm
Well, if you light the gas directly and run away right after, you should be safe.

Now lighting the actual pump on the other hand....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 29, 2011, 12:33:00 pm
Suggestions to Deon:

Add priest robes, sacramental wine, holy water and bible or holy scriptures to the churches. Also a trait called "Piety" that gives large increase in moral by consuming the sacramental wine and holy water, and reading the bible.

I really want to create a character called "Father Anderson" and go kill zombies with machetes. Then read the Bible to let their damned souls to rest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 29, 2011, 12:40:47 pm
As much as that stuff is, I think it'd be better if they were left nondenominational.  Maybe even just call them "temples" instead of churches, although given the setting, that could easily be confused for cult temples.

Or, y'know, a variety of religious buildings, to cover most of your bases.  Killing zombies in a priest robe would be pretty awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 29, 2011, 12:46:06 pm
Suggestions to Deon:

Add priest robes, sacramental wine, holy water and bible or holy scriptures to the churches. Also a trait called "Piety" that gives large increase in moral by consuming the sacramental wine and holy water, and reading the bible.

I really want to create a character called "Father Anderson" and go kill zombies with machetes. Then read the Bible to let their damned souls to rest.

Father Anderson, I see, I see. :3c

EDIT: AAAAAAAAAAAMEN

EDIT: Request to whoever likes: How about a police shield? You know one of those transparent shields policemen use when containing masses and so on. They might be found just in police stations, and provide defense for arms and torso at the expense of large volume.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 29, 2011, 12:48:21 pm
Suggestions to Deon:

Add priest robes, sacramental wine, holy water and bible or holy scriptures to the churches. Also a trait called "Piety" that gives large increase in moral by consuming the sacramental wine and holy water, and reading the bible.

I really want to create a character called "Father Anderson" and go kill zombies with machetes. Then read the Bible to let their damned souls to rest.

I don't think that your supposed to drink holy water...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 29, 2011, 12:57:15 pm
Suggestions to Deon:

Add priest robes, sacramental wine, holy water and bible or holy scriptures to the churches. Also a trait called "Piety" that gives large increase in moral by consuming the sacramental wine and holy water, and reading the bible.

I really want to create a character called "Father Anderson" and go kill zombies with machetes. Then read the Bible to let their damned souls to rest.

I don't think that your supposed to drink holy water...

Yeah, you should use it to bless your weapons and ammo. Having a blessed digestive tract will not help in a monster apocalypse. EDIT: Unless Whales or Deon decide to add Taco Bell.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 29, 2011, 01:00:21 pm
Suggestions to Deon:

Add priest robes, sacramental wine, holy water and bible or holy scriptures to the churches. Also a trait called "Piety" that gives large increase in moral by consuming the sacramental wine and holy water, and reading the bible.

I really want to create a character called "Father Anderson" and go kill zombies with machetes. Then read the Bible to let their damned souls to rest.

I don't think that your supposed to drink holy water...

Yeah, you should use it to bless your weapons and ammo. Having a blessed digestive tract will not help in a monster apocalypse. EDIT: Unless Whales or Deon decide to add Taco Bell.
unless you want a holy shit.

HOLY SHIT that was bad. xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 29, 2011, 01:01:14 pm
Suggestion: negative trait: irritable bowels. Must visit a toilet when the trait is incurred or suffer a morale penalty. (I like Zombie Land :P )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 29, 2011, 01:05:51 pm
I don't think that your supposed to drink holy water...

I read some people use holy water and mix in some petals that never wilts and drink it as tea/medicine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 29, 2011, 01:25:39 pm
So what do the shallow pits actually do? Do they trap zombies or just hold them there for awhile?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 29, 2011, 01:31:22 pm
So what do the shallow pits actually do? Do they trap zombies or just hold them there for awhile?


Anything can fall into them, really. Most animals (squirrels, deer, rabbits) die immediately when they fall into a pit. I believe zombies can possibly die the first time they fall into a pit, and after that they will probably die. You can get out of pits, not sure if zombies can, but probably. Either way, pits are a great defense. If you find a shovel, count yourself lucky. I usually, if possible, make a 3-thick moat of pits around my house. Most nothing can get through.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 29, 2011, 01:33:22 pm
So, what good are the standard glue n string tripwires any ways? I have not found out, even though Im getting rather good at the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 29, 2011, 01:42:25 pm
So what do the shallow pits actually do? Do they trap zombies or just hold them there for awhile?


Anything can fall into them, really. Most animals (squirrels, deer, rabbits) die immediately when they fall into a pit. I believe zombies can possibly die the first time they fall into a pit, and after that they will probably die. You can get out of pits, not sure if zombies can, but probably. Either way, pits are a great defense. If you find a shovel, count yourself lucky. I usually, if possible, make a 3-thick moat of pits around my house. Most nothing can get through.

Ohh, I see. Thanks, I just figured it was something like obstacles that slow down the zombies when fall into them, didn't know they actually killed them. That would have been good to know in my last game, my safehouse was continuously being barraged by Necromancers >.<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 01:53:50 pm
Holy water that affects enemies would just take off the realism of the game i think...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 29, 2011, 01:55:14 pm
Plus it doesnt really fit with the story as it stands
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 29, 2011, 01:56:29 pm
Quote
So, what good are the standard glue n string tripwires any ways? I have not found out, even though Im getting rather good at the game.
Knocks zombies down, which might generated some sound and do some damage, slows them down a little bit.
Not much, truth be told, but unlike pits it actually works inside.

Quote
Holy water that affects enemies would just take off the realism of the game i think...
Well then, its good no one has suggested this, then!
We all want completely 100% non-functional holy water to bless our weapons with. Then the RNG gods will favor us!

Also, I would like to throw my support behind a trait that gives morale bonus for religious stuff like reading the bible/sleeping in churches, etc, heheh, with one minor addition:
The Character needs to regularly shout things like "Amen!" and "May God's Wrath Smite You!" at enemies, overcome as they are by religious conviction.
Or at the very least have inspirational messages and verses occasionally appear like with skitzo or the mp3 player.

(Even better, let the verses come from whatever holy book the character last read. Then we can play as a pious cultist after stumbling across that spooky church basement with the hexagrams everywhere....)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 29, 2011, 01:56:49 pm
But if you replaced the holy water with acid, that might do a number on some zombies xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 29, 2011, 01:59:41 pm
Re posting my irritable bowel trait. Must visit toilet at least once a day to avoid negative moral and minor pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 02:01:16 pm
Visit the toilet and drink from it I presume. As that's the only action you can perform at toilets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 29, 2011, 02:06:17 pm
Nah, just examine it once and add a message like "you feel relieved"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: drkpaladin on July 29, 2011, 02:10:52 pm
I think being able to 'craft' a bit of holy water would be a good trait.  Call it 'ordained' or 'devout'.  I would say without the trait though, that finding holy items and blessing ammo would be a bit silly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 29, 2011, 02:27:06 pm
Quote
How many traps are there? How many can you make?
Answer please?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 29, 2011, 02:29:06 pm
If I dip a misshapen fetus in a potion of holy water to bless it, will it give me a favorable mutation ? Oh wait wrong game...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 29, 2011, 02:37:57 pm
Suddenly, I got the strange desire of using a portal gun© while moving around...wasn't there something like that in-game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Koja on July 29, 2011, 02:43:06 pm
Wheelbarrows. I need them!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 29, 2011, 02:47:25 pm
Which drugs act as pain killers (My guy is in pain serious pain) I just escaped a horde of zombies, and skeletons now I need them, so which ones are painkillers?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 02:48:29 pm
How do i read a book? I,ve been trying to read shift+R and apply -a a playboy but nothing happens, there is no text or action seemingly happening...it does that for every book i attempt to read and my character is not illiterate, please help I'm in my safehouse and need some playboy in the bathroom
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on July 29, 2011, 02:49:55 pm
You dont really read a playboy, you read it and it gives you happiness, you dont get a text. Its only skill books like mechanics, shooting, electronics, etc, that give text.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 29, 2011, 02:54:04 pm
This is really bad I have intense pain, and I have nothing to lessen it, and my stats are all way down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 02:59:25 pm
Give us a list of what drugs you have
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 29, 2011, 03:00:35 pm
This is really bad I have intense pain, and I have nothing to lessen it, and my stats are all way down.

Try Oxycodone. For moderate to intense pain. Pop a few asprin if you don't have any oxy, it will at least bring your pain down a little and help you move faster.

EDIT: By a few, I mean like 4+ Don't over do it though xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 29, 2011, 03:01:10 pm
Give us a list of what drugs you have
Asprin, and Tramadol thats it I got attacked by a horde after I began raiding the pharmacy
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 03:02:27 pm
Your best option is to hide and wait then, painkillers are only temporary at best.

Aspirin is pretty much useless at high levels of pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 29, 2011, 03:38:11 pm
Look for drugs behind the counter. Look at the item discription in the "i"nventory screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 29, 2011, 03:42:50 pm
How do you spend XP points or do they just acumulate?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 03:43:39 pm
They're spent automatically to raise skills.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 29, 2011, 03:45:02 pm
They're spent automatically to raise skills.
Okay thanks :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 03:47:23 pm
No probs.
Being happy helps you gain more, so you usually end up getting more than you can spend.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 29, 2011, 03:53:24 pm
Well that was extremely odd. A necromancer just spawned out of nowhere and raised around 7 zombies that were littering my yard. I'm sure you know how well that turned out :P Was doing good too. Had pits, tons of food, lacked in the medical department because I don't think there was a pharmacy close to my safe house =/

Do crossbow bolts made out of stingers still stun or paralyze enemies? I haven't had the right equipment to go hunt some wasps or bees to find out >.<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 29, 2011, 03:54:26 pm
No probs.
Being happy helps you gain more, so you usually end up getting more than you can spend.
THis character I am playing is my best one so far (I found a bottle of mutagen, and it increased my speed which helps alot) right now I am waiting for the rain to stop so I can go looking for alchol (Happy Yay). Can you guys give me some tips on how to get a safe house built, and where to do that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 03:55:23 pm
Near the edge of town.
Get a hammer, nails and 2x4's and (a)pply the hammer to windows and doors to barricade them.
Then dig a ring of pits around your safehouse and trap the hell out of the inside.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 03:56:23 pm
Suggestions to Deon:

Add priest robes, sacramental wine, holy water and bible or holy scriptures to the churches. Also a trait called "Piety" that gives large increase in moral by consuming the sacramental wine and holy water, and reading the bible.

I really want to create a character called "Father Anderson" and go kill zombies with machetes. Then read the Bible to let their damned souls to rest.
Today I had a hard day at work. I travelled the city, mostly on feet, and I was COVERED IN THAT GODDAMN RAIN! I mean I like rain, but it was raining like cats and dogs and a phone in my backpack died :P.

So yeah, while I was doing it with my -100 morale IRL, I was comforted by a thought that I will get home in the midnight (1 a.m. here now) and start modding :P. And I decided to add robes (and abilities to make an armored priest robe), bibles and heavy crosses to churches. Crosses will be a good melee weapon, almost as heavy as a crowbar and a bit faster.

I will add blessed water, with some morale effects for drinking it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 03:58:40 pm
Will you be adding spore plants to the Fallout mod when you start working on it again?
They should be possible as modified turrets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 04:05:56 pm
Sure, I just want to add so much more to the vanilla and learn more coding before attempting something as major as a fully supported total conversion :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 29, 2011, 04:06:52 pm
Crash ......... Crashed ........... My Computer Crashed .......... All My Hard Work ......... Gone  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 04:07:51 pm
Awesome!
Even better if you can make them drop plant spikes when they miss.

E: The above is not awesome.
It autosaves though, so all is not lost!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 29, 2011, 04:08:19 pm
Does rain have impact on scent tracking? ...cause if not, then it should have.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 29, 2011, 04:10:27 pm
Crash ......... Crashed ........... My Computer Crashed .......... All My Hard Work ......... Gone  :'(

Look at it this way: "You survived! For the period you controlled this character you keep him safe. ..now its up to him, you're needed elsewhere, start a new char."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 04:12:28 pm
Crash ......... Crashed ........... My Computer Crashed .......... All My Hard Work ......... Gone  :'(
Did you try to load the game? It autosaves VERY often.

Does rain have impact on scent tracking? ...cause if not, then it should have.
I think Whales did not code it in... I will try to do something if I can now. If not, we will try to force him, right? Hehhehe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 04:13:48 pm
Well, smoke masts scent, so I imagine rain does too, and if not, it shouldn't be too hard to implement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 04:20:35 pm
Please help a newbie out: how do i cook my cooking skill is 3 and i'm not sure, do i need a pot and somethingto start a fire or an oven or something? Also i keep dying and it feels like my new chars are always in the same city, i saw two previous character corpses in the city. Does the city randomly generate and is there a way to completly reset it without reinstalling the game? Please can someone answer those newbie questions?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 04:22:56 pm
You cook in the Crafting menu, reached by pressing &
It will list what you need.
Use < and > to navigate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 04:25:35 pm
The smoke is just a tile with a property which reduces the smell level to 0. The rain is a global condition. I will see if it's possible at all for me :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 04:27:34 pm
Yeah, but if the code for destroying scent exists it may be possible to add it to rain.
Although I've only tinkered a little bit with adding new items
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 29, 2011, 04:29:03 pm
Can you build traps? What do they need and how many are there?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 29, 2011, 04:30:44 pm
Can you build traps? What do they need and how many are there?
Startoff with a point in traps, and 1 in firearms (or mechanics?), that'll give you a fair list of traps to start with in the crafting menu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 04:31:50 pm
You craft them in the crafting menu, find them or create them with an item.
Beartraps, Crossbow traps, Tripwires, Pits, Bubblewrap.
There's more but I couldn't be arsed remembering
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 29, 2011, 04:32:36 pm
You craft them in the crafting menu, find them or create them with an item.
Beartraps, Crossbow traps, Tripwires, Pits, Bubblewrap.
There's more but I couldn't be arsed remembering
Shotgun traps and nail boards as well~
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on July 29, 2011, 04:49:19 pm
Hey I found (what I think is) a bug.  Using the repair nano-bots to heal yourself does not seem to remove any pain what so ever.  I have been fighting for awhile now and healing with them, and even though I never got below 70 on any HP part, I am in extreme pain with full health.

That's not a bug. Pain in independent of HP, it goes down by a little bit every half hour. Drugs will mask it, but nothing actually eliminates pain.

Not quite true, as the pain implant removes about an hour worth of pain, in addition to the temporary painkiller effect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 04:52:00 pm
Wtf sewers are supposed to be safe but i got pwned badly by odd monsters in subways
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 29, 2011, 04:53:24 pm
Wtf sewers are supposed to be safe but i got pwned badly by odd monsters in subways
Why do you think they are supposed to?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 29, 2011, 04:57:34 pm
How do you open manholes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 04:58:23 pm
You need a crowbar.
Make one with a pipe and hammer/hatchet or find one in a hardware store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 29, 2011, 04:58:59 pm
I dodged into the safety of the sub way to escape monsters and reach my underground safehouse, my pack full of looted goods, only to have all the beasts that were hounding me outside crawl out of the shadows of the subway. I got to the metal door tunnel thing safely, but I was wondering how those exact zombies got down there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2011, 05:00:07 pm
If you're close enough to the stairs down monsters follow you in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 29, 2011, 05:01:32 pm
I just found a fort thing it seems to be about 10-15 map tiles by 10-15 map tiles its is massive filled with anything I would ever need :P JACKPOT !!!!!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 29, 2011, 05:11:24 pm
I consider using them as cheating atm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 05:14:40 pm
Deon because i thought zombies didn't fall in subways ;o man some odd monsters with odd names were there.... i guess i need a gun myonly weapon is a shovel!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 29, 2011, 08:04:22 pm
Rain now reduces scent.

I am working on merging in parts of Deon's mod this evening; hopefully I will be able to push through most of it!  I have my mother visiting me--she lives outside of the country and needs some help settling some business in the US, so I'm very busy with real-life stuff lately and not able to code as much as I'd like.  Construction is still coming!  Thanks for everyone's continued interest and support.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 08:14:40 pm
Awesome whales that game rocks  :D Could someone tell me how to put batteries into empty mp3 player please? or how to raise my skills/stats using xp
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NotAQuisling on July 29, 2011, 08:15:18 pm
I think you wield the mp3 and hit reload.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 29, 2011, 08:16:22 pm
Awesome whales that game rocks  :D Could someone tell me how to put batteries into empty mp3 player please? or how to raise my skills/stats using xp

'w'ield the mp3 player and 'r'eload.
XP is automatically drained into skills when you use them; firing a pistol will put XP into firearms and pistol skills, if it is available.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 08:27:23 pm
Thanks a lot whales i'm playing using headswe's compatible version, is it updated same time as yours?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 29, 2011, 08:32:09 pm
Thanks a lot whales i'm playing using headswe's compatible version, is it updated same time as yours?

Head usually has it updated within a few hours.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 29, 2011, 09:52:12 pm
Sweet i finally survived my first night and raised a few skills, god reading books is useful when fully rested and it's 4 am
Edit: I found a barricaded town with shops and such and all items are owned but there is no npc or anything, what is it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 03:30:19 am
So, is the lacking of "Not enough inventory space, drop * for *? (Y/N)" a windows-exclusive error on the latest build?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 30, 2011, 06:00:12 am
So, is the lacking of "Not enough inventory space, drop * for *? (Y/N)" a windows-exclusive error on the latest build?

Getting 'drop your * and pick up * ?  Y/N' Less verbose perhaps but still does get the message across.

*snip* I found a barricaded town with shops and such and all items are owned but there is no npc or anything, what is it?

Its a survivor settlement which is currently empty because NPCs, being severely bugged, are disabled. Once they get fixed different factions will inhabit those, give out quests, trade etc. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 06:05:44 am
Weird, it must be a problem on my end then...

Anyway, how do you like such walls/windows/doors?

(http://img.ie/313b3.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 30, 2011, 06:12:27 am
Weird, it must be a problem on my end then...

Anyway, how do you like such walls/windows/doors?

*snip*


Hard to say, buildings definitely look more 'solid' and less flimsy this way than vanilla, windows look better but doors need something more than a color. I myself am a long standing follower of the ADOM  ###### for walls, it just works very well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 06:15:00 am
Yeah, but # are used for solid objects which you can move through for now, and I can't find a better tile for that.

Doors? Fine, I will find a way to make them look better :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 30, 2011, 06:41:59 am
I don't know, walls seem too "flat". It wouldn't be better to use the ascii symbols like: └ or ┐? (the ones defined in the output.h file as LINE_XXOO or LINE_XOXO for example)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 07:11:37 am
I like them fat as walls :). They are not flat if you imagine that it's a solid block which fills the whole tile. Also it's ASCII, WHAT FLAT? :D Those you described would be nice, but it would require me to change a lot of random house generation code.

By the way, I've found the problem with "really pick up * and drop *?(Y/N)" not appearing. It does not appear only when you pick from a shelf.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on July 30, 2011, 08:52:36 am
I always liked your mods Deon, but that wall looks a bit... wierd. out of place I mean,
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 09:06:45 am
Deon's little mod V14.

- Changed window/wall/door tiles, map icons.
- New items and clothing.
- New locations - church, playground, basketball court, cafe (2 types).
- New terrain - badlands (with litter and junk piles).
- New army gear (by Cacophony: spectra vest, military gas mask, ballistic goggles).
- New gun mods (a scope for rifles and L.A.M. for everything, to increase accuracy).
- Craftable light jacket, new craftable armored clothing (padded light jacket, armored light jacket, armored utility vest).
- Army helmet is renamed to combat helmet and gets protective glasses (environment protection).
- Gun names now contain the gun type and ammo.
- 17 new food items, including ingredients (flour, sugar, salt, weird fruit, raw potato, baked potato, scrambled egg, bread, fruit pie, pizza, dinner, broth, soup, tomato juice, apple juice, peach juice, grape juice).
- New cooking recipes, which make cooking become a more useful skill, especially because now flour, sugar and salt take place of some previously edible food.
- New recipe for a superglue (weird fruit + ammonia, requires no skill and 1 unit of hotplate).
- Tweaks to cooking times.
- Sledgehammers appear in more places.
- Zombies do significally more melee damage.
- New blind zombie (zombie banshee).
- Zombie hulks are slowed to 105 speed but get more health. They also spawn later in the game.
- Season changed to summer, less painful acid rain.
- Juices are fun to drink; you can craft orange, apple and tomato juices.


Download
http://www.mediafire.com/download.php?9b9zubb4bp6blhx



I've added a new type of cafe, also there are now items in churches now (wine, priest robes, Holy Bible, heavy cross).
I've weakened common zombies a bit.

Also the new icons and map tiles are in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 09:07:18 am
I always liked your mods Deon, but that wall looks a bit... wierd. out of place I mean,
It's a matter of taste I guess :). I prefer walls like in DF to "-" walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 30, 2011, 09:59:43 am
Wow deon your new walls/windows/doors are amazing, i love em it feels like the game is even more immersive...gives some kind of security feeling when inside a house
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 10:15:13 am
Yeah, I did not "feel" the walls too when they were lines. I prefer a feeling of a stout house around me when I am sleeping :).

Also I did not like corners as they were.

But the main problem were conflicts with single-tile walls and items which were represented by lines ( = or / ), they were too similar.

P.S. Awesome, I've made a priest character and lived 4 days in my church, killing zombies with my heavy cross :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 30, 2011, 10:22:13 am
Deon i dont understand i go far from town in a house then an army of zombie necromancers, lightning zombies, zombie hunters assault me and i kill a bunch of em then tons of skeletons and more zombies come, it never stops...is it because i'm not far enough from town for a safehouse? or is it cause shooting attracts more
Edit: I also died ;(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 10:41:21 am
Shooting attracts more, and let me guess, you were in the open?

The field you/zombie actually see is currently much bigger than the view around you shown in the game. If you x-look, you can see it. So in the open zombies see you from FAR away. Try to move between obstacles or in forests.

P.S. In the next version: fire stations, small clinics and motels.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 30, 2011, 10:44:57 am
Downloaded the new version.
Created a new character called "Father Anderson". The new map colors is a little odd but nothing I can't learn. Checked all the churches nearby of priest robes. Only found wine, bible and heavy cross. Oh, somehow there's some NPC roaming around. I killed one and got a katana so it's all good. Still no priest robes. I guess i have to make my own.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 10:46:46 am
Yeah, churches have those rarely in the back rooms (not in the main room). I've found my robes in my 3rd church.

P.S. My character's name is Father Anderson too, haha :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 30, 2011, 10:50:54 am
Ok deon so i have to make my safehouse in the city? Cause in the open seems dangerous
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 10:53:31 am
The best idea is a lonely building near forest. If you are in a forest, you are quite safe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 30, 2011, 10:54:54 am
My church base has a leaking roof. I'm seeing puddles of acid in the main room.
Oh, why is the wine one-use drink while my tequila has multiple use?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 11:00:26 am
Probably some priests drank the rest of it...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 11:10:30 am
For you anime fans, a new crafting recipe: cross + M249 = Nicholas Wolfwood's Cross (http://en.wikipedia.org/wiki/Trigun#Characters)

(not really)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 30, 2011, 11:12:17 am
My settlements are populated(according to the world map). If NPC finally implemented?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 11:20:18 am
For you anime fans, a new crafting recipe: cross + M249 = Nicholas Wolfwood's Cross (http://en.wikipedia.org/wiki/Trigun#Characters)

(not really)
Good idea, thanks.

My settlements are populated(according to the world map). If NPC finally implemented?
They were already there, but if you save-load, they disappear.

P.S. Whales, how do you count "inside"? On a tiles with the "floor"? I ask because that post about a leaking roof confused me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 30, 2011, 11:21:25 am
I just kill then to get some stuff. They don't even fight back.

Edit:
I found an arm. Eating it gives a funny message. "You eat your arm". Using savescum, I try to find out what mutations I can get. Now I have regeneration to complete the "Father Anderson" character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 11:40:45 am
Try not to impale yourself on some sharp object.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: majikero on July 30, 2011, 11:52:19 am
Does anyone live long enough that temperature actually matters? Deon's mod starts at summer. I assume Fall and winter nights need warm clothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 11:54:28 am
Does anyone live long enough that temperature actually matters? Deon's mod starts at summer. I assume Fall and winter nights need warm clothing.
Seasons don't actually change for now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 11:56:15 am
P.S. Whales, how do you count "inside"? On a tiles with the "floor"? I ask because that post about a leaking roof confused me.

Yes, sadly right now "indoors" means any tile is is floor, or adjacent to floor (so doorways are "indoors" too).  I'm not sure if I want to make this more complex--this actually works very well for now.

Does anyone live long enough that temperature actually matters? Deon's mod starts at summer. I assume Fall and winter nights need warm clothing.
Seasons don't actually change for now.

And even if they did, temperature effects are turned off until I can tweak them.

Status update: almost finished merging in most of Deon's mod, with some changes to certain stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 11:57:02 am
Whales, I've died from overheating before, so they can't be turned off completely. I've also had it tell me I'm very very cold.

(Unless you've only recently disabled them)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 30, 2011, 12:28:29 pm
Yay, more crappy fan art from me!
Spoiler (click to show/hide)
No fan fiction yet, I have the ideas but I need to stop being so damn lazy and write it :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 12:30:53 pm
Yay, more crappy fan art from me!
-snip-
No fan fiction yet, I have the ideas but I need to stop being so damn lazy and write it :P
Dat feel when everyone can do better stickman art than you. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 30, 2011, 12:35:11 pm
I have problems keeping my encumbrance low enough so that I can speed-strike or somesuch. I usually wear two backpacks, some safety glasses, and maybe one or two more random pieces of gear. Any tips?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 12:36:40 pm
I have problems keeping my encumbrance low enough so that I can speed-strike or somesuch. I usually wear two backpacks, some safety glasses, and maybe one or two more random pieces of gear. Any tips?
Wear less backpacks?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 30, 2011, 12:39:35 pm
Have you tried strapping rocks to your arms, legs, and face?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 30, 2011, 12:40:46 pm
Seriously, you only ever need 1 backpack, especially if you swap out your other clothes and take cargo pants and utility vests.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 30, 2011, 12:41:31 pm
I have problems keeping my encumbrance low enough so that I can speed-strike or somesuch. I usually wear two backpacks, some safety glasses, and maybe one or two more random pieces of gear. Any tips?

Drop the extra backpack. You don't need it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 30, 2011, 12:43:12 pm
Even with one back pack, the item limit usually doesnt let me carry all that I can.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 30, 2011, 12:45:05 pm
Two backpacks? I usually stick to one backpack, a cargo pants, some sneakers, a motorcycle helmet and some safety goggles. oh, and a pair of fingerless gloves. this gives me acceptable protection without too much encumbrance. I'd wear a shirt, but the backpack is two encumbrance and I don't want any more.

In that line of thought, maybe the backpack should be moved from the "torso" encumbrance slot to a "back" encumbrance slot?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 30, 2011, 12:45:58 pm
Function, I honestly think that your style of stick art is better than mine, it seems pretty unique, wheras mine is common place. (but then, most styles are unique in at least one way :P )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 12:48:43 pm
Function, I honestly think that your style of stick art is better than mine, it seems pretty unique, wheras mine is common place. (but then, most styles are unique in at least one way :P )
At least you can do poses properly. I've never had that feel for poses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 12:53:35 pm
I usually wear an armored utility west and an armored priest robe. That's enough space for ammo, backup weapon, some meds and food.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 01:02:04 pm
If I'm doing a supply run to a place I know will have a ton of junk, I'll wear two backpacks. Usually I don't even wear one though. A utility vest, some army pants, and an army helmet are more than enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 01:11:57 pm
Or priest robes :P (or a jumpsuit in vanilla).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 30, 2011, 01:14:43 pm
I know it's sort of beaten into the ground by now, but I've never even thought to wear two backpacks. I've also never been able to part with one backpack! I'm pretty bad when it comes to traveling light. Gotta have my 4 spears, my shotgun, my set of batteries, ammunition, steak knife, flashlight, nailboard, maybe a grenade and pheromone, "what if" knick-knacks, etc. When I leave my safe house I'll usually be at around 50/96 volume. And when I return I'll usually be completely full of crap to dump in my towering piles. I'm terrible at resisting pack-rat urges..

But torso encumbrance is something I always try to keep below 4. All of my crap is useless to me if I'm being eaten alive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 30, 2011, 01:23:57 pm
The first thing I do when I start playing is find a backpack. IMO backpacks are the most useful item in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 01:37:30 pm
When I'm in "Battle Mode" or "Explore Mode", I tend to carry my weapon, maybe a backup gun, a few drugs (stimulant and pain reliever) and a first aide kit, and that's it.

I'll make note of anything valuable I come across for potential supply runs later.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 01:41:19 pm
There's a lot to be said for traveling light.  You can skip a backpack, making melee much easier, and there's more space for picking up goodies you find.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 30, 2011, 01:42:12 pm
My friend wore some 6 backpacks at once before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 30, 2011, 01:43:01 pm
is possible i have died because my left arm a reach 0 ???

The other part of my body is as 30.....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 01:45:09 pm
is possible i have died because my left arm a reach 0 ???

The other part of my body is as 30.....
Nope, it's just the Torso and Head that counts, amongst some other conditions.

Could it be that one of these did reach 0, it just didn't display it since you died the same turn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 30, 2011, 01:45:57 pm
is possible i have died because my left arm a reach 0 ???

The other part of my body is as 30.....
Are there any penalties for, say, having your arm reach 0? Does it make you shoot less accurate?
Nope, it's just the Torso and Head that counts, amongst some other conditions.

Could it be that one of these did reach 0, it just didn't display it since you died the same turn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 01:48:28 pm
is possible i have died because my left arm a reach 0 ???

The other part of my body is as 30.....
Nope, it's just the Torso and Head that counts, amongst some other conditions.

Could it be that one of these did reach 0, it just didn't display it since you died the same turn.
Are there any penalties for, say, having your arm reach 0? Does it make you shoot less accurate?
No, I don't think there is. At least I haven't noticed it, my char was still laying down headshots with arm health around 20. And that happened often since I never bandaged anything but head or torso.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 30, 2011, 01:48:33 pm
Just to be on the contrary, backpacks aren't the best thing.
Consider a hoarder character, picking up a backpack early on is a bad thing because you need to fill your volume progressively, or hit a massive morale penalty.
Purses and fanny packs are out of style but hey, they are also handy if you can't get that backpack.
(Rationale: It's a freaking apocalypse, I don't think the zombies are going to laugh because you carry your explosives in a purse)

On a tangent, I have seen a few Let's Plays of the game other than PlumpHelmetPunk's... they absolutely neglect reading and forging D: D: D: D: Aren't they too visible? I think they are useful things to do at least...

Another thing. PIPES! Why can't I find any pipes except once every miracle moon lying down on roads and the rare hardware store pipe...for being such a common item in every city/town (and staple of survival horror games) they sure are elusive...Shouldn't burning or exploding a building yield a few spare pipes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 30, 2011, 01:50:13 pm
I really think they should be more common too.
A junkyard area which was full of miscellaneous scrap would be nice
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 01:51:23 pm
Just to be on the contrary, backpacks aren't the best thing.
Consider a hoarder character, picking up a backpack early on is a bad thing because you need to fill your volume progressively, or hit a massive morale penalty.
Hoarder sucks. Too big of a limitation.

And depends. If you're playing ranged, backpacks are awesome.
With melee, a bit less so, but it's still quite viable with some skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 02:22:49 pm
I really think they should be more common too.
A junkyard area which was full of miscellaneous scrap would be nice
You obviously do not play my mods :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 30, 2011, 02:23:30 pm
Just to be on the contrary, backpacks aren't the best thing.
Consider a hoarder character, picking up a backpack early on is a bad thing because you need to fill your volume progressively, or hit a massive morale penalty.
Hoarder sucks. Too big of a limitation.

And depends. If you're playing ranged, backpacks are awesome.
With melee, a bit less so, but it's still quite viable with some skill.

Hoarder actually fits my playing style quite well, so it's an annoyance at worst. Being careful about your volume is key. And it's 3 points that don't bother you at all if you play it well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 30, 2011, 02:24:00 pm
My favorite build is a quick masochistic packmule who's also a near-sighted schizophrenic hoarder
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 30, 2011, 02:25:16 pm
I really think they should be more common too.
A junkyard area which was full of miscellaneous scrap would be nice
You obviously do not play my mods :P.
Unfortunately I play on linux mostly for the easier tinkering with source.
Plus less crashing :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 30, 2011, 02:51:54 pm
Oh, a little bug report for Whales. Rain coats do not show "reinforced" status after being reinforced, I've seen them being marked properly at random, but then they end up as "rain coat", yet they are reinforced.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 30, 2011, 03:02:11 pm
I dodged down an alley to escape some zombehs, I had 70 torso hp, and was hopped up on tramadol. Wait, whats that at the end of the alley?? Fuck, its a hulk. Cocaine to the rescue. I can imagine my guy running at high speeds, scrathed and bleeding, cocaine encrusting his nose, screaming at a high pitch all the way back to the subway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 30, 2011, 03:03:38 pm
Sounds like a normal day in Cataclysm :P

EDIT: Wouldn't you be able to use X-acto knives to cut things like brooms into wooden spears?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 03:43:53 pm
Sounds like a normal day in Cataclysm :P

EDIT: Wouldn't you be able to use X-acto knives to cut things like brooms into wooden spears?

No, cutting anything thicker than cardboard with an X-acto is tough...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 04:10:52 pm
Shouldn't you be able to use x-acto knifes to cut cloth at least? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 30, 2011, 04:13:40 pm
Shouldn't you be able to use x-acto knifes to cut cloth at least? :P

It may be possible, but I don't think I would want to.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 04:20:15 pm
Also, in light of the power outage I just had... I think salvageable backup generators in most stores would still be a pretty good idea, for parts and batteries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 30, 2011, 04:36:52 pm
Sounds like a normal day in Cataclysm :P

EDIT: Wouldn't you be able to use X-acto knives to cut things like brooms into wooden spears?

No, cutting anything thicker than cardboard with an X-acto is tough...

I thought about that, but I never tried it so I wasn't exactly sure. But then again X-actos are a lot sharper than steak knives  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on July 30, 2011, 04:42:18 pm
Awesome walls, Deon, they really make the game more immersive, IMO. Also, the basement's walls are the old ones, is this supposed to happen?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 04:43:39 pm
Sounds like a normal day in Cataclysm :P

EDIT: Wouldn't you be able to use X-acto knives to cut things like brooms into wooden spears?

No, cutting anything thicker than cardboard with an X-acto is tough...

I thought about that, but I never tried it so I wasn't exactly sure. But then again X-actos are a lot sharper than steak knives  :P

Sharper but also flimsier, not well suited for cutting very hard things; better for precision cuts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 30, 2011, 04:45:32 pm
Sounds like a normal day in Cataclysm :P

EDIT: Wouldn't you be able to use X-acto knives to cut things like brooms into wooden spears?

No, cutting anything thicker than cardboard with an X-acto is tough...

I thought about that, but I never tried it so I wasn't exactly sure. But then again X-actos are a lot sharper than steak knives  :P

Sharper but also flimsier, not well suited for cutting very hard things; better for precision cuts.

True. Okay. I'll shut up now xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 04:48:09 pm
Y
Awesome walls, Deon, they really make the game more immersive, IMO. Also, the basement's walls are the old ones, is this supposed to happen?
I forgot about basements, thank you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 05:01:14 pm
Hmm, I am torn on whether or not to make these new walls official... I'll probably wind up doing it :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on July 30, 2011, 05:03:47 pm
Whales, can you make a weapon comparison system like the ammo one?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 30, 2011, 05:08:53 pm
Hmm, I am torn on whether or not to make these new walls official... I'll probably wind up doing it :P

Maybe make it an option?

While I haven't actually tried out Deon's mod yet, right now I feel I would prefer the old walls over Deon's. Just a personal preference, probably due to the fact I use houses as "looting stations" and not safe houses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 30, 2011, 05:13:54 pm
I quite like the look of the old walls too.
But it shouldn't be too hard to switch back to the old walls on my local copy so it's no biggie really.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 30, 2011, 05:16:14 pm
I think solid walls look obnoxious. If it is implemented, please, PLEASE, put in an option to to leave them normal as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 05:20:20 pm
Seconding the idea for walls being optional.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on July 30, 2011, 05:20:36 pm
I have not yet found the time to install this game. and next week is full as well.

 :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 30, 2011, 05:23:07 pm
I have not yet found the time to install this game. and next week is full as well.

 :(

You should be able to just download it and run the exe...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 05:44:23 pm
Also, from what someone said earlier - is Deon's mod not supposed to work on Linux?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 30, 2011, 05:48:09 pm
It's a windows mod, Precompiled.

Also, Apparently using something's wrapper to craft banishes the thing it was wrapping into the lower planes.
Game just took my 3 bags of flour and 1 of sugar :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 06:01:04 pm
Good news, CIB has made a tileset mod. I will start making a tileset soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 30, 2011, 06:11:32 pm
How do I butcher corpses?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 30, 2011, 06:12:13 pm
(B)utcher
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 06:17:53 pm
Well, Deon's download seems to include the source files, and they seemed to work fine with my last version, so... I dunno.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 30, 2011, 06:18:42 pm
I've never tried it on Linux
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 06:19:54 pm
I find your new Avatar unsettling.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 30, 2011, 06:20:30 pm
Good news, CIB has made a tileset mod. I will start making a tileset soon.
And thus, another roguelike achieves the greatness that is a Deon tileset.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 30, 2011, 06:25:51 pm
Hm, the solid walls in Deon's mod are unsavory. I also vote for it being optional once it's in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 06:28:39 pm
I find your new Avatar unsettling.
I find it not gorey enough. Unsettling is not enough, it must be full-blown disgusting. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 30, 2011, 06:30:19 pm
I prefer the old walls.

I saw that you want The Warriors references, Whales?  I was gonna say you should put in that triple-bat Cobb has, but uh, I guess that's only from the video game.  :x
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 30, 2011, 06:35:19 pm
I find your new Avatar unsettling.
I find it not gorey enough. Unsettling is not enough, it must be full-blown disgusting. :P
I don't like disgusting.
Also, up to 4 people now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 06:41:04 pm
Also, up to 4 people now.
Of complaints?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 30, 2011, 06:47:12 pm
Banks are.... kinda empty. Shouldn't there be something nice in the vault?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 06:52:50 pm
Also, up to 4 people now.
Of complaints?

Maybe comments on Avatar, considering the quote? I dunno.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 30, 2011, 06:58:40 pm
Also, up to 4 people now.
Of complaints?
People who've commented that it's slightly disturbing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 06:58:51 pm
Banks are.... kinda empty. Shouldn't there be something nice in the vault?

Around 1 in 2 vaults will have contents.  I guess it's kind of assumed that they were emptied when theshit hit the fan; but I guess it wouldn't hurt to up item generation there, as it IS fairly tricky to get inside, and commiserate rewards would be nice (that said, the contents are generally hard-to-find items).


I prefer the old walls.

I saw that you want The Warriors references, Whales?  I was gonna say you should put in that triple-bat Cobb has, but uh, I guess that's only from the video game.  :x

I never played the game so *whoosh* that reference went over my head.  Maybe, uh.  Putting glass bottles on your fingers?  It would be neat to one day have a Warriors-esque "meeting of the gangs" where Cyrus a faction head gets shot.


It's a windows mod, Precompiled.

Also, Apparently using something's wrapper to craft banishes the thing it was wrapping into the lower planes.
Game just took my 3 bags of flour and 1 of sugar :'(

Ouch, yeah, that's a notable bug which I'd forgotten about.  Added to my crafting TODO.  Incidentally, I've moved flour and sugar to cardboard boxes (even if they do generally come in paper bags).


Whales, can you make a weapon comparison system like the ammo one?

Sure.  Maybe I'll just bind a new button to compare, and allow side-by-side comparisons of all guns, ammo, weapons, food, etc. in the player's inventory, allowing the player to pick which category to view.  Or maybe I should integrate it into the wield dialogue--w? lists the players items, with stats alongside (plus something similar for 'W'ear and 'E'at?).


Given the response on walls, and the fact that I myself prefer the nethack-style walls, I'm going to leave them as-is for now, and possibly include an option for solid block walls in the future.

Hmm, I am torn on whether or not to make these new walls official... I'll probably wind up doing it :P

Maybe make it an option?

While I haven't actually tried out Deon's mod yet, right now I feel I would prefer the old walls over Deon's. Just a personal preference, probably due to the fact I use houses as "looting stations" and not safe houses.

This is closer to the spirit of the game as I envision it--houses and buildings in general are looting stations, not safe houses; if they're the latter, it's a strictly temporary thing.  Cataclysm is not DF, and players are not meant to be settling down in one spot for too long.  The only reason I'm focusing on adding a construction expansion is to make wilderness survival a viable option (without it, acid rain is a death sentence if you're in the wild).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 30, 2011, 07:00:39 pm
I mainly use safehouses to stash loot in case I'm back in the area sometime and to lay low if I need wounds to heal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 07:07:07 pm
Whales, can you make a weapon comparison system like the ammo one?

Sure.  Maybe I'll just bind a new button to compare, and allow side-by-side comparisons of all guns, ammo, weapons, food, etc. in the player's inventory, allowing the player to pick which category to view.  Or maybe I should integrate it into the wield dialogue--w? lists the players items, with stats alongside (plus something similar for 'W'ear and 'E'at?).

I'd go for expanding the 'i'nventory menu. When you select an item there, it would show a new option: 'c'ompare with...
It'd then reopen the inventory for you to select the second item to compare.

Or wait, I have an alternate idea, this'll take a sec to make.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 30, 2011, 07:07:31 pm
What do I do with the plutonium cells I'm lugging around? What are they good for?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 07:09:06 pm
Quote
Around 1 in 2 vaults will have contents.  I guess it's kind of assumed that they were emptied when theshit hit the fan; but I guess it wouldn't hurt to up item generation there, as it IS fairly tricky to get inside, and commiserate rewards would be nice (that said, the contents are generally hard-to-find items).
I STILL say you fill them with large amounts of worthless paper money, good for nothing but burning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 07:15:20 pm
What do I do with the plutonium cells I'm lugging around? What are they good for?

Spoiler (click to show/hide)

Quote
Around 1 in 2 vaults will have contents.  I guess it's kind of assumed that they were emptied when theshit hit the fan; but I guess it wouldn't hurt to up item generation there, as it IS fairly tricky to get inside, and commiserate rewards would be nice (that said, the contents are generally hard-to-find items).
I STILL say you fill them with large amounts of worthless paper money, good for nothing but burning.

I'm still unsure about this; players might think that paper money has value, and it'd dilute the other nice items you can find in bank vaults.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 30, 2011, 07:15:44 pm
Quote
Around 1 in 2 vaults will have contents.  I guess it's kind of assumed that they were emptied when theshit hit the fan; but I guess it wouldn't hurt to up item generation there, as it IS fairly tricky to get inside, and commiserate rewards would be nice (that said, the contents are generally hard-to-find items).
I STILL say you fill them with large amounts of worthless paper money, good for nothing but burning.

You could make a money robe like Stan did from American Dad :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 30, 2011, 07:18:24 pm
It's only a puppy crying blood.  No big deal, honk.

I know you're gonna do set-in-stone, not-randomly-generated artifacts, but do you think you'll do NPCs like that, too?  Kinda like the uniques in Crawl, Sigmund and stuff.  Cuz' if you do, can we have Sleepy (http://www.youtube.com/watch?v=hSzoBBS9Y-Y)?  I would follow him to hell and back.

Also, basically, in the game, they have you fight the leader of the Baseball Furies, who has like two, three bats taped together.  It's probably silly, but totally awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 07:26:42 pm
Okay, I think I got the UI figured out.
This would work like this. You first look at an item in 'i'nventory, then you could hit 'c'ompare and it would show a menu like this:
Spoiler: Comparison Menu (click to show/hide)
It'd only show items of same type.

I didn't bother with the weapon names, of course the Rifle 2 and such would be replaced with actual names.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on July 30, 2011, 07:31:01 pm
I have not yet found the time to install this game. and next week is full as well.

 :(

You should be able to just download it and run the exe...

I downloaded the windows port, and cannot find the .exe
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 07:32:47 pm
I have not yet found the time to install this game. and next week is full as well.

 :(

You should be able to just download it and run the exe...

I downloaded the windows port, and cannot find the .exe

Are you sure you didn't get the source?

Here's the latest Windoes release: Cataclysm_win_SDL_1.9.3.zip (https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.9.3.zip)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 07:34:22 pm
Hm, the solid walls in Deon's mod are unsavory. I also vote for it being optional once it's in.
They are temporary. You will get a tileset soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 07:40:24 pm
Quote
I'm still unsure about this; players might think that paper money has value, and it'd dilute the other nice items you can find in bank vaults.

The first part is perfectly acceptable, in my opinion, as long as you put a note in the description that its worthless. The concept of a person running from zombies with a backpack full of hundred dollar bills is just so great.

And I don't see why it would have to reduce the likelihood of anything else.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on July 30, 2011, 07:45:55 pm
Okay, I think I got the UI figured out.
This would work like this. You first look at an item in 'i'nventory, then you could hit 'c'ompare and it would show a menu like this:
Spoiler: Comparison Menu (click to show/hide)
It'd only show items of same type.

I didn't bother with the weapon names, of course the Rifle 2 and such would be replaced with actual names.
We need this. I actually memorised some of the guns while trying to to compare them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 30, 2011, 08:09:40 pm
Quote
Around 1 in 2 vaults will have contents.  I guess it's kind of assumed that they were emptied when theshit hit the fan; but I guess it wouldn't hurt to up item generation there, as it IS fairly tricky to get inside, and commiserate rewards would be nice (that said, the contents are generally hard-to-find items).
I STILL say you fill them with large amounts of worthless paper money, good for nothing but burning.

You could make a money robe like Stan did from American Dad :3
Or you could trade NPCs with it, but then you'd actually have to have NPCs back in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 30, 2011, 08:15:36 pm
How do I use the Internal Furnace bionic?
Edit: Nevermind
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on July 30, 2011, 08:17:13 pm
I have not yet found the time to install this game. and next week is full as well.

 :(

You should be able to just download it and run the exe...

I downloaded the windows port, and cannot find the .exe

Are you sure you didn't get the source?

Here's the latest Windoes release: Cataclysm_win_SDL_1.9.3.zip (https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.9.3.zip)

thanks bro.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 30, 2011, 08:17:45 pm
Does headswe still update vanilla? I hope this game doesn't stop being compiled like rogue survivor and i onlygotwindows
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 30, 2011, 08:24:42 pm
He updates it every time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 30, 2011, 08:25:51 pm
thanks deon and woah guys, deon I'm playing with your mod and i found a few human corpses, now i got army clothes and nice army goggles and such out of the corpses, is it possible that soldiers died and am i lucky?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 08:29:10 pm
thanks deon and woah guys, deon I'm playing with your mod and i found a few human corpses, now i got army clothes and nice army goggles and such out of the corpses, is it possible that soldiers died and am i lucky?
Dead military and scientist squads are also in the vanilla.
It's just something that sometimes gets generated in the wilderness.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on July 30, 2011, 08:38:00 pm
So I start as a near sighted fellow with low strength. no backpack, and I looted two buildings before getting mauled to death by a zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 30, 2011, 08:40:28 pm
I think that one point should go into dodging at char creation no every time. It allowed me to take down a hulk with a baseball bat and only take thirty damage to my torso.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 30, 2011, 09:03:09 pm
How does the wish function work?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on July 30, 2011, 09:03:51 pm
I think that one point should go into dodging at char creation no every time. It allowed me to take down a hulk with a baseball bat and only take thirty damage to my torso.

I think it was caused by the fact, that Your character was named Urist McSlaughter.
(as in : 1 in Dodge, Butcher, Melee, Firearms and usually i'm set :) )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 09:09:59 pm
Meh. Buying skills in chargen is a waste of points. Better use them for stats or traits.
Besides, skills train quite quickly if you roll high INT.

Here's my char:
10 STR     Fleet-Footed   Near-Sighted
9 DEX      Quick             Asthmatic
10 INT
9 PER

Healable negative traits, big boost to speed, with high strength for carrying and high intelligence for books, skills and most importantly, implants.
After that, it's just spending a day or two boozed up for XP. After that, god mode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 30, 2011, 09:10:58 pm
With my normal builds, i like to think of my guy as some guy escaped from an insane asylum who just so happens to be an ex baseball player. And i did name one of my characters Urist McKiller :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 09:21:56 pm
Enjoy your healable traits while you can.  Purifier's about to get way harder to find--certainly not in basements any more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 30, 2011, 09:23:29 pm
How does the wish function work?
Type / before you enter the name of the item. Beware, though, some items might be buried under others (like hammers under sledgehammers).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 09:25:40 pm
Enjoy your healable traits while you can.  Purifier's about to get way harder to find--certainly not in basements any more.
Thing is, I almost never get any purifiers in basements.

I also start in wilderness by regenning after chargen, so I don't start with a basement anyways. :P

It's all dead scientists. Those are the best sources of loot in the entire game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 09:35:55 pm
Enjoy your healable traits while you can.  Purifier's about to get way harder to find--certainly not in basements any more.
Thing is, I almost never get any purifiers in basements.

I also start in wilderness by regenning after chargen, so I don't start with a basement anyways. :P

It's all dead scientists. Those are the best sources of loot in the entire game.

Yeah, they're getting nerfed too, and almost all their gear moved into labs (they will, of course, still have ID cards to get you into the lab).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 30, 2011, 09:36:29 pm
Sorry if this has been addressed already, if so then please feel free to bring up an old quote. Are there any plans to reduce the amount of XP gained from morale? I like the skill and XP system very much, but it seems pointless when you have an endless experience pool after a night or two of drinking and reading. I'm sure this HAS been discussed already so again, sorry for opening an old can of stuff, just curious.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 09:40:48 pm
Sorry if this has been addressed already, if so then please feel free to bring up an old quote. Are there any plans to reduce the amount of XP gained from morale? I like the skill and XP system very much, but it seems pointless when you have an endless experience pool after a night or two of drinking and reading. I'm sure this HAS been discussed already so again, sorry for opening an old can of stuff, just curious.
Actually, I think it's getting improved by adding special actions and artifacts.
Basically, you'd be able to spend large amounts of XP to gain boosts, do incredible feats, create "artifacts" and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 30, 2011, 09:43:05 pm
I just had a nerdgasm. That sounds awsome. I will commemerate with a FUUUUCK YEAH!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 30, 2011, 09:50:52 pm
Typical Cataclysm Artifact: Swiftmusic the MP3 Player of Hammering
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 30, 2011, 09:52:41 pm
Damn, purifier harder to find? I still haven't found a single one...And only two groups of scientists in over 50 characters and 5-6 world "purges".
I am always extremely unlucky in roguelikes, go figure.

By the way Whales, did you notice the raincoat bug post and autodropping empty containers post? I feel so ignored  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 30, 2011, 09:53:41 pm
This XP thing deserves some fan art. I may get some up in a couple of  days.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 30, 2011, 09:56:21 pm
Damn, purifier harder to find? I still haven't found a single one...And only two groups of scientists in over 50 characters and 5-6 world "purges".
I am always extremely unlucky in roguelikes, go figure.

By the way Whales, did you notice the raincoat bug post and autodropping empty containers post? I feel so ignored  :'(

Heh, yes.  I try to respond to things directly, but given the volume of attention Cataclysm's gotten recently, and the fact that I'm super-busy trying to move, I've been a bit lax lately.  I'll look into the raincoat bug, and autodropping empty containers is on my TODO list as an option that can be turned on (once I add options to the game).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 30, 2011, 10:02:17 pm
Ah, here's the original for the XP, if anyone's wondering.
We had a small discussion on boosts and such later, I think.

Hey what do you use experience for, I've got like 5000 (found a bunch of whiskey and marijuana) so I really need to be able to spend it on something.

Using a skill puts XP into that skill.  I am also planning to let the player use large amounts of XP (on the order of thousands or tens of thousands) to improve their stats, craft an artifact, take a new trait, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 30, 2011, 11:27:39 pm
Hey guys i found a house at the border of a new city and there are 2 or 3 houses next to it with lots of F /forest just under my house, is it good for a hideout?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 30, 2011, 11:34:52 pm
I DO agree XP should be a lot harder to come by though, at the moment its very close to a non-factor, which is sad because I feel the morale system is one of the best things about the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 30, 2011, 11:55:32 pm
It could always increase more slowly when your XP pool starts to get higher in numbers.

And yes, that should suffice for a good hideout. Currently I'm in a small suburban area close to the forest and no zombies have spawned in where I am. Of course the occasional wolf or bear still poses a
great threat. No Triffids surprisingly  :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 31, 2011, 12:01:18 am
It could always increase more slowly when your XP pool starts to get higher in numbers.

And yes, that should suffice for a good hideout. Currently I'm in a small suburban area close to the forest and no zombies have spawned in where I am. Of course the occasional wolf or bear still poses a
great threat. No Triffids surprisingly  :o
Sure, but at least bears and such can't break down doors.
And they'll happily drop dead from a buckshot to the head. Hell, even birdshot should do the trick.

Too bad you don't have Triffids. Those are awesome. They can't either break down doors and provide you with a nice supply of veggies.
It does make a hell of an ammo waste since you need to clear them out each day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 31, 2011, 12:11:42 am
Quote
Too bad you don't have Triffids. Those are awesome. They can't either break down doors and provide you with a nice supply of veggies.
It does make a hell of an ammo waste since you need to clear them out each day.

Liiiiiiiiies! Liiiiiies!

Triffids bad. Triffids very bad. So bad. o_o

They come through the walls.

Then they make the walls attack you.

The house becomes one with the triffid threat.

*nightmares of triffids all the time*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 12:18:55 am
I have to agree with Glyph. I've had bad experiences with them. They were always the #1 thing to kill me when I first started out.
Bears can't do that? What about windows? But I suppose it doesn't really matter, I have a few bear traps around. I wish I could find a "How to Trap Anything" skill book. I've found two areas full of traps, but
can't disarm them >.<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 31, 2011, 12:20:21 am
What is a triffid ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 31, 2011, 12:22:40 am
What is a triffid ?
(http://toryardvaark.files.wordpress.com/2009/12/day-of-the-triffids.jpg?w=400&h=402)
A giant carnivorous, walking plant.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 31, 2011, 12:23:04 am
Triffids are the stuff of nightmares
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 12:23:51 am
Oh gawd! I'm forever scarred because of you!  :'(
I didn't figure they were that horrifyingly... Horrific D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 31, 2011, 12:26:06 am
That looks cool :) I didn't know they were walkign plants awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 31, 2011, 12:26:56 am
I normally stay in a basement near the middle of the city. I like the challenge of dodging hordes with a back pack full of food. My last character actually had a home in one of the sewer subway connector thingies. (You know, the one that kicked the hulks ass.) I actually had to move because the Hulk destroyed my metal door. Damn him >.<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 31, 2011, 12:31:20 am
How do you mod this game I want to make it harder to stay alive (Increase spawn rates, and stuff like that)?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 31, 2011, 12:32:39 am
The13thRonin has his mod, which basically does what you said. You will NOT want to fight his zombies.

Is there a way to tell if a house has a basement short of going inside and looking for stairs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 31, 2011, 12:32:51 am
Have you tried the cruel world mod?    Edit: DAMN NINJA
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: adwarf on July 31, 2011, 12:33:41 am
I haven't tried any mods, but I will check them all out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 31, 2011, 12:37:44 am
Maybe toilets should have a "use" option, which it wouldn't be required but using it every now and them could give a small morale boost. The boost should be usable like once a day to prevent abuse. With that there could also be a negative trait, irritable bowels. A toilet must be used at least once a day to prevent minor pain and morale drops. Just throwing my toilet ideas out there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 12:40:56 am
The Day of the Triffids was perhaps the first great post-apocalyptic novel.  I highly recommend it.  I also recommend the 1962 movie of the same name, which is a mixture of awesome under-siege-by-monsters action, and unintentionally hilarious scenes of blind people getting hit by trains and walking into walls.

The13thRonin has his mod, which basically does what you said. You will NOT want to fight his zombies.

Is there a way to tell if a house has a basement short of going inside and looking for stairs?

No.  1 in 50 houses generated contains a basement.


Maybe toilets should have a "use" option, which it wouldn't be required but using it every now and them could give a small morale boost. The boost should be usable like once a day to prevent abuse. With that there could also be a negative trait, irritable bowels. A toilet must be used at least once a day to prevent minor pain and morale drops. Just throwing my toilet ideas out there.

I considered it (and requiring urination as well), but then decided that it was too Sims-y.  Also, I don't want to become known as "that roguelike where you poop."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 31, 2011, 12:49:01 am
I didnt mean it like that. The boost could be named "relieved" or something, the toilet. . . .yeah, your right. . . .ohgodwhy would I suggert putting that in the game?! Oh yeah, this is bay 12.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 01:09:04 am
New update.
Note: This update breaks save compatibility, and requires a clean build.

Features:


Bug fixes:


Changes and omissions from Deon's Little Mod:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on July 31, 2011, 01:58:21 am
Now just gotta wait for the windows version.  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 02:13:11 am
Okay, once the windows version appears, I will add back variety of "parks" in form of playgrounds and basketball courts :P. Thanks for leaving something for my mod.

And of course I will add fire stations, warehouses and motels.

Quote from: Whales
Rain reduces your scent trail.

YAY! Awesome update!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 31, 2011, 04:22:54 am
I never had problems with triffids, i smack them once and they run away

Edit: help it says putting on my gun would be tricky, idk why
Edit: NEW WINDOWS VERSION IS OUT =)
Edit: This game saves my life, I'm in pain and can't work and can't sleep due to a bad accident and i had facial surgery and i got a major left eye infection sorry if i post a lot on forum lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on July 31, 2011, 04:51:09 am
New update.
Note: This update breaks save compatibility, and requires a clean build.

Features:
  • Most of Deon's Little Mod merged.  It's easier to list the parts I omitted; see below.
  • Morale gain nerfed considerably.
  • The "Morale" help topic is now "Morale and XP".
  • Paper walls and toilets more easily smashed, especially important for zombies and other monsters.
  • Copbot noises vary depending on whether or not they can see you.
  • Rain reduces your scent trail.


Bug fixes:
  • Acid drizzle and acid rain now cause the same wetness symptoms as drizze and rain, respectively.
  • Wax floors in beehives are considered to be "indoors" and protect you from rain.
  • The illiterate can no longer use computer terminals.
  • Fixed some unloading crashes.
  • Spears list their damage as "piercing" and not "cutting."
  • Bug wherein NPC settlement building were more likely to face north fixed.


Changes and omissions from Deon's Little Mod:
  • Flour, sugar and salt are found in cardboard boxes.  Broth and soup are found in food tins, not soda cans.
  • New juice types omitted.
  • Playground and basketball court merged into a single tile, "park."  I'll include the option for a generic trees,-plaza-and-benches park soon.
  • Some crafting tweaks.
  • Some tweaks to food properties.
  • New armor types omitted; I will be including a armor mod system, similar to the gun mod system, rather soon, and most of his additions will be made redundant.
  • Weapon mods omitted.  I will be adding various scopes soon, which will work differently than the scopes presented here.
  • Badlands omitted.
  • Probably some other stuff I've forgotten to mention...
https://github.com/downloads/headswe/Cataclysm/Cataclysmrl_win_1.9.4.zip
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 31, 2011, 04:53:05 am
Edit: help it says putting on my gun would be tricky, idk why
Try 'w'ielding instead of 'W'earing. You might have had Caps Lock on by accident, which reversed them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 31, 2011, 05:35:18 am
Thanks function, i feel like an idiot now i lost my char because i couldn't shotgun a zombie hunter! i had caplocks on XD

Edit: You light a cigarette and smoke it, You take a puff from your inhaler.. My char is an asthmatic with cigarettes addiction i got like 5 packs of cigs in my safehouse ;o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 31, 2011, 07:59:12 am
Playing the latest Windows version, and I'm seeing survivors' names appearing on the map, similar to notes, in a normal town. I'm not seeing any NPCs, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 31, 2011, 09:34:34 am
Well, this is probably a bug. I found a missile silo, and went down the ladders. It dumped me into the rift with no way out and I can't move. So I'm trapped.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 09:34:44 am
Already baked some bread and happened to spawn right next to a forest in this new world, so zombies won't bother me unless I go deeper into the city. I will attempt to trap rodents for food and try to survive for long. The new version seems sweet so far.

Oh, Whales, one thing I forgot to mention in my previous post, will you echo items gotten from containers such as shelves? So far they are silent unlike picking from the floor, so you always need to open the inventory to check their inventory slot letter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 31, 2011, 09:57:53 am
Well, this is probably a bug. I found a missile silo, and went down the ladders. It dumped me into the rift with no way out and I can't move. So I'm trapped.
Press m, and see if you can find a basement to teleport to. Otherwise, press z then m, and look for a basement or similar.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aavak on July 31, 2011, 10:35:39 am
New update...

Has the online server been updated to this version? :)

Also, as this is the first time I've posted in this thread (despite having followed it for some time), thank you very for creating, modding, and porting such an awesome game :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 11:35:14 am
A little suggestion.
How about a cyborg zombie? It makes sense in the context of the world, and can be fun to see.
Instead of replicating existing enhancements, they can be made unique in that they cannot be killed unless using something like an explosion or a critical hit. They will self-repair after 20-100 turns and attack again. The effects of butchering them are up to your imagination, Whales :P It might require computer skills to disable them (reprogram them to aid you at high levels?)
For reference, imagine something like the blood skeletons in mostly any Castlevania game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 12:00:48 pm
Okay, once the windows version appears, I will add back variety of "parks" in form of playgrounds and basketball courts :P. Thanks for leaving something for my mod.

And of course I will add fire stations, warehouses and motels.

Quote from: Whales
Rain reduces your scent trail.

YAY! Awesome update!

I should be clear, playgrounds and basketball courts both still generate, but they are both marked on the map as as "park."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 31, 2011, 01:02:10 pm
A little suggestion.
How about a cyborg zombie? It makes sense in the context of the world, and can be fun to see.
Instead of replicating existing enhancements, they can be made unique in that they cannot be killed unless using something like an explosion or a critical hit. They will self-repair after 20-100 turns and attack again. The effects of butchering them are up to your imagination, Whales :P It might require computer skills to disable them (reprogram them to aid you at high levels?)
For reference, imagine something like the blood skeletons in mostly any Castlevania game.

I think Whales is trying to balance difficulty and fun with the emphasis on fun. That right there, sir, would not be fun. Not even a little bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 31, 2011, 01:13:44 pm
A little suggestion.
How about a cyborg zombie? It makes sense in the context of the world, and can be fun to see.
Instead of replicating existing enhancements, they can be made unique in that they cannot be killed unless using something like an explosion or a critical hit. They will self-repair after 20-100 turns and attack again. The effects of butchering them are up to your imagination, Whales :P It might require computer skills to disable them (reprogram them to aid you at high levels?)
For reference, imagine something like the blood skeletons in mostly any Castlevania game.

I think Whales is trying to balance difficulty and fun with the emphasis on fun. That right there, sir, would not be fun. Not even a little bit.

I always imagined Shocker Zombies to be most likely massively bioniced and to channel the electricity through them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 31, 2011, 01:17:21 pm
About the basketball courts, they should have a basketball you can thow at the hoops to gain morale from playing sports(and maybe train throwing a bit?).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 31, 2011, 01:22:37 pm
About the basketball courts, they should have a basketball you can throw at the hoops to gain morale from playing sports(and maybe train throwing a bit?).

Space Station 13 flashbacks. Oh god the bball haters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 01:35:30 pm
THE BBALL HATERS! But poor cluwne hero :(.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 31, 2011, 01:47:46 pm
They gibbed him! WHY DID THEY GIB THE HERO!? He saved us all from the bball haters :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 02:05:41 pm
Hmm, it looks like you have old bars and no churches... Is it from old version of my mod? Please include churches with wine, priest robes (stats like a jumpsuit), heavy crosses (melee) and Holy Bibles! :D Or no crosses/bibles if you don't want to be religion-specific (although it's New England, so...) but still some priest robes and religion symbols.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 31, 2011, 02:32:34 pm
Is there a way to change the letter of an item? Like, to change a shovel set to M to s or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 02:35:58 pm
Hmm, it looks like you have old bars and no churches... Is it from old version of my mod? Please include churches with wine, priest robes (stats like a jumpsuit), heavy crosses (melee) and Holy Bibles! :D Or no crosses/bibles if you don't want to be religion-specific (although it's New England, so...) but still some priest robes and religion symbols.

I downloaded it from the Cataclysm Forum thread just the other day, I guess I just missed the church and new bars.  You're too damn fast! ;D  I'll update soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on July 31, 2011, 02:46:05 pm
Is there a way to change the letter of an item? Like, to change a shovel set to M to s or something?

Barring dropping everything you're carrying and picking it all back up in the perfect order, not really.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 31, 2011, 02:58:45 pm
Actually, Dropped items are picked up with the same letter as when you dropped them IIRC
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 03:36:28 pm
Actually, Dropped items are picked up with the same letter as when you dropped them IIRC

This is correct.  If by the time you pick them up, you have filled the letter slot that they previously occupied, it'll be reassigned.

Update: I've added the ability to reassign inventory letters.  Hit = to do so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: RichardTheWizard on July 31, 2011, 03:46:01 pm
You've made a cracker of a game Whales, I love the mishmash of concepts and the futuristic setting. It works really well, I especially love the crafting system.

I'm just wondering what you plans are for the future.
Will you be able to get NPCs to join you and help you out or start a self sustaining outpost or something along those lines where you can decide how the fort is built and the day to day management of it.

And will you be adding more perks and defects in the future?

And again this is a great game, it's funny how it can get my heart pacing when all I see is some Zs approaching my @.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 03:51:39 pm
You've made a cracker of a game Whales, I love the mishmash of concepts and the futuristic setting. It works really well, I especially love the crafting system.

I'm just wondering what you plans are for the future.
Will you be able to get NPCs to join you and help you out or start a self sustaining outpost or something along those lines where you can decide how the fort is built and the day to day management of it.

And will you be adding more perks and defects in the future?

And again this is a great game, it's funny how it can get my heart pacing when all I see is some Zs approaching my @.

Thanks!  I'm glad you enjoy it.  The future will definitely see expanded roles for NPCs.  Already you can get them to join you, but it's a rather simplistic system; it'll get fleshed out quite a bit.  Outpost management is not the focus of this game--it's not a post-apoc DF--so it won't be in the forefront.  New traits are always something I'm looking to add!  If you have any ideas, please email me or post them in the fan forums (check my sig for the link).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ZebioLizard2 on July 31, 2011, 03:57:58 pm
It would be nice to be able to become a "leader" at least of a camp (provided you actually end up as leader, you might just end up a follower) And give orders like Look for XXX outside, and Guard here, and craft and such, we don't really need the fullfront of a DF system, but something that might happen in cataclysm (not like farming is implemented anyways)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 31, 2011, 04:00:10 pm
Update: I've added the ability to reassign inventory letters.  Hit = to do so.

Thank God.  Being able to reassign the keys on frequent items is so necessary.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on July 31, 2011, 04:00:54 pm
It would be nice to be able to become a "leader" at least of a camp (provided you actually end up as leader, you might just end up a follower) And give orders like Look for XXX outside, and Guard here, and craft and such, we don't really need the fullfront of a DF system, but something that might happen in cataclysm (not like farming is implemented anyways)
Like making a stockpile of some things? the Look for XXX could be 'look for ammo' or 'look for food'.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 04:05:14 pm
A little suggestion.
How about a cyborg zombie? It makes sense in the context of the world, and can be fun to see.
Instead of replicating existing enhancements, they can be made unique in that they cannot be killed unless using something like an explosion or a critical hit. They will self-repair after 20-100 turns and attack again. The effects of butchering them are up to your imagination, Whales :P It might require computer skills to disable them (reprogram them to aid you at high levels?)
For reference, imagine something like the blood skeletons in mostly any Castlevania game.

I think Whales is trying to balance difficulty and fun with the emphasis on fun. That right there, sir, would not be fun. Not even a little bit.

Why so? It doesn't need to be powerful like a hulk. It can be as powerful as a normal zombie, just with that gimmick, that you can't rest with one of those corpses nearby (EDIT: I guess the Blood Skeleton reference flew by). And even so there are solutions like dragging the corpse out or butchering it somehow.
Did you understand anything more powerful than that?

I am interested in your reply, please elaborate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 31, 2011, 04:06:19 pm
Or just burning it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 31, 2011, 04:08:56 pm
How about a chance of outright destroying it on kill anyway (both with normal kill and always on an overkill (shots that do enough damage to destroy an enemy corpse)), and for the corpse to revive with very low health and low speed, and to gradually regain health instead of full, so that itcan't suddenly pop up behind you and beat you to death while you're going WOAHWHATTHEFUCK, MAN. Just keep beating it over with a rock until it stays down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 04:11:24 pm
How about a chance of outright destroying it on kill anyway (both with normal kill and always on an overkill (shots that do enough damage to destroy an enemy corpse))
Oh yes, that's what I meant with "criticals", sorry for not being clear...language barrier and stuff. A headshot or a good melee hit should be more than enough to get it down.

As for the progressive thing...well, they would still achieve the same design effect, so that can work too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 31, 2011, 04:15:07 pm
How about a chance of outright destroying it on kill anyway (both with normal kill and always on an overkill (shots that do enough damage to destroy an enemy corpse)), and for the corpse to revive with very low health and low speed, and to gradually regain health instead of full, so that itcan't suddenly pop up behind you and beat you to death while you're going WOAHWHATTHEFUCK, MAN. Just keep beating it over with a rock until it stays down.
Oh yes, that's what I meant with "criticals", sorry for not being clear...language barrier and stuff. A headshot or a good melee hit should be more than enough to get it down.
Nah, an overkill isn'ta critical hit. A critical hit is how much extra damage an attack gets by chance, multiplied(sic?) by stab damage. Which can be a lot for things like spears, etc. Overkill is when you kill an enemy, doing enough damage after that [necessary to kill them], causing their body to be destroyed. This isn't too hard wiyth heavy guns and squirrels and such. Same with point blank shotgun and zombies in some cases.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 04:17:53 pm
How about a chance of outright destroying it on kill anyway (both with normal kill and always on an overkill (shots that do enough damage to destroy an enemy corpse)), and for the corpse to revive with very low health and low speed, and to gradually regain health instead of full, so that itcan't suddenly pop up behind you and beat you to death while you're going WOAHWHATTHEFUCK, MAN. Just keep beating it over with a rock until it stays down.
Oh yes, that's what I meant with "criticals", sorry for not being clear...language barrier and stuff. A headshot or a good melee hit should be more than enough to get it down.
Nah, an overkill isn'ta critical hit. A critical hit is how much extra damage an attack gets by chance, multiplied(sic?) by stab damage. Which can be a lot for things like spears, etc. Overkill is when you kill an enemy, doing enough damage after that [necessary to kill them], causing their body to be destroyed. This isn't too hard wiyth heavy guns and squirrels and such. Same with point blank shotgun and zombies in some cases.

Well, yes, but I used wrong terminology. "Overkill" was what I meant to say. Sorry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 31, 2011, 04:18:39 pm
It's okay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 31, 2011, 04:28:40 pm
A little suggestion.
How about a cyborg zombie? It makes sense in the context of the world, and can be fun to see.
Instead of replicating existing enhancements, they can be made unique in that they cannot be killed unless using something like an explosion or a critical hit. They will self-repair after 20-100 turns and attack again. The effects of butchering them are up to your imagination, Whales :P It might require computer skills to disable them (reprogram them to aid you at high levels?)
For reference, imagine something like the blood skeletons in mostly any Castlevania game.

I think Whales is trying to balance difficulty and fun with the emphasis on fun. That right there, sir, would not be fun. Not even a little bit.

Why so? It doesn't need to be powerful like a hulk. It can be as powerful as a normal zombie, just with that gimmick, that you can't rest with one of those corpses nearby (EDIT: I guess the Blood Skeleton reference flew by). And even so there are solutions like dragging the corpse out or butchering it somehow.
Did you understand anything more powerful than that?

I am interested in your reply, please elaborate.

When I'm playing a game I'm almost always turned off by the "this enemy can't be killed! Run away or use your special (x) to get rid of it!" gimmick. Enemies are not as difficult or engaging as they are plain annoying. I know it's not exactly the same concept, but it's similar enough. After a few encounters with it I'd only be facepalming when another appeared on screen. I can't see how a wave of zombies would be more entertaining to deal with when one of these were present.

How about a chance of outright destroying it on kill anyway (both with normal kill and always on an overkill (shots that do enough damage to destroy an enemy corpse))
Oh yes, that's what I meant with "criticals", sorry for not being clear...language barrier and stuff. A headshot or a good melee hit should be more than enough to get it down.

As for the progressive thing...well, they would still achieve the same design effect, so that can work too.

If they're only as powerful as a regular zombie and a they can be killed by powerful blows, what would be the point? Most players don't openly engage zombie waves until they have the skill/ammunition to destroy things in 3~ hits/shots (or in the case of shotguns, one shot). I see what you're trying to get at, but I don't think it'd be fun in practice. These zombies would be low priority (or perhaps last priority) and pose very little extra threat, aside from occasionally standing up in a fight and getting knocked away again. It would serve the same purpose as a regular zombie with no added difficulty, wouldn't it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 04:30:22 pm
Good thing I've been using my BB gun instead of my shotgun to hunt squirrels and rabbits xD
Of course I wouldn't waste shells like that anyways, but I should carry it around incase of those bears or wolves =/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 31, 2011, 04:38:51 pm
Good thing I've been using my BB gun instead of my shotgun to hunt squirrels and rabbits xD
Of course I wouldn't waste shells like that anyways, but I should carry it around incase of those bears or wolves =/

I like to use bird shot for squirrel hunting whenever I find it. The shots do so little damage that they might as well be used for quick shotgun skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 04:42:14 pm
Good thing I've been using my BB gun instead of my shotgun to hunt squirrels and rabbits xD
Of course I wouldn't waste shells like that anyways, but I should carry it around incase of those bears or wolves =/

I like to use bird shot for squirrel hunting whenever I find it. The shots do so little damage that they might as well be used for quick shotgun skill.

Hence the term "Birdshot" xD
I'll remember that though. I don't think I have any birdshot though =/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 04:48:22 pm
A little suggestion.
How about a cyborg zombie? It makes sense in the context of the world, and can be fun to see.
Instead of replicating existing enhancements, they can be made unique in that they cannot be killed unless using something like an explosion or a critical hit. They will self-repair after 20-100 turns and attack again. The effects of butchering them are up to your imagination, Whales :P It might require computer skills to disable them (reprogram them to aid you at high levels?)
For reference, imagine something like the blood skeletons in mostly any Castlevania game.

I think Whales is trying to balance difficulty and fun with the emphasis on fun. That right there, sir, would not be fun. Not even a little bit.

Why so? It doesn't need to be powerful like a hulk. It can be as powerful as a normal zombie, just with that gimmick, that you can't rest with one of those corpses nearby (EDIT: I guess the Blood Skeleton reference flew by). And even so there are solutions like dragging the corpse out or butchering it somehow.
Did you understand anything more powerful than that?

I am interested in your reply, please elaborate.

When I'm playing a game I'm almost always turned off by the "this enemy can't be killed! Run away or use your special (x) to get rid of it!" gimmick. Enemies are not as difficult or engaging as they are plain annoying. I know it's not exactly the same concept, but it's similar enough. After a few encounters with it I'd only be facepalming when another appeared on screen. I can't see how a wave of zombies would be more entertaining to deal with when one of these were present.

How about a chance of outright destroying it on kill anyway (both with normal kill and always on an overkill (shots that do enough damage to destroy an enemy corpse))
Oh yes, that's what I meant with "criticals", sorry for not being clear...language barrier and stuff. A headshot or a good melee hit should be more than enough to get it down.

As for the progressive thing...well, they would still achieve the same design effect, so that can work too.

If they're only as powerful as a regular zombie and a they can be killed by powerful blows, what would be the point? Most players don't openly engage zombie waves until they have the skill/ammunition to destroy things in 3~ hits/shots (or in the case of shotguns, one shot). I see what you're trying to get at, but I don't think it'd be fun in practice. These zombies would be low priority (or perhaps last priority) and pose very little extra threat, aside from occasionally standing up in a fight and getting knocked away again. It would serve the same purpose as a regular zombie with no added difficulty, wouldn't it?

Yes, but they also serve to surprise you. I know of a bunch of games where enemies respawn after some time, and it's not an exact science, some care is needed depending on genre. However, the main function of the idea is preventing you from ignoring corpses lying around, sort of like a reverse Necrozombie.
If you happen to find a solitary one that enters a safe house while you are boarding it, and don't take care of the corpse, it'll come to bite you unless properly dispatched. That I didn't want them to be powerful is because they might freaking wreck you if they are anywhere like Hulks.

Many players ignore corpses and stuff, while it's natural, we are talking reanimated corpses roaming the streets. One that is able to put him/herself back together would be fairly natural. Also, depending on who you ask, it can be annoying or challenging. Consider a lot of people plays in varying ways, like hoarding, disregarding learning (pure melee) and so on. Are you saying that there is no possible way such an enemy can work?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 31, 2011, 04:52:50 pm
If the concept was heavily tweaked and given an actual purpose (aside from being a "surprise") it might work. Maybe in the science lab environment. I think that plenty of people butcher corpses after battle, especially when they figure out that it's giving them butchering skill, and once the player figured out what the zombie did they'd never ignore the corpse anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 31, 2011, 04:53:24 pm
Good thing I've been using my BB gun instead of my shotgun to hunt squirrels and rabbits xD
Of course I wouldn't waste shells like that anyways, but I should carry it around incase of those bears or wolves =/

I like to use bird shot for squirrel hunting whenever I find it. The shots do so little damage that they might as well be used for quick shotgun skill.

Bah. Birdshot is what I use when I go hulk hunting. On heashots instakills anything. And with at least 2 in shotguns and firearms, you'll almost always do headshots on point blank.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 04:56:03 pm
Good thing I've been using my BB gun instead of my shotgun to hunt squirrels and rabbits xD
Of course I wouldn't waste shells like that anyways, but I should carry it around incase of those bears or wolves =/

I like to use bird shot for squirrel hunting whenever I find it. The shots do so little damage that they might as well be used for quick shotgun skill.

Bah. Birdshot is what I use when I go hulk hunting. On heashots instakills anything. And with at least 2 in shotguns and firearms, you'll almost always do headshots on point blank.

Birdshot kills hulks?  Hmmm, something about the armor system must've been broken down the line, I'll have to look into it.  Armor gets multiplied several times over against shot, and armor is always applied before headshot effects--meaning that birdshot should never damage hulks at all, and even 00 shot should be weak against them, even if you get a headshot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 31, 2011, 05:02:20 pm
I guess it's fortunate that bird shot was brought up then (in the presence of FunctionZero, slayer of Hulks, blaster of bird shot). I've never had trouble with hulks using 00 shot that's for sure, two hits is usually all it takes with very little shotgun/firearms skill at point-blank. While using a Mossberg or Remington.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on July 31, 2011, 05:11:53 pm
rolled a new char.

started off lucky. house had a gun filled basement, and yet none of the ammunition matched the remington and sig saur I found.

Walked outside, got the notification "An eyebot swoops down"

wtf

broke into the PD, tried to hack a computer console and...

manhacks fell from the ceiling and butchered my corpse into oblivion.

WHAAAAT THE FUUUUCK
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 31, 2011, 05:14:10 pm
Manhacks are bullshit. Swing, miss, get butchered, swing, miss, die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 05:15:14 pm
If the concept was heavily tweaked and given an actual purpose (aside from being a "surprise") it might work. Maybe in the science lab environment. I think that plenty of people butcher corpses after battle, especially when they figure out that it's giving them butchering skill, and once the player figured out what the zombie did they'd never ignore the corpse anyway.
Well, I just suggested it. Whales is very competent from what I can see, so I bet he would come up with something interesting from that base idea if he liked it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 31, 2011, 05:15:51 pm
Weren't they being trivialized at some point in this thread? Were they buffed, or are you just trying to take them on without cutting protection/decent combat skill?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 31, 2011, 05:16:30 pm
Hmm..manhacks, zombies? I smell a half life mod!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 05:17:50 pm
I never found a manhack yet. What's about them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 31, 2011, 05:21:01 pm
I never found a manhack yet. What's about them?
They're impossible to hit and do shitloads of damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 05:22:35 pm
I never found a manhack yet. What's about them?
They're impossible to hit and do shitloads of damage.

Can't dodge a grenade though. I haven't seen one either, but I'd imagine it couldn't stand up to more than 1 or 2 of those. Pipe bombs even.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 05:22:49 pm
Are they supposed to be robots or something? :o
EDIT: I draw that conclusion from the name only, sounds robot-ish xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 31, 2011, 05:23:59 pm
Are they supposed to be robots or something? :o
Things from Half Life 2. They little flying saw blades. Speaking of them, I just got swarmed by about 15 of them. Laser gun is instant kill but OH GOD MY FLESH.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 31, 2011, 05:24:18 pm
Spoiler: Manhack (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 31, 2011, 05:24:58 pm
Are they supposed to be robots or something? :o
EDIT: I draw that conclusion from the name only, sounds robot-ish xD
Think helecopter weedwhackers. Except sharper and about the twice the size of a baseball helmet.
|Ninjaas|
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 31, 2011, 05:25:08 pm
Easy enough to kill with guns.

It's your fault you try to melee them anyways.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 05:27:57 pm
That's...kind of cute.

From Half Life 2, huh? I got to play that game someday (I didn't try for reasons of complete disaster. Every time I try to play that game some computer part breaks. Literally. Never seen anything past the first hour).

That makes me want to have a portal gun even more though. And something like Wheatley.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 31, 2011, 05:28:12 pm
Guys i've been pwning zombies with shotgun+birdshots, i didn't know birdshots were weak but they worked well in my shotgun lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 31, 2011, 05:34:29 pm
Easy enough to kill with guns.

It's your fault you try to melee them anyways.
...My katana was killing robots and turrets good...
So, lazor gun is pretty good. Except when you round a corner and there's about 30 of them. They're like a cloud following me, murdering everything to get to me. Reloading results in death, melee is useless. Only way to escape is to teleport with the map feature, and I still find another swarm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 31, 2011, 05:36:55 pm
Easy enough to kill with guns.

It's your fault you try to melee them anyways.
...My katana was killing robots and turrets good...
So, lazor gun is pretty good. Except when you round a corner and there's about 30 of them. They're like a cloud following me, murdering everything to get to me. Reloading results in death, melee is useless. Only way to escape is to teleport with the map feature, and I still find another swarm.
Use chokepoints, don't reload. Always carry multiple guns. One for long range (like SKS), one for point blank (a shotgun) and one with a big clip (a SMG).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 31, 2011, 05:38:18 pm
Alternately, make good use of chokepoints, where good arm, and be skilled in melee and dodging.

Also, can't they not get through doors or anything?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 31, 2011, 05:39:53 pm
Alternately, make good use of chokepoints, where good arm, and be skilled in melee and dodging.
Melee is useless against them. Oh god, so useless. Even 1 does loads of damage. I think I bugged the game. There are literally hordes of them, every so often.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 05:50:15 pm
Alternately, make good use of chokepoints, where good arm, and be skilled in melee and dodging.
Melee is useless against them. Oh god, so useless. Even 1 does loads of damage. I think I bugged the game. There are literally hordes of them, every so often.

Are you still talking about manhacks?  Cause they should show up only rarely.  Methinks you bugged the game somehow, very very strange.  Haven't seen this before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 06:16:04 pm
Alternately, make good use of chokepoints, where good arm, and be skilled in melee and dodging.
Melee is useless against them. Oh god, so useless. Even 1 does loads of damage. I think I bugged the game. There are literally hordes of them, every so often.

Are you still talking about manhacks?  Cause they should show up only rarely.  Methinks you bugged the game somehow, very very strange.  Haven't seen this before.

Perhaps a non-clean make?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on July 31, 2011, 06:16:35 pm
Theres a bug with spawning where you'll sometimes suddenly have like a billion enemies dropped on you. Especially common with bees, and when abusing map teleport.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 06:21:08 pm
Theres a bug with spawning where you'll sometimes suddenly have like a billion enemies dropped on you. Especially common with bees, and when abusing map teleport.

Never seen this.  If you can produce steps to reproduce the bug, I'd appreciate that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 31, 2011, 06:22:11 pm
OMG i drank mutagen and had bad spore mutation so i suicided

Edit: How to get a katana?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 06:24:51 pm
OMG i drank mutagen and had bad spore mutation so i suicided

Fool! You could have pressed on and die in a totally awesome way like detonating a grenade without throwing it while surrounded by weakened zombies or something. "You won't take me you basta*BOOOOM*"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 31, 2011, 06:25:10 pm
Theres a bug with spawning where you'll sometimes suddenly have like a billion enemies dropped on you. Especially common with bees, and when abusing map teleport.

Never seen this.  If you can produce steps to reproduce the bug, I'd appreciate that.
Use map teleport, teleport into a hive/anthill/(dark blue/light blue part of the underground lab, you know the special areas) walk around a bit, and then pop suddenely 5-15 enemies pop up on you, and if you teleport away before it happens, they will all pop up there, so you can get swarms of manhacks inside a house, ect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 06:31:45 pm
Theres a bug with spawning where you'll sometimes suddenly have like a billion enemies dropped on you. Especially common with bees, and when abusing map teleport.

Never seen this.  If you can produce steps to reproduce the bug, I'd appreciate that.
Use map teleport, teleport into a hive/anthill/(dark blue/light blue part of the underground lab, you know the special areas) walk around a bit, and then pop suddenely 5-15 enemies pop up on you, and if you teleport away before it happens, they will all pop up there, so you can get swarms of manhacks inside a house, ect.

Couldn't reproduce it; tried with anthills and labs.  Hives are different because they have "static spawns," monsters that will show up in the same spot every time, but that isn't a bug and they won't just appear out of nowhere.
If you have to teleport to reproduce this bug, then it's not really a bug; it's unexpected behavior from using a debug function.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 06:38:11 pm
Well, I have used the debug teleport a few times and didn't notice anything out of the ordinary happening, if that counts. Other than teleporting inside a wall, but that's to be expected, it's a debug func after all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 06:45:38 pm
Early work on a tileset. Note: those large dots will be gone so the characters and monsters will be visible.

(http://img.ie/55432.png)

All monster/character sprites are done.

Now to make all terrain, map and ITEM sprites. Oh god...

P.S. CIB coded in the sprite support, so everyone say GREAT THANKS to him.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on July 31, 2011, 06:46:45 pm
And thus another roguelike is tiled by Deon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 31, 2011, 06:47:02 pm
Gotta say, I really like those tiles so far!
:D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 06:47:59 pm
Oh my. Somewhere earlier someone said something about enlarging the screen/area/whatever, have you found that to be possible or are you just keeping the sprites small?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 06:48:29 pm
I had to. I just don't want to X over every green [ to see if it's a backpack. Now I will see it from an icon.

Oh my. Somewhere earlier someone said something about enlarging the screen/area/whatever, have you found that to be possible or are you just keeping the sprites small?
Sadly an aspect ratio of tiles is fixed to the game window. But if you want to see everything bigger or have a bad eyesight, you can use the windows magnifying tool to make it bigger or even almost fullscreen.

P.S. The keys for the magnifying tool are "Windows key" + "U".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 31, 2011, 06:49:48 pm
Very nice deon! Though it might be kinda hard to see due to the window's size...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 06:50:12 pm
As I said, use win-U and magnify it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 06:50:17 pm
I do have the windows magnifier, and I use it. I was just curious. Looks good! Good luck with the daunting task of tiling all those items :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 06:54:04 pm
And tiles too, because I mod in more and more every day :/.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 31, 2011, 06:55:20 pm
Is it normal my dodge skill stays 2-0% i killed tons of zombies with a machete and gained no cutting weapon skill, also i butchered tons of corpses and gained no skill am i bugged?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 06:55:45 pm
Well by "items" I meant all the things you had listed. Suppose I could've been more clear. Ah well.

Is it normal my dodge skill stays 2-0% i killed tons of zombies with a machete and gained no cutting weapon skill, also i butchered tons of corpses and gained no skill am i bugged?

You probably don't have any XP?

Edit: I'd imagine you can tweak with the character sprite to make it look different, right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on July 31, 2011, 06:56:53 pm
Is it normal my dodge skill stays 2-0% i killed tons of zombies with a machete and gained no cutting weapon skill, also i butchered tons of corpses and gained no skill am i bugged?
You have no experience left, drink liquor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 06:57:18 pm
Check your XP and notice that your progress in skill levels below 1 is not shown.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 31, 2011, 06:59:22 pm
OOOOOH USING SKILLS REQUIRES EXP? OK I JUST UNDERSTOOD THE WHOLE EXP THING I'M SLOW thanks guys  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 07:00:00 pm
Hm! Although I am totally able to play an ASCII-only game, tiles would be sweet.

PROTIP: If using tiles, changing the drawing color tint to match the time/climate would be that extra visual hint for it. It's trivial to do both in SDL and GL, pass the suggestion around to whoever maintains the SDL port. I can write the color code in a hurry, it's my specialty. (did TOME4's in 4 minutes).

EDIT: Just in case, the process is very simple. Just have a color stored in memory related to the climate, this can be done with a simple list and one color for each climate combo, or having them additive (such as day = rgb255,255,255 and rain = -50,-50,-50, night = rgb20,20,150, acid rain = +20,+60,+0, and so on). Then when drawing terrain tiles you modify the color accordingly, but without changing the color of entities like monsters and items (so they aren't blurred too much). Using a lantern can generate yellowish light, would add to flavor, perhaps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kiktamo on July 31, 2011, 07:04:23 pm
Surviving pretty well currently after being lucky enough to find a purifier early on to cure my bad traits.

Anyway just found and installed some bionics and am wondering what I'm looking for in order to get a internal battery?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 31, 2011, 07:04:59 pm
More dead scientists
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 31, 2011, 07:06:06 pm
Another great looking mod by Deon :D Your genesis mod rekindled my love of Dwarf Fortress. Hopefully this mod can do the same for Cataclysm!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 07:08:58 pm
I would love to help Whales to deliver fun to you, guys :).

As I said, I want to make the floor tiles dark and comfortable, so they won't strain your eyes and the monsters will be clearly visible:

(http://img.ie/01c06.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on July 31, 2011, 07:18:57 pm
As I said, I want to make the floor tiles dark and comfortable, so they won't strain your eyes and the monsters will be clearly visible:

Perhaps make them a little bit lighter. When I first glanced at it, I thought the tiles were bugged, and I had to strain my eyes to see them :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 31, 2011, 07:30:30 pm
As I said, I want to make the floor tiles dark and comfortable, so they won't strain your eyes and the monsters will be clearly visible:

Perhaps make them a little bit lighter. When I first glanced at it, I thought the tiles were bugged, and I had to strain my eyes to see them :P
Agreed, something to make them not look like it's unseen area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on July 31, 2011, 07:40:24 pm
Hey Deon will there be different graphics for everything we wear?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 31, 2011, 07:41:18 pm
Hey Deon will there be different graphics for everything we wear?
This.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 31, 2011, 07:46:19 pm
I imagine that would take a long time...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 07:47:26 pm
There will be graphics for each item. You cannot do it Rogue Survivor-style :).

As I said, I want to make the floor tiles dark and comfortable, so they won't strain your eyes and the monsters will be clearly visible:

Perhaps make them a little bit lighter. When I first glanced at it, I thought the tiles were bugged, and I had to strain my eyes to see them :P
Agreed, something to make them not look like it's unseen area.
They don't for me. Probably monitor brightness. Anyway they are in a bmp file so you can select a line they are in and brighten it up any moment :).

Aww, poor doggie :(. Now when it has a tile I don't want it to die.
(http://img.ie/8c02b.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 07:48:03 pm
Probably. You could always edit them yourself I would imagine, if you don't like the way it looks now.

Edit: It looks like one of the Vault Dweller sprites from your Wasteland mod =D

Edit edit: Do things like strawberries and mushrooms just spawn randomly?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 08:03:47 pm
It's trivial to edit, but I also think they are a bit dark. That's how dark I'd expect them to be under night time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 08:04:19 pm
Berries. shrooms etc appear once the map is generated. I think they do not respawn.

Also yeah, maybe... It's my style to make small sprites I guess. I prefer to work with big ones, but I can't.

And I actually brightened the ground a bit, rejoice. I've finished most tools and some other stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on July 31, 2011, 08:06:25 pm
While its at least somewhat related:
Will we ever be able to make the game window bigger, Whales?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on July 31, 2011, 08:07:36 pm
And I actually brightened the ground a bit, rejoice.

*rejoices*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on July 31, 2011, 08:09:42 pm
Oh. That's a shame. I'm running out of ammonia anyways. No more supah glue for me :C
Also, you work fast  :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on July 31, 2011, 08:14:09 pm
Hey I'm back. Also what was with the human skin?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 31, 2011, 08:20:46 pm
A quick question for Whales:
Are we ever getting the in-game (common) tech futurised?
I mean, the game is set somewhere after 2050s, and we're battling the apocalypse with M4 carbines (Why aren't the more frequent M16 in instead?) and present-day drugs.

Not that I mean to say this should be in, just asking what you think of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 08:25:28 pm
I've found a big problem: there's no transparency yet so you cannot see if something is on top of a tile with any sprite which is not a background (i.e. brush). I will tell Cib, maybe he will find a way to fix it soon.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 08:34:43 pm
Okay guys, sorry, I stayed up all night (6 AM here) and I have a job today, so I cannot do more.
You get many ground tiles and all creature tiles.

There's a problem that graphical tiles cannot be highlighted. I hope it gets solved soon.

So here's the first version.


Cib's tileset mod with Deon's tileset

Download: http://www.mediafire.com/download.php?508z4x6a6m83alt


(http://img.ie/19792.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on July 31, 2011, 09:22:01 pm
You guys are hardcore. Also, fastest developing roguelike since ever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on July 31, 2011, 09:28:15 pm
Making a small comic to highlight the up coming xp power boost system. Should have it up soonish. Edit: i dont think the boost in the comic would fit with the game. I just went for something cool. :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on July 31, 2011, 09:31:16 pm
iceball3 is doing a stream of Cataclysm right now if anyone's interested. (http://www.livestream.com/iceball3)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 31, 2011, 09:32:17 pm
Awesome, and Revocane does it now too.

http://www.livestream.com/revocanesgaminglivestream
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on July 31, 2011, 09:32:34 pm
iceball3 is doing a stream of Cataclysm right now if anyone's interested. (http://www.livestream.com/iceball3)

Jefmajor does a lot of Cataclysm in his streams too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on July 31, 2011, 09:33:38 pm
iceball3 is doing a stream of Cataclysm right now if anyone's interested. (http://www.livestream.com/iceball3)

Jefmajor does a lot of Cataclysm in his streams too.
I know, I saw it yesterday after his stream.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 11:35:23 pm
Hey everyone.  Thanks for your ongoing support of Cataclysm--it's having enthuiastic players and modders that make creating a game worth it.
Cataclysm is, and always will be, free and open-source.  However, if you would like to encourage me to put more of my free time into Cataclysm, a donation is a great way to do so. :D
I've resisted the idea of accepting donations for Cataclysm for a long time, but the fact is I'm a starving artist, and would really appreciate it if you would show your support by making a small contribution to the game.  The more money I receive through donations, the more time I'll be able to put into Cataclysm--hey, maybe one day I'll be able to do like Bay 12 and develop Cataclysm full-time!
You can donate using the PayPal button at WhalesDev.com (http://whalesdev.com).  Thanks again for all your support.  I'll be keeping track of who donates, and will put up a Special Thanks section in the game--I'm also toying with the idea of putting statues to contributors in in-game parks, though we'll see what the response looks like before I commit to that.  Thank you so much for playing!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on July 31, 2011, 11:36:15 pm
As soon as I get some spare cash, i'll donate some money.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on July 31, 2011, 11:48:44 pm
Is the random hostile manhack thing a bug or is it some kind of thing saying your skill is too low and you accidently turn it hostile trying to activate it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 31, 2011, 11:51:15 pm
Is the random hostile manhack thing a bug or is it some kind of thing saying your skill is too low and you accidently turn it hostile trying to activate it?

The latter.  Your roll is (a random number between 0 and INT/2) + half your electronics skill + your computer skill.  The difficulty roll is a random number between 0 and 4.  If the difficulty roll is better than your roll, the manhack is hostile.  A computer skill of 4, or computer 3 + electronics 2, or computer 2 + electronics 4, etc. will guarantee friendly manhacks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on July 31, 2011, 11:52:27 pm
I gave 2 bucks. I'd give more but my card's empty. :(
(Hell, I'll actually redonate once I refill it. Because great game.)

As for doing it full-time, I doubt it. It'd be hard to achieve the same success DF has. Still, we're here to support ya.

(and if you do that special thanks, I'm the apocalypse.comes one. Had to use my old account since PP only allows one account per card.)

EDIT: Ah, so that's where the wiki was moved. I still needed to finish up the firearms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 12:03:21 am
Where can I find the wiki?

Edit: Neva mind! Found it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 12:14:03 am
I gave 2 bucks. I'd give more but my card's empty. :(
(Hell, I'll actually redonate once I refill it. Because great game.)

As for doing it full-time, I doubt it. It'd be hard to achieve the same success DF has. Still, we're here to support ya.

(and if you do that special thanks, I'm the apocalypse.comes one. Had to use my old account since PP only allows one account per card.)

EDIT: Ah, so that's where the wiki was moved. I still needed to finish up the firearms.

Thanks so much!  I realize full-time development is a pipe dream, that was meant in jest (mostly) ;)
When you donated, was there a "comment" section?  I was hoping people could use that to let me know how they'd like to be credited.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 12:20:40 am
Thanks so much!  I realize full-time development is a pipe dream, that was meant in jest (mostly) ;)
When you donated, was there a "comment" section?  I was hoping people could use that to let me know how they'd like to be credited.
Yeah, there was a section that you could write "instructions" to the reciever. I guess this would work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on August 01, 2011, 12:37:32 am
Can someone get me a guide to make a pre-made char?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 01, 2011, 12:38:31 am
Can someone get me a guide to make a pre-made char?
...
New Game: Presets.
That's all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 12:43:05 am
Can someone get me a guide to make a pre-made char?
...
New Game: Presets.
That's all.
I think he means how to make his own presets.
For which you need do change the code itself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nienhaus on August 01, 2011, 12:43:53 am
Can someone get me a guide to make a pre-made char?
...
New Game: Presets.
That's all.
*Facepalm* I want to MAKE one. Not select one.
Edit:
For which you need do change the code itself.
Yes, I know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 01, 2011, 12:44:57 am
If you... make one... then its not... pre... made... *confused*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 12:45:53 am
Well if you make it and then create a new character later it's pre-made?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 12:51:10 am
Well, the presets seem to be located in newcharacter.cpp.

They're just stat-based though, might be a bit harder to change traits. But still possible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 01, 2011, 04:46:49 am
Hey everyone.  Thanks for your ongoing support of Cataclysm--it's having enthuiastic players and modders that make creating a game worth it.
Cataclysm is, and always will be, free and open-source.  However, if you would like to encourage me to put more of my free time into Cataclysm, a donation is a great way to do so. :D
I've resisted the idea of accepting donations for Cataclysm for a long time, but the fact is I'm a starving artist, and would really appreciate it if you would show your support by making a small contribution to the game.  The more money I receive through donations, the more time I'll be able to put into Cataclysm--hey, maybe one day I'll be able to do like Bay 12 and develop Cataclysm full-time!
You can donate using the PayPal button at WhalesDev.com (http://whalesdev.com).  Thanks again for all your support.  I'll be keeping track of who donates, and will put up a Special Thanks section in the game--I'm also toying with the idea of putting statues to contributors in in-game parks, though we'll see what the response looks like before I commit to that.  Thank you so much for playing!

I like sending money to people who deserves them.
...hope paypal won't make you the same thing it did to notch and the guys who're making zomboid.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aavak on August 01, 2011, 04:59:20 am
Hey everyone.  Thanks for your ongoing support of Cataclysm--it's having enthuiastic players and modders that make creating a game worth it.
Cataclysm is, and always will be, free and open-source.  However, if you would like to encourage me to put more of my free time into Cataclysm, a donation is a great way to do so. :D
I've resisted the idea of accepting donations for Cataclysm for a long time, but the fact is I'm a starving artist, and would really appreciate it if you would show your support by making a small contribution to the game.  The more money I receive through donations, the more time I'll be able to put into Cataclysm--hey, maybe one day I'll be able to do like Bay 12 and develop Cataclysm full-time!
You can donate using the PayPal button at WhalesDev.com (http://whalesdev.com).  Thanks again for all your support.  I'll be keeping track of who donates, and will put up a Special Thanks section in the game--I'm also toying with the idea of putting statues to contributors in in-game parks, though we'll see what the response looks like before I commit to that.  Thank you so much for playing!

Hi Whales,

I've sent a little something to show how much I appreciate both your creating the game, and especially your choice to make it Open-Source! Not to mention your choice of development platform, which makes things a lot more convenient for me :)

When I mentioned your thoughts to my girlfriend, regarding possibly implementing statues in the map, dedicated to supporters, she mentioned something similar having been done on Neverwinter Nights mods. More or less the same idea, contributors (both developers and those who'd donated) had statues/flower gardens created in the cities dedicated to them.

I think it's a very elegant way of having the contributors acknowledged within the game world, without actually affecting the game. I think it's much better than any sort of vanity item system, as implemented in some games, especially given that players wouldn't interact with each other directly on here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 07:01:50 am
Hey everyone.  Thanks for your ongoing support of Cataclysm--it's having enthuiastic players and modders that make creating a game worth it.
Cataclysm is, and always will be, free and open-source.  However, if you would like to encourage me to put more of my free time into Cataclysm, a donation is a great way to do so. :D
I've resisted the idea of accepting donations for Cataclysm for a long time, but the fact is I'm a starving artist, and would really appreciate it if you would show your support by making a small contribution to the game.  The more money I receive through donations, the more time I'll be able to put into Cataclysm--hey, maybe one day I'll be able to do like Bay 12 and develop Cataclysm full-time!
You can donate using the PayPal button at WhalesDev.com (http://whalesdev.com).  Thanks again for all your support.  I'll be keeping track of who donates, and will put up a Special Thanks section in the game--I'm also toying with the idea of putting statues to contributors in in-game parks, though we'll see what the response looks like before I commit to that.  Thank you so much for playing!

I am pretty much in the same situation, so despite being barely able to feed myself, I'll attempt to help a bit after payday next week.
However, never pull a "going full development". It makes updates far less frequent.  History has plenty of examples.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on August 01, 2011, 07:18:00 am
When I get my hands on some cash, I will try and donate. Need a job first though.   :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 01, 2011, 07:23:26 am
By the way, as it stands now 'parks' are being generated WAY too often, especially considering there are so few kinds. I recommend either lowering their chance to spawn or adding more variety.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on August 01, 2011, 07:25:49 am
Parks can be hell if the acid rain is coming down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on August 01, 2011, 07:49:53 am
Ugh. Flying polyps, twice. The damn things can apparently come through basement walls, and walls in general.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 08:36:44 am
By the way, as it stands now 'parks' are being generated WAY too often, especially considering there are so few kinds. I recommend either lowering their chance to spawn or adding more variety.

I've toned down their placement quite a bit, but haven't pushed this change to git yet.

Thanks to everyone who's donated recently!  I understand those who would like to but can't--I don't have the money I'd like to spare for projects I admire, either (but some Cataclysm donations will probably wind up re-invested into the indie game community :) ).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on August 01, 2011, 09:49:06 am
Sent 3 dollars your way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 09:50:48 am
Sorry whales, I'm living paycheck to paycheck :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 10:27:18 am
Sent 3 dollars your way.

Thanks!  I feel like I should be sending money your way for opening Cataclysm up to Windows users :P  All your contributions are greatly appreciated!


Sorry whales, I'm living paycheck to paycheck :P

Me too man, I know how it is.  Just playing and being a member of the community of excellent players is support enough!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 01, 2011, 10:50:00 am
Wow, wolves don't fuck around. I've lost more characters to wolves in this game than I ever did in DF Adventure mode. It's starting to make animal empathy seem less gimmicky.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 10:52:36 am
Wow, wolves don't fuck around. I've lost more characters to wolves in this game than I ever did in DF Adventure mode. It's starting to make animal empathy seem less gimmicky.

Wolves in 40d were horrible. There was alway a ton of them and they could easily gang up on you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NewsMuffin on August 01, 2011, 11:02:38 am
And then murder you horribly.

I'd love to donate to you Whales, but I don't exactly have money either.
Cataclysm is my favorite roguelike to date.
I don't count DF as a roguelike, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 01, 2011, 11:06:46 am
Yep, cataclysm replaced rogue survivor for me then bumped up above crawl. I will probably donate something if get the money.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 11:11:56 am
Yep, cataclysm replaced rogue survivor for me then bumped up above crawl. I will probably donate something if get the money.

Daaaamn!  As a huge fan of Crawl (I think it is just about the epitome of roguelike-itude), I take that as a big compliment, thanks :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 01, 2011, 11:22:16 am
Aye, Cataclysm is currently my #1 Roguelike. I play it more than all my other computers games, and its because of Cataclysm, DF and SS13 that I haven't touched my PS 3 in months, gave away my X-box & 360, gave away a used PS3 I was repairing, and spend all my spare time on my laptop.

Your imagination and innovation has given me more to do and feel than any graphical game could ever give me, not counting Final Fantasy of course ;) Elder Scrolls and FF are the only reasons I even have console systems, haha.

I am also living paycheck to paycheck, but I've been trying to save up to buy a new computer(for like 3 years now, but whatever I save goes to bills when I have emergencies hehe)... I'd like to donate a bit when I get the chance, and I definitely will. :)


I only have one request, and I believe in my heart that everyone will agree with me on this. NEVER stop making Cataclysm for your own entertainment and for the wonder of experimentation, fun, and programming. Every game I've ever loved was ruined by programmers who got a taste of cash and then became money-hungry. Same goes for bands, actors, and everyone else.

I believe in you, Whales, and know you're a good man. Keep up the great work, and never stop doing what you're doing :D

tl:dr:

Please don't go the way of Minecraft. Thank you. Lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 11:26:00 am
Well, I also think it's above crawl, even if crawl is logically superior. First off the urban theme is so RARE that just for that it deserves more attention. I also have a thing for survival games with item tinkering, zombie stuff and firearms, so this game satisfies my interests better. It's like mixing Qud with Crawl. The potential is epic.
I'll definitely donate by day 10 of this month. I think I can spare 20€. At least as a sign of gratitude.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 01, 2011, 11:32:06 am
Here is my xp comic I made. note that the shown ability isnt really logical in the context of the game, it just seems epic. (Maybe electric based attack?)
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 01, 2011, 11:33:36 am
Lol I'm banned from all ss13 servers for major grief
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 11:39:25 am
Anyone else find out about this game from PlumphelmetPunk's video on it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 11:48:58 am
Here is my xp comic I made. note that the shown ability isnt really logical in the context of the game, it just seems epic. (Maybe electric based attack?)
Spoiler (click to show/hide)

That's great xD I wonder if it would heal a shocker zombie though?  :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 11:51:02 am
Anyone else find out about this game from PlumphelmetPunk's video on it?

I did.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 01, 2011, 11:52:11 am
wtf bug i get body encumbered for wearing footwear and dropping em and wearing otgher footwear, my encumber is now 6
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 01, 2011, 11:58:30 am
Anyone else find out about this game from PlumphelmetPunk's video on it?
He's made a video of Cataclysm now? *goes to watch*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on August 01, 2011, 12:01:01 pm
wtf bug i get body encumbered for wearing footwear and dropping em and wearing otgher footwear, my encumber is now 6

What are you wearing on your torso?

Whenever you wear something, it will always tell you all of your body parts that are encumbered. So if your torso is encumbered and you put on some shoes, it will say that your torso is encumbered, but it doesn't actually affect your torso encumbrance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 12:01:46 pm
And if you're carrying items over your volume it adds a lot of encumberance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on August 01, 2011, 12:08:45 pm
Anyone else find out about this game from PlumphelmetPunk's video on it?

I tipped Plump about this game. Now, I feel so proud and self-important that I can't even begin to describe it.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 01, 2011, 12:12:12 pm
And so ends the tale of Punchy McIrish, the greatest drunken bee punching this world has ever seen.

Seriously though, drunkenly stumbling into a hive full of giant bees and punching them to death is probably the most badass thing I've ever done in a videogame.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 01, 2011, 12:12:51 pm
Any comments on the comic?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hiiri on August 01, 2011, 12:17:30 pm
Any comments on the comic?

Does something happen at 3k exp? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 01, 2011, 12:20:51 pm
Ah, i forgot to mention, Whales is planning a system that deals with the massive amounts of exp you get. Large amounts will be usable to craft artifacts, use powers(?), and get major boosts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 01, 2011, 12:27:42 pm
It sounds gimmicky but probably will work.

For now lots of XP = lots of accumulated happiness. I wouldn't be surprised if it spawned unicorns...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 01, 2011, 12:29:03 pm
Yep, cataclysm replaced rogue survivor for me then bumped up above crawl.

Exactly what I was going to say. I just got bored because of it's simplicity

I only have one request, and I believe in my heart that everyone will agree with me on this. NEVER stop making Cataclysm for your own entertainment and for the wonder of experimentation, fun, and programming. Every game I've ever loved was ruined by programmers who got a taste of cash and then became money-hungry. Same goes for bands, actors, and everyone else.

I believe in you, Whales, and know you're a good man. Keep up the great work, and never stop doing what you're doing :D

Please don't go the way of Minecraft. Thank you. Lol

Exactly what I was going to say, again. Seriously I gave up playing some of my favorite games because of this. I'm sick of seeing things like "Premium Content!" I completely believe Whales won't be like this :)

So XP is nothing more than a way to see how much your character have developed for now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 01, 2011, 12:29:43 pm
I believe thats the only reason we have such large amounts of unused xp right now. Because the boosts and artifacts arent in yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 01, 2011, 12:38:07 pm
Would a hydrophilic trait work at all?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 01, 2011, 12:38:20 pm
For adding new characters- Go into pldata.h, and change the character_type enum, the pltype_name[] const std::string, and the pltype_desc[] const std::string.

then go into newcharacter.cpp, and add the code to generate your character. You can add traits by using toggle_trait(PF_TRAIT).

as an example, I've added a "Mutant" character that starts off with robust genetics and unstable genetics. I'm also thinking of having him start with some random mutations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 12:38:47 pm
*Once artifacts are in*
I just spent 10000 XP on Rockhealth the exalted AK47 of incest!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 12:38:52 pm
Really? I have never gotten past ~800XP, it goes down quick as soon as you fight or shot or learn some crafting. (EDIT: I mean, I have seen it rise above 800, but once spent in various skills I always end up having around that much)
And it's not really accumulated happiness, you know, you can still have -100 morale with 1000+XP.

EDIT: Seen in a specific way, XP is a bit like score.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 01, 2011, 12:44:00 pm
Really? I have never gotten past ~800XP, it goes down quick as soon as you fight or shot or learn some crafting.
And it's not really accumulated happiness, you know, you can still have -100 morale with 1000+XP.

EDIT: Seen in a specific way, XP is a bit like score.

I regularly hit 3000+ XP. The key is to keep drinking and smoking, particularly while reading or before sleeping. Cooking and relying on soda for quenching also help.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 12:47:15 pm
Oh, I play with addictive personality so I only use pot as drug. And aspirin. Nothing else. Only music and books and food.
I am sort of thinking what *I* would do in that situation, and getting an addiction is a massive handicap. I also happen to have that flaw in real life so I am used to thinking like that.

EDIT: Surprisingly I manage to survive an average of 5 days, my max being something near 9 IIRC.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 12:50:02 pm
I haven't been able to survive a day recently. I keep getting swarmed by zombies when I try to get to a clothing store for a backpack...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 01, 2011, 12:52:18 pm
My first place of interest: Sporting goods stores. Most all starter survival tools are there. Then the pharmacy, liquer store if I have rags, grocery store for food, gun store, then shelter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 01, 2011, 12:53:52 pm
I haven't been able to survive a day recently. I keep getting swarmed by zombies when I try to get to a clothing store for a backpack...

Skip the backpack. Run with double trenchcoats, cargo pants and some fanny packs... much easier.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 12:55:17 pm
You should aim for finding backpacks at houses, Panda. I usually find mine inside houses at least. Alternatively try to use something else like a purse, fanny pack, messenger bag, etc which appear often in houses and allow to carry enough stuff before you can actually fill a backpack with items. EDIT: Oh! I believe backpacks also spawn in clothing stores, but don't trust me on that.

EDIT: In my play style the starting point is always houses, then hardware store. And *then* sporting goods, mostly trying to find water purifiers.

Reminds me, is there any other type of axe other than the hatchet? Like a wood axe or something like that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 12:57:45 pm
I usually scout out a base of operations first, then hit places like the clothing store or sporting goods, making sure to mark basements on the map for later looting. After that I head over to a hardware store
for nails, a hammer, and some 2x4's to barricade my safehouse, if I can't find any 2x4 I usually just grab something like a sledge or use a crowbar to beat down some doors. Always picking up salt when I find it.
Salt is a good thing to keep around to make some jerky for emergencies.

You should aim for finding backpacks at houses, Panda. I usually find mine inside houses at least. Alternatively try to use something else like a purse, fanny pack, messenger bag, etc which appear often in houses and allow to carry enough stuff before you can actually fill a backpack with items. EDIT: Oh! I believe backpacks also spawn in clothing stores, but don't trust me on that.

EDIT: In my play style the starting point is always houses, then hardware store. And *then* sporting goods, mostly trying to find water purifiers.

Reminds me, is there any other type of axe other than the hatchet? Like a wood axe or something like that?

There is a wood axe. Not sure where to find it. Comparable to sledge I believe. I could check if you want, I have one at the moment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 01:01:10 pm
There is a wood axe. Not sure where to find it. Comparable to sledge I believe. I could check if you want, I have one at the moment.
Just knowing it's there is enough. Thank you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 01:02:16 pm
The dual trenchcoat fannypack plan sounds like it would give a lot of encumberment :P And I'm never lucky enough to find backpacks or messenger bags in houses. Though I find cargo pant's pretty frequently. And yeah DalGren backpacks spawn in clothing stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 01, 2011, 01:03:46 pm
i dont know. Two trenchcoats and a fanny pack sounds kind of gimmicky. Perhaps intead of getting two bonuses from two trenchcoats, just keep the bonus from one to prevent exploits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 01, 2011, 01:07:05 pm
If you can wear several coats, why not wear several coats? More layers gives you more slight protection from getting cut, or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 01, 2011, 01:10:31 pm
Molotov cocktails doesn't work or I'm doing something wrong. I craft it, throw it to zombie and it takes like 10 damage and falls to the ground without creating fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 01, 2011, 01:11:01 pm
Molotov cocktails doesn't work or I'm doing something wrong. I craft it, throw it to zombie and it takes like 10 damage and falls to the ground without creating fire.
is it lit?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 01, 2011, 01:14:28 pm
Ah, I meant that having the extra storage space with two trench coats on seems kind of gimmicky. I just dont see how having 2 coats layered gives extra storage space. Thats why I see it as kind of an exploit.

"Oh yeah, this trenchcoat has great storage space!"

"Wear two, it somehow gives you double the amount of storage!"

It makes sense until you stop and think about how double storage space wouldont work IRL.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 01, 2011, 01:14:44 pm
Molotov cocktails doesn't work or I'm doing something wrong. I craft it, throw it to zombie and it takes like 10 damage and falls to the ground without creating fire.
is it lit?

 ????

(two seconds later)

 :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 01, 2011, 01:17:15 pm
It would work IRL, just don't put huge things on the outer pockets or you'll crush the inner pockets. Might be a bit sweaty if its summer, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aleks on August 01, 2011, 01:20:01 pm
I noticed that saving and reloading resets the weather to "Clear".
Don't know, if this has been reported earlier or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 01:21:05 pm
*Wearing two trenchcoats irl*
Where did I put my meth at? This pocket? Or THIS pocket? I don't even know which coat it's in! Or is it in my cargo pants? Or my fanny pack? Nope that's Rockhealth the exalted AK47 of incest...  *Sighs*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 01, 2011, 01:24:33 pm
Alright...bug time... I'm using head's version 1.9.4.

1)I can bake bread with flour and two plastic bottles filled with water from the toilet, I can't bake bread with an aluminum can and a plastic bottle filled with water from the toilet. EDIT: replaced the alulinum can filled with toilet water with a second plastic bottle filled with toilet water...still nothing. Since the bread recipe require 2X water, maybe one is clean and the other isn't?

2) At 6:00AM my vision decreases to zero before increasing as dawn breaks...this seems like a small math error.

3) Pain seems to be much lower in general this version...I can't find anything in the documentation to explain why.

4) Spitters can spit through unbroken windows...this seems buggy
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 01:26:24 pm
1)You can't use two different containers for the same ingredient. You need 2 bottles or 2 cans.

2)Known bug

3)Maybe you just aren't getting hit as much?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 01:30:50 pm
If you can wear several coats, why not wear several coats? More layers gives you more slight protection from getting cut, or something.

Especially if they're reinforced. -Nods- Not that I think that does much. I haven't really noticed :p
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 01:31:17 pm
Reinforcing them just means they take longer to wear out from damage AFAIK.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 01, 2011, 01:33:03 pm
1)You can't use two different containers for the same ingredient. You need 2 bottles or 2 cans.

2)Known bug

3)Maybe you just aren't getting hit as much?

1) see my edit...two plastic bottles doesn't work

2)cool

3)No, I went from extreme pain to nothing in about 12 hours....before it would have taken most of a day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 01:34:28 pm
Your edit is likely correct, one is clean and one isn't.

And I haven't noticed any differences in pain so far myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 01, 2011, 01:37:29 pm
Now two aluminum cans both filled from the toilet won't register either.....time to play dysentery roulette.

EDIT: Drank and re-filled one of the cans, which solved the problem. Also, making bread consumes the water containers and produces a plastic bag...seems weird to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 03:01:32 pm
Now two aluminum cans both filled from the toilet won't register either.....time to play dysentery roulette.

EDIT: Drank and re-filled one of the cans, which solved the problem. Also, making bread consumes the water containers and produces a plastic bag...seems weird to me.

Well, in this universe boiling pasta also yields a cardboard box. Nutritious cardboard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 03:17:21 pm
I will be tweaking crafting soon.  Right now, it's true, "water" and "dirty water," while having the same name, are considered two entirely different items and you can't mix and match the two.  Plus, you can exploit crafting to figure out whether the water you have is dirty or clean.
I'll also make crafting not consume containers (e.g. using up the bottle that water is in), and not produce the craftable in its container--meaning that if you're whipping up some home-made purifier, you'll want to make sure to have a bottle to put it in when you're done, or else be prepared to drink it immediately.
Crafting ingredients will have their own class; what this means for the player is that "water" will be a single requirement, fulfillable by clean water, dirty water, or having a water source nearby (e.g. a river or toilet).  "Heat" will be a single requirement, fulfillable by having a hotplate or nearby fire to cook over.  "Cutting tool" will likewise be fulfillable by any item with sufficient cutting damage, and not just the five or so currently listed--this means that modding in, say, a switchblade, will make the switchblade useable for crafting wood spears without the mod developer needing to edit crafting.cpp.
Finally, the area around you (say, up to 2 tiles away) will be scanned for ingredients and tools when crafting.  This will make item management when crafting much easier.

I am re-coding acid spit as we speak--the game will simulate the trajectory of the loogie, and if it collides with a window on its way to you, the window will melt with no further effects.

I am considering limiting the player to one piece of clothing of any particular type.  This will mean no double-trenchcoating, which does seem a bit odd; it will also remove the "20 fanny packs + 20 holsters" exploit as a method of gaining huge amounts of storage space with no encumbrance.  Thoughts?


Anyone else find out about this game from PlumphelmetPunk's video on it?

I tipped Plump about this game. Now, I feel so proud and self-important that I can't even begin to describe it.  :P

Thanks for helping the game to explode a tiny bit more :D  Plump attracted lots of players, and his video inspired Jef to make one, which in turn attracted even more.


I only have one request, and I believe in my heart that everyone will agree with me on this. NEVER stop making Cataclysm for your own entertainment and for the wonder of experimentation, fun, and programming. Every game I've ever loved was ruined by programmers who got a taste of cash and then became money-hungry. Same goes for bands, actors, and everyone else.

I believe in you, Whales, and know you're a good man. Keep up the great work, and never stop doing what you're doing :D

tl:dr:

Please don't go the way of Minecraft. Thank you. Lol

Starting in January 2012, connecting to the SSH server will cost $0.99/minute.  Modding will still be permitted, but to do so you must buy a Cataclysm Developer's Liscense which is currently projected to be priced at $129.00 for a one-year registration.  CBMs, purifier, keycards and backpacks will be removed from the game, but you can purchase them on the Cataclysm Store at prices ranging from $0.99 to $9.99.

...just kidding  :P

Cataclysm will always be 100% free (though donations are greatly appreciated!).  I write it for the fun of programming, the fun of making my ideal video game, and the fun of sharing my work with appreciative fans.  And unlike Notch, maker of Minecraft, if I make enough money from donations to go on month-long vacations, I will bring my laptop with me and work on Cataclysm throughout :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 01, 2011, 03:18:20 pm
Guys if my dodge skill is 4 and my penalty to dodge skill is -4 due to my clothes, is it better then having 0 dodge skill at least? Cause i managed my clothes to get nice cuts protection, well i'm wearing leather jacket+boots+leather pants+baseball helmet+leather gloves
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 01, 2011, 03:23:34 pm
I don't really think it would make sense to only wear one of a clothing unless it was bulky stuff like armor or kevlar, but the more you put on the more you'd get encumbered by the additional sleeves and weight from the clothes. Basically the more you're wearing the harder it is to move quickly, I guess.
Wearing 20 purses does seem quite weird, though, theres only so many places you can hang one from!

Also: Would a hydrophilic trait work at all?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 03:29:31 pm
I think it would be much better if you could half the volume bonus of each consecutive item of the same type, to simulate them being squashed by the other items you're wearing.
Or maybe increasing encumberance for double layers.
Wearing A1 encumbers your torso by 2, put on another one and they encumber you by 6.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 03:39:10 pm
Guys if my dodge skill is 4 and my penalty to dodge skill is -4 due to my clothes, is it better then having 0 dodge skill at least? Cause i managed my clothes to get nice cuts protection, well i'm wearing leather jacket+boots+leather pants+baseball helmet+leather gloves

The dodge penalties from encumbrance aren't perfectly commiserate with the bonuses from skill, so yes, dodge skill 4 and dodge - 4 from encumbrance IS better than dodge skill 0 and 0 encumbrance.  Still, I am hoping to make a lightly-armored, dodgey character type well-differentiated from a heavily-armored character type.  This is something which will continually be reworked as time goes on.


I don't really think it would make sense to only wear one of a clothing unless it was bulky stuff like armor or kevlar, but the more you put on the more you'd get encumbered by the additional sleeves and weight from the clothes. Basically the more you're wearing the harder it is to move quickly, I guess.
Wearing 20 purses does seem quite weird, though, theres only so many places you can hang one from!

Also: Would a hydrophilic trait work at all?

Well, presently for every 2 layers on your torso you get an extra point of encumbrance, which seems pretty fair.  Maybe only the single item with the most storage space will count fully, and all other items worn on the same slot will get half storage space?  This way, if you're wearing two trenchcoats, you can't use them both to full effect.

NINJA'D: Wow, Merchant of Menace, it seems we came up with more or less the same idea at the exact same time.  Great minds think alike!  (Robin Williams: "WRONG!  Great minds think for themselves.")

20 purses would encumber you a lot and would be suicidal, but fanny packs don't take up a body slot, so you can stack them to your heart's content without any repercussions.  The only thing preventing this game-breaking strategy is their rarity.  Maybe I will add a "belt" body slot and cap its encumbrance at some low value.

Enough people have asked for a hydrophilic trait that I will be adding one soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 01, 2011, 03:41:50 pm
Hey all!

Pretty much registered an account to comment on here. I'm not really known in the LP community at all (I have a small channel on YT), but I stumbled across this place from PlumpHelmetPunk. Love the roguelike. It's actually the only one I've been able to pick up and play. Having a tutorial was a huge step in the right direction- I've been dumbed down from modern games to the point that reading a huge manual would have sucked.

Anyway, I wanted to throw some comments and suggestions your way if you didn't mind. I will probably lob money at you shortly as well, seeing as you've provided me with a lot of entertainment.

Regarding the clothing and amount you can wear, perhaps you can put a simple limit on each item. Maybe in the description of a holster, you could have "Can only equip a maximum of 2 at a time." or something similar.  The same could go for fanny packs or whatever else you want to limit. I feel like if someone wants to wear two trench coats, they certainly can, but they have to deal with the consequences of encumberment and all that.

Speaking of clothing, I kinda wish that clothing/armor would have it's own separate menu. It would be cool to see, when you  hit 'W' a paper doll or something similar that would have each slot displayed, and maybe tell you basic stats. I kinda get confused sometimes rummaging through everything and figuring out what I'm wearing and what I can put on and all that.

Gameplay wise (and sorry if this has been addressed), but if I drop a lit flashlight on the ground, it would make sense to me that it would continue using battery power and lighting the room. I don't think this is the case currently.  If it is, I'm just stupid for not noticing.  Along those lines, it would be cool to see battery-operated (or maybe the same fuel lighters use?) lanterns or something at a hardware store- they could use the 500 charge batteries that radios do. Drop it somewhere for a portable light source, or maybe use it to distract zombies!

Another quick thing- and again, maybe this is already in game but I haven't seen it- combining string and cans together and hanging it somewhere could make a good alarm if you don't have any bubblewrap laying around.

I'll shut up now. Sorry about the wall of text- I'm just real excited about this game and where it's going! Good luck with the future!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 03:54:07 pm
Speaking of clothing, I kinda wish that clothing/armor would have it's own separate menu. It would be cool to see, when you  hit 'W' a paper doll or something similar that would have each slot displayed, and maybe tell you basic stats. I kinda get confused sometimes rummaging through everything and figuring out what I'm wearing and what I can put on and all that.

This is planned--it will look much like the ammo selection dialogue used when you have multiple choices.

Gameplay wise (and sorry if this has been addressed), but if I drop a lit flashlight on the ground, it would make sense to me that it would continue using battery power and lighting the room. I don't think this is the case currently.  If it is, I'm just stupid for not noticing.  Along those lines, it would be cool to see battery-operated (or maybe the same fuel lighters use?) lanterns or something at a hardware store- they could use the 500 charge batteries that radios do. Drop it somewhere for a portable light source, or maybe use it to distract zombies!

This is a sad limitation of the current lighting system.  I'd like to move to dynamic lighting in the future, but it's a pretty big job.

Another quick thing- and again, maybe this is already in game but I haven't seen it- combining string and cans together and hanging it somewhere could make a good alarm if you don't have any bubblewrap laying around.

I'll shut up now. Sorry about the wall of text- I'm just real excited about this game and where it's going! Good luck with the future!

Heh, cool idea.  I'll add it in.  Maybe you can make a telephone for your tree fort the same way? ;D
Wall of text good, I like hearing player responses!  Thanks for playing and for the thoughts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 01, 2011, 03:56:01 pm
Quote
I am considering limiting the player to one piece of clothing of any particular type.  This will mean no double-trenchcoating, which does seem a bit odd; it will also remove the "20 fanny packs + 20 holsters" exploit as a method of gaining huge amounts of storage space with no encumbrance.  Thoughts?

Yeah, no, I don't think this is needed. I think more body slot types, or fraction encumbrance, would be a better way to handle it. (though bonuses should still be at whole numbers). Two trenchoats or two backpacks makes perfect sense and is something I've done in real life to carry more. I mean, looping backpacks or wearing them over your chest certainly brings problems of its own, but its perfectly doable.

Also, holsters always give me a ton of encumbrance, so I've never used them at all. Has this changed?

I got to admit I'm not a big fan of the item limit giving additional points of encumbrance - a sweatshirt+t-shirt and a backpack encumbers way more than I feel it should.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 03:59:41 pm
I am considering limiting the player to one piece of clothing of any particular type.  This will mean no double-trenchcoating, which does seem a bit odd; it will also remove the "20 fanny packs + 20 holsters" exploit as a method of gaining huge amounts of storage space with no encumbrance.  Thoughts?

Well, I think it should stay, considering it gives encumbrance penalties, and you are above 5 with just a shirt, a hoodie and a backpack, add a rain coat and you are practically a walking ball of cloth with a person inside, going by the encumbrance alerts.
I am not using that, personally, but considering the penalties I think it's fine to leave it. Above certain levels it becomes the player's problem.

EDIT: Oh I didn't know of the fanny pack working like that. Yes, a belt slot would be useful in that case.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 01, 2011, 04:04:07 pm
Thanks for the quick reply! 

I wasn't aware of the lighting situation- wish I could contribute in some way.

Two quick questions- again, if these have been addressed, my apologies. I just don't have time to go through 270 pages of replies. :)  The EXP system- you..I mean, as you gain EXP, it allows your skills to train? I'm not really sure how it all works still. I need someone to explain it to me like I'm 5. Also, with recoil- is a higher number better, or do you want a lower number?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 01, 2011, 04:04:24 pm
Add shift+h command to put gun in holster it would be cool to draw a gun cop-style!!!!!! pleaase
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 04:05:37 pm
Thanks for the quick reply! 

I wasn't aware of the lighting situation- wish I could contribute in some way.

Two quick questions- again, if these have been addressed, my apologies. I just don't have time to go through 270 pages of replies. :)  The EXP system- you..I mean, as you gain EXP, it allows your skills to train? I'm not really sure how it all works still. I need someone to explain it to me like I'm 5. Also, with recoil- is a higher number better, or do you want a lower number?
If you have XP in your pool and practice a skill then you increase in that skill.
And recoil, lower is better AFAIK.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 04:05:54 pm
Add shift+h command to put gun in holster it would be cool to draw a gun cop-style!!!!!! pleaase

And control+tab+shift+F1+F to fire gangsta style!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 04:07:10 pm
If you implement FZ's wearable weapons idea that could fit in.
Have a holster providing no volume bonus but be able to store handguns and hammers in them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 01, 2011, 04:07:40 pm
Thanks for the quick reply! 

I wasn't aware of the lighting situation- wish I could contribute in some way.

Two quick questions- again, if these have been addressed, my apologies. I just don't have time to go through 270 pages of replies. :)  The EXP system- you..I mean, as you gain EXP, it allows your skills to train? I'm not really sure how it all works still. I need someone to explain it to me like I'm 5. Also, with recoil- is a higher number better, or do you want a lower number?

Hello, you can gain exp by keeping your morale high and passing time. If your morale is 0/neutral, you will not gain any exp. To view your morale stat press shift+5. Due to the situation being a depressing apocalypse, taking drugs, listening to music, reading playboy, drinking nice juice, or anything FUN will give you a morale bonus. Let's say that your exp is now 100, if you cut zombies with a knife you will automatically train cutting+melee skills, reducing your exp and putting it into those skills, so you might raise those skills. If you have no exp, any skill you use will not raise at all
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 04:09:01 pm
Thanks for the quick reply! 

I wasn't aware of the lighting situation- wish I could contribute in some way.

Two quick questions- again, if these have been addressed, my apologies. I just don't have time to go through 270 pages of replies. :)  The EXP system- you..I mean, as you gain EXP, it allows your skills to train? I'm not really sure how it all works still. I need someone to explain it to me like I'm 5. Also, with recoil- is a higher number better, or do you want a lower number?

Hello, you can gain exp by keeping your morale high and passing time. If your morale is 0/neutral, you will not gain any exp. To view your morale stat press shift+5. Due to the situation being a depressing apocalypse, taking drugs, listening to music, reading playboy, drinking nice juice, or anything FUN will give you a morale bonus. Let's say that your exp is now 100, if you cut zombies with a knife you will automatically train cutting+melee skills, reducing your exp and putting it into those skills, so you might raise those skills. If you have no exp, any skill you use will not raise at all

Not true. You can gain XP with 0 moral, but it's only like 1 every three clicks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 01, 2011, 04:10:41 pm
Okay, so EXP is consumed to level up skills when they are used/practiced appropriately?

If I had 0 EXP and stabbed at a zombie, would the skills not increase, despite the fact I'm using them?

(Sorry about the million questions, I just want to make this crystal clear to myself)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 04:11:22 pm
Nope, you need EXP to skill up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 04:11:31 pm
Okay, so EXP is consumed to level up skills when they are used/practiced appropriately?

If I had 0 EXP and stabbed at a zombie, would the skills not increase, despite the fact I'm using them?

(Sorry about the million questions, I just want to make this crystal clear to myself)

Nope, they would not increase in that case.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 01, 2011, 04:14:02 pm
Perfect.

Thanks for taking the time to explain that- makes sense now!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 01, 2011, 04:39:56 pm
OMG NOOOO i lost a good char cause i tried walking through a landmines field aaaaaaaah i didn'T know yellow # were mines xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 04:46:42 pm
OMG NOOOO i lost a good char cause i tried walking through a landmines field aaaaaaaah i didn'T know yellow # were mines xD

press x to look around :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on August 01, 2011, 05:23:57 pm
Any tiles for this? Or just different fonts, the default (for windows) is kinda...bleh.. (DF uses the same one, so I can understand it, but I play DF with tiles because it's pretty and nobody ever asks what I'm doing).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 05:27:05 pm
Any tiles for this? Or just different fonts, the default (for windows) is kinda...bleh.. (DF uses the same one, so I can understand it, but I play DF with tiles because it's pretty and nobody ever asks what I'm doing).
Tileset Mod (http://cataclysmff.zxq.net/SMF/index.php?topic=117.0) - Deon's still working on tileset, I guess it should be easy to replace the font in it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 01, 2011, 05:31:27 pm
While I do agree that wearing numerous items to exploit should be heavily discouraged, having a couple of fanny packs and a few holsters seems fair and is very much a part of my gamestyle I would not like to part with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 05:35:25 pm
OMG NOOOO i lost a good char cause i tried walking through a landmines field aaaaaaaah i didn'T know yellow # were mines xD

They aren't--brown # is a mound of dirt.  Sometimes they have land mines hidden under them, though :D  You can spot the land mines with sufficient Perception.

I've edited the in-game help to provide a clearer explanation of Morale/XP.  Basically it works like this (just to be redundant and clear):
Having high morale fills your XP.  Under the new, nerfed system, a Morale of 0-99 gives you a percentage chance to gain 1 XP each turn; 0 Morale means you have a 1% chance of gaining an XP, 49 Morale means you have a 50% chance, 99 morale means you have a 100% chance.
Morale 100 or greater gives you 1 XP each turn for every 100 Morale.
When you use a skill, the game attempts to take XP from your pool and put it into the skill used.  If your pool is empty, your skills will not improve.
Your Morale has no effect on how existing XP is used; even if you have negative Morale, you can still gain skills so long as your XP is not 0.


If you implement FZ's wearable weapons idea that could fit in.
Have a holster providing no volume bonus but be able to store handguns and hammers in them.

But what if I want to carry a bottle of water in my holster?  I'd rather leave holster use open for player interpretation, and not limit the player to what I (or anyone else) thinks is the "proper" use for that space.
Quote
I am considering limiting the player to one piece of clothing of any particular type.  This will mean no double-trenchcoating, which does seem a bit odd; it will also remove the "20 fanny packs + 20 holsters" exploit as a method of gaining huge amounts of storage space with no encumbrance.  Thoughts?

Yeah, no, I don't think this is needed. I think more body slot types, or fraction encumbrance, would be a better way to handle it. (though bonuses should still be at whole numbers). Two trenchoats or two backpacks makes perfect sense and is something I've done in real life to carry more. I mean, looping backpacks or wearing them over your chest certainly brings problems of its own, but its perfectly doable.

Also, holsters always give me a ton of encumbrance, so I've never used them at all. Has this changed?

I got to admit I'm not a big fan of the item limit giving additional points of encumbrance - a sweatshirt+t-shirt and a backpack encumbers way more than I feel it should.

Holsters don't occupy any body slot, and never have.  If they give you encumbrance, it's either because of a mod or a bug...

I might tone down the stacking penalty for the torso (even more).  Maybe ignore it for a certain number of 0-encumbrance items (e.g. t-shirts).  The backpack's to blame for most of that effect here, though, and that's a gameplay balance effect, to penalize melee characters, or to encourage them to play "monk-style" with a tightly-pruned inventory.


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 05:48:43 pm
So I just tried online. Landmines and skeletons don't mix.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 01, 2011, 06:04:55 pm
News from the field: Whales is going to finish the construction update tonight!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 06:05:33 pm
News from the field: Whales is going to finish the construction update tonight!

:O How do you know this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 01, 2011, 06:08:05 pm
News from the field: Whales is going to finish the construction update tonight!


Most splendid, I feel making a paypal account somehow became very important in the near future for me personally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 01, 2011, 06:08:33 pm
It may have been a bug then, I haven't tried to use the holsters in several versions. It may also be a memory flaw - I remember it encumbering my legs, specifically. Is there any sort of "leg holster" that I might be thinking of instead?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 06:09:51 pm
News from the field: Whales is going to finish the construction update tonight!

HOPING TO!  I said I was hoping to.  Don't make promises I can't keep  :D


It may have been a bug then, I haven't tried to use the holsters in several versions. It may also be a memory flaw - I remember it encumbering my legs, specifically. Is there any sort of "leg holster" that I might be thinking of instead?

Oh, that would be "bootstrap" which is indeed a leg holster.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 06:10:37 pm
News from the field: Whales is going to finish the construction update tonight!

All hail the Whale(s)! xD

Edit: Any work put into it is another step forward.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 06:12:38 pm
Oh my, I will have to lead this character to a horrible death quick!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 01, 2011, 06:14:20 pm
Quote
Oh, that would be "bootstrap" which is indeed a leg holster.
ah, well then, that was the one I was surprised by since it was super encumbering. I though I could at least wear 2 (one per leg) and a pair of pants without issues, but I think that brought me up to an impressive 5 or 6 encumbrance! It was crazy!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 01, 2011, 06:14:25 pm
Quote
I am considering limiting the player to one piece of clothing of any particular type.  This will mean no double-trenchcoating, which does seem a bit odd; it will also remove the "20 fanny packs + 20 holsters" exploit as a method of gaining huge amounts of storage space with no encumbrance.  Thoughts?
But it would make wearing a t-shirt and a light jacket over it impossible. Maybe, when you wear a clothing over a clothing, encumber value should be doubled? You can move freely with a trenchcoat but you can't with two trenchcoats.

Spoiler (click to show/hide)

EDIT: Construction update? What is construction update. I don't want to search for it. SOMEONE TELL ME!!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 06:14:47 pm
It may have been a bug then, I haven't tried to use the holsters in several versions. It may also be a memory flaw - I remember it encumbering my legs, specifically. Is there any sort of "leg holster" that I might be thinking of instead?
A few versions ago equipping any item would list off all items that were encumbering you.
So if your legs were encumbered and you equipped the holster it would display the encumberance message.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 01, 2011, 06:16:10 pm
Yeah, but the issue was that the only thing I was wearing was the pants and the bootstraps (and a pair of sneakers), so I'm pretty sure I know what the cause was.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 06:21:09 pm
Deon did a very good job designing the bar layout :D I especially like the back entrance
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 06:22:30 pm
EDIT: Construction update? What is construction update. I don't want to search for it. SOMEONE TELL ME!!!
DIY Safehouse update.

Basically you can build.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 06:23:06 pm
Yeah, but the issue was that the only thing I was wearing was the pants and the bootstraps (and a pair of sneakers), so I'm pretty sure I know what the cause was.
The bootstrap indeed causes 2 encumberance.
The holster is a totally different item however
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Draxis on August 01, 2011, 06:23:35 pm
So I spawned in my house, walked to the refrigerator, and found books full of drinks.  After grabbing some, I went over to the burned-out missile, grabbed a coat, and then checked out the basement.  I went down the stairs and fell through the map.  I think this is not supposed to happen.  It seems like duplicate raw errors, but this game has no raws.  Any idea what's going on?

Edit: I used make instead of make clean. Could that have done it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 06:24:32 pm
Were you using a save from an older version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Draxis on August 01, 2011, 06:26:14 pm
No, and it's done it with 3 charecters now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 06:27:06 pm
All I can think of is to delete your save folder then, but make a copy of it for us first :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 06:27:52 pm
Quote
I am considering limiting the player to one piece of clothing of any particular type.  This will mean no double-trenchcoating, which does seem a bit odd; it will also remove the "20 fanny packs + 20 holsters" exploit as a method of gaining huge amounts of storage space with no encumbrance.  Thoughts?
But it would make wearing a t-shirt and a light jacket over it impossible. Maybe, when you wear a clothing over a clothing, encumber value should be doubled? You can move freely with a trenchcoat but you can't with two trenchcoats.

Spoiler (click to show/hide)

EDIT: Construction update? What is construction update. I don't want to search for it. SOMEONE TELL ME!!!


You misunderstand; I meant that the limit would be one item of any specific type.  So you can wear a t shirt, a light jacket, a kevlar vest and a backpack, just not two kevlar vests.  But yeah, now that I've thought about it that's a stupid idea and not the way to go.

Construction update is allowing the player to build walls, roofs (rooves?), windows, barricades, chop down trees, etc.


So I spawned in my house, walked to the refrigerator, and found books full of drinks.  After grabbing some, I went over to the burned-out missile, grabbed a coat, and then checked out the basement.  I went down the stairs and fell through the map.  I think this is not supposed to happen.  It seems like duplicate raw errors, but this game has no raws.  Any idea what's going on?

Edit: I used make instead of make clean. Could that have done it?

Yeah, any time data seems to be shuffled around--books where containers should be, swamps instead of houses, triffids living in ant hills--it's a dead giveaway that you should've done a "make clean".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Draxis on August 01, 2011, 06:29:18 pm
Thanks. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 01, 2011, 06:30:14 pm
Oh. "construction" update.
Awesome! At last I can build a shelter out in the forest. It would be awesome if I could dig out a basement ;D

Quote
You misunderstand; I meant that the limit would be one item of any specific type.  So you can wear a t shirt, a light jacket, a kevlar vest and a backpack, just not two kevlar vests.  But yeah, now that I've thought about it that's a stupid idea and not the way to go.
Sorry about that. But why is that stupid? It's a good idea I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 06:38:09 pm
Oh. "construction" update.
Awesome! At last I can build a shelter out in the forest. It would be awesome if I could dig out a basement ;D

Quote
You misunderstand; I meant that the limit would be one item of any specific type.  So you can wear a t shirt, a light jacket, a kevlar vest and a backpack, just not two kevlar vests.  But yeah, now that I've thought about it that's a stupid idea and not the way to go.
Sorry about that. But why is that stupid? It's a good idea I think.

Stacking t-shirts or sweatshirts is totally a reasonable thing to do for the winter which will eventually be a part of the game.  It's also rather arbitrary and a poor solution to the 20-fanny-pack problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 01, 2011, 06:41:44 pm
Oh. "construction" update.
Awesome! At last I can build a shelter out in the forest. It would be awesome if I could dig out a basement ;D

Quote
You misunderstand; I meant that the limit would be one item of any specific type.  So you can wear a t shirt, a light jacket, a kevlar vest and a backpack, just not two kevlar vests.  But yeah, now that I've thought about it that's a stupid idea and not the way to go.
Sorry about that. But why is that stupid? It's a good idea I think.

Stacking t-shirts or sweatshirts is totally a reasonable thing to do for the winter which will eventually be a part of the game.  It's also rather arbitrary and a poor solution to the 20-fanny-pack problem.

Ah I see now. I don't see any other solution than adding a "belt" slot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 06:46:44 pm
It would be awesome if I could dig out a basement ;D
That would probably be feasible once he rewrites the staircase code. As it is, it just fins the nearest one on the level below, so that can obviously cause some problems.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 01, 2011, 06:50:02 pm
Would it be overly difficult to simply put a limit on the number of 0 encumberance items you can wear? I mean, using a broad example here, WoW has unique-equipped items, meaning you can only have one of them at a time. Could you do something similar with those items?

I would love to see what other seasons have to offer. Winter would add all sorts of awesome new factors to survivability. Will there be an option to choose when you start a new character in the future? Could be fun tracking prints in the snow, battling the cold, and smashing frozen zombie with a sledgehammer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 06:54:23 pm
It's been a while since I made any suggestions.
So I finally updated my Idea Dump. (http://cataclysmff.zxq.net/SMF/index.php?topic=112.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 01, 2011, 06:57:22 pm
*snip* WoW has ... *snip*

Blasphemer, burn the heretic !
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 07:06:32 pm
Would it be overly difficult to simply put a limit on the number of 0 encumberance items you can wear? I mean, using a broad example here, WoW has unique-equipped items, meaning you can only have one of them at a time. Could you do something similar with those items?

I would love to see what other seasons have to offer. Winter would add all sorts of awesome new factors to survivability. Will there be an option to choose when you start a new character in the future? Could be fun tracking prints in the snow, battling the cold, and smashing frozen zombie with a sledgehammer.

Wouldn't be hard to add an "only one may be worn" flag to certain items, actually.  Damnit I keep forgetting that I have item flags now  >:(

Interesting idea, that option.  Winter will be much harder and I assumed that starting people in the Spring to give adequate prep time would be best, but some people do enjoy a challenge!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 01, 2011, 07:10:25 pm
Each season could potentially have positives and negatives. Summer may have less acid raid and it's warmer, but there are more zombies. Winter is cold and you have to deal with snow/lack of hunting, but there may be less zombies. Spring and Fall could be in between.

Also, don't hate me 'cause I play WoW. D: Pleeease.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 01, 2011, 07:11:58 pm
EDIT: Construction update? What is construction update. I don't want to search for it. SOMEONE TELL ME!!!
DIY Safehouse update.

Basically you can build.
But what can we build with?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 07:14:43 pm
EDIT: Construction update? What is construction update. I don't want to search for it. SOMEONE TELL ME!!!
DIY Safehouse update.

Basically you can build.
But what can we build with?

I aaam a lumberjack and I am O.K.~♪
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 07:15:40 pm
EDIT: Construction update? What is construction update. I don't want to search for it. SOMEONE TELL ME!!!
DIY Safehouse update.

Basically you can build.
But what can we build with?

I aaam a lumberjack and I am O.K.~♪
And, What with the fact that this game has all the modding support in the universe, you can build with cheese if you want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 07:16:21 pm
You should be able to keep things outside to keep them from going bad during the winter -nods- Keep them frozen dinners frozen :3
Possibly have zombies hiding under the snow, less chance of spotting burrowing creatures. All sorts of FUN xD

Found a duplication glitch. I had some 00 shot in my inventory, unloaded a radio and wound up with almost 2 stack full of 00 shot. No batteries, which made me sad, not that I needed them though xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 07:17:15 pm
That's a well known glitch with battery unloading.
It's been annoying everyone for a while now :P

As for winter, SNOWBALLS >:3
And igloos :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 07:18:22 pm
That's a well known glitch with battery unloading.

Oh. I see. Well just pointing it out  :-X
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 01, 2011, 07:19:00 pm
More bug reports is always good :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 07:20:56 pm
On keeping frozen dinners frozen. Will we see generators that enable us to power fridges up? Can be a fun metagame if they only power nearby tiles. Redston<abrupt cut>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 07:22:00 pm
Damnit, I thought that battery unloading thing was fixed.  Never happens on Linux.

And yes, the construction update will be easily modded.  Construction will mostly use trees and 2x4s for now.

Before you guys get too excited, let me just say that Cataclysm, for many many reasons, does not lend itself well to fort-building and complex base construction.  The construction expansion is mainly there so you can build yourself a makeshift shelter in the woods.  I guess you can go nuts and build yourself a complex manor, but there's no great need to, and Cataclysm is really centered on being an exploration / adventure game, not a building / defense game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 01, 2011, 07:26:28 pm
But if it's below freezing, why waste more energy from your generator powering a fridge/freezer when you can just keep things outside in the snow?

Ah c'mon. This is Bay12. You know there's going to be something epic sooner or later. I think I'd just end up blocking off some buildings to kind of make a central square area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 07:27:28 pm
Will overmap tiles change if you start building something there?

Oh, and the unload bug doesn't occur to me too. Using Windows.
So it's a wierd bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 01, 2011, 07:27:37 pm
Quote
Damnit, I thought that battery unloading thing was fixed.  Never happens on Linux.
You keep saying this, but it was happening to me on Linux as recently as version before last. Do you mean "it was recently fixed on Linux"?

Anyways, before at least the behavior was easily reproducible, but didn't necessarily happen in the course of most people's normal play. And it was a factor of three different things, including something to do with saving/loading, that was causing it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 07:29:50 pm
Quote
Damnit, I thought that battery unloading thing was fixed.  Never happens on Linux.
You keep saying this, but it was happening to me on Linux as recently as version before last. Do you mean "it was recently fixed on Linux"?

As I brought it up several times and was able to pretty consistently reproduce it, since I spent four hours trying to fix it.

Really?  I guess I just assume everyone but me is on Windows :P

I should rephrase that then, "it never happens to me on Linux, despite trying repeatedly to reproduce it."
If someone could give me steps to reproduce the problem--ideally using the Wish dialogue so I can do so quickly--please do so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 07:31:29 pm
Damnit, I thought that battery unloading thing was fixed.  Never happens on Linux.

And yes, the construction update will be easily modded.  Construction will mostly use trees and 2x4s for now.

Before you guys get too excited, let me just say that Cataclysm, for many many reasons, does not lend itself well to fort-building and complex base construction.  The construction expansion is mainly there so you can build yourself a makeshift shelter in the woods.  I guess you can go nuts and build yourself a complex manor, but there's no great need to, and Cataclysm is really centered on being an exploration / adventure game, not a building / defense game.

Yes, I get too carried away. Still, would be a nice option...if you can pull it off *wink wink* (Read, you can make it hard to do, only "possible"). Nevertheless, it'd be fun if some sandboxy elements made it in. Just to give the extra use to that map format. Even if it's more complicated to do so compared to other games. You know that no matter how difficult, if you can customize the world that little bit, users love it and find every possible way to make it work. I mean I recall people doing that stuff in Nethack and I think Crawl too. Munchkin guerrilla tactics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on August 01, 2011, 07:32:14 pm
Right, so I feel I should say a few things.

First, variety. Holy shit, where to start. Upon stepping out of my house as Number Three (I name all my characters sequentially) I was greeted by an eyebot, apparently natural wildlife. Then I was introduced to manhacks.

During an acid rain, I could spy triffids roaming about, stumblic in the corrosive acid.

Wolves have not been a constant problem to me, yet usually spell instant death. they killed Two and Ten.

Number fourteen, my most succesfull character, was introduced to three different new zombie types. specifically, fungal zombies, spitters, and shocker zombies.

That's not even covering guns. A wide variety of ammo and weaponry means that ammo is scarce, and you can't run in rambo style on situations.

My advice to whales: keep adding shit in. Pack the game with as many monsters and animals as possible, so that it takes well over fifty games to get used to the world.

As for me, I have discovered a walled of city. Number fourteen is interested.

One last thing. what use do radios have?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 07:33:41 pm
Damnit, I thought that battery unloading thing was fixed.  Never happens on Linux.

And yes, the construction update will be easily modded.  Construction will mostly use trees and 2x4s for now.

Before you guys get too excited, let me just say that Cataclysm, for many many reasons, does not lend itself well to fort-building and complex base construction.  The construction expansion is mainly there so you can build yourself a makeshift shelter in the woods.  I guess you can go nuts and build yourself a complex manor, but there's no great need to, and Cataclysm is really centered on being an exploration / adventure game, not a building / defense game.

Yes, I get too carried away. Still, would be a nice option...if you can pull it off *wink wink* (Read, you can make it hard to do, only "possible"). Nevertheless, it'd be fun if some sandboxy elements made it in. Just to give the extra use to that map format. Even if it's more complicated to do so compared to other games. You know that no matter how difficult, if you can customize the world that little bit, users love it and find every possible way to make it work. I mean I recall people doing that stuff in Nethack and I think Crawl too. Munchkin guerrilla tactics.

Yes, I just mean that the way monster spawning and map data currently work defeat large, complex forts.  Zombies will simply spawn inside of them.  Still possible to make clever, small forts though!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 01, 2011, 07:34:01 pm
If someone could give me steps to reproduce the problem--ideally using the Wish dialogue so I can do so quickly--please do so.

Let me check to make sure it still works in the newest version. Doing that now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 07:35:07 pm
Oh, Whales, on the battery unload thing, I get it in Linux. I haven't tested it in the latest build though.
I think it's related to the last ammo reloaded. If you reload batteries into a device, then you immediately seem to be able to unload a radio or a flashlight. If you used 9mm ammo, it will crash.
Unfortunately this only happens with items I find lying around, so I don't think it'll work with wishing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 07:38:22 pm
Damnit, I thought that battery unloading thing was fixed.  Never happens on Linux.

And yes, the construction update will be easily modded.  Construction will mostly use trees and 2x4s for now.

Before you guys get too excited, let me just say that Cataclysm, for many many reasons, does not lend itself well to fort-building and complex base construction.  The construction expansion is mainly there so you can build yourself a makeshift shelter in the woods.  I guess you can go nuts and build yourself a complex manor, but there's no great need to, and Cataclysm is really centered on being an exploration / adventure game, not a building / defense game.

Yes, I get too carried away. Still, would be a nice option...if you can pull it off *wink wink* (Read, you can make it hard to do, only "possible"). Nevertheless, it'd be fun if some sandboxy elements made it in. Just to give the extra use to that map format. Even if it's more complicated to do so compared to other games. You know that no matter how difficult, if you can customize the world that little bit, users love it and find every possible way to make it work. I mean I recall people doing that stuff in Nethack and I think Crawl too. Munchkin guerrilla tactics.

Yes, I just mean that the way monster spawning and map data currently work defeat large, complex forts.  Zombies will simply spawn inside of them.  Still possible to make clever, small forts though!

Oh yes, I am not thinking something like Minecraft, but something like a little shack that fits in a 8x8 square or so. With basic stuff like a crate or a shelf or something, a fridge, a kitchen and perhaps inside doors and stuff like that. Mostly a little fort to go down in a blaze of glory when zombies demolish it.
Also I think that it'd be cool if we could be kind of the "king of the town" if you happen to deplete all possible monsters somehow.

EDIT: TL;DR = Emergent gameplay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 01, 2011, 07:47:02 pm
Okay, well, my starting house apparently leads to the subway, which DOESN'T lead back to my starting house, BUT I don't know how to wish for a gun, heh. Gonna have to find one manually.

Edit:
A radio too, since apparently we can only wish for FANCY radios.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 01, 2011, 07:49:37 pm
Before you guys get too excited, let me just say that Cataclysm, for many many reasons, does not lend itself well to fort-building and complex base construction.  The construction expansion is mainly there so you can build yourself a makeshift shelter in the woods.  I guess you can go nuts and build yourself a complex manor, but there's no great need to, and Cataclysm is really centered on being an exploration / adventure game, not a building / defense game.

:(

Ahem, can we construct shelves which are useless but look nice? :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on August 01, 2011, 07:49:55 pm
So, I started playing this about the same time I started reading William S. Burroughs' first novel Junky .It's autobiographical, and tells about his fun tiemz with heroin and morphine. He has no regrets and says he's quit heroin more times then he could count on his hands. I haven't managed to get addicted to anything yet, although I did try and empty an inhaler for XP (an enriching experience I assure you). So I was reading Junky, and the physical aspect of withdrawls actually seems rather mild compared to what every form of media (minus TrainSpotting) has led me to believe. With the right implements and careful preparation on hand, heroin addiction is quite simple provided you can't find any more of it. Physical withdrawals are only described to take about five to eight days (this seems like weeks if you can't get any heroin, codeine, morphine or suboxone equivalents), and then you feel normal, and then some cravings afterwards. How is addiction handled in the game? Anything like this... at all? (First death due to zombie attracted by the sound of breaking into a house. making a note here: Break glass instead of using a shotgun for locked doors.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on August 01, 2011, 07:51:25 pm
-SNIP-
What happened to number four? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 07:51:34 pm
Okay, well, my starting house apparently leads to the subway, which DOESN'T lead back to my starting house, BUT I don't know how to wish for a gun, heh. Gonna have to find one manually.
NOTE: don't type any " displayed below:
Try this, hit Z (shift+z), then "/", then "Glock" (important to start with cap G), then enter. It'll give you a gun. Then do Z, /, "9mm", enter.

By the way, is there any sort of weapon mod item that applies to the crossbow? I've taken a like to it, but none of the pistol mods seem to affect it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 01, 2011, 07:54:15 pm
Ah, that works. Still don't know how to get a radio though!

Anyways, can't seem to reproduce the bug for now, I'll give it another go in the morning, though. It may have been fixed after all if you've tweaked things recently.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on August 01, 2011, 07:58:15 pm
So is it possible to dig directly down? :D I haven't got a shovel yet, but I'm talking Minecraft, like just digging my way to who knows what.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 08:00:27 pm
So is it possible to dig directly down? :D I haven't got a shovel yet, but I'm talking Minecraft, like just digging my way to who knows what.
Nah, digging just make pits, which cause damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 01, 2011, 08:04:31 pm
Before you guys get too excited, let me just say that Cataclysm, for many many reasons, does not lend itself well to fort-building and complex base construction.  The construction expansion is mainly there so you can build yourself a makeshift shelter in the woods.  I guess you can go nuts and build yourself a complex manor, but there's no great need to, and Cataclysm is really centered on being an exploration / adventure game, not a building / defense game.

:(

Ahem, can we construct shelves which are useless but look nice? :D

You can now put stuff on shelves....Uses the shift+d command. Makes things less cluttered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 01, 2011, 08:04:40 pm
So is it possible to dig directly down? :D I haven't got a shovel yet, but I'm talking Minecraft, like just digging my way to who knows what.

No sane man would start digging and not stop until he gets zombies, exploding penises and flows of magma. Here digging means at best a shallow grave, hopefully not for you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on August 01, 2011, 08:07:01 pm
So is it possible to dig directly down? :D I haven't got a shovel yet, but I'm talking Minecraft, like just digging my way to who knows what.

No sane man would start digging and not stop until he gets zombies, exploding penises and flows of magma. Here digging means at best a shallow grave, hopefully not for you.

Where was I implying that I was a sane man?

I MUST HAVE MISSED IT
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 01, 2011, 08:07:28 pm
So is it possible to dig directly down? :D I haven't got a shovel yet, but I'm talking Minecraft, like just digging my way to who knows what.

Maybe also add veins of metals around. What about magma or murky pools? We could craft adamantine swords!

Just kidding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 08:08:57 pm
So is it possible to dig directly down? :D I haven't got a shovel yet, but I'm talking Minecraft, like just digging my way to who knows what.

Maybe also add veins of metals around. What about magma or murky pools? We could craft adamantine swords!

Just kidding.
Metal industry? In MY Cataclysm?

Mite b cool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 01, 2011, 08:13:35 pm
So is it possible to dig directly down? :D I haven't got a shovel yet, but I'm talking Minecraft, like just digging my way to who knows what.

Maybe also add veins of metals around. What about magma or murky pools? We could craft adamantine swords!

Just kidding.
Metal industry? In MY Cataclysm?

Mite b cool.

I didn't even mention making glass safehouses and decorating your weapon with gems yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 01, 2011, 08:14:08 pm
Cib's tileset mod, Deon's tileset:

Version 2. Some issues were fixed, more items and tiles.

http://www.mediafire.com/download.php?px0ca5c1cckpi9h

(http://img.ie/7a443.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 08:16:49 pm
You got your minecraft in my Cataclysm!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 01, 2011, 08:20:50 pm
Cib's tileset mod, Deon's tileset:

Version 2. Some issues were fixed, more items and tiles.

http://www.mediafire.com/download.php?px0ca5c1cckpi9h

(http://img.ie/7a443.png)

Ooh pretty.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 08:22:09 pm
Cib's tileset mod, Deon's tileset:

Version 2. Some issues were fixed, more items and tiles.

http://www.mediafire.com/download.php?px0ca5c1cckpi9h

-picture-

Ooh pretty.

A bit too dark brown for me. But I guess that will be easy to customise with a quick pallet swap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 08:23:57 pm
Cib's tileset mod, Deon's tileset:

Version 2. Some issues were fixed, more items and tiles.

http://www.mediafire.com/download.php?px0ca5c1cckpi9h

(http://img.ie/7a443.png)

I love it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 08:26:58 pm
So, I started playing this about the same time I started reading William S. Burroughs' first novel Junky .It's autobiographical, and tells about his fun tiemz with heroin and morphine. He has no regrets and says he's quit heroin more times then he could count on his hands. I haven't managed to get addicted to anything yet, although I did try and empty an inhaler for XP (an enriching experience I assure you). So I was reading Junky, and the physical aspect of withdrawls actually seems rather mild compared to what every form of media (minus TrainSpotting) has led me to believe. With the right implements and careful preparation on hand, heroin addiction is quite simple provided you can't find any more of it. Physical withdrawals are only described to take about five to eight days (this seems like weeks if you can't get any heroin, codeine, morphine or suboxone equivalents), and then you feel normal, and then some cravings afterwards. How is addiction handled in the game? Anything like this... at all? (First death due to zombie attracted by the sound of breaking into a house. making a note here: Break glass instead of using a shotgun for locked doors.)

Most withdrawal effects are fairly realistic.  I don't wish to incriminate myself but I have first or second hand experience with most of the drug in Cataclysm, including withdrawals.  In the case of the opioids in the game, addiction causes tolerance, and withdrawals involve a marked reduction in strength, and lesser reductions in perception and dexterity.  It also causes minor pain (physical discomfort essentially), the shakes, anxiety/depression, and occasional vomiting.  Like in real life, alcohol withdrawal is much worse, and can cause DTs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 01, 2011, 08:28:23 pm
So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 01, 2011, 08:32:21 pm
So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Rate of fire, recoil and gameplay balance perhaps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 08:41:08 pm
So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Fixed.

So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Rate of fire, recoil and gameplay balance perhaps.

Well, it's a very small modification.  I'll try it the realistic way for a while, see if it makes the MP5 overpowered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on August 01, 2011, 08:52:58 pm
Cib's tileset mod, Deon's tileset:

Version 2. Some issues were fixed, more items and tiles.

http://www.mediafire.com/download.php?px0ca5c1cckpi9h

Spoiler (click to show/hide)

Might be good if this was added into the OP
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 08:55:37 pm
I've been wondering, what are the heart symbols on the tileset?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 01, 2011, 08:59:24 pm
So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Fixed.

So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Rate of fire, recoil and gameplay balance perhaps.

Well, it's a very small modification.  I'll try it the realistic way for a while, see if it makes the MP5 overpowered.

I suppose the logical way to do it would be to take some arbitrary muzzle energy for each cartridge, and then look at how different guns modify that.

It's not really a big deal except for Pistols/SMGs which share the same rounds but have very different muzzle lengths...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 01, 2011, 09:00:58 pm
I've been wondering, what are the heart symbols on the tileset?

Bloody, still beating hearts ripped from victims chests?  :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 01, 2011, 09:05:59 pm
I've been wondering, what are the heart symbols on the tileset?

I think that they are pharmacies
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 01, 2011, 09:06:57 pm
I've been wondering, what are the heart symbols on the tileset?

I think that they are pharmacies

That's probably the + symbols. Or not.
In that case, what are those?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 01, 2011, 09:08:31 pm
"Couldn't optimize tileset for drawing"
Is that suppose to come up, Deon?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 09:11:33 pm
So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Fixed.

So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Rate of fire, recoil and gameplay balance perhaps.

Well, it's a very small modification.  I'll try it the realistic way for a while, see if it makes the MP5 overpowered.

I suppose the logical way to do it would be to take some arbitrary muzzle energy for each cartridge, and then look at how different guns modify that.

It's not really a big deal except for Pistols/SMGs which share the same rounds but have very different muzzle lengths...

That's basically how it works now.  Ammo has a damage rating, and different guns modify that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 01, 2011, 09:13:05 pm
So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Fixed.

So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Rate of fire, recoil and gameplay balance perhaps.

Well, it's a very small modification.  I'll try it the realistic way for a while, see if it makes the MP5 overpowered.

I suppose the logical way to do it would be to take some arbitrary muzzle energy for each cartridge, and then look at how different guns modify that.

It's not really a big deal except for Pistols/SMGs which share the same rounds but have very different muzzle lengths...

That's basically how it works now.  Ammo has a damage rating, and different guns modify that.

Did you actually use muzzle energy for the guns/cartridges or did you just wing it? So far it's seemed reasonable...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 01, 2011, 09:15:37 pm
So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Fixed.

So quick gun note Whales. The MP5 has a -1 damage modifier, while the glock 19 has a +1 damage modifier. This makes no sense. The Glock has a shorter barrel and uses the same ammunition, meaning that the muzzle velocity can only be lower than the MP5. The only way this would make sense would be if the MP5 came equipped with a silencer....

Rate of fire, recoil and gameplay balance perhaps.

Well, it's a very small modification.  I'll try it the realistic way for a while, see if it makes the MP5 overpowered.

I suppose the logical way to do it would be to take some arbitrary muzzle energy for each cartridge, and then look at how different guns modify that.

It's not really a big deal except for Pistols/SMGs which share the same rounds but have very different muzzle lengths...

That's basically how it works now.  Ammo has a damage rating, and different guns modify that.

Did you actually use muzzle energy for the guns/cartridges or did you just wing it? So far it's seemed reasonable...

I don't use muzzle energy, I'm not trying to simulate it on that level.  But I did consult energy levels, fragmentation and tumbling when picking damage levels for different kinds of ammo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 01, 2011, 09:20:10 pm
Have to say that tileset looks pretty good, though I will remain a 'purist' for now at least, which is strange considering I never play DF without one. Perhaps it has something to do with getting in on the action early hmm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 01, 2011, 10:48:35 pm
WEEEEE THANK YOU DEON THAT IS AMAZING!!!!!  8) damn it i'm back from hospital and first thing i do is play cataclysm, this is as good as morphine lol

edit: Deon can you post a link of the forum/thread or wherever we can refresh and notice new versions of your tilesets mod please?

edit: Whales, i've found a bug i think: Wearing a light jacket over anything puts torso encumbrance to 0, taking it off will put it back to normal. For example, my torso is 3 without wearing the light jacket, then i wear it over my clothes and it becomes 0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on August 02, 2011, 12:41:06 am
Wearing 20 purses does seem quite weird, though, theres only so many places you can hang one from!

I see no problem with this, as long as you get inventive. Just take a note from D&D (http://www.wizards.com/dnd/images/ph35_gallery/PHB35_PG51_WEB.jpg) or Final Fantasy. (http://static.tvtropes.org/pmwiki/pub/images/smallerlulu.png)

Yeah. They're belts, but the point still stands. Also, humor. Don't take me seriously.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 02, 2011, 02:34:37 am
"Couldn't optimize tileset for drawing"
Is that suppose to come up, Deon?
Yep but it has something to do with Cib's custom pdcurses. I notice no errors or slow drawing.

I've been wondering, what are the heart symbols on the tileset?

I think that they are pharmacies

That's probably the + symbols. Or not.
In that case, what are those?
It was 5 AM and I couldn't come up with a good symbol for a sportings good store. I will change them most likely.

WEEEEE THANK YOU DEON THAT IS AMAZING!!!!!  8) damn it i'm back from hospital and first thing i do is play cataclysm, this is as good as morphine lol

edit: Deon can you post a link of the forum/thread or wherever we can refresh and notice new versions of your tilesets mod please?

edit: Whales, i've found a bug i think: Wearing a light jacket over anything puts torso encumbrance to 0, taking it off will put it back to normal. For example, my torso is 3 without wearing the light jacket, then i wear it over my clothes and it becomes 0
You are welcome :).
I will make a new forum thread soon. I need to add more item sprites :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 02, 2011, 05:04:41 am
Make the sporting goods store a little football!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 02, 2011, 05:07:11 am
Make the sporting goods store a little football!

This man knows
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 02, 2011, 06:20:38 am
I don't wish to incriminate myself but I have first or second hand experience with most of the drug in Cataclysm, including withdrawals.

Oh boy, hope you make better use of my donation money.  :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 02, 2011, 06:29:08 am
Of course he'll make better use of it! He's not gotta waste it on repeats, he needs it so as to get out and explore so he can add MORE drugs to the game!

Actually, on that front, it would be interesting to have some other varieties of illicit drugs lying around occasionally. I could imagine LSD would be fun, and MDMA could allow you to ignore the effects of thirst for a while! ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 02, 2011, 07:07:57 am
*snip* I could imagine LSD would be fun *snip*

Yes, because having a bad trip while at the same time fighting off a fungaloid invasion is what my already quite short-lived survivors desperately need.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 02, 2011, 07:09:05 am
I'm having some difficulty with the interface. I'm in the tutorial, and I'm trying to take items from a display rack. "g" doesn't seem to do anything. "e" allows me to examine things, and I can see all of the items in the display case. A menu comes up, and I  press the letters which correspond to the various items. The symbol beside each changes from "-" to "+" which I assume means that I have picked up the item. I the press "ESC" to leave that menu. Upon checking my inventory, none of the items are there, and when I check the display case the items are still within it. I try to smash the display case, assuming it is locked or otherwise inaccessible; this produces a series of thumps. I feel like I'm missing something basic here, but I can't see it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 02, 2011, 07:14:46 am
I'm having some difficulty with the interface. I'm in the tutorial, and I'm trying to take items from a display rack. "g" doesn't seem to do anything. "e" allows me to examine things, and I can see all of the items in the display case. A menu comes up, and I  press the letters which correspond to the various items. The symbol beside each changes from "-" to "+" which I assume means that I have picked up the item. I the press "ESC" to leave that menu. Upon checking my inventory, none of the items are there, and when I check the display case the items are still within it. I try to smash the display case, assuming it is locked or otherwise inaccessible; this produces a series of thumps. I feel like I'm missing something basic here, but I can't see it.

You 'e'xamine a container, choose the items you want by pressing the corresponding letters and confirm the action by pressing 'enter'.


While indeed basic, the tutorial should be amended to explain this detail. Now chant with me boys and girls, one whale two whales three whales... !
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 02, 2011, 07:43:55 am
Ordokai, it would be like a way to trigger the skitzo condition!

Anyways, bug report:
Making meth just used up all 70 of my adderall D:
It said it only needed 5! Bastard!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 02, 2011, 07:54:29 am
My insomniac had to take 4 sleeping pills to go to sleep. Seems to have crashed....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 02, 2011, 09:18:29 am
I knew it was something ridiculously obvious! Thankyou.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 02, 2011, 09:28:50 am
I don't wish to incriminate myself but I have first or second hand experience with most of the drug in Cataclysm, including withdrawals.

Oh boy, hope you make better use of my donation money.  :o

Don't worry, I'm a grown-up now and out of that part of my life :P  All Cataclysm donation money is being reserved for game-related purchases (servers and whatnot).

Of course he'll make better use of it! He's not gotta waste it on repeats, he needs it so as to get out and explore so he can add MORE drugs to the game!

Actually, on that front, it would be interesting to have some other varieties of illicit drugs lying around occasionally. I could imagine LSD would be fun, and MDMA could allow you to ignore the effects of thirst for a while! ;)

Good calls!  I can just imagine the character running up and trying to hug zombies while on ecstasy.


I'm having some difficulty with the interface. I'm in the tutorial, and I'm trying to take items from a display rack. "g" doesn't seem to do anything. "e" allows me to examine things, and I can see all of the items in the display case. A menu comes up, and I  press the letters which correspond to the various items. The symbol beside each changes from "-" to "+" which I assume means that I have picked up the item. I the press "ESC" to leave that menu. Upon checking my inventory, none of the items are there, and when I check the display case the items are still within it. I try to smash the display case, assuming it is locked or otherwise inaccessible; this produces a series of thumps. I feel like I'm missing something basic here, but I can't see it.

You 'e'xamine a container, choose the items you want by pressing the corresponding letters and confirm the action by pressing 'enter'.


While indeed basic, the tutorial should be amended to explain this detail. Now chant with me boys and girls, one whale two whales three whales... !

... FIVE DOZEN WHALES!   8)
Indeed, I will update the tutorial to give explicit instructions for how it's done, but know that the Escape key is generally used to CANCEL whatever you're doing, not complete it.


Ordokai, it would be like a way to trigger the skitzo condition!

Anyways, bug report:
Making meth just used up all 70 of my adderall D:
It said it only needed 5! Bastard!

That isn't normal.  But on meth, it is. :P  I'll look into the bug, crafting needs some fixes anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 02, 2011, 10:36:30 am
I just spawned at a house on a road between towns. o.o There isn't another house for miles!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on August 02, 2011, 10:46:58 am
In My last game after 5 or 6 Save i have found a live npc... Pay it to go togheter and fight with is a horde of zombies.......


Please add the npc to the game
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 02, 2011, 10:48:32 am
In My last game after 5 or 6 Save i have found a live npc... Pay it to go togheter and fight with is a horde of zombies.......


Please add the npc to the game

You probably hit shift-g on accident.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 02, 2011, 10:53:54 am
I just spawned at a house on a road between towns. o.o There isn't another house for miles!

Looks like you got spawned in survivalist mode!

In My last game after 5 or 6 Save i have found a live npc... Pay it to go togheter and fight with is a horde of zombies.......


Please add the npc to the game

You probably hit shift-g on accident.

Yes probably.  If you really want to play with NPCs, it's not a big deal to hit shift-G to spawn one.  Just be forewarned, crashes abound.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 02, 2011, 11:01:02 am
I just spawned at a house on a road between towns. o.o There isn't another house for miles!

Look at it on the bright side. There shouldn't be many monsters and you can can sustain yourself with toilet water (I hope you picked poison resistance) and delicious rabbits.

...

Wish for a water purifier.
EDIT: And a hotplate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 02, 2011, 11:04:55 am
Why is there doors with wall tiles directly behind them? Now my guy is dead. :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 02, 2011, 11:29:00 am
Just downloaded this.

I started the tutorial. The first thing I do is pick up a lighter and blow myself up, burning down the tutorial room, by pumping gas and lighting it beside the gas pump. My second tutorial character found himself in a burning hell of smoke and flame. He burned to death while attempting to get out. My third tutorial character managed to escape, however all tutorial items were burnt up.

Is the tutorial room an actual place in the world? My third tutorial character was able to go outside and explore. He pummeled three zombies to death with his fists before the game crashed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 02, 2011, 11:32:55 am
It is indeed.
I think if you delete the "john_smith" items in the save folder it resets the tutorial room.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 02, 2011, 11:53:46 am
LOL GUYS i'M SO FAIL, i gathered an army of zombies and threw a coctail molotov i crafted at em, BUT I FORGOT TO SET IT ON FIRE XD i was all: Oshit run away
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 02, 2011, 11:55:47 am
Quote
Why is there doors with wall tiles directly behind them? Now my guy is dead. :/
Yes indeed, how HIGH do you EVEN have to BE to put a wall beyond a...
Nah, just kidding, they did it for the lulz. It turned out pretty funny, right? (Not to say the construction worker WASN'T high, mind you... maybe he's the reason we don't have any LSD yet?)

Also, Whales,
I apologize, but can't seem to duplicate the radio unload bug any longer. It may be that something you did fixed it, but perhaps I simply haven't triggered whatever condition is necessary... I was reproducing it fairly consistently before, but it may have been based on some bit of tweaked data somehow that was persistent through the tests. I WILL let you know as much of the details as I can if it happens again, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on August 02, 2011, 11:57:37 am
So mostly I play via SSH on windows. Two questions about that.

1) Is SSH version the most recently updated? Or would I need to recompile to get the latest benefits?
2) Is the world on SSH shared by all users of the server? That would explain why I see a bunch of corpses with funny names (and if so, thanks for dying with cool stuff on you everyone)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 02, 2011, 11:58:28 am
So mostly I play via SSH on windows. Two questions about that.

1) Is SSH version the most recently updated? Or would I need to recompile to get the latest benefits?
2) Is the world on SSH shared by all users of the server? That would explain why I see a bunch of corpses with funny names (and if so, thanks for dying with cool stuff on you everyone)
1) I think it was updated about 2 versions or so ago.
2) Yes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on August 02, 2011, 12:01:03 pm
Ey, thank ya. That's about what I figured.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 02, 2011, 12:05:09 pm
Quote
Why is there doors with wall tiles directly behind them? Now my guy is dead. :/
Maybe lightning storms/acid rain collapsed part of the roof to block the path :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 02, 2011, 12:07:19 pm
In sporting goods stores, I think that there should be many more sport related Items. Golf clubs, balls, and maybe a tent object would be nice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 02, 2011, 12:10:09 pm
In sporting goods stores, I think that there should be many more sport related Items. Golf clubs, balls, and maybe a tent object would be nice.

Balls? So we can kill zombies using basketballs? Oh yes please.
EDIT: Alt. HOME RUN!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 02, 2011, 12:10:41 pm
A tent would probably be doable in the next release, when Whales has implemented player made constructions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 02, 2011, 12:10:52 pm
It's been discussed, and I think we're all just waiting for someone to do it. Adding items is REALLY easy though, so if you want to slot in a whole bunch of items and their placement in Sporting goods stores (and for the balls, probably around parks too) I'm sure people would appreciate it.


Also, just stumbled across my first bar today! Good job Deon, it was pretty fun!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 02, 2011, 12:15:35 pm
Im on windows, and not really sure how to compile source. So I just use heads .exe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 02, 2011, 12:17:23 pm
Here's how, from our windows modders, which is most of them:
http://cataclysmff.zxq.net/SMF/index.php?topic=6.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 02, 2011, 12:17:31 pm
Hrm. Can you use potatoes to make vodka yet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 02, 2011, 12:24:07 pm
Wait, I remember someone saying "Crafting turrets". How.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nab McNabbers on August 02, 2011, 12:56:19 pm
About flashlights, did anyone ever have these problems:

Unloading Flashlights:
1) doesn't give batteries but .38 CB, or
2) crashes the game (unless you put them on the ground and save/load/pickup again)

@2 I read in this thread that this has happened before but wasn't reproducible.

Happened to me in vanilla and DLM.

I am getting flooded with those .38s and am annoyed about my big ammo stocks, while being too greedy to do burn them.  ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 02, 2011, 01:00:00 pm
Yeah that's been mentioned but it's sort of an on/off thing.

In the meantime, go find a slime pit, bring a .38 gun, lots of drugs and booze, and start shootin' away. Your skills will go up like crazy!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 02, 2011, 01:03:34 pm
When you die in your dreams, you die for real!  I was hallucinating while sleeping, and a zombie walked up to me. I just hit 5 repeatedly to wait for it to dissipate. Thats when I noticed that I was taking damage. Its fun trying to escape a horde at 3 am while having a schizophrenic hallucination. Fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on August 02, 2011, 01:10:28 pm
Wait, I remember someone saying "Crafting turrets". How.
Very high-level mechanics, I think. You can also craft manhacks, but I don't think either one of them work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 02, 2011, 01:30:16 pm
manhacks work, they just aren't terribly good
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 02, 2011, 01:36:19 pm
Here's how, from our windows modders, which is most of them:
http://cataclysmff.zxq.net/SMF/index.php?topic=6.0
Hehe, I'm not really a modder. Hell, I haven't done any programming in a year.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 02, 2011, 01:40:59 pm
Wait, I remember someone saying "Crafting turrets". How.
Very high-level mechanics, I think. You can also craft manhacks, but I don't think either one of them work.

Electronics, actually.  They both work, but manhacks perhaps die a bit quick.  I can't buff manhacks without also making hostile ones tougher; I'll either make the manhack craft easier, or make the player-crafted one a special manhack that's a bit tougher.


When you die in your dreams, you die for real!  I was hallucinating while sleeping, and a zombie walked up to me. I just hit 5 repeatedly to wait for it to dissipate. Thats when I noticed that I was taking damage. Its fun trying to escape a horde at 3 am while having a schizophrenic hallucination. Fun.

Hallucinated zombies can't hurt you, they'll just run up to you and stand there.  Must've been a real one!


Hrm. Can you use potatoes to make vodka yet?

Hah, no, but fermentation would be a great long-term craft.


In sporting goods stores, I think that there should be many more sport related Items. Golf clubs, balls, and maybe a tent object would be nice.

Golf clubs is a good idea.  Balls too, though they'd be largely useless.


Quote
Why is there doors with wall tiles directly behind them? Now my guy is dead. :/
Yes indeed, how HIGH do you EVEN have to BE to put a wall beyond a...
Nah, just kidding, they did it for the lulz. It turned out pretty funny, right? (Not to say the construction worker WASN'T high, mind you... maybe he's the reason we don't have any LSD yet?)

Also, Whales,
I apologize, but can't seem to duplicate the radio unload bug any longer. It may be that something you did fixed it, but perhaps I simply haven't triggered whatever condition is necessary... I was reproducing it fairly consistently before, but it may have been based on some bit of tweaked data somehow that was persistent through the tests. I WILL let you know as much of the details as I can if it happens again, though.

I hope I fixed it!  This seems to be one of those really really annoying bugs that are difficult to reliably reproduce, and thus very difficult to fix.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 02, 2011, 01:44:17 pm
Hrm. Can you use potatoes to make vodka yet?

Hah, no, but fermentation would be a great long-term craft.
Would you be able to use the current rotting code?
Make potato juice which "rots" into vodka?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 02, 2011, 02:07:35 pm
Vodka is distilled, not fermented. Rotten potatoes only give an awful stench
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 02, 2011, 02:11:38 pm
Vodka is distilled, not fermented. Rotten potatoes only give an awful stench

Well it's distilled FROM something, right?  Some kind of potato-based mash thing.  Making a still would be pretty awesome, you could make wine into port or something.

But yes, rotting code could potentially work.  I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 02, 2011, 02:23:08 pm
Hrm. Can you use potatoes to make vodka yet?

Hah, no, but fermentation would be a great long-term craft.
Would you be able to use the current rotting code?
Make potato juice which "rots" into vodka?
I didn't say rotten potatoes. and the word rots was in quotations marks because I was using it as a substitute for actual fermentation.
And the fermentation takes place while the potato mash is cooling down.

The distillation could use similar code. so basically step one converts it to cool potato mash, which is strained into potato juice which is distilled over several days into vodka.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kiktamo on August 02, 2011, 03:10:25 pm
Quick question do natural armor mutations such as Scales and Chitinous Armor stack?

Also I can't seem to use a crowbar on a door. I might be doing something wrong there though.

Anyway fermentation would be a great thing to have around make alcohol for morale or Molotov Cocktails it's a win/win.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 02, 2011, 03:12:16 pm
Quick question do natural armor mutations such as Scales and Chitinous Armor stack?

Also I can't seem to use a crowbar on a door. I might be doing something wrong there though.

Anyway fermentation would be a great thing to have around make alcohol for morale or Molotov Cocktails it's a win/win.
Of course, gas stations give you a near limitless supply except by containers of Molotovs anyways, so that comes in handy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 02, 2011, 03:20:12 pm
Also I can't seem to use a crowbar on a door. I might be doing something wrong there though.
(a)pply crowbar to door's direction. if it doesn't work, try again, it should eventually pry open. Haven't survived long enough to test lab doors, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kiktamo on August 02, 2011, 03:29:53 pm
Must be something with the tileset version then it keeps telling me "there's nothing to pry there" when I try using it on the doors to the bank.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 02, 2011, 03:35:37 pm
Must be something with the tileset version then it keeps telling me "there's nothing to pry there" when I try using it on the doors to the bank.
The vault doors or the front doors?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Twerty on August 02, 2011, 03:41:59 pm
Bank vault doors and laboratory front doors are unopenable via crowbar. The latter takes an ID, and I believe the former can only be opened via terrain destruction at the current time. Whales said that he's going to make them openable via computers when he overhauls the computers system.

Don't feel like you're missing out on much when it comes to banks, mostly all that's in there is gold bars, which are quite heavy and only useful for trading. And considering the current state of NPCs, they're currently worthless in every sense of the word.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 02, 2011, 03:43:34 pm
Bank vault doors and laboratory front doors are unopenable via crowbar. The latter takes an ID, and I believe the former can only be opened via terrain destruction at the current time. Whales said that he's going to make them openable via computers when he overhauls the computers system.
(http://img89.imageshack.us/img89/6168/slowpoke.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kiktamo on August 02, 2011, 03:49:02 pm
Must be something with the tileset version then it keeps telling me "there's nothing to pry there" when I try using it on the doors to the bank.
The vault doors or the front doors?
Front doors actually. My current character has found all of the computer skill books with the help of dead scientists and I figured some hacking would be nice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: h3lblad3 on August 02, 2011, 03:50:34 pm
Is there an actual wiki that I can plunge into head first instead of beat my head against the game repeatedly?
I found one, that claims that it isn't anymore.  And provides a link. That immediately 404s. So I dunno.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 02, 2011, 03:52:58 pm
Police station front and back doors seem immune to crowbars. And yes, the computer update was a few days ago.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 02, 2011, 03:54:44 pm
Is there an actual wiki that I can plunge into head first instead of beat my head against the game repeatedly?
I found one, that claims that it isn't anymore.  And provides a link. That immediately 404s. So I dunno.

Wait...you 404d? Your using internet explorer? And there is a wiki, but it's nowhere near complete
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 02, 2011, 03:56:01 pm
Must be something with the tileset version then it keeps telling me "there's nothing to pry there" when I try using it on the doors to the bank.
The vault doors or the front doors?
Front doors actually. My current character has found all of the computer skill books with the help of dead scientists and I figured some hacking would be nice.
I've found that alarmed doors cannot be  pried open despite of being wooden. It must be an oversight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 02, 2011, 03:56:18 pm
Is there an actual wiki that I can plunge into head first instead of beat my head against the game repeatedly?
I found one, that claims that it isn't anymore.  And provides a link. That immediately 404s. So I dunno.

http://whalesdev.com/wiki/index.php (http://whalesdev.com/wiki/index.php) - Seems fine to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: h3lblad3 on August 02, 2011, 04:03:35 pm
Thank you for that.  :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kiktamo on August 02, 2011, 04:06:03 pm
Must be something with the tileset version then it keeps telling me "there's nothing to pry there" when I try using it on the doors to the bank.
The vault doors or the front doors?
Front doors actually. My current character has found all of the computer skill books with the help of dead scientists and I figured some hacking would be nice.
I've found that alarmed doors cannot be  pried open despite of being wooden. It must be an oversight.
That's a shame thanks for the information. Guess I'll just try to find a lab to hack through or get ready to kill some eyebots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 02, 2011, 04:08:13 pm
I love my crossbow ;o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 02, 2011, 04:10:12 pm
Must be something with the tileset version then it keeps telling me "there's nothing to pry there" when I try using it on the doors to the bank.
The vault doors or the front doors?
Front doors actually. My current character has found all of the computer skill books with the help of dead scientists and I figured some hacking would be nice.
I've found that alarmed doors cannot be  pried open despite of being wooden. It must be an oversight.
That's a shame thanks for the information. Guess I'll just try to find a lab to hack through or get ready to kill some eyebots.
Eyebots are easy. Just don't let them get too close. They also can't open doors, so you could just trap them in a house.

I love my crossbow ;o
I love my nailgun ;u
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 02, 2011, 04:13:20 pm
Do nailguns actually work as real guns? That's so intense. I have got to do that sometime.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 02, 2011, 04:14:34 pm
Do nailguns actually work as real guns? That's so intense. I have got to do that sometime.
With a puny range and damage though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 02, 2011, 04:21:16 pm
What I want to see is some weapon mod (item) that has effect on the crossbow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 02, 2011, 04:22:19 pm
Flaming crossbow bolts?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 02, 2011, 04:23:34 pm
Must be something with the tileset version then it keeps telling me "there's nothing to pry there" when I try using it on the doors to the bank.
The vault doors or the front doors?
Front doors actually. My current character has found all of the computer skill books with the help of dead scientists and I figured some hacking would be nice.
I've found that alarmed doors cannot be  pried open despite of being wooden. It must be an oversight.

Derp.  Yes, that was an oversight--fixed now, thank you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 02, 2011, 04:31:29 pm
Where to get the tileset version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jimlad11 on August 02, 2011, 04:31:34 pm
Just posting to follow this thread, and to say what an awesome game this is. I have only played the tutorial though, and am currently reading the manual before plunging into it  :D Wish me luck!

Death or Glory!   
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 02, 2011, 04:32:52 pm
Just posting to follow this thread, and to say what an awesome game this is. I have only played the tutorial though, and am currently reading the manual before plunging into it  :D Wish me luck!

Death or Glory!

Good luck, also no need for manual the best training is field trip and dying many times, lol at least that worked for me...then i figured out which builds i liked playing the most and forged a character
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 02, 2011, 04:42:43 pm
So after countless bloody deaths I've finally lived long enough to find both hammer and nails. I've boarded up a house on the outskirts of town and wanted to know what kind of protection boarded up windows provide. How much longer does it take a zombie to breach a boarded up window compared to regular windows and if zombies have no line of sight to me through the windows can they still detect me?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 02, 2011, 04:43:05 pm
Where to get the tileset version?
http://www.mediafire.com/download.php?px0ca5c1cckpi9h

Check this thread for the updates: http://cataclysmff.zxq.net/SMF/index.php?topic=117.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 02, 2011, 04:49:43 pm
So after countless bloody deaths I've finally lived long enough to find both hammer and nails. I've boarded up a house on the outskirts of town and wanted to know what kind of protection boarded up windows provide. How much longer does it take a zombie to breach a boarded up window compared to regular windows and if zombies have no line of sight to me through the windows can they still detect me?
You'll leave a scent trail, so the best way to be safe of zombies is to set a bunch of tainted meat (from butchering) out a good deal of spaces from your house (3 works) and light it on fire.
It'll generate smoke which erases your scent where it is, and make it harder for zombies to detect you. Don't worry to much about smoke, so long as you're stepping in the light smoke only, and even so it takes medium smoke a few turns of inhaling to incur the smoke penalty. Heavy smoke will incur it much faster though, but it only really ever appears right next to the fire.
Also, try not to set your house on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 02, 2011, 04:51:06 pm
So after countless bloody deaths I've finally lived long enough to find both hammer and nails. I've boarded up a house on the outskirts of town and wanted to know what kind of protection boarded up windows provide. How much longer does it take a zombie to breach a boarded up window compared to regular windows and if zombies have no line of sight to me through the windows can they still detect me?

It takes zombies ages to get through boarded-up windows.  Scent will not permeate them, either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 02, 2011, 05:00:43 pm
So after countless bloody deaths I've finally lived long enough to find both hammer and nails. I've boarded up a house on the outskirts of town and wanted to know what kind of protection boarded up windows provide. How much longer does it take a zombie to breach a boarded up window compared to regular windows and if zombies have no line of sight to me through the windows can they still detect me?

It takes zombies ages to get through boarded-up windows.  Scent will not permeate them, either.

Does scent permeate regular walls or doors?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 02, 2011, 05:03:10 pm
Derail, yes, but...

MoM, your avatar was bothering me. And the thing that was bothering me was that it wasn't animated. So I fixed it, heh.
(http://i812.photobucket.com/albums/zz49/glyphgryph/02b01ani.gif)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dishwater on August 02, 2011, 05:04:36 pm
I enter a lab with my uh person first time in one. I go downstairs and I'm In ant tunnels.3 scientists zombie things attack me they drop acid? But died easily ok I thought but then 2 more came and unleashed manhacks I killed them with the wood axe. I traveled the tunnels for 2 days looking for a way out surviving on random ant loot. After one shoting ants I came to the subway and got killed by a soldier ant (sad face).

On another visit to another lab with another guy I went down the stairs and It looked like a lab this time . I explored the rooms and dodged multiple turrets. Then in a lone room somewhere I found a mininuke I was like " huh a mininuke 'a'pply 'tick tick' OH SHIT 't'hrow , run , explosion , and dead" ..  I was injured beforehand and it was like 3 ticks per 'turn'. Yay for phone posting.
I wish I had a screenshot ::)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 02, 2011, 05:20:59 pm
Derail, yes, but...

MoM, your avatar was bothering me. And the thing that was bothering me was that it wasn't animated. So I fixed it, heh.
Spoiler (click to show/hide)
Actually
(http://www.img.ie/images/c8952.gif) (http://www.img.ie/)

I chose not to use that version cuz it doesn't look as good when shrunk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: h3lblad3 on August 02, 2011, 05:49:57 pm
So according to PlumpHelmetPunk, who did a let's play deal on this back on the 10th of July, NPCs were temporarily removed.

As it appears this is still the case, is there any reason to be wary of owned items?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 02, 2011, 05:50:16 pm
Nope.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Twerty on August 02, 2011, 05:52:27 pm
Bank vault doors and laboratory front doors are unopenable via crowbar. The latter takes an ID, and I believe the former can only be opened via terrain destruction at the current time. Whales said that he's going to make them openable via computers when he overhauls the computers system.
SLOWPOKE

I'm guessing your rather unhelpful implication is that Whales already added it in. Must have missed it when I was looking through the github changelog, and I haven't played for a few weeks. I apologize.

Guess that means it's time for me to start playing again, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 02, 2011, 06:20:09 pm
So according to PlumpHelmetPunk, who did a let's play deal on this back on the 10th of July, NPCs were temporarily removed.

As it appears this is still the case, is there any reason to be wary of owned items?

Only the fact that picking them up is a source of easy items that isn't intended, so it's kind of cheating.
Bank vault doors and laboratory front doors are unopenable via crowbar. The latter takes an ID, and I believe the former can only be opened via terrain destruction at the current time. Whales said that he's going to make them openable via computers when he overhauls the computers system.
SLOWPOKE

I'm guessing your rather unhelpful implication is that Whales already added it in. Must have missed it when I was looking through the github changelog, and I haven't played for a few weeks. I apologize.

Guess that means it's time for me to start playing again, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: h3lblad3 on August 02, 2011, 06:35:22 pm
So according to PlumpHelmetPunk, who did a let's play deal on this back on the 10th of July, NPCs were temporarily removed.

As it appears this is still the case, is there any reason to be wary of owned items?

Only the fact that picking them up is a source of easy items that isn't intended, so it's kind of cheating.
How do I know they didn't all move on/die already?  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 02, 2011, 06:37:29 pm
So according to PlumpHelmetPunk, who did a let's play deal on this back on the 10th of July, NPCs were temporarily removed.

As it appears this is still the case, is there any reason to be wary of owned items?

Only the fact that picking them up is a source of easy items that isn't intended, so it's kind of cheating.
How do I know they didn't all move on/die already?  ;D
The lack of signs of a struggle (dead bodies, etc), and the fact that everything is still there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: h3lblad3 on August 02, 2011, 06:42:06 pm
Ahah, but there are dead bodies! Unrelated, but they do exist! Between the place and the town...
Picked up a few CBMs and near killed myself trying to install one.  8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 02, 2011, 06:44:16 pm
Ahah, but there are dead bodies! Unrelated, but they do exist! Between the place and the town...
Picked up a few CBMs and near killed myself trying to install one.  8)

Self-administered surgical procedure is generally ill-advised.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: h3lblad3 on August 02, 2011, 06:49:05 pm
That's funny, I thought my in-home liposuction treatment went over well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 02, 2011, 06:52:01 pm
Will sleeping in a bed ever confer any kind of advantage over sleeping on the ground? Something like a decent moral boost would be nice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on August 02, 2011, 06:53:00 pm
Will sleeping in a bed ever confer any kind of advantage over sleeping on the ground? Something like a decent moral boost would be nice.
Its easier to fall asleep on a bed than on the ground.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 02, 2011, 07:11:01 pm
I have gone past my previous issues and things are going ok. I found a massive stash of methamphetamine in a house, and now using it is my default action.

Failing to run away from mosquitoes? Methamphetamine!
Losing a fight? Methamphetamine!
Reading a book? Methamphetamine!
I am aware I am probably already addicted, but I don't usually live long enough to run out of drugs, and I have a truly massive quantity at the moment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 02, 2011, 07:19:47 pm
So. . . . .question, why in the hell did a hulk spawn in my damn base ment and commence to beat the shit out of me? I killed it with a smg, but I was just waiting, and then BAM! He was there. . .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on August 02, 2011, 07:44:33 pm
So. . . . .question, why in the hell did a hulk spawn in my damn base ment and commence to beat the shit out of me? I killed it with a smg, but I was just waiting, and then BAM! He was there. . .
Probably for the same reason a flying polyp spawned in mine, through the walls.

Really, really bad luck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Red on August 02, 2011, 08:00:35 pm
So. . . . .question, why in the hell did a hulk spawn in my damn base ment and commence to beat the shit out of me? I killed it with a smg, but I was just waiting, and then BAM! He was there. . .
Probably for the same reason a flying polyp spawned in mine, through the walls.

Really, really bad luck.

I once had a turret spawn in the middle of my house as soon as I started.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 02, 2011, 08:04:25 pm
Turrets are bullshit. TURRET-PEW PEW PEW PEW, 5 TURRETS. You are dead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 02, 2011, 08:07:46 pm
Where the fuck did you find 5 turrets together?

Nevermind, even those are easily killed. Just don't get close.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 02, 2011, 08:13:08 pm
I once died on turn 3 because there was a giant wasp stinging me on the very first turn when I spawned. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 02, 2011, 08:24:19 pm
Where the fuck did you find 5 turrets together?

Nevermind, even those are easily killed. Just don't get close.

Turrets in the Lab/Sewer interface suck. You're down there with a flashlight and they start shooting before they're in your vision.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 02, 2011, 08:35:59 pm
Where the fuck did you find 5 turrets together?

Nevermind, even those are easily killed. Just don't get close.

Turrets in the Lab/Sewer interface suck. You're down there with a flashlight and they start shooting before they're in your vision.

I don't really frequent the sewers, so I wouldn't know. However, all turrets in the labs are in rooms, right off the corridor.
I've never found a turret actually far.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 02, 2011, 08:36:10 pm
wtf don't go in a lab without a grenade, or something like pipe bomb that useful against turrets  :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 02, 2011, 08:38:36 pm
wtf don't go in a lab without a grenade, or something like pipe bomb that useful against turrets  :o

You can handle them with a pistol...Just open doors like you learned how to in DoomRL (i.e. diagonally), and back off to let recoil dissipate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 02, 2011, 09:05:03 pm
What you need is good accuracy and armor-piercing rounds. Turrets have low health, but are well armored.
In fact, they have even more armor than hulks.

So it's easy to one-shot them if you pierce their armor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sir Moops on August 03, 2011, 12:17:45 am
I just chuck some of my vast horde of explosives that I seem to accumulate while I play this game at the turrets. Its always worked out well for me.

Turrets are bullshit. TURRET-PEW PEW PEW PEW, 5 TURRETS. You are dead.

Well of course they are bullshit, you are the scout. You can't just run past them and scattergun them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 01:44:17 am
Turrets are bullshit. TURRET-PEW PEW PEW PEW, 5 TURRETS. You are dead.

Well of course they are bullshit, you are the scout. You can't just run past them and scattergun them.

You're right, we need some Bonk! ingame. Heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 01:58:38 am
Catfood always tastes better with vodka. I have most of thd food from the small town I started in, I have 2 smgs and a shitton of crafting skills, Ive cracked the two banks to get purifier, and Im generally still kicking ass on day 9. I also fire bombed a wasps nest. Next stop, that bee hive out in the middle of Futt Bucked Nowhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 03, 2011, 02:48:18 am
I have an internal toolkit (bionics) nails and two-by-fours, but I don't know how to board up doors and windows. Help, anyone?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 02:52:23 am
I have an internal toolkit (bionics) nails and two-by-fours, but I don't know how to board up doors and windows. Help, anyone?
'a'pply hammer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 03, 2011, 02:52:56 am
I have an internal toolkit (bionics) nails and two-by-fours, but I don't know how to board up doors and windows. Help, anyone?
You need an actual hammer, then "a"pply the hammer.

I've brought up the issue before as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 03, 2011, 03:02:40 am
Maybe implement it as a weightless, volume-less item that can't be dropped? It doesn't matter terribly, as I figured it out myself and scrounged up a hammer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 06:58:32 am
Maybe implement it as a weightless, volume-less item that can't be dropped? It doesn't matter terribly, as I figured it out myself and scrounged up a hammer.
That would be permanantly reducing your carry capacity by 1 though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 03, 2011, 08:09:11 am
Do silencers totally negate the sound of gunshots or are they like real silencers and just tone down the sound?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 08:09:47 am
Do silencers totally negate the sound of gunshots or are they like real silencers and just tone down the sound?
They tone it down enough to not attract a horde for each shot you make.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 03, 2011, 08:15:23 am
Do silencers totally negate the sound of gunshots or are they like real silencers and just tone down the sound?
They tone it down enough to not attract a horde for each shot you make.

More specifically, gunshots will still attract the attention of nearby zombies, but the sound isn't lound enough to alter the spawn counter (normally loud noises cause zombies to spawn faster).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on August 03, 2011, 08:28:37 am
At what level of electronics (or mechanics) you are able to create your own turret? Will gunfire from that turret(s) attract zombie horde? And a question about manhacks - are they viable at killing zombies or are as fragile as "wildlife" manhacks?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 03, 2011, 08:34:23 am
At what level of electronics (or mechanics) you are able to create your own turret? Will gunfire from that turret(s) attract zombie horde? And a question about manhacks - are they viable at killing zombies or are as fragile as "wildlife" manhacks?

You need atleast skill seven in elctronics and some computers to make a turret. I haven't made a turret in the latest version (where they work), so I can't answer the second question.  Manhacks are currently a little underpowered at killing zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 03, 2011, 08:35:07 am
Maybe implement it as a weightless, volume-less item that can't be dropped? It doesn't matter terribly, as I figured it out myself and scrounged up a hammer.
That would be permanantly reducing your carry capacity by 1 though.
ACtually, my theory on how to implement it was just turn it into an active bionic that brings up a list of tools you can activate. The problem is it is already an incredibly powerful bionic and that would just make it essential.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 08:41:48 am
Not really.
Hell, you should be able to barricade doors and windows using a rock if you wanted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 03, 2011, 08:46:08 am
Maybe implement it as a weightless, volume-less item that can't be dropped? It doesn't matter terribly, as I figured it out myself and scrounged up a hammer.
That would be permanantly reducing your carry capacity by 1 though.
ACtually, my theory on how to implement it was just turn it into an active bionic that brings up a list of tools you can activate. The problem is it is already an incredibly powerful bionic and that would just make it essential.

It's only powerful becuase a) it lets you use tools which require charges and b) the updated crafting (which checks you surroundings for tools) isn't in yet. Right now most crafting tool aren't terribly hard to find, but carrying them around is a pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 03, 2011, 09:35:12 am
Is there any way to increase ones stats? I've got all these fancy skill books but I'm missing one point of intelligence so they're rather worthless at the moment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 09:36:55 am
Is there any way to increase ones stats? I've got all these fancy skill books but I'm missing one point of intelligence so they're rather worthless at the moment.
Taking most stims will raise intelligence I think.
Try caffiene pills or cola.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 03, 2011, 09:57:19 am
Is there any way to increase ones stats? I've got all these fancy skill books but I'm missing one point of intelligence so they're rather worthless at the moment.
Taking most stims will raise intelligence I think.
Try caffiene pills or cola.

Is there anything more permanent?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 10:03:27 am
Drinking purifier with no mutations to get rid of
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 03, 2011, 10:15:24 am
Quote
More specifically, gunshots will still attract the attention of nearby zombies, but the sound isn't lound enough to alter the spawn counter (normally loud noises cause zombies to spawn faster).
This actually depends on the gun being silenced - many of the weapons are still quite capable of being pretty loud even after being silenced, but won't effect the spawn count as much (I believe, anyways)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 03, 2011, 10:20:38 am
The larger the caliber, the louder the noise. A good general rule of thumb. .22's are nearly silent, even without a silencer, while .45's are a bit louder and need a silencer, up to shotguns which are incredibly loud regardless if you have a silencer, which don't even exist in vanilla Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 03, 2011, 10:36:47 am
All the bats are wooden? Maybe add some metal ones in? Maybe a little more damage?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 03, 2011, 10:37:35 am
All the bats are wooden? Maybe add some metal ones in? Maybe a little more damage?

Higher damage but less to-hit bonus since its harder to wield, and possibly a slight sound emitted upon the sickening metallic crack of undead skull matter ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 03, 2011, 10:39:04 am
All the bats are wooden? Maybe add some metal ones in? Maybe a little more damage?

Wouldn't an aluminum bat deal less damage?  I'm not sure, I'll have to check into my warehouse of test zombies and try one out.

At the very least, their reduced weight would make them swing faster.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on August 03, 2011, 10:40:22 am
How do I stop it spamming me with messages about run being turned on whenever I encounter a monster?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 03, 2011, 10:43:16 am
push !
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 03, 2011, 10:58:03 am
All the bats are wooden? Maybe add some metal ones in? Maybe a little more damage?

Wouldn't an aluminum bat deal less damage?  I'm not sure, I'll have to check into my warehouse of test zombies and try one out.

At the very least, their reduced weight would make them swing faster.
In my experience, wood bats just weigh more. Metal bats are harder, weigh less, and hurt more. They tend to deform though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 03, 2011, 11:32:27 am
All the bats are wooden? Maybe add some metal ones in? Maybe a little more damage?

Wouldn't an aluminum bat deal less damage?  I'm not sure, I'll have to check into my warehouse of test zombies and try one out.

At the very least, their reduced weight would make them swing faster.
In my experience, wood bats just weigh more. Metal bats are harder, weigh less, and hurt more. They tend to deform though.

Is item damage though use a planned feature? Because that would be a great way of differntiating Wooden bats from metal bats from golf clubs...

Also, hammers are currently the best melee weapon imo. Possibly to the point of being broken. Once you get 2-3 skill in bashing and melee you deal 30+ damage a hit and stun zombies...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 03, 2011, 11:42:44 am
What?

What about machetes? once you get 2-3 skill, you one hit everything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 03, 2011, 11:53:22 am
One-shotting normal zombies is the norm for a moderately-skilled character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 11:53:43 am
So whales, since you nerfed the xp system, are you still going to implement the boost/artifact system?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on August 03, 2011, 11:57:39 am
How do I open manhole covers?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 11:59:00 am
Wit a crowbar.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 03, 2011, 11:59:28 am
The XP system isn't nerfed, just balanced. You can still get up to having 1000's of XP, it's just a bit harder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 12:02:47 pm
Oh, I thought he said he nerfed it. Any ways, when is the boost system planned?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 03, 2011, 12:15:30 pm
Aluminium bats generally tend to have less weight and less kinetic force. Easier to wield the metal ones are no doubt, though not sure on how the different materials act under contact surface conditions for a blow to a meaty body, how much of the force is actually transmitted to the target and how, could go either way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on August 03, 2011, 12:27:57 pm
Are the walled of cities supposed to be devoid of NPCs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 03, 2011, 12:28:20 pm
No NPCs in-game at the moment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 03, 2011, 12:29:39 pm
Were they removed in the last version? In the previous version (about the week ago) there were NPCs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 03, 2011, 12:36:03 pm
NPCs spawn when you first play but they disappear when you save/load. The NPCs are buggy as hell so they're out of the game for now. You can spawn them with Shift+D(G?), so you make have spawned some by accident at some point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 12:41:00 pm
I always generate a couple of NPCs for the lulz.

"Im going to go and get that 2x4"
*sees zombie and runs away*
"OHMYGODOHMYGOD did you see that fucking zombie!!"

Then I kill them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 03, 2011, 12:48:04 pm
Is there a way to mod the chances of getting mutations? And changing the chance the Genes trait thing gives you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on August 03, 2011, 12:48:12 pm
Did factions ever work?

Thanks for the answers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 03, 2011, 01:02:31 pm
Just another random suggestion here.

Not that I'm looking to turn the game into Diablo or anything, but are modifiers considered being added to weapons? It might be kinda neat to have like..a rusty crowbar, or a precision-made Five-Seven that would provide slight advantages/disadvantages. Wouldn't need to be anything huge, but it might add a little more variety.

I'm also quite curious about permanent attribute upgrades- besides purifier, is there ever a plan to implement something else? I like the idea of incorporating XP into that, or hell, do something like rogue survivor and every few days that you survive you get some kind of small bonus.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 01:29:52 pm
Thats part of what I meant by xp boosts. Improving attributes or being able to take good traits could be possible, as well as things like adrenaline boosts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 03, 2011, 01:32:29 pm
Just another random suggestion here.

Not that I'm looking to turn the game into Diablo or anything, but are modifiers considered being added to weapons? It might be kinda neat to have like..a rusty crowbar, or a precision-made Five-Seven that would provide slight advantages/disadvantages. Wouldn't need to be anything huge, but it might add a little more variety.

I'm also quite curious about permanent attribute upgrades- besides purifier, is there ever a plan to implement something else? I like the idea of incorporating XP into that, or hell, do something like rogue survivor and every few days that you survive you get some kind of small bonus.

For a long time, I've been toying with the idea of a nethack-like stat system, where using stats exercises them, promoting long-term increases--carrying lots of weight for Strength, reading a lot for Intelligence, etc.  But then I realized that this could just turn into grindy behavior (in nethack, a common "strategy" is to push a boulder back and forth for hours so that your Strength increases; yaaaawn).  So putting 5,000 XP into stats might permit a permanent increase of 1.
Mutagen can also boost (or reduce) your stats permanently.  Purifier's ability to do so will either be removed or nerfed to a 1-in-10 chance; as it is, it seems like players are using Purifier mostly for the stat boost, and not to attempt to remove mutations.


Did factions ever work?

Thanks for the answers.

They work and are generated (hit # to see the existing ones), but are almost entirely unused in the game.



Is there a way to mod the chances of getting mutations? And changing the chance the Genes trait thing gives you?

player::mutate() in player.cpp
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 03, 2011, 01:33:53 pm
Radio isn't useful ATM either, right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 03, 2011, 01:37:01 pm
Radio isn't useful ATM either, right?

Not unless you like reading "This is the debug radio message"!

Two-way radios ARE useful.  The game (for debug purposes) starts you off as a legendary hero of all existing factions, and as such they'll be happy to send a squad to help you if you use the two-way radio.  It'll generally take 30-60 minutes for the help to show up, and, y'know, bugs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 01:42:34 pm
I finally registred an account on the fan forums, gonna be posting there now ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 03, 2011, 01:42:48 pm
I honestly like all of those ideas, Whales. :)  Personally, I almost feel like if people want to take the time to do boring grinding behavior like that, it's their option to do so. It would be anice way to increase survival potentially in the long run, and might promote other activities to do if you need to kill time and don't have a book to read. I'd find it akin to lifting weights or something if you had nothing else to do- keeping all your senses in check.

You could always make it an option at startup too, perhaps?

Also, with the outposts I occasionally see- obviously they're not really anything at the moment, but are you planning on implementing things like NPC shops, quests, etc.? That would be pretty damn sweet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 03, 2011, 01:51:31 pm
WAIT you mean two-way radios do have an use like, now? I think I got one nearby, got to try that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 03, 2011, 01:52:13 pm
I honestly like all of those ideas, Whales. :)  Personally, I almost feel like if people want to take the time to do boring grinding behavior like that, it's their option to do so. It would be anice way to increase survival potentially in the long run, and might promote other activities to do if you need to kill time and don't have a book to read. I'd find it akin to lifting weights or something if you had nothing else to do- keeping all your senses in check.

You could always make it an option at startup too, perhaps?

Also, with the outposts I occasionally see- obviously they're not really anything at the moment, but are you planning on implementing things like NPC shops, quests, etc.? That would be pretty damn sweet.

Well, the issue arises when optimal gameplay is boring gameplay.  This is a problem that plagues things like WoW, Pokemon, etc.  I really want to avoid optimal gameplay and boring gameplay overlapping more than just a tiny bit.

Lifting weights is something I'm open to--some long-term action that requires no input on the player's part, just eats up time to let them do something useful.

And yes, those outputs are NPC camps, with shops, clinics, quests, etc. all planned.  Though as has been discussed elsewhere, they're very artificial-feeling and doesn't fit with the setting; they will probably be removed wholesale, and NPCs will instead decide to settle down in abandoned malls, airports, prisons, etc. rather than building a small town so incredibly quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 03, 2011, 01:59:55 pm
That makes sense. I can imagine it's very difficult to balance all of those factors together. I think I'm just very used to grindy stuff in games, but I can see it removing some of the tension when a game turns from "I must survive!" to "Gotta read more books!".

That's really cool to hear about the outposts. The idea of shops and quests and a somewhat safer area like that (At least, I would imagine with walls and NPCs and whatnot it would be a bit safer) is really awesome. It almost reminds of Metro 2033 in a way. Would be neat to have people set up shop in the sewers or abandoned buildings like you said.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 03, 2011, 02:02:56 pm
Defect: Muscle addiction. Must spend at least 2 hours a day using weight equipment, or suffer morale penalties.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 02:04:34 pm
I cant wait for malls. I. MUST. HAVE. THEM. NOW.

But seriously, when all is finished, this game is going to way better than it even is now! /obvious

Just imagine selling an artifact that you spent 15000 xp on to buy out an entire npc settlement. . . .or slaughter them with said artifact, that could always work as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 03, 2011, 02:08:02 pm
I cant wait for malls. I. MUST. HAVE. THEM. NOW.

But seriously, when all is finished, this game is going to way better than it even is now! /obvious

Just imagine selling an artifact that you spent 15000 xp on to buy out an entire npc settlement. . . .or slaughter them with said artifact, that could always work as well.
But what if the artifact isn't worth enough to buy the town?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 02:09:51 pm
Then thats where the slaughtering comes in.

BEWARE ORGANGUTS THE EVICERATED PIPE RIFLE. ALL SHALL FEEL ITS WRATH.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 03, 2011, 02:13:42 pm
Then thats where the slaughtering comes in.

BEWARE ORGANGUTS THE EVICERATED PIPE RIFLE. ALL SHALL FEEL ITS WRATH.
But if its something like a artifact sledgehammer and they still have guns?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 03, 2011, 02:15:37 pm
Well then, guess who's fucked? :P
Alternatively, molotovs. Lots and lots of molotovs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 03, 2011, 02:16:48 pm
molotovs. Lots and lots of molotovs.
Artifact molotov launcher? ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on August 03, 2011, 02:20:35 pm
Artifact fuels. This is a blood oil.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 03, 2011, 02:37:41 pm
...I'm a retard. What should I use to compile it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on August 03, 2011, 02:39:24 pm
...I'm a retard. What should I use to compile it?
Go on the forums, and look for the tutorial.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: h3lblad3 on August 03, 2011, 03:28:47 pm
Is there any way to just "put" an item somewhere?  For example, into the refrigerator?

I really don't want to have to drop it all and clutter up the floorspace.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 03, 2011, 03:31:15 pm
Shift+D and then select the direction to place it at. :) Its a new feature!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nab McNabbers on August 03, 2011, 04:01:43 pm
Well, the issue arises when optimal gameplay is boring gameplay.  This is a problem that plagues things like WoW, Pokemon, etc.  I really want to avoid optimal gameplay and boring gameplay overlapping more than just a tiny bit.

Well ... then maybe you should implement a schedule where i can enter "drink 2 whiskey, smoke 2 cigarettes, smoke 2 marijuna every 2 hours". I really have to work to get those bottles, bags and boxes empty. ;)

[EDIT] ... you might want to reduce booze charges, btw. [/EDIT]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 04:05:19 pm
You know that bee nest I was talking about? I raided that and got a back pack full of honey combs. Oh, and then I went straight back to the wasps nest, finished the last of em off, and tore down all of the paper walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 03, 2011, 04:31:20 pm
btw has the in-game manual been updated with the new directional drop command ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 04:42:25 pm
Oh yeah, has the item re lettering system been implemented yet? You know, with the = key.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 03, 2011, 04:47:34 pm
Oh yeah, has the item re lettering system been implemented yet? You know, with the = key.

Yes, forgot to add it to in-game help though, will do so.


btw has the in-game manual been updated with the new directional drop command ?

Yes, albeit a bit messily.  I really want to have only 1 page of commands to avoid overwhelming new players, but it's getting a bit cluttered.


Well, the issue arises when optimal gameplay is boring gameplay.  This is a problem that plagues things like WoW, Pokemon, etc.  I really want to avoid optimal gameplay and boring gameplay overlapping more than just a tiny bit.

Well ... then maybe you should implement a schedule where i can enter "drink 2 whiskey, smoke 2 cigarettes, smoke 2 marijuna every 2 hours". I really have to work to get those bottles, bags and boxes empty. ;)

[EDIT] ... you might want to reduce booze charges, btw. [/EDIT]

I'm working on overhauling the morale system so that it's not such a pain to manage.  You're right, as it is it's basically about using a comestible twice, waiting for half its morale bonus to go away, using it once, repeat repeat--an annoying chore.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 03, 2011, 04:53:00 pm
[EDIT] ... you might want to reduce booze charges, btw. [/EDIT]
This. I mean, you can get like 20 drinks out of one bottle. Well, you wouldn't drink the whole bottle at once, obviously, but 20? That's kind of a lot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 03, 2011, 05:05:34 pm
Especially when it only takes two to qualify as drunk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 03, 2011, 05:08:33 pm
Fun. I started a character with Asthmatic, Bad Back, and Near Sighted. Used the points to get Quick, Robust Genetics, and Fleet Footed, plus an extra stat point (15 int, im a crippled genius).

I start outside a house with a locked door. I bash it down and go inside. Find various junk, and a basement. Go in basement and look around (no flashlight yet so I have to use the 1 tile radius to explore the place). Turns out the basement is some kind of lab or something. On the counter I find all sorts of chemicals, including a purifier and a mutagen. I drink the purifier, which removes ALL THREE of my negative starting picks. I drink the mutagen and get infrared vision, which apparently allows me to see living things through walls as red ?s.

Interesting start :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 03, 2011, 05:11:27 pm
Fun. I started a character with Asthmatic, Bad Back, and Near Sighted. Used the points to get Quick, Robust Genetics, and Fleet Footed, plus an extra stat point (15 int, im a crippled genius).

I start outside a house with a locked door. I bash it down and go inside. Find various junk, and a basement. Go in basement and look around (no flashlight yet so I have to use the 1 tile radius to explore the place). Turns out the basement is some kind of lab or something. On the counter I find all sorts of chemicals, including a purifier and a mutagen. I drink the purifier, which removes ALL THREE of my negative starting picks. I drink the mutagen and get infrared vision, which apparently allows me to see living things through walls as red ?s.

Interesting start :D

I believe you stepped on a Leprechaun on your way into the basement xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 03, 2011, 05:28:51 pm
aHey guys i've found goo canisters and i have no idea what to do with those, i found em in a bank vault cause i trained my computer skilll my char is a hacker survivalist
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 03, 2011, 05:29:56 pm
Goo canister spreads goo pits and spawns a friendly goo monster who defends you. It dies pretty quickly though, I usually just carry it around as a decoy for when I'm low on health and getting chased by a horde.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 03, 2011, 05:33:44 pm
Do i apply it?

Edit: or do i throw it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 03, 2011, 05:46:54 pm
Im in a science laband when i press 2 to download map data on a console, nothinghappens...bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 05:50:53 pm
Do i apply it?

Edit: or do i throw it?
'a'pply it.

And yeah, they're awesome. While weak, they're fast and as such great for hunting trips, as they'll quickly kill any squirrels and rabbits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 05:52:32 pm
Do i apply it?

Edit: or do i throw it?
'a'pply it.

And yeah, they're awesome. While weak, they're fast and as such great for hunting trips, as they'll quickly kill any squirrels and rabbits.
I think it's much more satisfying to fling scissors at small animals to kill them when hunting.
Just because I like the idea of slinging scissors at things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 03, 2011, 06:16:41 pm
Im in a science laband when i press 2 to download map data on a console, nothinghappens...bug?
It's for the surface. Go back up and you'll find that your map has been greatly expanded!... unless you did the debug thing where you can see the whole world.
Do i apply it?

Edit: or do i throw it?
'a'pply it.

And yeah, they're awesome. While weak, they're fast and as such great for hunting trips, as they'll quickly kill any squirrels and rabbits.
I think it's much more satisfying to fling scissors at small animals to kill them when hunting.
Just because I like the idea of slinging scissors at things.
I just throw rocks. I think I'm too grounded in mundane throwing weapons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 06:18:33 pm
I wish we could throw 1 item at a time. For now, when you throw crossbow bolts, the char just flings the whole stack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 06:19:56 pm
Yeah, but that'd probably require a rework of the way ammo works right now would it not?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 06:26:24 pm
Yeah, but that'd probably require a rework of the way ammo works right now would it not?
Nah, just a rework of throwing. It'd just need to look if the item is a stack, take one item from stack and throw that.
It'd have no effect on how ammo works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 09:16:51 pm
A quick question for, well, everyone here.

Which zombies do you think looks better?

Pale grey ones ...
(http://i.imgur.com/YY5T5l.jpg) (http://i.imgur.com/YY5T5.jpg)
... or green (could be paler) ones?
(http://i.imgur.com/BoBv6l.jpg) (http://i.imgur.com/BoBv6.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 03, 2011, 09:25:29 pm
I like... both, actually. Maybe you could use the grey ones for zombie necromancers or something and the green ones for regular zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 09:25:39 pm
So how does renaming work right now any ways? Do i press = while wielding or in the inventory screen or what.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 09:27:52 pm
Just hit =
It will prompt you to choose the letter of the object to be replaced and the letter to replace it with.

I.E
a:jeans
b:Tshirt
c:sneakers

=
a
z

z:jeans.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 03, 2011, 09:31:40 pm
Green one on the right looks too expressive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 09:33:30 pm
Nope, not working. Im on heads 1.9.4.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 09:34:57 pm
Green one on the right looks too expressive.
Yeah, the green ones are a week older. I got a better feel for "lifelessness" later.
Though even the grey ones are a bit too expressive right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 09:38:50 pm
I like the green ones a lot. It helps the player notice them easier, and the green just looks good. I couldn't imagine this game without green z s swarming all over the place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 09:39:09 pm
Nope, not working. Im on heads 1.9.4.
AFAIK it's not in the windows version yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 09:41:01 pm
EEEERGH *grinds teeth in frustration*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 03, 2011, 09:43:31 pm
I kinda like the pale zombies more, they remind me of people who have been dead for longer; pale skin, rotten sunken eyes, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 09:49:05 pm
Based on the responses, I'll do pale lifeless zombies, color-coded like in-game.

I still need to figure out how to draw the spitter zombie. Or was it the shrieker one? (One of those is missing the lower jaw.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 03, 2011, 09:49:31 pm
It's the shrieker.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 10:04:28 pm
Oh, derp, i thought that was a game question. Cant see images from the forum when your on a phone, ya know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 10:10:31 pm
Oh, derp, i thought that was a game question. Cant see images from the forum when your on a phone, ya know.
Heh. I did get confused when you said green ones are easier to spot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 10:15:39 pm
So then this is the creatures for your wallpaper thing that you made a rough sketch for?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 10:23:25 pm
So then this is the creatures for your wallpaper thing that you made a rough sketch for?
Nah, actually a LP thingy made as a comic ... thingy. Maybe I'll ditch the Let's Play part and just think of a real story instead. I dunno.

I've scrapped the wallpaper idea the same day I thought of it. Hell, I could burn weeks on that and it'd still look like somekid in kindergarden maded it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 03, 2011, 10:31:26 pm
We need to get more people over on the fan forums. There is an art archive there, but i dont think that many people would see the art since theres all of like 8 people over there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on August 03, 2011, 10:45:46 pm
Start new character, get bugs under skin as soon as I start.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 03, 2011, 10:59:47 pm
Found a bug (Note that I'm using the lastest build of DLM, not vanilla). When making broth, having more than one can in your inventory yields no broth and still uses charges from your hotplate.

Also, I put a note up on a Facebook group about zombies to this thread and the fan-forum. Just to help circulate the game a bit more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 03, 2011, 11:07:18 pm
...The mutations are cool. Had a half blind/deaf scout, that was covered in thick black fur, green scales, thick skin, chitinous armor, quills, large fangs, large talons, beak, webbed feet and hands, 50% robotic, night/infrared vision, vimotus, radioactive,  radiogenic, albino, light sensitive, and horribly deformed. Oh, and degenerating constantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 03, 2011, 11:36:41 pm
...The mutations are cool. Had a half blind/deaf scout, that was covered in thick black fur, green scales, thick skin, chitinous armor, quills, large fangs, large talons, beak, webbed feet and hands, 50% robotic, night/infrared vision, vimotus, radioactive,  radiogenic, albino, light sensitive, and horribly deformed. Oh, and degenerating constantly.
I love this game.

Start new character, get bugs under skin as soon as I start.
It's an alpha, there ought to be bugs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 03, 2011, 11:38:24 pm
Start new character, get bugs under skin as soon as I start.
It's an alpha, there ought to be bugs.
Nah, he (probably) means the actual mutation called "bugs under skin".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 03, 2011, 11:40:22 pm
Start new character, get bugs under skin as soon as I start.
It's an alpha, there ought to be bugs.
Nah, he (probably) means the actual mutation called "bugs under skin".
Should I put /sarcasm every time I make a joke?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 03, 2011, 11:52:08 pm
The internet needs a sarcasm text font  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on August 03, 2011, 11:52:22 pm
Start new character, get bugs under skin as soon as I start.
It's an alpha, there ought to be bugs.
Nah, he (probably) means the actual mutation called "bugs under skin".
It was an effect, not a mutation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 03, 2011, 11:53:24 pm
Yeah, it's an effect of the schizophrenia.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on August 03, 2011, 11:57:22 pm
Schizophrenia is a lot more threatening of a trait than I initially thought. Sure, it starts off harmless enough, but if you fail to find any Thorazine before the Insanity Storm (when you really start to lose touch with reality and random bits begin appearing everywhere until you get Thorazine), things get bad fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on August 04, 2011, 12:00:05 am
Schizophrenia is a lot more threatening of a trait than I initially thought. Sure, it starts off harmless enough, but if you fail to find any Thorazine before the Insanity Storm (when you really start to lose touch with reality and random bits begin appearing everywhere until you get Thorazine), things get bad fast.

Not especially. One of my characters had that happen to her nearly immediately after starting. She survived until I got bored, and those hallucinations lasted for so long I got used to the visual effect and was actually disoriented when they were gone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 04, 2011, 12:11:08 am
Ah, my first death.

Went in a police station, tried to hack the computer to open evidence locker. Set off alarm. Walked out and got acid in my face from a spitter zombie then swarmed by BEARS.

Not sure if they were zombie bears or what, just said bears. I killed one of them with my SMG before the other three ripped me limb from limb.

I had just finally found a backpack too, and an mp3 player to use with all the batteries I had been carrying. At least I died while listening to music.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 12:18:09 am
Ah, my first death.

Went in a police station, tried to hack the computer to open evidence locker. Set off alarm. Walked out and got acid in my face from a spitter zombie then swarmed by BEARS.

Not sure if they were zombie bears or what, just said bears. I killed one of them with my SMG before the other three ripped me limb from limb.

I had just finally found a backpack too, and an mp3 player to use with all the batteries I had been carrying. At least I died while listening to music.

Damn, the RNG hates you!  Bears are almost always solitary.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 04, 2011, 12:28:17 am
Ah, my first death.

Went in a police station, tried to hack the computer to open evidence locker. Set off alarm. Walked out and got acid in my face from a spitter zombie then swarmed by BEARS.

Not sure if they were zombie bears or what, just said bears. I killed one of them with my SMG before the other three ripped me limb from limb.

I had just finally found a backpack too, and an mp3 player to use with all the batteries I had been carrying. At least I died while listening to music.

Damn, the RNG hates you!
Hehehe, the most common developers' excuse ;).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 12:30:08 am
Ah, my first death.

Went in a police station, tried to hack the computer to open evidence locker. Set off alarm. Walked out and got acid in my face from a spitter zombie then swarmed by BEARS.

Not sure if they were zombie bears or what, just said bears. I killed one of them with my SMG before the other three ripped me limb from limb.

I had just finally found a backpack too, and an mp3 player to use with all the batteries I had been carrying. At least I died while listening to music.

Damn, the RNG hates you!
Hehehe, the most common developers' excuse ;).

What about "That's the Windows version, not my fault!"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 04, 2011, 12:32:24 am
Ah, my first death.

Went in a police station, tried to hack the computer to open evidence locker. Set off alarm. Walked out and got acid in my face from a spitter zombie then swarmed by BEARS.

Not sure if they were zombie bears or what, just said bears. I killed one of them with my SMG before the other three ripped me limb from limb.

I had just finally found a backpack too, and an mp3 player to use with all the batteries I had been carrying. At least I died while listening to music.

Damn, the RNG hates you!
Hehehe, the most common developers' excuse ;).

What about "That's the Windows version, not my fault!"
It's more or less your fault because you allowed us to have that ;D.

But yeah, back on topic, I've never seen more than one bear. The one bear which mauled me to death because two zombie necromancers were resurrecting him :(. Shouldn't they affect zombies only?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dr. Wierd on August 04, 2011, 12:38:49 am
Yeah, it's an effect of the schizophrenia.
Too bad my character thought it was real and still got the negative effects.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 04, 2011, 12:43:28 am
A few minutes into my first play through, my character is equipped with an alcohol powered laser from his android trait. I was just chased out of a liquor store but made off with a bottle of vodka. I'm now taking shots at zombies as they bash down the door to get at the room I'm at. Shots in 2 meanings of the word.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 12:51:26 am
Ah, my first death.

Went in a police station, tried to hack the computer to open evidence locker. Set off alarm. Walked out and got acid in my face from a spitter zombie then swarmed by BEARS.

Not sure if they were zombie bears or what, just said bears. I killed one of them with my SMG before the other three ripped me limb from limb.

I had just finally found a backpack too, and an mp3 player to use with all the batteries I had been carrying. At least I died while listening to music.

Damn, the RNG hates you!
Hehehe, the most common developers' excuse ;).

What about "That's the Windows version, not my fault!"
It's more or less your fault because you allowed us to have that ;D.

But yeah, back on topic, I've never seen more than one bear. The one bear which mauled me to death because two zombie necromancers were resurrecting him :(. Shouldn't they affect zombies only?

Yes, they should.  Fixing soon.


Yeah, it's an effect of the schizophrenia.
Too bad my character thought it was real and still got the negative effects.

Ever see the movie Bug
Spoiler: Movie Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on August 04, 2011, 01:41:49 am
Hey whales, how long do you think until the next version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on August 04, 2011, 02:24:33 am
I like this game because I never thought about what it would be like to be running from a horde of zombies while blind as a bat because my glasses broke while hyped up on cocaine, frantically searching every house I pass for another pair and hallucinating about killing my mother until now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on August 04, 2011, 02:49:09 am
Hey whales, how long do you think until the next version?
Next version is actually any day when on linux (just resync with git and recompile and viola! - you got the latest version). When on Windows - either use Virtualbox (http://cataclysmff.zxq.net/SMF/index.php?topic=27.0) (perfect solution for moderately speedy computer capable of running VBox and supporting other tasks as well) or wait for headswe (https://github.com/headswe/Cataclysm) to update and recompile.

P.S. Whales, I have an urge to somewhat "clean" your sources. Not in terms of fixing errors, but in terms of some "inconsistencies". First thing that springs to mind is newcharacter.cpp. There you have #define TRAIT_CAP 3 and use it only in preset or random generation. But custom generation uses fixed number instead. So, I've made a quick patch:
Spoiler (click to show/hide)
Why I'm making that change? Hmm, the story is simple. A while ago I've committed some patches to the ToME 3 (fixing some bugs in alchemist code, and in ToME 4 he was removed due to being quite OP even in midgame), and their code policy was so nice that I started to use it in my projects. And it helped immensely.

If you like this changes, I can continue the work on reviewing your code and fix the same "inconsistencies" everywhere I can find them.

P.P.S. BTW, Whales, what do you think about moving your items,monsters, recipes, and just everything to the raws, like in DF? Quite hard work, yes, but it pays for itself in the nearest future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erendor on August 04, 2011, 03:20:21 am
I found 'bank alley'!  Three banks in a nine square area on the map.  Also four more within 5-10 squares of those three.
Financial district, I suppose!

And then ouch, I was dropped to ONE torso HP and chased halfway across town by a spitter zombie and his posse of triffids, before I managed to lead them into a fire I'd started earlier.

The thing that saved me was realising that my motorcycle helmet was slowing me down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 04, 2011, 04:34:00 am
I like this game because I never thought about what it would be like to be running from a horde of zombies while blind as a bat because my glasses broke while hyped up on cocaine, frantically searching every house I pass for another pair and hallucinating about killing my mother until now.

welcome, its what we do here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 05:53:15 am
How do i get power to use my bionics? my pow is 0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 04, 2011, 05:55:42 am
How do i get power to use my bionics? my pow is 0
You need bionics that provide power.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 04, 2011, 06:43:11 am
Can I make a quick request? A command to repeat actions would be really handy. Maybe use Shift+a? It would make sewing, eating complex objects (bread, pies, beef jerky, pretzels, candy) and barricading much simpler.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 04, 2011, 07:24:03 am
A small mod for experimenters and munchkins: All CBMs Craftable (http://cataclysmff.zxq.net/SMF/index.php?topic=158.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 04, 2011, 07:26:44 am
WOW! That was intense xD I went to go check the Library that I was ran out of a few days back, and finally found a first aid book that I've been looking all over for(but it's kinda useless now that my FA skill islevel 2 :/) as well as a book for advanced electronics(What's a good way to up your electronics skill without skill books?). After stashing those away I thought I might as well see if there was anything elseof interest around the area. So I leave via the exit to my left only to be jumped by a Shocker, a mass of Zombies and a Brute. I instantly had my
plan. The Brute was far away enough, along with the Zombies, to allow me to take care of the Shocker first. So I did. I seen that the Zombies were still lagging behind the Brute, so I directed the fire of myS&W22A(.22) at him. Took me a few shots before I realized it wasn't doing jack-all. At this point I realized that I was screwed. Not only was my character not a melee build, it only had 44 HP on my head.
With no other options than to stand my ground, I went toe-to-toe with the beast. He pummeled my head in pretty good, but I struck the winning blow with my crowbar. And so, with my brains leaking out ofears, I ran disorientated back towards my safe-house with the local greeting party hot on my trails. Luckily I had set up a kind of road block on the way back home. Mostly just tainted meat lined along theroad set ablaze. I made it back with 4 HP. Unbelievable.
The city that I spawned in is absolutely infested. I retreated to the East end of town where they don't spawn, but the worst thing about that is: I've got the city to my west, beehives to my north, minefields to my east, and slime pits to my south.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 07:39:47 am

Why I'm making that change? Hmm, the story is simple. A while ago I've committed some patches to the ToME 3 (fixing some bugs in alchemist code, and in ToME 4 he was removed due to being quite OP even in midgame), and their code policy was so nice that I started to use it in my projects. And it helped immensely.


Might I ask what the F are you talking about? I have been a core dev for TOME4 until a while ago and the alchemist was not removed at all, and I didn't hear anything like that from Darkgod... as well, since when did we have a code policy other than "make the code work and be readable"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on August 04, 2011, 07:53:12 am
Might I ask what the F are you talking about? I have been a core dev for TOME4 until a while ago and the alchemist was not removed at all, and I didn't hear anything like that from Darkgod... as well, since when did we have a code policy other than "make the code work and be readable"?
Alchemist as it was in ToME3 (OP class easily creating weapons/armor with +50 modifiers in it) was removed, as I heard before I stopped playing with the T3 sources. And about a code policy... Well, I was sure that ToME had one. Something like "as less hacks as possible" (hacks as defined by comments in code) and such things. May be I created this policy in my own mind, I dunno... But I followed the sources for some time, and it was clearly something about that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 04, 2011, 08:11:33 am
Is rope any good? Can I use it to descend into my own pits? if so, how?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 08:27:09 am
Might I ask what the F are you talking about? I have been a core dev for TOME4 until a while ago and the alchemist was not removed at all, and I didn't hear anything like that from Darkgod... as well, since when did we have a code policy other than "make the code work and be readable"?
Alchemist as it was in ToME3 (OP class easily creating weapons/armor with +50 modifiers in it) was removed, as I heard before I stopped playing with the T3 sources. And about a code policy... Well, I was sure that ToME had one. Something like "as less hacks as possible" (hacks as defined by comments in code) and such things. May be I created this policy in my own mind, I dunno... But I followed the sources for some time, and it was clearly something about that.

Ah you mean in the style of T3. Then yes, your statement is true, the current Alchemist is a completely different experience.
Hmm, I am still sure DG didn't enforce any sort of coding guidelines. His style is quite tidy though, and many contributors copypasted whole functions around so the resulting code ended up all looking the same. As for my style it's almost identical to DG's so my code never clashed with his. But I am still sure there are no "written" guidelines anywhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ILikePie on August 04, 2011, 08:29:10 am
I just compiled this and I'm having some issues. When I view the inventory, the item names are black (as is the background), rendering them invisible. Is there a fix for this?
Also, how big should my terminal be so I can see the whole veiw?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 04, 2011, 08:34:22 am
I just compiled this and I'm having some issues. When I view the inventory, the item names are black (as is the background), rendering them invisible. Is there a fix for this?
Also, how big should my terminal be so I can see the whole veiw?
What distro? Also try changing the default coloring (and your desktop theme).

As for the size, it should notify you if it's too small. As long as you can see the game, it's big enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ILikePie on August 04, 2011, 08:55:53 am
I'm running Gentoo Linux. I tried changing the colors back to their defaults (and then back to my custom theme) but I got the same results. I also tried using a solid terminal instead of a transparent one, still nothing. The only place it seems to work is at the root terminal. My terminal is Rxvt Unicode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 04, 2011, 08:58:54 am
Huh. Can't say I know what to do then. The only distro I ever used was Ubuntu, and even that just for testing Linux-only gaems.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 09:00:40 am
I'm running Gentoo Linux. I tried changing the colors back to their defaults (and then back to my custom theme) but I got the same results. I also tried using a solid terminal instead of a transparent one, still nothing. The only place it seems to work is at the root terminal. My terminal is Rxvt Unicode.

That's odd, I use urxvt myself. This is my .xresources for it.
Spoiler (click to show/hide)

And I run it like this: urxvt -geometry 80x25 -font 9x15 -title "Cataclysm" -tn "rxvt" -e cataclysm

Can you try and see if it works for you? Maybe your TERM is set to urxvt or urxvt-88/256 and Cataclysm fails to recognize it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ILikePie on August 04, 2011, 09:11:16 am
I tried using your colors, I launched urxvt in the same way, etc., and still nothing. My TERM is set to rxvt-unicode.

e, I'd say the git branch is broken or something. I'll try recompiling tomorrow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 09:20:04 am
I tried using your colors, I launched urxvt in the same way, etc., and still nothing. My TERM is set to rxvt-unicode.

e, I'd say the git branch is broken or something. I'll try recompiling tomorrow.

Set it to rxvt or xterm and tell me if there is any change.

No, the git branch is definitely alright. Compiles, builds and runs, even stripping the binary. (maybe you didn't clean up after consecutive builds?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ILikePie on August 04, 2011, 09:34:33 am
Tried both xterm and rxvt and got nothing once again. I've only built it once, so my tree isn't what's broken either. I tried using a binary compiled two days ago (from this page (http://whoopshop.com/cataclysm/?C=M;O=D)), and I get the same results.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 09:57:54 am
Tried both xterm and rxvt and got nothing once again. I've only built it once, so my tree isn't what's broken either. I tried using a binary compiled two days ago (from this page (http://whoopshop.com/cataclysm/?C=M;O=D)), and I get the same results.

Well, since you are on Gentoo, it can be virtually anything. Maybe you can try a sandboxed chroot or a virtual machine...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 10:01:48 am
Is rope any good? Can I use it to descend into my own pits? if so, how?
You can't, but it may well pay off to carry a rope around with you anyway
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 10:04:59 am
What is the use for rope again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 10:05:19 am
It's a secret ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ILikePie on August 04, 2011, 10:08:19 am
Tried both xterm and rxvt and got nothing once again. I've only built it once, so my tree isn't what's broken either. I tried using a binary compiled two days ago (from this page (http://whoopshop.com/cataclysm/?C=M;O=D)), and I get the same results.

Well, since you are on Gentoo, it can be virtually anything. Maybe you can try a sandboxed chroot or a virtual machine...
Meh, I've never had any issues like this in the past. I guess I'll just play on one of the ttys.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 04, 2011, 10:10:23 am
Considering how rope seems to have 30 weight, I don't think many people will be carrying rope very far. Damn near fills up my inventory alone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 10:10:37 am
It's a secret ;D

................
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 10:11:31 am
Fine then, if you fall in a sinkhole and have a rope then you can throw it and not sink.
Spoilsports :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 04, 2011, 10:17:20 am
I didn't even know there are sinkholes in the game. o_O

Some dumbass truck driver just took the corner of his trailer off by ramming/scraping it across a tree in front of my agency, some Portuguese guy is now screaming at him as if he's the Mayor or a cop, even though I don't believe he's even a local business owner. I wouldn't be surprised if the driver knocks him out.


Oh, domestic disputes; what saddening displays of human disaffection.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 10:19:23 am
I didn't even know there are sinkholes in the game. o_O
Thus the fact I said it was a secret.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 04, 2011, 10:37:07 am
Where do you even find sinkholes? I've never run across one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 04, 2011, 10:41:58 am
Where do you even find sinkholes? I've never run across one.
Under a bed. (http://www.escapistmagazine.com/videos/view/feed-dump/3811-Sinkhole-Pronounced-Dead)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NRDL on August 04, 2011, 10:53:45 am
I've been playing this game for a bit, loving it, and It would be awesome if we could all post entries of our characters, like a mini lets play. 

Also, how do you find mutagenic substances?  I've got a strong genetic base, I wanna turn into a TMNT. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 04, 2011, 11:05:56 am
I think my bear swarm may have spawned from 4 different directions and came at me due to the alarm going off, had one bear coming from each of North, East, South, and West. I shot the spitter zombie, then shot the bear coming from the east, then started getting mauled by the ones from south and west - and the one from the north came around the corner as I ineffectually shot one of the two mauling me. There were a bunch of other things too. Eyebots, regular zombies, a few other letters I didn't even take time to check. Those bears didn't take long to kill me. I might have had a better chance running back into the police station, but I slowed due to the acid and thought my SMG could take care of them. Full clip of it didn't do a whole lot though, haha.

Losing is fun though. Learning that my epic death by bears was a rare occurance makes it even more funny.

I had another entertaining death. I started in a house with another science lab basement, found a mutagen, drank it, gained schizophrenia. Drank the purifier, but didn't lose it. Then I walked outside and got swarmed by giant wasps apparently emerging from the next house over. I thought it might be a hallucination since I hadn't even seen giant wasps before, but they killed me real enough :)

I started a third brand new crippled character, and now I'm off to an even better start. I picked up a backpack in the house I spawned in, found another glass bottle of purifier and mutagen across the street in a basement, and drank them both - got rid of all my negatives and gained light eater. Next house over had a basement full of weapons and guns and ammo; so I'm packing a combat knife, a rifle, and an SMG - as well as a few stacks of ammo for both guns and a couple molotovs. I think I'm near the same police station my other guy died at, im tempted to go over and see if I can get revenge. Wouldn't mind reclaiming the mp3 player :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 11:19:05 am
How big is the game world/map? I keep finding new cities and forests and REALLY long roads of eternity
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 04, 2011, 11:19:53 am
EXTREMELY large (effectively infinite?)

A bit like Minecraft
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 04, 2011, 11:20:39 am
EXTREMELY large (effectively infinite?)

A bit like Minecraft
If only the map was infinite.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 11:21:57 am
Wow that's amazing coding and such ahah i feel so immersed into the game when i travel to a smaller town with less zombies, i feel like some dude from 28 weeks later or idk
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 04, 2011, 11:38:00 am
Weirdly enough, after I set the northern half of my town on fire, mobs stopped spawning. Actually, after I set the first house on fire, they stopped spawning. I then set the bank on fire and blew up a gas station.

My game crashed when I got back to my house in the southern edge of town, now my saved game wont load. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 11:39:33 am
How do i light a fire if it's dark? Or even, how do i set a house on fire lol?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 11:41:48 am
Fire doesn't generate light.
Use a lighter on some kindling to light a fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 04, 2011, 11:43:14 am
Can anyone recommend a program to record Cataclysm? I've really been wanting to do a Let's Play of it, but Fraps is no good, and neither is CamStudio.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 04, 2011, 11:45:43 am
iceball3 got it recorded using livestream, but besides that I have no idea since if Fraps doesn't work, Taksi probably won't either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 11:48:39 am
I'm having the worst night ever, i forgotto get a flashlight or two for the night and zombies jump me....also there's bugs crawling under my skin, what can i do about it and why does it happen?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 04, 2011, 11:49:18 am
Can anyone recommend a program to record Cataclysm? I've really been wanting to do a Let's Play of it, but Fraps is no good, and neither is CamStudio.

Camstudio doesn't record newer games very well, but it records old games and roguelikes ok.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 04, 2011, 11:49:47 am
Bugs? o_O You're either schizophrenic and going insane, or you're infected with something. If you're not schizophrenic then I suggest to go to a bee hive in the forest and get some royal jelly to eat, it should cure your infection.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 11:51:48 am
Thanks i actually have thorazine and I,m schizo, i'm going to try thorazine let's see....HELL YES I'M CURED. OTHER QUESTION HELP: My int is 11 and my mechanics is 3, why can i no longer craft a crossbow? I used to be able to o.o it seems i can craft less things then when my mechanics was 2
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 04, 2011, 11:52:51 am
Do you have the materials?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 04, 2011, 11:53:10 am
Can anyone recommend a program to record Cataclysm? I've really been wanting to do a Let's Play of it, but Fraps is no good, and neither is CamStudio.

Camstudio doesn't record newer games very well, but it records old games and roguelikes ok.

Yeah, but it won't record Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 11:55:14 am
Thanks i actually have thorazine and I,m schizo, i'm going to try thorazine let's see....HELL YES I'M CURED. OTHER QUESTION HELP: My int is 11 and my mechanics is 3, why can i no longer craft a crossbow? I used to be able to o.o it seems i can craft less things then when my mechanics was 2
Some crafting items are based on other skills. So if those skills have rusted then you lose the recipes.
Crossbow requires rifle skill to craft iirc
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 04, 2011, 11:56:08 am
Can anyone recommend a program to record Cataclysm? I've really been wanting to do a Let's Play of it, but Fraps is no good, and neither is CamStudio.

Camstudio doesn't record newer games very well, but it records old games and roguelikes ok.

Yeah, but it won't record Cataclysm.

Wierd. I've recorded roguelikes with Camstudio. Make sure your settings are correct. If it still won't record use Fraps. It's probably the best recording software out there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 04, 2011, 11:56:42 am
Can anyone recommend a program to record Cataclysm? I've really been wanting to do a Let's Play of it, but Fraps is no good, and neither is CamStudio.

Camstudio doesn't record newer games very well, but it records old games and roguelikes ok.

Yeah, but it won't record Cataclysm.

Wierd. I've recorded roguelikes with Camstudio. Make sure your settings are correct. If it still won't record use Fraps. It's probably the best recording software out there.

<twitch>

"..but Fraps is no good, and neither is CamStudio."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 04, 2011, 12:02:16 pm
Can anyone recommend a program to record Cataclysm? I've really been wanting to do a Let's Play of it, but Fraps is no good, and neither is CamStudio.

Camstudio doesn't record newer games very well, but it records old games and roguelikes ok.

Yeah, but it won't record Cataclysm.

Wierd. I've recorded roguelikes with Camstudio. Make sure your settings are correct. If it still won't record use Fraps. It's probably the best recording software out there.

<twitch>

"..but Fraps is no good, and neither is CamStudio."

Sounds like a problem with your settings...Both programs should have no problem recording Cataclysm...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 04, 2011, 12:04:40 pm
Nah. Fraps records everything else just fine, but when I'm focused on Cataclysm, nothing happens. I tried Camstudio, it will capture the window, my mouse movement, and my voice, but it won't update the window itself, so any movement I make doesn't register on screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 12:08:29 pm
I found a plutonium cell but it's no use, what should i do with it? Can i make it explode lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 04, 2011, 12:13:02 pm
Nah. Fraps records everything else just fine, but when I'm focused on Cataclysm, nothing happens. I tried Camstudio, it will capture the window, my mouse movement, and my voice, but it won't update the window itself, so any movement I make doesn't register on screen.

Wierd...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 12:37:35 pm
What is the use for rope again?

The aforementioned sinkholes; plus soon you can use it to build a rope ladder going down a Z-level.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 12:40:23 pm
Hey whales, how long do you think until the next version?
Next version is actually any day when on linux (just resync with git and recompile and viola! - you got the latest version). When on Windows - either use Virtualbox (http://cataclysmff.zxq.net/SMF/index.php?topic=27.0) (perfect solution for moderately speedy computer capable of running VBox and supporting other tasks as well) or wait for headswe (https://github.com/headswe/Cataclysm) to update and recompile.

P.S. Whales, I have an urge to somewhat "clean" your sources. Not in terms of fixing errors, but in terms of some "inconsistencies". First thing that springs to mind is newcharacter.cpp. There you have #define TRAIT_CAP 3 and use it only in preset or random generation. But custom generation uses fixed number instead. So, I've made a quick patch:
Spoiler (click to show/hide)
Why I'm making that change? Hmm, the story is simple. A while ago I've committed some patches to the ToME 3 (fixing some bugs in alchemist code, and in ToME 4 he was removed due to being quite OP even in midgame), and their code policy was so nice that I started to use it in my projects. And it helped immensely.

If you like this changes, I can continue the work on reviewing your code and fix the same "inconsistencies" everywhere I can find them.

P.P.S. BTW, Whales, what do you think about moving your items,monsters, recipes, and just everything to the raws, like in DF? Quite hard work, yes, but it pays for itself in the nearest future.


Please do.  I admit to having sloppy and in places horrendous coding habits, so if there's any way you can clean it up (while adhering to my standard practices), please do so.

I intend to move data to data files or possibly Lua scripts; others have already starting working on the latter (I would but I've never used Lua before...).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 04, 2011, 12:48:52 pm
Hey Whales, come over to IRC :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 04, 2011, 12:58:39 pm
How about a no-missiles-in-the-home-system penalty? To prevent nuclear war and missile spamming at home... ;) Ship-to-ship doesn't count, or has a specific penalty for use in the home system.

Doesn't mean astros outside our home system can't get nuked. :P

This will prevent boring/OP nuke rape, yet allow missile tech and war to occur outside of the home zone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on August 04, 2011, 01:20:39 pm
How about a no-missiles-in-the-home-system penalty? To prevent nuclear war and missile spamming at home... ;) Ship-to-ship doesn't count, or has a specific penalty for use in the home system.

Doesn't mean astros outside our home system can't get nuked. :P

This will prevent boring/OP nuke rape, yet allow missile tech and war to occur outside of the home zone.

Wrong thread?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 04, 2011, 01:23:01 pm
Unless there are ships that we can fire missiles from and nobody knows how to get to them yet. :P

I found a plutonium cell but it's no use, what should i do with it? Can i make it explode lol
You can use it to craft turrets, manhacks, and energy cells (laser ammo).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 04, 2011, 01:23:09 pm
Oops. That's what I get for making music while talking on 4 different B12 threads, the cataclysm forum, and working on my military paperwork. Fffffffffuuuuuuuuuuuu-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 03:06:17 pm
EXTREMELY large (effectively infinite?)

A bit like Minecraft
If only the map was infinite.

It's definitely longer than your life span, puny human. Do not underestimate computers and what you can do with 64 bits of tiles. xD

Also, Whales, Z-levels? I hope you mean connection like stairs instead of DF-like Z-levels, (that is, moving the game to a 3D cube instead of a 2D rectangle). You can see from DF that it's extremely painful to navigate isolated 2D slices of a 3D world.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 03:12:13 pm
EXTREMELY large (effectively infinite?)

A bit like Minecraft
If only the map was infinite.

It's definitely longer than your life span, puny human. Do not underestimate computers and what you can do with 64 bits of tiles. xD

Also, Whales, Z-levels? I hope you mean connection like stairs instead of DF-like Z-levels, (that is, moving the game to a 3D cube instead of a 2D rectangle). You can see from DF that it's extremely painful to navigate isolated 2D slices of a 3D world.

Correct.  When I talk about Z-levels I mean vertical levels as they are found in traditional roguelikes like nethack and crawl.  Of course, Z-levels have their difficulties here, too, with things like stair navigation for monsters and proper monster generation...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 03:17:38 pm
EXTREMELY large (effectively infinite?)

A bit like Minecraft
If only the map was infinite.

It's definitely longer than your life span, puny human. Do not underestimate computers and what you can do with 64 bits of tiles. xD

Also, Whales, Z-levels? I hope you mean connection like stairs instead of DF-like Z-levels, (that is, moving the game to a 3D cube instead of a 2D rectangle). You can see from DF that it's extremely painful to navigate isolated 2D slices of a 3D world.

Correct.  When I talk about Z-levels I mean vertical levels as they are found in traditional roguelikes like nethack and crawl.  Of course, Z-levels have their difficulties here, too, with things like stair navigation for monsters and proper monster generation...

Phew, you scared me there for a moment :P
About that, I think Qud uses that approach by simulating the two concurrent areas. I think it discards the areas around and only uses the last way in/out.  And on that matter I think it only simulates space surrounding the stairs or map edges. You can try something like that, perhaps.
Simulating areas far from the player's eyeballs is not too fruitful, you just need to make them believe you simulated them, in case NPCs have that much reach in the future. (With reach I mean the power to alter the map a lot and far from the player's field of effect).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 03:21:55 pm
EXTREMELY large (effectively infinite?)

A bit like Minecraft
If only the map was infinite.

It's definitely longer than your life span, puny human. Do not underestimate computers and what you can do with 64 bits of tiles. xD

Also, Whales, Z-levels? I hope you mean connection like stairs instead of DF-like Z-levels, (that is, moving the game to a 3D cube instead of a 2D rectangle). You can see from DF that it's extremely painful to navigate isolated 2D slices of a 3D world.

Correct.  When I talk about Z-levels I mean vertical levels as they are found in traditional roguelikes like nethack and crawl.  Of course, Z-levels have their difficulties here, too, with things like stair navigation for monsters and proper monster generation...

Phew, you scared me there for a moment :P
About that, I think Qud uses that approach by simulating the two concurrent areas. I think it discards the areas around and only uses the last way in/out.  And on that matter I think it only simulates space surrounding the stairs or map edges. You can try something like that, perhaps.
Simulating areas far from the player's eyeballs is not too fruitful, you just need to make them believe you simulated them, in case NPCs have that much reach in the future.

Currently, an extremely tiny area around the player is simulated, and only on the same Z-level.  I'll probably be expanding that to the level above/below the player as well, or perhaps when you traverse stairs, monsters near stairs will calculate how long it'd take them to reach the stairs, and appear that many turns later.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 03:25:22 pm
Currently, an extremely tiny area around the player is simulated, and only on the same Z-level.  I'll probably be expanding that to the level above/below the player as well, or perhaps when you traverse stairs, monsters near stairs will calculate how long it'd take them to reach the stairs, and appear that many turns later.

Ah, that sounds like a good approach, actually! And sounds efficient too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Innsmothe on August 04, 2011, 03:34:11 pm
Are lightning-bolts sentient or did I have a really bad roll of the die?

Anyway, I love your game. Cookies for all!  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 04, 2011, 04:13:55 pm
The game is great, i already got 6 days on the online server and i got my main fort settled, i got all sort of things, and traps too. I surrounded my house's windows and doors with holes and use smell traps to make zombies stay away from the door
I constantly have to go looking for food, it would be better if i had a hotplate so my character doesn't get depressed for eating raw meat, and i got already 5500 XP, is there something else i can do with those besides training? also i can't find hot plates anywhere on the online version, which is severely outdated. Are the hotplates located on grocery stores, because to my dismay the map i spawned in got almost no shops, even scouting the surrounding areas, there were just 1 grocery store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 04, 2011, 04:26:06 pm
hotplates are common in sporting goods shops.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 04:37:37 pm
Wtf i was walking arouind after healing my injuries then it said Your breath completly stops walkikng and i died, random o.o?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on August 04, 2011, 04:39:15 pm
Wtf i was walking arouind after healing my injuries then it said Your breath completly stops walkikng and i died, random o.o?
Were you doing alot of drugs? Did you take multiple shots of heroin? Chances are you just ODed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 04, 2011, 05:13:34 pm
It was pretty hilarious how i ended my first house though, the zombies didn't let me sleep at night bashing at my barricades and i got MAD like ლ(ಠ益ಠლ)  DAMNIT, F$!%$ ZOMBIES LET ME SLEEP and i teared the boards and threw a molotov at the window, i still think it was the right choise since there were 1 zombie brute a necromancer and like 5 zombies, so my house started burning and it got to my alcohold supply, i took all i could take on my backpack and went to my next house
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 05:26:38 pm
Wtf i was walking arouind after healing my injuries then it said Your breath completly stops walkikng and i died, random o.o?
Were you doing alot of drugs? Did you take multiple shots of heroin? Chances are you just ODed.

LOL yeah i popped lots of pills
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 04, 2011, 06:56:55 pm
Does storing perishable food stuff (Fruits, vegetable, etc) increase their life? Or is there technically no power in buildings? 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 04, 2011, 07:04:48 pm
Does storing perishable food stuff (Fruits, vegetable, etc) increase their life? Or is there technically no power in buildings? 
Your buildings are powerless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on August 04, 2011, 07:11:40 pm
Does storing perishable food stuff (Fruits, vegetable, etc) increase their life? Or is there technically no power in buildings? 
Your buildings are powerless.
Yeah, there is currently no way to store foods so that they don't rot. Although refrigerators/coolers would make a pretty cool addition, and its likely that Whales might already have a way to store food planned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 04, 2011, 07:26:03 pm
I'd really like to get another use for XP since i usually get tons of it in 2 or 3 days, is there anything else i can do with them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 04, 2011, 07:39:36 pm
An MP3 player seems to be the easiest way to rack up xp.

I just used an MP3 player while reading. Turn player on, read until the music bonus fades, reload batteries, repeat. Gained thousands of xp with just a few loads of batteries while reading the various skill books I picked up in a library.

My char goes everywhere with his mp3 player. Roaming around a science lab, shooting zombies and turrets with a fusion rifle, listening to music and stripping electronics (flashlights, radios) and the various robots and turrets of their batteries to keep it and my flashlight going.

I just imagine him roaming around carefree dancing around as he incinerates everything with the fusion rifle. Everything dies in one shot, and I find enough plutonium cells and superglue to make more ammo as I go. This latest science lab is massive, my char has spent an entire day in there and now hes on his way out to get some sleep. It just keeps going and going and going.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 04, 2011, 07:45:49 pm
Good lord the Recycling Unit implant is amazing. Day 3 and all I've eaten is an apple and I'm still full.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 04, 2011, 07:54:39 pm
I'd really like to get another use for XP since i usually get tons of it in 2 or 3 days, is there anything else i can do with them?
There will be. soon Whales is adding a special artifact crafting or special ability thing that costs XP in the thousands range.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 04, 2011, 08:06:24 pm
I had a random idea for items while I was eating dinner. No idea if it's worth anything..just kinda a bit of realism or variety.

I was thinking that bottles of alcohol, or really any kind of food item could sort of be..randomized. What I mean by that is if you find a house with a bottle of alcohol, instead of it always being full, it could have a random amount of 'charges' left in it. Furthermore, a bottle of milk or orange juice could only be partially full, and only provide a partial bonus that an otherwise full one would give. Shops/stores would, naturally enough, always be stocked with full versions of these products.

Make any sense, or is that too much work? Just a random thought. It might give players more of an incentive to risk looting shops, rather than camping out in homes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 08:11:34 pm
Does storing perishable food stuff (Fruits, vegetable, etc) increase their life? Or is there technically no power in buildings? 
Your buildings are powerless.
Yeah, there is currently no way to store foods so that they don't rot. Although refrigerators/coolers would make a pretty cool addition, and its likely that Whales might already have a way to store food planned.


Err guys, if coolers work there is no electricity so i think we'd require a new item that is a generator or something and connecting it in a house/shop would power the electricity that'd rock..and we'd need fuel or something for the generator
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 04, 2011, 08:16:17 pm
Actually, that's a good idea, because gasoline is used for only 3 things (as far as I know): Jackhammers, chainsaws, and setting on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 08:18:41 pm
And molotovs.
Though that prolly falls under setting on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 04, 2011, 08:21:45 pm
And molotovs.
Whisky is so much better for it, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 08:23:16 pm
What a whaste of whonderful whiskey!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 08:28:27 pm
Gasoline is also useful for fueling the craftable flamethrower, but again, that's "setting things on fire."

Generators are a planned addition, but don't expect them any time soon I guess.

XP is going to be useful for big purchases at some point, and fairly soon it'll undergo a big re-balancing, and will use a new system devised by SSH server admin Eronarn, which will make boosts decline on a half-life model (the scientific concept of half-life, not the video game).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 04, 2011, 08:31:58 pm
Are there multiple servers of cataclysm? The one listed at the very beginning of this threat is outdated, for example i can't use Shift+D, or it is updated and im posibly missing something? I'm playing on Eronarn server.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 08:36:02 pm
Are there multiple servers of cataclysm? The one listed at the very beginning of this threat is outdated, for example i can't use Shift+D, or it is updated and im posibly missing something? I'm playing on Eronarn server.

Eronarn's a little behind the update curve sometimes.  There aren't any other servers that I know of, but be patient, he'll update sooner or later!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 04, 2011, 08:46:12 pm
Got a bunch of ant eggs. Anything to do with them besides eat them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 04, 2011, 08:46:59 pm
Got a bunch of ant eggs. Anything to do with them besides eat them?
Burn them before they hatch?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 08:49:37 pm
Got a bunch of ant eggs. Anything to do with them besides eat them?

Make them into superglue, I think?  Or find a queen ant and make her do tricks with them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 04, 2011, 08:49:48 pm
Got a bunch of ant eggs. Anything to do with them besides eat them?
Burn them before they hatch?

I think you can make superglue with them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 04, 2011, 08:54:54 pm
Got a bunch of ant eggs. Anything to do with them besides eat them?

Make them into superglue, I think?  Or find a queen ant and make her do tricks with them.

Tricks sounds sorta like they'll will be horrible for my life expectancy...


*Edit*
Neither did fumbling the moltav I was throwing to torch the Queen and her eggs -_-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 08:58:20 pm
Got a bunch of ant eggs. Anything to do with them besides eat them?

Make them into superglue, I think?  Or find a queen ant and make her do tricks with them.

Tricks sounds sorta like they'll will be horrible for my life expectancy...


*Edit*
Neither did fumbling the moltav I was throwing to torch the Queen and her eggs -_-

Or a great way to farm chitin!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 04, 2011, 09:03:31 pm
I'm guessing chitin is used for higher levels of tailoring?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: h3lblad3 on August 04, 2011, 09:07:36 pm
So, I took about 9-11 of Adderall and then took 19 sleeping pills. And my guy had a hard time sleeping for some reason.
And I went over to crawl out the window to get away from a normal zombie that just broke in, but all of a sudden I died.
No messages or anything, didn't know it was coming, I just died.
Any ideas why?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GT on August 04, 2011, 09:09:20 pm
So, I took about 9-11 of Adderall and then took 19 sleeping pills. And my guy had a hard time sleeping for some reason.
And I went over to crawl out the window to get away from a normal zombie that just broke in, but all of a sudden I died.
No messages or anything, didn't know it was coming, I just died.
Any ideas why?

Hmmm...

So, I took about 9-11 of Adderall and then took 19 sleeping pills. And my guy had a hard time sleeping for some reason.

?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 09:10:41 pm
So, I took about 9-11 of Adderall and then took 19 sleeping pills. And my guy had a hard time sleeping for some reason.
And I went over to crawl out the window to get away from a normal zombie that just broke in, but all of a sudden I died.
No messages or anything, didn't know it was coming, I just died.
Any ideas why?

That's how i died, overdose lol

Edit: Guys i found a ftk-93 fusion rifle it ownz but i can't find ammo for it help
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 09:17:10 pm
So, I took about 9-11 of Adderall and then took 19 sleeping pills. And my guy had a hard time sleeping for some reason.
And I went over to crawl out the window to get away from a normal zombie that just broke in, but all of a sudden I died.
No messages or anything, didn't know it was coming, I just died.
Any ideas why?

Pump that many drugs into your system and don't be surprised if things go bad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 04, 2011, 09:19:31 pm
I guess the drugs

 8)

Flew into your system!

YEAA- Too soon. Too soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 04, 2011, 09:35:51 pm
Got a bunch of ant eggs. Anything to do with them besides eat them?

Make them into superglue, I think?  Or find a queen ant and make her do tricks with them.

Tricks sounds sorta like they'll will be horrible for my life expectancy...


Or a great way to farm chitin!

Is chitin armor any good? I'd imagine wearing it would me next to no storage space.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 09:37:17 pm
It's also incredibly encumbering.
But it's probably worth the tradeoff for a melee char.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 04, 2011, 09:39:37 pm
We need to be able to use hammers to remove boards from doors and windows. I just barricaded myslef into the back room of a pharmacy because the zombies were iverwhelming me, and couldn't get out. -_-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 09:41:45 pm
Angle can't you S- smack em and destroy em?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 04, 2011, 09:42:21 pm
Got a bunch of ant eggs. Anything to do with them besides eat them?

Make them into superglue, I think?  Or find a queen ant and make her do tricks with them.
I r in ur nest jugglin ur babehs.

Is it worth going into ant nests and incinerating the egg storage places?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 09:59:00 pm
We need to be able to use hammers to remove boards from doors and windows. I just barricaded myslef into the back room of a pharmacy because the zombies were iverwhelming me, and couldn't get out. -_-

Duly noted, this will be in a soon-to-come update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 10:17:35 pm
Nooooo lost my besty char cause of myown molotov cocktail
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 04, 2011, 10:28:27 pm
Can't wait for the update. Although while I wait, I am finally catching up with my own coding! Instead of zombies I've been battling a misplaced malloc. It's exciting on its own sadistic flavor of excitement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 04, 2011, 10:52:24 pm
You can smack th boards, but it doesn't seem to do anything. I wailed on it for a while before teleporting out and getting overwhelmed by a fresh hoard of zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 10:53:21 pm
Barricades are very tough to take down.
S'why I always leave a window open.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on August 04, 2011, 10:53:31 pm
We need to be able to use hammers to remove boards from doors and windows. I just barricaded myslef into the back room of a pharmacy because the zombies were iverwhelming me, and couldn't get out. -_-
Angle can't you S- smack em and destroy em?
I can confirm this.  Although it took me a few hours I was able to break my way out of a barricade with a fire extinguisher.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 04, 2011, 11:06:02 pm
I am getting an error. when I try to dig with a shovel, I get the message "You can't dig through 57577708!" This occurs in all directions which I try to dig in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 04, 2011, 11:06:43 pm
Stop trying to dig through concrete then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 04, 2011, 11:13:43 pm
I am getting an error. when I try to dig with a shovel, I get the message "You can't dig through 57577708!" This occurs in all directions which I try to dig in.

Fixed, thank you
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 04, 2011, 11:33:13 pm
When i craft an item my game interface is missed up after, unless i press i or do something to refresh it, same for when i butcher a corpse, but only my left arm text gets messed up...not really a bad bug but it can be annoying for glitch
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 04, 2011, 11:42:55 pm
I guess the drugs

 8)

Flew into your system!

YEAA- Too soon. Too soon.
Damn you! That was actually good!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 05, 2011, 12:15:18 am
We need to be able to use hammers to remove boards from doors and windows. I just barricaded myslef into the back room of a pharmacy because the zombies were iverwhelming me, and couldn't get out. -_-

Duly noted, this will be in a soon-to-come update.

I think the crowbars fit more to that purpose, as to destroy barricades i've had to shoot them down sometimes, like when zombies didn't leave me sleep on those lone nights... ლ(ಠ益ಠლ) .oO(!$!#$ STALKER ZOMBIES!!!)

EDIT: Well, i forgot to say that they are different kind of hammers, some of them are double sided and some others are just one sided, you can't remove board without the back part of the hammers,
for example this hammer would be perfect: http://fondosdibujosanimados.com.es/images/wallpapers/hammer-822929.jpeg
but this wouldn't http://image.made-in-china.com/2f0j00lMkTnFJBSqcG/Stone-Hammer.jpg, i preefer to stick with crowbars to remove boards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PsyberianHusky on August 05, 2011, 02:13:38 am
Is there a way to remove debug, I keep hitting the radio tower button.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 05, 2011, 02:59:24 am
We need to be able to use hammers to remove boards from doors and windows. I just barricaded myslef into the back room of a pharmacy because the zombies were iverwhelming me, and couldn't get out. -_-

Duly noted, this will be in a soon-to-come update.

I think the crowbars fit more to that purpose, as to destroy barricades i've had to shoot them down sometimes, like when zombies didn't leave me sleep on those lone nights... ლ(ಠ益ಠლ) .oO(!$!#$ STALKER ZOMBIES!!!)

EDIT: Well, i forgot to say that they are different kind of hammers, some of them are double sided and some others are just one sided, you can't remove board without the back part of the hammers,
for example this hammer would be perfect: http://fondosdibujosanimados.com.es/images/wallpapers/hammer-822929.jpeg
but this wouldn't http://image.made-in-china.com/2f0j00lMkTnFJBSqcG/Stone-Hammer.jpg, i preefer to stick with crowbars to remove boards.
That's what I was going to say: if the nails and boards are so good that it takes more than an hour to break it, the crowbar should be the tool to remove barricades, you cannot do it with a puny hammer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on August 05, 2011, 05:49:06 am
Barricades are very tough to take down.
S'why I always leave a window open.

The speed decrease on window frame makes for an excellent melee kill zone. Only Brutes have a chance of retaliating before destruction.
Another reason to left a window open.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ILikePie on August 05, 2011, 07:03:46 am
How do I put things into my backpack. I keep having to drop things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 05, 2011, 07:06:12 am
Is automatic. Do you have to craft stuff to get to 20 electronic skill?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 05, 2011, 07:26:05 am
"W"ear the backpack, it boosts your maximum volume, which means you can carry more stuff (disregarding weight). Currently the inventory system is like an all-body utility belt, though that might change in the future.

I think there are books that raise your electronics skill, but only to a certain limit. Afterwards you'll be grinding items out for a long while depending on your Int.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 05, 2011, 07:36:30 am
I'm terminally bad at this game, so manage to get a nice set of items but then the hordes eat me before I can move out of the city. It's good fun though, and so far only crashed one (seg fault, but i wasn't running under gdb at the time sorry)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Innsmothe on August 05, 2011, 07:42:28 am
I'm terminally bad at this game, so manage to get a nice set of items but then the hordes eat me before I can move out of the city. It's good fun though, and so far only crashed one (seg fault, but i wasn't running under gdb at the time sorry)

Same here, but losing is fun  :P

I always go on a hoading spree, trying to make sure I am perfectly equiped before I do something stupid.
I never get far enough though.  ::)

Mt first time was walking into a beehive unawares.  :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 08:12:39 am
Is automatic. Do you have to craft stuff to get to 20 electronic skill?
Yeah, you do. Why do you want 20 anyway? The highest craftable is at 8. And it's easier to train mechanics and first-aid, if you're going for implant installing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 05, 2011, 08:48:24 am
Is automatic. Do you have to craft stuff to get to 20 electronic skill?
Yeah, you do. Why do you want 20 anyway? The highest craftable is at 8. And it's easier to train mechanics and first-aid, if you're going for implant installing.
Someone said you could craft turrets with high electronics. :| Want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 08:50:18 am
Is automatic. Do you have to craft stuff to get to 20 electronic skill?
Yeah, you do. Why do you want 20 anyway? The highest craftable is at 8. And it's easier to train mechanics and first-aid, if you're going for implant installing.
Someone said you could craft turrets with high electronics. :| Want.
Just checked the code. It's 7 electronics and 7 computer for turrets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 05, 2011, 09:07:50 am
Spoiler (click to show/hide)

Yeah, me three. From what I can tell so far, my failures are due to wandering too deep into the city, failing to use painkillers, and pissing off the RNG.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 05, 2011, 09:36:06 am
Just a heads up Whale, I think the "Small Laboratory" building in settlements is bugged. Every time I go near one it crashes my game. I'm using the windows version though so maybe you've already fixed it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Innsmothe on August 05, 2011, 09:57:03 am
Okay...sit rep.

I am having a massive halucinetic fit and I apparenlty can't help but kill my mother.
I am trapped in the boarded up bathroom with a cityload of zombies on my arse.

I am haungry and thirsty.

And all I have is a molotov cocktail and a lighter.

Time to go and do an Aliens spoof baby!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on August 05, 2011, 10:00:57 am
Drugs or Schizophrenia? I really would love to see acid in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 05, 2011, 10:05:05 am
I went to a bionics shop in one of the walled off cities, and it seems to be horribly bugged.

The entire ground in the area is black and there are a bunch of strange objects. Ant queen chamber, ant tunnel, poor hearing, near-sighted, blood filter, fungal tree. Some of them I can't even tell what they are because any attempt at examining them causes an instant crash. It throws debug messages to examine some of the others. Examining the near-sighted pops up asking if I want to drink from my hands. If I say Yes it says "You can't eat your none" if I say No it says "handle_liquid a non_liquid!" and "use computer at (15, 13) - none there"

Doesn't seem to be any actual bionic canisters anywhere.

I zipped up a copy of my save while in that funky area just in case you want to look at it. I'm on the Windows version though so im not sure if the saves are even compatible.


Speaking of bionic canisters, where do you find them? I goofed around with them a bit on a new char with wishing and found some pretty cool ones, but in all the science lab areas I've been in I've yet to find any. Found fusion guns, TONS of purifier and mutagen, and various other things - but no bionics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 05, 2011, 10:07:06 am
Wait, you've actually been able to use the Wish option? I can't figure that menu out. None of my keys do anything and when I press enter I get something called "None" in my inventory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 10:09:04 am
Speaking of bionic canisters, where do you find them? I goofed around with them a bit on a new char with wishing and found some pretty cool ones, but in all the science lab areas I've been in I've yet to find any. Found fusion guns, TONS of purifier and mutagen, and various other things - but no bionics.
Dead scientists, mostly. You'll find groups of them pretty much everywhere. You can also make bionic batteries with 6 Electronics.
SHAMELESS SELFPROMOTION: Mah mod allows you to make all bionics.

Wait, you've actually been able to use the Wish option? I can't figure that menu out. None of my keys do anything and when I press enter I get something called "None" in my inventory.
You need to place a slash in front of the name, or something like that. Cheater.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 05, 2011, 10:11:37 am
I'm terminally bad at this game, so manage to get a nice set of items but then the hordes eat me before I can move out of the city. It's good fun though, and so far only crashed one (seg fault, but i wasn't running under gdb at the time sorry)
May that be the version you're using, if you start a fresh save there will be more items but a hell of zombies, the online version at the other side, i'm almost sure that it contains less zombies but less items too, which indirectly makes the game more dificult and fun without you diying every 5 minutes, in the single player i see 10 zombies behind me and in online version i only see 4, and the spawn rate is reduced, unless you're into rogue killing you should try it, its more about survival.

I'd suggest an one-time time simulator for single player saves so it would be easyer to find more bodies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 10:17:19 am
Yeah, the zombies aren't unlimited and you can thin out their numbers in a certain area.

That's why Eronarn's serv has less zombies. They've been mostly killed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 05, 2011, 10:20:33 am
An online version? Huh? There's an online version!?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 10:29:29 am
An online version? Huh? There's an online version!?
Dude. First post in the thread.

Guide to connecting via SSH with the private key in PuTTY:

1.) Download PuTTY and PuTTYgen from http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html.

2.) Download RSA key from http://eronarn.info/multirobin_key (file -> save as)

3.) Start PuTTYgen.

4.) Conversions -> Import Key..., select that multirobin_key file.

5.) Save Private Key...,save it somewhere.

6.) Start PuTTY.

7.) Go into the settings on the left. Go to SSH -> Auth.

8.) See that empty box to select a file? Do so, picking that .ppk file you saved earlier.

9.) Settings screen Connections -> Data. Put cataclysm in as the auto-login username.

10.) Settings screen session. Put in "eronarn.info" as the host.

11.) (Optional but highly recommended) Save it in that box below.

12.) Press Connect!

13.) Resize the terminal to be a bit larger, then hit spacebar.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 05, 2011, 10:47:56 am
Dead scientists, mostly. You'll find groups of them pretty much everywhere. You can also make bionic batteries with 6 Electronics.
SHAMELESS SELFPROMOTION: Mah mod allows you to make all bionics.

Huh, guess I've just been unlucky. Found three dead scientists so far. I got ID cards off them (which I used to get in 3 different labs) but never did find any CBMs on them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 05, 2011, 10:55:36 am
Yeah, the zombies aren't unlimited and you can thin out their numbers in a certain area.

That's why Eronarn's serv has less zombies. They've been mostly killed.

Really...? So if I keep making Hit N' Runs on the zombies in the city next to me, it'll start to be less dangerous?
Off Note: Yay! My freaking text box fixed itself!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 11:00:34 am
Yeah, the zombies aren't unlimited and you can thin out their numbers in a certain area.

That's why Eronarn's serv has less zombies. They've been mostly killed.

Really...? So if I keep making Hit N' Runs on the zombies in the city next to me, it'll start to be less dangerous?
Off Note: Yay! My freaking text box fixed itself!
Yes. On a very small scale. There are too many zombies to genocide.

I tried to find some actual numbers in the code but I failed.
So it's just a lot of zombies. (I'll keep searching, you guys got me curious).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 05, 2011, 11:05:16 am
I went to a bionics shop in one of the walled off cities, and it seems to be horribly bugged.

The entire ground in the area is black and there are a bunch of strange objects. Ant queen chamber, ant tunnel, poor hearing, near-sighted, blood filter, fungal tree. Some of them I can't even tell what they are because any attempt at examining them causes an instant crash. It throws debug messages to examine some of the others. Examining the near-sighted pops up asking if I want to drink from my hands. If I say Yes it says "You can't eat your none" if I say No it says "handle_liquid a non_liquid!" and "use computer at (15, 13) - none there"

Doesn't seem to be any actual bionic canisters anywhere.

I zipped up a copy of my save while in that funky area just in case you want to look at it. I'm on the Windows version though so im not sure if the saves are even compatible.


Speaking of bionic canisters, where do you find them? I goofed around with them a bit on a new char with wishing and found some pretty cool ones, but in all the science lab areas I've been in I've yet to find any. Found fusion guns, TONS of purifier and mutagen, and various other things - but no bionics.

Heh, that's because they're uncoded, like a lot of those survivor settlements.  So it's just pulling random data out of the stack and saying "Uhhhh here!  This is the terrain!  It's... a Bad Back!  Ahh, yes, I have loads of those in my yard."

Bionics canisters can be found on dead scientists (which is pure luck), but they'll be moved soon to the labs, so it's not just dumb luck that scores you bionics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on August 05, 2011, 11:14:53 am
Has there been a new version since 1.4?

sigh. Number fourteen was so promising. she killed at least eighteen giant mosquitos while high on crystal meth before dying.

Where do I find the list of mutations and bionics at?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 11:21:01 am
Where do I find the list of mutations and bionics at?
There are bionics here: (http://whalesdev.com/wiki/index.php?title=Bionics (http://whalesdev.com/wiki/index.php?title=Bionics)), though by name only.

Your best bet would be the source though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on August 05, 2011, 11:27:45 am
Where do I find the list of mutations and bionics at?
There are bionics here: (http://whalesdev.com/wiki/index.php?title=Bionics (http://whalesdev.com/wiki/index.php?title=Bionics)), though by name only.

Your best bet would be the source though.

I meant in-game, where to find what bionics and mutations are affecting me.

Hmmm. Interesting.

Number fifteen just found number thirteen's corpse in the middle of the road. thirteen had raided the sports supply store, so was a good source of weapons and supplies.

Just raided a weapons store and got a glock 19. going to get a silencer and some schizophrenia medicine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 11:30:17 am
Oh. '@' (character screen) for mutations, and 'p' (bionics screen, where you also use them) for bionics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 05, 2011, 11:30:57 am
Can you die from being tired?

I was deep in a science lab that seemed to go on forever (went down 5 levels) and got tired. On my way out (sleeping in a science lab seemed like a bad idea) my character suddenly dropped dead. I was in pain from being shot in the eye (and blinded, ow) by a turret, but I had healed myself back to full and took a single dose of painkiller and it was down to moderate pain. I was full and slaked so it wasn't food or hunger. Only negative effects on me were tired and moderate pain.

Didn't say why I died, didnt even get a death message, just suddenly went to the death screen. No enemies were around and all my health numbers were at maximum.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 05, 2011, 11:32:41 am
I went to a bionics shop in one of the walled off cities, and it seems to be horribly bugged.

The entire ground in the area is black and there are a bunch of strange objects. Ant queen chamber, ant tunnel, poor hearing, near-sighted, blood filter, fungal tree. Some of them I can't even tell what they are because any attempt at examining them causes an instant crash. It throws debug messages to examine some of the others. Examining the near-sighted pops up asking if I want to drink from my hands. If I say Yes it says "You can't eat your none" if I say No it says "handle_liquid a non_liquid!" and "use computer at (15, 13) - none there"

Doesn't seem to be any actual bionic canisters anywhere.

I zipped up a copy of my save while in that funky area just in case you want to look at it. I'm on the Windows version though so im not sure if the saves are even compatible.


Speaking of bionic canisters, where do you find them? I goofed around with them a bit on a new char with wishing and found some pretty cool ones, but in all the science lab areas I've been in I've yet to find any. Found fusion guns, TONS of purifier and mutagen, and various other things - but no bionics.
Heh, that's because they're uncoded, like a lot of those survivor settlements.  So it's just pulling random data out of the stack and saying "Uhhhh here!  This is the terrain!  It's... a Bad Back!  Ahh, yes, I have loads of those in my yard."
So you have bionics buildings built out of Missingno, Whales? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 11:34:08 am
Didn't say why I died, didnt even get a death message, just suddenly went to the death screen. No enemies were around and all my health numbers were at maximum.
Are you sure you only take one painkiller?

That usually happens on a drug overdose.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 05, 2011, 11:35:30 am
Can someone explain me why the portal generators doesn't work? i created 2 portals and it ask me if i want to step into the shimmering portal i say yes and nothing happens, maybe they're uncoded, so its not cheating to use map teleport while i have 2 portals?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 05, 2011, 11:37:28 am
Can someone explain me why the portal generators doesn't work? i created 2 portals and it ask me if i want to step into the shimmering portal i say yes and nothing happens, maybe they're uncoded, so its not cheating to use map teleport while i have 2 portals?
Ain't implemented yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 05, 2011, 11:42:58 am
Ok, another question, what can i do with radio towers?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 05, 2011, 11:43:40 am
You can admire them for their pointless debug messages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 05, 2011, 11:46:21 am
I found a new use for them:
Admire how they burn down, i threw some molotovs to one of them. Sure it was fun
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on August 05, 2011, 11:53:21 am
Oh. '@' (character screen) for mutations, and 'p' (bionics screen, where you also use them) for bionics.

thanks bro.

Oh poor fifteen. He had gone the longest out of all my characters. If it wasn't for the fucking stupid ass shrieker zombie, he would have made it to the settlement.

he also had some impressive kills.

Ten zombies, Four shriekers, two spitters, Three fast zombies, and two skeletons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 05, 2011, 11:59:36 am
My last char had something like 70 something kills on day 1. Like 60 something zombies, 3 necromancers, 2 wolfs, 2 brutes, a shrieker, 3 skellies, and a couple of spitters. Its not exact, I know, but it was an epic run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 05, 2011, 12:07:38 pm
I'm still alive on the online and i know i've killed near 10 zombie brutes, if not more, when i finally die its going to be a huge list
I even killed my mother once :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 05, 2011, 12:17:12 pm
Where do zombie brutes and hulks come from? They're kinda creepy when unprepared o.o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 05, 2011, 12:24:36 pm
Didn't say why I died, didnt even get a death message, just suddenly went to the death screen. No enemies were around and all my health numbers were at maximum.
Are you sure you only take one painkiller?

That usually happens on a drug overdose.

Yep, all I took was a single oxycodone after being shot in the eye.

-edit- I just tested an oxycodone overdose on a new char. It brought up a message saying "Your breathing stops completely." On my char in the science lab it didn't say anything, the last message was one about me shooting a zombie scientist. I just suddenly got the Game over message while walking down an empty hallway I had already been through on the way out of the lab.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 05, 2011, 12:26:01 pm
Where do zombie brutes and hulks come from? They're kinda creepy when unprepared o.o

I'd like to know too, i first thought they came after your first day or so but i've found them pretty soon lately, If you don't have a powerful weapon or lot of skill and you're in pain, they kill you pretty fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on August 05, 2011, 12:34:43 pm
Yeah, the zombies aren't unlimited and you can thin out their numbers in a certain area.

That's why Eronarn's serv has less zombies. They've been mostly killed.

Really...? So if I keep making Hit N' Runs on the zombies in the city next to me, it'll start to be less dangerous?
Off Note: Yay! My freaking text box fixed itself!
Yes. On a very small scale. There are too many zombies to genocide.

I tried to find some actual numbers in the code but I failed.
So it's just a lot of zombies. (I'll keep searching, you guys got me curious).

Aha! This is why I love this game. I hate this unlimited spawn thingy at survival games.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 05, 2011, 12:39:19 pm
On a completely unrelated note, this thread has 308 pages. Just like the type of ammo Savage 111F rifles use. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 05, 2011, 12:42:40 pm
On a completely unrelated note, this thread has 308 pages. Just like the type of ammo Savage 111F rifles use. :P
And everybody knows those are good in pizzas.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on August 05, 2011, 12:47:26 pm
How do I use the map teleport? I just bugged into a rock wall.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 05, 2011, 12:47:30 pm
Oh. '@' (character screen) for mutations, and 'p' (bionics screen, where you also use them) for bionics.

thanks bro.

Oh poor fifteen. He had gone the longest out of all my characters. If it wasn't for the fucking stupid ass shrieker zombie, he would have made it to the settlement.

he also had some impressive kills.

Ten zombies, Four shriekers, two spitters, Three fast zombies, and two skeletons.
Just so you know, '?' brings up an in-game help thing with all the controls and a few bits of info.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 05, 2011, 12:47:42 pm
Bionics canisters can be found on dead scientists (which is pure luck), but they'll be moved soon to the labs, so it's not just dumb luck that scores you bionics.

Hmm, it's fine if you move them to the labs, but can you still allow to find one once every summer equinox out of a lab? We also need a source of labcoats early on... (put them in pharmacies?).

Just to be sure. There are bionics shops, right? I only saw one in a video from a few versions ago...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 05, 2011, 12:50:23 pm
How do I use the map teleport? I just bugged into a rock wall.


The debug teleport is triggered by opening the map screen and hitting enter, your char will port to the selected tile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 05, 2011, 01:02:57 pm
Wow, so the Resonance Cascade option on portal terminals is a pretty spectacular way to die. Does it have any purpose besides being totally rad?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 05, 2011, 01:05:38 pm
You can also debug teleport with the '*' key.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 05, 2011, 01:35:13 pm
Don't abuse it, though...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 05, 2011, 01:56:29 pm
Heh, this time I started with the 'heat dissipation' bionic. Immune to temperatures up to 2000 degrees F.
Spoiler (click to show/hide)
Also, is there a way to permanently light a tile on fire?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on August 05, 2011, 02:15:27 pm
Number sixteen is the most promising subject yet. Managed to put a silencer on my glock, and now I'm running away from a horde of triffids and zombies.

Also, why is the underbrush forming a tree and stabbing the queen triffid?

EDIT: Oh, and I got an ID card from a group of dead scientists. would've grabbed his hazmat suit, but i'm carrying too much as is.

EDIT: Alas, poor sixteen was dead before the wonders of science could be explored.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 05, 2011, 03:56:39 pm
NOOOO! Johny jones!

Sigh. Over 10 in melee and piercing, armed with a stabbity stick, level three of the labs, I think I'm doing fine, and then... dead. should''ve watched my health better. On the upside, I was one-hitting manhacks, so they're not too bad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 05, 2011, 04:17:55 pm
How much work would it be to make items combine in your inventory into stacks larger than you find them in?

Like the 9mm +P+ ammo. It's great ammo, and I find enough of it - I just can't carry it due to the item limit. It separates in stacks of 10. It's fine only finding it in stacks of 10, but it would be nice if I could combine those stacks up to 50 or 100 or something. I'm usually limited by the item limit more than I am by the volume or weight limits. Even other small items would be nice to stack. Batteries, for instance. They take very little volume, but carrying a bunch of them isn't viable due to the item limit. If they could stack up to 1000 it would be far more convenient for carrying and storing them.

The game already handles stacking items, picking up two half used stacks of 50 batteries combines it into a stack of 100. And it already multiplies the weight based on how big a stack is. All thats really missing is the volume calculation based on stack size and a stack limit higher than the spawn size, but I'm not sure if that would be difficult to add in or not. Can't seem to find the bit that deals with that in the source - guess I'll keep digging :)

To really flesh out the feature you'd also need a way to separate items other than loading them into something and unloading, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 05, 2011, 04:43:48 pm
Yeah, all it needs is a difference between stack size and spawn size for now, it should fix the issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 05, 2011, 04:44:20 pm
Holy crap, lightning just struck 10 feet away and demolished and lit on fire a whole section of the house I'm in. :O
The house appears to be slowly burning down.

And now I died after using the fire to almost live. Had about half a dozen zombies chasing me; already in heavy pain and my gun unloaded (after shooting a couple necromancers and a fast zombie they kept rezzing). Lost all but 3; 2 normal zombies and a skeleton. Ran back into the burning building, took off my pants, then ate them; I have the combustion power source, you see, and then walked right into the blazing inferno. Unfortunately, while it killed the two zombies, the skeleton was immune to it, and even if it had died, I probably would have died from the smoke inhalation (I had only a couple torso hit points left). I think I managed to die far enough away for the handgun and more importantly ammo to survive for the next guy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 05, 2011, 04:45:09 pm
I second that, I never reach weight/volume limits, its always the item limits that kill me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 05, 2011, 06:53:57 pm
I second that, I never reach weight/volume limits, its always the item limits that kill me.
You should just stockpile everything on your fort and only bring weapons and medicine
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on August 05, 2011, 06:55:44 pm
Hey, I really love this game but I unfortunately kind of suck at surviving for longer than 2-3 days so does anyone have any advice on long-term survival?
Also, out of curiosity what are the radios going to be used for in future releases?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 05, 2011, 07:01:03 pm
Find a basement and store it with food and water and set traps everywhere and on top floor too and then stay inside for days reading books and magazines and eating and sleeping

Edit: Or go outside and train your fighting skills and hope no hulk or army of necromancers chase you
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on August 05, 2011, 07:09:20 pm
Find a basement and store it with food and water and set traps everywhere and on top floor too and then stay inside for days reading books and magazines and eating and sleeping

Edit: Or go outside and train your fighting skills and hope no hulk or army of necromancers chase you
Thanks, I'll have to try that but where can I get bear traps and other zombie-killing goodies?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 05, 2011, 07:19:06 pm
Sporting good stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 05, 2011, 07:36:05 pm
You may also be able to find a bunch of traps just lying in the road. It's a special feature.

In other news, I KILLED A QUEEN TRIFFID! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on August 05, 2011, 07:39:50 pm
Hey, I really love this game but I unfortunately kind of suck at surviving for longer than 2-3 days so does anyone have any advice on long-term survival?
Also, out of curiosity what are the radios going to be used for in future releases?

When the game starts immediately break down a door and grab a 2x4. Start digging through houses for a backpack. If there's a clothing store nearby run to it and get a backback, or keep searching houses. Then check some hardware stores until you have a hammer and a box of nails. These 4 items will keep you alive after getting to a safe edge of town unless you've taken way too long, or you get unlucky with a pack of wolves. Remember to simply run away from zombies unless you're forced to fight for some reason (say there's a wave or two near your clothing store). Find a single window and lure the group(s) to it. Jump through and smack them with the 2x4 as they climb through. You'll most likely be able to kill all of them without taking a hit unless you've got a skeleton in there.

When you've got your hammer, nails, and backpack, check your map. If you see an isolated residential corner near a forest then you should probably head that way. Avoid swamps, bee hives, and ant hills. If there are any near that residential area then you should plan a different destination. When you arrive find a house that you like and check the neighborhood for zombies. If there are none then you're good to go. If only a few then you need to be really careful. Any more than a few and it's simply not safe.

Board up your house of choice when you're comfortable and there you go. Use the backpack to make supply runs and play the game however you like from there. It's pretty simple to survive long term if you can manage to get a quiet, residential safe house boarded up. Of course this is sort of the "easy way out", I'm sure people have more creative survival plans, but this always works for me unless I get unlucky with my starting home.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 05, 2011, 07:44:52 pm
And oh shit there's another queen triffid. Molotovs are my friend.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on August 05, 2011, 07:47:17 pm
I just killed a queen, too! It was the first one I'd seen, it had totally torn apart a liquor store. Unfortunately for it, liquor is flammable and a single molotov and some close-range shots from my trusty modded M1911 took it down.

I tried setting up a safehouse in a nice little area (well, as nice as one can be in this setting) on a riverbank near a swamp. I barricaded some windows, dug some holes and started reading some books. I'd taken up cooking and butchery, too, so food delivered itself to me semi-regularly in the form of giant insects from the swamp. Yum.
Everything was fine until a hulk somehow charged past three rows of pits, smashed through a barricade and woke me up in the middle of the night, and while fighting it I had a goddamn asthma attack. In an attempt to save inventory space, I had stockpiled all of my meds and food in the bathroom. I guess I forgot I had asthma while doing that, and, well, five or so steps doesn't seem too far when you're doing inventory management, but it's practically a mile when you're in a ton of pain and a hulk is standing on top of you. Lesson learned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on August 05, 2011, 07:50:12 pm
Holy shit. I just found an island! Now to follow this river and see if theres one with a house on it...

Also: Can acid rain hurt you if you're underwater?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ochita on August 05, 2011, 07:51:10 pm
Yes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on August 05, 2011, 07:52:55 pm
Fuck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: baruk on August 05, 2011, 08:03:22 pm
 This game has been slowing down my SMAC LP's progress this week..
 My greatest death so far happened after I reached my first ever gun shop. I decided to stick around and read some books, when lightning suddenly struck one corner of the building, setting it on fire. Right after, I heard a whumping sound from the other corner of the building, which turned out to be a zombie hulk battering down the wall. At this point I decided to get out of there, but the hulk chased me down and beat me to death.

 One recurring annoyance is the (interesting but flawed) inventory system - when I'm scavenging, I have enough torso items equipped to bring my volume to around 150, but every time I have to melee eg. meeting fast zombies, it is optimal to laboriously drop my items one by one until I've negated my melee and dodging penalty. It's arguable whether the problem is more the fact that dropping items takes zero time, but I'm definitely looking forward to a future version where items are associated with containers and I can drop a backpack and 60 volume's worth of items in one action.

Quote
When the game starts immediately break down a door and grab a 2x4. Start digging through houses for a backpack. If there's a clothing store nearby run to it and get a backback, or keep searching houses. Then check some hardware stores until you have a hammer and a box of nails. These 4 items will keep you alive after getting to a safe edge of town unless you've taken way too long, or you get unlucky with a pack of wolves. Remember to simply run away from zombies unless you're forced to fight for some reason (say there's a wave or two near your clothing store). Find a single window and lure the group(s) to it. Jump through and smack them with the 2x4 as they climb through. You'll most likely be able to kill all of them without taking a hit unless you've got a skeleton in there.
Great advice, debvon. My problem is I'm too greedy and try to accumulate too much stuff right from the start - it's just a recipe for getting overrun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on August 05, 2011, 08:06:37 pm
I'd just like to throw this out there that if you have a question, or want advice on how to survive, check the fan forums first. Its likely been already answered there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on August 05, 2011, 08:17:31 pm
I'd just like to throw this out there that if you have a question, or want advice on how to survive, check the fan forums first. Its likely been already answered there.
Sorry, I hadn't thought of that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 05, 2011, 08:27:56 pm
i bet fire pwnz against triffids
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on August 05, 2011, 08:56:02 pm
NOOOO! Johny jones!

Sigh. Over 10 in melee and piercing, armed with a stabbity stick, level three of the labs, I think I'm doing fine, and then... dead. should''ve watched my health better. On the upside, I was one-hitting manhacks, so they're not too bad.
Your spear gets stuck in the manhack!
The manhack dies!
J - Manhack halberd


Whales, are there plans to eventually reanimate player corpses, and maybe the dead scientist/soldier corpses?  If worldgen littered the world with dead people, and some of them reanimated, that would be pretty cool too.

I was wondering if the Necromancers could reanimate non-zombies.  Zombears sound awesome, and should totally continue to exist.  :<

Do you plan to add in (probably rarely encountered) unique NPCs, in the vein of Sigmund from Crawl?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 05, 2011, 09:29:22 pm
I found a TDI Vector and some mods from raiding a few gun shops. Great SMG.

I stuck a Silencer, Enhanced Grip, Barrel Extension, and Gyroscopic Stabilizer on it. It made it -7 damage, but with the regular .45 ammo thats still 25 (more than my 9mm smg and that one has a damage bonus). With all the stabilizing stuff on it, it has -19 recoil. .45 ammo is 18. So it fires indefinitely with no recoil, and with very good accuracy. Ammo capacity is only 27, but firing single shots it works fine. The 8 shot burst is nice for emergencies too.

Only downside is the thing is so big and heavy, it's 13 volume 25 weight with the mods. My old 9mm SMG is only 5 volume, guess I'll keep it around as a side arm.

Speaking of accuracy, are weapon mods for accuracy bugged, or is it just the display? I did the gyro + barrel extension thing to boost accuracy, but the weapon still shows 85 (the base). It should be 94 with all the mods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 06, 2011, 01:50:39 am
I just posted a thread on the xkcd forums! Hopefully we'll get more people playing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 06, 2011, 04:23:57 am
NOOOO! Johny jones!

Sigh. Over 10 in melee and piercing, armed with a stabbity stick, level three of the labs, I think I'm doing fine, and then... dead. should''ve watched my health better. On the upside, I was one-hitting manhacks, so they're not too bad.
Your spear gets stuck in the manhack!
The manhack dies!
J - Manhack halberd


Whales, are there plans to eventually reanimate player corpses, and maybe the dead scientist/soldier corpses?  If worldgen littered the world with dead people, and some of them reanimated, that would be pretty cool too.

I was wondering if the Necromancers could reanimate non-zombies.  Zombears sound awesome, and should totally continue to exist.  :<

Do you plan to add in (probably rarely encountered) unique NPCs, in the vein of Sigmund from Crawl?
While zombears are fun, they should not exist in Cataclysm universe. The substance has no effect on them, and I think that necromancers' reanimation ability is based on the existance of the substance in dead bodies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on August 06, 2011, 05:02:20 am
Another "death without a warning". Sympthoms are:excruciating pain, 2 (two) last aspirin taken, full healed (sleeping in the labs is practically always safe, because zombie scientists can not open doors), and after some turns exploring viola - you are dead. According to game.cpp the only way to die is have your torso or head hp reduced to 0. And I've not found any way to die from extreme pain or ever hp reduction from it. Weird.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 06, 2011, 05:22:58 am
Here's the 3rd version of my tileset, based on the latest Cib's tileset mod version, also with fixed metal door tiles and a few more item tiles (fire extinguishers, some clothing, containers etc.).

http://www.mediafire.com/download.php?66dcsddxnswczce

I've also uploaded the output.cpp in that archive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erendor on August 06, 2011, 07:55:02 am
Found a bug:  You can make a hoodie from 8 rags, and chop it up into ten rags.  If you have no other use for sewing kits, you can profit two rags!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 06, 2011, 08:33:11 am
Are there any running Let's Plays of Cataclysm barring Revocane's(still running?) and PlumpHelmetPunk's(stopped?)? Because of a WoW expansion it's very difficult to filter youtube for this game xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NRDL on August 06, 2011, 08:41:41 am
Managed to one-shot a single wolf by throwing a combat knife at it, at close range, with 2 throwing skill.  I tried doing this to another wolf, but it didn't kill the beast, and I had to bash its head in with a sledgehammer, while at the same time receiving extreme pain.  I've heard the tales of roving packs of wolves, I never wanna meet them. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 06, 2011, 08:48:53 am
Are there any running Let's Plays of Cataclysm barring Revocane's(still running?) and PlumpHelmetPunk's(stopped?)? Because of a WoW expansion it's very difficult to filter youtube for this game xD

Most search engines, including youtube, support the exclusion command, try 'cataclysm -wow'.  Though thats still a popular word, just sounds so.... epic.



On an unrelated note, how goes the construction update ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 06, 2011, 08:57:12 am
Are there any running Let's Plays of Cataclysm barring Revocane's(still running?) and PlumpHelmetPunk's(stopped?)? Because of a WoW expansion it's very difficult to filter youtube for this game xD

Most search engines, including youtube, support the exclusion command, try 'cataclysm -wow'.  Though thats still a popular word, just sounds so.... epic.



On an unrelated note, how goes the construction update ?

I tried "cataclysm roguelike", "cataclysm whales", "cataclysm zombie", "cataclysm -wow", "cataclysm -wow -warcraft -blizzard -goblin, today" before posting.

EDIT: I mean, why would I ask otherwise?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 06, 2011, 09:11:11 am
Well, I made some turrets and activated them, but they didn't shoot the incoming zombie hoard. So I just got owned by about 50 zombies. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 06, 2011, 09:35:46 am
Managed to one-shot a single wolf by throwing a combat knife at it, at close range, with 2 throwing skill.
I've done fairly well with throwing, and throwing small/light but damaging objects seems to work the best - combat knives, hammers etc.  I think it may use the same "moves to attack" as when used in melee.  And yeah, sledgehammer damage is nice but it's sloooow.  Big downside of my Throwing-Dude attempts is the bloody spitters, melt my nice collection of knives :(  And the precious inventory slots - although in a pinch I killed stuff with things like flashlights, soldering irons(not bad) and lighters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 06, 2011, 10:01:14 am
Throw rocks at the spitters instead, they are super small and easy to carry around with decent damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 06, 2011, 10:06:26 am
Well, I made some turrets and activated them, but they didn't shoot the incoming zombie hoard. So I just got owned by about 50 zombies. :P
That's fixed for the next release. (Might even be already in Whales' git.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 06, 2011, 10:16:52 am
Are there any running Let's Plays of Cataclysm barring Revocane's(still running?) and PlumpHelmetPunk's(stopped?)? Because of a WoW expansion it's very difficult to filter youtube for this game xD

I have been wanting to do a LP of Cataclysm ever since I started playing it. However, I can't find a program that can actually record the game. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 06, 2011, 10:31:55 am
Deon your tileset version fucks up my screen, i play on 800 x 600 and the text is way too big and the window is larger then normal why?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 06, 2011, 10:33:14 am
Well, I made some turrets and activated them, but they didn't shoot the incoming zombie hoard. So I just got owned by about 50 zombies. :P
That's fixed for the next release. (Might even be already in Whales' git.)
Or a misprogram of said turret. You need some computer skill to actually set it up correctly, I believe, as they'll sometimes shoot you down for a misprogram.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 06, 2011, 10:35:16 am
Deon i can't see myself on the minimap in your tileset version, and when i press m i have no crosshair to look around ;( is it normal
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 06, 2011, 11:31:31 am
Are there any running Let's Plays of Cataclysm barring Revocane's(still running?) and PlumpHelmetPunk's(stopped?)? Because of a WoW expansion it's very difficult to filter youtube for this game xD

Most search engines, including youtube, support the exclusion command, try 'cataclysm -wow'.  Though thats still a popular word, just sounds so.... epic.



On an unrelated note, how goes the construction update ?

I tried "cataclysm roguelike", "cataclysm whales", "cataclysm zombie", "cataclysm -wow", "cataclysm -wow -warcraft -blizzard -goblin, today" before posting.

EDIT: I mean, why would I ask otherwise?


I suspect you would have more luck searching the streaming sites, or going for letsplays off google with the -wow. Ultimately though, game is in its infancy and public awareness is minimal still.


Are there any running Let's Plays of Cataclysm barring Revocane's(still running?) and PlumpHelmetPunk's(stopped?)? Because of a WoW expansion it's very difficult to filter youtube for this game xD

I have been wanting to do a LP of Cataclysm ever since I started playing it. However, I can't find a program that can actually record the game. :(

Any program that can record your desktop will record the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 06, 2011, 11:33:10 am
The minimap will be fixed in the next version.

Here's the release 4.

http://www.mediafire.com/download.php?0705tq0jeib864x

The "x"-examine command now has a crosshair, corpses look as corpses and more items were added. Cib fixes stuff really fast.

Deon your tileset version fucks up my screen, i play on 800 x 600 and the text is way too big and the window is larger then normal why?
Because the tiles are 12x16 and the window is of a fixed width. You have to set at least 1024 screen width to see the whole game window.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 06, 2011, 12:00:09 pm
Well, I've tried Fraps and I've tried CamStudio. Neither has worked. Though I suppose if I recorded the entire desktop via Fraps, that might do it..

I just don't want my whole desktop in the video. I wonder if I could just crop it..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 06, 2011, 12:07:54 pm
http://www.youtube.com/results?search_query=cataclysm+roguelike seems to have very relevant results.
My posting here, and development speed, will be greatly slowed over the next couple weeks as I'm dealing with some family issues.  Thanks to everyone for your interest and support!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 06, 2011, 12:10:00 pm
My posting here, and development speed, will be greatly slowed over the next couple weeks as I'm dealing with some family issues.  Thanks to everyone for your interest and support!
We'll always be here to back you up. Don't worry about us, take your time and resolve your issues.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 06, 2011, 12:10:43 pm
Well, I've tried Fraps and I've tried CamStudio. Neither has worked. Though I suppose if I recorded the entire desktop via Fraps, that might do it..

I just don't want my whole desktop in the video. I wonder if I could just crop it..

Oh yeah I see what you mean, ofc they wont be able to capture the terminal window separately. Record the whole desktop and crop it out as you said (easy even with most free and/or basic editing tools), unless your software can record only part of the screen which I know most streaming progs can.


http://www.youtube.com/results?search_query=cataclysm+roguelike seems to have very relevant results.
My posting here, and development speed, will be greatly slowed over the next couple weeks as I'm dealing with some family issues.  Thanks to everyone for your interest and support!

And the construction update was so near too noooooo. But yeah, take your time mate I know I'm here to stay ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 06, 2011, 12:14:16 pm
Well, I've tried Fraps and I've tried CamStudio. Neither has worked. Though I suppose if I recorded the entire desktop via Fraps, that might do it..

I just don't want my whole desktop in the video. I wonder if I could just crop it..
It's really easy to crop it in more sophisticated video editing problems (that is, anything but Windows Movie Maker :P)

I'd reccomend Adobe Premiere, since Sony Vegas lags like shit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on August 06, 2011, 12:18:55 pm
I tried this game but I found it really fucking difficult. everytime i walk a while i get ambushed by about 20 enemies from every direction. Am i just playing a difficult mod or something? i only manage to kill about 10 enemies
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 06, 2011, 12:20:48 pm
Don't take Z on out in the open.
Smash down a door when you start and wield the 2x4, it's a decent weapon until you can get something better. And always bottleneck zombies, never let them surround you, if you can take them on from behind a window it's even better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 06, 2011, 12:35:44 pm
Also, you generally don't attract that many zeds "just walking". Sure you aren't doing anything else?

And what are you killing them with? Thats important too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 06, 2011, 12:39:16 pm
Also it's better to run than to fight in most cases. It's not a gauntlet :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 06, 2011, 12:40:32 pm
^That's true as well^
Generally if you're just trying to get somewhere and encounter zombies on the way, it's better to run.
Fighting is for when you get to the destination and encounter zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 06, 2011, 12:50:58 pm
Whales: Perhaps you could release the unfinished update, and we could do some work on it?

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 06, 2011, 12:51:34 pm
Find a bear trap in a sports store and get trapping skill. They make a good amount of noise, enough to wake you up, but not quite so much as to attract a ton of zombies. They stop zombies in their tracks, and if the trap is in a doorway it stops entire hordes. You can pick up a triggered trap once the zombie is dead without moving using e and then replace it for the next zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 06, 2011, 12:56:58 pm
In other news, I just found a beehive that spawned on the edge of a city. theres a road going through the middle, and a couple of houses, leaving a single tile of isolated beehive across the road from three tiles of hive. I decided to hang out nearby, kill some bees, and look around, when I made an amazing discovery - BEE STINGERS. they have better damage than the wood spear, attack significantly faster, and, most amazing of all: they only take up a single volume and no weight. In other words, they're perfect as both thrown weapons, and as my main weapon. I just wish i could get like, the stinger from a super bee for my melee weapon or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 06, 2011, 01:16:19 pm
I tried this game but I found it really fucking difficult. everytime i walk a while i get ambushed by about 20 enemies from every direction. Am i just playing a difficult mod or something? i only manage to kill about 10 enemies
You should try the online version, its harder but there are less enemies and its faster to build your fort that way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 06, 2011, 01:19:10 pm
Well, I've tried Fraps and I've tried CamStudio. Neither has worked. Though I suppose if I recorded the entire desktop via Fraps, that might do it..

I just don't want my whole desktop in the video. I wonder if I could just crop it..
It's really easy to crop it in more sophisticated video editing problems (that is, anything but Windows Movie Maker :P)

I'd reccomend Adobe Premiere, since Sony Vegas lags like shit.

I may wind up doing just that. :) INDEED I was using WMM for basic stuff, 'cause I don't know jack about video editing. For real basic stuff, think I could learn Adobe Premiere, assuming I can 'acquire' a copy?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 06, 2011, 01:21:00 pm
Well, I've tried Fraps and I've tried CamStudio. Neither has worked. Though I suppose if I recorded the entire desktop via Fraps, that might do it..

I just don't want my whole desktop in the video. I wonder if I could just crop it..
It's really easy to crop it in more sophisticated video editing problems (that is, anything but Windows Movie Maker :P)

I'd reccomend Adobe Premiere, since Sony Vegas lags like shit.

I may wind up doing just that. :) INDEED I was using WMM for basic stuff, 'cause I don't know jack about video editing. For real basic stuff, think I could learn Adobe Premiere, assuming I can 'acquire' a copy?

If you can use a computer without accidentally deleting system32, you can learn the basics of Premiere. Obviously more advanced topics like Pooping take time, but cropping is easy enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 06, 2011, 01:22:06 pm
http://www.youtube.com/results?search_query=cataclysm+roguelike seems to have very relevant results.
My posting here, and development speed, will be greatly slowed over the next couple weeks as I'm dealing with some family issues.  Thanks to everyone for your interest and support!

I consumed them already! xD
Anyway that's very understandable, take your time!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 06, 2011, 01:25:42 pm
Well, I've tried Fraps and I've tried CamStudio. Neither has worked. Though I suppose if I recorded the entire desktop via Fraps, that might do it..

I just don't want my whole desktop in the video. I wonder if I could just crop it..

Hmm, I am sorry I cannot help, I just know of the poor Linux video capturing stuff (HINT: for linux users, at least to record footage from my own games, "tibesti" seems to be the best and most youtube-friendly)
Either way some players there already posted entire desktops, they are a bit harder to watch but I can take that.  I don't think other youtubers would be as friendly about it though...
Alternatively just capture everything and crop during editing.

I wish SSH allowed spectators like Crawl.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 06, 2011, 01:27:12 pm
Well, I've tried Fraps and I've tried CamStudio. Neither has worked. Though I suppose if I recorded the entire desktop via Fraps, that might do it..

I just don't want my whole desktop in the video. I wonder if I could just crop it..
It's really easy to crop it in more sophisticated video editing problems (that is, anything but Windows Movie Maker :P)

I'd reccomend Adobe Premiere, since Sony Vegas lags like shit.

I may wind up doing just that. :) INDEED I was using WMM for basic stuff, 'cause I don't know jack about video editing. For real basic stuff, think I could learn Adobe Premiere, assuming I can 'acquire' a copy?

If you can use a computer without accidentally deleting system32, you can learn the basics of Premiere. Obviously more advanced topics like Pooping take time, but cropping is easy enough.

Bwaha, that's what I figured. I think I'll be alright then. Thanks for the advice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 06, 2011, 01:27:54 pm
I wish SSH allowed spectators like Crawl.
Mite b possible to reroute it through telnet. Then it'd allow for spectators.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 06, 2011, 01:44:09 pm
I wish SSH allowed spectators like Crawl.
Mite b possible to reroute it through telnet. Then it'd allow for spectators.
That'd be just lovely.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 06, 2011, 01:56:39 pm
I would rather go for replay files (with comments) like some of the other roguelikes have in the past.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 06, 2011, 02:07:54 pm
Heh, the spawning system in this game could use some work. Just had a huge swarm of monsters spawn inside my safe house's bathroom while sleeping. The entire bathroom (which was a large one with 2 doors, no windows) was crammed full of monsters. I counted 32, and the bathroom is only 9x4 and one square has a toilet. Guess I picked a bad safe house on top of a monster spawn area.

Ran out of ammo shooting them and had to use my combat knife on the last few, nearly died. Had two necromancers, a hulk, couple brutes, couple spitters, an electric, 3 fast ones, lots of normal ones, a bear, as well as some assorted ants, a fungaloid, and a fungus zombie. Used my grenade and a bunch of burst fire from my SMGs just to survive.

Not much point in a boarded up safe house if stuff is going to just poof from nowhere inside the most secure room of it (no windows in it or the room before it, to get there from outside they'd have to bash down a boarded up window and two doors, or 4 doors). Not sure if they all just spawned in there while sleeping or if they had been building up without me realizing it until they decided to bust out, I hadn't opened those doors in a couple days. Not sure what to do now. In excruciating pain with serious injuries all over my body. Took some tramadol since it's the best pain med I have but it doesn't seem to be helping much, and my small supply of bandages and first aid barely dented my injuries. Never had a char so badly injured without dieing, most of my body was down to single digits. Guess I'll board myself into the room with a bunch of food and try to heal up, all the doors to it are busted anyway. Can always sledge hammer my way out when I'm healed enough to make a run for it.

If the char wasn't so badass he wouldn't have survived. He's a bit of an experiment of mine, started him with 20 str 5 dex 8 int 6 perception with fleet footed, pack mule, robust genetics, near sighted, bad back, and asthmatic. Have drank probably 40 purifiers and probably about the same of mutagen, some from raiding labs some from random science corpses and some from looting my other chars who stockpiled them before dieing. Got TONS of mutations, bad and good, and then cleared them all with purifiers except some that don't get cured. It left me with some nice bonuses - got Quick, Light Eater, Pain Resistant, and Night Vision. I had Regeneration, but lost it along with all the bad ones using purifiers. Also pumped my stats up to 21, 9, 16, 11. I had 24 strength at one point but a string of bad mutations dropped it back down. I'm surprised I never developed anything uncureable, like schizo. I had just about every other terrible mutation in my list before I cleansed them all with purifiers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 06, 2011, 02:15:12 pm
Going on a run into town, dropping my stuff for melee combat. A spitter then spews acid and melts my entire kit. FFFFUUUUUUUUUU--
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 06, 2011, 02:33:27 pm
I would rather go for replay files (with comments) like some of the other roguelikes have in the past.
That's also a very good alternative, specially with comments.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 06, 2011, 02:59:19 pm
Having your clothing ripped up really sucks. Here I am, doing fine, when oop-my utility vests are gone! and Im over encumbered! and the bees that couldn't touch me before are murdering me! oh noes!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 06, 2011, 02:59:47 pm
In other news, I just found a beehive that spawned on the edge of a city. theres a road going through the middle, and a couple of houses, leaving a single tile of isolated beehive across the road from three tiles of hive. I decided to hang out nearby, kill some bees, and look around, when I made an amazing discovery - BEE STINGERS. they have better damage than the wood spear, attack significantly faster, and, most amazing of all: they only take up a single volume and no weight. In other words, they're perfect as both thrown weapons, and as my main weapon. I just wish i could get like, the stinger from a super bee for my melee weapon or something.

Wasp stingers are even better.

Also throwing rulez. I always keep a few items of silverware on me (killed a bunch of zombies with butter knives). Are spoons in yet? I want to become "The Blue Raja" and kill enemies with thrown spoons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 06, 2011, 04:38:52 pm
I would rather go for replay files (with comments) like some of the other roguelikes have in the past.
That's also a very good alternative, specially with comments.

Just like the whole 'lets play' culture boomed in the last few years, way back replay files of roguelikes were a blast to watch, given the procedural content and all, people would add humorous notes to comment on whats going on it was great, quite sure that this could be done with little effort. (given the terminal interface) We could start exchanging our more exciting adventures here as I'm sure note making is something most would certainly not shy away from, letsplaying itself being a tad too intimidating for most most I'd imagine. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 06, 2011, 04:46:06 pm
Is there an easy way to change the font the game uses? The v's and u's look similar enough that it resulted in me drinking bleach instead of using a bandage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on August 06, 2011, 04:56:55 pm
Is there an easy way to change the font the game uses? The v's and u's look similar enough that it resulted in me drinking bleach instead of using a bandage.

Top it off with some ammonia!  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 06, 2011, 04:57:01 pm
Quote
Ran out of ammo shooting them and had to use my combat knife on the last few, nearly died. Had two necromancers, a hulk, couple brutes, couple spitters, an electric, 3 fast ones, lots of normal ones, a bear, as well as some assorted ants, a fungaloid, and a fungus zombie. Used my grenade and a bunch of burst fire from my SMGs just to survive.

Did you check the room after? Hulks can bash through walls I believe, so the fact that there were no windows isn't actually something that would stop them. It would have been strange for them to have been building up so long without trying to bash free earlier...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on August 06, 2011, 05:39:10 pm
Very-spoilerish question. Don't read if you haven't explored the game!
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 06, 2011, 05:46:52 pm
I would rather go for replay files (with comments) like some of the other roguelikes have in the past.
That's also a very good alternative, specially with comments.

Just like the whole 'lets play' culture boomed in the last few years, way back replay files of roguelikes were a blast to watch, given the procedural content and all, people would add humorous notes to comment on whats going on it was great, quite sure that this could be done with little effort. (given the terminal interface) We could start exchanging our more exciting adventures here as I'm sure note making is something most would certainly not shy away from, letsplaying itself being a tad too intimidating for most most I'd imagine.

Yeah, I was there *nostalgia goggles*, although I never happened to find a good source of long-ish movies for any other game than the nethack. Never dwelled outside RGRD for long, really.
Personally, I think commentary is great for sandbox or unpredictable games so you can follow the game better. A game like...cataclysm, to be precise! xD

I just happen to have a little custom of, when hooked to a game, watch footage of it (or as background while I do something else). Time to watch is also easier to find than time to actually play...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 06, 2011, 07:07:29 pm
So I was holding down a move key, and I figured it's be okay, seeing as I was only going a couple of worldmap tiles over, but nope. Suddenly, Wolves! Four of them. Out of nowhere. I've never seen more than one wolf at a time before. YASD.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 06, 2011, 07:12:37 pm
Run mode. It's a life-saver.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 06, 2011, 07:46:15 pm
It was only a few tiles! What are the chances!  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 06, 2011, 07:56:47 pm
It was only a few tiles! What are the chances!  :'(

All of them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 06, 2011, 08:05:07 pm
Very-spoilerish question. Don't read if you haven't explored the game!
Spoiler (click to show/hide)

Spoiler: Very-spoilerish answer (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 06, 2011, 08:14:23 pm
Yeah I go to run mode almost ALWAYS if it's more than a couple tiles now, let alone "a couple of worldmap tiles".  Something fast and dark like wolves I might not even see before they're killing me.  I want max time to check encumbrance and weapons, and maybe a pick-me-up or 2...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 06, 2011, 08:20:01 pm
Maybe it has already been suggestee, but how about  backgrounds determining some bonuses and/or where you start? Eg, a doctor might start at a hospital, a soldier at a military base, and so on....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ivefan on August 06, 2011, 08:24:46 pm
Shovel is slightly OP. I saw a brute coming for me, dug a hole in front of me and killed it when it fell in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 06, 2011, 08:57:03 pm
Shovel is too fast and has little cost atm, yeah
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on August 06, 2011, 09:00:01 pm
This has probably been answered before, but it's strangely not in the game's help, and I'm not going to read through 315 pages.

How do you use the XP "pool" you get?
Is there a way to give better equipment to squad-mates? What about food?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 06, 2011, 09:02:42 pm
This has probably been answered before, but it's strangely not in the game's help, and I'm not going to read through 315 pages.

How do you use the XP "pool" you get?
Is there a way to give better equipment to squad-mates? What about food?

XP works like the Crawl system, you accumulate XP and automatically allocate it whenever you use a skill. If you don't have XP, you won't gain skill XP no matter what you do. You don't see it in the help menu because it's shown on the main menu via "Message of the Day".

You can trade it to them (I think) with the "C"hat ability. You can also drop it near them and they *should* pick it up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on August 06, 2011, 09:03:57 pm
XP is spent when you use a skill.  Shoot a gun, acquire gunskill.  Sew some pants, acquire sewing skill.  If you have XP in your pool, it's spent; otherwise, you make no progress.

NPCs aren't even in a completely working state, but you could probably trade them via talking or just drop it for them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 06, 2011, 11:03:24 pm
Did you check the room after? Hulks can bash through walls I believe, so the fact that there were no windows isn't actually something that would stop them. It would have been strange for them to have been building up so long without trying to bash free earlier...

Didn't realize hulks would bash down walls. That was the first one I encountered in a closed area, it just smashed the door and rushed me that way (woke up with it one tile away from me, bed is right by the bathroom doors - I killed it with a full point blank burst of 20 rounds from my backup MP7). Room was still intact, only things broken were the two doors and an interior wall that I think the grenade destroyed, but it still led to another sealed room and not outside.

It's possible it was a single spawn, since after 2 days of being trapped inside with nothing to do but changing my liquor collection into molotovs, making grenades, and sleeping - some more zombies broke my window barricade and I wound up killing another big swarm of them that were right outside (and burning the house down with molotovs in the process, heh). More were in the bathroom too (thumping against the boarded up doors) but I ran off after clearing the ones outside so im not sure how many were stuck in there. Now I'm holed up in the overground portion of a science lab behind an iron door healing up. The area seems to spawn a lot of young triffids so I have an infinite source of veggies a few knife stabs away. No bed, but i'm still managing to fall asleep - and with the little lake thing right out front and my water purifier (and a huge pile of batteries in my UPS's) I have as much water as I need. Already healed up a good bit after a day there, and the turret I grenaded on the way in had several stacks of .45 ACP ammo on it. The character might just make it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: RebelZhouYuWu on August 06, 2011, 11:44:27 pm
Wow I just started the game and my first house had a Mac-10, 30 bullets, and a grip.  Someone is going zombie hunting tonight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 06, 2011, 11:46:31 pm
Be careful with triffids - like the Hulks, some of them have the ability to destroy walls.

Unlike Hulks they are much much better at it. Absolutely terrifying creatures, the stronger triffids.

Luckily triffids with those abilities are extremely rare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: RebelZhouYuWu on August 07, 2011, 12:01:41 am
Loving the random irony in this game so far.  I found a basement loaded with bottles of water and a mutagen.  I drink the mutagen and it's effects make me thirsty more often.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 07, 2011, 12:39:30 am
I can't get into my bathroom, which is where the entrance to my basement is! I've located a small rectangle where I can't get to, and confirmed that the stairs are not in any other part of the house. there are no door or windows to that area though, so... >.<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on August 07, 2011, 12:42:07 am
I can't get into my bathroom, which is where the entrance to my basement is! I've located a small rectangle where I can't get to, and confirmed that the stairs are not in any other part of the house. there are no door or windows to that area though, so... >.<

I would feel no qualms with wishing for a jackhammer in that instance for the purpose of destroying a wall, then discarding it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 07, 2011, 01:02:46 am
I can't get into my bathroom, which is where the entrance to my basement is! I've located a small rectangle where I can't get to, and confirmed that the stairs are not in any other part of the house. there are no door or windows to that area though, so... >.<

I would feel no qualms with wishing for a jackhammer in that instance for the purpose of destroying a wall, then discarding it.
There are a few other ways to break walls though. The Sonic resonator bionic primarily. I believe grenades have some wall breaking capability as well.

Fire and Hulks are an alternative, though obviously not safe. You can set a fire near the offending wall and hopefully put the fire out before it spreads too far using a fire extinguisher.

Maybe give axes and sledgehammers the ability to break down walls?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 07, 2011, 03:49:28 am
Since the user Survivator wanted to try the real flashlight mod on windows, I created a complete package, including executable and source code. (It can be compiled also in linux just running "make" in the source diretctory).
I picked the latest source from Heads' repo, merged with the latest features from Whales' repo and added this mod (and also the craft menu scroll mod).
So, if someone else wants to try it, here you find the download link (http://cataclysmff.zxq.net/SMF/index.php?topic=106.0).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 07, 2011, 09:55:10 am
Version 5 of my tileset for Cib's tileset mod.

http://www.mediafire.com/download.php?a24r5uul56hhcd4

- Trap tiles.
- The map cursor is fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on August 07, 2011, 11:52:57 am
I have a question. When i try to wield something and game says wielding that item would be tricky. does this mean i need certain level in some skill to use this item or I'm stupid enough to not know how to wield it? ive never been able to wield firearms :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 07, 2011, 11:55:41 am
Hmm, you should only get that if you try to (W)ear it - make sure you're using lowercase w to (w)ield...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 07, 2011, 11:57:06 am
Is there any reason items can't stack?

What I mean is..if I have 5 oranges, why do they need to take up  five slots? Would it be possible to combine the volume/weight/charges of a stack of items, and then have that simply take up one slot? It would certainly free up some clutter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 07, 2011, 12:20:53 pm
I can't get into my bathroom, which is where the entrance to my basement is! I've located a small rectangle where I can't get to, and confirmed that the stairs are not in any other part of the house. there are no door or windows to that area though, so... >.<

I would feel no qualms with wishing for a jackhammer in that instance for the purpose of destroying a wall, then discarding it.
Maybe give axes and sledgehammers the ability to break down walls?
This was discussed in IRC, Whales isn't really comfortable with that, because destroying walls is supposed to be difficult due to the fact that it's an important tactical choice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 07, 2011, 01:24:21 pm
Is there any reason items can't stack?

What I mean is..if I have 5 oranges, why do they need to take up  five slots? Would it be possible to combine the volume/weight/charges of a stack of items, and then have that simply take up one slot? It would certainly free up some clutter.

It's a feature I want to implement, but it is very difficult on several technical levels.  I thought it would be relatively easy, and started to implement it a few months back, but then it was surprisingly complex with lots of issues to deal with I was like "whooooa oh nooooo *undo undo undo*".  I'll do it some day!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 07, 2011, 01:31:09 pm
Perhaps there should be different types of walls.

Wooden walls on most houses could be busted with most any heavy weapon - axe, sledgehammer, maybe even hatchets and knives with enough whacks. Some houses might have brick walls that resist lighter weapons and only sledge hammers/jackhammers can bust them. Then there could be stone or concrete walls for buildings like banks and settlement walls that can only be broken by a jackhammer. Zombie brutes might gain the ability to break down wooden walls, while hulks would be able to break brick and maybe even concrete.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jetriot on August 07, 2011, 01:54:01 pm
Thanks Deon you are one of my heroes next to George Washington and Mother Teresa.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 07, 2011, 02:15:28 pm
Deon you need a crosshair for m when we view the map

Edit: Nvm im late sorry woot thanks deon that rocks =)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 07, 2011, 02:22:14 pm
It's a feature I want to implement, but it is very difficult on several technical levels.  I thought it would be relatively easy, and started to implement it a few months back, but then it was surprisingly complex with lots of issues to deal with I was like "whooooa oh nooooo *undo undo undo*".  I'll do it some day!

Interesting. I would think it would be relatively easy too. What kind of problems came up? I was thinking about trying to hack together a mod that adds that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 07, 2011, 02:30:51 pm
I thought that the easiest way would be to separate the "spawning stack size" with random amount from 1 to max, and "max stack size". Right now stacks spawn at its highest value.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 07, 2011, 02:42:47 pm
It's a feature I want to implement, but it is very difficult on several technical levels.  I thought it would be relatively easy, and started to implement it a few months back, but then it was surprisingly complex with lots of issues to deal with I was like "whooooa oh nooooo *undo undo undo*".  I'll do it some day!

Interesting. I would think it would be relatively easy too. What kind of problems came up? I was thinking about trying to hack together a mod that adds that.

Off the top of my head:

1) The current inventory system doesn't support changing weights/volumes of items. 100 batteries weighs the same as 1 battery. Same deal with bullets.

2) Items have some individual proerties, such as "birth dates" which control things like spoilage. Allowing item stacking create the need to handle the individual attributes for multiple items. For example what happens when one of your 5 oranges rots.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: snelg on August 07, 2011, 03:13:31 pm
Love the game so far. Even though my first two characters only survived one day.

Is there any way except lowering the resolution and making a mess of my desktop to get a larger window? Tiles feel a bit small and I find myself leaning towards the screen more often than not.

Thanks for a great game!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 07, 2011, 03:25:25 pm
Love the game so far. Even though my first two characters only survived one day.

Is there any way except lowering the resolution and making a mess of my desktop to get a larger window? Tiles feel a bit small and I find myself leaning towards the screen more often than not.

Thanks for a great game!
Not sure if the magnifier will properly render the game, but it's worth a shot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 07, 2011, 03:28:08 pm
It's a feature I want to implement, but it is very difficult on several technical levels.  I thought it would be relatively easy, and started to implement it a few months back, but then it was surprisingly complex with lots of issues to deal with I was like "whooooa oh nooooo *undo undo undo*".  I'll do it some day!

Interesting. I would think it would be relatively easy too. What kind of problems came up? I was thinking about trying to hack together a mod that adds that.

Off the top of my head:

1) The current inventory system doesn't support changing weights/volumes of items. 100 batteries weighs the same as 1 battery. Same deal with bullets.

2) Items have some individual proerties, such as "birth dates" which control things like spoilage. Allowing item stacking create the need to handle the individual attributes for multiple items. For example what happens when one of your 5 oranges rots.


The weight should be already altered based on the stack size. The "birth date" is an issue though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 07, 2011, 03:30:41 pm
Deon,

Yea I just separated the spawning size and the stack size. Seems to be working just fine.


BishopX,

It does calculate weight on item numbers, it just doesn't calculate volume. Larger stacks of ammo are heavier than smaller ones. I'll have to check and see if I can find where its doing the weight and volume calculations and see if I can get it to do volume based on the total count as well.

As far as the other concerns, that would only matter for perishable items. I'm mostly doing it for ammo.




-edit- Well that was easy. A few quick modifications and now ammo is stacking as high as I want, with the weight and volume changing based on stack size. Just need to rebalance the weight and volume of the ammo types and I'll be done.

What I did was:
item.cpp
modified the volume calculation to multiply by charges and divide by 100 for ammo. Also corrected it to return the variable instead of type->volume (which was making it fail to take gun mods into account for gun volume).
Modified the two item things near top of the file to look for ammo->findcount; instead of ammo->count;. This appears to be where it gets spawn info

itypedef.cpp
Modified the ammo to make use of findcount, and changed count to the amount I wanted it to stack up to.

itype.h
Added the unsigned char findcount
Changed the unsigned char count to an unsigned int so it can hold more than 232.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 07, 2011, 03:57:01 pm
Deon,

Yea I just separated the spawning size and the stack size. Seems to be working just fine.


BishopX,

It does calculate weight on item numbers, it just doesn't calculate volume. Larger stacks of ammo are heavier than smaller ones. I'll have to check and see if I can find where its doing the weight and volume calculations and see if I can get it to do volume based on the total count as well.

As far as the other concerns, that would only matter for perishable items. I'm mostly doing it for ammo.



There also seems to be a limit on stack size of 232. I'll have to look and see why its refusing to stack higher... I wanted battery stacks of 1000 :) -edit- Ah it just dawned on me that count is an unsigned char. That limits it to 255 doesn't it? Not sure why the game stopped at 232, though. I'll just change it to an int.

Yeah unsigned char tops at 255, but be real careful changing types around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 07, 2011, 04:01:38 pm
Yeah unsigned char tops at 255, but be real careful changing types around.

Can that cause problems? I thought it might, but it doesn't seem to have done anything. I just changed the unsigned char count to an unsigned int. Seems to be working fine. I don't have any experience with what changing a char to an int might do :D

Now I have ammo stacking and combining weight/volume just fine. Only need to rebalance the volumes of ammo to take into account for the divide by 100 thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 07, 2011, 04:13:37 pm
Yeah unsigned char tops at 255, but be real careful changing types around.

Can that cause problems? I thought it might, but it doesn't seem to have done anything. I just changed the unsigned char count to an unsigned int. Seems to be working fine. I don't have any experience with what changing a char to an int might do :D

Now I have ammo stacking and combining weight/volume just fine. Only need to rebalance the volumes of ammo to take into account for the divide by 100 thing.

Oh, ammo stacking is obvious and something I should've done a while ago!  Indeed, the game already stacks ammo for you if it can; for instance, carrying a box of 20 5.56 rouns and picking up a box of 15 will combine them into a box of 35.  Not entirely sure why I capped it at the default size, but thanks for changing this.

Changing that char to an int shouldn't cause any problems at all.

I thought that the easiest way would be to separate the "spawning stack size" with random amount from 1 to max, and "max stack size". Right now stacks spawn at its highest value.

Making items start with a random number of charges between 1 and default_charges is a one-line change, very easily done.  It should be noted that "charges" and "stack size" are distinct concepts.  Ammo, tools, and firearms all have a number of "charges;" for ammo this affects the item's weight, but not its volume, and for tools and firearms it won't affect either one.  A "stack size" is different, and implies several instances of the same type of item, not just one instance with several uses available.

The "birthday" of items is indeed an issue when combining them into stacks; as is damage level, charge counts, contents, when to combine items, UI changes to allow the player to drop just one from the stack, when and how to reduce the number in the stack, how to handle the item removed from the stack, etc. etc.

For those of you with C++ experience, one idea I had was to change the player's inventory from std::vector<item> to std::vector<std::vector <item>>.  This way, several apples can be combined into a stack--and the UI can just use inv[n].size() to display the number of items in the stack--and each apple will maintain its own birthday and damage level.  When the player's inventory is accessed (basically via the game::inv() function), the game can iterate over all the items and automatically seperate out any that are spoiled or have been damaged.  Thoughts?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 07, 2011, 04:33:57 pm
Not sure if you guys missed my edit, was editing when I was the last post in the thread, but before I was done DalGren replied - and the edit ended up on the other page :)


As far as the std::vector<item> to std::vector<std::vector <item>> change, I don't have C++ experience but that sounds like its changing it to just lump items together on the presentation side while keeping them separate on the actual inventory side, which sounds like a great idea. Just the clutter reduction alone would be fantastic. Would that let you remove the item limit too? I'm always hitting that limit while carrying a bunch of small things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 07, 2011, 04:40:56 pm
Thing is, wouldn't that just affect inventory?
So when you drop your stack of 100 spears it would explode into 3 piles?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 07, 2011, 04:55:55 pm
OH GOD DAMN IT! I was testing item tiles and I forgot to remove teleporters from the starting items. AWW :D. Time to update soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 07, 2011, 04:57:26 pm
Thing is, wouldn't that just affect inventory?
So when you drop your stack of 100 spears it would explode into 3 piles?

Well, the same change could be made for the map, of course.  Though I'm not sure if that's agreeable, I kind of like the way that items "spill" into adjacent tiles once one is filled up!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 07, 2011, 04:59:31 pm

Changing that char to an int shouldn't cause any problems at all.


Oh I see. Well, I didn't know if you are packing bits in there. If that was the case changing char to int might cause problems.
...my knowledge of C++ is close to null...are vectors equivalent to anything in C? xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 07, 2011, 04:59:36 pm
What I would do is even simpler, and fixes another problem at the same time.

Let people create "clusters". Maybe +? (shift equal, to associate it with the define key)

Cluster screen allows you to add several items to a cluster.

When you select an item, if you select a cluster, it simply brings you to the item list for that cluster (works just like the normal inventory screen).

Clusters are treated otherwise just like a normal item - they can be dropped, picked up, etc. Except each one has its own, internal item limit. It's like a stack, except player-defined.
...
Actually, I'm not sure if I'm explaining it right, but it sounds great in my head. I may just implement it on my own later, even if another type of stacking is introduced.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 07, 2011, 05:06:14 pm
Another thing I just did in game.h and game.cpp is to add a debugmode toggle and make all the debug options require debugmode to be on to work. I just used + as the toggle.

Simple change, very useful effect. No more accidentally teleporting, spawning npcs, revealing the map, or going into wish mode. Huzzah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 07, 2011, 05:22:44 pm
Paul, I already did one of those with my last tweak, and I think Deon rolled it into his version now. It IS nice, but apparently Whales is going to have all the debug stuff moved into its own menu in the next update, which is even better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 07, 2011, 05:32:38 pm
Paul, I already did one of those with my last tweak, and I think Deon rolled it into his version now. It IS nice, but apparently Whales is going to have all the debug stuff moved into its own menu in the next update, which is even better.

Ah, cool. I'm still using the base 1.9.4 version, so I didn't realize Deon already had it in his version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 07, 2011, 05:33:14 pm
Suggestion-Molotov cocktails should not go out nearly so easily. and when they do, they should not simply disapear! You should be able to re-light them, or at least stuff a new rag in to make a new cocktail. or salvage the bottle, or something!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on August 07, 2011, 05:40:09 pm
What I would do is even simpler, and fixes another problem at the same time.

Let people create "clusters". Maybe +? (shift equal, to associate it with the define key)

Cluster screen allows you to add several items to a cluster.

When you select an item, if you select a cluster, it simply brings you to the item list for that cluster (works just like the normal inventory screen).

Clusters are treated otherwise just like a normal item - they can be dropped, picked up, etc. Except each one has its own, internal item limit. It's like a stack, except player-defined.
...
Actually, I'm not sure if I'm explaining it right, but it sounds great in my head. I may just implement it on my own later, even if another type of stacking is introduced.
"Yo dawg, I heard you like items, so we put an inventory in your inventory, so you can hold while you hold"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 07, 2011, 05:59:41 pm
Item suggestion: Binoculars. If used, allow you to see outside the range at which you could normally see, as long as the area your looking at is not dark and is in your line of sight. also increases overmap sight by a decent amount, just from being carried.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 07, 2011, 06:13:45 pm
What I would do is even simpler, and fixes another problem at the same time.

Let people create "clusters". Maybe +? (shift equal, to associate it with the define key)

Cluster screen allows you to add several items to a cluster.

When you select an item, if you select a cluster, it simply brings you to the item list for that cluster (works just like the normal inventory screen).

Clusters are treated otherwise just like a normal item - they can be dropped, picked up, etc. Except each one has its own, internal item limit. It's like a stack, except player-defined.
...
Actually, I'm not sure if I'm explaining it right, but it sounds great in my head. I may just implement it on my own later, even if another type of stacking is introduced.
"Yo dawg, I heard you like items, so we put an inventory in your inventory, so you can hold while you hold"?

That was attempted in Ultima VI+ I believe. It was a clusterfuck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 07, 2011, 06:15:36 pm
Deon's Littel Mod V15-tileset

http://www.mediafire.com/download.php?09i4dfu2kmabokf

- Churches added.
- Different genders start with different clothing (randomized).
- Fixed a few more tiles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 07, 2011, 06:44:33 pm
What I would do is even simpler, and fixes another problem at the same time.

Let people create "clusters". Maybe +? (shift equal, to associate it with the define key)

Cluster screen allows you to add several items to a cluster.

When you select an item, if you select a cluster, it simply brings you to the item list for that cluster (works just like the normal inventory screen).

Clusters are treated otherwise just like a normal item - they can be dropped, picked up, etc. Except each one has its own, internal item limit. It's like a stack, except player-defined.
...
Actually, I'm not sure if I'm explaining it right, but it sounds great in my head. I may just implement it on my own later, even if another type of stacking is introduced.
"Yo dawg, I heard you like items, so we put an inventory in your inventory, so you can hold while you hold"?

That was attempted in Ultima VI+ I believe. It was a clusterfuck.

oh snap !

*snip* [will stacking] remove the item limit too? I'm always hitting that limit while carrying a bunch of small things.

I believe this has to do with the limited number of available upper and lower case letters, as thats how items get assigned keys at the moment so no, not remove, but certainly help.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 07, 2011, 07:06:41 pm

- Different genders start with different clothing (randomized).


I like this change.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 07, 2011, 08:16:43 pm
I believe this has to do with the limited number of available upper and lower case letters, as thats how items get assigned keys at the moment so no, not remove, but certainly help.

Yea, I get that - I was mostly asking if the inventory thing would help the item limit seeing as items would only be stacked for displayed inventory and would be kept separate behind the scenes. Might still require the stacked items to count toward the limit to prevent half your food items suddenly going spoiled and bringing you over the limit due to dividing the stacks or something.


Heh, purifiers boosting stats should probably be removed. After raiding several science labs for their bleach, ammonia, mutagens, and purifiers (using cooking to turn mutagens into purifiers) I've raised this character's stats to 31 20 25 23. Or maybe instead of removal, a high end cooking recipe to make some kind of special stat boosting potion? Could be like mutagen x2  + purifier x2 + royal jelly x2 or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 07, 2011, 08:20:22 pm
Argblarg 5 am not all tiles are done what the
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 07, 2011, 08:36:51 pm
I don't really have a lot of experience here with coding, so if what I'm explaining is impossible, sorry!

In regards to food going rotten, wouldn't it be possible to assign a birth date to a stack of, say, oranges? Once the amount of time passes to make an orange rotten, would it be possible to simply create a rotten orange in your inventory?  I do suppose you'd need a new birth date for the next orange in the stack though..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 07, 2011, 08:51:21 pm
Also, is there any particular reason that when you scroll to the next page in your inventory, the assigned keys can't just reset?

basically if you have items A, B, C, D, E, and F, and then you scroll to the next page, instead of being G, H, I, etc., can't they just be A, B, C, D?

Might help address the item limit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 07, 2011, 09:01:54 pm
When the player's inventory is accessed (basically via the game::inv() function), the game can iterate over all the items and automatically seperate out any that are spoiled or have been damaged.  Thoughts?
I would be against this, mostly because you can easily have a spoiled food item be sorted out from all the good ones, even if your player otherwise cannot tell whether it's spoiled or not. It makes it sort of too easy to tell if something is rotten or tainted if your character shouldn't really know within their ability. So even if super-taster DID work, it'd end up becoming useless again.
Also, is there any particular reason that when you scroll to the next page in your inventory, the assigned keys can't just reset?

basically if you have items A, B, C, D, E, and F, and then you scroll to the next page, instead of being G, H, I, etc., can't they just be A, B, C, D?

Might help address the item limit.
This has been in my head for too long, why didn't I suggest it yet? Of course, whether splintering the menu would be conventional or not could go by nice in a testing update, though I don't think it'll be too much problem.
Perhaps limiting the splinter to per category?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 07, 2011, 09:42:38 pm
Minimap location thingydoesn show up
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 07, 2011, 10:40:06 pm
Also, is there any particular reason that when you scroll to the next page in your inventory, the assigned keys can't just reset?

basically if you have items A, B, C, D, E, and F, and then you scroll to the next page, instead of being G, H, I, etc., can't they just be A, B, C, D?

Might help address the item limit.

Downside of that would be that you have to scroll to the next page of the inventory before using an item instead of just hitting the letter for it from the first page.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 07, 2011, 10:40:53 pm
Also, is there any particular reason that when you scroll to the next page in your inventory, the assigned keys can't just reset?

basically if you have items A, B, C, D, E, and F, and then you scroll to the next page, instead of being G, H, I, etc., can't they just be A, B, C, D?

Might help address the item limit.

This is how ADOM does it and I can not stand it.  It's much less navigable to me, it removes the two-press system and forces 3, 4, or 5 presses to wield, drop or use an item, it removes the ability to remember that slot 'c' is your crowbar, etc.

I don't really have a lot of experience here with coding, so if what I'm explaining is impossible, sorry!

In regards to food going rotten, wouldn't it be possible to assign a birth date to a stack of, say, oranges? Once the amount of time passes to make an orange rotten, would it be possible to simply create a rotten orange in your inventory?  I do suppose you'd need a new birth date for the next orange in the stack though..

The issue is that not all oranges have the same birth date--some are considered to be harvested later than the ones you find in grocery stores.  So if you have a still-good orange from a grocery store, and a still-good orange from an NPC market, they should stack, because the player isn't aware that there's a difference.  But once the grocery store one goes bad, they should unstack.  Obvious, we wouldn't have to check if this is the case on every single turn--only when the inventory is accessed, for efficiency.

I believe this has to do with the limited number of available upper and lower case letters, as thats how items get assigned keys at the moment so no, not remove, but certainly help.

Yea, I get that - I was mostly asking if the inventory thing would help the item limit seeing as items would only be stacked for displayed inventory and would be kept separate behind the scenes. Might still require the stacked items to count toward the limit to prevent half your food items suddenly going spoiled and bringing you over the limit due to dividing the stacks or something.


Heh, purifiers boosting stats should probably be removed. After raiding several science labs for their bleach, ammonia, mutagens, and purifiers (using cooking to turn mutagens into purifiers) I've raised this character's stats to 31 20 25 23. Or maybe instead of removal, a high end cooking recipe to make some kind of special stat boosting potion? Could be like mutagen x2  + purifier x2 + royal jelly x2 or something.

Yeeeeah okay I will be removing that ability from purifiers.  The craftable stat booster is a good idea, thanks!

The inventory item limit is purely a UI problem of not having enough letters to assign to items.  Stacking helps this problem, as having 12 identical bottles of water would take up only a single letter.

I actually like having a 52-item limit; it encourages using stashes and discourages insane hoarding.  It also gives items like lighters, which have 0 weight and 0 volume, a cost to carry.  I do think that without stacking, the 52-item limit is too severe.


Different genders start with different clothing (randomized).

I like this change as well--in theory.  In practice, the women's clothing in the game is generally pretty much scissor fodder--dresses suck, skirts make you run a tiny bit faster but I'd rather have the storage of jeans.  I don't want to disadvantage one gender in relation to the other (differences exist in how NPCs react to you, but they're minor and neither gender has a clear advantage over the other here).


Item suggestion: Binoculars. If used, allow you to see outside the range at which you could normally see, as long as the area your looking at is not dark and is in your line of sight. also increases overmap sight by a decent amount, just from being carried.

Great idea, especially the overmap sight part (which needs to be increased anyway to maybe twice what it is; binoculars could further increase it to 10 unobstructed tiles, perhaps?).


Suggestion-Molotov cocktails should not go out nearly so easily. and when they do, they should not simply disapear! You should be able to re-light them, or at least stuff a new rag in to make a new cocktail. or salvage the bottle, or something!

The disappearance is a technical issue that I've been too lazy to fix.  Right now it's basically just "roll a 20-sided die; on a 1, the molotov goes out disappears," so it can happen one turn after lighting it if you're unlucky.  I'll make it so that lighting a molotov sets the item's birthdate to the current turn, and that way no molotovs can go out for the first few turns at least, with an increasing chance the longer they're lit.  I'll also make it so that the molotov changes back to an unlit molotov, or maybe a bottle depending on how long it's been lit.


What I would do is even simpler, and fixes another problem at the same time.

Let people create "clusters". Maybe +? (shift equal, to associate it with the define key)

Cluster screen allows you to add several items to a cluster.

When you select an item, if you select a cluster, it simply brings you to the item list for that cluster (works just like the normal inventory screen).

Clusters are treated otherwise just like a normal item - they can be dropped, picked up, etc. Except each one has its own, internal item limit. It's like a stack, except player-defined.
...
Actually, I'm not sure if I'm explaining it right, but it sounds great in my head. I may just implement it on my own later, even if another type of stacking is introduced.

Interesting thought!  Seems like a lot of UI overhead, though... it also doesn't solve the inventory letter problem, which is half the reason for stacking in the first place.  Let me know if you do implement it, I'd be interested to give it a try and see how it plays.



Changing that char to an int shouldn't cause any problems at all.


Oh I see. Well, I didn't know if you are packing bits in there. If that was the case changing char to int might cause problems.
...my knowledge of C++ is close to null...are vectors equivalent to anything in C? xD

Nah, no bit-packery, aside from trying to reduce the overall size of the class by a word.
Vectors are dynamic arrays, basically.


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on August 08, 2011, 12:38:30 am
Oh... you know the inventory system in Incursion?  Instead of letters, they go by number.  00-99.

...It's kinda bad, but it led to an idea.  What if you could make the inventory default to a sorta "hotkey" page, which you assigned items to, that was limited to the a-Z thing?  Then, if you pressed something, you went to full-view inventory, which works ADOM-style, and where you assigned hotkey stuff?  Maybe usable stuff like tools, food, and weapons could by default get assigned to an empty hotkey slot thingy if there is one, while less used stuff like clothes and rags wouldn't.

Probably a ton of problems with, like, filling up bottles and stuff (maybe it checks for containers and only displays those?), but it'd get you around the letter limit.  ...Maybe cycle through all items and categories with < and >...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hiiri on August 08, 2011, 02:14:47 am

- Different genders start with different clothing (randomized).


I like this change.

SEXIST!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 08, 2011, 02:16:21 am
Depends on what clothing.
I personally wouldn't be caught dead in a skirt, and in fact modded in new clothing specifically so I wouldn't have to wear one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 08, 2011, 02:21:08 am
Heh, the skirt didn't make enough difference for me to keep wearing instead of cargo pants, but while I was trying it out I just waved my hands and called it a "tactical kilt"  and bemoaned the lack of bagpipes and haggis :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 08, 2011, 04:19:27 am
Heh, the skirt didn't make enough difference for me to keep wearing instead of cargo pants, but while I was trying it out I just waved my hands and called it a "tactical kilt"  and bemoaned the lack of bagpipes and haggis :D

With a gun slinger I always hit the item limit before storage limit so the extra speed (2 encumbrance over cargo pants) was much more useful than the space.
If I play a melee build however the space is useful as if you have multiple utility vests it allows ditching of the backpack and lowering torso encumbrance in return.

For those of you with C++ experience, one idea I had was to change the player's inventory from std::vector<item> to std::vector<std::vector <item>>.  This way, several apples can be combined into a stack--and the UI can just use inv[n].size() to display the number of items in the stack--and each apple will maintain its own birthday and damage level.  When the player's inventory is accessed (basically via the game::inv() function), the game can iterate over all the items and automatically seperate out any that are spoiled or have been damaged.  Thoughts?

It depends what your goal is. If you need to allow things to stay separate internally it makes sense, although I'd probably have a really cheap wrapper around it so you can have useful functions on the inner group (like sum) to make your life easier. You'd have to add an extra menu during drop so you can choose which ones you want to drop, I'd recommend the same way you do pickup with the multi-select but that should be simple enough.

As an aside lines 622 and 624 of newcharacter.cpp don't use the MAX_TRAITS you define but rather a hard coded number, not sure if that was intentional because of the usage of the word 'three' but seemed like a mistake what I was browsing the code, do you accept github pull requests?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 08, 2011, 05:15:17 am
"This is how ADOM does it and I can not stand it.  It's much less navigable to me, it removes the two-press system and forces 3, 4, or 5 presses to wield, drop or use an item, it removes the ability to remember that slot 'c' is your crowbar, etc."

How would this remove the two press system? Items would still be labeled exactly in the same style as they are now, it just helps to remove the item limit. And I don't know about you, but I can never remember the letter something is assigned to, pretty much because of the way the system is now (not that I really mind).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 08, 2011, 05:16:27 am
*Is using a c to dig pits around her house*
*picks up a grenade pushing her shovel onto the next page*
*Presses a c and ends up burning down her house because she wasn't paying full attention*

Scenario
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 08, 2011, 05:19:14 am
*Is using a c to dig pits around her house*
*picks up a grenade pushing her shovel onto the next page*
*Presses a c and ends up burning down her house because she wasn't paying full attention*

Scenario
Grenades don't start fires. <w>

But yer, I see your point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 08, 2011, 05:20:18 am
The lighter was pushed into the shovel slot.
The grenade would probably go to a
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ConscriptFive on August 08, 2011, 05:41:15 am
Depends on what clothing.
I personally wouldn't be caught dead in a skirt, and in fact modded in new clothing specifically so I wouldn't have to wear one.

Two words: Tactical Corset

http://tacticalcorsets.com/tacticalcorsetcustom
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 08, 2011, 05:43:07 am
Depends on what clothing.
I personally wouldn't be caught dead in a skirt, and in fact modded in new clothing specifically so I wouldn't have to wear one.

Two words: Tactical Corset

http://tacticalcorsets.com/tacticalcorsetcustom

forget construction we need these asap
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 08, 2011, 05:44:41 am
I'd not wear a skirt, and I'd not wear one of them :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 08, 2011, 05:45:53 am
I'd rather wear a grenade, but it doesn't fit, ever for some reason.  :P
But yeah, construction sounds like a priority atm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 08, 2011, 07:36:12 am

- Different genders start with different clothing (randomized).


I like this change.

SEXIST!
I know you are joking, but hey, those items finally get an use like that. I mean, you will end up with cargo pants and trenchcoats or whatever, so at least give use to female clothing at start, because otherwise almost nobody will be using it, even female characters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 08, 2011, 07:46:50 am

- Different genders start with different clothing (randomized).


I like this change.

SEXIST!
I know you are joking, but hey, those items finally get an use like that. I mean, you will end up with cargo pants and trenchcoats or whatever, so at least give use to female clothing at start, because otherwise almost nobody will be using it, even female characters.
Which gives me an idea. How about males getting a random chance to wear "female clothes", as they would be the kind of person who dresses in drag? The chance would be fairly low, though, but still existent.
Perhaps a kind of skirt that has pockets maybe? Might be something to put in the game. And a least wouldn't cripple female characters spawning with a skirt, seeing as they have no storage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 08, 2011, 07:58:29 am

- Different genders start with different clothing (randomized).


I like this change.

SEXIST!
I know you are joking, but hey, those items finally get an use like that. I mean, you will end up with cargo pants and trenchcoats or whatever, so at least give use to female clothing at start, because otherwise almost nobody will be using it, even female characters.
Which gives me an idea. How about males getting a random chance to wear "female clothes", as they would be the kind of person who dresses in drag? The chance would be fairly low, though, but still existent.
Perhaps a kind of skirt that has pockets maybe? Might be something to put in the game. And a least wouldn't cripple female characters spawning with a skirt, seeing as they have no storage.
Females should have a high chance to spawn with a hand bag :P. They ALWAYS carry them around haha.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 08, 2011, 08:31:04 am
*Is using a c to dig pits around her house*
*picks up a grenade pushing her shovel onto the next page*
*Presses a c and ends up burning down her house because she wasn't paying full attention*

Scenario

Pay attention?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on August 08, 2011, 08:49:46 am
I was wondering, is it a bug that you can eat out of cardboard boxes (pizzas, cakes, maybe other stuff) and drink liquor indefinitely? I must have eaten the same pizza 15 (definetly more than 10) times and it's still there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 08, 2011, 08:51:16 am

- Different genders start with different clothing (randomized).


I like this change.

SEXIST!
I know you are joking, but hey, those items finally get an use like that. I mean, you will end up with cargo pants and trenchcoats or whatever, so at least give use to female clothing at start, because otherwise almost nobody will be using it, even female characters.
Which gives me an idea. How about males getting a random chance to wear "female clothes", as they would be the kind of person who dresses in drag? The chance would be fairly low, though, but still existent.
Perhaps a kind of skirt that has pockets maybe? Might be something to put in the game. And a least wouldn't cripple female characters spawning with a skirt, seeing as they have no storage.
Females should have a high chance to spawn with a hand bag :P. They ALWAYS carry them around haha.
Victoria's Secret Pockets? (http://www.youtube.com/watch?v=Sg9BLO93-24#t=0h8m14s#)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nab McNabbers on August 08, 2011, 08:54:45 am
I actually like having a 52-item limit;

BTW: Recently i have picked up an item and got a '´' assigned. Took me some time to figure out i had to press '´' followed by SPACE to use the item. ... Was in DLM though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nab McNabbers on August 08, 2011, 08:58:16 am
I was wondering, is it a bug that you can ... drink liquor indefinitely?

Nope, it gets used up. However you will be able to replace all your body fluids with whisky before that happens.

Dunno about pizza.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 08, 2011, 09:00:04 am
I was wondering, is it a bug that you can eat out of cardboard boxes (pizzas, cakes, maybe other stuff) and drink liquor indefinitely? I must have eaten the same pizza 15 (definetly more than 10) times and it's still there.

Containers hide the actual amount of the item, you can "U"nload them out of the container after wielding them to see how much. This isn't recommended with liquids since it makes them fall to the ground and become unusable.

Beef Jerky comes in packs of three servings and you can get upwards of 20 sips per booze bottle; for pizza, I'm not so sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 08, 2011, 09:00:30 am
"This is how ADOM does it and I can not stand it.  It's much less navigable to me, it removes the two-press system and forces 3, 4, or 5 presses to wield, drop or use an item, it removes the ability to remember that slot 'c' is your crowbar, etc."

How would this remove the two press system? Items would still be labeled exactly in the same style as they are now, it just helps to remove the item limit. And I don't know about you, but I can never remember the letter something is assigned to, pretty much because of the way the system is now (not that I really mind).

I thought Whales explained that pretty clearly. Two press system = 2 keys to do something. It removes the two press system because then you no longer have a persistent key for an item but instead have to use > one or multiple times before pressing the item. Instead of 'a' 'e' to activate my flashlight I have to press 'a' '>' 'e' or maybe even 'a' '>' '>' 'e'. I always remember the letter my commonly used items are assigned to, like my flashlight and my combat knife and my guns. Also if the inventory is just assigning keys to the list, you even lose hotkeys like this on the first page - drinking out of a glass bottle would adjust everything down below it as the glass bottle gets moved to weapons. With a system like you describe I would be forced to look through my inventory page every single time I want to do something instead of just remembering what was where.

I for one agree with Whales. I much prefer his system. Farce's hotkey page idea with the rest of the items unlabeled would be ok too, but honestly a 52 item limit is just fine when you have stacking. Just adding ammo stacking I haven't really had a problem with item limit since. Only thing putting me over the limit now is when I try to carry a bunch of bandages, since they're light and I wanted to bring a bunch back with me for later use. Once everything starts stacking there won't really be an issue unless you're wearing 30 holsters or something silly like that.


-edit- It could probably be increased to 76 if 52 is still too restrictive, just by adding 1 2 3 4 5 6 7 8 9 0 - = and ! @ # $ % ^ & * ( ) _ +.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Another on August 08, 2011, 09:29:39 am
For those of you with C++ experience, one idea I had was to change the player's inventory from std::vector<item> to std::vector<std::vector <item>>.  This way, several apples can be combined into a stack--and the UI can just use inv[n].size() to display the number of items in the stack--and each apple will maintain its own birthday and damage level.  When the player's inventory is accessed (basically via the game::inv() function), the game can iterate over all the items and automatically seperate out any that are spoiled or have been damaged.  Thoughts?

I would advise against this change on the database theory grounds. You still have all those items "linearly" ordered as "all the objects in the character's possession" and storing them in different sub-spaces looks conceptually bad.

If you want to store a semi-persistent association between a group of items and a letter - maybe an additional std::map<char, std::vector<*item> > could be used? Remembering letters for items and remembering letters for groups of items that can have different properties inside the group are totally different tasks. //handling the pointers on all events that can happen to the underlying item would not be trivial and could lead to all sorts of nasty bugs; good that the actual implementation would not be done by me

The task of item grouping would be initially simplified by a great deal if the persistency requirement could be dropped. Changeable semi-hotkeys that would default to the first (or "best" when it can be defined) item of a class (like "m" for "a melee weapon", "d" for "a digging tool", "p" - "a painkiller", "l" - "a light source",...) with ability to get a detailed list of all your items in 1% of occasions when you need it could probably work).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 08, 2011, 09:56:37 am
lol, I recently discovered fanny packs don't encumber you at all. Just goofing around I have a char wearing sneakers, a skirt, fingerless gloves, a hunting cap, safety glasses, 2 utility vests, and 14 fanny packs. Encumberance is -1 on legs and feet, 0 everywhere else. Should probably make more than 2 fanny packs add some encumberance to something.

I'd really like to see how a character would look wearing all that. From the top, one of those hunting caps with the ear flaps, a pair of safety glasses. Two utility vests on the chest full of various things, fingerless gloves on the hands. A skirt. And 14 fanny packs strapped God knows where. I can only assume there would be several around the waist and more tied town the legs and maybe some over the shoulders.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 08, 2011, 10:40:03 am
Where'd you get so many fanny packs? I've seen like 2 in all of my games.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 08, 2011, 10:56:45 am
I was just goofing off, I only actually found 1 in a clothing store and 1 in a house. I wished for the other 12 just to see if I'd get encumbered eventually.

I passed up a bunch of them before though, I remember seeing a good many scattered around in my exploration and just never stopped to pick any up.

I just never expected the fanny pack would be this game's "bag of holding" so I never even bothered grabbing them. Assumed they would be like the messenger bags or purses which I had seen before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 08, 2011, 11:34:10 am
It seems to go in streaks - this game I found at least 5 fanny packs in the 1st 2+ days and at least another 4-5 in the next few days.  I was wearing 4+a holster until the item limit made me grit my teeth and get it down to 3 then 2.  And yet I haven't seen any rubber hoses since I started to look for them, and damn few hotplates or pots/frying pans.  Last game it seemed like every other house had a hotplate and pot/pan, but damn few fanny packs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheDecline on August 08, 2011, 11:59:39 am
Reading through the posts it feels like im missing out on some fun times !

However until i get home i cant do much, just wondering however how hard is it to get working with a tileset ?

as hardcore as some of you guys are, i just cant stomach ascii graphics  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 08, 2011, 12:02:47 pm
Deon's Little Mod comes packaged with tileset, and it's mostly additions onto vanilla, lots of which have since been merged.

So basically, get that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheDecline on August 08, 2011, 12:17:52 pm
Cheers for that,

Cant wait to get home and play with the lights out!  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ivefan on August 08, 2011, 12:28:36 pm
Bleh.
In an attempt to fortify my place I made and threw down two turrets. Unfortunately for me, They disappear when leaving the area.

Bugs found:
   -Crafting Power converter(I guess other items too) from soldering iron when just having one soldering iron, or just having one with charges, will convert the soldering iron that is used for the crafting. i.e Break itself.
   -I accidentally spawned a NPC, which i traded with and saw the guy had a 'Dynamite(lit)' in his inventory. I shot him because he was too close to my hideout and threw away the dynamite(lit). It didn't explode.

Suggestions:
   -Having the Tool Implant should probably use energy when crafting items requiting a tool with charges.
   -Crafting with items that has charges should automatically unload said charges rather than having to wield and unload then manually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on August 08, 2011, 01:08:12 pm
How many levels of night-vision are there? So far i've managed to reach the second one. Are there any more?
I wonder, because i have some more mutagen bottles, but am unwilling to risk it if i can't increase it to 3.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 08, 2011, 01:15:06 pm
How many levels of night-vision are there? So far i've managed to reach the second one. Are there any more?
I wonder, because i have some more mutagen bottles, but am unwilling to risk it if i can't increase it to 3.
Checked the code, seems to be only 2 levels of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 08, 2011, 01:28:36 pm
Only two levels of nightvision, but theres also infrared vision, which makes enelies you can't see show up as red question marks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on August 08, 2011, 01:41:12 pm
Ahh, right. I remember getting this mutation once, got shot by a turret five movement points later so no idea what it did  :D

How about butchery? How many skillpoints do you need to start getting edible meat from zombies? (not-tainted) I'm at 6 at the moment.

Caffeine pills, energy drinks, and butchering goes on all night! WOO!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 08, 2011, 01:42:15 pm
You can't get edible meat from the zombies anymore for some reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 08, 2011, 01:46:23 pm
Just found my first survivor settlement :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on August 08, 2011, 01:46:59 pm
You can't get edible meat from the zombies anymore for some reason.

Balls..

Well, at least there are giant bee hives that are a source of edible bees.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on August 08, 2011, 01:51:03 pm
Just found my first survivor settlement :D
How did you do that?
can you build walls? what about does it rain in? can u build roof too?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 08, 2011, 01:52:27 pm
Just found my first survivor settlement :D
How did you do that?
can you build walls? what about does it rain in? can u build roof too?
No, not built. Pre-genned ones. They're sometimes around in the countryside.

No construction for now, we're getting that on next release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 08, 2011, 02:08:03 pm
Huh...
Anyone else noticed Parkour Expert getting steadily cheaper in their windows version? :o
If it goes any more I'll start getting free points for picking it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on August 08, 2011, 02:17:33 pm
Just found my first survivor settlement :D
How did you do that?
can you build walls? what about does it rain in? can u build roof too?
No, not built. Pre-genned ones. They're sometimes around in the countryside.

No construction for now, we're getting that on next release.
Oh i thought you FOUNDED by yourself. ive been to a settlement like you found once but there was absolutely nobody. why?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 08, 2011, 02:21:42 pm
Just found my first survivor settlement :D
How did you do that?
can you build walls? what about does it rain in? can u build roof too?
No, not built. Pre-genned ones. They're sometimes around in the countryside.

No construction for now, we're getting that on next release.
Oh i thought you FOUNDED by yourself. ive been to a settlement like you found once but there was absolutely nobody. why?
There's a slight difference ...

found /found/
Having been discovered by chance or unexpectedly, in particular.

founded past participle, past tense of found (Verb)
1. Establish or originate (a continuing institution or organization), esp. by providing an endowment: "the monastery was founded in 1665"; "the three founding partners".
2. Plan and begin the building of (a town or colony).

And they're empty because NPCs don't work for now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 08, 2011, 02:23:12 pm
Just found my first survivor settlement :D
How did you do that?
can you build walls? what about does it rain in? can u build roof too?
No, not built. Pre-genned ones. They're sometimes around in the countryside.

No construction for now, we're getting that on next release.
Oh i thought you FOUNDED by yourself. ive been to a settlement like you found once but there was absolutely nobody. why?
There's a slight difference ...

found /found/
Having been discovered by chance or unexpectedly, in particular.

founded past participle, past tense of found (Verb)
1. Establish or originate (a continuing institution or organization), esp. by providing an endowment: "the monastery was founded in 1665"; "the three founding partners".
2. Plan and begin the building of (a town or colony).

And they're empty because NPCs don't work for now.

You beat me to it...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 08, 2011, 02:58:17 pm
Just got diffutils and started playing with it. Don't see any option to generate .diff or .patch files. Am I just supposed to copy the output directly from the command line window and create the .diff file manually? It works, just seems like an extra step - I expected there to be an output option or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 08, 2011, 02:59:55 pm
Idea for bars.

Kegtap. Mounted piece that replaces a section of bar counter, fills any container that can hold liquid with one drink of warm, nearly flat beer. Very low morale boost, can't be used for molotovs, and increases thirst the same as any other alcohol.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 08, 2011, 03:05:48 pm
Just got diffutils and started playing with it. Don't see any option to generate .diff or .patch files. Am I just supposed to copy the output directly from the command line window and create the .diff file manually? It works, just seems like an extra step - I expected there to be an output option or something.

Code: [Select]
diff -u game.cpp mymod_game.cpp > game.cpp.patch
diff -rupN cataclysm_source_directory/ mymod_source_directory/ > mymod.patch
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on August 08, 2011, 03:13:21 pm
What's up with trench coats? They are listed as having encumberment of 1, but whenever I try to wear one, my body encumberment goes up by 2...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 08, 2011, 03:16:39 pm
Code: [Select]
diff -u game.cpp mymod_game.cpp > game.cpp.patch
diff -rupN cataclysm_source_directory/ mymod_source_directory/ > mymod.patch

Ah, thanks.

What's up with trench coats? They are listed as having encumberment of 1, but whenever I try to wear one, my body encumberment goes up by 2...

You must be wearing other things on your body. Multiple items on a body part also raises encumberment even if they're all 0.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 08, 2011, 03:23:36 pm
Idea for bars.

Kegtap. Mounted piece that replaces a section of bar counter, fills any container that can hold liquid with one drink of warm, nearly flat beer. Very low morale boost, can't be used for molotovs, and increases thirst the same as any other alcohol.
Actually beer reduces thirst.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 08, 2011, 03:26:39 pm
It depends on the beer, but usually beer has enough water in it to reduce thirst.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 08, 2011, 03:27:08 pm
Idea for bars.

Kegtap. Mounted piece that replaces a section of bar counter, fills any container that can hold liquid with one drink of warm, nearly flat beer. Very low morale boost, can't be used for molotovs, and increases thirst the same as any other alcohol.
Actually beer reduces thirst.
Just as well, I'd expect that diluted alcohol would by slightly quenching as well, right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 08, 2011, 03:57:43 pm
Deon,

Downloaded your mod and was playing with it. Accidentally hit A at one point and it closed and lost my save. Found it was repeatable, A closed the game instantly without saving (crash I guess?).

I looked in the source and found

   if (ch == 'A') {
    #ifdef __SDL
    pdc_toggle_fullscreen();
    wrefresh(w_open);
    refresh();
    #endif
   }

Not quite sure what that's trying to do, but it crashes the game for me. Trying to compile your source I can't even compile it due to getting the error "'pdc_toggle_fullscreen' was not declared in this scope." I don't know enough about programming to know what the problem is, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 08, 2011, 04:02:17 pm
That looms like a PD curses function that toggle full screen, which doen's seem to work with the version of PDCurses you have. just comment it out or put if (false) and you'll be fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 08, 2011, 04:45:36 pm
Deon,

Downloaded your mod and was playing with it. Accidentally hit A at one point and it closed and lost my save. Found it was repeatable, A closed the game instantly without saving (crash I guess?).

I looked in the source and found

   if (ch == 'A') {
    #ifdef __SDL
    pdc_toggle_fullscreen();
    wrefresh(w_open);
    refresh();
    #endif
   }

Not quite sure what that's trying to do, but it crashes the game for me. Trying to compile your source I can't even compile it due to getting the error "'pdc_toggle_fullscreen' was not declared in this scope." I don't know enough about programming to know what the problem is, though.

Go to output.h and change the line

#define __CURSES

with

#define __SDL

Doing so, it compiles and the program reads deon's tileset properly, preventing some awful graphic glitches (but this don't prevent the crash, I think)

Guys, linux is the way. Windows is developers' hell.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 08, 2011, 05:10:37 pm
Changing that just comes up with a new error, telling me A_TILESET was not declared.

Does Deon's source compile alright for everyone else? Was able to compile headswe's source easy enough, is there some extra settings I need to tweak to get Deon's compiled?


Had another issue with Deon's mod. For some reason a bank map failed to generate and just created a big empty floor area. Maybe I should just go back to the ASCII :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 08, 2011, 05:17:29 pm
Have you followed CIB's instructions? Here's the thread (http://cataclysmff.zxq.net/SMF/index.php?topic=117.0)
You must compile the modified version of pdcurses library, and if you are using code blocks, be careful to modify "lib" and "include" paths. Here it's explained how to change the settings (http://cataclysmff.zxq.net/SMF/index.php?topic=6.0).

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 08, 2011, 05:25:18 pm
Ah, I didn't even look at that other tileset mod. Just downloaded Deon's mod and looked at his thread, never realized it had a dependency on CIB's modified pdcurses.


Heh, now I can't figure out how to get the modified pdcurses to compile. Trying the "make -f Makefile.mng" from the MinGW shell tells me

Code: [Select]
gcc -02 -Wall -I.. -c ../pdcurses/addch.c
cpp: too many input files
make: *** [addch.o] Error 1
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 08, 2011, 07:38:58 pm
As far is inventory, maybe it's time to implement a more complicated system. One that tracks how your storing stuff, what in, etc. For example, when you find a hammer, you could hang it through a loop on your pants, or you could put it in a pocket, or you could put it in your bag, or you could hold it in your hand, etc. Each of these would have different effects, for example if you put it in your bag it will be very secure and if you have to fight you can just drop the bag, but if you want to use it you have to dig it out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 08, 2011, 07:57:16 pm
As far is inventory, maybe it's time to implement a more complicated system. One that tracks how your storing stuff, what in, etc. For example, when you find a hammer, you could hang it through a loop on your pants, or you could put it in a pocket, or you could put it in your bag, or you could hold it in your hand, etc. Each of these would have different effects, for example if you put it in your bag it will be very secure and if you have to fight you can just drop the bag, but if you want to use it you have to dig it out.

I like the current inventory system. The reason an inventory system like what you described works in other games (such as Dwarf Fortress) is because you don't carry a crapton of stuff like in Cataclysm. Sounds like a good idea for a mod though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 08, 2011, 08:06:31 pm
Yeah, I don't know if I'm up to that, though. I'm still working myself up to adding electronics stores.

also- I just got attacked by a wolf pack. I see them coming, go "Oh Shit!" Light a molotov... It goes out the same turn. as in, both lines of text are still red. I barely managed to get inside a liquor store, and use the doorway as a choke point. I survived, but it gave me quite the square.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 08, 2011, 08:29:06 pm
Gah, somebody is making alts and spamming other stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 08, 2011, 08:29:51 pm
As far is inventory, maybe it's time to implement a more complicated system. One that tracks how your storing stuff, what in, etc. For example, when you find a hammer, you could hang it through a loop on your pants, or you could put it in a pocket, or you could put it in your bag, or you could hold it in your hand, etc. Each of these would have different effects, for example if you put it in your bag it will be very secure and if you have to fight you can just drop the bag, but if you want to use it you have to dig it out.

This is something that's been mentioned before, and I'm not into it.  It seems like just a lot of micromanagement and un-fun busywork for the player, and like pandamage says, in Cataclysm you tend to carry a lot of items.  I'd rather just abstract inventory as a total amount of space, without requiring the player to shuffle items around constantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 08, 2011, 08:42:10 pm
And later, I get killed by a wolf. While I don't have a any body part lower than yellow. aaaaaarrgh, wolves!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 08, 2011, 09:21:36 pm
Breaking my hiatus to push a mini-update.  No construction yet, or any of the mod merges I wanted to do; that stuff will have to wait!
This update requires a clean build.  It should be compatible with old saves, but no promises.

Features:

Bug Fixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 08, 2011, 09:24:54 pm
As far is inventory, maybe it's time to implement a more complicated system. One that tracks how your storing stuff, what in, etc. For example, when you find a hammer, you could hang it through a loop on your pants, or you could put it in a pocket, or you could put it in your bag, or you could hold it in your hand, etc. Each of these would have different effects, for example if you put it in your bag it will be very secure and if you have to fight you can just drop the bag, but if you want to use it you have to dig it out.

This is something that's been mentioned before, and I'm not into it.  It seems like just a lot of micromanagement and un-fun busywork for the player, and like pandamage says, in Cataclysm you tend to carry a lot of items.  I'd rather just abstract inventory as a total amount of space, without requiring the player to shuffle items around constantly.

I like the KISS ideal behind the abstract inventory system, and I agree that in general micromanagement is a bad idea. But I think a little more depth in the inventory system would be a good idea. There are several reasons for this. The first is that this is a game which is in a large part about stuff. Crafting and scavenging are two of the five main activities in the game right now (the others being zombie killing, exploring and "base defense"), both of which are item intensive, as is maintaining morale, and managing pain. Because Cataclysm lacks levels, or other ways of increasing your characters powers without items, items become very important. I think a little more depth in the inventory management part of the game would be in keeping with the idea that surviving is in large part about stuff.

The second reason an improved inventory system is needed is because the current abstract system results in YASDs. If I'm at my volume limit and a fast zombie slices apart my trenchcoat, I am very probably dead due to the encumbrance penalties. Fighting and running both take longer, which results in more hits, more pain and still more loss of speed. There are two ways I can deal with this quantum encumbrance. I can fight on despite the penalty, or I can stand around like a bozo dropping items (hopefully I'm carrying lots of big stuff rather than say 30 cans of food!) while getting munched on. This is obliviously unrealistic. If my trench coat gets torn off of me in real life, I am no longer carrying the stuff in the pockets. I'm less encumbered and probably faster as a result. The second reason the current system leads to YASDs is that there is no way to jettison excess weight quickly. Because pain cuts carrying capacity you can find yourself overburdened as a result of damage...which drastically decreases you're combat or escape options. In real life you can drop a backpack you need to run for your life. In Cataclysm dropping a backpacks results in quantum encumbrance penalties. The only way to shed weight is to stand there dropping items as the zombie horde shambles closer, cutting into the time you should really be running.

A solution to quantum encumbrance (where losing vulume capacity doesn't actually change the amount you are carrying) would be a nice first step. Even if it's just randomly dropping stuff until the carried volume is less than the volume capacity.

A more elegant solution would be to associate volume with containers (clothes, bags,furniture and ground tiles) and simply give the player an auto fill toggle to jam stuff into any carried container. This would mesh well with the proposed crafting update which looks are useful things within a few tiles, because it could simply check any container accessible through the i, g or e commands.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 08, 2011, 09:29:53 pm
  • Reloading no longer trains gun skills.
Aw, I'm gonna miss that. Oh well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 08, 2011, 09:31:50 pm
I feel like Whales just waits for me to start a new game to push out updates. Hopefully, it'll be save compatible even on Head's version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 08, 2011, 09:42:38 pm
I like the KISS ideal behind the abstract inventory system, and I agree that in general micromanagement is a bad idea. But I think a little more depth in the inventory system would be a good idea. There are several reasons for this. The first is that this is a game which is in a large part about stuff. Crafting and scavenging are two of the five main activities in the game right now (the others being zombie killing, exploring and "base defense"), both of which are item intensive, as is maintaining morale, and managing pain. Because Cataclysm lacks levels, or other ways of increasing your characters powers without items, items become very important. I think a little more depth in the inventory management part of the game would be in keeping with the idea that surviving is in large part about stuff.

The second reason an improved inventory system is needed is because the current abstract system results in YASDs. If I'm at my volume limit and a fast zombie slices apart my trenchcoat, I am very probably dead due to the encumbrance penalties. Fighting and running both take longer, which results in more hits, more pain and still more loss of speed. There are two ways I can deal with this quantum encumbrance. I can fight on despite the penalty, or I can stand around like a bozo dropping items (hopefully I'm carrying lots of big stuff rather than say 30 cans of food!) while getting munched on. This is obliviously unrealistic. If my trench coat gets torn off of me in real life, I am no longer carrying the stuff in the pockets. I'm less encumbered and probably faster as a result. The second reason the current system leads to YASDs is that there is no way to jettison excess weight quickly. Because pain cuts carrying capacity you can find yourself overburdened as a result of damage...which drastically decreases you're combat or escape options. In real life you can drop a backpack you need to run for your life. In Cataclysm dropping a backpacks results in quantum encumbrance penalties. The only way to shed weight is to stand there dropping items as the zombie horde shambles closer, cutting into the time you should really be running.

A solution to quantum encumbrance (where losing vulume capacity doesn't actually change the amount you are carrying) would be a nice first step. Even if it's just randomly dropping stuff until the carried volume is less than the volume capacity.

A more elegant solution would be to associate volume with containers (clothes, bags,furniture and ground tiles) and simply give the player an auto fill toggle to jam stuff into any carried container. This would mesh well with the proposed crafting update which looks are useful things within a few tiles, because it could simply check any container accessible through the i, g or e commands.

Actually, dropping items takes absolutely no time whatsoever, so presently, if you experience a sudden drop in inventory space, you can take the time to drop stuff at your leisure without being attacked while you do so.  This will change in the future; obviously, when it does, automatically losing items due to having your storage space drop will have to become a feature.

It's been discussed extensively how that would take place; picking random items does feel a little unfair, while pausing the game to let the player pick and choose what to lose is a little cumbersome, and is also unfair, but this time in the player's favor.  I think, at this time, I will go with the former for when volume is lost unexpectedly (e.g. due to having clothing destroyed), and the latter for when it's lost expectedly (e.g. due to dropping clothing).

I see your point about the importance of items in this game, and how it'd be nice if they were associated with a particular storage recepticle.  If things were auto-filled it wouldn't be much of an issue, and I think that a UI for shuffling items--chosing which vital items are kept in your pockets and which are in your backpack--could be done pretty gracefully.  I just don't want boring and lengthy item shuffling to be a part of optimal gameplay.  I'll be keeping your thoughts (and the many promising thoughts of others) in mind as I tackle these issues.


  • Reloading no longer trains gun skills.
Aw, I'm gonna miss that. Oh well.

It encouraged grinding--the boring but rewarding process of finding a back room and hitting "UrUrUrUrUr" over and over until you hit level 1.  It also rewarded players for the awareness of a particular game mechanic--something I want to avoid doing in general (note that this is different from awareness of game content--e.g. particular monsters or items--and from in-depth comprehension of game mechanics--e.g. smart ways to use fire).  It's not a huge change to the game, anyway; reloading couldn't take you past skill level 1.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on August 08, 2011, 09:53:39 pm
I don't see why it shouldn't increase your gun skill, it certainly would make you reload faster.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 08, 2011, 10:07:35 pm
I don't see why it shouldn't increase your gun skill, it certainly would make you reload faster.

Yet another place where good gameplay beats realism--which is the case at least 90% of the time!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 08, 2011, 10:08:32 pm
Quote
reloading couldn't take you past skill level 1.
To replace that, how about making the target range functional to give skill up to level 1 or 2?  Yeah it'd still be kind of a grind, BUT it would use up a resource and actually be the sort of grind a person would really take when getting unfamiliar guns...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 08, 2011, 10:17:36 pm
I still think my system of creating optional item clusters will be good. And I'm totally going to work on now, just because I'd love to see it happen. I think I'll wait until after you push the construction update, though, just because I'm worried about conflicts. (Assuming it's coming in the next week - if there's a good chance of it taking longer than that, let me know)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 08, 2011, 10:20:14 pm

Actually, dropping items takes absolutely no time whatsoever, so presently, if you experience a sudden drop in inventory space, you can take the time to drop stuff at your leisure without being attacked while you do so.  This will change in the future; obviously, when it does, automatically losing items due to having your storage space drop will have to become a feature.

It's been discussed extensively how that would take place; picking random items does feel a little unfair, while pausing the game to let the player pick and choose what to lose is a little cumbersome, and is also unfair, but this time in the player's favor.  I think, at this time, I will go with the former for when volume is lost unexpectedly (e.g. due to having clothing destroyed), and the latter for when it's lost expectedly (e.g. due to dropping clothing).

I see your point about the importance of items in this game, and how it'd be nice if they were associated with a particular storage recepticle.  If things were auto-filled it wouldn't be much of an issue, and I think that a UI for shuffling items--chosing which vital items are kept in your pockets and which are in your backpack--could be done pretty gracefully.  I just don't want boring and lengthy item shuffling to be a part of optimal gameplay.  I'll be keeping your thoughts (and the many promising thoughts of others) in mind as I tackle these issues.


It's good to know that dropping stuff takes no time. It would be handy to have it documented somewhere ;)

I agree with Gimlet that a funtional target range would be a nice addition. Especially since it's noisy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 08, 2011, 10:30:49 pm
I've actually been thinking about how sound is handled too - it might be better to do something similar to the smell system, where walls and stuff can act as (partial, not complete) sound barriers to sound, and the strength of the sound at spawn range is what determines the result. So shooting things in basements (or in a soundproofed indoor shooting range) would be much safer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 08, 2011, 10:43:18 pm
I still think my system of creating optional item clusters will be good. And I'm totally going to work on now, just because I'd love to see it happen. I think I'll wait until after you push the construction update, though, just because I'm worried about conflicts. (Assuming it's coming in the next week - if there's a good chance of it taking longer than that, let me know)

There's a very very good chance of it taking longer than that; I'm still dealing with real life stuff for at least another week, and I wasn't as close as I thought.  Still, conflicts should be minimal, I won't be touching inventory stuff much in the near future.

A functional target range isn't a bad idea; it's grindy, but it passes two important tests: 1) it uses up resources in the form of ammo, and 2) it creates danger in the form of noise.  These seperate it from the no-risk, no-cost grinds that I truly wish to avoid at all costs.
It's worth noting that simply shooting a gun at a wall will train the skill, so there's kind of functional ranges already, but having a range that would improve your skill faster and allow for streamlined practice ('e' the range counter, "Practice shooting your ____? (Y/N)") would be nice.

I've actually been thinking about how sound is handled too - it might be better to do something similar to the smell system, where walls and stuff can act as (partial, not complete) sound barriers to sound, and the strength of the sound at spawn range is what determines the result. So shooting things in basements (or in a soundproofed indoor shooting range) would be much safer.

Not a bad idea!  I'll start tinkering with algorithms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 08, 2011, 11:01:46 pm

A functional target range isn't a bad idea; it's grindy, but it passes two important tests: 1) it uses up resources in the form of ammo, and 2) it creates danger in the form of noise.  These seperate it from the no-risk, no-cost grinds that I truly wish to avoid at all costs.
It's worth noting that simply shooting a gun at a wall will train the skill, so there's kind of functional ranges already, but having a range that would improve your skill faster and allow for streamlined practice ('e' the range counter, "Practice shooting your ____? (Y/N)") would be nice.



Could you move it to an apply command for the gun in in your inventory? I like being able to use 'e' to pick stuff up in adjacent tiles, and having passable tiles with a seperate function would get annoying fast (since toilets and computers are impassible and can't accumulate items on that tile they work fine).  Something like a>$gun>"select a target for practice" would be better. That way you can use use non-shooting range targets for slower skill gain. The iconic example would be shooting tin cans off a fence. Shooting ranges would give a bonus to the learning and (if sound baffling gets implemented) be less risky.

I would imagine that target shooting would take longer per shot and simply keep iterating the shooting algorithm until you're interrupted, gain skill or use up your magazine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 09, 2011, 12:12:13 am
Minor bug report, every half hour I get the debug message "health: ########". Unless your health is supposed to be a 7 digit number, I suspect buffer overflow.

Also-Clothes get ripped up way too easily. I mean, what is this, a bad porno?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ivefan on August 09, 2011, 12:26:03 am
Also-Clothes get ripped up way too easily. I mean, what is this, a bad porno?
Partially agree, Though it kinda depends on what kind of damage you receive. A t-shirt wouldn't take any damage from bashing for example.
And that reminds me. Is the damage system going to get more complex than just HP? Broken bones, Puncture wounds, Open wounds, Infections etc?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 09, 2011, 12:28:10 am
I was was thinking of doing a wounds system, earlier, but haven't yet. Right now I'm working on adding an electronics store. maybe after that I'll tackle a wounds system.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 09, 2011, 12:51:56 am
I was was thinking of doing a wounds system, earlier, but haven't yet. Right now I'm working on adding an electronics store. maybe after that I'll tackle a wounds system.

I would love to see a simple system that adds serious damage as the appropriate broken bone condition (broken arm/leg/ribs/jaw/skull) and maybe givens a chance of infection for any untreated wound of yellow or worse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Another on August 09, 2011, 05:25:33 am
How about a chance of infection on every cutting or piercing damage but not on bashing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on August 09, 2011, 05:32:39 am
How about a chance of infection on every cutting or piercing damage but not on bashing?
And the next thing I'll mod into this game will be badgers. Lots of them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 09, 2011, 05:37:49 am
Blunt force trauma can cause open wounds and infections, it just isn't integral to the effectiveness of it.

One thing I'd like to see is some more variation in the way cities are structured.
For example:

Insignifatown: has a single grocery store, a gas station, 10 houses and a bar. The forests grow right up to the edges of town, and the highway is the only way in or out.

Superopolis: Covers 50 or so general town spaces, with a zombie population in the millions. Everything is abundant, but it is ridiculously dangerous to even leave your house.

These are just two examples, but it would be nice to see both much bigger and much smaller population centres.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on August 09, 2011, 06:19:50 am
Since I can not yet dig from my basement to others and create a traped tunnle network that drops zombies down onto a forever burning pit of fire to farm them like a minecrafting whore, I feel let down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 09, 2011, 06:45:27 am
Guys, linux is the way. Windows is developers' hell.  :P

You bet, it doesn't even seem to support C99 in any way.

Anyway, update! That's a good thing. I find the nerfing to the MP3 amusing. I'd nerf it a bit further, but increase its total effect duration (getting more or less the same value but over more time). We are having MP3 players that last 30 minutes...it's kind of odd.

Begin rant:
Also, a wound system on the plan? That doesn't sound good. We already have localized damage and pain and I think severed body parts. Why complicate the system needlessly? You don't need to know your left rib is broken, you just need to know your torso HP is low and it's very painful. Do you guys plan on forcing us to a healing menu every so often like in Metal Gear Solid 3, but with the added value of Dwarf Fortress? (Hint: That's not a compliment). Unless Whales sets it up in stone I will refuse such change due to redundancy.
End rant.

@Saurus33, well, it's up to the random generation, but such cities are present already. You can see an example of "insignifatown" in PlumpHelmetPunk's latest video, and superopolises...fairly regularly (big seem to be more common than small). Although an option to define sizes would be sweet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 09, 2011, 08:31:47 am
Guys, linux is the way. Windows is developers' hell.  :P

You bet, it doesn't even seem to support C99 in any way.

Anyway, update! That's a good thing. I find the nerfing to the MP3 amusing. I'd nerf it a bit further, but increase its total effect duration (getting more or less the same value but over more time). We are having MP3 players that last 30 minutes...it's kind of odd.

Begin rant:
Also, a wound system on the plan? That doesn't sound good. We already have localized damage and pain and I think severed body parts. Why complicate the system needlessly? You don't need to know your left rib is broken, you just need to know your torso HP is low and it's very painful. Do you guys plan on forcing us to a healing menu every so often like in Metal Gear Solid 3, but with the added value of Dwarf Fortress? (Hint: That's not a compliment). Unless Whales sets it up in stone I will refuse such change due to redundancy.
End rant.

@Saurus33, well, it's up to the random generation, but such cities are present already. You can see an example of "insignifatown" in PlumpHelmetPunk's latest video, and superopolises...fairly regularly (big seem to be more common than small). Although an option to define sizes would be sweet.

Tracking each individual zombie hit as a wound would be mind numbing. That said I like the idea that you need to take care of your injuries. So for less severe ones, that's probably some anti-biotics or first aid and then some bandages. When you're dealing with serious (that deep red color) I imagine injuries that impede with more than just pain. Think a about a broken leg. It doesn't matter how any pain killers you pop...you arn't running anywhere. Especially not with 100 lbs of gear. Right now you can go from near death (1 torso hp, 1 head hp and a couple of zeros on limbs) to full health with a couple of days of rest and some painkillers. No first aid required. That seems very action hero-ish to me, not very survival-ish.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erendor on August 09, 2011, 08:32:37 am

- Different genders start with different clothing (randomized).


I like this change.

SEXIST!
I know you are joking, but hey, those items finally get an use like that. I mean, you will end up with cargo pants and trenchcoats or whatever, so at least give use to female clothing at start, because otherwise almost nobody will be using it, even female characters.
Which gives me an idea. How about males getting a random chance to wear "female clothes", as they would be the kind of person who dresses in drag? The chance would be fairly low, though, but still existent.
Perhaps a kind of skirt that has pockets maybe? Might be something to put in the game. And a least wouldn't cripple female characters spawning with a skirt, seeing as they have no storage.
Females should have a high chance to spawn with a hand bag :P. They ALWAYS carry them around haha.
Haha, actual sexism!
It's funny when we make generalisations about a whole group of people! 
(please don't actually start making skirts female-only and giving women a higher chance of handbags, that would just ruin a good game)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 08:33:16 am
I'm relatively certain that was a joke mate. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 09, 2011, 09:00:13 am
Wound tracking has been discussed here and elsewhere.  It was my plan to use wounds when I started writing the game, but now I am wholly opposed to them.  As Dalgren says, the HP system is already complicated for a roguelike, using a different HP for each body part.  I think that any wound system would just be an obnoxious complication to the system, and detract from the streamlined combat of roguelikes.  This is a similar situation to when people suggested that individual magazines be reloaded rather than the gun--there's a reason 99% of games do use HP and not a wound system, and it's not because they're uninventive or they're pandering to the Halo-playing crowd.

But as always, nothing changes my mind like a good demo, so if anyone wants to try coding, I'll give it a chance.  Just remember that over-complexifying a game is a great way to make it seriously unfun in the eyes of most players, including myself.
I am planning, of course, to at some point give a significance to low HP in legs, for instance, where it's currently meaningless.  This would be a good place to start for any wound-like system, as it's much more likely that I'll be interested.


Minor bug report, every half hour I get the debug message "health: ########". Unless your health is supposed to be a 7 digit number, I suspect buffer overflow.

Also-Clothes get ripped up way too easily. I mean, what is this, a bad porno?

Very odd, health is a regular (signed) int, shouldn't overflow like that.

Clothes only get ripped up if you're attacked by a monster with cutting damage--like the large claws of fast zombies, or the vicious sting of triffids, both of which would destroy a shirt pretty fast.


Blunt force trauma can cause open wounds and infections, it just isn't integral to the effectiveness of it.

One thing I'd like to see is some more variation in the way cities are structured.
For example:

Insignifatown: has a single grocery store, a gas station, 10 houses and a bar. The forests grow right up to the edges of town, and the highway is the only way in or out.

Superopolis: Covers 50 or so general town spaces, with a zombie population in the millions. Everything is abundant, but it is ridiculously dangerous to even leave your house.

These are just two examples, but it would be nice to see both much bigger and much smaller population centres.

Both these towns can be generated; in fact, towns with just 6-8 houses have cropped up before, and towns that span 400-500 town spaces are generated as well.


Tracking each individual zombie hit as a wound would be mind numbing. That said I like the idea that you need to take care of your injuries. So for less severe ones, that's probably some anti-biotics or first aid and then some bandages. When you're dealing with serious (that deep red color) I imagine injuries that impede with more than just pain. Think a about a broken leg. It doesn't matter how any pain killers you pop...you arn't running anywhere. Especially not with 100 lbs of gear. Right now you can go from near death (1 torso hp, 1 head hp and a couple of zeros on limbs) to full health with a couple of days of rest and some painkillers. No first aid required. That seems very action hero-ish to me, not very survival-ish.

Dunno if you've noticed, but there's a lot about this game that's cinematic, and very intentionally so.  Survival action is fun and all, but hitting ^ for 2 in-game weeks so that your broken leg can heal isn't.  I might consider a "hardcore mode" in the future which doesn't permit healing without the appropriate supplies, but for now I think that healing rates are appropriate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 09:05:01 am
Most clothes are ripped by climbing through windows.
Getting cut by windowglass will shred your tshirt near instantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 09, 2011, 09:05:17 am
Also-Clothes get ripped up way too easily. I mean, what is this, a bad porno?
Concidering all of the blood and corpses, I think it's more of a snuff film.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 09, 2011, 09:12:07 am
I just found out that, at the cost of about 3 moves, you can move a turret 1 tile. To do it, you've got to take advantage of the fact that turrets act the same as other friendly creatures in that they can be displaced. All you have to do is walk in front of the turret, front being the direction you want to go, and walk towards, really "into", the turret, and it will magically teleport to your former square. Now, if you repeat this, then you can move the turret wherever you go!

Now, why 3 moves and not 6? Well, because of diagonals. To move a Turret east when you're standing to its west, go NE, SE, W, and repeat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 09, 2011, 09:30:32 am
I just found out that, at the cost of about 3 moves, you can move a turret 1 tile. To do it, you've got to take advantage of the fact that turrets act the same as other friendly creatures in that they can be displaced. All you have to do is walk in front of the turret, front being the direction you want to go, and walk towards, really "into", the turret, and it will magically teleport to your former square. Now, if you repeat this, then you can move the turret wherever you go!

Now, why 3 moves and not 6? Well, because of diagonals. To move a Turret east when you're standing to its west, go NE, SE, W, and repeat.

Heh, I was wondering how long it'd take for someone to figure this one out.  I'm planning on making it attempt to pick the turret up and convert it back into an inactive item instead (with a Y/N prompt, of course).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 09, 2011, 09:48:14 am
Oh man this inventory stuff is painful. It's tied in VERY tightly with the player data. Whales, if its no big deal, I think my first project is going to be trying to pull the inventory out into its own "thing" to make it easier to work with, some actual inventory object. Unless you are particularly attached to this implementation, of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 09, 2011, 10:24:27 am
Oh man this inventory stuff is painful. It's tied in VERY tightly with the player data. Whales, if its no big deal, I think my first project is going to be trying to pull the inventory out into its own "thing" to make it easier to work with, some actual inventory object. Unless you are particularly attached to this implementation, of course.

Is the plan adding inventory to arbitrary entities? If not, better keep it tied with the player. Random enemies and stuff only need a simulation of inventory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 09, 2011, 10:26:38 am
Oh man this inventory stuff is painful. It's tied in VERY tightly with the player data. Whales, if its no big deal, I think my first project is going to be trying to pull the inventory out into its own "thing" to make it easier to work with, some actual inventory object. Unless you are particularly attached to this implementation, of course.

You have my full support on this.  This is another case of a mechanic implemented early on in the project, when I had close to 0 coding experience and didn't realize that compartmentalizing things is good.  An inventory class would be pretty awesome to have!

Oh man this inventory stuff is painful. It's tied in VERY tightly with the player data. Whales, if its no big deal, I think my first project is going to be trying to pull the inventory out into its own "thing" to make it easier to work with, some actual inventory object. Unless you are particularly attached to this implementation, of course.

Is the plan adding inventory to arbitrary entities? If not, better keep it tied with the player. Random enemies and stuff only need a simulation of inventory.

I disagree, having the inventory in its own class makes it easier to interact with, even if it's only instantiation is the player's inventory.  Anyway, NPCs have inventories as well, and these are interacted with in different ways.

I do think that the game::inv() function, the inventory UI dialogue, should remain tied to the player and shouldn't necessarily be a part of the inventory class, since this is strictly a UI function.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 09, 2011, 10:30:53 am
I disagree, having the inventory in its own class makes it easier to interact with, even if it's only instantiation is the player's inventory.  Anyway, NPCs have inventories as well, and these are interacted with in different ways.

I do think that the game::inv() function, the inventory UI dialogue, should remain tied to the player and shouldn't necessarily be a part of the inventory class, since this is strictly a UI function.

Oh, I misunderstood it as being already a class but depending on player-only attributes. My bad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: baruk on August 09, 2011, 11:12:28 am
My character fell into a sinkhole and can't get out! I found a jackhammer down there, but no gasoline for it.  :(
Will (s)mashing at the walls eventually knock them down?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 09, 2011, 11:17:11 am
Sinkholes? I've never seen one, but I don't think smashing walls knocks them down unless they say "smashable" when you look at them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 09, 2011, 11:20:10 am
My character fell into a sinkhole and can't get out! I found a jackhammer down there, but no gasoline for it.  :(
Will (s)mashing at the walls eventually knock them down?

Map teleport out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 09, 2011, 11:52:36 am
Whales, there's a bunch of "inv" stuff having to do with bionics as well - is that actually related at all to the item inventory, or are you using inventory to refer to more than one thing here?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on August 09, 2011, 12:11:39 pm
Seriously guys, how long is your longest game yet?
In my best game yet i managed to survive almost two days
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 09, 2011, 12:13:10 pm
Whales, there's a bunch of "inv" stuff having to do with bionics as well - is that actually related at all to the item inventory, or are you using inventory to refer to more than one thing here?

Do you mean invlet?  This is used in both items and bionics to refer to the letter that is assigned to either one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 09, 2011, 12:15:09 pm
Seriously guys, how long is your longest game yet?
In my best game yet i managed to survive almost two days
A week or so. Then I got bored and sacrificed him to the Resonance Cascade. (And even that didn't kill him, so I had to jump in a Dissector a few times to finally retire him.)

I'd guess I could stay alive indefinately, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 09, 2011, 12:21:42 pm
12 days and still counting. The secret is to not stay anywhere for too long, not stay near any spawn point, such as an anthill, and if you're going to stay somewhere for a long time for some reason, to sleep or finish off some books for example, take a shovel and dig pits in front of every entrance, preferably more than one row, and don't forget that zombies can move diagonally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 12:26:46 pm
12 days. I actually got bored and tried to take him down in a blaze of glory. Day 13 was hell, but Urist McKickass was finally taken down by a bunch of zombies and a molotov. My current char is on day 3, and I'm doing a melee only challenge. Also a nomad challenge. It's very challenging.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 09, 2011, 12:34:34 pm
5 days. Usually I die when first starting out. If i manage to survive trying to find supplies. I'll usually last 2-3 days before dying doing something careless or stupid.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 09, 2011, 12:57:16 pm
12 days. I actually got bored and tried to take him down in a blaze of glory. Day 13 was hell, but Urist McKickass was finally taken down by a bunch of zombies and a molotov. My current char is on day 3, and I'm doing a melee only challenge. Also a nomad challenge. It's very challenging.

Get used to nomad challenges.  As the game moves towards being more goal-oriented (to prevent the boredom that takes over once you reach indefinite survival), you'll be doing a lot more time-constrained traveling, and won't have as many chances to bunker up or search for gear endlessly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 01:10:06 pm
Heres a Windows ASCII release based on Whale's new source. I used diffutils to merge the updated files with Headswe's version, I think I got all his changes in. Seems to run fine. I also included my ammo stacking tweak.

http://www.mediafire.com/?9238q0k75c0bpt2


On second thought, I should probably include a bit more info about what I mean by ammo stacking tweak.

I made it so that ammo stacks up to larger piles than they spawn in. I limited the stack size to 20 volume so you don't get stacks too massive. This means you can carry stacks of 2000 batteries, 500 pistol ammo, 250 shotgun ammo. Volume and weight scales up and down based on stack size. As part of the volume change I also corrected an apparent oversight in the volume calc which was making gun mods not add their volume to the gun, so now gun mods will increase the volume of the gun. Might need to tweak their volume to compensate, since a fully modded handgun will be quite bulky now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 09, 2011, 01:13:15 pm
Heres a Windows ASCII release based on Whale's new source. I used diffutils to merge the updated files with Headswe's version, I think I got all his changes in. Seems to run fine. I also included my ammo stacking tweak.

http://www.mediafire.com/?9238q0k75c0bpt2

Can you provide a patch against the latest (linux, AKA Whales' clean repo) version of the ammo tweak? I'd like to try that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 09, 2011, 01:16:37 pm
So wait, is this the construction update or just the minor stuff Whales made for now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 01:18:29 pm
Can you provide a patch against the latest (linux, AKA Whales' clean repo) version of the ammo tweak? I'd like to try that.

Sure, gimme a couple minutes.

FunctionZero,

It's just the minor stuff Whales made for now.



-edit- Here ya go. Patch file for just the ammo stacking changes.
http://www.mediafire.com/?0pbrtthz9khc9o2
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 09, 2011, 01:40:39 pm
Heres a Windows ASCII release based on Whale's new source. I used diffutils to merge the updated files with Headswe's version, I think I got all his changes in. Seems to run fine. I also included my ammo stacking tweak.

http://www.mediafire.com/?9238q0k75c0bpt2


On second thought, I should probably include a bit more info about what I mean by ammo stacking tweak.

I made it so that ammo stacks up to larger piles than they spawn in. I limited the stack size to 20 volume so you don't get stacks too massive. This means you can carry stacks of 2000 batteries, 500 pistol ammo, 250 shotgun ammo. Volume and weight scales up and down based on stack size. As part of the volume change I also corrected an apparent oversight in the volume calc which was making gun mods not add their volume to the gun, so now gun mods will increase the volume of the gun. Might need to tweak their volume to compensate, since a fully modded handgun will be quite bulky now.
Wait, what if I got a stack ofammo too big for me to hold(lack of backpack, etc),can I unstack it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 09, 2011, 01:42:47 pm
Thats a good question, iceball. How do you unstack in a roguelike?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 01:52:46 pm
Haven't got around to making an unstacking command yet.

Currently the only way to unstack would be to load them into a gun, drop the ammo, unload the gun, drop the small pile from the gun, pick up big pile, repeat.

Shouldnt be too hard to make a way to unstack them though. Maybe a command to drop half of a stack of something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 09, 2011, 02:02:02 pm
I lasted 11 days. I drank a mutagen which maked me a herbivore, which is basicaly a death sentence after day 3. Anyway i was full at the time but needed a purifier to get rid of it quickly. I raided two banks which were empty so there was no other way to get to the lab. I got lucky and the first purifier got me rid of it i was startving at the time. Bad thing, i got curious and started searching the lab, found a console which i failed to hack and around dozent secubots spawned and killed me.

Sugestion. The butchering skill is painfull to grind up and at lvl 3 you still destroy most of animals you hunt down. Buff it a bit pls or make it easier to level up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 09, 2011, 02:11:17 pm
Kulik, herbivore just means you need to find Triffids. ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 09, 2011, 02:18:15 pm
Or wash it down with a delicious Prozac, tequila, Xanax desert :D

It's really no worse than forgetting to put on the &!#$% raincoat :p

Edit: That being said, I pretty much stopped taking it as a starting disadvantage 'cause it is kind of annoying...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 02:28:46 pm
Triffids are an amazing food source. They butcher into tons of veggies, and the veggies have an 80 hour spoil timer instead of meat's 24 hour timer. Even cooked veggies have a 50 hour spoil timer. So you could wait 79 hours, cook the veggies, then have them last another 50 hours. Short of turning meat into jerky with salt (which lasts forever), that's the best keeping food you can make from critters.

As far as starting disadvantages, I usually take: Near Sighted, Asthma, and Bad Back. As long as you keep the inhaler and the glasses around the first two don't bother you much, and usually by the time you've gathered enough stuff to worry about bad back limiting you you'll have found a purifier which can remove all three if you're lucky.



Heh, playing with gun mods with the volume calc fix thing that makes it take gun mod volume into account makes modded guns very, very bulky.

Regular Glock 19: 2 volume.
Glock 19 with a Silencer and .45 caliber retool: 6 volume.
Regular TEC-9: 5 volume.
Heavily modded TEC-9 that I was using: 13 volume.

Guess I should cut the volume down on these mods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 09, 2011, 02:38:58 pm
I've been taking Asthma, Hoarder (free points for me 'cause I AM a hoarder. :D) and lately Glass Jaw which hasn't been a problem yet but still kind of worries me.
Hmm, 3 that would get cured by a purifier would be sweeeet, Schizo was changed to not be cured right?  Bummer, seems like there should be at least an implant or something 'cause there were a couple games I had a LOT of trouble finding Thorazine let alone enough for more than a month....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 02:42:11 pm
Most are changing to not be cured I think.
Or Whales is revamping the way curifier cures stuff.

I usually take Asthmatic, Short Sighted and Trigger Happy.
All of which are free points really. Inhalers and glasses are easy to find in abundance, and I never use weapons that have auto fire on them :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 02:44:34 pm
I take Schizo, asthmatic, and near sighted. I take illiterate instead of nearsighted if Im going for a pure melee build.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 02:48:48 pm
All three I pick (Bad Back, Asthma, and Near Sighted) are all cureable via purifier.

Schizo is a pain, I never take that one. It can't be cured either. Although I guess if you had already it thats one less thing to worry about when using mutagens. Gaining schizo is one of the few bad mutations you can get via mutagen that can't be cured.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 02:54:55 pm
I enjoy schizo, oddly enough. Nothing like running like running from a horde when the insanity storm starts and you kill your mother 3 times only to snort a couple of bumps of cocaine to counter the extremely depressing effects!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 09, 2011, 03:26:41 pm
Can you provide a patch against the latest (linux, AKA Whales' clean repo) version of the ammo tweak? I'd like to try that.

Sure, gimme a couple minutes.

FunctionZero,

It's just the minor stuff Whales made for now.



-edit- Here ya go. Patch file for just the ammo stacking changes.
http://www.mediafire.com/?0pbrtthz9khc9o2

Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 09, 2011, 03:34:20 pm
I agree, there is nothing like training killing your mothers and all sort of imaginary shit while you're safe in your house, and it's easily controled with thorazine, i usually take schizo (for the laughts) hoarder (for the points) and jittery (counter it with dex points to a better character), I'm not using drugs either, the last time i got addicted to opiate and i'll never use it again, that's why i take pain resistanse as a buff and optimistic is just useless after the first 3 days, your xp gets so high that you don't seem to do anything with it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 03:43:42 pm
I like taking Fleet Footed, Packmule, and Robust Genetics as beneficial traits.

The first helps me outrun bad things while traveling. The second lets you carry 40% more volume, which is nice for a nomad playstyle. And the third helps me get good mutations when I inevitably eat tons of arms, legs, and mutagens to mutate.

I usually end up picking up Quick, Light Eater, and Pain Resistant from mutations, and purifiers don't cure them so you can keep them when you inevitably get some terrible mutations and have to get rid of them with purifiers. If I wasn't going to use mutations I'd pick up Quick instead of Robust Genetics.

Quick and Fleet Footed both make traveling much easier, you can outrun things easier and can just avoid most stuff while. I also use skirt and sneakers for extra speed, with all that you can flee from most anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 09, 2011, 03:58:49 pm
I'm not sure if eronarn updated his server but it seems so since my guy is not on the directory anymore, maybe someone took it and killed him, is that posible?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 09, 2011, 05:14:07 pm
I finished the first edition of my electronic store mod! Any advice for uploading it? I had to midify like five or six files, so just pasting in diffs might be a bit cumbersome. Should I make a git branch off of whales mod and put it there? Seems like a bit much, seeing as I only changed on thing.

also- I currently have the stores showing up as the same yellow as the subway stations. What color do you think I should use?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 09, 2011, 05:24:02 pm
I finished the first edition of my electronic store mod! Any advice for uploading it? I had to midify like five or six files, so just pasting in diffs might be a bit cumbersome. Should I make a git branch off of whales mod and put it there? Seems like a bit much, seeing as I only changed on thing.

also- I currently have the stores showing up as the same yellow as the subway stations. What color do you think I should use?

Yeah, make a branch, it's the easiest way. Patches aren't bad, but I fear we are a minority with the know-how, here.
About colors, how about some blue or gray? I guess that can work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 09, 2011, 05:28:55 pm
I finished the first edition of my electronic store mod! Any advice for uploading it? I had to midify like five or six files, so just pasting in diffs might be a bit cumbersome. Should I make a git branch off of whales mod and put it there? Seems like a bit much, seeing as I only changed on thing.

also- I currently have the stores showing up as the same yellow as the subway stations. What color do you think I should use?

I usually make a branch for each mod, like

Code: [Select]
git branch electronic_store_mod
git checkout electronic_store_mod
/*do commits*/
git diff master electronic_store_mod > ../esmod.diff

If the mod is finished but whales has pushed things on the master repo, I do
Code: [Select]
git checkout master
git pull
git checkout electronic_store_mod
git pull git://github.com/Whales/Cataclysm.git
/*resolve conflicts*/
git diff master electronic_store_mod > ../esmod.diff
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 09, 2011, 05:32:29 pm
Eep. I'm not that familiar with git, so this may take a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 09, 2011, 05:39:53 pm
I learned from this free online book http://progit.org/book/ (http://progit.org/book/). It's very good. I downloaded the pdf version so I can also use it as a reference manual, because there are three billion features in git.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 09, 2011, 05:49:25 pm
Ahh! Thank you. I will read.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 05:53:34 pm
I made a melee char and have been trying out different melee weapons.

Among the slashing weapons:
Combat knife is pretty good, but the -3 accuracy penalty kinda sucks.
The machete is more damaging and has +2 accuracy, but it's so much slower.
Katana is even more damaging, but its even slower than the machete and only +1 accuracy. Probably good against high armor targets I guess.
Hatchet and Wood Ax are both kinda crummy. None of the others really stood out.

Among the bashing weapons:
The craftable nail board and hammer both seem pretty good. They're fast and reasonably high damaging with +1 accuracy.
The baseball bat is slower, more damaging, and +3 accuracy.
Regular old rocks make good improvised weapons, very fast hitting and decent damage. -1 accuracy though.
Nothing else really stood out.

Among the piercing weapons:
Wasp sting seems to outshine all the other pierce weapons. It's super fast - faster than all the other weapons I mentioned, and does more damage than even a steel spear. Bee stings are a close second, the same but for a bit less damage. Steel spears and wood spears are comparable to combat knifes and machetes and stuff, but they just can't compare with the insect stingers.

Wasp sting actually seems to be the best melee weapon in the game. Not only is it super fast and damaging, the piercing part of it keeps the enemy from attacking by reducing their moves. My char is running around cutting down whole swarms of zombies without being hit.

It should probably be nerfed a bit, but it's kinda fun to play with in its overpowered state :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 06:08:01 pm
I think that its part ofthe reward for clearing out a wasp nest, which is ridiculously hard early game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 09, 2011, 06:14:44 pm
How do you get a steel spear?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 06:19:38 pm
Mechanics skill, I assume. I have never gotten high enough to get a steel spear though. . .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 09, 2011, 06:21:39 pm
I made a basic .diff, for until I figure out how to use git. Any advice on where to put it? It won't fit inside a post.

Put it on mediafire. Here ya go (http://www.mediafire.com/?yt4en2lfte6b6t5).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 06:28:21 pm
No idea where you can find steel spears, I've never found any. I just spawned one using Z just to compare it to the sting I was murdering everything with. I found the katana in a basement of a house though, on a shelf. It doesn't really compare to the wasp sting though, way too slow.

Killing a couple wasps isn't that bad, especially if you use firearms. Don't have to kill a whole nest to get a sting, might get it from the first one.

I came close to a house with a wasp, shot one that approached me with my M1911, and took its sting. Lured some more wasps to a single space window and killed 5 of them one after another without being hit using the wasp sting. The sting keeps removing moves from them on every hit due to being a spear (skewered + forced to the ground, etc), so after the first hit they can't do anything.

It's such a fast weapon, with a little weapon skill (which comes really quick just by massacreing regular zombies after getting a lil xp) you can take on zombie brutes, fast zombies, zombie necromancers - all without being hit. Even fighting multiple regular zombies at once you don't get hit, I had 3 regular zombies in my face - stabbed 1, 2, 3, then 1,2,3. First hits removed their moves, second hits killed them all. The only common monster I've found that poses a problem so far is skeletons, and they still die easy enough - you just can't push them to the ground at low skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 06:36:21 pm
Yeah, Im talking builds made for melee. Any random guy that can use a gun can clear it out, but it takes real cajones to clear it out with, say, a combat knife. Or a machete. And a molotov. I like melee a lot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 09, 2011, 06:37:01 pm
Whooooops, spears were a bit bugged regarding the flinching.  Fixed, and stings nerfed a bit.  Spears are considerably weaker now, unless you have strong skill in them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 06:38:38 pm
Any thought into making them better for throwing?
Maybe an item flag "balanced" that gives them a to hit bonus or a range bonus?

Although I imagine the current crafted spears wouldn't be very good for that, it would be a nice basis for adding javelins, craftable at higher levels or found in sporting goods stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 06:40:17 pm
I just train up my cutting using a combat knife, then switch to a machete later on. I hardly ever use spears any more any ways.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 06:46:42 pm
Why do combat knives have a big to hit penalty, anyway? If they're a knife designed for combat, should they really be -3 to hit? Rocks, chunks of steel, grenades, screw drivers, fire extinguishers - all more accurate than the combat knife.

If a screw driver is 1, and a hatchet is 1, and a glass bottle is 1 - I'd think a combat knife would be at least 1. Is it an oversight or a typo?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 09, 2011, 06:49:21 pm
Any thought into making them better for throwing?
Maybe an item flag "balanced" that gives them a to hit bonus or a range bonus?

Although I imagine the current crafted spears wouldn't be very good for that, it would be a nice basis for adding javelins, craftable at higher levels or found in sporting goods stores.

Oh maaaaan once again I forget about the item flag system and its possibilities.  A flag for items that make good throwing weapons is a great idea.  Maybe even two--one for normal melee weapons that do well when thrown, like rocks, combat knives, and spears, and another for crappy melee weapons that do well when thrown, like throwing knives, darts, javelins.

Why do combat knives have a big to hit penalty, anyway? If they're a knife designed for combat, should they really be -3 to hit? Rocks, chunks of steel, grenades, screw drivers, fire extinguishers - all more accurate than the combat knife.

If a screw driver is 1, and a hatchet is 1, and a glass bottle is 1 - I'd think a combat knife would be at least 1. Is it an oversight or a typo?

It's an oversight that screwdrivers are 1, certainly.  The idea was to penalize it for requiring precision on the wielder's part and for being relatively short.  -3 is a bit severe, true.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 06:55:38 pm
Any thought into making them better for throwing?
Maybe an item flag "balanced" that gives them a to hit bonus or a range bonus?

Although I imagine the current crafted spears wouldn't be very good for that, it would be a nice basis for adding javelins, craftable at higher levels or found in sporting goods stores.

Oh maaaaan once again I forget about the item flag system and its possibilities.  A flag for items that make good throwing weapons is a great idea.  Maybe even two--one for normal melee weapons that do well when thrown, like rocks, combat knives, and spears, and another for crappy melee weapons that do well when thrown, like throwing knives, darts, javelins.

So something like "balanced" meaning they're decent at melee and throwing and "thrown" that means they're useless in melee but good when thrown.
This would add in all sorts of nice things like throwing knives and their ilk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 06:57:11 pm
I find the speed of combat knives to outweigh the to hit penalty. I like getting two hits on a zombie before he even swings once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on August 09, 2011, 06:57:57 pm
http://cataclysmff.zxq.net/SMF/index.php?topic=58.0


1.9.5
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 07:05:43 pm
I find it humerous when shocker zombies drop batteries. Its soooo lol worthy. Or when boomers drop "Self Esteem For Dummies"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 09, 2011, 07:07:52 pm
http://cataclysmff.zxq.net/SMF/index.php?topic=58.0


1.9.5

Can we get an updated change log?

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 07:12:16 pm
Or when zombies drop Playboy magazines.

I don't think I want to know why they were carrying that around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 09, 2011, 07:18:00 pm
Or when zombies drop Playboy magazines.

I don't think I want to know why they were carrying that around.

<Zombie> mmmmmbraaaains....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tres_Huevos on August 09, 2011, 07:22:54 pm
Or when zombies drop Playboy magazines.

I don't think I want to know why they were carrying that around.
For the articles, naturally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 09, 2011, 07:31:19 pm
A question better than why zombies would carry magazines like that is why would somebody place a field of bear traps and shotgun traps around their pot?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 07:32:11 pm
Hippy trap.
Duh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on August 09, 2011, 07:43:20 pm
A question better than why zombies would carry magazines like that is why would somebody place a field of bear traps and shotgun traps around their pot?

It must be some really good stuff!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 09, 2011, 08:45:24 pm
Hippy trap.
Duh.
I love how ambiguous this is. Either a trap to get hippies or a trap that hippies build.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 08:46:00 pm
A trap to get hippies.
They wouldn't waste their precious pot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 09, 2011, 08:47:23 pm
A trap to get hippies.
They wouldn't waste their precious pot.
Nah, the hippies wouldn't use the pot as bait, they would use it to protect their pot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 08:48:38 pm
But why would they waste time protecting pot when they could just smoke it?
If you find a stash of junkfood, then you know you've found a hippy's hideaway
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 09, 2011, 09:20:03 pm
But why would they waste time protecting pot when they could just smoke it?
If you find a stash of junkfood, then you know you've found a hippy's hideaway
True, now that I think about it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 09, 2011, 09:45:30 pm
I DID find a trap area with naught but some potato chips in it, I think...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 09:46:54 pm
It was a hippy, preparing for the inevitable munchies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 09, 2011, 09:50:29 pm
I thought more of it as a stoner trap, a trap set by cannibals to catch stoners to eat.

A high person wouldn't notice the shotgun rigged to a tripwire...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 09, 2011, 09:51:15 pm
Whales, Ive noticed something strange with cross bow traps. If you can get a zed to set one off, it leaves a crossbow and a bolt, but you can keep setting it off, and harvest cross bows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 09, 2011, 09:52:21 pm
I thought more of it as a stoner trap, a trap set by cannibals to catch stoners to eat.

A high person wouldn't notice the shotgun rigged to a tripwire...
That's more or less exactly what I said :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 09, 2011, 10:04:30 pm
A certain story of my adventures with the random terrain. It's a bit long, but I wrote more for suspense and enjoyment than for observational reasons, so I hope you enjoy! It is, of course, a spoiler, but all good stories are!

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 09, 2011, 10:19:21 pm
A certain story of my adventures with the random terrain. It's a bit long, but I wrote more for suspense and enjoyment than for observational reasons, so I hope you enjoy! It is, of course, a spoiler, but all good stories are!

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 09, 2011, 11:15:55 pm
A certain story of my adventures with the random terrain. It's a bit long, but I wrote more for suspense and enjoyment than for observational reasons, so I hope you enjoy! It is, of course, a spoiler, but all good stories are!

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 09, 2011, 11:39:42 pm
I thought more of it as a stoner trap, a trap set by cannibals to catch stoners to eat.

A high person wouldn't notice the shotgun rigged to a tripwire...
That's more or less exactly what I said :P
Because in our minds it's the perfect way to see it. :P

I also like thinking of "Shhh... I'm huntin' stoners" in Elmer Thud's voice :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 10, 2011, 01:51:34 am
Whats the map teleport? I'm stuck in a wall.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 10, 2011, 03:08:20 am
Depending on your version, either go the the overmap and press "Enter" at your intended destination, or press "Z" at your intended destination. I don't have the latest version, so I can't guarantee the second one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ILikePie on August 10, 2011, 04:26:58 am
Press Z to open the cheat menu and 3 to select the long distance teleport option.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Smitehappy on August 10, 2011, 08:44:57 am
So I was walking down a road in the middle of nowhere for god knows why when I noticed my character was getting pretty hungry. As I was basically chased out of town by a pursuing zombie horde I had little to no supplies to speak of and it was looking bleak. All the sudden I noticed a squirrel in the distance on the road and decide squirrel meat is better than no meat. Que me chasing a squirrel down the highway. I just about to get in melee range so I can bash it and dine on delicious squirrel flesh when out of nowhere "BOOM". The squirrel is nowhere to be seen (My precious squirrel meat!) and only a crater remains where the squirrel use to be. Had I not chased after the squirrel I more than likely would have been exploded by the very same mine since my character had very low perception and the minefield was smack dab in the center of the road I was walking on.

Moral of the story? Squirrels make great minesweepers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 10, 2011, 09:06:03 am
A certain story of my adventures with the random terrain. It's a bit long, but I wrote more for suspense and enjoyment than for observational reasons, so I hope you enjoy! It is, of course, a spoiler, but all good stories are!

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I think you're confusing rubble, which is grey, with wreckage, which is blue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 10, 2011, 10:27:52 am
I've decided to try a new challenge, no melee. None. Guns, bombs, traps or running away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 10:57:06 am
Ah, you're probably right. I don't think I've seen rubble on a road, I thought he meant the wreckage.

I'm finishing up a reloading mod that lets you take apart bullets for components and craft new bullets. You also automatically save your empty casings when firing a gun, which you could then reload using powder lead and primers from other similar bullets. It uses two new tools, which I intend to add to gun shops. The kinetic bullet puller, and the hand press. I simplified it for purposes of gameplay, so just the generic hand press lets you make any ammo (except .22, since it's rimfire and can't be reloaded). Have it using gun and mechanics skill, with higher skill levels for the higher end bullets (like 9mm +P+ takes 6 mechanics and guns).

It's a bit abstract, since I just made up all the material amounts as I went along. For sake of gameplay I just made all the bullet categories use the same casings, even when in reality they wouldn't (like the 10mm auto and the .40 S&W - the game treats them both as just .40 ammo so I just made them both a generic .40 casing). Have the powder divided into pistol and rifle, and the primers divided into shotgun, small pistol, large pistol, small rifle, large rifle. For the bullets themselves I just made a generic lead that can be taken from any ammunition. Also not quite sure what to do with incendiary rounds, should I make a special incendiary material that you get from taking them apart and require it when making them?

I'm debating whether or not to simplify primers more, since some of them are a bit restrictive. Only 223 and 5.7x28mm use small rifle primers, and the 5.7x28mm is kinda rare - so you almost have to have 223 ammo to make 223 ammo. Same with shotgun primers, you have to have shotgun ammo to make shotgun ammo. It's still useful to change ammo to your preferred type, like birdshot to 00 shot. What do you guys think?

I might just add the primers to the gun shops, that way you might find a big box of 200 of your primers and can take apart other ammo types for the lead and powder - and I won't have to simplify it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on August 10, 2011, 11:11:18 am
What sort of effect does the "Terrifying" trait actually have? I couldn't tell much of a difference the one time I tried it.

Also, are there any skills or traits that are currently useless? I'm guessing bartering's not worth much when there's no NPCs around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 12:12:07 pm
Huh, well theres a problem. Got my mod finished, can take apart every bullet type and get the appropriate casing when firing bullets. But all the recipes that flow off screen don't function. Even with Drevlin's crafting menu scroll patch.

Guess I'll have to dig through the crafting menu and figure out why...

-edit- Ah, there it is. If anyone is trying to get a long recipe list working, heres the hitch that Drevlin's scroll patch didn't catch:

Code: [Select]
for (int i = 0; i < current.size() && i < 22; i++) {That's limiting the recipes to 22. I increased it and now all my recipes function. Huzzah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 10, 2011, 12:14:58 pm
What sort of effect does the "Terrifying" trait actually have? I couldn't tell much of a difference the one time I tried it.

Also, are there any skills or traits that are currently useless? I'm guessing bartering's not worth much when there's no NPCs around.
I think speech is useless right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 10, 2011, 01:55:31 pm
I think if you made the box of 200 primers decently common enough for usefulness, and possibly simplify them into three groups (shotgun, pistol, rifle) so that you aren't stuck in a have rifle primers but not the right rifle primers problem a lot, it would work well, Paul. But how much mechanics does it require to open ammo?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 10, 2011, 01:58:13 pm
Huh, well theres a problem. Got my mod finished, can take apart every bullet type and get the appropriate casing when firing bullets. But all the recipes that flow off screen don't function. Even with Drevlin's crafting menu scroll patch.

Guess I'll have to dig through the crafting menu and figure out why...

-edit- Ah, there it is. If anyone is trying to get a long recipe list working, heres the hitch that Drevlin's scroll patch didn't catch:

Code: [Select]
for (int i = 0; i < current.size() && i < 22; i++) {That's limiting the recipes to 22. I increased it and now all my recipes function. Huzzah.

That's odd, there is no such line in my patch... There is one line that is similar:

Code: [Select]
for (int i = 0; i < current.size() && i < 23; i++)
But it handles cases in which there are less than 23 recipes in the screen, and that's not your case.
Have you changed game::pick_recipes() function perhaps?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 10, 2011, 02:12:38 pm
Does anyone else get a second blank window opened with head's new version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 10, 2011, 02:16:57 pm
Does anyone else get a second blank window opened with head's new version?
Probably everyone. (He forgot to set it from Console to GUI.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 10, 2011, 02:17:52 pm
Ok then, its not really too much. thought I'd messed up something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 10, 2011, 02:21:37 pm
I can do a quick recompile if it's bothering anyone. Shouldn't take more than 5 minutes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 10, 2011, 02:24:45 pm
if you want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 02:27:18 pm
That's odd, there is no such line in my patch... There is one line that is similar:

Code: [Select]
for (int i = 0; i < current.size() && i < 23; i++)
But it handles cases in which there are less than 23 recipes in the screen, and that's not your case.
Have you changed game::pick_recipes() function perhaps?

No no, it wasn't in your patch - I meant that your patch missed it. It's down in game::pick_recipes, where it checks the recipes to see if you have the materials and such for them. Your patch makes the scrolling work perfectly, you just need that extra change to make the items below the 22nd function.

I think if you made the box of 200 primers decently common enough for usefulness, and possibly simplify them into three groups (shotgun, pistol, rifle) so that you aren't stuck in a have rifle primers but not the right rifle primers problem a lot, it would work well, Paul. But how much mechanics does it require to open ammo?

Right now I have it where you use the bullet puller through the inventory then select the bullet. It then takes apart a max of 20 of them and passes 500 time units (I think thats a minute? might need to increase that, but didn't want zombies appearing and eating your face while you were busy chopping ammo without an option to stop). It's pretty simple to take apart a stack of ammo. A stack of 100 is only 15 key presses. I could increase it to more per time but I didn't want it to be too easy. The recipes for them creates them in the amounts you find them in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 10, 2011, 02:28:54 pm
Actually, yeah, I won't be able to do the recompile. Head didn't update his source branch, only uploaded the binaries. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 02:34:35 pm
He must be busy, he didn't take all the latest changes either (the Z menu, for instance).

My little compile I dropped a few pages back has that though, and I don't *think* I screwed anything up. I'm going to release a new one soon with the reloading thing though, I just want to play with it a bit to make sure I didn't overlook something - gotta make sure the primers and stuff are spawning in the gun stores too. I'm also including a quick and dirty way of splitting stacks by wielding the stack you want to split and pressing P, which makes it drop half the stack.

When I finish it up I guess I'll make a post on the Cataclysm forum too, so it doesn't get lost in this thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 10, 2011, 02:36:30 pm
The one back there is the one with the stacking, right Paul?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 02:39:54 pm
Thats right.

Oh, and in regard to the primer: I think I'll stick with large and small primers, I don't want ammo to be TOO easy to get. There should be a reason to make and use smaller caliber rounds. If you could turn small caliber ammo into large caliber ammo it would make everyone just use large caliber ammo.

Hmm, hoped to get the stuff spawning in the mi_gun_extras section, but it seems most gun stores have nothing there. I don't really want to up the odds of it, since that would up the odds of silencers and stuff too.

Guess I'll modify the gun store to have an extra row of counters specifically for hand loading.


Ah, there we go. I just made a separate vector and set it to spawn on top of the regular gun extras. Now that section isn't so perpetually empty. Took me 7 gun stores for the first set and then 5 gun stores more to find another set of bullet puller and hand press, that seems about right.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 10, 2011, 04:13:58 pm
Thats right.

Oh, and in regard to the primer: I think I'll stick with large and small primers, I don't want ammo to be TOO easy to get. There should be a reason to make and use smaller caliber rounds. If you could turn small caliber ammo into large caliber ammo it would make everyone just use large caliber ammo.

Hmm, hoped to get the stuff spawning in the mi_gun_extras section, but it seems most gun stores have nothing there. I don't really want to up the odds of it, since that would up the odds of silencers and stuff too.

Guess I'll modify the gun store to have an extra row of counters specifically for hand loading.


Ah, there we go. I just made a separate vector and set it to spawn on top of the regular gun extras. Now that section isn't so perpetually empty. Took me 7 gun stores for the first set and then 5 gun stores more to find another set of bullet puller and hand press, that seems about right.

Any thought on adding special ammo now that it's craft-able?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 04:50:30 pm
Any thought on adding special ammo now that it's craft-able?

It wouldn't be very difficult. We have a pretty good variety of ammo though, what kind of special types do you mean? You can already do 9mm +P+ and 10mm Auto and .38 Super and such.

Heres my new version with the ammo crafting. Last minute I decided to change the char creation system too (after creating 50 chars to test my mod I decided it needed a slight modification). I split the regular points for traits and attributes from the skill points. Now you start with 6 attribute/trait points and 4 skill points, enough to get one skill up to 4 or four up to 2.

I also changed something unrelated, mp3 players. It bothered me that they only lasted for 1 minute 40 seconds before running out of batteries, so I upped that to 20 mins and to compensate lowered the bonus to 30. Now you can keep an mp3 player going while you read and craft and such without so much hassle.

http://www.mediafire.com/?214syf465n5510f

Let me know if you guys find any bugs. My knowledge of programming comes purely from trial and error, so there are bound to be some.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 10, 2011, 04:58:48 pm
The special-effect system for ammo opens a lot of possibilities here.  I'm already working on adding grenade launchers to the game (albeit hard-to-find ones) and M203 attachments for rifles; grenades could range from standard concussive ones, frag grenades, napalm grenades, tear gas canisters, etc; and others more unique to the setting, such as acid grenades that work like spitter zombies' attack, EMP grenades,
Spoiler (click to show/hide)
.

If the player has access to a glass ampoule (maybe a syringe, to use an already-existing item) and a spitter zombie gland (coming soon), they could craft acid bullets!

Paul, thanks for the mp3 player change, that's a bit more in-line with how they should behave, eh?  I'll adopt this in the main game distribution.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 05:13:28 pm
The special-effect system for ammo opens a lot of possibilities here.  I'm already working on adding grenade launchers to the game (albeit hard-to-find ones) and M203 attachments for rifles; grenades could range from standard concussive ones, frag grenades, napalm grenades, tear gas canisters, etc; and others more unique to the setting, such as acid grenades that work like spitter zombies' attack, EMP grenades,
Spoiler (click to show/hide)
.

If the player has access to a glass ampoule (maybe a syringe, to use an already-existing item) and a spitter zombie gland (coming soon), they could craft acid bullets!

Paul, thanks for the mp3 player change, that's a bit more in-line with how they should behave, eh?  I'll adopt this in the main game distribution.

Yea, the weapon special-effect system is pretty cool. Right now it's barely being used, it has a lot of potential. Grenade launchers will be fun :)

Pheromone grenades might be interesting too. They could distract zombies, firing one might attract all zombies within like 8 tiles and make them run to it confused for a minute or two. Could be handy to distract a swarm while you loot a shop or run away.


By the way, if any of you look at the ammo crafting system I cobbled together I wouldn't mind comments on it. I didn't know half of what I was doing, but managed to get it all working. I'm sure it could probably be done easier, I kind of brute forced it in some areas.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 10, 2011, 05:15:00 pm
Or to get them to group up so you can blow them to pieces.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 10, 2011, 05:17:31 pm
The special-effect system for ammo opens a lot of possibilities here.  I'm already working on adding grenade launchers to the game (albeit hard-to-find ones) and M203 attachments for rifles; grenades could range from standard concussive ones, frag grenades, napalm grenades, tear gas canisters, etc; and others more unique to the setting, such as acid grenades that work like spitter zombies' attack, EMP grenades,
Spoiler (click to show/hide)
.

If the player has access to a glass ampoule (maybe a syringe, to use an already-existing item) and a spitter zombie gland (coming soon), they could craft acid bullets!

Paul, thanks for the mp3 player change, that's a bit more in-line with how they should behave, eh?  I'll adopt this in the main game distribution.

This is interesting, I am all for special ammunition.
Will there be shotgun shell grenades? (they exist IRL, aren't extremely powerful, but very cool) Even if extremely rare, I'd love to see those around.
I always wanted to use those in a game I didn't make.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 10, 2011, 05:19:20 pm
The special-effect system for ammo opens a lot of possibilities here.  I'm already working on adding grenade launchers to the game (albeit hard-to-find ones) and M203 attachments for rifles; grenades could range from standard concussive ones, frag grenades, napalm grenades, tear gas canisters, etc; and others more unique to the setting, such as acid grenades that work like spitter zombies' attack, EMP grenades,
Spoiler (click to show/hide)
.

If the player has access to a glass ampoule (maybe a syringe, to use an already-existing item) and a spitter zombie gland (coming soon), they could craft acid bullets!

Paul, thanks for the mp3 player change, that's a bit more in-line with how they should behave, eh?  I'll adopt this in the main game distribution.

This is interesting, I am all for special ammunition.
Will there be shotgun shell grenades? (they exist IRL, aren't extremely powerful, but very cool) Even if extremely rare, I'd love to see those around.
I always wanted to use those in a game I didn't make.
Well, since you can make grenades out of 00 shots and gasoline in a tin can, then yeah, there are technically shotgun grenades here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 05:26:04 pm
He means explosive shotgun shells, like the Frag-12.

And that would probably be really easy for me to add... I might do that.

Not sure what materials would be realistic for that, though. Lead for the fragmentation, gunpowder to propel it, and explosive to blow up - but what explosive to use? Gasoline in a shotgun shell would be silly, and just extra gunpowder would be kinda lame.



Maybe NUCLEAR ammo. Plutonium cell + batteries + casing + primer + gunpowder for propellant. Boom! Mini-mini nukes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 10, 2011, 05:30:48 pm
I must have a video of those somewhere, but the whole grenade was (not counting the plastic layer outside) a metal cylinder with a few mobile "fin" parts at the back (I assume to use as wings for stability). Looks like a cartoon torpedo but in shotgun shell size.
Gasoline in a shell is pretty silly, but unless you want to add another extra explosive substance...I guess the only option is loads of gunpowder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 10, 2011, 05:33:18 pm
And how about special effects for melee weapons? Like a torch or something. Rag+Gasoline+Baseball bat OR Heavy stick OR 2x4.    It could double as a light source and a firy bashing implement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 10, 2011, 05:42:19 pm
Founds fine, that. We can use more light sources. (lighters?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nab McNabbers on August 10, 2011, 05:55:52 pm
more light sources.

This. If i am already burning heaps of zombies in my basement i damn well deserve to read a romantic novel in this cozy atmosphere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 10, 2011, 06:03:55 pm
Torches, like I suggested, or maybe a slightly bulkier lantern with 500 charges.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 10, 2011, 06:04:53 pm
And how about special effects for melee weapons? Like a torch or something. Rag+Gasoline+Baseball bat OR Heavy stick OR 2x4.    It could double as a light source and a firy bashing implement.

Implemented already.  Look for it in my next mini-update, or possibly in the construction update if I find time to finish that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 10, 2011, 06:09:53 pm
A way to have light sources not centralized on the player would be amazing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 10, 2011, 06:18:41 pm
A way to have light sources not centralized on the player would be amazing.

Certainly, it'd also be a huge update requiring several new systems to be written.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 10, 2011, 06:19:41 pm
Got a bug report- My game is lagging a lot, but only when I move. when I use the e(x)amine command, it runs normal speed. I try to move and theres a huge delay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 10, 2011, 06:23:55 pm
Got a bug report- My game is lagging a lot, but only when I move. when I use the e(x)amine command, it runs normal speed. I try to move and theres a huge delay.

Hmm.  Without knowing the circumstances, this doesn't help to much.  Here's some ideas:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 10, 2011, 06:40:42 pm
Got a bug report- My game is lagging a lot, but only when I move. when I use the e(x)amine command, it runs normal speed. I try to move and theres a huge delay.

Is this a port or a mod?

EDIT: Grr, the lexical nazi in me still refuses to call this "mods".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 10, 2011, 07:14:54 pm
Illogically, massive weight and, logically, volume savings can be achieved by carrying batteries in a radio vs unloaded. In fact, rather illogically, the batteries take up 1 less volume inside the radio, then the radio itself, and a couple of points less weight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 07:47:25 pm
Heh, as part of my mod I debated cutting the weight and volume of batteries. Two way radios are even smaller.

Think I'll go ahead and cut them down to like 4 volume and 6 weight per 1000 (it's currently 10 for each) , which would put them equal to carrying them loaded in a UPS or two way radio.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 10, 2011, 07:48:47 pm
Illogically, massive weight and, logically, volume savings can be achieved by carrying batteries in a radio vs unloaded. In fact, rather illogically, the batteries take up 1 less volume inside the radio, then the radio itself, and a couple of points less weight.

The volume thing is something I've realized could be exploited since I wrote it.  I've fixed some of it by making sure that the number of batteries that can fit in an item are less than or equal to that item's volume (I haven't gotten around to it with some items, like radios).

The weight thing is me being lazy and never coding for it. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 10, 2011, 07:58:13 pm
I haven't been playing cataclysm much since I got the genesis mod for dwarf fortress. . . .Damnit Deon, your mod is devouring my soul.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 10, 2011, 08:01:11 pm
I haven't been playing cataclysm much since I got the genesis mod for dwarf fortress. . . .Damnit Deon, your mod is devouring my soul.
Deon has a mod for cataclysm, won't that perhaps move you back over here?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 10, 2011, 08:18:06 pm
oooh. 194 monsters, and my character has a speed of 1. Guess that might do it. And it's on my electronic store mod.

And I just got killed by a fast zombie. never even saw it coming.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 10, 2011, 08:24:06 pm
oooh. 194 monsters, and my character has a speed of 1. Guess that might do it. And it's on my electronic store mod.

And I just got killed by a fast zombie. never even saw it coming.

Heh, with a speed of 1 you're getting one step to the average person's 100. Instead of taking 100 game turns to take a step, you take 10000. I think thats like 20 minutes per step, lol - enough time for something to run up and eat you before you even saw them. What got your speed so low? I've never seen my speed drop that much.


I'm playing with the mutations code now. Realized that having a bunch of bad mutations means a lesser chance of getting a bad one, and the same for a bunch of good mutations. If it rolls up a good mutation and lands on something you already have (or something that removes a thing you don't have, like asthma or nearsighted) it rerolls for the good/bad mutation check all over again. That's why my ratio of bad mutations to good was so high, my char didnt' have any of the bad ones that the random gen can remove and he had some of the good ones that it can add - so more likely than not every time he rolls a good mutation he has to reroll after failing to get one assigned and ends up getting a bad one instead. Bug or intended?

I think I'll change that for my mod. Also going to make it so you can lose the otherwise permanent good mutations (quick, pain resistant, thick skin). Quick in particular is crazy good, if you get it you can never lose it currently (even via purifiers) - changing it so that if you roll vomitous while quick you lose quick instead. I'll put pain resist loss on the sores mutation. I'll move the myopic cure to nightvision and add forgetful and schizo removal to a 1 in 2 chance (first have to lose forgetful on 1 mutation, then clear up schizophrenic if lucky) to make up for the loss of good things.

Heh, at this rate my mod is going to be a mess of random changes. So much for focusing on just ammo crafting/stacking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 10, 2011, 08:46:43 pm
Since there are new toys for survivors helping them to survive, may i suggest that a hulk should be stronger or/and more frequent to spawn?

I would also like to see even bigger hordes, right now i just need a good melee weapon and a window and i can stand my ground against everything, i would like to get swarmed by zombies which got into the house from other windows. I imagine something like from the series "The walking dead" when Rick Grimes walks on his horse through Atlanta's almost empty street and behind the corner there is a street full of zombies.
I'm not suggesting all packs of zombies should be that big but in every city there should be one or two (except maybe very large cities) coherent gigantic packs of zombies moving around. The moment a player would see so much zombies they can't fit on the right panel he would know no matter how good and equipped he is its time to run (something i miss in the later stages of game).
For imagination i would say said horde would be 5x5 map tiles big with 90% of small tiles filed with zombies (almost shoulder to shoulder).
...imagine what it would be like to wake up in the middle map tile O.o.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 10, 2011, 09:39:33 pm
The moment a player would see so much zombies they can't fit on the right panel he would know no matter how good and equipped he is its time to run.

Nah. You know those three molotovs you've been carrying around, "just in case"? Have fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 10, 2011, 09:44:01 pm
I think my lantern suggestion was lost: Like a flashlight, but bulkier and holds 500 charges. Could be useful for long stints of night time reading. Found in sporting goods stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 10, 2011, 09:53:53 pm
A gasoline lantern would be interesting. Make more sense than batteries, and be more useful, too!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 10, 2011, 11:24:59 pm
Battery-powered lanterns do exist; I have one lying around here somewhere...
But yeah, more uses for gas are welcome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 10, 2011, 11:27:50 pm
Are you using the flashlight mod? cause I'm pretty sure they don't exist in the vanilla game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 10, 2011, 11:30:36 pm
Oh, I thought you meant in real life! Well, just wanted to say that battery-powered lanterns do make a certain amount of sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 10, 2011, 11:32:52 pm
How do I get stuff out of cloning vats? Blowing them open with my shotgun does nothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 10, 2011, 11:44:47 pm
Smash them by hand. That always seems to work for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 10, 2011, 11:47:12 pm
Yeah, sorry I thought you meant in game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 11, 2011, 02:06:16 am
<--- New to the game, with a few questions before my next stab at it.




So from the looks of things, zombie necromancers can raise other undead? Also, the spitter zombie behaves exactly like the L4D version, is it safe to assume that the boomer does the same? Do police stations tend to have better weapons than gun stores?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 11, 2011, 02:13:00 am
Necromancers can raise other undead. Boomers, in my experience, don't do damage when they explode. They spray a blinding goop when they die, however. Police stations are annoying as hell to break into, manhacks, loud alarms, strong doorlocks that can only be hacked... It sucks, go for the gun store instead.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 11, 2011, 02:36:30 am
I would also like to see even bigger hordes, right now i just need a good melee weapon and a window and i can stand my ground against everything, i would like to get swarmed by zombies which got into the house from other windows. I imagine something like from the series "The walking dead" when Rick Grimes walks on his horse through Atlanta's almost empty street and behind the corner there is a street full of zombies.
I'm not suggesting all packs of zombies should be that big but in every city there should be one or two (except maybe very large cities) coherent gigantic packs of zombies moving around. The moment a player would see so much zombies they can't fit on the right panel he would know no matter how good and equipped he is its time to run (something i miss in the later stages of game).
For imagination i would say said horde would be 5x5 map tiles big with 90% of small tiles filed with zombies (almost shoulder to shoulder).

Nah. You know those three molotovs you've been carrying around, "just in case"? Have fun.

1. At least finally something would force you to use them.

2. Horde so huge i suggested would devour you. Even if you would set one side on fire after a while they would come from the sides of your screen and even cut you off so you wouldn't be able to kite them, if you choose the "stay behind window and feel safe tactic", they would smash down windows and come to you through other rooms. (I get goosebumps just of thinking of it. ) 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 11, 2011, 06:07:51 am
I would also like to see even bigger hordes, right now i just need a good melee weapon and a window and i can stand my ground against everything, i would like to get swarmed by zombies which got into the house from other windows. I imagine something like from the series "The walking dead" when Rick Grimes walks on his horse through Atlanta's almost empty street and behind the corner there is a street full of zombies.
I'm not suggesting all packs of zombies should be that big but in every city there should be one or two (except maybe very large cities) coherent gigantic packs of zombies moving around. The moment a player would see so much zombies they can't fit on the right panel he would know no matter how good and equipped he is its time to run (something i miss in the later stages of game).
For imagination i would say said horde would be 5x5 map tiles big with 90% of small tiles filed with zombies (almost shoulder to shoulder).

Nah. You know those three molotovs you've been carrying around, "just in case"? Have fun.

1. At least finally something would force you to use them.

2. Horde so huge i suggested would devour you. Even if you would set one side on fire after a while they would come from the sides of your screen and even cut you off so you wouldn't be able to kite them, if you choose the "stay behind window and feel safe tactic", they would smash down windows and come to you through other rooms. (I get goosebumps just of thinking of it. )

I don't know, but I have ran into situations like what you describe there, and I have seen video footage as well of other players having similar zombie attacks...are you playing too cautiously?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 11, 2011, 06:37:33 am
I would also like to see even bigger hordes, right now i just need a good melee weapon and a window and i can stand my ground against everything, i would like to get swarmed by zombies which got into the house from other windows. I imagine something like from the series "The walking dead" when Rick Grimes walks on his horse through Atlanta's almost empty street and behind the corner there is a street full of zombies.
I'm not suggesting all packs of zombies should be that big but in every city there should be one or two (except maybe very large cities) coherent gigantic packs of zombies moving around. The moment a player would see so much zombies they can't fit on the right panel he would know no matter how good and equipped he is its time to run (something i miss in the later stages of game).
For imagination i would say said horde would be 5x5 map tiles big with 90% of small tiles filed with zombies (almost shoulder to shoulder).

Nah. You know those three molotovs you've been carrying around, "just in case"? Have fun.

1. At least finally something would force you to use them.

2. Horde so huge i suggested would devour you. Even if you would set one side on fire after a while they would come from the sides of your screen and even cut you off so you wouldn't be able to kite them, if you choose the "stay behind window and feel safe tactic", they would smash down windows and come to you through other rooms. (I get goosebumps just of thinking of it. )

I don't know, but I have ran into situations like what you describe there, and I have seen video footage as well of other players having similar zombie attacks...are you playing too cautiously?

Something only remotely similar happened when i started a rampage from boredom and blew of two gas stations in a big city. Still it wasn't much of a problem i think i could handle three-four times more of them. Problem may be the huge difference between starting and medicore character. In therms of balance you don't want to get too hard on starting char and since a medicore character is quite powerful one-hitting zombies rambo there isn't much he couldn't handle.
My "huge horde" suggestion may be a soultion, but there may be others, like raising stream of zombies entering your world region (preferably from one direction like the shambling horde from WWZ's Battle of Yonkers) and aggressive upswinging of fungoids and bee and ants hives, robot invasion.... Something to provide challenge after the first couple of days.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 07:52:18 am
I've seen some pretty big zombie hordes. That one that spawned in my safe house's bathroom was pretty nasty. I used a grenade and a bunch of ammo and still nearly died.

One of my older chars died to a swarm that came from all 4 compass directions, right in the  middle of a large town after setting off a bank alarm. Had like 3 or 4 bears show up as well as a bunch of zombies.

Using noisy weapons can attract them. If you're running around with a silenced pistol or a melee weapon you don't attract swarms and can go around largely unchallenged, but get a shotgun or large rifle and you'll see them shambling in from all around.

Also, the current system has your character getting vastly more powerful as you progress, especially if you're finding and using purifiers. Once purifiers don't give stats anymore it will be more difficult to become superman. Skills still help a huge amount though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ivefan on August 11, 2011, 09:06:14 am
If i understand correctly, the current monsterspawn is based on a formula based on the cell the player currently is in and creates new monsters on the edge if there is enough noise?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 11, 2011, 09:14:02 am
If i understand correctly, the current monsterspawn is based on a formula based on the cell the player currently is in and creates new monsters on the edge if there is enough noise?
Well, mostly based on a current population level, actually. And the population type.
And it's not only noise, there's also sight and smell. (being on open or standing around attracts more).

And it's radius based, not mapblock edge based.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 11, 2011, 09:23:54 am
Yeah, if you want hordes you gots to find a city.

Although Ronin's mod made that a central point I think, might want to give it a try.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 11, 2011, 09:35:46 am
Any thought on adding special ammo now that it's craft-able?

It wouldn't be very difficult. We have a pretty good variety of ammo though, what kind of special types do you mean? You can already do 9mm +P+ and 10mm Auto and .38 Super and such.


Rounds I would like to see in game, which I don't believe are in the game yet.
a)cold loads for silenced guns
b)hollow point ammo
c)incendiary loads for shotguns, along the lines of the dragon fire rounds
d)breacher rounds for shotguns
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 11, 2011, 11:07:15 am
I think that the suggester for the horde thing meant a much more massive horde than the game can spawn right now, and traveling clumps of zombies. Also, with the removal of stat boosting from purifier, dont forget the planned boost system. XP for stats, buffs, and artifacts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ivefan on August 11, 2011, 11:08:01 am
Well, mostly based on a current population level, actually. And the population type.
And it's not only noise, there's also sight and smell. (being on open or standing around attracts more).

And it's radius based, not mapblock edge based.
Hmm.. so how does the population change, except for the player killing. do they rove?
Giving it some thought, I'm conflicted if i want to be able to decimate the zombies so much that it's basically safe(which is a challenge in itself), or for the threat to be endless.
Though the spawns can still be a bit strange when they spawn in houses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 11, 2011, 11:16:33 am
Well, mostly based on a current population level, actually. And the population type.
And it's not only noise, there's also sight and smell. (being on open or standing around attracts more).

And it's radius based, not mapblock edge based.
Hmm.. so how does the population change, except for the player killing. do they rove?
Giving it some thought, I'm conflicted if i want to be able to decimate the zombies so much that it's basically safe(which is a challenge in itself), or for the threat to be endless.
Though the spawns can still be a bit strange when they spawn in houses.
Nah, they don't move around. They do tend to concentrate on your position.

As for the eradication part, it's really hard to kill them all. Hell, it'll probably feel like a grind. But even if you do, that's still just one town safe. There's still a gazillion of towns. So yeah, pretty much endless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Simmura McCrea on August 11, 2011, 11:37:24 am
So I started playing this for the first time since like 1.3. Died because of a dozen zombies out of nowhere. Okay, started a new character, wondered why the place was familiar. It wasn't, it was the same damn place. Exactly. Minus the dozen or so zombies I kited out of town with the last character, I'd assume. Is there any way to be in a new map with every character or what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 11, 2011, 11:47:05 am
You can delete the save folder when your character dies.
But it's just chance that you end up in the same town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Simmura McCrea on August 11, 2011, 11:53:15 am
Wasn't the same town, it was the same house.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 11, 2011, 11:55:02 am
Yeah, you usually spawn in the same house if you spawn in the same town.
Because only 1 in 10 houses have a basement and the player always spawns in one of those.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 11, 2011, 12:00:07 pm
Yeah, you usually spawn in the same house if you spawn in the same town.
Because only 1 in 10 houses have a basement and the player always spawns in one of those.
I think it's 1 in 50, actually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 11, 2011, 12:00:27 pm
Zombies populations tend to stay centered on their home town, but they will resize slightly as the population changes.  Also, if you travel through them and zombies follow you outside of the original spawn area, it'll act like dragging your finger through wet paint--little tendrils of zombie population will exist outside of the original circular area.

A fellow roguelike developer has brought up the idea of using per-cell zombie populations which dynamically move on occasion, which would result in real roving bands of zombies, possibly more complex spawning patterns, etc.  I've been resistant to the idea--keeping things efficient is a priority of mine, and simulating 20,000+ cells of zombies is anything BUT efficient--but I'm considering giving it a try, maybe programming a little mock-up.


Yeah, you usually spawn in the same house if you spawn in the same town.
Because only 1 in 10 houses have a basement and the player always spawns in one of those.

1 in 30, actually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 12:04:30 pm

Rounds I would like to see in game, which I don't believe are in the game yet.
a)cold loads for silenced guns
b)hollow point ammo
c)incendiary loads for shotguns, along the lines of the dragon fire rounds
d)breacher rounds for shotguns
a) Less noise in this game would just mean less damage, which wouldn't be all that useful. Right now silencer reduces noise by 45, which is enough to cut the noise to 0 on all but the largest pistol rounds. Only pistol rounds above 45 noise are: .44 magnum (48.8), .45 ACP (45.6), and .45 Super (47.2). If you wanted a perfectly silenced .45 pistol you could just use the .45 FMJ ammo, with better armor piercing to boot. Silencer already shaves 4 damage off for the silencing effect, so using low damage rounds with an already negative damage gun mod would make your gun a lot less effective. Even if the silencer was less effective, you could just use it on a gun with the quieter .22 or 9mm rounds. I guess if you wanted to nerf the silencer to reduce noise less you could make special cold load rounds that have bonus noise reduction without losing as much damage as would otherwise be required for that noise reduction. Right now noise is damage * .8 + 20 if that's over 5, so even the .22 CB rounds make 25.6 noise.

b) Hollow points are a good idea. Just need an item flag to make them work correctly. Could make it deal extra damage vs soft targets and multiply the effects of armor on armored targets. Not sure how useful they would be though, since most of the tougher monsters are armored.

c) Just making a shotgun round with the incendiary flag would do that. Would be easy to mod, think I might do that for my mod.

d) Not sure if that would be all that useful. We already have crowbars to open locked doors, and 2 shots from a handgun will destroy a door. A breaching round would destroy either the lock or the hinges, in either case closing the door against zombies would be impossible - so for gameplay purposes the door should probably be destroyed. In that case, what would a breaching round do? Kill a door in one shot rather than 2?

Wasn't the same town, it was the same house.
I've had that a few times, but not very often. I usually end up in a different town. On one map I had 3 characters all spawn in the same region though, was able to grab the stuff from my former char's corpse and use the same safehouse full of goodies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 11, 2011, 12:11:15 pm
The one thing I'm having a really hard time figuring out is how to cook food; I've got a hotplate and a lighter, and a sizeable amount of raw meat, but I don't really know how to cook it, but I want to avoid the -60 morale from eating raw meat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 11, 2011, 12:13:15 pm
& > enter.
Aka, open the crafting menu, navigate to cooking and select Cooked Meat
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 11, 2011, 12:13:15 pm
The one thing I'm having a really hard time figuring out is how to cook food; I've got a hotplate and a lighter, and a sizeable amount of raw meat, but I don't really know how to cook it, but I want to avoid the -60 morale from eating raw meat.
Use the '&' crafting menu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 11, 2011, 12:13:44 pm
...
I think that's the first time I've ever seen a simultaneous post actually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 12:14:06 pm
Hey Whales, I've been thinking about a suggestion for purifiers. Instead of the stat increase, I was thinking maybe something along the lines of this:
Code: [Select]
if (valid.size() == 0) {
  if (one_in(20) && !p->has_trait(PF_ROBUST)){
    p->toggle_trait(PF_ROBUST);
    if (!p->is_npc())
     g->add_msg("You feel fortified.");
    }
  else {
  for (int i = 0; i < num_hp_parts; i++)
  p->heal(hp_part(i), 1);
  if (!p->is_npc())
     g->add_msg("You feel better all over.");}
  return;
 }
That way the purifiers are specifically useful for mutations - both removing them and occasionally getting the trait that makes mutations better. I also put the 1 point full body heal as an extra use for them, so they're still useful for people who don't use mutagen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 11, 2011, 12:14:43 pm
Wow, look at that. And it didn't even give me the usual warning. Heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 11, 2011, 12:16:42 pm
Yeah, I guess that requires a delay of at least a second between the posts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 11, 2011, 12:21:30 pm
A fellow roguelike developer has brought up the idea of using per-cell zombie populations which dynamically move on occasion, which would result in real roving bands of zombies, possibly more complex spawning patterns, etc.  I've been resistant to the idea--keeping things efficient is a priority of mine, and simulating 20,000+ cells of zombies is anything BUT efficient--but I'm considering giving it a try, maybe programming a little mock-up.

I hope cataclysm at some point reaches this point. Right now i feel sometimes cheated when the game spawns monsters in a way i don't like, having real populations moving around...the knowledge they are there physically, oh boy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 11, 2011, 01:04:42 pm
Thanks. Hadn't even noticed the crafting menu; from the rest of the interface I thouht it would be more complicated than that... *facedesk*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 11, 2011, 01:14:31 pm
I happen to agree with Whales' approach of keeping it simple. Having an active simulation will only make a marginal difference in gameplay and slow things down by a large amount. Not to mention extra complexity and dev time and such...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 11, 2011, 01:46:12 pm
You know, know that I think about it, the giant hoard thing is actually a decent idea. Make them show up on the mini-map, so you can see them without actually having to run into them. But only if you get within a few worldmap tiles of them. Close enough to reveal unknown terrain. and have some kind of way to map out the area better. Perhaps climbing a tall building and mapping the area? I know you can use science labs for something like this, but that's just downloading prerecorded data. maybe an item, like binoculars, that could allow you too see farther on the worldmap?

You don't need to have a full simulation. Just have the current mongroups, maybe changed a little so the spawning makes more sense, and a seperate thing for the moving hoards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 01:49:49 pm
A completely active migration thing for zombies wouldn't be efficient, but a mock up might be interesting.

For instance, random events might make zombies move from one city to the next. These events could only check the region the player is in, so you don't have to check everywhere.

Might have zombie hordes that show up randomly, which would massively increase populations and spawning in that town until a specified time, at which point they're moved to another town. Could generate a list of zombie hordes and assign them a large region (encompassing multiple cities), and set their populations at game start. They could be assigned a starting town at game start and they would move to another adjacent town on a random chance after a certain time period (possibly random, so a horde might stay in place a while or leave shortly after coming to one). The player leaving a certain vicinity would make them go dormant until the player comes back, at which point their movement could be simulated based on how much time passed (small time they're still in the same place, long period might have moved to a city across the other side of their region). If they were activated based on a vicinity of world map tiles with a central point and radius that marks that particular horde's roaming grounds you would only have to track a maximum of 4 hordes at one time, assuming the player was standing right on the corner of all 4 regions - and usually you would only be tracking one.

That way you would have city specific populations, and region specific horde populations that can temporarily invade cities. You could take it a step further and let them populate wilderness areas for a time while they move between the cities, so a player might run into a bunch of zombies in the wilderness between two large cities. Once NPC cities are functioning the hordes could approach them on a random event, and that faction could generate a quest to help them defend the town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 11, 2011, 02:13:13 pm
Actually, it wouldn't be difficult to add mobile monster populations to the current model; they'd work like the current ones, but just move a tile every half hour or something.  Could be pretty cool!

Hey Whales, I've been thinking about a suggestion for purifiers. Instead of the stat increase, I was thinking maybe something along the lines of this:
Code: [Select]
if (valid.size() == 0) {
  if (one_in(20) && !p->has_trait(PF_ROBUST)){
    p->toggle_trait(PF_ROBUST);
    if (!p->is_npc())
     g->add_msg("You feel fortified.");
    }
  else {
  for (int i = 0; i < num_hp_parts; i++)
  p->heal(hp_part(i), 1);
  if (!p->is_npc())
     g->add_msg("You feel better all over.");}
  return;
 }
That way the purifiers are specifically useful for mutations - both removing them and occasionally getting the trait that makes mutations better. I also put the 1 point full body heal as an extra use for them, so they're still useful for people who don't use mutagen.

Damn, not a bad idea.  Though I might move the robust genetics part to a craftable super-purifier; something like 5 purifiers + 3 mutagens = super-purifier, with 80% chance of giving you robust genetics--possibly even with two levels, the second not available during character creation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 11, 2011, 02:17:31 pm
I just killed a zombie with pot. As in, the drug. oops

on the topic of a second level of robust genetics, you could have it be like a combination of robust genetics and unstable genetics and give you new, beneficial mutations- Maybe at the price of XP?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 11, 2011, 02:33:49 pm
Mutation at an XP cost isn't a bad idea, I'd say. it'd need to be pretty expensive if it was always beneficial, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 11, 2011, 02:43:30 pm
Well, not always beneficial, just... like... 75% chance of beneficial? And still random.

I dunno, I'm still not sold on the idea of using experience like some sort of currency. If anything, I'd want to see having high amounts of experience lead to fast skill gain (perhaps at increased cost), so having a large pool makes you more effective at progressing quickly.

So, over 1k eperience costs 3xp per use, adds 2xp per use, instead of the original 1to1. Having over 3k experience costs 6xp, but adds 3. Having over 5k costs 10, but adds 4.

Meaning a huge experience pool allows you to learn four times as fast, but suddenly requires dedicated effort to keep up.

Hell, I'm actually throwing that in the suggestions forum...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 03:06:07 pm
I don't really like the idea of using experience on buying things either (stats, mutations, or anything).

I'd much prefer a system like you're describing GlyphGryph, where you get faster skill gain at higher xp. Just make it use exponentially more xp as you go. Maybe have the xp usage modifier the square of the skill gain modifier, so a 2x boost would be 4x xp, 5x boost would be 25x xp.

The modifier could be XP/1000+1. So 1000 or below would be normal speed normal usage, 2000 xp would be double speed 4x usage, 3000 triple speed 9x usage, and so on. High levels of xp would burn away quickly at the bonus of faster skill gain.


IMO stat gain should be difficult. I like the idea of gaining stats only via mutations and possibly some kind of super difficult to get item. I also don't think an improved robust genetics would be a good idea, as it's already a pretty good mutation chance considering how common mutation inducing items are.

Different quality mutagens might be good though. Things like arms, legs, and fetises could have a penalty to the chance of good mutations - more often than not they'd give a bad one. Regular mutagens would be like they are now. Then some kind of "purified" mutagen made with a combination of purifiers and mutagens could have a boosted chance of good mutations, but only a small bonus like 10/14 instead of the current 9/14 (with the trait).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 11, 2011, 03:10:48 pm
Nobody wants the xp boost system   :'( 

It was one of the things I was most excited about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 11, 2011, 03:11:38 pm
XP boost system?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 11, 2011, 03:21:10 pm
Once again, "buying" temporary buffs, gaining stats (though you guys shot that down), and crafting artifacts using large amounts of xp. And when I say large, I mean massive for the artifacts and stats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 11, 2011, 03:24:39 pm
It doesn't make much sense to me, to be honest, is the problem. I mean, the xp pool is a neat feature, and it serves an important purpose - in essence, it measures a characters coping ability and will to live, thanks to spots of light in a bleak situation, and reflects upon how well they adapt to this new harsh environment.

I don't see how that leads to "And then he shot lazors out of his eyes!" or even "And thus his bat became able to shoot lazors!" or even "And thus he became a lot smarter!" (although I think stat boosts over time aren't a terrible idea, I really dislike the concept of using xp as some sort of ... currency.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 11, 2011, 03:26:42 pm
Spoiler: i was board (click to show/hide)
i want my artifacts goddamnit
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 03:28:23 pm
I'd rather see artifacts spawn on tough monsters or in the depths of science labs and stuff than just going "I've had a great week, im happy, and oh look I pulled an artifact out of my ass."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 11, 2011, 03:29:19 pm
also:

I don't see how that leads to "And then he shot lazors out of his eyes!" or even "And thus his bat became able to shoot lazors!" or even "And thus he became a lot smarter!" (although I think stat boosts over time aren't a terrible idea, I really dislike the concept of using xp as some sort of ... currency.)

>complaining about realism
>in a zombie gaem
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 11, 2011, 03:30:43 pm
Now, what I DO think would be cool is, if working with a high XP pool and building something, you were suddenly struck by inspiration. Suddenly, you get a message:

"You have a flash of inspiration. You can make this thing more than it ever was, something special, something unique"
and maybe a couple options as to the way in which you'll make it unique.

So you get a special crafting option (for a limited time), based on your skills, and you need to gather the materials before the inspiration passes if you want to build it. And completing it takes a big chunk out of your xp (and only having enough xp will trigger the event).

That could be interesting, in my mind.

An "xp shop" though? That sounds incredibly dull to me.

Edit:
It's not about inspiration. It's about mood and theme. It doesn't need to be realistically, but it shouldn't feel out of place. And I think this would feel majorly out of place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 11, 2011, 03:32:43 pm
I don't see the problem with the crafting part, as long as you need a sufficient level in mechanics or electronics to do it as well. Very experienced people can make very nice things, the XP cost would just be to prove you haven't 'forgotten' how to do that kind of thing.

Also agree with FuctionZero. if this was realistic, the only danger would be wolves and NPCs (possibly triffids too), the zombies would be dead again by the end of Summer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 11, 2011, 03:32:58 pm
I said nothing about lasers, I said buffs. Such as speed, or hitting power, no lazers. (though thats what was in my comic a while back :P )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on August 11, 2011, 03:36:41 pm
I would be totally supportive of some kind of "strange mood"-type thing that you could have, like Glyph posted. It would also give you an incentive to go exploring to gather materials in the midgame when you've got enough food and water to last you for ages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 11, 2011, 03:38:06 pm
Well, let's not forget that XP already is a currency, albeit one that is spent in a more natural fashion, by using the skill you want to spend it towards.

Artifact crafting wouldn't be any kind of magical "I spent 8,000 XP and now I have the Ravage Crossbow of Inequity" system.  It'd represent the accumulated drive to craft a specialized, powerful item.  You'd still need the knowledge and components to be able to do so.

It could also represent the drive needed to perform dedicated self-improvement (e.g., a stat increase).  Maybe this could be done in a more "natural" way like nethack does it--with above 5,000 XP in your pool, large chunks get put towards an Intelligence increase every time you read, or a Strength increase every time you bash down a door, for example.

For now, I do like the idea of increased XP spending on skills when it's above a certain level, and that's easily doable by modifying the player::train() function.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 11, 2011, 03:52:07 pm
I don't want a formal xp shop where you go to a screen and say "800 xp for that artifact, thank youvery much". That would be silly. But I do think xp should be consumed over time to give increases in your stats, skills, etc. Using it faster if you've got more is also an awesome idea. For example, whenever you do something that's at the limits of what your character can do, say reading a really difficult book, you invest a little xp in that stat. Then, when you've got enough, say 1 or 2 thousand, you gain a point in that stat. for artifacts, I already posted a system, located here (http://cataclysmff.zxq.net/SMF/index.php?topic=148.0).

For temporary boosts, that should probably work kinda like the adrenaline trait. when stuff happens, and your character finds themselves in danger, they experience a boost that costs xp.

a thought - I was thinking, and maybe the xp pool should be renamed? as glyph said, "It measures a characters coping ability and will to live, thanks to spots of light in a bleak situation, and reflects upon how well they adapt to this new harsh environment." maybe it should be named accordingly? oh, and I think we shouldn't get to see the numbers in it. just a measurement, e.g. "coping", "thriving", "struggling", etc.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 11, 2011, 03:56:18 pm
Well, let's not forget that XP already is a currency, albeit one that is spent in a more natural fashion, by using the skill you want to spend it towards.

Artifact crafting wouldn't be any kind of magical "I spent 8,000 XP and now I have the Ravage Crossbow of Inequity" system.  It'd represent the accumulated drive to craft a specialized, powerful item.  You'd still need the knowledge and components to be able to do so.

It could also represent the drive needed to perform dedicated self-improvement (e.g., a stat increase).  Maybe this could be done in a more "natural" way like nethack does it--with above 5,000 XP in your pool, large chunks get put towards an Intelligence increase every time you read, or a Strength increase every time you bash down a door, for example.

For now, I do like the idea of increased XP spending on skills when it's above a certain level, and that's easily doable by modifying the player::train() function.

That natural system might be a bit unpredictable...uncontrollable rather. You might hit those 5kXP the moment you are bashing a door, which is annoying if you were saving to get a point in INT or DEX. Just saying.

EDIT: Still I wouldn't mind having support to do a critical hit or run faster or correct your recoil instantly or ignore pain temporarily by spending XP. I wouldn't mind spending 400 for a good run or some cinematic (emphasis on cinematic) actions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 11, 2011, 03:57:50 pm
Spoiler (click to show/hide)

I don't think you should have that kind of control over your xp. and you shouldn't have to save up, you should be able to just spend it when you've got it and once you've spent enough, you get that increase.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 11, 2011, 03:59:42 pm
Well, let's not forget that XP already is a currency, albeit one that is spent in a more natural fashion, by using the skill you want to spend it towards.

Artifact crafting wouldn't be any kind of magical "I spent 8,000 XP and now I have the Ravage Crossbow of Inequity" system.  It'd represent the accumulated drive to craft a specialized, powerful item.  You'd still need the knowledge and components to be able to do so.

It could also represent the drive needed to perform dedicated self-improvement (e.g., a stat increase).  Maybe this could be done in a more "natural" way like nethack does it--with above 5,000 XP in your pool, large chunks get put towards an Intelligence increase every time you read, or a Strength increase every time you bash down a door, for example.

For now, I do like the idea of increased XP spending on skills when it's above a certain level, and that's easily doable by modifying the player::train() function.

That natural system might be a bit unpredictable...uncontrollable rather. You might hit those 5kXP the moment you are bashing a door, which is annoying if you were saving to get a point in INT or DEX. Just saying.

Well, it wouldn't be so dramatic.  Maybe if you're above 5,000 XP, it can be spent in 20-XP chunks towards stat increases, and 10,000 total XP would be required to increase a stat.  Of course, I'm just making these numbers up off the top of my head; it'd take some testing and long-term rebalancing to find the right ones.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 11, 2011, 04:01:57 pm
I don't think you should have that kind of control over your xp. and you shouldn't have to save up, you should be able to just spend it when you've got it and once you've spent enough, you get that increase.

Isn't this contradictory? I shouldn't control it, but I should spend it freely...?
I don't mean hoarding XP, I mean getting the wrong upgrades without any control. Having a menu would solve that, basically what you just said...I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 11, 2011, 04:02:48 pm
Yay! Support for buffs! Bursts of strength and speed under certain conditions would be great.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 11, 2011, 04:04:14 pm
Well, let's not forget that XP already is a currency, albeit one that is spent in a more natural fashion, by using the skill you want to spend it towards.

Artifact crafting wouldn't be any kind of magical "I spent 8,000 XP and now I have the Ravage Crossbow of Inequity" system.  It'd represent the accumulated drive to craft a specialized, powerful item.  You'd still need the knowledge and components to be able to do so.

It could also represent the drive needed to perform dedicated self-improvement (e.g., a stat increase).  Maybe this could be done in a more "natural" way like nethack does it--with above 5,000 XP in your pool, large chunks get put towards an Intelligence increase every time you read, or a Strength increase every time you bash down a door, for example.

For now, I do like the idea of increased XP spending on skills when it's above a certain level, and that's easily doable by modifying the player::train() function.

That natural system might be a bit unpredictable...uncontrollable rather. You might hit those 5kXP the moment you are bashing a door, which is annoying if you were saving to get a point in INT or DEX. Just saying.

Well, it wouldn't be so dramatic.  Maybe if you're above 5,000 XP, it can be spent in 20-XP chunks towards stat increases, and 10,000 total XP would be required to increase a stat.  Of course, I'm just making these numbers up off the top of my head; it'd take some testing and long-term rebalancing to find the right ones.

Well, on the other hand, natural systems lead to grindy actions. "Got ??? XP! Gonna kick doors until I get ??? STR!"
edit
disclaimer: I don't oppose that system, just putting the opinion for debate/brainstorming purposes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 11, 2011, 04:08:00 pm
Spoiler (click to show/hide)

hmm. You've got a point. Maybe we can minimize this through careful balancing? hmm.

whales was tailkng earlier about how practicing your shooting in gun shops might be okay, because it uses up resources and involves risk. maybe we can ensure that anything you might be tempted to grind with does these things? for example, if kicking down a door is strenous enough to give you strength, you should have to risk injuring yourself while doing it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 11, 2011, 04:11:48 pm
Spoiler (click to show/hide)

hmm. You've got a point. Maybe we can minimize this through careful balancing? hmm.

I am of the opinion that a direct menu is the best way to do that. Although my field-of-research is arcadey roguelikes, so I am a bit biased on giving direct control to the player. Whales' idea might differ though!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 11, 2011, 04:13:59 pm
Oh, and another idea - How about a unified trait system that includes stats, skills, mutations, and the current traits? I'm thinking something like GURPS, except on drugs. Any thoughts?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 11, 2011, 04:47:38 pm
Tweaks I would like to see to the XP system would be more of that scaling mentioned previously (higher xp = higher xp allocated to the skill when used) and possibly a very slow increase to stats. Stats would take huge amounts of xp, like whales mentioned, but would preferably have similar scaling to the xp allocation of skills, with a minimum cutoff number (say, for example, if you have under 3000 xp, none are allocated to stats). Though preferably the stats would still be gained slow enough for even very happy people to only get one a week or so on average. To prevent the silly stuff like 'kill 500 doors for str training,' it would preferably be allocated even without any actions (merely the passage of time) and would give you a point in a random stat. It would allow stats to increase without making the player feel obligated to do silly things to increase it and still keep the stat increases relatively rare.

As for mutation, I'm not too keen on the idea of xp affecting it, for obvious reasons including "I was so happy last week, I sprouted gills!"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 11, 2011, 04:51:36 pm
well, remember, xp is a measurement of your long term happiness, not your short term happiness. and the gaining new mutations thing would only happen with a certain trait.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 11, 2011, 05:29:44 pm
Sigh. I'll be the only guy that played the game and never got a chance to bump stats up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 06:03:10 pm
Theres already a trait that gives mutations, it's called genetically unstable. Mutates you every so often, averages to every 2 days. I don't really see why XP should help you mutate. You can get plenty of mutations just by raiding a science lab and drinking all the mutagens/eating all the body parts.

As far as raising stats, bumping them a bunch makes the game way too easy. Thats one reason I'm against making it easy to raise stats. Having a very high strength makes melee super effective and negates recoil on guns, very high int makes your skills keep going up and up and up, having really high perception makes you get headshots constantly, and a very high dex does the same but to a lesser extent - and affects melee/throwing as well.

Char with his stats to 20/20/20/20 is unstoppable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 11, 2011, 06:19:31 pm
That just means the stat system is a bit unbalanced.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on August 11, 2011, 06:24:54 pm
It pains me to know that a thrown dead rabbit will never decapitate a hulk. You know, in the spirit of The Anus of Discontent's bronze colossus kill (http://www.bay12forums.com/smf/index.php?topic=56935.0)..
Bah, I'll get a dead rabbit thrower off the ground regardless of how softly they hit (bounce?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 11, 2011, 06:25:14 pm
Char with his stats to 20/20/20/20 is unstoppable.
You still wouldn't be strong/fast/smart/perceptive enough to overpower/outrun/outsmart/outsense boolet. Open a wrong door in a science lab and a turret can ace you in one round.

Maybe you could tie XP to the crafting system? If you have enough experience, you could "improvise" around the ingredients/tools of a certain item, so long as the ingredient isn't completely vital to the product. Or you could substitute another, similar item in place of a certain ingredient for a smaller XP cost.

On the subject of crafting; grenades/mines could use a boost, considering how much harder it is to get grenade ingredients compared to molotovs. It's harder to find a tin can than it is to find a glass bottle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 11, 2011, 06:25:52 pm
A thrown dead rabbit would kill another rabbit.
So :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 06:32:56 pm
Char with his stats to 20/20/20/20 is unstoppable.
You still wouldn't be strong/fast/smart/perceptive enough to overpower/outrun/outsmart/outsense boolet. Open a wrong door in a science lab and a turret can ace you in one round.

Maybe you could tie XP to the crafting system? If you have enough experience, you could "improvise" around the ingredients/tools of a certain item, so long as the ingredient isn't completely vital to the product. Or you could substitute another, similar item in place of a certain ingredient for a smaller XP cost.

On the subject of crafting; grenades/mines could use a boost, considering how much harder it is to get grenade ingredients compared to molotovs. It's harder to find a tin can than it is to find a glass bottle.

Heh, my old char ran through science labs shooting turrets down like nothing. Every so often one managed to hit him. High stats = superman :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on August 11, 2011, 06:42:16 pm
A thrown dead rabbit would kill another rabbit.
So :D


Perpetual rabbit slaying. I like the way you think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 11, 2011, 06:43:54 pm
If you could get some sort of rabbit launcher you could have self replicating ammo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 11, 2011, 06:44:06 pm
Building on my last suggestion:
When you level up, and trade in higher amounts of xp for a multiplier gain - Those lost xp aren't completely gone, but distributed (partially) among relevant stats! Having over 3k experience means you spend 6xp to get 3 points towards, say, melee - with a point going towards strength and dex as well. 5k means 10xp is spent for 4skill... but 2 points go to each of skill and dex. And so on. When you get, say... a thousand points in a stat, that stat goes up a level.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 11, 2011, 06:45:54 pm
A thrown dead rabbit would kill another rabbit.
So :D


Perpetual rabbit slaying. I like the way you think.
That is, assuming she doesn't deal enough damage to overkill the target rabbit. The original thrown one should be reusable though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 07:15:11 pm
Bug report:

Trying to figure out why accuracy wasn't working for gun mods, I found out the problem in itypedef:

Spoiler (click to show/hide)
Should be:
Spoiler (click to show/hide)

With those changes it properly references accuracy and all the accuracy modifying gun mods work.

Oh hey, I just found the reason people complained of being able to hit things less at high skill. Not an overflow, just a bad formula.
deviation -= rng(0, 5 * (4 - p.sklevel[firing->skill_used] - 4));

That extra 4 - in front is screwing it up, making every skill point in whatever gun you have throw off your accuracy by 5.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 11, 2011, 09:12:31 pm
Bug report:

Trying to figure out why accuracy wasn't working for gun mods, I found out the problem in itypedef:

Spoiler (click to show/hide)
Should be:
Spoiler (click to show/hide)

With those changes it properly references accuracy and all the accuracy modifying gun mods work.

Oh hey, I just found the reason people complained of being able to hit things less at high skill. Not an overflow, just a bad formula.
deviation -= rng(0, 5 * (4 - p.sklevel[firing->skill_used] - 4));

That extra 4 - in front is screwing it up, making every skill point in whatever gun you have throw off your accuracy by 5.

Quoting for visibility.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 11, 2011, 09:24:38 pm
Ran into a minor bug on one of my chars: Whenever I try to remove this book from a certain shelf, my game freezes and never responds until restart. Repeated 3 times on that char, then found the site with another char in the same town and repeated it again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 11, 2011, 09:26:55 pm
Probably a misshelved Necronomicon...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 09:49:47 pm
Made a new little release of my mod.

http://www.mediafire.com/?v5e1xvpgsfdd7k1

Changelist here:http://cataclysmff.zxq.net/SMF/index.php?topic=245

Since I added the dragon's breath shotgun shell it's no longer quite savegame compatible (whoops! didn't realize that would break saves). It shifts all items around, so crossbows become BB guns and such.

People might want new chars anyway with the mutation changes and purifier changes, which is the only reason I didn't just cut the dragon's breath back out (plus it's kinda fun to have a flamethrower round for a shotgun).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 11, 2011, 10:52:08 pm
Bug report:

Trying to figure out why accuracy wasn't working for gun mods, I found out the problem in itypedef:

Spoiler (click to show/hide)
Should be:
Spoiler (click to show/hide)

With those changes it properly references accuracy and all the accuracy modifying gun mods work.

Oh hey, I just found the reason people complained of being able to hit things less at high skill. Not an overflow, just a bad formula.
deviation -= rng(0, 5 * (4 - p.sklevel[firing->skill_used] - 4));

That extra 4 - in front is screwing it up, making every skill point in whatever gun you have throw off your accuracy by 5.

Daaaamn, humbling!  Thanks for spotting both of these glaring errors.  Fixed.

This thread is an awesome bastion of brainstorming activity!  Using XP for artifact/invention/<insert setting-appropriate-noun-here> crafting is probably a ways off, but this is all great food for thought.

I think that just putting XP towards stats when your XP pool is high without any training necessary is a good idea, no door-smashing grindiness.  Maybe it could be weighted towards your lower stats first; those below 8 would improve rapidly (relatively speaking), while a stat at 12 or higher would increase slowly enough to basically never improve.  So a 5/10/12/6 character would move to 6/10/12/6, then 6/10/12/7, then 7/10/12/7, over the course of a couple in-game weeks, say.

Ran into a minor bug on one of my chars: Whenever I try to remove this book from a certain shelf, my game freezes and never responds until restart. Repeated 3 times on that char, then found the site with another char in the same town and repeated it again.

Could be bad save data, an unclean build if you build yourself, etc.  I won't get into the specifics of how to do it here (it's been covered elsewhere), but if you could send an interrupt to the game during the freeze, and give me the backtrace, that'd be helpful.  Just try deleting the save folder and doing a clean build first.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 11, 2011, 11:04:56 pm
Daaaamn, humbling!  Thanks for spotting both of these glaring errors.  Fixed.


Heh, only reason I found the first one is I went looking for it specifically. I noticed gun mods weren't applying accuracy so I went about trying to find out why. Took me a while to realize what the problem was, I was all looking at the code where it gets accuracy and wondering why on earth it wasn't working. I just happened to spot the other one at random when I decided to see how accuracy actually worked.

I like the idea of stats going up a bit then slowing, but that might promote some rather lopsided char creation selections. Like starting with 20s in two stats and 1 in the other two. Could always make it cost more starting points to raise stats above a certain amount though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 11, 2011, 11:10:17 pm
Daaaamn, humbling!  Thanks for spotting both of these glaring errors.  Fixed.


Heh, only reason I found the first one is I went looking for it specifically. I noticed gun mods weren't applying accuracy so I went about trying to find out why. Took me a while to realize what the problem was, I was all looking at the code where it gets accuracy and wondering why on earth it wasn't working. I just happened to spot the other one at random when I decided to see how accuracy actually worked.

I like the idea of stats going up a bit then slowing, but that might promote some rather lopsided char creation selections. Like starting with 20s in two stats and 1 in the other two. Could always make it cost more starting points to raise stats above a certain amount though.

You could also go the DnD route and limit the maximum increase. Something about only so much inherent potential. Given that you're using a bit shorter scale than DnD, limiting it to an increase of 4 per stat seems workable to me. So the average guy can in time come to understand everything but the hardest books (SCLP, robotics) with enough time. It also means that most characters will never hit 20 in more than 1 stat, two if they REALLY min-max
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 11, 2011, 11:12:26 pm
Hm, I just realized, zombie pheremones. They remind me awfully of pherapods from the description, don't they remind you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 11, 2011, 11:14:15 pm
I was actually thinking of capping starting stats rather low, maybe within the 4-12 range, to limit min/maxing.  Or at least, charging 3 points to increase beyond 12, and 5 beyond 16, so that if you want a super-strong character it's doable, but they'd be very specialized.

Hm, I just realized, zombie pheremones. They remind me awfully of pherapods from the description, don't they remind you?

Dang, you caught me, I'm a fan of HL2.  Not that there are any other Half-Life references in the game  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 11, 2011, 11:15:59 pm
I was actually thinking of capping starting stats rather low, maybe within the 4-12 range, to limit min/maxing.  Or at least, charging 3 points to increase beyond 12, and 5 beyond 16, so that if you want a super-strong character it's doable, but they'd be very specialized.

Hm, I just realized, zombie pheremones. They remind me awfully of pherapods from the description, don't they remind you?

Dang, you caught me, I'm a fan of HL2.  Not that there are any other Half-Life references in the game  ;D
Hah! I knew it!
*Fistbump*
But yeah, couldn't think of any other way to administer an anti zombie pheremone other than splashing some liquid all over yourself (ew), or, drinking... it... (EEEWWW)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 11, 2011, 11:36:36 pm
Now we just need a bunch more hats and a special item; the sandvich. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 12, 2011, 12:06:38 am
Speaking of which, this game has a SERIOUS lack of hats (and other interesting clothing items).

Where's my tux? Fedora? Top hat? Monocle? Sun hat? Range hats? Beer hats? (With storage!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 12:09:22 am
Hmmm. . .maybe there could be a costume shop with ridiculous clothing. . .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 12:16:08 am
Speaking of which, this game has a SERIOUS lack of hats (and other interesting clothing items).

Where's my tux? Fedora? Top hat? Monocle? Sun hat? Range hats? Beer hats? (With storage!)
Top hat with storage mayhaps?
Don't forget the fez, propeller cap, sunglasses, shuttershades, bow, and turban.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 12, 2011, 12:17:46 am
Yes! Fezzes are cool! (The Doctor said so)

And Fedora's and Top Hats clearly need enough storage for a scooty dog/candy corn or two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 12:22:05 am
Not only hats, Id like to see like a superman  costume or something-it could be very interesting when missions are implemented.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 12, 2011, 12:23:24 am
I was actually thinking of capping starting stats rather low, maybe within the 4-12 range, to limit min/maxing.  Or at least, charging 3 points to increase beyond 12, and 5 beyond 16, so that if you want a super-strong character it's doable, but they'd be very specialized.

Capping starting stats at 12 would seriously gimp to techie/crafting type characters. No more running to to library and speed reading electronics and computers in order to start setting up turrets.... That said, a cap at 13/14 would be fine.

Speaking of which, this game has a SERIOUS lack of hats (and other interesting clothing items).

Where's my tux? Fedora? Top hat? Monocle? Sun hat? Range hats? Beer hats? (With storage!)

I would love to have umbrellas, pajamas, slippers, leather vests, shorts and shinguards added.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 12:26:10 am
I can almost imagine once he npc arc comes around for a series of semi background stats (whales would most likely tell us) such as strange, intimidating,attractive etc that would marginally to moderately influence npcs depending on their sociopath degree (would be another stat which graduates from a large number meaning someone who cares really dearly for social standings and such [rare], to 0 which is total lack of caring of socialites beyond themself [also rare]), and then apply their preferences (like intimidating people? Is afraid of? Dislikes? etc) and then draw an interaction output from all of that. The semi background social stats could be influenced by what your wearing (fedora is plus some attractive and small amont of strange etc., sunglasses add small amount of mysteriousness, etc. etc.) or how you rolled as a person, as well as your traits and strdexintper stats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 12:44:54 am
Or walking up to a npc in a ninja costume. +strange indeed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 12, 2011, 01:33:17 am
As far as XP goes, i thought that as positive morale raises the XP negative could drain it down, so even on higher levels you wouldn't have a big xp pool but would struggle to keep it up to gain your skills. It would also make you think twice about stuffing your face with raw tained meat while walking around in rain without raincoat.

And on  top of that repeating some things like listening to music over and over, would bring you less morale (or a kind of cooldown) so you would be forced to use more varied ways to keep your morale up.

Oh i know it was already suggested but pain should make a severe hit to your morale.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 01:53:21 am
1:Hulks. I've got a tiny .22 pistol and pretty much no melee skills or weapons...
2:Oh wait! I'm a level 3 cook!
3:*Gropes and squeezes his zombie pherapods. Hulk runs off and beats the shit out of his teamates, then gets it's senses runs back to chasing me.*
4:Ohshit!
5: Repeat numbers 2, 3, 4, and 5 until the hulk is finally beaten down by it's teamates.
I friggin love pherapods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 12, 2011, 02:23:48 am
Is it normal to do 140-150 damage to hulks with pistols, while having no skill with such?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NRDL on August 12, 2011, 02:25:16 am
Is it normal to do 140-150 damage to hulks with pistols, while having no skill with such?

What holy weapon is this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 12, 2011, 02:32:08 am
A USP.45 loaded with .45 Super.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on August 12, 2011, 02:34:09 am
What holy weapon is this?
Headshot, actually.

Also, Whales, write something at cataclysmff! I've got some threads there, and can't finish "crafting can use items nearby" without your answer on a bug (or is that a feature?).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 12, 2011, 02:36:29 am
Is it normal to do 140-150 damage to hulks with pistols, while having no skill with such?

Well, somebody who never held a gun will headshots you...would it hurt less if an skilled marksman headshooted you? ...the only difference is the first person will more likely to miss.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 02:55:53 am
Is it normal to do 140-150 damage to hulks with pistols, while having no skill with such?

Well, somebody who never held a gun will headshots you...would it hurt less if an skilled marksman headshooted you? ...the only difference is the first person will more likely to miss.
The first person is also more likely to score a grazing shot vs a full on shot than a skilled marksman would usually get.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 12, 2011, 04:26:24 am
Is it normal to do 140-150 damage to hulks with pistols, while having no skill with such?

Well, somebody who never held a gun will headshots you...would it hurt less if an skilled marksman headshooted you? ...the only difference is the first person will more likely to miss.
The first person is also more likely to score a grazing shot vs a full on shot than a skilled marksman would usually get.

Dealing 140-150 damage wasn't probably a grazing shot.  ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 12, 2011, 05:11:03 am
As far as XP goes, i thought that as positive morale raises the XP negative could drain it down, so even on higher levels you wouldn't have a big xp pool but would struggle to keep it up to gain your skills. It would also make you think twice about stuffing your face with raw tained meat while walking around in rain without raincoat.

And on  top of that repeating some things like listening to music over and over, would bring you less morale (or a kind of cooldown) so you would be forced to use more varied ways to keep your morale up.

Oh i know it was already suggested but pain should make a severe hit to your morale.

I like and fully support these suggestions
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 06:53:08 am
Yes! Fezzes are cool! (The Doctor said so)

Fezzes are cool indeed. And bowties. I am more stealthy with my Doctor Who references, if you check some of my posts you will find them xD

On the matter of things that are lacking, in terms of alcoholic beverages, I find it odd that there is no beer or wine. You are more likely to find that in a house or market than the "heavier weights" (rum, tequila, stuff over 25%) since they are cheaper and widely available. (I don't really care as I just use alcohol as weapon, but there's that)

About kulik's suggestion, there are several types of character builds that would be unplayable like that. Try a schizo and watch "your mother" get in the middle at random. Or a hoarder. Or someone with addictive personality who can only use basic morale boosts (food, mp3 and marijuana, that's mostly all) . Or a...you get the point.

Seems people are bothered about having high XP, but that XP is not a currency you can use automagically to raise skills and stuff. You aren't automatically overpowered for having high XP, you have no advantage at all unless you train your skills (if you got books, it's all fine and dandy, training your dodge or other skills is not so "effortless")
And it kind of makes sense the way it is now (it's just lacking in variety, something obvious due to the release status of Cataclysm), I mean, list me a few games where XP doesn't keep going up. It's "experience" after all. Not even low morale can make you forget your experiences IRL.
Know what? If you want to play like that...make it a defect to pick up. Alzheimer's. It's basically what you suggest there.

(I get the strange feeling players are abusing morale boosters in form of potent, addictive drugs. Perhaps a real way to balance would be making abstinence syndrome hit as hard as in real life with -100 penalties to morale and stat downs, and pain.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on August 12, 2011, 07:11:28 am
there is no beer
What about "a can of root beer"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 07:13:33 am
there is no beer
What about "a can of root beer"?

Hmmm, to be honest I don't know root beer, since it's not available in my country. But, wasn't root beer something totally different from beer, like a soft drink kids can drink?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 07:22:16 am
there is no beer
What about "a can of root beer"?

Hmmm, to be honest I don't know root beer, since it's not available in my country. But, wasn't root beer something totally different from beer, like a soft drink kids can drink?
Pretty much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on August 12, 2011, 07:24:56 am
It's like Ginger beer! That's the Australian equivalent, at least. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 07:31:35 am
Totally offtopic but I'd love to try actual root beer. Friends from the US are often talking about its wonders and I am all green-eyed here. All we have is cola and orange/lemon/apple sodas (quite literally, although they still use sugar instead of corn syrup).
Is it possible to import food products from the US to EU countries, or is it banned due to health hazard concerns or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 07:33:06 am
It's like Ginger beer! That's the Australian equivalent, at least. :P
No. Ginger beer is the Aus equivalent of ginger ale. Which still isn't alcoholic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 12, 2011, 07:35:00 am
Totally offtopic but I'd love to try actual root beer. Friends from the US are often talking about its wonders and I am all green-eyed here. All we have is cola and orange/lemon/apple sodas (quite literally, although they still use sugar instead of corn syrup).
Is it possible to import food products from the US to EU countries, or is it banned due to health hazard concerns or something?
Go eat some liquorice.
It's exactly the same vomit :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Yoink on August 12, 2011, 07:41:34 am
Well, I tried root beer once, and to me it tasted much like ginger beer. *shrug*
Ginger ale isn't really much different, though...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 12, 2011, 07:46:48 am
Totally offtopic but I'd love to try actual root beer. Friends from the US are often talking about its wonders and I am all green-eyed here. All we have is cola and orange/lemon/apple sodas (quite literally, although they still use sugar instead of corn syrup).
Is it possible to import food products from the US to EU countries, or is it banned due to health hazard concerns or something?

I doubt they'd place restrictions on root beer, a quick google gave me this site (http://www.lukecole.com/Root%20Beer/WheretoBuy.htm) which has a list of places to order it from. I don't think they have restrictions of food other than animal products and certain fruits.

I have to warn you though, food in the U.S. is a lot sweeter and saltier than what I'm used to eating. I once tried one of those Arizona Tea things and had a headache that lasted for hours.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 07:50:08 am
Totally offtopic but I'd love to try actual root beer. Friends from the US are often talking about its wonders and I am all green-eyed here. All we have is cola and orange/lemon/apple sodas (quite literally, although they still use sugar instead of corn syrup).
Is it possible to import food products from the US to EU countries, or is it banned due to health hazard concerns or something?
Go eat some liquorice.
It's exactly the same vomit :P

Really? I happen to like liquorice, it's commonplace in my country, in both industrial confection uses (as sweetener) and in other raw-er forms. You can even purchase prepared roots in some candy stores.

@Blaze
I see. That sounds scary, I have very low tolerance for sweet stuff xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 12, 2011, 07:54:13 am
I personally despise the stuff.
But rootbeer's basically liquid liquorice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 08:26:08 am
Talking edible stuff...and back on topic.

I see salt is only actually used for beef jerky, and sugar only used for fruit pie...I get the feeling they are a bit underused.
I suggest adding salt water and candy (salt+water and sugar+water+pan/pot respectively) for easy extra uses. Jam would be an alternate way to use fruit+sugar as well (it's one of the traditional ways to conserve fruit after all!).

Since milk expires fast, it can be interesting to generate "farm buildings" outside of towns. You might find a few (emphasis on few) surviving cows from which to obtain meat and skin, or milk. Some of that empty terrain would be filled with a few fences and a little factory building. It'd also be fun for someone to die protecting his/her cow from the hordes of zombies and beasts.
An alternative would be a poultry farm, but there aren't even eggs in-game, so not really a concern.

Another alternative would be horses. Both the meat and milk are edible. And can be made to spawn wild like deer, so no need for infrastructure or pollute the building list. Not really caring about riding horses though, sounds counterproductive in a monster apocalypse.

After getting milk, a good caution would be to use a few hotplate charges with it to sterilize.

Also, one last thing. Drinking water from a toiled should give a morale penalty. It's implied they are drinking from the lower part because of the 100% poison chance (a character with an intelligence over 10 should be using the water tank above, though). You can also make "dirty toilets" from which the character will REFUSE to drink from, if the game is going to continue doing it the silly way. (it doesn't need to be sh*t-stained, can be dirty with other stuff like mold, which is possible if it's been static for long)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 12, 2011, 09:00:48 am
Is it normal to do 140-150 damage to hulks with pistols, while having no skill with such?

You can do similar levels using unarmed and the drunken master trait without skills as well. Admittedly you'll die shortly after because of the amount you have to drink, but it's fun for a bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 12, 2011, 09:07:48 am
About kulik's suggestion, there are several types of character builds that would be unplayable like that. Try a schizo and watch "your mother" get in the middle at random. Or a hoarder. Or someone with addictive personality who can only use basic morale boosts (food, mp3 and marijuana, that's mostly all) . Or a...you get the point.
Im sure there may be a way to work around even those builds (mostly taking thorazine and aderal), cause how would a un-sedated schizophrenic person learn about advanced electronic when his dead mother would walk around his room and he had a constant visions of giant ants attacking him? Or a obsessive guy who is constantly jittery and sweating cause he has place in his backpack and he didn't took the empty aluminum can with him? ...pretty realistic i guess, it would make the medicaments even more needed which is if you ask me a good things cause lots of people are taking schizophrenic as a free points.

Seems people are bothered about having high XP, but that XP is not a currency you can use automagically to raise skills and stuff. You aren't automatically overpowered for having high XP, you have no advantage at all unless you train your skills (if you got books, it's all fine and dandy, training your dodge or other skills is not so "effortless")

From my view the sheer fact that i have high XP doesn't bother me, its the fact that once you have it, you don't really have to care about morale anymore. I can't remember the last time i used hotplate, i rather suffer the bad morale of eating raw tainted meat and drinking from toilets than to bother with cooking. An important aspect of the game is lost at this point IMO.
If i knew that it would lower the XP i need to gain skills...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 12, 2011, 09:12:30 am
It'd be cool if at high levels of XP some of it went to negating skill rust.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 09:26:27 am
About kulik's suggestion, there are several types of character builds that would be unplayable like that. Try a schizo and watch "your mother" get in the middle at random. Or a hoarder. Or someone with addictive personality who can only use basic morale boosts (food, mp3 and marijuana, that's mostly all) . Or a...you get the point.
Im sure there may be a way to work around even those builds (mostly taking thorazine and aderal), cause how would a un-sedated schizophrenic person learn about advanced electronic when his dead mother would walk around his room and he had a constant visions of giant ants attacking him? Or a obsessive guy who is constantly jittery and sweating cause he has place in his backpack and he didn't took the empty aluminum can with him? ...pretty realistic i guess, it would make the medicaments even more needed which is if you ask me a good things cause lots of people are taking schizophrenic as a free points.

Seems people are bothered about having high XP, but that XP is not a currency you can use automagically to raise skills and stuff. You aren't automatically overpowered for having high XP, you have no advantage at all unless you train your skills (if you got books, it's all fine and dandy, training your dodge or other skills is not so "effortless")

From my view the sheer fact that i have high XP doesn't bother me, its the fact that once you have it, you don't really have to care about morale anymore. I can't remember the last time i used hotplate, i rather suffer the bad morale of eating raw tainted meat and drinking from toilets than to bother with cooking. An important aspect of the game is lost at this point IMO.
If i knew that it would lower the XP i need to gain skills...

I disagree because you can't read or craft with low morale. The drugs to treat those conditions are also addictive IIRC, which is something I take seriously (AKA: Don't rely on items you can't secure. That's why I never play asthmatics).
That penalty I suggested about drinking from toilets can even things off a little bit, as well.

In short, addictions are something good to avoid. You can't depend on certain items all the time (even in 3 pharmacies in a row you can have the chance of not finding the right medicine) because...well, it's survival. Imagine how inviable it would be when NPCs start snatching all the good stuff.

EDIT: Note that even with 10000xp you can still have low morale. One doesn't counter the other.


It'd be cool if at high levels of XP some of it went to negating skill rust.

Would be fun, specially since implants seem to be hard to come by. Skill rust is incredibly fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 12, 2011, 09:44:16 am
I disagree because you can't read or craft with low morale.
I see, but the negative morale wears off after a short while without any negative effects as well as the poisoning.

The drugs to treat those conditions are also addictive IIRC, which is something I take seriously (AKA: Don't rely on items you can't secure. That's why I never play asthmatics).
I agree, i guess thats why this bad traits give you so much points in exchange.


EDIT: Note that even with 10000xp you can still have low morale. One doesn't counter the other.
Yes but what is the downside of it? The fact you can't read or craft until it wears off? ^Wait 1 hour ...and you're good to go. If you'd constantly balance around 100XP pool and bad morale could bring it down to 0, this would be an issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 10:05:12 am
Is it me, or seems to be highly dependent on gameplay style? I can assert I usually have issues with morale, but I can see where you are coming from.

Perhaps, to prevent keeping too much data around, you could be "immune" to the morale boosts of the last type of morale-boosting items used (instead of keeping a list of recently used items and effectiveness values...). For example if you are using food items, you gain much less for consecutive food items (for example if you eat candy and a chocolate bar, you'd get less from chocolate). That is, unless you have the gourmand trait, which would make a lot of sense here (instead of giving higher morale, prevent morale penalties). Actually, perhaps a stacked list (last in first out) of 3-4 of such items (like drugs, magazines, etc) can work, that would be efficient and do the trick, requiring at least 3-4 measures to raise morale.
I think MP3 players shouldn't decrease that much since they depend on batteries, but their effect can be modified slightly. After being nerfed I see it doesn't give huge amounts, but could still give that bonus over a larger amount of time (which would be more realistic, as battery-based MP3 players usually give 3 hours of battery life. Just reduce the bonus of every individual song so the effect is not so immediate).

Also I just noticed a good bunch of actions do not have proper morale drops. Eating raw meat should have a larger morale drop since the player character is most likely an urbanite. As mentioned previously, drinking toilet water should also be penalized. Eating rotten food should also have a proper morale drop (forgot the value but I think it was nothing special, if any).
Being trigger happy can give you a morale drop if you are low on ammo or with no ammo at all, or even with no guns (that'd be a bit extreme though, wouldn't be a fan of that, but can be solved with a crossbow/pipe weapon or nailgun I guess. Please discuss)

Lastly, I notice from let's players that they never care about their armor being torn to shreds. Thus they never invest on tailoring to repair or reinforce clothing. Being in tatters should actually give a -10 (unless having a "naturalist" trait? hah, just kidding).
That way, even if a marginal decrease, it will be listed in the morale screen making people aware that their armor is a mess, also promoting use of sewing kits.

EDIT: Are rain coats still bugged regarding their "reinforced" status?

EDIT 2: About the tattered clothing. How about actually using some color in the inventory screen? Items that are empty or broken could be listed in a different color, perhaps bright red or gray (aka non-bright-bit-white).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 12, 2011, 10:26:40 am
I simply have to disagree with the statement about asthmatic. The one inhaler you get at the start will last you for eons, and even if it runs out, chances are you'll either have found another in the time it takes to run out or you'll have found some purifier which takes it away. The +4 points you get for it makes up in remarkable fashion for that. The statement that asthmatic is a hard trait to have is completely false.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 12, 2011, 10:28:33 am
I simply have to disagree with the statement about asthmatic. The one inhaler you get at the start will last you for eons, and even if it runs out, chances are you'll either have found another in the time it takes to run out or you'll have found some purifier which takes it away. The +4 points you get for it makes up in remarkable fashion for that. The statement that asthmatic is a hard trait to have is completely false.

I absolutely agree with this statement. I've NEVER run out of asthma meds even when being careless with it (10 uses when having an attack, lol), and I always find more loooooooooong before I need it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 10:29:22 am
Oh, so you start with one xD I thought the starting inventory was set on stone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 12, 2011, 10:36:13 am
You already lose xp for having negative morale.

The way it works is this:

Morale between 0 and 100, you have your morale as a % chance of gaining an xp.
Otherwise you lose or gain morale / 100 xp. Negative 100 morale = XP loss as fast as you gain at +100 morale.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 11:02:18 am
I was going to suggest MUCH slower xp allocation to skills at low morale, if at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 11:23:47 am
I was going to suggest MUCH slower xp allocation to skills at low morale, if at all.

That'd make learning way too slow though, the average survivor doesn't last too long.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 11:24:11 am
You already lose xp for having negative morale.

The way it works is this:

Morale between 0 and 100, you have your morale as a % chance of gaining an xp.
Otherwise you lose or gain morale / 100 xp. Negative 100 morale = XP loss as fast as you gain at +100 morale.
I gain EXP at morale of zero. Explain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 12, 2011, 11:29:49 am
You already lose xp for having negative morale.

The way it works is this:

Morale between 0 and 100, you have your morale as a % chance of gaining an xp.
Otherwise you lose or gain morale / 100 xp. Negative 100 morale = XP loss as fast as you gain at +100 morale.
I gain EXP at morale of zero. Explain.
Whales tweaked it.
Morale is now the percentage chance of gaining exp each turn, starting with a 1% chance at 0 morale and going to 100% at 99, anything above that acts as another check I believe, so a morale of 200 gives you a 100% chance of gaining an XP and then another 100% chance at gaining an XP.
Having -100 morale means you have -101% chance of gaining morale.

So actually, low morale doesn't cause you to lose XP.
This is based on a post by Whales a bit ago.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 11:39:13 am
Making it hard to learn would be a good reason to keep morale up even when you have heaps of xp.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 12, 2011, 11:40:54 am
You already lose xp for having negative morale.

The way it works is this:

Morale between 0 and 100, you have your morale as a % chance of gaining an xp.
Otherwise you lose or gain morale / 100 xp. Negative 100 morale = XP loss as fast as you gain at +100 morale.

Not quite true.  0-99 gives you (morale+1)% chance of gaining an XP; hence even 0 morale will result in a slow XP gain.  You never lose XP points, except by spending them.  I'll try to make this more clear in the help text.


It'd be cool if at high levels of XP some of it went to negating skill rust.

Yes, yes it would.  Done.


Talking edible stuff...and back on topic.

I see salt is only actually used for beef jerky, and sugar only used for fruit pie...I get the feeling they are a bit underused.
I suggest adding salt water and candy (salt+water and sugar+water+pan/pot respectively) for easy extra uses. Jam would be an alternate way to use fruit+sugar as well (it's one of the traditional ways to conserve fruit after all!).

Since milk expires fast, it can be interesting to generate "farm buildings" outside of towns. You might find a few (emphasis on few) surviving cows from which to obtain meat and skin, or milk. Some of that empty terrain would be filled with a few fences and a little factory building. It'd also be fun for someone to die protecting his/her cow from the hordes of zombies and beasts.
An alternative would be a poultry farm, but there aren't even eggs in-game, so not really a concern.

Another alternative would be horses. Both the meat and milk are edible. And can be made to spawn wild like deer, so no need for infrastructure or pollute the building list. Not really caring about riding horses though, sounds counterproductive in a monster apocalypse.

After getting milk, a good caution would be to use a few hotplate charges with it to sterilize.

Also, one last thing. Drinking water from a toiled should give a morale penalty. It's implied they are drinking from the lower part because of the 100% poison chance (a character with an intelligence over 10 should be using the water tank above, though). You can also make "dirty toilets" from which the character will REFUSE to drink from, if the game is going to continue doing it the silly way. (it doesn't need to be sh*t-stained, can be dirty with other stuff like mold, which is possible if it's been static for long)

I like the cows idea.  Salt water is pretty much obsolete by the existance of salt (bottled salt water in grocery stores?  what was I thinking ???).

With toilets, the player drinks from the tank; the poison chance is actually 80%, due to the fact that this is stagnant water in a tank which contains potentially rusting parts, rotting rubber, and probably cruft built up around the edges.  I'll add morale to drinking this water.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 11:51:27 am
Oh I see, so it's actually stagnation. Good thing you thought of it then. I feel better about resorting to it, but in this case the morale suggestion still applies then. Clean your water, source of life.

Whoa, the only use of salt water was beef jerky? I thought/hoped it had some other use with high cooking/chemistry, my bad.

What do you think of the suggested morale penalties, aside from the toilet stuff?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 12, 2011, 11:55:14 am
Oh I see, so it's actually stagnation. Good thing you thought of it then. I feel better about resorting to it, but in this case the morale suggestion still applies then. Clean your water, source of life.

Whoa, the only use of salt water was beef jerky? I thought/hoped it had some other use with high cooking/chemistry, my bad.

What do you think of the suggested morale penalties, aside from the toilet stuff?

Well, you can also make faux-heroin with it, but you can use plain old salt for that, too.

I like the other suggest morale penalties, and will be adding them and lots of other ones at some point.  Morale really needs an overhaul, most values are way off-base (mostly because they were designed before the system was actually used).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 12, 2011, 11:55:22 am
I'm starting to think that making several uses for the xp will balance more the xp pool system, because it would make imposible for people to have infinite xp, what about setting the skill learned to consume more xp when past a specific day, like at day 5, most characters got to day 5 are likely to have tons of xp by that time. And i tought of making a xp menu where you can spend xp to do some weird things like getting an adrenaline rush, doing some fighting techniques, we would get certain weapon skills (like headshots) and unarmed skills (like stun kick) torought reading books, that would make the xp a daily need because it would make it go down fast, even for a 5000 xp player.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 12, 2011, 12:00:16 pm
I'm starting to think that making several uses for the xp will balance more the xp pool system, because it would make imposible for people to have infinite xp, what about setting the skill learned to consume more xp when past a specific day, like at day 5, most characters got to day 5 are likely to have tons of xp by that time. And i tought of making a xp menu where you can spend xp to do some weird things like getting an adrenaline rush, doing some fighting techniques, we would get certain weapon skills (like headshots) and unarmed skills (like stun kick) torought reading books, that would make the xp a daily need because it would make it go down fast, even for a 5000 xp player.
THis sounds like a compliation of previous bad ideas, except for the 'more uses of the system will balance it' part.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on August 12, 2011, 12:07:10 pm
Of course you're not going to fire lasers torought your mouth, i'm talking about small things that make your life easyer, for example:
You're running away with your simple .22 pistol, with a zombie and a necromancer behind you, You're doomed because your pain slows you down, BUT, whales add a new update, you press Shift+X, it opens a menu :
a- .22 Headshot            -200 xp
b- .45 acp headshot       -450
( i was thinking of increasing ammo headshot ability with weapon overall skill since you can't score a simple headshot with a magnum when you just learn shooting) of course you'd also get headshots based on luck in my point of view
c- Stun kick technique    -500 xp

You press a You headshot the zombie, You press C you stun the necromancer and start firing rounds, your life is now increased at the cost of precious xp
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 12:09:22 pm
Of course you're not going to fire lasers torought your mouth, i'm talking about small things that make your life easyer, for example:
You're running away with your simple .22 pistol, with a zombie and a necromancer behind you, You're doomed because your pain slows you down, BUT, whales add a new update, you press Shift+X, it opens a menu :
a- .22 Headshot            -200 xp
b- .45 acp headshot       -450
( i was thinking of increasing ammo headshot ability with weapon overall skill since you can't score a simple headshot with a magnum when you just learn shooting) of course you'd also get headshots based on luck in my point of view
c- Stun kick technique    -500 xp

You press a You headshot the zombie, You press C you stun the necromancer and start firing rounds, your life is now increased at the cost of precious xp
Eh, I don't like this. Really, that means any plain content human should just be able to instantaneously headshot someone on a whim. Heck, just standing next to them and firing there is much more preferable, as there's and actual reason for getting a headshot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 12:16:47 pm
Thats exactly what I was suggesting, but without the menu. It would represent somebodies strong will to live, and give them, say, a burst of speed, or a temporary melee damage boost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 12:17:42 pm
Well, you can also make faux-heroin with it, but you can use plain old salt for that, too.

I like the other suggest morale penalties, and will be adding them and lots of other ones at some point.  Morale really needs an overhaul, most values are way off-base (mostly because they were designed before the system was actually used).

Interesting. Should I suggest removing salt water (if it isn't already? Just updated right now, had a long-ish game in the old version...) entirely then?

@jc6036: Exactly what I had in mind too. "Willpower" is a good way to put it in a single word.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 12, 2011, 12:31:20 pm
Making headshots and shit wasn't in my original idea.

Mostly it was survival boosts, you know, that would bring you back from the brink of death.
Like boosts of speed and negating pain.

And headshots just don't seem to fit in this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 12:40:30 pm
Completely agreed. It should be more like a lucky chance or an adrenaline rush, not a device for magic aiming. It can be "cinematic" and cool without being like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 12:45:05 pm
Note that I never said anything about headshots either, but I wholeheartedly support buffs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 12:51:23 pm
I'm against the Exp4buffs system, really, a bit more adding exchange for having been happy is what it is, a bit somewhat realistically. I mean your body should already be making it's own adrenaline and using it when it's really needed (I do believe whales plans to implement this), not miraculously summoned up from having exp.
There's just too much that doesn't fit for the exchange system beyond training and learning skills to make any sense for me, so I'm against it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 01:06:36 pm
I see it as a sort of extreme will to live in desperate situations, sort of like "Ive come this far, I aint gonna die now!".  It could make for some really cinematic gameplay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 12, 2011, 01:17:30 pm
Isn't that the point of the adrenaline rush trait, though?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 01:27:05 pm
Yes, but thats a trait. Its permanant. With buffs, it would only be temporary, maybe a once every few days thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 01:38:43 pm
Yes, but thats a trait. Its permanant. With buffs, it would only be temporary, maybe a once every few days thing.
That's sort of how adrenaline rush trait works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 12, 2011, 01:41:24 pm
And now for something completely different.
Anyone else think it'd be cool if flashlights only provided light if you were wielding them?
I think with the current mechanics, lighting the entire surroundings, it makes more sense to imagine you're holding the flashlight in your hand and sweeping it around the room.
And head mounted flashlights could be added in with this, rarer than regular ones but not requiring you to hold them in your hand, + being wearable.

Just my tuppenceworth on how to make them more realistic without changing the current mechanic too much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 12, 2011, 01:50:24 pm
You already lose xp for having negative morale.

The way it works is this:

Morale between 0 and 100, you have your morale as a % chance of gaining an xp.
Otherwise you lose or gain morale / 100 xp. Negative 100 morale = XP loss as fast as you gain at +100 morale.

Not quite true.  0-99 gives you (morale+1)% chance of gaining an XP; hence even 0 morale will result in a slow XP gain.  You never lose XP points, except by spending them.  I'll try to make this more clear in the help text.

I got that from your most recent source. I just overlooked an equals sign in the <= (which is why you can still gain xp on a 0). I guess it might be unintentional, but the way it works now you do lose XP when morale is -100 or below.

Heres the relevant code:
Code: [Select]
int mor = morale_level();
 if (mor >= 0 && mor < 100 && rng(0, 100) <= mor)
  xp_pool++;
 else
  xp_pool += int(mor / 100);

You can even go into negative xp. I thought it was intentional.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 02:13:12 pm
Yes, but for chars without the rush trait, they could  give up large amounts of xp for the buffs, so its not like its permanant. The rush trait would just be like having the buff permanatly and cost free. And maybe low morale could increase xp used for the buff, and make it harder to get. We seriously need to find ways to make negative morale more serious, like slowing down xp allocation, and making buffs (like the rush, if its implemented), harder to obtain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 02:19:24 pm
"Cinematic" is a popular word when developing games. It's nice to do the improbable* once in a while. It empowers players, IMO.
I am totally with jc on it.

*The improbable is not the same as the impossible. Keep that in mind!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 02:24:33 pm
Yes, no "AHM A FIRIN MAH LAZAAAARS!".        More like, "Damn thats, a lot of undead. And that one is giant. SHHHIIIT!" *runs away at high speeds*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 12, 2011, 02:29:19 pm
Quote
And now for something completely different.
Anyone else think it'd be cool if flashlights only provided light if you were wielding them?
I think with the current mechanics, lighting the entire surroundings, it makes more sense to imagine you're holding the flashlight in your hand and sweeping it around the room.
And head mounted flashlights could be added in with this, rarer than regular ones but not requiring you to hold them in your hand, + being wearable.

The thing is, people have two hands. Flashlight or weapon is a pretty horrible choice, and dealing with the mechanics of wielding two separate objects at once is pretty bad too. I think the current set up here provides the best balance of gameplay, as far as wielding flashlights is concerned.

Dalgren, the question is:
Are we in an action movie, or a horror movie? Because when people in horror movies try to do stuff that's "cinematic", well...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 02:34:37 pm
Of course, that's why I agree with you (maybe I didn't make it clear, I really butcher the language :/ ) As much as I like going "FIRING MAH LAZ0R" in most games, in this specific case it should only be possible by surviving for two full years picking implants until you are a walking tank with a brain in a jar. And even that would be a bit ludicrous.

@Glyph:
Hmm. Zombie flicks are usually put in a more actiony view, the game has little to no horror elements to it. It only uses, due to the nature of the game, a bit of situational suspense, but it lacks all audiovisual clues that makes horror horror. Developing an engine with such features is quite troublesome (from experience).
Also, one thing doesn't take out another. There can be horror with over-the-topness. It's just very difficult to write. (also from experience).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 12, 2011, 02:36:05 pm
I agree that a menu of temporary buffs would be fun.

I'm thinking things like:

Ignore pain - removes pain for a minute or two, allowing you to make it through a bad situation and survive (either to flee or finish off your opponents).
Sprint - movement bonus for a minute or two, allowing you to run away - would act like fleet-footed trait, only a temporary boost that stacks with it.
Quick action - overall speed bonus for a minute or two, helping you to run or fight - would act like quick trait, only a temporary boost that stacks with it. Smaller bonus than sprint.


As far as the flashlight thing, I think that should wait until items are listed as 1 or 2 handed and we have two hands. That way you could still use a pistol and a flashlight or a knife and a flashlight, but you would need a head lamp with a rifle. Then we can allow you to tape flashlights on your rifles at an accuracy penalty :)


I'm currently working on an addition to my mod to make food items stack. Going well so far, I just have it check if the item spoils - if not it stacks them. If so it compares the bday. If the bday is the same, it stacks them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 12, 2011, 02:36:51 pm
Are we in an action movie, or a horror movie? Because when people in horror movies try to do stuff that's "cinematic", well...

Action movie, obviously. Blowing up gas stations, throwing corpses at enemies and having more weaponry than the National Guard while shot up on meth and weed, occasionally getting some minor injuries? Yeah, horror movie my ass.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 02:41:47 pm
Its like a quentin terrentino zombie flick :D  (which is insanely ridiculous at times)   I dont know about a menu for buffs, it really takes away that cinematic feel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 12, 2011, 02:43:38 pm
How else would you activate them? You don't want to just lose a chunk of xp to Ignore Pain when you aren't in any danger, or suddenly start Sprinting when you are sitting around reading a book.

If XP is going to be used for buffs at all it would have to be via some kind of menu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 12, 2011, 02:46:06 pm
Looky look what I just found.

25 Hidden Upsides to Living in a Zombie Apocalypse (http://www.cracked.com/photoplasty_237_25-hidden-upsides-to-living-in-zombie-apocalypse/)

Spoiler: mah favourite one (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 02:48:57 pm
Haha, I saw that article this morning. Some of that should be in a sandboxy survival game like this.

As for activating buffs, there can be a POWER BUTTON (AKA emergency button)...
There is no straightforward way to tackle this though. All possibilities mentioned have ups and downs.
I'd go with a menu, since it's the way I do things myself. It can use hotkeys like the rest of the menus so it's present as little as possible on-screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 02:53:54 pm
That could work, hotkeys and a menu. I like that a lot, actually. Now we just have to brainstorm a bunch of buffs :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 12, 2011, 02:54:24 pm
Looky look what I just found.

25 Hidden Upsides to Living in a Zombie Apocalypse (http://www.cracked.com/photoplasty_237_25-hidden-upsides-to-living-in-zombie-apocalypse/)

Spoiler: mah favourite one (click to show/hide)

Those top-25 just made my damn day
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 12, 2011, 03:01:15 pm
No, no menus! Have it be activate the way adrenaline is in real life, by pain and danger. zombie starts wailing on you, buff kicks in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 03:12:01 pm
I think that hot keys would be a nice medium for those that want menus and those that want an auto effect. That said, there could be an option implemented for auto activation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 03:20:26 pm
No, no menus! Have it be activate the way adrenaline is in real life, by pain and danger. zombie starts wailing on you, buff kicks in.

The problem is false positives. There are plenty of safe assumptions that can backfire on the player in the proper context.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 12, 2011, 03:27:55 pm
Yeah, I think I have a better idea.

It would be random. There would be no menus, you'd use it with a keypress and the result could be totally random. From speed boosts, healing, pain negation, et cetera. Anything.

Point is, this isn't supposed to be controllable. It's using your body in a last resort solution. Might not even work. Might have side effects. Point is, it's what you use when you're all out of solutions and need to escape fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 03:34:03 pm
Yeah, I think I have a better idea.

It would be random. There would be no menus, you'd use it with a keypress and the result could be totally random. From speed boosts, healing, pain negation, et cetera. Anything.

Point is, this isn't supposed to be controllable. It's using your body in a last resort solution. Might not even work. Might have side effects. Point is, it's what you use when you're all out of solutions and need to escape fast.


That can work, yes. Definitely a better solution than just leaving it to some AI (as I just explained)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 03:34:17 pm
Hmmmm. . . .interesting idea, but that would leave a little bit too much to the RNG. "You want speed? TOO BAD! YOU GET STRENGTH!" *crushed by hulk*   I am sticking by hotkeys.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ShadeJS on August 12, 2011, 03:38:21 pm
It's like Ginger beer! That's the Australian equivalent, at least. :P

In Canada that's Ginger Ale and Root Beer. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 03:46:51 pm
To be honest, how about removing the association of buff with xp altogether and introduce a more usable body system. So you'd still get adrenaline by the adrenal gland, you'll get respective boosts, increase in str and speed, decrease in per, etc. Dopemine, which would null pain slightly in spurts when you take damage while in pain, etc.
Essentially, they'd be somewhat weaker drugs that your body administers to itself in certain situations. Perhaps with a cooldown time, that is much longer if you're malnourished.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 12, 2011, 03:47:35 pm
Whatever this ends up being, I'm on the side of no menus.

Perhaps like how it worked with your agents in Syndicate?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 12, 2011, 03:52:22 pm
Perhaps like how it worked with your agents in Syndicate?
How did it work there? It's been around 3 years since I last played that, so I don't really remember it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 12, 2011, 03:54:26 pm
Perhaps like how it worked with your agents in Syndicate?
How did it work there? It's been around 3 years since I last played that, so I don't really remember it.
I don't really remember how it worked either, but I know it sounded like iceball's idea somewhat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 03:57:35 pm
Hm, thinking about it, if someone repeats a stimuli repeatedly enuogh, it'd make sense that they could get addicted to the hormone in question, right? Which would take a while though due to cooldowns and all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 12, 2011, 04:07:16 pm
Hm, thinking about it, if someone repeats a stimuli repeatedly enuogh, it'd make sense that they could get addicted to the hormone in question, right? Which would take a while though due to cooldowns and all.
Hormones are non-addictive. And even effect dulling would probably be minimal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on August 12, 2011, 04:10:03 pm
I searched this thread and I'm not sure where to find the changelog, so can anyone tell me what the difference is between version 1.9.4 and 1.9.5?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 04:12:02 pm
I think that the Z debug menu is in, but not on windows yet. I think that mp3 players were nerfed, as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 12, 2011, 04:15:42 pm
First of all, there are no version numbers. That's just something Head does to differentiate between his Windows ports.

Secondly, I remember some guy made the latest recompile for Windows himself, where the Debug menu works.
Gimme a sec, I'll try to find it.

EDIT: Yeah, here it is.
http://www.mediafire.com/?9238q0k75c0bpt2#1 (http://www.mediafire.com/?9238q0k75c0bpt2#1)

Author had his ammo stacking mod thingy included.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 12, 2011, 04:18:00 pm
Paul released his handloading version on windows with Whales' latest updates IIRC.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 05:19:13 pm
@Whales
Just stating the obvious, but it's time to start naming versions...either with words or numbers. Perhaps, when you do a release you can give it the git revision number, it's a good scheme for pre-releases. (and allows for rollbacks for those that know how)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 12, 2011, 05:26:48 pm
@Whales
Just stating the obvious, but it's time to start naming versions...either with words or numbers. Perhaps, when you do a release you can give it the git revision number, it's a good scheme for pre-releases. (and allows for rollbacks for those that know how)

Given that whales isn't compiling binaries, it really don't see the point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 05:35:15 pm
@Whales
Just stating the obvious, but it's time to start naming versions...either with words or numbers. Perhaps, when you do a release you can give it the git revision number, it's a good scheme for pre-releases. (and allows for rollbacks for those that know how)

Given that whales isn't compiling binaries, it really don't see the point.
No, but he marks updates with X features. When announcing those, he only needs to include the number, name or git id.
Even if just a way to identify commits, that should just work(tm)

EDIT: Besides, you don't know how incredibly annoying it is to receive bug reports without version identifiers of some sort...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 12, 2011, 05:35:59 pm
@Whales
Just stating the obvious, but it's time to start naming versions...either with words or numbers. Perhaps, when you do a release you can give it the git revision number, it's a good scheme for pre-releases. (and allows for rollbacks for those that know how)

Given that whales isn't compiling binaries, it really don't see the point.

Neither do I. Datestamp is enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 12, 2011, 05:41:35 pm
Working with git, tags could be handy, I agree with DalGren
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 12, 2011, 06:27:24 pm
Oh boy, boots increase the sound you make when you walk now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 06:36:26 pm
I never saw much use in boots any ways. I much prefer the -1 encumbrance bonus for the feet of sneakers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wolf Tengu on August 12, 2011, 06:39:32 pm
Downloaded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 12, 2011, 06:42:38 pm
Spoiler (click to show/hide)
Oh man, what have I done?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 12, 2011, 07:13:31 pm
You monster! D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 12, 2011, 07:25:28 pm
Heh, that was an annoying crash bug. Making my mod for container stacking I had it searching for a container with the same contents to stack it with. This was working fine, but testing it I noticed I'd crash sometimes. Took me a while to realize I was crashing only when I already had an empty container on me.

Apparently trying to pull information from an empty vector (ie, a container with nothing in it) is bad. Had to change my check to make sure that particular container has contents before trying to get information on what contents.

Spent probably half an hour trying to figure out what was going on, lol.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 12, 2011, 08:31:12 pm
I see it as a sort of extreme will to live in desperate situations, sort of like "Ive come this far, I aint gonna die now!".  It could make for some really cinematic gameplay.
Isn't that the point of the adrenaline rush trait, though?

I suggested an adrenaline rush for all characters and whales responded he may add a adrenaline rush without the trait but leave the trait as significantly more potent version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 08:33:06 pm
And the buff could also be a much more potent version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 12, 2011, 08:52:32 pm
No idea if this would be useful or relevant, but could guns possibly have a 'noise' stat added at some point in the future? I can understand that generally pistols are quieter than shotguns, but it would be nice to have a more definitive value. I don't know if that makes it too easy, though.

Also, I like the idea of sunglasses. Maybe 1 encumberance on the eyes, a little protection, but it offers sun protection like a ballcap without being worn on the head.  Maybe it could offer reduced night vision as well if you're still wearing them?

Just thoughts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 12, 2011, 09:02:23 pm
No idea if this would be useful or relevant, but could guns possibly have a 'noise' stat added at some point in the future? I can understand that generally pistols are quieter than shotguns, but it would be nice to have a more definitive value. I don't know if that makes it too easy, though.

Also, I like the idea of sunglasses. Maybe 1 encumberance on the eyes, a little protection, but it offers sun protection like a ballcap without being worn on the head.  Maybe it could offer reduced night vision as well if you're still wearing them?

Just thoughts.

For a while guns were displaying a sound (fzzt, plink, bang, blam...) when fired which corresponded to how much noise they made.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 12, 2011, 09:04:34 pm
No idea if this would be useful or relevant, but could guns possibly have a 'noise' stat added at some point in the future? I can understand that generally pistols are quieter than shotguns, but it would be nice to have a more definitive value. I don't know if that makes it too easy, though.

Also, I like the idea of sunglasses. Maybe 1 encumberance on the eyes, a little protection, but it offers sun protection like a ballcap without being worn on the head.  Maybe it could offer reduced night vision as well if you're still wearing them?

Just thoughts.

Heh, funny that you would suggest that. I just randomly decided to add "Noise" attribute for guns in my mod like 20 mins ago while working on changing the displayed info for food containers. Only took one line:
dump << "\n Noise: " << noise();
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 12, 2011, 09:11:27 pm
@Bishop:

Well that's one way to do it! That's kinda clever, really. I didn't know if having a number openly displayed would be 'cheap' in this mind of this game or not.

@Paul:

Awesome. I approve.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 09:18:46 pm
*facepalms*   Seriously? How did we not think of sun glasses before?!? BRILLIANT, I SAY!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 12, 2011, 09:52:30 pm
Heh, I ran around looking for sunglasses for a while when I first started playing before I realized they didn't exist.

Just checked out of curiosity, apparently all that affects glare is the environmental factor. Baseball caps help because they have +2 for that. Baseball cap by itself won't stop glare - but adding some safety glasses will. A "sunglasses" item with enough protection to stop glare by itself might be nice, although it would need to be 0 encumberance to be remotely useful. All glare does is -1 perception, and 1 encumberance is -1 perception for firearms and spotting things. So with 1 encumberance sunglasses would be trading -1 perception while in sunlight for a permanent -1 perception :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 12, 2011, 11:13:32 pm
Man, if only the living worked fine. I want to give them shotguns and run around saying "it's time to saddle up, getch'ya buckshot out let's fuck shit up" (http://www.youtube.com/watch?v=EqO8Px66Hno&t=1m7s) while killing everything that moves.

Also, horses. I don't know WHERE you could find a horse, but they would be a nice addition.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 11:17:38 pm
Im sure horses could be good if there was good risk for reward when writing it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 12, 2011, 11:20:24 pm
The first risks I could think of are increased noise (from the sound of its hooves, the sounds it makes etc.) and increased smell (it's a horse)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 12, 2011, 11:27:04 pm
Also, a chance to fall off of the horse, for the horse to fall, or for it to bolt in a random direction for a certain number of turns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 12, 2011, 11:28:56 pm
Another risk would be making the horse buck you off/bolt randomly when you fire a gun, some police horses (if the towns even had any) less likely to do so because they are, well, police horses. Possibly trained to be familiar with that noise or they have already been around it several times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 12, 2011, 11:45:13 pm
Also would bring up skill in riding?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 12, 2011, 11:48:11 pm
Also would bring up skill in riding?
Yeah. Perhaps if your riding skill was high enough you have a chance of calming the horse if it panics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 11:50:42 pm
I now envision it. Someone who's a level three cooking, holding a sack full of pherapods, reaching in and groping them individually periodically, while riding a hulk, fighting off queen triffids. Yes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 12, 2011, 11:52:05 pm
I now envision it. Someone who's a level three cooking, holding a sack full of pherapods, reaching in and groping them individually periodically, while riding a hulk, fighting off queen triffids. Yes.
Amazing picture.

Also, what is up with your personal text and sig?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on August 12, 2011, 11:53:39 pm
I have some bug reports, unfortunately I'm using the windows port, and from what I read the current (what do you guys call it?) active release is somewhat different from it (for example the guns still make sounds as they shoot stuff).

Just spawned in a walled off room (some sort of emergency toilet- bandages and first aids abound, but no way to exit).
Spoiler (click to show/hide)
Committed suicide while in the room, and got credited with 1 zombie kill.
(come to think of it, that character was a schizo, could that be it?)

There are "cities" in the game seemingly intended to be surviviors' settlements but there's no one there. ever. Even though all items are marked "owned" there seems to be no penalty to taking/using them. (I'm guessing this isn't so much "bug" as it is "unimplemented feature")

Also, shovels are way overpowered in this version- you can dig a hole in under a minute that gives a tactical advantage (and is theorethicaly deep enough to hurt people when they fall in. Offcourse that might just be them tripping). I'm all for digging ditches but it should take something resembling a realistic time (maybe instead of spending an hour doing it, you could be done in 10 minutes, but not in 10 seconds flat)

can't remember any more.
 


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 12, 2011, 11:55:45 pm
I now envision it. Someone who's a level three cooking, holding a sack full of pherapods, reaching in and groping them individually periodically, while riding a hulk, fighting off queen triffids. Yes.
Amazing picture.

Also, what is up with your personal text and sig?
Those are squiggly stops, used in place of punctuation to make it read more adorably or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 13, 2011, 12:08:36 am
Just spawned in a walled off room (some sort of emergency toilet- bandages and first aids abound, but no way to exit).

There are "cities" in the game seemingly intended to be surviviors' settlements but there's no one there. ever. Even though all items are marked "owned" there seems to be no penalty to taking/using them. (I'm guessing this isn't so much "bug" as it is "unimplemented feature")

Also, shovels are way overpowered in this version.

1) Yeah, house generation isn't perfect and that occasionally happens.  I'll be reviewing the code and trying to fix this at some point.

Survivor cities aren't implemented yet and are in fact slated for removal; they'll be replaced with the more realistic and gritty-feeling "survivor camp in established settings," such as airports, power plants, etc.

Shovels will be fixed when I merge in Necromancer's amazing mod (http://cataclysmff.zxq.net/SMF/index.php?topic=232.0).  Next release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 13, 2011, 12:30:49 am
Map travel isn't perfect either. Justified, it's probably not even supposed to be used, but I once spawned in a bank vault and another time in the middle of walls I couldn't get out of.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on August 13, 2011, 12:34:27 am
Oh, that reminds me: what are banks (or rather bank vaults) for? There doesn't seem to be anything in them...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 13, 2011, 12:36:12 am
Oh, that reminds me: what are banks (or rather bank vaults) for? There doesn't seem to be anything in them...
I found a bar of plutonium in the one I got stuck in. Why anybody would keep that in a bank, I couldn't answer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 12:40:48 am
Ive found both purifier and goo canisters. Oh and, whales, the loot in the police station needs to be upped a bit, since risk currently outweighs reward.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 13, 2011, 02:58:43 am
My most successful character to date; an illiterate, schizophrenic asthmatic who was addicted to cocaine, Adderal, liquor, cigarettes, caffeine and heroin. He wasn't technically addicted to purifiers, but he took enough of them for it to seem like it. Unsurprisingly, he died in his sleep of a massive drug overdose.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 13, 2011, 03:58:27 am
How the hell did you even make it to night taking all those drugs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on August 13, 2011, 06:59:44 am
He was probably addicted to sleeping pills too...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 13, 2011, 08:10:06 am
Also, horses. I don't know WHERE you could find a horse, but they would be a nice addition.

I suggested horses above, but I think not for the same reason (I proposed them as a "renewable" milk and meat source).

If you want to ride them...well, you should be free to, but I strongly not recommend bringing a fleshy mount to a zombie apocalypse. Things are bad when they can eat your ride. Nothing beats a sturdy metal frame to move around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 13, 2011, 09:29:28 am
Map travel isn't perfect either. Justified, it's probably not even supposed to be used, but I once spawned in a bank vault and another time in the middle of walls I couldn't get out of.

This isn't DF adventure mode, all travel is meant to be done on the ground. What you're probably doing is pressing "m" and then pressing "enter" over your desired space. This is the map teleport and is meant as a debugging tool. Without having to prowl the streets, you lose one of the most dangerous parts of your cataclysm life.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 11:29:00 am
lol, I'm so stupid sometimes.

Working on my item stacking mod, I'm changing the crafting over to using charges from containers instead of just eating the water, bottle and all. I made a bit of code to get the number of empty containers that it should be giving you back after crafting.

Code: [Select]
As a divisor I put :
dynamic_cast<it_comest*>(inv[i].type)->charges
instead of
dynamic_cast<it_comest*>(inv[i].contents[0].type)->charges

The first is not only trying to dynamic_cast a container into a comestible, but it would be divide by 0 since containers have no charges. No wonder I was crashing. The sad part is I spent probably 10 minutes looking through my code trying to find out what was making me crash before I realized I left out the contents[0]. Oh well, it's all working now. Should have my next mod update with food/medicine/liquid (including containers of those) stacking soonish, and it might even be save compatible. Just have to add a way to split them, guess I'll use P again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 11:48:08 am
I hope your mod gets merged, paul.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 13, 2011, 01:20:22 pm
Paul's mod may be merged, but right now I'm working on an entirely different structure for inventory and item lists that's much more flexible.  Hopefully Paul's changes will be of some use, but they may be made obsolete by the new data structures!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 01:29:31 pm
I also saw necromancers digging mod, its pretty good too, Im glad its getting merged!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 02:08:17 pm
Paul's mod may be merged, but right now I'm working on an entirely different structure for inventory and item lists that's much more flexible.  Hopefully Paul's changes will be of some use, but they may be made obsolete by the new data structures!

Figures :)

The ammo crafting stuff should still be useful, though.

At least it's entertaining. I've been sick for the last few days so I've just been sitting around programming and watching tv. Maybe I'm weird, but I'm enjoying modding Cataclysm as much as playing Cataclysm :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 13, 2011, 02:13:36 pm
If you're weird, I'm weird for enjoying coding it more than playing video games ;)

The ammo stacking/crafting stuff will definitely be handy and will be preserved.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 02:20:53 pm
Bluh, now I feel like I need to contribute something more than shitty stick art. . .maybe I will do a piece of fiction. I just dont have enough motivation to go and write it. Also, how many people here do we have over at the fan forums?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 13, 2011, 02:42:17 pm
Bluh, now I feel like I need to contribute something more than shitty stick art. . .maybe I will do a piece of fiction. I just dont have enough motivation to go and write it. Also, how many people here do we have over at the fan forums?

Hard to say, I think the spambots outnumber real people!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 13, 2011, 02:58:14 pm
Bluh, now I feel like I need to contribute something more than shitty stick art. . .maybe I will do a piece of fiction. I just dont have enough motivation to go and write it. Also, how many people here do we have over at the fan forums?

Hard to say, I think the spambots outnumber real people!

It's the beginning of most grand things !
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 02:58:32 pm
Found a rather obscure bug while messing with the use_charges code.

In the inventory loop it's comparing local_used to quantity, only local used gets set to 0 at each iteration after it gets added to used. This means if it has to take charges from multiple items, it will only ever stop if it takes all the charges from 1 item. This would only affect the recipes that use large amounts of something with charges (in the main branch, only ammo I guess?). Would probably mean making things that use more than 100 batteries would use every battery in your inventory, but I haven't explicitly tested.

Changing quantity to (quantity - used) everywhere it's used inside the loop fixes that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 02:58:33 pm
Hmmm. . .I had a couple of ideas for fiction, and once I get started I wont be able to stop, (writers, you know how that is) but I have to get to the point of getting the first paragraph down. .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 03:10:50 pm
In a moment of insanity (or inspiration, depending on how you look at it) I decided to make molotovs only craftable with glass bottles. My reasoning is that I don't imagine a plastic bottle molotov would be very effective. You want your bottle to break where you throw it, not bounce.

This has the side effect of requiring an empty glass bottle for the first craft (second will have a bottle left from the first craft), since i'm making it check for the bottle separately. Which should inspire you to chug a bottle of booze before you start turning the rest of it into molotovs, so im still calling it a win.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 13, 2011, 03:13:30 pm
Paul, I wonder if thats the bug that made Heroin use up all my adderal...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 13, 2011, 03:54:26 pm
In a moment of insanity (or inspiration, depending on how you look at it) I decided to make molotovs only craftable with glass bottles. My reasoning is that I don't imagine a plastic bottle molotov would be very effective. You want your bottle to break where you throw it, not bounce.

This has the side effect of requiring an empty glass bottle for the first craft (second will have a bottle left from the first craft), since i'm making it check for the bottle separately. Which should inspire you to chug a bottle of booze before you start turning the rest of it into molotovs, so im still calling it a win.

Wasn't it possible to unload containers of fluids, too? </partypoop> But the glass bottle thing makes sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 03:58:01 pm
So plastic bottles could have been used the entire time? . . .WTF! *facepalm*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 03:58:10 pm
You want to pour out a bottle of booze rather than drink it?  :o

What kind of dwarf person are you?


Hmm, I'm trying to come up with a changelog for my latest version, but I was very ill and kind of out of it during a large part of the coding process on this version. I don't suppose "Items stack and other things might be different too." will work as a changelog? No?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 04:02:13 pm
Jeez, at least get trashed first before you dump it/turn it into a molotov!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 04:05:29 pm
lol, I'm having to use diffutils to figure out a changelog for my latest version.

Just one of the many reasons why I'm not a professional programmer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 13, 2011, 04:27:18 pm
lol, I'm having to use diffutils to figure out a changelog for my latest version.

Just one of the many reasons why I'm not a professional programmer.

seems like you should have been commenting your code as you went...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 04:30:07 pm
It was easy enough. All I really did was add item stacking. Was thinking I added more, but I was remembering the stuff from the release I did the other day.

And I really should comment my code as I go. Maybe one day I'll learn to. One day!... :P

I'm tempted to change the way bread crafting works, but its such a minor thing I think I'll just leave it alone.

I just find it funny that when you bake a loaf of bread it comes in a plastic bag. I guess as part of the bread baking you're taking the two bottles (which also get consumed with the water); melting them down and forming them into a plastic bag; and putting the bread in it once it's done.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 13, 2011, 04:35:22 pm
So plastic bottles could have been used the entire time? . . .WTF! *facepalm*

Very much this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 04:37:39 pm
Technically molotovs don't even require a bottle in the base game, if you can get gasoline in your inventory you can make a molotov with it.

You can take a plastic bag from a bag of potato chips, fill it with gas, and make a molotov.

I uploaded a new release of my mod.

http://www.mediafire.com/?jovbtewwf6ckoyz

Changelist is here:
http://cataclysmff.zxq.net/SMF/index.php?topic=245.0

Mostly it's just item stacking and a few things related. Oh, and I fixed that crafting bug in use_charges I reported here ofcourse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 13, 2011, 05:02:35 pm
I'm finding monk style character to be very difficult. Between the unarmed combat requiring low torso encumbrance and a lack of damage potential I'm getting my ass kicked.

As a side note, how much alcohol do I need to get fighting bonuses with drunken master?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 05:07:39 pm
I tried a challenge like the monk challenge recently, I called it the minimalist challenge. Minimal supplies, one melee weapon, no stashes or safehouses, and your char has to do it all naked. With only a back pack on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 05:34:01 pm
Unarmed isn't that great by itself, a combat knife is far more effective. But if you get the CBM: Melee augment Adamantium Claws you can seriously kick ass.

I had a char with that and 10 unarmed skill before. Very fast attacks, and hitting things for 30+. Get lots of crits for 60-100.

You can even butcher corpses with the claws. The only annoyance is you have to deactivate them every time you want to pick something up, but it isn't that bad and only takes 3 power. As far as bionics go though, they're pretty cool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 13, 2011, 05:38:49 pm
You might have a problem when Whales finishes that update, but right now you are Awesome Stacking Guy, Paul. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 05:44:46 pm
There should be a trait called "surgeon" that increases your chances of installing bionics. Or maybe "gifted hands". I must have went through some 6 or 7 modules without a single sucsess at 8 intelligence.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 13, 2011, 05:51:30 pm
There should be a trait called "surgeon" that increases your chances of installing bionics. Or maybe "gifted hands". I must have went through some 6 or 7 modules without a single sucsess at 8 intelligence.

Quote
8 intelligence.

8 intelligence isn't even enough to read some of the mid level skill books in this game.
I regularly crank intelligence to 11 to start with
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 06:00:07 pm
I usually pump my strength for the hp. I still think that the trait would be good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 06:02:51 pm
You might have a problem when Whales finishes that update, but right now you are Awesome Stacking Guy, Paul. :)

Even if Whales adds a whole new, more robust inventory that makes my stacking changes completely redundant I'll just rejoice in the fact that we have a whole new, more robust inventory. Making items stack in the current system using my hacky way of doing things is probably kind of inefficient anyway, and may break future features that rely on items being separate. Right now they just merge into one item and combine the charges. Container are even more roundabout - they combine the charges of the contents, and the extra container goes poof. You get a new container of the same type later when you use the charges it added. Thats why I had to make it only use empty containers for crafting - otherwise it might have consumed a stack of 10 bottles full of vodka or something as 1 container.

There should be a trait called "surgeon" that increases your chances of installing bionics. Or maybe "gifted hands". I must have went through some 6 or 7 modules without a single sucsess at 8 intelligence.

I'm not sure, but I think the plan is to make survivor camps where you can find professionals to install bionics for you. Even an extremely skilled surgeon should have difficulty trying to literally do brain surgery on himself :D

I mean, how would someone even install cybernetic eyes in himself? Or worse, install memory banks inside your own brain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 06:06:56 pm
Yeah, but the trait (gifted hands) literally means that that char has very precise and steady hands, and excels at things like surgery, even when he has no training to do so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nab McNabbers on August 13, 2011, 06:15:38 pm
And I really should comment my code as I go. Maybe one day I'll learn to. One day!... :P

You should! It's actually kind of a good feeling to comment your code BEFORE you write it. Makes you know what you are doing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 13, 2011, 06:18:15 pm
MoM, I find 8 int is fine if you're smart with int-boosting drugs when you need them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 13, 2011, 06:19:43 pm
I normally go for 14 int, 6 dex, 6 per, and 10 strength. Do friendly turrets actually do stuff now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 13, 2011, 06:22:04 pm
3 caffeine pills gives a +5 int; even at 8 you should be pretty well off so long as you have at least decent skills in the others required (elect, aid, mech). The same 3 caffeine pills give a +45% to speed, so they're very useful to have around in a tight spot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 06:36:04 pm
I usually put my int at 12 just for the faster skill gain, and drink some cola/energy drink or take caffeine pills when I want to read the really advanced books.

It's kind of humorous that getting high on cocaine and Adderall makes a person smart enough to understand complex books that they otherwise couldn't read.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 13, 2011, 06:53:24 pm
I normally go for 14 int, 6 dex, 6 per, and 10 strength. Do friendly turrets actually do stuff now?
Yeah, they actually engage enemies now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 13, 2011, 07:01:30 pm
Yeah, but the trait (gifted hands) literally means that that char has very precise and steady hands, and excels at things like surgery, even when he has no training to do so.
Very precise and steady hands? There's a Dexterity stat for a reason, man. Not sure if it's applied to installing CBMs yet, though.

I normally go for 14 int, 6 dex, 6 per, and 10 strength. Do friendly turrets actually do stuff now?
Yeah, they actually engage enemies now.
That is only if you get lucky or your computers skill is high enough (or a mix of the two), as you can misprogram one to shoot at you instead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 07:47:34 pm
If dexterity was included in CBM installation, that would be great. If not, then, gifted hands.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: cartmann on August 13, 2011, 08:16:38 pm
I was just wondering, if that multiple products could be gained from a single recipe?
I just added a recipe to make a rag from just about all clothes i believe would be tearable, but tearing a tshirt into just 1 rag for use with a molotov is just a waste.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 13, 2011, 08:17:18 pm
Why not just use scissors?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: cartmann on August 13, 2011, 08:18:54 pm
wouldn't that just add a tool to the recipe, not give more than 1 rag?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 08:20:03 pm
I normally just avoid chopping up clothes all together, since its usually easier just to loot shit tons of rags from houses. Now that I know any container can be used for molotovs, however. . . .lets just say that insignifitown will be burning in short order.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 13, 2011, 08:20:28 pm
I mean use the scissors to cut the items.
Or is the intent to have a method to get rags without scissors?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: cartmann on August 13, 2011, 08:23:29 pm
Oh i'm fine with obtaining the rags, simply tear the clothes up, but i just want to get more than 1 rag from a tshirt etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 13, 2011, 08:24:27 pm
I'm not sure how to do it in crafting but the simplest method is to just (a)pply a pair of scissors to it.
You usually get a few from it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: cartmann on August 13, 2011, 08:25:42 pm
ah i didnt know that could be done... shouldve tried it before.. well this means hell on earth for these damn zombies!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 13, 2011, 08:30:20 pm
God, if only you could drop a board or something over a pit to cross it. I almost killed myself falling down my own defense pit not realizing it was so dangerous.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2011, 09:19:15 pm
I seem to have a knack for making characters that are blessed.

Spawned in a house right beside a backpack. Found a flashlight in a dresser right beside the basement entry. Found two purifiers inside the basement, which removed my asthma and bad back. Checked a few houses nearby, grabbing an mp3 player and some assorted food/medical supplies on the way, and found another basement. It's one of those weaponry basements, loaded with guns ammo and melee weapons. Picked up a TDI Vector and over 300 assorted rounds for it, as well as a Glock 19 with 50 rounds of +P and 40 rounds of +P+ ammo. Also grabbed a combat knife.

This char is only at 9:30 am on day 1 and he's better equipped than my last char was on day 3. That one got killed by a pack of wolves because the only gun I ever managed to find was a Remington 700, and after killing a few with the 4 shots he couldn't reload.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 13, 2011, 11:15:01 pm
You lucky bastard. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 13, 2011, 11:25:21 pm
Figured I would try out a build that doesnt have the quick trait for once, and keep coming close to death. But then I sleep it off with fast healer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 612DwarfAvenue on August 13, 2011, 11:32:20 pm
Has Cataclysm got tilesets, like with DF?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 13, 2011, 11:36:26 pm
Has Cataclysm got tilesets, like with DF?

Deon is working on one. Check the fan forums in Whales sig for updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 14, 2011, 01:00:32 am
So, my character seemed to acquire something while in a science lab which caused him to vomit up 'a thick grey goop' shortly before dieing suddenly. Is that teleport sickness, or something else I managed to pick up while eating mutant legs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 14, 2011, 03:10:21 am
There should be a trait called "surgeon" that increases your chances of installing bionics. Or maybe "gifted hands". I must have went through some 6 or 7 modules without a single sucsess at 8 intelligence.

(http://i859.photobucket.com/albums/ab155/kulik242/installingbionics.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 14, 2011, 03:11:44 am
Oh man, I honestly lol'd, especially at the book.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on August 14, 2011, 06:00:19 am
I've noticed that the game includes both sewing kits and string, yet you can't reload one with the other.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 14, 2011, 06:16:04 am
That string is more like a small rope, not very suitable for sewing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on August 14, 2011, 06:28:11 am
In the Game Over screen you seem to get credit for everything that died in your vicinity, even if you had nothing to do with it dieing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 14, 2011, 06:39:11 am
Well, you don't actually sew with string.  I've heard dental floss can be used in an emergency, haven't actually tried it though.  And speaking of repairs/crafting - duct tape?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 07:02:58 am
Also, small bug that I consistantly forget to report: on heads compiled version, whenever you save and quit the kill count is reset. I remember kill tons of zombies, then I saved and quit and went to do something, came back and died after killing a couple of wolves, and only the wolves showed up in the kill count. A small matter, but a bug nonetheless. While I know nothing about C++ I'm betting that there is a simple integer holding fault somewhere, you may want to check it out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 14, 2011, 07:16:24 am
A small matter, but a bug nonetheless. While I know nothing about C++ I'm betting that there is a simple integer holding fault somewhere, you may want to check it out.
Or it just isn't saved and is gone forevar when purged from memory. Yeah, definately needs someone to look into it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 07:18:53 am
Yeah, thats sort of what I meant.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nab McNabbers on August 14, 2011, 08:42:57 am
In the Game Over screen you seem to get credit for everything that died in your vicinity, even if you had nothing to do with it dieing.

This reminds me about a bug! I killed a lot of zombies went underground into a lab, died there and only had like "killed: 2 zombie scientists", no other kills were counted. I guess the surface and the underground are two different worlds, or what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 09:20:06 am
There should be a trait called "surgeon" that increases your chances of installing bionics. Or maybe "gifted hands". I must have went through some 6 or 7 modules without a single sucsess at 8 intelligence.

Spoiler:  hilarious image (click to show/hide)

Haha, epic. Now every time I install a CBM in my character I'll think of that.

So, my character seemed to acquire something while in a science lab which caused him to vomit up 'a thick grey goop' shortly before dieing suddenly. Is that teleport sickness, or something else I managed to pick up while eating mutant legs?

Spoiler: Spoilery game info (click to show/hide)

Also, small bug that I consistantly forget to report: on heads compiled version, whenever you save and quit the kill count is reset. I remember kill tons of zombies, then I saved and quit and went to do something, came back and died after killing a couple of wolves, and only the wolves showed up in the kill count. A small matter, but a bug nonetheless. While I know nothing about C++ I'm betting that there is a simple integer holding fault somewhere, you may want to check it out.

That's on my version too. Is that not on Whale's main version too? I haven't checked.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 14, 2011, 11:13:25 am
I played the tutorial.  It said it spawned a zombie but it did not.  After wandering around in the two rooms for a bit looking for what I need to do to move on I blew up a gas pump.

Now whenever I play the tutorial I spawn inside a raging fire and die.  Even the tutorial map is saved heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 11:25:27 am
Haha I did the exact same thing.

You can delete your save folder to make the tutorial map regen. The tutorial building is an actual place in the game world, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 14, 2011, 11:26:34 am
Most of my successful characters end up dying in the first lab I enter, I assume I need body armor of some sort, but I have no idea where to find any. Any tips?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 11:35:29 am
Those turrets can be a bit nasty.

You can find kevlar vests and riot helmets inside police station lockers, but you need good computer skill to hack them so make sure you read a few books on computers first. You can also find the kevlar vests and army helmets (army helmet covers head only, not eyes/mouth - so it won't hurt your perception for firing your gun or your run speed like the riot helmet). Wearing the kevlar vest will mean a high torso encumberance though, especially with a backpack - which cuts your dodge and melee skills down.

I usually go with army helmet + safety glasses instead of a riot helmet. You lose out on a lot of eye/mouth protection, but I don't like losing all the perception and movement speed from eye/mouth encumberance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on August 14, 2011, 11:50:50 am
Goddamn, I just got chased down and killed by a swarm which included 3-4 shriekers, two or three fasts, at least two boomers, two spitters, two skeletons, and a wolf. I think there were more special zombies than there were normal ones.

I did manage to kill a lot of them with an UMP45, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 12:04:54 pm
Goddamn, I just got chased down and killed by a swarm which included 3-4 shriekers, two or three fasts, at least two boomers, two spitters, two skeletons, and a wolf. I think there were more special zombies than there were normal ones.

I did manage to kill a lot of them with an UMP45, though.

You should try to find a TDI Vector on your next char. It has a -2 damage penalty compared to the UMP45; but the huge recoil reduction, 20% bigger clip, and double burst rate more than makes up for it.

My latest char got one in that basement, and since then I've picked up a barrel extension and an enhanced grip. With the mods its -1 damage, -11 recoil, and 93 accuracy. The standard .45 ammo only has 7 recoil in it. Your str and gun skill reduces recoil, so with only 7 recoil my char with 14 strength can fire forever with no recoil buildup. He can just mow down whole groups of zombies, only stopping to reload. He's only in danger if he gets too swamped to reload, but that's what sidearms are for. I keep a pair of Glock 19's loaded with 9mm +P+ for situations like that.

So far the pair of pistols has already saved him once, when I got swarmed by a rather nasty group consisting of several brutes, several fast zombies, a hulk, and some necromancers in the back who kept raising things. Didn't have time to reload the Vector after it ran out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 12:31:32 pm
I prefer the MAC-10 with a silencer and enhanced grip, but thats because I almost exclusivley melee and it makes a great side arm. As a main weapon, though, it chews through all your precious .45 ammo too fast. Other than that, i jump for joy when I find one. Thats how much i love it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 14, 2011, 01:07:41 pm
Man how do you guys manage to get such successful characters?

My most successful ones are the ones that are lucky enough to find a hammer and some nails and manage to board up some little room in some random dude's house.  My last and best attempt had me dying to a fast zombie at 3:00PM on the first day. Spending 4 hours of it in excruciating pain despite me using 6 first aid kits.

I hear that staying in town is a death trap, but going into the wilderness doesn't seem much better.  No shelter in case of acid rain, and random bear attacks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 14, 2011, 01:16:27 pm
Man how do you guys manage to get such successful characters?

My most successful ones are the ones that are lucky enough to find a hammer and some nails and manage to board up some little room in some random dude's house.  My last and best attempt had me dying to a fast zombie at 3:00PM on the first day. Spending 4 hours of it in excruciating pain despite me using 6 first aid kits.

I hear that staying in town is a death trap, but going into the wilderness doesn't seem much better.  No shelter in case of acid rain, and random bear attacks.
Use the plank and windows. Plank makes a good weapon, when you find nails and the ability to use them, make it a nail board weapon. The +1 hit makes it a good weapon to start with; after that, make anything chasing you go through a window if you can; it slows them down enough to kill most things before they attack back. I typically then move from house to house o the outskirts of the neighborhood.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on August 14, 2011, 01:31:44 pm
@Greiger and Naxza: the only way to permanently get rid of pain is time. Painkillers can dull it (codeine is your friend!), but first aid kits and bandages have no effect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 01:33:20 pm
I prefer the MAC-10 with a silencer and enhanced grip, but thats because I almost exclusivley melee and it makes a great side arm. As a main weapon, though, it chews through all your precious .45 ammo too fast. Other than that, i jump for joy when I find one. Thats how much i love it.
Mac-10 has way to much recoil to fire its burst size effectively unless you're the incredible hulk. With just the enhanced grip you're still dealing with 16 recoil. Even if your strength is 14 that's an average of about 6 recoil per shot, possibly reduced a little bit more for high SMG skill (average of about 1 per 4 skill, it's random too). It could be significantly improved with a shortened barrel or gyroscopic stabilizer though.

Firing a 20 round burst gaining 6 recoil per shot, the first few rounds will probably hit the target - the rest are going all over the place. If your strength is lower it would be even worse. I guess if you're just spraying into a group of zombies it might work ok though, you might even hit a few targets you didn't aim at.  Huge ammo waster.

I downloaded this today and I'm really enjoying it; but I'm not doing so well. I randomly generated a nearsighted character with "pain tolerance" who rarely, if ever, left Intense Pain after getting smacked around by some zombies, no matter how much aspirin I took, any resting done, first aid, bandages, heck, even reading hurt. I'm a bit confused on this, but whatever.

Can a noob like myself get some pointers on how not to die? :U
I personally like starting with fleet footed trait. It makes it much easier to outrun things. Also, pick up caffeine pills and use them when you're in danger, the speed boost from stimulants helps tremendously. Even if you get addicted, kicking caffiene addiction isn't that bad.

Other than that, get yourself a weapon. My first weapon is often a two-by-four from bashing a door down, improved to a wood spear as soon as I find a knife. Machetes, wrenches, crowbars, and baseball bats are all good too if you see one. You'll also want some extra storage and a firearm as soon as you can. Search your house for a bag, things like fanny packs and purses and messenger bags and backpacks often spawn there. Try your house's basement too (starting house always has a basement), theres a chance it will have firearms in it if it spawns as the right kind of basement. Without extra storage you may not be able to carry what you find though. After that you just have to go out and search your town for supplies. Sporting goods often have backpacks, and gun stores obviously have guns.

Usually on the first day only normal zombies spawn so its the best time to go out looking. You can outrun normal zombies, so don't bother killing all of them. Also look for morale boosting things. Mp3 players, alcohol, marijuana, whatever - just to give you some morale to start getting xp, so when you do have to kill zombies you gain skill for it. Careful with alcohol though, alcohol addiction sucks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 01:33:49 pm
My current char is on day 3, and his safe house is in the basement of his house. In summary, basements make kick ass safe houses. I can't wait until the construction update. I've been wanting to barricade up a bridge as a safe house in a zombie game too long.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 14, 2011, 01:35:50 pm
Nomadic lyfestyle. You need a good melee weapon, strong painkiller and one high-powered handgun with full clip (no additional ammo needed). You need torso encumberence 2 or less. Find couple of things and bring them somewhere you keep your stash of supplies. Don't carry them around.

Sleep in room with no windows and make a small fire before the door before going to sleep (it will kill your scent).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 14, 2011, 01:38:40 pm
The absolute best safe house though are the walled survivor encampments outside the city. If you can find one of those, go there. No zombies spawn in them, they have housing, and tons of loot. While technically owned by NPCs, the NPCs in question don't actually exist to bother you about stealing their everything (or at least not the version I'm playing, dunno about most recent versions).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 01:38:57 pm
If you can find a rural house (which seems to be a bit rare) you can always hunt and gather for food, but you would need a water purifier if you dont want poisoned all of the time. If this sounds boring, thats because it is. Get a cabin next to a swamp, and you wont be bored, I assure you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 01:49:55 pm
The way the game handles poison in water actually allows you to gather pure water without a purifier. It has a chance to be dirty water based on the source, and a chance to be clean.

If you fill a bottle with water, you can examine it with 'i' to see if it's pure or not. Pure water has quench 50, dirty water quench 30. Last time I filled 5 bottles of water from a toilet it gave me 2 bottles of pure water and 3 bottles of dirty :D

It's kind of an exploit though. I was thinking of changing it so that the random chance was only in the drinking of it instead of when it's generated for filling the bottle, that way you'd have a bottle of dirty water and wouldn't know if it's doing to poison you or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 01:53:31 pm
Great. How do I miss things like that?!? I still suggest a purfier if the quench thing gets changed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 14, 2011, 02:03:12 pm
Oh god wolves in the suburbs! Wolves in the suburbs!  *gets torn apart after unloading all his weapons into the pack* what is it with me and getting torn apart by wildlife more often than zombies.  The other day I found a bear in a bar for Armok's sake.

I had found a steel chain during that run too, that thing was pretty kickass.

Thanks for the advice on the pain. I guess I need to wait longer than I have been.  I was already using windows and fences to get a few extra hits on the shamblers I could.  Also once after firing a shotgun in desperation I had some odd mounds of dirt show up with worm corpses in them. They worked pretty good for the same thing. 

I'm guessing I'm glad I had gone indoors before I got torn up by whatever they were supposed to do to me as punishment for using a shotgun.  Though considering that they somehow killed themselves I guess they aren't all that dangerous.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 14, 2011, 03:26:41 pm
(warning, have not had time to try the latest version)
For me it's
1) Alcohol - spend most of the 1st couple days tipsy to accumulate XP - you really really want that melee and dodge skill to increase after you've risked your life in combat.  + mp3 players.  Manage your mood - wear your raincoat, eat strawberries.  Even if you overdo it and have to spend a day or 2 detoxing later, I think you come out way ahead.

2) Thrown weapons are lifesavers early on - pick up a few extra hammers or steak knives and throw them to hit zombies before they close.  The skill seems to go up pretty fast and can slow down or even stun enemies before they can possibly damage you.

3) Silencers - I really really look for a silencer asap, or a pipe+muffler+hacksaw - it takes very little if any mechanical skill to craft one.  Then I find a .22 rifle and ammo quickly and shoot *everything* possible so the skill is high when I need it.  Then switch to a better rifle so you can take out the annoying ranged zombies and put some hurt on the big stuff before it reaches you.

4) Always be ready to run away.  Constantly monitor your speed - if it's under 100% it will take a miracle to escape a swarm.  I usually take Quick as a perk, fleet-footed is great too.  Both together make it a lot easier, but do cost a lot of build points.  If you're seeing a significant speed decrease due to pain, medicate it immediately if you're near danger (but watch med levels - take toooo much painkillers and THAT will kill ya)
light pain - 2x aspirin, maybe 2 more if that's not enough after a few minutes
medium pain - tramadol
heavy pain - ugh, try to find someplace to hole up and rest.   Oxycondine,  in a pinch codeine.
Remember painkillers don't take effect immediately, don't panic and take 10 - you'll get a feel for their effectiveness.
If you're in trouble, take your speed drugs BEFORE it's a crisis, especially the inhaler hit which is relatively safe and side-effect free.  Caffeine pills are my favorites, cocaine in an emergency. Adderall works too.  Meth in a *real* emergency.

5) Early on, yeah the 2x4 board is easy to get, just bust up a door or piece of furniture.  Baseball bat is pretty good, chain, hammer.  Crowbar is pretty good AND will let you open doors without the noise of bashing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 03:35:01 pm
Haha, that's exactly what happened to my character before this one. He got jumped by wolves while all he had was a Remington 700, managed to kill 7 of them before the other two ate me. I took stimulants to boost my speed and I was reloading for every shot, got two killed as they approached with 3 shots/reloads then fired off 4 shots at point blank killing one with each shot. Then I managed to beat one to death with a crowbar before going down.

That poor character was on day 3 and had visited like 6 gun stores, and never once found any guns other than Remington 700s and Browning BLRs. I guess I should have picked up two and kept both loaded with 4 shots, that way I could have swapped after firing the 4 shots and maybe not had to resort to melee.

I regened the map and my next char made up for his lack of luck though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 03:40:15 pm
Sometimes this game really hates you. Like when it throws a horde with two hulks and a necromancer at you. Oh, and sewer snakes and rats. Nowhere near a subway. Or sewer hatch. *ragequit*. . . . .damn, I cant quit playing. *forgiven*. . . . . . .*boots up cataclysm*. . . . . . .aaaaand *killed within 4 game hours*. . . . . FUCK THIS. *MEGARAGEQUIT*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 14, 2011, 03:43:22 pm
The absolute best safe house though are the walled survivor encampments outside the city.
Uhh, nope.
Ground base of labs are the best safehouses. Really strong, too, plus no spawns.
And tons of loot below.

Plus, survivor encampments have a nasty tendency to have unimplemented floors, possibly leading to crashes.
And they're basically cheating. Since they're not meant to be like this. Unlike labs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 14, 2011, 03:44:51 pm
(w)ield the MP3 player and (r)eload it with the batteries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 14, 2011, 03:50:12 pm
It's how you do anything of the nature in this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 04:02:52 pm
I posted the kill count bug on the fan forums.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 14, 2011, 04:49:35 pm
How do i use XP or do I even use Xp sorry to ask but i just started playing this yesterday died about 23 times now tho    :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 14, 2011, 04:50:34 pm
How do i use XP or do I even use Xp sorry to ask but i just started playing this yesterday died about 23 times now tho    :)
Do stuff. it will use the XP for you, as long as you aren't in negative morale.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 14, 2011, 04:53:33 pm
How do i use XP or do I even use Xp sorry to ask but i just started playing this yesterday died about 23 times now tho    :)
XP is added to your pool.
Whenever you use a skill that can be trained it takes some XP from your pool to increase that skill.
So if you have 100 XP and hit a zombie it will take some of that 100 in order to increase your ability to hit things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 14, 2011, 04:56:29 pm
How do i use XP or do I even use Xp sorry to ask but i just started playing this yesterday died about 23 times now tho    :)
XP is added to your pool.
Whenever you use a skill that can be trained it takes some XP from your pool to increase that skill.
So if you have 100 XP and hit a zombie it will take some of that 100 in order to increase your ability to hit things.
Thanks
How do i use XP or do I even use Xp sorry to ask but i just started playing this yesterday died about 23 times now tho    :)
Do stuff. it will use the XP for you, as long as you aren't in negative morale.
Thanks :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 14, 2011, 04:59:43 pm
Has anyone noticed that if you build a custom char give him strength 20 and some unarmed and dodge skill he's really succsesfull
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 14, 2011, 05:00:48 pm
Nae problem.
Although I'd save myself some time if I just copypasted from the other 10 tymes I've typed it out ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 14, 2011, 05:08:53 pm
I downloaded this today and I'm really enjoying it; but I'm not doing so well. I randomly generated a nearsighted character with "pain tolerance" who rarely, if ever, left Intense Pain after getting smacked around by some zombies, no matter how much aspirin I took, any resting done, first aid, bandages, heck, even reading hurt. I'm a bit confused on this, but whatever.

Can a noob like myself get some pointers on how not to die? :U

Your starting house will always have a basement which is (a.) useful as an early shelter, and (b.) which always contain useful stuff, from medicines to melee weapons to assault rifles and ammo. As for useful perks to take: Fleet Footed and Optimist are both pretty much required, the former because it lets you outrun most normal enemies, and the latter because it gives you an automatic, permanent +6 to morale, which means that by default you will always be gaining exp, rather than having to rely on drugs, booze, books and mp3 players. One thing you should pick up early on is a drama novel, because it gives you a pretty good morale boost, which can be useful if you're trying to recover from a serious injury, or if you get wet or something.

Also: Take a high INT score if you want to do anything beyond hiding in houses killing zombies, as a INT of 11 will let you read almost every stat-boosting book, which really helps focus your exp on combat skills.

Another one: Don't eat the mushrooms you find in the woods, because they can give you some wierd-ass hallucinations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 14, 2011, 05:11:43 pm
Has anyone noticed that if you build a custom char give him strength 20 and some unarmed and dodge skill he's really successful
But can he do anything but smash things?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 14, 2011, 05:13:30 pm
Has anyone noticed that if you build a custom char give him strength 20 and some unarmed and dodge skill he's really successful
But can he do anything but smash things?
Well he could explore wich was why I made him and he could butcher and cook a little ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 14, 2011, 05:20:26 pm
Hm. Just genned a new world, and my first spawn gave me a missile silo within viewing range. Am I safe to assume that going there would be a fatally bad idea?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 05:31:24 pm
Missile silos aren't that dangerous. They're not really implemented yet, but don't contain a whole lot of stuff either. One I went in had lots of canned food and batteries though.

As far as Optimist, I'd hardly call it required. I never take optimist. I get plenty of xp just keeping my morale up during the day with mp3 players and liquor and such. And you don't HAVE to have a high int to read. Int is good for skill gain, but if all you want is to read a book you can just use stimulants to gain int temporarily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 14, 2011, 05:40:46 pm
Missile silos aren't that dangerous. They're not really implemented yet, but don't contain a whole lot of stuff either. One I went in had lots of canned food and batteries though.

As far as Optimist, I'd hardly call it required. I never take optimist. I get plenty of xp just keeping my morale up during the day with mp3 players and liquor and such. And you don't HAVE to have a high int to read. Int is good for skill gain, but if all you want is to read a book you can just use stimulants to gain int temporarily.

Actually, I've been wondering about that. Which stimulants boost INT?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 14, 2011, 05:53:10 pm
Actually, I've been wondering about that. Which stimulants boost INT?
[/quote]
Any. That's why they're called stimulants.

To list them, let's see ... Adderall, Cocaine, Coffeine, energy drinks ... probably more but I forgot.
Adderall reccomended, it's plentiful and strong enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stworca on August 14, 2011, 06:04:26 pm
I'd recommend caffeine pills instead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 06:07:06 pm
Caffeine pills are a whole lot less addictive, but adderall is stronger.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 14, 2011, 06:07:59 pm
Well my first char just died, killed by a skeleton :(

Are zombies unlimited? I tried to clear out some random house but they seemed like they just kept coming. I thought maybe it was my shotgun (loud!) so I moved to a different house and stabbed them with a knife instead but they kept coming anyway. Eventually I was just too hurt from fighting them so I tried to escape town but there were skeletons who moved faster then me :( The end game screen said I killed 60-something zombies which seems like a lot considering I only lived for a few hours.

Also, how big a deal is encumbered body parts? I was just wearing a hoodie and t-shirt but that was enough to give me an encumbrance of 3 on my torso! I know you can check the effects on the menu but I was not real clear on how big a deal all that stuff was. Similarly, cargo pants alone was enough to give me encumbrance of 2 on the legs. I had 10 str, is that just not enough?

Edit: Guy number 2 just got poisoned from drinking out of a toilet. What's up with that? (and yes, I guess I've played too much fallout to think it was a good idea).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 06:13:55 pm
Str doesn't affect what encumberance items you wear gives you, encumberance is just an effect on your skills and stats and such for wearing bulky clothes and items like backpacks. Too many items on the same slot will increase encumberance even if all the items are 0 too.

Zombies aren't unlimited, they spawn in at an interval based on local populations and how much noise you're making. If you're in an area with zombies they'll also follow your scent trail to reach you, or might also be attracted by the sound of your footsteps. If you set a small fire a few squares outside the door of a house that you enter that will break the scent trail so they won't follow it inside. You can still attract nearby ones just by the sound of you walking around the house and stuff though, and they'll spot you through windows.

Toilets have an 80% chance of poisoning you due to stagnant water.

Also, I seem to recall the items you're mentioning being only 1 encumbrance. You sure you aren't otherwise encumbered? Carrying too much volume also increases it, and so does excess weight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 14, 2011, 06:25:00 pm
I might have been wearing the jeans you start with under the cargo pants, but I'm pretty sure I only had the hoodie and tshirt on (I double checked because I was wondering what was up).

Maybe I was wearing something else too, I'm not totally sure, but I don't think so

Edit: well guy #2 just got SWARMED by zombies while reading an economics textbook and eating a box of sugar, including

Spoiler (click to show/hide)

Since the only weapon I had was a gun with no ammo and a 2x4 (that came from a door the zombies broke) he promptly was eaten.

They really don't start you off easy do they? heh.... oh well, hope guy #3 fairs better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 07:02:02 pm
Okay, so the spawner is bugging the fuck out. So far ive had 3 fast zombies, 10 to 15 zeds, a skellie, two wolves, two squirrels and a spitter spawn in my basement with in 15 game minutes. Then a hulk spawned in the middle of a solid chunk of rock, and busted a tunnel all of the way to the basement. What. The. Fuck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 14, 2011, 07:31:41 pm
Okay, so the spawner is bugging the fuck out. So far ive had 3 fast zombies, 10 to 15 zeds, a skellie, two wolves, two squirrels and a spitter spawn in my basement with in 15 game minutes. Then a hulk spawned in the middle of a solid chunk of rock, and busted a tunnel all of the way to the basement. What. The. Fuck.

What we're you doing? Chucking grenades into the corner?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 07:39:25 pm
Nope. I was actually grabbing a book to go topside and read, and it seemed like they were just crawling out of the walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowgandor on August 14, 2011, 07:42:24 pm
I've had it as well. I was happily smacking zombies against their head while they tried to climb inside. After about 30 minutes, I was swarmed by Spitter Zombies, Bile Zombies, Fast Zombies and God knows what more lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 14, 2011, 07:43:43 pm
Okay, so the spawner is bugging the fuck out. So far ive had 3 fast zombies, 10 to 15 zeds, a skellie, two wolves, two squirrels and a spitter spawn in my basement with in 15 game minutes. Then a hulk spawned in the middle of a solid chunk of rock, and busted a tunnel all of the way to the basement. What. The. Fuck.

Very weird, the game checks to see if the turn count is above a monster's difficulty rating before spawning that monster--hence even if you decrease the spawn counter by creating noise, extra-difficult monsters won't spawn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 07:46:53 pm
I meant that they all spawned within the space of 15 gm. It was Day 4 in game, and I managed to shotgun them all. How do wolves even spawn in basements? I think that weve found cataclysms carp. Or maybe thats lightning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 14, 2011, 07:48:57 pm
I meant that they all spawned within the space of 15 gm. It was Day 4 in game, and I managed to shotgun them all. How do wolves even spawn in basements? I think that weve found cataclysms carp. Or maybe thats lightning.

RIght now the way monsters follow you down stairs is lazy and weak; basically, if they're within 5 (I think) tiles of you when you go down stairs, the monsters are teleported down with you.  This could be the case, here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 14, 2011, 07:50:43 pm
If I'm reading this right, it should be possible to clear out a town if you kill enough zombies?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 14, 2011, 07:52:18 pm
If I'm reading this right, it should be possible to clear out a town if you kill enough zombies?
Yeah, critter poulations are limited.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 07:55:28 pm
But thats just it, I went down before the next spawn wave, and I think it happened in my basement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 14, 2011, 08:08:10 pm
Bloody hell, pack of 5 wolves in the middle of the town, at 9:15am day 1.  On to character 2 :p
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 08:12:07 pm
I had that happen once before when leaving a lab a while back. I exited the lab and went toward town and halfway there had a zombie scientist and some manhacks spawn on me. Also had a bunch of triffids show up in the science lab after I went back down, the queen triffids turned all the walls into trees and underbrush and totally demolished the lab. Must be some kind of glitch causing the spawner not to clear when changing areas or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 08:19:17 pm
That sounds bout right. its damn annoying too when a hulk destroys you in your false illusion of safety. (A.K.A. The basement)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 14, 2011, 08:31:13 pm
That sounds bout right. its damn annoying too when a hulk destroys you in your false illusion of safety. (A.K.A. The basement)

This is why you ALWAYS sleep with a shotgun!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 14, 2011, 08:33:23 pm
Whales, monsters occassionally spawn like mad in basements for some reason, from what I understand. People have brought it up a couple times that a basement will eventually turn into a deathtrap as it fills with all sorts of monsters (this isn't the first time I've heard of hulks coming through basement walls).

It's not monsters following people down, the monsters actually spawn down there. It's odd.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 14, 2011, 08:38:27 pm
That sounds bout right. its damn annoying too when a hulk destroys you in your false illusion of safety. (A.K.A. The basement)

This is why you ALWAYS sleep with a shotgun!
I'm like a walking armory when I find a gun store, I always grab a handgun, rifle and a shotgun then load up on ammo. I never drop any of my guns. If something woke me up in the middle of the night they'd have a face full of buckshot.

Also, I missed like 20 shots with my AR-15 when I was shooting at a skeleton, those guys are impossible to hit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 14, 2011, 08:42:53 pm
Also, I missed like 20 shots with my AR-15 when I was shooting at a skeleton, those guys are impossible to hit.
Yeah, well, they're not supposed to be hit. Just whack them with a hammer, if you're a non-melee guy, you'll get hurt a bit, but at least you won't waste ammo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 14, 2011, 08:44:13 pm
Also, I missed like 20 shots with my AR-15 when I was shooting at a skeleton, those guys are impossible to hit.
Yeah, well, they're not supposed to be hit. Just whack them with a hammer, if you're a non-melee guy, you'll get hurt a bit, but at least you won't waste ammo.

Rifle butts work well too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 14, 2011, 08:48:46 pm
Also, I missed like 20 shots with my AR-15 when I was shooting at a skeleton, those guys are impossible to hit.
Yeah, well, they're not supposed to be hit. Just whack them with a hammer, if you're a non-melee guy, you'll get hurt a bit, but at least you won't waste ammo.

Rifle butts work well too.
Rifles are fairly slow weapons to hit with though, the extendable baton however, THAT is fast
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 09:06:04 pm
All of the guns suck for melee, I always swap to a better weapon if I can. A crowbar works well in a pinch, I always carry one to open doors anyway. Hammers are even better if you're carrying one of those.

Released a little update for my mod fixing some glitches.
Changelist here:
http://cataclysmff.zxq.net/SMF/index.php?topic=245.0
Download here:
http://www.mediafire.com/?med22wga7erlz7a

Out of curiosity, anyone here playing my mod? Making it mostly to play myself, but it'd be fun to see how many others are playing it :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 09:10:03 pm
. . . .I was actually waiting for the next "release" that had your mod merged. Oh, and heads version still doesnt have the Z menu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 09:16:41 pm
Mine has all of Whales' latest stuff in it, it isn't based on Headswe's latest release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 09:20:24 pm
You should put a link on the fan forums too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 14, 2011, 09:21:17 pm
You also have me using your mod.
My estimation, though? Around 10 people's using it.

You should put a link on the fan forums too.
Uhh, you know he did that, right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 14, 2011, 09:38:42 pm
Best run yet it's 2:59 on day 2.  I got a shovel a machete, a handgun I have yet to use, and 4 skill in both melee and cutting weapons.  Plenty of food, 3 hotplates, 5 flashlights, a defensive position(I.E. A boarded up house surrounded by pits 3 deep on all sides) a chainsaw, 3 plastic bottles full of gas, and a kill list a mile long.

Shovels are cheap as hell though, dig a pit in 2 seconds big enough to severely harm anything and slow it long enough to get 6 machete swings in.  If something comes after me while I'm scavenging I just dig a pit in it's general direction wait for it to fall in and then hack at it with my machete or chainsaw til it's dead.

Only things I encountered so far that give me any difficulty at all are shockers boomers and spitters.  And even those just mean I have to think about my positioning a bit before digging a hole and watching them fall in as they chase me around a corner or something.  I hear pits will be nerfed soon, that is good.

Watch now that I said something, some hulk or some other horrible thing I only ever heard about busts through my wall in the middle of the night and punches my face through my brain while offering flavored sugar water.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 14, 2011, 09:41:15 pm
All of the guns suck for melee, I always swap to a better weapon if I can. A crowbar works well in a pinch, I always carry one to open doors anyway. Hammers are even better if you're carrying one of those.

Released a little update for my mod fixing some glitches.
Changelist here:
http://cataclysmff.zxq.net/SMF/index.php?topic=245.0
Download here:
http://www.mediafire.com/?med22wga7erlz7a

Out of curiosity, anyone here playing my mod? Making it mostly to play myself, but it'd be fun to see how many others are playing it :)

I'm avoiding you're mod since you split character creation. Everything else looks wonderful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 14, 2011, 09:42:36 pm
All of the guns suck for melee, I always swap to a better weapon if I can. A crowbar works well in a pinch, I always carry one to open doors anyway. Hammers are even better if you're carrying one of those.

Released a little update for my mod fixing some glitches.
Changelist here:
http://cataclysmff.zxq.net/SMF/index.php?topic=245.0
Download here:
http://www.mediafire.com/?med22wga7erlz7a

Out of curiosity, anyone here playing my mod? Making it mostly to play myself, but it'd be fun to see how many others are playing it :)

I'm avoiding you're mod since you split character creation. Everything else looks wonderful.
Ditto, for the same reasons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 14, 2011, 09:46:09 pm
Yeah, I think it's funny you can dig a pit deep enough to almost kill you in less than half a minute.

There seriously needs to be a way to jump/climb through a pit, just walking off the edge and almost getting killed while you're on a stroll is just weird.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 14, 2011, 09:48:05 pm
Any reason why about the character split?

I've been using it for the stacking, Paul.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 14, 2011, 09:53:46 pm
Well, guy #3 died and I'm not really sure how.

I picked up a zombie corpse to move it out of the doorway so I could shut the door and bam - instant gameover screen. I guess it was too heavy and it slowed me down so much a zombie ate me while I was lifting, but that seems a little silly.

it's a shame because I was doing damn good, I had a huge stockpile of food, a whole bunch of ammo, and a bunch of books to read through.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 14, 2011, 09:56:52 pm
Any reason why about the character split?

I've been using it for the stacking, Paul.

I like starting with no skills. It makes the first day or two a nice mad scramble before you can get settled down and looking for projects.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 14, 2011, 09:58:04 pm
I'm avoiding you're mod since you split character creation. Everything else looks wonderful.
Ditto, for the same reasons.
Make a character in the previous version, drop items, transfer over to new version, map teleport to town, wish back items?

Or just memory edit the points you wanted to switch.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 09:59:23 pm
@function: why would I recommend that he post a link if I already knew there was one?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 10:23:04 pm
Funny, I never figured people would dislike that change.

As-is the system basically had no skills at start on non-random characters, because you were forced to use points that were much more valuable in stats or traits. It also made the custom creation choice inherently better than the random and class based choices, since they alloted valuable points into easily raised skills. For there to even be a skill choosing page in such a system is useless if nobody will want to choose any. So I figured I'd split the points to make it actually useful.

Oh well, to each their own.  :D
I could change the creation to let you start with no skills if you guys want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 14, 2011, 10:33:23 pm
Funny, I never figured people would dislike that change.

As-is the system basically had no skills at start on non-random characters, because you were forced to use points that were much more valuable in stats or traits. It also made the custom creation choice inherently better than the random and class based choices, since they alloted valuable points into easily raised skills. For there to even be a skill choosing page in such a system is useless if nobody will want to choose any. So I figured I'd split the points to make it actually useful.

Oh well, to each their own.  :D
I could change the creation to let you start with no skills if you guys want.
That does sound preferable, or rather, to allow us to start with whatever count in skills below the limit.
Maybe a system to compensate for what you don't put in skills, but I'm not sure what to make of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 10:42:12 pm
Well, the idea is that they're skill points. The "split" was me adding the skill points. Regular game has no skill points, only points. I still give the same amount of points. Only difference is now you have 4 skill points, so they're all extra. So it wouldn't make sense to compensate for them.

http://www.mediafire.com/?4v7cgmmbr9ofddt

Theres a quick compile with the check that you've used all your points commented out, so now you can make a char with as few points as you want if you want to leave skill points or regular points out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 14, 2011, 10:49:40 pm
Well, the idea is that they're skill points. The "split" was me adding the skill points. Regular game has no skill points, only points. I still give the same amount of points. Only difference is now you have 4 skill points, so they're all extra. So it wouldn't make sense to compensate for them.

http://www.mediafire.com/?4v7cgmmbr9ofddt

Theres a quick compile with the check that you've used all your points commented out, so now you can make a char with as few points as you want if you want to leave skill points or regular points out.
Now this can be fun for Lunatic challenges. Thanks for the change.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 14, 2011, 10:50:39 pm
IIRC, there were vague plans to implement equipment and job screens in character creation. If you keep the split stat/skill points, it would be inborn stats and traits for one set of points, and training and job for the other.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 14, 2011, 10:59:46 pm
No problem. All I had to do was comment out 3 lines and recompile that one file, hehe.

The class system thing that Whales already has in is sorta like a job, but it only defines one skill to raise. It sets attributes and gives a skill based on the profession, it's just not really fleshed out. Doctors get slightly higher int and firstaid, mechanics get high str and mechanics. On top of that it's all really random though, so you might get a heartless, drunken master, forgetful Doctor with 16 strength.

A more robust char creation system might be fun. Could have something like Professions and Hobbies, letting you pick one profession and a few hobbies - and they would affect starting skills and items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 14, 2011, 11:03:51 pm
I would like to see just a tiny bit more detail in char creation. Other than that, the current system is great.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Taco Dan on August 15, 2011, 05:51:14 am
Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.

EDIT: Also, I beat a bear to death with a shotgun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 15, 2011, 05:54:42 am
Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.
I do believe there's a mutation that makes you regenerate might be wrong though ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 15, 2011, 05:58:21 am
Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.
I do believe there's a mutation that makes you regenerate might be wrong though ;D
Yeah, that mutation greatly increases your normal healing value. Still too slow to be usable in combat.

There is a bionic that regenerates you on command, though. Really powerful, too. 10 HP on all bodyparts for just 10 power.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 15, 2011, 07:49:37 am
Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.

EDIT: Also, I beat a bear to death with a shotgun.

Just remember, you can't pickup booze with your claws out. My wolverine type character is still my best death. Starved to death due to running out of power while my claws were out was hilarious.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NRDL on August 15, 2011, 07:51:51 am
Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.

EDIT: Also, I beat a bear to death with a shotgun.

All I get's infared vision  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 15, 2011, 10:10:17 am
What's the bullet that does the most damage?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 15, 2011, 10:23:53 am
What's the bullet that does the most damage?

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 15, 2011, 11:17:27 am
Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.

EDIT: Also, I beat a bear to death with a shotgun.

Just remember, you can't pickup booze with your claws out. My wolverine type character is still my best death. Starved to death due to running out of power while my claws were out was hilarious.
Wait, I didn't think there was a power cost for retracting claws, I've never got that cost myself, really.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 11:35:17 am
Thats why I like getting the metabolic interchange power source. You don't have to do anything to get power, it just makes you hungry. And food is easy to come by, just butcher an animal or raid a grocery store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 15, 2011, 12:18:47 pm
I prefer the ethanol myself; alcohol in this game is so easy to come by, and typically is imbibed all the time even without the power generation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Taco Dan on August 15, 2011, 12:20:08 pm
Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.

EDIT: Also, I beat a bear to death with a shotgun.

Just remember, you can't pickup booze with your claws out. My wolverine type character is still my best death. Starved to death due to running out of power while my claws were out was hilarious.
There's no power cost for retracting claws, you liar
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 15, 2011, 12:54:42 pm
It won't let you retract them unless you actually have the 3 power needed to extend them. It doesn't take power, it just needs you to have some lying around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 01:01:42 pm
It won't let you retract them unless you actually have the 3 power needed to extend them. It doesn't take power, it just needs you to have some lying around.

Sounds like an oversight. Just need to add a check in the power_bionics code to activate anyway if you have your claws out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 15, 2011, 01:24:20 pm
Best run yet it's 2:59 on day 2.  I got a shovel a machete, a handgun I have yet to use, and 4 skill in both melee and cutting weapons.  Plenty of food, 3 hotplates, 5 flashlights, a defensive position(I.E. A boarded up house surrounded by pits 3 deep on all sides) a chainsaw, 3 plastic bottles full of gas, and a kill list a mile long.

Shovels are cheap as hell though, dig a pit in 2 seconds big enough to severely harm anything and slow it long enough to get 6 machete swings in.  If something comes after me while I'm scavenging I just dig a pit in it's general direction wait for it to fall in and then hack at it with my machete or chainsaw til it's dead.

Only things I encountered so far that give me any difficulty at all are shockers boomers and spitters.  And even those just mean I have to think about my positioning a bit before digging a hole and watching them fall in as they chase me around a corner or something.  I hear pits will be nerfed soon, that is good.

Watch now that I said something, some hulk or some other horrible thing I only ever heard about busts through my wall in the middle of the night and punches my face through my brain while offering flavored sugar water.

Why do you have 3 hotplates and 5 flashlights? Just carry around 1 of each and reload with batteries when needed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 01:27:10 pm
I prefer the ethanol myself; alcohol in this game is so easy to come by, and typically is imbibed all the time even without the power generation.

That one is good too, especially if you have a large power capacity due to installing lots of the internal batteries. I just like the food one better, since I never seem to lack food and you can eat as much food as you want without negative effects. I had one char with the ethanol one and the regen implant. I went through a science lab and kept getting shot by turrets and using the regen to heal, drinking whiskey as I went to get the power back. After a couple nasty wounds (dang turrets kept popping me in the eye) my character was totally smashed and when I left the lab later and rested up I found that I had picked up some alcohol addiction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 15, 2011, 01:33:56 pm
I prefer the ethanol myself; alcohol in this game is so easy to come by, and typically is imbibed all the time even without the power generation.

That one is good too, especially if you have a large power capacity due to installing lots of the internal batteries. I just like the food one better, since I never seem to lack food and you can eat as much food as you want without negative effects. I had one char with the ethanol one and the regen implant. I went through a science lab and kept getting shot by turrets and using the regen to heal, drinking whiskey as I went to get the power back. After a couple nasty wounds (dang turrets kept popping me in the eye) my character was totally smashed and when I left the lab later and rested up I found that I had picked up some alcohol addiction.
Dude. That blood purifier bionic. Use it. Cleans you of alcohol.
That's why the Ethanol Burner is so awesome. You can clear all negative effects fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 15, 2011, 01:48:00 pm
So I just hit a jackpot. I found some crashed wreckage with a whole bunch of CMBs in it. I got 1 melee combat, 1 ranged combat, 2 medical, 2 sensory, 2 neurological, a hazmat unit and an aquatic unit. Now I just need to find a power generation module and and makes some battery mods and I'll be good to go.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 01:51:49 pm
I prefer the ethanol myself; alcohol in this game is so easy to come by, and typically is imbibed all the time even without the power generation.

That one is good too, especially if you have a large power capacity due to installing lots of the internal batteries. I just like the food one better, since I never seem to lack food and you can eat as much food as you want without negative effects. I had one char with the ethanol one and the regen implant. I went through a science lab and kept getting shot by turrets and using the regen to heal, drinking whiskey as I went to get the power back. After a couple nasty wounds (dang turrets kept popping me in the eye) my character was totally smashed and when I left the lab later and rested up I found that I had picked up some alcohol addiction.
Dude. That blood purifier bionic. Use it. Cleans you of alcohol.
That's why the Ethanol Burner is so awesome. You can clear all negative effects fast.

Never actually managed to find a Hazmat CBM, and only ever got the 1 medical, guess I'm just unlucky.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 15, 2011, 01:55:02 pm
I prefer the ethanol myself; alcohol in this game is so easy to come by, and typically is imbibed all the time even without the power generation.

That one is good too, especially if you have a large power capacity due to installing lots of the internal batteries. I just like the food one better, since I never seem to lack food and you can eat as much food as you want without negative effects. I had one char with the ethanol one and the regen implant. I went through a science lab and kept getting shot by turrets and using the regen to heal, drinking whiskey as I went to get the power back. After a couple nasty wounds (dang turrets kept popping me in the eye) my character was totally smashed and when I left the lab later and rested up I found that I had picked up some alcohol addiction.
Dude. That blood purifier bionic. Use it. Cleans you of alcohol.
That's why the Ethanol Burner is so awesome. You can clear all negative effects fast.

Never actually managed to find a Hazmat CBM, guess I'm just unlucky.

Am I allowed to make shameless selfpromotion? (http://cataclysmff.zxq.net/SMF/index.php?topic=158.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 15, 2011, 01:57:07 pm
What does bionic_construction and the hazmat do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 01:57:28 pm
I know of the mod, just thought it was a bit too easy. I prefer the bionics to be difficult to get. With that mod I could outfit a char in every bionic in the game within a few game days.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 15, 2011, 02:00:15 pm
I know of the mod, just thought it was a bit too easy. I prefer the bionics to be difficult to get. With that mod I could outfit a char in every bionic in the game within a few game days.
Doubt it, the electronic components are kinda hard to get. I don't think I ever got enough for more than 2 CBMs over a playthrough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 02:11:58 pm
Hard to get? Not really. Amp circuits are just flashlights, radios, etc. Power converters are soldering irons, electrohacks, batteries, or just more amp circuits.

Raid a couple hardware and sporting goods stores and you'll be rolling in flashlights & radios. Unload the batteries, turn them into amp circuits. Turn the batteries into power converters. For extra power converters just use the amp circuits. Two radios and 6 flashlights = 8 amp circuits 2 power converters. Convert 4 of the amp circuits and you have a CBM with 2 amp circuits left over.

Science labs are easy too. Hit a science lab and you'll find tons of soldering irons, power converters,  amp circuits, the materials to make electrohacks (more power converters), radios, flashlights, transponder circuits, etc.

4 power converters 2 amp circuits is trivial to find.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 15, 2011, 02:14:54 pm
Huh. Guess you're right.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 02:32:39 pm
A bionics crafting system that uses rare bionic components found in science labs would be cool. Could make a special bionics room in the science lab with a chance of having a completed bionic and tables with parts laying about. Putting parts inside banks could be a good place for them too. Right now bank vaults are mostly empty, find a purifier or some plutonium in them sometimes but often nothing. Finding bionic components would be worth the effort of breaking into the vaults.

Could leave the parts on the random dead scientists as well, that way instead of finding full bionic canisters you find parts to maybe craft one scattered on the scientists. The only place to find the premade bionics would be the special bionics rooms in labs, outside that you would have to craft them yourself from collected parts.

Could still use current items like power converters and amp circuits too, just require a couple biosensors and some bionics chips and a bionic controller (or whatever names would be good for the parts) to go with them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 15, 2011, 03:34:50 pm
So I'm lost in the sewers and my flashlight died. Any tricks on how to find a staircase?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 15, 2011, 03:36:10 pm
Go back the way you came and hope nothing kills you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 15, 2011, 03:38:10 pm
Don't forget to turn on run mode whilst you search blindly in the sewers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 15, 2011, 03:40:34 pm
Look at your map and blindly stumble in the direction of the stairs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 03:50:05 pm
Funny, all the time I've played I don't think I've ever went into the sewers. Been next to sewers while in a basement or science lab. Found a science lab that bordered a sewer with doors leading to a room with sewer. But never actually raised a manhole cover and climbed down.

Anything interesting down there?

Oh, and I suggest using map notes when exploring complex areas. I always mark my entry point of a science lab, and mark all the sections with E for explored after I've cleared them out. That way if I need to leave and come back I won't have to remember which parts I haven't been in yet. Wouldn't hurt to put an "Exit" note when you go down in the sewers, unless the map already marks the exit clearly for you (In science labs it doesn't).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 15, 2011, 04:09:00 pm
Funny, all the time I've played I don't think I've ever went into the sewers. Been next to sewers while in a basement or science lab. Found a science lab that bordered a sewer with doors leading to a room with sewer. But never actually raised a manhole cover and climbed down.

Anything interesting down there?

Oh, and I suggest using map notes when exploring complex areas. I always mark my entry point of a science lab, and mark all the sections with E for explored after I've cleared them out. That way if I need to leave and come back I won't have to remember which parts I haven't been in yet. Wouldn't hurt to put an "Exit" note when you go down in the sewers, unless the map already marks the exit clearly for you (In science labs it doesn't).

The problem is that I literally can't find stair. I have nine tiles of view and no landmarks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Taco Dan on August 15, 2011, 04:15:19 pm
I wish there was something I could do about the spawning. Every time I die, it's because I was walking along and suddenly a giant horde of zombies spawned, with 6 or 7 special zombies, (usually Shockers, Spitters and Fast Zombies) and I was either ill-equipped because it wasn't even noon of Day 1 yet, or I just fought the last horde off and I was low on health and trying to get to a pharmacy.
It sucks because I could probably survive a lot longer if these hordes would just stop spawning so soon. I wouldn't mind it happening on Day 2 or maybe even during the night, but the morning of Day 1 just seems unfair. I'm not even being that loud, unless bashing zombies over the head with a baseball bat is just as loud as a shotgun going off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 15, 2011, 04:19:32 pm
Lemme guess, you're strolling right in the middle of the town, yeah? Don't do that, you'll live longer. Towns are for experienced and equipped survivors. Stick to town borders for now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 15, 2011, 04:20:41 pm
The problem is that I literally can't find stair. I have nine tiles of view and no landmarks.
If you came from a subway station, then it should be visible. If you came down from a manhole, then you're out of luck.

Try going to the middle tile and groping around til you find stairs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 15, 2011, 04:29:49 pm
Why do you have 3 hotplates and 5 flashlights? Just carry around 1 of each and reload with batteries when needed.
Because I'm too lazy to unload them and I found 3 hotplates in one hardware store after searching EVERY OTHER GODDAMN BUILDING IN THE ENTIRE TOWN AND FINDING NONE. Seriously When I posted that I had just gotten back to my safehouse with all three of them nearly weeping with joy.

The flashlights are just there because my first night really creeped me out.  And I decided I'd grab every one I could find.  I also have decent electronics skill, so there is a use to having so many.  That char is still alive, 3:AM day 3.  My current goal is skillbooks.  I need to get my electronics skill up to a level where I can make something more useful than a radio which only seems good for attracting zombies, and my firearms skill up enough to actually use this silencer I made.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 15, 2011, 04:30:03 pm
The problem is that I literally can't find stair. I have nine tiles of view and no landmarks.
If you came from a subway station, then it should be visible. If you came down from a manhole, then you're out of luck.

Try going to the middle tile and groping around til you find stairs?

Yeah...I found a new station, went up killed that fast zombie that was waiting for me, took his  flashlight and wnet back down and found the correct exit. Took about 30min in game. The upside is that I found 3 new basements to explore. The first of which is chock full of more ammo than I could ever use. Every single rack has at least 5 stacks of ammo on it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 15, 2011, 04:30:54 pm
Does a radio even do anything?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 15, 2011, 04:34:22 pm
Not that I could tell.  Though I only had mine on for a fes seconds before a worm spawned and tried to eat me before I turned it into an antenna.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 15, 2011, 04:35:03 pm
Does a radio even do anything?
Not unless you like hearing the radio tower debug message  :P
I think that was a direct quote from Whales.
Now 2-way ones are for calling factions in for help except NPCs are buggy so they're useless too. I guess you could always use them to carry your batteries?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: remowilliams on August 15, 2011, 04:37:19 pm
Well, the idea is that they're skill points. The "split" was me adding the skill points. Regular game has no skill points, only points. I still give the same amount of points. Only difference is now you have 4 skill points, so they're all extra. So it wouldn't make sense to compensate for them.

http://www.mediafire.com/?4v7cgmmbr9ofddt

There seems to be something wrong with the ingame help screens in this build, they appear truncated after eight lines or so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 15, 2011, 04:38:41 pm
I wish there was something I could do about the spawning. Every time I die, it's because I was walking along and suddenly a giant horde of zombies spawned, with 6 or 7 special zombies, (usually Shockers, Spitters and Fast Zombies) and I was either ill-equipped because it wasn't even noon of Day 1 yet, or I just fought the last horde off and I was low on health and trying to get to a pharmacy.
It sucks because I could probably survive a lot longer if these hordes would just stop spawning so soon. I wouldn't mind it happening on Day 2 or maybe even during the night, but the morning of Day 1 just seems unfair. I'm not even being that loud, unless bashing zombies over the head with a baseball bat is just as loud as a shotgun going off.

Zombie hordes are easy to lose if you're in good condition. Head toards a built up area. Kill the fast ones (fast zombies, brutes and hulks) and then pick a direction for your escape. The ideal set up is a 5-6 tile wide alley between the buildings. Stand at one corner, light a Molotov and toss it into the middle of the corridor. That will a) kill your intimidate pursuit and b) break your scent trail. You should be standing within 5 tiles of the molotv target optimally. Then you turn the corner and run like the dickens. Don't stop, shoot or break any windows for atleast 2 blocks. If possible use buildings to shield your sight lines.

If you can't find the right geometry (or you're out of molotov's) look for subway stations to escape down (or manholes if you have a crowbar). Just make sure zombies are at least 5 tiles away or you will have to deal with them down stairs. Also, flashlights are handy when you're in the sewer, because getting lost sucks
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 15, 2011, 04:51:47 pm
Do objects that make noise continue to do so outside of your inventory? As in, can I switch on a radio, hurl it across the street, and sneak away from pursuing zombies?

Y'know, like a pipe bomb, only less explosive.

Also, does taking alcohol and aspirin (or maybe stronger drugs) together have any effect?
Yes to noise question and no to drug combos.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 15, 2011, 04:52:17 pm
Somebody apperantly did exactly that on the Cata forums to lure away pursuing worms, so it seems so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 15, 2011, 05:39:13 pm
Pfffshaw, who needs rain coats when you have copious amounts of whiskey to keep you happy?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 05:43:43 pm
Haha, I just ate a bunch of arms and legs and fetuses from a lab, then took Prozac for my depression.

Even with the Prozac, two swigs of Vodka, and an MP3 player running I'm at -112 and losing xp.

Got an incredibly good list of mutations though. All total I ate 24 assorted body parts from the lab. Gained 3 str, lost 2 str for net 1 str. Gained 1 dex. Gained 2 int and lost 1, net 1 int. On the bad mutation side I gained and then lost Disintegration, gained and then lost Herbivore, got Deformed three times, losing it once in the middle. Only stuck with Badly Deformed, which I don't think does anything now anyway. On the good side, I Gained Quick, Light Eater, Pain Resistant, Thick Skinned, Scales, Chitinous Armor, Furry, High Night Vision, and Regeneration (after losing the disintegration I gained regen right near the end).

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 15, 2011, 05:49:04 pm
How do you get scales, chitinous armor and fur all at the same time?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 05:52:34 pm
How do you get scales, chitinous armor and fur all at the same time?

Hehe, don't ask me. The game allows it, though. It probably shouldn't.

I guess I have scales covered by furry plates of chitin.

The result was much better than my last foray into mutation. That time my char turned into some kind of insane vampire or something. Had fangs, light sensitive, albino, carnivore, schizophrenic - among others.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 15, 2011, 06:01:37 pm
Maybe I should check out a lab.

I'm armed with a machete, 4 melee skill, 5 cutting skill, a crossbow, 10 steel bolts, 0 firearms skill and 1 handguns skill. Oh and a shovel but it probably won't do me much good indoors.

I also have an unsilenced SMG of some kind (I have a silencer, but I need firearms skill to put it on.) and enough caffine pills and energy drinks to OD a hummingbird in case stuff gets REALLY hairy.  My best painkiller is asprin though, and I'm down to 1 first aid charge and the local town is completely scavenged. Sound doable?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 15, 2011, 06:02:48 pm
Sounds good to me. You won't really need a silencer for the labs since the only mobs there are robots and zombie scientists who are really easy anyway. What kind, may I ask?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 06:06:50 pm
Main danger in the labs are the turrets. You'll want a larger caliber gun to deal with them, a .45 SMG or pistol works. A .38 or 9mm might give you some trouble because they're armored, but if you have +P+ rounds that will probably work ok too.

If you're playing my mod you'll also want some AP ammo, like the .45 Super or FMJ. Reason is I doubled the effectiveness of armor, and turrets have a good bit of armor. In the base game armor pierce doesn't matter enough to make a difference so a regular ACP round works just as well as the FMJ on armored foes, and better on unarmored.

Oh, and leave the silencer off in the labs - monsters won't spawn enough without it to be worth the loss of 4 damage vs the turrets, and most stuff that does spawn goes down fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 15, 2011, 06:10:57 pm
Labs are really easy anyway. Grab a rifle and a shotgun. Liberally apply rifles to turrets and shotguns to everything else.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 15, 2011, 06:26:10 pm
My gun is a SIG mosquito.  Sorry I thought it was a SMG for some reason.  I also have a FN Five Seven lying in my safehouse unused.

At any rate I can go hunting for a nice high caliber rifle or something.  And I'm pretty sure I saw an AK in one of those shops with plenty of ammo lying about.  I just didn't take it because I had no skill in rifles and no volume left.

I'll try the lab later tonight then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 15, 2011, 06:27:07 pm
Note to self: machetes dont work well against heavily armored robots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 06:57:29 pm
Just for fun I decided to see how many CBM internal batteries I could make just diving into a science lab. The first level gave me enough electronic goodies to make 9 of them with almost enough for 10, only missing 100 more batteries for the power converter. So I'd have 10 if I hadnt been burning batteries on my MP3 player all the way, haha. Just picking up radios, flashlights, amp circuits, batteries, RAM, processor boards.

If I was playing with FunctionZero's crafting mod I'd be a badass cyborg by now :)

Instead I'll just have a really big internal battery with which to use my cranial flashlight with, since the only CBM I seem capable of finding is CBM Utilities. Already have the mini flamethrower, toolset, internal storage, and flashlight. Nothing else but the power supply.

I'll just get drunk (went with Ethanol power on this one) and use the energy to set fire to the town with my flamethrower.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ivefan on August 15, 2011, 08:51:31 pm
If I was playing with FunctionZero's crafting mod I'd be a badass cyborg by now :)
I wanted to use that, but i was unable to find the download for it =/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 15, 2011, 10:43:32 pm
Just found a science lab loaded with
Spoiler (click to show/hide)

Of all the labs I've explored, that was the first lab with those I've seen. Most have been the
Spoiler (click to show/hide)

I'm gonna have fun with these.  8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 15, 2011, 10:45:10 pm
There are
Spoiler (click to show/hide)
What are they armed/powered by?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ivefan on August 15, 2011, 11:15:22 pm
There are
Spoiler (click to show/hide)
What are they armed/powered by?
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 15, 2011, 11:16:20 pm
I see
Spoiler (click to show/hide)
as counter-productive, detonate one and every zombie within a mile is on top of you from the sound.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 15, 2011, 11:18:48 pm
I see
Spoiler (click to show/hide)
as counter-productive, detonate one and every zombie within a mile is on top of you from the sound.
But what if you're already surrounded by them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ivefan on August 15, 2011, 11:26:03 pm
I see
Spoiler (click to show/hide)
as counter-productive, detonate one and every zombie within a mile is on top of you from the sound.
But what if you're already surrounded by them?
Use two =D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 15, 2011, 11:46:27 pm
FunctionZero, you drew that comic of the survivor picking up a live grenade, right? You should draw a comic showing a well-armed and armored survivor falling into a pit and dying. That's happened to me several times recently  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 15, 2011, 11:49:17 pm
Oh, come on. Why dont you employ both of the stick artists here? :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 16, 2011, 12:14:37 am
Argggghhh, I'm so tired of these stupid deaths.

What killed me this time?
PICKING UP A ZOMBIE CORPSE.

Apparently it was so heavy, I died... what? I mean, I was surrounded by traps, there were no enemies around, I don't think anything killed me... I just died. Speed reduced to one, game froze for several minutes, and then DEATH.

This is roughly how every one of my characters has died, its really freaking annoying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 16, 2011, 12:31:01 am
Oh, come on. Why dont you employ both of the stick artists here? :3
A NEW CHALLENGER HAS APPEARED!
I feel like I left something out, but I just can't figure it out. Anyway feel free to complain about how I'm not drawing stick figures well enough or something. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 16, 2011, 12:32:23 am
...That actually sums up the entire thing, except I had an AR-15 and no kevlar. Great job. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 16, 2011, 12:33:21 am
Groovy, thanks! Also I drew kevlar because that's the first thing I think of when someone says "heavily armored" in this game, and I drew an AK47 because that's the only gun I can draw well in MS Paint.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 12:34:45 am
Hom does any body use MSpaint for stuff? I love gimp, its like open source photoshop.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 16, 2011, 12:35:55 am
I use Paint.NET.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 16, 2011, 01:18:59 am
Hom does any body use MSpaint for stuff? I love gimp, its like open source photoshop.
For quick comics like these I use MSpaint, for more large-scale things I use gimp too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Taco Dan on August 16, 2011, 02:55:48 am
I found a Science Lab, and went down the stairs inside it find myself in a place apparently called "rift", surrounded by solid rock walls. There are no stairs back up, so I guess all I can do is wait here and starve to death. Probably one of my stupidest deaths yet.

EDIT: I seem to have telefragged a turret in the process, because one showed up on my kill screen despite never having run into one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tosca_cake92 on August 16, 2011, 05:36:21 am
Hey, long time reader, first time posting!
I am a big fan of this game and hope you stay devoted to it for a long time! But alas, I've got a problem with a bug that i recently discovered.
I was limping around with my katana, due to major damage by brutes. A skeleton suddenly appears and I stab it. Of course, the katana gets stuck and i'm now completely without any useful weapons. So i improvise and smash down a door, take a 2X4 and begin to smash the bastard. But, and here's the catch, he didn't take any damage. At all. So, with him being invinscible, he proceeds to end my puny life.

I mean, wth? Did my katana just render the skeleton immune to any sort of damage at all? Anyway, i hope you look this up, because it could be a small yet irritating bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 16, 2011, 07:50:31 am
FunctionZero, you drew that comic of the survivor picking up a live grenade, right? You should draw a comic showing a well-armed and armored survivor falling into a pit and dying. That's happened to me several times recently  :'(
Spoiler: This one? (click to show/hide)

Even though someone beat me to it, I'll still draw it too. Mine will take some time though.
Also Paint Tool SAI master race here, if we're having software wars.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Taco Dan on August 16, 2011, 08:07:01 am
Also there's the fact that NPCs seem to like going through windows, even though there's a perfectly serviceable door right next to said window.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on August 16, 2011, 09:12:10 am
Greetings chaps, I just downloaded and installed this game, went through the tutorial and started a new game. However, there seems to be no documentation on the game since the wiki is down. Is there any sort of beginners guide out there? Or perhaps a list of controls?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 16, 2011, 09:13:44 am
Hit ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 16, 2011, 09:16:38 am
Greetings chaps, I just downloaded and installed this game, went through the tutorial and started a new game. However, there seems to be no documentation on the game since the wiki is down. Is there any sort of beginners guide out there? Or perhaps a list of controls?

The wiki has moved here http://www.whalesdev.com/wiki/index.php?title=Main_Page (http://www.whalesdev.com/wiki/index.php?title=Main_Page)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 16, 2011, 10:37:13 am
Greetings chaps, I just downloaded and installed this game, went through the tutorial and started a new game. However, there seems to be no documentation on the game since the wiki is down. Is there any sort of beginners guide out there? Or perhaps a list of controls?

Hit ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 16, 2011, 11:00:35 am
Well, since everyone's doing it ...

Hit ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 11:01:24 am
Hit ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 16, 2011, 11:23:52 am
Is it possible to wish for a bionic, or a cbm? kinda curious to test something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 16, 2011, 11:41:40 am
Yes, "Z" "CBM:" and then the name of the bionic you want. IIRC, it'll display internal battery, but just ignore that, it'll give you what you want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 01:34:25 pm
Ok, I finished the comic in Gimp, but the gun sucks ass. I will post it later or tomorrow when I can get on a real computer with internet.i also suggest that the comics go in the art section of the fan forums, in the stick art thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 16, 2011, 01:39:06 pm
Amusing bug. It is apparently possible to train your combat skills fighting schizophrenic hallucinations.

I woke up on day 5 in my basement stronghold, had some hallucinatory monsters bug me. I went upstairs, did some scavenging and came back downstairs. My imaginary ant and zombie friends were still there, so I pistol whiped them. When gave my my first point in bashing.

Now if only I could find a fraking beginners electronics book I'll be set.  zero out of five libraries so far have stocked it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 01:44:05 pm
I know, "whats a transistor?" is pretty rare for some reason. Even more so than the advanced electronics book, oddly enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 16, 2011, 01:51:09 pm
I dash in a lab, shoot the turret in the hall, and sleep in a somewhat inner room. There is a Lightning storm as soon as I wake up, and it hits nearby. Then Acid rain. As soon as the weather changes to less violent weather, I go outside to find 3 things at the side of the lab:
1. A hole in the wall.
2. A small fire next to it
3. At least 3 dozen zombie corpses near the fire, including a zombie necromancer and 4 fast zombies.

How loud is lightning in this, anyway? That would've killed me if I was outside!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 16, 2011, 02:59:05 pm
Damn, its so tempting to drink a mutagen but its simply not worth it without the robust genetic trait. I think i will buy it in my next run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 16, 2011, 03:08:28 pm
How would you describe an old cop character?

I was thinking something about:
str. 6
dex. 6
int. 8
per. 8

Good traits- Light eater, Pack mule
Bad traits- Insomniac, Bad back, Poor hearing

Some skills in melee, bashing, firearms, handguns, shotguns and first aid.

BTW.
What would stats be for womans, seniors, childrens?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 16, 2011, 03:17:56 pm
How would you describe an old cop character?

I was thinking something about:
str. 6
dex. 6
int. 8
per. 8

Good traits- Light eater, Pack mule
Bad traits- Insomniac, Bad back, Poor hearing

Some skills in melee, bashing, firearms, handguns, shotguns and first aid.

BTW.
What would stats be for womans, seniors, childrens?

It's all where you spend that stats to emulate that. That is your choice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on August 16, 2011, 03:18:16 pm
I imagine the stats for womans would be the same as any other character. :P I'd say seniors would have low str, dex, per, high intelligence, a bad back and lots of skills.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 16, 2011, 03:19:31 pm
I imagine the stats for womans would be the same as any other character. :P I'd say seniors would have low str, dex, per, high intelligence, a bad back and lots of skills.
Yeah. Truly, if you want a difference between the characters, then you must assign the stats as you see fit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 16, 2011, 03:27:58 pm
Yes but what is low, what is average?

Lets say strenght.
Male: <4 childs and really old farts,4-6 teenager and seniors, 6-10 average male, 11-13 athletes, 14+ powerlifters ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 16, 2011, 03:33:13 pm
I'd assume that 8 would be the average for everything as it's the default. But if you wanted to be a senior citizen, for example, then you should put what YOU think a senior should have, not what we think. It's your character.

So basically what iceball said.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 16, 2011, 03:50:07 pm
If you're going for power, you want no points in skills, and instead focus on taking high stats and good traits, with several effective dump traits. I go for schizophrenic, asthmatic, and either bad back or hoarder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 16, 2011, 03:53:47 pm
If you're going for power, you want no points in skills, and instead focus on taking high stats and good traits, with several effective dump traits. I go for schizophrenic, asthmatic, and either bad back or hoarder.

My current power build is Asthmatic, bad bad, schizophrenic (which is just fun) coupled with quick, parkour and robust genetics. Str 13, dex 8, int 12 per 9.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 16, 2011, 03:55:42 pm
Mine is Asthmatic, Schizophrenic, Jittery, Quick, Drunken Master, 14 str 10 dex 12 int 8 per.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: cartmann on August 16, 2011, 03:56:35 pm
My current power build is Asthmatic, bad bad, schizophrenic (which is just fun)

Wow, that must be bad!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 03:59:05 pm
Every single one of my melee builds has at least one point in dodge no matter what. I honestly see it as the most valuable skill in the game, and its a pain the arse to train.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 16, 2011, 04:01:30 pm
If you're going for power, you want no points in skills, and instead focus on taking high stats and good traits, with several effective dump traits. I go for schizophrenic, asthmatic, and either bad back or hoarder.

Actually quite the opposite, im so sick of power characters that im playing now with more believable characters. The random characters feel bland thoug, so im making average custom characters for which i can think of backstorry of some sort.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 04:06:59 pm
Finding a balance of playability and flavor is damn hard, but doable. I feel guilty whenever I power play, to be honest, but its hard to get anywhere without playing for power. Damn, now Im on one big guilt trip.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on August 16, 2011, 04:08:07 pm
Mine is Asthmatic, Schizophrenic, Jittery, Quick, Drunken Master, 14 str 10 dex 12 int 8 per.

Speaking of Drunken Master, I have a question for the room. Can't you take Lightweight to make Drunken Master less expensive and more effective?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 16, 2011, 04:11:06 pm
Yeah, I suppose so- but remember, alcohol is plentiful, and the more you drink, the more your morale goes up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 16, 2011, 04:12:04 pm
I don't know, I usually only carry one bottle of tequila around as it's the highest morale modifier and you can get a lot of sips out of 1 bottle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 16, 2011, 04:38:45 pm
Hey, long time reader, first time posting!
I am a big fan of this game and hope you stay devoted to it for a long time! But alas, I've got a problem with a bug that i recently discovered.
I was limping around with my katana, due to major damage by brutes. A skeleton suddenly appears and I stab it. Of course, the katana gets stuck and i'm now completely without any useful weapons. So i improvise and smash down a door, take a 2X4 and begin to smash the bastard. But, and here's the catch, he didn't take any damage. At all. So, with him being invinscible, he proceeds to end my puny life.

I mean, wth? Did my katana just render the skeleton immune to any sort of damage at all? Anyway, i hope you look this up, because it could be a small yet irritating bug.

Oh man this bug.  Once in a while, a skeleton (seems to only be skeletons) will either be spawned with, or somehow have its health increased to (I'm not sure which) some insanely high number (I'm not sure how high--it's low enough that I have gotten them down to "Moderately wounded" before).  I do not know why this happens; I'm not even sure of the circumstances under which it happens, or even what's happening exactly.  Any insights are greatly appreciated.



Also there's the fact that NPCs seem to like going through windows, even though there's a perfectly serviceable door right next to said window.

This is actually proper behavior.  NPCs pathfind using A*, which is pretty much industry standard pathfinding--much smarter than how zombies do it.  They estimate the time it'll take them to move into any tile; in the case of doors, this includes the time required to smash the door down.  Right now, NPCs magically know whether a door is unlocked, and if one is locked, they usually use a window instead since it's much faster.


Amusing bug. It is apparently possible to train your combat skills fighting schizophrenic hallucinations.

I woke up on day 5 in my basement stronghold, had some hallucinatory monsters bug me. I went upstairs, did some scavenging and came back downstairs. My imaginary ant and zombie friends were still there, so I pistol whiped them. When gave my my first point in bashing.

Now if only I could find a fraking beginners electronics book I'll be set.  zero out of five libraries so far have stocked it.

Not sure if want.  I mean, it sort of makes sense that fighting your imaginary foes would train combat... right?  Maybe?  Wouldn't be too hard to fix, at any rate.


I dash in a lab, shoot the turret in the hall, and sleep in a somewhat inner room. There is a Lightning storm as soon as I wake up, and it hits nearby. Then Acid rain. As soon as the weather changes to less violent weather, I go outside to find 3 things at the side of the lab:
1. A hole in the wall.
2. A small fire next to it
3. At least 3 dozen zombie corpses near the fire, including a zombie necromancer and 4 fast zombies.

How loud is lightning in this, anyway? That would've killed me if I was outside!

Haha, stupid zombies.  Lightning is very loud; effectively the loudest sound in the game (on par with gasoline pumps exploding and shrieker zombie shrieks).


Damn, its so tempting to drink a mutagen but its simply not worth it without the robust genetic trait. I think i will buy it in my next run.

Worth it if you also have a purifier, to cancel out any bad mutations you get.


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 04:42:47 pm
I think you may have missed the false kill count bug, whales. At any rate, its posted on the fan forums. And if you havn't read through the thread since youre last visit, theres a couple of suggestion discussions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 16, 2011, 04:45:39 pm
I'm sad since i can't hear sounds in headswes windows version or is there sound in it i cause cant hear anything, bwut is there a ay for me to play a version with sound my OS is windows 7 btw ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 16, 2011, 04:46:51 pm
There are no sounds, aside from the ones rendered in text like "Kerblam!" and "Glass breaking!".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 16, 2011, 04:47:57 pm
There are no sounds, aside from the ones rendered in text like "Kerblam!" and "Glass breaking!".
ok :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 04:49:50 pm
New to roguelikes in general?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 16, 2011, 04:53:34 pm
New to roguelikes in general?
Indeed I am :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 05:06:34 pm
Yeah, there are the rare few that have full on sound effects, (like Doom rogue like) and some have at least background music, (like df and rogue survivor) but the vast majority dont since rogue likes generally focus on gameplay rather than art assests. Thats also why many are completely done in ASCII.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 16, 2011, 05:07:52 pm
Would it be that hard to put sounds in Cataclysm though? DoomRL does it really effectively; it adds to the atmosphere and helps the player i.e. keeping your ears open could help you detect what was wandering nearby, whether it was a Baron of Hell, Arachnotron, or Pain Elemental.

I mean, hulks aren't exactly stealthy after all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on August 16, 2011, 05:08:38 pm
Trying to play this game and I'm running into a bug.  At the last step of character creation, after pressing '>', it asks, "Are you SURE you're finished? (Y/N)" and pressing Y does nothing.  The game simply hangs.  I'm playing the 1.9.5 windows versions using Windows 7.  I also made sure to run the game as an administrator, but it does not make a difference.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 16, 2011, 05:09:01 pm
Well I personally like listening to music while playing a game does anyone have any suggestion to what would fit cataclysm? :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 05:17:01 pm
1. I could see bg music being added fairly easily, but I dont know about general sfx.  2. Music to use with the game? . . . .hmmm, preferabaly something that doesnt stick out in the players face, (ie. Not obnoxious) yet adds a fair bit of mood, preferably a feeling of dread. Nothing like flat out horror, but anxiety and dread help out a lot in the zombie genre. I would suggest something fast paced for horde attacks, but that doesnt really fit with a turn based game. Also, different music between above ground and below ground.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 16, 2011, 05:21:49 pm
I really REALLY recommend listening to some Super Metroid music along with this.

For example:
When inside science labs. (http://www.youtube.com/watch?v=3t_LEEjBC_0&feature=related)
When wandering far away from towns. (http://www.youtube.com/watch?v=Zj5DWB5a2n8)
In sewers. (http://www.youtube.com/watch?v=9hyyO0GVZgE)

Of course, this is purely based on my tastes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 16, 2011, 05:27:35 pm
Trying to play this game and I'm running into a bug.  At the last step of character creation, after pressing '>', it asks, "Are you SURE you're finished? (Y/N)" and pressing Y does nothing.  The game simply hangs.  I'm playing the 1.9.5 windows versions using Windows 7.  I also made sure to run the game as an administrator, but it does not make a difference.
You're pushing Capital Y, right? The game has some pickyness in which button it accepts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 16, 2011, 05:29:05 pm
I really REALLY recommend listening to some Super Metroid music along with this.

For example:
When inside science labs. (http://www.youtube.com/watch?v=3t_LEEjBC_0&feature=related)
When wandering far away from towns. (http://www.youtube.com/watch?v=Zj5DWB5a2n8)
In sewers. (http://www.youtube.com/watch?v=9hyyO0GVZgE)

Of course, this is purely based on my tastes.
I'm going to try the metroid music thanks ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 16, 2011, 05:30:33 pm
Trying to play this game and I'm running into a bug.  At the last step of character creation, after pressing '>', it asks, "Are you SURE you're finished? (Y/N)" and pressing Y does nothing.  The game simply hangs.  I'm playing the 1.9.5 windows versions using Windows 7.  I also made sure to run the game as an administrator, but it does not make a difference.

Are you pressing Y or y?  Everything in the game is case-sensitive.  It is not a bug or an oversight that Y is used over y, it is a feature to aid vikey players (like me).

I think you may have missed the false kill count bug, whales. At any rate, its posted on the fan forums. And if you havn't read through the thread since youre last visit, theres a couple of suggestion discussions.

Nah, I saw it, just haven't commented yet--my free time is fleeting these days!  It'll get fixed in a near-future release.


I have no opposition to putting sound in the game, and actually think it'd be a nice addition; so long as having sound on does not give the player any gameplay advantages over not using sound (like it does in FPS games, for instance).

Well I personally like listening to music while playing a game does anyone have any suggestion to what would fit cataclysm? :D

Brian Eno - Ambient 4 (On Land)
Magma - Mekanïk Destruktïw Kommandöh
Philip Glass - Dracula
Vangelis - Heaven & Hell
Dieselboy - The Dungeonmaster's Guide
Hive - Devious Methods
Kid 606 - Down With The Scene
Kool Keith - Mr. Nogatco
Main Source - Breaking Atoms
King Geedorah - Take Me To Your Leader
Tha Alkoholics - 21 & Over (for your Drunken Master character)
TV On The Radio - Desperate Youth, Bloodthirsty Babes
Wumpscut - Wreath of Barbs
Arch Enemy - Anthems of Rebellion
Cryptopsy - Once Was Not
Sunn O))) - ØØ Void
Sigur Ros - ( )
Death From Above 1979 - You're A Woman, I'm A Machine
The Bug - London Zoo
The Advantage - Elf-Titled
My Blood Valentine - Loveless
Ratatat - pretty much anything :D
aaaand um, the Repo Man soundtrack?

... wow, that's a list.  Sorry to de-rail a little bit!


EDIT:
I really REALLY recommend listening to some Super Metroid music along with this.

For example:
When inside science labs. (http://www.youtube.com/watch?v=3t_LEEjBC_0&feature=related)
When wandering far away from towns. (http://www.youtube.com/watch?v=Zj5DWB5a2n8)
In sewers. (http://www.youtube.com/watch?v=9hyyO0GVZgE)

Of course, this is purely based on my tastes.

The Advantage - Metroid - Kraid's Lair (http://www.youtube.com/watch?v=npfLvbdzw30)

The Advantage is awwwwesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 05:34:11 pm
Ok, good. I wish you had more free time, but when life comes knocking, ya know?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 16, 2011, 05:35:53 pm
I just noticed Whales himself is posting in this thread. 

Great game guy!  Even if I haven't gotten around to joining your forums yet :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 16, 2011, 05:41:20 pm
I just noticed Whales himself is posting in this thread. 

Great game guy!  Even if I haven't gotten around to joining your forums yet :)

Thanks!  I encourage you to join the forums, they're easier for me to keep track of than a single thread, and there seems to be some good discussion going on there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 16, 2011, 05:48:51 pm
Good discussion, but slow discussion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 16, 2011, 05:53:50 pm
Well, sounds I could think of are:

Door/Wall bashing and window breaking sounds.
Alarms going off.
Gunshots - different sounds for different guns. It also makes it easier to tell which guns are louder.
Special attacks such as spitters, shockers, and boomers exploding.
Manhacks and other robots should have make some background noise.
Explosions.

All sounds should have some a few variants available, and maybe a decreasing volume depending on how far it is.

And of course, there should an option to disable them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 16, 2011, 05:54:10 pm
Hey, how does internal furnace work? I can't seem to burn anything?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 16, 2011, 05:56:42 pm
Hey, how does internal furnace work? I can't seem to burn anything?
"E"at it. Clothes, wood, and corpses for the most part. They give power depending on how much they weigh(?).

Note that eating actual food doesn't increase power.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Taco Dan on August 16, 2011, 05:57:21 pm
Brian Eno - Ambient 4 (On Land)
Magma - Mekanïk Destruktïw Kommandöh
Philip Glass - Dracula
Vangelis - Heaven & Hell
Dieselboy - The Dungeonmaster's Guide
Hive - Devious Methods
Kid 606 - Down With The Scene
Kool Keith - Mr. Nogatco
Main Source - Breaking Atoms
King Geedorah - Take Me To Your Leader
Tha Alkoholics - 21 & Over (for your Drunken Master character)
TV On The Radio - Desperate Youth, Bloodthirsty Babes
Wumpscut - Wreath of Barbs
Arch Enemy - Anthems of Rebellion
Cryptopsy - Once Was Not
Sunn O))) - ØØ Void
Sigur Ros - ( )
Death From Above 1979 - You're A Woman, I'm A Machine
The Bug - London Zoo
The Advantage - Elf-Titled
My Blood Valentine - Loveless
Ratatat - pretty much anything :D
aaaand um, the Repo Man soundtrack?
Don't forget Zombie Apocolypse by Kirby Krackle [/shamelesspromotion]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 16, 2011, 06:51:09 pm
Sunn O))) - ØØ Void

High five!

My Bloody Valentine - Loveless

Higher five!!!

Magma - Mekanïk Destruktïw Kommandöh

Highest five!!!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 16, 2011, 06:58:29 pm
I've been wondering can you take an overdose from say heroin or the like?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 16, 2011, 07:04:28 pm
Yes. Tragically.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 16, 2011, 07:21:22 pm
Walked all the way to a lab, forgot my ID card.  On my way back I got savaged by a bear because I forgot to turn run mode on.  I maganed to beat it but my torso was down to red and I was far from home.  Managed to make it back (during a thunderstorm) at 11 torso HP, walking through my busted glass window to get in took it down to 8, and the moment I got inside a lightning bolt struck someplace just to the south of my safehouse.  I feared for the worst but saw no damage to the structure, and didn't wanna tangle with a horde of zombies attracted to the noise at 8 hp.

Waited around for a bit reading some books, on my way back I stopped at a pharmacy I had only halfheartedly looted before, (maybe it had something to do with the smashed windows and brute corpses) and picked up some real pain meds.  After that basically shotgunned a bunch of them every so often.  From Extreme pain to none, very impressive, I don't think I'll ever be satisfied with 2 aspirins again.

And then while cooking some spaghetti I had come across the game froze...damn.


P.S.  Any way to remove the chance of getting cut on glass from a particular window?  Or a way to remove the reinforcing from a door?  It is really inconvienient to take damage just going in and out of my safe house.

P.P.S. Er...fudge...loading the frozen game made me appear in the middle of my big trench defense.  I moved a single tile and broke my ridiculously low hp remaining torso and died.

R.I.P. Hank.  4 days.  It was a good run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 16, 2011, 07:34:47 pm
Reinforcements will be removable via crowbar in a future release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 16, 2011, 07:38:35 pm
I believe the "Parkour" starter trait reduces the chances of getting cut.

Perhaps in the future we'll be able to remove the glass from them, possibly for use as shanks or shrapnel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 16, 2011, 07:47:25 pm
Reinforcements will be removable via crowbar in a future release.
Good to know, that was the first thing I tried, then I tried a hammer.  Good too see I wasn't just being stupid and missing some obvious way. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 16, 2011, 08:11:16 pm
Minor bugfix release on my mod. The help file was broken. Thats all though, so you don't need to redownload unless you want to read the help.

http://www.mediafire.com/?h253ydklb4hdj7r
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Koja on August 16, 2011, 08:38:07 pm
Apply-> CBM "Putting on a CBM: Sensory would be tricky"....

Well, yeah, I figured, since it's a self inflicted surgery without tools. But this doesnt seem right.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 16, 2011, 08:38:38 pm
Did you wish for it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 16, 2011, 08:39:50 pm
Wishing can cause duplicate item letters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 16, 2011, 08:40:36 pm
Way to finish my sentence for me :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 16, 2011, 09:01:06 pm
Try 'w'ielding it first.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 16, 2011, 09:08:42 pm
Dropping and picking up should fix dup item letters...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 16, 2011, 09:41:23 pm
I realize I am late to this discussion, but almost anything by Lustmord would fit very well musically. Lustmord-Black Star (http://www.youtube.com/watch?v=koj-Cnxf-hc)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Koja on August 16, 2011, 11:00:53 pm
Dont think that was it. Already deleted the saves, so i'll see if it happens again.

Sidenote: Man, people are way better at this game than me. Havent made it into a lab, the only bionics and stuff i've found has been on scientist corpses.

Questions and observations:
Repeating earlier observations, "What's a Transistor?" seems extremely rare. The robot book is exceedingly more common. How do you guys find it, without dealing with massive zombie horde problems?

Brutes and hulks tear me apart. The only solution i've found is pheromone. Or burning a building down on their heads.

Do items like mushrooms/strawberries/royal jelly respawn randomly? Do fridges/display cases get restocked when a new character enters the zone at day 1?

Does anyone leave caches of stuff for their next incarnation when they know they're gonna die? It seems a bit metagamey, not sure i like the functionality.

Wasps: Fight them or just set the paper walls on fire?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 16, 2011, 11:02:12 pm
I personally find Heavy Rain (http://www.youtube.com/watch?v=U5rE6v8JXxQ) to be a nice song to play to. Gives a sort of atmospheric complimentary to the whole "nearly everyone is dead now, and you walk through the air which is their expanding grave." thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 16, 2011, 11:15:38 pm
I don't get the talk of "What's a transistor?" rarity. I guess im just getting the other end of the randomness, but I see that book everywhere.

I just went in a library and found 3 copies of it. Another library a few tiles away has 1 copy. Two others nearby don't, but they don't have much of anything. The one with 3 copies was loaded with every book BUT the robot one. I think the first copy of 'What's a transistor' I got was from my basement right at the start. Out of like 30 chars I've always found that book before finding the robots one.

Granted, it's not as common as advanced electronics (that one really IS everywhere, must have been 10 copies in that one library).

I had more difficulty finding the robot book on this latest char though, took probably 8 libraries to find it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 17, 2011, 12:09:01 am
Dont think that was it. Already deleted the saves, so i'll see if it happens again.


Questions and observations:

Brutes and hulks tear me apart. The only solution i've found is pheromone. Or burning a building down on their heads.

Any gun with good armor piercing will handle a brute, usually with a point blank double tap. The alternative is of course a shotgun loaded with 00 or shells. Just be prepared to run. Grenades and Molotovs will also work wonders here. Hulk are tougher, but a few good rounds to the head will usually do the trick. Other exploity things to to with hulks include pit kiting them, dropping a bear trap in front of them and then beating it to death (you need ~5 in melee and a weapon skill here) and pouring a trail of gas out on the ground to set them on fire.
Quote
Do items like mushrooms/strawberries/royal jelly respawn randomly? Do fridges/display cases get restocked when a new character enters the zone at day 1?

I don't know about spawning fruits, but the only thing that happens to items when a new character spawns is to reset the roiting counter on all items back to 0.
Quote
Does anyone leave caches of stuff for their next incarnation when they know they're gonna die? It seems a bit metagamey, not sure i like the functionality.
I only do this if the dying character was really, really awesome and I screwed up, and then my next character is usually a clone on the first one.
Quote
Wasps: Fight them or just set the paper walls on fire?

Fight them. There's good looting in those houses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 17, 2011, 12:41:19 am
I know, I looted one recently with my ridiculous basement spawning character. I found purifer and an ID card, went to the missle silo on my map, and was killed in one turn by security bots when I failed to hack the computer. I mean, I saw them and was like, "oh shi~ hey, what-in-the--FUCK! How in the hell did I die that quickly?!?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 17, 2011, 12:50:14 am
A few quick thrown weapons definitely help with the brutes too, if you then have the melee skill to finish them off.  And some speed, which I rarely remember to take before there's no time for it :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Redd on August 17, 2011, 01:20:04 am
I realize I am late to this discussion, but almost anything by Lustmord would fit very well musically. Lustmord-Black Star (http://www.youtube.com/watch?v=koj-Cnxf-hc)
Thanks for the recommendation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 17, 2011, 01:57:34 am
Ah, the joys of drug abuse.

My Morale is currently +400 (not my experience, my MORALE, mostly due to three types of alcohol)
My Intelligence is currently 26 (started pretty high, Energy Drinks+Adderal+Xanax+Inhaler+cig)
My Speed is 134 (even with leg encumbrance at 4), and I'm wielding a screwdriver (meaning I get three-six attacks, high likelyhood of crippling, for every move the zombies make)

Mwahahah. I am a god.


Heheh, now I'm just romping around with a shotgun dealing 300+ damage a hit, woooh.

Edit:
I lie dead, the victim of perhaps a hundred lower case 'f's. I spent a day crafting, training my tailor skill, and then though to amuse myself by shotgunning the zombie outside the window.

This was clearly a mistake. In no time, windows were broken, doors were broken, and the 'f' flood filled the room, surrounding me and refusing to hit anything but my torso. As deadly as I was, I could only last so long as they wore me down.

Ah, but a pair of scissors... a now useless utility vest... a bottle of whiskey and a lighter... though I die, perhaps...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 17, 2011, 05:51:18 am
I was thinking: who the hell knows the exact time of the day without a watch? So I made a little mod that adds the wristwatch item. Without it, you only know the phase of the day, like "afternoon", and if you are underground you cannot know the time at all.
I don't know if it's a good idea, if you want to try it to tell your impressions, following this link (http://www.megaupload.com/?d=AJRV2R6H) you find a package with the windows execuable and sources for all platforms. (I also included a little mod that allows the name randomization during the characther creation if you left blank the name field).
More information here (http://cataclysmff.zxq.net/SMF/index.php?topic=332.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowgandor on August 17, 2011, 07:09:25 am
You should add a perk which allows you to know the time of day regardless of having a watch, as long as you are not underground :)
Good idea btw! I like it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on August 17, 2011, 07:40:47 am
Where is the A* pathing found in? I'm looking at it as an example for something I need to do in a class, and the fact that its a game I enjoy immensely makes it a better example (especially since it works).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 17, 2011, 09:57:18 am
I was thinking: who the hell knows the exact time of the day without a watch? So I made a little mod that adds the wristwatch item. Without it, you only know the phase of the day, like "afternoon", and if you are underground you cannot know the time at all.
I don't know if it's a good idea, if you want to try it to tell your impressions, following this link (http://www.megaupload.com/?d=AJRV2R6H) you find a package with the windows execuable and sources for all platforms. (I also included a little mod that allows the name randomization during the characther creation if you left blank the name field).
More information here (http://cataclysmff.zxq.net/SMF/index.php?topic=332.0)

I had this idea for a while, and then I realized that an intrepid player could keep track of their speed and actions, and using a calculator, come up with a very good approximation of the time of day.  I decided to just let the computer do this busy-work for them and display the exact time.


Where is the A* pathing found in? I'm looking at it as an example for something I need to do in a class, and the fact that its a game I enjoy immensely makes it a better example (especially since it works).

map.cpp, line 982: std::vector<point> map::route (https://github.com/Whales/Cataclysm/blob/master/map.cpp#L982).  Note the enum astar_list at the top of this file, used to keep track of the A* status of the points in the map.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 17, 2011, 10:17:08 am
With the Cataclysm IRC dying, and no bump in interest expected, I've taken it upon myself to try to revive it with the dark art of posting a link with directions on how to get on. http://cataclysmff.zxq.net/SMF/index.php?topic=84.0

I also found out that ID cards disappear when you use them, and this caused quite a few choice words between me and my computer screen. You'd think that having to have a new ID card every time you want to get in would be a waste of resources. I also think that the ID cards on scientists shouldn't work on the Missile Silos.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on August 17, 2011, 10:20:52 am
How do i board up windows? Cause I'm trying with a nail gun, nails and two by fours, and I can't seem to get it to work. :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 17, 2011, 10:21:39 am
You need to apply a hammer towards it, nailgun won't work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 17, 2011, 10:24:40 am
With the Cataclysm IRC dying, and no bump in interest expected,

Sounds like a good time for an update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bobbylantine on August 17, 2011, 11:09:09 am
It wasn't the zombies that finally got me... it was the bear.  He chased me for two blocks until he finally caught up to me and mauled my torso repeatedly at the foot of the locked pharmacy door.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on August 17, 2011, 11:12:22 am
Where is the A* pathing found in? I'm looking at it as an example for something I need to do in a class, and the fact that its a game I enjoy immensely makes it a better example (especially since it works).

map.cpp, line 982: std::vector<point> map::route (https://github.com/Whales/Cataclysm/blob/master/map.cpp#L982).  Note the enum astar_list at the top of this file, used to keep track of the A* status of the points in the map.
Thanks! I was looking in the npcmove.cpp
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 17, 2011, 11:30:14 am
Quote
You need to apply a hammer towards it, nailgun won't work.
This is actually really freaking odd - why DOESN'T the nailgun work for this!?

Someone get on that!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 17, 2011, 11:35:14 am
There seems to be a mistake in the Makefile on line 38, there is no dependency generation flag although the rest of the make file seems to expect it. Specifically you probably want to add -MMD -MF $(DEPDIR)/$@.P to the compile flags.
Although personally I'd move the deps location to the object directory and just use -MMD on its own.

You only notice it when you modify a file and the dependent files doesn't rebuild so it's not that important. Just bugged me to get linking errors. (it's also possible your g++ is setup to do this on it's own anyway)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Divine Fait on August 17, 2011, 12:48:17 pm
Well, after watching the forums for a while and seeing the interesting comments people were making I decided to give some input myself.

After I loot the town/city I start in for supplies I always head out into the wilderness to find a small isolated town or just a single house along a road and I do pretty well to survive, but the thing I notice is the lack of fresh water without the use of a purifier so, here comes my suggestion, perhaps adding a new tile on the world map in the form of a mountain or hill where there is a chance for a spring to spawn where fresh water can be found. Obviously there will have to be hard to deal with monsters spawn around there so its not too OP (giant mosquitoes perhaps or other swampy creatures)

Sorry for the long post, hope it helps in the development if its a good idea that is.

Also a quick question does food keep longer in fridges thx in advance and thx for the great game Whales :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aggressive Manatee on August 17, 2011, 12:48:41 pm
Whales, I registered this account to eventually share my gameplay experiences and to tell you that this game is amazing and I've been sharing it with anyone and everyone I know I think can handle a roguelike.  Please keep developing this incredible game.  Trust your own judgement with changes to game mechanics!  It has already proven to be very good.  This game you've built is already rife with emergent gameplay and dynamic situations.  With work it shall become a thing of beauty.

Thanks for making this and letting everyone play it and follow your developement.  It has been a joy thus far.

-
majestic cattle of the sea
swimming around on pcp

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 17, 2011, 01:15:01 pm
For all those creating accounts on these forums, remember that there is a fan forum as well. Im not really sure that toady appreciates accounts cluttering up the forums, so if you do make an account just to comment on this game, be sure to put it to use around all of the forums.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nab McNabbers on August 17, 2011, 01:18:37 pm
Where is the A* pathing found in? I'm looking at it as an example for something I need to do in a class, and the fact that its a game I enjoy immensely makes it a better example (especially since it works).

Don't make it harder for yourself than necessary, dude. Did Whales implement an A* at all? Might just be some Dijkstra.

By the way: In the optimistic heuristic, there is the key. ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 17, 2011, 01:57:47 pm
I was thinking: who the hell knows the exact time of the day without a watch? So I made a little mod that adds the wristwatch item. Without it, you only know the phase of the day, like "afternoon", and if you are underground you cannot know the time at all.
I don't know if it's a good idea, if you want to try it to tell your impressions, following this link (http://www.megaupload.com/?d=AJRV2R6H) you find a package with the windows execuable and sources for all platforms. (I also included a little mod that allows the name randomization during the characther creation if you left blank the name field).
More information here (http://cataclysmff.zxq.net/SMF/index.php?topic=332.0)

Dude that's great, can't wait to try it out!!!  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aggressive Manatee on August 17, 2011, 01:59:07 pm
For all those creating accounts on these forums, remember that there is a fan forum as well. Im not really sure that toady appreciates accounts cluttering up the forums, so if you do make an account just to comment on this game, be sure to put it to use around all of the forums.

I have played other roguelikes, including Crawl, DF and DF Adventure Mode.  I've been a long time lurker and tend to be pretty quiet on forums in general, but will post on here from time to time.

I also have been playing League of Legends for a very long time, might post on that thread as well.  Hope that alleviates your concerns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 17, 2011, 02:05:33 pm
Alrighty then, great!       Anyways, Im feeling too lazy to walk to the library and get on some real internet in order to post my comic (plus I think that it's closed because of the bratwurst festival in my town) so I guess I'll just post it tomorrow if thats okay with you guys. Also, There is a stick art thread on the fan forums, so feel free to archive your stick art there!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 17, 2011, 02:41:33 pm
Added a new scenario story to the forums:
This time, nightmares, horrible actions, loneliness and more. (http://cataclysmff.zxq.net/SMF/index.php?topic=339.0)
And if you missed the previous ones...
A not-so-abandoned house (http://cataclysmff.zxq.net/SMF/index.php?topic=111.0) - Unstable floor boards, hibernating zombies, and trying to be stealthy
Living on the edge (http://cataclysmff.zxq.net/SMF/index.php?topic=142.0) - Repairing things, setting elaborate traps, riding skateboards and getting knocked over
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Matz05 on August 17, 2011, 07:08:51 pm
I once died on turn 3 because there was a giant wasp stinging me on the very first turn when I spawned. :(

Me too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Koja on August 17, 2011, 10:57:28 pm
Oh man. In addition to loving the game, love the code too. I don't even know how to code and it makes sense to me; there are actually COMMENTS.

The one thing that annoys me is the persistent(Albeit resetting to day 1) world. As difficult as it is to reach, there's the eventuality over many generations of characters that you'll spawn into a map with plenty of notes on it that's been completely ransacked. In reality, this isn't a problem given zombie drops, but it's still enough to make me clear the save folder when I've ended a good run.

Greatly looking forward to NPCs and factions, I might actually be joining a non-B12 forum for once. Kudos to Whales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephisto on August 17, 2011, 11:51:49 pm
Oh man. In addition to loving the game, love the code too. I don't even know how to code and it makes sense to me; there are actually COMMENTS.

The one thing that annoys me is the persistent(Albeit resetting to day 1) world. As difficult as it is to reach, there's the eventuality over many generations of characters that you'll spawn into a map with plenty of notes on it that's been completely ransacked. In reality, this isn't a problem given zombie drops, but it's still enough to make me clear the save folder when I've ended a good run.

Greatly looking forward to NPCs and factions, I might actually be joining a non-B12 forum for once. Kudos to Whales.

I don't think notes persist. At least, notes didn't persist the last time I checked a handful of versions back and I think it was brought up in discussion that they still don't persist.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Koja on August 18, 2011, 12:21:16 am
Notes persist in 1.9.5, windows port.

Or maybe only if you use the same character name... I always do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 18, 2011, 12:21:44 am
Oh man. In addition to loving the game, love the code too. I don't even know how to code and it makes sense to me; there are actually COMMENTS.

The one thing that annoys me is the persistent(Albeit resetting to day 1) world. As difficult as it is to reach, there's the eventuality over many generations of characters that you'll spawn into a map with plenty of notes on it that's been completely ransacked. In reality, this isn't a problem given zombie drops, but it's still enough to make me clear the save folder when I've ended a good run.

Greatly looking forward to NPCs and factions, I might actually be joining a non-B12 forum for once. Kudos to Whales.

I don't think notes persist. At least, notes didn't persist the last time I checked a handful of versions back and I think it was brought up in discussion that they still don't persist.

They don't. Incidentally, how large are the genned worlds, because all of my characters seem to spawn in the same two towns every time?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 18, 2011, 12:24:24 am
You always start in the same 180x180 overmap.  New overmaps are generated when you move off the current one; the player probably won't notice when they cross into a new overmap.

In the future, there'll be a chance to start in a different overmap from the center one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 18, 2011, 01:56:51 am
O_O     Isnt one overmap enough?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 18, 2011, 09:39:18 am
Probably!  But I didn't want there to be an "invisible wall" or something surrounding the region.  The world map is infinitely large.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 18, 2011, 09:51:13 am
There's not an invisible wall, but there is a wall of nothing.

(http://i.imgur.com/yue38.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 18, 2011, 10:07:58 am
Where is the A* pathing found in? I'm looking at it as an example for something I need to do in a class, and the fact that its a game I enjoy immensely makes it a better example (especially since it works).

Don't make it harder for yourself than necessary, dude. Did Whales implement an A* at all? Might just be some Dijkstra.

By the way: In the optimistic heuristic, there is the key. ;)

A* is used because the heuristic is important in the world of Cataclysm.


There's not an invisible wall, but there is a wall of nothing.

Yeah, that's just a counting error on the overmap's part when trying to figure out the name of the tile the player's in.  IIRC, it's just twelve player-sized tiles wide, and it doesn't actually affect terrain or anything at all, except for the name displayed.  Low-priority bug :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Briggsy16 on August 18, 2011, 10:37:19 am
Right guys, I plan on giving this a go this evening. Are there any essentials? Or do I just download the version off the forum?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 18, 2011, 10:42:44 am
Oh good Whales have mercy on our souls, severely starved are we for news of new release, getting the shakes ! 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 18, 2011, 10:48:32 am
Still on hiatus!  Moving house, helping family with some issues, dealing with a jerkwad.  Also the new update is rather big in scope.  I can't promise anything before September!  Have patience!  It'll be worth it, I promise ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 18, 2011, 11:32:24 am
Right guys, I plan on giving this a go this evening. Are there any essentials? Or do I just download the version off the forum?

Right now there are three pre-compiled versions that I know of for Windows.

Deon's Little Mod - primarily a tileset mod with some additional features. Has a very nice tileset by Deon. Careful not to press A, for some reason it crashes in the latest version (for me and at least one other anyway). Find it here: http://cataclysmff.zxq.net/SMF/index.php?topic=21.0

Headswe's Windows release - primarily a port to Windows, ASCII graphics. The latest build is a little bit behind on Whales' changes (left out the debug menu changes which moves all debug functions to Z). Some of the lines in help descriptions of stuff overwrite as well. Otherwise it's good afaik, I haven't played it too much. Find it here http://cataclysmff.zxq.net/SMF/index.php?topic=58.0

My Ammo Crafting & stacking mod - An ASCII release based on Headswe's 1.9.4 release incorporating all of Whales latest commits with some other stuff by me. Primary changes include ammo crafting and stacking for ammo/comestibles (medicine, food, food containers). Also changed some other things, like armor has more effectiveness vs bullets (so armored enemies are harder and AP ammo more valuable), purifiers don't give stats, mutations are a little bit different, and you start with some skill points instead of using attribute points for skills. It's a bit different from the official game due to that, but I find it fun (i'm really biased, though). Get it (and full changelists) here: http://cataclysmff.zxq.net/SMF/index.php?topic=245.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Briggsy16 on August 18, 2011, 11:48:35 am
Excellent. Thanks a lot matey
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist Imiknorris on August 18, 2011, 03:48:41 pm
How do I barricade windows and doors? I'm holed up in a grocery store and want to make it a bit safer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: areyoua on August 18, 2011, 04:07:55 pm
You need quite a few two-by-fours and some nails and a hammer. Press "a" and the letter for the hammer, and the direction of the door/window you want to barricade.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist Imiknorris on August 18, 2011, 04:13:02 pm
I'll remember that for the next character. Those rotten kids smashed up my beautiful store. I managed to kill quite a few of them with my sledgehammer but there was a shrieker zombie and it managed to attract a shocker zombie. Pity. There were some dead guys with ID cards and bottles of mutagen and stuff in the road just south of my poorly-defended store too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 18, 2011, 04:26:47 pm
The map generates MORE when I leave a zone?  That makes this even better!  I too was worried about making a new character in an already heavily used map but now that I know there's a purpose to going into one of the unexplored zones (I hit 'z' so often by accident when I mean to hit 'x' that I don't really consider a revealed map a cheat anymore)

As a bonus, Hank, my longest lasting character to date, had a big well stocked safehouse near one of those borders.  I might just use that as a jumping off point into the great unknown.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 18, 2011, 05:46:20 pm
So I gather that consuming cleanser gives a permanent stat boost?

Also, to Urist: Groceries, along with all other city/town buildings are at best temporary shelters, as there are usually already nearby zombies, which are then attracted by the noise you make and your smell. In addition, roads prevent you from digging ditches as static defenses, and there are as of yet no ways to make unbreakable barricades, so you will always eventually lose windows and doors, even if you boarded them up. Some of the better options for permanent hideouts are rural houses (cabins in the fields and woods), missile silos, the first floors of labs away from people,  and human settlements (buildings marked with *, walls with x). The last could be considered cheesy, as there are never any spawns inside of them, and there are currently no actual human NPCs, meaning that the large amounts of "owned" loot are free for the taking.

On that same note, if you assemble sufficient traps, you can probably fortify one of the ideal types of non-cheesy safehouse well enough that they are for all intents and purposes nigh-unreachable for zombies, especially if you (ab)use the fasttravel system (which allows you to instantly move from one map square to any other without time passing, often placing you inside buildings, walls, shelves, etc. It is not uncommon to be ported inside bank vaults like this. You can also use it as an unbeatable escape card against all aboveground enemies. In fact, the only real downside is that you tend to find fewer clusters of scientist bodies and trap circles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 18, 2011, 06:15:57 pm
Did headswe give up on windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 18, 2011, 06:30:48 pm
So I gather that consuming cleanser gives a permanent stat boost?

Also, to Urist: Groceries, along with all other city/town buildings are at best temporary shelters, as there are usually already nearby zombies, which are then attracted by the noise you make and your smell. In addition, roads prevent you from digging ditches as static defenses, and there are as of yet no ways to make unbreakable barricades, so you will always eventually lose windows and doors, even if you boarded them up. Some of the better options for permanent hideouts are rural houses (cabins in the fields and woods), missile silos, the first floors of labs away from people,  and human settlements (buildings marked with *, walls with x). The last could be considered cheesy, as there are never any spawns inside of them, and there are currently no actual human NPCs, meaning that the large amounts of "owned" loot are free for the taking.

On that same note, if you assemble sufficient traps, you can probably fortify one of the ideal types of non-cheesy safehouse well enough that they are for all intents and purposes nigh-unreachable for zombies, especially if you (ab)use the fasttravel system (which allows you to instantly move from one map square to any other without time passing, often placing you inside buildings, walls, shelves, etc. It is not uncommon to be ported inside bank vaults like this. You can also use it as an unbeatable escape card against all aboveground enemies. In fact, the only real downside is that you tend to find fewer clusters of scientist bodies and trap circles.

Yes, purifiers give +1 stat when not erasing a bad mutation. Makes the game super easy when you get stats up though, with 20+ strength you can beat zombies to death with your bare hands. High dex and perception makes your guns always score headshots. I had one char so overpowered from using purifiers and mutagens to get high stats and good mutations that he could run around during acid rain naked punching zombie hulks to death with his bare hands.

Oh, and the "fast travel system" you're talking about is a debug teleport, not intended as a core game feature.

Whales' latest commit changed all the debug commands, including the map teleport, to only be accessible from a menu using the Z key. That way it's harder to accidentally hit them, and it's more obvious that they are debug/cheat commands. Headswe just didn't include the latest code in his 1.9.5 update for some reason.

Did headswe give up on windows version?
Dunno, i'm guessing he's probably just busy with other things and quickly did a release when he saw new changes, but didn't take time to realize he didn't get them all and forgot to change the window from Console to GUI (which makes the extra window when playing).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 18, 2011, 07:16:12 pm
Hey paul badass mod but i think i found a crash bug in it, i went down a manhole and crashed and whenever i load my game it crashes instantly also what do b houses mean ;o?
Edit: is it basement
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 18, 2011, 08:23:09 pm
So I gather that consuming cleanser gives a permanent stat boost?

Also, to Urist: Groceries, along with all other city/town buildings are at best temporary shelters, as there are usually already nearby zombies, which are then attracted by the noise you make and your smell. In addition, roads prevent you from digging ditches as static defenses, and there are as of yet no ways to make unbreakable barricades, so you will always eventually lose windows and doors, even if you boarded them up. Some of the better options for permanent hideouts are rural houses (cabins in the fields and woods), missile silos, the first floors of labs away from people,  and human settlements (buildings marked with *, walls with x). The last could be considered cheesy, as there are never any spawns inside of them, and there are currently no actual human NPCs, meaning that the large amounts of "owned" loot are free for the taking.

On that same note, if you assemble sufficient traps, you can probably fortify one of the ideal types of non-cheesy safehouse well enough that they are for all intents and purposes nigh-unreachable for zombies, especially if you (ab)use the fasttravel system (which allows you to instantly move from one map square to any other without time passing, often placing you inside buildings, walls, shelves, etc. It is not uncommon to be ported inside bank vaults like this. You can also use it as an unbeatable escape card against all aboveground enemies. In fact, the only real downside is that you tend to find fewer clusters of scientist bodies and trap circles.

Yes, purifiers give +1 stat when not erasing a bad mutation. Makes the game super easy when you get stats up though, with 20+ strength you can beat zombies to death with your bare hands. High dex and perception makes your guns always score headshots. I had one char so overpowered from using purifiers and mutagens to get high stats and good mutations that he could run around during acid rain naked punching zombie hulks to death with his bare hands.

Oh, and the "fast travel system" you're talking about is a debug teleport, not intended as a core game feature.

Whales' latest commit changed all the debug commands, including the map teleport, to only be accessible from a menu using the Z key. That way it's harder to accidentally hit them, and it's more obvious that they are debug/cheat commands. Headswe just didn't include the latest code in his 1.9.5 update for some reason.

Did headswe give up on windows version?
Dunno, i'm guessing he's probably just busy with other things and quickly did a release when he saw new changes, but didn't take time to realize he didn't get them all and forgot to change the window from Console to GUI (which makes the extra window when playing).

I'd like to note that you can one shot zombies with your bare hands at 13 str. It's not terribly difficult.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 18, 2011, 08:26:09 pm
I'd like to note that you can one shot zombies with your bare hands at 13 str. It's not terribly difficult.
It really heavily depends on your melee and H:H combat skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 18, 2011, 08:52:13 pm
I'd like to note that you can one shot zombies with your bare hands at 13 str. It's not terribly difficult.
It really heavily depends on your melee and H:H combat skill.

Yes, it needs to be around five each for it to start happening. At around 8 each it becomes every second or 3rd zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 18, 2011, 09:09:29 pm
And even if you don't one-shot them, you start to get stun type results - I had chars that slapped even hulks and brutes to death with 4-6 strikes without even having to dodge a return blow...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 18, 2011, 09:29:42 pm
What do people think of adding brass knuckles as a weapon? They would use unarmed fighting skill and bashing skill, and do lot's of blunt damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 18, 2011, 09:35:25 pm
What do people think of adding brass knuckles as a weapon? They would use unarmed fighting skill and bashing skill, and do lot's of blunt damage.
Ooh, and trench spikes which could use the same skills, but do cutting/piercing damage as well as some blunt damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on August 18, 2011, 10:50:18 pm
Anyone mind posting the latest update? I haven't checked this for a week, and don't feel like going through 150 pages. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 18, 2011, 11:02:42 pm
I track updates in this thread (http://cataclysmff.zxq.net/SMF/index.php?topic=24.0).  There hasn't been one for ten days now, but the big one is just around the corner!  I hope!   ::)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 18, 2011, 11:06:02 pm
*drools over blueprints for bridge safehouse* ahhh, I cant wait! That is, I can wait but. . .yeah that just came out wrong in text format. . . .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 18, 2011, 11:55:52 pm
I hope I can live up to that drool!  To help me do so, please post in this thread (http://cataclysmff.zxq.net/SMF/index.php?topic=360.0) and share your vision.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 19, 2011, 12:05:53 am
Hey paul badass mod but i think i found a crash bug in it, i went down a manhole and crashed and whenever i load my game it crashes instantly also what do b houses mean ;o?
Edit: is it basement

Oh, I didn't intend for the b house thing to be in that release. That was a change I made temporarily just to check how many basements were being genned lol (was debating increasing it, but decided against it once I realized there were actually quite a few - I just never saw them in my exploring). I removed it since but must have genned that version (just to fix the help file) using the file with that change. Well, I guess it's easier to find basements then lol. That won't be there if I do another release.

Not sure about the crash. Been down manhole covers before without any issue, and I didn't change any sewer generation code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 19, 2011, 01:38:03 am
Bridges are nice and narrow, so they could be easily barricaded after construction rolls along! Maybe npc settlements could possibly be along bridges as well. Well, when the npcs get put back in and the artificial towns are removed. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on August 19, 2011, 11:17:06 am
Just a question.
When I'm running and see a zombie i can't walk again until I deactivate it.
Is there a way to stop that? I want to keep running.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on August 19, 2011, 11:18:47 am
Darion, you aren't running, its a warning system. Having Run on doesn't change your speed, it just makes sure you don't run headfirst into an ambush.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 19, 2011, 11:27:27 am
Darion, you aren't running, its a warning system. Having Run on doesn't change your speed, it just makes sure you don't run headfirst into an ambush.

It's a wonderful feature, and one I intend to steal at some point :)
So simple yet so effective.

Although as a modification I'd make it turn itself back on if you move a certain number of tiles with nothing spotting for the whole time. Just so it's on if you forgot to turn it on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on August 19, 2011, 11:29:53 am
I see....Thanks!
Also, is melee a good choice?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on August 19, 2011, 11:34:30 am
I've been gone for a few weeks. What features have I missed? Did any cool stuff get added?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on August 19, 2011, 12:28:05 pm
YES.
More awesome feats of fetus-based combat.

I just used a thrown fetus to kill a freakin' zombie hulk. Then ate said fetus, resulting in me becoming depressed and committing suicide.
I love this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BoxMacLeod on August 19, 2011, 01:42:49 pm
Random idea #3240

Vending machines!

They could have candy, chocolate bars, soda, etc. etc.  Might find them in a library, outside a gas station, or something else.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 19, 2011, 01:52:00 pm
YES.
More awesome feats of fetus-based combat.

I just used a thrown fetus to kill a freakin' zombie hulk. Then ate said fetus, resulting in me becoming depressed and committing suicide.
I love this game.

Man what
ain't no suicide in this game
Except if you hit Q, but that's player-controlled!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 19, 2011, 02:30:44 pm
Paul i'm not sure if this is a bug but i died in your mod and it said: Number of kills: 0  When i probably had over 100 kills ;o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 19, 2011, 02:51:34 pm
Yea, thats a bug (or maybe unimplemented feature? *shrug*) in the main game. It doesn't save your kills when you save, so every time you load you have 0 kills.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 19, 2011, 03:35:22 pm
Ooh thanks, do you plan to add any buildings to your mod?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 19, 2011, 03:36:19 pm
YES.
More awesome feats of fetus-based combat.

I just used a thrown fetus to kill a freakin' zombie hulk. Then ate said fetus, resulting in me becoming depressed and committing suicide.
I love this game.

Was it  a  human fetus or a campylobacter fetus?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 19, 2011, 05:17:20 pm
Do rain coats actually help against acid rain?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 19, 2011, 05:27:53 pm
Not in my experience
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 19, 2011, 05:31:56 pm
Darn :( Looks like I'm about to face a horrible acidic death...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 19, 2011, 05:59:51 pm
Yeah it's a huge bummer if you're caught far from shelter.  Unfortunately there's no way to hide under a rubber tarp, or a treated labcoat, or something :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Redd on August 19, 2011, 09:35:53 pm
Can't we just have a straight up zombie survival without involving all the other b-movie shit?

This is rhetorical. I don't want a reply. I'm simply venting. I used to like the setting until I noticed giant ants, C.H.U.D.s and such.

Buhu etc.  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 19, 2011, 09:40:11 pm
Where do I find fetuses?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 19, 2011, 09:42:14 pm
Where do I find fetuses?
Science labs, along with other body parts. And why do you want to know?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 19, 2011, 09:43:13 pm
Where do I find fetuses?
Science labs, along with other body parts. And why do you want to know?
I want to start a dead thing collection.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 19, 2011, 09:48:44 pm
Where do I find fetuses?
Science labs, along with other body parts. And why do you want to know?
I want to start a dead thing collection.

Never say that in public. You might get looked at funny.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 19, 2011, 09:54:44 pm
Where do I find fetuses?
Science labs, along with other body parts. And why do you want to know?
I want to start a dead thing collection.

Never say that in public. You might get looked at funny.
So THAT'S why I get looked at funny! I never knew people didn't like collections of dead body parts and other things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on August 19, 2011, 10:02:45 pm
Where do I find fetuses?
Science labs, along with other body parts. And why do you want to know?

Besides being highlights of his collection, fetuses, when eaten, cause mutation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 20, 2011, 12:57:41 am
Can't we just have a straight up zombie survival without involving all the other b-movie shit?

This is rhetorical. I don't want a reply. I'm simply venting. I used to like the setting until I noticed giant ants, C.H.U.D.s and such.

Buhu etc.  :'(

WELL YOU'RE GETTING A REPLY ;D

It's easily modded, even by those with no programming experience, to be a zombies-only game (and others have done it before, search this thread).

But basically zombie survival is a) done to death and b) pretty flat and boring IMO.  I felt like I could expand upon the setting greatly, both in terms of creating an expanded world and making combat/exploration more interesting by introducing different kinds of monsters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on August 20, 2011, 09:38:18 am
second page.....    :-[
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 20, 2011, 09:48:37 am
Are shotguns really worth using? Every time I use one, I end up getting swarmed and killed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 20, 2011, 09:54:32 am
Are shotguns really worth using? Every time I use one, I end up getting swarmed and killed.

Use them in an emergency. If your going to die if you don't use it, you might as well use it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Taco Dan on August 20, 2011, 11:29:03 am
Are shotguns really worth using? Every time I use one, I end up getting swarmed and killed.
Usually, if I'm going with shotguns, I'm mainly using them as bashing weapons and in emergencies, and only on things like shockers and necros. Other than that I've been going with rifles lately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 20, 2011, 11:34:01 am
Sometimes you want a swarm. Often, a swam will be easier to deal with than whatever you're fighting, heh. And sometimes... sometimes you are simply hunting triffids.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 20, 2011, 01:26:09 pm
Is it normal xp goes negative? I got alcohol craving and killed my mother, my xp is -40 and going down
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 20, 2011, 01:42:13 pm
Whales denies xp drops at low morale, but in my experience it does drop. So who knows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 20, 2011, 01:56:28 pm
Whales denies xp drops at low morale, but in my experience it does drop. So who knows.

Yeah, it drops if your morale is -100 or less.  This was an oversight and has been fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 20, 2011, 03:41:21 pm
Why fix it? That should be a feature.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 20, 2011, 03:56:02 pm
Sometimes you want a swarm. Often, a swam will be easier to deal with than whatever you're fighting, heh.
This is actually very true. Please refer to the "pherapod" section of your combat manual.
I've killed hulks without launching or taking a single attack. And then I cleaned up the remaining zombies with a molitov.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 20, 2011, 04:38:24 pm
As a sidenote, I completely agree with Whales' take on issue and highly welcome the expansion into other things post-apocalyptic. Yes, even giant ants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 20, 2011, 04:52:23 pm
Agreed, I also like the setting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 20, 2011, 08:25:45 pm
Ok i got cataclysm working and compiled on virtual box, tho when i click with mouse my mouse disappears and i can't figure out how to unfix it without doing ctrl alt+delete, anyone knows what the host key is?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 20, 2011, 10:45:54 pm
That sounds like something to do with virtualbox, not cataclysm. It's irrelevant anyway though, cataclysm does not use the mouse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Singularity-SRX on August 20, 2011, 10:58:23 pm
Hey there, I just started playing using Head's windows version ^^
So far it's going ok, all of my games have failed miserably though.

The best one I played through, I got a nail gun, and about 500 nails for it, and it worked beautifully.

Also, the places in game are really.... bland. As in the game just doesn't feel really lively (if you would pardon the pun :P).
I understand that it's only an alpha though, so yeah ^^
Good luck!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 20, 2011, 11:00:06 pm
I don't think apocalypse should be lively lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 20, 2011, 11:37:21 pm
Hey there, I just started playing using Head's windows version ^^
So far it's going ok, all of my games have failed miserably though.

The best one I played through, I got a nail gun, and about 500 nails for it, and it worked beautifully.

Also, the places in game are really.... bland. As in the game just doesn't feel really lively (if you would pardon the pun :P).
I understand that it's only an alpha though, so yeah ^^
Good luck!

It'll be better once NPCs are added
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 20, 2011, 11:46:41 pm
Hey there, I just started playing using Head's windows version ^^
So far it's going ok, all of my games have failed miserably though.

The best one I played through, I got a nail gun, and about 500 nails for it, and it worked beautifully.

Also, the places in game are really.... bland. As in the game just doesn't feel really lively (if you would pardon the pun :P).
I understand that it's only an alpha though, so yeah ^^
Good luck!

Nail guns are pretty awesome, this is true.  Albeit somewhat limited, and I guess most players view nails as precious rare goods.

Bland?  Please expand upon this!  A lively-feeling game is kind of important to me I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 20, 2011, 11:48:38 pm
I'll throw out the most obvious and probably the most glaring, there's no NPCs after you save. It gets kind of old seeing zombies and animals for miles and miles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Singularity-SRX on August 21, 2011, 01:41:13 am
Nail guns are pretty awesome, this is true.  Albeit somewhat limited, and I guess most players view nails as precious rare goods.

Bland?  Please expand upon this!  A lively-feeling game is kind of important to me I think.

I mean, the game is good, but it's just the same stuff for ages. And that stuff just seems really empty, if you know what I mean. The streets are all the same, as are the houses. There also doesn't seem to be many plants or trees around.

It might just be the empty feeling though, as I've been playing Caves of Qud recently, and that is absolutely packed with stuff ^^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Saurus33 on August 21, 2011, 04:32:50 am
The towns, while expansive, start to feel samey after a while. You don't get the sense that people once lived here. Maybe the occasional brass statue in a park would help add some colour. Or a DF-style history generation; this town is here because of access to lumber, this one is here because of good farmland, etc, and having the layout of the towns correspond to their purpose would help differentiate them and give them life.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on August 21, 2011, 06:11:16 am
To be honest, I think the main problem here is the 'modulation' of it all. After playing for a while one starts to gain insight into the world gen mechanics perhaps a bit more than a player should. At the most basic level, the spirit of exploration is severely crippled when upon entering a tile you pretty much know exactly what will be there because essentially you are entering the same 'module' every time differences being in loot and relation to surroundings alone.

Then again, this might be a problem with the urbanized environment itself ! As humans we very much like to adhere to patterns, standardize everything and flatten the land, strip it of all features and replace them with monotonous utility, reason why it works in reality are very much the little details, the variety of objects/locales, spacial compositions etc., and while these are things not easily translated through our humble medium fundamental stuff like natural features humanity builds around in the real world can be. (to fill the 'void' between clusters of modules that are currently in-game towns) Perhaps a thought experiment is indicated, one might glean some insight after trying to break down a little area of a real world countryside town into stripped down topdown ASCII and see what happens, a satellite view off google maps fits the task. 


Personally I think one of the first things that needs to go is the empty space between buildings, fill it with something to glue the city together more organically rather than the abrupt end of one module and the beginning of the next. I suggest a whole new class of 'filler' modules that have a chance to come attached to the sides of building/location modules (or if spaces between buildings can be identified in worldgen - there), things like little private gardens, alleyways, kiosks, plazas, little side streets with vending machines and perhaps lots more we can think of, essentially locations that can quite naturally be near another building but don't quite deserve their own space on the map.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 21, 2011, 07:23:50 am
I'll throw out the most obvious and probably the most glaring, there's no NPCs after you save. It gets kind of old seeing zombies and animals for miles and miles.

That's because NPCs are totally borken right now.

Haven't you noticed how their heads tend to explode after a few turns when you summon them to stop them breaking the game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Taco Dan on August 21, 2011, 08:41:17 am
I've seen NPCs spawn on their own in little walled off survivor-towns. However, when I hired one of them to help me, he proceeded to beat the only other resident to death, and then said, "Wait! I want to pick up that human corpse!".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on August 21, 2011, 10:05:59 am
I was going to save this suggestion until later down the road, but since we're talking about spicing up the game I'll go ahead and throw it out now. I think it would be cool to have a random encounter system (Once most of the core mechanics are in) like if you're in deep in a forest you could happen upon "a small green mutated hermit with pointy ears" living in a hollowed out tree that could give you the telekinesis mutation and a melee bonus.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 21, 2011, 10:12:07 am
I don't know about that specific encounter, but that kind of thing could be interesting. We've already got the map_extra things, like science/soldier corpses, trap fields, etc. but a more detailed encounter system could be interesting. What I think is needed though, is more stuff in the cities. Thread Here (http://cataclysmff.zxq.net/SMF/index.php?topic=116.0).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 21, 2011, 11:12:05 am
Even if there were no associate morale bonuses, I think my "nightmares" and "memory" systems could help make the game seem a bit more alive to, in that you'd have some rare and flavourful stuff happen.

To summarize:
You'll occasionally have a creepy nightmare (described mostly through text, maybe playable though!) and you'll either sleep normally, wake up, or wake up screaming.

Also, sometimes you might see (what you think is) a familiar face in the crowd, and get a brief bit of text about it, or a familiar location "Have I been here before?" "A face in the crowd looks familiar... is that... dad?" "She looks at me with those empty eyes, as if she wanted me to remember... no, it couldn't be. It's not her. That would be crazy..."

I know a lot of people play with schitzo not for the points, but simply because it is entertaining, and I think adding in a lot of little touches like the stuff above would help too.

But additional flourishes for physical locations would be great as well - perhaps "themes" to tie the rooms of houses together the way shelf sections in groceries are tied together? It's already sort of there with "fridge room" and "clothes room" and "bathroom", but if the possessions in a room could be tied to something a bit more specific, it would do a lot to give the houses a sense of personality... more furniture and "flavour" items might help there as well. Posters, chairs (pick-up-able!), tables, couches, chess boards, weight benches (mmm... barbell weapons), sewing machines (more efficient use of sewing kits, but take batteries!), instruments (I know I've suggested guitars), televisions (slow but damaging weapons, electronic parts)...

Actually none of that might even be that difficult. I'm gonna have a look through and see what it would take to mess with that stuff (since I stopped working on my inventory mod a while ago when whales said he was making the changes anyway)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 21, 2011, 11:46:24 am
Hey I suggested dreams and nightmares quite a bit ago, fully supporting that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 21, 2011, 02:32:12 pm
Also, chainlinc3's idea of various attribute sliders that could be applied to the neighborhoods is a good one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 21, 2011, 02:46:41 pm
Trains or city bus we can go inside and walk inside or even use as safehouse would rock.

Edit: TRAP SUGGESTION: Tools required: Hammer, items required: Nails x10, Piece of wood x2, rope, superglue.

Have to be inside a building and have a ceiling to put a rope in the roof, insta-strangle tool can also use it to hang ourselves. Two wooden plans because one acts as a lever when someone stands on it it makes the rope grapple their neck
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist Imiknorris on August 21, 2011, 04:03:30 pm
I would so use a train as a mobile safehouse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 21, 2011, 04:51:15 pm
Wooh, I've got working torches in!

http://pastebin.com/f4uFFWvS

(mind you, wish only at the moment, but feedback on the "flickering torches" mechanic would be appreciated)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 21, 2011, 05:13:52 pm
Just tried it. Cool, I say. It would be nice if the torch occasionally extinguishes and you have to light it again!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 21, 2011, 05:17:01 pm
Hmm... I could do that, but it seems like it would be more annoying than interesting...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 21, 2011, 05:33:18 pm
Yeah, you're right, it'll be too annoying because you would continuosly activate the item. Anyway, the flickering effect is cool (and somehow creepy!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on August 21, 2011, 05:55:46 pm
flavor stuff

I love all of this. Related suggestion: a common zombie-movie thing is to have one zombie that keeps showing up all the time- not necessarily someone the characters knew, just a particular zombie that keeps following them. What about adding a "Familiar Zombie" creature that shows up after a few dozen regulars have spawned? It could have the same kind of flavor text that Glyph suggested ("That zombie looks familiar..." "You've definitely seen this zombie before" etc).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Koja on August 21, 2011, 06:20:53 pm
Yeah, for me, I think factions and random scripted events would help a ton. Could be dreams, could be NPCs trying to setup a foraging expedition or new outpost, could be some type of gamechanging disease the player has. As an example, from a nonrandom event, fungal infection... Depending on when you get it, it can force a trek for the cure.

As an example of a random event, a bounty on a random NPC or somesuch. To save or kill, doesnt matter, you still have to trek out and do what needs to be done.

Also: A new map tile "town square" or something, with a randomly assigned name, to identify different towns. Maybe a randomized name plaque for bridges or something. Etc....

Also: if monsters in a location were a bit more dynamic. Wasps swarm and expand the hive(Killing zombies, laying eggs in corpses, and papering new houses), zombie numbers in a town fluctuate over time(between immigration and the massive numbers of zombie redeaths, it's kinda weird to be facing a horde of equivalent size every day), and so forth.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 21, 2011, 07:50:38 pm
flavor stuff

I love all of this. Related suggestion: a common zombie-movie thing is to have one zombie that keeps showing up all the time- not necessarily someone the characters knew, just a particular zombie that keeps following them. What about adding a "Familiar Zombie" creature that shows up after a few dozen regulars have spawned? It could have the same kind of flavor text that Glyph suggested ("That zombie looks familiar..." "You've definitely seen this zombie before" etc).

I like this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 21, 2011, 11:30:43 pm
I dont think thats particularily common. I think its exclusive to Resident evil (if you can regard nemesis as a zombie) and army of darkness...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on August 22, 2011, 12:19:23 am
By "common" I mean "I've seen it a couple times and if it's uncommon it shouldn't be." :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 22, 2011, 12:22:22 am
Land of the dead had a very prominent recurring zombie, sort of like a pack leader.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on August 22, 2011, 12:42:06 am
wants bus safehouse too pretty-please-with-nice-eyes
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 22, 2011, 12:48:52 am
+1 to bus safehouse, but how would it work? Buses are loud.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 22, 2011, 01:05:30 am
Perhaps when vehicles are actually implemented?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ConscriptFive on August 22, 2011, 03:10:40 am
Land of the dead had a very prominent recurring zombie, sort of like a pack leader.

Or Robert Carlyle in the fast zombie flick 28 Weeks Later.

It's not that he was stronger or even a "special infected," it was just that he provided a narrative.

It would be nice if some of the zombies had a sense of individuality or history.  I'm not saying that it needs to go as far as Dwarf Fortress where tracked kills from world-gen and bones files = fame and an auto-generated name.  ...But it would be kinda awesome, even if a fake or half-assed version could be pulled off.

Finding a panicked "survivor's journal" (or other souvenirs) in the stomach of the Hulk you just killed would be quite the easter egg to find.  Knowing you slayed the monster who within the first week of "Z-Day" slaughtered a daycare center, summer camp, convent, hospital ward... would be a satisfying accomplishment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on August 22, 2011, 08:07:03 am
+1 to bus safehouse, but how would it work? Buses are loud.
Well, isn't that really the only way it would be balanced?
Also, as far as vehicles go bikes should definitely be added as an quiet alternative to cars.

Nightmares sound perfect for the game given the morale system. Plus, there could be a negative trait that increases the frequency and effects of them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 22, 2011, 09:27:29 am
Buses don't need to be active vehicles to serve as a shelter! (for modders or as a temporary situation before proper mobile vehicles work).

As for giving zombies an identity without going to DF extremes, I am currently investigating such a system for a game I am making myself (blame Whales and SS13, I was going to do a gauntlet clone and ended up starting a sandbox roguelike...I'll post about it soon). You can kind of generate a list of names and crude relationships for every "region" (extra space savings if you make family names indexes (ints) instead of strings, needing only to save the name and a bit of metadata), organize that data in a way that calling for it is cheap, and then pick one identity from the list every time you generate a zombie. It's nowhere near "simulation" but in most user's eyes it kind of does the trick. That way you get named zombies and whatever metadata has been kept track of, for cheap.

And about the areas looking bland, that's natural. Real life manages to fix this little issue with CONTENT CONTENT CONTENT and "irregularities", and a motivated enough coder should strive for the same. However, I won't try to lecture Whales about it. I understand the game is way before "stable release" and there's still time to add plenty of content or tune generation further.

Pimping out houses a tiny bit would be really useful. Floor types, wall types (both with slightly different colors so the difference is also visual), flower pots, furniture. Carpets with coloring as well. Nothing is really superfluous when the goal is to amuse the player (or trick the player into believing there is more than a few templates/prefabs).

On a side note. I am experimenting with BSP-ing tilemaps to get similar houses in my newborn game. I am starting to notice rectangular houses WILL be bland. I'll try to find an algorithm to generate irregular-shaped houses while still using BSP to partition them (maybe culling certain outside rooms...no idea of which rules to use though). If I manage to get it working I will post it here, it can be useful for someone. (and rooms like garages might be easier to make)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 22, 2011, 09:45:57 am
One thing: why no apartment blocks? There are basements, after all...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 22, 2011, 09:55:00 am
Idea for quick temp bus shelters while waiting for vehicles.

Make rare, immobile 20 long 5 wide blocks in the road, with a door near the front on one side, and at the far back, with alternating "chair" squares that are essentially counters. One could do this with cars too. Let me see if I can type out what it would look like.

Code: [Select]
#####
#   +
#= =#
#   #
#= =#
#   #
#= =#
#   #
#= =#
#   #
##+##
Something like that for the bus, and
Code: [Select]
###
+ +
###
#[#
#+#
For a car. The Cabinet/door at the bottom would represent the trunk, and could have random stuff in it. Both would be a "special" encounter like the pile of dead bodies or the hippie catchers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on August 22, 2011, 10:52:08 am
Idea for quick temp bus shelters while waiting for vehicles.

Nobody ever reads what I write...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: RumblingNoise on August 22, 2011, 01:17:33 pm
Damn, how do you mask your scent? I tried to mask it with the burning meat in front of the door & windows trick and slept in the hallway with four closed doors and no line of sight nor sound, but a zombie necromancer still found me through the smoke and the closed door.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 22, 2011, 02:06:39 pm
Damn, how do you mask your scent? I tried to mask it with the burning meat in front of the door & windows trick and slept in the hallway with four closed doors and no line of sight nor sound, but a zombie necromancer still found me through the smoke and the closed door.

Smoke & fire will only mask your scent up to one tile away, so you're still generating scent inside the house.  If zombies have no clue where you are, they still stumble around randomly; it's entirely possible that the necromancer just happened to find its way inside the house, and from there picked up your scent.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: RumblingNoise on August 22, 2011, 02:44:19 pm
Damn, how do you mask your scent? I tried to mask it with the burning meat in front of the door & windows trick and slept in the hallway with four closed doors and no line of sight nor sound, but a zombie necromancer still found me through the smoke and the closed door.

Smoke & fire will only mask your scent up to one tile away, so you're still generating scent inside the house.  If zombies have no clue where you are, they still stumble around randomly; it's entirely possible that the necromancer just happened to find its way inside the house, and from there picked up your scent.
Looks like i got it working on a new house on the nw side of the town, i guess it was just a random zombie stumbling about due to the high density of zombies in the area afterall.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 22, 2011, 03:15:48 pm
Lol when i suggested bus as safehouses/buildings we can enter, i didn't mean functioning ones. I meant bus that are crippled or on the side and broken
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 22, 2011, 05:54:14 pm
Cars littering the roads and highways would add a ton of flavor to the game, and obstacles for when running from zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 22, 2011, 05:56:04 pm
Hi everyone, I just made a Virtual Appliance with Linux (Tiny Core / Micro Core) and Cataclysm and managed to get the download to under 40 mb. For those who want to try cataclysm "classic" instead of the Windows version but don't want/know how to create their own Linux box ;)

They're available here:

http://dl.dropbox.com/u/31916959/microcore.ova

The un-appliance'd VBox version is here, just in case:
http://dl.dropbox.com/u/31916959/microcore.7z


How to use:
1) Download and install Oracle VirtualBox (http://www.virtualbox.org/wiki/Downloads)
2) Import the appliance (File>Import)
3) Run

Now you're in linux!
To play cataclysm, do this:

(the first time)
cd cataclysm
make
./cataclysm

(after that)
cd cataclysm
./cataclysm

(if you want to update and play the latest version)
cd cataclysm
git pull
make clean
make
./cataclysm

(I think I included the executable file so you may not need to do "make" the first time you run)

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 22, 2011, 05:59:55 pm
These are all great ideas. I particularly like the recurring zombie idea. Maybe it could be like COQs evil twin in the sense that no matter how many time you kill it, it will keep coming back.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on August 22, 2011, 07:34:20 pm
Besides cars, I think it'd be awesome if the game generated with bodies littering the streets, simulating the whole "apocalypse, everyone dies" thing. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 22, 2011, 07:37:30 pm
Err. . .go check out the back story in the labs. . . .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 22, 2011, 07:59:17 pm
Or check back a bit for Deon and I's big spoilery conversation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 22, 2011, 08:49:43 pm
oly crap, I just punched a hulk to death!

Alright world, bring it on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 22, 2011, 08:50:26 pm
oly crap, I just punched a hulk to death!

Alright world, bring it on.
You have been killed by a turret.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 22, 2011, 09:02:44 pm
What button reveals the whole map? I need to do some experiments.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 22, 2011, 09:03:19 pm
Either Z or z. I have no idea.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 22, 2011, 09:04:02 pm
Capital Z should bring up the debug menu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 22, 2011, 09:06:19 pm
Ok guys when i update linux version, and Whale says he just fixed a bug but didn't release a major update, does it mean i have the bug fixed and everything new he adds?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 22, 2011, 09:45:38 pm
Ok guys when i update linux version, and Whale says he just fixed a bug but didn't release a major update, does it mean i have the bug fixed and everything new he adds?

Usually yes, but recently no.  I am holding off updating github until I push out the major update.

You can check to see whether a bug has been fixed by checking out my github commit history (https://github.com/Whales/Cataclysm/commits/master), though I can't vouch that any Windows version is using the latest updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 23, 2011, 02:39:41 pm
Hey Whales, after doing a bit of digging with git on your repository, I noticed a large chunk of it is the saved games that you once committed and then deleted at some point. This brings the download to about 40 mb when it should be probably about 5 mb max. Maybe you'd like to purge those to make it easier to clone.

Found some info:

http://help.github.com/remove-sensitive-data/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 23, 2011, 05:21:40 pm
Wait, git saves stuff that you've removed from the repository?  Isn't that the point of removing it?

Sheesh, the more I learn about git the more I wish I'd used SVN or something.  Thanks for the tip.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 23, 2011, 05:26:24 pm
I guess humans have a better time crawling through broken windows and over small obstacles than your garden-variety zombie? If not it would kind of defeat the purpose of using cars as barricades since both of you can crawl over it at the same pace.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 23, 2011, 05:39:07 pm
Well, not quite. remember zombies are stupid. You can go, run around a car, and then get them to climb over it despite the perfectly good open space just a little to the left.

although now that I think of it, a bonus to climbing through windows depending on your dexterity might be a good idea. not a very large bonus, mind you- we don't want to make parkour obsolete.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on August 23, 2011, 07:35:33 pm
Well, not quite. remember zombies are stupid. You can go, run around a car, and then get them to climb over it despite the perfectly good open space just a little to the left.

although now that I think of it, a bonus to climbing through windows depending on your dexterity might be a good idea. not a very large bonus, mind you- we don't want to make parkour obsolete.

Human thinking: Sees car. Goes around
Zombie thinking: Sees human. Tries to get to human. Can't. Wonders why it can't. Realizes shiny metal thing is in the way. Tries to go through shiny metal thing. Realizes, after several attempts, that it can't walk through shiny metal thing. Tries pushing shiny metal thing. Figures out it can't push it. Clambers over shiny metal thing. Chases human.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 23, 2011, 08:37:28 pm
Excellent game :)

Question though: I've found a group of human corpses, I assume they're scientists from all the soldering irons and ID cards. But there's a few items I can't figure out:
 - "manhack"? As in the flying, bladed things from HL2? Or something else?
 - "CBM:{Medical,Utilities,etc.}"? Are these the bionics? What's 'CBM' mean?

EDIT: may as well ask a couple more questions in this post

Tazer: looks very low damange, does it stun though? is it worth it?
Medkits/bandages: pharmacies/drug-stores don't seem to have many, am I unlucky or looking in the wrong places?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 23, 2011, 08:43:47 pm
Excellent game :)

Question though: I've found a group of human corpses, I assume they're scientists from all the soldering irons and ID cards. But there's a few items I can't figure out:
 - "manhack"? As in the flying, bladed things from HL2? Or something else?
Yes, HL Manhacks
Quote
- "CBM:{Medical,Utilities,etc.}"? Are these the bionics? What's 'CBM' mean?
Chemical Bionic Module or somesuch, so yes.

Quote
Tazer: looks very low damange, does it stun though? is it worth it?
It indeed stuns, and costs 100 charges a shot.
Quote
Medkits/bandages: pharmacies/drug-stores don't seem to have many, am I unlucky or looking in the wrong places?
Medkits are rare as, but bandages can be crafted with 1 point in first aid and 1 superglue and rag.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 23, 2011, 08:52:00 pm
Yes, HL Manhacks

Sweet, but sounds a bit dangerous...

Quote
Quote
Tazer: looks very low damange, does it stun though? is it worth it?
It indeed stuns, and costs 100 charges a shot.

Hmm... could be useful, but my melee skill's giving me crits, so probably not a priority

Quote
Quote
Medkits/bandages: pharmacies/drug-stores don't seem to have many, am I unlucky or looking in the wrong places?
Medkits are rare as, but bandages can be crafted with 1 point in first aid and 1 superglue and rag.

I've seen that recipe, but where do I find superglue? I've yet to see any.
I know rags can be made from clothes with scissors.

Another quick question: do liquor bottles ever run empty? I've drank from the same one a dozen times or more and there's no indication of it being any lower...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 23, 2011, 08:56:53 pm
They have about 20 charges, I think it varies by alcohol type. Drinking it all in one go will cause critical existence failure though.
And superglue can be found in houses or hardware stores and crafted from a plethora of ingredients if you have 1 skill in cooking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 23, 2011, 09:04:24 pm
I'd thought it was Compact Bionics Module or something, but Chemical is also as likely.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 23, 2011, 09:05:15 pm
Compact is at least 99.9% more likely in fact, but I'm tired.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 23, 2011, 09:05:46 pm
Hmm... My cooking skill is 1, but I don't see glue on the list. Maybe I need to find some before it'll show up?

Thanks for the help, my character would no doubt thank you too if he could :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 23, 2011, 09:07:03 pm
It's in the misc section of the crafting menu, and it maaay require some other skill, but I'm pretty sure it's just cooking.

Edit, But 2 skill rather than 1 I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 23, 2011, 09:09:09 pm
mechanics seems to bring out the most options per skill level in my experience, followed by cooking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 23, 2011, 09:09:56 pm
Just checked and It's cooking, but requires 2 skill as is delivered on startup.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on August 23, 2011, 09:12:40 pm
In my (somewhat limited) experience you can usually find med-kits & bandages on the far left shelves in pharmacies along with vitamins & aspirin. Make sure to use x to look over the store, it save a lot of time.
You can sometimes find med-kits in the bathrooms of houses,but it's not as often.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 23, 2011, 09:17:45 pm
In my (somewhat limited) experience you can usually find med-kits & bandages on the far left shelves in pharmacies along with vitamins & aspirin. Make sure to use x to look over the store, it save a lot of time.
You can sometimes find med-kits in the bathrooms of houses,but it's not as often.

Bingo.  Pharmacies presently have three types of shelves, snacks, magazines, and over-the-counter drugs (plus the prescription drugs in the back).  They get shuffled around in their placement, but the shelves the farthest to the left (if you're facing into the store from the front door) are most often medication.  If you far-look at the shelves, remember that a single row (one tile wide, not two) always contains the same type of stuff; so if you spot aspirin, dayquil, bandages, etc. in a row, that's an OTC drugs aisle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 23, 2011, 09:32:17 pm
mechanics seems to bring out the most options per skill level in my experience, followed by cooking.

Interesting... I'll have to give it a try my next game.

I just died :( Head was at single-digit HP for quite a while. Ballbat+lv5-6 dodge and melee == 1-2 hit kills on most of the smaller Zed with no damage.

>stuff about pharmacies<

Thanks, think I had noticed that before >_> but they seem to spawn so rarely... or maybe I'd already picked the area clean XD

I also seemed to have almost constant pain, I'm guessing it's from low HP. Does any area below green add constant pain?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 23, 2011, 09:36:35 pm
Pain just takes a long time to dissipate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 23, 2011, 09:40:18 pm
What is the newest version of cataclysm out now? I play on windows using head's compiled version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 23, 2011, 09:41:36 pm
What is the newest version of cataclysm out now? I play on windows using head's compiled version.
Either the newest version head's made or the newest version of Paul's mod, if you're asking about just executables.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on August 23, 2011, 09:43:25 pm
What is the newest version of cataclysm out now? I play on windows using head's compiled version.
If I recall correctly Head's version is up to date except for missing the debug menu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 23, 2011, 09:45:38 pm
I also seemed to have almost constant pain, I'm guessing it's from low HP. Does any area below green add constant pain?

HP and pain are not connected in any way (except for the fact that taking damage usually inflicts pain as well).  Pain takes a long time to go away by itself, and is often a bigger problem than low HP, which is fairly easy to deal with.  Use painkillers or simply wait the pain out--"Heavy pain" will take 10 hours to dissapate on its own, "Extreme pain" will take 20 hours, and "Excrutiating pain" will take 25 or more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 23, 2011, 09:52:20 pm
I also seemed to have almost constant pain, I'm guessing it's from low HP. Does any area below green add constant pain?

HP and pain are not connected in any way (except for the fact that taking damage usually inflicts pain as well).  Pain takes a long time to go away by itself, and is often a bigger problem than low HP, which is fairly easy to deal with.  Use painkillers or simply wait the pain out--"Heavy pain" will take 10 hours to dissapate on its own, "Extreme pain" will take 20 hours, and "Excrutiating pain" will take 25 or more.

Interesting... so it would hypothetically be possible to have every area at single-digit HP and NOT be in any pain?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 23, 2011, 09:53:16 pm
You tend to heal up as you wait, so probably not. Maybe if you got really really lucky though...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 23, 2011, 09:55:38 pm
Welp. My arms don't work, I can't stand, I can hardly breathe and can't see more than two feet in front of me.
But fuck do I feel good! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 23, 2011, 09:55:54 pm
all right thanks for that. What are the factors that decide where you spawn during world creation. Like in a city, town, things like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 23, 2011, 09:58:24 pm
You always spawn in a house that has a basement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on August 23, 2011, 10:06:38 pm
Okay, so I was walking down the road that leads out of the town I started in, when I was suddenly
Spoiler (click to show/hide)
:-\
Probably should have had run mode on...
I still probably would've died but at least that way I'd have known what happened.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 23, 2011, 10:09:15 pm
I lost a char to a random mob like that one time. I forget the exact names, but there were 3-4 of them and they just randomly spawned inside the store I was looting (iirc it was a hardware store)...

EDIT:
You always spawn in a house that has a basement.

Hmm... Not always apparently: I just spawned in the front yard of a locked house... Just sayin', it's not quite a sure thing
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 23, 2011, 10:10:29 pm
Had you been teleporting a lot beforehand?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 23, 2011, 10:15:08 pm
Hmm... Not always apparently: I just spawned in the front yard of a locked house... Just sayin', it's not quite a sure thing

A more accurate phrase is "you always start at a house with a basement" I suppose.  Usually inside it, sometimes outside.

That's the only way starting location is selected.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 23, 2011, 10:15:57 pm
And sometimes literally inside it.
Being embedded in walls on startup isn't all that uncommon :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on August 23, 2011, 10:21:18 pm
Had you been teleporting a lot beforehand?
No, I was playing normally.
But I was using Paul's mod but it doesn't edit any enemies as far as I know. Oh well, doesn't matter too much, It's just weird to get killed by enemies like that outside of a lab.
Something I noticed just now is the Mi-go somehow ended up getting killed in the crossfire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 23, 2011, 10:21:34 pm
As for the whole abandoned cars things, maybe they could be made to have a chance to be on any road tile, and highways and bridges could have larger amounts, essentially making them deathtraps to the uncautious. They could have some okay loot too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 23, 2011, 10:44:27 pm
:( just got killed by a pack of ~5 wolves... in town, and not the outskirts either as far as i can tell
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on August 23, 2011, 11:20:21 pm
i want npc :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 23, 2011, 11:28:18 pm
"Hold on, I want to pick up that active grenade..."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on August 23, 2011, 11:49:36 pm
Tried the game, it's great. One of my best failures would be spawning a companion, whose head immediately burst into fine red mist, and leaving behind an active mininuke.

Since I'm a fool, I took it and 'a'pplied it.

No points for guessing what happened afterwards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 24, 2011, 02:52:38 am
You didn't throw it, right?

I already wanted to mod in at least abandoned bus locations, and possibly trailer parks too. Too bad I was torn between the tileset version which is not updated yet and the recent Cataclysm version, and now we all wait for that construction update :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on August 24, 2011, 03:45:21 am
Still learning the curves, and abusing the Shift-Z wishing console. Found a room in a science lab containing a computer and four radio towers.

The computer was different from the others, as it had a 'Terminate Specimen' command, as well as a summon specimen command, a 'Toggle Teleporter' command and a 'Resonance Cascade' command.

Selecting the fourth (Resonance Cascade) option was a very bad idea, as it seemed to summon a bunch of security bots, which raped me as soon as I took a step. It was a very fun experience.

Also, are those fortifications outside of town populated? A few games ago, there was absolutely no one there, despite the various objects being owned. And do those teleporters work? I've stepped on it and didn't warp or anything, even after waiting a few turns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 24, 2011, 05:04:18 am
A few versions ago there were NPCs. I am not sure if they still spawn; but the issue was that they were working only for the first character in the world and before your first save/load.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 24, 2011, 09:17:42 am
The teleporters are an item; you can 'a'ctivate them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 24, 2011, 10:08:49 am
The stationary teleporters on the other hand do not seem to work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 24, 2011, 10:21:37 am
I've had stationary teleporters work for me before. I'm not sure how I did it though - I think they may count as traps, and the chance of "sucessfully avoiding them" is high, which may be the issue. Let me go check.

Edit:
Yep, the pads work fine. VrrrrRMMM*POP!*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 24, 2011, 11:18:36 am
Wait, git saves stuff that you've removed from the repository?  Isn't that the point of removing it?

Sheesh, the more I learn about git the more I wish I'd used SVN or something.  Thanks for the tip.

Subversion does exactly the same (http://subversion.apache.org/faq.html#removal). In fact, it's harder to permanently purge files from history than Git. You actually have to dump the entire repository and use a special utility (grep) to filter out the unwanted files before using said modified dump to create a new repository.

One of the features of source control is that you can always revert to an older version.

EDIT: BTW, if you manage to purge the files, be careful when pulling from other people, according to documentation, since they also have the undesired files, they may get re-pulled or something. I don't exactly know how it works. Since you're using patches you should be okay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 24, 2011, 11:34:18 am
Yeah, but you can remove files from the CURRENT version of a subversion project easily enough. It will still be there in the history, but people won't grab it when they checkout the project.

Is that what the git issue is, that its keeping old versions in the "current iteration"?

I assume you can do the same in GIT, but, like SVN, you do it not be deleting the files but by flagging them as removed.

Edit:
Yep, thats it, it's just "git rm". If you flag them, they'll be marked for deletion in your current project and won't be downloaded anymore.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 24, 2011, 12:14:23 pm
It's also possible to pass git-clone a '--depth' option. I'm pretty sure if you specify '--depth 1' it just grabs the latest version without putting the entire history. (Not an expert, but I do like to read manual pages before I use an unfamiliar command.)

Also: Am I the only one who loves the irony of a (nearly) Linux-exclusive game that a lot of Windows users want to play?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 24, 2011, 12:25:23 pm
Isn't depth 1 the default, though?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcUsithumom on August 24, 2011, 12:29:33 pm
Also: Am I the only one who loves the irony of a (nearly) Linux-exclusive game that a lot of Windows users want to play?
It's called schadenfreude. You should be ashamed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 24, 2011, 01:12:10 pm
Also: Am I the only one who loves the irony of a (nearly) Linux-exclusive game that a lot of Windows users want to play?

No, you're not. Armok knows you are not alone. *evil laugh*


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aleks on August 24, 2011, 01:37:19 pm
It works with Cygwin, so windows users have access to the linux version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 24, 2011, 01:43:59 pm
Isn't depth 1 the default, though?

No the default is to clone the repo, history and all.
github provides the download link for an archive (either tar.gz or zip) of just the latest files which might be a better option for people that wish to play.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 24, 2011, 01:46:20 pm
Isn't depth 1 the default, though?

--Depth 1 is not the default, the default is to clone the entire repository, which allows to push changes whenever supported. That includes files that once existed but are deleted in the current version.

Normally you shouldn't want to delete files from history. But definitely you should remove files that should have been ignored from the beginning (the entire obj and save folders for example, and the compiled executable).

I actually use --depth 1 in some cases, especially if I have a slow internet connection or am trying to keep the size down, such as in the virtual image I made.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 24, 2011, 02:08:27 pm
Huh, that's strange. I'll have to remember to specify depth 1 now, then. Man, that means projects must get HUGE later on, that's super annoying!

I guess the difference between git and svn, is that in SVN most people use "checkout", which only create a working copy of the current state rather than a copy of the entire repository...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 24, 2011, 02:21:28 pm
Lol i'm badass my bus idea will be added, i hope we can loot student corpses omg
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 24, 2011, 04:13:05 pm
Also: Am I the only one who loves the irony of a (nearly) Linux-exclusive game that a lot of Windows users want to play?

No, you're not. Armok knows you are not alone. *evil laugh*




Ironic...yes...but this game is awesome and it's not even close to finished. Me want to play  :'(

P.S. how does the dev get money? donations? job?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 24, 2011, 04:27:14 pm
Huh, that's strange. I'll have to remember to specify depth 1 now, then. Man, that means projects must get HUGE later on, that's super annoying!

If I understand it correctly, git only stores the entire file when it's initially committed, afterwards only the diffs. And I think it uses some sort of compression for storing said diffs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 24, 2011, 04:30:24 pm
Huh, that's strange. I'll have to remember to specify depth 1 now, then. Man, that means projects must get HUGE later on, that's super annoying!

How often do you call clone you shouldn't need to do that very often? You can use pull and push to sync between the github master and your local version.

You can call archive as well which is similar to svn export. Git doesn't have a concept of a local checkout of a remote repository as there isn't really a concept of a central repository just more clones.

Personally I like mercurial but that is getting a little off topic :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 24, 2011, 04:36:33 pm
Anyone else ever played a world enough times to find the corpse of an earlier character?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on August 24, 2011, 04:38:48 pm
I did i even found out some zombie corpse i was Hmmm? What the hell happent here so many clutter, corpse etc, came up and found my last safehouse where i died to an onslaught of zombie, i had like 20 zombie, spitter, shocker and brute and pourring into the police station i baricaded went in and looted my old safehouse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 24, 2011, 04:42:06 pm
A few times.  I've had chars use the same safehouse many times.  If I recognize the place where my last char died I'll often make a beeline straight for it for free high volume clothes and some free implements of mass zed destruction.

And a hotplate, because like some massive bad luck battery powered mini stovetop of doom I seem to always end up meeting a horrible end while I'm carrying one of those prized precious things back to a safehouse.

Never tried butchering my own corpse though.  I wonder if they are tasty.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 24, 2011, 04:53:16 pm
Never tried butchering my own corpse though.  I wonder if they are tasty.

Doesn't butchering (and maybe eating too?) a human corpse give a morale penalty? Or was that just a suggestion I read...

Other than zed all I've butchered so far was some ant larva...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 24, 2011, 04:54:27 pm
I find old copies of myself all the time. I make a point of cremating them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 24, 2011, 05:02:52 pm
P.S. how does the dev get money? donations? job?

Donations!  Click here! (http://www.whalesdev.com/)  You'll be thanked on the fan forums (give me your handle in the donation notes, or else I'll just use your first initial/last name) and possibly in the game in some subtle non-obtrusive way at some point (statues named for you in a city park?  A mention in the Necronomicon?  I don't know yet!).

I also do freelance programming from time to time (email me if you want to commission some work) and work a string of shitty part-time jobs.  If your company is looking to hire an experienced, hard-working but uncertified accountant, email me about that as well  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 24, 2011, 05:18:17 pm
Oh spiffy, I didn't see the name mentioned for donating thingy.  I see I'm on it too, though folks would have to guess at my name.  You update that pretty quick.  :P

Anywho I've never butchered a Zed.  I kinda assumed that would be unwise.  I'm guessing it's safe then?

I mostly go out into the woods and find some rabbits and deer to crossbow snipe.  I ruin the meat more often than not, but Animal Empathy makes the critters so incredibly NOT afraid of you that you could swing a machete at them all day and not scare them off.  So it's not a big deal to ruin some when they almost come to you saying "Slay me!" with cute cuddly Bambi eyes.  Maybe that perk should have it's cost raised a point... or maybe the critters become aggressive/flee once attacked.

And is there anything I can do with my dog to help it not die?  I typically lose track of the damn thing within the first hour and never see it again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 24, 2011, 05:34:11 pm
I think animal empathy is bugged right now. Also I noticed crafting options in the beginning are limited. Do more open up the better you get in certain areas or are there only a few crafting options right now?
Last question: Why is it that as soon as a zombie comes into my vision range I'm spotted no matter what?
 
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 24, 2011, 05:37:39 pm
There's a ton of crafting recipes, you get more as your skills increase.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 24, 2011, 05:42:29 pm
Anywho I've never butchered a Zed.  I kinda assumed that would be unwise.  I'm guessing it's safe then?
You should butcher everything you see. It's pretty much the only way to raise butchering skill (obviously) and what if a zombie necromancer comes along and raises them all?

The meat is still unsafe, but it's good for setting fires to mask your scent.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 24, 2011, 05:42:49 pm
I always butcher everything if I have a knife and aren't in danger of being nommed. Might as well use XP as much as I can.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 24, 2011, 08:01:13 pm
Any good tips to not be nomed the first day? I know the basics food,weapon(s), and such. But it seems that before i get anything even close to a decent number of supplies i get mobbed and ganked.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 24, 2011, 08:17:42 pm
Any good tips to not be nomed the first day? I know the basics food,weapon(s), and such. But it seems that before i get anything even close to a decent number of supplies i get mobbed and ganked.

Rush to get a storage apparel (backpack, messenger bag), a shotgun and another firearm for longer ranges. Something to melee might be nice too. If possible, get some Adderall. That's the basics. Now rush to a house at the very border of the town. Don't stockpile too much, go nomad.

If more and more zombies try to barge into your safehouse, don't fight them. Instead, just switch safehouses.

That should keep you alive for the first few hours.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on August 24, 2011, 08:22:34 pm
The hardest thing for me to learn was: before you're really tooled up, be ready to run and dodge.  Don't stand and fight, don't let yourself get trapped.   Watch the pain and take painkillers if you need to keep the speed up.  At 100% speed you can usually get away from Day1 stuff, at 110% it's pretty definite unless you really screw up.  Be ready to chomp a caffeine pill or use an inhaler before you're near surrounded and then stopping to do that will kill you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 24, 2011, 08:23:47 pm
Also, shotguns are not a primary weapon. Unless you want to attract everything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 24, 2011, 08:28:21 pm
Also, shotguns are not a primary weapon. Unless you want to attract everything.
Yes. And then you kill everything.

No seriously, shotguns don't really attract that much. Unless you're standing in one spot, you should never attract anything you can't quickly dispatch.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 24, 2011, 09:57:04 pm
Suggestion: there should be a way to drag a corpse out of a hole without picking it up (sometimes impossible due to weight), or at least butcher it in place. A necromancer came and raised like a dozen in a single "spell", ugh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 24, 2011, 10:06:44 pm
That corpse pit dragging thing is what always seems to kill me...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 24, 2011, 10:07:31 pm
I usually just set them aflame.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 24, 2011, 10:08:50 pm
I just make a spear and kill zombies until my spear skill is good while scavenging for supplies through the whole city, then i retire to the forest when i got enough supplies to store and barricade myself for at least a day,
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 24, 2011, 10:22:23 pm
What do you do at night? Other than sleep obviously: that never seems to last until dawn. I usually hit the flashlight and read something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 24, 2011, 10:23:29 pm
I usually just wait.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 24, 2011, 10:34:24 pm
I read books or get drunk and take 3 sleeping pills then sleep
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 24, 2011, 10:39:36 pm
Shotguns? I never really found shotguns all that useful. They take so long to fire and reload compared to pistols and SMGs. I tend to carry a couple pistols at the start and maybe pick up a TDI Vector SMG if I can find one (those have such low recoil, you can fire forever without losing accuracy).

I usually just check gun stores and try to find me a .45 pistol and some ammo for it, as well as a lower caliber pistol with ammo for practice. If I can find a silencer I attach it, if not I try to get a .22 pistol and the rat shot bullets for it since they're quiet. Then I take that low caliber pistol and fire away all the ammo I can find for it to raise my skill a bit. At that point a silenced .45 pistol with some standard .45 ACP rounds can quickly and quietly take out pretty much anything with a couple quick shots. You can regularly headshot zombies and kill them in one shot.

A Glock 19 makes for a good backup gun, especially if you can findthe +P+ ammo for it. The SIG Pro .40 is pretty good too. Carrying a backup pistol or two is handy for when you get really surrounded and don't have time to reload.

I also try to get a crowbar as soon as I can, I use it as a melee weapon when I have to against skeletons and its good for getting in doors without having to bash them down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rex_Nex on August 24, 2011, 10:42:44 pm
Does this have/will it ever get some Tiles? I have a hard time playing roguelikes if they are void of tilesets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 24, 2011, 10:46:16 pm
Deon has a set, not sure if it up to date though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 25, 2011, 12:39:30 pm
We need reloading benches :D

About burning corpses in holes... I tried a lighter and they go out almost immediately, haven't tried the finger-torch thingy, wouldn't that spread to nearby stuff? My holes are usually a moat around my safehouses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 25, 2011, 12:45:38 pm
You need more fuel beforehand if you want to cremate a corpse. And fires in pits only spread to items in other pits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on August 25, 2011, 12:55:23 pm
I got a few questions...
1-How safe are forests?
2-Is there some kind of barricade that i can craft?
3-How good is a molotov?
4-Do breaking windows/doors attract zombies?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 25, 2011, 01:01:16 pm
1: Acid rain will KILL you.
2: You can barricade windows and doors by (a)pplying a hammer towards them.
3: Nice for crowds and setting off bigger explosions.
4: Nearby ones will probably hear it, but it's not going to draw in a horde like gunfire will.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on August 25, 2011, 01:03:56 pm
Forgot a question:
Can i lockpick a door? I don't liek to break them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 25, 2011, 01:06:40 pm
You can crowbar them open without damaging them, and you can get a bionic that lets you pick locks, basically the same effect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on August 25, 2011, 01:07:38 pm
I see, Thanks ma'am :)!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 25, 2011, 01:19:45 pm
T'isnea a problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 25, 2011, 02:06:30 pm
So how do i dig holes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 25, 2011, 02:07:17 pm
(a)pply a shovel towards a tile marked as diggable
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 25, 2011, 02:08:16 pm
And then don't walk into it :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 25, 2011, 07:11:26 pm
How can i control err schizophrenia? Because my character is flipping right the fuck right now :0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 25, 2011, 07:12:58 pm
Thorazine helps keep the effects under control. You can find it in Pharmacies and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 25, 2011, 07:23:33 pm
We need reloading benches :D

My mod adds reloading to the game, but I just made it use a hand press since I didn't want to try to code in stationary tools and then add them to places.

Right now the spawn of primers is too high though, I adjusted it upward after having difficulty finding them - now it spawns them too much lol. It still relies on taking apart other ammo for the powder/lead though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 25, 2011, 08:32:32 pm
Is the new version of your mod out soon paul?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 26, 2011, 09:48:59 am
You need more fuel beforehand if you want to cremate a corpse. And fires in pits only spread to items in other pits.

Ok, I tried it and you're right, apparently one corpse isn't enough fuel, but 2-3 are.

Do fires take a REALLY REALLY long time? Because this one has been burning like all day and the corpses aren't even "damaged" (not that I know there is such a prefix for corpses).

We need reloading benches :D

My mod adds reloading to the game, but I just made it use a hand press since I didn't want to try to code in stationary tools and then add them to places.

Ok, that's interesting. I thought the same about stationary benches but I wanted to keep it short :)

I'm hoping building comes soon so I can make a Land of the Dead style city. However like DF I hope it comes with a mechanic to make invasions possible. I think hulks can go thru walls sometimes? When they rip off steel bar doors I think the wall usually comes down with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 26, 2011, 09:54:55 am
Whales made a big post about fire either here or on the forums, I'll take a look now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on August 26, 2011, 11:43:14 am
Is there any other wiki other than this one: http://www.whalesdev.com/wiki/index.php?title=Main_Page ?
With more stuff about the game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 26, 2011, 11:47:11 am
Quote
Do fires take a REALLY REALLY long time? Because this one has been burning like all day and the corpses aren't even "damaged" (not that I know there is such a prefix for corpses).

There's no partial burning, its chance based. %chance to consume based on size and volume of item. Very occassionally, a corpse should disappear.

I think that's how it worked anyways, but yes it's a bit strange.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaleb702 Games on August 26, 2011, 11:56:59 am
Schizophrenia made my game crash. My char begins flipping out, I run from a zombie horde that was there before the freak-out, and it crashes as soon as I make it away. Like it wanted me to die. Ooooweeeewoooo....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 26, 2011, 12:28:54 pm
Only a raging fire (the biggest type, red in color) can destroy corpses.  It has a one in 75 chance of doing so each turn, a bit slim I admit.

In the future, items will have a "burned" value most likely, which will increase every turn they're in fire, and cause the item to be destroyed once that value exceeds its volume, or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 26, 2011, 12:37:07 pm
Is there any other wiki other than this one: http://www.whalesdev.com/wiki/index.php?title=Main_Page ?
With more stuff about the game?
You could add to it, then it would have more info.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 26, 2011, 12:40:37 pm
Is the new version of your mod out soon paul?

I'm not planning on releasing another version until Whales releases his next big update. Not much more to add to the current version, and the only real changes needing to be done are changing the b thing on houses back (which is only in the newest version with the help file fix) and maybe adjusting the frequency of primers down a bit. Waiting to see how Whales' changes to the inventory system and such will affect my mod before I add anything else.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darion on August 26, 2011, 01:09:44 pm
Is there any other wiki other than this one: http://www.whalesdev.com/wiki/index.php?title=Main_Page ?
With more stuff about the game?
You could add to it, then it would have more info.
I'm looking for informations, because i don't know mostly anything about the game
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 26, 2011, 01:13:40 pm
Anything that isn't answered there, ask in ze thread then :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaleb702 Games on August 26, 2011, 01:41:03 pm
This game is awesome. Wolves are overpowered though. I can handle a zombie horde, but not a single wolf? O_o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 26, 2011, 01:43:58 pm
Zombie: Half rotten corpse
Wolf: Keen, probably very hungry, killing machine.
I'd say wolves are about right.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 26, 2011, 01:44:05 pm
zombies are really slow and have no natural weapons

Wolves are FAST and have evolved to kill and eat creatures larger then themselves.

Sounds about right to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaleb702 Games on August 26, 2011, 01:46:50 pm
Yeah, but I think they need just a bit of nerfing. Not much, but to insure that if I play my cards right, I could take one down with a frying pan. It'll just be really, really hard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 26, 2011, 01:49:19 pm
soo when can we expect the next big update whale? Also can someone link me to the most recent tile set version? Windows please?

EDIT: Also do the debug commands work for windows?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 26, 2011, 03:19:01 pm
Yeah, but I think they need just a bit of nerfing. Not much, but to insure that if I play my cards right, I could take one down with a frying pan. It'll just be really, really hard.
Frying pan? Dude, you've never seen an angry guard dog attacking human, right? A wolf would eat you on your frying pan :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 26, 2011, 03:44:42 pm
The wolves should be stronger ;o in cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 26, 2011, 03:53:09 pm
Why attack a wolf with a frying pan anyway? best way to survive the speedy things is stimulants and multiple guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 26, 2011, 04:18:40 pm
I prefer the prehistoric way, wooden spear
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on August 26, 2011, 05:17:46 pm
Only a raging fire (the biggest type, red in color) can destroy corpses.  It has a one in 75 chance of doing so each turn, a bit slim I admit.

In the future, items will have a "burned" value most likely, which will increase every turn they're in fire, and cause the item to be destroyed once that value exceeds its volume, or something.

First shouldnt be that hard to code and second, its a great idea!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 26, 2011, 06:53:05 pm
Also, acid already damages things gradually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on August 26, 2011, 07:01:00 pm
Cataclysm Wolf vs DF Carp........what wins?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on August 26, 2011, 07:01:26 pm
Cataclysm Wolf vs DF Carp........what wins?
How many of each?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 26, 2011, 07:02:33 pm
Does it matter? The battle itself would be glorious. 0_(0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 27, 2011, 12:27:50 am
First real version of my Better Homes And Gardens mod out.

There's not actually much different about homes and garden's in it just yet, for now it's mostly new stuff. A lot of stuff, like the weightroom equipment, is wish-only for the moment until weight benches are in, but the following is in and available:

Craftable flickering torches.
Playable musical instruments: Guitar, Drum, Cymbal. What you play and what effect they have may depend on other items in your inventory. (For example, drum sticks)
Some modifications to how the clothing system works, most of which you don't need to care about. The most important thing is that you can now wear any and all socks you find with your shoes.
Standard backpacks have changed, and there are now a few different types of them - cloth backpacks, rigid frame backpacks, and rucksacks.


Anyways, if you're interested, check it out here for the most recent diff, and tell me what you think. Feedback is appreciated!
http://cataclysmff.zxq.net/SMF/index.php?topic=417.0

Diff file as of this post; http://pastebin.com/JGZ8ucjH

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 27, 2011, 12:45:11 am
Suggestion: there should be more places in which a character might sleep more or less safely, if not act as permahideouts. As it is its pretty much a matter of "find a lab and an ID card or bust"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 27, 2011, 12:55:01 am
Yeah... lab safety is going to be taken out sooner or later. So that /sort/ of addresses your issue, right? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: aenri on August 27, 2011, 02:25:54 am
Suggestion: there should be more places in which a character might sleep more or less safely, if not act as permahideouts. As it is its pretty much a matter of "find a lab and an ID card or bust"

House in forest is pretty much safe, if you don't mind a bear or pack of wolves :D. But they cannot break doors/windows and pits will destroy them - so free meat (and no Zeds!). The only disadvantage is distance from everything. But sometimes you can find totally sweet located house like in small forest between two cities.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 27, 2011, 03:39:43 am
one could argue that wolves are amongst the strongest enemies and need a nerf, I would argue that we need more deadly enemies. A survivor should not be a duke nukem type character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 27, 2011, 03:42:03 am
A survivor should not be a duke nukem type character.
But I like my BALLS OF STEEEEL! :(

Anyway, I feel as if zombies are just right with their power. Windows need a nerf, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 27, 2011, 03:46:42 am
it takes around 50 hits for a zombie to take you down. OK for now I guess... I hope that there will be a better damage system in the far future. I am spoiled by df :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 27, 2011, 03:47:51 am
Okay, first time playing the game, and I manage to break the tutorial (pumped room full of petrol and used a lighter). It burned the walls down and I went exploring :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 27, 2011, 03:48:33 am
it takes around 50 hits for a zombie to take you down. OK for now I guess... I hope that there will be a better damage system in the far future. I am spoiled by df :).
I think there should be a bleeding system added to make zombies a bit tougher. It's really weird not to bleed a bit after being clawed apart by them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 27, 2011, 04:24:09 am
Edit: NVM....

Edit2: Okay, so how do you actually run? From what the game appears to say all that run mode does is stop you when a zombie is sighted, not increase your movement speed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 27, 2011, 05:15:31 am
Edit2: Okay, so how do you actually run? From what the game appears to say all that run mode does is stop you when a zombie is sighted, not increase your movement speed.

Actually you are always running at the maximum speed possible, there is no walk/run mode (your speed is displayed on the bottom-right corner: Spd). Speed is reduced by pain and increased by stimulants, for example.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 27, 2011, 06:28:59 am
Zombies should grow stronger progressivly, as time passes, with a cap. So they should gain better stats and skills an level up like the player does but virtually. THey'd grow stronger and faster with time

Edit: Would make the game more challenging and players who train and become conan the barbarian would notice it doesn't last forever
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Keiseth on August 27, 2011, 06:36:50 am
Zombies should grow stronger progressivly, as time passes, with a cap. So they should gain better stats and skills an level up like the player does but virtually. THey'd grow stronger and faster with time

Edit: Would make the game more challenging and players who train and become conan the barbarian would notice it doesn't last forever

I do not like this idea. It forces the player to become Conan the Barbarian or get stomped. It also makes the entire concept of leveling up different-- you're keeping pace, not struggling to overcome the odds.

Plus, that'll add Fallout 3 levels of idiocy- where one unloads full auto into someone's head and does 10 percent of their health despite every bullet hitting.

Now, if some interesting mutant enemies showed up within reason- that would be awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 27, 2011, 07:02:15 am
I agree with you, thanks for bringing up those arguements i take back my previous idea xD. I play fallout new vegas a lot (very hard+hardcore mod only) and i hate how i have to shoot a ncr soldier whole chargers in the head with a 9mm gun at level 4, to kill him.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 27, 2011, 08:17:45 am
it takes around 50 hits for a zombie to take you down. OK for now I guess... I hope that there will be a better damage system in the far future. I am spoiled by df :).

How many blows does it take for a normal human to beat another human to death? somewhere in the 30-60 range seems reasonable. Humans are tough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 27, 2011, 08:46:20 am
I think my latest character is a terrorist. I spawn in the middle of the city, and having gathered a trenchcoat and backpack, headed into the basement. I found: 200x gasoline, 1x lighter, about 600 rounds of assorted ammunition, two shotguns, two assault rifles, three handguns and three submachine guns. Oh and two mutagens.


FEAR ME UNDEAD, FOR I AM NANCY MINUTE, THE FURRY FISH TERRORIST!!



Edit: how the hell do you get a molotov to light!? I've tried wielding it and then activating a lighter, but nothing happens. I try activating it normall and nothing happens!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 27, 2011, 09:50:38 am
You 'a'ctivate the molotov in your inventory while you have a working lighter in your inventory, then throw it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 27, 2011, 10:53:06 am
You 'a'ctivate the molotov in your inventory while you have a working lighter in your inventory, then throw it.


I tried that, but it instantly fizzled out. I then tried it while wielding the molotov and the game crashed (looing at the Cataclysm forums that's happening to other people).



Anyway, this game is so god-damned frustrating!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on August 27, 2011, 11:03:37 am
Hi deon will you ever release an update to your mod ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 27, 2011, 12:22:46 pm
You 'a'ctivate the molotov in your inventory while you have a working lighter in your inventory, then throw it.


I tried that, but it instantly fizzled out. I then tried it while wielding the molotov and the game crashed (looing at the Cataclysm forums that's happening to other people).



Anyway, this game is so god-damned frustrating!
Don't bother wielding it, just chuck it next time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 27, 2011, 12:48:30 pm
You 'a'ctivate the molotov in your inventory while you have a working lighter in your inventory, then throw it.


I tried that, but it instantly fizzled out. I then tried it while wielding the molotov and the game crashed (looing at the Cataclysm forums that's happening to other people).



Anyway, this game is so god-damned frustrating!
Don't bother wielding it, just chuck it next time.

Still didn't set alight, but I got a headshot when I threw it, killed a zombie in one with a bottle :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 27, 2011, 12:53:35 pm
That's certainly more entertaining. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 27, 2011, 01:05:43 pm
'a'ctivate and then 't'hrow... works for me. Speaking of molotovs, though, they should probably be a bit less powerful. Maybe only have one square of flame, and maybe a chance of another square or two? and if you wanted to go to the trouble, you could make like napalm molotovs. those would be very powerful. Maybe still not as large, but a much better chance of setting zombies on fire, and very little chance of that fire going out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Matz05 on August 27, 2011, 01:38:12 pm
Napalm is just sticky gasoline. Wouldn't really have a bigger AOE, just more afterburn on nombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 27, 2011, 04:50:00 pm
I just noticed that skellies can't break through windows, is that a bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 27, 2011, 04:52:38 pm
Their puny little bony arms aren't strong enough.
Plus, in my opinion, skeletons are the hardest non-special zombie to kill because of the whole "LOLNOCUTTINGORBULLETSFORYOU".

Whenever I see them try to break glass, I show mercy and break it for them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 27, 2011, 05:35:51 pm
'a'ctivate and then 't'hrow... works for me. Speaking of molotovs, though, they should probably be a bit less powerful. Maybe only have one square of flame, and maybe a chance of another square or two? and if you wanted to go to the trouble, you could make like napalm molotovs. those would be very powerful. Maybe still not as large, but a much better chance of setting zombies on fire, and very little chance of that fire going out.

TBH having it be only one, maybe 2 squares seems much more off than the current "inferno in a bottle" model, seeing as how the small fires you can ignite with a lighter are one square as well. Maybe something like a absolute minimum of 3x3, with a 30% chance of another square of fire in each square adjacent to the original outer 8?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ( Tchey ) on August 27, 2011, 05:47:46 pm
Quote
How many blows does it take for a normal human to beat another human to death? somewhere in the 30-60 range seems reasonable. Humans are tough.

It's (way too) easy to kill someone with one hit if you know how and where to punch.

This game is quite nice. I've read some of the previous pages, but i can't understand everything : is there a "tileset" pack somewhere ?

And sorry for my english, not my first language.

Thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 27, 2011, 06:19:42 pm
any word on when npc's are going to be re-introduced?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 27, 2011, 06:40:16 pm
any word on when npc's are going to be re-introduced?

I'm hoping to have the construction update finished within a week, if I have time.  After that, NPCs will be my next major project (though there'll probably be another cycle of rapid-fire mini-updates, bugfixes, and merges of community content).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 27, 2011, 07:11:04 pm
You know what Cataclysm needs? A TV Tropes page. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist Imiknorris on August 27, 2011, 07:29:09 pm
Agreed. I was sorely disappointed when I found none.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 27, 2011, 07:33:52 pm
Is it possible for me to empty this glass bottle of rotten milk, without drinking said rotten milk?

Because I'd love to have a molotov cocktail instead of a bottle of rotten milk but I'd rather not drink rotten milk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 27, 2011, 07:43:16 pm
(w)ield it then (U)nload it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 27, 2011, 08:03:07 pm
Ah, thanks, I knew there had to be a way around it.

New question - my eyes have an encumberace level of 3. All I'm wearing is sneakers, cargo pants, and a trenchcoat. Why? I was wearing safety goggles earlier but I took them off thinking they were causing it, but it didn't help. Similarly, my mouth(?!) has an encumberace level of 3 and my feet of 2 and I'm not really sure why.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 27, 2011, 08:07:52 pm
I would guess you're carrying more than your volume limit allows, which bumps all encumberances up by 3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 27, 2011, 08:12:46 pm
Well it's too late to check now (burned to death in the sun due to albinoism caused by a failed implant attempt) but wouldn't that have made my feet level 3 as well?

But come to think of it, I probably was carrying more then my limit since all I had was a trenchcoat and cargo pants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 27, 2011, 08:13:32 pm
Sneakers are -1 encumbrance on your feet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 27, 2011, 08:27:26 pm
Derp, I knew that, so that's probably what was causing it - thanks
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 27, 2011, 09:43:06 pm
Quote
How many blows does it take for a normal human to beat another human to death? somewhere in the 30-60 range seems reasonable. Humans are tough.

It's (way too) easy to kill someone with one hit if you know how and where to punch.

This game is quite nice. I've read some of the previous pages, but i can't understand everything : is there a "tileset" pack somewhere ?

And sorry for my english, not my first language.

Thanks.

Yes, if you know what you're doing (and are strong enough) you can kill someone with a single hit. Within the game that state is represented by having 5 skill in both unarmed combat and melee. You will kill zombies with a single blow quite often. Zombies on the other hand are shambling corpses. They don't really know how to fight, are more interested in eating you that defeating you and have the strength of a decaying corpse.

I think being able to take a beating from a zombie and keep on moving is fine. Perhaps Zombie attacks could be given a chance to crit, representing that lucky blow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 27, 2011, 10:22:36 pm
I understand that for game play purposes it would look bad if zombies 1 shoted you in close quarters combat but i would like a way to show how lethal zombies actually are.
 
Movie wise they are insanely lethal.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 27, 2011, 10:33:40 pm
I understand that for game play purposes it would look bad if zombies 1 shoted you in close quarters combat but i would like a way to show how lethal zombies actually are.
 
Movie wise they are insanely lethal.

Spoiler (click to show/hide)

Given that this game started as a Left4Dead roguelike anyway ...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 27, 2011, 10:45:43 pm
Movie wise they are insanely lethal.

I may have watched too few zombie movies, but in the ones I've seen 2-3 normal zombies are nothing to worry about, even for a lone survivor. What usually makes them dangerous is their absurdly vast numbers (i.e. 95+% of the population of the city).

The only time when a single Z is worrisome is when it's a massive, mutated hulk or some sort of speedy thing.

Unless the zombie-ness is caused by an infection of some sort.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 28, 2011, 01:32:56 am
Hi deon will you ever release an update to your mod ?
I wait for the construction update to introduce all my ideas :P.

Quote
How many blows does it take for a normal human to beat another human to death? somewhere in the 30-60 range seems reasonable. Humans are tough.

It's (way too) easy to kill someone with one hit if you know how and where to punch.

This game is quite nice. I've read some of the previous pages, but i can't understand everything : is there a "tileset" pack somewhere ?

And sorry for my english, not my first language.

Thanks.
Check my signature, my DLM mod has Cib's tileset tweak and my tileset included.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 28, 2011, 03:55:26 am
So, erm, how do you actually have fun with this game? because I'm finding this as enjoyable as a cum-flavoured lollipop. Food is hard to come by (in three houses I found a grand total of FIVE comestibles. Do you Americans actually EAT!?), but that's not what's pissing me off. What's pissing me off is the seeming fucking omnipotence and omniscience of the zombies. I've tried using smoke and burning shit, for the good that does, because even when I MAKE ABSOLUTELY SURE that I am 8 tiles away (as I believe was said on the forum) from anywhere where my scent can pass through, zombies still magically know where I am. That wouldn't be so bad if it was just one or two zombies, given that just trying to kill one of them is likely to take off a quarter of your health but OH NO, you get a massive, fucking horde that comes, even outside the range of the smell (I know this, thanks to a mutagen giving me infrared). Oh, and again, it wouldn't be too bad, just take some adderall and run like fuck, except for the SPECIAL zombies! Yeah, let's add to this cacophony of cuntishness with a zombie as fast as Usain Bolt! Let's add skeletons which take no cutting damage! Oh sorry, you're hurt? Well sorry, no first aid or bandages, have fun spending a week running around in pain trying to heal. Why? Because fuck you that's why. Okay, I'll be nice to you, you can have skills that you can train to survive better. I'll even give you books! Oh, except for the useful skills. Yeah you'll need to earn those in combat (where you'll invariably die), have fun with that!



Game:
Quote
(http://media.rhizome.org/blog/3637/01.jpg)

Me:
Quote
(http://24.media.tumblr.com/tumblr_le9fyshXj81qesc3io1_500.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on August 28, 2011, 05:04:47 am
Me:
Quote
(http://24.media.tumblr.com/tumblr_le9fyshXj81qesc3io1_500.png)

That made me laugh!  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 28, 2011, 05:51:26 am
So, erm, how do you actually have fun with this game? because I'm finding this as enjoyable as a cum-flavoured lollipop. Food is hard to come by (in three houses I found a grand total of FIVE comestibles. Do you Americans actually EAT!?), but that's not what's pissing me off. What's pissing me off is the seeming fucking omnipotence and omniscience of the zombies. I've tried using smoke and burning shit, for the good that does, because even when I MAKE ABSOLUTELY SURE that I am 8 tiles away (as I believe was said on the forum) from anywhere where my scent can pass through, zombies still magically know where I am. That wouldn't be so bad if it was just one or two zombies, given that just trying to kill one of them is likely to take off a quarter of your health but OH NO, you get a massive, fucking horde that comes, even outside the range of the smell (I know this, thanks to a mutagen giving me infrared). Oh, and again, it wouldn't be too bad, just take some adderall and run like fuck, except for the SPECIAL zombies! Yeah, let's add to this cacophony of cuntishness with a zombie as fast as Usain Bolt! Let's add skeletons which take no cutting damage! Oh sorry, you're hurt? Well sorry, no first aid or bandages, have fun spending a week running around in pain trying to heal. Why? Because fuck you that's why. Okay, I'll be nice to you, you can have skills that you can train to survive better. I'll even give you books! Oh, except for the useful skills. Yeah you'll need to earn those in combat (where you'll invariably die), have fun with that!

Guide to Being A Survivor (as of v1.9.5) (http://cataclysmff.zxq.net/SMF/index.php?topic=413.0)

Also, what's not to like about cum-flavored lollipops? I enjoy them erryday.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 28, 2011, 07:19:09 am
You don't try the game and succeed in it. Modern gaming industry spoiled us.

Once you figured out how to play Cataclysm, you will actually see that it's a really easy game. It has some derp moments which are hard to avoid, but if you know what you do, you will succeed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 28, 2011, 09:08:56 am
So, erm, how do you actually have fun with this game? because I'm finding this as enjoyable as a cum-flavoured lollipop. Food is hard to come by (in three houses I found a grand total of FIVE comestibles. Do you Americans actually EAT!?), but that's not what's pissing me off.

People grabbed food from their houses and ran with it.

What's pissing me off is the seeming fucking omnipotence and omniscience of the zombies. I've tried using smoke and burning shit, for the good that does, because even when I MAKE ABSOLUTELY SURE that I am 8 tiles away (as I believe was said on the forum) from anywhere where my scent can pass through, zombies still magically know where I am.

Well, I don't know how, but you did it wrong; maybe you were close to a window or something, or maybe your smoke cover wasn't sufficient.  Zombies aren't that great at finding you; and anyway, the point of the game isn't to hide from them perfectly, that would be a pretty boring game.

That wouldn't be so bad if it was just one or two zombies, given that just trying to kill one of them is likely to take off a quarter of your health but OH NO, you get a massive, fucking horde that comes, even outside the range of the smell (I know this, thanks to a mutagen giving me infrared). Oh, and again, it wouldn't be too bad, just take some adderall and run like fuck, except for the SPECIAL zombies! Yeah, let's add to this cacophony of cuntishness with a zombie as fast as Usain Bolt! Let's add skeletons which take no cutting damage! Oh sorry, you're hurt? Well sorry, no first aid or bandages, have fun spending a week running around in pain trying to heal. Why? Because fuck you that's why. Okay, I'll be nice to you, you can have skills that you can train to survive better. I'll even give you books! Oh, except for the useful skills. Yeah you'll need to earn those in combat (where you'll invariably die), have fun with that!

Keep practicing, you'll get the hang of it!  And once you do, like Deon says, the game actually gets pretty easy.  Just be resourceful--that's the most important gameplay quality here, I think (unlike in most roguelikes, where "caution" is the most important).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on August 28, 2011, 11:39:00 am
Police station, on the back there is a long corridor leading to a dead-end, far from any window and doors, just dig up lot of pits near the station and set up traps where you cannot, i never got caught by zombie, if i do they are all one behind the other, time to get the smg on burst mode and aim the one behind and see them fall down, if it were to happen. for extra security set up 2-3 bear trap in that corridor zombie and finish with a bubble trap near you but NOT next to you. You will wake up before they hit you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 28, 2011, 04:44:24 pm
Okay, I am sorry for the eariler outburst. I did manage to finally get a decent game going (I did use a few purifiers to boost my stats until I can get into things proper), but for some reason that save now crashes every time it tries to load. Is there a way to create a log file to detail the crash?

CIP Beth Kutchins, the hammer-wielding psychopath
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 28, 2011, 05:52:51 pm
I think messing with the debug tools can occasionally corrupt your save, though I'm not sure why. Of course, I don't know what version your playing either. I know how to document the crash in linux (and crash documentation is important!) but if you're on the old windows version, I don't know (and it might already be fixed, heh)

Quote
given that just trying to kill one of them is likely to take off a quarter of your health
Haha, funny joke. Zombies are pushovers, an average unskilled character with a 2x4 can easily take out 3 or 4 with minimal injures. I honestly am not sure what you're doing wrong, but its definitely something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on August 28, 2011, 08:36:48 pm
kiting is really a requirement for fighting zombies, and if you aren't kiting you are being chewed on/beaten violently.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 28, 2011, 08:38:13 pm
Or standing behind a window/pit and laughing your ass off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 28, 2011, 09:45:45 pm
How does scent work exactly?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 28, 2011, 10:29:12 pm
The liqueur store store I was using as a hideout got struck by lighting and lit on fire  :o

I didn't realize it at first, thankfully the smoke woke me up... I had to run out in the middle of the night in a thunderstorm carrying as much of my loot as I could.

I wonder if the whole building will burn down or just the part that got hit.... I also wonder if all that precious booze on the shelves is doomed.......
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 28, 2011, 10:38:47 pm
My money is on the place going up like a gas station.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on August 28, 2011, 10:50:15 pm
How does scent work exactly?

Whales described it as being like the tail of a comet, I believe. You constantly emit scent in a small circle and as you move you leave a degrading trail.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 29, 2011, 06:16:10 am
Okay, the game save started working again, so yay?


Anyway, I've managed to get my dodge skill up to 46, so I am now nigh-unhittable. There is a delirious pleasure in successfully fighting 6 zombies simultaneously with a hammer :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 29, 2011, 06:30:41 am
Wow... 46?.. I've never raised it over 4 because you have to be attacked for it to rise :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 29, 2011, 06:52:57 am
Wow... 46?.. I've never raised it over 4 because you have to be attacked for it to rise :).

Zombie necromancers stop hitting you after about lv 5. I've been doing them in bursts of 10 or so, whenever I can lure one away.


Anyways, been playing about with the SAV files, currently figured out attributes and XP pool, should be interesting to have a play around with.


Edit: Also, is it normal for your safehouse walls to turn into trees and underbrush?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 29, 2011, 09:13:05 am
How does scent work exactly?

Whales described it as being like the tail of a comet, I believe. You constantly emit scent in a small circle and as you move you leave a degrading trail.

Do walls block scent? Do boarded up windows?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on August 29, 2011, 09:30:13 am
How does scent work exactly?

Whales described it as being like the tail of a comet, I believe. You constantly emit scent in a small circle and as you move you leave a degrading trail.

Do walls block scent? Do boarded up windows?

if I recall correctly scent passes through anything smashable, so walls do, boarded up windows don't.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on August 29, 2011, 10:53:06 am
so if you stay far enough from windows you reduce your chances of being found.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 29, 2011, 10:58:17 am
so if you stay far enough from windows you reduce your chances of being found.

For a while. Spending the day reading in the center of the house will still bring the zed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on August 29, 2011, 11:19:33 am
Two replies:

I have noticed that Queen Triffids spawn dirt & trees; Your safehouse isn't safe.

and,

I read somewhere that scent travels 8 tiles. Standing in the middle of a boarded up hardware store, with traps out the back should be relatively safe... extenuating circumstances aside.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on August 29, 2011, 12:27:01 pm
Well, yeah, safehouses aren't safer from queen triffids anymore than they are from random lightning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 29, 2011, 12:56:16 pm
Just wanted to let people know that there's a new, non-crappy, non-spam-infested forum available for your enjoyment at http://whalesdev.com/forums/index.php (http://whalesdev.com/forums/index.php).  It's in its infancy, but it'll pick up quickly; the fan forums are pretty popular, and I'm hoping most players will move to the new ones quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 29, 2011, 01:05:26 pm
Yup. Like Whales said.

So, replying to existing threads is cool, but make any new threads in the new forum. We are all trying to make the transition as painless as possible.
Besides, no more email() errors, spammers or other crap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 29, 2011, 03:15:28 pm
Now who said computer skill is useless?
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 29, 2011, 10:30:58 pm
Now we are all sons of bitches.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on August 29, 2011, 11:07:31 pm
Please come home to us Headswe  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aggressive Manatee on August 30, 2011, 02:14:29 am
Just wanted to let people know that there's a new, non-crappy, non-spam-infested forum available for your enjoyment at http://whalesdev.com/forums/index.php (http://whalesdev.com/forums/index.php).  It's in its infancy, but it'll pick up quickly; the fan forums are pretty popular, and I'm hoping most players will move to the new ones quickly.

Whales, I just tried to register an account.  I enter the correct answer to your "verification question" and it won't let me in.  I'm definitely not a robot.   Correct me if I am wrong, but if you kill all of something would it not mean 0 of them are left?  Or am I actually straight up mentally retarded and missing something?  It is possible, after all - while I am not a robot, I might be a manatee.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on August 30, 2011, 02:17:18 am
Just wanted to let people know that there's a new, non-crappy, non-spam-infested forum available for your enjoyment at http://whalesdev.com/forums/index.php (http://whalesdev.com/forums/index.php).  It's in its infancy, but it'll pick up quickly; the fan forums are pretty popular, and I'm hoping most players will move to the new ones quickly.

Whales, I just tried to register an account.  I enter the correct answer to your "verification question" and it won't let me in.  I'm definitely not a robot.   Correct me if I am wrong, but if you kill all of something would it not mean 0 of them are left?  Or am I actually straight up mentally retarded and missing something?  It is possible, after all - while I am not a robot, I might be a manatee.

For me it was killing 3 and having 5 left = 8
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 30, 2011, 02:25:05 am
I think melee combat is overpowered. At present I do more damage whacking a zombie with a smg than shooting him.

Heck, I've even succkessfully whacked zombies with a zombie corpse, for huge ammounts of damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aggressive Manatee on August 30, 2011, 02:44:20 am

For me it was killing 3 and having 5 left = 8

A bear comes across 5 wolves fighting over a corpse and kills all of them.  I tried answering 5 as well.  Kill all of them and 5 are left?  Well, they'd be corpses, but maybe.  I tried both 0 and 5 and it wouldn't take either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on August 30, 2011, 03:06:42 am

For me it was killing 3 and having 5 left = 8

A bear comes across 5 wolves fighting over a corpse and kills all of them.  I tried answering 5 as well.  Kill all of them and 5 are left?  Well, they'd be corpses, but maybe.  I tried both 0 and 5 and it wouldn't take either.

Spoiler: Correct Answers (click to show/hide)

It wouldn't accept 0 because it chooses a new question after you get it wrong.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: sluissa on August 30, 2011, 08:12:36 am
I just tried this for the first time yesterday. My god is this a great game. Still can't survive more than a full day, but that's to be expected of me and roguelikes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on August 30, 2011, 01:32:17 pm
I think melee combat is overpowered. At present I do more damage whacking a zombie with a smg than shooting him.

Heck, I've even succkessfully whacked zombies with a zombie corpse, for huge ammounts of damage.

I agree. I'm solving this by playing with low strenght/dexterity characters. It forces you to use guns. You can still use melee as last resort but for groups or special infected you definitely need guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on August 30, 2011, 02:06:33 pm
Do you use burst fire? If not your shooting one bullet against something that doesn't feel pain and who's blood probably isn't pumping anymore. And balance wise meleeing them gives them a chance to hit you, and that slight decrease in speed could be the death of you. So it normally should do more damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 30, 2011, 02:35:28 pm
SMGs do a LOT of damage (you can cause 400 at once) while melee never does it. You probably shoot just one bullet as Micro said.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on August 30, 2011, 03:17:35 pm
Do you use burst fire? If not your shooting one bullet against something that doesn't feel pain and who's blood probably isn't pumping anymore. And balance wise meleeing them gives them a chance to hit you, and that slight decrease in speed could be the death of you. So it normally should do more damage.

It's not balanced. It's insanely more effective than guns. I did not even start with a melee oriented char, but simply trained with a mace till I got 6 or 7 melee points. I kill monst enemies in one or two punches, which tend to stun them anyway. What little eamage they do I can heal quickly.

Besides, gamewise doesnt make sense either. If they wont feel a bullet they sure as hell won't feel more a punch or geing whacked by a stick
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on August 30, 2011, 03:33:49 pm
They will if you break a tendon or bone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on August 30, 2011, 03:54:05 pm
A small SMG bullet does less damage than a full metal mace with a proper strength. Believe me :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 30, 2011, 03:56:06 pm
Assault rifle kit for the machine gun, with extended clip, and double clip. Heck yeah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 30, 2011, 03:59:26 pm
I agree that melee is a bit too powerful right now, particularly at high skill levels.

Balancing things, especially combat, is a slow process of tweaking, nerfing, buffing, and tends to go back and forth a lot.  I'm trying to make melee and ranged combat both viable options, with no clear "better" choice, without simply balancing numbers.  To this end, melee means that you probably don't want to wear a backpack, and it's a bit more dangerous, as you have to be close.  However, ranged combat is less reliable, tends to be noisy, and isn't as sustainable as melee (since ammo inevitably runs out).

I'll be shifting things towards ranged combat in the future, by nerfing melee damage a bit, making being close to zombies more dangerous (this can mean a wide variety of things, from simple damage increases or dodge nerfing to "grapple attacks," bites, or bleeding), and possibly making melee weapons break or degrade with use.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 30, 2011, 04:42:13 pm
I'll just leave this here
http://www.youtube.com/watch?v=R_rPdZjjcjU&list=PL5ADFD0486A058055&index=1&feature=plpp (http://www.youtube.com/watch?v=R_rPdZjjcjU&list=PL5ADFD0486A058055&index=1&feature=plpp)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 30, 2011, 05:17:52 pm
FINALLY! I got to a real computer!!! :D :D :D :D

So, Here they are. The ridiculous as hell basement spawning and my so extremely late Falls-in-own hole comic :-/

Spoiler (click to show/hide)

Spoiler (click to show/hide)

EDIT:Saw your youtube video, shado. Promote the cataclysm! We shall all give in eventually!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 30, 2011, 06:09:19 pm
What's the most damaging bullet type? And the conversion kit with the largest bullet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on August 30, 2011, 07:09:15 pm
What's the most damaging bullet type? And the conversion kit with the largest bullet.

00 Shot, Shotgun Slugs and .30-06 AP all do 50 damage. AP values vary widely however.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on August 30, 2011, 07:12:08 pm
One thing you could do is increase ranged attackers. Plants that shoot thorns, zombies that spit stuff that doesn't last for 5-10 turns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 30, 2011, 07:14:44 pm
I'll just leave this here
http://www.youtube.com/watch?v=R_rPdZjjcjU&list=PL5ADFD0486A058055&index=1&feature=plpp (http://www.youtube.com/watch?v=R_rPdZjjcjU&list=PL5ADFD0486A058055&index=1&feature=plpp)

Nice, gameplay videos are pretty fun to watch.  *Arch brofist* ;D

jc6036, is that spawns that happened immediately when you went down the stairs, or did they happen over time as you spent time down there?  The former is an expected consequence of the crappy way monsters "follow" you down stairs (they just get teleported down with you, I know, it's bad).  The latter is indicative of bigger problems.

Nice comic. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 30, 2011, 07:27:53 pm
I was actually sleeping and woke up to crashing sounds. Turns out it was a hulk smashing through the wall he spawned in. I ran to get a gun, and they began crawling out of the walls. Like, spawning on the wall edge and moving out of it. The funny thing is that that character actually escaped. Too bad I had to leave that big pile of loot :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on August 30, 2011, 07:41:54 pm
I'll just leave this here
http://www.youtube.com/watch?v=R_rPdZjjcjU&list=PL5ADFD0486A058055&index=1&feature=plpp (http://www.youtube.com/watch?v=R_rPdZjjcjU&list=PL5ADFD0486A058055&index=1&feature=plpp)

Nice, gameplay videos are pretty fun to watch.  *Arch brofist* ;D

Thanks :) *Arch brofist*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on August 30, 2011, 08:42:01 pm
Quote
jc6036, is that spawns that happened immediately when you went down the stairs, or did they happen over time as you spent time down there?  The former is an expected consequence of the crappy way monsters "follow" you down stairs (they just get teleported down with you, I know, it's bad).  The latter is indicative of bigger problems.
Definitely the later. I think I had it happen to me once. I can try and recreate it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on August 30, 2011, 09:03:55 pm
I think it makes for a good "WTF?!" moment :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 30, 2011, 11:48:09 pm
Yea theres a problem with the spawner not clearing on transitions. I had a bunch of triffids start spawning in a science lab and turn the place into a forest once, they were spawning on the surface and after going up and down a few times they started spawning down below. Had some zombie scientists spawning up top too. Not following me back and forth, but actually spawning down there.

Maybe the system that stretches the spawn area out as you pass through an area if enemies follow you is taking effect here and pulling them down stairs?


As far as ranged power, it really depends what kind of gun you use. A .45 is far more powerful than the other pistols, and with good skill you can headshot everything and take everything out from one shot. My char with a TDI vector can run up to a zombie swarm and hold down F for a few seconds, making it fire one shot at each zombie and kill every one of them - even the special ones - from a good distance away.

I think the issue is more that high skill = all powerful. High dodge means you never get hit, high gun skill means you mow down everything (although I think the current release still has that bug with firearms that makes high skill reduce accuracy, I fixed it in my mod and high skill = always headshots). High melee means you can punch things to death in a single blow. Etc etc. Reducing the bonus for high skill might be warranted to balance things. Maybe use a float or double and take the square root of your skill and use that for a bonus calculation? That way a guy with 16 skill is only getting 4 times the bonus of a newbie with 1 skill instead of 16x.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 31, 2011, 03:47:02 am
Maybe the system that stretches the spawn area out as you pass through an area if enemies follow you is taking effect here and pulling them down stairs?

This is the case.  The "system" in question simply takes a monster that's moved out of range, and moves it from being a live, processed monster to being part of the population of the overmap.  If monsters follow you over stairs, they can get pushed to the overmap population in this way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on August 31, 2011, 08:17:05 am
Has anyone kept up with the windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 31, 2011, 10:53:50 am
https://github.com/aposos/Cataclysm

Is the latest windows version I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 01, 2011, 11:31:22 pm
Played this for about 16 hours so far, and i really hate the way the game places your character. It's like the RNG is conciously making the descision "Yes, i want this character to die 3 minutes after it was made by a single wolf, because i put him too close to the forest." and replace "wolf" with "giant ant" "triffid" or whateverthefuck else that moves faster then the player does. And even if you are prepared but get hit once, all your equipment gets torn apart; goodbye, unreplaceable items.

Everything else is pretty good, though the UI refering to item damage isn't "i need to know this" enough (yes i want to know if it's taken even ONE point of damage) and what your item-given stats are seem to be invisible without manually checking and counting each item. Still havn't managed to actually get an area secure enough for my liking, though. Oh shovels, where art thou?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on September 01, 2011, 11:38:24 pm
Forget shovels. You need a source of fire, a corpse, and a windowless room.



Anyways: a suggestion: remove the unload/reload feature from firearms, or at least tweak it. As it is it's grindy in a very boring way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 02, 2011, 12:55:08 am
What do you mean by the "unload/reload feature"? I'm honestly not sure.

And remember, if you can't find a windowless room, get a hammer and some nails and boards and MAKE one!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on September 02, 2011, 01:14:37 am
yeah, but only walls will prevent scent spreading, so it's better to look for a bona fide one....


By the unload/reload feature I mean training firearms by unloading and reloading repeatedly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on September 02, 2011, 05:51:33 am
I'm pretty sure that was removed a while ago...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 02, 2011, 06:22:54 am
I think Whales mentioned it was already fixed, it's supposed to train you to level 1 for the particular weapon skill, provided you have the XP to spare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on September 02, 2011, 10:17:57 am
so....when will NPC's be back in the windows version?  ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 02, 2011, 10:25:20 am
so....when will NPC's be back in the windows version?  ???

2014 When they're ready.  NPCs are my next major project after construction / inventory.

And yes, reloading no longer trains your relevent gun skill.  Too grindy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 02, 2011, 10:28:20 am
I still quite liked the reloading drills.
Mainly because it gave you something to do in the 7 hours you need to wait after your player has slept their 10 minutes for the day :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 02, 2011, 10:51:58 am
What I think we need is a "practice" command, that lets us do drills in various skills for a bit of skill gain (though not really a time efficient one!) as long as we have the right equipment. Firearms could be unloading/reloading, mechanics could be doing maintenance on a gun or machine, etc or so on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on September 02, 2011, 10:58:26 am
What I think we need is a "practice" command, that lets us do drills in various skills for a bit of skill gain (though not really a time efficient one!) as long as we have the right equipment. Firearms could be unloading/reloading, mechanics could be doing maintenance on a gun or machine, etc or so on.

excellent suggestions!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on September 03, 2011, 02:29:54 am
A few pages back everyone said that it's a bad idea and too grindy :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on September 03, 2011, 04:01:42 am
When you get a zombie spawn, to add to the zombie population, does it increase that population everywhere? Because, having exhausted most of the supplies in my starting town, I spent a game day or two travelling south to a village and HOLY SHIT. Between the giant worms and wasps, which hadn't spawned at all in the first town, I found myself regularly running away from hordes of zombies easily numbering over a dozen a pop, often more, and having one of these hordes down almost every street. That just before I entered the village I discovered my character's idea of disarming landmines is to play footsie with them does not help...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on September 03, 2011, 10:17:47 am
WHERE CAN I GET LATEST WINDOWS VERSION? Headswey gave up and now i'm confused i have no idea how to get this game on windows help please
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 03, 2011, 10:22:10 am
When you get a zombie spawn, to add to the zombie population, does it increase that population everywhere? Because, having exhausted most of the supplies in my starting town, I spent a game day or two travelling south to a village and HOLY SHIT. Between the giant worms and wasps, which hadn't spawned at all in the first town, I found myself regularly running away from hordes of zombies easily numbering over a dozen a pop, often more, and having one of these hordes down almost every street. That just before I entered the village I discovered my character's idea of disarming landmines is to play footsie with them does not help...

Actually, when a zombie spawns, it decreases the zombie population; it's being pulled out of the population and placed on the map.  Each town has its own population; worms and triffids and such have "colonies" placed randomly around the map.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akigagak on September 03, 2011, 10:29:08 am
When you get a zombie spawn, to add to the zombie population, does it increase that population everywhere? Because, having exhausted most of the supplies in my starting town, I spent a game day or two travelling south to a village and HOLY SHIT. Between the giant worms and wasps, which hadn't spawned at all in the first town, I found myself regularly running away from hordes of zombies easily numbering over a dozen a pop, often more, and having one of these hordes down almost every street. That just before I entered the village I discovered my character's idea of disarming landmines is to play footsie with them does not help...

Actually, when a zombie spawns, it decreases the zombie population; it's being pulled out of the population and placed on the map.  Each town has its own population; worms and triffids and such have "colonies" placed randomly around the map.

So if we kill enough zombies, we'll run out of zombies to kill?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 03, 2011, 10:30:40 am
Yup.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akigagak on September 03, 2011, 10:33:21 am
Challenge Accepted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 03, 2011, 10:57:19 am
WHERE CAN I GET LATEST WINDOWS VERSION? Headswey gave up and now i'm confused i have no idea how to get this game on windows help please

Here -> https://github.com/aposos/Cataclysm (https://github.com/aposos/Cataclysm)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 03, 2011, 10:58:35 am
Note that there's multiple thousands of zombies in each town.  An industrious player can maybe kill 100-200 zombies each day.  You're looking at 10-20 days of non-stop slaughter for the smaller towns, and 50-100 for the larger towns.

The rate at which monsters spawn is affected by the population, though, so you can possibly make the game easier (this can be noted on the public servers, where zombies are much less common due to several players working together to kill them).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 03, 2011, 12:38:40 pm
I just started playing, and started a tutorial game, and while it seems pretty neat, a few things are frustrating, mostly in terms of interface/convenience features.

Things I'd like to see:

Also, why can my character apparently teleport? I select a location on the map and I just show up there without any time passing or suffering weather effects or anything like that.

I'm also curious why the game doesn't just use actual text output, since that's all it seems to be anyway. There are also some glaring typos, for instance "nutrituion" in comestible stats.

Also, I drank/drugged myself to death on purpose, but the game never actually told me how I died. All it said was "game over". That's pretty harsh!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 03, 2011, 12:47:06 pm
Might I suggest a  10 to 20 turn simulation after death so that we can see how our glorious last-stand-gas pump explosions affect the shambling hordes? I can't reall think of any other reasons besides that :P I don't really know how hard it would be to implement, but maybe a "press space to pass one turn" and "press any other key to quit" choice could be added.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 03, 2011, 12:57:19 pm
I just started playing, and started a tutorial game, and while it seems pretty neat, a few things are frustrating, mostly in terms of interface/convenience features.

Things I'd like to see:
  • Being able to examine the stats of items without having to pick them up first.
You can look at them with e to do this I think
Quote
  • Being able to drop multiple items at once.
I think we'll get this in the next release.
Quote
  • More intuitive and standardized interface (why do I have to press "7" to exit the sleep menu? Why?!)
I agree with you here.

Quote
  • Fewer bugs (obvious, but it's pretty aggravating not being able to see my arm health half the time).
This is a windows only display bug IIRC
Quote
Also, why can my character apparently teleport? I select a location on the map and I just show up there without any time passing or suffering weather effects or anything like that.
Debug feature, and you must be using the old windows version. Get the latest at www.github.com/aposos/Cataclysm.

Quote
I'm also curious why the game doesn't just use actual text output, since that's all it seems to be anyway. There are also some glaring typos, for instance "nutrituion" in comestible stats.
I think the linux version does use text output, and we have a typo thread on the forums so go post it there.

Quote
Also, I drank/drugged myself to death on purpose, but the game never actually told me how I died. All it said was "game over". That's pretty harsh!
Death messages are planned, but they require Whales to add text for each and every damage type you can get, which would take a while.

Might I suggest a  10 to 20 turn simulation after death so that we can see how our glorious last-stand-gas pump explosions affect the shambling hordes? I can't reall think of any other reasons besides that :P I don't really know how hard it would be to implement, but maybe a "press space to pass one turn" and "press any other key to quit" choice could be added.
Whales liked this idea and plans to add it at some point I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 03, 2011, 01:07:53 pm
NINJA EDIT: BAH! Damn you!

G-Flex, I notice you are using both a) the windows version (recall this is not a windows game, so display bugs like the arm health are probably likely!) and b)an old version, since debug commands like teleportation and map reveal have no been moved into a singular debug menu.

I've been working on fixing typos as I find them, hopefully Whale's will pick up those bufixes when he merges the changes. I'll make a note to fix that now... done. Any others you find, if you point them out in the bug area of the Cataclysm forum (http://whalesdev.com/forums/index.php) on the typo thread (http://whalesdev.com/forums/index.php?topic=49.0) it would be much appreciated, since no one has really put much effort into that yet.

Quote
Being able to drop multiple items at once.
I'm pretty sure this is in for the next version at least, which should be nice.
Quote
I'm also curious why the game doesn't just use actual text output, since that's all it seems to be anyway.
It does. This is likely a side effect of whichever mod/port you're using.

Code: [Select]
............             ┌─────┐NEARBY
............             │v├─RR│d dog
............             │─┤.RR│
............             │.│<RR│
............             │─┤...│
............             │.│<..│
............             └─────┘
............             HEAD:
............              96   
........|--- ------      TORSO:
........|... .....|       96   
........|..d|.....|      L. ARM:
........|...@.[...|       96   
........|..."..[.[|      R. ARM:
........|...|[.........   96   
........|... ..m.........L. LEG:
........|... .....|...... 96   
........|... .....|  .h..R. LEG:
........|... .[...|   ... 96   
............ .[.[.|     {POW:
............ .)...|       --   
........|... ....[|      house             Clear 65F              Spring, day 1
........|... ...,.|      Weapon: fists                            8:00 AM
........|... .....|                                               XP: 0      RUN
........|... .....|                          Str 12 Dex  7 Int 12 Per  5 Spd 100


You do make several good points though, all things that are either being worked on or planned to be, from what I know, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on September 03, 2011, 01:08:22 pm
WHERE CAN I GET LATEST WINDOWS VERSION? Headswey gave up and now i'm confused i have no idea how to get this game on windows help please

Here -> https://github.com/aposos/Cataclysm (https://github.com/aposos/Cataclysm)
I'll put this in the first post.

This thread is so gigantic, impossible to keep up with it all! Thanks for Whales for being an awesome developer!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 03, 2011, 01:10:30 pm
Also. the link to the new forums is http://whalesdev.com/forums/index.php
The spambots took over the old one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 03, 2011, 01:11:58 pm
G-Flex, I notice you are using both a) the windows version (recall this is not a windows game, so display bugs like the arm health are probably likely!) and b)an old version, since debug commands like teleportation and map reveal have no been moved into a singular debug menu.

That's a "debug command"? All I was doing was bringing up the map with m, moving the cursor to a building, and pressing the enter key.

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It does. This is likely a side effect of whichever mod/port you're using.

Yeah, I'm using a Windows version put together by someone apparently named "Head". His readme file isn't very encouraging.


In addition, I think the text feedback area could provide more information, like how much damage is being done to you when an enemy attacks, feedback when reading something, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 03, 2011, 01:14:16 pm
Damage output is going to be implemented soon I think.
And yes, it is a debug feature.
You know the only reason you can die in the game is because of the interest Whales got from Bay12? He wasn't anywhere near making a proper release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 03, 2011, 01:18:01 pm
Yeah, I understand the game is in early development and all.

You know, another thing: I was trying to board up a window, and for some reason, having a nailgun, some nails, and boards wasn't enough. I wasn't even sure how to go about doing it. Some things concerning those interactions could possibly be made more intuitive, but I can't say for sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on September 03, 2011, 01:19:15 pm
Alright, switching the forum link as well.

G-Flex, I think you need a hammer and a twoXfour.. But it's been a while since I last played.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 03, 2011, 01:19:34 pm
Yeah, it'd be nice if nailguns could function as hammers do in that situation.
Whales will likely implement that in the upcoming construction update, but for now you can (a)pply a hammer towards the window or door you want to board up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 03, 2011, 01:22:55 pm
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That's a "debug command"? All I was doing was bringing up the map with m, moving the cursor to a building, and pressing the enter key.
From what I understand, it was not actually intended to be released to the public when it was, and Whale's was struggling a bit to get things caught up. :P
All things considered, it's amazing how playable it was/is.

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In addition, I think the text feedback area could provide more information, like how much damage is being done to you when an enemy attacks, feedback when reading something, etc.
Considering you can see your current health and it does say where the enemy hit to guide you along, this seems a bit redundant to me, but it's much requested, so it will probably get in sooner or later.

Hmm... after I finish my current mod, maybe I'll spend some time doing interface tweaks. I'm currently trying to figure out the hell that is compiling for windows, we'll see how that goes, hah. I'm not even writing the port, I just honestly can't even figure out how to compile the thing! Bah, everything's so much easier on 'nix...

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having a nailgun,
I've actually been meaning to ask whales about this. The problem is, the nailgun is classed as a gun (allowing you to shoot with it), and the  boarding up action is a byproduct of tools, so I'm not sure if its possible. However, I could make the nails themselves a tool, and allow you to "use" any item in the group (except the nailgun) to initiate the build action, with the nailgun meeting the same requirement as the hammer. That would at least be an improvement. Redundant if it's being included in the next update, though. I'll add the question to the Ask Whales thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SeaBee on September 03, 2011, 01:25:05 pm
My first post in this thread: this is a damn fine game. Nothing more to add.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 03, 2011, 01:39:12 pm
I just started playing, and started a tutorial game, and while it seems pretty neat, a few things are frustrating, mostly in terms of interface/convenience features.

Things I'd like to see:
  • Being able to examine the stats of items without having to pick them up first.
  • Being able to drop multiple items at once.
  • More intuitive and standardized interface (why do I have to press "7" to exit the sleep menu? Why?!)
  • Fewer bugs (obvious, but it's pretty aggravating not being able to see my arm health half the time).

Also, why can my character apparently teleport? I select a location on the map and I just show up there without any time passing or suffering weather effects or anything like that.

I'm also curious why the game doesn't just use actual text output, since that's all it seems to be anyway. There are also some glaring typos, for instance "nutrituion" in comestible stats.

Also, I drank/drugged myself to death on purpose, but the game never actually told me how I died. All it said was "game over". That's pretty harsh!

1.  You can, use 'e.' or 'e,' or 'eg' to pick up items on your current tile while viewing their stats.
2.  It's coming.  More complicated than you might think.
3.  Not sure what you mean here; the interface is pretty standard for roguelikes.  Also, I do not know what the "sleep interface" is.
4.  I assume you're on Windows, that's a Windows-only bug.

Teleportation is a debug feature.  You're apparently playing an old version of the game; it's been moved to the debug menu.

Actual text output?  That is exactly what the game uses.  Not sure what you mean here.  The "Nutrituion" typo has been fixed in more recent versions, but I'm sure there's many others.

Reason For Death messages are planned, but it'd involve re-writing every single line where the player takes damage; there are hundreds.  I'll get around to it eventually.

EDIT: Whoa, mega-ninja'd, how did that happen?  Anyway yeah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 03, 2011, 01:53:57 pm
3.  Not sure what you mean here; the interface is pretty standard for roguelikes.  Also, I do not know what the "sleep interface" is.

I mean the interface itself being standardized, i.e. having its own standards. By "sleep menu" I mean the menu that pops up when you try to sleep (this was pretty clear, I thought?); it's jarring to have to press an arbitrary number to exit that (as a general rule, menus/screens should be exitable using a common key).

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Actual text output?  That is exactly what the game uses.  Not sure what you mean here.

Sorry, that's another thing I'm probably just encountering because I'm using a Windows build. It spawns a blank console window, which then spawns another window within which the game itself runs, which apparently doesn't actually use real console output.

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Reason For Death messages are planned, but it'd involve re-writing every single line where the player takes damage; there are hundreds.  I'll get around to it eventually.

Shouldn't there be some common basis in the code for providing a reason for death? Whatever function is handling damage/death could probably be passed another parameter stating what is causing it, or something of that nature. I have no idea what the source looks like, though. In the long term, though, I'd consider it an essential feature: It's very unfun and frustrating to die and have no idea what caused it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 03, 2011, 01:55:26 pm
Yeah, windows uses SDL to emulate a console due to the curses library being linux only I think.
And if you get the one from aposos' git you'll only have the one window, as well as the up to date debug menu and junk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 03, 2011, 02:31:58 pm
Actually, both platform has curses. Linux uses ncurses while Windows has pdcurses. That's pretty much the only difference.
That and the changed code covering the difference between these two libs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 03, 2011, 05:11:18 pm
3.  Not sure what you mean here; the interface is pretty standard for roguelikes.  Also, I do not know what the "sleep interface" is.

I mean the interface itself being standardized, i.e. having its own standards. By "sleep menu" I mean the menu that pops up when you try to sleep (this was pretty clear, I thought?); it's jarring to have to press an arbitrary number to exit that (as a general rule, menus/screens should be exitable using a common key).

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Actual text output?  That is exactly what the game uses.  Not sure what you mean here.

Sorry, that's another thing I'm probably just encountering because I'm using a Windows build. It spawns a blank console window, which then spawns another window within which the game itself runs, which apparently doesn't actually use real console output.

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Reason For Death messages are planned, but it'd involve re-writing every single line where the player takes damage; there are hundreds.  I'll get around to it eventually.

Shouldn't there be some common basis in the code for providing a reason for death? Whatever function is handling damage/death could probably be passed another parameter stating what is causing it, or something of that nature. I have no idea what the source looks like, though. In the long term, though, I'd consider it an essential feature: It's very unfun and frustrating to die and have no idea what caused it.

When I try to sleep, I get a "Are you sure you want to sleep? Y/N" prompt.  Just like in every Y/N prompt in the game (they all use the same code), pressing 7 does nothing.  Pressing Y or N gives the appropriate response.  You are probably using a mod which alters this prompt--why, I have no idea.
I do maintain several internal standards: > and < to cycle through tabs, as in the player creation or crafting screens; q or Esc to exit an action or info screen, as in the @ screen, firing a gun, throwing an item, etc.  All multiple-choice menus use the same code, and look the same.  All text-entry prompts use the same code, and look the same.  If you could be more specific about what you think needs standardization, that would be appreciated!

There is indeed a single function which damages the player.  It is used hundreds of times throughout the code.  If I were to add a "cause of death" message to that function, I'd have to edit all those hundreds of uses.  I intend to do so at some point, but it's a bit of a chore :)  Most of the time it's fairly obvious what killed you, so.

Actually, both platform has curses. Linux uses ncurses while Windows has pdcurses. That's pretty much the only difference.
That and the changed code covering the difference between these two libs.

Yes, but pdcurses doesn't output to an actual console, it outputs to a emulated console-like window, right?  I admit to being totally unfamiliar with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 03, 2011, 05:16:48 pm
Yeah, pdcurses spawns its own window.
Windows' command line is too basic compared to Linux's terminal. Doesn't have half the stuff terminal has.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 03, 2011, 05:18:34 pm
3.  Not sure what you mean here; the interface is pretty standard for roguelikes.  Also, I do not know what the "sleep interface" is.

I mean the interface itself being standardized, i.e. having its own standards. By "sleep menu" I mean the menu that pops up when you try to sleep (this was pretty clear, I thought?); it's jarring to have to press an arbitrary number to exit that (as a general rule, menus/screens should be exitable using a common key).

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Actual text output?  That is exactly what the game uses.  Not sure what you mean here.

Sorry, that's another thing I'm probably just encountering because I'm using a Windows build. It spawns a blank console window, which then spawns another window within which the game itself runs, which apparently doesn't actually use real console output.

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Reason For Death messages are planned, but it'd involve re-writing every single line where the player takes damage; there are hundreds.  I'll get around to it eventually.

Shouldn't there be some common basis in the code for providing a reason for death? Whatever function is handling damage/death could probably be passed another parameter stating what is causing it, or something of that nature. I have no idea what the source looks like, though. In the long term, though, I'd consider it an essential feature: It's very unfun and frustrating to die and have no idea what caused it.

When I try to sleep, I get a "Are you sure you want to sleep? Y/N" prompt.  Just like in every Y/N prompt in the game (they all use the same code), pressing 7 does nothing.  Pressing Y or N gives the appropriate response.

I would have to guess G-Flex is talking about the wait command accessed via ^
Which requires you to press 7 to not to wait.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 03, 2011, 05:25:55 pm
Ergh, right, I was being stupid. I meant "wait", not "sleep".

Yes, but pdcurses doesn't output to an actual console, it outputs to a emulated console-like window, right?  I admit to being totally unfamiliar with it.

Doesn't DC:SS use curses? I know that outputs to a real console window. I could be wrong about it using that, though.


In other news: I'm playing a schizophrenic with an addictive personality and Drunken Master. I can't verify that Drunken Master actually works, but judging by my unarmed feats of strength against hordes of undead, I figure it probably does. I have tons of morale from all the tequila, too! Schizophrenia doesn't seem to do very much very often, though, at least not nearly enough to justify all the points you get.

Does pain ever go away on its own? It seems odd to me that pain persists even after you've healed the injuries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 03, 2011, 05:33:47 pm
I would have to guess G-Flex is talking about the wait command accessed via ^
Which requires you to press 7 to not to wait.

Ah, that makes more sense.  The issue is that multiple-choice menus often have no "exit without response" option, intentionally.  I guess I could add another multiple-choice menu style that has an "exit without response" option bound to q or 0.

Ergh, right, I was being stupid. I meant "wait", not "sleep".

Yes, but pdcurses doesn't output to an actual console, it outputs to a emulated console-like window, right?  I admit to being totally unfamiliar with it.

Doesn't DC:SS use curses? I know that outputs to a real console window. I could be wrong about it using that, though.


In other news: I'm playing a schizophrenic with an addictive personality and Drunken Master. I can't verify that Drunken Master actually works, but judging by my unarmed feats of strength against hordes of undead, I figure it probably does. I have tons of morale from all the tequila, too! Schizophrenia doesn't seem to do very much very often, though, at least not nearly enough to justify all the points you get.

Does pain ever go away on its own? It seems odd to me that pain persists even after you've healed the injuries.

I've never played Crawl under Windows, but I do know that under Linux it does indeed use ncurses, and outputs to a normal terminal (unless playing with tiles).

Drunken Master does indeed work; it boosts skill and damage.  It could probably use some tweaking, probably just increase skill.

Schizophrenia has some occasional debilitating effects.  It is possible for it to cause the player to be completely helpless for extended periods of time, which under the right circumstances can be very deadly.

Pain goes away gradually.  It is unassociated with HP, and high pain is generally more dangerous than low HP.  Just because you have bandaged up your injuries doesn't mean they've stopped hurting.  Use painkillers, like tramadol, codeine, oxycodone, or heroin to manage pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on September 03, 2011, 05:50:43 pm
Does eating body parts only give good mutations?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on September 03, 2011, 06:03:51 pm
No. I dont think it's better than regular mutagen potions. Might be worse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 03, 2011, 06:06:43 pm
It's precisely the same.  In the future, limbs will give one mutation, while potions will give up to 3.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on September 03, 2011, 06:38:24 pm
And I forgot what file has the mutations in it. Halp?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 03, 2011, 06:39:30 pm
The reason the window version creates two windows is probably the same reason that DOSBox runs in two windows (unless explicitly using the "no console" option). It was probably compiled for win32 console, which basically deals with the actual console output of programs, even though it still allows you to create GUI elements like windows (in this case, a graphical PDCurses SDL window).

So yeah it's an (optional) windows thing. And the linux version just outputs straight to text. HOWEVER, removing it in Windows would probably get rid of any debug/error messages that aren't explicitly outputted via Curses by Whales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on September 03, 2011, 07:22:55 pm
It's just whoever compiled it messed up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 03, 2011, 08:07:16 pm
Quote from: Whales
I intend to do so at some point, but it's a bit of a chore :)  Most of the time it's fairly obvious what killed you, so.
Not true. I haven't known what's killed me in... like... 10 deaths. Not counting the one where I purposely killed myself with fire. From the people I've talked to know, having any clue at all what killed you is actually less common than having no idea. :/

Also, Whales, I think the only problem with screens like the wait screen is that "space" is the cancel button for pretty much every other screen, isn't it? But for that one, it's different.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 03, 2011, 08:28:27 pm
And I forgot what file has the mutations in it. Halp?

pldata.h, technically mutations are just traits like the ones you can start with.

Future plans include moving mutations to mutation.h, a half-completed file with mutation "families" such as aquatic, lizard-like, bird-like, etc., where possesing a mutation in any family increases your chances of a mutation in that family next time you mutate.
Also planned are "trees" of prerequisites and growth path; e.g. "rough skin" mutation can lead to "thick skin" or "fine scales," and the latter can then lead to "green scales," "red scales" with fire resistance, or "feathers."  And so on and so forth.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 04, 2011, 12:26:49 pm
I noticed that the Asthmatic trait is pretty game-breaking. My asthmatic character couldn't even sleep for more than a couple hours before being woken up by an asthma attack. I get that the attacks probably should happen in the middle of the night sometimes, but not so reliably that it's basically impossible to sleep even if you just used your inhaler immediately prior to sleeping.

It's precisely the same.  In the future, limbs will give one mutation, while potions will give up to 3.

Also planned are "trees" of prerequisites and growth path; e.g. "rough skin" mutation can lead to "thick skin" or "fine scales," and the latter can then lead to "green scales," "red scales" with fire resistance, or "feathers."  And so on and so forth.

It's getting really obvious that you're taking some, er, inspiration, from Dungeon Crawl here. Pretty direct inspiration, actually! Seriously though, when you find yourself copying game mechanics so directly from such a different game, you might want to re-examine how you're doing things. Same with the "boomer"; I've never even played Left 4 Dead, but I immediately recognized it as being ripped straight out of that game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 04, 2011, 12:30:19 pm
Dungeon Crawl is a great game, and I'm happy to see Whales taking some inspiration from it. It's not like Cataclysm is going to become "Dungeon Crawl: Zombie Stew" Or anything. You're not complaining or anything, are you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 04, 2011, 12:34:52 pm
Dungeon Crawl is a great game, and I'm happy to see Whales taking some inspiration from it. It's not like Cataclysm is going to become "Dungeon Crawl: Zombie Stew" Or anything. You're not complaining or anything, are you?

There's a difference between being inspired by another game's style or features, and directly copying mechanics from it. Liking how Crawl does mutations and taking inspiration from that is far different from copying a specific mechanic like "eating mutagenic body parts gives you 1 mutation and using a mutation potion gives you up to 3" and "scale mutations start off generic but then develop into specific colors and styles that grant resistances and properties of their own". It's the difference between inspiration and "inspiration".

Am I complaining? I don't know. I think that it's a pretty bad way to go about development, so I'm mentioning it now before it (potentially) gets out of hand. If you like how another game does something, then consider it, and why it works, and find out how those principles may or may not apply to your own game, then design some implementation that works well for your game. You should never directly copy something from another game just because it works in that game; you should always try to come up with an implementation of your own. I'm probably coming off as a little more harsh than I want to be here, but I figured the game is in early enough development that it's worth discussing these things.


Personally, I'd prefer if the game didn't have these fantasy-style "mutations" at all, and radiation just messed up your body in a more quasi-realistic fashion. We already have bionics for body modification (so the functionality is kind of redundant), and I feel like growing fire-resistant skin or wings because you sat in a pool of nuclear waste just... doesn't really suit this game's genre or style well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 04, 2011, 12:57:31 pm
Well, you know, we are talking about a cinematic style game here full of not just zombies, but robots, burrowing worm things, and various other monsters. Plus, I think that the form of radiation recieved is somewhat specific to the story, which would them kind of make sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 04, 2011, 01:01:36 pm
That may be true, but I still think that, from a gameplay point of view, it's redundant given that we already have bionic body modifications, which can (with the right flavor) account for virtually anything that mutations can. It also makes your character's starting Traits a little less meaningful if they can be cured/gained during gameplay (not to mention that calling them all genetic mutations is kind of weird to begin with).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 04, 2011, 01:09:58 pm
I see your point, but on the other hand, bionics aren't always an option from the start, and mutations are often bad. While it is true that they both provide the same benefits, a melee character with robust genetics would have a much easier time mutating him self than trying to do self surgery. On that note, all characters should have some sort of chance to get those gameplay boosts, instead of just the hyper intelligent ones. However, when NPCS are back in, the whole situation could prove problematic, what with bionic installations possibly being easy to come by. But then, changing the mutations to something that couldn't be possible to get thorough bionics, or vice versa, would be unfair to different characters with different skill sets.   
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 04, 2011, 01:53:37 pm
Is that really unfair? The point of having different skillsets is that you have different options available to you. If the same things are available to everyone no matter what skills they have, then the choice in skillset becomes meaningless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 04, 2011, 01:57:05 pm
I quite like being able to choose between mutations and bionics, it's very nice for deeper RP, where I can choose to be a genetic monster or a biomechanical killing machine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 04, 2011, 02:22:10 pm
Glyph, I now see your reasoning. Suggestion for a solution: keep some of the mutation/bionic upgrades the same, but put some on only one side of the fence, so that a bit more future thought goes into choosing skill sets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 04, 2011, 02:52:34 pm
I rather like the mutations, and feel that they fit perfectly in Cataclysm. Having a more complicated system, like in crawl, would be pretty cool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 04, 2011, 03:36:57 pm
Dungeon Crawl is a great game, and I'm happy to see Whales taking some inspiration from it. It's not like Cataclysm is going to become "Dungeon Crawl: Zombie Stew" Or anything. You're not complaining or anything, are you?

There's a difference between being inspired by another game's style or features, and directly copying mechanics from it. Liking how Crawl does mutations and taking inspiration from that is far different from copying a specific mechanic like "eating mutagenic body parts gives you 1 mutation and using a mutation potion gives you up to 3" and "scale mutations start off generic but then develop into specific colors and styles that grant resistances and properties of their own". It's the difference between inspiration and "inspiration".

Am I complaining? I don't know. I think that it's a pretty bad way to go about development, so I'm mentioning it now before it (potentially) gets out of hand. If you like how another game does something, then consider it, and why it works, and find out how those principles may or may not apply to your own game, then design some implementation that works well for your game. You should never directly copy something from another game just because it works in that game; you should always try to come up with an implementation of your own. I'm probably coming off as a little more harsh than I want to be here, but I figured the game is in early enough development that it's worth discussing these things.


Personally, I'd prefer if the game didn't have these fantasy-style "mutations" at all, and radiation just messed up your body in a more quasi-realistic fashion. We already have bionics for body modification (so the functionality is kind of redundant), and I feel like growing fire-resistant skin or wings because you sat in a pool of nuclear waste just... doesn't really suit this game's genre or style well.

It's hardly like crawl is the only game with mutations in it, and actually, the tree / family system I'm proposing is entirely different from how crawl does things.  Crawl doesn't use a tree; it uses mutation levels.  Cataclysm's mutations only have one "level" each, they're an on/off toggle.  Crawl doesn't have mutation families.  Cataclysm doesn't have mutagenic chunks of meat, and crawl doesn't have mutagenic body parts.  Cataclysm had mutations in it well before I'd ever played crawl, and I wasn't aware that crawl had a monopoly on "different types of scales" :)  I'm not directly copying anything from crawl, I'm creating these things from scratch--to simply see that two games have "mutations" in them and to claim that one copies from the other is slightly absurd.  Yes, I mentioned that distilled mutagens might give you up to three mutations.  Yes, potions of mutation give you three mutations in Crawl.  Does that mean I'm copying from Crawl?  Not at all, it's simply convergent design.  2 doesn't seem like enough, 4 seems like too many.

Do I take inspiration from other games?  Certainly.  You may not know this, but when I started Cataclysm, it was going to be a Left 4 Dead roguelike conversion, in the vein of the popular and excellent DoomRL.  I quickly found that I'd created some neat systems for expansive worlds, and decided to take it deeper than Left 4 Dead, while retaining some features from that original vision, most notably the boomer.

Actually, a big theme in Cataclysm is appropriation of elements from pop culture.  Triffids, graboids, and CHUDs are all borrowed from classic monster movies.  A lot of Lovecraftian monsters are lifted straight from his work.  There's tons of Half-Life references in the game.  The whole thing is very cinematic; there is a certain emphasis on realism, but there's also a strong emphasis on realism within the context of monster/post-apoc media.  There's certain tropes in these genres that I adore, however unrealistic they might be, and monstrous mutations are one of them.  To say that minor mutations--none are that dramatic, there's certainly no wings--do not fit the genre or style of a game with zombies, giant worms, laser guns, bionics, and subterranean laboratories, makes no sense to me!


On the subject of bionics/mutations being overlapping features, well, I see them as fairly seperate.

Bionics:

Mutations:

Not really that much overlap between the two, honestly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 04, 2011, 04:00:57 pm
Re: Mutations from radiation

Maybe two kinds of radiation then, mutagenic and non-mutagenic. Both deal the same radiation damage (so you don't know what direct source causes the mutation) but if there were 100 Barrels of 'Glowing Goo'tm in a pile, maybe 3 of them would be able to mutate you; but only if you were standing next to one of those 3 special barrels.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 04, 2011, 04:02:21 pm
Hey, the first semi-flame in almost 400 pages! Let me put on my sunglasses



 8)



Ok guys, go ahead
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 04, 2011, 04:07:59 pm
to simply see that two games have "mutations" in them and to claim that one copies from the other is slightly absurd.

That's not what I said or the reasoning I used. I was much more specific than that.

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Yes, I mentioned that distilled mutagens might give you up to three mutations.  Yes, potions of mutation give you three mutations in Crawl.  Does that mean I'm copying from Crawl?  Not at all, it's simply convergent design.  2 doesn't seem like enough, 4 seems like too many.

Fair enough.

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Actually, a big theme in Cataclysm is appropriation of elements from pop culture.  Triffids, graboids, and CHUDs are all borrowed from classic monster movies.  A lot of Lovecraftian monsters are lifted straight from his work.  There's tons of Half-Life references in the game.  The whole thing is very cinematic; there is a certain emphasis on realism, but there's also a strong emphasis on realism within the context of monster/post-apoc media.

I never said the game should be realistic. Regarding pop culture references, I was probably a little too hasty when mentioning the "boomers"; I didn't really know enough about the game's design to be saying that, as I was basically operating off of first impressions.

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There's certain tropes in these genres that I adore, however unrealistic they might be, and monstrous mutations are one of them.  To say that minor mutations--none are that dramatic, there's certainly no wings--do not fit the genre or style of a game with zombies, giant worms, laser guns, bionics, and subterranean laboratories, makes no sense to me!

You're probably right. I think I was interpreting the game more from a realistic-survival point of view, which it certainly does have elements of, and not considering the bigger picture.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on September 04, 2011, 04:12:09 pm
I have to agree, even though the mutations and bionics are alot hard to come by, i'd preefer more different updates from those of mutagenics, because i think that focusing on something that doesn't come that often would not help as much as for example bringing the npc's back
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 04, 2011, 05:22:20 pm
Don't worry, big game features like construction and NPCs are still my primary focus.  Things like reworking mutations are side projects that I might pick up if I need a break from those big projects, or quick changes I can bang out in an hour or so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 04, 2011, 06:58:04 pm
Well, my alcoholic kung-fu master died because I forgot to have Run Mode on. Whoops.

There's an obvious oversight with the Integrated Toolset body mod, but you probably already know about it: It only affects the crafting menu, so you can't use it as, say, a hammer to board up windows, or scissors to cut up clothing. The fact that it lets you cook food without a power source is a little amusing as well, but that's of secondary concern.


I think there are some balance concerns with character creation, as well, although I'm not sure how they could be addressed. Spending points on skills seems like a waste when it's so easy to learn them from books (my character went from 0 to 3 first aid from one book, whereas 2 points in it costs the same as 1 stat point during chargen, and 4 points in it costs as many as 4 stat points). Skills also seem kind of hard to learn through use; seeing as how the game is survival-oriented, you aren't constantly practicing your combat skills and such like you would in a more typical roguelike. Again, I'm not sure what I'd do about this... maybe skills should be cheaper during chargen, or less easily gained through books, or more easy to train through use, or something. I know that my last character didn't shy away from fighting zombies but still had trouble using a significant amount of the XP in his pool... particularly since his morale was extremely high because he was always drinking. Morale is kind of weird like that, but I guess it works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Biag on September 04, 2011, 07:12:36 pm
Skills also seem kind of hard to learn through use; seeing as how the game is survival-oriented, you aren't constantly practicing your combat skills and such like you would in a more typical roguelike.

But since it's survival-oriented and avoiding combat is frequently the best decision, why would you expect/need high combat skills? I like the distinction there is now between the stealthy-fasty-types and the two-by-four powerhouses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 04, 2011, 07:18:59 pm
One skill I ALWAYS put at least one point into is dodge. It's just way too painful to train up from scratch, and that one point has saved my ass numerous times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 04, 2011, 07:32:23 pm
Skills also seem kind of hard to learn through use; seeing as how the game is survival-oriented, you aren't constantly practicing your combat skills and such like you would in a more typical roguelike.

But since it's survival-oriented and avoiding combat is frequently the best decision, why would you expect/need high combat skills? I like the distinction there is now between the stealthy-fasty-types and the two-by-four powerhouses.

You need high combat skills for the time when combat is essential. One of the things about the survival genre is that you don't do critical things very often, but they're extremely vital to succeed at when you do.

Also, I was specifically talking about a character who was engaging in combat very often. However, I guess his skills did go up considerably enough, and he did have low intelligence, so I'm not sure anymore.

I think books are the bigger problem. Some skills are almost useless to start off with, because you can gain 2-3 points in them using very common books, whereas some other skills are harder to raise.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on September 04, 2011, 08:13:23 pm
Can you overdose? Because I can't find any issues with swallowing a whole bottle of codine..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 04, 2011, 08:40:52 pm
G-Flex, remember that every point in a skill in character creation is actually worth 2 in game. Some skills, like those you can pick up from books... maybe not worth it.

Other skills, like dodging, totally are.

I've actually found there's quite a few ways to successfully play the game that aren't obvious at first, too. The skills menu has been a great boon to many of my builds, in large part because I tend to go with illiterate and skip books altogether. Grabbing 2 points in dodge, 1 points in traps, and 1 point in mechanics, is a HUGE benefit. Pricey, mind you - that's six points. But it is totally worth it. Also, from what I understand, it's going to change over to a system where stat points and skill points are separate soon.

There's definitely plenty of balance issues.

On the other hand, I've never really had difficulty learning skills in game - it only takes four days or so to become extremely proficient at whichever problem resolving technique you use most often, half that if you have a high Int and Fast Learner (which I almost always do.) The skills that are harder to get in-game tend to be the same skills books exist for - crafting and so on. Combat especially seems to raise pretty quickly. I'm cool with that.

I think, character build-wise, there's actually lots of interesting options. Not every combination is viable, but it's fun to fine the ones that work really well. (like starting with a bunch of points in traps and mechanics, and some strength. Mwahaha).

Also, here's a quick list of completely broken things if you ever want the game to get incredibly easy. Pretty much all of these are on the to-fix list, from what I understand:
Integrated Toolset
Stings (Bee and Wasp)
Throwing, especially when combined with stings
Booze (keep in mind that each type gives a separate bonus - my morale is often above 500 because of that)
Pits
Dodging (the way dodging works means that if you get this high enough there is literally no chance for enemies to ever hurt you. It's also remarkably easy to train by finding a single necromancer and letting him go at you for a couple hours)

Integrated Toolset+Shovel+Handful of Stings+some stims and painkiller(especially Adderall, mmm)+Dodging(trained by a necro) pretty much makes you an immortal shining golden god. :P

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on September 04, 2011, 08:49:29 pm
Can you overdose? Because I can't find any issues with swallowing a whole bottle of codine..
You can, but only with certain things, like Adderall (see NPCs blowing their own heads off) and cocaine. Maybe meth too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on September 04, 2011, 09:06:32 pm
Playing now while my internet is down. Playing as a bookworm whose only goal is to survive long enough to learn everything from the books in the library.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 04, 2011, 10:01:02 pm
G-Flex, I agree with you completely about skills, and I've been saying for a long time that they will, some day soon, be eliminated from character creation entirely.  It's simply a waste of points; better to put that 1 point into a stat, a permanent increase that's hard to obtain in-game, than into 2 points of a skill that you could get in the first day of gameplay.

At some point the Skills tab in character creation will be removed entirely and replaced with a Profession tab.  Your profession would grant a few starting skills at low levels, equipment to go with them, and perhaps a unique trait.  For instance, the Police Officer profession would start with a level in handguns, a level in speech, and a level in dodge, and would get a USP 9mm and a holster.  The Priest profession would start with priest robes, a few levels in speech, a bible, and the Man Of The Cloth trait, granting them automatic respect from religious NPCs.

Glyph is totally right about those things needing balanced, and they'll be addressed at some point soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 04, 2011, 10:33:19 pm
At some point the Skills tab in character creation will be removed entirely and replaced with a Profession tab.  Your profession would grant a few starting skills at low levels, equipment to go with them, and perhaps a unique trait.  For instance, the Police Officer profession would start with a level in handguns, a level in speech, and a level in dodge, and would get a USP 9mm and a holster.  The Priest profession would start with priest robes, a few levels in speech, a bible, and the Man Of The Cloth trait, granting them automatic respect from religious NPCs.

Interesting, although would it make more sense to make that modular? I'm wondering if there's really a benefit to having the player select a "profession" rather than select the aspects of a profession individually. By clumping them into categories like that, you limit player flexibility, so you want to make sure there's a significant benefit to doing it that way as opposed to just letting the players select those skills, items and traits directly. I'm not saying there aren't ever benefits to doing it the way you're saying, just that you want to make sure there are. If you were to make those traits and skills individually selectable/modular, you could always have it draw from a number of points separate from the main character point pool.

G-Flex, remember that every point in a skill in character creation is actually worth 2 in game. Some skills, like those you can pick up from books... maybe not worth it.

Minor correction: That's only true for the first character point. After that, the cost increases very greatly.


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On the other hand, I've never really had difficulty learning skills in game - it only takes four days or so to become extremely proficient at whichever problem resolving technique you use most often, half that if you have a high Int and Fast Learner (which I almost always do.) The skills that are harder to get in-game tend to be the same skills books exist for - crafting and so on. Combat especially seems to raise pretty quickly. I'm cool with that.

You might be right. Again, I think my opinion is skewed because I was drawing from experiences with a low-Intelligence character.

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I think, character build-wise, there's actually lots of interesting options. Not every combination is viable, but it's fun to fine the ones that work really well. (like starting with a bunch of points in traps and mechanics, and some strength. Mwahaha).

This is true, although the Traits menu will always need to be looked at carefully. Whenever you have an advantage/disadvantage system like that, players will game it for points however they can. For instance, taking "trigger happy" if you have no intention on using automatic firearms anyway, and even "Schizophrenic" doesn't do much (in my experience).


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Also, here's a quick list of completely broken things if you ever want the game to get incredibly easy. Pretty much all of these are on the to-fix list, from what I understand:
Integrated Toolset
Stings (Bee and Wasp)
Throwing, especially when combined with stings

The Integrated Toolset does have some issues. Some aspects of it (soldering iron, hot plate, sewing kit, etc.) should require resources but doesn't, and it doesn't work at all outside of the crafting menu. I'd argue that maybe some tools should maybe not be included at all in it (hot plate?).

Getting headshots with thrown objects is hilarious. Rocks are deadly, and once I finished off a zombie by doing pretty significant damage throwing sneakers at its head. Flavor-wise, this is fun (throwing a bunch of your stuff at invading zombies out of desperation is great), but it should probably be a little less powerful!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 04, 2011, 11:09:45 pm
Well, by making skill sets modular--and independant of character creation points--it allows them to be useful at character creation (since they're free) without just giving the player free skills outright.  By tying equipment to that, it makes the skill sets more meaningful, and gives an extra depth of character differentiation without the exploitable and tedious process of manual item selection.

It's intentional that the integrated toolset is only useful for crafting.  It's not intended as an across-the-board powerhouse of "items you no longer need to carry," but simply as a tool to make crafting much more simple.  Perhaps "Internal Rapid Prototyper" or something would be more appropriate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 04, 2011, 11:17:45 pm
I always did like the idea of some guy sitting in his basement, working on something. He says, "oops, now where did I put that screw driver?" then the tip of his finger pops open and a screw driver pops out. Hilarious, actually. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 04, 2011, 11:20:50 pm
It's intentional that the integrated toolset is only useful for crafting.  It's not intended as an across-the-board powerhouse of "items you no longer need to carry," but simply as a tool to make crafting much more simple.  Perhaps "Internal Rapid Prototyper" or something would be more appropriate.

Yeah, it's not really clear what the integrated toolset is. If you can use it as a hammer-type object for crafting, for instance, why can't you board up two-by-fours with it? There are some incongruities there that I'm not sure are easy to work around, and I think that winds up being counterintuitive to the user. There's really no obvious reason why it would work for crafting and not other things, especially considering the flavor text. I'm not even sure how I'd reflavor it, and I'm not sure that it would necessarily become a "powerhouse" if the tools were more limited. For instance, it's a bit weird that you can heat up food or solder things despite the lack of a power source, and make clothing items without thread.


I'd personally like to see more Traits, too. That's just me, but I'd love to see that list grow, because Traits are fun. Expanding the list and maybe letting the user select four instead of three would be neat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 04, 2011, 11:48:09 pm
Can you overdose? Because I can't find any issues with swallowing a whole bottle of codine..
You can, but only with certain things, like Adderall (see NPCs blowing their own heads off) and cocaine. Maybe meth too.
Slight correction. Logic loops are what's causing that, not drug overdose. That's also why we currently don't have NPCs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 05, 2011, 12:05:19 am
I arrived at three traits after playing around and testing it for a while.  I think it allows sufficient flexibility in character creation while preventing extreme min/maxing or over-complex characters.  I could see my way to having one of the professions allowing 4 traits, or possibly just making traits past the third cost increasing numbers of points (or giving you decreasing amounts of points, on the negative side).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 05, 2011, 01:52:03 am
On the issue of skill points and buying them:
Please keep the custom skill selection mode in some form.
Even if it is not the primary focus of character creation or has some major draw back, such as not starting with any special items, the ability to create your own character is (as far as i'm concerned) THE BEST PART of Cataclysm. Lots of games use class/profession systems... Sure it's nice to make believe that you're some random bad ass of "Profession _" from the year 20xx, but sometimes it's also fun to create a representation of yourself or other people (Steve Austin to Stephen Hawking) in the game... It's difficult to imagine yourself /someone else as the character you control when you arn't given an option to literally "Be yourself" (or themselves) by way of customized trait/skill selection.

Please allow divisions and alterations within professions.
One of the professions you stated Whales, was "Police Officer" and that they'd start with a pistol, holster, and some policey-skills. But what if someone like me doesn't want to start with a pistol, but still be a "police officer" of sorts? It should be possible to start as a different kind of police officer... I can imagine sub-professions like:
DEA - Starts with an assortment of drugs* but mostly the highly addictive ones.
Detective - Weaker starting pistol but has a better speech skill.
SWAT - Starts with an SMG, but has no speech skill. (SWAT Entry; Shotgun. SWAT Sniper; Rifle.)

The list can go on like this, each one with a slightly different set of skills and starting items. Generally, each should take one aspect of that profession and amplify it into more specialist territory; a doctor profession subset could be "Desk Attendant" that has more speech skill then a normal doctor, or a "Ward Orderly" that has more unnarmed/melee skill. Branch that stuff out and give players options instead of doing what every other game seems to be doing lately by removing options.

* Not expected to actually use the drugs, but trade them to other NPCs... Maybe a faction quest to 'eliminate the drug problem' they've been having, and to turn in the confiscated drugs as proof? Bonus points if you flag the starting drug items so when the player tries to use them in a quest the NPC goes "Don't pull a fast one on me, i know that stuff is yours." ... Ahhh but all of that is far into the future where NPCs actually work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 05, 2011, 02:10:26 am
I agree with the above sentiments to some degree. I personally think that flexibility should be reduced only as much as is absolutely necessary. Creating interesting, quirky characters is one of the most fun things about a game like this.

I find it interesting that there's no "farsighted" trait yet, since there are reading glasses which refer to it... I assume that's an upcoming feature, though. I also think encumbrance could also use some work. I think it's actually a little too harsh overall (a lot of clothing slows you down a lot more than it would in the real world), and layering is a little quirky (if I have a jacket/vest and a backpack, wearing a t-shirt underneath it all carries a significant penalty even though it's slightly weird that it does). There are also some bugs/oddities with building layouts and feature placements that I'm sure you also already know about. I'm probably just stating the obvious a whole bunch here, and I apologize if I'm saying junk that's already been discussed at some point.

One feature that I'm not sure I find fun at all is the fact that the world is persistent between characters. I understand the appeal, but in practice, I think it's way too easy to cheese/exploit. I realized this when my nerd found my old tequila-chugging schizo brawler's house. At that moment, I realized that out-of-character knowledge and experience began to greatly affect the way I played, because I knew where that former character's house was, and therefore also knew everything around that house, including anything that prior character had found. That sort of out-of-universe knowledge affecting gameplay generally isn't very fun, because it really takes me out the game in both the sense that it really messes up my playstyle, and that it takes me out of the "RP" aspect and more into a sort of out-of-character metagame. To me, it's the sort of feature that sounds fun and looks great on paper, but doesn't work in practice unless the player himself can somehow forget everything about his previous characters and their exploits.


I think the game has a lot of potential, overall. Traits are a lot of fun, as are the bionics and the style of the gameplay. The fact that I'm having fun with it this early in development certainly says something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 05, 2011, 02:16:58 am
Mechanoid, these are relatively minor variations that you can flesh out over the first couple days of gameplay.  The point of removing skills from character creation is that they're more or less a waste of points that could be better spent elsewhere.  You'll still be creating your own character; but skill selection will be done in a way that's more cohesive and makes sense.  Creating a character like yourself, or whatever model you have in mind, is mainly done in the stats/traits selection, not via skills.

I kind of like the sub-job ideas, though they may be a bit too powerful for starting characters--the idea is still to force lots of scavenging in the early game, and that the profession selection simply provides a little push in one direction or another.

G-Flex, encumbrance is balanced for gameplay more than realism.  WIthout rehashing things that've been covered here and elsewhere extensively, it's designed to make a strong division between the highly-equipped, carry everything, ranged-combat type character, and the light-travelling, fast-moving melee character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 05, 2011, 02:43:59 am
One feature that I'm not sure I find fun at all is the fact that the world is persistent between characters.

If you delete the save folder a new world will be generated for the next game

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 05, 2011, 03:38:26 am
The point of removing skills from character creation is that they're more or less a waste of points that could be better spent elsewhere.

Like I said, you could make skill points a separate pool. Not that it's necessarily the best way, or better than what you're doing, but there are other ways to solve the problem.

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G-Flex, encumbrance is balanced for gameplay more than realism.  WIthout rehashing things that've been covered here and elsewhere extensively, it's designed to make a strong division between the highly-equipped, carry everything, ranged-combat type character, and the light-travelling, fast-moving melee character.

This is fair. Speaking of encumbrance, though... it seems like backpacks are kind of a no-brainer despite the encumbrance because of how much amazing space they give you. I guess it does limit how much armor you can effectively have on your torso, though... I just hate not being able to carry all kinds of stuff around, but that's just me because I like to hoard things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 05, 2011, 05:31:45 am
I'll make the problem i have with straight-up profession/classes simple:
They just don't account for every desirable starting configuration the player might want.

So instead of professions determining starting abilities, have the starting abilities determine your profession. If you choose a selection of skills that match one of the coded professions, then you get bonus starting equipment to help you along your way. Otherwise all you get are the skills you selected, a combination for which no applicable profession exists; or for which a profession giving additional equipment would be unballanced or totall over-powered, and thus denied from being made more powerful.

To further complicate and intrigue this system, set it up to work like traits do, where you have a number of points to choose which skills you have to start with, and then you can take some penalties to get more points if you want to; a second set of traits, but entirely skill-oriented. For example, "Gun Shy" would be a skill trait penalty that reduces the effective level of and slows down advancement with ALL firearms, and prevents you from crafting, modifying, or repairing any firearms.

Maybe even allow for a skill to be NEGATIVE (limited to -1) which represents an absolute ignorance of what to do in that skill to improve: so that they must read a book to learn that skill, no amount of action can improve it. (with the implication being that if you're illiterate, that skill is perminately disabled) (edit - with a further implication i just realised being that you've locked yourself out of getting a profession that skill is related to; -1 your Speech skill and you can't be a Police Officer, etc)
holy shit disabling a skill on a character from turn 0 i can't believe i'm actually suggesting this what the fuck am i doing

Finally, let the character start the game without perfectly spending every skill point; so that if you really really wanted to, you could start the game with all skills at -1 so you'd be forced to read books. (laffo if you accidentally took illiterate) That way skills can become meaningful representations of who a character is and what they're capable of instead of just some bonus to doing something early on. (you don't want your crafter mule NPC buddy to not be able to repair your guns because GUNSHY skill trait penalty)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 05, 2011, 12:41:45 pm
An Idea I had a while ago, was that during character creation, you would go and plot out the course your character took during life up until the game started. so for example, what kind of schools they went to, what decisions they made, what jobs they had, etc. And from that it would generate they're starting traits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: amjh on September 05, 2011, 01:13:06 pm
Which do you think is more important in the game: balance, or fun? It isn't a multiplayer game, so in my opinion it doesn't need to be perfectly balanced. If a change would allow few who wish to break the game balance to do so, but gives many more players the ability to make characters they find fun, would it be worth it? If a player likes min/maxing, would it hurt the game to allow it for him as a side effect?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 05, 2011, 01:17:44 pm
Which do you think is more important in the game: balance, or fun? It isn't a multiplayer game, so in my opinion it doesn't need to be perfectly balanced. If a change would allow few who wish to break the game balance to do so, but gives many more players the ability to make characters they find fun, would it be worth it? If a player likes min/maxing, would it hurt the game to allow it for him as a side effect?

Sometimes, yes, it does hurt. As a player of a single-player game, that situation causes me to intentionally limit myself along very arbitrary lines, and I don't like having to judge for myself whether or not a character I'm choosing is "broken"; that shouldn't be a decision left up to the player.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 05, 2011, 03:00:47 pm
I've got to say, I absolutely LOVE the static world. Happening across an area I've been with another character is always great fun, and it makes for amazingly awesome multiplayer play a la the ssh server. I've honestly never understood the problems people have with this mechanic. *shrug*

Then again, I find the whole bionics thing to be a bit silly and not fun, and have pretty much avoided them completely, and only dipped into mutations once or twice. Different strokes, ya'know.

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An Idea I had a while ago, was that during character creation, you would go and plot out the course your character took during life up until the game started. so for example, what kind of schools they went to, what decisions they made, what jobs they had, etc. And from that it would generate they're starting traits.
Sort of like the way LCS does it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 05, 2011, 03:01:54 pm
I've got to say, I absolutely LOVE the static world. Happening across an area I've been with another character is always great fun, and it makes for amazingly awesome multiplayer play a la the ssh server. I've honestly never understood the problems people have with this mechanic. *shrug*

Did you read my post? I feel I adequately explained it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 05, 2011, 03:32:09 pm
An Idea I had a while ago, was that during character creation, you would go and plot out the course your character took during life up until the game started. so for example, what kind of schools they went to, what decisions they made, what jobs they had, etc. And from that it would generate they're starting traits.

I am personally not a fan of this.  It turns character creation into a guessing game, and generally feels like a long and boring process when I just want to start playing.  I find it to detract from LCS, ADOM, and other games that use it.  Like always, my opinion may be swayed by a convincing demo.


Which do you think is more important in the game: balance, or fun? It isn't a multiplayer game, so in my opinion it doesn't need to be perfectly balanced. If a change would allow few who wish to break the game balance to do so, but gives many more players the ability to make characters they find fun, would it be worth it? If a player likes min/maxing, would it hurt the game to allow it for him as a side effect?

I feel as though it is the job of a game designer to balance the game for the player.  Generally, players want to do well/achieve success in a game, have fun with a game, and often be able to use the game as a platform for creativity (which can take many forms--character design, gameplay strategy, etc).  If the game is set up in such a fashion that to achieve optimal success means to limit yourself in creativity, that detracts from the overall fun of the game, and it becomes an exercise in rote performance of "that which is best."
It's also worth nothing that Cataclysm can be played as a kind of multiplayer game, on an SSH or telnet server.  This was never an intentional design feature--just a happy side effect of how the persistant map works--but I don't want to limit or preclude future development in this area just yet.  If a player wants to min/max or break the game balance, it's easy enough to edit the code and compile at home.


Regarding the persistant world:
Meta-gameplay is definitely an intended feature.  Factions are slowly getting fleshed out, and personally I think it will be great fun to play two different characters on opposite sides of a conflict, or to have your second character seek to avenge the first's death.  I also think it's awesome to find trails of carnage, to stumble upon old stashes, etc., especially on a shared world (SSH or telnet server).
There's no win condition(s) yet, but they are vaguely planned, and they'll be somewhat epic in scope.  Long-term survival will become much more difficult once NPCs are reinstated, and winning the game will almost certainly require the efforts of several consecutive characters.
Besides, if you don't like the persistant world, it's easy enough to delete the save directory when you die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 05, 2011, 03:52:19 pm
Meta-gameplay is definitely an intended feature.  Factions are slowly getting fleshed out, and personally I think it will be great fun to play two different characters on opposite sides of a conflict, or to have your second character seek to avenge the first's death.  I also think it's awesome to find trails of carnage, to stumble upon old stashes, etc., especially on a shared world (SSH or telnet server).

I agree with regard to shared worlds, but when I'm just playing by myself... why should my second character effectively know everything my first character did? If I'm playing two characters on either sides of a conflict, that's great, except the second one, by virtue of out-of-character knowledge, magically knows everything that first character did and where all his stuff is. I really would only enjoy this kind of feature if I'm doing it on a shared world or my gameplay otherwise doesn't get screwed up by player knowledge that the player rightfully should not have. Also, former-character stashes can be disconcertingly useful, since that character was the only actual survivor, making his stash pretty much the best resource a new character could stumble upon.


Quote
There's no win condition(s) yet, but they are vaguely planned, and they'll be somewhat epic in scope.  Long-term survival will become much more difficult once NPCs are reinstated, and winning the game will almost certainly require the efforts of several consecutive characters.
Besides, if you don't like the persistant world, it's easy enough to delete the save directory when you die.

Of course it's easy; it's effectively optional, but "options" only go so far. For one, something being optional doesn't render moot any questions about good design, and furthermore, as you just stated yourself, even if the feature is optional it still affects how you'll develop the game. I personally wouldn't want the game to be designed using consecutive-characters as a necessary or influential aspect, because I simply don't think it's fun to be spoiled by out-of-character knowledge about the randomly-generated world when starting a game, but the only way around that is either playing on a shared world or nixing the persistent world altogether. As long as it's plausible to play and succeed at the game using one character, I'll be happy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 05, 2011, 04:15:22 pm
To be honest, G, I've never actually managed to learn much from coming across a previous character's stash beyond the fact that the local area is pretty looted and it's time to move on. I mean, I know its a possibility, but I've honestly never been tempted to use meta-knowledge. The advantage is, to be honest, minimal - it's not like getting everything you need just with your starting map is difficult. Downloading a world map from the labs seems to blow any meta-advantage out of the water in this case, at least.

Though to be honest I've only stumbled across familiar territory once or twice and even noticed. And it enhanced the little stories I make for my characters as I go along rather than breaking the immersion. Maybe I've just got a worse memory than you, though. :P But finding previous character stashes just doesn't seem like anywhere close to a big enough boon to even purposely think about, especially with how rare it is to end up in the same place, unless you've gotten to the point where you have made dozens of characters in the same world.

What I think WOULD be nice is if we had the option to create an instance for our character or choose to use a persistant world, sort of have a proper menu for it, or even the ability to choose the world we play in (hell, even toggle certain features!). I imagine that sort of stuff is a ways out, but I do look forward to the day where it's in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 05, 2011, 04:35:09 pm
The only issue there is that it breaks multiplayer compatibility; again, not an intended or central feature, but one I'd like to avoid breaking if possible.

I agree that I'd like to have this kind of thing available at some point.  Possible solutions include build-time options to remove the world management option if compiling for a server, or possibly a stand-alone "world editor" tool to handle these kind of things and more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 05, 2011, 06:30:37 pm
The issue I have with the persistant world is the fact that the past five characters I've created have all spawned in the same town, three within one area and two within another, so that if I opened up the map I instantly recognized certain features. This meant that for every character past the first or second, the entire town was looted out, and I had the choice of going to an old stash or trying to make a cross-wilderness trip with no weapons beyond what were in the starting basement.


Yes, I know I can delete the save, but the point is that if there is going to be a persistant world, there needs to be a mechanism that prevents this sort of repeat spawning, because it seriously interferes with immersion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 05, 2011, 08:00:07 pm
I am personally not a fan of [character generation based off of a questionaire].

Assuming the game does nothing to notify you of what the consequences of your actions will be, i'm in agreement with this because it calls back to the dark days of point-and-click adventure games where "Developer Logic" was a mysterious and arcane thing, but had to be used to figure out puzzles given to you; because apparently that one item you missed 4 screens ago was needed on this specific screen, but you can't go back to get it.

In fact anything that gives the player starting equipment can fall into this too, if you don't explicitly state that "Being a police officer lets you start with a gun and ammo for it" and that "Starting as a bar tender gives you alcohol, but no rags or scissors to make molotovs with"

Yes, I know I can delete the save, but the point is that if there is going to be a persistant world, there needs to be a mechanism that prevents this sort of repeat spawning, because it seriously interferes with immersion.
This would seem easy to fix by having the game generate the map with a series of pre-set spawn points that will be randomly selected and then disabled when they're used; until all the spawn points have been used, at which point they're all re-enabled and it goes through the list again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 05, 2011, 09:46:14 pm
I am personally not a fan of [character generation based off of a questionaire].

Assuming the game does nothing to notify you of what the consequences of your actions will be, i'm in agreement with this because it calls back to the dark days of point-and-click adventure games where "Developer Logic" was a mysterious and arcane thing, but had to be used to figure out puzzles given to you; because apparently that one item you missed 4 screens ago was needed on this specific screen, but you can't go back to get it.

In fact anything that gives the player starting equipment can fall into this too, if you don't explicitly state that "Being a police officer lets you start with a gun and ammo for it" and that "Starting as a bar tender gives you alcohol, but no rags or scissors to make molotovs with"

Yes, I know I can delete the save, but the point is that if there is going to be a persistant world, there needs to be a mechanism that prevents this sort of repeat spawning, because it seriously interferes with immersion.
This would seem easy to fix by having the game generate the map with a series of pre-set spawn points that will be randomly selected and then disabled when they're used; until all the spawn points have been used, at which point they're all re-enabled and it goes through the list again.

That's exactly the sort of thing I mean.  :)

Also, I was tooling around a bit on my cheesed character (very high dodge from necromancer abuse), blowing up gas stations and killing the hordes that show up to investigate, when something happened. AFAIK this isn't an effect of the gas pumps exploding, as they had blown up several minutes ago and were just blazing away. Pic for reference; I was in the center of those concretic rings, about midway between the fire and the zombie.

(http://i.imgur.com/TmQf2.png)


Has Whales secretly implemented random artillery strikes or something?  ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 05, 2011, 10:03:31 pm
That reminds me of what happens when you walk around with active nuke in hand.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on September 05, 2011, 10:13:42 pm
Landmines? Nah, landmines don't all explode at the same time and they're smaller.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 05, 2011, 10:22:46 pm
Very weird, Flying Dice, I've never seen that bug before.  Those are definitely gas pump style explosions.  If you have any guess as to what might have caused it--anything out of the ordinary--please let me know.

Mechanoid, I agree with you 100% about the "developer logic" thing and strive to make this kind of stuff as transparent as possible (I admit that this could use work in several areas).  This was the reason why I recently added the information on the Stats screen of character creation, telling you the exact effects of 10 Str vs. 9 Str; requiring the player to open up a wiki or pull out their calculator to find out their carry weight is silly when the game could just be transparent about its inner workings.  Similarly, professions would be 100% specific about what they offer the player.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 05, 2011, 11:52:48 pm
Quote
Very weird, Flying Dice, I've never seen that bug before.  Those are definitely gas pump style explosions.  If you have any guess as to what might have caused it--anything out of the ordinary--please let me know.

Wait a minute, that means I DIDN'T randomly walk into a minefield! It was the gas station I burned down! Argggh!

That makes it worse, somehow...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on September 06, 2011, 12:10:58 am
Your blazing misdeeds have finally caught up to you, ending your life in a horrible (and yet spectacularly cinematic) fashion.

...That should totally be a death quote.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 06, 2011, 12:48:25 am
Quote
Very weird, Flying Dice, I've never seen that bug before.  Those are definitely gas pump style explosions.  If you have any guess as to what might have caused it--anything out of the ordinary--please let me know.

Wait a minute, that means I DIDN'T randomly walk into a minefield! It was the gas station I burned down! Argggh!

That makes it worse, somehow...

Remember kids, when lighting a gas station on fire in postapocalyptia, start running as soon as you light the flame!

Now you know! AND KNOWING IS HALF THE BATTLE!

Why couldn't I resist the tempation to do that?

In regards to that: No, I don't recall doing anything that would have bugged the game out like that, no use of [z], editing game files or anything, and I had done the same thing with two other gas stations without incident.

Also, the Vector is fucking amazing. No recoil and a deep magazine. <3<3<3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 06, 2011, 01:08:19 am
Also, the Vector is fucking amazing. No recoil and a deep magazine. <3<3<3

I just found out about the TDI Disraptor (http://en.wikipedia.org/wiki/Disraptor), basically the same as the Vector except chambered for .50 BMG, a very powerful machine gun / sniper rifle round.  It's only a concept / prototype right now, but I figure it'd see production by the time Cataclysm happens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 06, 2011, 01:35:32 am
Hrm. I know encumbrance has been mentioned before, and I think my problem with it is that it just seems so severe. Even a single point of torso encumbrance is rather consequential for a melee character, and it's pretty hard to avoid that. I would personally like to see the first point (or two?) of encumbrance to be a bit less severe on some body parts, but still severe for higher numbers.


I think the reason carrying capacity bugs me is just because we don't have things like shopping carts, wheelbarrows, vehicles, or other means yet of carting around lots of goods. I think this would help matters a lot; you could haul around a shopping cart for your supply runs, but there would still be an element of risk involved in the sense that if you have to flee tough enemies, you'll likely need to leave the cart behind and lose whatever's in it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 06, 2011, 02:11:25 am
Carts/movable furniture (they're the same thing, really) have been discussed to death, it's a feature I'd like to have and may include some day, but it's a big task.

A single point of torso encumbrance is not a big hit for melee fighters, actually.  Three points is enough that it'll strongly affect your odds in melee, and shouldn't be done without careful consideration; more than that is making melee unrealistic or in the realm of the expert.
Like many elements in the game, it may seem a bit harsh at first; but keep playing, you'll get the hang of things and find it to be quite easy and forgiving.

If you're deadset on optimal melee fighting, well, learn to live with fewer items.  If carrying tons of gear is a crucial part of your playing style, pick up a gun and use that.  Or find a nice balance between the two that works for you--there's a lot of wiggle room here, and it may involve items that you haven't discovered or acquainted yourself with yet.  Cataclysm is, if anything, a game that rewards experimentation and creative problem-solving.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 06, 2011, 04:24:48 am
Carts/movable furniture (they're the same thing, really) have been discussed to death, it's a feature I'd like to have and may include some day, but it's a big task.

I can see a couple reasons why it would be challenging, but I think it's somewhat important. You've gone with a somewhat realistic approach when it comes to carrying capacity (in that people can't really carry much on their person at a time, especially without storage like a backpack), and I like that a lot, but without things like carts (or even the ability to, say, lug things around by carrying them in a box), scavenging for resources can get kind of painful, which is neither fun nor realistic. Even playing a relatively strong character with Packmule, being able to carry the six 2x4's necessary to board up a door frame at all was pretty arduous.

Also: Is there a hard limit on the number of items you can carry? I've gotten a "you're carrying too many items" type message before, and I was curious why there would be a limit on item count when the game already tracks item bulk/volume.

Quote
A single point of torso encumbrance is not a big hit for melee fighters, actually.  Three points is enough that it'll strongly affect your odds in melee, and shouldn't be done without careful consideration; more than that is making melee unrealistic or in the realm of the expert.
Like many elements in the game, it may seem a bit harsh at first; but keep playing, you'll get the hang of things and find it to be quite easy and forgiving.

Yeah, I'm probably overestimating the effects of that. I think this is partly because I'm not sure what an action point is really worth. The game is very transparent about action points in some respects (effects of certain traits or status effects, etc.) but very opaque in other respects (some running speed effects not being tallied into the move speed display, speed of attacks and other actions, etc.).

Quote
If you're deadset on optimal melee fighting, well, learn to live with fewer items.  If carrying tons of gear is a crucial part of your playing style, pick up a gun and use that.

To be fair here, it's not just items; it's also armor. Of course, I'm not experienced enough with the game to say for sure how difficult it is; maybe a kevlar vest plus a utility vest isn't too encumbering after all. One thing I really don't get is why it's faster to run with a skirt on than with no pants on at all. :P

I don't necessarily care about having a ton of gear on hand at once. When I get bugged by carry capacity, it's when I'm trying to gather crafting parts or useful supplies. One thing I have found, however, is that with the right clothing (even without a backpack) and the Packmule trait, it's really not so bad at all except in certain cases.



In other news, the town generation could probably use some more intelligent placement of buildings. I managed to start in a town without a single grocery store, which was pretty bad since I was a vegetarian! I think guaranteeing certain building types and maybe spreading them out more on average (if it's not done like that already) would be a good idea. Obviously, the same could be said of building layouts and features, but I assume that'll see work in the future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on September 06, 2011, 06:03:04 am
Quote
Also: Is there a hard limit on the number of items you can carry? I've gotten a "you're carrying too many items" type message before, and I was curious why there would be a limit on item count when the game already tracks item bulk/volume.

I've found the same. I think it's related to inventory characters.

I find it curious as well, as it decreases the usefulness of backpacks drastically.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 06, 2011, 06:17:23 am
It's limited to 52 because items are bound to a-z/A-Z letters. Whales said that this limitation is intended for two reasons: (1) to avoid the player carrying a lot of items (for example you could be able to carry an infinite number of lighters because volume and weight are 0) and (2) he wants you to be able to access an item in only two keystrokes instead of entering the inventory and navigating through it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on September 06, 2011, 07:40:35 am
in regards to the TDI Disraptor, please make sure it's weight and encumbrance are appropriate for the heavy machine gun it is, and not treating it like a another smg.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 06, 2011, 09:27:18 am
It's limited to 52 because items are bound to a-z/A-Z letters. Whales said that this limitation is intended for two reasons: (1) to avoid the player carrying a lot of items (for example you could be able to carry an infinite number of lighters because volume and weight are 0) and (2) he wants you to be able to access an item in only two keystrokes instead of entering the inventory and navigating through it.

Well, #1 is easy to fix. Make lighters not be volume 0 (use fractional bulk if needed) or just stop caring, since lighters aren't THAT rare or useful). Seriously, if you're having a carry capacity at all, arbitrarily limiting your inventory to N items is annoying.
#2 sounds nice in theory, but in practice, you're not going to memorize more than maybe 2 or 3 items that you need to use frequently (could set hotkeys or something) and even that is iffy since dropping them often ends up with random letters (specially in the case of bear traps which seem to be re-created every time they are triggered and get a new letter). Odds are you'll end up navigating just to find out WHAT hotkey is assigned to an item.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 06, 2011, 09:34:08 am
And navigating sounds nice in theory too, until you get to a point you actually need to repeat an item.
Digging a trench? Reading books? Good luck spending hours just navigating that menu.

Secondly, we're getting item stacking somewhere in the future. That should alleviate most of the problems.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 06, 2011, 09:43:25 am
Being able to reassign the keys for items would be useful in addition to the stacking, it's much easier to always know my hammer is on 'a' than having to hunt for it. (not that I actually use the hammer that much, but you get the point)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 06, 2011, 09:52:05 am
Carts/movable furniture (they're the same thing, really) have been discussed to death, it's a feature I'd like to have and may include some day, but it's a big task.

I can see a couple reasons why it would be challenging, but I think it's somewhat important. You've gone with a somewhat realistic approach when it comes to carrying capacity (in that people can't really carry much on their person at a time, especially without storage like a backpack), and I like that a lot, but without things like carts (or even the ability to, say, lug things around by carrying them in a box), scavenging for resources can get kind of painful, which is neither fun nor realistic. Even playing a relatively strong character with Packmule, being able to carry the six 2x4's necessary to board up a door frame at all was pretty arduous.

Discussed to death!


Quote
A single point of torso encumbrance is not a big hit for melee fighters, actually.  Three points is enough that it'll strongly affect your odds in melee, and shouldn't be done without careful consideration; more than that is making melee unrealistic or in the realm of the expert.
Like many elements in the game, it may seem a bit harsh at first; but keep playing, you'll get the hang of things and find it to be quite easy and forgiving.

Yeah, I'm probably overestimating the effects of that. I think this is partly because I'm not sure what an action point is really worth. The game is very transparent about action points in some respects (effects of certain traits or status effects, etc.) but very opaque in other respects (some running speed effects not being tallied into the move speed display, speed of attacks and other actions, etc.).

Checking the stats for your weapon will reveal how many movement points it uses per attack (this is then slightly modified by your skills / dexterity).  Ground running speed is a flat 100 unless you're on rough terrain.


To be fair here, it's not just items; it's also armor. Of course, I'm not experienced enough with the game to say for sure how difficult it is; maybe a kevlar vest plus a utility vest isn't too encumbering after all. One thing I really don't get is why it's faster to run with a skirt on than with no pants on at all. :P

Call it a nethack moment ;)

I don't necessarily care about having a ton of gear on hand at once. When I get bugged by carry capacity, it's when I'm trying to gather crafting parts or useful supplies. One thing I have found, however, is that with the right clothing (even without a backpack) and the Packmule trait, it's really not so bad at all except in certain cases.

The new inventory update, which is so close I can taste it, addresses this by allowly you to craft using items from the floor nearby.


In other news, the town generation could probably use some more intelligent placement of buildings. I managed to start in a town without a single grocery store, which was pretty bad since I was a vegetarian! I think guaranteeing certain building types and maybe spreading them out more on average (if it's not done like that already) would be a good idea. Obviously, the same could be said of building layouts and features, but I assume that'll see work in the future.

Don't know if you've been out here to rural New England, where the game is set, but lots of small towns don't have a grocery store.  Lots don't have any commercial zoning at all.  If you spawn in such a town, loot the houses for food, find wild food, travel to the next town.  Grocery stores, actually, aren't that great!


in regards to the TDI Disraptor, please make sure it's weight and encumbrance are appropriate for the heavy machine gun it is, and not treating it like a another smg.

Heh, don't worry, there's no way I'd place a weapon that powerful in the game without giving it some serious drawbacks.  it may be extremely low-recoil for the round it fires, but recoil's still gonna be there with a .50 BMG; it's heavy and bulky, and of course .50 BMG won't be the easiest round in the world to find.



Inventory letter assignment has also been discussed to death, suffice to say it won't be changing.  Yes, inventory stacking is a feature in the next big update, which will mean that volume limitations will hit before the 52-item limitation almost all the time.

Being able to reassign the keys for items would be useful in addition to the stacking, it's much easier to always know my hammer is on 'a' than having to hunt for it. (not that I actually use the hammer that much, but you get the point)

= allows you to shuffle inventory letters.  It's not documented due to a bug in the help menu that overwrites it.  Derp.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 06, 2011, 09:58:02 am
= allows you to shuffle inventory letters.  It's not documented due to a bug in the help menu that overwrites it.  Derp.

Clearly my knowledge of the code isn't as good as I thought :) thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 06, 2011, 11:30:59 am
And navigating sounds nice in theory too, until you get to a point you actually need to repeat an item.
Digging a trench? Reading books? Good luck spending hours just navigating that menu.

AHEM

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 06, 2011, 02:10:18 pm
So... Building a new character on a new map, and I was wondering which stim provides the greatest boost to INT, and what that boost is, because I'm building a char that I want to be able to read all of the books without sinking points to get 14 INT, and the info wasn't on the wiki.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowlord on September 06, 2011, 02:19:01 pm
I just tried the windows version of this (8/23/2011, from the same URL that is linked to in the OP of this thread), but it seems to freeze whenever I try to pick up a box of flour in my house, and it even froze in the help menu after not picking up the box of flour. I end up having to end-task it. If I restart it and tell it to load my game, I end up in the street outside my apparently locked home without anything I had picked up (I broke the window to go back inside; it freezes again if I try picking up the box of flour).

I'm a bit disappointed in the apparent lack of stability. (There aren't any files containing errors or stack traces or anything in the folder, either)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 06, 2011, 02:24:19 pm
I just tried the windows version of this (8/23/2011, from the same URL that is linked to in the OP of this thread), but it seems to freeze whenever I try to pick up a box of flour in my house, and it even froze in the help menu after not picking up the box of flour. I end up having to end-task it. If I restart it and tell it to load my game, I end up in the street outside my apparently locked home without anything I had picked up (I broke the window to go back inside; it freezes again if I try picking up the box of flour).

I'm a bit disappointed in the apparent lack of stability. (There aren't any files containing errors or stack traces or anything in the folder, either)

https://github.com/aposos/Cataclysm (https://github.com/aposos/Cataclysm) (latest Windows version)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 06, 2011, 02:27:22 pm
Quinnr changed the url in the OP to that one already.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 06, 2011, 03:07:42 pm
It's limited to 52 because items are bound to a-z/A-Z letters. Whales said that this limitation is intended for two reasons: (1) to avoid the player carrying a lot of items (for example you could be able to carry an infinite number of lighters because volume and weight are 0) and (2) he wants you to be able to access an item in only two keystrokes instead of entering the inventory and navigating through it.

I've seen an item bound to ` in my inventory before. Seriously. I was confused too!


Sounds like inventory stacking will probably ameliorate this anyway.


I personally think there's way too much focus on drugs in the game. I can't help but think the effects should be more subtle (should munching adderall or drinking a can of soda really make me that much faster? it's like taking supersoldier serum or something), and they're one of the few things you can really do to boost your morale. I'm sure this has also been discussed to death, but there are plenty of things that should probably affect your morale but don't... things like sleeping through the night successfully, being well-fed, fending off an attack, being attacked, being at low health, and probably a whole lot of other things.


Don't know if you've been out here to rural New England, where the game is set, but lots of small towns don't have a grocery store.  Lots don't have any commercial zoning at all.  If you spawn in such a town, loot the houses for food, find wild food, travel to the next town.  Grocery stores, actually, aren't that great!

I live in Rhode Island, actually. But you're right. Come to think of it, the only reason a town seems so huge in-game is because you're walking, not driving. The lack of a particular type of store makes more sense when you consider that the next "town" area is only maybe a couple miles away.

The roads could certainly use some weird, though. I've seen lots of "highways" that only last for two map tiles in the middle of the town. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 06, 2011, 03:37:13 pm
It's limited to 52 because items are bound to a-z/A-Z letters. Whales said that this limitation is intended for two reasons: (1) to avoid the player carrying a lot of items (for example you could be able to carry an infinite number of lighters because volume and weight are 0) and (2) he wants you to be able to access an item in only two keystrokes instead of entering the inventory and navigating through it.

I've seen an item bound to ` in my inventory before. Seriously. I was confused too!

Yeah, that is a bug that sometimes happens.
To answer both to you and Sergius on the zero volume item topic, I remember that there was a reason why lighter is volume-less, as whales explained some time ago, but I don't remember it.
Well... it doesn't sound like an answer, but it is better than nothing  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on September 06, 2011, 03:59:26 pm
I can fit a lighter in my pocket and not be burdened at all by it. Is that not a good enough reason? Then again, that's compared to the other objects I normally keep in my pockets. Cell phone, iPod Touch, wallet, knife for work, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 06, 2011, 04:26:36 pm
It's because the vasic unit of volume is about the size of a tennis ball.  I could certainly make volume more specific; a backback could probably hold a thousand lighters or so, no?

I just tried the windows version of this (8/23/2011, from the same URL that is linked to in the OP of this thread), but it seems to freeze whenever I try to pick up a box of flour in my house, and it even froze in the help menu after not picking up the box of flour. I end up having to end-task it. If I restart it and tell it to load my game, I end up in the street outside my apparently locked home without anything I had picked up (I broke the window to go back inside; it freezes again if I try picking up the box of flour).

I'm a bit disappointed in the apparent lack of stability. (There aren't any files containing errors or stack traces or anything in the folder, either)

Weird, that would seem to be a really bad build.  The game isn't designed for Windows, so any Windows port is going to be inherently unstable compared to the original Linux versions.


I personally think there's way too much focus on drugs in the game. I can't help but think the effects should be more subtle (should munching adderall or drinking a can of soda really make me that much faster? it's like taking supersoldier serum or something), and they're one of the few things you can really do to boost your morale. I'm sure this has also been discussed to death, but there are plenty of things that should probably affect your morale but don't... things like sleeping through the night successfully, being well-fed, fending off an attack, being attacked, being at low health, and probably a whole lot of other things.

Caffeine is receiving a nerf.  Morale is still a young mechanic and will be receiving lots of tweaks and redesigns in the future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 06, 2011, 05:23:23 pm
I always did think it was weird how caffeine could give you the same speed as cocaine. . .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on September 06, 2011, 06:32:59 pm
Don't nerf caffeine addiction. Oh god the headaches...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 06, 2011, 06:54:19 pm
jc306, you've never actually seen someone wired on caffeine, have you? Those people are fucked. up.


Like, I mean, really wired. I had a friend chug 4 energy drinks once, and he was twitching all over the place, being incredibly aggressive (normally a very peaceful person). I would have been terrified to challenge the guy to a foot race  - normally I can easily outpace him, but I swear he would have pushed himself until his heart exploded. o_o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 06, 2011, 07:12:15 pm
What sort of energy drinks?
Because I drink a litre of relentless every day before school and I'm still nearly asleep all day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 06, 2011, 07:20:15 pm
Oh wow, just got a great start; there is a pile of scientist corpses outside my house with 3-4 bionics and a ton of electronic parts. Time to go action-bookworm and read up on relevant skills with one hand while shooting zeds with the other, eh?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowlord on September 06, 2011, 07:27:55 pm
Quinnr changed the url in the OP to that one already.

That's where I got it from, though.

Hmm. Messing with it some more it looks like it's actually erasing a small part of the screen, as if it's trying to display a dialog composed entirely of blackness. Of course none of the keys I had pressed before would do anything, but I just found that pressing shift-n closed it (as if it were a Y/N dialog). How odd.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 06, 2011, 07:35:44 pm
Quinnr changed the url in the OP to that one already.

That's where I got it from, though.

Hmm. Messing with it some more it looks like it's actually erasing a small part of the screen, as if it's trying to display a dialog composed entirely of blackness. Of course none of the keys I had pressed before would do anything, but I just found that pressing shift-n closed it (as if it were a Y/N dialog). How odd.
Tried redownloading it?
It looks like you have no room for the item so you're getting the "Drop your x and pick up y Y/N" prompt, but not drawing the screen properly, I tried with a version I just downloaded and it worked grand.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowlord on September 06, 2011, 07:46:17 pm
That prompt usually appears fine, however, which is to say that it must only be bugging out part of the time. I don't know how often because I didn't play for more than 15 minutes total because of the issue, but it seemed like about 50% of the time the dialog came up fine.

I don't see what redownloading it would do, it's the same version still.

I downloaded an updated version of the one DLL that was on the repository, but it made no difference.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 06, 2011, 07:58:50 pm
Okay, two questions: First, which stimulant provides the greatest boost to INT, and how much is it? Second, I thought that there was a max of 52 items in your inv, as they are only hotkeyed to the alphabet, lowercase and capital, yet I have a bottle of codeine that is hotkeyed as "@", and acts normally when I use that to use it, drop it, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 06, 2011, 08:03:16 pm
There's a chance you got a corrupted download.


Okay, two questions: First, which stimulant provides the greatest boost to INT, and how much is it? Second, I thought that there was a max of 52 items in your inv, as they are only hotkeyed to the alphabet, lowercase and capital, yet I have a bottle of codeine that is hotkeyed as "@", and acts normally when I use that to use it, drop it, etc.
1: not sure
2: That's a bug, an odd one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 06, 2011, 08:16:25 pm
The thing is, I've been using this download for close to a month now, over multiple worldsaves and dozens of characters, without ever seeing this. Oh well, it isn't hurting anything.

On the other note, does anyone know the max INT boost stims can provide, because I've been testing around and I wanted to be sure there weren't any that boosted more than Adderall.

On one final thing: I seem to recall reading somewhere that purifier gives permanent stat boosts in addition to removing mutations. Is there any truth to this, or am I having a short term memory loss issue senior moment 40 years too early?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on September 06, 2011, 08:19:53 pm
On one final thing: I seem to recall reading somewhere that purifier gives permanent stat boosts in addition to removing mutations. Is there any truth to this, or am I having a short term memory loss issue senior moment 40 years too early?

If you have mutations, it will only remove the mutations, not give you the stat bonus at the same time. But yes, it is true.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 06, 2011, 09:00:37 pm
Its funny, I got rid of carnivor using purifer, then I was playing around with a teleporter I got in the same spot because I was trying to
Spoiler (click to show/hide)
and I gained it right back through a mutation. This game can be cruel. I hope to dear god that NPCs don't constantly kill you and take your shit without warning like in Roguesurvivor. The NPCs in that game were way over powered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 06, 2011, 09:01:16 pm
Just had another strange event. After my last character died of heavy burns after leading a score of zombies into a gas station and then blowing it up, I made a new character in a different town. A few minutes in, as I'm going to a hardware store a couple buildings down, I see this.

(http://i.imgur.com/ECBAp.png)

There were about 50-60 outside the door to the south, as well. This character has never been anywhere near a bee colony; there aren't even any visible on the map. The first and only time any of the characters on this save have been to one was ~3 characters ago, in an entirely different town. Apart from the random appearance (I thought that they only showed up near the hives?), I'm concerned about the numbers. Going with a low count for those outside, and making a rough estimate based on their coverage and the area of the store, I make it to be roughly 250+ Giant Bees, which showed up for no apparent reason. Please tell me this is a bug, as I've had this sort of thing on a much smaller scale (15-30 Giant Bees) for characters living near hives, who have actually stolen honeycomb.

Also, if anyone has encountered this before, are there any ways to lose them?

edit: Also, it isn't a hallucination.

edit2: It was impossible to evade them; they showed up everywhere I went, even when I travelled across town with fasttravel. Eventually I grabbed a nailgun and killed 20 or so before I bit it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 06, 2011, 09:10:25 pm
Perhaps this is related to my basement spawning bug? On another note, I just envisioned some one who is allergic to bee stings standing inside of a store, and the sun is blocked out by the ones crawling on the windows. He puts his ear to the wall, only to hear more buzzing. Ugh, nightmare fuel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 06, 2011, 09:12:59 pm
It might be; I've noticed that I tend to get strange spawns of bees and wasps throughout the duration of a save once a single character on that save has come in contact with their natural environment, but it is usually just a few dozen, not several hundred.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 06, 2011, 09:32:51 pm
Oh god dammit, I finally managed to sneak past the bees, get into the basement with the bionic modules, purifiers, high-end books and mountains of ammunition, and you know what I do? I go to activate my flashlight so I can start reading after I pop some adderal, and I accidentally select my lighter. And light a fire on the small hill of goodies.

*facedesk*

Also, is there currently any purpose for goo canisters beyond making goo pits wherever (your stash) you accidentally drop them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 06, 2011, 10:04:10 pm
I was trying to get the Butcher command to work with any nearby corpse, but I think there needs to be some changes in the way activities work. There's no way to specify the X or Y location of an item you're working on, only some arbitrary "index" value that selects which of the objects in the tile the player is currently standing on is getting butchered... so while I could loop thru all nearby squares in the command itself, the actual Perform Activity rule won't be executed in the target square.

/codespeak off
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 06, 2011, 10:38:45 pm
On the other note, does anyone know the max INT boost stims can provide, because I've been testing around and I wanted to be sure there weren't any that boosted more than Adderall.

The max INT boost from stims is 4.  Using too many stims will decrease this bonus, and eventually introduce an INT penalty, as you become too wired and jittery to concentrate.  Adderall and cocaine can reach this zenith, though cocaine, while being a stronger stimulant than Adderall, also provides an inebriation penalty.
Methamphetamine has its own bonuses which are very powerful.  Int and Per receive a +3 bonus, while Str and Dex receive a +2 bonus, in addition to a hefty speed boost.  This lasts for around half an hour, and is then replaced by a -2 penalty to your states along with a heft speed penalty.  Meth is also extremely addictive.  Cocaine is addictive as well, but its addiction effects are not as severe as amphetamine addiction.


I was trying to get the Butcher command to work with any nearby corpse, but I think there needs to be some changes in the way activities work. There's no way to specify the X or Y location of an item you're working on, only some arbitrary "index" value that selects which of the objects in the tile the player is currently standing on is getting butchered... so while I could loop thru all nearby squares in the command itself, the actual Perform Activity rule won't be executed in the target square.

/codespeak off

Actually, activities would probably benefit from using the text_hash struct declared in texthash.h.  This would allow each activity to have its own arbitary values, defined as the activity starts, instead of just a single, multi-purpose int.  Feels cleaner than cluttering the activity struct with a bunch of data that wouldn't even be used for most activities.

Oh god dammit, I finally managed to sneak past the bees, get into the basement with the bionic modules, purifiers, high-end books and mountains of ammunition, and you know what I do? I go to activate my flashlight so I can start reading after I pop some adderal, and I accidentally select my lighter. And light a fire on the small hill of goodies.

*facedesk*

Also, is there currently any purpose for goo canisters beyond making goo pits wherever (your stash) you accidentally drop them?

Spoiler (click to show/hide)


Flying Dice, it's apparent now that you're using a bad .exe, or have very oddly corrupted save data.  Hate to say it, but you should re-download and delete your save directory.  Never seen these kinds of bugs (pun... intended  8))
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 06, 2011, 10:54:00 pm
Well, I'm probably going to do that when my current character bites it, but until then I'm going to keep playing on this one because I've got a decent run going and I haven't encountered any serious bugs yet. It's what I get for using Windows.  ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowlord on September 06, 2011, 10:58:04 pm
Something similar: When I started the tutorial for the first time (the very first thing I did in Cataclysm), there was a swarm of giant bees in the tutorial house with me. I tried to run away, and ran to the grenade and tossed it into the swarm, but it only killed three or so, and then when I tried to melee them I just got killed.

When I restarted the tutorial again, there were only two bees in the house that time, and I was able to kill them.

No idea what was up with that, considering there was (in the main game) supposed to be a 30 minute wait before anything started spawning, and you wouldn't think anything would spawn in the tutorial anyways.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 06, 2011, 11:03:22 pm
I think I've noticed another bug with inventory count, but it's probably known: Sometimes, trying to pick up an item will fail because I have too many, but then trying to pick up another item will work, or dropping an item won't help. Something's inconsistent there.


Also, Whales: You said it takes place in rural New England? I know for a fact that it can't be Rhode Island, because there aren't any Dunkin Donuts. Around here, I swear there's one per acre on average. Speaking of which, fast food joints, restaurants, and similar places would be nice, but I imagine there are lots of such building ideas floating around.


Also: I LOVE the heat dissipation bionic upgrade. I ran around in a gasoline fire (after all the pumps exploded) until the fire died, and I was fine, and so was my clothing! Speaking of clothing, that character is up to five fanny packs, but I swear utility vests don't last long on him.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 06, 2011, 11:11:53 pm
Also, Whales: You said it takes place in rural New England? I know for a fact that it can't be Rhode Island, because there aren't any Dunkin Donuts. Around here, I swear there's one per acre on average. Speaking of which, fast food joints, restaurants, and similar places would be nice, but I imagine there are lots of such building ideas floating around.

DD was in the game until I got sued for unlicensed use of trademark.  And yeah, restaurants are definitely planned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on September 07, 2011, 12:14:47 am
You could have called it a coffee/donut shop. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 07, 2011, 06:26:13 am
Yeah, a generic coffee shop could have been implemented. In other news, I have downloaded virtual box, and I think that I may try my hand at modding. Probably I will add a couple of new building types, like a department store and the coffee shop. Also, more sporting goods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 07, 2011, 09:06:23 am
G-Flex, next you'll be suggesting he adds a Dell's Lemonade or something! It's supposer to be generic New England! And Tim Horton's is better anyways. ;)

Though some true coast and islands and stuff would be pretty cool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 07, 2011, 09:19:37 am
I was trying to get the Butcher command to work with any nearby corpse, but I think there needs to be some changes in the way activities work. There's no way to specify the X or Y location of an item you're working on, only some arbitrary "index" value that selects which of the objects in the tile the player is currently standing on is getting butchered... so while I could loop thru all nearby squares in the command itself, the actual Perform Activity rule won't be executed in the target square.

/codespeak off

Actually, activities would probably benefit from using the text_hash struct declared in texthash.h.  This would allow each activity to have its own arbitary values, defined as the activity starts, instead of just a single, multi-purpose int.  Feels cleaner than cluttering the activity struct with a bunch of data that wouldn't even be used for most activities.

That sounds like a great idea. That's why this "index" variable seemed out of place to me, apparently only the Butchering activity ever uses it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 07, 2011, 10:12:55 am
It's actually also used in reloading, to know which ammo to use, and in reading to know what book you're reading.  But yeah, very limited.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 07, 2011, 12:30:47 pm
The Alien Dimension (http://whalesdev.com/forums/index.php?topic=71.0), a design suggestion by some guy I dunno.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 07, 2011, 01:56:50 pm
Anyone know of a DL for the windows version that isn't the one on github? Because that is currently down because their hosting service(or something) is apparently about to run out, and the last chance to DL is the 8th.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on September 07, 2011, 02:09:23 pm
This seems to be the most recent compiled windows version I can see: https://github.com/aposos/Cataclysm/downloads#download_123649
Btw, the link to the supposedly pre-compiled windows version now leads to un-compiled files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 07, 2011, 02:10:53 pm
That's funny, I can get the compiled version just fine. I can reupload it somewhere if anyone needs it though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 07, 2011, 02:12:00 pm
You have to click on "downloads". I got that version just fine that way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 07, 2011, 02:15:37 pm
Thanks for the link, maybe this version won't be buggy as shit.  :D

Edit: Oooh, the instant fast travel from the map is gone, maybe it'll be a challenge avoiding zeds now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 07, 2011, 02:29:53 pm
G-Flex, next you'll be suggesting he adds a Dell's Lemonade or something! It's supposer to be generic New England! And Tim Horton's is better anyways. ;)

Though some true coast and islands and stuff would be pretty cool.

Hey, I was just joking around. We all know that if it's Massachusetts there should be Honey Dew Donuts, and if it's New Hampshire or Vermont there wouldn't be commercial centers.

Edit: Oooh, the instant fast travel from the map is gone, maybe it'll be a challenge avoiding zeds now.

One thing to do to avoid tougher/numerous zombies is to stick to the outskirts of town (residential zones nowhere near the town center/commercial area) as much as you can. It really helps if you start out in a house in such a location. Also, if you find a shovel, get it and dig a trench around your house, because pits are damn near cheating... especially since pits take barely any time to dig, so you can use it in combat to prevent approach creatures reaching you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jimlad11 on September 07, 2011, 02:36:01 pm
It's been a while since I updated my version.

The fast travel map is gone?  :o

I am so dead. Gone are the days of just wussing out of fights... :'(

But I am willing to exchange exploitable mechanics for awesome gameplay additions :))
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 07, 2011, 03:14:30 pm
It's not gone, it's been moved to the Debug Menu. Hit 'Z' (shift-z) to open it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 07, 2011, 04:35:10 pm
"Fast travel" was never a gameplay mechanic, it is a cheat / debug tool designed to let me and other playtesters try out new areas without having to tediously travel there.

If you want to continue cheating, all cheat functions have moved to the Z key. :)

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on September 07, 2011, 04:45:08 pm
Man wish we could get a game like that on droid or something similar, not just random roguelike but RL with content and open gameplay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 07, 2011, 04:48:21 pm
I've played Cataclysm on my Droid over SSH, it works quite well!

It has also been ported to Nokia N9 family phones.  Don't know how easy it'd be to port to Android, since it only likes Java-based applications.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 07, 2011, 06:05:40 pm
Sure, but Android is actually made on top of Linux. Now, if you'd root (http://en.wikipedia.org/wiki/Rooting_(Android_OS) (http://en.wikipedia.org/wiki/Rooting_(Android_OS))) it, you could then access the terminal and do everything like a real Linux.
I might try that a bit, just so happens that I have an Android phone.

But yeah, it does cut on the accessibility when you have to hack your phone just to play a game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 07, 2011, 06:33:11 pm
Heh, found an AUG and a silencer early on and racked up over 400 kills before finally falling to the greatest foe of all -- food poisoning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on September 07, 2011, 09:58:59 pm
Currently seeing what folks are talking about with really high dodge.  Made a char named MrDodgealot and started him with 4 dodge and them leveled it on a ZN for a short time(read: found one randomly wandering around and decided to let it beat on me while I looted a sporting goods store)  While I'm not quite impossible to hit, it does cut down on damage significantly.  Normal zeds could barely touch me, could probably take 10 or so of them at a time without any real hurting, but fast zombies, shockers, and spitters still hit fairly consistently. 

Dodge is currently at 5.22, maybe I would get the mythical invulnerability if I take off my backpack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 07, 2011, 10:16:46 pm
Yeah, dodging is getting scaled back, particularly if you've already dodged once this turn.  Presently, if you've dodged once this turn, your skill is reduced to a random number between 0 and your normal skill.  After the tweak, that only happens if you pass a dodge / Dexterity check; otherwise, it's always set to 0 and you will be whacked.  The check is passed 50% of the time if your dodge & dex add up to 15, and it slowly improves above that.  Below that, a Dex of 8 and Dodge of 0 gives you around a 1 in 3 chance.  This makes not getting cornered very important.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 08, 2011, 03:17:13 am
I think dodge is going to be "fun" to balance when I introduce my fatigue system as well. ;)

I'm actually almost done with the current mod, but don't know if that one will come before or after the movement mod I want to do...

Anyways
Quote
Hey, I was just joking around. We all know that if it's Massachusetts there should be Honey Dew Donuts, and if it's New Hampshire or Vermont there wouldn't be commercial centers.
Actually, I really just want a Del's now. :(
Those things are so great, why is it impossible to find a nice frozen lemonade anywhere else in the world?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on September 08, 2011, 04:16:58 am
I think dodge is going to be "fun" to balance when I introduce my fatigue system as well. ;)

 :o DO WANT.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 08, 2011, 11:36:02 am
When fatigue is introduced, will that be governed by strength as well? I wonder if it would be worth splitting that stat up so the "endurance" aspects are separate at some point.

Yeah, dodging is getting scaled back, particularly if you've already dodged once this turn.  Presently, if you've dodged once this turn, your skill is reduced to a random number between 0 and your normal skill.

This seems pretty random, especially since there's probably already a dice roll involved when the skill itself is checked.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 08, 2011, 11:53:00 am
just have your effective skill go down by one after each time you dodge, and get reset after a certain point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 08, 2011, 12:02:11 pm
Quote
When fatigue is introduced, will that be governed by strength as well? I wonder if it would be worth splitting that stat up so the "endurance" aspects are separate at some point.
I don't know. Probably not, because that sounds a lot harder, hah. I'll probably actually tie it into a "fitness" skill instead, with really high rust rate if possible. Remember that this probably won't be in the "official" version unless he's thoroughly impressed by my implementation and wowed into something he otherwise doesn't want - meaning it probably won't end up in the official version. Like the directional move scheme, though, I think it's a mechanic that should at least be looked at. We'll see how it goes - definitely not happening or even starting working on it before the next release, though. Busy month ahead of me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 08, 2011, 12:20:48 pm
This seems pretty random, especially since there's probably already a dice roll involved when the skill itself is checked.

Indeed it is.  It reflects the fact that dodging two things at once is as much a measure of happenstance as of skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 08, 2011, 01:43:59 pm
Fair enough!

By the way, how exactly does fire spread? I just dug a trench (circle of pits) around my house, two wide. I then tossed a line of corpses in the outer rim of the trench, so that they don't touch the house itself. I then set them all on fire. However, somehow, smoke still got in the house (all windows boarded up, door shut), and then a corpse in the middle of the house's interior caught fire! Any idea what's going on here? My character himself isn't getting harmed, so I don't think it's an issue of temperature transfer...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 08, 2011, 01:47:20 pm
Smoke can get through boarded up windows (three 2x4s is hardly going to make a window airtight).
Anyway, that seems like a weird bug, never seen it before.  Fire spread code is pretty straightforward, and it only looks at adjacent tiles for fuel to spread to, so I'm guessing that the fire appeared on that corpse through some unrelated process.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 08, 2011, 02:48:34 pm
I doubt it was unrelated, because I repeated it in the same save a couple times, and it never caught fire before I set the trench on fire (the corpses were there for quite a while). I can't say I have any clue what was going on, though.


You know, I was thinking... is the XP pool necessary? I was thinking you could probably eliminate it entirely, and just have skills train through use to a degree correlated to your morale, sort of eliminating the middleman. I can't think of a drawback to this, especially since you tend to get too much XP to use anyway currently.



EDIT: Walking through my house again, there was some lag, and apparently I walked through a small fire for a few turns somewhere around the center of the house, near where that corpse caught fire earlier. Weird, since there was no visible fire anywhere afterwards or before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 08, 2011, 02:57:53 pm
Gotta agree that dodging need a nerf; I've gotten characters to 10+ dodge just by waiting for a few hours with a necromancer pounding on me, getting maybe 5hp of damage per hour, which I just bandaged back up. Once you get to a certain point you really aren't endangered by a lot of enemies.


On another note: are item materials not relevant to fire spread checks? Because it doesn't seem reasonable that fire should be able to spread to, say, a crowbar, or a rifle without significant plastic or wood parts. Also, are fire extingushers actually effective, or is it just better to salvage what you can and bail, because I recall using up five extingushers on a rural cabin of mine that got struck by lighting to no apparent effect, even though I tried pretty much every combination of position and aim, from standing next to the fire spraying it one tile over to standing well back and aiming at the heart of the fire (i.e. what you are supposed to do irl).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 08, 2011, 03:02:24 pm
Fire extinguishers only work on small fires, as in the type you get when you set a cloth aflame.
And fire shouldn't spread from trenches to open ground even if you leave a trail of petrol for it, so that's definitely odd.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 08, 2011, 03:08:49 pm
You know, I was thinking... is the XP pool necessary? I was thinking you could probably eliminate it entirely, and just have skills train through use to a degree correlated to your morale, sort of eliminating the middleman. I can't think of a drawback to this, especially since you tend to get too much XP to use anyway currently.

http://whalesdev.com/forums/index.php?topic=35.0 (http://whalesdev.com/forums/index.php?topic=35.0)

Much was said about that. I'd say it might be too "volatile", as GlyphGryph said. Everything would then be based on your current mood. This even means that most of the mood gain stuff like alcohol wouldn't even be viable, since being boozed up incurs stat penalty. And it'd make the proposed artifact system confusing or downright impossible, depending on implementation.
I'd prefer to just have the current system balanced.

Yeah, in theory good idea, and might even work, but I dunno. It seems like it'd just worse in the long run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 08, 2011, 03:21:01 pm
Quote
You know, I was thinking... is the XP pool necessary? I was thinking you could probably eliminate it entirely, and just have skills train through use to a degree correlated to your morale, sort of eliminating the middleman. I can't think of a drawback to this, especially since you tend to get too much XP to use anyway currently.
Something about this is actually planned to change, at least. I do think that the method we have now might not be the best, and at the very least it needs balancing and tweaking, but I'm not sure if a direct Mood->Skill Boost (which is what I think is being considered as the main alternative) is the best route either, considering the volatility.

I have my own ideas about this, though - I'll probably write them up in more detail later, but here's a brief explanation of what I'd like to see:
I'd essentially change the current "morale" to "mood", which is more reflective anyways, and have it influence (but not necessarily control) a "morale" value that fluctuates between -200 and +200, with -100 representing zero skill growth, +100 representing double skill growth (and 200 quad), and -200 meaning your character has lost the will to live and runs a risk of committing suicide.

Mood would governs things like elated, and have most of the current morale effects plus modifiers for pain and the like, and a positive or negative mood steadily influences morale (with diminishing returns for moods of the same value as the morale dips deep or climbs higher). It wouldn't be the only thing, though. Some effects, such as days of bland food and bad water, wouldn't do much about a character's current mood (which could be blissfully drugged out of his mind ), but would affect how he's framing his goals and options and potential (his actual morale). Some traits, like optimism, would effect morale directly. Over time, the player would have other traits like loneliness and boredom which can develop and steadily get worse, giving an actual difficulty curve over time, where the game gets harder and you need to go further out of your way to keep the morale up - and a single night of drinking isn't going to be enough to leave you back in tip-top shape.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 08, 2011, 03:48:07 pm
Well, there are inherent problems with any linear "mood"/"morale" system, which has already been made obvious by Dwarf Fortress (and hell, other games that do it, like The Sims 3). Splitting it up into a short-term measurement and a long-term measurement makes sense.


EDIT: Running into a bug with exploration. Sometimes, the UI says that I'm in a "nothing" square, the main map refuses to update, and starts saying things are "unexplored" when they aren't. Going back into explored territory for a while seems to fix it temporarily. It seems like basically there are two portions of my main map, and when I'm in one, anything in the other magically becomes "unexplored".

EDIT 2: "First Aid: 3 (102%)" <--- Well then.

EDIT 3: Okay, first aid upgraded to 4 a few turns after that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on September 08, 2011, 04:22:40 pm
It sounds like you entered a new region.  If I understand it correctly when you exit one edge of the generated map (everything you see if you use the map reveal cheat) it will generate a new map in that direction and link it to the first. 

The "nothing" squares are map tiles between the two generated maps, and the old area of the map seems to become unexplored because the game doesn't appear to know how to read the map data for another generated county when you are in a different one.

Also with map revealed you may also notice some miner map gen things like zones not matching up quite perfectly terrainwise or map features ending up looking bizarre at map edges.  One one of my older maps I had 1/3rd of a bee hive on the map edge.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 08, 2011, 05:20:29 pm
Just broke into a bank vault with 2 purifiers, 1 mutagen and two uranium ammo cell stacks right after finding a group of dead scientists with 5 bionics between them; is there anything that is added to the game by going into labs other than the opportunity to be 54-shotted in one turn by Secu-Bots. Also, why bother with kevlar when the only gun-armed enemies in the current build apparently use miniguns that fire rifle-velocity rounds? Not sure if it was a bug, but I was able to reinforce kevlar with my sewing kit. Is kevlar made from cotton and silk in this 'verse or something?

Also, a mildly serious request for a "kilt" item with identical stats to the skirt, because I love the -1 to encumbrance, and I've been playing exclusively female characters to fit the flavor for that(and also because the female names in my naming setup are much more awesome than the male ones), and I'd like to vary it up in more ways than playing women and cross-dressing men.  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on September 08, 2011, 05:41:48 pm
Wouldn't shorts fit that bill too?

Or are there no shorts ingame?  I tend to be one of those "If my max volume isn't pushing triple digits I ain't happy" type of players so I may have missed them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 08, 2011, 05:58:08 pm
I modded in trackpants to fill that, because I don't wear skirts and nor do my characters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 08, 2011, 06:08:04 pm
is there anything that is added to the game by going into labs other than the opportunity to be 54-shotted in one turn by Secu-Bots.

Yes. I've found tons of purifier/mutagen and a stack of more mini-nukes than I'd know what to ever do with, in two labs, and only the lab with the nukes even had secu-bots at all.

Quote
Also, why bother with kevlar when the only gun-armed enemies in the current build apparently use miniguns that fire rifle-velocity rounds? Not sure if it was a bug, but I was able to reinforce kevlar with my sewing kit. Is kevlar made from cotton and silk in this 'verse or something?

Kevlar in real life is a woven material... but obviously not cotton or silk. Also, kevlar protects against all cutting damage, not just bullets.



Also: Goddamn does this game cause filesystem bloat. My save folder currently has roughly 10,000 files in it, and that's a single character! Goddamn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 08, 2011, 06:24:58 pm
Note that reinforcing doesn't increase armor value, you're basically reinforcing the straps and probably sewing loose pieces together so it doesn't come apart as quickly.

Not sure how effective it is to patch a hole in kevlar with good 'ole string tho.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 08, 2011, 08:32:19 pm
is there anything that is added to the game by going into labs other than the opportunity to be 54-shotted in one turn by Secu-Bots.

Yes. I've found tons of purifier/mutagen and a stack of more mini-nukes than I'd know what to ever do with, in two labs, and only the lab with the nukes even had secu-bots at all.

Quote
Also, why bother with kevlar when the only gun-armed enemies in the current build apparently use miniguns that fire rifle-velocity rounds? Not sure if it was a bug, but I was able to reinforce kevlar with my sewing kit. Is kevlar made from cotton and silk in this 'verse or something?

Kevlar in real life is a woven material... but obviously not cotton or silk. Also, kevlar protects against all cutting damage, not just bullets.



Also: Goddamn does this game cause filesystem bloat. My save folder currently has roughly 10,000 files in it, and that's a single character! Goddamn.

See, when I go into labs, I usually manage to explore maybe 20 or 30 rooms, finding about 1-3 purifiers and mutagens, a few electronics crafting parts, and using up a ton of ammo on turrets, blobs and zombie scientists. Then as I go to leave with a full inventory, Secubots start crawling out of the woodwork, and even with the timestop bionic, kevlar + army/riot helmet, and AP rounds I still usually get iced inside of a minute or two.

My point with the kevlar is that yeah, it is woven, but not out of cheap thrift-store cotton thread, and while the reinforcing does make limited sense, it doesn't make sense to be able to repair it.


Also, just found a massive pile of jagged metal and a bunch of military rifles and army helmets in the middle of a street, which I'm going to assume was a Humvee or some sort of light armor -- nice to see that sort of detail, even if it is randomly generated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 08, 2011, 09:03:44 pm
Helicopter crash, actually. Also, I've never seen a secubot except when failing my computer use checks. and even then very rarely.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 08, 2011, 09:40:10 pm
Hm. I usually see multiple secubots in every lab I visit, and get eyebots for my failed hacking checks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 09, 2011, 12:34:35 am
Every eyebot that takes a picture triggers a securbot to hunt you down several turns later. That's what they do, pretty much, their sole purpose - to give you a chance to avoid the securebots descending later by taking the eyebots out before they can send a message.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 09, 2011, 01:14:01 am
No, see, I never see anything robotic but turrets and secubots in labs(and those surgery things), but darn near every bank vault check I fail brings an eyebot, but even when those have been hanging around while I kite zeds through a window for close to 20 minutes I still don't get secubot spawns from them reporting me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 09, 2011, 01:15:20 am
Hmm... odd. I wonder if its a bug, or just chance?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 09, 2011, 03:27:14 am
Every eyebot that takes a picture triggers a securbot to hunt you down several turns later. That's what they do, pretty much, their sole purpose - to give you a chance to avoid the securebots descending later by taking the eyebots out before they can send a message.

I've never seen any correlation between eyebots and secubots. Whenever I've see eyebots (wandering around outside, basically) they've taken my picture without incident, and whenever I've seen secubots (in this one lab I visited), there haven't been eyebots anywhere near.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 09, 2011, 10:06:13 am
Eyebots summon copbots, not secubots.
If you move far enough away from the location where the eyebot took your photo within 5 minutes, no copbot will be summoned.  Additionally, it's entirely possible that the copbot summoned will be on the other side of a building, and they can only locate you via sound or sight, so they'll have a harder time finding you than a zombie will.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 09, 2011, 05:39:07 pm
I just tried the game, and it is great. Unfortunately, I had to go and I lost my save. Is there any way to save my character to my computer?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 09, 2011, 05:45:06 pm
It autosaves pretty frequently, so as long as you played for more than a minute or two you should be able to load your character, even if you ended the process with the task manager.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 09, 2011, 05:49:45 pm
It autosaves pretty frequently, so as long as you played for more than a minute or two you should be able to load your character, even if you ended the process with the task manager.
Okey Dokey, thank you.

Now, time to wrestle giant worms while wearing Mad Max gear.

EDIT: Why in the hell are giant mosquitoes poisonous? Should they give you malaria or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 09, 2011, 08:11:52 pm
There are giant mosquitoes?!

Also, yeah, that would make sense, as we already have colds and the flu, as well as other medical conditions.




Oh, and Necro? Make sure to look for mushrooms in the wilderness and then eat them.  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 09, 2011, 08:14:07 pm
There are giant mosquitoes?!

Also, yeah, that would make sense, as we already have colds and the flu, as well as other medical conditions.




Oh, and Necro? Make sure to look for mushrooms in the wilderness and then eat them.  ;D
Like those red ones with the white polka dots? Like I totally don't see that coming  :P

If you see a teleporter, use it as much as you can. You'll gain the ability to teleport without it eventually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 09, 2011, 11:36:10 pm
Yeah, you will. and then

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 09, 2011, 11:52:21 pm
By taking enough adderall to successfully study the right books, my character now knows how to build a teleporter with 8 natural intelligence, using parts he can scrape together by finding enough flashlights. Just like real university.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 09, 2011, 11:58:15 pm
Yeah, you will. and then

Spoiler (click to show/hide)
That was the joke. He tried to make me eat toxic hallucinogens, I made him get teleportitis and release the gates of New Clownia.

By taking enough adderall to successfully study the right books, my character now knows how to build a teleporter with 8 natural intelligence, using parts he can scrape together by finding enough flashlights. Just like real university.
*sigh*

Reality is boring. I want to make nuclear weapons out of shit lying around a grocery store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 10, 2011, 12:09:49 am
By taking enough adderall to successfully study the right books, my character now knows how to build a teleporter with 8 natural intelligence, using parts he can scrape together by finding enough flashlights. Just like real university.
*sigh*

Reality is boring. I want to make nuclear weapons out of shit lying around a grocery store.

I wasn't complaining. I was making note of it while also making a joke about real-life college life.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 10, 2011, 12:12:44 am
By taking enough adderall to successfully study the right books, my character now knows how to build a teleporter with 8 natural intelligence, using parts he can scrape together by finding enough flashlights. Just like real university.

Adderall is powerful enough for you to get how much intellgence from a base of 8?
12? 13? ... 14?

[edit - forgot the damn quote]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 10, 2011, 12:40:54 am
EDIT: Why in the hell are giant mosquitoes poisonous? Should they give you malaria or something?

Well, normal mosquitos are poisonous, kind of (yes I know the itchiness is an immune response, please do not quote Wikipedia at me  ::)).  Stands to reason that a giant one would fuck you up.

Adderall is powerful enough for you to get how much intellgence from a base of 8?
12? 13? ... 14?

12, take meth if you want higher int boosts.

Studying for a day and then building a tactical nuke isn't normal... but on meth it is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 10, 2011, 12:43:22 am
By taking enough adderall to successfully study the right books, my character now knows how to build a teleporter with 8 natural intelligence, using parts he can scrape together by finding enough flashlights. Just like real university.
*sigh*

Reality is boring. I want to make nuclear weapons out of shit lying around a grocery store.

I wasn't complaining. I was making note of it while also making a joke about real-life college life.
Wait, I wasn't saying you we're complaining.

I'm complaining that life is boring because you can't make nukes out of SPAM.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 10, 2011, 01:09:30 am
Heh, I was serious about the mushrooms; trying to fight while you're hallucinating is both hilarious and good training for when you inevitably play a schizo character.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 10, 2011, 06:12:18 am
So I'm wondering, how hard is it to mod this game on Windows? I don't have much experience with coding *at all*, and have had quite a few headbangers while making mods for Transcendence.


Or the time I tried learning C+ on my own.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 10, 2011, 06:19:41 am
So I'm wondering, how hard is it to mod this game on Windows? I don't have much experience with coding *at all*, and have had quite a few headbangers while making mods for Transcendence.

Assuming you build from source already then trivial as it's a fairly small codebase to learn, and for the most part straight forward. Of course this depends how much of your C++ you remember :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Koja on September 10, 2011, 07:00:49 am
Reality is boring. I want to make nuclear weapons out of shit lying around a grocery store.

Already been done. It went critical accidentially, creating a superfund cleanup site; would be classified as Fun, if it wasn't reality.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 10, 2011, 10:17:57 am
So I'm wondering, how hard is it to mod this game on Windows? I don't have much experience with coding *at all*, and have had quite a few headbangers while making mods for Transcendence.

Assuming you build from source already then trivial as it's a fairly small codebase to learn, and for the most part straight forward. Of course this depends how much of your C++ you remember :)

And I'll reiterate that modifying terrain, monsters, items, traps to an extent, and similar data-oriented stuff requires no knowledge of programming whatsoever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on September 10, 2011, 10:58:26 am
I'd have to agree. I made a fairly successful mod, and my knowledge of programming consists of monkeying around with code until it does something I want, then monkeying with it some more until it stops doing the things I didn't want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on September 10, 2011, 11:26:52 am
I don't know any programming but it's REALLY easy and fast to learn how to mod stuff in. Whales is a genius there, his code is so readable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 10, 2011, 11:42:19 am
I don't know any programming but it's REALLY easy and fast to learn how to mod stuff in. Whales is a genius there, his code is so readable.

How anyone who has done some (amazing) work in mapgen.cpp can say this perplexes me.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Matz05 on September 10, 2011, 12:08:36 pm
I don't think that was a WEAPON you were talking about, but the Radioactive Boy Scout http://en.wikipedia.org/wiki/David_Hahn (http://en.wikipedia.org/wiki/David_Hahn) (wanted a sample of every element on the Periodic Table) made a (badly shielded) reactor in a garden shed to convert elements. Almost got it working decently too. If he had paid more attention to safety, he may have got a working reactor instead of a blistered face and a hazmat team in his backyard.

Arrested for having a sealed, heavy, locked, taped toolbox in his trunk(He was decommissioning his reactor after realizing that the shielding was bad), not sure how he tried to explain that when he said "Don't touch that! Its radioactive!" when they searched the car...

Later arrested again for stealing smoke detectors... Now what could he want with those?

http://www.dangerouslaboratories.org/radscout.html (http://www.dangerouslaboratories.org/radscout.html)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 10, 2011, 03:08:06 pm
I don't think that was a WEAPON you were talking about, but the Radioactive Boy Scout http://en.wikipedia.org/wiki/David_Hahn (http://en.wikipedia.org/wiki/David_Hahn) (wanted a sample of every element on the Periodic Table) made a (badly shielded) reactor in a garden shed to convert elements. Almost got it working decently too. If he had paid more attention to safety, he may have got a working reactor instead of a blistered face and a hazmat team in his backyard.

Arrested for having a sealed, heavy, locked, taped toolbox in his trunk(He was decommissioning his reactor after realizing that the shielding was bad), not sure how he tried to explain that when he said "Don't touch that! Its radioactive!" when they searched the car...

Later arrested again for stealing smoke detectors... Now what could he want with those?

http://www.dangerouslaboratories.org/radscout.html (http://www.dangerouslaboratories.org/radscout.html)

Thank you for posting that, it was equally sad and hilarious.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on September 11, 2011, 03:19:29 pm
If there a way to have wielded items increase your carry volume? I was thinking about modding in milk crates & duffel bags to allow you to carry large quantities of stuff at the expense of not being able to attack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 11, 2011, 03:23:56 pm
probably an item flag or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 11, 2011, 03:43:24 pm
A crate could technically (though it would be quite unwieldy) be weaponized, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephansteras on September 11, 2011, 03:44:01 pm
Is there any easy way to resize the game in windows? I can resize the window, but that doesn't change the amount the game takes up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 11, 2011, 03:46:49 pm
Is there any easy way to resize the game in windows? I can resize the window, but that doesn't change the amount the game takes up.
You can use Windows Magnifyer to make it look bigger, but otherwise I don't think so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LostOutrider on September 11, 2011, 04:24:20 pm
I normally run a screen res of 1920x1080 which makes the game just unplayable in the tiny little window.

Moving the res down to 1280x720 (or even 800x600) goobers up the rest of my desktop, but makes the game nice and big.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 11, 2011, 04:46:28 pm
Make a shortcut to the exe, go into the shortcuts properties, and look for a compatability view. It works for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 05:12:44 pm
I may mod this game as well!

Once I download the source, what will I do with it? Do I need to have any programs? Do I need to know C++?

Or is it like Toady's games, where you can mod it easily without any knowledge or tools?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 11, 2011, 05:14:27 pm
You can easily mod items and monsters without having programming knowledge. Just follow the instructions found in file EDITING inside code_doc/ folder
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 05:23:47 pm
You can easily mod items and monsters without having programming knowledge. Just follow the instructions found in file EDITING inside code_doc/ folder
Is there any way to add in traits? The EDITING file doesn't cover this  :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 11, 2011, 05:40:26 pm
Adding in traits requires knowledge of C++, or at least enough deductive skill to figure out from similar code how to do what you want.

Start with pldata.h, add the trait and its data there, then put it wherever the trait needs to go in the rest of the code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 05:46:13 pm
Adding in traits requires knowledge of C++, or at least enough deductive skill to figure out from similar code how to do what you want.

Start with pldata.h, add the trait and its data there, then put it wherever the trait needs to go in the rest of the code.
Daw. I dunno C++, so traits are out. The game is fun anyways  :)

Also, I have yet to find a zombie. Is this normal? I've found about 2 or 3 corpses in a 2 day period, but no live ones. Just giant mosquitos and ant larva.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 11, 2011, 05:50:55 pm
Having gone to sleep without seeing a single zombie never happened to me before. Are you in a forest?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 05:59:29 pm
Having gone to sleep without seeing a single zombie never happened to me before. Are you in a forest?
I've been in and out of the city. Generally I'm on the outer areas (Where I can easily run to the forests), but even in the depths I've never seen one. It's really weird  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 11, 2011, 06:06:55 pm
What game version are you using?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 06:09:12 pm
What game version are you using?
Latest, I believe. I'm using the eronarn.info, and I started a couple days ago.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 11, 2011, 06:12:08 pm
Oh, the online version then. Well, since that one is quasi-multiplayer, it's very possible that the starting area simply doesn't have any zombies left.
There's a limited number of a certain monster population, and other players probably thinned it out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 06:29:40 pm
Oh, the online version then. Well, since that one is quasi-multiplayer, it's very possible that the starting area simply doesn't have any zombies left.
There's a limited number of a certain monster population, and other players probably thinned it out.
How do I get a single player version?

At this point it's very much like Fallout  :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 11, 2011, 06:34:40 pm
Depends, whether you're on Windows or Linux.

For Windows, you can grab the source or the binaries here: https://github.com/aposos/Cataclysm (https://github.com/aposos/Cataclysm)
For Linux you'll have to compile it yourself. Here's my How to Compile guide at the old forums: http://cataclysmff.zxq.net/SMF/index.php?topic=6.0 (http://cataclysmff.zxq.net/SMF/index.php?topic=6.0)

(that reminds me, I should move that to the new forum some day.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 06:38:39 pm
Depends, whether you're on Windows or Linux.

For Windows, you can grab the source or the binaries here: https://github.com/aposos/Cataclysm (https://github.com/aposos/Cataclysm)
For Linux you'll have to compile it yourself. Here's my How to Compile guide at the old forums: http://cataclysmff.zxq.net/SMF/index.php?topic=6.0 (http://cataclysmff.zxq.net/SMF/index.php?topic=6.0)

(that reminds me, I should move that to the new forum some day.)
Ok, I have the files. I have Windows, what do I do now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 11, 2011, 06:42:48 pm
In that case just run them.

(You have gotten the executables, right?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 11, 2011, 06:43:37 pm
Make sure you grabbed the executables, not the source files. Download the zip with the executable, drag the Cataclysm folder inside to wherever you want it, and then double click the .exe file. Same way you run most programs that don't auto-install.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 06:56:14 pm
Make sure you grabbed the executables, not the source files. Download the zip with the executable, drag the Cataclysm folder inside to wherever you want it, and then double click the .exe file. Same way you run most programs that don't auto-install.
That's what I did wrong. Ok, everything is working now.

Thanks guys! Now I can ACTUALLY fight zombies. And find a faction. And find a safezone that isn't abandoned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Matz05 on September 11, 2011, 07:02:58 pm
Unfortunately, NPCs are badly bugged.
Once you save the game and load it they evaporate from the whole world, never to return.
This is so that they don't break the game.
Their heads explode if the game thinks they are bugging out, but still.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 08:04:16 pm
Unfortunately, NPCs are badly bugged.
Once you save the game and load it they evaporate from the whole world, never to return.
This is so that they don't break the game.
Their heads explode if the game thinks they are bugging out, but still.
So if I load a save, all life as we know it shall be gone?

...
...
MOLOTOVIN TIME!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 11, 2011, 08:08:16 pm
Just friendly life. There should still be plenty of zombies and whatnot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 11, 2011, 08:13:38 pm
Just friendly life. There should still be plenty of zombies and whatnot.
CARP!

Now I can't ever see what it's like to use nuclear weapons on innocent civilians, then watch them run from the green gas into a giant horde of zombies!

BLARG
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 11, 2011, 08:40:19 pm
(http://i.imgur.com/O2fci.png)

Yes! We have finally ported Cataclysm to smart phones! Wait, have we?
Or did FunctionZero just make a SSH connection?

Learn moar in this linky link! (http://whalesdev.com/forums/index.php?topic=81.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on September 11, 2011, 09:33:50 pm
(http://i.imgur.com/O2fci.png)

Yes! We have finally ported Cataclysm to smart phones! Wait, have we?
Or did FunctionZero just make a SSH connection?

Learn moar in this linky link! (http://whalesdev.com/forums/index.php?topic=81.0)

Pretty sweet :) was planning on trying this as one of the first things to do whenever I get a smartphone
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 11, 2011, 10:56:11 pm
Unfortunately, NPCs are badly bugged.
Once you save the game and load it they evaporate from the whole world, never to return.
This is so that they don't break the game.
Their heads explode if the game thinks they are bugging out, but still.

It seems that all creatures disappear when you get too far away from them, even without saving/quitting/loading. For instance, I placed a turret outside my house, then after going into my basement and coming back up, it was inexplicably gone. Same with a turret I found in a lab entrance, not to mention your starting pet dog.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 11, 2011, 11:21:04 pm
Unfortunately, NPCs are badly bugged.
Once you save the game and load it they evaporate from the whole world, never to return.
This is so that they don't break the game.
Their heads explode if the game thinks they are bugging out, but still.

It seems that all creatures disappear when you get too far away from them, even without saving/quitting/loading. For instance, I placed a turret outside my house, then after going into my basement and coming back up, it was inexplicably gone. Same with a turret I found in a lab entrance, not to mention your starting pet dog.

Yes, individual monsters get re-absorbed into the local population when you get far enough away.  Lab entrance turrets should stick around; occasionally they seem not to, not sure why.  Friendly monsters don't yet stick around, but it's planned for the near future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on September 12, 2011, 01:23:47 am
(http://i.imgur.com/O2fci.png)

Yes! We have finally ported Cataclysm to smart phones! Wait, have we?
Or did FunctionZero just make a SSH connection?

Learn moar in this linky link! (http://whalesdev.com/forums/index.php?topic=81.0)

This makes me so happy
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 12, 2011, 04:06:30 am
As much as I'm enjoying this game, I must say that it causes severe filesystem bloating. A single save for a single character of mine now comprises over 13,500 files, and I haven't even done that much extensive exploration, nor have I downloaded a map from a lab computer. Because of how small the files are, the size the save takes up in the filesystem is about 7.4 times the size of the actual data, and that's on NTFS! The vast majority of the files, in fact, are under 1 kB. This is a little ridiculous, no?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 12, 2011, 09:08:48 am
As much as I'm enjoying this game, I must say that it causes severe filesystem bloating. A single save for a single character of mine now comprises over 13,500 files, and I haven't even done that much extensive exploration, nor have I downloaded a map from a lab computer. Because of how small the files are, the size the save takes up in the filesystem is about 7.4 times the size of the actual data, and that's on NTFS! The vast majority of the files, in fact, are under 1 kB. This is a little ridiculous, no?

Yeah, it drops a lot of files down.  One day I'll move to like an SQL database or something.  This is one reason why the world map is shared from character to character, because it can comprise very many files.

Note that downloading a map from a lab computer will have absolutely 0 impact on the number of files, or file sizes.

This is less of an issue on filesystems which aren't as shit-tacular as NTFS.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 12, 2011, 09:29:10 am
I don't see why the distinction has to be between "ungodly amounts of 366-byte files" and "an SQL database" (surely there's some middle ground, or the data could be grouped into files differently?), but then again I have no idea how the data is stored or accessed to begin with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 12, 2011, 01:40:48 pm
From what I read, if you kill enough of a certain monster, it'll die out, correct?

EDIT: Also, I was looking through the item list (Debug list), and what the bloody hell is a misshappened fetus doing in the game? Where would you get one? Why can your character tolerate eating the chemicals in it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 12, 2011, 02:48:44 pm
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 12, 2011, 02:50:43 pm
From what I read, if you kill enough of a certain monster, it'll die out, correct?

EDIT: Also, I was looking through the item list (Debug list), and what the bloody hell is a misshappened fetus doing in the game? Where would you get one? Why can your character tolerate eating the chemicals in it?
Yeah, genocide will thin them out. In a certain area, of course.

And the fetus and the mutated limbs and such can be found in Laboratories.
Spoiler (click to show/hide)

FAKEEDIT: Samurai'd by Angle :(

And on the topic of reducing files, how about packaging them into a no-compression archive? In the end, you'll still have tons of files, but they'll all be contained in one, sole file, which should cut down the filesystem issues.
And as long as it's with no compression, the game should be able to access it in real time, using it as a folder pretty much.

Also shouldn't be too much to code, given that you aren't changing the way it's saved, just where it's saved.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 12, 2011, 02:58:15 pm
Ah, OK. So don't eat fetuses. Got it.

 And Adderal increases intelligence, right? I want to become a bionic commando  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Diablous on September 12, 2011, 03:01:18 pm
And Adderal increases intelligence, right? I want to become a bionic commando  :P

Temporarily, yeah. Any stimulant will do that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 12, 2011, 03:03:34 pm
Ah, OK. So don't eat fetuses. Got it.

 And Adderal increases intelligence, right? I want to become a bionic commando  :P

Well, if you have that genetics perk, it might be a good idea to try a few mutations. After all, there's a good shot they'll be positive if you have that perk.

Yeah, any stimulant drugs increase stats (like Intelligence) and speed. (Though overuse later decreases them due to overstimulation).
So that's stuff like Caffeine Pills, Adderal, Cocaine, Methamphetamines ... and probably more I forgot.
(I think this is also in order of effectiveness, with caffeine the lowest and meth the highest.)

FAKEEDIT: I write too slow. Better stop writing then. Goddamn samurais.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 12, 2011, 03:59:30 pm
Ah, OK. So don't eat fetuses. Got it.

 And Adderal increases intelligence, right? I want to become a bionic commando  :P

Well, if you have that genetics perk, it might be a good idea to try a few mutations. After all, there's a good shot they'll be positive if you have that perk.

Yeah, any stimulant drugs increase stats (like Intelligence) and speed. (Though overuse later decreases them due to overstimulation).
So that's stuff like Caffeine Pills, Adderal, Cocaine, Methamphetamines ... and probably more I forgot.
(I think this is also in order of effectiveness, with caffeine the lowest and meth the highest.)

FAKEEDIT: I write too slow. Better stop writing then. Goddamn samurais.
Thanks. So to become smarter, I need to take meth and eat aborted children. Got it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on September 12, 2011, 08:59:42 pm
Yeah, any stimulant drugs increase stats (like Intelligence) and speed. (Though overuse later decreases them due to overstimulation).
So that's stuff like Caffeine Pills, Adderal, Cocaine, Methamphetamines ... and probably more I forgot.
(I think this is also in order of effectiveness, with caffeine the lowest and meth the highest.)

Soda (cola and root beer) also give you small stimulant boosts. I believe cigarettes increase your INT as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 13, 2011, 01:05:41 am
Regarding that mini-conversation I was having with Whales about limits on the number of traits you can have:

One thing I would at least play around with, to see if it works, is the following:

Of course, if there's any form of diminishing returns, it should definitely be on a per-point basis, since otherwise you have weird logic such that the order in which you add the traits can make a difference.

Another reason for point #1 above is that it provides less incentive to choose a small number of high-point traits, like Schizophrenic or Bad Back.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 13, 2011, 01:16:02 am
Yeah, Playing 1 character with a large assortment of minor bad traits actually sounds like it could be pretty entertaining.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 13, 2011, 03:18:56 am
Yeah, Playing 1 character with a large assortment of minor bad traits actually sounds like it could be pretty entertaining.

it is :) I had a character with every bad trait. Bad back was actually one of the more annoying as I didn't take a great strength to start with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 13, 2011, 06:11:10 am
After accidentally deleting my entire game folder (while trying to delete my save game folder for that authentic roguelike "You died so now you start over. Entirely over." feeling) i decided to try to play the SSH server via Putty that's listed in the OP, and... Is numpad movement non-existent? Holy fucking shit i was seriously only able to play 5 minutes before my brain NOPE.gif'd the fuck out all over trying to rewrite my memory that diagonals are now on YUBN. Also the slight delay in movement commands bugged me on a barely-concious level, made worse by the fact that my wireless aa battery powered (fuck this gay earth technology) keyboard enjoys jittery/repeating key presses from time to time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 13, 2011, 06:53:23 am
I don't play on windows, but if I remember correctly you have to set in putty's settings "nethack keybindings" or something like that
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on September 13, 2011, 02:06:47 pm
PuTTY has a weird "feature" where you need to press ctrl-numlock for it to recognize the keypad, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 13, 2011, 03:06:41 pm
I don't play on windows, but if I remember correctly you have to set in putty's settings "nethack keybindings" or something like that
Yup.avi
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on September 13, 2011, 07:53:26 pm
Yeah, you actually have to press ctrl for putty recognizing that numpad is on, that's on windows since i haven't tried it anywhere else, so you have to have num lock on and THEN press ctrl + numlock when using putty, best wishes to online play, i'm waiting for the new update that's going to blow our minds off, until then i'm bearing with school, whenever it comes out will it be slacking time! :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 13, 2011, 09:27:06 pm
new update
AKA the build-a-giant-fortress-of-death-with-landmines-everywhere update
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 13, 2011, 09:44:26 pm
My dream safehouse? Building walls across a bridge. This is probably the third time I've said this. And yet it can't be said enough, but for my excitement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 13, 2011, 10:00:55 pm
Okay guys, don't get your hopes too high.  It's not that big of an update, it only introduces two new major features, item stacking and construction, and one medium feature, the ability to craft/construct using items from the floor nearby, rather than needing them in your inventory.  The reason it's taking so long is that I'm busy with other things in my life lately, and that both things have required a lot of rewriting of existing code, and a lot of careful consideration and planning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 13, 2011, 10:03:09 pm
Okay guys, don't get your hopes too high.  It's not that big of an update, it only introduces two new major features, item stacking and construction, and one medium feature, the ability to craft/construct using items from the floor nearby, rather than needing them in your inventory.  The reason it's taking so long is that I'm busy with other things in my life lately, and that both things have required a lot of rewriting of existing code, and a lot of careful consideration and planning.
I know that. Constructing walls is what our fanaticism is all about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 14, 2011, 01:26:06 am
Okay guys, don't get your hopes too high.  It's not that big of an update, it only introduces two new major features, item stacking and construction, and one medium feature, the ability to craft/construct using items from the floor nearby, rather than needing them in your inventory.  The reason it's taking so long is that I'm busy with other things in my life lately, and that both things have required a lot of rewriting of existing code, and a lot of careful consideration and planning.

Pfft, this is the Bay 12 Games forum. We learned a long time ago that if people complain about not getting constant updates, you can just hit them with a stick or lock them up in a cage for a while.


Is the "smashable" distinction ever going to go away in favor of an "anything can be broken if you happen to be strong enough" type approach? I'm just curious, because it would make sense for, say, a 15-strength character with hydraulic arms and a sledgehammer to break down household walls, and things like that.


I'm still damn confused about the fires randomly appearing in my house. They seem to occur for less than the length of a player turn, because they're capable of setting things on fire (as I mentioned), and give me the "you're standing in a fire" message, but I never actually see one, even if I examine my square immediately upon seeing the message. I have a save backup, for the record.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 14, 2011, 02:54:12 am
The fire thing is, again, probably caused by a mod you're using (Windows ports are mods).  I just did a quick grep, and here's the complete list of things that can cause fire (spoiler for stuff that's hard to find):
Spoiler (click to show/hide)

That's it.  As previously stated, the code for fire spreading is pretty simple and a tile of fire never has access to non-adjacent tiles.  It's also never been observed by anyone else, so if it's a bug in fire spreading, it's pretty obscure and hard to spot.

I'd ask for your save, but my version of the game would already render that obsolete, and I'm too lazy to get an older version.  Besides, honestly, all I could say is "huh.  yup."  Sharing your save file with me does a lot more good with freezes or crashes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 14, 2011, 03:27:03 am
I didn't know that aposos' Windows port had any real game logic changes; he specifically states that "no gameplay changes have been made".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 14, 2011, 03:38:12 am
I didn't know that aposos' Windows port had any real game logic changes; he specifically states that "no gameplay changes have been made".

A lot of stuff changes when porting to a new operating system; it doesn't necessarily take intentional changes to game logic to cause odd behavior.  I also don't know if Aposos's port has changes beyond ncurses/pdcurses; most Windows ports do.  At any rate, it doesn't really matter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 14, 2011, 04:50:36 pm
I improved the old wriswatch mod I made some time ago and merged it with the other mods made by other users.
Here you find the package. (http://www.megaupload.com/?d=7606GEX3) (Linux/win source and windows executable)
The megamod contains:
- GlyphGryphs Better Homes and Gardens
- FunctionZeros CBM crafting
- Angle's electronic stores mod
- Paul's stacking mod
- Wristwatch mod ver.2
- Random name mod.

Here's the list of the changes of the new watch mod:
-When the player finds a watch, he must set it using a computer. Is enough 'e'xamining a computer and shutting it down immediately to synchronize all the watches in the inventory. Otherwise the watch keeps the wrong time.
-Watch are now powered by batteries (max 20 charges). With 20 charges, the watch lasts 3 days. If the batteries are drained, the watch stops working until it's reloaded.
-If a shocker zombie hits you with its power, the electric cloud unsynchronizes all the watches owned by the player.
-If a boomer spits its bile on the player, the currently worn wristwatch melts.
-It is possible to wear only one watch at a time.
-Sunset and sunrise occur on different hours every day and the player knows only if it's Day or Night (except underground, where he have no clue of the time). This way the player cannot deduce the time only seeing when the darkness falls, for example.
-Reloading a watch takes 300 moves because it is a little item and it can take some time to reload it.

More information here. (http://whalesdev.com/forums/index.php?topic=83.0)

if you want to try it, tell me if it sucks or if it's at least a little fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 14, 2011, 04:59:08 pm
I don't really think that boomer bile is corrosive. In L4D it was only to blind and act as an attractant to the infected.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 14, 2011, 05:01:22 pm
I know, it's only to add some situations to lose the watch  :P
I was thinking about radiation and acid, but I must read the code first
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 14, 2011, 05:04:18 pm
Perchance it could be destroyed/ripped off by torso attacks? And acid would work but normally damage from acid goes to your feet. . . I'm stumped.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 14, 2011, 05:17:27 pm
That's the problem of the acid, it goes to your feet, whereas bile is spitted on you.
The watch is currently implemented as a "glove", so arms damage should destroy it, but testing on the old mod revealed that it is rare, so I had to think some other circumstance that leads to the watch destruction. I don't know if the code permits to damage an item that covers the hands by torso attacks, I did not read that part of code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 14, 2011, 06:09:38 pm
Why does a watch only last three days? Watches aren't exactly high-power devices. They can survive for extremely long times using very tiny batteries.


Only knowing if it's day or night without a watch is... pretty silly. Realistically, you'd at least know if it's around dawn, morning, mid-day, afternoon, dusk, or night.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 14, 2011, 06:13:57 pm
Why does a watch only last three days? Watches aren't exactly high-power devices. They can survive for extremely long times using very tiny batteries.


Only knowing if it's day or night without a watch is... pretty silly. Realistically, you'd at least know if it's around dawn, morning, mid-day, afternoon, dusk, or night.
Or if you are a man, you can tell by looking at the sun.

And if you're a sailor, look at the stars.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 14, 2011, 07:44:17 pm
bug report here, I'm trying to use a stack of first aid kits and getting a segment fault. What happens is I have twelve in the stack, I use the first one and have eleven, I try to use another and get a segment fault. Probably related to Item stacking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 14, 2011, 08:09:09 pm
Just a little update; item stacking is working beautifully :)  At long last, right?  Time to write a new drop interface which allows you to select a portion of a stack...

bug report here, I'm trying to use a stack of first aid kits and getting a segment fault. What happens is I have twelve in the stack, I use the first one and have eleven, I try to use another and get a segment fault. Probably related to Item stacking.

Some third-party stacking mod?  Don't worry, you'll have the real thing soon, completely with its own set of bugs! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 14, 2011, 08:24:59 pm
Sorry, That was in reference to the mod drevlin just dropped on us. On another note, I just had another segfault while sleeping. and it is repeating everytime I reload the game. I'm wondering if this could something to do with healing? or maybe an item nearby is being processed, and causing segfaults?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 14, 2011, 09:36:13 pm
Sorry, That was in reference to the mod drevlin just dropped on us. On another note, I just had another segfault while sleeping. and it is repeating everytime I reload the game. I'm wondering if this could something to do with healing? or maybe an item nearby is being processed, and causing segfaults?

Ahh, gotcha.  Judging from Drevlin's post here (http://whalesdev.com/forums/index.php?topic=83.0), he's doing some pretty technically ambitious stuff here, which is awesome, but from experience it definitely looks like the kind of thing that could germinate bugs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on September 15, 2011, 01:37:44 am
Hey, what version are we on?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 15, 2011, 03:33:58 am
Apparently, queen triffids can spawn underground and tunnel through rock.

Goodbye, another character. ::)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 15, 2011, 03:38:54 am
You think that's bad? A recent character of mine was standing in a house and a hunting horror and a mi-go (Very Bad News) showed up out of nowhere and slaughtered him.

My most successful character is up to eight fanny packs right now. It's like he's got some kind of super utility belt. And yet gun holsters don't layer well with pants yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 15, 2011, 06:09:45 am
1)Why does a watch only last three days? Watches aren't exactly high-power devices. They can survive for extremely long times using very tiny batteries.

2)Only knowing if it's day or night without a watch is... pretty silly. Realistically, you'd at least know if it's around dawn, morning, mid-day, afternoon, dusk, or night.

1)True, the reason behind this is that if the watch lasts long, like in real life, you don't have the problem to find batteries to recharge it and the gameplay become less interesting.

2)With the old mod (http://cataclysmff.zxq.net/SMF/index.php?topic=332.0) the player knows if it's morning, noon, afternoon, dusk or night, but a big problem arises: if you have an unsynchronized watch that, for example, shows 5.00 PM and you know that is noon, you can deduce that your watch is 5 hours ahead and you don't have to reach a computer to synch it.
I was thinking to make this perception-related, e.g. if you have a perception of 15 you are able to know the phase of the day, otherwise you don't, but I don't know how to balance this. Do you have any idea?
(I was also thinking that sleeping could modify the player's perception of time.)

On another note, I just had another segfault while sleeping. and it is repeating everytime I reload the game. I'm wondering if this could something to do with healing? or maybe an item nearby is being processed, and causing segfaults?
On linux I didn't notice segfaults, but I noticed some warnings due to the stacking mod merge. This was the most difficult mod to merge because we don't have any diffs, and I haven't tested it properly. The watch mod should be safe because I tested it deeply, and the other mods should not create problems. I think I'll try to remove the stacking mod to see if it resolves the problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 15, 2011, 06:24:24 am
I was thinking to make this perception-related, e.g. if you have a perception of 15 you are able to know the phase of the day, otherwise you don't, but I don't know how to balance this.
The more perception you have, the less margin of error you have about the phase of the day. If you have perfect perception, when you check the sky for the phase of day you get closer to the real time that phase is. Every point below 15 perception increases the margin of error you have by 20 minutes.
14 perception: 20 minutes error
12: 1 hour
9: 2 hours
6: 3 hours, which should be the cut-off point, being nicely halfway between sunrise, and noon.
(sunrise at 6?AM, noon at 12AM. If you're on 9AM, it could go either way with the 3 hour margin for error; otherwise you might get stupid crap like "yes, it's still midnight!" with 1 perception despite the sun being clearly visible)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 15, 2011, 06:33:02 am
1)True, the reason behind this is that if the watch lasts long, like in real life, you don't have the problem to find batteries to recharge it and the gameplay become less interesting.

Personally I don't find having t recharge it interesting gameplay, batteries are not overly hard to find to it's just a chore.

2)With the old mod (http://cataclysmff.zxq.net/SMF/index.php?topic=332.0) the player knows if it's morning, noon, afternoon, dusk or night, but a big problem arises: if you have an unsynchronized watch that, for example, shows 5.00 PM and you know that is noon, you can deduce that your watch is 5 hours ahead and you don't have to reach a computer to synch it.

I would assume the player estimates of noon is a while enough range that you couldn't guess the time that accurately, You'd know your watch is a number of hours a head, probably from 3 to 7 or so depending how wide the noon range is but that is about it. Seems inaccurate enough for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephansteras on September 15, 2011, 12:29:13 pm
1)Why does a watch only last three days? Watches aren't exactly high-power devices. They can survive for extremely long times using very tiny batteries.

2)Only knowing if it's day or night without a watch is... pretty silly. Realistically, you'd at least know if it's around dawn, morning, mid-day, afternoon, dusk, or night.

1)True, the reason behind this is that if the watch lasts long, like in real life, you don't have the problem to find batteries to recharge it and the gameplay become less interesting.

2)With the old mod (http://cataclysmff.zxq.net/SMF/index.php?topic=332.0) the player knows if it's morning, noon, afternoon, dusk or night, but a big problem arises: if you have an unsynchronized watch that, for example, shows 5.00 PM and you know that is noon, you can deduce that your watch is 5 hours ahead and you don't have to reach a computer to synch it.

That's what I'd do in real life. It seems like you're trying to make telling time some sort of important aspect to the game, but I'm really not sure why that would make the game more fun in any way.

I don't find that adding artificial difficulty into a game like this to really help anything. I like the idea of needing a watch to accurately tell time, but I don't see any reason why it should become a chore to deal with. It's a watch. It's nice to have, but that's about it. The majority of the time you don't care exactly when it is, just roughly how much time you have before it gets dark. It's not like people didn't know how figure out roughly how long they had before the sun set before watches were invented.

I'm all for adding interesting things to the game, but for something like this it either needs to be realistic or fantastic. Making a simple real-world item super-complicated to deal with is just annoying, not fun.

My 2 cents on it, anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 15, 2011, 02:12:22 pm
1)Why does a watch only last three days? Watches aren't exactly high-power devices. They can survive for extremely long times using very tiny batteries.

2)Only knowing if it's day or night without a watch is... pretty silly. Realistically, you'd at least know if it's around dawn, morning, mid-day, afternoon, dusk, or night.

1)True, the reason behind this is that if the watch lasts long, like in real life, you don't have the problem to find batteries to recharge it and the gameplay become less interesting.

2)With the old mod (http://cataclysmff.zxq.net/SMF/index.php?topic=332.0) the player knows if it's morning, noon, afternoon, dusk or night, but a big problem arises: if you have an unsynchronized watch that, for example, shows 5.00 PM and you know that is noon, you can deduce that your watch is 5 hours ahead and you don't have to reach a computer to synch it.

That's what I'd do in real life. It seems like you're trying to make telling time some sort of important aspect to the game, but I'm really not sure why that would make the game more fun in any way.

I don't find that adding artificial difficulty into a game like this to really help anything. I like the idea of needing a watch to accurately tell time, but I don't see any reason why it should become a chore to deal with. It's a watch. It's nice to have, but that's about it. The majority of the time you don't care exactly when it is, just roughly how much time you have before it gets dark. It's not like people didn't know how figure out roughly how long they had before the sun set before watches were invented.

I'm all for adding interesting things to the game, but for something like this it either needs to be realistic or fantastic. Making a simple real-world item super-complicated to deal with is just annoying, not fun.

My 2 cents on it, anyway.

This is pretty much why I'm not interested in merging the watch mod.  It's a neat concept, but it streamlines gameplay to just assume that the player is wearing a watch from the start of the game, that it's accurate and that its batteries won't run out at any point.

Progress update: stacking is working beautifully, adding a multi-drop interface right now that supports dropping part of a stack.  Crafting using nearby objects is working fine; after multi-drop, the last thing that needs doing is writing the interface for construction.

Tomorrow is the Annual Roguelike Release Party (http://roguebasin.roguelikedevelopment.org/index.php/The_annual_roguelike_release_party), so I'm hoping to have this finished within 24ish hours!  If I do, I'll call it version 0.1a :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 15, 2011, 02:13:36 pm
Can we cook on fires? If not, I may just mod it in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on September 15, 2011, 02:18:01 pm
Can we cook on fires? If not, I may just mod it in.

A new item. Fire ring. Prevents the spread of fire that is set on top of it. Heavyish, and two different items, filled fire ring and empty fire ring. You make a filled one by combining two 2x4's with an empty. Provides a static light source as well, burns, mmm,  4 hours? Long enough to be useful but not long enough that you can sleep a full night safely with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 15, 2011, 02:26:28 pm
Personally I don't find having t recharge it interesting gameplay, batteries are not overly hard to find to it's just a chore.
Three days in Cataclysm is a long time. The watch has more chances to survive than you!  :P

My 2 cents on it, anyway.
Yeah, in fact this is an experimental mechanic that I added just to learn a little from the code, I know that it will not be included in the game. I only wanted to try an idea that came to my mind and see if it could fit in the game (since it's a survival game, time could be important). It was also an excuse to try to pack a megamod containing all the mods created by other users (sadly paul's mod was developed on windows and that created some problems).

EDIT: I didn't notice I was ninja'd so many times  :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on September 15, 2011, 02:35:08 pm
Maybe if there was a need to keep track of the time for something else? Maybe the Schizo drugs would be more effective if taken exactly every 4 hours or something. Actually, it could make the downsides a bit harsher if you required them to need an actual schedule of drugs to counter act.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: getter77 on September 15, 2011, 02:40:33 pm

Tomorrow is the Annual Roguelike Release Party (http://roguebasin.roguelikedevelopment.org/index.php/The_annual_roguelike_release_party), so I'm hoping to have this finished within 24ish hours!  If I do, I'll call it version 0.1a :D

Don't go overly nuts good sir, ARRP 2011 is Sept 18, Sunday, so you should have a bit more time than 24 hours no matter your timezone left!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 15, 2011, 03:07:36 pm
Maybe if there was a need to keep track of the time for something else? Maybe the Schizo drugs would be more effective if taken exactly every 4 hours or something. Actually, it could make the downsides a bit harsher if you required them to need an actual schedule of drugs to counter act.

Speaking of Thorazine, I'm perplexed by its lack of side effects. Antipsychotic medication usually has those in spades.


Now that we have item stacking and partial drops, are any bugs with the inventory system getting fixed? I keep running into problems where the game isn't properly updating how many items are in my inventory... I'll pick something up, then drop it, then can't pick something up again, and items occasionally get assigned weird symbols, like ` or @. I'm surprised the game doesn't just assign the first available letter to an item that's picked up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 15, 2011, 03:40:45 pm
Maybe if there was a need to keep track of the time for something else? Maybe the Schizo drugs would be more effective if taken exactly every 4 hours or something. Actually, it could make the downsides a bit harsher if you required them to need an actual schedule of drugs to counter act.

Speaking of Thorazine, I'm perplexed by its lack of side effects. Antipsychotic medication usually has those in spades.


Now that we have item stacking and partial drops, are any bugs with the inventory system getting fixed? I keep running into problems where the game isn't properly updating how many items are in my inventory... I'll pick something up, then drop it, then can't pick something up again, and items occasionally get assigned weird symbols, like ` or @. I'm surprised the game doesn't just assign the first available letter to an item that's picked up.
I get a problem with objects getting the same letter.

"Ok, now I'm going to put on these cargo pants and- NO I DON'T WANT TO TAKE OXY!"
"Ok, lets try this again. Now to put on my cargo pants and- God damn it, I don't need more oxyhurbladerp!"
"Now to throw away the painkiller so I can wear my pants and- DROP THE DRUGS NOT MY PANTS!"
Countless times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on September 15, 2011, 03:47:33 pm
1)Why does a watch only last three days? Watches aren't exactly high-power devices. They can survive for extremely long times using very tiny batteries.

2)Only knowing if it's day or night without a watch is... pretty silly. Realistically, you'd at least know if it's around dawn, morning, mid-day, afternoon, dusk, or night.

1)True, the reason behind this is that if the watch lasts long, like in real life, you don't have the problem to find batteries to recharge it and the gameplay become less interesting.

2)With the old mod (http://cataclysmff.zxq.net/SMF/index.php?topic=332.0) the player knows if it's morning, noon, afternoon, dusk or night, but a big problem arises: if you have an unsynchronized watch that, for example, shows 5.00 PM and you know that is noon, you can deduce that your watch is 5 hours ahead and you don't have to reach a computer to synch it.
I was thinking to make this perception-related, e.g. if you have a perception of 15 you are able to know the phase of the day, otherwise you don't, but I don't know how to balance this. Do you have any idea?
(I was also thinking that sleeping could modify the player's perception of time.)

On another note, I just had another segfault while sleeping. and it is repeating everytime I reload the game. I'm wondering if this could something to do with healing? or maybe an item nearby is being processed, and causing segfaults?
On linux I didn't notice segfaults, but I noticed some warnings due to the stacking mod merge. This was the most difficult mod to merge because we don't have any diffs, and I haven't tested it properly. The watch mod should be safe because I tested it deeply, and the other mods should not create problems. I think I'll try to remove the stacking mod to see if it resolves the problem.

I think you're overdoing this. I liked the original simple concept. Maybe the watch could get broken when you get attacked and most likely be destroyed when shocker hits you so you have to find a new one from time to time, but whole gameplay mechanic around a wristwatchs...  ::)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 15, 2011, 03:53:39 pm
Maybe if there was a need to keep track of the time for something else? Maybe the Schizo drugs would be more effective if taken exactly every 4 hours or something. Actually, it could make the downsides a bit harsher if you required them to need an actual schedule of drugs to counter act.

Speaking of Thorazine, I'm perplexed by its lack of side effects. Antipsychotic medication usually has those in spades.


Now that we have item stacking and partial drops, are any bugs with the inventory system getting fixed? I keep running into problems where the game isn't properly updating how many items are in my inventory... I'll pick something up, then drop it, then can't pick something up again, and items occasionally get assigned weird symbols, like ` or @. I'm surprised the game doesn't just assign the first available letter to an item that's picked up.
I get a problem with objects getting the same letter.

"Ok, now I'm going to put on these cargo pants and- NO I DON'T WANT TO TAKE OXY!"
"Ok, lets try this again. Now to put on my cargo pants and- God damn it, I don't need more oxyhurbladerp!"
"Now to throw away the painkiller so I can wear my pants and- DROP THE DRUGS NOT MY PANTS!"
Countless times.

I'm confused. Why would the 'W'ear command cause you to ingest something? Unless you were using 'a'ctivate, in which case you could probably have solved it by using 'W'ear.

Or, drop one item (... if you can) and use the = key to assign the remaining one a new letter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 15, 2011, 03:57:05 pm
Maybe if there was a need to keep track of the time for something else? Maybe the Schizo drugs would be more effective if taken exactly every 4 hours or something. Actually, it could make the downsides a bit harsher if you required them to need an actual schedule of drugs to counter act.

Speaking of Thorazine, I'm perplexed by its lack of side effects. Antipsychotic medication usually has those in spades.


Now that we have item stacking and partial drops, are any bugs with the inventory system getting fixed? I keep running into problems where the game isn't properly updating how many items are in my inventory... I'll pick something up, then drop it, then can't pick something up again, and items occasionally get assigned weird symbols, like ` or @. I'm surprised the game doesn't just assign the first available letter to an item that's picked up.
I get a problem with objects getting the same letter.

"Ok, now I'm going to put on these cargo pants and- NO I DON'T WANT TO TAKE OXY!"
"Ok, lets try this again. Now to put on my cargo pants and- God damn it, I don't need more oxyhurbladerp!"
"Now to throw away the painkiller so I can wear my pants and- DROP THE DRUGS NOT MY PANTS!"
Countless times.

I'm confused. Why would the 'W'ear command cause you to ingest something? Unless you were using 'a'ctivate, in which case you could probably have solved it by using 'W'ear.

Or, drop one item (... if you can) and use the = key to assign the remaining one a new letter.
"It'd be pretty hard to wear a codein"

Everytime I get 2 objects with the same character, I need to dump both of them and then use them one at a time. Combat situations... not so good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 15, 2011, 03:58:36 pm
Then dump them, only pick up one, and reassign the letter for it, like I said. Then pick up the other one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 15, 2011, 04:09:16 pm
Maybe if there was a need to keep track of the time for something else? Maybe the Schizo drugs would be more effective if taken exactly every 4 hours or something. Actually, it could make the downsides a bit harsher if you required them to need an actual schedule of drugs to counter act.

Speaking of Thorazine, I'm perplexed by its lack of side effects. Antipsychotic medication usually has those in spades.


Now that we have item stacking and partial drops, are any bugs with the inventory system getting fixed? I keep running into problems where the game isn't properly updating how many items are in my inventory... I'll pick something up, then drop it, then can't pick something up again, and items occasionally get assigned weird symbols, like ` or @. I'm surprised the game doesn't just assign the first available letter to an item that's picked up.
I get a problem with objects getting the same letter.

"Ok, now I'm going to put on these cargo pants and- NO I DON'T WANT TO TAKE OXY!"
"Ok, lets try this again. Now to put on my cargo pants and- God damn it, I don't need more oxyhurbladerp!"
"Now to throw away the painkiller so I can wear my pants and- DROP THE DRUGS NOT MY PANTS!"
Countless times.

Are you wishing for items?  That can cause this to happen.  Otherwise, it shouldn't.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 15, 2011, 04:12:48 pm
Maybe if there was a need to keep track of the time for something else? Maybe the Schizo drugs would be more effective if taken exactly every 4 hours or something. Actually, it could make the downsides a bit harsher if you required them to need an actual schedule of drugs to counter act.

Speaking of Thorazine, I'm perplexed by its lack of side effects. Antipsychotic medication usually has those in spades.


Now that we have item stacking and partial drops, are any bugs with the inventory system getting fixed? I keep running into problems where the game isn't properly updating how many items are in my inventory... I'll pick something up, then drop it, then can't pick something up again, and items occasionally get assigned weird symbols, like ` or @. I'm surprised the game doesn't just assign the first available letter to an item that's picked up.
I get a problem with objects getting the same letter.

"Ok, now I'm going to put on these cargo pants and- NO I DON'T WANT TO TAKE OXY!"
"Ok, lets try this again. Now to put on my cargo pants and- God damn it, I don't need more oxyhurbladerp!"
"Now to throw away the painkiller so I can wear my pants and- DROP THE DRUGS NOT MY PANTS!"
Countless times.

Are you wishing for items?  That can cause this to happen.  Otherwise, it shouldn't.
Wishfully and unwishfully it happens to me. It happens with medication and clothing the most, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on September 15, 2011, 08:08:18 pm
I didn't want to ask but is there a guide on how to easily port cataclysm to windows?
I want to be able to port it as soon as the new version is available, and if it requires something i can't do maybe it will help somebody else.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 16, 2011, 04:28:28 am
Minor quibbles:


I didn't want to ask but is there a guide on how to easily port cataclysm to windows?
I want to be able to port it as soon as the new version is available, and if it requires something i can't do maybe it will help somebody else.

Somebody else like the guy who already does it? Links are in the first post. I would like to know how to compile his port myself, though, so I can tool around with it and see what I can do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 16, 2011, 04:41:35 am
Check the forums, Function Zero wrote a guide for compiling in windows.
Might be linked in the OP too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 16, 2011, 08:11:34 am
Minor quibbles:

  • In the typo category: Part of the source mentions "adamantite claws". Aside from the fact that it's rather comic-bookish (obviously), it should really be "adamantine". "Adamantite" implies that it's a stone/rock, not a metal. "Veggy" should probably be "Veggie" (I've never seen the former in my life, but maybe it's an accepted alternative or something). "Beef jerky" should probably just be "jerky" since you can make it out of any kind of meat. Also, flu medication is listed in another part of the code as being "antihistamines". Antihistamines are not flu medication, they're allergy medication, and won't help you with flu symptoms at all (unless they're due to allergies, obviously). Dayquil, in fact, doesn't have antihistamines in it at all (it's a decongestant, cough suppressant, and has acetaminophen in it), although Nyquil probably does. For that matter, it's pretty weird how all damaged "veggy"/"flesh" material goods are called "partially eaten" no matter why they're damaged or what they are.
  • For something requiring raw materials and significant skill, chitinous items kind of suck. The helmet isn't really good for anyone, because it encumbers your head, mouth, and eyes (why does it encumber your eyes? How can it even cover them?) by an amount significantly greater than any other equipment, meaning that ranged combat is screwed up a fair bit and so is running speed. It's like the riot helmet, except worse; even motorcycle helmets are better. The armor isn't much better: On the plus side, it's the only real way to get armor for your legs, but on the other hand, it's significantly encumbering (you're basically better off with kevlar, which can actually be repaired) and doesn't give you any pants-area storage, nor does it provide environmental resistance. I would at least reduce the encumbrance (if it's supposed to be "light and durable", and probably flexible, why so encumbering?) and remove the eye coverage on the helmet.

I didn't want to ask but is there a guide on how to easily port cataclysm to windows?
I want to be able to port it as soon as the new version is available, and if it requires something i can't do maybe it will help somebody else.

Somebody else like the guy who already does it? Links are in the first post. I would like to know how to compile his port myself, though, so I can tool around with it and see what I can do.

Those aren't typos, they're pedantry :P  Adamant, adamantite, adamantium, etc. are fictional/non-exact terms, used variously to describe metals, ores, and crystals.  "Adamantite" was chosen by American Biologic Inc. (a subsidiary of Apple) in 2066 as a branding term for a new product in its "Bionic Fury" line, both for its recognizability and its appeal to comic book nerds.  And yes, it's comic book-y, which is wholly appropriate for the game as it stands.  It is a video game about zombies and aliens from another dimension.  I think we have been over this.

Not sure where flu meds are referred to as antihistamines.  Grep turned up nothing when searching for "antihi".

Chitinous helmets could use a boost, huh?  I'll perk up their stats a bit.  They are intended to cover the eyes, with a small slit for seeing through.  The helmet's highly encumbering because it provides high levels of coverage.  The armor is so encumbering because it's un-processed chunks of animal carcass sewn together.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 16, 2011, 08:14:39 am
Might want to do something for the armor bionics too, some innate armor isn't worth the increased encumbrance.

Then again, that's the case with the current "Dodge freaking everything" skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 16, 2011, 08:53:00 am
Check the forums, FunctionZero wrote a guide for compiling in windows.
Might be linked in the OP too.
Shit, I keep forgetting to move it to the new forums. Better to just do it now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 16, 2011, 09:28:31 am
I've had my first encounter with landmines. I apparently have good perception because I can see them. Maybe not ALL of them, but still.

I was going to go grab one to see what it was. Thankfully, a nearby squirrel sacrificed his life valiantly to show me my error.

Now to figure out how to disarm them...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 16, 2011, 09:40:51 am
"e"xamine the tile it's on while standing next to it.

Keep in mind you'll need to pass a check (Traps+Dex or maybe just Trap skill?) or the thing will blow up in your face.

As for the accidentally stepping on it part, the game will ask you if you *really* want to move to a trapped tile; provided the trap is already revealed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 16, 2011, 09:48:02 am
I did examine it, it just said it was a mound of dirt. I guess I don't even have the skill to set it off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 16, 2011, 09:51:27 am
Oh, mines spawned via random event on certain types of terrain are shown as dirt mounds if you have enough perception. The mounds will remain even though the mine is gone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 16, 2011, 10:00:41 am
Actually, it says it's diggable. Apparently they're actually buried.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 16, 2011, 10:06:45 am
Hm, I never tried actually burying mines. Zombies walk over them covered or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 16, 2011, 10:10:12 am
They seem to be more visible buried. Of course, the fact that they're just mounds of dirt might trick someone into thinking something cool's buried there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 16, 2011, 10:14:53 am
Maybe we SHOULD be able to bury stashes to protect them (somewhat) from acid rain and thieving NPCs(when they're fixed.)

Adding some other buried things via random event would be nice too, from buried survivor stashes, buried zombies (still alive), a massive impromptu burial of corpses killed via military death purification squads, traps, hidden entrances, etc.

Edit: Two requests and a suggestion:

1. Allow the player to switch to fists without having to drop whatever is wielded and pick it back up; which tends to put it back in the hand slot if it is even remotely usable as a weapon.
2. Allow the player to assign two up to two "ready" items that can be switched with the press of a single button.
3. Once item stacking comes this shouldn't be too much of a problem but, perhaps you could switch the letter designation of items into number designations once they're equipped? I don't see a problem unless people like wearing 10+ articles of clothing, though in that case it could switch back to letter designations once all available numbers are taken.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 16, 2011, 10:35:35 am
Maybe we SHOULD be able to bury stashes to protect them (somewhat) from acid rain and thieving NPCs(when they're fixed.)

Adding some other buried things via random event would be nice too, from buried survivor stashes, buried zombies (still alive), a massive impromptu burial of corpses killed via military death purification squads, traps, hidden entrances, etc.
I agree. Other than the fact that a mound of dirt is visible, it would be a cool feature. Surround the buried chest with buried land mines however...

They seem to be more visible buried. Of course, the fact that they're just mounds of dirt might trick someone into thinking something cool's buried there.
MUST... TRICK... MOSQUITOES...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 16, 2011, 10:37:22 am
Are giant worms dangerous? One just popped up right next to me out of the ground.

Edit: Nevermind, it hit a landmine and seems to have stopped chasing me. It has also managed to reveal that the landmines are not in fact under the mounds of dirt. I am now standing in the middle of a minefield.

Edit edit: I have managed to piss off a giant wasp. It has revealed to me a lot. Like the fact that this seems to be a giant insect sanctuary from hell. With landmines.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 16, 2011, 10:41:21 am
With high enough dodge they can be beaten, though that's true of practically everything hostile in the game.

They do moderate damage, split into two other worms when killed, and are invisible when burrowed (Terrarian Sonar and incredibly high perception reveal them and let you shoot them), but otherwise have no weapon resistances.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 16, 2011, 10:56:24 am
With high enough dodge they can be beaten, though that's true of practically everything hostile in the game.

They do moderate damage, split into two other worms when killed, and are invisible when burrowed (Terrarian Sonar and incredibly high perception reveal them and let you shoot them), but otherwise have no weapon resistances.
So if you were a MASTER NINJA you could create an army of several thousand?

PREPARE THE MODDED PHEROMONES!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 16, 2011, 11:00:52 am
They split into smaller worms, which will just die when killed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 16, 2011, 11:15:47 am
They split into smaller worms, which will just die when killed.
Daw.

I wanted an army of annelids that I would use to take over the world with their sliiiiiiiiiiiiiiiiiiiiiiiiiime :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 16, 2011, 11:25:07 am
They split into smaller worms, which will just die when killed.
Daw.

I wanted an army of annelids that I would use to take over the world with their sliiiiiiiiiiiiiiiiiiiiiiiiiime :3

You could probably just remove 4 characters from line 121 of mondeath.cpp to fix that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 16, 2011, 01:11:17 pm
Maybe we SHOULD be able to bury stashes to protect them (somewhat) from acid rain and thieving NPCs(when they're fixed.)

Adding some other buried things via random event would be nice too, from buried survivor stashes, buried zombies (still alive), a massive impromptu burial of corpses killed via military death purification squads, traps, hidden entrances, etc.

Edit: Two requests and a suggestion:

1. Allow the player to switch to fists without having to drop whatever is wielded and pick it back up; which tends to put it back in the hand slot if it is even remotely usable as a weapon.
2. Allow the player to assign two up to two "ready" items that can be switched with the press of a single button.
3. Once item stacking comes this shouldn't be too much of a problem but, perhaps you could switch the letter designation of items into number designations once they're equipped? I don't see a problem unless people like wearing 10+ articles of clothing, though in that case it could switch back to letter designations once all available numbers are taken.

1. Is possible already, and documented in the in-game help.  Enter "w-" to wield nothing, i.e. your fists.  This is the same behavior as in many popular roguelikes, such as nethack and DCSS.
2.  Not a bad idea and wouldn't be hard to implement!
3.  Wouldn't work with item stacking, as numbers have to be available for drop counts; "d5h" means "drop 5 items from stack h."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 16, 2011, 01:18:33 pm
Wouldn't it be better to have the third one in reverse, as in "dh5" instead of "d5h"? This way it can check if the "h" is actually a stack, so it could omit the number-to-drop parameter if there's just one item.

Plus wouldn't number designations for items work just as well? It could be a bit confusing if you accidentally switch the "item id" and the "number to drop", though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on September 16, 2011, 01:55:55 pm
Wouldn't it be better to have the third one in reverse, as in "dh5" instead of "d5h"? This way it can check if the "h" is actually a stack, so it could omit the number-to-drop parameter if there's just one item.

Plus wouldn't number designations for items work just as well? It could be a bit confusing if you accidentally switch the "item id" and the "number to drop", though.

But then how would you drop a full stack? As he's describing it you hit d5h to drop 5 of h, and dh to drop all of h. In your example you'd hit dh5 to drop 5 of h, but trying to drop the whole thing would be dh and it'd still be asking for input of how many.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on September 16, 2011, 01:58:06 pm
Wouldn't it be better to have the third one in reverse, as in "dh5" instead of "d5h"? This way it can check if the "h" is actually a stack, so it could omit the number-to-drop parameter if there's just one item.

Plus wouldn't number designations for items work just as well? It could be a bit confusing if you accidentally switch the "item id" and the "number to drop", though.

But then how would you drop a full stack? As he's describing it you hit d5h to drop 5 of h, and dh to drop all of h. In your example you'd hit dh5 to drop 5 of h, but trying to drop the whole thing would be dh and it'd still be asking for input of how many.
"dhA" or "dh*"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist Imiknorris on September 16, 2011, 02:07:03 pm
"dh." perhaps?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 16, 2011, 02:16:49 pm
Or the simplest version, "d h 9999", I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 16, 2011, 02:58:57 pm
In keeping with making the interface familiar to those who play popular roguelikes, and with keeping things simple, omitting a count will drop the entire stack.  This will be the desired behavior most of the time, I feel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 16, 2011, 03:13:30 pm
Those aren't typos, they're pedantry :P  Adamant, adamantite, adamantium, etc. are fictional/non-exact terms, used variously to describe metals, ores, and crystals.  "Adamantite" was chosen by American Biologic Inc. (a subsidiary of Apple) in 2066 as a branding term for a new product in its "Bionic Fury" line, both for its recognizability and its appeal to comic book nerds.  And yes, it's comic book-y, which is wholly appropriate for the game as it stands.  It is a video game about zombies and aliens from another dimension.  I think we have been over this.

If you're describing a metal, you don't want to use "ite". If it's just a brand name for something it doesn't matter much, but if you're specifically naming a metal then you don't want "ite" because that's the standard for naming a stone/mineral. It's pedantic, yes, but honestly it's pretty objectively weird to name a metal/alloy that way (nor have I ever seen the fictional metal named like that) and it's an easy fix.

After a bit of googling, it seems that "adamantite" is used by some fantasy games for naming metals, but "adamantine" or "adamantium" would still be preferable (fantasy authors don't exactly know what they're talking about much of the time).

Quote
Not sure where flu meds are referred to as antihistamines.  Grep turned up nothing when searching for "antihi".

It's in bionics.cpp in the section dealing with what I believe is the blood analysis bionic. Then again, I was probably looking at the aposos source, though I have no idea why that would differ.

Spoiler: Blood analysis code (click to show/hide)

Quote
Chitinous helmets could use a boost, huh?  I'll perk up their stats a bit.  They are intended to cover the eyes, with a small slit for seeing through.  The helmet's highly encumbering because it provides high levels of coverage.  The armor is so encumbering because it's un-processed chunks of animal carcass sewn together.

More unprocessed than the leather you get from zombies? I figured that if you can use raw leather from undead critters to make similar-to-store-bought clothing, that the chitin is treated in some way, being boiled or cured and molded into shape somehow, which would be the most sensible thing I can figure. Besides, you're making it yourself, so the plates are suited to your frame. Also, I was under the impression that eye coverage also protects you (at least in theory) from things like harmful chemicals and vapors, which eye slits wouldn't do very much for. I could be wrong.

Really though, at 4 encumbrance I just don't see anybody using it. Melee players will want to run faster and ranged players will want to be able to shoot effectively. Motorcycle helmets aren't hard to find, and by the time you can make them you'll probably have found riot helmets as well, which are better. As for the armor, the fact that it covers the legs is useful, but that's about it; otherwise, you'll just want to use kevlar, which is both capable of being repaired and something you'll probably have already if you have high skills and can kill giant bugs successfully.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 16, 2011, 07:47:39 pm
Me Melee dude uses Chitinous armor as soon as I can get it. It pretty much makes you invulnerable to everything, it is very very nice.

Especially since turrets tend to aim for the legs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 16, 2011, 07:56:14 pm
Since there's kevlar armor and military-level tech, why aren't there kevlar extensions (like leg and arm pads)? They're real, and while they're not as common as the body vests, they're used by military forces and are purchasable on the civilian market.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on September 16, 2011, 08:52:30 pm
Degrading items like rottable produce still don't stack, right?

I don't know coding or anything, but is it possible to store multiple "rot" countdowns in a stack?  Like, if picked up 5 oranges with [ticks-till-rot:34] [ticks-till-rot:12] [ticks-till-rot:3] [ticks-till-rot:100] [ticks-till-rot:11], and then pile them all in the one stack?  Then they'd all count down, and when one rots it'd transfer to a "rotten" stack, or maybe when you try to eat one it might have a chance to pick a rotten one, at which point you'd get a "You sure you wanna eat this rotten orange" prompt that lets you drop it or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 16, 2011, 09:18:01 pm
Degrading items like rottable produce still don't stack, right?

I don't know coding or anything, but is it possible to store multiple "rot" countdowns in a stack?  Like, if picked up 5 oranges with [ticks-till-rot:34] [ticks-till-rot:12] [ticks-till-rot:3] [ticks-till-rot:100] [ticks-till-rot:11], and then pile them all in the one stack?  Then they'd all count down, and when one rots it'd transfer to a "rotten" stack, or maybe when you try to eat one it might have a chance to pick a rotten one, at which point you'd get a "You sure you wanna eat this rotten orange" prompt that lets you drop it or something.

Yes, this is how it works now.  As soon as an item is rotten it won't be mixed with non-rotten items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 17, 2011, 01:24:07 am
Me Melee dude uses Chitinous armor as soon as I can get it. It pretty much makes you invulnerable to everything, it is very very nice.

Especially since turrets tend to aim for the legs.

Yeah, the leg armor is its saving grace, really. However, kevlar is superior armor for what it covers (chitin has somewhat better bashing damage, but kevlar protects significantly better against cuts/bullets).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eilie on September 18, 2011, 12:31:49 am
Hello, i play already 2 days(game time) and i haven't met any NPC.
Towns with # wall always without people and bulletin board emty too, so i can't apply any mission or read the news or somthing.
Is it normal?
(Linux)
P.S How to digg?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 18, 2011, 12:32:55 am
NPCs are disabled in the current releases. They'll be reenabled once Whales fixes them, so as of now the survivor towns are basically just free loot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eilie on September 18, 2011, 12:56:13 am
Is tool shops in game?
And why towns haven't names?
It'll be greate to spawn in any discowered town by desire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 18, 2011, 12:57:19 am
Hardware stores are denoted by a darkish blue > on the map.
And I'm not sure about the name thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: RexMundi on September 18, 2011, 12:59:30 am
BTW: digging is "a"ctivate the shovel, then pick a direction
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eilie on September 18, 2011, 01:17:08 am
But with showel i can digg only pits?
How can i dig tunnel?
And how can i know depth of the pit?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on September 18, 2011, 01:18:19 am
But with showel i can digg only pits?
How can i dig tunnel?
And how can i know depth of the pit?
I'm not trying to be Mr. Grammar Fuhrer, but it's dig,  not digg.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eilie on September 18, 2011, 01:21:51 am
Okay, as you wish.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eilie on September 18, 2011, 01:23:37 am
Oh,  and can i "undig" pit?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on September 18, 2011, 01:32:05 am
I'm pretty sure pits are permanant once they're dug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on September 18, 2011, 08:00:10 am
Oh,  and can i "undig" pit?

If you stand next to a pit, press 'e' and then select the pit square it will give you the option of disarming the pit. Which should let you cross safely. It won't change the graphic though, so remember which pits are real.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 18, 2011, 11:08:53 am
Oh,  and can i "undig" pit?

If you stand next to a pit, press 'e' and then select the pit square it will give you the option of disarming the pit. Which should let you cross safely. It won't change the graphic though, so remember which pits are real.
BOMB DEFUSAL SQUAD TO THE PLAYGROUND, GOGOGO!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eilie on September 18, 2011, 11:30:25 am
And what about tunnel, can i dig them from pit?
And depth, is it possible to know wich pit is deep?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 18, 2011, 11:59:23 am
You can't dig tunnels yet.
and the pits are deep enough to hurt if you fall in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eilie on September 18, 2011, 12:03:49 pm
But now pits have only one level?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 18, 2011, 12:32:35 pm
Pits only have one level right now. The next update should have 3 different levels of pits though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on September 18, 2011, 12:50:11 pm
You can dig tunnels if you are underground with a jackhammer. It's just really heavy and burns gas.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 18, 2011, 02:37:42 pm
You can dig tunnels if you are underground with a jackhammer. It's just really heavy and burns gas.

What? There are jackhammers? Since when?

Oh,  and can i "undig" pit?

If you stand next to a pit, press 'e' and then select the pit square it will give you the option of disarming the pit. Which should let you cross safely. It won't change the graphic though, so remember which pits are real.

Odd, I've never succeeded at "disarming" a pit, and was told you couldn't.


Also bear in mind that currently, the way spawns work, even if you surround your house in a huge trench, things can still spawn inside of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 18, 2011, 02:47:33 pm
I've never found a jack hammer in the game, only by wishing really. I suppose that they would be found in hardware stores if you looked hard enough though.  Huh. Maybe they need to be more common. The drawbacks of using one would certainly be enough to warrent making them more common.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 18, 2011, 03:33:16 pm
It's possible they don't spawn at all, by design.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Diablous on September 18, 2011, 03:47:07 pm
I recall finding one in a hardware store once. Never used it, due to the obvious drawbacks, but they do appear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 18, 2011, 03:48:21 pm
Neat.

I'm still wondering why CHUDs are appearing above-ground in and nearby my house. Anyone have any ideas? Also, what's normally found in slime pits?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 18, 2011, 05:19:16 pm
We need a zombie pirates mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on September 18, 2011, 05:46:22 pm
Hammers are one of the best weapons against skeletons
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 18, 2011, 06:17:19 pm
Quote
Jackhammers
They do spawn, i have seen them, and i have never had the chance or need to use them.

Also, what's normally found in slime pits?
Slime [pools] that slows down your movement, and spawns just rags as far as items go; from what i can tell at least. (And of course lots and lots of slime blobs.)

Hammers are one of the best weapons against skeletons
A crowbar, less then 3 torso encumberment at low melee skill, and a window frame is also a good combination.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 18, 2011, 09:14:51 pm
Also, what's normally found in slime pits?
Slime [pools] that slows down your movement, and spawns just rags as far as items go; from what i can tell at least. (And of course lots and lots of slime blobs.)

Interesting, seems like there's no reason to visit them then. I'll mention if mine has anything different. Maybe they're like beehives, where occasionally you'll find a dead scientist with loot?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 18, 2011, 10:31:23 pm
 :D :D :D  It's finally done!  I rushed it out so I could release on ARRP (http://roguebasin.roguelikedevelopment.org/index.php/The_annual_roguelike_release_party), so I didn't get to do as much QA as I would've liked, but here it is!

Github - source download (https://github.com/Whales/Cataclysm)

Linux only.  If someone could port to Windows, I would greatly appreciate it!

New features:

Bug fixes:

Tweaks:

Next, I'll be focusing on tweaks and feature requests, along with bug reports and the like, that I haven't been able to address due to working on the big features listed here.


Also, what's normally found in slime pits?
Slime [pools] that slows down your movement, and spawns just rags as far as items go; from what i can tell at least. (And of course lots and lots of slime blobs.)

Interesting, seems like there's no reason to visit them then. I'll mention if mine has anything different. Maybe they're like beehives, where occasionally you'll find a dead scientist with loot?

There's a few goodies you can find in there, but nothing too exciting. It'll be used or expanded upon in the future, but yeah, for now it's just a death trap.

Jackhammers do have drawbacks, but the fact that they let you break into a lab or a bank vault, without the normal difficulties associated, means that I'll be keeping them rare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on September 18, 2011, 10:32:29 pm
FIRST POST! :D :D :D :D
This is so awesome. Thanks for doing all this for free!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 18, 2011, 10:39:22 pm
FIRST POST! :D :D :D :D
This is so awesome. Thanks for doing all this for free!

It's my pleasure!  Of course, donations CAN make it a little more worth-while... Paypal button at whalesdev.com  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 18, 2011, 10:47:04 pm
Well, It's a good thing I wasn't planning on going to college today anyway :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 18, 2011, 11:29:04 pm
The construction update is out (http://whalesdev.com/forums/index.php?topic=92.0), and aposos is working on a Windows port.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 18, 2011, 11:47:35 pm
First, woot.
Second, waiting on that windows port that someone will inevitably do.
Next, I'll be focusing on tweaks and feature requests, along with bug reports and the like, that I haven't been able to address due to working on the big features listed here.

Redo every weight and volume value to be based on the smallest object in the game, and to have item stacks calculate weight/volume appropriately based on the number of objects in that stack... If they are not already doing that. In pre-construction, you could actually have "Bandages (1)" and "Bandages (2)" but their weight/volume would add up to 2/2 even if both stacks were originally "Bandages (3)", or even if you reduced the (2) stack by 1. (the weight/volume should be 1/1 or less)

Following that premise of making inventory make sense, maybe also redo/fix the values and math behind wearing multiple clothing layers. Maybe just increase the granularity; it's really strange: I can wear a baseball cap and then put on a baseball helmet, and get 4 head encumberment... But then if i try it reversed by wearing a helmet first and then put on the cap, i get nothing.

Oh, and a volume indicator. Yourself and your environment. Maybe implement hearing protection so you don't go deaf from all those grenades detonating just a few tiles away, and shooting bursts from high-powered automatics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 19, 2011, 12:02:50 am
First, woot.
Second, waiting on that windows port that someone will inevitably do.

Read my post, or the linked thread? Aposos is already working on it.

Quote
Redo every weight and volume value to be based on the smallest object in the game, and to have item stacks calculate weight/volume appropriately based on the number of objects in that stack... If they are not already doing that. In pre-construction, you could actually have "Bandages (1)" and "Bandages (2)" but their weight/volume would add up to 2/2 even if both stacks were originally "Bandages (3)", or even if you reduced the (2) stack by 1. (the weight/volume should be 1/1 or less)

I concur with this. Increasing the granularity of volume/weight shouldn't be problematic, and refactoring it such that everything has positive weight/volume and stacks are calculated properly (if they aren't already) is a good idea.

Quote
Following that premise of making inventory make sense, maybe also redo/fix the values and math behind wearing multiple clothing layers. Maybe just increase the granularity; it's really strange: I can wear a baseball cap and then put on a baseball helmet, and get 4 head encumberment... But then if i try it reversed by wearing a helmet first and then put on the cap, i get nothing.

Accessories could use some work, too. There's one type of holster that's basically useless at this point, since it goes on your leg, meaning it layers with pants, meaning you might as well just wear a pair of pants instead. Also, fanny packs being infinitely layered on your person is kind of amusing but silly.

Quote
Oh, and a volume indicator. Yourself and your environment. Maybe implement hearing protection so you don't go deaf from all those grenades detonating just a few tiles away, and shooting bursts from high-powered automatics.

Speaking of indicators, I'd love an indicator for how long it's taking you to perform actions, sort of like the one you get in DC:SS with real turns turned on. This way, it would be more clear how long it's taking to perform certain actions, or even walk.

For that matter, while the topic is random suggestions, I'd like to see the detailed stat descriptions from the chargen screen in the regular character screen as well, and max HP to be properly updated if your base strength goes up/down in game (mutations, purifier).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 19, 2011, 12:17:23 am
First, woot.
Second, waiting on that windows port that someone will inevitably do.
Next, I'll be focusing on tweaks and feature requests, along with bug reports and the like, that I haven't been able to address due to working on the big features listed here.

Redo every weight and volume value to be based on the smallest object in the game, and to have item stacks calculate weight/volume appropriately based on the number of objects in that stack... If they are not already doing that. In pre-construction, you could actually have "Bandages (1)" and "Bandages (2)" but their weight/volume would add up to 2/2 even if both stacks were originally "Bandages (3)", or even if you reduced the (2) stack by 1. (the weight/volume should be 1/1 or less)

Following that premise of making inventory make sense, maybe also redo/fix the values and math behind wearing multiple clothing layers. Maybe just increase the granularity; it's really strange: I can wear a baseball cap and then put on a baseball helmet, and get 4 head encumberment... But then if i try it reversed by wearing a helmet first and then put on the cap, i get nothing.

Oh, and a volume indicator. Yourself and your environment. Maybe implement hearing protection so you don't go deaf from all those grenades detonating just a few tiles away, and shooting bursts from high-powered automatics.

Those aren't "stacked" bandages; they're bandages with a number of charges remaining.  The roll of bandages comes in a rigid dispenser/container.  Actual stacks do calculate weight/volume correctly.

The baseball hat/helmet thing is peculiar because of the way that encumbrances caps how much you can wear on your head, and nowhere else.  The order in which you put things on shouldn't matter elsewhere, and I'll make it not matter for the head.

Deafening noise isn't a high priority for me, or something desireable I think; it seems like just another chore for the player.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 19, 2011, 01:01:18 am
Awesome!

Did you remember to allow to construct enclosed/ceiling areas? Since protection from acid rain is probably the primary reason for construction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 19, 2011, 01:04:37 am
Awesome!

Did you remember to allow to construct enclosed/ceiling areas? Since protection from acid rain is probably the primary reason for construction.

I sure did!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 19, 2011, 01:06:47 am
I love how we can just deconstruct an entire house with a wood saw now :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 19, 2011, 01:09:18 am
I love how we can just deconstruct an entire house with a wood saw now :P

Heh, that's a good point, I should make a sledge hammer or something required to make door frames.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 19, 2011, 01:12:44 am
Yep. My first thought when I saw that you could cut door frames was "DESTROY EVERYTHING!!"

Also, I totally didn't go into construction.cpp and change all the material and tool requirements to NULL. Nope >.> <.<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 19, 2011, 01:24:27 am
Awesome!

Did you remember to allow to construct enclosed/ceiling areas? Since protection from acid rain is probably the primary reason for construction.

I sure did!

Cover based on adjacent tree growth would be reasonable as well (and would explain why some wolves and deer are still around). I remember someone suggesting that on IRC, and myself commenting that increased protection based on how many trees are surrounding you would make sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on September 19, 2011, 05:02:13 am
Finally, this is awesome. Too bad it's the beginning of my work week :(.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on September 19, 2011, 05:25:52 am
It's great to see this game getting improved. I didn't have much time to play games. Summer is over, I travelled for 10 hours in a bus and it made my ass more flat than a piece of paper, I had to catch up with friends, school, bla bla bla. But I'm back in the game now. Or more like "back playing the game".

Waiting for a Windows port. I noticed Whales merged Deon's mod. I was going to suggest that earlier. Maybe I did say something like "You guys should work together" some hundred pages earlier.

You guys are going great. Deon and Aposos are kicking ass and Whales is creating the ass that they kick.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 19, 2011, 05:30:54 am
Actually, Aposos seems to have finished the windows port, I think he might be sorting a few bugs but it seems to be playable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on September 19, 2011, 05:33:25 am
Actually, Aposos seems to have finished the windows port, I think he might be sorting a few bugs but it seems to be playable.
Great! I hope he releases it tonight. If he does, I guess it's clear what I'm going to do until 2 AM.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 19, 2011, 05:38:41 am
It's already available for download, I'm playing it right now :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on September 19, 2011, 05:56:55 am
It's already available for download, I'm playing it right now :P
Oh. I guess this is what I get when I don't give attention to what I read. It's like 15 minutes spent on not playing Cataclysm. It sucks! When you said "he might be sorting a few bugs" I thought it was going to be available for download when he gets that done. Sorry about that. I slept for 1.5 hours last night and I feel funny.

I'm off to play Cataclysm and will return to the forums like a week after. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on September 19, 2011, 10:20:32 am
Oh, great! This is just lovely. The inventory changes make the flow better. Maybe I will try settling in a nice hut in the forest later.
We need video footage, anyone is brave enough to pull out a LP of the update?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on September 19, 2011, 02:29:22 pm
So whales, are you keeping this updating motivation with the npc's? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 19, 2011, 02:45:03 pm
So whales, are you keeping this updating motivation with the npc's? :P
I'm not sure what you mean by "updating motivation", given that he was on vacation most of the time. But yeah, he's doing NPCs next.

Quote from: Whales
The particulars I pick as I go along, but my next Mechanic update, after bugs, tweaks, and content, will be NPCs and maybe missions.
Proff (http://whalesdev.com/forums/index.php?topic=92.msg814#msg814)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 19, 2011, 02:45:41 pm
Can anyone who's played let me know if the large nail requirements for construction are a significant hindrance? It would be nice if we can eventually build walls without nails, or maybe even without wood (e.g. stone).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 19, 2011, 02:51:09 pm
Isn't making a steel spear supposed to... need steel? The crafting ingredients only show a heavy stick/broom/map and some string. And no tools.

Also: Any ETA on container space yet? I don't know how big a "plastic bottle" is, but it seems a bit odd that it's the same size as a can.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 19, 2011, 02:59:16 pm
Can anyone who's played let me know if the large nail requirements for construction are a significant hindrance? It would be nice if we can eventually build walls without nails, or maybe even without wood (e.g. stone).

No, not that significant. While you do need around 20 nails per tile, they also spawn in houses now. I'm pretty sure around 1 in 2 houses will have a 100 nails pack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on September 19, 2011, 03:06:56 pm
It's great to see this game getting improved. I didn't have much time to play games. Summer is over, I travelled for 10 hours in a bus and it made my ass more flat than a piece of paper, I had to catch up with friends, school, bla bla bla. But I'm back in the game now. Or more like "back playing the game".

Waiting for a Windows port. I noticed Whales merged Deon's mod. I was going to suggest that earlier. Maybe I did say something like "You guys should work together" some hundred pages earlier.

You guys are going great. Deon and Aposos are kicking ass and Whales is creating the ass that they kick.


10 hours in a bus? Man, that's a LOT of trouble :P. Believe me, I know. My wife spends 30 hours to get to her mom, and it takes an impossible amount of job to un-flatten her ass after that :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Divine Fait on September 19, 2011, 03:33:29 pm
Is there something wrong with house generation now? I seem to be getting houses with 2 doors leading to half a house while the rest of the house is cut off apart from the windows...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 19, 2011, 03:37:08 pm
Grab a wood saw and deconstruct your way into the otherside, then. ;) Not sure if thats a bug or an oddity.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 19, 2011, 03:38:04 pm
That's an old bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Divine Fait on September 19, 2011, 03:40:06 pm
Ok, soz for bringing up then ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 19, 2011, 03:41:27 pm
You know what's shit? Finally getting construction then not having a hardware store anywhere. There was one, but it was just filled with useless garbage like chainsaws.
I mean, I can't even find a hammer!

Time to regen I guess ...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 19, 2011, 03:46:10 pm
Can anyone who's played let me know if the large nail requirements for construction are a significant hindrance? It would be nice if we can eventually build walls without nails, or maybe even without wood (e.g. stone).

No, not that significant. While you do need around 20 nails per tile, they also spawn in houses now. I'm pretty sure around 1 in 2 houses will have a 100 nails pack.

At some point in the future, it would be nice if items that should be more common to a given building type actually were more common. For instance, basic household supplies should be almost-guaranteed in most houses, nails should be more common in hardware stores, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 19, 2011, 04:12:35 pm
I might have to compile this myself if somebody doesnt hurry and get a windows port up :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 19, 2011, 04:13:52 pm
I might have to compile this myself if somebody doesnt hurry and get a windows port up :D
its already out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on September 19, 2011, 04:15:17 pm
https://github.com/aposos/Cataclysm
Here's the windows port :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 19, 2011, 04:51:31 pm
Construction Cost Modifiers für Testers und Cheaters (http://whalesdev.com/forums/index.php?topic=96.0)

Not German, don't worry. This mod modifies the costs for construction, et cetera.
Comes in precompiled .exe flavor and .diff flavor.

So yeah, Windows users need not learn how to compile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on September 19, 2011, 05:06:03 pm
How do I stop that "Monster spotted--run mode is on!" message from coming up when I see a zombie and locking my controls up until I hit "!" twice?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 19, 2011, 05:13:04 pm
How do I stop that "Monster spotted--run mode is on!" message from coming up when I see a zombie and locking my controls up until I hit "!" twice?
Well, that IS the whole point of the Run Mode - to stop you from getting killed if you hold down the movement buttons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 19, 2011, 05:15:12 pm
Oh. Well then. . . .Off to build my hermit's shack >.>

Suggestion:The ability to create a stairway down to the underground, which can then be expanded using a jackhammer. The ability to remove rubble would also need to be implemented. Then we can effectivley create basements and tunnels to those as of yet unused 'caverns'.

One cheer for advanced mining operations in a desolate world filled with monsters!

Huzzah!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on September 19, 2011, 05:15:33 pm
Hey whales did you fix the -negative exp bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 19, 2011, 05:22:55 pm
Which bug is that? I noticed that XP can start decreasing (and potentially go negative) if your morale is bad enough, but I assumed that was intentional.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hiiri on September 19, 2011, 05:24:13 pm
https://github.com/aposos/Cataclysm
Here's the windows port :P

Ugh... I don't get it. You still have to compile that, no?

I tried these instructions (http://whalesdev.com/forums/index.php?topic=86.0) with poor success. Please tell me I'm just stupid and getting it all wrong.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 19, 2011, 05:24:46 pm
Click the "downloads" button. There's a zip package there with the compiled game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on September 19, 2011, 05:26:31 pm
Which bug is that? I noticed that XP can start decreasing (and potentially go negative) if your morale is bad enough, but I assumed that was intentional.

That's the bug i'm talking about, exp can go down i had -1000 something once it really ruined my char
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on September 19, 2011, 05:29:04 pm
What on earth did you do to get such a bad morale for a long period of time? You need at least -100 to start losing it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hiiri on September 19, 2011, 05:30:01 pm
Click the "downloads" button. There's a zip package there with the compiled game.

Aaargh *facepalm*

Thanks. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 19, 2011, 05:44:03 pm
What on earth did you do to get such a bad morale for a long period of time? You need at least -100 to start losing it.

Rain and withdrawal will often do it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 19, 2011, 05:47:50 pm
Weeeeeeee.
FunctionZero's mod is good for making ridiculous structures, like connecting all the hardware stores in town into one giant thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 19, 2011, 06:04:37 pm
Yay, my mod is credit to team!

If everything goes well, I'll be rolling another mod out soon that'll expand construction, like stone and steel construction, dressers and shelves, beds, barricades, et cetera.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 19, 2011, 07:15:57 pm
What on earth did you do to get such a bad morale for a long period of time? You need at least -100 to start losing it.

Rain and withdrawal will often do it.

Yeah, morale ain't exactly balanced or complete yet.

I've gotten less than -100 morale mostly through alcohol withdrawal alone, since I went cold turkey right away. I didn't realize at the time that XP could drop at all, much less into the negatives.

Which bug is that? I noticed that XP can start decreasing (and potentially go negative) if your morale is bad enough, but I assumed that was intentional.

That's the bug i'm talking about, exp can go down i had -1000 something once it really ruined my char

Not a bug. Watch your morale better, I guess, and if it starts to get really low, do things to increase it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on September 19, 2011, 07:18:04 pm
How do I stop that "Monster spotted--run mode is on!" message from coming up when I see a zombie and locking my controls up until I hit "!" twice?
Well, that IS the whole point of the Run Mode - to stop you from getting killed if you hold down the movement buttons.
It's still pretty annoying when I KNOW there are zombies around, a way to turn it off would be nice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on September 19, 2011, 07:19:03 pm
Then just turn run mode off. It doesn't do anything BUT that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 19, 2011, 07:19:29 pm
How do I stop that "Monster spotted--run mode is on!" message from coming up when I see a zombie and locking my controls up until I hit "!" twice?
Well, that IS the whole point of the Run Mode - to stop you from getting killed if you hold down the movement buttons.
It's still pretty annoying when I KNOW there are zombies around, a way to turn it off would be nice.
Don't turn it back on, then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 19, 2011, 07:21:45 pm
Report: While I was finishing the second half of a wall, the build process took both the stack of 10 planks I was standing on and the 5 to the right of me. The build menu states that the wall requires only 10 planks for each half of the wall, so I was just wondering if this was a bug or a typo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on September 19, 2011, 07:29:25 pm
Getting chased by zombies, step on a random pile of dirt in an intersection. Turns out it was a landmine, there goes that character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 19, 2011, 07:29:50 pm
There's an issue with the creation system where it will take all of the usable material instead of just what is needed. I've been trying to cut two by fours out of heavy sticks, but it takes all the heavy sticks near me and makes one board instead of taking 1 heavy stick or making a board for each stick.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 19, 2011, 07:56:16 pm
How do I stop that "Monster spotted--run mode is on!" message from coming up when I see a zombie and locking my controls up until I hit "!" twice?
Well, that IS the whole point of the Run Mode - to stop you from getting killed if you hold down the movement buttons.
It's still pretty annoying when I KNOW there are zombies around, a way to turn it off would be nice.

The game explicitly tells you how to turn it off. Press !.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on September 19, 2011, 09:06:22 pm
How do I stop that "Monster spotted--run mode is on!" message from coming up when I see a zombie and locking my controls up until I hit "!" twice?
Well, that IS the whole point of the Run Mode - to stop you from getting killed if you hold down the movement buttons.
It's still pretty annoying when I KNOW there are zombies around, a way to turn it off would be nice.
Just in case if you press it twice you will turn it off and ON, so just press it once and the run icon on the corner will go off
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on September 19, 2011, 09:09:13 pm
Must've been too vague, a way to turn off the notification would be nice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 19, 2011, 09:15:55 pm
Why would you turn off the notification? The entire point of run mode is that the game notifies you when enemies appear, and stops you from continuing to move. The notification is not confusing, and is at least far less confusing than a lack of notification would be.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 19, 2011, 09:19:43 pm
The notification says, plainly, that "RUN MODE IS ON. PRESS ! TO TURN IT OFF." And it spams it at you until you're either dead or turn it off, or the monster leaves. How is this at all vague?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 19, 2011, 09:23:14 pm
Bug with the windows port:
Using a sewing kit to reinforce a clothing doesn't use charges from the kit when you succeed in reinforcing the item. This bug might also apply to repairing the damage on clothing and not just reinforcement. (Crafting something does take charges though, so that works)

edit - Bug 2 with windows port: MASSIVE, SERIOUS GAMEPLAY BUG
Crafting things from the floor (maybe not even just the floor) causes every single resource item in that crafting action to be consumed. You can smash 3 doors that are close together, get more then ten 2x4s, go to craft crossbow bolts and all of the 2x4s get used to make a single "Crossbow Bolt (15)"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on September 19, 2011, 10:03:02 pm
It may be helpful to point out that run mode is in fact, not running.  You are moving at full speed at all times regardless of run mode being on or off.

Run mode is just there so you can hold down a direction key while moving cross country to make the travel seem faster while stopping and warning you if there is a bear coming to eat your otherwise oblivious face.

P.S. Yes that happened to me.  Run mode is my best friend now.  Though maybe it should be renamed to something less misleading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 19, 2011, 10:07:05 pm
"Caution" mode, perhaps?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on September 19, 2011, 10:09:42 pm
It may be helpful to point out that run mode is in fact, not running.  You are moving at full speed at all times regardless of run mode being on or off.

Run mode is just there so you can hold down a direction key while moving cross country to make the travel seem faster while stopping and warning you if there is a bear coming to eat your otherwise oblivious face.

P.S. Yes that happened to me.  Run mode is my best friend now.  Though maybe it should be renamed to something less misleading.

Now this was a helpful response, something I was looking for. It would've been nice to know this originally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on September 19, 2011, 10:48:21 pm
It may be helpful to point out that run mode is in fact, not running.  You are moving at full speed at all times regardless of run mode being on or off.

Run mode is just there so you can hold down a direction key while moving cross country to make the travel seem faster while stopping and warning you if there is a bear coming to eat your otherwise oblivious face.

P.S. Yes that happened to me.  Run mode is my best friend now.  Though maybe it should be renamed to something less misleading.

Now this was a helpful response, something I was looking for. It would've been nice to know this originally.

I kind of enjoyed watching everyone dance around the point until someone finally came out and explained it.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 19, 2011, 10:52:49 pm
Bug with the windows port:
Using a sewing kit to reinforce a clothing doesn't use charges from the kit when you succeed in reinforcing the item. This bug might also apply to repairing the damage on clothing and not just reinforcement. (Crafting something does take charges though, so that works)

edit - Bug 2 with windows port: MASSIVE, SERIOUS GAMEPLAY BUG
Crafting things from the floor (maybe not even just the floor) causes every single resource item in that crafting action to be consumed. You can smash 3 doors that are close together, get more then ten 2x4s, go to craft crossbow bolts and all of the 2x4s get used to make a single "Crossbow Bolt (15)"

Nah, not Windows specific. It happens on Linux as well.
The only difference between the platforms' codes is in the display code anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on September 19, 2011, 11:01:55 pm
I don't seem to be gaining carpentry skill building walls, despite 800 some xp.

I kinda figured I would go from 2 to 4 skill from building the walls of my wonderful home (outhouse sized shack in the ass end of nowhere) but it dosn't seem like that will work out, and I'm going to have to trek all the way back to the big city to fetch a carpentry book.

Otherwise things are going well.  I have a slightly lopsided wall built in the middle of a forest clearing.  Access to a river, and animal empathy which means even a bear will snuggle up to me in love  while I beat it in the head with a nailbat for meat.  No sign of anything actually dangerous yet, though it seems I'm building a bit closer to a swamp than I would have liked.

Of course a single bout of acid rain will end it all, because while I can figure out how to stick some 2x4s in the dirt in the general shape of a wall I can't quite figure out how to do that horizontally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 19, 2011, 11:27:40 pm
Of course a single bout of acid rain will end it all, because while I can figure out how to stick some 2x4s in the dirt in the general shape of a wall I can't quite figure out how to do that horizontally.

Yeah, roofs are difficulty 4, so they would be hard to do with a char that has no carpentry skill.
Or are you saying you don't actually know how to make roofs? It's the 4th construction. Might also be called 'floor'.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 19, 2011, 11:31:54 pm
It also seems we can't build doors into our walls. Which makes building a shack rather difficult.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on September 19, 2011, 11:41:40 pm
Yea it's the first one.  Could only find the carpentry book that gets me up to skill 3, and with no apparent way to gain skill from actually using the skill I decided to cheat myself a higher level book.

Except I didn't actually know the name of the higher level book, so I just screwed around with wish a bit hoping to stumble upon it while typing in item names.  I discovered that forests seem highly resistant to Molotov cocktails and that mininukes make a depressingly small explosion.  ...Unless I'm holding it when it explodes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 20, 2011, 03:51:55 am
Yea it's the first one.  Could only find the carpentry book that gets me up to skill 3, and with no apparent way to gain skill from actually using the skill I decided to cheat myself a higher level book.

Except I didn't actually know the name of the higher level book, so I just screwed around with wish a bit hoping to stumble upon it while typing in item names.  I discovered that forests seem highly resistant to Molotov cocktails and that mininukes make a depressingly small explosion.  ...Unless I'm holding it when it explodes.

"Engineering 301" is what you want, it should get you to level 6.

It looks like the construction.cpp needs too call practice(sk_carpentry, ?) at some point. Probably in the complete_construction function (which looks to be called at the end of each stage). But until then you won't go up levels while building.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 20, 2011, 08:15:30 am
Got killed by attempting to build a wall when acid rain started. :(

So yeah, acid rain should immediately stop crafting/building attempts.

Also, when making a crossbow, you need 1 2X4 or 4 heavy sticks. Considering that one heavy stick = one 2X4, doesn't that seem a bit excessive?

Were .22 Caliber guns nerfed or were headshots nerfed? Head-shotting a regular zombie with a Ruger 10/22 now does around 7 damage.

Why are freshly-cut window frames generated "Sharp"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 20, 2011, 08:53:51 am
Why are freshly-cut window frames generated "Sharp"?
Because both the built and the broken window are the same tile.
That's still a good point, I'll make an additional stage in the construction mod I'm making.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 20, 2011, 11:14:08 am
Pushed another update to fix some of the bugs.  Due to the new terrain types, a clean build is required and and prior save data is obsolete.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 20, 2011, 11:55:58 am
A question, where does one acquire sheets of glass? Could you cut it out of existing glass walls (like the ones at banks) or dismantle existing windows for it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 20, 2011, 12:05:39 pm
Got annoyed at compile warnings each time I built so mostly untested patch :) (I'll test it by playing....)

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 20, 2011, 12:17:23 pm
And Windows port for the patch is available. (https://github.com/aposos/Cataclysm/downloads)
Sweet Cacame's mullet that was quick.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on September 20, 2011, 12:25:23 pm
It's great to see this game getting improved. I didn't have much time to play games. Summer is over, I travelled for 10 hours in a bus and it made my ass more flat than a piece of paper, I had to catch up with friends, school, bla bla bla. But I'm back in the game now. Or more like "back playing the game".

Waiting for a Windows port. I noticed Whales merged Deon's mod. I was going to suggest that earlier. Maybe I did say something like "You guys should work together" some hundred pages earlier.

You guys are going great. Deon and Aposos are kicking ass and Whales is creating the ass that they kick.


10 hours in a bus? Man, that's a LOT of trouble :P. Believe me, I know. My wife spends 30 hours to get to her mom, and it takes an impossible amount of job to un-flatten her ass after that :D.

30 hours? Wow that's tough :P I can't describe how my tailbone painfully hurt when I finally arrived home after 10 hours of travel by bus. I felt groggy all day. I can't even imagine 30 hours :D

So, because of the bugs I couldn't enjoy the game fully but build-your-safehouse thing is pretty fun. Now it's time to play it with the patch for real.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 20, 2011, 02:17:09 pm
Suggestion: a new item, plywood sheet. It could take up about the same volume as a glass sheet, and will reduce construction cost. They can only be found in hardware stores, and crafted with sufficently high carpentry+mechanics skill. They will make each section of wall be able to take only 1 plywood sheet and 3 2x4s. (so that a full section of wall is basically two large plywood boards and planks for reinforcement.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on September 20, 2011, 02:18:32 pm
WHOEVER APOSOS IS IS MY HERO HE'S THE BEST WINDOWS PORTER EVER THANK YOU APOSOS AND WHALES FOR MAKING THIS GAME AVAILABLE!!!!!!!!!!!!!!!

Edit: Sorry about the cap locks
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 20, 2011, 04:03:29 pm
Construction Cost Modifiers für Testers und Cheaters (http://whalesdev.com/forums/index.php?topic=96.0) hath been updated to the Construction Patch. Now the digging and filling of pits is properly calculated too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 20, 2011, 08:59:58 pm
So I have a 3X3 building set up (That's all internal tiles.) complete with a door, but how do I build the roof? It keeps saying "You cannot build there.".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 20, 2011, 09:24:23 pm
From whales' forums:

Quote from: Whales
Heh, the code for building floor/roof is a bit messed up right now.  Basically, a tile can be made into floor/roof if it is contained by walls; that is, if magma pouring into the place where you would want to put the floor would eventually be contained from flooding to the edge of the map.

Unfortunately, in my short-sightedness, I made it so that only normal walls and player-constructed walls would "contain" that magma.  Meaning, to build floods you'd first have to trap yourself in a box of walls, build your roof, and then hope that you had a way to get out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 20, 2011, 09:31:09 pm
So we're doomed to self-built roofless eventual aciddoom?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 20, 2011, 09:41:04 pm
Nope, we can't build roofs at all, since you can't build on the tile you are occupying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 20, 2011, 09:50:38 pm
So we're doomed to self-built roofless eventual aciddoom?

Not quite--if you trap yourself inside a circle of walls, you can build roof over them.  Just make sure you bring in a wood saw so you can cut a door to escape!

Nope, we can't build roofs at all, since you can't build on the tile you are occupying.

Not quite.

Code: [Select]
####
#12#
####

# are wood walls, 1 and 2 are dirt.  Stand on 1, build roof over 2.  Stand on 2, build roof over 1.  Finally, cut a door frame.

In a 3x3 shack, it's true, you cannot build a roof over the center tile.  But once I let doors block the flood-fill, you can (i.e. next push).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 20, 2011, 09:55:26 pm
Woo for explaining.
So we can't make ourself a hat, pretty much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 20, 2011, 10:20:24 pm
So don't build doors until AFTER you make the roof?

Oh well, I used the 0-cost construction mod to make walls to surround the center tiles, built the floor, then deconstructed them (Empty door frames can be built on). So I now have a 3X3 fortress surrounded by pits and traps in the middle of nowhere.

I'm still waiting for wilderness crafting though.

Also, the Print Screen button brings up the debug menu for some reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 20, 2011, 11:20:21 pm
So don't build doors until AFTER you make the roof?

Oh well, I used the 0-cost construction mod to make walls to surround the center tiles, built the floor, then deconstructed them (Empty door frames can be built on). So I now have a 3X3 fortress surrounded by pits and traps in the middle of nowhere.

I'm still waiting for wilderness crafting though.

Also, the Print Screen button brings up the debug menu for some reason.

Heh, I anticipated the issue of "floating roofs" arising from people building a roof, then deconstructing the walls supporting it.  Sadly preventing this would be a lot of trouble right now; more than it's worth.

By "wilderness crafting," do you mean the ability to craft using trees as material?  I'm adding that soon (log cabins, ho!).  Otherwise, I'm not sure what you mean.

Print Screen probably sends some weird sequence of characters to your computer, and Z is probably one of them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 20, 2011, 11:44:44 pm
I'd say the best way for roofs might be the way Unreal World does it.
Basically, each floor tile cam be built near a wall tile or 2 other floor tiles. And only cardinal directions count, you can't support roofs diagonally.

This'd be quite easy, and it'd be quite realistic. So if you have a row of walls, you could make one tile of overlook from it, and if you onlu have half of a room, you can still fill it with floor.

So yeah, simple rules. A floor needs 2 other floors or a wall, diagonals don't count.

I can explain better once I'm back home, it's too much trouble writing on a phone, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 20, 2011, 11:52:39 pm
By wilderness crafting I meant being able to start from the ground up without anything from the city. Things like basic tools, cooking, string for traps, water containers, and so on are almost essential but you can't make them without a trip to the city.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 20, 2011, 11:54:25 pm
Being able to cook on a fire would be an awesome addition.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on September 21, 2011, 12:09:40 am
CRASH BUG

Attempting to use ('a'pply) a sewing kit to a non-existent item letter in your inventory will cause the game to crash. In fact, pressing any key OTHER then a letter in your inventory (even if that item gives a "you can't use the sewing kit on this!" response) will cause the game to crash while using a sewing kit.

By wilderness crafting I meant being able to start from the ground up without anything from the city. Things like basic tools, cooking, string for traps, water containers, and so on are almost essential but you can't make them without a trip to the city.
It would be pretty nice/hilarious if you could just use a few stones and heavy sticks, and while not necessarilly turn yourself into a cyborg (box of scraps inna cave, sks inna woods, etc) you should at least be able to build a wooden shack and survive indefinitely off the land around you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 21, 2011, 03:03:54 am
CRASH BUG

Attempting to use ('a'pply) a sewing kit to a non-existent item letter in your inventory will cause the game to crash. In fact, pressing any key OTHER then a letter in your inventory (even if that item gives a "you can't use the sewing kit on this!" response) will cause the game to crash while using a sewing kit.
Same issue with scissors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 21, 2011, 04:16:33 am
Changing windows to require an "empty window frame" means we can't repane windows once  they break, an option to remove glass from broken windows to change them back to empty frames would be pretty nice though.
Also, an option to either completely destroy window/doorframes or just replace them with walls would be pretty hot too.

(I'll be adding this to my version anyway, just decided to suggest it too)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 21, 2011, 09:17:01 am
I think I had yet another suggestion ignored. Plywood board: could lessen construction costs by making a section of wall buildable using a plywood sheet and 3 planks. (so that a wall would be essentially 2 plywood sheets reinforced by planks). They could only be found in hardware stores, or possibly crafted with sufficently high skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 21, 2011, 09:27:30 am
I think I had yet another suggestion ignored. Plywood board: could lessen construction costs by making a section of wall buildable using a plywood sheet and 3 planks. (so that a wall would be essentially 2 plywood sheets reinforced by planks). They could only be found in hardware stores, or possibly crafted with sufficently high skill.

Not ignored, just submitted to my brainbox for consideration :)  I like the idea, but I think it'd have to be slightly higher cost, or perhaps the wall would be "plywood wall" instead of wood wall--easier to smash down.

I'm also adding in lumberjackery; in a bit you'll be able to chop down a tree to turn it into a log, and then slice up the log to turn it into log sections; log sections can be used to craft log wall, or further processed into 2x4s.

Changing windows to require an "empty window frame" means we can't repane windows once  they break, an option to remove glass from broken windows to change them back to empty frames would be pretty nice though.
Also, an option to either completely destroy window/doorframes or just replace them with walls would be pretty hot too.

(I'll be adding this to my version anyway, just decided to suggest it too)

Yeah, clearing the broken glass would be nice.  Maybe require pliers or something?  I don't want it to be just another level of smashing or whatever; I want to keep the penalty for traversing windows instead of a door fairly high.

By wilderness crafting I meant being able to start from the ground up without anything from the city. Things like basic tools, cooking, string for traps, water containers, and so on are almost essential but you can't make them without a trip to the city.

Well... I don't see the player being able to do anything very significant with no goods or tools whatsoever.  I mean, I guess making twine might be a possibility, if I added in vines or something to the forests.  But I don't see collection of a few items from the city as a major obstacle to wilderness living; the idea is to require the player to enter dangerous territory, at elast once in a while!

I'd say the best way for roofs might be the way Unreal World does it.
Basically, each floor tile cam be built near a wall tile or 2 other floor tiles. And only cardinal directions count, you can't support roofs diagonally.

This'd be quite easy, and it'd be quite realistic. So if you have a row of walls, you could make one tile of overlook from it, and if you onlu have half of a room, you can still fill it with floor.

So yeah, simple rules. A floor needs 2 other floors or a wall, diagonals don't count.

I can explain better once I'm back home, it's too much trouble writing on a phone, heh.

No, I get what you're saying, and I can see it working, though I might expand it to TWO walls and/or floor tiles adjacent.  Getting a roof to overhang with one point of support doesn't make too much sense to me.


I'm aware of the crashes / mysterious behaviors that involve using any item that's applied to another item.  I know exactly what the issue is, but it's a doozy to fix sadly.  I'll be doing it ASAP.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on September 21, 2011, 09:43:34 am
Changing windows to require an "empty window frame" means we can't repane windows once  they break, an option to remove glass from broken windows to change them back to empty frames would be pretty nice though.
Also, an option to either completely destroy window/doorframes or just replace them with walls would be pretty hot too.

(I'll be adding this to my version anyway, just decided to suggest it too)

Yeah, clearing the broken glass would be nice.  Maybe require pliers or something?  I don't want it to be just another level of smashing or whatever; I want to keep the penalty for traversing windows instead of a door fairly high.
I'd personally keep it simple, just make it a construction stage requiring a rag or something where you spend 10 minutes or so picking glass out, it's a disadvantage to do this in normal play because A) It takes time, something you don't have with zombies breathing down your neck, and B) You're making it easier for zombies to get in as well, so I can't see people using it on every window they break.


Also, a question.
Why do shallow pits have a higher movement cost than deep pits?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 21, 2011, 10:40:07 am
Also, a question.
Why do shallow pits have a higher movement cost than deep pits?

Cause I typoed or something, fixed, thanks. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: erick1294 on September 21, 2011, 06:01:09 pm
It's cool that it's turning into a minecraft based roguelike but what's the point on building an entire house on the city where you find houses everywhere? (Of course, the MAIN survival idea is reinforcing the building you find, but i'm asking about building houses from scrap) and Does finishing a building makes it appear in the WorldMap?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 21, 2011, 06:25:00 pm
not right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 21, 2011, 06:48:08 pm
Construction is mainly in to make wilderness survival a viable option without acid rain destroying you, and to rebuild smashed doors and windows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 21, 2011, 06:58:52 pm
Construction is mainly in to make wilderness survival a viable option without acid rain destroying you, and to rebuild smashed doors and windows.

This, and also to expand the "you can do anything" open-endedness of roguelike gameplay.  Personally, I do not see the point in construction, outside of occasionally wanting to have wilderness fort.  But there's a lot of things in Cataclysm which I initially didn't recognize as a source of fun gameplay or as a strong strategy.  I'm hoping that construction will grow to be one of those things.

Plus, enough people here clamored for construction, and I trust you guys :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Zoodle on September 21, 2011, 07:01:34 pm
Plus, enough people here clamored for construction, and I trust you guys :)

I just wanted to post in here to tell you that I love you.

You are my hero.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 21, 2011, 07:06:58 pm
Hurry! FIRE UP THE SUGGESTION MINI-GUN!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on September 21, 2011, 07:20:29 pm
It's cool that it's turning into a minecraft based roguelike but what's the point on building an entire house on the city where you find houses everywhere? (Of course, the MAIN survival idea is reinforcing the building you find, but i'm asking about building houses from scrap) and Does finishing a building makes it appear in the WorldMap?

People wanting to live out of town for example. And allowing people to build always allows for fun sightings (you rock, Whales!)
Anyway saying it's turning Minecraft is a bit harsh...considering we are in Bay12 forums...
Don't get me wrong, I am a big MC fan, but allowing to build over the world is nothing Minecraft invented you know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on September 21, 2011, 07:36:14 pm
The ability to make basic and slightly advanced items out of stuff you find in the wild would be awesome. I would like to play a game where I bugger off the instant I spawn and start building a log cabin instead of wandering around for a bit then getting eaten due to the insane amount of zombies that I seem to hit everywhere I go.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 21, 2011, 10:01:08 pm
It's cool that it's turning into a minecraft based roguelike but what's the point on building an entire house on the city where you find houses everywhere? (Of course, the MAIN survival idea is reinforcing the building you find, but i'm asking about building houses from scrap) and Does finishing a building makes it appear in the WorldMap?

People wanting to live out of town for example. And allowing people to build always allows for fun sightings (you rock, Whales!)
Anyway saying it's turning Minecraft is a bit harsh...considering we are in Bay12 forums...
Don't get me wrong, I am a big MC fan, but allowing to build over the world is nothing Minecraft invented you know.

There's also the fact that buildings can get destroyed by various methods. Prior to the construction update, it always bugged me that if a queen triffid wrecked my safehouse, I wouldn't be able to put new walls back up, for example.


Being able to modify the existing city structure is neat, too. Making above-ground airtight (for smell purposes) tunnels between important places in town would be fun, for example, as would reinforcing existing structures.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 21, 2011, 10:22:04 pm
The current construction costs in vanilla Cataclysm make city spanning halls nigh impossible, but plywood/flimsy walls would be perfect for something like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 21, 2011, 10:26:49 pm
Quick newbie question:

How do you put on clothing that has more volume than you can carry?  My starting random character can hold 4 total volume of items...but a cargo pants has 6 volume!  I can't even put on pants even if I'm standing on top of the item.  There has to be something simple I'm missing here, and I've gone over the ingame help already.

Nevermind, it goes into the empty weapon slot regardless of volume.  Makes sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 21, 2011, 10:49:30 pm
The current construction costs in vanilla Cataclysm make city spanning halls nigh impossible, but plywood/flimsy walls would be perfect for something like that.

I'm thinking somewhat long-term, yeah. For instance, we could also eventually have masonry, although bricks and mortar would probably be difficult to work with (but probably pretty secure too).

Also, you can take advantage of existing structures for cross-town paths. To get from point A to point B, you don't need a tunnel the whole length, because you can use houses and buildings along the way, securing those as well, or at least taking advantage of the existing wall structure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 22, 2011, 12:18:11 am
Okay, another newbie question: Do I need a hot plate to actually cook raw meat and veggies?  I have a frying pan.  Assuming I can start a fire somehow (with my lighter?) will the fire do just fine?

Another question: What does XP actually do?  Does XP increase the rate at which I learn skills or something? Nevermind searched the thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on September 22, 2011, 12:41:30 am
You need a hotplate. The fire would probably completely nuke your stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 22, 2011, 02:48:30 am
Plus, enough people here clamored for construction, and I trust you guys :)

Well we are fortress builders, kinda expect construction in games.

That said I actually think holing up makes the game less fun. It was already very easy to build safe houses where you can't be touched (especially in basement having houses) and in fact other than the one time lightning managed to set fire to my house so I woke up in a burning, smoky inferno having half my goodies melted and needing to run, I've found the whole moving around the world without building to be much more enjoyable.

I'm not saying that addition of construction is at all a negative thing, and I've love to have more because it's always nice to have wilderness forts to play with, but just that it's more fun to generally not bother with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on September 22, 2011, 03:49:38 am
Plus, enough people here clamored for construction, and I trust you guys :)

Well we are fortress builders, kinda expect construction in games.

That said I actually think holing up makes the game less fun. It was already very easy to build safe houses where you can't be touched (especially in basement having houses) and in fact other than the one time lightning managed to set fire to my house so I woke up in a burning, smoky inferno having half my goodies melted and needing to run, I've found the whole moving around the world without building to be much more enjoyable.

I'm not saying that addition of construction is at all a negative thing, and I've love to have more because it's always nice to have wilderness forts to play with, but just that it's more fun to generally not bother with it.

The fun comes when you have to travel out for more food. Eventually you'll run out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on September 22, 2011, 04:05:38 am
Since the construction update has started, I suppose a few questions are in order, as well as some suggestions.

What are the walls currently made out of? When smashed with a jackhammer, you get 2x4's and rock. Does that mean stone, brick, sheetrock, or plaster and lathe?

Are there any plans for differences between interior and exterior walls? A typical interior wall could be dismantled with a hammer, a crowbar, and some wirecutters to yield maybe 3-5 2x4's, depending on how much a square represents. It would be smashable, but sturdier then a door. Exterior walls would be harder, perhaps impossible to smash if they are cinderblock or brick, though building such would be a pain.

Perhaps you should take a page out of Space Station 13. Pretty much the entire station can be torn down and rebuilt given the right tools and materials. I'm not saying it should be easy, but perhaps for dismantling walls it could take between x through x+y minutes, with x being a minimum and y getting lower based on skill in carpentry, for a couple of steps, such as "Hammer through sheetrock", "cut wiring", "Crowbar 2x4".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 22, 2011, 06:38:58 am
Quote
Well... I don't see the player being able to do anything very significant with no goods or tools whatsoever.  I mean, I guess making twine might be a possibility, if I added in vines or something to the forests.  But I don't see collection of a few items from the city as a major obstacle to wilderness living; the idea is to require the player to enter dangerous territory, at elast once in a while!

Well I understand what you're getting at; you'd think that the wilderness is safer than cities, but when it comes right down to it, wilderness mobs greatly overpower zombies BY LEAGUES.

Triffids have natural armor and are impossible to headshot. Fungaloids are similar but multiply and are almost impossible to melee unscathed due to their spore attack. Wolves move as fast (if not faster) than fast zombies, get multiple attacks per turn, and also come in packs. Wilderness mobs drop nothing useful that can't be found elsewhere (fur is only useful for fur clothing, which has no effect since temperature was disabled). Compare to cities where even the weakest zombie has a chance of dropping bullets.

Sure we have the ability to build; provided you aren't driven away by wilderness mobs, melted by acid rain, and actually have the nails to make the walls away from the city, but then what? Queen triffids will tear down your walls by walking into them, and fungaloids can spawn infinitely while you're sleeping inside, forcing you to choose between starvation and being ripped apart. Not to mention you'll still need food and water (Which is limited to rivers and the randomly spawned flood event) that'll force you to leave your (relatively) safehouse.

To top it off, there is NOTHING worthwhile in the wilderness. Bee/Wasp stings are now nerfed, royal jelly is the only cure for spores - which ONLY come from fungaloids which don't appear in cities - entering a slime pit without guns is suicidal with the dodge nerf (Not to mention they offer almost nothing worthwhile), Radio towers are useless, nukes are FUN but otherwise useless, by the time you're stong enough to face ants nearly all their food will have spoiled, and the list goes on. When faced by mobs in the wilderness you have two viable options for ranged weaponry, throwing (Which will be nerfed) and crossbows (Which require a rubber hose to make unless you take one from a trap field event). You also have NO way to heal yourself since bandages require superglue, which needs a hotplate even if you're fortunate enough to find ant eggs. God forbid when it's night and you can't see at all.

So the wilderness is nearly impossible to traverse, gives nothing worthwhile, and takes up 95% of the map.

I'm sure you have plans for the wilderness, but this is how it is now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on September 22, 2011, 06:50:43 am
The wilderness gives a few things worthwhile. A path to other cities, a challenge and a big, BIG spoiler.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 22, 2011, 07:00:27 am
I consider roads as part of the cities, highways(?) connect cities together; and seeing as a "city" tends to take up several map screens there isn't really much of a point of long-distance travel.

As for challenge, shouldn't the challenge be in surviving instead of going out and looking for trouble? If I wanted a real challenge I could always try a "No-Melee" run or some other hare-brained self-limit.

Yes there is THAT, but THAT can always be found by traveling along the roads.

There are also THOSE, but THOSE aren't complete and are just free stuff for the taking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on September 22, 2011, 07:30:22 am
Since the construction update has started, I suppose a few questions are in order, as well as some suggestions.

What are the walls currently made out of? When smashed with a jackhammer, you get 2x4's and rock. Does that mean stone, brick, sheetrock, or plaster and lathe?

Are there any plans for differences between interior and exterior walls? A typical interior wall could be dismantled with a hammer, a crowbar, and some wirecutters to yield maybe 3-5 2x4's, depending on how much a square represents. It would be smashable, but sturdier then a door. Exterior walls would be harder, perhaps impossible to smash if they are cinderblock or brick, though building such would be a pain.

Perhaps you should take a page out of Space Station 13. Pretty much the entire station can be torn down and rebuilt given the right tools and materials. I'm not saying it should be easy, but perhaps for dismantling walls it could take between x through x+y minutes, with x being a minimum and y getting lower based on skill in carpentry, for a couple of steps, such as "Hammer through sheetrock", "cut wiring", "Crowbar 2x4".

Given Wha;es statements that the game is (loosely) based on rurarl New England. Exterior walls really arn't that different from interior around here. You probably have a set of double studs, and some insulation...but that's not a big deal as far as the game goes. Stone or brick is exceedingly rare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 22, 2011, 07:59:53 am
Well I understand what you're getting at; you'd think that the wilderness is safer than cities, but when it comes right down to it, wilderness mobs greatly overpower zombies BY LEAGUES.

Triffids have natural armor and are impossible to headshot. Fungaloids are similar but multiply and are almost impossible to melee unscathed due to their spore attack. Wolves move as fast (if not faster) than fast zombies, get multiple attacks per turn, and also come in packs. Wilderness mobs drop nothing useful that can't be found elsewhere (fur is only useful for fur clothing, which has no effect since temperature was disabled). Compare to cities where even the weakest zombie has a chance of dropping bullets.

Except that none of those, except wolves to some degree, are "wilderness mobs."  They're randomly placed on the map, and your chances of seeing them in a city are as good as your chances of seeing them elsewhere.  The majority of the wilderness has NO monsters whatsoever, save for the odd wildlife, which shows up in numbers much smaller than the zombies.

Sure we have the ability to build; provided you aren't driven away by wilderness mobs, melted by acid rain, and actually have the nails to make the walls away from the city, but then what? Queen triffids will tear down your walls by walking into them, and fungaloids can spawn infinitely while you're sleeping inside, forcing you to choose between starvation and being ripped apart. Not to mention you'll still need food and water (Which is limited to rivers and the randomly spawned flood event) that'll force you to leave your (relatively) safehouse.

Again, there's no guarantee that triffids or fungaloids will be encountered in the wilderness; if you don't see any while you're building your shelter, you'll probably never see any in that location.  And yes, the need for food and water is meant to make living off the land difficult compared to living off the grocery store.


To top it off, there is NOTHING worthwhile in the wilderness. Bee/Wasp stings are now nerfed, royal jelly is the only cure for spores - which ONLY come from fungaloids which don't appear in cities - entering a slime pit without guns is suicidal with the dodge nerf (Not to mention they offer almost nothing worthwhile), Radio towers are useless, nukes are FUN but otherwise useless, by the time you're stong enough to face ants nearly all their food will have spoiled, and the list goes on. When faced by mobs in the wilderness you have two viable options for ranged weaponry, throwing (Which will be nerfed) and crossbows (Which require a rubber hose to make unless you take one from a trap field event). You also have NO way to heal yourself since bandages require superglue, which needs a hotplate even if you're fortunate enough to find ant eggs. God forbid when it's night and you can't see at all.

So the wilderness is nearly impossible to traverse, gives nothing worthwhile, and takes up 95% of the map.

I'm sure you have plans for the wilderness, but this is how it is now.

And this is how it's intended to be.  Wilderness will probably receive a bunch more features in the future, but it is the "traveling area," meant to be experienced while moving from point A to point B, with minor distractions along the way for the player to investigate if they're interested.  Spending the night in the wilderness is supposed to be relatively scary, and finding a safe place before sundown is meant to be a repeated major drive.

And again, fungaloids DO show up inside cities.  Wilderness is the ONLY part of the map where it's possible to have no monster spawns outside of wild animals, which appear everywhere, cities included.  And 95% of the map is an exaggeration; it's closer to 50-60%.


As for challenge, shouldn't the challenge be in surviving instead of going out and looking for trouble? If I wanted a real challenge I could always try a "No-Melee" run or some other hare-brained self-limit.

Actually, I've stated before that it's my intention to make the difficulty of the game "player-selected" to a degree, based on what areas they willingly explore.  This concept is in its infancy and doesn't work out as much as I'd like, but I'm in favor of it.


Since the construction update has started, I suppose a few questions are in order, as well as some suggestions.

What are the walls currently made out of? When smashed with a jackhammer, you get 2x4's and rock. Does that mean stone, brick, sheetrock, or plaster and lathe?

Are there any plans for differences between interior and exterior walls? A typical interior wall could be dismantled with a hammer, a crowbar, and some wirecutters to yield maybe 3-5 2x4's, depending on how much a square represents. It would be smashable, but sturdier then a door. Exterior walls would be harder, perhaps impossible to smash if they are cinderblock or brick, though building such would be a pain.

Perhaps you should take a page out of Space Station 13. Pretty much the entire station can be torn down and rebuilt given the right tools and materials. I'm not saying it should be easy, but perhaps for dismantling walls it could take between x through x+y minutes, with x being a minimum and y getting lower based on skill in carpentry, for a couple of steps, such as "Hammer through sheetrock", "cut wiring", "Crowbar 2x4".

They're made of brick or stone or reinforced wood or something.   :D  Dismantling interior walls is a good idea; of course, I'd have to go back through all my building code and distinguish between interior and exterior walls, and that's more trouble than it's worth to me right now.

Plus, enough people here clamored for construction, and I trust you guys :)

Well we are fortress builders, kinda expect construction in games.

That said I actually think holing up makes the game less fun. It was already very easy to build safe houses where you can't be touched (especially in basement having houses) and in fact other than the one time lightning managed to set fire to my house so I woke up in a burning, smoky inferno having half my goodies melted and needing to run, I've found the whole moving around the world without building to be much more enjoyable.

I'm not saying that addition of construction is at all a negative thing, and I've love to have more because it's always nice to have wilderness forts to play with, but just that it's more fun to generally not bother with it.

I agree!  And since my next major project will be NPCs, and hopefully workable missions, the player will often find themself under time or other constraints, and simply holing up for some time won't be a particularly useful option.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 22, 2011, 08:17:37 am
So wilderness won't be much more than wilderness, baww, oh well. Still hoping for survival crafts though, random spawns notwithstanding, personal experience has shown that I meet the more dangerous mobs more often outside of the city than inside it. Obviously nothing like repeating crossbows and whatnot, but like you said, twine, rope, torches, simple kinetic weapons like bows, and some basic means of survival.

So Triffids/Fungaloids have cell spawns like zombies do? If so, do zombies have higher priority than other nearby cells? I've never had triffid/fungaloid spawns inside cities except in the latest version, where I had several Queen Triffid encounters within a short period of time; though I chalked it up as a glitch.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 22, 2011, 08:33:18 am
So wilderness won't be much more than wilderness, baww, oh well. Still hoping for survival crafts though, random spawns notwithstanding, you're far more likely to meet with the far more dangerous mobs outside of the city than inside it. Obviously nothing like repeating crossbows and whatnot, but like you said, twine, rope, torches, simple kinetic weapons like bows, and some basic means of survival.

So Triffids/Fungaloids have cell spawns like zombies do? If so, do zombies have higher priority than other nearby cells? I've never had triffid/fungaloid spawns inside cities except in the latest version, where I had several Queen Triffid encounters within a short period of time; though I chalked it up as a glitch.

Yup, for about a year now the placement for giant worms, triffids, and fungaloids has literally been "an area of radius 20-50 centered on any random point on the map."  Zombies don't have higher priority; both will spawn.  And several triffid queens is not necessarily a glitch; could just be rotten luck!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on September 22, 2011, 12:00:06 pm
Random suggestion.

Superstores.

Basicaly 2x2, 2x3, or 3x3 massive stores, ranging from home depots to BJs to walmarts to basically any other large store. I'm sure even rural New England has some of them, and would provide an interesting choice. Do you raid the store, given limited egress options to get out of them, but the chance of large amounts of plunder?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hiiri on September 22, 2011, 01:02:36 pm
Random suggestion.

Superstores.

Basicaly 2x2, 2x3, or 3x3 massive stores, ranging from home depots to BJs to walmarts to basically any other large store. I'm sure even rural New England has some of them, and would provide an interesting choice. Do you raid the store, given limited egress options to get out of them, but the chance of large amounts of plunder?

Wrong continent. You'd be in the US if you put a supermarket in the picture below.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 22, 2011, 01:05:03 pm
If superstores are added, then shopping carts must be added too, so we can load up the shopping cart and drag it behind us.

I'm already sad at all the loot I have to leave behind, and most my deaths are because I'm carrying too goddamn much stuff. I don't need even more loot with no new way to carry it!

Otherwise I think it's a good idea. The lack of a giant walmart-type store is kind of noticeable and annoying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 22, 2011, 01:19:31 pm
New england is in america! It's the north east coast! We've been over this repeatedly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 22, 2011, 01:34:17 pm
Yeah, I've been planning on adding malls, supermarkets, Walmarts, and what-have-you for some time now.  I'll start working on it!

And yeah, maybe now's the time to finally add in pushable furniture (including things like shopping carts).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 22, 2011, 01:38:10 pm
I had an idea for that, actually. In my engine, I'm implementing bodies and controllers as separate objects, and had the idea of implementing vehicles as bodies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 22, 2011, 02:27:13 pm
A couple quick thoughts after playing the new version a bit

1. Gun stores should have a higher chance of stocking ammo for guns they have. I get you probably didn't want people to just hit up a gun store and be totally set, but I just went to one that had like 7 ak-47's and 0 ammo for them, as well a ton of different types of pistols... and ammo for only 1 of those pistols. On the other hand, they had TONS of shotgun shells but not a single shotgun. Some sanity would be nice.

2. Horder is fun, but there should be some cap on the -happy. I went from starting clothes to fully kitted out (started right next to a clothing store) and had like -80 morale or something. Then again, it made me go on a mad rush to grab EVERYTHING in sight, so I guess it's at least somewhat working as intended.

3. Fast reader is incredibly good for 1 point. I don't know if it should be nerfed or made more expensive or left alone, but it's *much* better then I expected it to be for the price.

4. A good memory bonus trait would be nice. We've got forgetful that makes skills erode faster, good memory would make them not erode at all (or maybe erode very very slowly). It should probably be fairly expensive, though.

5. Trigger happy is 100% free points for a melee-based (or pistol/rifle/shotgun based) char. Not really sure what to do about it, maybe rework it so it just makes you randomly attack the last target 3 - 4 times in a row with no other actions allowed, then rename it poor impulse control or something?

6. Fast learner is bugged, I think. It's supposed to be 50% skill comprehension bonus but, with 1 intelligence it raises it from 6% to 53%, 8 intelligence it only boosts it from 80% to 90%, with 11 intelligence it actually lowers it from 114% to 107%. This really does not seem correct.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephansteras on September 22, 2011, 02:31:47 pm
1. Gun stores should have a higher chance of stocking ammo for guns they have. I get you probably didn't want people to just hit up a gun store and be totally set, but I just went to one that had like 7 ak-47's and 0 ammo for them, as well a ton of different types of pistols... and ammo for only 1 of those pistols. On the other hand, they had TONS of shotgun shells but not a single shotgun. Some sanity would be nice.

I don't know, this actually seems reasonable to me. Assumedly someone has already ransacked the store. It makes sense that the only stuff left would be things that they couldn't use. So you'd have extra guns with no ammo for them, and the only ammo left would be stuff they couldn't stuff into their pockets or didn't fit guns they actually had.

So maybe a "little" more reasonable about it, but it's not like the gun store would likely have much left. After all, you can't be the first person to think "Zombies! Need guns!"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 22, 2011, 02:52:40 pm
Yeah, I've been planning on adding malls, supermarkets, Walmarts, and what-have-you for some time now.  I'll start working on it!

And yeah, maybe now's the time to finally add in pushable furniture (including things like shopping carts).

Neat! Large stores and malls and such would add some interesting large indoor environments to deal with. Medium-sized stores would be nice too (like normal stores that are at least larger than houses, say 2x2).

1. Gun stores should have a higher chance of stocking ammo for guns they have. I get you probably didn't want people to just hit up a gun store and be totally set, but I just went to one that had like 7 ak-47's and 0 ammo for them, as well a ton of different types of pistols... and ammo for only 1 of those pistols. On the other hand, they had TONS of shotgun shells but not a single shotgun. Some sanity would be nice.

I don't think this is a problem unique to gun stores. A lot of stores and houses don't have things that you might assume are guaranteed/common there, like hardware stores having nails/hammers, or houses having flashlights.

Quote
3. Fast reader is incredibly good for 1 point. I don't know if it should be nerfed or made more expensive or left alone, but it's *much* better then I expected it to be for the price.

I would say that reading in general is too good. Reading is essentially free skill points, and anything that makes that easier is going to be pretty nice.

Quote
4. A good memory bonus trait would be nice. We've got forgetful that makes skills erode faster, good memory would make them not erode at all (or maybe erode very very slowly). It should probably be fairly expensive, though.

A lot of new traits would be nice, as there are a lot of game mechanics basically untouched by them. I want to see traits that affect encumbrance. :P

Quote
5. Trigger happy is 100% free points for a melee-based (or pistol/rifle/shotgun based) char. Not really sure what to do about it, maybe rework it so it just makes you randomly attack the last target 3 - 4 times in a row with no other actions allowed, then rename it poor impulse control or something?

Agreed, it's a very easy trait to use for minmaxing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on September 22, 2011, 03:00:18 pm
Quote
3. Fast reader is incredibly good for 1 point. I don't know if it should be nerfed or made more expensive or left alone, but it's *much* better then I expected it to be for the price.

I would say that reading in general is too good. Reading is essentially free skill points, and anything that makes that easier is going to be pretty nice.
I see it as 50/50. Yes, you can read much faster, but you are still limited by what you can find. In general, it doesn't matter too much if you get through a book in 10 minutes or an hour. Assuming you aren't trying to read in an exposed area, you can generally keep yourself safe for the time needed. Then, once you're done reading, the trait does nothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 22, 2011, 03:02:53 pm
That "exposed area" assumption is quite the assumption, though. Books can be somewhat heavy, and it's nice to be able to blaze through them where you find them without having to worry so much about food or water or getting attacked. Also, you can still fast-read books for pleasure, but you might as well just smoke a cigarette or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 22, 2011, 03:42:09 pm
Hmm, quick question:

I'm using the latest windows port, and I can't get the wish-debug command to work.  I'm trying to wish for a purifier to test some stuff out.  However, I can't type in anything in the wish command prompt.  No matter what I press on my keyboard, the prompt remains blank and I get 'none' has an item.  I now have 4 'nones'.

My real question is this: What bad traits does purifier remove?  I'm looking at all the expensive negatives like hoarder, savant, schizophrenic, illiterate, and asthmatic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 22, 2011, 03:55:30 pm
A couple quick thoughts after playing the new version a bit

1. Gun stores should have a higher chance of stocking ammo for guns they have. I get you probably didn't want people to just hit up a gun store and be totally set, but I just went to one that had like 7 ak-47's and 0 ammo for them, as well a ton of different types of pistols... and ammo for only 1 of those pistols. On the other hand, they had TONS of shotgun shells but not a single shotgun. Some sanity would be nice.

2. Horder is fun, but there should be some cap on the -happy. I went from starting clothes to fully kitted out (started right next to a clothing store) and had like -80 morale or something. Then again, it made me go on a mad rush to grab EVERYTHING in sight, so I guess it's at least somewhat working as intended.

3. Fast reader is incredibly good for 1 point. I don't know if it should be nerfed or made more expensive or left alone, but it's *much* better then I expected it to be for the price.

4. A good memory bonus trait would be nice. We've got forgetful that makes skills erode faster, good memory would make them not erode at all (or maybe erode very very slowly). It should probably be fairly expensive, though.

5. Trigger happy is 100% free points for a melee-based (or pistol/rifle/shotgun based) char. Not really sure what to do about it, maybe rework it so it just makes you randomly attack the last target 3 - 4 times in a row with no other actions allowed, then rename it poor impulse control or something?

6. Fast learner is bugged, I think. It's supposed to be 50% skill comprehension bonus but, with 1 intelligence it raises it from 6% to 53%, 8 intelligence it only boosts it from 80% to 90%, with 11 intelligence it actually lowers it from 114% to 107%. This really does not seem correct.

1. It's mimicking a post-panic state I guess, where people just grabbed stuff.  Also, with no guarantee of finding a weapon/ammo combo in a single given store, the player is forced to check more often, and grab a variety of weapons to increase their chances of finding a match.

2.  It is a bit severe, but taking Xanax will decrease the penalty significantly.  I'm considering doing another overhaul of morale, in which case Hoarder would probably receive a rebalance.

3.  Yeah, I might up that to 2 points.  However, its usefulness sharply declines after you finish reading the books available to you.

4.  Skills erode slow enough as it is, I think.  Removing erosion altogether would be too big of a bonus, though.

5.  This is true.  I've been considering making it into a "Rage" trait or something--ocassionally sending the player into a state where they can't take any non-attack actions for a few turns.  Might just remove it.

6.  Fixed, thank you!


Hmm, quick question:

I'm using the latest windows port, and I can't get the wish-debug command to work.  I'm trying to wish for a purifier to test some stuff out.  However, I can't type in anything in the wish command prompt.  No matter what I press on my keyboard, the prompt remains blank and I get 'none' has an item.  I now have 4 'nones'.

My real question is this: What bad traits does purifier remove?  I'm looking at all the expensive negatives like hoarder, savant, schizophrenic, illiterate, and asthmatic.

Press '/' on the wish screen to start typing in your search query.  It's not very user-friendly right now, I admit.

Purifier removes bad traits that could be seen as genetically predisposed; schizo and asthmatic are included here.  I'm consdering making purifier not remove any traits that the player begins with, to prevent this exploitable area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on September 22, 2011, 04:01:12 pm
You'd be in the US if you put a supermarket in the picture below.
Spoiler (click to show/hide)
So true.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 22, 2011, 04:06:43 pm
Thanks Whales, it worked perfectly.  I think this is quickly becoming my favorite roguelike, just barely nudging out Caves of Qud.  Oh, and schizo isn't counted as genetic, just checked.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephansteras on September 22, 2011, 04:07:02 pm
Quote
3. Fast reader is incredibly good for 1 point. I don't know if it should be nerfed or made more expensive or left alone, but it's *much* better then I expected it to be for the price.

I would say that reading in general is too good. Reading is essentially free skill points, and anything that makes that easier is going to be pretty nice.

I think the chances of gaining skill points from reading should be reduced. After all, you won't necessarily remember everything you read. And reading is rarely a good substitute for hands-on experience. However, having a book in your possession (especially a meaty book with a lot of info in it) would make tasks easier. Even if I don't remember how to do some bit of electronics work if I have a book with me on the subject that I can refer to it makes things much easier. Of course, it also takes longer if you're referring to a book.

This would make building up a stash of books much more useful as well as make books/reading a little less powerful overall. It would also make Fast Reader more balanced since it would be useful longer but wouldn't be quite as powerful for getting skill points.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 22, 2011, 04:20:38 pm
I think the chances of gaining skill points from reading should be reduced. After all, you won't necessarily remember everything you read. And reading is rarely a good substitute for hands-on experience. However, having a book in your possession (especially a meaty book with a lot of info in it) would make tasks easier. Even if I don't remember how to do some bit of electronics work if I have a book with me on the subject that I can refer to it makes things much easier. Of course, it also takes longer if you're referring to a book.

This would make building up a stash of books much more useful as well as make books/reading a little less powerful overall. It would also make Fast Reader more balanced since it would be useful longer but wouldn't be quite as powerful for getting skill points.

My suggestion (I forget if it was here or on whales' forums) was to have reading not increase skill directly at all, instead temporarily increasing your comprehension rate for that skill. This way, reading still helps, but you also need to practice. I feel like this would be good for gameplay (better balance, makes starting skills matter more however we select those in the future, makes it less of a foregone conclusion that you'll have certain levels of skills and less trivial to gain, say, enough electronics skill to build internal battery CBMs out of flashlights), and also more realistic (as study alone is hardly ever enough to engage in practical work without at least a tiny bit of practice).

So basically, you read the electronics book a few times, and as long as you satisfy the int/skill requirements (above a certain int, above/below a certain skill minimum and maximum) you get a temporary but significant bonus to how quickly you learn that skill when you practice. Ideally the bonus should last a good while, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on September 22, 2011, 04:58:36 pm
What about books like that knife fighting book though?  It's not like you can refer to that during combat (although that would seem hilarious and feel like something out of Shawn of the Dead) for a skill bonus for having the book handy, and it's not something you could do quickly enough to get a learning bonus with. ("Oh look a horde of zombies, time to take 15 minutes to read spetsnaz before I jump into the fray")

Perhaps a hybrid system would be nice.  You can gain some skill from reading alone, as well as getting something like the fast learner perk for a short time in that particular skill, But having the book in your possession also provides a bonus to your skill(except for the aforementioned combat type skills).  If your skill is below the book's max skill perhaps your skill can be set to the book's skill for the purposes of crafting, because there may very well be a section of the book devoted to something similar to what you are trying to do. ("Oh hey, there's actually instructions for a lemon clock in a lab section here, that could apply here")  If your skill is above that of the book's max skill you just get a bonus to your skill of one or two thanks to having good reference materials handy. ("Huh what does a silver stripe on the resistor color code translate to again? I have the book handy, I guess I'll just look it up real fast instead of guessing.")

It still allows a complete novice to get a handle on the basics of how to do something, even if they don't have the stuff they need to do it immediately handy, keeps books from becoming completely worthless after you reach certain skill levels, and allows combat skill books to still be functional outside the realm of the absurd.

Probably a PITA to code though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on September 22, 2011, 05:39:31 pm
Quote
3. Fast reader is incredibly good for 1 point. I don't know if it should be nerfed or made more expensive or left alone, but it's *much* better then I expected it to be for the price.

I would say that reading in general is too good. Reading is essentially free skill points, and anything that makes that easier is going to be pretty nice.

I think the chances of gaining skill points from reading should be reduced. After all, you won't necessarily remember everything you read. And reading is rarely a good substitute for hands-on experience. However, having a book in your possession (especially a meaty book with a lot of info in it) would make tasks easier. Even if I don't remember how to do some bit of electronics work if I have a book with me on the subject that I can refer to it makes things much easier. Of course, it also takes longer if you're referring to a book.

This would make building up a stash of books much more useful as well as make books/reading a little less powerful overall. It would also make Fast Reader more balanced since it would be useful longer but wouldn't be quite as powerful for getting skill points.
I like this a lot. For the record
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 22, 2011, 10:41:23 pm
A few bugs:

1. Molotovs don't require a glass container, or any container at all. The container the fuel/liquor was held in is left in your inventory and you have a molotov that's held inside fragile air.

2. If you choose something that requires two of the same item, where one is on the floor and one is in your inventory, the game crashes "Debug: 0-Length Menu ("Use which component?)". It also gives no choice in what items to choose. Example: There are 2 heavy sticks and a steak knife nearby, you have a combat knife, a steak knife, and 2 3-ft strings in your inventory. The first time you craft a steel spear, it uses your combat knife without any confirmation, the second time it crashes.

3. Friendly turrets can shoot you if you're standing in front of a zombie. Though that may not be a bug.

4. Using a sewing kit to reinforce your clothes does not cost a charge. (There's also the previously mentioned crash bugs involving not picking applicable inventory items and/or pressing non-inventory keys for sewing and scissors).

You also may want to reduce the drops that eyebots and copbots give, they're easily farmable.

I also found a
Spoiler (click to show/hide)
from a random event, I know what the latter does, but what about the former?

Some feature requests:

Could you add a Two-By-Four * 5 option to the crafting menu? Just to reduce the amount of button presses in deforestation.

A force-reload option so you don't have to keep pressing "N" whenever you're reloading and keep getting interrupted by noise and whatnot. It's a simple choice of "Y"es, "N"o, and "F"orce.

The finger-laser should act like the claws do, replacing your current hand slot and using the "f"ire button.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 22, 2011, 11:02:28 pm
You also may want to reduce the drops that eyebots and copbots give, they're easily farmable.

I'd say the drops are just plain too random. I've killed robots and gotten literally nothing, and other times I've gotten like an entire page of goodies.

Quote
Could you add a Two-By-Four * 5 option to the crafting menu? Just to reduce the amount of button presses in deforestation.

Why be so specific? I'd rather have one of the following two options:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 22, 2011, 11:24:15 pm
A few bugs:

1. Molotovs don't require a glass container, or any container at all. The container the fuel/liquor was held in is left in your inventory and you have a molotov that's held inside fragile air.

2. If you choose something that requires two of the same item, where one is on the floor and one is in your inventory, the game crashes "Debug: 0-Length Menu ("Use which component?)". It also gives no choice in what items to choose. Example: There are 2 heavy sticks and a steak knife nearby, you have a combat knife, a steak knife, and 2 3-ft strings in your inventory. The first time you craft a steel spear, it uses your combat knife without any confirmation, the second time it crashes.

3. Friendly turrets can shoot you if you're standing in front of a zombie. Though that may not be a bug.

4. Using a sewing kit to reinforce your clothes does not cost a charge. (There's also the previously mentioned crash bugs involving not picking applicable inventory items and/or pressing non-inventory keys for sewing and scissors).

You also may want to reduce the drops that eyebots and copbots give, they're easily farmable.

I also found a
Spoiler (click to show/hide)
from a random event, I know what the latter does, but what about the former?

Some feature requests:

Could you add a Two-By-Four * 5 option to the crafting menu? Just to reduce the amount of button presses in deforestation.

A force-reload option so you don't have to keep pressing "N" whenever you're reloading and keep getting interrupted by noise and whatnot. It's a simple choice of "Y"es, "N"o, and "F"orce.

The finger-laser should act like the claws do, replacing your current hand slot and using the "f"ire button.

1. Bleh I know, not sure of the best way to fix this right now.

2.  Fixed in the most recent version, I believe.

3.  Not a bug, fully intended

4.  Definitely fixed in the most recent version.

The former is present useless, it'll be handy in the future.

Finger-laser uses a charge every time you fire, so must be activated every time you fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 22, 2011, 11:32:36 pm
You could just add a glass bottle (Or other containers that might work in theory) to the molotov crafting cost. Or does the container system break that?

The finger laser may need a nerf, it has a cheap firing cost (With the currently OP internal furnace) to it's relatively high damage potential (due to burning), and takes no time to fire.

Also, minor typo: The Geiger counter's activation menu has "3: Turn continuous scan off" when it should say "on".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 22, 2011, 11:50:42 pm
Finger-laser uses a charge every time you fire, so must be activated every time you fire.

Currently, yes, but it would be more convenient for it to use a charge every time you fire a shot using the 'f' key. Of course, that means you wouldn't be able to use it when you're holding a weapon, which may or may not be good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on September 23, 2011, 12:07:20 am
1. Gun stores should have a higher chance of stocking ammo for guns they have. I get you probably didn't want people to just hit up a gun store and be totally set, but I just went to one that had like 7 ak-47's and 0 ammo for them, as well a ton of different types of pistols... and ammo for only 1 of those pistols. On the other hand, they had TONS of shotgun shells but not a single shotgun. Some sanity would be nice.

I don't know, this actually seems reasonable to me. Assumedly someone has already ransacked the store. It makes sense that the only stuff left would be things that they couldn't use. So you'd have extra guns with no ammo for them, and the only ammo left would be stuff they couldn't stuff into their pockets or didn't fit guns they actually had.

So maybe a "little" more reasonable about it, but it's not like the gun store would likely have much left. After all, you can't be the first person to think "Zombies! Need guns!"
Remember, the game isn't done yet, and you're technically the only person alive in the whole zombie-infested world.  Once NPCs are in, stores will theoretically be able to be looted before you get to them - and you might occasionally find a pristine one, if you manage to be the first to get to it.  As they are now, they should totally generate themselves to be stocked as a normal gun store would be, so once NPCs are put back in (next major update, right?) they won't have to be reworked or whatever.

This is definitely not in any way influenced by my complete inability to ever find bullets for my guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 23, 2011, 01:02:46 am
Can anyone tell me where in the source are the weapon noise tables?  I'm having no luck so far.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 23, 2011, 01:33:49 am
Regarding ammo, a few smart things to do:'

By the way... is it just me, or is purifier a little crazy? Once you can survive labs okay, you can find tons of the stuff, and even if not, you have a good chance of finding it on random dead scientists and such. Most notably, I feel like this makes curable disadvantages like "bad back" a little too tempting, since you know they'll only affect you once you find your first purifier, whereas other disadvantages are permanent.

Also, in my opinion, purifier's function makes Robust Genetics (or mutating in general) not very useful. I understand Robust Genetics isn't necessarily meant to be used to intentionally get mutations, but just in case intentionally getting/staying mutated is ever intended to be valid strategy, bear in mind it totally locks you out from purifier's consistent stat bonuses, making it much less tempting to do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on September 23, 2011, 01:51:58 am
Can anyone tell me where in the source are the weapon noise tables?  I'm having no luck so far.

iirc it's the amount of damage the bullet does that determines the noise, not the gun firing it (although silencers attached to the gun also reduce it)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 23, 2011, 02:00:52 am
Can anyone tell me where in the source are the weapon noise tables?  I'm having no luck so far.

iirc it's the amount of damage the bullet does that determines the noise, not the gun firing it (although silencers attached to the gun also reduce it)

Thanks, I had no idea.  I was looking through itypedef.cpp and ranged.cpp with no luck.  Someone said earlier that a silencer reduces noise by 45.  Am I correct in assuming that a 50dmg bullet makes 50 noise?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 23, 2011, 02:04:33 am
Regarding ammo, a few smart things to do:'
  • Choose guns based on the ammo you can find.
  • Use crossbows, since wooden bolts are basically free. They're silent, but they're not the most powerful and only hold one bolt. I've considered holding four loaded crossbows on my person at once for that reason, but that's a lot of slots!
  • Use melee unless you need your gun. No reason to waste ammo on plain zombies unless there's a good reason!


By the way... is it just me, or is purifier a little crazy? Once you can survive labs okay, you can find tons of the stuff, and even if not, you have a good chance of finding it on random dead scientists and such. Most notably, I feel like this makes curable disadvantages like "bad back" a little too tempting, since you know they'll only affect you once you find your first purifier, whereas other disadvantages are permanent.

Also, in my opinion, purifier's function makes Robust Genetics (or mutating in general) not very useful. I understand Robust Genetics isn't necessarily meant to be used to intentionally get mutations, but just in case intentionally getting/staying mutated is ever intended to be valid strategy, bear in mind it totally locks you out from purifier's consistent stat bonuses, making it much less tempting to do.

Purifiers do make robust genetics (and mutations in general) look bad.  However, you can mutate a few traits (schizo, forgetful, night vision, quick) that can't be removed by a purifier.  I did some wish testing and I felt that mutagens weren't worth it even if you had robust genetics!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 23, 2011, 02:21:34 am
Purifiers do make robust genetics (and mutations in general) look bad.  However, you can mutate a few traits (schizo, forgetful, night vision, quick) that can't be removed by a purifier.  I did some wish testing and I felt that mutagens weren't worth it even if you had robust genetics!

I was told that purifier can remove all mutations you receive during gameplay, but if you're right, then never mind!

But yeah, if you have robust genetics you get (on average) a bit more positive than negative mutations, but even if that's a net positive, the fact that you lock yourself out of stat bonuses (which are just plain awesome) still makes it not worth it.

Personally, I'd prefer if purifier never got rid of your starting traits, for reasons I've stated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on September 23, 2011, 02:31:54 am
A suggestion to make Robust Genetics more viable.

Increase its value by one or two, and switch it from a better chance to get a good mutation to being offered a choice of three mutations. Change its name from Robust to Guided, and change the description to "Through force of will, you can exert a degree of control over your genetic code when it becomes unstable, allowing you to chose between 3 possible mutations."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 23, 2011, 02:51:24 am
The normal chance of getting a good mutation is 2 in 7. Therefore, the chance of a set of three random mutations having at least one good one is about 63.6%. That's actually a lower probability of a good mutation than the current Robust Genetics (about 64.3%), but you'd get more choice in which bad one you get.

Also, consider the fact that there really aren't many mutations yet, so after a few mutations, the game would start running out of good mutations to give you. And you still prevent yourself from getting the purifier stat bonuses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 23, 2011, 06:13:31 am
Does the trait fleet-footed actually work?

Playing the windows port, I don't notice a speed boost in the @ stat screen while moving on the road.  Neither does the road offer a reduced movement point cost when examined.  It's hard to tell if fleet-footed works or not because normal zombies are still really slow and fast zombies are still faster than the player.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 23, 2011, 08:13:57 am
The game doesn't really display movement speed. The "speed" in your stat screen is your general speed. It's how many action points you get per round, or... something. Fleet-footed reduces how many action points walking costs.

The "speed" stat is a little confusing to new players. I think the game should make this more clear somehow, possibly by displaying your basic running cost (with all modifiers) separately, since it isn't displayed at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 23, 2011, 09:29:17 am
Purifiers do make robust genetics (and mutations in general) look bad.  However, you can mutate a few traits (schizo, forgetful, night vision, quick) that can't be removed by a purifier.  I did some wish testing and I felt that mutagens weren't worth it even if you had robust genetics!

I was told that purifier can remove all mutations you receive during gameplay, but if you're right, then never mind!

But yeah, if you have robust genetics you get (on average) a bit more positive than negative mutations, but even if that's a net positive, the fact that you lock yourself out of stat bonuses (which are just plain awesome) still makes it not worth it.

Personally, I'd prefer if purifier never got rid of your starting traits, for reasons I've stated.

Only starting stat that I know from the sources is removed with purifier is Thick Skin. That makes it a no-brainer that you shouldn't start with thick skin tho :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 23, 2011, 01:29:42 pm
Purifiers do make robust genetics (and mutations in general) look bad.  However, you can mutate a few traits (schizo, forgetful, night vision, quick) that can't be removed by a purifier.  I did some wish testing and I felt that mutagens weren't worth it even if you had robust genetics!

I was told that purifier can remove all mutations you receive during gameplay, but if you're right, then never mind!

But yeah, if you have robust genetics you get (on average) a bit more positive than negative mutations, but even if that's a net positive, the fact that you lock yourself out of stat bonuses (which are just plain awesome) still makes it not worth it.

Personally, I'd prefer if purifier never got rid of your starting traits, for reasons I've stated.

Only starting stat that I know from the sources is removed with purifier is Thick Skin. That makes it a no-brainer that you shouldn't start with thick skin tho :P

Here are the removable bad traits:
4 points - Asthmatic
3 points - Bad Back
2 points - Near-Sighted
2 points - Bad Hearing
1 points - I didn't check any of them
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on September 23, 2011, 02:55:09 pm
Purifiers do make robust genetics (and mutations in general) look bad.  However, you can mutate a few traits (schizo, forgetful, night vision, quick) that can't be removed by a purifier.  I did some wish testing and I felt that mutagens weren't worth it even if you had robust genetics!

I was told that purifier can remove all mutations you receive during gameplay, but if you're right, then never mind!

But yeah, if you have robust genetics you get (on average) a bit more positive than negative mutations, but even if that's a net positive, the fact that you lock yourself out of stat bonuses (which are just plain awesome) still makes it not worth it.

Personally, I'd prefer if purifier never got rid of your starting traits, for reasons I've stated.

Only starting stat that I know from the sources is removed with purifier is Thick Skin. That makes it a no-brainer that you shouldn't start with thick skin tho :P

Here are the removable bad traits:
4 points - Asthmatic
3 points - Bad Back
2 points - Near-Sighted
2 points - Bad Hearing
1 points - I didn't check any of them

Sorry, I meant the only good trait is Thick Skin. I always check asthmatic, bad back & bad hearing :D Asthma is almost never an issue, unless I run out of inhaler before finding any purifier. Bad back can get annoying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 23, 2011, 06:15:47 pm
Purifier removes thick skin? You sure about that?


It's kind of odd that purifier removes some physical disadvantages (listed above) but not others (e.g. Glass Jaw).

Asthmatic seemed pretty crippling when I tried it, because my character couldn't even sleep for more than a couple hours before waking up due to an asthma attack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 23, 2011, 11:55:06 pm
For the record, for a while I've been in the process of making purifiers only remove traits you acquired after character creation, and removing the distinction on individual traits as removable or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 24, 2011, 04:46:09 am
Construction Cost Modifiers für Testers und Cheaters (http://whalesdev.com/forums/index.php?topic=96.0) has been updated to the latest version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 24, 2011, 09:03:23 am
Can anyone tell my why throwing several plastic bottles of random non-alchoholic drinks at a fire MAKES THE FIRE BIGGER???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 24, 2011, 09:15:25 am
Plastic, being made of petroleum, is flammable as hell. The fire's probably counting the bottle and not the drink inside for flammability.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 24, 2011, 09:24:41 am
If that was true, then liquor stores wouldn't go up like an elf in magma.

Also, bug: I'm getting the Glare penalty while inside a subway station.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 24, 2011, 09:58:53 am
Then apparently the fire is so badass it doesn't give a flying fuck about something trying to douse it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on September 24, 2011, 10:44:37 am
Well isn't throwing small amounts of water on a really big fire supposed to just be a bad thing?   I was under the impression that it just causes oil and gas fires to spread.

Speaking of fire I recently discovered that throwing a molotov out a window in front of a building to stop a horde of zombies from reaching a building is a bad idea.  The molotov was aimed well enough to prevent the building from going up by itself.  But all the flaming zombies entering the building were not.

I ended up looting what I could and escaping through the window suffering only moderate smoke inhalation.  One less gun store on the map I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 24, 2011, 12:00:51 pm
Using water against any kind of non-solid fire is generally a bad idea. It doesn't put out the fire and the oil or gas will flow over the water and spread.

Obviously, an electrical fire is even more dangerous to use water on since the water will act like a powerful conductor, and the metals in metal fires can just rip the oxygen out of the water, not only feeding the fire with more oxygen but creating hydrogen that adds to the fuel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 24, 2011, 12:09:04 pm
Whales, could you add some sort of splatter effect when zombies die/get hit? It would add just a little bit of flavor, and I'm not asking for a 'blood' object, but just a recoloring of the tile to red/dark red. It's not really all that important, but I think that it would be pretty cool!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 24, 2011, 01:42:48 pm
and the metals in metal fires can just rip the oxygen out of the water

I'm trying to figure out why this would be the case; do you have more information on this?

If that was true, then liquor stores wouldn't go up like an elf in magma.

Well, if the game were realistic, the majority of booze wouldn't work much at all in a molotov cocktail. It's just a genre staple.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 24, 2011, 01:49:26 pm
Yeah;gasoline works MUCH better. Not that I know that from personal experience or anything. . >.>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on September 24, 2011, 01:55:53 pm
I love realistic games, but I would rather it follow the rule of fun personally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 24, 2011, 02:12:11 pm
Theres already a blood splatter effect like what you're talking about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on September 24, 2011, 02:26:44 pm
Is there a tile set for the new version yet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 24, 2011, 02:27:53 pm
I know, when something dies, the tile under it turns red. I would like to see an effect where when something is wounded and walking around, it leaves a trail of blood. And blood spatter on walls from bullets, and generally pretty messy blood splatter whenever an enemy is hit. Maybe oil for robots. And bright green with triffids.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 24, 2011, 02:36:46 pm
I love realistic games, but I would rather it follow the rule of fun personally.

Yeah, I'm not suggesting booze shouldn't work the way it does.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on September 24, 2011, 02:40:43 pm
Darn it why does no one answer my question  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Levi on September 24, 2011, 02:59:30 pm
Okay, I finally broke down and got this game.

One thing is driving me nuts that I can find any documentation for.

I am currently wielding a water bottle as a weapon.  How on earth do I stop being so silly?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 24, 2011, 03:02:16 pm
Look at the help screen? There's a screen in the help menu that lists all commands.

For wielding weapons, it's 'w'. To wield nothing, press 'w' then '-'.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Levi on September 24, 2011, 03:03:40 pm
Look at the help screen? There's a screen in the help menu that lists all commands.

For wielding weapons, it's 'w'. To wield nothing, press 'w' then '-'.

I didn't see on the help screen anything about wielding nothing.  Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on September 24, 2011, 06:10:07 pm
Darn it why does no one answer my question  :'(
There WAS, but it's not updated, so new stuff will look weird.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 24, 2011, 06:36:25 pm
and the metals in metal fires can just rip the oxygen out of the water

I'm trying to figure out why this would be the case; do you have more information on this?
Sorry for responding so late.

The types of metals (and nonmetals, too) that appear in delta-class fires are either extremely electonegative or have an extremely high electron affinity. I forget which one does which, but one of the two possibilities rips away the hydrogen, leaving the oxygen to feed the blaze, while the other rips away the oxygen, leaving the hydrogen as fuel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 24, 2011, 08:35:59 pm
Another possible bug, I hacked into a research lab computer, but I can't download map data. Nothing happens when I press "2", no messages at all.

Edit: Nevermind, it seems like I needed to reload the game to see the change.

However, another possible bug: Zombies always try to break toilets and fail miserably due to toilets being indestructible.

Also, half-built walls are listed as "smashable" but can't be smashed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on September 24, 2011, 08:52:28 pm
What's the best armor in the game? Kevlar is nice and all, but it really screws you over when meleeing, or shooting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 24, 2011, 09:53:53 pm
and the metals in metal fires can just rip the oxygen out of the water

I'm trying to figure out why this would be the case; do you have more information on this?
Sorry for responding so late.

The types of metals (and nonmetals, too) that appear in delta-class fires are either extremely electonegative or have an extremely high electron affinity. I forget which one does which, but one of the two possibilities rips away the hydrogen, leaving the oxygen to feed the blaze, while the other rips away the oxygen, leaving the hydrogen as fuel.

You're probably right. I know Magnesium will react in a manner that leaves hydrogen gas behind, for instance, as will other elements in that group and sodium.

What's the best armor in the game? Kevlar is nice and all, but it really screws you over when meleeing, or shooting.

How does kevlar screw you over when shooting, exactly?

It does give you 2 torso encumbrance, but 2 isn't that bad unless your character isn't very good at melee.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on September 25, 2011, 03:14:07 am
I'd like to make the suggestion that hacksaws be more common in hardware shops.  I don't know if it's bad luck, but I've checked at least 10 hardware shops over 8 characters and I have never once seen a hacksaw, if they even exist!  Hacksaws are the only tool that can be used to craft a silencer, which is 100% essential for anyone using a firearms character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on September 25, 2011, 09:04:25 am
I'd like to make the suggestion that hacksaws be more common in hardware shops.  I don't know if it's bad luck, but I've checked at least 10 hardware shops over 8 characters and I have never once seen a hacksaw, if they even exist!  Hacksaws are the only tool that can be used to craft a silencer, which is 100% essential for anyone using a firearms character.

It's bad luck hack saws were pretty common in one of my games.... also you can always scavenge gun shops for a silencer and it's part of the game you can't just get everything easily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on September 25, 2011, 09:39:15 pm
Is it possible to remove weapon mods like silencers?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 25, 2011, 09:47:39 pm
Is it possible to remove weapon mods like silencers?

Yes, by 'U'nloading your gun when it's already unloaded, all attachments will be removed.

Sweet Paper Rad avatar, by the way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on September 25, 2011, 09:53:33 pm
Is it possible to remove weapon mods like silencers?

Yes, by 'U'nloading your gun when it's already unloaded, all attachments will be removed.

Sweet Paper Rad avatar, by the way.

Thanks Bubbie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 25, 2011, 10:04:47 pm
Oh hey whales, did you see my blood splatter suggestion? Oh, I have an idea! I'll just make a topic on the fan forums!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 25, 2011, 10:45:30 pm
Yeah duder I saw it, working on it now!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 26, 2011, 08:40:30 am
Not sure if this has been mentioned but there is a bug where you can 'use' a tool that generates a trap over and over. This means one bear trap can set as many as you like on the ground.

It looks like the code removes tools in use and then calls set_trap and tries to remove used components (which it can't because it isn't in the list at that point) and then readds the tool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 26, 2011, 01:38:33 pm
Not sure if this has been mentioned but there is a bug where you can 'use' a tool that generates a trap over and over. This means one bear trap can set as many as you like on the ground.

It looks like the code removes tools in use and then calls set_trap and tries to remove used components (which it can't because it isn't in the list at that point) and then readds the tool.

Fixed, thank you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on September 26, 2011, 03:07:06 pm
If acid rain produces acid spatters, shouldn't regular rain produce water spatters? It would be tough to not know it's raining when you can see the rain. Also, I'm going to be very dissappoint if lightning doesn't have a tile if you happen to see a strike even if it's just a yellow seven or something like that.

I gotta say, the weather in this game is pretty cool. There's more that can be added (TORNADOS), but getting those NPC's and quests and shit would be cooler.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 27, 2011, 09:52:17 am
Yeah, I've been thinking of good ways to make rain more visually obvious.  Rain splatters seem a bit gratuitous, and bog down the processor a little much for something that won't actually affect gameplay.  Random blue ' on the screen would be cool-looking, but also annoying.

Tornados would be pretty sweet; heck, just high winds would be awesome!  Randomly blowing light objects around, while tornados could send 2x4s through windows and stuff.  Heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 27, 2011, 09:59:54 am
Yeah, I've been thinking of good ways to make rain more visually obvious.  Rain splatters seem a bit gratuitous, and bog down the processor a little much for something that won't actually affect gameplay.  Random blue ' on the screen would be cool-looking, but also annoying.

Tornados would be pretty sweet; heck, just high winds would be awesome!  Randomly blowing light objects around, while tornados could send 2x4s through windows and stuff.  Heh.
"Hey buddy, you remembered to board up the windows... right?"
"Yeah?"
"Well... There's a car in the way now."
"WHAT-"
"Aaaaaand there's another horde of zombies. Good job!"
"*facedesk*"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on September 27, 2011, 11:54:04 am
Also the zombies are FLYING TOWARDS US AT A HUNDRED MILES PER HOURS OH GOD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on September 27, 2011, 11:58:25 am
Been a few weeks until I took notice of this game again, what's new?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 27, 2011, 12:05:08 pm
Also the zombies are FLYING TOWARDS US AT A HUNDRED MILES PER HOURS OH GOD
I cannot explain the level of win of this. There is too much win for my win gland to win winning wins of win.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 27, 2011, 12:28:09 pm
Been a few weeks until I took notice of this game again, what's new?

Inventory stacking and constructable terrain, for one thing!  Lots of other smaller changes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 27, 2011, 12:35:11 pm
Well, my last 5 chars have been brutally murdered before they could even kill a single thing - giant mosquito, giant wasp, giant ant, giant wasp again, and a pack of wolves.... in each case they were right in the starting area. (the wasps were both infesting the house across the street and saw me when I went out the door).

I guess what I'm getting at is, can we maybe have an option for 'same stats as last time' so it's less annoying to remake the char when this happens?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on September 27, 2011, 12:56:01 pm
You might need to regen the world if it keeps putting you in the same spot and killing you off :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 27, 2011, 01:22:15 pm
I was only put in the same spot twice (the wasps).

but yeah. This world hates me - guy number 6 started doing really well, then despite being inside a room in the middle of a house with no windows for HOURS in a thunderstorm (does rain actually wash away your scent faster?) without a single zombie attack, I went to sleep and woke up a couple hours later with the room stuffed completely full of zombies including an acid spitter zombie. I promptly died since I was trying to fight zombies on all sides while standing on acid.

What's up with that? I thought zombies had to see you (no windows) hear you (middle of the house, I dunno how much noise you make while sleeping but it can't be that much) or smell you (I'd been in the house for hours previously reading books, and it was rain/thunder/lightning storming the whole time, I'd think it was gone by then) to know you were there... but it was just suddenly, zombies!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 27, 2011, 01:26:10 pm
I was only put in the same spot twice (the wasps).

but yeah. This world hates me - guy number 6 started doing really well, then despite being inside a room in the middle of a house with no windows for HOURS in a thunderstorm (does rain actually wash away your scent faster?) without a single zombie attack, I went to sleep and woke up a couple hours later with the room stuffed completely full of zombies including an acid spitter zombie. I promptly died since I was trying to fight zombies on all sides while standing on acid.

What's up with that? I thought zombies had to see you (no windows) hear you (middle of the house, I dunno how much noise you make while sleeping but it can't be that much) or smell you (I'd been in the house for hours previously reading books, and it was rain/thunder/lightning storming the whole time, I'd think it was gone by then) to know you were there... but it was just suddenly, zombies!

If they don't know where you are, zombies will still stumble around randomly.  Once one manages to get close enough, it'll almost certainly smell you (scent indoors isn't washed away by rain) and start tracking you down, and most likely attract other zombies.  You can plan for them, and do your best to hide yourself away, but it's never a 100% guarantee.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ShadeJS on September 27, 2011, 01:49:56 pm
Hey Whales,

When I try to 'make' 5d470f1 I get: "game.h:20:22: fatal error: calendar.h: No such file or directory
compilation terminated." Err, maybe you forgot to add a couple of files to git that you have locally? (The most recent 'Download' from github.)

Great game BTW.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 27, 2011, 01:59:53 pm
Well that explains it, Is it possible to kill the zombie who notices you before he calls for help, or do they just automagically teleport more in as soon as they notice you?

Bonus question: if you take parkour expert do you get the fleet footed bonus even when moving on railings etc?

Edit: I think piercing damage might be bugged or something... a wood spear is listed as 4 bash, 18 pierce. A butcher knife is listed as 4 bash, 20 cut - the spear is only 10% lower. However (with 0 skill in any related combat skills and 9 str), the knife does ~25 damage per hit, the spear does.... ~5. I had a similar problem with a metal spear doing very poor damage in an earlier game as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 27, 2011, 03:13:42 pm
Hey Whales,

When I try to 'make' 5d470f1 I get: "game.h:20:22: fatal error: calendar.h: No such file or directory
compilation terminated." Err, maybe you forgot to add a couple of files to git that you have locally? (The most recent 'Download' from github.)

Great game BTW.

Arrrghhh every time I forget to add new files.  Thanks for pointing that out.


Well that explains it, Is it possible to kill the zombie who notices you before he calls for help, or do they just automagically teleport more in as soon as they notice you?

Bonus question: if you take parkour expert do you get the fleet footed bonus even when moving on railings etc?

Edit: I think piercing damage might be bugged or something... a wood spear is listed as 4 bash, 18 pierce. A butcher knife is listed as 4 bash, 20 cut - the spear is only 10% lower. However (with 0 skill in any related combat skills and 9 str), the knife does ~25 damage per hit, the spear does.... ~5. I had a similar problem with a metal spear doing very poor damage in an earlier game as well.


They don't teleport more in, but if it makes a path to get into your house others will have a higher chance of stumbling in.  Also a zombie that's smacking on a door or window will attract other curious zombies.

Fleet footed only applies to flat terrain, even if you have parkour expert.

Piercing damage is not bugged.  It is very weak against most monsters unless you score a critical.  The rating is higher than the damage to keep a "good" rating equal among bash, cut, and pierce.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on September 27, 2011, 03:25:54 pm
When do we get the ability to disguise ourselves as a zombie? :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 27, 2011, 03:30:18 pm
Hum. Whatever happened to pawn shops? Too unbalanced or some such? I figured that with the variety of goods they could contain, the alarm would act as a counter balance to make them more fair.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 27, 2011, 03:40:01 pm
When do we get the ability to disguise ourselves as a zombie? :D
Covering yourself in rotting entrails?

HELL YEAH
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ShadeJS on September 27, 2011, 03:48:53 pm
Arrrghhh every time I forget to add new files.  Thanks for pointing that out.

Seems all good now... Thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on September 27, 2011, 03:52:11 pm
When do we get the ability to disguise ourselves as a zombie? :D
Covering yourself in rotting entrails?

HELL YEAH
Raise the cooking skill IIRC. You can make pheromones.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on September 27, 2011, 05:04:16 pm
Yup, Zombie pheromone, already implemented.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 27, 2011, 05:47:55 pm
Hmmmm... I've got a reproducible lockup when picking things up - I think for some reason the game is letting me pick up too much stuff, since I'm basically at my volume limit and I think the thing I pick up pushes me over. Not totally sure that's what's happening, but the game locks up every time I pick the stuff up and I have to close it since nothing else works (it closes gracefully with no crash error or anything).

The game seems to have auto saved(?) at just about the perfect time to show it off too. Would the save be at all useful to you? I'm using the windows port if it matters (dunno if saves are compatible between versions).

Otherwise, I don't really know what info I can provide - it's happening while picking junkfood up off a shelf in a pharmacy.. I'm using the packrat perk and I already have a few of the things I'm picking up (chips and jerky) so maybe it's some kind of bug with item stacking?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 27, 2011, 05:57:07 pm
Could be.  Please do email the save!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 27, 2011, 06:58:42 pm
sent to the email on the MotD when you start the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 28, 2011, 11:47:27 am
Heh, well, I can't even LOAD the save game, unfortunately.  It's probably a mis-matched save file format.  I need to start keeping multiple versions of the game on hand...

When I tried transplanting Toast into a new game world, the game loaded up but poor Toast had 0 HP in all slots, pointing to what is probably a corrupted save file.  This seems to happen occasionally and I'll have it worked out eventually.  Sorry it happened to you.

Thanks for sending that stuff along, even if I couldn't determine exactly what the real problem was.  And yes, sending a zip of the entire save folder is exactly what I need.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 29, 2011, 07:55:14 am
Just pulled trunk, did a clean rebuild and deleted my save but now the game hangs after a few steps (normally less than 20).

Generally the hang is in map::loadn in the while loop starting in line 1334.
The mapin.eof() is returning false so the loop keeps going but the value streamed to ch is \000 and so doesn't match anything.

I'm not sure why it never eofs, it's possible the bad bit is set as your not checking for stream fail just eof.
Unfortunately I don't have libc debug libraries installed so interrogating the stream is proving hard.

Edit: Seems ifstream::failbit is set.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 29, 2011, 08:16:58 am
I've been playing the game a lot more recently, but I feel like there's something missing, I *think* it's ambiance. I don't really get the "Zombie Apocalypse-ish" feeling after awhile. Of course, this might not be considered a zombie apocalypse game but an apocalypse game that happens to have zombies in it so that might be the issue.

I mean, we should be avoiding combat for the most of the game, but we get rewarded skill points AND items for killing zombies, which kinda detracts from that idea. Then there's the point of getting so stupidly powerful that almost nothing can manage to kill us.

I mean, take a look at Rogue Survivor Ugh, game comparisons. Combat gives us nothing, zombies are a constant danger no matter how strong you get, food is scarce and always running out, and the music pushes down on you wherever you go. I can't really judge this game seeing as it's incomplete, but I'm hoping I can get that chill in Cataclysm like I do in RS (Have you HEARD the full sleeping music in RS?).

The self-set difficulty system in RS is nice too, since it fits with Whales' idea of player-set difficulty.

I also remember someone posting a hard-mode mod somewhere, any idea if it's getting updated?

One other thing I'd like to see is progressing characters for progressing worlds. For example. as the days pass in the world, any surviving character has to deal with increasing rareness of food and supplies from spoilage and use, larger numbers of zombies, tougher zombies, and whatever disaster the player character unleashes on the world. So, instead of rolling back the world for the next PC in that world, why not give that PC a boost in terms of skill an items to deal with this tougher world? In essence, you're taking control of another survivor that has had to survive without your guidance, thus has managed to scrounge together some items and amass some skill compared to a random PC that just poofs in out of nowhere. Sorta like reclaiming in DF.

Also bug: I've been getting spawns like blobs, zombie scientists, skitterbots, and one-eyed mutants aboveground. I think that "Underground monster spawns following you up" thing is causing it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 29, 2011, 08:55:00 am
Random thing I learnt today, despite having played for a while now, the attack rate on a gun's info screen is for use in melee and unrelated to how fast you fire them....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 29, 2011, 11:48:16 am
Just pulled trunk, did a clean rebuild and deleted my save but now the game hangs after a few steps (normally less than 20).

Generally the hang is in map::loadn in the while loop starting in line 1334.
The mapin.eof() is returning false so the loop keeps going but the value streamed to ch is \000 and so doesn't match anything.

I'm not sure why it never eofs, it's possible the bad bit is set as your not checking for stream fail just eof.
Unfortunately I don't have libc debug libraries installed so interrogating the stream is proving hard.

Edit: Seems ifstream::failbit is set.

That's very strange indeed, I haven't seen this nor has anyone else to my knowledge.  What operating system are you on?  I guess I could be more rigorous in my use of checks in ifstream; to be honest I kind of struggle with that whole mess.


I've been playing the game a lot more recently, but I feel like there's something missing, I *think* it's ambiance. I don't really get the "Zombie Apocalypse-ish" feeling after awhile. Of course, this might not be considered a zombie apocalypse game but an apocalypse game that happens to have zombies in it so that might be the issue.

I mean, we should be avoiding combat for the most of the game, but we get rewarded skill points AND items for killing zombies, which kinda detracts from that idea. Then there's the point of getting so stupidly powerful that almost nothing can manage to kill us.

I mean, take a look at Rogue Survivor Ugh, game comparisons. Combat gives us nothing, zombies are a constant danger no matter how strong you get, food is scarce and always running out, and the music pushes down on you wherever you go. I can't really judge this game seeing as it's incomplete, but I'm hoping I can get that chill in Cataclysm like I do in RS (Have you HEARD the full sleeping music in RS?).

The self-set difficulty system in RS is nice too, since it fits with Whales' idea of player-set difficulty.

I also remember someone posting a hard-mode mod somewhere, any idea if it's getting updated?

One other thing I'd like to see is progressing characters for progressing worlds. For example. as the days pass in the world, any surviving character has to deal with increasing rareness of food and supplies from spoilage and use, larger numbers of zombies, tougher zombies, and whatever disaster the player character unleashes on the world. So, instead of rolling back the world for the next PC in that world, why not give that PC a boost in terms of skill an items to deal with this tougher world? In essence, you're taking control of another survivor that has had to survive without your guidance, thus has managed to scrounge together some items and amass some skill compared to a random PC that just poofs in out of nowhere. Sorta like reclaiming in DF.

Also bug: I've been getting spawns like blobs, zombie scientists, skitterbots, and one-eyed mutants aboveground. I think that "Underground monster spawns following you up" thing is causing it.

To be honest, ambiance isn't my primary goal, although it's nice to have.  While it's true that sound effects and music, for instance, would go a long way for that kind of thing, I'm trying to keep Cataclysm closer to a classic roguelike, forgoing any extraneous media like that.

I could definitely see toning down zombie drops, they are a little high, though I did want to provide some kind of reward for fighting them.  I also realize that the difficulty drops acutely as you get powerful, and I'll be tweaking and trying to improve that in the future.

Starting newer characters a little stronger is an interesting concept but I'm not sure it fits now.  As gameplay gets more complex, and there's actually bigger changes to the world than looting and killing monsters, I'll definitely give it some thought.

I still haven't played Rogue Survivor (only recently heard about it) and I'm not sure I want to--I feel like it might overly affect my own development!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 29, 2011, 12:24:51 pm
To be honest, I don't think Rogue Survivor's style would fit in Cataclysm. That game takes the completely opposite direction, where turtling inside is the best (only?) way to go.

That'd result in Cataclysm's rich world going pretty much unexplored, since you'd be too busy hiding to actually look around you. And more so when we get NPCs and factions.

As for the ambient, RS has a strong "No victory, only delayed death" vibe. There is no way to win and the game just keeps getting harder. No doubt enjoyed by some, but I  like games where you have a chance of winning, no matter how minuscule.
But that's just my opinion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: maki32 on September 29, 2011, 12:26:38 pm
Hi people, i'm a fan of this game! I have little questions, can help me?

1. In SSH Game, there's an admin or something who reset the map? Or is always the same?

2. In SSH Game, is always the latest version Whales launch?

3. Can i loot the corpses of other humans i find?

4. In single player can find corpses of other humans too?

5. How can i make to see my stats ingame? I don't find the shortcut!

Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on September 29, 2011, 12:28:37 pm
Rogue Survivor came never ever close to the level of fun i have playing cataclysm (although i hadn't time to play recently), but it surely had one advantage, you gained skills through surviving, there was no reward for fighting zombies, that gave it a great survival feel.
RS failed when the author started to build upon non-procedurally generated content- fixed quests and scripts. ...that's a poison for a roguelike.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on September 29, 2011, 12:38:47 pm
Hi people, i'm a fan of this game! I have little questions, can help me?

1. In SSH Game, there's an admin or something who reset the map? Or is always the same?

2. In SSH Game, is always the latest version Whales launch?

3. Can i loot the corpses of other humans i find?

4. In single player can find corpses of other humans too?

5. How can i make to see my stats ingame? I don't find the shortcut!

Thanks!

1. Yeah, Eronarn "admins" it. He only does resets on new versions though.
2. Nope. It's mostly whenever someone asks him. Plus, given that it's mostly needed to reset the world, it's not so often.
3. Yup.
4. Yeah, groups of dead soldiers and scientists occasionally litter the streets.
5. Press the '@' char.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 29, 2011, 01:27:25 pm
That's very strange indeed, I haven't seen this nor has anyone else to my knowledge.  What operating system are you on?  I guess I could be more rigorous in my use of checks in ifstream; to be honest I kind of struggle with that whole mess.

64bit ubuntu 11.04, I used g++ 4.6.1 to build it.
I'll have a look at setting up the debug libraries and seeing if I can work out why.
Its strange though as the file appears valid for the previous loading of the terrain and the like, and I've rarely seen that kind of error unless the stream failed to load the file completely. (which you check for anyway)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 29, 2011, 03:14:13 pm
The next update I would like to see is changes of season over multiple characters. Whales already has the seasons done iirc, but just needs to add a season change. It would be nice if it changed every 30 days or so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 29, 2011, 08:20:47 pm
That's very strange indeed, I haven't seen this nor has anyone else to my knowledge.  What operating system are you on?  I guess I could be more rigorous in my use of checks in ifstream; to be honest I kind of struggle with that whole mess.

64bit ubuntu 11.04, I used g++ 4.6.1 to build it.
I'll have a look at setting up the debug libraries and seeing if I can work out why.
Its strange though as the file appears valid for the previous loading of the terrain and the like, and I've rarely seen that kind of error unless the stream failed to load the file completely. (which you check for anyway)

Hmm, it could be a 64 bit issue.  Is it possible to run and/or compile under some kind of 32-bit mode, just to see if that fixes the problem?  I admit to know nothing about the potential hazards of compiling/running for a 64-bit processor, but that's the only unique variable I see here.

The next update I would like to see is changes of season over multiple characters. Whales already has the seasons done iirc, but just needs to add a season change. It would be nice if it changed every 30 days or so.

Seasons change with the latest update!  Every 14 days, which may seem brief, but I've never heard of someone playing for more than 25 days or so, so 14 should be plenty I think.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 29, 2011, 08:34:14 pm
So are seasons persistant with the world, or do you actually have to survive that long with a single char to get a different season?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 29, 2011, 08:43:47 pm
Seasons change with the latest update!  Every 14 days, which may seem brief, but I've never heard of someone playing for more than 25 days or so, so 14 should be plenty I think.

Well, bear in mind the game suffers the same kind of problem DF currently does, where the world isn't very dynamic and there isn't much to do during play. Once you survive sustainably, there's not much else in terms of goals. Of course, I'm sure that'll change, at which point longer seasons will probably make sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on September 29, 2011, 08:52:06 pm
Me: Hey, whats that # in the road?
*Walks onto #*
"You've triggered a landmine!"
Me: FUUUUUUUU
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 29, 2011, 08:56:36 pm
I nearly had that happen to me, as I've posted before, but I was lucky enough to have a squirrel take the hit.
Of course, I walked into the area anyway, thinking the mounds of dirt were the landmines, and found out they were just random byproducts of the spawn system.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 29, 2011, 10:08:31 pm
Seasons change with the latest update!  Every 14 days, which may seem brief, but I've never heard of someone playing for more than 25 days or so, so 14 should be plenty I think.

Well, bear in mind the game suffers the same kind of problem DF currently does, where the world isn't very dynamic and there isn't much to do during play. Once you survive sustainably, there's not much else in terms of goals. Of course, I'm sure that'll change, at which point longer seasons will probably make sense.

Quite the opposite, once there's more happening in the world the shorter seasons will make more sense.  Right now a character rarely lasts long due to ennui, but I think that a character with stuff to do should last 56 days--a very long game, in terms of playtime--and that's a full year with 14-day seasons.  I expect a full "game" to last two years, tops, so I certainly don't want seasons to be any longer than they are now.


I nearly had that happen to me, as I've posted before, but I was lucky enough to have a squirrel take the hit.
Of course, I walked into the area anyway, thinking the mounds of dirt were the landmines, and found out they were just random byproducts of the spawn system.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 29, 2011, 10:16:28 pm
Yes, but at the same time landmines appear apart from the mounds of dirt, on their own.

Is there any way to increase perception post-gen, by the way?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on September 29, 2011, 10:21:30 pm
Is there any use for the barter/speech skills?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 29, 2011, 10:25:21 pm
Yes, but at the same time landmines appear apart from the mounds of dirt, on their own.

Is there any way to increase perception post-gen, by the way?

Cigarettes, stimulants in general and methamphetamine to a much greater effect, very high morale, the enhanced eyesight bionic, and mutation.


Is there any use for the barter/speech skills?

Not without NPCs--generate one using the Z menu if you like.  They'll generate normally soon enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 29, 2011, 10:25:32 pm
Is there any use for the barter/speech skills?
Asking now, or in the NPC'd future?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on September 29, 2011, 10:26:54 pm
Is there any use for the barter/speech skills?
Asking now, or in the NPC'd future?

Now, but I think I already know the answer. Anyway, What are the next major features to be implemented?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 29, 2011, 10:43:53 pm
Probably NPCs, but it'll be a bunch of minor features and merging popular mods for a while.

Coming soon: SPIDERS, HUNDREDS OF THEM

Jumping spiders, trap door spiders, hunter spiders, black widows, wolf spiders, a whole spider family.  SPIDERS

Also SPIDER CHORDS
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on September 29, 2011, 10:45:39 pm
wolf spiders
THat sounds like a terrible idea.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 29, 2011, 10:48:44 pm
Are these going to be normal spiders, or giant spiders?

Damn you arachnophobia, ASCII spiders can't be that bad!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on September 29, 2011, 10:49:13 pm
I thought they were a species of spider, not actually a combination of wolf and spider.


Or that's the joke and I just killed it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 29, 2011, 10:59:41 pm
Are these going to be normal spiders, or giant spiders?

Damn you arachnophobia, ASCII spiders can't be that bad!

Giant, of course, normal spiders wouldn't be too scary except MAYBE black widows, and even then they're a non-issue.


I thought they were a species of spider, not actually a combination of wolf and spider.


Or that's the joke and I just killed it.

They're a species of spider common here in New England.  They generally hunt by pouncing on or ambushing their prey, rather than using a web.  They'll be the "roaming" spider encountered more or less at random; black widows will appear occasionally in buildings, and the rest will have special dens in the forest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 29, 2011, 11:11:55 pm
I would say don't forget the brown recluse, but then I'd have another spider to fear the hell out of. I think the black widows would be bad enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 29, 2011, 11:19:09 pm
I would say don't forget the brown recluse, but then I'd have another spider to fear the hell out of. I think the black widows would be bad enough.

It's a bit of a stretch, you don't see them much up here.  And yeah, they'd be a one-hit kill (albeit over time), pretty much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on September 30, 2011, 12:54:05 am
There's a ton of poisonous enemies that can be added and various effects those poisons can cause. Slow, paralysis, convulsions, coughing, "bugs under skin", hallucinations, pain, and blindness just to name a few.

Why is it that when I craft flashlights and tasers they appear with batteries already in them? Seems both buggy and exploitive.

Bug: When I craft bandages, they don't stack with my other bandages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 30, 2011, 12:58:28 am
I would say don't forget the brown recluse, but then I'd have another spider to fear the hell out of. I think the black widows would be bad enough.

It's a bit of a stretch, you don't see them much up here.  And yeah, they'd be a one-hit kill (albeit over time), pretty much.

Since they're giant animals, you might as well assume that the scientists messed around with them, so regional variation shouldn't matter as much. It's plausible enough that they were imported into the area and escaped as giant versions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on September 30, 2011, 03:58:15 am
Also SPIDER CHORDS

Finally!  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on September 30, 2011, 04:02:39 am
Coming soon: SPIDERS, HUNDREDS OF THEM

I can only hope that you pay service to the reality of spiders, that they're incredibly flimsy for their size compared to many other arthropods.  While insects like giant ants and wasps deserve to be durable, spiders are actually really easy to kill.

They're just likely to mess you up first, if they're that huge.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 30, 2011, 04:07:14 am
Coming soon: SPIDERS, HUNDREDS OF THEM

I can only hope that you pay service to the reality of spiders, that they're incredibly flimsy for their size compared to many other arthropods.  While insects like giant ants and wasps deserve to be durable, spiders are actually really easy to kill.

They're just likely to mess you up first, if they're that huge.

Treating this stuff realistically is just asking for trouble, though. There's a reason bugs aren't actually gigantic. An actual "giant wasp" wouldn't be able to fly, or probably even hold itself up, or breathe or eat properly. Physics has different implications when you're working with tiny things, so exoskeletons and open circulatory systems and things of that nature kind of fall apart (probably quite literally) once you get too big.

Of course, you're comparing them to other arthropods of their size, so... yeah, I see what you're saying. I'm kind of curious why they'd be flimsy, though. Any particular reason?

Durability aside, wasps deserve to be absolutely assholes. They are in real life!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on September 30, 2011, 05:47:22 am
Of course, you're comparing them to other arthropods of their size, so... yeah, I see what you're saying. I'm kind of curious why they'd be flimsy, though. Any particular reason?

Experimentation.  I've lived in tarantula country before, and spiders of all kinds and especially the big ones just go down with much less force than other arthropods.  You can kill a tarantula the size of a hand by tossing pebbles at it, one good bop and they curl up; you can stomp a cockroach flat and they might struggle away to safety.  In Cataclysm, giant ants are the size of dogs and about as durable as zombies - I would expect a generic spider to be about the size of a bear and go down to a couple gunshots.

If anything I'd expect them to be less belligerent than the wasps and ants in the game as well; spiders are ambush predators and marginally intelligent, and like the wolves and bears already in the game, retreat if wounded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: maki32 on September 30, 2011, 05:49:58 am
What you prefer to play? Single player? Or with SSH?

Whales, you think about the idea of includes apartments or hotels? Houses of more than 1 floor? I think could be a good idea =)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on September 30, 2011, 06:12:49 am
Yeah, thats been discussed, but I think that there is a limitation in the engine at the moment. It would require a pretty big re write. But yeah, multi story buildings would be pretty sweet. Namely malls. Oh my god, I want malls. And pawn shops.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: maki32 on September 30, 2011, 06:19:53 am
By the way, In windows there is any form to play in Fullscreen mode? And how can i make to play the last version in Windows? The Windows version i downloaded don't have the Construction update =(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 30, 2011, 06:37:37 am
Experimentation.  I've lived in tarantula country before, and spiders of all kinds and especially the big ones just go down with much less force than other arthropods.  You can kill a tarantula the size of a hand by tossing pebbles at it, one good bop and they curl up; you can stomp a cockroach flat and they might struggle away to safety.

I don't think that's a fair comparison, seeing as how cockroaches (and bugs with similar bodies) are notoriously resilient. What about bees or ants?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 30, 2011, 06:46:37 am
By the way, In windows there is any form to play in Fullscreen mode? And how can i make to play the last version in Windows? The Windows version i downloaded don't have the Construction update =(
The Windows version with construction came out less than a few hours after Whales put it out.
https://github.com/aposos/Cataclysm/downloads

Experimentation.  I've lived in tarantula country before, and spiders of all kinds and especially the big ones just go down with much less force than other arthropods.  You can kill a tarantula the size of a hand by tossing pebbles at it, one good bop and they curl up; you can stomp a cockroach flat and they might struggle away to safety.

I don't think that's a fair comparison, seeing as how cockroaches (and bugs with similar bodies) are notoriously resilient. What about bees or ants?
Things get a lot more complicated as things get bigger, an 1X1X1 ant mutated to 10 times it's normal size weighs 1,000 times heavier (provided all sides got increased proportionately so it'd be a cubish giant ant). It'd barely even be able to move if its legs could even support it's now massive exoskeleton. Which would only happen if it didn't suffocate, starve, or be crushed by its own weight.

Of course, in this game you could probably get away with handwaving everything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 30, 2011, 07:01:51 am
Things get a lot more complicated as things get bigger, an 1X1X1 ant mutated to 10 times it's normal size weighs 1,000 times heavier. So it'd barely even be able to move if its legs could even support it's now massive exoskeleton.

First off, you're confusing volume and linear measurements. Most of the time I would take "ten times its size" to mean "ten times its volume" and therefore ten times its mass. You're talking about ten times its size linearly in each dimension. "Size" is kind of ambiguous, I guess. So I'm not sure what point you're trying to make, honestly. There are reasons why an ant couldn't be magnified in size and still function properly, and it has nothing to do with whatever it is you're saying.

One of the actual issues with a larger-sized arthropod (or any animal, really) is that surface area and volume don't quite scale the same way; this affects how plenty of things work, like muscles for sure, and probably the effectiveness of the exoskeleton and how well their organs and respiratory/vascular functions work. Another issue is that certain things just plain don't act the same at smaller and larger scales. For example, check out this picture (http://cdnimg.visualizeus.com/thumbs/81/8d/ant,bokeh,inspiration,macro,nature,photo,water,water,bubble-818d3266b9f095c4baae743afcd9c88b_m.jpg). An ant is small enough that water's surface tension is capable of forming individual blobs/drops bigger than the creature itself. This alone has implications for how the organism's circulatory system works (a large creature with an open circulatory system probably won't last long!), and there are probably other examples of substances having properties that don't quite scale with larger volume.

This is very relevant (http://en.wikipedia.org/wiki/Square-cube_law). Basically, as something grows in volume, the volume and mass grow proportional to the cube of the multiplier, but surface area is proportional to the square of the multiplier; mass increases faster with volume than surface area does. This creates, say, more pressure (force per unit area) on the bones and other surfaces, and also means that muscular strength doesn't scale well, and that the larger organism wouldn't be able to move nearly as quickly, and would generally break easily.

Granted, this is all pretty academic, since the game isn't intended to be that realistic anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 30, 2011, 07:16:12 am
Yeah... I oversimplified things, hence the term "Cubish ant".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pandamage on September 30, 2011, 07:24:09 am
Giant spiders (To a degree) are impossible. Enormous spiders (such as the size of a house) would collapse under its own weight. How big are we talking?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 30, 2011, 07:27:05 am
I'm guessing the minimum would be the size of a large dog, like an adult Rottweiler or Akita. (~2ft height).

If we're talking monstrous varieties we'd be probably be looking at a horse or even bear-sized spiders. Or hell, even ones the size of small trucks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: maki32 on September 30, 2011, 07:29:19 am
Wow, horse-sized spiders... It's a crazy idea! Anyone knows how to play in fullscreen, or at least, make the window bigger?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JimiD on September 30, 2011, 07:32:11 am
I give you giant prehistoric dragon flys (http://en.wikipedia.org/wiki/Meganeura)!

2.5 ft wingspan may not be house sized, but a wasp that size would have one hell of a sting.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 30, 2011, 07:39:09 am
I think it would be best to just handwave everything; as much as I like realism, I like gameplay more.

Just say that XE037 is made of some form of unobtainium and decreases required oxygen/increase cell efficiency, decreases weight by consuming unnecessary tissue as the infection spreads and it takes over necessary life functions, as well as providing an extensive array of mutations which lets it do the stuff it does.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 30, 2011, 09:04:21 am
The way the insect's breathing system is IRL, one could imagine that a simple mutation would be to close up the tracheal tubes into alveoli and use the parts that are shut off to form a simple circulatory system. That would handle most of the oxygen issues.

Considering arachnids use blood flow instead of musculature, they would have to get a hell of a lot more muscle, unfortunately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 30, 2011, 09:05:35 am
The way the insect's breathing system is IRL, one could imagine that a simple mutation would be to close up the tracheal tubes into alveoli and use the parts that are shut off to form a simple circulatory system. That would handle most of the oxygen issues.

Considering arachnids use blood flow instead of musculature, they would have to get a hell of a lot more muscle, unfortunately.

Not if their blood has been replaced by
Spoiler (click to show/hide)

I think it would be best to just handwave everything; as much as I like realism, I like gameplay more.

Just say that XE037 is made of some form of unobtainium and decreases required oxygen/increase cell efficiency, decreases weight by consuming unnecessary tissue as the infection spreads and it takes over necessary life functions, as well as providing an extensive array of mutations which lets it do the stuff it does.

Yes, this is pretty much it.  By having this stuff in the world I can blame all the unrealistic moments on it.  But honestly, it's a video game.  Even if there weren't any XE037 I still would include all these unrealistic monsters, because it is a video game.

The spiders here range from the size of a beagle (jumping spider) to the size of a large human, roughly (wolf spider).  They are relatively fragile; the wolf spider, the baddie of the bunch, has 40 HP (compare to a zombie's 50); little jumping spiders have 30, and the big, slow trap door spider has 70.  All spiders have a fairly decent amount of armor, so use a strong bashing weapon or armor-piercing bullets.  Preferably the latter, because they're also skilled and fast melee fighters.


Yeah, thats been discussed, but I think that there is a limitation in the engine at the moment. It would require a pretty big re write. But yeah, multi story buildings would be pretty sweet. Namely malls. Oh my god, I want malls. And pawn shops.

I'm going to try to include pawn shops with giant spiders!


There's a ton of poisonous enemies that can be added and various effects those poisons can cause. Slow, paralysis, convulsions, coughing, "bugs under skin", hallucinations, pain, and blindness just to name a few.

Why is it that when I craft flashlights and tasers they appear with batteries already in them? Seems both buggy and exploitive.

Bug: When I craft bandages, they don't stack with my other bandages.

Yeah, web spiders are getting a paralyzing venom, black widow spiders are getting a severe venom, and dermatiks--already in the gams--provide "bugs under skin," albeit rather literally.

I've been meaning to make crafted weapons appear with no charges.  Thanks for reminding me about that.

Bandage non-stackery has been fixed, thank you.


Wow, horse-sized spiders... It's a crazy idea! Anyone knows how to play in fullscreen, or at least, make the window bigger?

Unfortunately you can not, under Windows at least.  I believe there is some kind of zoom-in feature in some versions of Windows, but I don't know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 30, 2011, 09:11:42 am
Hmm, it could be a 64 bit issue.  Is it possible to run and/or compile under some kind of 32-bit mode, just to see if that fixes the problem?  I admit to know nothing about the potential hazards of compiling/running for a 64-bit processor, but that's the only unique variable I see here.

Seems there was two issues. The first being that you don't appear to default any values so the numbers get assigned whatever was in that memory block.
In my case turns started somewhere around turn 3579139422 which as it's unsigned was okay.

However the second bug was that although storen() writes the turn number as an unsigned value, loadn() reads old_turn as a signed one.
This both made old_turn 0x7fffffff and marked the stream as failed.

Cheap fix is to change the reading value to unsigned too:
Spoiler: patch (click to show/hide)

Although I'd recommend defaulting values as only debug builds will clear memory otherwise.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 30, 2011, 09:34:25 am
Initialize your variables!! >:(

The way the insect's breathing system is IRL, one could imagine that a simple mutation would be to close up the tracheal tubes into alveoli and use the parts that are shut off to form a simple circulatory system. That would handle most of the oxygen issues.

Considering arachnids use blood flow instead of musculature, they would have to get a hell of a lot more muscle, unfortunately.

Except how do alveoli work if you don't even have any form of oxygen-carrying blood? They have open circulatory systems, and those too probably fall apart in terms of function once tissues get too thick.

I give you giant prehistoric dragon flys (http://en.wikipedia.org/wiki/Meganeura)!

2.5 ft wingspan may not be house sized, but a wasp that size would have one hell of a sting.

These are pretty neat, but keep in mind that a 2.5 wingspan, judging by that picture, still means the dragonfly's body itself was only a couple inches wide, maximum. Obviously that's still pretty big for an insect, but dragonflies in particular have very slender bodies, which must have helped them grow so large. I couldn't see that happening with a spider, ant, or wasp, at least not to that degree.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 30, 2011, 09:37:00 am
Heh!  Thanks Shades.  This is what I get for being lazy, and also for only compiling with -Wall once a year, during Lent.


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 30, 2011, 09:53:51 am
Except how do alveoli work if you don't even have any form of oxygen-carrying blood? They have open circulatory systems, and those too probably fall apart in terms of function once tissues get too thick.
True. The spider would suddenly have to develop oxygen-bearing blood. Someone tinkering with the genetic code of a spider in order to get a giant one would obviously remember to do that, though. At least after their first experiment suffocated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 30, 2011, 09:54:50 am
during Lent.

New feature: If your game happens to start on a Friday, places that serve food (including bars) and some houses have an unusual amount of fish & chips lying around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on September 30, 2011, 11:22:36 am
Question for the group (and whales), how long after the event do you imagine the game starting? I mean there are already survivor settlements, those didn't get built over night, yet food in the fridge is still good. Maybe 48 hours afterwards? Also, what do you guys think about a randomkized starting time. Rather than starting at 8:00AM every time?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 30, 2011, 12:21:13 pm
Question for the group (and whales), how long after the event do you imagine the game starting? I mean there are already survivor settlements, those didn't get built over night, yet food in the fridge is still good. Maybe 48 hours afterwards? Also, what do you guys think about a randomkized starting time. Rather than starting at 8:00AM every time?

Yeah, the survivor settlements are getting removed due to not making sense and also being dumb.  They'll get moved to pre-existing structures like airports and stuff.

Not sure what good a randomized starting time would do other than make your game randomly harder sometimes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on September 30, 2011, 12:37:41 pm
Hmm, haven't touched Cataclysm in about a month, any juicy updates I missed? Last I heard, you were working on the construction update, Whales. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on September 30, 2011, 12:38:51 pm
Hmm, haven't touched Cataclysm in about a month, any juicy updates I missed? Last I heard, you were working on the construction update, Whales. :)
Build your own base.

Aw yeahhh
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 30, 2011, 01:01:30 pm
Construction is almost tempting enough to pull me back in; gonna wait till any kinks are worked out before I do though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on September 30, 2011, 04:19:35 pm
I think it would make loads of sense to just be able to define any random area as a survivor base. All you'd then need to do is arbitrarly define random areas for whatever purposes the base needs (leader hangout, sleeping quarters, clinic, armory, kitchen, storage for everything else, and commons area are what I can think of offhand) and then place all the necessary items, NPC's, and add-on buildings such as walls.

I dunno, it makes more sense to me than to have either a base sitting out in the middle of nowhere or to have airports or whatever always be bases. I guess people would rather base up in certain buildings so make houses and certain shops ineligable, or else we'll get things like "Ok guys, everybody meet up at the Payless!" Seems like it might be a lot of work, though, so whatever works best with the system you've set up everything in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on September 30, 2011, 05:21:21 pm
I think it would make loads of sense to just be able to define any random area as a survivor base. All you'd then need to do is arbitrarly define random areas for whatever purposes the base needs (leader hangout, sleeping quarters, clinic, armory, kitchen, storage for everything else, and commons area are what I can think of offhand) and then place all the necessary items, NPC's, and add-on buildings such as walls.

I dunno, it makes more sense to me than to have either a base sitting out in the middle of nowhere or to have airports or whatever always be bases. I guess people would rather base up in certain buildings so make houses and certain shops ineligable, or else we'll get things like "Ok guys, everybody meet up at the Payless!" Seems like it might be a lot of work, though, so whatever works best with the system you've set up everything in.

Yup!  Not only does it make more sense but it's also much cooler to have people holed up in a mall, airport, or college campus, than some arbitrary square colony.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on September 30, 2011, 06:42:18 pm
Is there a windows update for the newest version yet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on September 30, 2011, 08:52:02 pm
Why is heads no longer maintaining the Windows version?

Also how do we compile this / extract the source again? I've forgotten and the post explaining it is lost somewhere in the depths of this thread :(.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on September 30, 2011, 10:28:05 pm
Related to the earlier conversation, massive insects/arachnids like that are impossible I believe. IIRC, if you scale up an ant to the size of a house it would crush itself under its own weight, something like the weight/strength ratio not increasing to fit. I assume the same would apply to other small creatures.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 30, 2011, 11:17:49 pm
Yup!  Not only does it make more sense but it's also much cooler to have people holed up in a mall, airport, or college campus, than some arbitrary square colony.

I agree, especially since half the fun of a zombie/post-apocalyptic setting is figuring out what you'd do with normal surroundings like that. I remember trying to figure out once how good a mall would be for a sort of fortified indoor city. Generally, I think it would work pretty well (mall storefronts can be much larger than they appear! plus they have those gates), except for the fact that they have a ton of glass.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on September 30, 2011, 11:20:04 pm
Related to the earlier conversation, massive insects/arachnids like that are impossible I believe. IIRC, if you scale up an ant to the size of a house it would crush itself under its own weight, something like the weight/strength ratio not increasing to fit. I assume the same would apply to other small creatures.

We were debating on what kind of changes would have to occur for them to be able to function, actually. At least I was.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 30, 2011, 11:57:54 pm
In effect, the changes that would be necessary are the differences between them and large vertebrates. An open circulatory system, direct respiration of air, and an exoskeleton all don't function very well, nor would the types of legs that bugs have, bugs not really having sturdy "feet" on them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 01, 2011, 12:09:45 am
I think handwaving was agreed as the solution.

I explored an ant lair and walked into the queen's chambers expecting pages of enemies guarding a queen which hit like a truck. Instead all I got was eggs. I gotta say, that was more than a bit disappointing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on October 01, 2011, 12:10:04 am
Why does it feel like this conversation about large bugs is going in circles?

I can't remember, but there's a Speech skill, right?  Is it possible to mod in a brand new command that calls that, and then attempts to reason giant spiders out of existence?

And then this was Cataclysm:  Torment
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 01, 2011, 12:27:03 am
Why does it feel like this conversation about large bugs is going in circles?

I can't remember, but there's a Speech skill, right?  Is it possible to mod in a brand new command that calls that, and then attempts to reason giant spiders out of existence?

And then this was Cataclysm:  Torment

Wait.  Is that a Hobbit reference I can't remember
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on October 01, 2011, 12:44:29 am
Planescape: Torment? (http://images.wikia.com/torment/images/4/43/Thenamelessone.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 01, 2011, 01:17:48 am
Planescape: Torment? (http://images.wikia.com/torment/images/4/43/Thenamelessone.jpg)

Oh!  I always wanted to play that but could never get it working.  Seemed to be pretty awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 01, 2011, 01:28:57 am
Planescape: Torment? (http://images.wikia.com/torment/images/4/43/Thenamelessone.jpg)

Oh!  I always wanted to play that but could never get it working.  Seemed to be pretty awesome.

Indeed it was an awesome game.  The best part?  A village of friendly zombies and skeletons.  Hint hint.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 01, 2011, 01:34:46 am
I think it would make loads of sense to just be able to define any random area as a survivor base. All you'd then need to do is arbitrarly define random areas for whatever purposes the base needs (leader hangout, sleeping quarters, clinic, armory, kitchen, storage for everything else, and commons area are what I can think of offhand) and then place all the necessary items, NPC's, and add-on buildings such as walls.

I dunno, it makes more sense to me than to have either a base sitting out in the middle of nowhere or to have airports or whatever always be bases. I guess people would rather base up in certain buildings so make houses and certain shops ineligable, or else we'll get things like "Ok guys, everybody meet up at the Payless!" Seems like it might be a lot of work, though, so whatever works best with the system you've set up everything in.

Yup!  Not only does it make more sense but it's also much cooler to have people holed up in a mall, airport, or college campus, than some arbitrary square colony.

I was actually hoping we'd get some long term survivors that travel from city to city when supplies run out. Like some sort of survivor convoy on wheels with heavily weapons mounted on vehicles (When implemented).

Also, what's the background of the game? Is the cataclysm limited to a particular region or cover the entire world? How much time has passed since it started?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 01, 2011, 02:51:46 am
I think it would make loads of sense to just be able to define any random area as a survivor base. All you'd then need to do is arbitrarly define random areas for whatever purposes the base needs (leader hangout, sleeping quarters, clinic, armory, kitchen, storage for everything else, and commons area are what I can think of offhand) and then place all the necessary items, NPC's, and add-on buildings such as walls.

I dunno, it makes more sense to me than to have either a base sitting out in the middle of nowhere or to have airports or whatever always be bases. I guess people would rather base up in certain buildings so make houses and certain shops ineligable, or else we'll get things like "Ok guys, everybody meet up at the Payless!" Seems like it might be a lot of work, though, so whatever works best with the system you've set up everything in.

Yup!  Not only does it make more sense but it's also much cooler to have people holed up in a mall, airport, or college campus, than some arbitrary square colony.

I was actually hoping we'd get some long term survivors that travel from city to city when supplies run out. Like some sort of survivor convoy on wheels with heavily weapons mounted on vehicles (When implemented).

Also, what's the background of the game? Is the cataclysm limited to a particular region or cover the entire world? How much time has passed since it started?

Yeah, there'll be roving traders, looters/scavengers, armed patrols, scouts, etc. etc.

The background isn't really fleshed out yet; to be perfectly honest, I'm making that up as I go along.  I think that the story and background isn't as important as the gameplay and setting, so I'm making up the latter and will tailor the former to fit.  But: the cataclysm was limited to a small region, but is very quickly spreading and has possibly covered the entire planet by the time gameplay occurs--which is around a week post-disaster.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reiina on October 01, 2011, 04:14:51 am
Hmm I was trying to compile the original source code to windows using mingw.
Went fine until I ran it and it crashed.

It crashed on :
Code: [Select]
struct tm calendar::get_sunrise() {
  struct tm *t;
  t = localtime(&timedate);
/* we only care about hour and minute for sunset / sunrise,
   but time structures are convenient */
  if (sr.tm_mday != t->tm_mday) {

Crashed because t was NULL.
Turns out timedate was -1.

Apparently the source of the problem is:
t.tm_year = 12;

Changing that to t.tm_year=70; fixed the problem.

I had the idea to change that from reading on msdn:
The localtime function converts a time stored as a time_t value and stores the result in a structure of type tm. The long value timer represents the seconds elapsed since midnight (00:00:00), January 1, 1970, coordinated universal time (UTC). This value is usually obtained from the time function.

Since setting it the year to 12(1912), time_t would be negative I thought it might be the problem(and turns out it was).

Anyway I'm unsure of the importance of that t.tm_year = 12; in the whole scheme of things :p.

Anyway once I fixed that it seemed to compile and run fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on October 01, 2011, 07:28:46 am
Planescape: Torment? (http://images.wikia.com/torment/images/4/43/Thenamelessone.jpg)

Oh!  I always wanted to play that but could never get it working.  Seemed to be pretty awesome.

I know I shouldn't tell a working developer this, but current WINE versions seem to run it with only a few minor visual glitches (at least the GOG.com version). Now don't waste all your time playing if it works for you! ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: cryo_ on October 01, 2011, 11:58:02 am

I had the idea to change that from reading on msdn:
The localtime function converts a time stored as a time_t value and stores the result in a structure of type tm. The long value timer represents the seconds elapsed since midnight (00:00:00), January 1, 1970, coordinated universal time (UTC). This value is usually obtained from the time function.

Since setting it the year to 12(1912), time_t would be negative I thought it might be the problem(and turns out it was).

Anyway I'm unsure of the importance of that t.tm_year = 12; in the whole scheme of things :p.

Anyway once I fixed that it seemed to compile and run fine.

I love it. A Y2K bug! The end of the world as we know it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 01, 2011, 12:43:17 pm
Planescape: Torment? (http://images.wikia.com/torment/images/4/43/Thenamelessone.jpg)

Oh!  I always wanted to play that but could never get it working.  Seemed to be pretty awesome.

I know I shouldn't tell a working developer this, but current WINE versions seem to run it with only a few minor visual glitches (at least the GOG.com version). Now don't waste all your time playing if it works for you! ;)

Hmmm, maybe I'll give it a try!  I'd previous been trying with a pirated copy--I do of course like to pay for my games, but as many many games don't work under WINE, it's necessary for me to try before I buy.  Maybe I'll give it a shot with the GOG version.



I had the idea to change that from reading on msdn:
The localtime function converts a time stored as a time_t value and stores the result in a structure of type tm. The long value timer represents the seconds elapsed since midnight (00:00:00), January 1, 1970, coordinated universal time (UTC). This value is usually obtained from the time function.

Since setting it the year to 12(1912), time_t would be negative I thought it might be the problem(and turns out it was).

Anyway I'm unsure of the importance of that t.tm_year = 12; in the whole scheme of things :p.

Anyway once I fixed that it seemed to compile and run fine.

I love it. A Y2K bug! The end of the world as we know it.

calendar.h is moved moved off of time_t and tm completely, to ensure cross-platform compatibility and to enhance function for Cataclysm's purposes.  Hopefully I'll be pushing this update sometime in the next day or two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 01, 2011, 05:47:10 pm
Hmmm, maybe I'll give it a try!  I'd previous been trying with a pirated copy--I do of course like to pay for my games, but as many many games don't work under WINE, it's necessary for me to try before I buy.  Maybe I'll give it a shot with the GOG version.

It's a very good game if you don't mind it being wordy as hell. Don't play it expecting awesome combat or anything; it's more the writing and characters/setting that people enjoy.

If you do wind up playing it, you might as well get this (http://www.spellholdstudios.net/ie/pst-fixpack).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on October 02, 2011, 12:21:21 am
Can someone give me a link to a ready-to-play uptodate version of cataclysm? Can't find it myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 02, 2011, 01:21:53 am
If you're on windows, it's right on the front page in the original post:  https://github.com/aposos/Cataclysm

If pressing downloads button on that screen that is too complicated, then do this one: https://github.com/downloads/aposos/Cataclysm/Cataclysm%200.1d%20win32.zip

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 02, 2011, 01:47:38 am
Calendar rewrite finished.  Up next: more or less evenly spaced overmap specials, guaranteeing that no section of wilderness is completely boring--even if it only has a spider den or something for you to explore.  This is associated with various new wilderness buildings / dungeons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 02, 2011, 02:29:43 am
Horror spawning pools run by sentient mutants (http://fallout.wikia.com/wiki/Master)? Abandoned military bases with angry Z-Secs (http://doom.wikia.com/wiki/Z-Sec)? Factories run by Rogue AI's (http://www.newgrounds.com/portal/view/560065)?

Either way, can't wait for the next update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 02, 2011, 02:33:13 am
AIs, particularly crazy ones, would be a very appropriate addition to the NPC pool when possible, in my opinion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on October 02, 2011, 02:38:40 am
AI's would be pretty awesome, maybe they could have randomized personalities? Like sometimes you'll get a deranged AI that wants to use you for tests (Which would probally be getting past traps/killing enemies.), or if your really really lucky an AI that helps you out in some way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 02, 2011, 03:29:06 am
Cue AI factions who serve/are served by cyborgs/robots/survivors with significant amounts of "enhancements".

And mutant cult factions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on October 02, 2011, 07:54:08 am
Shut up and take my money.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on October 02, 2011, 06:40:35 pm
I have flaslight (2) in my inventoryu but i only want to drop one, when i drop it drops them both, how do i drop only ONE item from a stack? Also how do i break a boarded door or boarded window i'm barricaded inside a building and stuck, help please
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 02, 2011, 06:42:33 pm
To drop items by amounts:
d -> (1-9) -> (item letter)

You can break down barricades by "s"mashing them, though it will take multiple tries; especially if your strength is low.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on October 02, 2011, 06:45:23 pm
Thanks i smashed it like hell and it worked
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on October 02, 2011, 08:20:30 pm
Help i have no idea what happend i was walking in a swamp then it said i stepped in a sinkhole and felt for 20 dmg and died omg what's a sinkhole?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on October 02, 2011, 08:30:37 pm
Help i have no idea what happend i was walking in a swamp then it said i stepped in a sinkhole and felt for 20 dmg and died omg what's a sinkhole?
A sinkhole is a portion of land in a swamp that you can sink into when you step on it. Its pretty self explanatory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 02, 2011, 08:32:48 pm
A rule of thumb; don't do extensive swampy stuff without a 30 ft rope in your inventory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Divine Fait on October 03, 2011, 01:53:15 pm
On the topic of Going down holes and not being able to get out, if you find an ant tunnel I suggest not heading through since in my unfortunate experience I ended up literally in the middle of nowhere. I couldn't even find a single tile I previously visited   :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 04, 2011, 02:11:10 pm
Hm. Seeing much larger zombie groups than normal post-update. Formerly I didn't run into more than 7-8 onscreen at once, and no more than 20 before they stopped coming. Now I'm seeing 15+ zombies onscreen within the first half hour-hour of game time. Was this intended?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 04, 2011, 04:06:45 pm
Hm. Seeing much larger zombie groups than normal post-update. Formerly I didn't run into more than 7-8 onscreen at once, and no more than 20 before they stopped coming. Now I'm seeing 15+ zombies onscreen within the first half hour-hour of game time. Was this intended?

I haven't touched any of that stuff, though the calendar may have messed up the timing a little bit.  15+ zombies onscreen isn't that unlikely though, even before the update.

Big update coming in the next day or two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on October 04, 2011, 04:24:54 pm
Big update coming in the next day or two.

How big?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 04, 2011, 05:33:34 pm
Big update coming in the next day or two.

How big?

So big.  No big new features, though world map generation has been altered to make the wilderness more interesting.  Some new features/buildings to discover and explore.  A few new monsters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 04, 2011, 06:37:18 pm
Sounds interesting. Make sure to bump this thread and possibly provide more details when the update goes live.

Once again, thanks for being so active, Whales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 01:37:56 am
New Update!  And it's a good-sized one!

Clean build required.  Old saves are NOT compatible.

Features:

Bug fixes:

Tweaks:

Code Refactors
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 05, 2011, 05:42:15 am
You've just earn yourself another donation.  :) Thanks.
...now just painfully waiting for windows build.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 05, 2011, 07:31:11 am
Would it be possible to have fire tiles also cause smoke inhalation? The problem is that since smoke and fire can't both be on the same tile, standing in fires will allow you to avoid inhaling smoke, which is pretty odd. This makes a difference if you have Thermal Dissipation on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on October 05, 2011, 07:36:47 am
All those nerfs and the only things that bothers me is that milk lasts just 8 hours? Sounds horribly low for milk, even unrefrigerated. I generally buy all my real milk for a week on real mondays and never got it spoiled by real weekend. Then again it's tetra-brick packed milk, instead of bottled, not sure how much of a difference that makes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 05, 2011, 07:58:08 am
All those nerfs and the only things that bothers me is that milk lasts just 8 hours? Sounds horribly low for milk, even unrefrigerated. I generally buy all my real milk for a week on real mondays and never got it spoiled by real weekend. Then again it's tetra-brick packed milk, instead of bottled, not sure how much of a difference that makes.

You also presumably have power...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 05, 2011, 08:09:02 am
Thing is, how long has the world in-game been without electricity? Presumably, the disaster didn't happen instantaneously and at the previous midnight. So the milk's probably been sitting there for quite a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on October 05, 2011, 09:04:14 am
wish please - cooking off of fires, and firepits. those hotpads are getting kind of silly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on October 05, 2011, 10:29:09 am
wish please - cooking off of fires, and firepits. those hotpads are getting kind of silly.

The cheapest way to do this is to alter the inventory::form_from_map function and add a check inside the loop do see if (g->m.field_at(x, y).type == fd_fire). If it is just add a fake hotplate to the inventory stack. A one line hack :)

A nicer way would be to add a new fire item type and alter the recipes but that looks like effort.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 05, 2011, 12:22:12 pm
Any word on the windows port?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 05, 2011, 12:33:16 pm
Yeah, I'm waiting for Windows update so I can play.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hiiri on October 05, 2011, 12:56:33 pm
Houses have a chance of being a black widow nest; similar to wasp nests.

Oh god no.. nonono.. nononononononooo! I HATE SPIDERS!

Next update you MUST include dynamite so we can have the pleasure to watch the house go sky high.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 01:09:05 pm
You've just earn yourself another donation.  :) Thanks.
...now just painfully waiting for windows build.

Awesome, thank you so much!

If anyone else would like to support Cataclysm and go down in the annals of gracious donors, please click the Paypal button at WhalesDev.com (http://whalesdev.com).


Would it be possible to have fire tiles also cause smoke inhalation? The problem is that since smoke and fire can't both be on the same tile, standing in fires will allow you to avoid inhaling smoke, which is pretty odd. This makes a difference if you have Thermal Dissipation on.

Actually, standing in fire already causes smoke inhalation!  There was a bug where Thermal Dissipation prevented that, which has been fixed.


wish please - cooking off of fires, and firepits. those hotpads are getting kind of silly.

I'm on it!

wish please - cooking off of fires, and firepits. those hotpads are getting kind of silly.

The cheapest way to do this is to alter the inventory::form_from_map function and add a check inside the loop do see if (g->m.field_at(x, y).type == fd_fire). If it is just add a fake hotplate to the inventory stack. A one line hack :)

A nicer way would be to add a new fire item type and alter the recipes but that looks like effort.

Yeah, that's a clever if lazy way of doing it.  Which I just might use :P


Houses have a chance of being a black widow nest; similar to wasp nests.

Oh god no.. nonono.. nononononononooo! I HATE SPIDERS!

Next update you MUST include dynamite so we can have the pleasure to watch the house go sky high.

Dynamite's been included for a long time!  It's just hard to find.  I'll be adding mines soon (finally, after they were suggested in this very thread weeks ago), which will be a good place to find dynamite, and possibly a high-level cooking/chemistry craft.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 05, 2011, 01:18:38 pm
Why oh why did you include lava running around? What's next, volcanos? Eruptions? Demons? Magma flood of the whole world?

What;s the point of including milk at all if it's all bad by the time the game starts? Future use with an item that purifies food or a recipe to make milk unspoiled or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 05, 2011, 01:20:43 pm
I think you can eat/drink rotten things, but it poisons you. So it's not completely wasted. Also, rotten items can be used in recipes as if they're fresh... for some reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 01:38:03 pm
Why oh why did you include lava running around? What's next, volcanos? Eruptions? Demons? Magma flood of the whole world?

What;s the point of including milk at all if it's all bad by the time the game starts? Future use with an item that purifies food or a recipe to make milk unspoiled or something?

There's not much lava and it's confined to small special finds.  You can't interact with it, it's just for flavor.

Having spoiled milk around adds flavor, I suppose; it's also still useful for crafting superglue.  You'll also eventually be able to find fresh milk, whether via buying from NPCs or by milking it yourself!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 05, 2011, 01:48:47 pm
Why oh why did you include lava running around? What's next, volcanos? Eruptions? Demons? Magma flood of the whole world?

What;s the point of including milk at all if it's all bad by the time the game starts? Future use with an item that purifies food or a recipe to make milk unspoiled or something?

There's not much lava and it's confined to small special finds.  You can't interact with it, it's just for flavor.

Having spoiled milk around adds flavor, I suppose; it's also still useful for crafting superglue.  You'll also eventually be able to find fresh milk, whether via buying from NPCs or by milking it yourself!

Are you going to be adding vanilla domestic animals? Stray dogs, cats, cows, chickens & the like?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 01:51:25 pm
I plan to!  I'm going to be looking at and merging in fan-made patches for a bit; one of them includes dog food which you can use to tame stray dogs, so I'll add them in to the town monsters.  Cats, ehhh, I dunno, kinda useless and dumb.  Cows and chickens, sure, once I have farms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 05, 2011, 02:13:49 pm
I plan to!  I'm going to be looking at and merging in fan-made patches for a bit; one of them includes dog food which you can use to tame stray dogs, so I'll add them in to the town monsters.  Cats, ehhh, I dunno, kinda useless and dumb.  Cows and chickens, sure, once I have farms.

You can always eat cats....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephansteras on October 05, 2011, 02:15:10 pm
Hmm...I don't know. Cats are good for morale, and that's a big factor in this game. Plus they can be used to distract zombies!

Also good if you have giant rats or the like.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on October 05, 2011, 02:17:43 pm
All those nerfs and the only things that bothers me is that milk lasts just 8 hours? Sounds horribly low for milk, even unrefrigerated. I generally buy all my real milk for a week on real mondays and never got it spoiled by real weekend. Then again it's tetra-brick packed milk, instead of bottled, not sure how much of a difference that makes.

You also presumably have power...

I feel like piping up: Tetra-pack milk is shelf-stable and you can leave it unrefrigerated for several months without it going bad (as long as it's sealed). So if you had that, power wouldn't matter.

I had it in Jamaica when staying somewhere that ran off limited solar power. They'd buy a pack of ~20 boxes, and then only refrigerate the open one.

This probably isn't relavent to the game in any way. Whatever. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 02:31:20 pm
Windows version is up thanks to aposos.
https://github.com/downloads/aposos/Cataclysm/Cataclysm%200.1e%20win32.zip
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 05, 2011, 02:32:40 pm
Quote
Cats
Don't you mean Living Emergency Ration?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jimlad11 on October 05, 2011, 02:55:10 pm
Windows version is up thanks to aposos.
https://github.com/downloads/aposos/Cataclysm/Cataclysm%200.1e%20win32.zip

Awwww yeah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 05, 2011, 02:57:47 pm
Nevermind, that was from carrying too much.  :-[
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 05, 2011, 03:04:25 pm
Fast learner is still broken, or rather it's only giving a 20% bonus instead of 50% (which is better then before but....).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 03:08:19 pm
Fast learner is still broken, or rather it's only giving a 20% bonus instead of 50% (which is better then before but....).


Oops, that's intentional but I forgot to change the description.

Special thanks to Lubos Remek and C. Smith for their donations!  Donate at http://whalesdev.com
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 05, 2011, 03:15:59 pm
There's at least one house design, maybe a couple, that still have inaccessible rooms or wacky doors.  In particular, there's one design of center-hallway house with no door through the bathroom.

What a terrible place to spawn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FearoftheDomoKun on October 05, 2011, 03:18:48 pm
Heyo! Found Cataclysm a couple of days ago and I'd just like to congratulate Whales on making a fantastic little game that's kept me occupied and immersed for far too many hours the last few days. Looking forward to future updates, I'll see if i can't donate a few bucks. Keep up the good work!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 05, 2011, 03:23:41 pm
Fast learner is still broken, or rather it's only giving a 20% bonus instead of 50% (which is better then before but....).


Oops, that's intentional but I forgot to change the description.

Special thanks to Lubos Remek and C. Smith for their donations!  Donate at http://whalesdev.com

Wasn't there a bug with Fast Learner where it wasn't affecting skill rates properly anyway? I forget if that was fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 05, 2011, 03:25:46 pm
Heyo!
Agh! Don't!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 03:27:36 pm
There's at least one house design, maybe a couple, that still have inaccessible rooms or wacky doors.  In particular, there's one design of center-hallway house with no door through the bathroom.

What a terrible place to spawn.

Very soon you'll spawn in an underground shelter, with--get this!--a couple working NPCs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 05, 2011, 03:46:07 pm
There's at least one house design, maybe a couple, that still have inaccessible rooms or wacky doors.  In particular, there's one design of center-hallway house with no door through the bathroom.

What a terrible place to spawn.

Very soon you'll spawn in an underground shelter, with--get this!--a couple working NPCs.

It'd be even better if we could choose between starting locations, or even whole scenarios ... that gave me an idea ...

Heyo!
Agh! Don't!

Y? That actually made me remember one of the best part of Borderlands, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 05, 2011, 03:48:49 pm
Y? That actually made me remember one of the best part of Borderlands, heh.
Sorry.. Industrialcraft flashback. It's a minecraft mod, and the guy making it likes the word HAYO too much. Even yelling it multiple times in videos showing the mod off. Its so obnoxious, despite his skill at modding, that it made me not try the mod for a long while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 05, 2011, 03:50:18 pm
Found a tiny bug. Reading a book does not reduce your recoil, just reload a gun then read a book, the recoil won't go down till you do something else. Possibly just a UI bug since it seems to drop all at once as soon as you do an action.

Also, if moving fast learner to 20% is intended, you *really* should lower the cost. Each point of int seems to give you a variable amount of skill comprehension, with higher int being less effective. Using those 3 points to go from 8 int to 11 int takes you from 80% to 114% - 35%, almost double the bonus, PLUS you get the other bonuses (faster read time, more books readable, implants, anything else) on top.

Even with 14 int (which is, afaik, the max to read all books and thus probably the max most people will take on a serious char) +3 int takes you from 133% to 146%, a 13% increase, which combined with all the other bonuses from int and the fact you can only take 3 positive traits seems like a mediocre at best tradeoff.

Really I'd suggest just moving it back to 50% though. +20% is too little to give up one of the 3 choices for imo even if it was only 1 point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 04:07:19 pm
Found a tiny bug. Reading a book does not reduce your recoil, just reload a gun then read a book, the recoil won't go down till you do something else. Possibly just a UI bug since it seems to drop all at once as soon as you do an action.

Also, if moving fast learner to 20% is intended, you *really* should lower the cost. Each point of int seems to give you a variable amount of skill comprehension, with higher int being less effective. Using those 3 points to go from 8 int to 11 int takes you from 80% to 114% - 35%, almost double the bonus, PLUS you get the other bonuses (faster read time, more books readable, implants, anything else) on top.

Even with 14 int (which is, afaik, the max to read all books and thus probably the max most people will take on a serious char) +3 int takes you from 133% to 146%, a 13% increase, which combined with all the other bonuses from int and the fact you can only take 3 positive traits seems like a mediocre at best tradeoff.

Really I'd suggest just moving it back to 50% though. +20% is too little to give up one of the 3 choices for imo even if it was only 1 point.

Hmm, duly noted.  Changed back to 50%.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 05, 2011, 06:21:15 pm
So I believe someone mentioned earlier it was possible to clear out all the zombies in a section of town.

Anyone know about how many zombies do you have to kill? I started out with a bunch of guns and no silencer or 'quiet' weapon, and was attacked by the biggest horde right outside my house that I've ever seen (and of course, the constant shooting just made more come). I ended up killing 122 normal zombies as well as handful of the various special ones in the same general area (mostly running in circles around one booze store) before I got injured enough from spitters/electric guys that I couldn't run faster then the skeletons anymore and they finally drug me down. They did seem to be thinning out a little near the end, but I don't know if that's because I killed most of them or the spawner was taking a little break.

(yes I know I should have just ran away, but I was curious how many I could kill)

Next guy to start in that area is going to have a whole lot of random free loot laying around for him though  8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 05, 2011, 06:35:16 pm
Hmm, how do you take stuff from shelves and racks? The game freezes when I access the tutorial so if anyone can tell me I'd appreciate it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reiina on October 05, 2011, 06:35:58 pm
Hmm, how do you take stuff from shelves and racks? The game freezes when I access the tutorial so if anyone can tell me I'd appreciate it.

'e' for examine and you'll have a menu where you can select what you want to take.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 08:02:25 pm
So I believe someone mentioned earlier it was possible to clear out all the zombies in a section of town.

Anyone know about how many zombies do you have to kill? I started out with a bunch of guns and no silencer or 'quiet' weapon, and was attacked by the biggest horde right outside my house that I've ever seen (and of course, the constant shooting just made more come). I ended up killing 122 normal zombies as well as handful of the various special ones in the same general area (mostly running in circles around one booze store) before I got injured enough from spitters/electric guys that I couldn't run faster then the skeletons anymore and they finally drug me down. They did seem to be thinning out a little near the end, but I don't know if that's because I killed most of them or the spawner was taking a little break.

(yes I know I should have just ran away, but I was curious how many I could kill)

Next guy to start in that area is going to have a whole lot of random free loot laying around for him though  8)

At least ten times that many, probably more; it depends on the size of your town and some random factors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 05, 2011, 08:03:00 pm
Thanks, now I just have to find a gun reliably. I can never seem to find any Police Stations/Gun Stores within a reasonable distance from my starting location.

EDIT: Also, wtf is with not-being able to reload my gun when being hit. I can see a delay being reasonable and *maybe* if they get a crit stopping my reload progress, but as it is now if I'm using guns and I miss or encounter a fast enemy, I'm utterly screwed and imo forced to just make a melee character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on October 05, 2011, 08:52:02 pm
Hey I was the drunk guy about 400 pages ago...

Whales or some1 would you be so kind as to show me how to set a virtualbox ubuntu on a windows 7 64 bit amd computer?


Also Whales, what variable would we need to change for that Zombie Town Population Modifier?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 05, 2011, 09:06:06 pm
Thanks, now I just have to find a gun reliably. I can never seem to find any Police Stations/Gun Stores within a reasonable distance from my starting location.

EDIT: Also, wtf is with not-being able to reload my gun when being hit. I can see a delay being reasonable and *maybe* if they get a crit stopping my reload progress, but as it is now if I'm using guns and I miss or encounter a fast enemy, I'm utterly screwed and imo forced to just make a melee character.

Even a character untrained in melee can fend off a fast monster quickly.  If you want to rely on guns, you have to think ahead a little bit more.  Reload whenever you get a chance--even the smallest-clip weapons carry 6 shots, which is almost always enough to secure your retreat and reload again.  Better yet, carry TWO guns, and switch them out as the first is empty.


Hey I was the drunk guy about 400 pages ago...

Whales or some1 would you be so kind as to show me how to set a virtualbox ubuntu on a windows 7 64 bit amd computer?


Also Whales, what variable would we need to change for that Zombie Town Population Modifier?

I have no idea how to do that, I'm sure there's some good results on google though!

For the population, modify the function overmap::place_mongroups() in overmap.cpp
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on October 05, 2011, 11:48:13 pm
Attempting to divert a sewage sample (via computer) locks-up the game. Windows version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 05, 2011, 11:53:57 pm
A cat would make a very fast companion, frankly. Also a good way to get small birds and rats as gifts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 06, 2011, 12:14:44 am
Ok, this one has got me stumped. How do you kill Giant Mosquitoes?  I can never seem to hit them and they just poison me until I die. What weapon should I be using on them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 06, 2011, 12:44:56 am
Attempting to divert a sewage sample (via computer) locks-up the game. Windows version.

Heh, wrote = instead of <=.  Fixed, thank you.


Ok, this one has got me stumped. How do you kill Giant Mosquitoes?  I can never seem to hit them and they just poison me until I die. What weapon should I be using on them?

They suck, it's true.  Having a high dexterity and relevant melee skills--and a high to-hit bonus weapon--helps a lot.  Gunfire also works splendidly; particularly a shotgun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 06, 2011, 04:15:05 am
I've found some webs but i was so pissed that i ran off as fast as i could, exploring it will have to wait until i gety some combat skills.
The clear window action is great i don't get mutilated by windows while casual exploration.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on October 06, 2011, 09:07:03 am
New version features look awesome. Anyone know when the new windows tileset version will be updated?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 06, 2011, 12:29:53 pm
New version features look awesome. Anyone know when the new windows tileset version will be updated?

I think interest in the tileset version has waned significantly, and it hasn't been updated in a long while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on October 06, 2011, 01:11:39 pm
actually, I think it is the interest in MAINTAINING the tileset that has waned. Too bad, as that was what I was able to use to lure my friends to the gameplay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PrimusRibbus on October 06, 2011, 03:00:15 pm
actually, I think it is the interest in MAINTAINING the tileset that has waned. Too bad, as that was what I was able to use to lure my friends to the gameplay.

Agreed. Anecdotally, I know a lot of people eagerly awaiting the update of the tileset.

Perhaps there's an opportunity here to bring new, interested parties on to help maintain the tileset.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 06, 2011, 03:09:40 pm
Or maybe we could just spam Deon's pm box and email :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 06, 2011, 03:49:43 pm
You know its funny. The atmosphere this game provides is EXACTLY what we need to see in a zombie survival co-op game. People coordinating supply gathering and manufacturing, actual threat to being hurt, limited resources.

In other news, some nice combos I've discovered in the last 24 hours:

Schizophrenia + Heartless = 3 free creation points. The only downside to Schitzo is the killing of you mother hallucination which heartless fixes. So unless you want 3 good perks that don't include heartless, this choice is gold.

Fast reader + 16 Int = 20% read times! Wow, That's impressive however I've noticed that when Fast Reader reduces the base read time by 2/3, it also reduces the effect of higher Int by 2/3 as well, which is why those 8 additional Int make the read times 20%((1-5%*8)*33%) rather than 3%((1*33%)-(5%*8)). So you could just as well take fast reader and put the points into something other than Int.

You can wear unlimited numbers of Utility Vests, however they are easily destroyed so if you are forced to fight, make sure to drop all your crap before you do otherwise they will likely be destroyed. EDIT: Also, just because a piece of clothing does not have an encumbrance rating, it does not mean it doesn't encumber you. I'm not sure if its liner or quadratic but for each piece of clothing on a slot beyond the first incurs additional encumbrance.

Trenchcoat + Backpack or Double Backpack are probably the best combo for carrying capacity for the torso. Its encumbrance 3 but that's not too bad really.

Based on morale/time to read, the Spy Novel is the most efficient in raising morale at 6 minutes per +1 morale. Others rank as follows:
Romance novel - 7.5m /+1 Morale
Drama novel - 6.25m /+1 Morale
Science fiction novel - 6.66m /+1 Morale

Finally, the Hatchet is the best melee weapon as it deals both respectable cutting and bashing damage.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 06, 2011, 03:51:45 pm
Not a be a purist, but Cataclysm is one of the most approachable ASCII games out there(along with incursion). Every enemy is labeled in your display automatically, things are color coded by group and there is a scrolling look button. If there was ever a ASCII game that didn't need a tileset this is it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 06, 2011, 05:01:03 pm
Umm, ok I don't know if this is a bug but... a Zombie Hulk spawned in a wall then killed me. The wall was fine, I was asleep then all of a sudden Zombie Hulk -> game over. And no the wall was not destroyed either. He just phased through it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 06, 2011, 05:02:26 pm
Not a be a purist, but Cataclysm is one of the most approachable ASCII games out there(along with incursion). Every enemy is labeled in your display automatically, things are color coded by group and there is a scrolling look button. If there was ever a ASCII game that didn't need a tileset this is it.

This. I needed a few games with a tileset in DF before I was comfortable with switching to ASCII, but I hopped right into this without any issue. Also, a Savage 111F with silencer and sniper reconfigurement attachments is ungodly good. The sniper mod normally drops ammo capacity and removing automatic fire while increasing damage and accuracy, but as the Savage is already a semiauto rifle with 3 shots, the negative effects don't get applied, and it gets pushed to the point where it has around 105 accuracy and enough damage to one-shot a hulk.

Also, does anyone else make a habit of taking Trigger Happy because they almost never use autos, and even then the symptoms almost never come up?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 06, 2011, 05:09:25 pm
Also, does anyone else make a habit of taking Trigger Happy because they almost never use autos, and even then the symptoms almost never come up?

It feels cheap, but I do this too.  I don't trust semi-autos anyway, I only use pistols and single-shot rifles.  I suppose if I ever find myself back-to-the-wall, it'll come into play, but otherwise it is pretty much two free points.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on October 06, 2011, 08:31:56 pm
The main reason I love this game is because you can eat fetuses or use them as weapons. And I though DF was weaponized!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 06, 2011, 09:01:42 pm
Actually, bottle of vodka apparently make great weapons. I've been getting a good percentage of 1HKOs just throwing them. The best part is that the game is detailed enough to report the sound of glass smashing if they break.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 06, 2011, 09:46:39 pm
Actually, bottle of vodka apparently make great weapons. I've been getting a good percentage of 1HKOs just throwing them. The best part is that the game is detailed enough to report the sound of glass smashing if they break.

And the vodka spills all over the ground--but I should make it coat the target monster, thus increasing their flammability by a little bit :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 06, 2011, 09:58:52 pm
I still say throwing rotten tomatoes is overpowered.  Hilarious when you kill stuff with headshots, but overpowered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 06, 2011, 10:29:43 pm
Yeah, throwing needs an overhaul.  Maybe I will do that... right.... now!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on October 06, 2011, 10:45:44 pm
Finally, the Hatchet is the best melee weapon as it deals both respectable cutting and bashing damage.
I actually havent been having much luck with a hatchet really.  But I also havent really been putting much use into the bludgeoning weapons.  In the last 3 games I found either a katana in my starting basement or a machete, and those absolutely destroy things.  Only the armored stuff seems to be an issue to them, but that's what you keep a nailboard in your pocket for.

And yea throwing does seem a bit weird at times.  I used to throw steak knives I find in houses at regular infected and headshot them.  But it dosn't seem to do much damage even then.  It is funny imagining being followed by a horde of zombies with various bits of cutlery sticking out of them ineffectually, but even a combat knife, which if I understand properly is weighted for throwing, does hardly anything.  Yet some of the stuff you wouldn't expect to be harmful is downright lethal.   I vaguely remember doing more damage with a thrown can of root beer once than with a thrown hatchet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on October 06, 2011, 11:30:52 pm
the can of rootbeer doing more damage in some instances makes sense since it is heavy and hard no matter which side hits the target, whereas a hatchet will often hit handle first when thrown by an unskilled user or in a tense situation. Sidenote; I carried a tomahawk in combat overseas and practiced often.
and combat knives are heavy, but it's a side effect of the built to last principle. Throwing knives are balanced for throwing, almost every other knife performs poorly when thrown.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 07, 2011, 12:04:53 am
The only weapon I absolutely always carry is a baseball bat, for dealing with those pesky skeletons. There should seriously be a chance for gunfire to hit them, as firing off half a magazine into a skeleton would almost certainly not result in every shot somehow managing to miss every bone. The skull in particular isn't more than a few millimeters smaller than a non-defleshed head.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 07, 2011, 12:20:05 am
Curious, does the SSH version ever reset? Cause it occurred to me that with enough people playing and dieing, most of the already limited supplies will become even more so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 07, 2011, 12:21:56 am
Can someone point me to the newest Windows version? I'm having trouble finding it in all the pages since it was posted. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 07, 2011, 12:29:06 am
Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.

The only weapon I absolutely always carry is a baseball bat, for dealing with those pesky skeletons. There should seriously be a chance for gunfire to hit them, as firing off half a magazine into a skeleton would almost certainly not result in every shot somehow managing to miss every bone. The skull in particular isn't more than a few millimeters smaller than a non-defleshed head.

Skeletons are hit by 1 in 4 bullets in the most recent version.  This is a case of gameplay over realism. however; skeletons are meant to force gun-centric characters to use a different strategy for dealing with them.


Curious, does the SSH version ever reset? Cause it occurred to me that with enough people playing and dieing, most of the already limited supplies will become even more so.

Yes, occasionally.  The world does get pretty wrecked/looted/sparse, but you can always travel to a new town--remember, the world is limitless.


Can someone point me to the newest Windows version? I'm having trouble finding it in all the pages since it was posted. :P

https://github.com/downloads/aposos/Cataclysm/Cataclysm%200.1e%20win32.zip
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 07, 2011, 01:16:53 am
Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.

Laser-guided machetes at 7 skill? Hooray!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 07, 2011, 01:21:18 am
My first time playing since Whales announced he was working on the construction update. Should be fun. :)

...Wait, since the construction update is out, does that mean we might find huge, player-built fortresses in the multiplayer version? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on October 07, 2011, 01:24:35 am
Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.
I think that 12% should be less. Much, much less. I mean at a high enough level (like G-Flex said) we'll be practically a walking *steel serrated disk* (serrated steel disk? whatever) with all these blades flying out of us.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 07, 2011, 01:34:18 am
Well 12% works for NOW, when most people are expected to die very, very quickly. Once the game becomes more survival-y, hopefully by Whales cutting out the damn code that makes them magically spawn wherever you are (basements >_<), everything will be scaled up for level-based progression so its not just a race to find kickass gear and then dominate the world.

Again, its in Alpha mode, not expected to be perfect yet :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 07, 2011, 02:07:11 am
Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.

Laser-guided machetes at 7 skill? Hooray!

Not quite; just that your skill is sufficient (7 is pretty high, for throwing skill) that you are virtually (read: completely) guaranteed to be able to make the edge of an item that you want to hit.  Seems pretty reasonable that someone who's an expert at throwing weapons can throw accurately every time.

This only applies to having the correct edge of your item hit, not to other points of accuracy.; you won't be guaranteed headshots, you're just experienced enough to know how much rotational force to apply so that the blade of your knife connects instead of the handle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 07, 2011, 02:09:51 am
Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.

Laser-guided machetes at 7 skill? Hooray!

Not quite; just that your skill is sufficient (7 is pretty high, for throwing skill) that you are virtually (read: completely) guaranteed to be able to make the edge of an item that you want to hit.  Seems pretty reasonable that someone who's an expert at throwing weapons can flip their knife accurately every time.

Of course, this only applies to having the correct edge of your item hit, not to other points of accuracy.; you won't be guaranteed headshots, you're just experienced enough to know how much rotational force to apply so that the blade of your knife connects instead of the handle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 07, 2011, 02:15:47 am
For anyone who wants to work together towards a common fort in SSH, I've here's a map of where Im planning and gathering resources.
(http://i129.photobucket.com/albums/p239/Kei_Reila/Cata-basemap.png)
I've also begun stashing stuff in a police station somewhere on one of my other lives but I lack a picture at the moment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 07, 2011, 04:21:28 am
How does the purridiers work now? When i drink it it says that i feel cleansed but i get no stat change.  ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 07, 2011, 04:25:31 am
Purifiers don't provide stat boosts any more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 07, 2011, 04:27:19 am
I noticed but my bad traits didn't heal either, so what do they do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 07, 2011, 04:59:03 am
Currently it seems you can bottle water from various sources and unless you have supertaster(?) you can't tell if it is safe to drink. You now use the purifier on the drinks to purify them. If i missed the point then nvm, ignore me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 07, 2011, 05:05:16 am
I noticed but my bad traits didn't heal either, so what do they do?

They cure bad mutations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 07, 2011, 05:15:45 am
I noticed but my bad traits didn't heal either, so what do they do?

They cure bad mutations.
But not ones you start with, so no more picking a ton of bad traits and purifying them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 07, 2011, 05:27:25 am
Ok, thanks, makes sense.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on October 07, 2011, 06:14:41 am
Spamming my inbox would achieve nothing because while I've made the tileset itself, the tileset coding was not mine and I am not a good enough coder to make it myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 07, 2011, 06:32:37 am
I noticed that when you kill something that the blood/acid splash always goes from south to north relentless of the incoming shot . ..bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 07, 2011, 11:05:09 am
So this may have been seen before, I did not check all 445 pages.

Uh...

Spoiler (click to show/hide)

Eh?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on October 07, 2011, 11:17:28 am
snip
I am very sorry to tell you, but sir, I think you have Schizophrenia
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 07, 2011, 11:26:35 am
snip
I am very sorry to tell you, but sir, I think you have Schizophrenia

Yep. That is far from the strangest thing you'll see, too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 07, 2011, 11:36:21 am
snip
I am very sorry to tell you, but sir, I think you have Schizophrenia
Hah, I'd forgotten about that. Okay... it was a bit creepy though as it was 11pm and the room was quite dark and suddenly that popped up. The creepy part was it wasn't there before I read the magazine. I was all O.o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 07, 2011, 11:37:38 am
Teaser for the next update: fans of Junji Ito may be delighted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on October 07, 2011, 11:41:01 am
Teaser for the next update: fans of Junji Ito may be delighted.

...
Suddenly I am filled with equal parts dread and anticipation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DalGren on October 07, 2011, 11:48:42 am
Teaser for the next update: fans of Junji Ito may be delighted.

Gassy walkers, spirals and Remina? Sign me in.

EDIT:
You also presumably have power...
Actually... I usually buy it in boxes of a dozen bricks, and they last through the week unrefrigerated, the expiration date is usually within 16 days or so. I only opened two bricks in a bad state since I live here (8+ yrs). It isn't even refrigerated at the market, where (in all of them) there's always an entire section full of milk like this. Bottles are more expensive and last less.

The taste is pretty much the same so I think it's all about the packaging.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on October 07, 2011, 02:53:53 pm
Yea, milk that's been sterilized and packaged in aseptic containers can last a long time. Several months. They can do the same with juices and such.

You don't see it a whole lot in the US, but it's starting to catch on. The first time I saw it was while helping a local church with food packages for people in need - folks had donated it as part of the food drive. The expiration date was like 3 months ahead, and it didn't require refrigeration until it was opened.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 07, 2011, 04:05:12 pm
Actually... I usually buy it in boxes of a dozen bricks, and they last through the week unrefrigerated, the expiration date is usually within 16 days or so. I only opened two bricks in a bad state since I live here (8+ yrs). It isn't even refrigerated at the market, where (in all of them) there's always an entire section full of milk like this. Bottles are more expensive and last less.

The taste is pretty much the same so I think it's all about the packaging.

It's not about the packaging, it's about the pasteurization process. Most milk is just pasteurized, whereas the boxed high-longevity stuff is treated as a much higher temperature, which affects the protein structure of the milk (you can't heat milk up that much without it curdling a bit). From my experience, the latter kind tastes pretty weird by comparison, which is one reason why they don't use it more often.

At any rate, in the US most people don't buy ultra-high-temperature pasteurized milk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 07, 2011, 04:44:34 pm
So I just updated to the lasted windows version, and I noticed that night didn't fall. I was reading in a house from 7:00PM until 11:23 pm when a zombie brute came through a window and killed me. There was no loss of visibility. Can anyone confirm this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 07, 2011, 04:48:51 pm
There were some weird issues with light levels, I've ironed them out.  We'll see a new release in the next day or two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on October 07, 2011, 08:21:15 pm
Teaser for the next update: fans of Junji Ito may be delighted.

umm.. I hope it's about Tomie. Anything else drawn by Junji Ito is just so random and extra creepy.
At least Tomie got a constant theme of a girl reviving / multiplying over and over again.
Right?

... Right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 07, 2011, 08:30:54 pm
Teaser for the next update: fans of Junji Ito may be delighted.

umm.. I hope it's about Tomie. Anything else drawn by Junji Ito is just so random and extra creepy.
At least Tomie got a constant theme of a girl reviving / multiplying over and over again.
Right?

... Right?

It's not Tomie; while cool, it doesn't translate well into a post-apoc roguelike, you know?

Weird and creepy is what I'm going for, here!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on October 07, 2011, 08:47:14 pm
My money's on Gyo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on October 07, 2011, 09:00:06 pm
My money's on Gyo.
ofuk
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on October 07, 2011, 09:30:30 pm
Oh man oh man

I am now way more excited than I was previously.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on October 07, 2011, 10:12:35 pm
...

I am terrified.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 07, 2011, 10:51:52 pm
I'd like to file an official request that the Bootstrap be amended, so that it actually is has zero encumbrance as advertised.  I feel like wearing Cargo Pants (Enc 1) and a Bootstrap (Enc 0) should not give me Leg Encumbrance 3.  I'm pretty sure that's the whole idea behind the Bootstrap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 07, 2011, 10:55:15 pm
...

I am terrified.

I felt like Cataclysm needed to have a bit of horror blended in.  So prepare to see some suspense, some shocking moments, and hopefully a bit of wonder and perplexion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on October 07, 2011, 11:04:06 pm
Hopefully the new show American Horror Story inspires you Whales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 07, 2011, 11:05:10 pm
The hunting hrecks seemed plenty terrifying enough to me already.  Y'know, being totally immune to bullets and all.  What exactly am I supposed to do with those things?

And all the other hrecks for that matter.  And the flaming eyeballs.  Isn't this game about zombies, or something...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 07, 2011, 11:05:36 pm
I'd like to file an official request that the Bootstrap be amended, so that it actually is has zero encumbrance as advertised.  I feel like wearing Cargo Pants (Enc 1) and a Bootstrap (Enc 0) should not give me Leg Encumbrance 3.  I'm pretty sure that's the whole idea behind the Bootstrap.

as far as I can tell encumbrance only affects what the item itself contributes to overall encumbrance. Multiple items incur a separate encumbrance based on the number of items equipped on that slot and the total encumbrance of the items equipped.
Ill do the math real quick to figure the exact numbers. I should probably add it to the wiki as well.

Edit: Ok it seems like the formula for encumbrance is (N-1*1/2)+E= T, where N is the number of items equipped, E is the total encumbrance of the items equipped and T is the total you see in the character screen (likely truncated by storing as an Int). Now I'm sure there is a little more to this as I don't see an possible way that wearing infinity skirts (-1 Enc) should not result in immobility but so far I have been unable to test this thoroughly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 12:00:07 am
Isn't this game about zombies, or something...

That's just an urban legend.  :P


Hopefully the new show American Horror Story inspires you Whales.

I haven't seen it but I will look for it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: enigma74 on October 08, 2011, 12:38:54 am
Teaser for the next update: fans of Junji Ito may be delighted.

I'm pretty excited about this update! Junji Ito is probably my favorite horror manga artist.  Ironically, I think one of his best work is the self-parody comedy series about evil cats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 08, 2011, 02:57:18 am
Edit: Ok it seems like the formula for encumbrance is (N-1*1/2)+E= T, where N is the number of items equipped, E is the total encumbrance of the items equipped and T is the total you see in the character screen (likely truncated by storing as an Int). Now I'm sure there is a little more to this as I don't see an possible way that wearing infinity skirts (-1 Enc) should not result in immobility but so far I have been unable to test this thoroughly.

(N-1*1/2)+E is just (N-0.5)+E, though. I think you misplaced some parentheses there? I think you mean (N-1)*1/2 + E, just to avoid confusion.

You should probably just look at the source to determine the formula, since as you mentioned, that doesn't pan out for things like skirts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 08, 2011, 03:04:45 am
What's next, Endermen and Creepers?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 08, 2011, 03:32:40 am
I hope it doesn't end up too much supernatural.  ...i know giant ants, zombies... but still they are more sci-fi than horror/fantasy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 08, 2011, 03:48:23 am
There are also several monsters from the Cthulhu Mythos.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on October 08, 2011, 05:20:10 am
I hope it doesn't end up too much supernatural.  ...i know giant ants, zombies... but still they are more sci-fi than horror/fantasy.

I personally hold very few things as truly supernatural in fiction. The Cthullu and Ito media seems to bear more of a natural touch to them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ordokai on October 08, 2011, 07:39:37 am
Teaser for the next update: fans of Junji Ito may be delighted.

Whole new level of respect for you right there mate, thats just beyond awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on October 08, 2011, 09:16:52 am
Would it be possible to add flags to each of the spawns in the game so we can customize our experience more?   So at world generation, a menu like:

Gametype:

1. Sci-Fi (Everything in the game included!)
2. Future Zombie Apocalypse (Nothing from Portals, everything else)
3. Present Zombie Apocalypse (No cybernetics, future guns/etc or portals)
4. Surviving the Horde (no specials, or very reduced frequency, no cybernetics, future guns/etc or portals)

I *think* this could be done either by editing the monster/item database at world generation, or adding a flag to each item.  A function could be written for each one, including only those items and monsters that should be in that particular game.

Not sure how much work it would be, but different people are going to come to this game looking for different things, and if this isn't too bad people love customizing their game experience.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 10:46:34 am
Would it be possible to add flags to each of the spawns in the game so we can customize our experience more?   So at world generation, a menu like:

Gametype:

1. Sci-Fi (Everything in the game included!)
2. Future Zombie Apocalypse (Nothing from Portals, everything else)
3. Present Zombie Apocalypse (No cybernetics, future guns/etc or portals)
4. Surviving the Horde (no specials, or very reduced frequency, no cybernetics, future guns/etc or portals)

I *think* this could be done either by editing the monster/item database at world generation, or adding a flag to each item.  A function could be written for each one, including only those items and monsters that should be in that particular game.

Not sure how much work it would be, but different people are going to come to this game looking for different things, and if this isn't too bad people love customizing their game experience.

An interesting thought.  I've been considering the idea of a "Full Game Mode" where you get everything the game has to offer, and a "sandbox mode" where you can alter settings like monster types and difficulty, but you're just in a sandbox game with no NPCs or missions or whatever.  So yeah, this would fit into that "sandbox mode."  I'm also, while I mention it, going to add a "Quick Mode," where you have to complete some small mission: something clearable in 15 minutes or so, for those who just want a quick game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 08, 2011, 10:59:09 am
Can someone check if repairing clothes works for you?
I use sewing kit and when asked to chose an item to repair, i select damaged clothing and the game tells me i don't have that item.  ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 11:13:16 am
Can someone check if repairing clothes works for you?
I use sewing kit and when asked to chose an item to repair, i select damaged clothing and the game tells me i don't have that item.  ???

An unfortunate bug which has been fixed for the next release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 08, 2011, 11:24:00 am
Ok, and one more thing, silenced sig.44 makes "bang!" when shot. ...i recal it was "plink". It's still silenced?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 08, 2011, 11:29:31 am
Oh, and i suggested it before and i'm suggesting it again, the ant tunnels should be full of ants, right now its just deserted. (I don't mind to have them deserted when behaving silent, but once i start shooting i would expect to be swarmed by ants.) ...this may vary from anthill to anthill to keep it as a surprise.

And i like Gotthard's idea very much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 08, 2011, 11:37:50 am
Ok, and one more thing, silenced sig.44 makes "bang!" when shot. ...i recal it was "plink". It's still silenced?
Noise was revamped in one of the versions I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on October 08, 2011, 11:39:22 am
Also agreeing with Gotthard's idea.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 08, 2011, 11:43:36 am
Ok, and one more thing, silenced sig.44 makes "bang!" when shot. ...i recal it was "plink". It's still silenced?
Noise was revamped in one of the versions I think.

In what way?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 12:00:54 pm
Ok, and one more thing, silenced sig.44 makes "bang!" when shot. ...i recal it was "plink". It's still silenced?

Silencers have been nerfed.  Without the silencer that "bang!" would be a "blam!" and your gun would be significantly louder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 08, 2011, 12:04:42 pm
You remembered that subsonic ammunition actually IS fully muffled bi a sliencer, and the only reason supersonic ammo isn't is because it makes a sonic boom, right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on October 08, 2011, 12:58:37 pm
fully muffled bi a sliencer

To be fair. Depending on the gun "Fully muffled" can be as loud as whacking a table with a baseball bat. And .44 isn't subsonic in the most common loads anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jimlad11 on October 08, 2011, 01:09:43 pm
I am pretty sure that a silenced gun is still reasonably loud. In the movies, a silenced gun makes little more noise than a whisper, almost undetectable to the untrained ear. But from what I have read in books written by ex-servicemen and the like, a silenced gun still makes a pretty loud noise, equivalent to a heavy cough or something. Although I use the word gun kinda generally, it depends on the type of gun as well.

But I have heard that with the correct, specialized ammunition, military-grade silencer and a specially customized gun, the results can be very quiet.

But I am nowhere near an expert in this field, so feel free to shoot me down (no pun intended) 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 08, 2011, 01:13:44 pm
I think Whales was looking at balance and "fun" more than realism. I put fun in quotation marks because it's the "losing is fun" type of fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 01:24:00 pm
You remembered that subsonic ammunition actually IS fully muffled bi a sliencer, and the only reason supersonic ammo isn't is because it makes a sonic boom, right?

Eh, not shooting for total realism here--more the idea that high-caliber rounds still won't be totally "safe" (in terms of attracting attention) even with a silencer attached.  If I were being realistic, only one of the two .44s in the game would work with a silencer, anyway ;)

A quote from the great mafia/hospital novel Beat the Reaper, in which the narrator is testing the silencers he's attached to his .45 handguns:

The next morning before school--it was early March, and it was freezing out--I went into the woods near Saddle River to practice shooting, and found out why hitmen use .22's.

The first shot out of each gun sounded like someone slamming a stapler closed.  The second sounded like the warning bark of a dog.  The sixth and seventh sounded like low-flying jets, and by that time the insides of both silencers were actually on fire, with black smoke and blue flames coming out of the barrels.  The paint on the barrels was bubbling.



I think Whales was looking at balance and "fun" more than realism. I put fun in quotation marks because it's the "losing is fun" type of fun.

Yup!  Although the philosophy is more "removing all risks is not fun," really.  Using a powerful gun comes with a powerful risk--and I don't want that risk to be completely eliminated, otherwise the smaller calibers would be a good deal more pointless.  There's a reason hitmen use .22s :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on October 08, 2011, 01:46:34 pm
I'm no expert either, but I've heard people fire 22 and 9mm silenced guns at gun ranges (silencers are legal here with the right paperwork). Subsonic ones can be pretty quiet. Otherwise it's still pretty loud. Less of a bang, but the sonic boom is still quite loud.

A .22 with subsonic ammo is very quiet. It's the only silenced gun I've heard that sounded kinda like the ones in movies, you don't need any ear protection to practice with that one.

A 9mm with supersonic ammo is still very loud even with a silencer. The guy I talked to who used one on his 9mm did so solely for his own comfort (a bit easier on the ears), as it was still plenty loud enough to wake the neighbors if he fired it outside a gun range.

I've never heard a 45 fired with a silencer, but I imagine it would be pretty loud.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 08, 2011, 02:22:23 pm
While silencers do quite guns down, they're mostly meant to just differentiate the sound from that of an actually fired gun. That way they can be fired in public and nobody knows that the alley is a war zone :P Gun shots are one of the most recognizable sounds in the world this day and age due to the high amount of guns in media and entertainment, yet few people have actually heard what a silenced gun sounds like when fired.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 08, 2011, 02:44:42 pm
While silencers do quite guns down, they're mostly meant to just differentiate the sound from that of an actually fired gun. That way they can be fired in public and nobody knows that the alley is a war zone :P Gun shots are one of the most recognizable sounds in the world this day and age due to the high amount of guns in media and entertainment, yet few people have actually heard what a silenced gun sounds like when fired.

But hasn't one of the biggest issues with firearms in entertainment media been that they've been portrayed as being much louder than they actually are? One would assume that this is why there are so many quotes and reports from people who normally aren't around guns (particularly handguns) saying that they didn't know what it was, that is sounded like fireworks. I'd agree that people who live/work in areas where gunfire is fairly common would be able to recognize weapons by their reports, but in those environments changing the sound of the gunfire wouldn't really be a priority. I guess this is why the whole linguistics issue has sprung up about it being factually incorrect to call them 'silencers', rather than 'suppressors'.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 08, 2011, 03:39:40 pm
Many Guns are portrayed more loudly in media as well. Silencers rarely change the volume level of a gun very much, just change the sound. As for that scoped rifle, it may have been pretty high powered. I'm pretty sure that anyone watching you fire it would have heard a much different sound than what you, the firer, hears. Also, this game is very cinematic, so I think that literal silencers are good for it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 08, 2011, 03:59:33 pm
Perhaps differentiate from basic silencers and military-grade ones? The military silencer designed for the MP5 is so effective, the sound of the gun's mechanical operation is louder than the actual gunshot. It's a very popular weapon with special forces.

There are also modifications to make guns that would normally shoot supersonic rounds fire at subsonic speeds, so the silencer really is silent. The RSS Vintorez is an example, firing an assault rifle bullet, but slowing it to subsonic so it's nearly silent.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 08, 2011, 04:02:45 pm
^completly agree. Really high quality silencers actually do have a pretty good effect on volume level. But your garden variety (relativitaly) cheap silencers just change sound.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 05:14:55 pm
Yeah, the silencers would probably be more accurately called suppressors, but I figured "silencer" would be more instantly recognizable as a gun modification.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on October 08, 2011, 05:48:55 pm
But but Whales.  I've heard "surpressor" and "silencer" before, and know that they mean the same thing - a thing you stick on the end of your gun to make it less loud.  In contrast, I am not familiar with the myriad of different ammo types and gun designations in game.  ".22 LR?  I guess I could stick that in my pistol... wait, no I can't.  Oh, a Remington!  I can finally use all these shotgun shells I- wait, this is a rifle."

...I would be cool with seeing "surpressors" buildable, and having a more effective "silencer" findable-only.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 08, 2011, 05:57:44 pm
If you've ever been on a firing range, then you should know the difference between at least a few forms of ammunition.

If you don't, the guns tell you what form of ammo they take, and the ammo tells you what type it is. Be happy he didn't include even more obscure forms of ammo than he already did. Or multiple gauges of shotgun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 08, 2011, 06:08:53 pm
If you've ever been on a firing range, then you should know the difference between at least a few forms of ammunition.

If you don't, the guns tell you what form of ammo they take, and the ammo tells you what type it is. Be happy he didn't include even more obscure forms of ammo than he already did. Or multiple gauges of shotgun.
And it appears in bright green if you can use it in one of your weapons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 06:14:13 pm
I take clarity where I can get it.  I could make ammo vastly more simple, but I like having several calibers I think there's a good balance there.  The name of the silencer is an easy change that doesn't impact gameplay, but hopefully makes things a bit more obvious.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on October 08, 2011, 06:20:45 pm
A couple of quick notes, from a topic I am somewhat knowledgeable in and have extensive personal experience. A suppressor with normal ammunition will reduce the sound by about 20db and might make it difficult for anyone in the area to figure out exactly where the shot came from. With subsonic ammo you can expect about another 20db reduction and this time, the actual action of the firing mechanism will actually be louder than the shot to anyone near the firing location. People away from the shooter usually react to the sound but are not immediately convinced it was a shot. It often sounds like a car backfiring, or a wood pallet being dropped on something hard, etc.

Benefit of a suppressor:
Mask shooter location
create doubt that a shot had or had not been fired
wonderful reduction in recoil, giving very nice, reliable accuracy
suppresses flash and environmental giveaways(shooting creates a flash at the barrel and/or a puff of dust from the ground and escaping expansion gasses from the barrel)
adds some reliability to automatic round feeding in many guns due to reliable back pressure.

In real life a cheap and mildly effective suppressor can be made with aluminum chips and two pipes of different diameters. A professional grade one can be made with 2 pipes, and a variety of washers and baffles arranged for proper series of expansion chambers which would delay and redirect the expansion of gasses away from the barrel. In cataclysm unless the character was skilled in engineering and machining he would only be able to create a somewhat mildly effective silencer. I LIKE THE VERSION WHALES IS USING A suppressed gunshot will still draw attention to the area, just not you directly necessarily.

Also, the best rounds for suppressed firing are the .22 as noted previously and the .40sw. These rounds are great due to lower velocity even before using subsonic rounds. A silenced .40sw carbine is an excellent urban weapon.

Again, I like the system Whales is using. He's simplifying it to keep it fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 08, 2011, 06:36:13 pm
I'd still like to know what I'm supposed to do about Hrecks.  I haven't lived through two days in the new version yet before being slaughtered by a pack of them, the Hunters especially.  They're immune to bullets, and way faster and better fighters than a PC can be by day 2.  And don't just say "well don't attract their attention", because that's damn well not a solution.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on October 08, 2011, 06:54:43 pm
Those monsters are so rare, the only times I've seen them is when cheating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on October 08, 2011, 06:58:15 pm
Do you have to activate the Resonance Casade to get those Hrecks?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on October 08, 2011, 07:15:26 pm
That's one way. You can also find them around the portal map extras, which are also super rare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 08, 2011, 07:17:00 pm
I don't have any idea (and I guess they're actually "krecks").  I'm playing with 0.1e, which I assume is the latest available version, and I'm getting them on Day 1 sometime, by doing nothing but shooting a suppressed rifle in neighborhoods.  No portals, no nothing, they just appear out of thin air in groups of 3+.  With good speed, you can outrun most types, except the Hunters and Flying Polyps.  The Polyps aren't immune to bullets, but they do have loads of HP, are super fast, and can do about 50HP damage in one strike.

C'mon Whales, throw me a bone here.  What's the developer strategy, besides ha ha you die now anyway?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 08, 2011, 07:19:00 pm
I don't have any idea (and I guess they're actually "krecks").  I'm playing with 0.1e, which I assume is the latest available version, and I'm getting them on Day 1 sometime, by doing nothing but shooting a suppressed rifle in neighborhoods.  No portals, no nothing, they just appear out of thin air in groups of 3+.  With good speed, you can outrun most types, except the Hunters and Flying Polyps.  The Polyps aren't immune to bullets, but they do have loads of HP, are super fast, and can do about 50HP damage in one strike.

C'mon Whales, throw me a bone here.  What's the developer strategy, besides ha ha you die now anyway?

Molotov cocktails and grenades are probably your best best.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on October 08, 2011, 07:35:28 pm
That shouldn't be happening. make sure you have the latest version, and that you are compiling from a clean make.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 08, 2011, 07:39:30 pm
That shouldn't be happening. make sure you have the latest version, and that you are compiling from a clean make.

0.1e is the newest Windows version available in the linked file archive, and I can assure you that it's a clean make.  Don't tell me I'm just that unlucky.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 07:47:41 pm
Did you delete your old saves?  If not, the incompatibility could lead to you playing in a game where instead of triffids, you've got these nether monsters, which are intended as a high-level, very dangerous opponent.

They're intended as something very rare and very dangerous.  You shouldn't encounter them outside of labs, where they're easy to kill
Spoiler (click to show/hide)
or, extremely rarely, at a portal special encounter, where you'll see maybe one.

Defeating them could involve explosives, electricity-based weapons, tazers, flamethrowers, high-powered friendly monsters, or other things that are also intended as high-level gets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 08, 2011, 07:54:02 pm
I don't know how many ways I can say this.  I downloaded 0.1e, unzipped it, and played it.  I delete the entire save folder every time I die, because I don't like using bones files.  Every single time I've played the game, I've eventually run into packs of krecks, along with the occasional polyps and flaming eyeballs, out in the open, apropos of nothing.  (Maybe not "every single time", but packs of wolves are run of the mill at this point.)

I was worried that you had taken the roguelike philosophy of "death is easy and frequent" to "death is inescapable and immediate" with all these new paranormal creatures.  I'm glad to hear what's happening in my games isn't supposed to be happening, but the fact is that it is.  So I've had quite a bit of experience with these jerks now, and I'd like to state that they are wildly overpowered, outright impossible to fight without such "high-level gets".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 08:41:50 pm
Sorry that these misplaced monsters are causing you frustration--and rightfully so!  If anyone else experiences this bug, please let me know post-haste, as it's obviously a severe one.

For now I'd recommend deleting your saves and trying again.  Oh duh, you already did, sorry.  If that doesn't work, well, there's a new version of the game coming out tonight.  Maybe it'll avoid this bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 08, 2011, 09:21:54 pm
Quick bug: baseball caps are considered a helmet for stacking head items if they're put on second, but not if their put on first. One way or the other would be nice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 08, 2011, 09:36:04 pm
New Update!

Clean build required.  Old saves are NOT compatible.

Features:

Bug Fixes:

Tweaks:

Community Content:


Please seek out and test mines!  I tested them as much as I could, but with so much new content in there, it's possible they're buggy.


I thanked them at the Cataclysm forums but not here; thank you P. Wright and Lemmywinks for your donations. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 09, 2011, 12:25:59 am
Update to WINDOOOOOOOOOOOO-


...An hour passes.

-OOOOOOOOOOOOOOWS!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 09, 2011, 12:49:40 am
If I might make a request: I think you should fix your spawning algorithm to not let monsters/players spawn inside walls, allowing them to go either way (Sleeping and finding a Hulk in the wall is not only depressing but logically impossible since the wall remains intact.) I think this would be as simple as making a check on whether the desired spawn square is passable terrain or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 09, 2011, 01:10:17 am
The player-inside-wall thing is something I'll address once I actually write a real player spawning function--once NPCs are fixed.

Monsters should not spawn inside walls.  The spawn function specifically checks if the monster can move to the square where it's being spawned (this excludes not only walls, but water for monsters that can't swim, and land for aquatic monsters), and relocates the monster if that square doesn't work.  If the monster is relocated in this way several times, it simply does not spawn.

Zombie Hulks can destroy walls, so perhaps that is what your are experiencing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 09, 2011, 01:15:13 am
As he mentioned, Whales, the walls remain INTACT. If a hulk had destroyed it, it wouldn't be intact. It does actually seem like a code issue in their spawn, I've had the same problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 09, 2011, 01:23:44 am
As he mentioned, Whales, the walls remain INTACT. If a hulk had destroyed it, it wouldn't be intact. It does actually seem like a code issue in their spawn, I've had the same problem.

Just checking ;)  I'll look at it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on October 09, 2011, 01:25:39 am
I have updated my electronics store mod (http://whalesdev.com/forums/index.php?topic=16.0), making it much smaller and more neatly coded, and making it compatible with the current version.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 09, 2011, 01:36:22 am
Pushed several bugfixes for the latest release.  I did some tinkering with monster spawning to make it significantly less permissive; monsters can no longer spawn within 12 tiles of the player (i.e., anywhere on the screen) under any circumstances.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 09, 2011, 01:46:09 am
  • Spawn sizes slightly reduced.

In what way? Number, frequency? I personally liked the huge hordes.  :(


Anyway donation flying your way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 09, 2011, 02:27:04 am
Thank you for the donation and your continued support!  :)

The reduction is a small notch in the size of singular spawns.  When monsters are sent in, it's in a group proportional to the local population density.  The chances for that group to be very large--12 to 16--has been slightly reduced.

Frequency of spawns is determined by a more complicated process, based upon the current number of monsters in existence and the size of the most recent spawn.  This means that you might get a break for a while after facing a big horde of monsters.  This has not been altered, I think there's a good balance in that area right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Miko19 on October 09, 2011, 04:52:35 am
Anyone got a guide on "How make the Source code into a playable game"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 09, 2011, 05:32:20 am
Anyone got a guide on "How make the Source code into a playable game"?

Yeah. Guide to compiling the source code [both Linux and Windows] (http://whalesdev.com/forums/index.php?topic=86.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Miko19 on October 09, 2011, 05:55:52 am
Anyone got a guide on "How make the Source code into a playable game"?

Yeah. Guide to compiling the source code [both Linux and Windows] (http://whalesdev.com/forums/index.php?topic=86.0)
EDIT3: Actually I got it to work, thanks for the guide.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 09, 2011, 08:25:04 am
This made me laff.

8 Zombie Apocalypse Survival Strategies (For Zombies) (http://www.cracked.com/blog/8-zombie-apocalypse-survival-strategies-for-zombies/)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 09, 2011, 11:35:20 am
Anyone got a guide on "How make the Source code into a playable game"?

Yeah. Guide to compiling the source code [both Linux and Windows] (http://whalesdev.com/forums/index.php?topic=86.0)
EDIT3: Actually I got it to work, thanks for the guide.

I've stuck. "In the extracted source, look for cataclysm.cbp."  ....there's none.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 09, 2011, 11:40:45 am
Anyone got a guide on "How make the Source code into a playable game"?

Yeah. Guide to compiling the source code [both Linux and Windows] (http://whalesdev.com/forums/index.php?topic=86.0)
EDIT3: Actually I got it to work, thanks for the guide.

I've stuck. "In the extracted source, look for cataclysm.cbp."  ....there's none.

Checked it, it's definitely there. You are downloading aposos' source, not Whales' source, right?
https://github.com/aposos/Cataclysm/zipball/master (https://github.com/aposos/Cataclysm/zipball/master)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 09, 2011, 01:15:56 pm
Rockslinging is a nice strategy, I think. Plus, unlike with crossbows, you don't have to reload.

EDIT: I'd swear that a big zombie pack spawned out of thin air on top of me :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 09, 2011, 03:03:22 pm
The code that controls staircases could use some work.  New game, my starting house was right next to a subway station.  Taking the stairs down goes to the subway instead of the basement.  I'm pretty sure the same problem existed in every version before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 09, 2011, 03:23:10 pm
The code that controls staircases could use some work.  New game, my starting house was right next to a subway station.  Taking the stairs down goes to the subway instead of the basement.  I'm pretty sure the same problem existed in every version before.

Yeah, a lot of things about stairs need work.  Still pondering a good way to do what needs done.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 09, 2011, 03:28:36 pm
I know a little about programming at this point, and nothing about the games code, but wouldn't just switching between two map objects when using the stairs work?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 09, 2011, 03:40:14 pm
I know a little about programming at this point, and nothing about the games code, but wouldn't just switching between two map objects when using the stairs work?

That's basically what's done now ;)  So, it works... usually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 09, 2011, 03:47:02 pm
It's funny, the staircase glitch happened to me the very first time I went down some stairs on my first game ever I ended up in a basement. I recall thinking to myself "Huh, this subway seems KINDA small. . .weird".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 09, 2011, 04:50:06 pm
Ah, good old swarms of bullet-immune Hunting Horrors on Day 1.  I knew there was something this new version was missing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 09, 2011, 05:58:07 pm
Confirmed: enemies that shouldn't spawn out of thin air do:

I enter a lab, enter a corridor. Empty. I close the door, go downstairs, then back there, and voila, a machinegun turret was waiting for me in the middle of the way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 09, 2011, 05:59:40 pm
I think turrets are actually supposed to do that.  They pop out of the ceiling or something.  It's all the other stuff that gets a little irritating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 09, 2011, 06:03:59 pm
I'm pretty sure it was a random spawn.

Besides, if that was so, it should have popped out the first time, not the second...

I've seen it happen with other stuff as well. In my previous game, a zombie pack with fast zombies, hulks, and shockers, spawned on top of me while walking through the wilderness.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 09, 2011, 06:19:04 pm
Well I'm happy, because I finally stopped getting random spawns of scores of bees/wasps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 09, 2011, 08:45:32 pm
There is a Windows version up here (https://github.com/downloads/aposos/Cataclysm/Cataclysm%200.1f%20win32.zip)--many thanks to Aposos!

Sorry about the spawning issues.  I've been doing a lot of playtesting recently and haven't noticed anything strange.  If any code-minded people have insights about this, I'd love to hear it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 09, 2011, 10:28:30 pm
Pd: in a new game: I started the game inside a wasped house.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 09, 2011, 10:54:46 pm
I Was very sad that applying a lighter to a paper wall in a wasped house didn't cause a raging inferno of wasp death.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 10, 2011, 12:20:15 am
I recall trying that with a flamethrower with some measure of success. I think it's just that lighters suck in general.

How does one make his custom preset characters again? I'm tired of reassigning the points by hand...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 10, 2011, 07:40:25 am
I'll try again with a molotov at some point but one would expect that something described as a paper wall would go up in flames easily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 10, 2011, 12:38:14 pm
I'm noticing an interesting pattern with the spawning mechanics that wasn't there in older versions.
It seams to me that periods of furious action are alternating with periods of quiet, suspensive, lonely-survivor, empty streets parts. I like it very much, being every second followed by pack of zombies is full of adrenaline but after a while its just annoying and it looses its scare factor. The period of calm postapocalyptic scavenging let you settle down a little and makes the unavoidable upcoming frenetic part much more tense.
Not sure if it was intended, but its great.  :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dbuhos on October 10, 2011, 01:35:27 pm
I'm noticing an interesting pattern with the spawning mechanics that wasn't there in older versions.
It seams to me that periods of furious action are alternating with periods of quiet, suspensive, lonely-survivor, empty streets parts. I like it very much, being every second followed by pack of zombies is full of adrenaline but after a while its just annoying and it looses its scare factor. The period of calm postapocalyptic scavenging let you settle down a little and makes the unavoidable upcoming frenetic part much more tense.
Not sure if it was intended, but its great.  :)

Yeah, for the first time I though the game glitched and zombies didn't spawn at all so I just began wandering around like an idiot, of course I got mauled by an angry mob shortly after but it was worth it.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on October 10, 2011, 01:39:53 pm
What I enjoy with this game is how you think it's all going so well and then no, no it's really not. (Like lightning burning down your hideout; can I smell smoke?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 10, 2011, 02:53:28 pm
I'm noticing an interesting pattern with the spawning mechanics that wasn't there in older versions.
It seams to me that periods of furious action are alternating with periods of quiet, suspensive, lonely-survivor, empty streets parts. I like it very much, being every second followed by pack of zombies is full of adrenaline but after a while its just annoying and it looses its scare factor. The period of calm postapocalyptic scavenging let you settle down a little and makes the unavoidable upcoming frenetic part much more tense.
Not sure if it was intended, but its great.  :)

Definitely intended.  It's a mechanic I'm still playing with, trying to get just right, but I like alternating the pace like that; forcing a period of intense fighting or running away, followed by a "reward" period where you can relax a little and collect items or whatever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 10, 2011, 03:26:56 pm
Some monster ran off with my katana :(

It was awesome while it lasted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 10, 2011, 03:31:55 pm
I think that deserves a stick comic :D It might be awhile though, I don't have my computer right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 10, 2011, 07:13:06 pm
I'm noticing an interesting pattern with the spawning mechanics that wasn't there in older versions.
It seams to me that periods of furious action are alternating with periods of quiet, suspensive, lonely-survivor, empty streets parts. I like it very much, being every second followed by pack of zombies is full of adrenaline but after a while its just annoying and it looses its scare factor. The period of calm postapocalyptic scavenging let you settle down a little and makes the unavoidable upcoming frenetic part much more tense.
Not sure if it was intended, but its great.  :)

Definitely intended.  It's a mechanic I'm still playing with, trying to get just right, but I like alternating the pace like that; forcing a period of intense fighting or running away, followed by a "reward" period where you can relax a little and collect items or whatever.

Can we have the 1st day be a little less sporadic bouts of death though? Right now I'm running into shockers and spitters before noon, and I got my first hulk on Day 1. Give us enough time to have possible means for dealing with this stuff, often I don't even have long enough to make it to a gun store.

Can I request an expanded noise mechanic? I would like to occasional environmental noises (doors swinging, trees moving in the wind, rodents rustling, birds overhead, trash blowing in the street) and possibly zombie noises as a well. Right now you can't hear zombies (or smell them), you can only see them, and by the time you see them, they see you.  I would like a chance to hear them coming (especially the large ones or large groups) and be able to decide if making it to that store is worth the risk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 10, 2011, 07:21:19 pm
Considering how WE make sound and they can track us, it'd be awesome to hear far-off zombies or hear them a few ticks before they spawn, it'll add to the suspense and introduce an interesting dynamic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on October 10, 2011, 07:41:35 pm
First day in the new version has been...rocky. (Windows port)

First character was doing okay, made it through the first night and then went outside to find the entire area dotted with mini fungaloids everywhere. Okay... Ran down the highway and smack into a Mi-Go and flaming eye? Kinda out of nowhere. Ran away and shot the Mi-Go to death before being dogpiled under a hundred zombies.

Next character exploring the now relatively empty city, finds a backpack and goes to a library and starts reading until the game decides to crash, and continue to crash two turns from the point it last saved at no matter what.

Oh well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 10, 2011, 09:01:37 pm
I got stuck in a debug loop after dropping a romance novel, I think it was. Something's wonky with books and stacking, it looks like.

Any more information than that?  If something's causing a loop, I'd like to know about it so I can try to fix it.


I like the idea of detecting zombies via sound, and expanded sounds in general.  I just need to figure out how to present this to the player, how to represent it in the code, and how to keep it from being just a bunch of spam about sounds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 10, 2011, 09:15:07 pm
Maybe some sort of passive interface that shows the general direction and type of sound heard? Like south: footsteps, moaning. North: rapid buzzing. It would either have to be integrated into a menu     ( :| ) or integrated into the main screen ( :D )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 10, 2011, 09:54:51 pm
After drinking from stacks of cans and the like, I get from time to time a wrong message (eg: "you now have an empty sig 10 mosquito", when in truth I have an empty can)


BTW: on spawns: a positive note: it seems that now reasonably secluded locations (basements, et al) now seem more or less safe to sleep in, unlike in previous builds?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 10, 2011, 10:26:37 pm
I got stuck in a debug loop after dropping a romance novel, I think it was. Something's wonky with books and stacking, it looks like.

Any more information than that?  If something's causing a loop, I'd like to know about it so I can try to fix it.


I like the idea of detecting zombies via sound, and expanded sounds in general.  I just need to figure out how to present this to the player, how to represent it in the code, and how to keep it from being just a bunch of spam about sounds.

A "Listen" command might be a good idea. Takes 30 sec, gives you a read out of sounds, possibly including directions and distance depending on perception. If zombies moan, anytime a zombie out of view gives it a go that should display. Maybe some other animals should make noises as well. Wolves at night... bears... Mosquito whines?

EDIT: I just heard breaking glass in a basement. No zombies yet. What gives?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 11, 2011, 12:18:54 am
After drinking from stacks of cans and the like, I get from time to time a wrong message (eg: "you now have an empty sig 10 mosquito", when in truth I have an empty can)


BTW: on spawns: a positive note: it seems that now reasonably secluded locations (basements, et al) now seem more or less safe to sleep in, unlike in previous builds?

Yeah, messages are a little messed up with the new inventory system sometimes.  I'll address it eventually :)
Basements are safer now!  I've also removed the ability for new spawn points to be created (not released yet); it was more trouble than it was worth.


I got stuck in a debug loop after dropping a romance novel, I think it was. Something's wonky with books and stacking, it looks like.

Any more information than that?  If something's causing a loop, I'd like to know about it so I can try to fix it.


I like the idea of detecting zombies via sound, and expanded sounds in general.  I just need to figure out how to present this to the player, how to represent it in the code, and how to keep it from being just a bunch of spam about sounds.

A "Listen" command might be a good idea. Takes 30 sec, gives you a read out of sounds, possibly including directions and distance depending on perception. If zombies moan, anytime a zombie out of view gives it a go that should display. Maybe some other animals should make noises as well. Wolves at night... bears... Mosquito whines?

EDIT: I just heard breaking glass in a basement. No zombies yet. What gives?

Hmm, listen command, not a bad idea.
Re: breaking glass; are you schizophrenic?  Might you be hallucinating from another source?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 11, 2011, 12:20:38 am
After drinking from stacks of cans and the like, I get from time to time a wrong message (eg: "you now have an empty sig 10 mosquito", when in truth I have an empty can)


BTW: on spawns: a positive note: it seems that now reasonably secluded locations (basements, et al) now seem more or less safe to sleep in, unlike in previous builds?

Yeah, messages are a little messed up with the new inventory system sometimes.  I'll address it eventually :)
Basements are safer now!  I've also removed the ability for new spawn points to be created (not released yet); it was more trouble than it was worth.


I got stuck in a debug loop after dropping a romance novel, I think it was. Something's wonky with books and stacking, it looks like.

Any more information than that?  If something's causing a loop, I'd like to know about it so I can try to fix it.


I like the idea of detecting zombies via sound, and expanded sounds in general.  I just need to figure out how to present this to the player, how to represent it in the code, and how to keep it from being just a bunch of spam about sounds.

A "Listen" command might be a good idea. Takes 30 sec, gives you a read out of sounds, possibly including directions and distance depending on perception. If zombies moan, anytime a zombie out of view gives it a go that should display. Maybe some other animals should make noises as well. Wolves at night... bears... Mosquito whines?

EDIT: I just heard breaking glass in a basement. No zombies yet. What gives?

Hmm, listen command, not a bad idea.
Re: breaking glass; are you schizophrenic?  Might you be hallucinating from another source?

Yeah, I'm schizophrenic...but it wasn't acting up at the time. Nothing was breaking glass upstairs either...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 11, 2011, 01:17:54 am
It's always acting up.  Auditory hallucinations can appear at any time, independantly of visual ones.

Glad it made you freak out and check around, though :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on October 11, 2011, 01:24:05 am
Whales, any estimate on when NPCs will be back?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 11, 2011, 01:28:54 am
The new spawning algorythm is really nice, IMO (aka: the "periods of calm + periods of activity", plus the "relatively safer basements" thing). Despite the odd -and sometimes deadly- hiccups of spawning stuff in unlikely places and/or atop a player.

PD: BTW: I just had an idea: how about a human scent bomb, as a chemistry recipe? It could be used to lure stuff away from you, or into traps.

PPD: Also: when NPCs do finally come in: it would be nice to have some setting to tune how NPC populated is the world (and, conversely, how many fully apocalyptic zones with little to no NPC presence are around)

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 11, 2011, 01:30:00 am
Whales, any estimate on when NPCs will be back?

A month, maybe?  This kind of thing is really hard to estimate.  Any time I say "Oh, a couple weeks" it ends up being 1-2 days.  Any time I say "Just a few days!" it ends up being dozens of weeks.  So I don't know for sure!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 11, 2011, 01:36:20 am
I found Junji :D Will report as to how it turns out.
EDIT: Uhhh, wth. I didnt take any damage, it just froze for about 30 sec then gave me a game over
EDIT 2: OH GOD YOU'RE EVIL! I can't melee them...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 11, 2011, 01:36:35 am
Maybe some sort of passive interface that shows the general direction and type of sound heard? Like south: footsteps, moaning. North: rapid buzzing. It would either have to be integrated into a menu     ( :| ) or integrated into the main screen ( :D )

Actually this may not be limited to sound. It may be a general observation that let you assess more or less accurate infestation of nearby areas. I for instance find it stupid that you run into pack of zombies on open ground you would other vise see miles away. Having binoculars you could scan pretty decent area from radio tower.

I'm noticing an interesting pattern with the spawning mechanics that wasn't there in older versions.
It seams to me that periods of furious action are alternating with periods of quiet, suspensive, lonely-survivor, empty streets parts. I like it very much, being every second followed by pack of zombies is full of adrenaline but after a while its just annoying and it looses its scare factor. The period of calm postapocalyptic scavenging let you settle down a little and makes the unavoidable upcoming frenetic part much more tense.
Not sure if it was intended, but its great.  :)

Definitely intended.  It's a mechanic I'm still playing with, trying to get just right, but I like alternating the pace like that; forcing a period of intense fighting or running away, followed by a "reward" period where you can relax a little and collect items or whatever.

Ok, just don't make it too artificial so it doesn't end up like "ok, wave cleared, time to prepare for another".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 11, 2011, 05:03:37 am
Cigarettes seem to be overpowered, increasing INT DEX and PER. The only useful thing i can imagine them to do is soothing you to sleep well or something like that. So my point is - cigarettes ought to have more drawbacks and less benefits than they do now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 11, 2011, 05:10:45 am
Cigarettes seem to be overpowered, increasing INT DEX and PER. The only useful thing i can imagine them to do is soothing you to sleep well or something like that. So my point is - cigarettes ought to have more drawbacks and less benefits than they do now.

Running out of cigs sucks, although you're right. Perhaps they ought to put off a stronger scent when used? The odor is distinctive to us humans much less the zombies with there super-smelling. The other thing I can think of is that they probably shouldn't raise Int, although that's more from a "Goddamn this book is confusing. Wait, gimme a smoke. Holy shit, it's all so easy now!" perspective.

Speaking of which, zombie dogs!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 11, 2011, 05:33:42 am
Once you get nicotine addiction, you get nicotine cawing every second, which is annoying as hell.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 11, 2011, 06:15:19 am
Quote
Zombie Dogs
It doesn't fit with the current backstory. Also, wolves.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 11, 2011, 06:33:08 am
Cigarettes seem to be overpowered, increasing INT DEX and PER. The only useful thing i can imagine them to do is soothing you to sleep well or something like that. So my point is - cigarettes ought to have more drawbacks and less benefits than they do now.

According to what Whales has said in the past, drugs are hardly meant to be realistic (or else stimulants wouldn't make you move and act at 150% normal human speed).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on October 11, 2011, 07:01:33 am
Quote
It doesn't fit with the current backstory. Also, wolves.

Wait, why doesn't it? We know the creatures "infection vector" reacts differently with insects (Reminder to self, include Giant Scorpions in my mod now that I'm working on it again), but I don't know why other mammals wouldn't work the same way as humans, to be honest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 11, 2011, 07:23:56 am
"Testing XE037 on non-human mammal subjects does not appear to display the same revivifying effect, oddly enough."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on October 11, 2011, 08:16:32 am
"Testing XE037 on non-human mammal subjects does not appear to display the same revivifying effect, oddly enough."

The next line being:

Acquiring non-human subjects, sadly, is a long and costly process, and research into this area is lacking.

Which is pretty open for someone to add a wide variety of zombie mammals without breaking canon if they so choose.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 11, 2011, 08:39:04 am
Meh, I don't find the idea interesting. I'd rather have more wild animals than more zombie animals.

I'd also like for enemies to be not necessarily friends with each other. Namely, the packs of zombies teamed with rats and robots that are spawning as of late.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Keltiknight on October 11, 2011, 09:21:51 am
Fun times, I decided to make a "Hulk" character: 1 perception and 1 intelligence, and about 15 in strength, agility. And I'm a drunken master with a wrench. Wonder how long I live, killing every zombie I see. Probably until the first zombie Hulk shows up. Or death by a million scratches....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on October 11, 2011, 09:33:40 am
Fun times, I decided to make a "Hulk" character: 1 perception and 1 intelligence, and about 15 in strength, agility. And I'm a drunken master with a wrench. Wonder how long I live, killing every zombie I see. Probably until the first zombie Hulk shows up. Or death by a million scratches....

With only 1 per and int you should be able to reach about 20 str and agi easy enough especially as you can take traits like illiterate as well.
With enough alcohol you can (or could at least) get up into stupid damage while unarmed, although last time I tried that I over did it and couldn't keep down any food or liquids, kept passing out too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 11, 2011, 11:13:22 am
Some of my characters of late are:

Spoiler: Bomar the Barbarian (click to show/hide)

Spoiler: Bomar II Butcher (click to show/hide)

Spoiler: Commando Joe (click to show/hide)

20 Str/Dex makes for stupid crazy damage. However the bonus damage from Str only ranges from 0-15. So its more effective with quick weapons than it is slow ones. Combat Knife/Hatchet are amazing. Especially if you are packing 20 Dex.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 11, 2011, 12:16:01 pm
According to what Whales has said in the past, drugs are hardly meant to be realistic (or else stimulants wouldn't make you move and act at 150% normal human speed).
Now that makes sense. In this case it is actually right thing to sacrifice a little realism in favour of a little gameplay.

A couple of questions that probably have been already asked: 1) How do I open manholes? 2) Is there a way to interact with radio towers? 3) Is it just me or you can't barricade windows and doors using nailgun instead of hammer?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 11, 2011, 12:27:01 pm
1) Crowbar
2) Nope they do nothing right now
3) You cannot, Whales will be merging barricading into construction in the future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 11, 2011, 12:33:02 pm
How wide is a scent trail? I want to build a "chute" leading away from my base so I can enter and exit without attracting zombies to the house itself...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 11, 2011, 12:40:24 pm
I suggest you make a small snake tunnel:
Code: [Select]
__
| __|
|__ |
| __|
and dot it with pits to slow oncoming zombies. The blind corners should keep spitters/shockers from sniping you. Then just get a hatchet and go to town if a horde arrives.


Now for my own question: Do ant eggs a) go bad or b) hatch?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 11, 2011, 12:42:55 pm
1) Crowbar
2) Nope they do nothing right now
3) You cannot, Whales will be merging barricading into construction in the future.

Thanks a lot. Two mor questions: 1) Is it actually possible to save AND load game when playing via PUTTY? I saved game, but when I tried to load it, i didn't find my character on the list. 2) What is the best way to download the latest compiled build of the game? I use https://github.com/aposos/Cataclysm (https://github.com/aposos/Cataclysm) . And I wonder if the build we play via PUTTY is the most up to date?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 11, 2011, 12:51:27 pm
No probs, RE: Your questions
1) Other people can play your save, and if they die, it's the end of that character.
2) Aposos has the latest offline build, Eronarm updates the SSH version whenever he feels like it, poke him in IRC if you want him to hurry up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 11, 2011, 12:54:25 pm
Quick question: Are there zombies in the wild? Is it safer to build a safehouse in forest and live there?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 11, 2011, 01:26:08 pm
Quick question: Are there zombies in the wild? Is it safer to build a safehouse in forest and live there?

Very few if any zombies but other threats (Giant Mosquitoes, Giant Wasps, Bears, Triffids, etc)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 11, 2011, 01:58:30 pm
Did something change with bread? I've got a box of flour in my inventory, which used to be enough for a loaf of bread. Now it isn't? This is going to be a hungry night!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 11, 2011, 02:04:54 pm
Did something change with bread? I've got a box of flour in my inventory, which used to be enough for a loaf of bread. Now it isn't? This is going to be a hungry night!

Checked the code. You need cooking skill 3, plus 8 charges of hotplate, a pot, 3x flour and 2x water.

Code: [Select]
RECIPE(itm_bread, CC_FOOD, sk_cooking, sk_null, 3, 20000);
  TOOL(itm_hotplate, 8, NULL);
  TOOL(itm_pot, -1, NULL);
  COMP(itm_flour, 3, NULL);
  COMP(itm_water, 2, itm_water_dirty, 2, NULL);
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 11, 2011, 02:12:55 pm
Did something change with bread? I've got a box of flour in my inventory, which used to be enough for a loaf of bread. Now it isn't? This is going to be a hungry night!

Checked the code. You need cooking skill 3, plus 8 charges of hotplate, a pot, 3x flour and 2x water.

Code: [Select]
RECIPE(itm_bread, CC_FOOD, sk_cooking, sk_null, 3, 20000);
  TOOL(itm_hotplate, 8, NULL);
  TOOL(itm_pot, -1, NULL);
  COMP(itm_flour, 3, NULL);
  COMP(itm_water, 2, itm_water_dirty, 2, NULL);

Yes, that stuff has always been true.  The question is whether or not the number of "charges" in a box of flour changed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 11, 2011, 02:21:08 pm
Yes, that stuff has always been true.  The question is whether or not the number of "charges" in a box of flour changed?

Okay, checked the commit history. The bread code appeared first in July 31, where he merged some parts of Deon's mod.
The code is exactly the same. So yeah, unchanged.

https://github.com/Whales/Cataclysm/blob/50a6e9141b77cb31f5a6d805366b9ea36565da81/crafting.cpp (https://github.com/Whales/Cataclysm/blob/50a6e9141b77cb31f5a6d805366b9ea36565da81/crafting.cpp)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 11, 2011, 02:35:21 pm
Yes, that stuff has always been true.  The question is whether or not the number of "charges" in a box of flour changed?

Okay, checked the commit history. The bread code appeared first in July 31, where he merged some parts of Deon's mod.
The code is exactly the same. So yeah, unchanged.

https://github.com/Whales/Cataclysm/blob/50a6e9141b77cb31f5a6d805366b9ea36565da81/crafting.cpp (https://github.com/Whales/Cataclysm/blob/50a6e9141b77cb31f5a6d805366b9ea36565da81/crafting.cpp)
So a box of flour has 8 charges in it. should be enough for 2 loaves of bread (with 2 charges left over...). Yet it's not turning green on the crafting screen... more testing is required.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 11, 2011, 02:40:29 pm
Crafting is weird in some parts.
It's probably looking for 3 boxes instead of 3 charges.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 11, 2011, 02:45:42 pm
Or you got a box that isn't full possibly?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 11, 2011, 03:44:58 pm
Crafting is weird in some parts.
It's probably looking for 3 boxes instead of 3 charges.

Yup. I gathered 3 boxes of flour(and had my spleen eaten by wolves in the process) and it works now. I think I'm going to stick to cooking meat for now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Keltiknight on October 11, 2011, 04:11:12 pm
Crafting is weird in some parts.
It's probably looking for 3 boxes instead of 3 charges.

Yup. I gathered 3 boxes of flour(and had my spleen eaten by wolves in the process) and it works now. I think I'm going to stick to cooking meat for now.

Wow, thats kind of weird, why would you need three BOXES of flour, to make a single loaf of bread...must be a very big loaf of bread. Also, man, we need to be able to make camp fires for at least basic cooking, I can never seem to find hotplates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 11, 2011, 04:14:50 pm
Crafting is weird in some parts.
It's probably looking for 3 boxes instead of 3 charges.

Yup. I gathered 3 boxes of flour(and had my spleen eaten by wolves in the process) and it works now. I think I'm going to stick to cooking meat for now.

Wow, thats kind of weird, why would you need three BOXES of flour, to make a single loaf of bread...must be a very big loaf of bread. Also, man, we need to be able to make camp fires for at least basic cooking, I can never seem to find hotplates.

Well, it isn't intended probably. This bug is actually around for a while.
And yeah, using nearby terrain for crafting (like fires) is planned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 11, 2011, 05:41:34 pm
Can anyone tell me how, if possible, to remove a fungal infection. I'm holed up in my safehouse with more meds than an addict knows what to do with and am trying to wait out this "Fungal stalks burst through your hands" and "You spew live spores" phase.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 11, 2011, 06:15:53 pm
Yeah, you need to consume Royal Jelly. It's craftable from bee honey (with sufficient Cooking skill) or found in laboratories.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 11, 2011, 06:17:02 pm
Bee hives tend to have both honey AND royal jelly, but you'll only find the jelly in the deeper sections of the hive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 11, 2011, 06:17:33 pm
Well shit... Is there any way to prevent a fungal infection should you be forced into melee?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 11, 2011, 06:20:48 pm
Nope. It can spread through skin contact and adult fungaloids tend to spew it out in a 3X3 square at random.

Supposedly having high levels of environmental protection on all body parts will stop it, but I have yet to try it. It probably would be both cripplingly encumbering and almost useless against other attacks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on October 11, 2011, 06:43:41 pm
there are bionics and mutations that will make you somewhat resistant.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 11, 2011, 07:55:15 pm
Is it possible to drag objects yet, without picking them up?  I can't find it anywhere in the in-game help.  I've got a zombie corpse in my house I'd like to put outside, and Shocker Zombie corpses weigh 569 units for some reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 11, 2011, 08:45:09 pm
Is it possible to drag objects yet, without picking them up?  I can't find it anywhere in the in-game help.  I've got a zombie corpse in my house I'd like to put outside, and Shocker Zombie corpses weigh 569 units for some reason.

569 is approximately 140 pounds, so not that huge.  I've improved the way that high weight affects your speed, but for now you can just butcher it first I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 11, 2011, 08:53:17 pm
Is it possible to drag objects yet, without picking them up?  I can't find it anywhere in the in-game help.  I've got a zombie corpse in my house I'd like to put outside, and Shocker Zombie corpses weigh 569 units for some reason.

569 is approximately 140 pounds, so not that huge.  I've improved the way that high weight affects your speed, but for now you can just butcher it first I guess.

I should probably wear rubber gloves when I do.  I didn't know how the weight thing worked though, so okay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 11, 2011, 09:48:45 pm
Is it possible to drag objects yet, without picking them up?  I can't find it anywhere in the in-game help.  I've got a zombie corpse in my house I'd like to put outside, and Shocker Zombie corpses weigh 569 units for some reason.

569 is approximately 140 pounds, so not that huge.  I've improved the way that high weight affects your speed, but for now you can just butcher it first I guess.

I should probably wear rubber gloves when I do.  I didn't know how the weight thing worked though, so okay.

The 3 numbers next to weight are current weight/weight before encumbrance/max lift.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 12, 2011, 01:05:17 am
I've got "first aid of rum (2)" in my inventory. Before I've noticed that I think I had 2 first aids and 1 bottle of rum. Trying to "E" first aid of rum results in the same effect as sipping from a bottle of rum, although when I "a" it the results are the same, thus I can no more use it as a first aid. Is it a bug or what?

Later I crafted a molotov with a bottle of rum and 2 first aids became normal again.

Also, do we have some sort of bug tracker for Cataclysm like Mantis or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 12, 2011, 01:54:13 am
The zombie pheromone seems to be bugged in the last build. Can somebody confirm?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 12, 2011, 02:19:53 am
A new torrent of questions:
1) Is it possible to unattach a silencer from a gun? by "U"nloading a gun while it's already out of ammo
2) How do I increase my attributes? (STR, INT, PER, DEX)
3) Sometimes I seem to be unable to clean smashed window frames. This usually happens when I hear sounds. I try to clean a frame and then recieve a message alerting me about a sound, and the frame is not cleaned. How do I clean a frame in such circumstances? I've noticed that cleaning a window takes 8 minutes. So probably it's not worth it if there are enemies nearby.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 12, 2011, 02:27:27 am
Quote
2) How do I increase my attributes? (STR, INT, PER, DEX)
It used to be by drinking purifiers. Not anymore, AFAIK.

I know that mutagen CAN deplete dots from attributes permanently (Not healable by purifiers!), so maybe it works both ways

(I just experienced the above. On the bright side, I got Regeneration mutation out of the deal. Not nearly as good as regeneration CBM, but hey, it's something)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 12, 2011, 02:48:04 am
Quote
2) How do I increase my attributes? (STR, INT, PER, DEX)
It used to be by drinking purifiers. Not anymore, AFAIK.

I know that mutagen CAN deplete dots from attributes permanently (Not healable by purifiers!), so maybe it works both ways

(I just experienced the above. On the bright side, I got Regeneration mutation out of the deal. Not nearly as good as regeneration CBM, but hey, it's something)

Well, the obly time an attribute increase happened to me - was when I aquiered mutagen effect and slept. On waking up I recieved a message about my STR having been increased. And the increase turned out to be permanent.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 12, 2011, 02:51:06 am
You can still gain stats by eating Marloss berries. Each berry gives 1 point to each attribute.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 12, 2011, 04:58:09 am
You can still gain stats by eating Marloss berries. Each berry gives 1 point to each attribute.
Spoiler (click to show/hide)
I ate a Marloss berry once, but aside from getting a lot of morale, nutrition, quench and Marloss addiction I didn't notice any changes. But I assume I just didn't pay attention to the increase of attributes.

A couple of questions:
1) I'd like an explanation about burst fire. Is the lenght of a burst random or is there a way to control it? I find burst-fire very effective but it wastes ammo pretty bad. One burst eats half of my FN-FAL 20-bullet clip.
2) Do spoilable comestibles last longer in fridge? And how do you put stuff into a container? By "D"ropping it and choosing container's direction?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on October 12, 2011, 05:21:09 am
2) Do spoilable comestibles last longer in fridge? And how do you put stuff into a container? By "D"ropping it and choosing container's direction?
No, the explanation being that power is out and fridges are effectively white boxes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 12, 2011, 05:51:57 am
You can still gain stats by eating Marloss berries. Each berry gives 1 point to each attribute.
Spoiler (click to show/hide)

Spoiler: Actually... (click to show/hide)


1) I'd like an explanation about burst fire. Is the lenght of a burst random or is there a way to control it? I find burst-fire very effective but it wastes ammo pretty bad. One burst eats half of my FN-FAL 20-bullet clip.

It varies from gun to gun, and as such if you use burst fire often, you may want to choose your weapon based on burst size.  In the .308/7.61 caliber used by your FN-FAL, the H&K G3 offers a 7-round burst, the FN SCAR-H a 5-round burst, and the Savage 111F has no burst at all.  .223/5.56 is more versatile, with bursts at 3, 5, 6, 10, and 20.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 12, 2011, 06:09:55 am
Do you have any plans to reintroduce a more straightforward way of getting stat increases?  As is, Intelligence especially is a very hard ceiling on what you can ultimately do (by limiting book reading), and investing up to Intelligence 15 or whatever at start is kinda ridiculous.  It shouldn't be easy of course, but somewhat reliably raising your stats would be a good "late game" reward mechanic.

Also, the .22CB ammo in a good rifle is now "Blam!" level loud after the sound revamp, even though it is specifically described as being practically silent.  I don't know how "realistic" it is, I'm just saying that if the game itself describes a round as virtually silent, it probably should be treated as such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 12, 2011, 06:11:06 am
Most stims increase intelligence by quite a lot. Although the nerfs might have changed that.
But I've never taken more than 11 intelligence to start.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 12, 2011, 08:18:40 am
I've never played a character less than 11 intelligence.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 12, 2011, 08:24:43 am
My standard right now is 13, lets me avoid messing with stims too much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 12, 2011, 08:29:23 am
You know, you don't have to read those high-Int books--you're not missing out on much except for some crafting recipes that you probably wouldn't use much anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 12, 2011, 08:31:13 am
Yeah, once you get the skill to make crossbow bolts or zombie pheromones you're basically set.
And they can both be made with the beginner level books.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 12, 2011, 08:32:15 am
You know, you don't have to read those high-Int books--you're not missing out on much except for some crafting recipes that you probably wouldn't use much anyway.

Meh, I need the int make make more battery packs, purifier and mutagen...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 12, 2011, 08:39:12 am
I like the fact that you can't increase your stats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 12, 2011, 08:43:28 am
I like the fact that you can't increase your stats.

You can...you just need enough mutagen...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 12, 2011, 08:51:32 am
You can still gain stats by eating Marloss berries. Each berry gives 1 point to each attribute.
Spoiler (click to show/hide)
Spoiler: Actually... (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 12, 2011, 09:02:16 am
You can still gain stats by eating Marloss berries. Each berry gives 1 point to each attribute.
Spoiler (click to show/hide)
Spoiler: Actually... (click to show/hide)
Spoiler (click to show/hide)

It's possible it was a mod I guess, but I refer you to the relevant code (https://github.com/Whales/Cataclysm/blob/master/iuse.cpp#L563) (spoiler city, of course).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 12, 2011, 10:53:39 am
I like the fact that you can't increase your stats.

You can...you just need enough mutagen...

Last time i had five mutagens and i ended up with one stat loss, three bad traits and one good trait. I drank purifier and it healed my good trait.  >:(   So yeah, i pass mutagens from now on, maybe i try it again with robust genetics, but without it its simply not worth it from my experience.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 12, 2011, 11:52:41 am
I seem to have a permanent "shakes" status now :(

NVM, went away with sleep

It was a shame losing that int point to mutagen, but regeneration is pretty sweet.

I'll just have to increase my stats with stimulants before doing brainy stuff, I guess. Time to raid the streets for adderall and cocaine...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 12, 2011, 12:17:05 pm
I've never played a character less than 11 intelligence.
My standard right now is 13, lets me avoid messing with stims too much.
Have you tried playing random character? It's fun. Try it. 7/8 of my characters are randomly generated.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on October 12, 2011, 01:01:13 pm
True. I haven't even tried a custom character yet.

Are beartraps too easy/quick to use? They're even better than broken windows for turning zombies into punchbags, and portable too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 12, 2011, 02:25:58 pm
They weight a frigging lot. And can only affect a zombie at a time. So not that good as a portable weapon, IMO.


Having food issues atm. I started in a small town, and am beggining to run out of supplies (in general).

Regeneration is making it less necessary to use bandages and such, but still. Now that I got computers to 5, I'm going to try and hack the laboratories' system to get some augs, and a map of the region. I need to locate hardware stores in order to get materials to build a house somewhere with more food.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Keltiknight on October 12, 2011, 02:44:11 pm
Is it me, or is marijuana and cocaine extremely common now? every house I visit that is not wasp'd seems to have marijuana 4/5 times, and cocaine 2/3 of the times they have no marijuana.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 12, 2011, 02:48:54 pm
Yes, they're pretty common. I find wood saws rare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 12, 2011, 03:29:50 pm
They weight a frigging lot. And can only affect a zombie at a time. So not that good as a portable weapon, IMO.


Having food issues atm. I started in a small town, and am beggining to run out of supplies (in general).

Regeneration is making it less necessary to use bandages and such, but still. Now that I got computers to 5, I'm going to try and hack the laboratories' system to get some augs, and a map of the region. I need to locate hardware stores in order to get materials to build a house somewhere with more food.

If you have a hot plate you can hunt for food... wolves are a pretty good food source.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 12, 2011, 03:40:48 pm
You don't need a hot plate for that. You just need a decent weapon.

At any rate, my character was just killed by one of those annoying random-spawns that happen from time to time on top on your head. It had happened a few times during this game, but in the open field I had managed to forestall it for the most part (AKA: barring random spawns of hulks and brutes on top of my head) by running away. Unfortunatedly, this time the random spawn was in a lab, and I ran right into two turrets that weren't there the previous turn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 12, 2011, 04:01:14 pm
You need a hotplate to cook the chunks of meat you get from the animals.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 12, 2011, 04:28:28 pm
please could you give me some advice on how to survive a long(ish) time? I can only do it via cheating (using the map for travel when i get in trouble)

also, how do you build yer own house?

http://whalesdev.com/forums/index.php?topic=105.0 (http://whalesdev.com/forums/index.php?topic=105.0) - for survival

And to build your house - Carpentry skill. Press * to engage Minecraft mode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 12, 2011, 04:30:13 pm
You need a hotplate to cook the chunks of meat you get from the animals.

You don't need to cook them in order to eat them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Keltiknight on October 12, 2011, 04:34:50 pm
I discovered rocks make great triffid scaring devices. Those things are EVERYWHERE outside cities, not two seconds without a bunch of them nearby, and rocks are also decent makeshift zombie killing devices. So long as its not too many, and you have 20-odd rocks. Which I usually do since I like picking hoarder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 12, 2011, 05:02:04 pm
please could you give me some advice on how to survive a long(ish) time? I can only do it via cheating (using the map for travel when i get in trouble)

also, how do you build yer own house?

1) Always carry a quiet gun, either a crossbow, a .22 or a silenced gun. Use this on the special zombies (Shockers, Spitters, Fast Zombies, fungal zombies, necromancers and brutes) and other mildly threatening wildlife. Stand close before shooting.

2) Always carry a big gun, such as a shotgun, high power rifle or big handgun (such are a .44 magnum). Use this gun in emergencies only. Hulks count as an emergency.

3)Always carry a molotov cocktail (or the means of constructing one). These are useful for taking out wolf-packs and setting fires to break a scent trail. A grenade is also useful.

4) Always carry a flashlight, a piece of food, some water, a lighter, a morale booster, strong painkillers(I like tramadol) and a bashing weapon (you can use your rifle/shotgun stock for this).

5) Never do anything time intensive near windows. If you're going to read or craft find a room with no windows.

6)Running is acceptable, you don't need to kill everything.

7) Sleep in basements, or remote locations.

8) make copious 'N'otes on your 'm'ap. I mark every clear block,every basement, any random useful stuff in the road and every ransacked pharmacy, library and gun store.

9) When in doubt, save and quit and come back later.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 12, 2011, 05:11:48 pm
Also, just going to recommend finding a skirt and wearing that. The speed boost is well worth it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on October 12, 2011, 05:22:03 pm
Spoiler: image (click to show/hide)

I was trying to see how much of a horde I could get to follow me, and jeez...
There are plenty more off-screen to pretty much all sides of me as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on October 12, 2011, 05:22:14 pm
Hm. . . I just had a strange idea. Make a character, park him in a random street, save and quit. Then, start scum until you start in the next town over. Loot EVERYTHING. Take stuff to town original character is in. Drop loot a couple of blocks away. Save and quit. Go to the original character, go to the loot pile, get loot, go back up and drop loot. Save and quit. Load the loot character back up. Now the question remains, would the loot be saved with the loot character and be essentially duplicated for further picking up by the original character. Also, in retrospect, the other town isn't necessary. >.>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 12, 2011, 05:29:51 pm
Nah, it won't work.
If you pick something up with one char and save, it will be written to the map files. The other char won't find that loot there anymore.

The only way this would work is via running multiple instances of the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on October 12, 2011, 06:00:53 pm
That dude was tired of the neighbor dog shitting in his back yard?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 12, 2011, 06:05:48 pm
I started with my long desired combination of internal furnace and finger laser. Not doing too well, though :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 12, 2011, 06:21:52 pm
I started with my long desired combination of internal furnace and finger laser. Not doing too well, though :(

Whats that?

Also if you spend time stocking experience to about 600-800 before you go exploring (Not too hard. Eat, smoke, drink and read before going to bed) you'll level skills quite quickly. If you start with 1 dodge its much easier to build melee skills. My games often come down to me a hatchet and a lot of decapitated zombies. I often get 7 skill in melee, dodge, cutting and bashing by day 3-4 ish at which points I can decapitate a brute in 2-3 hits. Quick also helps with melee. Deft is only really good if you focused on strength and ditched Dex. With sufficiently high Dex (16+) Deft it kinda useless.

Also, be sure to carry 2 sewing kits at all times and make sure all your reinforcable equipment is extra-sturdy. Especially fragile stuff like Utility vests. Army pants are the best pants in the game that I've found so wear 2 pairs at a time and keep them in good condition. If you're a gunslinger, I suggest a backpack, Kevlar, trench coat combo. Else I suggest a double trench coat or trench coat and several utility vests.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 12, 2011, 06:29:36 pm
Be warned that if you have no sewing skill, you can easily destroy your clothes instead of fix them.  I usually just stop in at a house or store and try to replace anything that's damaged.  Utility vests are always a good idea though, or better yet fanny packs if you can ever find them.  I don't think they spawn anywhere except rarely in houses.


I notice Sunglasses haven't been added to the stock game yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 12, 2011, 06:33:42 pm
Quote
Especially fragile stuff like Utility vests. Army pants are the best pants in the game that I've found so wear 2 pairs at a time and keep them in good condition. If you're a gunslinger, I suggest a backpack, Kevlar, trench coat combo. Else I suggest a double trench coat or trench coat and several utility vests.

Don't think that's a good idea. Encumbrance will make you slow and hittable.


In other news: my basement stronghold was wrecked by the actions of a Triffid queen that spawned underground. My laserfinger did short work of her, but now I have to find another place to live :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on October 12, 2011, 08:36:14 pm
Anyone know a place I can send a save with a reproducible crash with construction?  I have all the materials to make a door, to make the door, and it crashes every time.  I've made sure to have all the items in my inventory, and I don't think there is anything else it could be using off the ground... If it matters, there are pits to the diagonal left and right of the door, and the door is being in the spot of an existing door.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 12, 2011, 11:14:11 pm
Ok, so that character died after another random spawn made a pack of hulks and a queen triffid spawn in the middle of town, next to my much-shittier makeshift refuge. Tore down it's walls and hulks pounded on me while I slept.

The moral of the story is that (at least until the crazyspawn quirks get ironed out) if you happen to see a queen triffid in the middle of a town, leave the place. More will spawn after that first one, wrecking every single safe harbor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 12, 2011, 11:23:53 pm
Be warned that if you have no sewing skill, you can easily destroy your clothes instead of fix them.  I usually just stop in at a house or store and try to replace anything that's damaged.  Utility vests are always a good idea though, or better yet fanny packs if you can ever find them.  I don't think they spawn anywhere except rarely in houses.

I've seen both fanny packs and utility vests outside of houses. I think I've seen both in either clothing or sporting goods stores.

If you're a gunslinger, I suggest a backpack, Kevlar, trench coat combo. Else I suggest a double trench coat or trench coat and several utility vests.

Several utility vests and a trench coat? You realize how much that encumbers you, right? At that point, you're completely screwed if you ever have to dodge anything or fight in melee.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 12, 2011, 11:29:26 pm
I'm not 100% sure, but I think that utility vests, like fanny packs, don't add encumberance. Backpack + kevlar + trenchcoat is crazy, though. One of those is redundant.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 12, 2011, 11:53:26 pm
There is a basic addition of 1 encumbrance per item on a body part, regardless of what the item's stats are. Hence why you can't wear a few hundred skirts to run super fast.


Incidentally, I've found that the best combination (for me) for a gun-centric character is this setup ([r] is reinforced):
-skirt [r]
-utility vest [r]
-sneakers
-fingerless gloves
-army helmet (if you can get it; otherwise substitute a different helmet)
-backpack (x2)

With that + Packmule, I've got 245 volume capacity, and with decent strength you can get a whole lot of stuff in there. At the moment, I'm a walking armory, with:
-Marlin 39A [silencer] [sniper conversion]
-Remington 870 [double clip]
-Glock 19 [silencer]
-Savage 111F [silencer] [sniper conversion]
-Steyr AUG [silencer] [sniper coversion]
-TDI Vector [silencer]
-Baseball bat
-Katana
-Molotov (x3)
-Ammunition for every weapon, minimum ~40 rounds (Remington, all others are more). I also have a raincoat, several days worth of jerky and water, a few unread books, a spy novel, first aid, a few basic items of equipment, and painkillers.

With all that, I'm overburdened a bit, but this character is fairly old, and has high dodge after spending quite a bit of game time raiding several large towns to find all of that gear. Besides, I'm pretty much untouchable at this point, as my gun skills have gotten high as well. With that Savage, I've got base stats of 54 damage, 105 accuracy, and 23 recoil. Since it is already a 3 round semiauto, all the sniper mod did was up accuracy and damage, and at this point I'm killing pretty much everything without leaving a corpse when I use it. When I run into a horde, I pull out the Vector and singleshot them until reinforcements stop coming. The only thing that makes me a reactive force rather than a proactive one are large numbers of skeletons, and that usually comes down to aggressively wiping out all other enemies before switching to the bat. I haven't had to use my katana more than twice since I found it, and my biggest challenge at this point is making sure I find enough hotplates and salt to keep up my supply of jerky, as I've got a number of glass bottles and a known clean water source.

Plus, double backpacks is much less encumbrance than body armor, trenchcoat, backpack, utility vests combined. I only use kevlar when going into labs, all other times it sits in a safehouse.


With sewing: Yeah, just practice on random t-shirts. If they get reall bad, use scissors and get some free rags.

Regarding experience: I always take the morale-boosting trait  (can't remember the name for the life of me) that adds +6 morale permanently. It is cheap in points, and that +6 boost means that every single tick that you aren't being affected by negative things, you have a chance to add to the exp pool, which is very, very good if you spend a lot of time crafting or reading. I typically end up gaining experience faster than I can level my skills, especially once I get a raincoat and start adding booze, mp3 players, and candy to the mix.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 13, 2011, 12:35:49 am
Meh, I just picked the morale boosting trait, and no cigar. Without having been hurt or anything I was soon in too low morale to read or craft. I'm restarting and picking one of the traits I like (I'm going for inconspicuous lately. Helps my basement refuges to stay safe for longer)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 13, 2011, 12:53:33 am
Anyone know a place I can send a save with a reproducible crash with construction?  I have all the materials to make a door, to make the door, and it crashes every time.  I've made sure to have all the items in my inventory, and I don't think there is anything else it could be using off the ground... If it matters, there are pits to the diagonal left and right of the door, and the door is being in the spot of an existing door.

I'd guess the best place for that would be Whales' email. fivedozenwhales AT gmail DOT com
Make sure to tell him what version you're using.

EDIT: Alternatively, make a thread at the official forums (http://whalesdev.com/forums/index.php).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 02:46:44 am
I don't know what ChairmanPoo did wrong but I'm running around with 3k EXP and nothing to spend it on. The passive 6 plus what you get from good food and other amenities makes this a cakewalk. My current character is as follows:

Esuke Ren
Spoiler (click to show/hide)

Oh right. ChairmanPoo, did you go outside in the rain? Cause that penalty gets pretty damn high quickly. That could be why. Try playing past one sleep cycle and then reevaluate the trait.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 13, 2011, 02:54:07 am
I'm not 100% sure, but I think that utility vests, like fanny packs, don't add encumberance. Backpack + kevlar + trenchcoat is crazy, though. One of those is redundant.

No, utility vests encumber the torso.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 13, 2011, 02:55:29 am
Holsters and fannypacks are the only sources of ecumbrance-less storage in the game. Note that they still have weight, however.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 02:59:47 am
Holsters, Fanny Packs and Utility vests you mean. But that's just counting what the item alone contributes. Its already be stated that there is a separate encumbrance penalty based on the number of items equipped on a slot regardless of actual item encumbrances.

Question: What are Fusion Packs for? I can make them but I'm wondering if its better to make them or save the Plutonium Cells.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 13, 2011, 03:19:59 am
Oh right. ChairmanPoo, did you go outside in the rain? Cause that penalty gets pretty damn high quickly. That could be why. Try playing past one sleep cycle and then reevaluate the trait.

Thinking of which, rainophilia trait would be great. Like having a morale boost instead of penalty when getting wet from the rain. As for negative traits, there's no sociophobia yet. Which would have restricted or limited interaction with NPCs.

Question: Do vitamins actually work? I consume a vitamin every 1-2 hours and not sure if they have any effect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 13, 2011, 03:28:19 am
Holsters, Fanny Packs and Utility vests you mean. But that's just counting what the item alone contributes. Its already be stated that there is a separate encumbrance penalty based on the number of items equipped on a slot regardless of actual item encumbrances.

Question: What are Fusion Packs for? I can make them but I'm wondering if its better to make them or save the Plutonium Cells.

Holsters append to Legs, vests to Torso. Enough layers automatically encumber, regardless of item's encumbrance value.
Fanny packs are the only storage that don't encumber, since they don't append to any bodypart.

Fusion packs are for high-tech weaponry, like the Fusion rifle. Plutonium cells are worthless, but so are fusion packs if you don't have the weapons.
Plutonium might actually be preferred for the teleporter.

As for negative traits, there's no sociophobia yet. Which would have restricted or limited interaction with NPCs.

Given that there are no NPCs either ...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 13, 2011, 03:38:41 am
Given that there are no NPCs either ...

But what about all that posts I read about barter, hiring and chatting with NPCs? I actually haven't met any yet, but I believe there are some.

Look, a collapsed bridge!
(http://img580.imageshack.us/img580/8206/collabridg.jpg)]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 03:46:47 am
As for traits that would be cool to see I've come up with a few.

Good Traits:
Camel - Your thirst reduces at X%(25-50) of the normal rate. (3 points)
Fasting - Your hunger reduces at X%(25-50) of the normal rate. (3 points)

Bad Traits:
Pyromaniac - You must periodically use lighters to start fires or suffer a morale penalty (-30). Setting things on fire boosts morale (+10). (-3 points)
Easily bored - You only gain half the maximum morale boost from books, alcohol and music. (-2 Points)



Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 13, 2011, 03:55:30 am
Fasting - Your hunger reduces at X%(25-50) of the normal rate. (3 points)
It's already implemented. It is called "light eater"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 13, 2011, 04:01:37 am
Given that there are no NPCs either ...

But what about all that posts I read about barter, hiring and chatting with NPCs? I actually haven't met any yet, but I believe there are some.

They're disabled in the current version, and will be for quite some time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 13, 2011, 06:53:36 am
Morale penalty you get from rain is ridiculously high. What about people who love rain like me?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 13, 2011, 07:10:25 am
Morale penalty you get from rain is ridiculously high. What about people who love rain like me?
That's what I was talking about. Rainophilia should be implemented.

Given that there are no NPCs either ...
Does that mean Speech and Barter skills are useless?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 13, 2011, 07:11:47 am
At the moment, yes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on October 13, 2011, 07:54:44 am
seems this dev may have taken a little inspiration from Whales? http://www.rockpapershotgun.com/2011/10/13/apartment-of-health-lone-survivor/#more-77759 (http://www.rockpapershotgun.com/2011/10/13/apartment-of-health-lone-survivor/#more-77759)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on October 13, 2011, 10:50:05 am
There actually seems to be a bug with beartraps. If you are wielding them when you use them they deploy fine, but the main screen says you are still holding them, while your inventory is blank under 'weapons'. You cannot then use it again, but if you change your weapon, the new beartrap appears in your inventory. Repeat for infinite SNAP. (And I still think they're overpowered anyway.)

I haven't tried it yet for similar items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 13, 2011, 12:27:52 pm
One note about labs: they seem to have plenty of CBMs, but curiously, no internal batteries. This makes it more worthwhile to favor passive augs like toolset and recycler over activated thingies. Is it intentional?

(Yes, I know that with enough electronics you can craft your own internal batteries, but it's kind of tedious and you need to be a leet electronicist)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 13, 2011, 12:30:10 pm
Whales has/is fixed/fixing that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 12:45:08 pm
Say, where is a good location to find ID cards? I've yet to find a pile of dead scientists for a long while now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 13, 2011, 01:19:58 pm
Pretty much only dead scientists have them, I think. Just wander around till you find some.


On nuclear silos: is there any point right now in launching icbms against places? Or is it something that will become useful when factions are implemented?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 01:36:50 pm
Is the teleporter controlled or random? If its random Ill just use its 20 Plutonium cells for my shiny new FTK-93 Fusion Gun (+Silencer) :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 13, 2011, 01:37:02 pm
I love this game, i love the way i am the only human left, i dont like the dog being there though, i am soft around those things so i just use the teleport bug and pretend it magically teleported to somewhere better or something. I love running around looting stuff and when i am bored i just blow up a gas station or something, maybe burn a whole appartment block to ashes, it depends on my mood. Only one thing i do not understand: XP system, how does it work? How do i raise my skills?

Also, is the world truly infinite? How can i even kill all the zombies then?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 13, 2011, 01:39:32 pm
By working hard at it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 13, 2011, 01:45:09 pm
Nah, it's not truly infinite. I think Whales said once it's about 16 times the size of Earth. Which is still a fuckton, though.

Ah, right. We're having a Wiki project going on. Anyone willing to participate, check out this thread: Wiki (http://whalesdev.com/forums/index.php?topic=241.0)
And of course, we now have a sub-board for all wiki-related threads. Some wiki-editing experience is preferred, but we'll also gladly accept anyone willing to do tons of grunt work, heh.

And as a reminder, the wiki is at: http://whalesdev.com/wiki/index.php (http://whalesdev.com/wiki/index.php)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 13, 2011, 02:13:49 pm
There actually seems to be a bug with beartraps. If you are wielding them when you use them they deploy fine, but the main screen says you are still holding them, while your inventory is blank under 'weapons'. You cannot then use it again, but if you change your weapon, the new beartrap appears in your inventory. Repeat for infinite SNAP. (And I still think they're overpowered anyway.)

I haven't tried it yet for similar items.

Duly noted; should be fixed now.


One note about labs: they seem to have plenty of CBMs, but curiously, no internal batteries. This makes it more worthwhile to favor passive augs like toolset and recycler over activated thingies. Is it intentional?

(Yes, I know that with enough electronics you can craft your own internal batteries, but it's kind of tedious and you need to be a leet electronicist)

Unintentional and now fixed.  Actually, the bionics rooms in labs are going to be changed to contain one or two modules, most likely batteries.  The majority of them will be moved to a finale room.


Pretty much only dead scientists have them, I think. Just wander around till you find some.


On nuclear silos: is there any point right now in launching icbms against places? Or is it something that will become useful when factions are implemented?

Pretty much pointless now, in the future they'll be mission objectives or just a convenient way to severely damage a given faction.  Or a guaranteed and safe way to take out that NPC that's out for your blood, if you know where they happen to be.


Is the teleporter controlled or random? If its random Ill just use its 20 Plutonium cells for my shiny new FTK-93 Fusion Gun (+Silencer) :D

Random, but still, it's the only item in the game that can save you when you're surrounded and can't directly fight your way out.  There's something to be said for that.

Incidentally, the FTK-93 is already essentially silent.  The only way its sound would work against you is if there's a wall directly between you and a zombie two tiles away, and the zombie doesn't know you're there.


I love this game, i love the way i am the only human left, i dont like the dog being there though, i am soft around those things so i just use the teleport bug and pretend it magically teleported to somewhere better or something. I love running around looting stuff and when i am bored i just blow up a gas station or something, maybe burn a whole appartment block to ashes, it depends on my mood. Only one thing i do not understand: XP system, how does it work? How do i raise my skills?

Also, is the world truly infinite? How can i even kill all the zombies then?

Increase XP by sustaining a high morale (lots of ways to do this, alcohol is probably the most convenient but alcholism is nothing to be scoffed at).  Spend XP by using a skill; shoot a shotgun to raise guns and shotgun skills, cook a meal to raise cooking, hit a zombie with a hammer to raise melee and bashing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 13, 2011, 02:17:02 pm
I thought holsters were like fanny packs in that they don't use up a slot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 02:40:41 pm
I think it should be noted that while its hinted at in the description for Forgetful, skills do degrade over time and will drop in level.

However I have a question: Is there a lower limit for skill degradation?

While I agree that if you don't use Computers, you shouldn't be able to keep your skill at 8 just cause you read a book. You need to keep your skills sharp. However if you've reached skill 8, I don't think you should be able to forget everything and go to skill 0 (just for the sake of the example) after X turns of not using computers. Even more so for skills like sewing. Those skills require a lot of muscle memory training that Intelligence(Skill Retention) should have no bearing on. If there is currently no lower limit, might I suggest the formula 1 +Highest_Skill_Level_Reached/4. So reaching Skill 1 lets you keep it there. Reaching 4 bumps the minimum to 2 and 8 to 3.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 13, 2011, 02:55:44 pm
I think it should be noted that while its hinted at in the description for Forgetful, skills do degrade over time and will drop in level.

However I have a question: Is there a lower limit for skill degradation?

-snip-

To be perfectly honest, I've had a total of one occasion where a skill decreased, across every character I've made, and that was dodge on my most successful gunslinger. It really doesn't seem like that large of a problem, unless you're just huddling in a missile silo doing nothing but eating, sleeping and drinking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 03:05:09 pm
I suppose. Also, has anyone else found a Giant Worm/Graboid infested area? If you do try this, Practice guns in a house then walk outside. You should find about 20 dead worms that just rammed into the walls. Free food and butchering training :D

EDIT: The Worms will attack other mobs! Worm infested Areas are the safest place to practice guns. JUst make sure you're in a proper building so the worms cant get to you too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 13, 2011, 03:06:02 pm
Yeah, skill degradation isn't a big issue.  Using a skill once will remove almost all (if not all) the degradation; the system's mostly in place for those who study mechanics, then never use it, or those who start off as a pistol slinger, then switch to rifles and never touch a handgun again.  I wouldn't worry much about it.  I think it bottoms out at level 1, might be 0 though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 03:16:26 pm
I seem to find more and more things to ask. Relating to Bionics. Are there slots that limit separate types of bionics or can you theoretically install 1 of every bionic part if not multiples?

Also for radios. I think you should replace the 'default radio broadcast message' with "This is the National Emergency Broadcast System. We urge you to stay calm..."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 13, 2011, 03:49:03 pm
While I agree that if you don't use Computers, you shouldn't be able to keep your skill at 8 just cause you read a book.

I would say that you shouldn't be able to get to skill 8 just from reading books.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 04:04:26 pm
Anyone open a canister of goo? I now have a pet blob. When I die, my mortem will read "A boy and his blob" :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on October 13, 2011, 04:07:35 pm
Is there...any way to check what killed you? I've had a couple abrupt game overs now and wish there was some way of telling which monster OHKO'd me. :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 04:13:58 pm
Is there a way to combine item stacks?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 13, 2011, 04:16:16 pm
We also need an extensive wiki for this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 13, 2011, 04:17:16 pm
FZ posted a link to the wiki project that Matt started like, 3 posts ago.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on October 13, 2011, 04:28:57 pm
While I agree that if you don't use Computers, you shouldn't be able to keep your skill at 8 just cause you read a book.

I would say that you shouldn't be able to get to skill 8 just from reading books.
Why not? Most characters don't survive long enough to get more skill than that anyway, either because zombies or you're too safe and supplied to be interested.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 13, 2011, 04:40:13 pm
Perhaps it's too unrealistically quick the way you gain dots from books... but the way the crafts and monsters are balanced right now, you can't really make it slower without upsetting the other points, I think.

Maybe it'd be better for the books to work like raw materials, and provide bonuses to crafting recipes, rather than increasing your points in a skill directly by using them.

It's balanced in other ways, though. To access the higher books you require high int, which require either point investment or drug usage to get.


BTW: On this topic: would be nice to have more first-aid crafting skills. Maybe combine first aid with cooking to prepare drugs and whatnot?. Also: making first aid packs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on October 13, 2011, 04:55:12 pm
Perhaps it's too unrealistically quick the way you gain dots from books... but the way the crafts and monsters are balanced right now, you can't really make it slower without upsetting the other points, I think.

Maybe it'd be better for the books to work like raw materials, and provide bonuses to crafting recipes, rather than increasing your points in a skill directly by using them.

It's balanced in other ways, though. To access the higher books you require high int, which require either point investment or drug usage to get.


BTW: On this topic: would be nice to have more first-aid crafting skills. Maybe combine first aid with cooking to prepare drugs and whatnot?. Also: making first aid packs.
Take drugs to read books! Look at the pretty pictures in the novel!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 05:00:05 pm
Since no one answered Ill repost with a bit of separation as to what I can install in the realm of Bionics:

1) Can I have more than 1 power supply? If not, then which is the most useful. Batteries(to heavy to carry enough around) and Ethanol(way to heavy to carry around) is a no go. Solar seems ok. Internal furnace and Metabolic seem to be the best or even the same (assuming you keep raw meat around in either case)

2) The CBM:Utilities offers an LED skull light. Does that drain power?

3) Does the CBM:Hazmat Air Filtration protect from a fungal infection? And how useful are the Fireproofing and Internal Climate augs? I can see Blood Filtration working well with an Ethanol furnace though. Too bad it kills the effectiveness of painkillers.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on October 13, 2011, 05:08:58 pm
You can have more than one power supply, but you need multiple internal battery cbms to increase your max power limit. Internal furnace is great for getting rid of anything combustable you don't need anymore.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 05:15:02 pm
Ok cool. Now if only I could find some Adderall down here. I forgot to bring mine with me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on October 13, 2011, 05:21:22 pm
Since no one answered Ill repost with a bit of separation as to what I can install in the realm of Bionics:

1) Can I have more than 1 power supply? If not, then which is the most useful. Batteries(to heavy to carry enough around) and Ethanol(way to heavy to carry around) is a no go. Solar seems ok. Internal furnace and Metabolic seem to be the best or even the same (assuming you keep raw meat around in either case)

2) The CBM:Utilities offers an LED skull light. Does that drain power?

3) Does the CBM:Hazmat Air Filtration protect from a fungal infection? And how useful are the Fireproofing and Internal Climate augs? I can see Blood Filtration working well with an Ethanol furnace though. Too bad it kills the effectiveness of painkillers.
Ethanol Used to be the best. Haven't tested it lately, but one bottle of vodka was like 30 power a sip, and 20 sips. If you had blood filtration as well, no negatives at all. Honestly, was pretty broken.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on October 13, 2011, 06:03:14 pm
You can have multiple, but one thing to note is that Metabolic Interchange doesn't play well with others because you can't turn it on and off. As long as you have any food in you, it makes you hungrier and fills the energy pool. The only time you could possibly be low on batteries is when starving, so unless you're starving you wouldn't be able to use any of the other power sources.

Speaking of, changing that one to be activateable instead of always on might be better. Or maybe have it toggle on and off. That way you could have it in combination with other ones, so when you're low on food you can disable it and use batteries or liquor then turn it back on when you have plenty of food around and need a recharge. Alternatively it could only fill your energy up to a point based on how hungry you are. If you're stuffed it could max it, if you're beginning to feel hungry it would stop at 50%, if you're very hungry it wouldn't charge at all.

This assuming it's still the same as it was last time I played, which was just before the construction update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 13, 2011, 06:12:40 pm
Speaking of which: If you have Internal Furnace, there's no way to distinguish between eating something and burning it in the furnace. This matters for things that could ostensibly be used for both, like booze and food.

Speaking of which, it supposedly burns "organic matter", but does it work on things made out of stuff like plastic or rubber? It probably should.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 13, 2011, 06:21:27 pm
I seem to find more and more things to ask. Relating to Bionics. Are there slots that limit separate types of bionics or can you theoretically install 1 of every bionic part if not multiples?

Also for radios. I think you should replace the 'default radio broadcast message' with "This is the National Emergency Broadcast System. We urge you to stay calm..."

Actually, in the latest version it has been changed to an emergency brocast system message.


Ethanol is still very strong, but comes with the disadvantage of alcoholism if used frequently (along with the disadvantage of being drunk, but as noted that is obviated with the Blood Filter bionic).  The next release will see it rather nerfed, and perhaps see the Metabolic Interchange as activated.  Internal Furnace will also be nerfed somewhat; only cotton, wool, paper, and wood can be burnt by it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 13, 2011, 07:20:50 pm
Oh well, then it's still pretty decent, at least as a fallback mechanism.

Tbh I did not realize I could burn cloth and wood till quite recently :-P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 07:50:25 pm
Umm since its been noted there is a shortage of CBM:Internal Battery(?), does this mean they are currently not spawning at all or that they are just really really rare right now. And if so where can I find them?

Also where are you most likely to find energy rifles. I found my first one off a dead body around town but if there is a specific area that is better to hunt in I'd like to know, I need another :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 13, 2011, 07:58:02 pm
They used to be in labs... dont know if they're still there
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 08:02:27 pm
They used to be in labs... dont know if they're still there

Well Im currently lost on floor 3 of a lab and have every single upgrade I could get. Conveniently I'm somehow regaining Satiation by sleeping as I have all the Nutrition Augments which is nice. But I've just run out of batteries for my flashlight and I can probably bash a turret before it kills me (outta ammo too) to get more but having a battery would let me use my power supplies and all my new gadgets :P

Edit: Is there anything in labs that can instantly kill you without warning? And its not radiation either. No mutations and I have a Geiger Counter running periodically when I get to a new area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 13, 2011, 08:14:10 pm

They used to be in labs... dont know if they're still there

Well Im currently lost on floor 3 of a lab and have every single upgrade I could get. Conveniently I'm somehow regaining Satiation by sleeping as I have all the Nutrition Augments which is nice. But I've just run out of batteries for my flashlight and I can probably bash a turret before it kills me (outta ammo too) to get more but having a battery would let me use my power supplies and all my new gadgets :P

Edit: Is there anything in labs that can instantly kill you without warning? And its not radiation either. No mutations and I have a Geiger Counter running periodically when I get to a new area.

Turrets can kill you without warning...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 13, 2011, 08:49:31 pm
Well, not entirely without warning. . I


I think the problem is thqt if you receive a hit that instakills you the game displays the game over bar without updating the screen, so you don't see the exact cause of death've had i. I've had ithappen witt hah turrets and one time I threw a grenade too neqr
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on October 13, 2011, 10:19:49 pm
Is there...any way to check what killed you? I've had a couple abrupt game overs now and wish there was some way of telling which monster OHKO'd me. :/

This is why I asked this... I was exploring a lab with a fairly advanced character and "Game Over"ed out of nowhere. I was at almost full health too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 13, 2011, 10:33:37 pm
Is there...any way to check what killed you? I've had a couple abrupt game overs now and wish there was some way of telling which monster OHKO'd me. :/

This is why I asked this... I was exploring a lab with a fairly advanced character and "Game Over"ed out of nowhere. I was at almost full health too.

You probably encountered the damage stun bug, most often occuring with turrets.
http://whalesdev.com/forums/index.php?topic=177.0

It's already fixed. Next release should be fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on October 13, 2011, 11:11:34 pm
Is there...any way to check what killed you? I've had a couple abrupt game overs now and wish there was some way of telling which monster OHKO'd me. :/

This is why I asked this... I was exploring a lab with a fairly advanced character and "Game Over"ed out of nowhere. I was at almost full health too.

You probably encountered the damage stun bug, most often occuring with turrets.
http://whalesdev.com/forums/index.php?topic=177.0

It's already fixed. Next release should be fine.

Well, the only enemy visible when I died was a Secubot several spaces away. Do they have ranged attacks? It was my first time encountering one.

Though I just failed to hack a computer I guess, so maybe it was something else? If so it would've been nice to have some indication of what...

(It was easily my most successful character so far so I'm a bit sad about not having any closure. :P)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 13, 2011, 11:24:44 pm
A failed hack attempt can spawn several secubots.  They're kind of like mobile turrets.  Failing a hack attempt can only spawn one now; I forget if it's in the latest release, but it will definitely be in the next one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 13, 2011, 11:34:57 pm
Is the CBM:Nutrition Recycler aug meant to give you free food when you sleep or is this a side effect of having it in combination with Chemical Imbalance trait which randomly shifts your pain/hunger/thirst levels up and down?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 13, 2011, 11:39:48 pm
No, I think it just slows the rate at which you hunger or thirst.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on October 14, 2011, 12:04:02 am
I wouldn't be surprise if ther was a bug where sleeping reduced the rate at which you hunger such that the recycler make it positive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 14, 2011, 01:04:41 am
I wouldn't be surprise if ther was a bug where sleeping reduced the rate at which you hunger such that the recycler make it positive.

Heh, bingo.  Thanks all around for bringing this to light.  Fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 14, 2011, 01:57:46 am
nooooooo, me and my big mouth :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 14, 2011, 02:38:14 am
I am not particulary familiar with the way most roguelikes are made, but I guess the number of vertical and horizontal characters (symbols) is limited in a way. That thought arouse because in Cataclysm we can "see" mobs that are out of bounds of the "main window" and, more than that, I can even shoot mobs that are beyond horizontal boundaries with longrange weapons.

I know for sure that java-based roguelikes have no such limit. Please confirm my guess about another RLs (also, how do we generaly call them? curses-based?)

Example: (http://img403.imageshack.us/img403/8526/westj.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 14, 2011, 03:32:40 am
I finally got to level 8 electronics skills and I saw I had access to this

(http://i129.photobucket.com/albums/p239/Kei_Reila/Turrets.png)

Time to set my fortress :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 14, 2011, 03:59:03 am
Eh, turrets are mediocre at best. They have infinite ammo, but have limited range (~4-7 tiles) and take several shots to kill a regular zombie. You'll need several of them or they'll be overwhelmed, but if you put them too close to each other they'll destroy each other through friendly fire.

It's one of those things that are better used against you than by you.

One more thing: Being shocked by skitterbots does NOT immediately wake you up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 14, 2011, 04:06:07 am
I am not particulary familiar with the way most roguelikes are made, but I guess the number of vertical and horizontal characters (symbols) is limited in a way. That thought arouse because in Cataclysm we can "see" mobs that are out of bounds of the "main window" and, more than that, I can even shoot mobs that are beyond horizontal boundaries with longrange weapons.

I know for sure that java-based roguelikes have no such limit. Please confirm my guess about another RLs (also, how do we generaly call them? curses-based?)

Nope. The programming language has little, if any, influence on game.
The curses library is just a terminal display library, it has nothing to do with roguelikes.

The game behaves so because the developer coded it so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 14, 2011, 04:23:41 am
Nope. The programming language has little, if any, influence on game.
The curses library is just a terminal display library, it has nothing to do with roguelikes.

The game behaves so because the developer coded it so.
Thanks for clearing this up. The "main window" is just a bit tiny to my taste.

I've been playing Cataclysm for 4 days now, and I've been occasionaly having severe deja vu's. Now I realize that they originate from playing Unreal World a couple years ago. At first the deja vu's were milder, when filling containers with water, picking mushrooms and berries. Then they became more intense, with butchering squirrels, rabbits and deers. But it all finaly dawned upon me, when I started building a house: chopping trees, making twoXfours from heavy sticks, hauling a shitton of timber to the building site... Anyway I like that Unreal World-like features are like that, just features in a complex world of Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on October 14, 2011, 04:28:53 am
Also, turrets disappear if you venture too far from them, and need a successful hack check to not kill you after deploying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 14, 2011, 06:22:28 am
Also, turrets disappear if you venture too far from them, and need a successful hack check to not kill you after deploying.
If turrets are the capstone of the electronics skill why are they so crappy? Why would you ever use your resources on something that may vanish or may just shoot you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on October 14, 2011, 06:35:39 am
To create more resources, ammo, batteries and all, by destroying the turret itself when it's active?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 14, 2011, 06:41:35 am
I just found a bug with turrets.

Friendly turrets, like starting dogs (And any living character on the screen when you save), are stored in your character file as opposed to a world file. The problem is that they are (re)loaded with 0 health, and so they instantly explode the moment you load your game.

No idea if it works for enemy turrets though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 14, 2011, 08:20:09 am
Also, turrets disappear if you venture too far from them, and need a successful hack check to not kill you after deploying.
If turrets are the capstone of the electronics skill why are they so crappy? Why would you ever use your resources on something that may vanish or may just shoot you?

Because turrets disappearing isn't an intended feature and will be fixed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 14, 2011, 08:28:27 am
Also, turrets disappear if you venture too far from them, and need a successful hack check to not kill you after deploying.
If turrets are the capstone of the electronics skill why are they so crappy? Why would you ever use your resources on something that may vanish or may just shoot you?

Because turrets disappearing isn't an intended feature and will be fixed?
So the shooting you randomly part is intended?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 14, 2011, 08:38:44 am
They actively shoot you if you fail a Computer skill check when placing them.

They can still shoot you even when you do pass the check, if you stand between them and their target.

The second is confirmed as intended, and I'm pretty sure the first one is too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 14, 2011, 09:36:03 am
Sure, but unless you later have some serious skill degradation, the turret should never go hostile.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 14, 2011, 01:31:55 pm
I understand that a lone turret will be overwhelmed but if you plan a head and dig an entrenchment around your base at least 2 squares wide and put several of them by each entrance. A brute is the only thing that can break a wall and if it comes your turrets are toast either way. That's why I'll only defend the entrances.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 14, 2011, 01:43:50 pm
I know for sure that java-based roguelikes have no such limit. Please confirm my guess about another RLs (also, how do we generaly call them? curses-based?)

On the contrary, they do have a limit; screen resolution.  If your tiles are 50x50 pixels, you can only fit a 16x16 viewing window on a computer with 1024x600 resolution (like many netbooks are).  Similarly, because I want Cataclysm to be widely compatible, I limited it to a 80x25 character window, the size of many terminals.  There's no limitation preventing it from being larger, but I value widespread compatibility more.


And turrets are actually pretty good; I generally find they can take on a stream of normal zombies and blow them away with ease.  The do have problems with faster zombies, and they do generate a lot of noise.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 14, 2011, 03:32:05 pm
Ok after a little testing it seems Metabolic Interchange is pretty good as long as its used in conjunction with other supplies. It seems that it does stop draining once you get to hungry(actually I thinkit stops when you hit very hungry and doesn't restart until you hit satiated aka no hunger status). Also what it actually does is exchange 1 hunger for 1 energy every turn. You can however supplement large energy gains with other power sources and rely on Metabolic Interchange for passive augs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 14, 2011, 04:08:30 pm
Passive augs don't need energy, for the most part.

I think that, since you'll be running scarce on food pretty soon, metabolic interchange is a bad choice ATM
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 14, 2011, 04:09:14 pm
Hmm is there a new update beyond E? God damn.. i hope there wont be too many NPC's
I hope there will be a "no dog and lone person in the world" gamemode. I love that feeling, when there is nothing left to loose.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 14, 2011, 04:30:44 pm
Ok now Im sure this is how metabolic works. It will drain 1 food/turn and generate 1 energy/turn until full energy or until you reach very hungry at which point it shuts off until you reach neutral hunger at which point it will reactivate until you hit very hungry again. My suggestion is if you want this, take Gourmand and Light Eater to maximize your food efficiency and grab the CBM:Nutrition Recycler Unit aug and you should be able to run around pretty well. Just restating this as a confirmation.

And by passive augs I actually meant toggle-able  augs that you activate and they remain on with a passive drain like Internal Night Vision.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 14, 2011, 04:40:36 pm
If you wanna get rid of the dog just close the door to the house and walk off. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 14, 2011, 04:41:28 pm
Or use it to snag yourself a free beartrap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 14, 2011, 04:44:56 pm
or dinner
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 14, 2011, 04:50:05 pm
Why not both!? :D

Although now that you mention it, the dog is pretty good at mass murdering squirrels and rabbits for you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 14, 2011, 04:54:53 pm
Or simply lock it in a room and go into the basement. Poof, no dog.

I understand my namesake's concern, though. I don't like having to be concerned about the dog either... I don't know to what extent this is because I have a soft spot for dogs, and to what extent it's because I dislike having to escort NPCs around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 14, 2011, 05:59:00 pm
I just would wish you could turn it off so it wouldnt even spawn at all.
Not to go all Minecraft whiner style "MAEK IT TOEEGLED OR I WIL QUIT" but you get the point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on October 14, 2011, 06:10:27 pm
Then edit the sources yourself. It's such a pointless edit at this stage it's not worth complaining about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on October 14, 2011, 06:11:17 pm
And turrets are actually pretty good; I generally find they can take on a stream of normal zombies and blow them away with ease.  The do have problems with faster zombies, and they do generate a lot of noise.
Can... can I put a suppressor on the turret?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 14, 2011, 06:11:44 pm
Not everyone is capable of doing that, especially if they play on Windows and aren't familiar with compiling it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on October 14, 2011, 06:30:08 pm
Whats the big deal about starting with or without a dog?

Just pretend it's not there and go about your business. As soon as some zombies show up it will run off and get itself killed anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 14, 2011, 07:08:10 pm
... it's a nitpick point, I know. I'd rather have other more interesting features added than getting rid of the dog. But yeah, I'd prefer to start with no dog.

Aso, as I said, I suspect that in no small measure it's more related to me having a soft spot for dogs than for any remotedly rational reason.... and yeah, I know it's shamefully stupid by my part, but it makes me go out of my way to save the retarded NPC
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 14, 2011, 07:28:24 pm
... it's a nitpick point, I know. I'd rather have other more interesting features added than getting rid of the dog. But yeah, I'd prefer to start with no dog.

Aso, as I said, I suspect that in no small measure it's more related to me having a soft spot for dogs than for any remotedly rational reason.... and yeah, I know it's shamefully stupid by my part, but it makes me go out of my way to save the retarded NPC
Heh. I have that too. Even in a roguelike that may happen to some people. The place I live is full of dogs and they all know me and sometimes travel with me if they see me. There isn't anything shamefully stupid about it. While watching a movie, I can't stand to watch a dog getting hurt but I can stand to watch a human getting hurt. It may seem odd to some people but who cares? Sometimes dogs are better than humans anyway. A dog actually guarded me while I was sleeping on the street (another story)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on October 14, 2011, 07:35:47 pm
So I guess you guys would be against my dog farming practices in DF? My dwarves love their puppy leather clothes, and dog bone crafts are all the rage with the human caravan.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 14, 2011, 08:06:04 pm
Hmm, interesting  :o

You can tell where the fianle rooms are by the color of its map tile.
Spoiler (click to show/hide)

Also, I too have reached the point when I have to enter Control Characters to use some of my bionics. How? I cant figure out how to enter them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 14, 2011, 10:47:01 pm
If I may ask: has CBM installation been tweaked so that you have to do it somewhere specific, or learn skills other than first aid?

(If not, may I suggest adding some high level first aid textbook in order to help in these terms, on the lines of "SCIP" for computers and Advanced Economics for economy? (some ideas: Harrison's Internal Medicine, Gray's Anatomy?)

EDIT: we *really* need a better auto-run system. Because with certain monsters (bears, zombie brutes) a couple of turns of going forward is all it takes for insta-gameover

(It'd also be nice if bears and zombie brutes weren't friends)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 14, 2011, 11:41:50 pm
New update!

Clean build required.  Old saves might be compatible but probably not.

Features:

Bug Fixes:

Tweaks:

Community Content:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 15, 2011, 12:24:55 am
Nice :D

BTW: In case anyone wants to edit out the starting dog: edit game.cpp, and comment the following:

Quote
// Testing pet dog!
 monster doggy(mtypes[mon_dog], u.posx - 1, u.posy - 1);
doggy.friendly = -1;
 z.push_back(doggy);
AKA:
Quote

// Testing pet dog!
 //monster doggy(mtypes[mon_dog], u.posx - 1, u.posy - 1);
 //doggy.friendly = -1;
 //z.push_back(doggy);
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Zoodle on October 15, 2011, 12:31:21 am
Does anyone else find it painfully difficult to wait for the Windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 15, 2011, 12:39:40 am
You could always download one of those unix terminals for windows, and use it to compile.

Edit: or just use the method outlined here
http://whalesdev.com/forums/index.php?topic=86.0

http://www.codeblocks.org/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 15, 2011, 12:44:35 am
You could always download one of those unix terminals for windows, and use it to compile.

Edit: or just use the method outlined here
http://whalesdev.com/forums/index.php?topic=86.0

http://www.codeblocks.org/
Whales' source has no cataclysm.cbp
Or can we just use aposos' .cbp with Whales' source?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 15, 2011, 01:29:07 am
*shrug* dunno... maybe you could look into those unix emulators I mentioned. I recall reading somewhere that games could be compiled in windows with that method.

A quick googling found this concerning such terminals: http://linuxhelp.blogspot.com/2006/01/uwin-unix-for-windows.html

PD:

I'm getting LOTS of segment violations
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 15, 2011, 03:10:53 am
Eh, I'll try to make a Windows version. I already managed to update it before.
Of course, aposos' port is still preferred when it comes out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 15, 2011, 04:03:11 am
Okay, Windows port made. Everything seems to be in order.

http://www.mediafire.com/?un7asvff49wccr7 (http://www.mediafire.com/?un7asvff49wccr7)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 15, 2011, 05:05:58 am
Thanks FunctionZero. Appreciate that. It works just fine.

The dog now doesn't disappear after I enter a basement, and now has followed me for an extended time. It's quite helpful since it fights my hallucinations (which, of course, it shouldn't since they're MY hallucinations and I didn't feed the dog that mushroom)
Also checked the new subway symbol and sighed with relief when the clock showed 8:00PM and there was no divine flash in the area.

Also now I hardly ever see my HPs. I only see'em when some digit changes, like when my head was 80 Hp, an ant hit me for 5 HP then I'll see digit 5 for some time before I open an inventory i guess.
(http://img824.imageshack.us/img824/1970/nohpn.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 15, 2011, 07:38:35 am
The dog now doesn't disappear after I enter a basement, and now has followed me for an extended time. It's quite helpful since it fights my hallucinations (which, of course, it shouldn't since they're MY hallucinations and I didn't feed the dog that mushroom)
That's because your dog is also a hallucination.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 15, 2011, 09:15:58 am
Also now I hardly ever see my HPs. I only see'em when some digit changes, like when my head was 80 Hp, an ant hit me for 5 HP then I'll see digit 5 for some time before I open an inventory i guess.

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


So does anyone know how many crafting/inventory/stacking bugs remain in the latest version? I've been holding off until the "cocaine of whiskey" container problems, items morphing into other items, item charge usage problems, etc. are taken care of.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 15, 2011, 09:22:57 am
All those problems sound like you've been trying to run an old world/character file in a new version.

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

Also, would there be an option to disable stopping "Run mode" with certain creatures? Rabbits and squirrels tend to show up in lots of places and are completely harmless; yet utterly annoying when they force you to disable run mode in order to move at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 15, 2011, 09:25:20 am
All those problems sound like you've been trying to run an old world/character file in a new version.

What do you mean "you"? I haven't encountered those problems. Those are problems I've seen reported by people mostly on the whalesdev forums, and as far as I know, were not caused by that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 15, 2011, 09:38:03 am
All those problems sound like you've been trying to run an old world/character file in a new version.

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

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

Passive creatures don't affect Run Mode at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 15, 2011, 11:04:20 am
Actually opening some menu IS what causes my hitpoints disappear. In previous build (0.1f) opening inventory screen actualy used to solve the problem. Now it causes it. Also in previous build only my hands hitpoints disappeared sometimes (I think when promting box pop-up)
Here's an example of some digits showing up.
(http://img685.imageshack.us/img685/9670/digit.gif)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 15, 2011, 11:07:28 am
Yeah. Seems to me like something about Cataclysm isn't playing well with PDCurses on the Windows build, so we're likely to get weird and unpredictable behavior until/unless someone finds out what exactly the problem is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 15, 2011, 11:19:09 am
Am I the only one getting segfaults?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 15, 2011, 11:27:11 am
There was an issue with canceling a drop causing segfaults (every time).  I fixed it and pushed, but I'm not sure if FZ's windows port had that latest push included.

Otherwise, I played an extended (four day) game last night, didn't encounter any segfaults.  What seems to be causing them for you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 15, 2011, 03:10:56 pm
They happen every few minutes for now reason that I can discern... I'll re-pull and see what happens ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 15, 2011, 03:12:08 pm
Ok, I've downloaded aposos' build 0.1g and the disappearing HP issue is solved. Still thank you FunctionZero, a save from your build is compatible with aposos'.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 15, 2011, 03:14:34 pm
Damn, I always screw up the output, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 15, 2011, 04:09:38 pm
Ok, redownloaded, no segfaults for now.


Anyway, is it just me or are acid zombies much faster now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 15, 2011, 05:14:47 pm
I aint that much a C coder anymore and running microshite bulldozer i got no clue how to compile it.

I remember a commandline argument or something in nethack that turned off starting pets.
I got a really weak and soft spot for dogs. And i just cant take any depictions of canine violence.
But who else really cares, for them its just a d. For me it invokes memories.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on October 15, 2011, 05:48:49 pm
Just pretend the little d is a dragon and run screaming away from it until it's gone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 15, 2011, 05:57:51 pm
I aint that much a C coder anymore and running microshite bulldozer i got no clue how to compile it.


You don't need to be much a C coder. Just download the source, edit game.cpp, comment out the dog, and compile it following the instructions on site.



On another topic: zombies are much much more lethal now. They seem to zero on you...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 15, 2011, 06:04:02 pm
I aint that much a C coder anymore and running microshite bulldozer i got no clue how to compile it.
You don't need to be much a C coder. Just download the source, edit game.cpp, comment out the dog, and compile it following the instructions on site.
That, or wait. If I manage to do my configuration reading properly ...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 15, 2011, 07:43:28 pm
Cooked meat does not seem to stack, I had like 7 peices of individual cooked meat (if it matters they came from wolves).

This was from 0.1f so sorry if it's fixed already.

Also - do fires ever go out? I tried to burn some garbage outside my safehouse, the fire spread to the zombie corpses in the pits surrounding it and eventually I accidentally fell in one (hit the wrong key, derp) and got burned up while I desperately tried to climb out. The fire lasted at least 24 hours, and a rainstorm did not put it out either.

Edit: Android should probably let you pick what you start with (possibly from a limited selection, not the full list) or just start you with the same ones every time. Since you can just suicide and start over if you get bad ones (or just ones you don't like) there's no use in it being random, except to annoy the player (yay water breathing 3 times in a row!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 15, 2011, 11:13:53 pm
PD: ALL ZOMBIES are much faster than they used to be :O
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 16, 2011, 01:55:23 am
Edit: Android should probably let you pick what you start with (possibly from a limited selection, not the full list) or just start you with the same ones every time. Since you can just suicide and start over if you get bad ones (or just ones you don't like) there's no use in it being random, except to annoy the player (yay water breathing 3 times in a row!)
I bet you never play a random character. For many of us randomness in character creation is crucial. I like to think of my character not as of a Chosen One, but as a random survivor, that's why I like the idea that NPC's will be implemented on some stage.
As for now I choose random characters and only check if they start with social skills (useless as of 0.1g) and reassign social skill points to some attribute.

Question: 1) Which part of code should i look into to find information on items? I'm particulary interested in vitamins.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 16, 2011, 04:09:38 am
Still, startscumming should not be the best start. Obviously a random choice for bionic selection would be nice, but being able to choose is what we've already got if you're willing to startscum enough. All that's being changed is how much time and effort it takes.

Personally I would change it to a 2 point trait where you start with an internal battery and a single bionic along with an improved chance to install future bionics, but I'm just way too much of a fan of long-term bonuses over short-term ones. So whatever, just change it to have a selection of bionics and everything will be good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on October 16, 2011, 04:16:03 am
Still, startscumming should not be the best start. Obviously a random choice for bionic selection would be nice, but being able to choose is what we've already got if you're willing to startscum enough. All that's being changed is how much time and effort it takes.

Personally I would change it to a 2 point trait where you start with an internal battery and a single bionic along with an improved chance to install future bionics, but I'm just way too much of a fan of long-term bonuses over short-term ones. So whatever, just change it to have a selection of bionics and everything will be good.
Bionic Aptitude: You were always fascinated by the process of cyborgization. You had a battery installed a while back, and you had just saved up enough to buy a Bionic Module when things started getting rough. In addition, you have an easier time installing implants due to your fascination with them. 4 points.

That gives you a greater choice while still maintaining a bit of randomness. Naturally, I wouldn't add any of the military or combat related CBMs to the list of possible ones.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 16, 2011, 04:32:10 am
Question: 1) Which part of code should i look into to find information on items? I'm particulary interested in vitamins.

"itypedef.cpp" for the standard item attributes and such.
"iuse.cpp" for their behaviour when you use them.

I'm guessing you're looking for "iuse.cpp" though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 16, 2011, 10:20:58 am
Where can i find Heroin? I want a strong opiate.

(http://cache.ohinternet.com/images/9/9e/HA_HA_HA,_OH_WOW.jpg)

Sorry guys i didnt realise that one, of course its for my character ingame as he just got raped by a bear. I think i pushed it too hard with believing i could fight it with a god damn stick.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jimlad11 on October 16, 2011, 11:22:28 am
Where can i find Heroin? I want a strong opiate.

And with a single phrase, the entire forum suddenly becomes of interest to the FBI  :P

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 16, 2011, 11:30:09 am
Where can i find Heroin? I want a strong opiate.

And with a single phrase, the entire forum suddenly becomes of interest to the FBI  :P
I know right? I was about to reply to him but I was like "Well, maybe I'll just wait and see what happens here."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 16, 2011, 11:58:17 am
Where can i find Heroin? I want a strong opiate.
You made my day.
I only found heroin once during my 5 days of playing the game. So i guess it's pretty rare. Which makes sence since I believe it is not quite popular in USA (which is the setting of the game I guess)

Thanks for the reply FunctionZero. I tried to look for it in inventor.cpp and inventory.h and some others in vain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 16, 2011, 12:14:16 pm
Sorry guys i didnt realise that one, of course its for my character ingame as he just got raped by a bear. I think i pushed it too hard with believing i could fight it with a god damn stick.
I don't think this is helping convince the FBI that this thread is harmless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 16, 2011, 12:57:55 pm
Sorry guys i didnt realise that one, of course its for my character ingame as he just got raped by a bear. I think i pushed it too hard with believing i could fight it with a god damn stick.
I don't think this is helping convince the FBI that this thread is harmless.

...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 16, 2011, 01:18:48 pm
Suddenly, party van.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 16, 2011, 01:28:47 pm
Where can i find Heroin? I want a strong opiate.

Why not make your own, just takes some cooking skill :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 16, 2011, 01:51:10 pm
On another topic: zombies are much much more lethal now. They seem to zero on you...

PD: ALL ZOMBIES are much faster than they used to be :O

Nah, aside from the fact that they can follow you through stairs, they haven't been changed at all.  It's funny, every other time I update someone seems to think that zombies are way harder with the new update, when they haven't been altered a bit.


And yeah, I've been intending to remove the Android trait for a while due to its startscumminess.  I'll be giving classes bionics, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 16, 2011, 02:13:49 pm
I've started to avoid the android trait because it often means that I have to either restart till I get a nice set (which is boring) or stick with whatever I get (which is often a waste of four points)


On zombies: maybe I've had unlucky runs? The thing is that I've been making characters set around fast movement + quick, and yet zombies are having an easier time to catch up to me, and I to outrun them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 16, 2011, 02:52:04 pm
If you wanted to make zombie strength more variable, you could do what Zomband did and allow them to use randomly selected melee weapons.

A zombie swinging a pipe would be a lot more dangerous than say, one swinging a plastic bottle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 16, 2011, 02:54:11 pm
Whales, will there ever be a way to opt to have a cat instead(with a following wizard hard and quarter staff, not really but you get the reference)
Also will we ever be able to smith? Or specifically target a part of a corpse to butcher? (For example if i wanted to play like a siberian hermit, i would see squirrel brain as a delicacy)
Also, an "lone person in the world" gamemode?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 16, 2011, 03:51:49 pm
Whales, will there ever be a way to opt to have a cat instead(with a following wizard hard and quarter staff, not really but you get the reference)
Also will we ever be able to smith? Or specifically target a part of a corpse to butcher? (For example if i wanted to play like a siberian hermit, i would see squirrel brain as a delicacy)
Also, an "lone person in the world" gamemode?

Yeah, there'll be a "real" gamemode, which will be the game Cataclysm is now, and "sandbox", where most of the things will be customizable.
The starting dog will *probably* be removed later anyways.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on October 16, 2011, 08:12:45 pm
Asking before I jump in, has anyone had any major issues with the windows version that I'd need to know about?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 16, 2011, 08:33:23 pm
Nah. Pretty much every platform-related or port-related bug has been ironed out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 16, 2011, 08:34:05 pm
Wait. The health-display problem is fixed now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 16, 2011, 08:53:19 pm
Mostly, yeah. The major problems were with my port, aposos' later port was much better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on October 16, 2011, 10:33:09 pm
Okay, awesome. Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 17, 2011, 02:20:49 am
If anyone needs a spoiler on vitamins here it is. Two possible uses of vitamins:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 17, 2011, 02:31:43 am
FZ: Awesome, i like the idea of a sandbox mode, i meant a gamemode where there are no human NPC's, Factions etc etc.

Hmm maybe i should relearn my C and make a few mods for the game.
Something like .. Damn i forgot what i even wanted to mod in.
I cant figure out the github, where to download the source? I can only find binaries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 17, 2011, 02:38:30 am
You can download the source at the same spot, in the Download tab.
You have the option to download it in either .tar.gz or .zip archive format.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 03:01:08 am
FZ: Awesome, i like the idea of a sandbox mode, i meant a gamemode where there are no human NPC's, Factions etc etc.

As of now there are no human NPCs or factions..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on October 17, 2011, 03:38:21 am
Is there any way to get into fridges and such?

They sometimes say they have 6 string or whatever in them, but I can't figure out how to get the stuff out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 17, 2011, 03:48:32 am
Is there any way to get into fridges and such?

They sometimes say they have 6 string or whatever in them, but I can't figure out how to get the stuff out.
You interact with adjacent objects by pressing "e" and choosing direction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 04:25:45 am
Is everyone sure that zombies are not, in fact, faster?

I used to get five rounds or so when they were stuck in windows, but now after two or three hits they manage to start punching.

PD: On the Desert Eagle: "It's highly inaccurate": it isn't, really. It's quite accurate (was designed for target shooting, in fact). It's impractical mostly because of it's weight and bulk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on October 17, 2011, 05:18:16 am
I think the speed increase is due to the pain cap. Since it's capped at a 15%? decrease in speed, they'll be noticably faster after you shoot them a few times. Their base speed hasn't changed, but they don't get slowed down as much anymore.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 17, 2011, 05:22:12 am
Quote
PD: On the Desert Eagle: "It's highly inaccurate": it isn't, really. It's quite accurate (was designed for target shooting, in fact). It's impractical mostly because of it's weight and bulk.
I think it's a gameplay over realism thing. The Deagle already does more damage, holds more ammo, has less recoil, and has a better rounds vs reload time ratio than the Redhawk - which is the only other gun which uses .44 caliber.

Here's a question for you: Do corpses ever rot? With a high enough butchering skill, light corpses can give more meat than they actually weigh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 17, 2011, 05:26:23 am
I think the speed increase is due to the pain cap. Since it's capped at a 15%? decrease in speed, they'll be noticably faster after you shoot them a few times. Their base speed hasn't changed, but they don't get slowed down as much anymore.

Either that, or melee has been nerfed even more. It wouldn't surprise me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 17, 2011, 05:31:12 am
How do i put stuff into containers? I want to store my meat properly :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 17, 2011, 05:36:07 am
How do i put stuff into containers? I want to store my meat properly :)
I don't think you can, maybe try "r"eloading while holding an empty container?

Do containers slow the spoilage timer at all though? It seems like more useless weight/volume.

Edit: Here's an odd bug, if you pick up a squirrel corpse, then pick up a rabbit corpse, they both get listed as "Squirrel Corpse [2]". Weight/Volume numbers still add up correctly though.

Did anyone notice they removed quicksave?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 17, 2011, 05:58:16 am
Containers, besides game flavor, are good for only one thing right now; enabling liquids to be picked up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 17, 2011, 06:03:56 am
Containers, besides game flavor, are good for only one thing right now; enabling liquids to be picked up.

Oh ok.. I meant frigdes but.. ok.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 17, 2011, 06:08:21 am
Do you mean picking up liquids that have been spilled on the floor? (Via broken glass containers or "U"nloaded containers)

Another question: Are the organisms in goo canisters/goo pits and the gelatinous blobs in slime pits considered XE037 or XE142/XE157 that were mentioned in the computer logs?

Oh ok.. I meant frigdes but.. ok.
Shift + d, then choose the direction you want to drop it.

It doesn't slow the spoilage timer at all though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 17, 2011, 06:22:53 am
FUUUU-
When downloading the SDL lib i just get a weird file i cant open, not even with winrar, i mean inside the tar gz.
Could someone please give me a zip with the mingw sdl stuff? I really want to mod this

running Win7 btw.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 17, 2011, 06:28:47 am
FUUUU-
When downloading the SDL lib i just get a weird file i cant open, not even with winrar, i mean inside the tar gz.
Could someone please give me a zip with the mingw sdl stuff? I really want to mod this

running Win7 btw.
(http://img854.imageshack.us/img854/7682/derpx.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 17, 2011, 06:29:24 am
FUUUU-
When downloading the SDL lib i just get a weird file i cant open, not even with winrar, i mean inside the tar gz.
Could someone please give me a zip with the mingw sdl stuff? I really want to mod this

running Win7 btw.
(http://img854.imageshack.us/img854/7682/derpx.png)

Its the SDL

Nevermind, 7zip saved the day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 17, 2011, 06:30:08 am
Ok.
So Blaze ninja'd me when I suggested 7z, and you ninja'd me when I was explaining what you meant to Blaze.

Fucking ninjas.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 17, 2011, 06:31:04 am
Hell, I got ninja'd myself when I was going to suggest 7zip.

Also, wow, people out there still use WinRAR.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 17, 2011, 06:31:51 am
It's still a pretty nice piece of software, Nagware or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 17, 2011, 06:54:13 am
Has anyone noticed that there are HUGE discrepancies in the nutritional value of cooked food?

Cooked Veggie: 40 Nutrition
- Veggie Chunk

Broth: 15 Nutrition, 10 Quench, 1 Enjoyability
- Water
- Broccoli or Zucchini or Veggie Chunk
- Tin Can

Soup:  60 Nutrition, 10 Quench, 2 Enjoyability
- 2x Broth
- Macaroni or Raw Potato
- 2x Tomato or 2x Broccoli or 2x Zucchini or 2x Veggie Chunk
- Tin Can

So as food complexity goes up, the nutritional efficiency drops like a slade boulder.

Or am I missing something and you get multiple uses for the more complex items? Which is of questionable usefulness since we have a spoilage timer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 17, 2011, 06:59:52 am
Well, considering both soup and broth increase your quench and morale, I think they're worth the slight loss of nutrition.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 17, 2011, 07:03:01 am
A baked potato raises morale by 3.
Soup raises morale by 2.

Water raises quench by 50.
Soup uses 2x water and raises quench by 10.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 17, 2011, 07:03:30 am
Baked potatoes are awesome, soup is meh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 17, 2011, 07:25:39 am
I think this is fallout from having two authors write the food code. Some stuff needs to be rebalanced to make it make sense. Also, would it be possible to add a mechanic where eating the same stuff day in and day out reduces or eliminates morale gain? After 3 days of just eating cooked meat, I would be pretty sick of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 07:36:54 am
For the record: high-health-to-instadeath from turrets is still around. At the very least at close ranges.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 17, 2011, 08:38:42 am
A baked potato raises morale by 3.
Soup raises morale by 2.

Water raises quench by 50.
Soup uses 2x water and raises quench by 10.

It does make some sense for certain foods to lose some nutritional value after being prepared (in exchange for, say, shelf life), but yeah, the situation in Cataclysm is pretty ridiculous. The morale bonuses from cooked food aren't even that good, like you're saying, so there's even less point to cooking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 17, 2011, 08:50:23 am
Soup does have the advantage of a practically infinite shelf life (Z command spawns items based on T:0, and after a week the soup was still good to eat.) Perhaps a decrease in ingredients would be beneficial to make it more even, but at the same time you can be sure it will last.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on October 17, 2011, 08:58:37 am
Well soup is less thirst quenching and also less nutritious because it has high sodium content and the ingredients are cooked longer, reducing quenching and nutrition accordingly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 17, 2011, 09:03:27 am
How exactly is it that soup has higher sodium content than its ingredients? Are you silently boiling seawater in the background?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 17, 2011, 09:09:54 am
Soup always has salt in it to act as a preservative and flavorant (saltless soup is nasty and doesn't last very long). It's an oversight on the game's part that you don't have to put the necessary salt into it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on October 17, 2011, 09:12:44 am
I can't believe that someone is actually bothering with cooking.  :o
By the time frozen dinners get rot im at 3000XP and simply can't run out even if i tried.  I just stuff my face with raw meat and at best have a shot of whiskey afterwards. It would be great if low morale would actually decrease XP pool, so you have to bother even after day three. To be honest i only care about my morale first two days.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dood_ on October 17, 2011, 09:24:27 am
Are the organisms in goo canisters/goo pits and the gelatinous blobs in slime pits considered XE037 or XE142/XE157 that were mentioned in the computer logs?

Hang on, there's actually a thing in there? I broke into a science lab within five minutes of my first game, and found a goo canister. After reading the description, I was needless to say suspicious as hell. So I just left it, after looting absolutely everything else.

Still died of an asthma attack during a lightning storm, after killing a ton of zombies and having to run out of my safehouse after it got set on fire. D'oh.

Amazing game  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on October 17, 2011, 10:00:21 am
I'm kind of curious as to why there are lightning strikes at all. Pretty much every home out there has been either made or retrofitted to be completely grounded to prevent any electrical buildup. Now, the player could still be struck, especially if he's running around during a storm swinging a metal weapon, but houses shouldn't be hit. Far more accurate would be to have tree limbs fall and crush them, possibly on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 17, 2011, 10:31:49 am
I would personally like to know why a house being solidly grounded would prevent it being struck by lightning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 17, 2011, 10:32:54 am
I'm kind of curious as to why there are lightning strikes at all. Pretty much every home out there has been either made or retrofitted to be completely grounded to prevent any electrical buildup. Now, the player could still be struck, especially if he's running around during a storm swinging a metal weapon, but houses shouldn't be hit. Far more accurate would be to have tree limbs fall and crush them, possibly on fire.
This is hollywood lightning, not real lightning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 17, 2011, 10:38:17 am
I've personally never seen any of the pre-apocalypse structures burn down just from lightning. I always assumed that the houses being burnt down were the constructed wooden hideouts that have no proper grounding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 17, 2011, 10:55:40 am
I've personally never seen any of the pre-apocalypse structures burn down just from lightning. I always assumed that the houses being burnt down were the constructed wooden hideouts that have no proper grounding.

In the game, I've seen a bank vault get torn open by a lightning vault. Just saying!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 17, 2011, 11:12:55 am
Is everyone sure that zombies are not, in fact, faster?

I used to get five rounds or so when they were stuck in windows, but now after two or three hits they manage to start punching.

Zombies are not faster, but the movement cost of windows was decreased several versions ago (before construction was added, even).  That might be what you're experiencing.



I think the speed increase is due to the pain cap. Since it's capped at a 15%? decrease in speed, they'll be noticably faster after you shoot them a few times. Their base speed hasn't changed, but they don't get slowed down as much anymore.

Zombies have never been affected by pain.


For the record: high-health-to-instadeath from turrets is still around. At the very least at close ranges.

This is probably as it should be.  Standing very close to turrets is a bad idea.


This is hollywood lightning, not real lightning.

Thank you ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duane on October 17, 2011, 01:49:17 pm
So, is there no active way to download the game? Checked github, checked a few other places and the past ~5 pages of the thread. Did I miss something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 17, 2011, 02:08:14 pm
www.github.com/aposos/cataclysm
Click the download button.
For Linux you grab the source from
www.github.com/whales/cataclysm and compile it yourself

Direct link to windows download (https://github.com/downloads/aposos/Cataclysm/Cataclysm%200.1g%20win32.zip)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on October 17, 2011, 02:35:00 pm
Why is that question asked every other page or something? The download button isn't that hard to find.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 17, 2011, 02:47:05 pm
I'm kind of curious as to why there are lightning strikes at all. Pretty much every home out there has been either made or retrofitted to be completely grounded to prevent any electrical buildup. Now, the player could still be struck, especially if he's running around during a storm swinging a metal weapon, but houses shouldn't be hit. Far more accurate would be to have tree limbs fall and crush them, possibly on fire.
Lightning actualy crushes trees into heavy sticks, not sure about fire though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 17, 2011, 04:02:51 pm
Umm ok, I think Zombie Hulks are bugged. While I don't think it's intentional, A hulk can be displaced into impassable terrain (Walls, windows, etc) when stunned but they don't destroy the terrain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 17, 2011, 04:34:47 pm
I'm kind of curious as to why there are lightning strikes at all. Pretty much every home out there has been either made or retrofitted to be completely grounded to prevent any electrical buildup. Now, the player could still be struck, especially if he's running around during a storm swinging a metal weapon, but houses shouldn't be hit. Far more accurate would be to have tree limbs fall and crush them, possibly on fire.
Lightning actualy crushes trees into heavy sticks, not sure about fire though.

I've had multiple safehouses lit on fire by lightning, to the point where I sleep at least half a map block away from any of my item storage buildings to protect them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 04:46:53 pm
I store important items in basements. At least you know there they won't be blown away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 17, 2011, 04:55:49 pm
I've never survived long enough to worry about storage.

Or perhaps I have, and the reason I didn't get any farther is because I didn't use storage. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 17, 2011, 04:59:15 pm
Probably not. At least for me, a nomadic style is even easier, since you don't have to focus on defending anything. You loot and move on.
Altogether I had about 100 volume units of storage, so I could pack quite some stuff without needing to leave anything behind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 05:04:58 pm
To me is not as much about storage as it's about finding a place to sleep in. Few things beat a basement. And other, less safe alternatives, like a bathroom, can end up being death traps far more easily. (EG: one time I had to sleep in a room like that, only to have several hulks breach through the walls and pummel me).

Underground shelters can still be wrecked (in the previously mentioned game, I had to sleep in that bathroom because my basement had been wrecked by a triffid queen), but in principle it's more rare. Plus you can escape more easily when it happens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 17, 2011, 05:06:41 pm
Y'know, I've been wondering since I started playing.  When you sleep, does sleeping on an actual bed matter?  What about encumbrance and so forth?  Seems to be, sleeping on a bed without a kevlar vest and gasmask would be a lot easier than sleeping fully dressed on a basement floor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 05:07:27 pm
The bed does matter, I think. Insofar it's easier to go to sleep on a bed than on the floor. IDK about encumbrance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 17, 2011, 05:10:04 pm
The bed definitely provides an advantage.

I've found the safest place to sleep to be a lab bedroom with all the doors closed. The problem there is getting out after you've woken up :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 17, 2011, 05:57:28 pm
You'll fall asleep faster if you're on a bed--mostly this is useful for insomniacs.

Encumbrance doesn't matter.  My first instinct was to make characters undress for bed, but I decided it was more annoyance than it was worth.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 05:58:59 pm
BTW: are zombie necromancers supposed to be able to raise non-zombies from the dead?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 17, 2011, 06:39:18 pm
Got a bug to report, Whales. Broken windows that have been cleaned can't be boarded up. Turned my window from a board-up fix-up to needing three manually constructed walls to block out.  :-\

This is fixed in the next release; boarding up windows is now a construction, and can be done (with 0 skill) with a hammer or a nailgun.  Hammers (and crowbars) will be used to removed boarding from windows and doors, so you don't have to smash it down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 06:46:54 pm
Is there any use for bank vaults ATM?

(sidenote: it would be nice to be able to use consoles to CLOSE doors, as well as open them. That way vaults could make nice item stacks. Except for lightning, that is)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 17, 2011, 06:55:54 pm
Schweet.

Also, how do you mix ammonia and bleach, and does the supposed resulting toxic gas do anything?
It's a crafting recipe, for teargas I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on October 17, 2011, 07:12:47 pm
I would personally like to know why a house being solidly grounded would prevent it being struck by lightning.

Lightning rod principal. Ben Franklin discovered that a sharp iron rod distributed electricity into the air at such a rate that it was impossible to generate a spark on a small scale. He applied that principle to houses, putting a sharp rod on top and grounding it, theorizing that lightning was nothing more then a giant static shock. It worked. Modern houses evolved to the point where they no longer needed rods because of the copper piping running through, attached to most of the building, grounds the house and prevents a buildup that would allow a strike.

Edit: Oh. Fun fact. Churches back then were often struck by lightning, and they also refused to put up lightning rods, saying lightning was gods wrath. So once rods picked up steam, the town brothel would never be struck, while the church was the only building still getting hit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 17, 2011, 07:16:48 pm
Regarding the nomadic lifestyle: I usually follow one of two paths, light melee runner and loaded-for-bear gunslinger.

I've never survived long enough to worry about storage.

Or perhaps I have, and the reason I didn't get any farther is because I didn't use storage. :P

Two backpacks + packmule + plenty of ammunition and guns will usually get you to the point where the only way to die is to go into labs. Alternately, just get a utility vest + skirt + melee weapon and learn to travel light, scavenging as you need it. The only drawback to this is that you either eat raw meat or regularly go into towns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 17, 2011, 07:35:35 pm
Lightning rod principal. Ben Franklin discovered that a sharp iron rod distributed electricity into the air at such a rate that it was impossible to generate a spark on a small scale. He applied that principle to houses, putting a sharp rod on top and grounding it, theorizing that lightning was nothing more then a giant static shock. It worked. Modern houses evolved to the point where they no longer needed rods because of the copper piping running through, attached to most of the building, grounds the house and prevents a buildup that would allow a strike.

It was my understanding that the reason grounding a building works is simply because when lightning does strike, it runs harmlessly through the highly conductive material (e.g. the lightning rod) and so doesn't cause problems. I haven't ever heard of them being used to prevent strikes in the first place. I'm trying to do research on this, and can find plenty of information about lightning rods diverting current from lightning, but absolutely nothing about what you're saying. Do you have any links, or... anything?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on October 17, 2011, 07:45:23 pm
Lightning rod principal. Ben Franklin discovered that a sharp iron rod distributed electricity into the air at such a rate that it was impossible to generate a spark on a small scale. He applied that principle to houses, putting a sharp rod on top and grounding it, theorizing that lightning was nothing more then a giant static shock. It worked. Modern houses evolved to the point where they no longer needed rods because of the copper piping running through, attached to most of the building, grounds the house and prevents a buildup that would allow a strike.

It was my understanding that the reason grounding a building works is simply because when lightning does strike, it runs harmlessly through the highly conductive material (e.g. the lightning rod) and so doesn't cause problems. I haven't ever heard of them being used to prevent strikes in the first place. I'm trying to do research on this, and can find plenty of information about lightning rods diverting current from lightning, but absolutely nothing about what you're saying. Do you have any links, or... anything?
I had read about that in one of Assimov's essays, but it was more about the effect of the lightning rod on the general populace with regards to religion and the acceptance of science rather then the actual science of the rod. I'll try to see if I can't find it, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 08:24:42 pm
I'm on day five-to-six. Badly battered up after I kept running into zombie packs while running from other zombie packs, every one bigger than the previous one.

I think I had gotten complacent because I had killed many zombies in the area of the city where I was, and was tending to find them in manageable ammounts. And the worst I had met were zombie brutes (which I killed with my silenced .45 while they were on frames.

The only reason I survived was that a zombie spitter managed to damage normal zombies enough for them to stop chasing me, and that the hulk was slower than usual due to some bullets I had put in him. That left two fast zombies which chased me into my secondary hideout, but FZ's are fragile, and I was able to kill them with my hatchet, even in my battered up state.


It's going to take me a day of rest at the very least, before the pain thresholds and HP go to manageable levels. I'll train up with books in the meanwhile, I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dood_ on October 17, 2011, 10:20:08 pm
I found a Portal Generator

It's as likely to bring you to a mini-safe haven dimension, free from zombies, triffids, and those bastard wolves as it is to, well, ever see the movie, The Mist?

Time for SCIENCE!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 17, 2011, 10:21:15 pm
I always laugh when people say Brutes/Hulks/Skeletons are hard. Since I start as a melee specialist, they ultimately become easy unless I face them on day one, but I figured out why I felt this way. The answer came to me in 3 simple words: Blunt Force Trauma. Simply put, at level 5-6, Bashing weapons start stunning just about everything. With a good blunt weapon (Hatchet>Wrench>Nail Board), you trivialize most encounters granted you have a choke point. Now I will say two Hulks simultaneously is hard but still manageable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 11:19:15 pm
Yeah, I posted on that in the past. As it stands now, melee combat is overpowered. You don't even need weapons, really. get unarmed and melee high enough and you can punch buggers to death.

(of course, if you don't start with a few points in melee it isn't that easy, as there is no book for that one)


PD: I suspect that sooner rather than latter I'm going to have to start eating zombie flesh. Ew. :(

PPD: Found a lab. Suggestions on how to destroy the entrance's turret? Or any other turrets, for that matter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 17, 2011, 11:26:39 pm
You know, rotten meat keeps forever and can be cooked. Just haul around a ton of normal meat chunks (rotten or not) and cook them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 17, 2011, 11:40:11 pm
Just fought off a ridiculous sized pack of zombies. 4 Necromancers and about 20 normals with some Spitters thrown in for fun. Of course that was the third consecutive wave of zombies that night of the same size. I couldn't leave the damn store. Took 1 step outside and had to run right back in every time I tried to leave.

Edit: Oops, double post. Oh well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 17, 2011, 11:49:54 pm
I really want to break into that lab. But I'm not about to rush into a turret with a hatchet. Or even a .45. I already found the hard way in my previous game that even repeated smg bursts at point blank are less than effective.

Maybe a molotov?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on October 18, 2011, 12:03:19 am
EMP grenades. They're craftable, too, I think. I don't know what level/skill though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 18, 2011, 12:04:41 am
When I assault a lab I come with 2 things: a Grenade(Cause finding an ID card isn't worth the hassle) and an F111 Savage. It does enough damage to 1 shot turrets at 1-2 Rifle skill level.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on October 18, 2011, 12:06:06 am
Ah, yes, the famed pizza ingredient. :P
Seriously, though, it's very accurate and does a lot of damage. It's one of the best semi-automatic rifles out there. The only bad thing is the 3 shot clip magazine thing and the 1-by-1 cartridge loading thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 18, 2011, 12:23:04 am
Doesn't matter to me. I only use it for killing robots and only until I find a laser rifle. Everything else falls before my hatchet. Btw is there a Fire Axe or a Wood Axe out there?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 18, 2011, 12:25:03 am
Quote
When I assault a lab I come with 2 things: a Grenade(Cause finding an ID card isn't worth the hassle)
ok, did not know the grenade bit.  I don't think they're that much easier to make (in particular, I'm unsure as to the needed skills) but it's nice to know there's an alternative if there are no dead scientists to plunder.

I'd be happier if guns & ammo was more prevalent, as I like to start without the firearms skill (unwise, I know, given it's versatility and how hard to find Guns and Ammo magazine is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on October 18, 2011, 01:04:28 am
Btw is there a Fire Axe or a Wood Axe out there?
There's a wood ax, I believe. Rather strong but slow at 148 turns per hit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 18, 2011, 01:15:40 am
So I think I found a bug - molotov cocktails don't actually consume a glass bottle anymore. I can fill a bottle with gas, then combine the gas with a rag which gives me a molotov cocktail.... and an empty glass bottle to repeat the process with.

Unless gas stations run out of gas, I've got an effectively unlimited amount of molotovs now since clothes are so common to slice up for rags (not that I would ever abuse that to burn down the whole city, no I'd never do anything like that..... heh heh heh).

(this is using 0.1g which I believe is the latest release)

Edit: Molotov cocktails seem awful loud - I admit I've never actually thrown one IRL but ingame it made an explosion and drew a decent horde of zombies. Seems to me like they wouldn't be *that* loud - a breaking bottle and the woosh of fire (and whatever noise a burning zombie makes).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 18, 2011, 01:18:51 am
Finally managed to get past the turret, and broke into the initial bionics chambers. I have a few toys to play with now. Granted, more military minded stuff would be nice, but given how broken melee combat is, I see little point in pushing too much towards getting the higher end stuff.

ARGH! Manhack swarm!

And I was THIS close to becoming a cyber-demigod :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 18, 2011, 02:11:46 am
Lemme guess, flashlight instead of nightvision?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 18, 2011, 04:47:03 am
... but FZ's are fragile, and I was able to kill them with my hatchet ...

I'm not fragile, goddamnit! >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 18, 2011, 05:09:24 am
Hallucinations are useful for training your unarmed combat.
Have anyone tried electrohack on robocop or turrets? So far I only found it useful when you have no ID cards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 18, 2011, 09:23:51 am
Edit: Molotov cocktails seem awful loud - I admit I've never actually thrown one IRL but ingame it made an explosion and drew a decent horde of zombies. Seems to me like they wouldn't be *that* loud - a breaking bottle and the woosh of fire (and whatever noise a burning zombie makes).
Yeah. Molotov cocktails don't make that much sound IRL. Maybe it's the huge fire that draws attention of zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 18, 2011, 09:56:38 am
Molotov cocktails also aren't made out of tequila in real life. I'm not really sure how much "real life" is factoring into this here.

Regarding relative noise, I'd compare it to breaking a window pane. It should probably be a little quieter than that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 18, 2011, 09:58:17 am
I think it's the light that's bringing zombies in. The zombies were originally based on L4D zombies, which do become aggravated with bright light.

Have yet to see a witch though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 18, 2011, 10:41:53 am
Are you sure tequila won't burn? I'm pretty sure that anything above 45 proof is at least slightly flammable.

I'm pretty sure it has to be over 100 proof to burn effectively, but unless tequila's really weak it should burn some.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 18, 2011, 11:57:23 am
Are you sure tequila won't burn? I'm pretty sure that anything above 45 proof is at least slightly flammable.

I'm pretty sure it has to be over 100 proof to burn effectively, but unless tequila's really weak it should burn some.

Whether or not it burns, it won't burn well and certainly wouldn't explode. The best you'd get is probably a bit of fairly-harmless flame on the ground. I'm not sure how well ethanol burns to begin with, and even 100-proof alcohol is still 50% water, so a lot of the heat will go into both heating up the water and evaporating it (separate effects, each absorbing energy), also causing it to burn more slowly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 18, 2011, 12:37:37 pm
Umm, Molotov's don't explode per se, they just splash flammable fluids over everything and light them on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 18, 2011, 12:43:47 pm
Sure, but a bottle of rum/tequila/whatever isn't going to do that either to an appreciable degree.

According to Wikipedia, E85 (85% ethanol, 15% gasoline) has been used for them, but for what purpose I don't know.

Committing arson with them is one thing, but other uses (in real life, anyway) would require something much stronger than liquor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 18, 2011, 12:48:28 pm
That has irked me a bit since I started playing.  A Molotov Cocktail is called such because it uses a liquor bottle, but it's supposed to be filled with gasoline or turpentine.  There are very few consumable alcohols that can hold a flame at all, none of which would explode.

Speaking of alcohol, I've yet to see actual beer anywhere in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 18, 2011, 12:56:38 pm
That has irked me a bit since I started playing.  A Molotov Cocktail is called such because it uses a liquor bottle, but it's supposed to be filled with gasoline or turpentine.  There are very few consumable alcohols that can hold a flame at all, none of which would explode.

It doesn't really irk me because it's supposed to be a genre-staple kind of thing, not a realistic kind of thing.

Quote
Speaking of alcohol, I've yet to see actual beer anywhere in the game.

Yeah... the problem is that, as far as I know, items are restricted to discrete usage effects. How drunk a bottle of alcohol gets you is not in any way variable. You'd need multiple effects, something like "weak alcohol" and "strong alcohol". Cataclysm suffers from a lack of continuity (in the mathematical sense) in that regard, unless I'm mistaken.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 18, 2011, 01:30:24 pm
Quote
Speaking of alcohol, I've yet to see actual beer anywhere in the game.
Yeah... the problem is that, as far as I know, items are restricted to discrete usage effects. How drunk a bottle of alcohol gets you is not in any way variable. You'd need multiple effects, something like "weak alcohol" and "strong alcohol". Cataclysm suffers from a lack of continuity (in the mathematical sense) in that regard, unless I'm mistaken.

Nah, it's fully possible to make a "weaker alcohol" effect.

Spoiler: iuse.cpp (click to show/hide)
Spoiler: disease.h (click to show/hide)

As shown, all you'd need to do is make a separate iuse:: entry with a smaller duration. The disease itself checks the remaining duration to see how badly you're drunk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 18, 2011, 01:48:16 pm
Actually, the current iuse::alcohol would work fine for beer.  Put a single charge of beer in an aluminum can.  A can of beer is about as inebriating as a shot of liquor (as our freshman orientation classes taught us) so it works out fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 18, 2011, 02:04:50 pm
I hear this talk about butchering corpses.  I see no command to do so, and trying to (a)pply a Combat Knife (described as being useful for butching corpses) says I can't do anything interesting with it.  Do I have to learn a skill, or is there something else I'm supposed to do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on October 18, 2011, 02:05:55 pm
I think it's the light that's bringing zombies in. The zombies were originally based on L4D zombies, which do become aggravated with bright light.

Have yet to see a witch though.
Shouldn't be too hard to mod in witches, though. Have her remain stationary, prints messages about hearing her cry whenever one is in the area, and make her run really really fast at you and kill you dead if you startle her(by getting too close, shooting her, or having a flashlight on near her). Maybe increase the spawn rate during really heavy storms.

I hear this talk about butchering corpses.  I see no command to do so, and trying to (a)pply a Combat Knife (described as being useful for butching corpses) says I can't do anything interesting with it.  Do I have to learn a skill, or is there something else I'm supposed to do?
There should be a command. "B" or "b", I think, but I can't check at the moment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on October 18, 2011, 02:05:55 pm
shift-B to butcher
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 18, 2011, 02:10:16 pm
Yeah, in version 0.1g, under the ?-Help screen, shift+B is listed as "B-^Lπ(".  No really, check for yourself.  Thanks though, I was wondering what that was for.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 18, 2011, 02:34:37 pm
Yeah, in version 0.1g, under the ?-Help screen, shift+B is listed as "B-^Lπ(".  No really, check for yourself.  Thanks though, I was wondering what that was for.

Ouch.  That'd be a Windows bug; it appears fine under Linux.  Sorry about that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 18, 2011, 03:35:28 pm
I am so far loving this game, not counting the dog wich i am too retarded to mod out.
I love the idea of having all kinds of stuff to do. But i usually never get past the point where i got a gun and all i need to survive as i am usually in some kind of painful condition(Seriously First Aid should work better than just instantly getting limb's health up, or atleast a more powerful way of healing limbs)

I usually start by telebugging the dog away. Then i search my house for usually useful stuff, if i cant find a container i grab what's most important(a bottle of water, painkillers, a flashlight and something to hit with) then i run out into the big bad world looting whatever i see, then i usually wear all kinds of containers like backpacks, purses and cargo pants, looting all i can find. I usually get to the point where i am ready to make a safehouse, but i usually get killed in the proces of finding nails(Nails are something along minecraft-diamond tier of rarity)

My suggestions:
Nails and pipes either more common or else craftable.
A less bullshit medical system.
*not gonna bitch anymore about the dog*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 18, 2011, 03:48:58 pm
I'll agree that nails are too scarce, though. You'd think they'd be slightly more common in general households.
or maybe add more in hardware stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 18, 2011, 03:52:53 pm
Well, they're already in hardware stores, unless you're implying that they should be more common in both.

Either way, I do agree.
sorry yeah, I meant adding MORE nails in hardware stores. I mean if you walk into one there are bins and boxes and huge shelves full of nails/screws/fasteners.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on October 18, 2011, 03:56:33 pm
There should be lots of screws if you take apart a building, though I don't know if it's possible to do it quietly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 18, 2011, 03:59:24 pm
It's too bad there's no explosives with a really long fuse so you can drop it as a distraction for the zombies, then go somewhere else to do something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 18, 2011, 04:03:13 pm
No, shimmering portals do nowt.
RE:Nails, you want them bad. You know who else wanted them bad? all the other survivors who've looted those stores, and anyway, they spawn quite a lot in houses now, for me anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dood_ on October 18, 2011, 05:08:26 pm
That's a pity. I was searching the science labs in my town for one to do some SCIENCEing of my own, but alas, no luck.

Anyway, two questions;

1. Factions have been taken out, right? But there's still copbots near police stations if you break in. And near the stations I found about 7 dead zombie corpses, and 1 dead shock zombie.

Do copbots fight the zombies when you're not around? I suppose the alternative is other players swinging by to do it.

2. Craters! What's their deal? I got eaten by something in one hit before I could get near enough to find out, and don't really feel like going through the hassle of clothing store > sporting good store > grocery store before embarking on another little adventure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 18, 2011, 05:20:18 pm
Craters aren't very interesting.  They're big rubble pits.  Often radioactive.  Nothing much to see there; they're only there for flavor, or to make the player go around a bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on October 18, 2011, 08:16:22 pm
the only items i've seen spawn inside of craters are chunks of metal... so unless you want to craft a lot of bear traps, it's not really worth trying to look for scavengables anywhere inside of it. but then, maybe there are different types of craters that spawn different things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 19, 2011, 03:17:32 am
the only items i've seen spawn inside of craters are chunks of metal... so unless you want to craft a lot of bear traps, it's not really worth trying to look for scavengables anywhere inside of it. but then, maybe there are different types of craters that spawn different things.

I heard most of em are radioactive?
Also is the telnet server updated with the newest version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 19, 2011, 03:19:06 am
I don't think it is, it's a few versions back.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 19, 2011, 04:06:25 am
I don't think it is, it's a few versions back.

Also laggy as hell and no keypad support so i am outta there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 19, 2011, 04:09:41 am
"No keypad support"? What do you play it with, your brain?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 19, 2011, 04:10:37 am
He means Numberpad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 19, 2011, 04:26:17 am
Setting PuTTY to nethack-style controls (or whatever it's called) works fine for Dungeon Crawl: Stone Soup.

Quote
In this mode, the numeric keypad keys 1-9 generate the NetHack movement commands (hjklyubn). The 5 key generates the . command (do nothing).

If Cataclysm supports those movement keys (which it hopefully does, being a roguelike and all!), then this should work fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 19, 2011, 11:53:46 am
I had an idea onto how to nerf Hand to Hand combat (and other combat exploits): use enemy/equipment categories.Certain sorts of attacks would have a penalty or a bonus depending on what class of enemy you were fighting)

For instance, while a decent level of unarmed combat might allow you to batter regular and not-so-regular zombies to death, it should be very hard, if not impossible, to wrestle hulks and bears to death. Hence the latter would be in a category that reduces damage from that source, and so on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 19, 2011, 12:15:03 pm
I don't think it is, it's a few versions back.

Also laggy as hell and no keypad support so i am outta there.
No lag for me, and numpad works fine... what you talking about?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 19, 2011, 01:07:23 pm
I don't think it is, it's a few versions back.

Also laggy as hell and no keypad support so i am outta there.
No lag for me, and numpad works fine... what you talking about?

I had numpad on, i pressed but instead it did stuff like ask where to smash and walk in completely wrong directions :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 19, 2011, 01:29:15 pm
I don't think it is, it's a few versions back.

Also laggy as hell and no keypad support so i am outta there.
No lag for me, and numpad works fine... what you talking about?

I had numpad on, i pressed but instead it did stuff like ask where to smash and walk in completely wrong directions :P
As G-Flex pointed out, you need to enable the numpad support in PuTTY.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 19, 2011, 04:39:52 pm
I've noticed that, in recent versions, clothing does have some kind of "layering" mechanic.  When I get attacked in the torso, it's always coats that get hit before shirts.  This is a good thing.  However, some pieces need some rearranging, because I appear to be wearing my wool poncho under my shirt.  I started wearing wool ponchos precisely to protect my precious raincoat from damage, and I keep hoping it works, because I remember seeing it happen once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 19, 2011, 04:56:40 pm
I've noticed that, in recent versions, clothing does have some kind of "layering" mechanic.  When I get attacked in the torso, it's always coats that get hit before shirts.  This is a good thing.  However, some pieces need some rearranging, because I appear to be wearing my wool poncho under my shirt.  I started wearing wool ponchos precisely to protect my precious raincoat from damage, and I keep hoping it works, because I remember seeing it happen once.

We also also seem to wear our utility vests outside our coats, which while it makes very little sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 19, 2011, 05:21:06 pm
I don't think it is, it's a few versions back.

Also laggy as hell and no keypad support so i am outta there.
No lag for me, and numpad works fine... what you talking about?

I had numpad on, i pressed but instead it did stuff like ask where to smash and walk in completely wrong directions :P

In PuTTY session options, go to Terminal -> Keyboard. Under "initial state of numeric numpad", select "NetHack".

Then go to Terminal -> Features and check "Disable application keypad mode".

Also, you might need to have NumLock on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 19, 2011, 05:43:29 pm
Or just press Ctrl+Numlock to turn the numpad on normally in Putty. ;)

Clothing is layered in the order you put it on.  I want to change this (if you find a new t shirt and put it on, it should automatically go under anything you're already wearing), but I'm not sure the best course of action, so it'll remain as such for now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 19, 2011, 05:51:32 pm
Clothing is layered in the order you put it on.  I want to change this (if you find a new t shirt and put it on, it should automatically go under anything you're already wearing), but I'm not sure the best course of action, so it'll remain as such for now.

Is it obvious from the items' order in the inventory screen which is on top of which?

Regarding automatic placement, my initial thought would be to layer everything in terms of minimum -> maximum encumbrance, but there are some obvious cases where that doesn't work, like putting on a kevlar vest over your trenchcoat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 19, 2011, 05:55:50 pm
Clothing is layered in the order you put it on.  I want to change this (if you find a new t shirt and put it on, it should automatically go under anything you're already wearing), but I'm not sure the best course of action, so it'll remain as such for now.

Is it obvious from the items' order in the inventory screen which is on top of which?

Regarding automatic placement, my initial thought would be to layer everything in terms of minimum -> maximum encumbrance, but there are some obvious cases where that doesn't work, like putting on a kevlar vest over your trenchcoat.

Yeah, it should be underneath->on top, reading from the top of the list and going down.

And yeah, encumbrance was my first instinct but obviously doesn't necessarily work.  I might just end up adding an extra variable to clothing items to decide which layer they're on... but that isn't very expandable (if t-shirt is layer 1 and sweatshirt is layer 2, what happens when I add a button-down shirt, intended to be worn between the two?  I'd have to rewrite layer values all over).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 19, 2011, 06:24:24 pm
Just make the layers bigger numbers. So for example, t-shirt is layer 10, sweatshirt is layer 20... if you add a button down shirt something you can make it layer 15, or 11, or whatever you want. That's what I would do, anyway.

(not a programmer, sorry if this is a stupid solution)



Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 19, 2011, 07:03:02 pm
Oooookay, I've a got a crash in 0.1g Windows.  I came across a pile of scientists in the street and was looting them, when a Necromancer came along.  Any time I'd get close to him, the program would insta-close.  I kept experimenting with it - it wasn't him trying to raise nonexistent zombies, I think, because he kept doing the arm thing.  Then I tried throwing a rock at him, and that crashed.  I reloaded one more time, took two steps, crash.  Now the program crashes just trying to load the save.

Which is a real shame, but that's the roguelike life for you.  You can die at any minute anyway, save corruption is just one more hazard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 19, 2011, 07:04:13 pm
Did you try turning debug messages on and seeing what it spat at you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 19, 2011, 07:07:11 pm
Did you try turning debug messages on and seeing what it spat at you?

That I did not, because I wasn't thinking about it.  First I was messing around, then just trying to get away, and now the save is screwed.

Oh wait, after three tries, now the save does load from the last autosave.  I'll see what happens.

Crap, how do you turn on debug mode again?  Control-Z gives you the cheat menu, and it's not there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 19, 2011, 07:07:47 pm
Ah well, I'll go lurk around some dead scientists until a necromancer shows up and see if something happens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 19, 2011, 07:19:10 pm
Welp, saved my save, I guess.  I don't know what I did, but the Necromancer just disappeared, and the tile itself wasn't the problem.

Clothing is layered in the order you put it on.  I want to change this (if you find a new t shirt and put it on, it should automatically go under anything you're already wearing), but I'm not sure the best course of action, so it'll remain as such for now.

I can confirm this is not working as intended.  I put on a raincoat, then put on a poncho, so the poncho is ordered lower on the list.  I get hit in the torso (badly), and the raincoat is damaged while the poncho is not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 19, 2011, 08:46:48 pm
There's a possibility for lower-worn articles to absorb the damage that passes by upper-worn articles.  This is as intended but may change in the future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 19, 2011, 09:35:51 pm
Is it actually possible to smash reinforced glass? It says smashable, but I got trapped in a lab by acid rain and didn't have the skill to hack the computer in the biotics lab (and didn't have the equipment/skill to explore the lower levels) so I smashed it for a few hours to pass the time and it never seemed to break.

Also a bug - it somehow seemed to acid rain INSIDE the lab or something... I was not injured by rain, but a glob of acid appeared on one of the piles of biotics and dissolved it. It was strange because it was not appearing anywhere else, just one glob on top of the counter to melt all those biotics then nothing.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 19, 2011, 09:43:12 pm
I've seen necromancers  reviving dead rats and other nonzombie things in the past.


Maybe there's a bug with reviving scientists?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 19, 2011, 09:46:17 pm
And yeah, encumbrance was my first instinct but obviously doesn't necessarily work.  I might just end up adding an extra variable to clothing items to decide which layer they're on... but that isn't very expandable (if t-shirt is layer 1 and sweatshirt is layer 2, what happens when I add a button-down shirt, intended to be worn between the two?  I'd have to rewrite layer values all over).

Instead of discrete layers, you could just have "precedence" values, and sort all worn items from min to max. So a t-shirt could be 1 (minimum value or close to it), a dress shirt could be a little higher, a kevlar vest probably a little higher than that, jackets near the top, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 19, 2011, 10:35:10 pm
Right, the issue is with what happens when I have adjacent values and I want to put one in between them.  Making the values less discrete (e.g. 10, 20) is a solution, though it just pushes back the problem rather than truly fixing it.  Still pondering in the back of my mind, though it's not the most important issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 19, 2011, 10:42:26 pm
Right, the issue is with what happens when I have adjacent values and I want to put one in between them.  Making the values less discrete (e.g. 10, 20) is a solution, though it just pushes back the problem rather than truly fixing it.  Still pondering in the back of my mind, though it's not the most important issue.

You could make it a float instead of an integer. If the number itself is invisible to the player, it shouldn't matter.

Also: If you use high-enough-precision numbers, even integers, the worst you'll have to do is recalibrate the values (on the order of "double everything" or "multiply everything by ten") in a fairly trivial way that won't affect anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 19, 2011, 10:49:11 pm
Either way it's sloppy code that leads to a lot of more-or-less meaningless values in the item definitions that could leave future developers (or myself) scratching their head.  The kind of thing I like to try to avoid when I can see it happening.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 19, 2011, 11:05:00 pm
The values are arbitrary, sure, but only because their meaning is relative to each other. I really can't think of a better way to do it. If there's some better way that's more conceptually solid instead of just all items being relative to each other, I agree that would be preferable. I'm not sure how that would be doable, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 19, 2011, 11:09:58 pm
By the way, if there are any writers here, I'd like for you to share your stories, songs, poetry, etc. in the thread I just made in the Creative Projects forum :) http://www.bay12forums.com/smf/index.php?topic=95062.msg2695563#msg2695563 (http://www.bay12forums.com/smf/index.php?topic=95062.msg2695563#msg2695563)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 19, 2011, 11:23:26 pm
Ok, Metabolic Interchange is my new BFF. It practically guarantees I'll never run out of energy from small drains like Air Filter and Enhanced Memory Banks. Also small blob boxing still works lol. I'm currently training up my dodge out of my 10k XP pool. Only down side is they have a fairly slow attack speed.

Edit: Also worms are the single greatest source of raw meat I've found. After weathering 2 straight days to get rid of my opiate addiction, I go outside to see dozens of corpses of worms that suicide rammed the building foundation :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 20, 2011, 12:05:49 am
Small blobs, huh? That's an idea I didn't have. Thanks ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on October 20, 2011, 12:50:29 am
Why do the worms kill themselves anyway? Seems kinda silly, and trivializes them as a threat.

They'd be much more interesting if they just moved around the edges of the foundation until you left the building. They could just path to the closest point to whatever noise they're detecting, then go at you when you leave the house. Right now all they are is room service. Hungry? Just fire a shot and wait at your door for delivery.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 12:56:06 am
It's actually the worms tearing each other to pieces--I guess I'll change that, it doesn't work as intended!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Symbiode on October 20, 2011, 01:26:03 am
Either way it's sloppy code that leads to a lot of more-or-less meaningless values in the item definitions that could leave future developers (or myself) scratching their head.  The kind of thing I like to try to avoid when I can see it happening.

As a preface: I don't know C++.

I threw the following together to hopefully make a jumping off point in pseudo-code. Looking at it again it would most likely be better do make the layer definitions a struct and store the INNERMOST and OUTMOST values in those, but hopefully you get what I was going for. I have no idea how you have the current data set up for the items or the player as, again, I don't know C++ and can't read the source very well due to that.

Code: [Select]
//constants for innermost items per slot
static int CHEST_INNERMOST_INNER;
static int CHEST_INNERMOST_MIDDLE;
etc..

//constants for outermost items per slot
static int CHEST_OUTERMOST_OUTER;
static int CHEST_OUTERMOST_EXTERNAL;
etc..

enum LAYER {
   INNER = 1,
   MIDDLE = 2,
   OUTER = 3,
   EXTERNAL = 4
};

void init() {
initLayerMap();
CHEST_INNERMOST_INNER = getChestInnermostInner();
etc...
}

int getChestInnermostInner() {

int innermost = null;

for (item : items) {

if (item.slot == CHEST_SLOT && item.layer == LAYER.INNER && (innermost == null || (item.priority < innermost) )
{

innermost = item.priority - 1;
}
}
}

item shirt() {
string slot = CHEST_SLOT;
string layer = LAYER.INNER;
//item will alwys be innermost item in inner slot
int priority = CHEST_INNERMOST_INNER;
}

item vest() {
string slot = CHEST_SLOT;
string layer = LAYER.INNER;
//item will always go over shirt
int priority = shirt.slot + 1;
}

item sweater() {
string slot = CHEST_SLOT;
string layer = LAYER.MIDDLE;
//arbitrary number, will be used only in cases where multiple items on the same layer.
int priority = 3;
}

item trenchcoat() {
string slot = CHEST_SLOT;
string layer = LAYER.OUTER;
int priority = CHEST_OUTERMOST_OUTER;
}

void equipitem (item i, String slot) {

//get currently equipped items
items[] items_equipped = player.getItemsEquipped(slot);

//add item to end of array
items_equipped[sizeof items_equipped+1] = i;

//sort array with new item
for () {
//sort array by layer and priority
}

}


You would still have arbitrary values, like the sweater, but it would still let you control where items go when it matters, such as the shirt or vest definitions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 01:45:59 am
A minor update focused on bugfixes and minor features.

EDIT: Oops, original commit included a freeze when generating weed basements.  Fixed and re-upped.

A clean build is required.  Old saves are not compatible.

Features:


Tweaks:


Bug Fixes:


Misc/For Coders:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 20, 2011, 01:56:13 am
Quote
Thrown item damage greatly nerfed.
Nice. It was kind of strange to be able to kill monsters by throwing CLOTHES at them :p

(IMO a melee nerf is also in order, as I commented earlier. An experienced char killing regular zombies with a spiked board effortlessly is somewhat reasonable. Doing the same to hulks and bears, not that much :) )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 01:59:48 am
Yes, I started to look at retooling melee but decided to leave it until later and get this out tonight.  In particular, I think I am going to require a crit to pass three different checks; skill check, Dex check, and weapon to-hit check.  Maybe best 2 of 3 or something.  Crits are generally what make easy kills really easy, so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 20, 2011, 02:13:09 am
Not really... I deal non crit 40-60 damage and taking that to the head will decapitate most zombies. Crits usually land me 140 ish damage :P

Also
A clean build is required.  Old saves are not compatible.

Nooooooooooooooo! (http://nooooooooooooooo.com/)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on October 20, 2011, 02:52:28 am
And yeah, encumbrance was my first instinct but obviously doesn't necessarily work.  I might just end up adding an extra variable to clothing items to decide which layer they're on... but that isn't very expandable (if t-shirt is layer 1 and sweatshirt is layer 2, what happens when I add a button-down shirt, intended to be worn between the two?  I'd have to rewrite layer values all over).

Surely the solution here is for a t-shirt to have a layer of LAYER::TSHIRT and a sweatshirt LAYER::SWEATSHIRT and then have an enum class LAYER { TSHIRT, SWEATSHIRT } and then forget about the fact they are numbers?
If you want things to use the same layer they could be more generically named and then use the order put on, and increase the encumbrance for multiple one the same layer.

I'm just glad all the clothes stores (and peoples houses..) only have clothes in your size, imagine what pain it would be if had to find a size M or size XXL t-shirt ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 20, 2011, 02:53:39 am
It's the future, everything is one size fits all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 20, 2011, 09:41:50 am
So I've decided to play an ultra rational character (geniuses can be schizophrenic too). To that end, once I established my supply of food and morale items I headed staight for a gun store, where I picked up a USP. 45 (my big gun) and a Sig Mosquito (my little gun). Since I had absolutly no skill with guns, I decided the rational thing to do would be to practice. So I picked up some crappy ammo for my Mosquito, took a couple of swings of whiskey, smoked a blunt, read some porn and then proceeed to target shoot, and shoot, and shoot. After expending 150 rounds (with periodic porn and whiskey breaks), I had skill 3(2%) firearms and skill 2(79%) handguns. I also had a few observations. Shooting at a wall in boring, especially when the game tells me I keep missing. Using a .22 to target shoot seems very risk free so far, I've been shooting for more than 2 hours now (including breaks) and no zombies have shown up. At this level of risk it would be nice for an abstracted process for practice. Granted, if I was skeet shooting with my trusty 12 gauge, it would be slightly different. My final observation is that it seems nonsensical that the general skills (melee, firearms) increase faster than the more specific skills (e.g. Pistols). Why is it easier to generalize your abilities than to become better at the specific thing you are doing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 01:05:46 pm
So I've decided to play an ultra rational character (geniuses can be schizophrenic too). To that end, once I established my supply of food and morale items I headed staight for a gun store, where I picked up a USP. 45 (my big gun) and a Sig Mosquito (my little gun). Since I had absolutly no skill with guns, I decided the rational thing to do would be to practice. So I picked up some crappy ammo for my Mosquito, took a couple of swings of whiskey, smoked a blunt, read some porn and then proceeed to target shoot, and shoot, and shoot. After expending 150 rounds (with periodic porn and whiskey breaks), I had skill 3(2%) firearms and skill 2(79%) handguns. I also had a few observations. Shooting at a wall in boring, especially when the game tells me I keep missing. Using a .22 to target shoot seems very risk free so far, I've been shooting for more than 2 hours now (including breaks) and no zombies have shown up. At this level of risk it would be nice for an abstracted process for practice. Granted, if I was skeet shooting with my trusty 12 gauge, it would be slightly different. My final observation is that it seems nonsensical that the general skills (melee, firearms) increase faster than the more specific skills (e.g. Pistols). Why is it easier to generalize your abilities than to become better at the specific thing you are doing?

It's for this reason that I think I'm going to change the XP system.  Instead of using a skill to spend points, the game will keep track of how often you use your various skills--say, 20% melee, 15% bashing, 5% cutting, 10% firearms, 10% handguns, 15% first aid, 15% mechanics, 10% dodging.  Then, as soon as you gain XP, it spends it in the correct area.  I might also implement turning off skills a la DCSS, so that players don't have to shoot a wall if they want their firearms skill to be more likely to receive XP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on October 20, 2011, 01:24:28 pm
Refilling a lighter (windows version) from a gas pump crashes the game, no error report.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 20, 2011, 01:48:49 pm
I'm honestly not sure an XP system is even necessary. Surely there are ways that morale could more directly affect skill gain and cut out the middleman, and I'm pretty sure I've heard a couple decent proposals for how that could be done.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 20, 2011, 01:50:57 pm

It's for this reason that I think I'm going to change the XP system.  Instead of using a skill to spend points, the game will keep track of how often you use your various skills--say, 20% melee, 15% bashing, 5% cutting, 10% firearms, 10% handguns, 15% first aid, 15% mechanics, 10% dodging.  Then, as soon as you gain XP, it spends it in the correct area.  I might also implement turning off skills a la DCSS, so that players don't have to shoot a wall if they want their firearms skill to be more likely to receive XP.

That's exactly what Dungeon Crawl Stone Soup did. However if you go this route, you should also look into how they implemented it cause training new skills will be a bitch if they have to compete with every previous action to get EXP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 01:56:49 pm
Refilling a lighter (windows version) from a gas pump crashes the game, no error report.

Fixed.  Thank you
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 02:09:02 pm

It's for this reason that I think I'm going to change the XP system.  Instead of using a skill to spend points, the game will keep track of how often you use your various skills--say, 20% melee, 15% bashing, 5% cutting, 10% firearms, 10% handguns, 15% first aid, 15% mechanics, 10% dodging.  Then, as soon as you gain XP, it spends it in the correct area.  I might also implement turning off skills a la DCSS, so that players don't have to shoot a wall if they want their firearms skill to be more likely to receive XP.

That's exactly what Dungeon Crawl Stone Soup did. However if you go this route, you should also look into how they implemented it cause training new skills will be a bitch if they have to compete with every previous action to get EXP.

I thought DCSS used something similar to the current system, where using a skill spends XP?  Hence victory dancing and such.

But yeah the percentage thing would take time into account.  Recent actions would be weighted much more than those you performed a while ago.  Or maybe it'd just be the ratios of the actions you performed during the past two hours or something.


I'm honestly not sure an XP system is even necessary. Surely there are ways that morale could more directly affect skill gain and cut out the middleman, and I'm pretty sure I've heard a couple decent proposals for how that could be done.

What I'm proposing is exactly that actually.  There is no XP--as you get skill points from morale, they're directed immediately into skills.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 20, 2011, 02:12:48 pm
Yeah, I'm dumb and didn't put two and two together. I think my brain was stuck in "skills for kills" mode since you mentioned DC:SS. I can tell I haven't played Cataclysm in a while.

I thought DCSS used something similar to the current system, where using a skill spends XP?  Hence victory dancing and such.

Haven't played DC:SS in a while, eh? They eliminated victory dancing and the XP pool. Now, XP you gain (same method, by killing dudes and such) goes directly into skills you have enabled. Other details vary a little bit depending on whether you use the "automatic" or "manual" mode, not to mention it's changing a little bit more in trunk as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 20, 2011, 02:13:22 pm
I'm honestly not sure an XP system is even necessary. Surely there are ways that morale could more directly affect skill gain and cut out the middleman, and I'm pretty sure I've heard a couple decent proposals for how that could be done.

What I'm proposing is exactly that actually.  There is no XP--as you get skill points from morale, they're directed immediately into skills.

This is my biggest criticism of the game right now, that you have to be constantly chugging soda and candy, or spend character points to be Optimistic, to make doing anything except reading books worthwhile.  Get caught in the rain, or have to eat bad food?  Now no action you take for the next couple hours will improve you at all.

Putting aside the incongruous connection, and the omission of character-building-through-adversity, it's just a pain to keep up with.  My biggest suggestion, if you're committed to the system working as it is, is give all characters a permanent boost to morale, like how Optimistic works, so that being at a natural state of Morale Zero isn't worthless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 02:21:13 pm
Well, increasing your skill levels is just one small slice of what"improving yourself" is in Cataclysm.  If your focus is on increasing your skill levels, maybe I need to nerf them to make them less valuable.
Character buiding through adversity is exactly what I want to omit.  Cataclysm is a game more often about avoiding aversity than plunging yourself into it.  This, and the fact that skills are often less important than equipment (outside of melee, which I'm always in the process of retooling ;) ), are things which I hope will differentiate Cataclysm from traditional "role-playing games."  As I move into NPC development and things like factions and missions, I'm hoping that Cataclysm will become a real role-playing game--not in the sense of grinding for levels and gold, but in the sense of playing a character defined through its actions.

That aside, yes, occasionally you have negative morale and your skills won't improve for a while.  That's hardly the end of the world.  Increasing your skill levels is not the goal here; if anything it's a minor aside.
I have been considering making XP increase faster at 0 morale, though, and may implement that soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 20, 2011, 02:26:44 pm
Character buiding through adversity is exactly what I want to omit.  ... in the sense of playing a character defined through its actions.

I guess what I'm saying is, these two sentences seem directly contradictory to me, at least going by the entire history of human storytelling.

I've got my doubts too about this "something's working well? time to nerf it" idea, but I can't really complain about that.  It's not that I'm focused on increasing skills, it just seems patently unfair that all the activity in the world will do nothing to improve me at that activity if I happen to be damp at the time.

As long as were on the subject, I guess one idea you could look at is making injury give a morale penalty.  That gives you a huge incentive to not get into trouble, and it's pretty realistic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 20, 2011, 02:35:21 pm
I guess what I'm saying is, these two sentences seem directly contradictory to me, at least going by the entire history of human storytelling.

Why? We're talking about a game primarily based on survival. A lot of that genre is avoiding confrontation. Even if you think growth-through-adversity is necessary, that adversity doesn't need to be in the form of things punching other things. Trying to find shelter in the rain, struggling to forage for food, and trying to avoid contact with Harmful Entities are forms of character-building and adversity. Hell, in a game like this, simply doing what you need to in order to survive should count.

Quote
I've got my doubts too about this "something's working well? time to nerf it" idea, but I can't really complain about that.  It's not that I'm focused on increasing skills, it just seems patently unfair that all the activity in the world will do nothing to improve me at that activity if I happen to be damp at the time.

The morale system being a little poorly-implemented doesn't make it bad. Yeah, standing out in the rain affects morale more than it should (it probably only should affect it so much if it, say, makes you very very cold), and there's too much focus on drugs and not enough on other things that should affect morale (like, say, not getting into fights, being healthy, finding neat things, being successful at something, etc.), but that's not the kind of fundamental, systemic problem you seem to be talking about.

Basically, I think you're having trouble distinguishing between a system being conceptually flawed and a system that just needs some work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 02:39:12 pm
Well, in the first sentence I meant character building as you meant it: skill increase.  Which isn't character building at all, but silly video gamey stats.

In the second sentence, I meant character definition as human storytelling means it: defining how others think of you, essentially.  Are you welcome in this town?  Are you seen as a philanthropist or a mercenary?  Do people really care about you, or do they keep you around because they want to use you?

RPG "character building" is boring to me, especially when you get to "build" your character after killing 15 monsters.

At any rate, I'm thinking about splitting morale into "morale" and "mood;" the former would change at a glacial pace, probably steadily decreasing, but also receive boosts from sleeping in a warm bed regularly, being in good health, achieving meaningful goals.  The latter would be more or less what morale is now; affected by things like being wet from the rain, eating gross food, etc.  Having either one positive would lead to skill increase.  Building able to read or craft would still be dependant on mood; that was my main intention with the getting-wet penalty (no reading til you dry off or whatever).

G-Flex makes some good points; the morale system is still young, really, particularly when I don't have the work of any other video games to learn from.  I think moving to a morale/mood system will improve these problems.  To be honest, I introduced the thing because I wanted a reason for players to abuse drugs :P  But it's grown beyond that, and I intend to expand it to fit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 20, 2011, 02:45:59 pm
Well, in the first sentence I meant character building as you meant it: skill increase.  Which isn't character building at all, but silly video gamey stats.

In the second sentence, I meant character definition as human storytelling means it: defining how others think of you, essentially.  Are you welcome in this town?  Are you seen as a philanthropist or a mercenary?  Do people really care about you, or do they keep you around because they want to use you?

Ah, it's easy to forget that side of it without NPCs around.  Right now, skills and items are the only metric of a character's progression, both of which you said you wanted to avoid and downplay, which was confusing.  I was thinking about storytelling as a Man vs The Elements thing, in which what you can do is what defines you (since right now, The Elements is all you have to gauge yourself against).

I disagree anyway.  Being good at something is as much an aspect of character as how people think about you.  Especially in a setting like this, having useful skills is a prime source of respect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 20, 2011, 06:43:31 pm


The problem is that some skills are too damn important not to care about them. For instance: food will spoil after a few days, and if you don't have a half-decent butchery skill, you won't get anything from most animal corpses (how about revamping this so that you get at least one meat item from each butchery?).

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 20, 2011, 06:47:16 pm
Alternately, a book on butchery. Even increasing butchery to 1 has a drastic effect on meat gain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 20, 2011, 07:24:41 pm
Well, in the first sentence I meant character building as you meant it: skill increase.  Which isn't character building at all, but silly video gamey stats.

In the second sentence, I meant character definition as human storytelling means it: defining how others think of you, essentially.  Are you welcome in this town?  Are you seen as a philanthropist or a mercenary?  Do people really care about you, or do they keep you around because they want to use you?

RPG "character building" is boring to me, especially when you get to "build" your character after killing 15 monsters.

At any rate, I'm thinking about splitting morale into "morale" and "mood;" the former would change at a glacial pace, probably steadily decreasing, but also receive boosts from sleeping in a warm bed regularly, being in good health, achieving meaningful goals.  The latter would be more or less what morale is now; affected by things like being wet from the rain, eating gross food, etc.  Having either one positive would lead to skill increase.  Building able to read or craft would still be dependant on mood; that was my main intention with the getting-wet penalty (no reading til you dry off or whatever).

G-Flex makes some good points; the morale system is still young, really, particularly when I don't have the work of any other video games to learn from.  I think moving to a morale/mood system will improve these problems.  To be honest, I introduced the thing because I wanted a reason for players to abuse drugs :P  But it's grown beyond that, and I intend to expand it to fit.

I would love a more detailed morale system which tracks long term things, mostly because it would make thriving (as opposed to just surviving) long term a decent challenge, especially if you try and do it without  human contact.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 09:04:26 pm
Another small bug-fixing update.
As usual, a clean build is required and old saves are incompatible.  Wait, old saves might be compatible actually.

Features:

Tweaks:

Bug Fixes:
\

Code features:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 20, 2011, 09:06:38 pm
Quote
Fungal spires spawn now!  They are highly difficult boss battles found at fungal blooms.  Killing one will cause the fungus population to die out at a rate of 20% per day--a half-life of around 3 days.

Hmmm... does this, in turn, give a practical use to nuclear silos? (aka: if I nuke fungal blooms, will the fungus die out as well?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 09:10:22 pm
In theory, yes!  Hadn't thought of that but it should work.

Assuming that launching the nuke doesn't crash your game ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 20, 2011, 10:18:18 pm
Welp, trying to board up a window reliably crashes my game.  I think it might have something to do with night falling as I'm working, but I honestly don't know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 20, 2011, 10:25:22 pm
It's a problem with construction that seemed to manifest itself in a Windows version.  Aposos is fixing it, it seems.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 21, 2011, 01:38:08 am
Yeah, I'm dumb and didn't put two and two together. I think my brain was stuck in "skills for kills" mode since you mentioned DC:SS. I can tell I haven't played Cataclysm in a while.[/quote]

Wait, Whales, I was dumb about me being dumb.

The suggestion I was making was: Instead of XP from morale going into recently-used skills instantly, why not have the skills go up when you use them, probably dependent on morale. This should work especially well if you distinguish "morale" from "mood".

Basically, you're saying "when your morale is good, you gradually get XP, which gets distributed across skills you've used recently." I'm saying "when your morale is good, using a skill trains it". I suppose either method can work, although mine just makes more sense to me.

wild dogs that can be tamed with craftable dog food

This seems a bit... silly? Why can we befriend wild dogs with dog food and not, say, cooked meat? Seems kind of weird.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 21, 2011, 02:32:40 am
That was my first thought too - dogs will eat damn near anything and in my experience prefer pretty much any sort of people food to dog food. Why do you have to craft special dog food to feed them to tame them?

of course my second thought was oh well, who cares, since the dog you start with tends to end up getting eaten by the first zombie anyway so collecting more is not something I have much interest in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 21, 2011, 02:46:33 am
Is there a way to get far-sighted trait? You stumble upon those reading glasees in every second house, but you can't choose the trait when creating a new character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 21, 2011, 02:49:50 am
It is pretty weird, but it's better than nothing I guess.  I'll probably change that at some point in the future; I invite anyone to mod in their own system here ;)


Basically, you're saying "when your morale is good, you gradually get XP, which gets distributed across skills you've used recently." I'm saying "when your morale is good, using a skill trains it". I suppose either method can work, although mine just makes more sense to me.

Yours also rewards heavy skill use, which is the counter to what I'm trying to accomplish with a new system and would lead to rampant grinding. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 21, 2011, 03:20:25 am
Also I lured a squirell into a deadend and tried to put it on fire with a lighter. It didn't work. I suggest I should pour some petrol on it first. Although i doubt I'd get some cooked meat from it that way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 21, 2011, 04:04:29 am
It does work. It lights a small fire under them, which hurts over time.

If you pour gas the fire will be stronger. If you add additional items to burn it will last longer.

Also:

- Triffids are particularily vulnerable to fire, so it's better against them. Even a lighter fire can be painful, particularily to young triffids.

-If you try to set fire to an open window space, it will actually set a fire to the tiles in front and behind it.

- Mini-flamethrower is far more effective than lighters, when it comes to setting items on fire.

- Laser mounted finger might be the best antitriffid weapon in the game. Just a few shots can burn a queen to a crisp.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 21, 2011, 05:24:43 am
Basically, you're saying "when your morale is good, you gradually get XP, which gets distributed across skills you've used recently." I'm saying "when your morale is good, using a skill trains it". I suppose either method can work, although mine just makes more sense to me.

Yours also rewards heavy skill use, which is the counter to what I'm trying to accomplish with a new system and would lead to rampant grinding. :D

Yeah, I might have to agree with you there in terms of it being better for gameplay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 21, 2011, 05:45:32 am
I've found a bug, I think: Preparing cooked veggie in a fire results in the removal of all raw veggie. I think
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 21, 2011, 06:41:56 am
I have an idea for a non-xp based skill system.

Every time you use a skill, you gain a small, temporary skill bonus for that skill; which slowly accumulates the more you use it. The maximum amount of the temporary bonus depends on your intelligence, and its rate of increase depends on your morale.

When you fall asleep, a portion of that temporary bonus is removed and converted into permanent skill points. The rate of conversion depends on your intelligence and your current skill level (Possibly morale as well). Having enhanced memory banks makes the conversion more efficient.

Reading books gives that temporary bonus, but only works if both your temporary bonus and skill level are both below a certain amount.

So as you use a skill, it becomes easier to use during that period of exertion. While you're asleep, your brain conserves some of that as experience, muscle memory, and whatnot. If you don't use that skill for a long time, you eventually lose that temp bonus and have to rely entirely on what your brain has managed to hold on to.

And while we're at it, why not have some "dreams" as well? They're just a little something to add flavor, and perhaps add a few messages that show what skills you used most before going to sleep or review any important events that happened.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 21, 2011, 09:34:16 am
I like it, sort of the "say/do it 10 times for it to become a permanent memory" thing. Temp boost is short term memory and with enough emphasis it'll become permanent. Makes sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dastardly_dawg on October 21, 2011, 04:54:23 pm
What kind of features are planned for dogs/other pets?  A few thoughts just on how dogs could be beneficial--and thus worth keeping around--dawned on me as I started this newest version.  Granted, there are more important gameplay elements worth exploring (and taking time coding), but this could add a bit more risk vs. reward gameplay.

--Dogs as detectors.  Depending on how detailed you want to get with the system (perhaps the strength of the bond with your dog, how rested it's been, fed, etc.), some set of variables influences the dog's perception and ability to detect enemies and alert the player through specific behaviors.  Whining= it smells/hears zombies.  Growling=wolves, bears, animals detected.  Runs off/refuses to follow=something bad; hulks, necros, etc.  Sniffing the ground intently, pulling at its leash= prey animals detected.

--Dogs as alarms.  As a result of their detecting, their alerts can wake a player.

--Dogs as light pack carriers.  Similar to the dawn of the dead remake. Maybe patch together some modifications to a cargo vest, crafting a harness and giving the dog some small carrying power and lightening your load.

--Dogs as bait.  Toss a foodstuff or specific item onto a tile (chew toy, etc.), possibly luring zombies toward it.  Either pick em off or sacrifice your pet to live to fight another day.



Risk vs. reward:

They're already not durable.  Keeping them alive could be a worthy challenge (possibly made easier if you could keep them on a leash which you could carry or use to tether them to something). 

--Barking. Depending on the system used, negative variables (hunger, low bonding/player skill/training, whatever) could increase the chance that they bark, increasing your noise signature.

--Morale mod.  Keep em around, receive a bonus to morale (if the character is bonded/in a mental or physical state to care that the dog's around).  If bonded and they die, take a morale hit.

--Food/thirst/sleep.  Another mouth to feed and body to shelter.  If quite hungry/thirsty, their ability to act as an alarm can disrupt your sleep.

As a player creation option, a bonded pet or trained one or something like that could come at the cost of character points.  Or you could just choose not to start with a dog and not bother with it or, using the new taming items, seek to utilize a pet later on in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 21, 2011, 05:10:57 pm
The thing is that a dog really, really wouldn't be able to fight off a zombie... not even a relatively weak one, really. Dogs are built to make things bleed or stop breathing, and zombies don't really respond to that, only to extremely blunt/destructive force. Bites won't do much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on October 21, 2011, 05:18:51 pm
yeah, knives wouldn't do much to a zombie either really, nor would most small calibre rounds... yet somehow it works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 21, 2011, 05:25:40 pm
The thing is that a dog really, really wouldn't be able to fight off a zombie... not even a relatively weak one, really. Dogs are built to make things bleed or stop breathing, and zombies don't really respond to that, only to extremely blunt/destructive force. Bites won't do much.

A large dog an break a mans neck if they get their jaws on their neck. They can also hamstring zombies quite effectively.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on October 21, 2011, 05:59:54 pm
yeah, knives wouldn't do much to a zombie either really, nor would most small calibre rounds... yet somehow it works.

Yes, well in zombie fiction you are supposed to go for a head shot to kill a zombie, and a stab or gunshot to the head is lethal to anything. Now Whales is obviously not going for Hollywood or realistic zombies here so just go with whatever he does, because no matter what it will be geared to fun playing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 21, 2011, 06:13:45 pm
New update!

Clean build required.  Old saves not compatible.

Features:

Tweaks:

Bug Fixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 21, 2011, 06:19:56 pm
New items: MRE

I was actually going to suggest that, as a good food item to include in Labs and Silos.  Are they a morale boost or penalty to eat?

You could set it up so that Cooking 1 would let you turn an MRE (slight morale hit) into a Heated MRE (slight morale boost) with a container of water, using the included instant-heat pack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 21, 2011, 06:30:30 pm
yeah, knives wouldn't do much to a zombie either really, nor would most small calibre rounds... yet somehow it works.

Yes, well in zombie fiction you are supposed to go for a head shot to kill a zombie, and a stab or gunshot to the head is lethal to anything. Now Whales is obviously not going for Hollywood or realistic zombies here so just go with whatever he does, because no matter what it will be geared to fun playing.

Also, gunshots (even low-caliber) can still break bones or otherwise cause significant structural damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 21, 2011, 06:42:12 pm
New items: MRE

I was actually going to suggest that, as a good food item to include in Labs and Silos.  Are they a morale boost or penalty to eat?

You could set it up so that Cooking 1 would let you turn an MRE (slight morale hit) into a Heated MRE (slight morale boost) with a container of water, using the included instant-heat pack.

They're a minor morale penalty, but they're healthy (those things are supposed to have balanced nutrition, right?  not that it actually has a gameplay effect right now) and very filling.  And they don't go bad.


Gunshots are generally designed to either flatten against the body, fragment inside the body, or tumble severely; all of which cause massive physical trauma, enough to really damage zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaleb702 Games on October 21, 2011, 07:02:55 pm
Dang it, I had just finished setting up the game for the previous update...
Now I have to set it up for this one.

LOL kidding, that's great.
This is going well, it seems.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 21, 2011, 07:22:10 pm
Does anybody else find little point in fortifying your hideout too much? I'd rather (if sleeping in the surface) use a place which has at least one way in andone out, preferibly in the form of open windows, so that I can bail out if I hear something.


I also like to use houses as a "tunnel network" of sorts. Rather than go through the street, I go through them whenever possible. This way you're harder to spot, you can fight at chokepoints without running too far, and if needed, going back through the buildings is almost certain to allow you to outrun quite a few things

(Btw, I find myself wondering what zombie scientists are, exactly. Clearly not brainless, at the very least)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 21, 2011, 08:46:17 pm
Well, bread seems to use the correct amount of flour now, however it's using too much water. I had 9 bottles of water and made a load of bread, the recipe says it takes 2 but it used up all 9.

On the bright side, cooking with a fire works great, and it's much easier to carry around some stupid flammable thing to burn then a hotplate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 21, 2011, 09:03:39 pm
An MRE shouldn't have a morale penalty. They're pretty damn good (as good as or better than the kind of stuff you might get at a soup kitchen unless your local soup kitchen is a really good one). They also have 1,250 calories each and the associated nutrient amount to keep a normal human body functioning optimally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on October 21, 2011, 09:25:54 pm
So, i started a new game and went down into the basement, where i found a
Spoiler (click to show/hide)

So, Whales is putting things into updates and not telling us about it... Not exactly good practice (if it was bugged, you would never know because you never told anyone it was there) but as long as it's this kind of pleasant laughter-inducing surprise, i'm happy with it. 8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 21, 2011, 09:30:59 pm
I've heard different reports regarding their taste ;D

At any rate, I like the minor morale penalty as a way to offset the most filling food item in the game, with no expiration date.

Heh, regarding that basement surprise... it's from a couple versions ago, posted yesterday, and I did mention it ;)  Here's the announce, I'm pretty sure I posted it here too. (http://whalesdev.com/forums/index.php?topic=143.msg2983#msg2983)  Though, on occasion I do forget to mention a new feature.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Stelknecht on October 21, 2011, 09:43:40 pm
New player here. I cannot stop playing this. It's worse (well, almost as bad as) DF.
Is there any standard link to apropos' compilations? I yearn for boarding up windows again! I sketched a little defensive plan at work today and am anxious to put it to the test.

Stel!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on October 21, 2011, 09:55:36 pm
it's from a couple versions ago
this is what i get when i wait for a couple versions to be released before updating after quitting for a while
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 21, 2011, 11:15:32 pm
New player here. I cannot stop playing this. It's worse (well, almost as bad as) DF.
Is there any standard link to apropos' compilations? I yearn for boarding up windows again! I sketched a little defensive plan at work today and am anxious to put it to the test.

Stel!

The original post has a link to it, but here you go: https://github.com/aposos/Cataclysm

Lots of people seem to have trouble finding the download button, so you can also just click here: https://github.com/aposos/Cataclysm/downloads

(also I notice I'm two versions behind even though I just downloaded the new version last night..... damn whales/asposos you're going crazy with the updates)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 21, 2011, 11:33:06 pm
I have periods where I'm super-busy sometimes, and then there's stretches of little or no activity.  One of the perks of doing this as a hobby rather than professionally is that I can work on it when I feel like it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on October 21, 2011, 11:47:44 pm
I've heard different reports regarding their taste ;D
There are two sorts of MRE's. Good ones, and REALLY crappy ones. The good ones taste quite good. The bad ones, yeah. Though, they have gotten better. Heard only the vegetarian ones are the only really bad ones anymore.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 22, 2011, 12:35:54 am
Holee fuck.


Looking at the changelog shows just how much things are moving forward. o_O

This game is going to be utterly EPIC one day, even more-so than it already is. I hope that one day when things pick up financially, we can have a real-time multiplayer server ;D EPIC monster hordes attacking player fortresses, NPC caravans for trading and travel between checkpoints (like in certain games, a high-level craftable construction that functions as a sort of Waypoint you can navigate to), all sorts of buildings and functions like functioning rudimentary banks inside of settlements for keeping your cash and rare items safe (safety deposit boxes ftw! The more volume the box, the more expensive, and the more/bigger things it can hold!), actual gun stores, FARMS!, dozens more fauna so we can viably hunt without getting zed-raped, more defenses, special walls we can fire out of (a-la fortification), TOWERS (with Z level introduction of course, OR you can go the old-school way and have uncrossable terrain to simulate another Z level, like Age of Empires' cliffs), wells for water, actual crafting stations, etc.

THEN, it'll really mark a difference. Hell, this can be turn-based mode in singleplayer also, sort of a Fortress Mode to the usual Adventure mode ;) Wandering aimlessly is fine and dandy, but actually having a SETTLEMENT to return to, NPCs to chat/barter with, and such, is HUGE. I mean. HUGELY awesome and promising. Hell, you can even choose multiple modes; start off in a barren waste with supplies and a few NPC guards, a trader, a marksman, and you can construct the settlement yourself, start off in a basic settlement with wooden walls, a stronger one with stone walls and 2-3 shops/buildings and a few houses, or a big village with metal/stone walls, fortifications, and all. Of course, the bigger the town, the harder it is to survive. ;)

Of course, this is all far, far into the future. I BELIEVE in Cataclysm, though. I know it'll attain such a level of EPICNESS, that it'll be an insane mixture of Dwarf Fortress and every kickass zombie game I've ever played and wished there was more to. Cataclysm can become THAT game.

...Pretty damn sure Cataclysm, once someone gets some sprites up (;) , will become well-known and very, very epic.



...Did I mention epic? No? Yes? :P

*has panties in a bunch just thinking about the implementable possibilities, the awesome gameplay, the amount of people playing, and Whales actually making money off of the game so he can focus on it and add more awesome content ;) )

By the way, adding player-made content/mods was literally THE most awesome and intelligent idea Whales ever had. As a COMMUNITY, we can achieve SO much more!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 22, 2011, 03:26:43 am
Above post:

Woah relax, with the anime smileys and chat language.
We are all very excited about the game. And it certainly inspires team Ameripain.

Anyway, Whales? Will we ever be able to pry out windows? I hate not having any windows in my shelters.

By the way, does noises attract zombies? I broke into a house by window then every little zombie in the area came and raped me promptly as if a gas tank or something exploded :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 22, 2011, 03:37:51 am
Above post:

Woah relax, with the anime smileys and chat language.
We are all very excited about the game. And it certainly inspires team Ameripain.

Anyway, Whales? Will we ever be able to pry out windows? I hate not having any windows in my shelters.

By the way, does noises attract zombies? I broke into a house by window then every little zombie in the area came and raped me promptly as if a gas tank or something exploded :P

Chat language?

Hey, hey, let me be excited at 4 in the morning alright? I need to take a break from proper English and grammatical rules. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 22, 2011, 03:47:36 am
Noise attracts zombies, but not all noises are the same. Window breaking is pretty mild, IMO. I do it all the time without much consequences. Medium firearms, like a .45, do attract zombies from a wider range, so try to avoid using them near your hideout, if you can help it.


Also: try to avoid rushing into areas where you haven't been before. That might result in you getting swarmed easily, I think. At least when I expand slowly from my starting area, slaughtering local zombies whenever possible, I tend to meet zombies in controllable ammounts. It's when I rush around when I start meeting large packs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: A Nice Glass Of STFU on October 22, 2011, 10:11:55 am
So, Long time Fan, Played Since Near the Beginning, Always Loved It. Just thought I'd Bring Something To attention: Did you Know that you can attach These things to a longbow: Enhanced grip (Plausible in some ways I guess) Silencer (wait, What?) And A Sniper Conversion (Okay, What? So... What?)
Is this Intended or a Happy accident?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 22, 2011, 10:13:44 am
Above post:

Woah relax, with the anime smileys and chat language.
We are all very excited about the game. And it certainly inspires team Ameripain.

Anyway, Whales? Will we ever be able to pry out windows? I hate not having any windows in my shelters.

By the way, does noises attract zombies? I broke into a house by window then every little zombie in the area came and raped me promptly as if a gas tank or something exploded :P

Chat language?

Hey, hey, let me be excited at 4 in the morning alright? I need to take a break from proper English and grammatical rules. :P

Ok.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 22, 2011, 10:57:32 am
So, Long time Fan, Played Since Near the Beginning, Always Loved It. Just thought I'd Bring Something To attention: Did you Know that you can attach These things to a longbow: Enhanced grip (Plausible in some ways I guess) Silencer (wait, What?) And A Sniper Conversion (Okay, What? So... What?)
Is this Intended or a Happy accident?

Haha, a happy accident, now eradicated.  Thanks :P

P.S. Next version will allow you to remove window panes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 22, 2011, 11:07:15 am
I don't know if attaching an actual scope to the bow would be very helpful, but there are aiming reticules that can be attached to a bow to give a shooter an easier-to-use interface than actually learning how to shoot by nothing but sight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sergius on October 22, 2011, 12:42:21 pm
Arrows travel in an arc, so a scope would be useless.

Those aiming reticules are more like what you'd use in a grenade launcher, for example.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 22, 2011, 03:50:58 pm
A small favor, Whales? Could you update the version number/letter in the MOTD when you make your next update? It'd be nice to see which version is running for those of us that play on the SSH version.

Sure.  I always forget to update that thing!  I wrote a new update script which handles all that stuff for me (including posting the update news to Twitter), I'll try to figure out a way to make it auto-update the MOTD too.

EDIT:  Of course, Eronarn often maintains a server-specific motd, but I'm sure he'd leave important information in there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 22, 2011, 03:57:51 pm
P.S. Next version will allow you to remove window panes.

Cool! Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on October 22, 2011, 03:59:10 pm
Also, why no ability to extract from triffids? Maybe a way to, to quote the book, "dock" them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on October 22, 2011, 04:35:03 pm
can it have texturepacks? im fine with ASCII but i prefer graphic tiles
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 22, 2011, 06:00:16 pm
can it have texturepacks? im fine with ASCII but i prefer graphic tiles

One exists for Windows somewhere, but it hasn't been maintained at all and no tiles version has existed for a while.  One day I hope to have an official tiles version, but that's a ways off :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 22, 2011, 06:57:24 pm
Is there a button to drop all from the drop menu? If there is, what is it so I can stop accidentally pressing it.... if not there's a bug that sometimes makes you drop EVERYTHING.

Also, why the heck didn't anyone ever tell me you can construct a flamethrower?! ...Now I just have to figure out how to reload it... it says it takes gasoline but I can't fill it straight from the pump, and I can't seem to use an aluminium can, plastic bottle, or glass bottle full of gas to reload it either....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on October 22, 2011, 07:13:00 pm
Suggestion spam (maybe)

Crafting recipes (good and bad) i will explain any recipes if you want me to
Reinforced Barrciade |Two by Four+Two bt Four|
Oil/other flammible liquid lamd |glass+Gasoline/Oil/something+Can+knife(keeps)|
Makeshift  stove |Flamible item+piece of metal|
Makeshift liquid stove |Gas/oil/flammible liquid+can of some kind+piece of metal|
Makeshift grenade |flammible liquid+can/bottle+rag+lighter(keeps)|

my brain is dead for now,i need to play cortex command.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on October 22, 2011, 07:14:28 pm
also,could you get rid of that thing telling you theres monsters everytime you see one? its annoying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 22, 2011, 07:18:10 pm
also,could you get rid of that thing telling you theres monsters everytime you see one? its annoying.

It's also life-saving.

If you don't like it you can turn it off temporarily by hitting !, and permanently by hitting ".  Just don't ever hold down a movement key ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on October 22, 2011, 07:26:53 pm
hmm...i find the game a bit boring without sound.and a few more suggestions

choosing a job that effects whats in your house,a builder would have hammers nails etc.
does water flow?
magma!?
hoard attacks like around 100-300 zombies enter you town some may enter your house.
taller buildings.

im using all my brain power on this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 22, 2011, 07:49:16 pm
Makeshift grenade |flammible liquid+can/bottle+rag+lighter(keeps)

Isn't this exactly what a molotov is?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 22, 2011, 08:17:44 pm
You can already craft grenades and molotovs, what else could you want?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on October 22, 2011, 08:19:09 pm
There is magma, it's just devolved into its lesser form, lava.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on October 22, 2011, 08:24:11 pm
I WANT MY TRIFFID FARMING! Where is it? >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 22, 2011, 08:54:37 pm
This isn't Left 4 Dead, buddy. Ten zombies are usually more than enough to take down one person, never mind when you throw specials into the mix. All that massive hordes would add is a greater pull on computational resources.

Water doesn't really need to flow, either, since there's no real way to interact with it asides for swimming sinking, and I think that taller buildings are planned for the future anyways. Worry not, things will come in time.

Ten zombies anytime after noon on the first day arn't a big deal. Either shoot them point blank, or funnel them through a couple of choke points and your fine. It's when you run into double necromancers, a fast zombie and ten zombies that you run into trouble.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 22, 2011, 08:55:16 pm
This just in - Top Hats, Monocles and other assorted gentlemanly wear is in for next update :P (http://whalesdev.com/forums/index.php?topic=311.0)
This calls for an avatar change, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on October 22, 2011, 09:49:23 pm
^ Oh my science. I just got 500 times more addicted. Killing zombies... In a top hat!
AND WHERE MAH TRIFFID FARMING?! HAVE YOU NOT READ THE BOOK?! Perhaps, sorta like the wasp nests, abandoned triffid farms?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 22, 2011, 11:09:56 pm
I've read the book, and it's great, a true classic of post-apoc media--perhaps the first great post-apoc novel.

Triffid farming... I don't think there's much use in vegetable oil, even if it is delicious.  The stings would be a cool trophy/weapon, but it kind of overlaps with insect stings, and I'm not sure I want that kind of drop available on a monster that runs around large swathes of land.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 23, 2011, 12:16:12 am
BTW: What are insect stings good for?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 23, 2011, 12:18:11 am
Triffid farming... I don't think there's much use in vegetable oil, even if it is delicious.

If food is at all scarce, vegetable oil would be exceptionally useful. Lots of calories.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 23, 2011, 12:45:20 am
BTW: What are insect stings good for?

Stabbin'

No promises, but a near-future release might see the long-awaited return of NPCs, a new starting situation, and some basic missions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 23, 2011, 12:57:23 am
BTW: What are insect stings good for?

Wasp stings used to be arguably the best weapon in the game, then they got nerfed... I'm not really sure how good they are post-nerf (haven't gotten a hold of one since).

Anyway, no-one knows how to reload a (crafted) flamethrower? I've tried filling it straight from the pump (it tells me simple flamethrower won't hold gasoline), putting gas in all sorts of containers (glass bottle, plastic bottle, plastic bag, tin can...) in which case it just says out of ammo when I try and reload, pouring it right on the ground... nothing. It says it uses (12 rounds of) gasoline in the description, I just can't figure out how to make the gasoline go inside of it. Maybe it's just bugged?

Edit: I notice the chainsaw (which I don't have to test if it works) says 1000 charges of gasoline. Maybe the problem is the flamethrower wants some sort of bullets made out of gasoline or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 23, 2011, 01:08:51 am
Dang flamethrowers broken again.  Chainsaws do work and can be reloaded from the pump.  Flamethrowers should be able to be reloaded from a pump in the next release, from a bottle of gasoline if I have the time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MetalSlimeHunt on October 23, 2011, 01:11:50 am
BTW: What are insect stings good for?

Stabbin'

No promises, but a near-future release might see the long-awaited return of NPCs, a new starting situation, and some basic missions.
I still have nightmares about the NPC error screens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Alkhemia on October 23, 2011, 02:25:14 am
Hmmm I found a base use a ID card and found some more lock door can I shut the first door? I have a nice base of operation if I can figure out how also does eating Zombies or Human do anything bad? :-\ Fun game btw
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 23, 2011, 02:30:38 am
Humans(Chunk of Meat) only give morale penalty. Zombies(chunk of Tainted meat) give moral penalty and poisoning. Note this is separate from food poison form eating rotten foods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 23, 2011, 09:16:32 am
I got a suggestion, actually a handfull:

Death, A lategame NPC that appears rarely when suffering from mortal wounds, diseases etc. If you choose to play old man he would appear periodically. He may either, simply approach and kill you, ask you a hard riddle or converse with you, giving a morale boost and possibly even healing you(the latter only possible if you have witnessed a loved one die.

Regions, basically themes of map generation, like huge nuke craters or deserts.

Cats of Ulthor: Giant Cats from the dreamworld moon that will save you if your one they like, taking care of cats will keep em happy.

Godzilla Boss, would appear in ruined urban centers.

Satanic Rituals

Animators, rogue alien wizzies that just love to animate random things, getting mauled by a pack of wild flying zombie teapots would be grieftastic.

A variation of death NPC, G-Man, would offer either a "save the world" mission or having you mauled by Xen aliens.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 23, 2011, 09:55:44 am
possibly bunker/lab spoiler, possible bug with the new military supply bunkers..

Spoiler (click to show/hide)

Edit: I'm sure you already know about it by now (and have probably fixed it, at the rate you're going) but just in case - cooking meat is using a whole stack (even if you're cooking it off the ground) just like baking bread and probably other crafting recipes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 23, 2011, 10:11:17 am
They are pretty much like that atm. Wont always be like that.

I think the problem with bionics caches is that as they are now they SHOULD be scarce, but the failure rate in installation is high enough to make small ammounts of them not that good  (as even smart, first aid savvy characters high on drugs will end up borking the installation and breaking all other bionics quite often). You need quite a few tries to get a decent set. This will be tricky to balance, I think.

(Suggestion: how about requiring special instruments or rooms to install bionics, or at least improve failure rate? Eg surgery rooms and such. Of varying qualities: a lab's surgery room might give a bigger bonus than the one you get at a small ambulatory surgery room in an ER...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 23, 2011, 10:41:38 am
I think bionic scarcity should vary really. The current scarcity makes them appear rare and extremely expensive; but at the same time, something so valuable would focused more on powerful abilities instead of mundane utilities like flashlights and nutrition (Unless they were also dealing with a severe food shortage.). There doesn't seem to be any evidence that bionics weren't commonplace.

So yeah, basic bionics should be found in some bionic clinics and such, while the more powerful ones are found in military installations and science labs. Train your installation skills with the cheap ones before moving on to the stronger ones.

It also means that NPCs may appear with a few bionics installed in them. (Which may or may not be ripped from their mutilated bodies and recycled)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 23, 2011, 11:40:07 am
As it is now there is no installation skill proper, just int and first aid (afaik).


Speaking of which, maybe it'd make sense to have a science skill which would combine with first aid for bionics (and maybe some other stuff?) and with cooking for the advanced chemistry stuff?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on October 23, 2011, 11:43:41 am
Yay Amigara Monsters Yay!

Killed myself by spawning that dreaded monstrosity.  Fortunately, I was just experimenting how stuff worked, so no big losses for me.. yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: L0master on October 23, 2011, 12:17:15 pm
I got a suggestion, actually a handfull:

Death, A lategame NPC that appears rarely when suffering from mortal wounds, diseases etc. If you choose to play old man he would appear periodically. He may either, simply approach and kill you, ask you a hard riddle or converse with you, giving a morale boost and possibly even healing you(the latter only possible if you have witnessed a loved one die.

Regions, basically themes of map generation, like huge nuke craters or deserts.

Cats of Ulthor: Giant Cats from the dreamworld moon that will save you if your one they like, taking care of cats will keep em happy.

Godzilla Boss, would appear in ruined urban centers.

Satanic Rituals

Animators, rogue alien wizzies that just love to animate random things, getting mauled by a pack of wild flying zombie teapots would be grieftastic.

A variation of death NPC, G-Man, would offer either a "save the world" mission or having you mauled by Xen aliens.

Dude, where do you get such weed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on October 23, 2011, 12:19:11 pm
I got a suggestion, actually a handfull:

Death, A lategame NPC that appears rarely when suffering from mortal wounds, diseases etc. If you choose to play old man he would appear periodically. He may either, simply approach and kill you, ask you a hard riddle or converse with you, giving a morale boost and possibly even healing you(the latter only possible if you have witnessed a loved one die.

Regions, basically themes of map generation, like huge nuke craters or deserts.

Cats of Ulthor: Giant Cats from the dreamworld moon that will save you if your one they like, taking care of cats will keep em happy.

Godzilla Boss, would appear in ruined urban centers.

Satanic Rituals

Animators, rogue alien wizzies that just love to animate random things, getting mauled by a pack of wild flying zombie teapots would be grieftastic.

A variation of death NPC, G-Man, would offer either a "save the world" mission or having you mauled by Xen aliens.

Dude, where do you get such weed?

^What he said.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 23, 2011, 01:00:57 pm
Dude, where do you get such weed?

It's not weed, he just couldn't find any thorazine in the pharmacy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 23, 2011, 01:20:20 pm
As it is now there is no installation skill proper, just int and first aid (afaik).


Speaking of which, maybe it'd make sense to have a science skill which would combine with first aid for bionics (and maybe some other stuff?) and with cooking for the advanced chemistry stuff?

To quote the screen that pops up when you activate a CBM:
"Installation requires high intelligence, and skill in electronics, first aid, and mechanics (in that order of importance)."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 23, 2011, 02:12:24 pm
Wich version is the newest version and if its J how do i pry out windows?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 23, 2011, 02:32:26 pm
To anyone that may be interested in expanding the Cataclysm Wiki, there is a minor change.
Logging into the wiki is now done through the forum, so you'll need to make an account there if you wish to edit.

This was done to prevent the onslaught of rabid spammers. I'll work on cleaning their edits.

Oh, you can get more info here: http://whalesdev.com/forums/index.php?topic=244.0 (http://whalesdev.com/forums/index.php?topic=244.0) (recent change lower down.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on October 23, 2011, 02:53:07 pm
I've read the book, and it's great, a true classic of post-apoc media--perhaps the first great post-apoc novel.

Triffid farming... I don't think there's much use in vegetable oil, even if it is delicious.  The stings would be a cool trophy/weapon, but it kind of overlaps with insect stings, and I'm not sure I want that kind of drop available on a monster that runs around large swathes of land.

But if it's oil... Molov cocktails with triffid extract.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on October 23, 2011, 05:20:31 pm
Spoiler (click to show/hide)
...
Frig man, my whole ongoing cross-character goal for the past couple weeks has been to track down and discover for myself what the new Junji Ito references were.

So damn much for that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 23, 2011, 05:39:56 pm
Don't worry!  That's not the only Junji Ito reference!  And I might add more in the future, his stuff is awesome ;D

Besides, there's a somewhat-interesting encounter associated with those monsters that's worth finding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 23, 2011, 06:49:45 pm
But if it's oil... Molov cocktails with triffid extract.

Good luck making a molotov cocktail out of vegetable oil. Let me know how well that works for you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 23, 2011, 06:53:29 pm
Can you even swim on this game? If so, what makes you sink? Your weight, encumbrance, strength, some combination of them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 23, 2011, 07:02:34 pm
Weight and Swimming skill, mostly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 23, 2011, 07:04:07 pm
Weight and Swimming skill, mostly.
I didn't know swimming was a skill. >.>

..Move along please
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 23, 2011, 07:21:02 pm
Swimming a waste of a skill though; water isn't really that big of a hazard. Not to mention it makes all your items rust stupidly fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 23, 2011, 07:27:55 pm
I noticed, I dove into the water and started drowning and got out immediately. My SKS and soldering iron flash-rusted lightly. Good thing I had the AR-15!

What does rust do? Lower accuracy/damage in guns?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 23, 2011, 07:35:44 pm
Also encumbrance or even non-encumbering clothing hampers swimming greatly.  If you plan on swimming it's a good idea to strip first.

At some point I'll be looking at including in-water special map items; things you have to swim to reach, and even things you have to dive underneath the surface of the water to find.

I should probably figure out some decent items to put on riverbeds or something.

Rust doesn't actually affect anything, yet!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on October 23, 2011, 07:53:14 pm
Also encumbrance or even non-encumbering clothing hampers swimming greatly.  If you plan on swimming it's a good idea to strip first.

At some point I'll be looking at including in-water special map items; things you have to swim to reach, and even things you have to dive underneath the surface of the water to find.

I should probably figure out some decent items to put on riverbeds or something.

Rust doesn't actually affect anything, yet!

I'm imagining survivor colonys on boats. Bonus points if nuclear submarines are included. (Are moving bases like that even realistically possible?)
Edit: Also, giant sea monsters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 23, 2011, 07:56:59 pm
Also encumbrance or even non-encumbering clothing hampers swimming greatly.  If you plan on swimming it's a good idea to strip first.

At some point I'll be looking at including in-water special map items; things you have to swim to reach, and even things you have to dive underneath the surface of the water to find.

I should probably figure out some decent items to put on riverbeds or something.

Rust doesn't actually affect anything, yet!

I'm imagining survivor colonys on boats. Bonus points if nuclear submarines are included. (Are moving bases like that even realistically possible?)
Edit: Also, giant sea monsters.

Surfaced submarines would make a really decent multi-tile building.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 23, 2011, 08:07:40 pm
I was out in the woods, gathering up wood to build my shelter, when all of a sudden all these monstrosities start popping up out of a mound of dirt. This is creepy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on October 23, 2011, 08:11:43 pm
Heya guys! :3
I encountered a couple things. One, trying to barricade a window in the windows version causes the game to crash and Two,
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 23, 2011, 08:29:52 pm
There seem to be some construction issues in the Windows version--not sure why but I'll be doing some rewrites there, which will hopefully iron out some issues.

In regards to your other question,

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on October 23, 2011, 08:40:09 pm
But if it's oil... Molov cocktails with triffid extract.

Good luck making a molotov cocktail out of vegetable oil. Let me know how well that works for you!
No, in the book triffid extract was similar to crude. That's why they harvested them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 23, 2011, 09:12:04 pm
Triffids are based on another work?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on October 23, 2011, 09:15:13 pm
Yes. (http://en.wikipedia.org/wiki/The_Day_of_the_Triffids)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 23, 2011, 09:21:27 pm
Yes. (http://en.wikipedia.org/wiki/The_Day_of_the_Triffids)
Huh. I might buy that book, I'm surprised I've never heard of it.

Also, has something changed about death? I swear I used to be able to find my corpses and take what was left behind, but it appears the bodies vanish now. Also, I just learned you spawn in the same house no matter how many times you make a new character. Nope, turns out I just have really shitty luck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on October 23, 2011, 09:34:19 pm
I'm entirely sure. I had to wish for a flashlight to inspect it more. Didn't see any sort of exit. Although a giant ant came out of nowhere and killed me while I was moving bodies. Could have been under the bodies, but when I inspected the ground it just said "stone floor", or whatever the material was.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 24, 2011, 04:23:30 am
Ho Ho Ho! I found ANOTHER house with a basement, closer to where I want to set up a base.

And in the basement.. there was a katana! No beds though. :/


BTW: Random question: If I edit out skeletons from the game, will it result in a reduced number of zombies overall, or in the same number of zombies, with the ones who would have been skeletons becoming other kinds instead?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 24, 2011, 04:40:41 am
I'm not at home right now, so I can't check, but if I'm right, it should stay the same.

If I'm right, the game creates a monster population, then spawns monsters from it based on the population's monster group.
So yeah, number of monsters should be the same.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 24, 2011, 06:13:16 am
Military bunkers are worse than I thought. I expected some decent refuge, but they're pretty much just weapon stockpiles. You'd have better luck in a lab, provided you don't run into an automatic turret. At least labs have plenty of water. (And there's the potential of food)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 24, 2011, 07:41:52 am
I tested the scent vision bionic and it seems rather useless after the initial use. Scent spreads and dissipates so quickly that it's rather pointless to travel around with it on, especially since it covers monsters behind the pink clouds.

The Olfactory mask, however, is uber and makes you completely invisible to giant bees and possibly ants and wasps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ShadeJS on October 24, 2011, 01:01:44 pm
I'm between games, playing a version I built on the 22nd... Uhhh, is it just me or are nails not getting consumed when you '*' -> Board Up Window?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 24, 2011, 02:09:47 pm
Military bunkers are worse than I thought. I expected some decent refuge, but they're pretty much just weapon stockpiles. You'd have better luck in a lab, provided you don't run into an automatic turret. At least labs have plenty of water. (And there's the potential of food)

They're strictly intended as a supply cache.  They do sometimes contain lots of water and food, but the categories of their contents is randomized.  About half the categories they may contain are weapons, so you will see a lot of those, but there's a lot of other goodies you can find.


I'm not at home right now, so I can't check, but if I'm right, it should stay the same.

If I'm right, the game creates a monster population, then spawns monsters from it based on the population's monster group.
So yeah, number of monsters should be the same.

This is correct.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 24, 2011, 02:22:33 pm
Can we pry out widows yet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 24, 2011, 02:36:38 pm
Yup.  I don't think it's committed yet so it'll be in the next version, which might be a while as I'm trying to get NPCs fully functional.

You need a butter knife or screwdriver (as a prying tool), and a hammer or hatchet to wedge it in.  Also, all constructions that require a hammer have been updated to use a hatcher as an alternative.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 24, 2011, 03:07:26 pm
Yup.  I don't think it's committed yet so it'll be in the next version, which might be a while as I'm trying to get NPCs fully functional.

You need a butter knife or screwdriver (as a prying tool), and a hammer or hatchet to wedge it in.  Also, all constructions that require a hammer have been updated to use a hatcher as an alternative.

Cool. Also i think it would be cool if human population gradually decreases, 80% turning to corpses and 20% percent either fleeing or turning to zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 24, 2011, 03:30:29 pm
Can we pry out widows yet?

That's just inhumane. Let them grieve in peace!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on October 24, 2011, 03:34:28 pm
Can we pry out widows yet?

That's just human. Let them grieve in magma!
Fixed for additional dwarf levels :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist Imiknorris on October 24, 2011, 03:35:02 pm
Can we pry out widows yet?

That's just inhumane. Let them grieve in peace!
Unless they're black. Those ones are poison.

I hope this shows up in the OOC thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on October 24, 2011, 03:37:46 pm
Can we pry out widows yet?

That's just inhumane. Let them grieve in peace!
Unless they're black. Those ones are poison.

I hope this shows up in the OOC thread.

I had a slow moment and had to read that 3 times before I realized it wasn't racist. Wow.

Back on topic, I applaud Whales' amazing dev speed considering it is a hobby!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 24, 2011, 04:48:00 pm
The total human population is gonna be like 10/square mile, if that.  They will be subject to the same dangers as you, so yeah, they'll probably slowly die.  Unless there's clones or something (not a spoiler; there are no clones :|)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 24, 2011, 05:24:43 pm
Is there not a facebook group for this wonderous game? Someone must fix this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 24, 2011, 06:37:57 pm
Is there not a facebook group for this wonderous game? Someone must fix this.
>facebook
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 24, 2011, 07:00:20 pm
Is there not a facebook group for this wonderous game? Someone must fix this.
>facebook
So? My choices are my choices, Mr. Aardvark.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on October 24, 2011, 07:11:15 pm
Is there not a facebook group for this wonderous game? Someone must fix this.
>facebook

Stop doing this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 24, 2011, 07:20:43 pm
Is there not a facebook group for this wonderous game? Someone must fix this.
>facebook
Stop doing this.
Ohhkay ... I guess we aren't as receptive to jokes here as I thought ...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 24, 2011, 07:35:38 pm
I'm all for a Facebook group.  It's not my bag (I have an account, haven't touched it in months) but obviously many people enjoy and use it, and any way to get seen is good as far as I'm concerned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 24, 2011, 07:48:41 pm
Is there not a facebook group for this wonderous game? Someone must fix this.
>facebook
Stop doing this.
Ohhkay ... I guess we aren't as receptive to jokes here as I thought ...

If you really want to call it that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 24, 2011, 08:27:29 pm
Anyway... Where do I find copies of Guns 'n Ammo? I find more sniper rifles than those things. Can they spawn in the libraries, or only gun stores?

Also, what trains Firearms aside from Guns 'n Ammo?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist Imiknorris on October 24, 2011, 08:36:17 pm
Also, what trains Firearms aside from Guns 'n Ammo?

Shooting ammo from guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 24, 2011, 08:37:49 pm
Also, what trains Firearms aside from Guns 'n Ammo?

Shooting ammo from guns.
Right...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 24, 2011, 08:49:59 pm
Also, what trains Firearms aside from Guns 'n Ammo?

Shooting ammo from guns.
Right...

You can level once by repeatedly loading and unloading your weapon. (0 to 1 only)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 24, 2011, 08:57:08 pm
Also, what trains Firearms aside from Guns 'n Ammo?

Shooting ammo from guns.
Right...

You can level once by repeatedly loading and unloading your weapon. (0 to 1 only)
I believe Whales removed that a while ago.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 25, 2011, 12:22:14 am
Unless there's some way to expand a collapsible baton that I'm missing (I'm assuming it's always 'expanded' and the text is just flavor to explain it's relatively small size), you might want to buff it up or give it a new description - it claims it's an excellent melee weapon but it's worse then a plain old rock (other then to-hit, which is of questionable value) as well as being worse then a bunch of other vaguely weapon-like tools I'm carrying around.

There's also a bug with stacking items when at the item limit. For example, right now I'm carrying 1 glass bottle and I'm at the limit if items I can carry - it won't let me pick up another glass bottle, even though it would stack with the one I"m carrying and not put me over the limit. Dropping a second item, picking up the other bottle, then picking the other item up works fine. This does not happen with everything - batteries, for example, seem to work correctly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 25, 2011, 07:16:16 am
I think I found a (former) hippie group; there are several hundred uses of marijuana lying around. Maybe we should add wilderness drug labs or abandoned camping sites for things like this.

Suddenly, Methzeds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 25, 2011, 08:33:31 am
I found several hundred uses of marijuana surrounded by bear and shotgun traps. I dubbed the trap-layers the Stoner Hunters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 25, 2011, 11:19:08 am
There's a crafting bug that I think might have been reported a few pages ago, but here it is again just in case:

When crafting a recipe that uses any type of liquid, it will take ALL instances of that liquid.

If you have said liquid in your inventory, it will take all of that liquid in your inventory, but leave anything on the ground alone. And vice versa.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on October 25, 2011, 11:52:24 am
I found several hundred uses of marijuana surrounded by bear and shotgun traps. I dubbed the trap-layers the Stoner Hunters.
I thought at first you were saying you got stoned in the middle of a minefield. Then I realized you were having a literacy session in a minefield.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on October 25, 2011, 01:13:54 pm
There's a crafting bug that I think might have been reported a few pages ago, but here it is again just in case:

When crafting a recipe that uses any type of liquid, it will take ALL instances of that liquid.

If you have said liquid in your inventory, it will take all of that liquid in your inventory, but leave anything on the ground alone. And vice versa.

I was having the same problem with Chunks of Meat, No matter where I had it the extra, On the floor, In a Container, All of it was used up for the single cooked meat.

Makes hunting a pain to have a decent profit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on October 25, 2011, 02:11:50 pm
Could anyone tell me if bows are added cause i missed a motd i think, i see there is a bow skill now and i'd like to know how to get a long bow/normal bow or how to craft one please i'd like my char to be an archer type who doesnt like firearms but only arrows and lives in the woods like a madman
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 25, 2011, 02:17:30 pm
You can find the bows in sporting goods stores I think, not sure about the skills you need to craft them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on October 25, 2011, 02:22:08 pm
Really nice game, my first contact with it, after playing the very well done tutorial found me running past a fuel station.
Poured fuel on ground , used the lighter and moved again ... would have hated to be the 2 zombies following me :)

Ended the game by being badly hammered by acid rain when i was far from any housing, in a forest populated by rather bizarre things and out of light source at night.

Very fun.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grimshot on October 25, 2011, 02:52:12 pm
I just downloaded this recently, its pretty fun. I noticed something a little broken though. Necromancer zombies have such low accuracy that you can use them to train dodge. I lured one into my lair and trained my dodge from 3 to 10. I only got hit once and that was because I decided to try to butcher something while it was attacking me. I did it again with a different one after I aquired more XP and went from 10 to 14 dodge without taking a hit.

 Well, back to the game. I just decapitated a Hulk with a hatchet and found a bunch of dead soldiers. I think this is going to be a good run.

EDIT: Now I have 28 dodge, full military gear, tons of meds, a .45 submachine gun loaded up with mods, and plenty of food/water. All I need now is a bunch of traps and some construction skill and I'll be king of zombie town. Hopefully I can find a beginner book on construction on my next raid into the surrounding neighborhoods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on October 25, 2011, 03:49:46 pm
Unless there's some way to expand a collapsible baton that I'm missing (I'm assuming it's always 'expanded' and the text is just flavor to explain it's relatively small size), you might want to buff it up or give it a new description - it claims it's an excellent melee weapon but it's worse then a plain old rock (other then to-hit, which is of questionable value) as well as being worse then a bunch of other vaguely weapon-like tools I'm carrying around.
The real kicker of the baton is that it is a really really fast hitting weapon. Very good for dealing a whole lot of hits in before a zombie can do any real damage, then step back and continue your rapidslapping, IIRC.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 25, 2011, 04:11:17 pm
New update!  Figured I'd get this out there to have something new while I work on NPCs some more--they might be a while.  In addition to the listed features, lots of progress has been made on NPCs.

Clean build required, Old saves are obsolete.


Features:

Tweaks:

Bug Fixes:


Critical hit table:  At some point I'll make this visible in the game.

Chance of Crit6.25%12.5%25%33%55.6%70.4%80.25%
Weapon to-hit bonus-3-2-10123
Skill0123456
Dexterity567891011

You must get a crit in 2 or 3 of these categories in order to benefit from the effects of a critical hit.  Each roll is made seperately; with a to-hit of 0, combined skill of 3, and Dexterity of 8, you must make at least two one-in-three chances to score a crit.

"Skill" is your skill in the weapon's category (bashing, cutting, piercing, unarmed), plus your melee skill / 2.5.  If the weapon belongs in more than more than one category, your strongest skill is used.

Note that this table is incomplete; Dexterity of less than 5 provides even worse chances, and Dexteirty of greater than 11 even better chances.

This new crit system means that batons are much better than rocks, despite having lower base damage ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on October 25, 2011, 04:16:19 pm
"Skill" is your skill in the weapon's category (bashing, cutting, piercing, unarmed), plus your melee skill / 2.5.  If the weapon belongs in more than more than one category, your strongest skill is used.

Note that this table is incomplete; Dexterity of less than 5 provides even worse chances, and Dexteirty of greater than 11 even better chances.

This new crit system means that batons are much better than rocks, despite having lower base damage ;)

Does this new critical hit code affect ranged weapons, or is it just a melee change?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 25, 2011, 04:19:27 pm
Just melee.  Ranged weapons use an entirely different system which has two types of crits (critial organ hit, and headshots).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Laedro on October 25, 2011, 04:54:01 pm
Ok i havent played in a while so i downloaded the 0.1e win32 zip file my first character died of me being stupid but my second character who I named DickMan Died after a couple of seconds cuzz he had spawned in a house full of webs which in turn spawned some evil spiders(Black widows) who killed me, I don't know if this is a danger meant to be but I just found it a bit sinister by the great RNG.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on October 25, 2011, 06:05:22 pm
Crap, no more silenced grenade launchers? :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 25, 2011, 06:10:13 pm
Can you craft traps?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 25, 2011, 06:14:04 pm
Can you craft traps?
Sure can, Tripwires, Nail boards, bear traps, grenade traps, blade traps, crossbow traps, and shotgun traps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 25, 2011, 06:14:21 pm
Crap, no more silenced grenade launchers? :'(

No, but they don't need them, they're quiet already.  They make a "Thunk!" sound but it's quiet.

Can you craft traps?

Yes, if you have the traps skill.  There's a bunch in the Misc tab.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 25, 2011, 06:18:41 pm
Awe-some *pumps fist*

Who needs guns when you have loud, dangerous shotguns with the trigger tied to a string?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on October 25, 2011, 06:51:53 pm
Just noticed there was a new window version from the "25 october" in there (strangely named 0.1.a.k though) :
https://github.com/aposos/Cataclysm/downloads

I gave a try, and the game made me start in a very small room , with a toilet, a door in the middle of the room and ... walls in every side of that small room, with no exit anywhere.
(http://i.imgur.com/7Ssn0.jpg)

I smashed the toilet in case there was some kind of hole under it, and nothing, just rubbles.
Tried for a long time to smash all the walls in case it was some paper-thin thing, but no, just *thump* repeatedly without the walls getting a scratch.

Is this a bug or is there some command that i don't see listed in the command list ? or should i just use the debug teleport command ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 25, 2011, 06:55:32 pm
Not to nitpick*, but shouldn't an item's "burnt" status be updated by weight/mass rather than by volume? If two items made of identical wood weigh the same amount, the one that takes up more space (e.g. a chair or vine lattice instead of a solid log) shouldn't burn longer. If anything, a less-dense amount of the same material should burn more quickly, not less.

*But I like to stick to what I'm good at!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 25, 2011, 07:11:53 pm
Robsoie - That's a bug that happens occasionally.  Sorry! :(  This is a totally legitimate reason to use a debug function.

Not to nitpick*, but shouldn't an item's "burnt" status be updated by weight/mass rather than by volume? If two items made of identical wood weigh the same amount, the one that takes up more space (e.g. a chair or vine lattice instead of a solid log) shouldn't burn longer. If anything, a less-dense amount of the same material should burn more quickly, not less.

*But I like to stick to what I'm good at!

No, volume is more appropriate here.  Weight doesn't really reflect an items density, and the amount of combustible material is more closely aligned with volume than weight.  Wood isn't always identical through the game, and some objects are made of more than one item (e.g. a hatchet is wood and iron, and no, I am not going to set it up so that the handle burns and not the head :P)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on October 25, 2011, 07:13:50 pm
Ah thanks, i was wondering if there was something to do that was escaping me entirely in this situation, or if i had to wait until my dog stuck in the same room as me finally decided to dig a tunnel by himself under the wall ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 25, 2011, 07:15:12 pm
Huh, when I try to connect to Eronarn's I keep getting the message it is refusing my key. :'(


EDIT: Nothing's working. This sucks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 25, 2011, 08:57:28 pm
So with a dexterity of 11 and a weapon with +1 to hit I should crit 44% (.8025*.55=.44) of the time? Sweet! Also, what is the to hit modifier for unarmed/claws?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 25, 2011, 09:14:29 pm
So with a dexterity of 11 and a weapon with +1 to hit I should crit 44% (.8025*.55=.44) of the time? Sweet! Also, what is the to hit modifier for unarmed/claws?

Actually the chance is even better than that, since even if one fails your skill can still crit.  I've actually modified the table to make critical hits a bit more rare, especially in regards to Dexterity.  This is all fresh stuff, I'm working the kinks out.

To-hit modifier for unarmed is 0.  For claws, it is a whopping +4!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on October 25, 2011, 09:19:38 pm
So currently if I start a new game and light a dresser on fire, a nuclear inferno that I can barely outrun destroys the entire map.  Seems bad.  It went on for about 4 screens before I hit a gas station and exploded when all 4 pumps went up simultaneously.  It goes in short and then long bursts, and doesn't seem to end :(

Also, it is definitely related to items.  There is a tipping point where fire seems to be generated infinitely.  Lighting the grass on fire does next to nothing, a pair of pants spreads to about 8 other squares, and  articles of clothing generates some kind of feedback loop that destroys the map.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 25, 2011, 09:27:19 pm
So currently if I start a new game and light a dresser on fire, a nuclear inferno that I can barely outrun destroys the entire map.  Seems bad.  It went on for about 4 screens before I hit a gas station and exploded when all 4 pumps went up simultaneously.  It goes in short and then long bursts, and doesn't seem to end :(

Hmm, this is extremely different from my experiences with the new fire system.  Once bug that's brought to mind (and has now been fixed) is that batteries were considered as combustible as gasoline; otherwise, fire should crawl along walls fairly slowly.

There was a release that made fire spread very very quickly but it was patched about 10 minutes later.  Maybe you somehow downloaded during that short window when things were broken?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on October 25, 2011, 09:28:51 pm
I'll take a look, now that I see there were 3 versions around when I got home, maybe I messed it up.  But it was item related... and oh GOD it is hilarious and bad at the same time.

[EDIT]

Running windows 7, compiled it on my home machine.  Never had a problem until now.  Just checked the merge, no conflicts in field.cpp or any of the item files.

Version I downloaded:

Whales-Cataclysm-a9c5f38

Did I miss something?  Again, it's multiple items burning that seems to lead to this feedback loop.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on October 25, 2011, 09:43:10 pm
So currently if I start a new game and light a dresser on fire, a nuclear inferno that I can barely outrun destroys the entire map.  Seems bad.  It went on for about 4 screens before I hit a gas station and exploded when all 4 pumps went up simultaneously.  It goes in short and then long bursts, and doesn't seem to end :(

Also, it is definitely related to items.  There is a tipping point where fire seems to be generated infinitely.  Lighting the grass on fire does next to nothing, a pair of pants spreads to about 8 other squares, and  articles of clothing generates some kind of feedback loop that destroys the map.

I would kill for this type of fire to be available in DF. In fact, after reading that I sort of wish there was a roguelike that dealt specifically with playing with fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on October 25, 2011, 09:51:49 pm
So currently if I start a new game and light a dresser on fire, a nuclear inferno that I can barely outrun destroys the entire map.  Seems bad.  It went on for about 4 screens before I hit a gas station and exploded when all 4 pumps went up simultaneously.  It goes in short and then long bursts, and doesn't seem to end :(

Also, it is definitely related to items.  There is a tipping point where fire seems to be generated infinitely.  Lighting the grass on fire does next to nothing, a pair of pants spreads to about 8 other squares, and  articles of clothing generates some kind of feedback loop that destroys the map.

I would kill for this type of fire to be available in DF. In fact, after reading that I sort of wish there was a roguelike that dealt specifically with playing with fire.
Cataclysm, the zombie survival roguelike: An arson and hallucinogenic simulator.

Dwarf Fortress, the fantasy RTS roguelike: A sociopathic mutilation simulator.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 25, 2011, 10:07:59 pm
*slaps Necro* How dare you not include alcoholism in EITHER OF THOSE?!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on October 25, 2011, 10:10:56 pm
*slaps Necro* How dare you not include alcoholism in EITHER OF THOSE?!
Guess where the arson and mutilation stems from  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on October 25, 2011, 10:21:07 pm
Cataclysm, the zombie survival roguelike: An arson and hallucinogenic simulator.

It's the end of the world, but don't worry about saving humanity and all that jazz. You're duty is to set fire to as much stuff as possible and indulge the secret desire that has haunted you for so long. Make the world burn and the zombies with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on October 25, 2011, 11:02:22 pm
Sweet i made an archer char with 12 str 12 dex and now i have 5 archery skill im headshotting zombies with long bow, i'm sad tho we can craft wooden bolts but no wooden arrows i don'T get it will it be implemented?

I'm rping a hippy with lots of heroine (found in a house) and shirtless, runnign around with a bow
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 25, 2011, 11:26:33 pm
No, volume is more appropriate here.  Weight doesn't really reflect an items density, and the amount of combustible material is more closely aligned with volume than weight.

I'm not sure what you mean. Amount of material is weight. Well, mass, not weight, but those are identical for our intents and purposes. Neither weight nor volume reflect an item's density, both because 1) density is a property of both those things combined, and 2) more importantly, "volume" in Cataclysm is the "bulkiness" of an object, it seems, not just its actual displacement volume. In other words, a solid bar of iron has less volume than, say, a really long pole made out of it, or a bundle of chain-link fence.

I just don't possibly understand why the amount of combustible material should be described by volume, because that's not how physics or chemistry actually work. The amount of time something combusts, and the total heat (as well as heat per unit time) given off is related to how much material there is combusting in mass. Total amount of combustion heat correlates positively with mass/weight, and how quickly it combusts correlates positively with volume (or, often more relevantly, surface area, but we don't have a notion of that in the game). If you have two items in the game of the same mass, the higher-volume one should burn more quickly (because it's less dense) but provide the same amount of overall heat. If you have two items of equivalent volume but different mass, one is more dense and therefore should burn with a greater total heat but possibly more slowly.

It's basic physics and chemistry, really. The volume of something has nothing to do with "how much" there is; mass is the appropriate measure of that. A larger item of less-dense wood will produce the same amount of heat as a smaller item of some denser wood, if they have the same mass (and the constituent compounds have similar heats of combustion, which is safe to assume). A foot-cubed log of oak will produce a whole lot more heat than a foot-cubed log of balsa, and the latter will likely burn more quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tilla on October 25, 2011, 11:33:34 pm
So currently if I start a new game and light a dresser on fire, a nuclear inferno that I can barely outrun destroys the entire map.  Seems bad.  It went on for about 4 screens before I hit a gas station and exploded when all 4 pumps went up simultaneously.  It goes in short and then long bursts, and doesn't seem to end :(

Also, it is definitely related to items.  There is a tipping point where fire seems to be generated infinitely.  Lighting the grass on fire does next to nothing, a pair of pants spreads to about 8 other squares, and  articles of clothing generates some kind of feedback loop that destroys the map.

I would kill for this type of fire to be available in DF. In fact, after reading that I sort of wish there was a roguelike that dealt specifically with playing with fire.

http://doryen.eptalys.net/games/pyromancer/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 25, 2011, 11:34:33 pm
Umm, I'm still being limited to 3 disadvantages despite not reaching the 12 point limit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 26, 2011, 12:18:21 am
DOes anybody else get teleportation issues with basements from time to time?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 12:26:06 am
No, volume is more appropriate here.  Weight doesn't really reflect an items density, and the amount of combustible material is more closely aligned with volume than weight.

I'm not sure what you mean. Amount of material is weight. Well, mass, not weight, but those... etc etc

Except in Cataclysm, the amount of combustible matieral is more closely tied to volume than to weight.  Density isn't really tracked.

Umm, I'm still being limited to 3 disadvantages despite not reaching the 12 point limit.

That's weird--all references to such a limit have been stripped out, and I just built a character with 5 advantages and 5 disadvantages... try pulling again?

DOes anybody else get teleportation issues with basements from time to time?

Me ;)  I'd hoped that it was totally fixed, but... it's just mostly fixed.  Hehe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on October 26, 2011, 01:16:40 am
Erm, help? How do I survive day 1? I get surrounded by the horde in no time, with fasties and boomies tailing me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 26, 2011, 01:52:52 am
Are you being slowed by, say, encumbrance or pain? Are you not wearing a skirt and/or sneakers? Are you making a lot of noise by using an unsilenced gun of pretty much any sort? Make sure your EXP pool is never empty so you can get your skills up. Some people don't know that raising your morale will raise your EXP so you can raise your skills. It says that in the manual but who reads the manual?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on October 26, 2011, 02:54:05 am
I already know most of that, but even if I am wearing sneakers, using a machete/hatchet, running away from zeds, and loaded with exp, I still get surrounded by them, eventually, and die.

At one time, there was a lot, and by a lot, I mean approximately 30+ zombies, mostly plain, ordinary shamblers, but things got complicated when I kept running into more specials.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 26, 2011, 03:40:30 am
Do you rush into unexplored areas inside cities? In theory there are more zombies the deeper you go in. It might be that you're running from one group into another.

Also: fast zombies, brutes and hulks are all serious threats because they cant be outrun. For the latter you need heavy weapons yes or yes, but I think even a fast-zombie is dangerous enough to consider using firearms against it.

(Slow zombies can for the most part be killed by creating bottlenecks around windows and kiting, so in normal circumstances you shouldn't shoot those)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 26, 2011, 05:02:07 am
I'm a melee specialist so I've never had much of a problem with zombie hordes. If I come across one, I'll a) Dance around them, killing the zombies on the outside of the mob or b) find a doorway and slaughter them. Machetes are good except that they get stuck too often for my tastes. It seems the chance to get stuck is based on your melee to hit modifier so accurate weapons are better if that's whats doing you in. I prefer Hatchets, Combat Knives(with high skill) or the butt of my rifle for a melee weapon. In terms of effectiveness Bashing(stun)>Cutting(damage)>Piercing(armor pierce).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 26, 2011, 07:20:34 am
Melee is getting nerfed soon so that won't last forever.

IMO it should get nerfed in relationship with the bigger monsters, in particular. It's not too unbelieveable that an experienced char would be able to kill regular zombies efficiently with, say, an axe. Zombie hulks and the like, however, not so much.


BTW: I'm gaining TONS of XP for no discernible reason. Has anyone else seen this?
(I did pick mood swings, might be related to that ??? )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on October 26, 2011, 09:14:02 am
Ran into a bug, my character was wielding a butcher knife, and found a refrigerator that had a bottle of water, being thirsty i pressed E to examine the refrigerator and take the bottle, the "do you want to drop your knife and take the bottle message (Y/N)" appeared.

I pressed Y, then drank the bottle.
After that, when i wanted to wield the knife again i noticed it was nowhere to be seen, not in the inventory, not on my character location and not in the refrigerator.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Creaca on October 26, 2011, 09:14:44 am
Anytime I try and construct walls or doors with the 2x4's laying on the ground, the game instantly crashes.

In lighter news,  fast learner makes my melee builds actually work. Woo
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on October 26, 2011, 09:51:08 am
I just got the 'burn down the world' bug Gotthard was talking about. I dropped a book (cooking on a budget because I love irony, if it matters) in the corner of a house. I lit the book on fire, intending to use the fire to make some coffee.

Instead the fire rapidly ignited the walls of the house - no problem I'll just run out the front door and... OH GOD THE SIDEWALK IS ON FIRE!!!

I was chased by a sheer wall of flames for a while, then for some reason it seemed to 'explode' (no I was not near a gas station) and suddenly the whole screen was on fire. I eventually managed to escape - for some reason the fire just stopped dead at a certain point.

Bonus bug/feature/epic moment: Since you don't die when your legs reach 0 HP, and apparently a small fire is not enough to burn your torso, I was able to walk around in the ocean of small fires without taking any damage since my legs were all burnt off already, and in fact I sometimes had to run to the fire so the zombies chasing me would follow and burn up since I was far too slow to fight/escape them (having your legs burned off is excruciatingly painful, it seems)

Oh yeah, also I finally made my coffee using the fire from the 50% of the world I ignited - coffee and tea don't use water.. they just need an empty plastic bottle.

This is aposos's windows port, version 0.1.a.L (the newest one listed).

Edit: There's a bug with starting in monster houses - I started three new characters in the same world to see what would happen. Two started in two different black widow infested houses, and the third started in a giant wasp infested house (talk about bad luck). On the plus side, I was able to replicate the bug - igniting a book inside of a house is enough to burn the whole world down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on October 26, 2011, 10:07:42 am
I was just randomly covered in ectoplasm. Is this a bug or a side affect of teleporters? I was in a clothing store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 26, 2011, 10:11:35 am
I was just randomly covered in ectoplasm. Is this a bug or a side affect of teleporters? I was in a clothing store.

Yeah, one of the effect of the teleporter disease is getting covered with ectoplasm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on October 26, 2011, 10:17:52 am
Cool. I just blew up a liquor store... with liquor. Then I stabbed a bunch of zombies. To the pharmacy!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on October 26, 2011, 10:19:00 am
I was just randomly covered in ectoplasm. Is this a bug or a side affect of teleporters? I was in a clothing store.
There's worse.

Much, much worse.

Cool. I just blew up a liquor store... with liquor. Then I stabbed a bunch of zombies. To the pharmacy!
Fuck humanity, let's go BLOW UP THE WHOLE DAMN TOWN! WOO!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on October 26, 2011, 10:23:32 am
I would blow up the pharmacy but I don't have any rags. I stabbed a bunch zombies there too. Unfortunatly, the gun store didn't have any matching ammo for it's guns. I went to sleep in the back of the pharmacy, and woke up eith an asthma attack. This game is awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on October 26, 2011, 10:48:39 am
Quote
I just got the 'burn down the world' bug Gotthard was talking about. I dropped a book (cooking on a budget because I love irony, if it matters) in the corner of a house. I lit the book on fire, intending to use the fire to make some coffee.

Instead the fire rapidly ignited the walls of the house - no problem I'll just run out the front door and... OH GOD THE SIDEWALK IS ON FIRE!!!

I was chased by a sheer wall of flames for a while, then for some reason it seemed to 'explode' (no I was not near a gas station) and suddenly the whole screen was on fire. I eventually managed to escape - for some reason the fire just stopped dead at a certain point.

I just got the exact same thing, in the same newest windows version. After fooling around with it for a bit, I've come to the conclusion that it must have the "crazy fast fire" code still in there somewhere. I mean, while testing this I set fire to a crashed jet with nothing more than a chocolate bar wrapper, which nuked the town. Also, it seems that you can set fire to a house just by using a lighter on the walls. On the plus side, destroying whole towns with a single fire is extremely fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on October 26, 2011, 10:55:41 am
I just got the 'burn down the world' bug Gotthard was talking about. I dropped a book (cooking on a budget because I love irony, if it matters) in the corner of a house. I lit the book on fire, intending to use the fire to make some coffee.

Instead the fire rapidly ignited the walls of the house - no problem I'll just run out the front door and... OH GOD THE SIDEWALK IS ON FIRE!!!

I was chased by a sheer wall of flames for a while, then for some reason it seemed to 'explode' (no I was not near a gas station) and suddenly the whole screen was on fire. I eventually managed to escape - for some reason the fire just stopped dead at a certain point.

Bonus bug/feature/epic moment: Since you don't die when your legs reach 0 HP, and apparently a small fire is not enough to burn your torso, I was able to walk around in the ocean of small fires without taking any damage since my legs were all burnt off already, and in fact I sometimes had to run to the fire so the zombies chasing me would follow and burn up since I was far too slow to fight/escape them (having your legs burned off is excruciatingly painful, it seems)

Oh yeah, also I finally made my coffee using the fire from the 50% of the world I ignited - coffee and tea don't use water.. they just need an empty plastic bottle.

This is aposos's windows port, version 0.1.a.L (the newest one listed).

Edit: There's a bug with starting in monster houses - I started three new characters in the same world to see what would happen. Two started in two different black widow infested houses, and the third started in a giant wasp infested house (talk about bad luck). On the plus side, I was able to replicate the bug - igniting a book inside of a house is enough to burn the whole world down.

The Burn the World bug was also on the cataclysm versions preceding the construction update.

Protip: Never light a slime pit on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 26, 2011, 10:56:55 am
It doesn't seem to exist in my linux version... in fact, houses don't seem to be flammable through regular fires... (I am assuming a molotov still works)

I do get humongous ammounts of XP. I suspect a bug in that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on October 26, 2011, 11:26:45 am
Quote
The Burn the World bug was also on the cataclysm versions preceding the construction update.

Protip: Never light a slime pit on fire.

Heh. I've made this same mistake with a bee hive in the past. I'd cleared out the bees, gathered a reasonable amount of honeycomb and then thought to myself hmm, there's a fuckton of honeycombs going spare, lets see how flammable they are. Big mistake.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 11:33:44 am
The insane fire thing seems to be a Windows-only bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 26, 2011, 02:20:08 pm
Yeah its kind of funny, its like a giant came by and farted, since errytime i light even the smallest fire it suddenly goes "WOOOSH" and engulfs a big rectangular area. Its kind of funny, because i kill alot of zombies with it, its so funny :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 26, 2011, 02:29:59 pm
It seems aposos already fixed this bug. http://whalesdev.com/forums/index.php?topic=338.0 (http://whalesdev.com/forums/index.php?topic=338.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on October 26, 2011, 03:04:47 pm
Sweet i made an archer char with 12 str 12 dex and now i have 5 archery skill im headshotting zombies with long bow, i'm sad tho we can craft wooden bolts but no wooden arrows i don'T get it will it be implemented?

I'm rping a hippy with lots of heroine (found in a house) and shirtless, runnign around with a bow

Elves... they're everywhere! D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 26, 2011, 03:06:25 pm
That's a good point, though. A wooden arrow should certainly be no harder than a bolt to craft.

Also, what about steel bolts/arrows? Considering the rest of the stuff we can make, they seem appropriate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 26, 2011, 03:19:47 pm
That's a good point, though. A wooden arrow should certainly be no harder than a bolt to craft.

Also, what about steel bolts/arrows? Considering the rest of the stuff we can make, they seem appropriate.

Wood arrows are harder than bolts to craft. You need fletching for one thing, also arrows tend to be longer and thinner than bolts, making it harder to keep the shaft straight while cutting it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 26, 2011, 03:20:59 pm
Out of curiosity (I don't know much about the subject), why would you need fletching on arrows but not bolts?

Also, bear in mind we can make teleporters out of flashlight parts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on October 26, 2011, 03:29:19 pm
How do you come out with your hands up? And real bad luck here- I was resting in a house at night, open the door, and exactly one turn after that a wolf kills me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on October 26, 2011, 03:32:33 pm
How do you come out with your hands up?

Did you spawn an NPC?  You're not supposed to be seeing them, because they don't work.  I think just being unarmed is all it takes, and be warned that when you do that, you'll be robbed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on October 26, 2011, 03:34:52 pm
A copbot came after I broke into a police station. I dropped my knife he promptly killed me. This was a few saves ago, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 03:41:04 pm
Copbots are kind of like the ED-209.  http://www.youtube.com/watch?v=mrXfh4hENKs
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 26, 2011, 03:52:04 pm
No, volume is more appropriate here.  Weight doesn't really reflect an items density, and the amount of combustible material is more closely aligned with volume than weight.

I'm not sure what you mean. Amount of material is weight. Well, mass, not weight, but those... etc etc

Except in Cataclysm, the amount of combustible matieral is more closely tied to volume than to weight.  Density isn't really tracked.

It... doesn't matter if density is tracked. Five pounds of material is five pounds of material. It doesn't matter what the volume is. I'm getting really confused trying to figure out how you think chemical reactions work. No matter what the relative densities of materials, five pounds is still five pounds. The only other difference would be the heat of combustion of the material, which would be in terms of mass anyway.

The way you're doing it, when you have two items of equal mass but different volume, the higher-volume one burns longer and with more heat. In reality, the higher-volume one shouldn't burn as long at all, because it likely has more surface area, and they should burn with the same amount of heat in the end.

The amount of combustion heat you get out of something is related only to the mass/weight of the object you burn and the heat of combustion of the material in terms of energy-per-gram (which obviously isn't tracked here, so we have to assume it's equal across the board).

And if volume in Cataclysm really is volume in the scientific sense, then density is tracked. If you have volume and mass, then you have density.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 04:27:59 pm
Cataclysm isn't DF, and I'm not attempting any kind of chemistry simulation.  This is a video game, not a lab tool.  I do know how fire works; don't get too worked up over it.  Not to restate myself, but in Cataclysm volume is a more accurate reflection of combustible material than weight is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on October 26, 2011, 04:28:42 pm
Ok guysi  just found out survival skill is used for crafting long bows and wooden arrows, iuts also good for butchering ;) this is the best of the best, survival+archery im a wood hunter
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 26, 2011, 04:44:19 pm
Cataclysm isn't DF, and I'm not attempting any kind of chemistry simulation.  This is a video game, not a lab tool.  I do know how fire works; don't get too worked up over it.  Not to restate myself, but in Cataclysm volume is a more accurate reflection of combustible material than weight is.

I know what you're saying, I just don't understand how it can possibly be true. How can volume ever reflect the amount of material an object contains more accurately than weight, unless weight doesn't actually represent weight?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 26, 2011, 04:47:46 pm
Because coding the fire using volume is possibly easier than coding the fire with weight, and either way Whales doesn't want to have to go back and change the code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 26, 2011, 05:09:57 pm
Because coding the fire using volume is possibly easier than coding the fire with weight, and either way Whales doesn't want to have to go back and change the code.

Using one variable instead of another isn't any easier/harder. From what whales said, the "burnt" counter just increments and the object is considered completely consumed when that counter exceeds/equals the object's volume. Using weight instead of volume in that comparison isn't any easier/harder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 26, 2011, 05:15:29 pm
I'll let him justify it then. It's probably some kind of balance reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 26, 2011, 05:17:14 pm
Well, he's saying that in this game, volume represents the amount of material better than weight does. I don't really get that, though, since if weight represents, well, weight, then there is no better measure, not even theoretically. I assume whales knows that, so there's either something extremely bizarre about Cataclysm that I don't know, or a misunderstanding somewhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 26, 2011, 05:20:06 pm
A 10 foot long piece of particle board would have much more material than a 1 foot block of lead.
Which one would weigh more?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 26, 2011, 05:23:06 pm
Cataclysm isn't DF, and I'm not attempting any kind of chemistry simulation.  This is a video game, not a lab tool.  I do know how fire works; don't get too worked up over it.  Not to restate myself, but in Cataclysm volume is a more accurate reflection of combustible material than weight is.

I know what you're saying, I just don't understand how it can possibly be true. How can volume ever reflect the amount of material an object contains more accurately than weight, unless weight doesn't actually represent weight?

The problem Whales has if that he doesn't want to specify the material composition of items by weight. Take for example a 10 lb axe. It's probably 7 lb of metal axe head (non-flammable) and three pounds of wooden handle (flammable). If Whales were to assume that the entire object was wood it would burn for an unrealistically long time, if he were to assume it was entirely metal it wouldn't burn at all. Since he doesn't want to specify that an axe is made of an axe-head of a certain weight and a handle of a certain weight, instead he uses volume. By assuming that the least dense parts of an object are probably the most flammable and also take up the most volume (because they're not as dense), Whales can assume that the entire volume of an object is made of a flammable material and that the non-flammable stuff takes up a trivial amount of volume. Since Cataclysm only uses broad classes of material (e.g. wood, metal, cotton, leather, plastic) Whales can assume a constant weight/volume ratio for each material and then track burning by volume rather than weight (since the relationship is constant). So a heavy stick and a fire axe, which have about the same volume by very different weights (due to the axe head) would burn for roughly the same amount of time. Which is accurate given that they have roughly the same amount of wood.

Does that make sense to you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 26, 2011, 05:34:15 pm
By assuming that the least dense parts of an object are probably the most flammable and also take up the most volume (because they're not as dense), Whales can assume that the entire volume of an object is made of a flammable material and that the non-flammable stuff takes up a trivial amount of volume.

This makes sense to a degree, but it's a pretty big assumption, I think. I suppose it works for most cases like hammers and shovels, where the bulk of the volume is flammable and the bulk of the mass isn't. Of course, for items where those assumptions aren't true, it falls apart, but I suppose most cases would be covered okay enough.

So yeah, I think I get what's going on now. It would obviously be preferable (in the "proper general solution" sense, not the "practical" sense) if the mass (and/or volume) of each part of a multiple-material item could be tracked, but that's a little more complex than whales seems to want at the moment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on October 26, 2011, 05:46:26 pm
C..Can we go back to having fun now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hiiri on October 26, 2011, 05:50:04 pm
C..Can we go back to having fun now?

Ahhahhah +1

What'd you call this, then? Haven't you ever played Dwarf fortress? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 05:59:34 pm
BishopX wisely states the things I'd say if I cared enough to explain things to those unfamiliar with the way things work ;)  It is more complex than just that, but suffice to say that no, weight does not determine how long an item should burn for.  If that doesn't make sense to you, then I invite you to familiarize yourself with the source code!
Or perhaps just play the game and don't worry about it so much :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 26, 2011, 07:01:31 pm
On the topic of the bots, it would be pretty cool if we had a unique (read: one in the whole map :) ) building and a terminal or three to bust up and stop copbot deployment.

Also, it seems bullets can't blow up gas pumps. I'm not exactly sure if a bullet actually can blow one up in real life, but 40mm frags can't either. As a matter of fact, 40mm frags seem to act more like bullets than an actual explosive, I swear I point blanked a zombie once...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 26, 2011, 07:12:20 pm
On the topic of the bots, it would be pretty cool if we had a unique (read: one in the whole map :) ) building and a terminal or three to bust up and stop copbot deployment.

Also, it seems bullets can't blow up gas pumps. I'm not exactly sure if a bullet actually can blow one up in real life, but 40mm frags can't either. As a matter of fact, 40mm frags seem to act more like bullets than an actual explosive, I swear I point blanked a zombie once...

In real life, we'd need to know how much gasoline is even in a gas pump at any given time, and how likely a small spark would be to set off the gasoline inside. Gasoline doesn't blow up nearly as easily in real life as it does in the movies. Of course, this being Cataclysm, a chance for a gas pump to blow up from bullets is probably not too absurd by the game's own logic.

And yeah, I'd prefer if copbots actually came from... somewhere... instead of spawning out of thin air.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 07:24:58 pm
Bullets won't blow up gas pumps unless they're incendiary, but they will puncture the tank and cause gasoline to leak all over.

Frag grenades have a small blast radius which is an actual explosion, which will blow up a gas tank.  The fragments from the grenade travel well beyond that radius, and do indeed act like bullets, puncturing a gas pump normally.

I am planning on putting a bot depot in the map, with various control options for the intrepid hacker.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 26, 2011, 07:40:20 pm
I love how fast you fix bugs. 5 minutes after posting the magical teleporting 40mms bug, you got it fixed. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on October 26, 2011, 07:50:02 pm
I would like an explanation of why I bother to buy $80+ games when by the end of the night I'll just be getting smashed in the face by a dark red Z... -sniffles- just so much... awesomeness...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 26, 2011, 07:56:26 pm
Because the $80+ games spend all that money trying to get you addicted to the idea of buying the game. Indie games actually have to have good gameplay, or else they're valueless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 26, 2011, 08:12:59 pm
Roguelike games spread around the internet for free are actually much better than 90% of the games I buy, this one is one of the best around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on October 26, 2011, 08:15:41 pm
Roguelike games spread around the internet for free are actually much better than 90% of the games I buy, this one is one of the best around.

I agree. Human Revolution was fun, but it was far too short, and by the time you get your adrenaline pumping, it's already over.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on October 26, 2011, 08:36:27 pm
Hey whales can you add bus stations with city bus derelicts and stuff like subways in the subway stations, we could enter those and loot em or barricade the windows idk it'd be rectanglish hideouts i'd love to live in a city bus xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on October 26, 2011, 09:22:37 pm
Just a thought, but if you ever do want to make flammable items tracked on a higher level you could add flammability and combustible ratings to the actual items, which would represent how easy the object burns and the actual amount of combustible material present in the item. That way things like books could be set on fire really easy but burn up quick, while a log would take a bit more effort to get going but keep burning a while. You could even give a combustible rating to things with only a small amount of flammable material, like a gun with a wooden grip. Could even have it burn off the combustible materials of metal objects and leave behind an appropriate amount of scrap metal for usage in crafting.

Adding all that would probably be more effort than it's worth though - the current fire system is adequate without all the extra effort. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 09:34:11 pm
Actually, it already kind of works like that.  Different materials combust very differently.  Paper burns up very quickly, and feeds a small flame very well, but doesn't impact larger flames.  Wood will be singed by a small fire, but won't feed it; if the fire grows a bit bigger the wood will burn well and be long-lasting fuel.  Plastic will get burnt and gives off a lot of smoke.  Powders like cocaine will burn away in a flash of thick smoke.  Small fabric items will burn okay, but larger ones will only feed a bigger fire.  Throwing liquids on the flames will put them out (though of course you'll have to put the liquid into a glass bottle and throw it onto the flames, breaking the glass).

While I was testing fire, for a brief period I made burnt-away items generate ash, but I removed it because so much ash got generated that it slowed the game with no advantage outside of ambiance.  Similarly, it wouldn't be hard to check if an item has metal parts, and to leave a piece of scrap metal behind when the item burns up.


Quick question: Does anyone actually use the player templates (student, doctor, survivalist, etc)?  I am considering removing them altogether and replacing them with character-made templates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 26, 2011, 09:37:19 pm
Powders create flashes of smoke? Does this mean I can start a fire, toss some cocaine in and escape in a puff of smoke ninja style? :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 09:40:04 pm
Powders create flashes of smoke? Does this mean I can start a fire, toss some cocaine in and escape in a puff of smoke ninja style? :D

In theory, yes. :P  Those a smoke bomb will probably be more effective.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 26, 2011, 09:42:49 pm
Powders create flashes of smoke? Does this mean I can start a fire, toss some cocaine in and escape in a puff of smoke ninja style? :D

In theory, yes. :P  Those a smoke bomb will probably be more effective.
Smoke bombs are overrated. Next time I create a drugee character, cocaine flash powder is going on the list...

Anyway, random question, what did you code this game with?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 09:58:31 pm
vim (http://en.wikipedia.org/wiki/Vim_(text_editor))
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 26, 2011, 10:02:31 pm
vim (http://en.wikipedia.org/wiki/Vim_(text_editor))
I have never, ever heard of that until now. How difficult would it be to learn?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 26, 2011, 10:11:57 pm
Just a thought, but if you ever do want to make flammable items tracked on a higher level you could add flammability and combustible ratings to the actual items, which would represent how easy the object burns and the actual amount of combustible material present in the item. That way things like books could be set on fire really easy but burn up quick, while a log would take a bit more effort to get going but keep burning a while. You could even give a combustible rating to things with only a small amount of flammable material, like a gun with a wooden grip. Could even have it burn off the combustible materials of metal objects and leave behind an appropriate amount of scrap metal for usage in crafting.

Adding all that would probably be more effort than it's worth though - the current fire system is adequate without all the extra effort. :)

Thing is, if you're going to add that stuff, you might as well instead just allow items to be made of various materials and track the proportions of each.

vim (http://en.wikipedia.org/wiki/Vim_(text_editor))
I have never, ever heard of that until now. How difficult would it be to learn?

vim is just a text editor. Granted, it also comes with syntax highlighting, which is something you want if you're writing code.

Presumably he uses a command-line compiler as well (gcc?).

If someone's just using a text editor and command-line compiler to program, asking them which is sort of like asking an architect where he buys his nails; success depends mostly on other factors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 10:15:53 pm
vim (http://en.wikipedia.org/wiki/Vim_(text_editor))
I have never, ever heard of that until now. How difficult would it be to learn?

It's a little tricky at first.  It's kind of the roguelike of text editors--lots of commands, and not all of them are configured to make sense, but very powerful and worth learning (it's also where the vikeys come from--the hjklyubn movement keys used in many roguelikes).

I still probably only know half the commands myself, but for writing code, it is indispensable, and much, much faster than more "traditional" text editors (nearly all of which vim predates ;) ).  I use commands like ?^{y/^} very frequently--for those who don't use vim, that command copies the contents of the current function to the clipboard.

I like vim so much that I also use Vimperator (http://vimperator.org/vimperator), a Firefox add-on that makes use a variety of vim commands.  Speedy browsing and a slim profile that fits my netbook!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 26, 2011, 10:18:27 pm
Out of curiosity (I don't know much about the subject), why would you need fletching on arrows but not bolts?

Also, bear in mind we can make teleporters out of flashlight parts.

Sorry I missed this.

You need fletching on Arrows more than bolts for two reasons. The first reason is launch stability. A bolt fired from a crossbow is in contact with the stock of the crossbow for the entire time it's accelerating, keeping it moving in a straight direction, contrast this to an bow, where the only point of contact is the arrow rest. Fletching is needed stabilize the flight. The second reason is range. Longbows (and compound bows) are designed to be accurate at longer ranges, and you need fletching to keep arrows stabilized.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 26, 2011, 10:34:19 pm
I have to ask again because I don't think this is normal: Day 2, 3656 xp?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 26, 2011, 11:27:11 pm
XP generation is a little fast now, it's true.  I'm still tweaking it and tinkering and whatnot.  Might see a new system out soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Igginator on October 27, 2011, 05:49:11 am
Can somebody please tell me how to wear a back pack?
I pick it up and hit W and it says im already wielding this item and am feeling kind of stupid  :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 27, 2011, 05:57:24 am
Capital w, not lowercase w.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Igginator on October 27, 2011, 06:02:13 am
Ahhh thank you now everything makes sense :p just finished all it seems i can do in in the tutorial and still unable to work out how to use the lighter on some gas i pumped onto the floor  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: maki32 on October 27, 2011, 06:47:24 am
After the construiction update, what is the next major update? =)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Igginator on October 27, 2011, 06:49:35 am
Im loving this game its so fun  :D
One thing that has me confused is where can i find my current level of morale?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 27, 2011, 06:53:02 am
I suggest pressing ? in-game to access the help menu; pressing 1 from there lists all commands, and you'll probably find some of the other options helpful too.


Also, whales, someone on IRC mentioned that it would be nice if all menus (or lists of items, or what have you) were scrollable, since there are still allegedly some cases where the lists can run off-screen and the lower items become inaccessible. I thought this was a good idea.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 27, 2011, 06:53:29 am
After the construiction update, what is the next major update? =)
NPC's supposedly, though it doesn't necessarily mean he won't have anything else added in the meantime.

Im loving this game its so fun  :D
One thing that has me confused is where can i find my current level of morale?
Use "%" i.e. Shift+5.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Igginator on October 27, 2011, 07:01:31 am
Ahhhh thanks so much :D
snorting 15 cocaine in a day seems to lead to withdrawal symptoms for sum reason  :o  ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 27, 2011, 08:23:39 am
You can press '?' for a list of commands.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 27, 2011, 10:41:03 am
Quote
snorting 15 cocaine in a day seems to lead to withdrawal symptoms for sum reason
Now that you bring it up, it shouldn't, really. Cocaine doesn't cause physical dependence.

(of course, psychological dependence is another matter entirely.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on October 27, 2011, 10:42:57 am
I shun thee for bringing up reality as a argument, Chairman!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on October 27, 2011, 12:48:43 pm
Quote
snorting 15 cocaine in a day seems to lead to withdrawal symptoms for sum reason
Now that you bring it up, it shouldn't, really. Cocaine doesn't cause physical dependence.

(of course, psychological dependence is another matter entirely.)
It shouldn't? Really? Have you ever seen a cocaine addict? I knew a guy in college who was trying to kick the stuff, he had been off it for a month and was still all jittery and miserable. Cocaine addiction is no joke. Just because it's a psychological dependence doesn't mean it isn't very bad. It can cause all sorts of physical effects.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 27, 2011, 01:46:35 pm
Nobody said it was a joke, but it's certainly less serious than other dependences. Cocaine withdrawal might make an addict feel bad, but alcohol or opiate withdrawals can well be lethal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 27, 2011, 02:54:12 pm
Don't different drugs cause different withdrawal effects in Cataclysm anyhow?

What I'd like to see are multiple-component drugs actually split up into their multiple components. For example, there's really no such thing as "flu medicine" except as a combination of other things, like expectorants, cough-suppressants, anti-histamines (not that this makes a whole lot of sense for the flu), NSAIDs (so flu medication should probably have the same effect tylenol has or would have in-game), and whatever else. It's not really a pressing problem or anything, but it would be nice in general if an item could have multiple different effects.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 27, 2011, 02:59:06 pm
Actually, a proper medication designed to actually fight the flu would likely contain a weak antiviral. The rest of that stuff would be in a generic pain relief kit.

It would be nice to have a few more options in the drug field, though. At least the ability to get our hands on some MDMA, LSD, salvia, or other Fun substances, and maybe a few more pain relievers. Perhaps Rohypnol to make longer-lasting morale penalties go away (not that there are any of those that I know of, so likely pointless).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on October 27, 2011, 03:03:44 pm
Actually, a proper medication designed to actually fight the flu would likely contain a weak antiviral. The rest of that stuff would be in a generic pain relief kit.

It would be nice to have a few more options in the drug field, though. At least the ability to get our hands on some MDMA, LSD, salvia, or other Fun substances, and maybe a few more pain relievers. Perhaps Rohypnol to make longer-lasting morale penalties go away (not that there are any of those that I know of, so likely pointless).
I thought you said saliva for a second :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 27, 2011, 03:07:30 pm
Salvia divinorum, also known as Diviner's Sage. It's a potent but short-acting hallucinogen. It's very recently become illegal to use it as a drug here in South Carolina, but my neighbor apparently is still allowed to own the plant itself.

Someone with enough of a particular skill could probably be able to pick Diviner's Sage out from other ornamental plants. That could also extend to things like mushrooms for a person in a forest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 27, 2011, 03:13:05 pm
Actually, a proper medication designed to actually fight the flu would likely contain a weak antiviral. The rest of that stuff would be in a generic pain relief kit.

It would be nice to have a few more options in the drug field, though. At least the ability to get our hands on some MDMA, LSD, salvia, or other Fun substances, and maybe a few more pain relievers. Perhaps Rohypnol to make longer-lasting morale penalties go away (not that there are any of those that I know of, so likely pointless).
I thought you said saliva for a second :P
Yep...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 27, 2011, 03:17:56 pm
All addictions are different.  As in real life, the only one that may be lethal is alcohol addiction.  Others represent cravings more than anything else.  Cocaine is indeed physically addictive; it affects your dopamine receptors or passages or something, if I'm not mistaken.  However, the withdrawal effects of cocaine are not as bad as other drugs.  Currently, the only drug that is tolerence-forming is opiates; pills (and heroin) will have lesser effects the more addicted you are, and you might have to moe from codeine to oxycodone to heroin.

More drugs would probably be nice!  Ecstasy could be a big morale boost with a harsh depression afterwards.  There's already hallucinogenic mushrooms in the game, and LSD and/or salvia wouldn't be too hard to add.

If you have severe negative morale effects, Prozac can be used to counteract it.  Not terribly realistic, I realize, but close enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on October 27, 2011, 03:28:27 pm
Quote
Now that you bring it up, it shouldn't, really. Cocaine doesn't cause physical dependence.

(of course, psychological dependence is another matter entirely.)

Actually, recent studies of cocaine addicts using MRI scanners have shown that long term cocaine use actually changes the physical structure of the part of the brain that deals with pleasure and rewards. I forget what its called, but basically its the bit of your brain that that rates how important stuff is. You know, tells you to stop eating when your full, and that you don't need another cigarette for twenty minutes because you've just had one. Anyway, long term coke use apparently ends up changing the structure of the brain thingy in such a way that cocaine is always a the top of the list, so to speak.

Quote
snorting 15 cocaine in a day seems to lead to withdrawal symptoms for sum reason

The way I see it, when you find an eight-pack of coke in cataclysm it's about two grams, since that would make eight quite large lines (or "uses") and when you do coke in this game, you really go for it if the stat gains are anything to go by. So if you do 15 bumps in a day, that's almost four grams of coke (also I assume that the coke we find is some good shit, not all cut away to nothing with baby formula. Seems the dealers of the cataclysm world are all honest folk who have never heard of selling a mixture of 60% rat poison, 35% laxatives and 5% nail clippings). Even if you're one crazy coke head motherfucker, doing nearly four grams in a twenty-four-hours-awake binge is going to give you one hell of a comedown.  Unless you keep doing more coke, that is....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 27, 2011, 03:35:50 pm
Unless you keep doing more coke, that is....

And this is why I need to introduce some form of amphetamine psychosis ;)  Delusional parasitosis, hallucinations of monsters appearing for just a single turn, and extreme paranoia and distrust of NPCs if I can manage that somehow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 27, 2011, 04:01:58 pm
Actually, a proper medication designed to actually fight the flu would likely contain a weak antiviral. The rest of that stuff would be in a generic pain relief kit.

Okay, sure, but I'm talking about the kind of medication that exists in the real world and in Cataclysm. I'm not sure what you think decongestants or cough-suppressants have to do with "pain relief", either.

The thing is, those medications seem to only be counted as one drug (called "antihistamines" for some reason, in certain places).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 27, 2011, 04:16:47 pm
Decongestants and cough suppressants deal with two causes of suffering, just like an anti-inflammatory would. Also, anything specifically named a 'flu medicaion', like Tamiflu, will actively fight flu infection with an antiviral (usually some kind of virus-debilitating enzyme) instead of just covering up symptoms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 27, 2011, 04:29:14 pm
Decongestants and cough suppressants deal with two causes of suffering, just like an anti-inflammatory would.

By this logical, literally anything that ameliorates a symptom of anything is "pain relief". That's a bit of a stretch, don't you think?

Quote
Also, anything specifically named a 'flu medicaion', like Tamiflu, will actively fight flu infection with an antiviral (usually some kind of virus-debilitating enzyme) instead of just covering up symptoms.

This isn't quite true. The most common over-the-counter stuff sold as flu medication do not contain antivirals. Also, I specifically mentioned we're talking about the type in the game, namely DayQuil and NyQuil (I think).

For reference, NyQuil Cold & Flu contains acetaminophen (NSAID), dextromethorphan (cough suppressant of questionable-to-moderate value), and doxylamine succinate (antihistamine, useful for sleeping though I'm unclear how much it helps symptoms caused by cold/flu). DayQuil Cold & Flu lacks the anthistamine but also has phenylephrine (a decongestant).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 27, 2011, 04:34:31 pm
Oh.

I'm talking about antivirals, then, like TamiFlu. You keep talking about symptom relief, and I'll just hang my head in shame over here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on October 27, 2011, 04:40:24 pm
Quote
And this is why I need to introduce some form of amphetamine psychosis ;)  Delusional parasitosis, hallucinations of monsters appearing for just a single turn, and extreme paranoia and distrust of NPCs if I can manage that somehow

Well, for the whole distrust of NPCs thing, you can have the state "paranoia". Randomly, NPCs that are friendly will appear as hostile when you look at them, but you won't get a message announcing a hostile NPC unless you have progressed to, say "extreme paranoia". Which would also be good for when you smoke way to much weed (which is also why I really need to learn how to mod cataclysm, first thing I'd make would be a battery powered vaporizer).

As an anecdotal point of reference, a while back after I'd some ☼Cannabis brownies☼ I had to stop a phone conversation because I realized that my enemies could hear me. Took me about five minutes to remember that I didn't have any enemies, except for this one guy with a duck jumper and there was no way that he could have climbed four floors to listen in.
     
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 27, 2011, 05:26:42 pm
Yeah, I figured that paranoia would manifest itself as randomly perceiving NPCs as hostile... or, to be a little more subtle, give you occasional messages like "Ryan Walker snatches something from your inventory."  Of course, I'd have to introduce pickpocketing so that it's not obvious that this is a red herring.  All this is down the line a ways, of course.


A little update just to get a couple things out there.

Build it clean, delete your saves.


Features:


Tweaks:


Bug Fixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 27, 2011, 05:29:57 pm
...There are NPCs that use teleporters? :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 27, 2011, 05:31:23 pm
  • Royal Jelly cures bad poisoning (e.g. from black widows)

There's some kind of good poisoning?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on October 27, 2011, 05:37:39 pm
  • Royal Jelly cures bad poisoning (e.g. from black widows)

There's some kind of good poisoning?
PILLS HERE
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 27, 2011, 05:39:50 pm
  • Royal Jelly cures bad poisoning (e.g. from black widows)

There's some kind of good poisoning?
PILLS HERE

GRABBIN' PILLS
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 27, 2011, 05:41:46 pm
Bad poisoning as opposed to normal poisoning ;)

And yeah, again, NPCs aren't back in the game now but I'm doing intensive work on them, as they're my target for the next big update.  They use "escape items" if they're in trouble; among them is the teleporter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 27, 2011, 05:49:59 pm
Although a teleporter gun sounds pretty fun now that you mention it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on October 27, 2011, 05:56:07 pm
You just keep on trying till you run out of cake :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 27, 2011, 06:00:48 pm
We already have a portal gun generator.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 27, 2011, 06:04:57 pm
You just keep on trying till you run out of cake :D
And the science gets done and you make a neat gun
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on October 27, 2011, 06:23:50 pm
Portal guns would make an EXCELLENT escape trick, assuming you can shoot past a zombie horde. Fire portal over em, fire down, fall through.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 27, 2011, 06:34:53 pm
YES! I finally got it to connect!

I dun goofed the very basic instructions, I generated the key instead of saving it somewhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 27, 2011, 06:35:19 pm
You know what else is neat? Original ideas!


We already have teleporters and portal generators; it shouldn't be too hard to come up with something that allows some form of controlled teleportation/portals. A "portal gun" sounds a little too easy anyway, tactically speaking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 27, 2011, 06:45:35 pm
You know what else is neat? Original ideas!


We already have teleporters and portal generators; it shouldn't be too hard to come up with something that allows some form of controlled teleportation/portals. A "portal gun" sounds a little too easy anyway, tactically speaking.

How about a Rift gun that has the same mechanics, but is powered by life force. The spatial distance between the two portals affects how much life force it sucks away from you. Arbitrary example: 10 tiles between the two = 20% hitpoint loss.


Alternatively, set it so that any generation of a pair of portals permanently removes 1 hp (2? 5?) from each part of your body, but the portals are permanent, unless you make another set. If you go for a certain period of time (arbitrary length: 1 week game time) without generating a new pair of portals, the ones you made collapse, and you regain that hp. This gives you a tool with multiple uses that has a good balance of risk/reward: abuse it and you'll have terribly low health forever, or use it sparingly in times of great need and you face few long term consequences.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on October 27, 2011, 08:25:22 pm
Nice suggestions, but I want NPC's to shoot, loot and burn first. Add them then talk about portals and cake. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 27, 2011, 08:59:36 pm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 27, 2011, 09:03:45 pm
How about a Rift gun that has the same mechanics, but is powered by life force. The spatial distance between the two portals affects how much life force it sucks away from you. Arbitrary example: 10 tiles between the two = 20% hitpoint loss.

Wait, "life force"? Where did that come from? That seems like kind of a hasty and genre-defining/defying thing to suggest all of a sudden.

Spoiler: portal stuff (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 27, 2011, 09:20:09 pm
Nevermind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on October 27, 2011, 09:45:20 pm
Well damn, it seems I have hit a snag .-.
How do you remove a silencer from a weapon? Or any mod, for that matter?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 27, 2011, 09:48:25 pm
Well damn, it seems I have hit a snag .-.
How do you remove a silencer from a weapon? Or any mod, for that matter?
"U" twice. First unloads the weapon, second removes mods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on October 27, 2011, 09:52:15 pm
Well damn, it seems I have hit a snag .-.
How do you remove a silencer from a weapon? Or any mod, for that matter?
"U" twice. First unloads the weapon, second removes mods.

Ohh... that makes sense. Derp 6_9
Thanks :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 27, 2011, 09:58:08 pm
Well damn, it seems I have hit a snag .-.
How do you remove a silencer from a weapon? Or any mod, for that matter?
"U" twice. First unloads the weapon, second removes mods.

Ohh... that makes sense. Derp 6_9
Thanks :3
No problem.

I have an idea: what if you could find random, lone corpses of civilians loaded with survival goods, like a gun, a bunch of ammo, food, water etc. etc.

I mean, if you survived, there's bound to be others, right?

Also, maybe there could be a miniscule chance of a house spawning stocked with survivor's goods and barricaded up?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on October 27, 2011, 10:03:39 pm
Well damn, it seems I have hit a snag .-.
How do you remove a silencer from a weapon? Or any mod, for that matter?
"U" twice. First unloads the weapon, second removes mods.

Ohh... that makes sense. Derp 6_9
Thanks :3
No problem.

I have an idea: what if you could find random, lone corpses of civilians loaded with survival goods, like a gun, a bunch of ammo, food, water etc. etc.

I mean, if you survived, there's bound to be others, right?

Also, maybe there could be a miniscule chance of a house spawning stocked with survivor's goods and barricaded up?
With the survivor as a human or... not a human?  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 27, 2011, 10:14:44 pm
How about a Rift gun that has the same mechanics, but is powered by life force. The spatial distance between the two portals affects how much life force it sucks away from you. Arbitrary example: 10 tiles between the two = 20% hitpoint loss.

Wait, "life force"? Where did that come from? That seems like kind of a hasty and genre-defining/defying thing to suggest all of a sudden.

Spoiler: portal stuff (click to show/hide)

In-canon justification for the mechanic of hit points. All you had to do was read the other half of my post (part of which you cut out) if you wanted to see that.

In other words, flavor text would be something along the lines of  "feeds off of the life force of the user as a power source", but what it does is exactly what I mentioned one line below that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 27, 2011, 10:22:05 pm
I understand you're trying to come up with an in-game justification for hit points. But why do we need one? Why not just say that it damages your body via spatial disruption (or some other such hooey) instead of pulling some new cosmological stuff out of thin air? Granted, that wouldn't explain the permanent HP loss, and I'm not sure how you'd justify that. But yeah, you can't just assume that adding this sort of mystical-magical element ("life force") to the game is appropriate. Maybe it is and maybe it's not, but I don't see any indication that it is, and there's no obvious connection to the current game thematically.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on October 27, 2011, 10:22:34 pm
Well damn, it seems I have hit a snag .-.
How do you remove a silencer from a weapon? Or any mod, for that matter?
"U" twice. First unloads the weapon, second removes mods.

Ohh... that makes sense. Derp 6_9
Thanks :3
No problem.

I have an idea: what if you could find random, lone corpses of civilians loaded with survival goods, like a gun, a bunch of ammo, food, water etc. etc.

I mean, if you survived, there's bound to be others, right?

Also, maybe there could be a miniscule chance of a house spawning stocked with survivor's goods and barricaded up?
With the survivor as a human or... not a human?  :P
You'll find out when you step through the remains of what used to be the door. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on October 27, 2011, 10:28:13 pm
I understand you're trying to come up with an in-game justification for hit points. But why do we need one? Why not just say that it damages your body via spatial disruption (or some other such hooey) instead of pulling some new cosmological stuff out of thin air? Granted, that wouldn't explain the permanent HP loss, and I'm not sure how you'd justify that. But yeah, you can't just assume that adding this sort of mystical-magical element ("life force") to the game is appropriate. Maybe it is and maybe it's not, but I don't see any indication that it is, and there's no obvious connection to the current game thematically.

I wasn't suggesting that "life force" would be the specfic term. That was the general placeholder for whatever technobabble you want to justify, as it all amounts to the same thing, and that is a fairly standard one that most people will instantly recognize the meaning of.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 27, 2011, 11:02:07 pm
Well damn, it seems I have hit a snag .-.
How do you remove a silencer from a weapon? Or any mod, for that matter?
"U" twice. First unloads the weapon, second removes mods.

Ohh... that makes sense. Derp 6_9
Thanks :3
No problem.

I have an idea: what if you could find random, lone corpses of civilians loaded with survival goods, like a gun, a bunch of ammo, food, water etc. etc.

I mean, if you survived, there's bound to be others, right?

Also, maybe there could be a miniscule chance of a house spawning stocked with survivor's goods and barricaded up?

Now that NPCs are coming back. I would love it if we could start closer to the actual Cataclysm... there could be lots of civillians running around, getting cut down and coming back up...the occasional holdout blazing away from his window and disintegrating military and police units. By day two NPCs outside of factions would be rare, by day 3 non-existent.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 27, 2011, 11:31:56 pm
Well damn, it seems I have hit a snag .-.
How do you remove a silencer from a weapon? Or any mod, for that matter?
"U" twice. First unloads the weapon, second removes mods.

Ohh... that makes sense. Derp 6_9
Thanks :3
No problem.

I have an idea: what if you could find random, lone corpses of civilians loaded with survival goods, like a gun, a bunch of ammo, food, water etc. etc.

I mean, if you survived, there's bound to be others, right?

Also, maybe there could be a miniscule chance of a house spawning stocked with survivor's goods and barricaded up?

Now that NPCs are coming back. I would love it if we could start closer to the actual Cataclysm... there could be lots of civillians running around, getting cut down and coming back up...the occasional holdout blazing away from his window and disintegrating military and police units. By day two NPCs outside of factions would be rare, by day 3 non-existent.

I would love that too, but it's a couple of orders of magnitude bigger in difficulty and scope than adding NPCs, factions, and missions.  Maybe some day way down the line, but don't hold your breath. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on October 28, 2011, 07:53:45 am

I have an idea: what if you could find random, lone corpses of civilians loaded with survival goods, like a gun, a bunch of ammo, food, water etc. etc.

I mean, if you survived, there's bound to be others, right?

Also, maybe there could be a miniscule chance of a house spawning stocked with survivor's goods and barricaded up?

Now that NPCs are coming back. I would love it if we could start closer to the actual Cataclysm... there could be lots of civillians running around, getting cut down and coming back up...the occasional holdout blazing away from his window and disintegrating military and police units. By day two NPCs outside of factions would be rare, by day 3 non-existent.

I would love that too, but it's a couple of orders of magnitude bigger in difficulty and scope than adding NPCs, factions, and missions.  Maybe some day way down the line, but don't hold your breath. :)

Think of it as a power goal(a la DF). Along with the ability to attach a chainsaw to your amputated hand.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 28, 2011, 10:53:42 am
Started a game in the new version. Had the bad luck of having the starting house two blocks away from a fungal bloom. For some reason there were dozens of regular zombies as well.

No matter. As soon as I find a liquor store I'm going to go there with a couple of molotovs, and solve the fungus problem once and for all


PD: guess what: fungal blooms are highly flammable. Toss a couple of molotovs anywhere near the spire and the ensuing blaze will do the rest.

I hate fungus. I can see a point in not exterminating all triffid queens, as at least triffs are edible,  but I don't see upsides to fungal spawns
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 28, 2011, 12:50:45 pm
PD: guess what: fungal blooms are highly flammable. Toss a couple of molotovs anywhere near the spire and the ensuing blaze will do the rest.

I hate fungus. I can see a point in not exterminating all triffid queens, as at least triffs are edible,  but I don't see upsides to fungal spawns

Actually, the spire itself is fire-proof.  However, it's true, fire will soar across the fungal growth, and destroy the fungal walls, which are the only real danger there, leaving you to take pot-shots at the spire.  Just make sure that you don't get yourself trapped by the sweeping flames, as I just did when testing this tactic to make sure ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 28, 2011, 12:53:28 pm
hmm, I've revisited the spot and there's no spire anymore. Are you sure it's fully fireproof?

Assuming it's dead, how long does it take for the fungijerks to die off again?  :P


(granted, srictly speaking, fungal monsters are nowhere near as dangerous as triffids, or even special zombies. It's just that I live in fear of the fungal infection syndrome, which granted, I've never gotten and am not too sure on how does one get infected, but still, I regarded as a priority to erradicate the pests from my neighbourhood. Not least because they were too damn close to the only basemented house I've found)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 28, 2011, 02:20:47 pm
It's a 20% decrease per day; that's a half-life of about 3 days.  I'm sure it's fully fireproof, but due to an imperfect spawning system, running away and coming back might not make the spire reappear--in which case, you won't get the benefit of it dying!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 28, 2011, 02:26:03 pm
Hmm it would be cool if we could make everything written in "The Anarchist Cookbook" to be possible, you know, making touch sensitive explosives from iodine crystals and all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 28, 2011, 03:18:01 pm
I'm pretty sure not everything in The Anarchist Cookbook is even possible in reality. Depending on which version of it you're talking about, I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 28, 2011, 03:29:19 pm
Bug: when you dump a piece of meat three squares away from you, and keep one in your inv, and get prompted about which to use in a cooking recipe, if you select the one "slightly away", it wont disappear, nor will the one in your inventory, hence giving you an unlimited surplus of cooked meat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 28, 2011, 04:54:52 pm
We already have a portal gun generator.

Spoiler (click to show/hide)

I meant more like a gun that blinks your target around slightly, not a portal generator. At no time did I even mention portal so I have no idea why everybody followed that train of thought.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CT on October 28, 2011, 06:28:59 pm
Got a bug or something here. When I try to board up a window or door the game crashes. I am using the newest windows version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on October 28, 2011, 07:30:46 pm
Odd little thing I noticed.  Tried to create a character named "Steve"  Naturally the capital "S" in the name triggered the save this profile instead of letting me start the name with a capital "S".

Just a little thing though.  "steve" promptly got...eaten?... by a flying polyp.

P.S. Yes I am a damn dirty windows user.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on October 28, 2011, 08:40:33 pm
P.S. Yes I am a damn dirty windows user.

Speak for yourself. Not all of us are dirty, we are damned though :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 28, 2011, 09:19:27 pm
And then God spoketh, "Gathereth all ye Macs and Linux and frolicking BSD and buildith them a rig to house them through the great virus storm. And if ye find any Windows, stone them for they are damned for eternal damnation." Amen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on October 28, 2011, 09:22:33 pm
I think it would be funny if Mac or Linux suddenly became more popular than Windows, because a lot of people who write Windows viruses would move to the more popular OS and neither Mac nor Linux have as much antivirus support as Windows does. It would be like War of the Worlds with computers instead of aliens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 28, 2011, 09:30:50 pm
Maybe for a year, but I'm pretty sure somebody would write a Mac antivirus from scratch if there's money to be made. And since this is Apple costumers we're talking about, there's always money to be made.

But I digress, that's all very off topic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 29, 2011, 06:37:31 am
Another bug: when cooking, sometimes the fire spreads under you, yet you don't stop cooking. This results in burned off legs, which in practice is an instagameover if *anything* happens to wander over.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on October 29, 2011, 11:29:20 am
I've just been exploring mines, fun stuff. However, I got the purple wall ending, killed the monsters and now I can't move away. Anyone have any advice? If I can escape from the mine there's a fusion gun waiting for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on October 29, 2011, 12:11:09 pm
I've just been exploring mines, fun stuff. However, I got the purple wall ending, killed the monsters and now I can't move away. Anyone have any advice? If I can escape from the mine there's a fusion gun waiting for me.

Hmm, you're supposed to be able to escape after killing the last monster.  I'll investigate!

For now you can use the Z menu to teleport out I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on October 29, 2011, 12:35:46 pm
Thanks Whales! You saved my best character to date! Durr... I would have never have thought of using the wish function, I never touch it normally. I went back after assuring my self that I could tele away, and the "You can't move away" thing is still active. Still, despite minor buginess, this has been my favorite random ending so far (I've still got two left to discover). Great text in the computer.  I'm playing the windows version currently, just so you know for investigative purposes.

Oh, and while I remember, Thankyou thankyou thankyou for creating this great game. Cataclysm is fast becoming the DF of zombie survival roguelikes (this is literately the highest game-related praise I can give, and I'm sure most people on these forums understand what I mean).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 29, 2011, 02:03:04 pm
As far as I know the only open ended zombie survival roguelikes are Cataclysm and Rogue Survivor.

In fact, there are not many more open ended  roguelikes (Unreal World and maybe Dwarf Fortress, albeit DF goes beyond conventional roguelikes by a fair bit).  Which is sad, because I love the genre.

But yeah, Cataclysm is definitedly a great game. It's the game I'm playing the most atm.

Haven't tried rogue survivor, but I heard it was somewhat less open ended. And windows only (which is a dealbreaker for me. One of the things I love about Cata is that I can keep doing stuff in linux and alt-tab to it when I'm bored)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 29, 2011, 02:37:55 pm
BTW: bug report: the basement teleportation thing happens now when there's a bus station next to a basement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Straven on October 30, 2011, 01:29:46 pm
Hi there new to the forum and cataclysm. Enjoying the game atm seems great and a lot more in depth than rogue survivor.
One problem ive had however is that on start up i try to put my name in "Steven" and cant put the cap s, think thats alrdy been mentioned.
BUG: also found that when building a construction such as building a wall or boarding up doors and windows will close the whole game down  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on October 30, 2011, 04:36:27 pm
Bug:

Disarming a blade trap leaves behind 2 machetes instead of one, in addition to the motor.  Shouldn't is take a chain instead of a string?  Seems like a lot of force is applied.  Furthermore, even when the trap is disabled, the 3x3 square still has spinning blades in it.  Finally, I can stand for an hour inside the blades without being hit.  Damage is applied only upon movement.

Bug:

Batteries in objects are lost when using the item for crafting (batteries, flashlights, etc.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on October 30, 2011, 06:07:15 pm
Finally, I can stand for an hour inside the blades without being hit.  Damage is applied only upon movement.
There's actually a kind of sense to that, if you think you're standing not so much in the blades (why would you do that?) as next to them. If you're not in a hurry, finding a place to stand without getting hurt shouldn't be a problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 30, 2011, 06:19:08 pm
Blade traps have always worked like that, it's an issue with the engine. Each square needs to be disarmed and they're supposed to be near impossible to disarm (99 difficulty) anyway. Furthermore, traps only activate when you move onto them, which is another engine limitation.

The second is also an issue with the crafting system, it can't differentiate between loaded/unloaded items. Just "w"ield them and "U"nload the batteries before crafting with them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 30, 2011, 08:46:55 pm
I just downloaded the new version and tried cooking with fire for the first time.

It was extremely frustrating!

First off, your character is apparently too dumb to move away from the fire if it spreads, leading to massive smoke inhalation that you can't stop because he's also too dumb to stop crafting. You also need to tend to the food constantly: If cooking your breakfast takes an hour and a zombie interrupts you 45 minutes in, that time is totally wasted. Also, there's really too much smoke to begin with; a campfire shouldn't give off so much smoke that it causes you physical harm (unless you're particularly stupid about how you use it), and it should probably depend on the material being burned as well. Basically, it's just a pain in the ass to cook using a fire unless you have a lot of time to waste.


EDIT: I'm not in a good position to try to solve this, not being the developer (or even a developer), but I was thinking... maybe allow for resuming crafting recipes? That way, if interrupted in the middle of crafting an item, you end up with an "unfinished <product>" in your inventory that you can continue work on later. This would allow interruptions to be less disastrous, especially for something like cooking.

Of course, some kinks would need to be worked out. For instance, the game would need to ask you to pick ingredients (and consume those items) when crafting starts, not when it ends, and charges (e.g. for a hotplate or soldering iron) would have to be consumed intelligently enough for it to make sense. Also, for things like cooking, allowing the player to resume a pot of spaghetti a day later would be silly, so some sort of timer would be required.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaizo on October 30, 2011, 09:48:55 pm
Speaking of fire, is there any way to make a damn molotov? I hate dying of smoke inhalation in a burning gas station surrounded by fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist Imiknorris on October 30, 2011, 09:49:49 pm
Rag + bottle of gasoline/alcohol. Light it and throw.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 30, 2011, 09:50:25 pm
Yeah, I have no idea why you're setting anything on fire to make a molotov. Just pump some gas into an empty bottle/can, or use a bottle of liquor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on October 30, 2011, 10:36:10 pm
Have you tried setting a small fire in the station first and then throwing the container into it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 30, 2011, 10:39:26 pm
Oh, and regarding the new trait selection system: Being a complete asshole and such, I still feel way too encouraged to get the maximum number of disadvantage points by picking ones that aren't likely to have an impact. To me, a good solution would be to lower the maximum good/bad trait points to 9 or 10 instead of 12, and/or instate some kind of diminishing returns over that limit, which I think has been discussed.

Also, new traits would be nice! I feel the current selection is a bit limited, so I've been trying to brainstorm more. Can anyone think of gameplay that could be touched upon by traits but currently isn't?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaizo on October 30, 2011, 10:54:18 pm
Rag + bottle of gasoline/alcohol. Light it and throw.

By light, we mean (a)ctivate it first, then throw. Throwing the molly by itself doesn't work so well.

Believe me, I've been there.
I have tried to combine those through * but it didn't work, and (a)pplying the rag or bottle with either one in my inventory doesn't work.

Have you tried setting a small fire in the station first and then throwing the container into it?
That would work, but unfortunately that's not a molotov.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaizo on October 30, 2011, 11:05:53 pm
Rag + bottle of gasoline/alcohol. Light it and throw.

By light, we mean (a)ctivate it first, then throw. Throwing the molly by itself doesn't work so well.

Believe me, I've been there.
I have tried to combine those through * but it didn't work, and (a)pplying the rag or bottle with either one in my inventory doesn't work.

Have you tried setting a small fire in the station first and then throwing the container into it?
That would work, but unfortunately that's not a molotov.

You have to go through the crafting menu to make the molotov. No skill required, just a rag and a bottle of alcohol or container of gasoline. I'm really not sure how something could go wrong via the crafting menu.

Edit: You get to the crafting menu by pushing &.

Oh, I see now, thank you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 30, 2011, 11:30:54 pm
Sorry if I'm asking something that was recently answered, but I've got to get to bed if I want to wake up at 6 AM to go to work.


Has the latest Windows version of Cataclysm been updated yet? I've been waiting a week or two for the awesome new updates to be ported to Windows, I'd hope by now someone has gotten around to it. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 30, 2011, 11:49:34 pm
Yup. You can see when it's updated here: https://github.com/aposos/Cataclysm (https://github.com/aposos/Cataclysm)
It's usually updated the same day as Whales releases it. Dunno why you waited that long.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 31, 2011, 12:09:12 am
Yup. You can see when it's updated here: https://github.com/aposos/Cataclysm (https://github.com/aposos/Cataclysm)
It's usually updated the same day as Whales releases it. Dunno why you waited that long.

Work, and real life. :P Had to take a few weeks off of my RPs, but I'm back and GMing a new game now. :) Time to test the new base-building and kick some rotting zed arse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 31, 2011, 12:22:02 am
The hell? I just installed the new version and most of my map is covered in purple % symbols called BUG as their terrain, and my starting house's basement had cobwebs. Apparently at least a blob was living down there... I died. Fuck, I know for a fact I either have horrible luck or the game got harder just because of the potential variety. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 31, 2011, 12:52:47 am
It seems like crafting is consuming stacks of items when it should only consume a single item. I'm having stacks of meat consumed when creating jerky. Sigh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 31, 2011, 02:07:50 am
another bug: when preparing apple cider and coffee with the integrated toolset, the game seems to remove already full with a liquid, instead of empty plastic bottles. Kind of the reverse infinite chunks of cooked meat bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 31, 2011, 02:24:59 am
That's been a problem for a while: Container items will be used in recipes even if they already have contents.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 31, 2011, 04:13:32 am
Whereas I think they should avoid or, from time to time, fight with the monsters (and see more monster-on-monster things), I think it's a nice touch that some of the nastiest monsters are animals. Brown bears are scary things. The only reason they're not as feared nowadays is because in today's civlized world most citizens of western nations wont see one outside a zoo. But with that stripped, they can well go back to being the scary half-a-ton monsters they never actually stopped being...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Singularity-SRX on October 31, 2011, 05:00:38 am
Just wondering if anyone has a link to the latest windows build?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 31, 2011, 05:09:37 am
Just wondering if anyone has a link to the latest windows build?

Scroll up and you'll see where I asked the same thing and they answered. :P

https://github.com/aposos/Cataclysm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Singularity-SRX on October 31, 2011, 05:38:07 am
*Looks up
*facapalm*

My bad  :-[
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on October 31, 2011, 05:43:11 am
The hell? I just installed the new version and most of my map is covered in purple % symbols called BUG as their terrain, and my starting house's basement had cobwebs. Apparently at least a blob was living down there... I died. Fuck, I know for a fact I either have horrible luck or the game got harder just because of the potential variety. :P

Did you clear your save folder?

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 31, 2011, 05:47:24 am
The hell? I just installed the new version and most of my map is covered in purple % symbols called BUG as their terrain, and my starting house's basement had cobwebs. Apparently at least a blob was living down there... I died. Fuck, I know for a fact I either have horrible luck or the game got harder just because of the potential variety. :P

Did you clear your save folder?

Didn't think I'd need to if I completely start a new game... Guess I'll clear the save file then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on October 31, 2011, 06:13:38 am
Didn't think I'd need to if I completely start a new game... Guess I'll clear the save file then.

New games are played in the same world so unless you delete it a new world, using the new system, is not generated.
When Whales says the saves are incompatible he really means the worlds are too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 31, 2011, 07:20:12 am
I can't seem to register in the cataclysm forums. I'm repeatedly failing the verification question.

(I'm assuming the answer is 0, right?)

also, which file has the monster list?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Singularity-SRX on October 31, 2011, 07:25:30 am
I opened up the crafting menu in game, and... well... there aren't many things to craft. Is it skill related to what recipes you have?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 31, 2011, 07:27:39 am
Yeah, skills determine what kind of stuff you can craft
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on October 31, 2011, 08:17:48 am
Obvious suggestion (given last 2 posts): a way to see items you would be able to craft with a higher skill level than you have currently.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 31, 2011, 08:35:51 am
I can't seem to register in the cataclysm forums. I'm repeatedly failing the verification question.

(I'm assuming the answer is 0, right?)

also, which file has the monster list?

Weird. There were some people who had problems too but they were able to get it eventually.
I'll disable it for today, so you can register.

Oh, the files are mtype.h and montypedef.cpp.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 31, 2011, 08:51:14 am
thanks :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on October 31, 2011, 08:57:31 am
Is literally everyone in this game a pothead or is it just natural that marijuana grows in basements like a weed? No pun intended.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MehMuffin on October 31, 2011, 11:32:49 am
How do you get out of a pit? I was walking along a riverbank, and it asked me if I wanted to cast my line to try to catch something. Then I fell into a pit of some kind, and took a ton of damage. There is solid rock all around me, and but no water...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on October 31, 2011, 11:33:56 am
I've been sloooowly building a nice house for myself out in the wilderness.
Couple questions:
Is there a shortcut to mass-craft stuff? Turning big piles of heavy sticks into two-by-fours one at a time is boring.
Is there any way to craft your own bed? If not, maybe there should be. It could be made out of fur pelts or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 31, 2011, 12:01:40 pm
How do you get out of a pit? I was walking along a riverbank, and it asked me if I wanted to cast my line to try to catch something. Then I fell into a pit of some kind, and took a ton of damage. There is solid rock all around me, and but no water...
You've fallen into a sinkhole, they usually lead to caves that have dynamite in them, but this one obviously doesn't.

Hit Z and then choose reveal map, then hit Z again and choose teleport (long range) and teleport to the nearest open area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Balistic604 on October 31, 2011, 12:31:57 pm
Anyone else crashing when trying to use construction on the latest windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 31, 2011, 12:37:08 pm
Check again, Aposos uploaded a new release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 31, 2011, 12:53:25 pm
As things are now I am earning more XP than I can spend, but on the other hand my skills level slowly nonetheless (reached survival 3 on day 8 or so), so it sort of evens out, I guess ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Balistic604 on October 31, 2011, 01:03:29 pm
That's odd.. I'm already using the latest Aposos version, downloaded again just in case and still crash when I try to build anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 31, 2011, 01:32:14 pm
Huh, Rightly enough.
/me was basing her response on his post on the forums.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grimshot on October 31, 2011, 02:46:46 pm
 Wow, I'm having terrible luck, or should I say my lab safehouse is. In the span of one day I got attacked by two Triffid Queens turning half of it into dirt and trees and then a thunder storm happens and blows up one of the few metal walls I have left. I go to check the damage and lightning strikes the wall right near my stockpile of burnable objects setting fire to half my food stockpile, a large chunk of whats left of the bedroom wall, some of the recently create forest, and the stack of two by fours I've been making to fix the place up. I'm glad I prepared for putting out fires or it would have been a lot worse. Installed Thermal Dissapation and Air Filtration System awhile back and a Fire Extinguisher was one of the first things I put in there. The Air Filtration thing didn't protect me from smoke like I thought it would but everything else went as planned.

 It was pretty fun... Rebuilding isn't going to be though, assuming I even bother. I may just move into the actual lab and set up a bunch of shotgun traps to make sure nothing sneaks up on me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on October 31, 2011, 02:50:26 pm
Hey, is there any tutorials as to surviving longer then two days?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on October 31, 2011, 02:54:39 pm
Hey, is there any tutorials as to surviving longer then two days?

Spoiler: A bit spoilery (click to show/hide)

I have a question. Do guns eventually break?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 31, 2011, 03:08:01 pm
I opened up the crafting menu in game, and... well... there aren't many things to craft. Is it skill related to what recipes you have?

Yes. The higher the skill, the more you can craft.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on October 31, 2011, 03:40:58 pm
Spoiler: A bit spoilery (click to show/hide)

I have a question. Do guns eventually break?
Spoiler (click to show/hide)

Nope, guns don't break yet. Item durability is planned though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on October 31, 2011, 03:43:59 pm
2: NEVER EVER, EVER. use unsilenced weapons or loud guns (ones that go KERBLAM or BLAM with a silencer). They will attract hordes literally 20 times as large as your common large horde

You know, that being said...
I spawned close to a gun shop. I usually choose a .22 handgun w/CB rounds and deal headshots at close range, but my choices were a little limited. But I had lots of 30.06, so I picked up the biggest, baddest rifle I could find and climbing through the broken windows slowed them down enough for me to pick them off one-by-one. Of course, I had zombies coming at me from halfway across town, and I had to flee this horde which was growing by the second... but I had slaughtered enough on the spot that I was actually GAINING ammunition. So I backpack'd the rifle, grabbed a pistol and fled. Rinse and repeat. And again. Now my gun shop is littered with corpses, I can outfit a small army, and my firearm skill exceeds 4, by the second day.

So I don't know. Use the big guns whenever you can, just make sure you don't cut off your own retreat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on October 31, 2011, 03:45:11 pm
Well using loud guns isn't good for survival, but hey, there's more to survival horror than JUST surviving.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grimshot on October 31, 2011, 03:56:37 pm
 Well, one thing that works well for me is taking a single Bear Trap with me where ever I go. Just drop it in front of whatever trying to kill you then poke it to death while it can't move. For extra fun pick up the trap after they set it off and reset it in front if them again before they can move. The whole thing seems kind of unbalanced, actually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on October 31, 2011, 03:57:44 pm
You used to be able to dig pits in front of zombies as they charged at you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on October 31, 2011, 04:14:03 pm
Do zombies and copbots fight? I have 15 copbots on my kill list, and I didn't kill them. I was at a police station when I died (I lived about half an hour).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Straven on October 31, 2011, 04:16:16 pm
That's odd.. I'm already using the latest Aposos version, downloaded again just in case and still crash when I try to build anything.
Yh construction dosnt seem to work for me either (using windows) hopefully gets sorted out soon coz i wanna build a safehouse away from the town. But still fun at the moment anyway just running around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on October 31, 2011, 04:22:59 pm
Quote
Do zombies and copbots fight? I have 15 copbots on my kill list, and I didn't kill them. I was at a police station when I died (I lived about half an hour).

I believe they do. As a related point, you get credit for killing anything that dies during your game. This is why you only get the moral penalty for killing your mother when hallucinating if she directly adjacent to you, as the game has no system yet for tracking who killed what. Although whales is going to change this sometime.

As a final note, isn't it nice to get credit for stuff killed by acid rain while you were holed up someplace safe? Enjoy it while you can.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grimshot on October 31, 2011, 05:15:56 pm
That's odd.. I'm already using the latest Aposos version, downloaded again just in case and still crash when I try to build anything.
Yh construction dosnt seem to work for me either (using windows) hopefully gets sorted out soon coz i wanna build a safehouse away from the town. But still fun at the moment anyway just running around.

 I had the same problem and decided to do this (http://whalesdev.com/forums/index.php?PHPSESSID=bb003a588f42bcd046dad9379931b232&topic=95.0) rather than wait for the fix.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on October 31, 2011, 08:48:38 pm
using the linux emulator, I just discovered a bug, not 5 minutes into my new world: fires do not cast light. It might not be a bug, so much as an unimplemented feature... but I didn't have a flashlight handy, so I took a book down into the basement and lit it on fire, only to see the 'roaring flames' disappear into darkness a few steps away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bdthemag on October 31, 2011, 08:53:30 pm
using the linux emulator, I just discovered a bug, not 5 minutes into my new world: fires do not cast light. It might not be a bug, so much as an unimplemented feature... but I didn't have a flashlight handy, so I took a book down into the basement and lit it on fire, only to see the 'roaring flames' disappear into darkness a few steps away.
Yup, flames don't give off light yet I believe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on October 31, 2011, 09:37:11 pm
Yeah, there's no system for nymanic light yet. There totally should be, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 01, 2011, 07:16:37 am
Yep, but Whales has stated that that'll be a pretty significant rewrite of the lighting system, so that's something to look forward to for the future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on November 01, 2011, 10:46:23 am
Just thought I'd report a bug that's happened to me every time I sleep in a military bunker. Basically, every time I do this I sleep for like four of five days, wake up exhausted, parched and starving. The penalties for this are usually like -150% speed each. I mean, one time I ate 6 MREs and drank 11 bottles of water and it barely made a dent, still speed=1. I don't even know how I keep forgetting about this, just lost a char with a extended clip fusion gun and a personal force field....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 01, 2011, 10:52:27 am
I would suggest reporting that on the forums, bugs are easier for Whales to keep track of there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on November 01, 2011, 02:34:51 pm
Could someone point me to like, a guide that gives the basics of surviving for more than a day? I'm doing pretty terrible so far...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 01, 2011, 02:35:50 pm
http://whalesdev.com/forums/index.php?topic=202.0

One of many.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 01, 2011, 03:57:16 pm
Do portal generators do anything useful? I can't seem to do anything with the portals they generate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 01, 2011, 03:58:04 pm
Portal stuff isn't implemented yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 01, 2011, 04:12:28 pm
IMO your starting house's basement is a good enough refuge. To the extent of making me consider fortifying the entrance to kill things that follow you down
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NotAQuisling on November 01, 2011, 04:27:49 pm
I have a question, if I was being chased by zombies would dropping everything and stripping down arse naked make me go fast enough to justify such an action?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 01, 2011, 04:29:41 pm
Nope, unless you were overencumbered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Straven on November 01, 2011, 04:31:56 pm
and if at that point u might aswell just take off the extra clothing that does that
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 01, 2011, 04:37:24 pm
And it would take too long, they'd catch up'with you.'just run run rum
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Svarte Troner on November 01, 2011, 05:43:34 pm
I just dled this game, played the tutorial, started a new game, and as usual forgot everything in the tutorial. Is there a list of controls somewheres?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on November 01, 2011, 05:49:07 pm
?, then 1. I think. All I know is ? contains a lot of helpful stuff, like advantages of different guns, ammo, maybe something on different monsters? I forget, having not looked at it for a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Svarte Troner on November 01, 2011, 05:51:02 pm
?, then 1. I think. All I know is ? contains a lot of helpful stuff, like advantages of different guns, ammo, maybe something on different monsters? I forget, having not looked at it for a while.
Ok, cool thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 01, 2011, 06:57:01 pm
I'm back!  We suffered a mini-apocalypse here in New England and lost power for days and days.  It did give me a few ideas regarding survival gear though...
Time to get back to work!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Straven on November 01, 2011, 06:59:41 pm
That's odd.. I'm already using the latest Aposos version, downloaded again just in case and still crash when I try to build anything.
Yh construction dosnt seem to work for me either (using windows) hopefully gets sorted out soon coz i wanna build a safehouse away from the town. But still fun at the moment anyway just running around.

 I had the same problem and decided to do this (http://whalesdev.com/forums/index.php?PHPSESSID=bb003a588f42bcd046dad9379931b232&topic=95.0) rather than wait for the fix.
thanks very useful tool  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on November 01, 2011, 07:33:48 pm
I'm back!  We suffered a mini-apocalypse here in New England and lost power for days and days.  It did give me a few ideas regarding survival gear though...
Time to get back to work!

Can we have snow storms in game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 01, 2011, 08:10:27 pm
I'm back!  We suffered a mini-apocalypse here in New England and lost power for days and days.  It did give me a few ideas regarding survival gear though...
Time to get back to work!

Can we have snow storms in game?

They're in there in theory... if you can survive until winter.  For now, though, my dream of a snow heightmap that slows you down unless you dig out paths remains unrealized.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 01, 2011, 08:26:47 pm
I actually have no idea what drugs do and I haven't found any, so... What are the drugs and what do they do?

Also, can we smoke rocks for harsher effects or are we stuck with weak ol' (lolnope) cocaine?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on November 01, 2011, 08:34:05 pm
you can do whatever you want while playing, but for now powder insulfate cocaine remains the exclusive form of yayo in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on November 01, 2011, 08:40:21 pm
Remember kids, cocaine makes you smarter!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 01, 2011, 08:41:13 pm
Would be interesting if the labs had med-pure reagents that you have to cut to safe doses or risk OD, but I think that would be a little much to code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 01, 2011, 09:12:06 pm
Might be interesting to be able to craft cocaine into crack, actually... similarly, to cook heroin into an injectable form, or to simply allow the player to eat or snort it in its powdered form.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 01, 2011, 09:28:19 pm
Yeah, considering we can create fully functional grenades with nails, a soda can, a piece of string and some shotgun shells...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Svarte Troner on November 01, 2011, 09:51:36 pm
Awesome, I can finally live out my dream of becoming a schizophrenic zombie fighting drug dealer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 01, 2011, 09:57:45 pm
Awesome, I can finally live out my dream of becoming a schizophrenic zombie fighting drug dealer.


The NPCs in your world are going to be epically fucked up on drugs.

That leads me to an important question.

Will NPCs be in the multiplayer version? I'd love to find NPCs traveling around, plus it'd be nice to see how diverse their trade inventories are what with all the players offloading loot and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 01, 2011, 10:15:34 pm
Awesome, I can finally live out my dream of becoming a schizophrenic zombie fighting drug dealer.

The NPCs in your world are going to be epically fucked up on drugs.

That leads me to an important question.

Will NPCs be in the multiplayer version? I'd love to find NPCs traveling around, plus it'd be nice to see how diverse their trade inventories are what with all the players offloading loot and such.

Given that Whales is adverse to having multiple versions, yes. NPCs will probably be in.
Then again, there isn't any reason for them not to be.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 01, 2011, 10:24:50 pm
I was just wondering because issues could arise with the number of NPCs and player interactions between them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 01, 2011, 10:45:15 pm
Issues of awesomeness.  Unless, of course, there's a bunch of griefers.  It would suck to go out to find a kidnapped NPC, then triumphantly lead them back to their town, only to find that someone had suicide-bombed it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 01, 2011, 11:52:06 pm
Wat?


If you even implement the sheer possibility of such a thing, I'll donate $10 more to your game just for that. :P


:D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 02, 2011, 01:59:07 am
That exists already.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 02, 2011, 02:38:18 am
Issues of awesomeness.  Unless, of course, there's a bunch of griefers.  It would suck to go out to find a kidnapped NPC, then triumphantly lead them back to their town, only to find that someone had suicide-bombed it.

It would be disappointing, but it would be the awesome, thematically-relevant, narrative-enriching kind of disappointment, therefore I approve.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 02, 2011, 08:42:12 am
I was in a bind because I started in a small town that was getting progressively overrun by fungaloids. So I decided to abandon my shit and make a run for it through the sewers. I was pretty sure my character was going to die in the dark, but I finally emerged in a new city. We'll see how it turns....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 02, 2011, 11:30:40 am
Issues of awesomeness.  Unless, of course, there's a bunch of griefers.  It would suck to go out to find a kidnapped NPC, then triumphantly lead them back to their town, only to find that someone had suicide-bombed it.

It would be disappointing, but it would be the awesome, thematically-relevant, narrative-enriching kind of disappointment, therefore I approve.

Well, only awesome so far as players acted rationally and accepted the consequences of their actions.  Finding a town had been burned down by a player because they were paid by an opposing faction to do so?  Arguably awesome.  Finding it burned down because someone just got bored and wanted to see what would happen?  Less awesome.
Sadly, given the nature of the internet, there's bound to be 1 or 2 people belonging to the latter camp...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on November 02, 2011, 11:50:09 am
Have the NPC have dialog if their house has been burned down, and maybe an option to tell him to follow you as an ally?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on November 02, 2011, 12:27:57 pm
Have the NPC have dialog if their house has been burned down, and maybe an option to tell him to follow you as an ally?
Want to hear something disturbing?
What?
I burned down your house, took all your drugs, and ate your children.
That *is* disturbing! What can I do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 02, 2011, 02:58:40 pm
Issues of awesomeness.  Unless, of course, there's a bunch of griefers.  It would suck to go out to find a kidnapped NPC, then triumphantly lead them back to their town, only to find that someone had suicide-bombed it.

It would be disappointing, but it would be the awesome, thematically-relevant, narrative-enriching kind of disappointment, therefore I approve.

Well, only awesome so far as players acted rationally and accepted the consequences of their actions.  Finding a town had been burned down by a player because they were paid by an opposing faction to do so?  Arguably awesome.  Finding it burned down because someone just got bored and wanted to see what would happen?  Less awesome.
Sadly, given the nature of the internet, there's bound to be 1 or 2 people belonging to the latter camp...

What?

it's the apocalypse. Civilization has just been fairly thoroughly ended. You don't think it's thematically appropriate to have a small number of people who just flip out and run around burning shit down, blowing things up, and killing anyone they see just for the hell of it and damn the consequences?

Edit: speaking of which, (simple) flamethrowers are still broken :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 02, 2011, 03:48:58 pm
Hmmm, imo the homemade gauss rifle is kind of sucky at the moment. Requires somewhat high electronic skill levels to make (quite high, if you don't have an UPS), uses both nails, which are not that common, AND energy, and deals sucky damage. There's not much of a motivation to pursue that avenue...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 02, 2011, 03:52:04 pm
Edit: speaking of which, (simple) flamethrowers are still broken :(

Fixed :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 02, 2011, 04:05:22 pm
...what do I need to make flamethrowers, again? It's the second time I see people mention them, and I always forget to ask
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 02, 2011, 04:23:50 pm
Firearms and mechanics skill, I don't remember what levels but fairly high... the guy who I made one on died (he totally would have survived if it worked :p) so I can't check.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 02, 2011, 04:26:39 pm
Small suggestion: you should be able to add attachments to your gun with either 1 in the generic "firearms" skill or 1 in the respective gun's skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 02, 2011, 04:39:27 pm
Hmmm, imo the homemade gauss rifle is kind of sucky at the moment. Requires somewhat high electronic skill levels to make (quite high, if you don't have an UPS), uses both nails, which are not that common, AND energy, and deals sucky damage. There's not much of a motivation to pursue that avenue...

You mean the coilgun? Yeah, that one was a bit hard to figure out. On one hand, there was the issue that you're still shooting nails, which aren't that that strong in the first place, on the other hand, it is a lot of work for an admittedly low-quality weapon.

Still, I'd argue that ammo isn't that rare at all. Unless you tend to build a lot, you'll have tons of excess nails, and you can get around 1000 batteries per electronics store if you're lucky.

It does make a good weapon late-game, when you've depleted all conventional ammo available. Still, perhaps it could use a small damage boost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 02, 2011, 04:45:28 pm
By the time you've depleted all convntional ammo avaiable you  should have quite a few options besides that (archery, melee, combat bionics)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 02, 2011, 04:55:27 pm
First commit after getting power back!  Hooray!  It's small, but hey, it's something.

Clean build required, saves incompatible.

Features:

Bug Fixes:


Additionally, I'd like to thank the following donors, who I've thanks at the Whalesdev forums but not here:
Lubos Remek
Dochappy
Drevlin
R. McGee
Frigidzephyr
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Svarte Troner on November 02, 2011, 05:16:29 pm
God these feral dogs are strong. I had a baddass character (named Igor) with a katana and must have killed at least 100 zombies (of many varieties) before being chewed down by a lone dog... That was my best character so far too...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 02, 2011, 05:31:10 pm
Nerf fire damage, and it shouldn't be an issue.

Hell, I'd figure fires should have a chance to randomly go out, like in reality; rather than feed on a quantum stockpile of fuel that never seems to truly disappear. A molotov shouldn't burn a house to the ground when hurled at the outside of a house. Trust me, this is coming from someone who has handled minor explosives in Brazil and have set myself on fire a few times. :P



To explain,
Spoiler (click to show/hide)

Anyway, like I was saying. Nerfing fire damage would go a long way to make things more realistic and !!FUN!! without catastrophic stupidity. Like the whole "Ohh thunder storm. Let me go inside for safety from the r- OH GOD THE WHOLE HOUSE IS ON FIRE!" That's ruined perfectly good games WAAAAY too many times.

Unless you built a bonfire in a house with 2x4s or set fire to a liquor store or gun shop, houses shouldn't catastrophically melt in little time. I've seen quite a bit of fires, and lit a few myself. The few times I've seen a house go up, it took the better part of a day to burn, and there was still structure intact. In the least, it should take a few hours to burn. I've seen entire houses in Cataclysm go down in less than an hour. That's a bit too quickly to be safe. :P

An a-hole griefer can easily set a pair of socks on fire in a pool of booze and voila, there goes the 3-months spent on a custom-built multiplayer fortress.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 02, 2011, 05:34:05 pm
Spoiler (click to show/hide)
*jawdrop*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 02, 2011, 05:40:50 pm
Spoiler (click to show/hide)
*jawdrop*

My mother is Brazilian. Its normal in South-American farming communities. In the time the US was fighting the Nazi's, my dictator-like grandfather owned a large portion of the city we come from, back when it was all farmland. Over the years we split it up and sold it. Now, the land where our farm was is now half of the city. You may have heard of it. God forbid you did, that place has a horrible reputation for being the cradle of stupidity and ignorance in the Brazilian community. Governador Valadares, home of the mountain Ibituruna where the international paragliding competition is held.

EDIT: Brazil was a military dictatorship around that time, and my grandfather was one of the paranoid anti-government types hehe. On both American and Brazilian side we come from Germans, though my Father's side is more recently Dutch, my Brazilian grandmother is polish and my Brazilian grandfather's mother was a Native American (Brazilian) something-or-other.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 02, 2011, 05:43:34 pm
Yeah, I can agree with Ehndras.

I've actually burned a shed down once as a kid, (accidentally, of course) and it burned for quite a while. Shed might be a wrong word, it was a tiny, 5x5m shack used for drying hay. A house would definitely go on for hours.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on November 02, 2011, 05:46:00 pm
An a-hole griefer can easily set a pair of socks on fire in a pool of booze and voila, there goes the 3-months spent on a custom-built multiplayer fortress.
I only read the below part, and took me a lil bit to realize you meant the idiom. STOEPUD BRAN

An a-hole griefer can easily set a pair of socks on fire in a pool of booze and voila
"Voila? I WANT TO BURN VOILA, WE SHALL POWER OUR CARS ON IT AND- oh."

Yeah, I can agree with Ehndras.

I've actually burned a shed down once as a kid, (accidentally, of course) and it burned for quite a while. Shed might be a wrong word, it was a tiny, 5x5m shack used for drying hay. A house would definitely go on for hours.
Yeah, they burn for a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 02, 2011, 05:48:06 pm
Yeah, I can agree with Ehndras.

I've actually burned a shed down once as a kid, (accidentally, of course) and it burned for quite a while. Shed might be a wrong word, it was a tiny, 5x5m shack used for drying hay. A house would definitely go on for hours.

*cough* Accidentally. >_>

I've thankfully never burned anything serious down. I'm too paranoid and meticulous for that. I did have fun blowing minor things up in Brazil though, like walls, toilets, and derelict things of the sort. For the most part, my cousin, my best friend and I grew up setting controlled fires to burn things always making sure to keep water and protection nearby incase it went to hell.


...BY FAR the most idiotic idea I ever had was to burn things while hiding underneath my WOODEN PORCH in the house I was born in. Yeah. Bonfire. Under a wooden porch. In 95 degree weather. Genius.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 02, 2011, 05:51:02 pm
BACK ON TOPIC,



Whales, how about we change it up?

Maybe add minor rain forests, deserts, radioactive wastes, etc. Make it more volatile, more random. Patches of dead area between cities, the further along you get. I'd figure a nuclear war or zombie breakout or whatever would drastically screw with the environment.

Worsening state of the world as the game progresses would definitely make it more fun rather than "Day 572. I've found my 32nd forest-laden rural town. Will keep going until I eventually find my way out of New England. Eventually."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 02, 2011, 06:04:08 pm
I did slow fire considerably recently, but yeah, it might need slowing even further.  Keep in mind that I'm looking for 60% realism, 30% movie realism (e.g. big firey molotov explosions), 10% game realism (keeping things short and quick-paced).  Maybe even 40-30-20.  Around there.

I am trying to stay true to the New England setting so rainforests don't make much sense.  Deserts might work to a degree.

Someone once (forgive me for being too lazy to look up the thread) had the idea of themed cities.  This one is radioactive, this one is plant-overrun, this one is a ghost town, etc.  I like this idea a lot and will probably implement it at some point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 02, 2011, 06:05:45 pm
I did slow fire considerably recently, but yeah, it might need slowing even further.  Keep in mind that I'm looking for 60% realism, 30% movie realism (e.g. big firey molotov explosions), 10% game realism (keeping things short and quick-paced).  Maybe even 40-30-20.  Around there.

I am trying to stay true to the New England setting so rainforests don't make much sense.  Deserts might work to a degree.

Someone once (forgive me for being too lazy to look up the thread) had the idea of themed cities.  This one is radioactive, this one is plant-overrun, this one is a ghost town, etc.  I like this idea a lot and will probably implement it at some point.

Actually, themed-cities is VERY cool and gives us an incentive to explore, since each city will contain architecture, creatures and supplies impossible or difficult to find in other cities. Every town you pass will be a new experience. :)

Yeah, I definitely support that one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 02, 2011, 06:08:26 pm
Whales, when we get NPCs eventually, will we be able to witness one NPC robbing another? I like the thought of shouting "I AM BATMAN" and stomping a thief.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on November 02, 2011, 06:11:54 pm
Whales, when we get NPCs eventually, will we be able to witness one NPC robbing another? I like the thought of shouting "I AM BATMAN" and stomping a thief.
Bonus points if you only use unarmed, dress up as the Caped Crusader, and throw bats :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 02, 2011, 06:17:29 pm
Whales, when we get NPCs eventually, will we be able to witness one NPC robbing another? I like the thought of shouting "I AM BATMAN" and stomping a thief.
Bonus points if you only use unarmed, dress up as the Caped Crusader, and throw bats :P
Even more bonus points if we're able to gene-engineer to make it literal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Matz05 on November 02, 2011, 06:28:20 pm
No, no, Blaze is right. We have to breed the Throwing Bat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 02, 2011, 06:31:03 pm
I was thinking of Oddworld: Stranger's Wrath version i.e. Boombats.

But hey, the ability to breed ammo, what could possibly go wrong?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 02, 2011, 06:37:26 pm
Someone once (forgive me for being too lazy to look up the thread) had the idea of themed cities.  This one is radioactive, this one is plant-overrun, this one is a ghost town, etc.  I like this idea a lot and will probably implement it at some point.

Hmm. That sounds either like my Expanded Map Features (http://whalesdev.com/forums/index.php?topic=201.0) or Jawn's Pipedream Idea: City/Town Themes (http://whalesdev.com/forums/index.php?topic=24.0).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 02, 2011, 08:39:27 pm
Judging by reports I'm getting regarding the rewritten crafting system, there are still some pretty major problems. Crafting is still using up entire stacks when it should only use one item (e.g. cooking meat), and apparently making coffee uses up the container you're supposed to put it in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on November 02, 2011, 08:48:36 pm
Whales, when we get NPCs eventually, will we be able to witness one NPC robbing another? I like the thought of shouting "I AM BATMAN" and stomping a thief.
Bonus points if you only use unarmed, dress up as the Caped Crusader, and throw bats :P
Even more bonus points if we're able to gene-engineer to make it literal.

Baseball bats would be more fun.
That's actually what I meant.  :P

I was thinking of Oddworld: Stranger's Wrath version i.e. Boombats.

But hey, the ability to breed ammo, what could possibly go wrong?
Strangers Wrath for the fucking WIN!

Seemed a tad short, however...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 02, 2011, 09:38:06 pm
Judging by reports I'm getting regarding the rewritten crafting system, there are still some pretty major problems. Crafting is still using up entire stacks when it should only use one item (e.g. cooking meat), and apparently making coffee uses up the container you're supposed to put it in.

The former was a problem with inventories; fixed!
The latter is a bad recipe; it's fixed now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 03, 2011, 01:17:06 am
As usual, your bugfix response time is well-appreciated by impatient jerks such as myself. Kudos!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 03, 2011, 01:29:56 am
:)

I'm curious to know what the next major update might be.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 03, 2011, 03:14:14 am
Major capital-M Major?  Working NPCs and some big changes to your starting situation.  Rudimentary missions.  An actual game taking form instead of a sandbox.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 03, 2011, 06:34:51 am
A bug involving the "Electromagnetic unit" bionic: apparently it can pull items through walls.
One can pull CBMs out from behind the unsmashable reinforced glass in science labs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 03, 2011, 06:37:00 am
That's  a bit of a chicken and egg situation, though. if you could hack your way through the first, why not do it through the rest?

Besides, all places except the motherlode have pretty much the same basic array of bionics anyway

(granted, some of those are among the most versatile in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 03, 2011, 06:44:40 am
Well, there's a also mapping bug that makes doors sometimes appear behind the glass.

That and an alarm will go off even if you successfully hack it open.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on November 03, 2011, 12:26:02 pm
Man, it would be cool if you had bandits... who wear plague masks and wield flamethrowers. And try to burn the virus away. And live in churches.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 03, 2011, 12:28:08 pm
That sounds like one of the factions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on November 03, 2011, 12:34:53 pm
That sounds like one of the factions.
DO WANT

I'd join them in ten seconds flat. Screw that, I'd probably be the founder  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on November 03, 2011, 01:23:50 pm
Made a thread about Cataclysm on FP:
http://www.facepunch.com/threads/1136542
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on November 03, 2011, 03:51:16 pm
Soo many corpses ._. I don't know what to do with them all! Too bad we can't make makeshift walls out of zombie corpses, that would be awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on November 03, 2011, 03:53:22 pm
Burn them and make a wall of fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on November 03, 2011, 03:59:52 pm
Burn them and make a wall of fire.

They don't stay alight for very long, so every so often I butcher them en masse and light the tainted meat on fire to cleanse the area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 03, 2011, 04:17:21 pm
Made a thread about Cataclysm on FP:
http://www.facepunch.com/threads/1136542

There was actually a FP thread back in the day.  It mostly consisted of people complaining about the ASCII UI.  Oh haha (http://www.facepunch.com/threads/1101976)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on November 03, 2011, 05:15:00 pm
I just managed to get my hands on a grenade launcher, and I really like how they're implemented. The shrapnel effects are great.
Also, animal empathy is my new favorite trait because it turns bee hives in to places filled with free food and shelter. They also don't even retaliate if you kill a few of them, giving you a good opportunity to train survival and get chitin.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on November 03, 2011, 05:17:39 pm
I always saw animal empathy as "Free food for Life", never thought to raid beehives using it.   Iiinteresting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 03, 2011, 05:18:28 pm
Two minor things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on November 03, 2011, 05:23:24 pm
Animal empathy also doesn't prevent ants from being hostile, either. I suppose that's primarily for balance reasons, though, since ant holes are a lot larger than bee hives.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on November 03, 2011, 05:32:04 pm
What does zombie pheromone do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 03, 2011, 05:45:51 pm
Friendly zombies for a couple of turns. Might or might not be long enough to escape a hulk
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 03, 2011, 05:54:01 pm
Actually, if Animal Empathy works on bees, then THAT is a bug.

...and yeah, apparently giant bees have the MF_ANIMAL flag set, which makes animal empathy work on them.  Removing.  Must've accidentally put that in there at some point.

Is putting bayonets on SMGs weird?  I don't know.  Maybe?  I almost allowed players to put them on handguns, too, but then opted not to.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on November 03, 2011, 05:56:41 pm
Actually, if Animal Empathy works on bees, then THAT is a bug.

Aww... I knew I shouldn't have mentioned it.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 03, 2011, 06:04:20 pm
Actually, if Animal Empathy works on bees, then THAT is a bug.

If it's only supposed to work on certain animals, I'd suggest rephrasing the description a bit, as it might not be clear.

Quote
Is putting bayonets on SMGs weird?  I don't know.  Maybe?  I almost allowed players to put them on handguns, too, but then opted not to.

As far as I know, bayonets are really only a thing you put on a long weapon, particularly a rifle. Putting one on a small weapon like a pistol or SMG is kind of weird, yeah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 03, 2011, 06:08:08 pm
Though I like the thought of watching a survivor gouge out a zombie's eyes with a bayonet attached to a pistol, it isn't all that realistic, nor SMGs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: garfield751 on November 03, 2011, 06:12:05 pm
maybe make bayonet damage or chance to hit better on rifles. that way there's not much gain from putting them on pistols and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 03, 2011, 06:18:09 pm
Is putting bayonets on SMGs weird?  I don't know.  Maybe?  I almost allowed players to put them on handguns, too, but then opted not to.

As far as I know, bayonets are really only a thing you put on a long weapon, particularly a rifle. Putting one on a small weapon like a pistol or SMG is kind of weird, yeah.

Honestly, I'm not too sure why putting bayonets on SMGs wouldn't work. Most SMGs are long enough to properly use as a weapon without cutting your fingers off, and length isn't that important anyway. Granted, you couldn't really stab much, but you can still slash. Most modern bayonets also have a sharpened edge, making it as dangerous for cutting as any combat knife.

Disregarding all that, rule of awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 03, 2011, 06:35:27 pm
Two more bugs.

If your crafting menu has too many entries, you can still scroll down to the very bottom, though you can't see the cursor. If you try to craft anything that's below view range (In my case, the coilgun), you'll get the "You can't do that" message, even if you have all the ingredients needed.

Also, door computers can be hacked repeatedly though it doesn't mean more than quick computer skill increases.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 03, 2011, 06:38:15 pm
Actually, if Animal Empathy works on bees, then THAT is a bug.

Aww... I knew I shouldn't have mentioned it.  :P

Crud. Beehives made superb bases- safe from rain, food everywhere, room enough for home constructions, etc.

Is it possible to clear out a beehive so that it can be inhabited, or will the critters just keep spawning?

It's possible to clear it out.  Beehives have a population of around 35-75 bees.


Actually, if Animal Empathy works on bees, then THAT is a bug.

If it's only supposed to work on certain animals, I'd suggest rephrasing the description a bit, as it might not be clear.

Well, the description does say that it only works on natural animals; giant bees and ants certainly aren't natural.  And it cites woodland creatures as an example, which is pretty much what it works on.

Is putting bayonets on SMGs weird?  I don't know.  Maybe?  I almost allowed players to put them on handguns, too, but then opted not to.

As far as I know, bayonets are really only a thing you put on a long weapon, particularly a rifle. Putting one on a small weapon like a pistol or SMG is kind of weird, yeah.

Honestly, I'm not too sure why putting bayonets on SMGs wouldn't work. Most SMGs are long enough to properly use as a weapon without cutting your fingers off, and length isn't that important anyway. Granted, you couldn't really stab much, but you can still slash. Most modern bayonets also have a sharpened edge, making it as dangerous for cutting as any combat knife.

Disregarding all that, rule of awesome.

Point on the sharpened edge bayonets--up until now they've been stab-only, but making them cut, too, makes sense I think.  Anyway, you can craft one using a combat knife, so it makes sense to retain that cutting edge.

Two more bugs.

If your crafting menu has too many entries, you can still scroll down to the very bottom, though you can't see the cursor. If you try to craft anything that's below view range (In my case, the coilgun), you'll get the "You can't do that" message, even if you have all the ingredients needed.

Also, door computers can be hacked repeatedly though it doesn't mean more than quick computer skill increases.

Odd regarding the crafting, I will investigate.

The door keycard hack thing was reported on the forums and has been fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 03, 2011, 06:40:44 pm
Can you craft a combat knife using a bayonet? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 03, 2011, 06:48:01 pm
True...

Should be able to reverse-engineer it. :P

I'm having fun making technology and weapons also, for our Pixels universe. I've been having loads of fun killing zombies while working on my own series. Its quickly growing into something much bigger than an RP. o_O I've already created multiple alien species, religions, creatures, entire solar systems, nations, and more.

Thankfully we got a website up. >_>

I'm curious to know what new !!SCIENCE!! Cataclysm will cook up. :) The whole sci-lab thing was genius, as well as finding soldiers and scientists dead on the streets. Really dramatic, and makes you wonder what really happened.

Still haven't read those computer files with the lore, even though I play games specifically for the Lore. :P

I DEMAND LOOOOOOOOOOOOOOOORE...

*AHEM*

Let me go back to building a fortress in the forest now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 03, 2011, 06:59:06 pm
Hardware stores, mostly. I tend to get around 300-500 nails per a shop. Though maybe I'm just lucky, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 03, 2011, 07:03:05 pm
Is there any kind of advantage to using a nail gun rather than a hammer when building?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on November 03, 2011, 07:28:28 pm
To be honest, right now I am -loving- the idea of a handgun bayonet.  Just like a gun with a jagged sharp pointy bit sticking out, so you can stab guys that get really close.  It's like Gears of War, except slightly less silly!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 03, 2011, 07:37:31 pm
There is a historical precedent. The handgun bayonet wasn't all that popular, though, because it unbalanced the gun. Easy enough to hold a gun and knife at the same time, anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 03, 2011, 08:51:23 pm
Acid Rain~
Some stay dry and others feel the pain~ :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 03, 2011, 09:01:37 pm
To be honest, right now I am -loving- the idea of a handgun bayonet.  Just like a gun with a jagged sharp pointy bit sticking out, so you can stab guys that get really close.  It's like Gears of War, except slightly less silly!
Like these?
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 03, 2011, 09:10:25 pm
Honestly, I'm not too sure why putting bayonets on SMGs wouldn't work. Most SMGs are long enough to properly use as a weapon without cutting your fingers off, and length isn't that important anyway. Granted, you couldn't really stab much, but you can still slash. Most modern bayonets also have a sharpened edge, making it as dangerous for cutting as any combat knife.

Disregarding all that, rule of awesome.

Well it would work, but not in the context in which you've just described. The reason knives can be attached to the ends of long rifles is because this bears a great deal of resemblance with a spear and the frameworks in which spear fighting takes place. You gain leverage, and most important of all: range. If you put it onto something that doesn't really give you much range or balance all that well, you might as well just hold the knife and acquire more precision and speed with it rather than attaching it to a short bulky stock. Attaching it to a smg might give you a bit of momentum, and some might be in the shape where they do lend well to leverage, but for the weight alone, knives really don't need much more than the energy normal human adults can exert by themselves to be effective. Most smgs are unwieldy clubs when you think about it, more importantly though, they were initially designed to be used in close quartes anyway for the trenches and whatnot, later modern designs haven't budged all that much except extending the capabilities that are already there.

All that being said, I am for one in favor of attaching knives onto any weapon we find. Not because I think it would be particularly useful in most cases, but because I am a supporter of utility and the increase of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 03, 2011, 09:14:23 pm
Well, if we're already posting pics, here's my favorite bladed SMG pic, which kinda shows how would a bayonet on SMGs work.


Honestly, I'm not too sure why putting bayonets on SMGs wouldn't work. Most SMGs are long enough to properly use as a weapon without cutting your fingers off, and length isn't that important anyway. Granted, you couldn't really stab much, but you can still slash. Most modern bayonets also have a sharpened edge, making it as dangerous for cutting as any combat knife.

Disregarding all that, rule of awesome.

Well it would work, but not in the context in which you've just described. The reason knives can be attached to the ends of long rifles is because this bears a great deal of resemblance with a spear and the frameworks in which spear fighting takes place. You gain leverage, and most important of all: range. If you put it onto something that doesn't really give you much range or balance all that well, you might as well just hold the knife and acquire more precision and speed with it rather than attaching it to a short bulky stock. Attaching it to a smg might give you a bit of momentum, and some might be in the shape where they do lend well to leverage and the other factors or a good melee weapon, but for the weight alone, knives really don't need much more than the energy normal human adults can exert by themselves to be effective. Most smgs are unwieldy clubs when you think about it, more importantly though, they were initially designed to be used in close quartes anyway for the trenches and whatnot, later modern designs haven't budged all that much except extending the capabilities that are already there.

All that being said, I am for one in favor of attaching knives onto any weapon we find. Not because I think it would be particularly useful in most cases, but because I am a supporter of utility and the increase of it.

Yeah, I agree wielding a knife by itself would be more efficient. I was just saying that attaching it onto a SMG could work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 03, 2011, 09:54:12 pm
Hardware stores, mostly. I tend to get around 300-500 nails per a shop. Though maybe I'm just lucky, heh.

You're incredibly lucky. Over the last dozen games or so I've explored at least 10 hardware stores and not found a single nail...  when they do have nails I don't believe I've ever found more then two boxes per store.

Supposedly you can find them inside random houses too... I don't believe I ever have, even once.

(or maybe I'm just the least lucky player ever, which is possible)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on November 03, 2011, 10:20:41 pm
Totally need to be ble to apply a bayonet to my crossbow...or a katana... or maybe make a sword with a revolver built into it.  A...gunblade if you will...

Anyway silliness aside I'm not opposed to the idea of a bayonet on a pistol, no real way to do that kinda cool looking stance that one special ops guy from that one game does with both the knife and the pistol out at once.  A bayonet on a pistol seems a reasonable way to duplicate the same readyness and cut down on combat inventory shuffling without having to implement a full dual wielding system (yet).

I can't count how many times I had to actually drop my handgun on the ground  in the middle of heated combat (often including actual fire, I think I'm a bit trigger happy with Molotovs) just to take my combat knife out because my inventory doesn't have enough volume for my handgun, when I could probably just be holding the handgun in my off hand until I need it again.  A bayonet could help mitigate that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 03, 2011, 10:32:05 pm
Well, if we're already posting pics, here's my favorite bladed SMG pic, which kinda shows how would a bayonet on SMGs work.


There's a good site here that depicts actual melee weapons with firearms built into them with a bunch of pictures: http://www.myarmoury.com/feature_spot_combo.html

There's a good picture of a pistol built with what looks like a sturdy knife underneath it.
Knife with pistol from the Buffalo Bill Center
This combination percussion cap pistol and knife blade is one of 150 such weapons ordered by the US Navy in 1833 for an expedition to the south seas.


My favorite has to be the hammer rifle though.
Carbine with warhammer from the Tøjhusmeet, Copenhagen
This Italian carbine of circa 1685 has a hammer attachment on the barrel. What the Fuck were they thinking?


And if you don't know who you're fighting or where you're going you can't go wrong with this!
Shield with sword blade, gauntlet, sword catchers, and lantern from the Kunsthistorisches Museum, Vienna
This unusual Italian creation seeks to combine many offensive and defensive capabilities into one package. It dates to the first half of the 16th century and combines a shield with multiple blades and an armoured gauntlet.


Quote
Yeah, I agree wielding a knife by itself would be more efficient. I was just saying that attaching it onto a SMG could work.

Whoops, misread you there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 03, 2011, 10:33:55 pm
Is that one special ops guy from that one game Solid Snake from Metal Gear?

And I agree that in the case of one-handed weapons, it would be nice to have an off-hand to carry a backup around. If you're going to go the extra mile to code such a thing in, you could even give the option for more skilled wielders to go akimbo or start wielding a daishō set rather than just a katana.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 03, 2011, 10:34:36 pm
Currently there isn't any time needed to switch between held items. Switching a pistol to knife takes the same amount of time switching a grenade launcher to a two-by-four.

We could always add left+right hands though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 03, 2011, 10:50:26 pm
There's a good site here that depicts actual melee weapons with firearms built into them with a bunch of pictures: http://www.myarmoury.com/feature_spot_combo.html

Hah, liked that Italian shield. I mean, it's even got a lantern integrated in it.
Or the gun book. Best bible ever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 04, 2011, 01:48:17 am
There's a good site here that depicts actual melee weapons with firearms built into them with a bunch of pictures: http://www.myarmoury.com/feature_spot_combo.html

There have been all kinds of oddities produced over the decades/centuries, but there's a reason they stayed oddities. Just saying.

Anyway silliness aside I'm not opposed to the idea of a bayonet on a pistol, no real way to do that kinda cool looking stance that one special ops guy from that one game does with both the knife and the pistol out at once.

If your argument in favor of something, "silliness aside", amounts to "it's the only way I can pretend I'm doing this one pose this one character does in another video game", then you might want to find a better argument.


If not being able to wield two things at once is a problem (and I'm not sure it is), then that's a problem distinct from being able to strap a bayonet onto your gun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 04, 2011, 02:19:18 am
There's a good site here that depicts actual melee weapons with firearms built into them with a bunch of pictures: http://www.myarmoury.com/feature_spot_combo.html

There have been all kinds of oddities produced over the decades/centuries, but there's a reason they stayed oddities. Just saying.

Yes I know, as I've said in the post right before the one you quoted, I did point out the realities of putting knives on smgs and pistols and the relative inefficiencies of just holding the knife and using it without a bulky and unwieldy weapon attached to the end of it. It would still be pretty cool if I can attach a lantern to a shield though, even if it's for the novelty effect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on November 04, 2011, 03:26:37 am
Like these?
Spoiler (click to show/hide)
Close enough.  Kinda like the first one, but with the sharp bit a little further forward.

It's like punching but with a knife and shooting people!

Also, I remember something about a lantern-and-sword style in Seventh Sea, but I never did figure out what the heck the lantern was... like, some kind of special-made battle-lantern?  Or just your average lantern.  And then I wasn't sure if they were historically based, or what.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 04, 2011, 05:19:34 am
Guns are small. Weapon switching is a free action, or close enough. There,s no point in using a gun-bayonet.

There IS a point in increasing the hth power of a shotgun or rifle because they are large, and so is their ammo. You ,ight not want to drag around a machete alongside that
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 04, 2011, 07:14:29 am
Lanterns build into shields where supposed to blind the enemy.

Anyway, seems silly and pointless to argue over that, mod it in yourself if you want, I'm sure whales picked up on the suggestion in the last few pages of crying about it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Necro910 on November 04, 2011, 03:38:54 pm
For crying out loud, the entertainment is in the unrealistic or unorthodox- it boils down to escapism, a break from reality. You don't sit at a computer to play Office Peon 2009 or Super Traffic Conductor, do you?
The sad thing is that there are flash games like that  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 04, 2011, 03:55:09 pm
You don't sit at a computer to play Office Peon 2009 or Super Traffic Conductor, do you?

Hundreds of thousands play EVE Online.  :P

At any rate: for the time being I'm going to keep bayonets on all weapons except handguns.  In the future, when unique crafts and items (artifacts, inventions, legendary items, whatever you what to call them) become a reality, I'll let players craft silly/cool axepistols and hammer rifles and spiky shotguns and whatever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 04, 2011, 03:56:11 pm
a zombie apocalypse is fairly unrealistic, y'know, where people rise up from the dead, or why you don't catch the zombie disease if it is a disease,

Spoiler: Spoilers (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on November 04, 2011, 06:05:37 pm
Quote
At any rate: for the time being I'm going to keep bayonets on all weapons except handguns.  In the future, when unique crafts and items (artifacts, inventions, legendary items, whatever you what to call them) become a reality, I'll let players craft silly/cool axepistols and hammer rifles and spiky shotguns and whatever.

And there I was thinking there was nothing I could possibly want more than working NPCs/Factions. Because this moves my dream of a longbow specially modified to us katanas as ammunition on step closer to reality....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 04, 2011, 06:16:59 pm
a zombie apocalypse is fairly unrealistic, y'know, where people rise up from the dead, or why you don't catch the zombie disease if it is a disease,

Spoiler: Spoilers (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 04, 2011, 07:11:14 pm
When it all boils down to realism or feasibility, we reach a point where saving shouldn't be possible because it can't be done, crafting should take a fair bit longer for complicated things (grenades, anyone?), you've no real reason to find RAM on dead scientists, why are there underground science labs everywhere anyways, thing's shouldn't be unfinished because reality is pretty much gold master by now, and you know what, a zombie apocalypse is fairly unrealistic, y'know, where people rise up from the dead, or why you don't catch the zombie disease if it is a disease, so let's remove all that zombie nonsense, and quite simply, it's unrealistic to have a game about zombies without zombies, so let's just forgo the whole idea altogether, shall we?

For crying out loud, the entertainment is in the unrealistic or unorthodox- it boils down to escapism, a break from reality. You don't sit at a computer to play Office Peon 2009 or Super Traffic Conductor, do you?

I don't think it comes down to realism or feasibility. Realism and implementation, or how it is implemented aren't necessarily connect. There is a good way to implement facets of realism and bad ways of implementing them, in effect these are two very distinct things. Take the opposite, games wouldn't be playable even if they don't follow a particularly realistic approach if these facets are not well implemented. In short, how playable it is is not the direction of style or adherence to reality, but how the entities and rules in the game relate to each other.

Moreover, we look towards reality to gain an understanding of the world in these games. It wouldn't make much sense if most of the physical laws we take for granted in real life were absent or abandoned in the game. Likewise, we have a framework of understanding that we use from real life for games. We can accept that there are elements in the game that aren't native to this reality, but this doesn't mean that the rest of the game mustn't either. In fact, going down the route of going against all understanding of real life, however good it might be implemented, it will be very hard to make sense or and to actually have fun if it were the case.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 04, 2011, 08:13:01 pm
My case was for ending pointless arguments over the realism of a flawed, unfinished, relatively unrealistic product. I've said my fill on the matter already so don't expect me to defend your overexaggeration and extrapolation of my post.

I'm not expecting you to defend my post, but to do yours :P.

It's not pointless to argue about realism here. Realism is only unfeasible if you assume that it is done poorly, which there isn't a reason to assume. You are right that there are factors in the game that don't seem very realistic, but it's neutral to whether this means that the game should continue down this road or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 04, 2011, 08:19:02 pm
It seems to me that bashing weapons can be a bit overpowered.


I have level 8 bashing and melee and it seems no single enemy stands a chance against me.
I can stun lock Zombie Hulks and kill them without getting scratched. Is this supposed to happen?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on November 04, 2011, 08:31:11 pm
Bashing weapons are overpowered as a whole. I often one shot zombies by crushing their skull when I only have 2 melee and 2 blunt skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 04, 2011, 09:11:19 pm
You're supposed to be able to one-shot zombies pretty easily, depending on your weapon.  A baseball bat to the head will take out a zombie pretty easily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 04, 2011, 09:22:57 pm
I don't know. It just feels off killing a zombie hulk by stunlocking it.

Maybe my judgement is off. Are zombie hulks not among the most powerful NPC's in the game?

Actually, the lost powerful thing I've found so far are the turrets in the labs. They destroy me as soon as I open the door. How are you supposed to kill those things?


EDIT: Also, are skills supposed to reach an equilibrium of sorts, where the decay rate makes it impossible to level up any higher? I can seem to get any higher than level 8 bashing weapons because any XP I put into decays away almost immediately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 04, 2011, 09:28:32 pm
I don't know. It just feels off killing a zombie hulk by stunlocking it.

Maybe my judgement is off. Are zombie hulks not among the most powerful NPC's in the game?

Actually, the lost powerful thing I've found so far are the turrets in the labs. They destroy me as soon as I open the door. How are you supposed to kill those things?

turrets:
Spoiler (click to show/hide)

As for hulks, well, with 8 weapon skill and 8 melee pretty much any weapon will kill them pretty easy. It might seem unbalanced but remember a gun will kill them in 2 - 3 hits before they even get to you with 0 skill required so meh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 04, 2011, 09:54:42 pm
2-3 shots? what kind of gun are you using? I use high accuracy, high damage .223 rifles and it still takes like 5-6 shots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 04, 2011, 09:59:00 pm
2-3 shots? what kind of gun are you using? I use high accuracy, high damage .223 rifles and it still takes like 5-6 shots.

Get close, headshot. With .223 Remington, it should take like, 1 shot in close-quarters. Good DEX recommended though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on November 04, 2011, 09:59:30 pm
2-3 shots? what kind of gun are you using? I use high accuracy, high damage .223 rifles and it still takes like 5-6 shots.

I use a .45 or a .44 at point blank range. The critical multiplier works wonders.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on November 04, 2011, 11:40:26 pm
111F Savage with silencer and sniper mod = 1HKO on anything at beyond the bounds of the screen, assuming decent PER. The downside is that you can't really practice butchering much, as most enemies end up in the 'pink mist' + red spot on ground form of post-post-death.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 05, 2011, 03:25:29 am
Yeah, melee combat is overpowered as it is.

I think we need a nerf that makes it less effective against things which you shouldn't be able to whack to death (hulks, bears. Fungal spires, I guess. Ugly large things in general) but still lets you kill fast things that should be killable by it (regular zombies, etc...)

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on November 05, 2011, 03:31:32 am
Yeah, melee combat is overpowered as it is.

I think we need a nerf that makes it less effective against things which you shouldn't be able to whack to death (hulks, bears. Fungal spires, I guess. Ugly large things in general) but still lets you kill fast things that should be killable by it (regular zombies, etc...)

Not another melee nerf.  ::) Its been a while since i had high level in it thoug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 05, 2011, 05:02:27 am
*shrug* at the very least, some monsters need to be toughened up.


BTW: I've been having for a while a problem with hordes spawning almost at the beggining of the game, which I did not pay much attention to, because with a melee weapon and a chokepoint it was addressable, if prone to cause pain. I don't know if it was a design feature or not (AKA: to provide the first scare into the game. You're travelling around not seeing anything dangerous, and suddenly a gazillion zombies start to come out of alleys and (in this case) a bar).


But now, I had two mi-gos spawn on me right at the game start, inside the house. I'm assuming that was a bug?

Fake-edit: might it be related to the marloss bush growing in an intersection nearby?
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on November 05, 2011, 09:35:05 am
how i can find a guide for the new feature ( spider, new items, construction) or a faq... ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 05, 2011, 09:38:20 am
try whales' forums. http://whalesdev.com/forums/index.php
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on November 05, 2011, 09:41:33 am
thank!! I have a wrong adress.... :O)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 05, 2011, 09:55:40 am
On marloss berries
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 05, 2011, 10:59:56 am
Yeah, melee combat is overpowered as it is.

I think we need a nerf that makes it less effective against things which you shouldn't be able to whack to death (hulks, bears. Fungal spires, I guess. Ugly large things in general) but still lets you kill fast things that should be killable by it (regular zombies, etc...)

Melee is not really overpowered, IMO. If gun ammo was more common (or more accurately, it was easier to match guns with correct ammo) or could be manufactured/purchased then there would be no reason to ever touch melee.

Basically anything melee does, guns do from range and with 0 skill required. Try killing a giant wasp with an axe with 0 skill? You're dead. Handgun? 1 - 2 shots, it's dead before it's even in range. Even with skill, there's a chance you don't 1-shot the wasp and it gets to sting you with the melee weapon.

The only thing I'd touch about melee combat (at least in the short term) is maybe make the crushing stun a little more rare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 05, 2011, 11:23:21 am
Quote
Melee is not really overpowered, IMO. If gun ammo was more common (or more accurately, it was easier to match guns with correct ammo) or could be manufactured/purchased then there would be no reason to ever touch melee.
Melee is silent, guns are not. Moreover, melee as it is now allows to kill very easily things that are not supposed to be killed easily (eg Hulks). I think, just like you can't kill a Hulk  with a .22, you shouldn't be able to kill it with a crowbar, either. To kill the larger zombies requires heavier ordinance (most commonly a couple of shotgun slugs. Which makes killing them noisy). Likewise, they shouldn't be killable by normal melee weapons (should require at the very least a katana or a machete), and should have drawbacks (at the very least no melee stun).
Quote

Basically anything melee does, guns do from range and with 0 skill required. Try killing a giant wasp with an axe with 0 skill? You're dead. Handgun? 1 - 2 shots, it's dead before it's even in range. Even with skill, there's a chance you don't 1-shot the wasp and it gets to sting you with the melee weapon.
You do require skill, if you intend to hit anything beyond melee range.

I think the whole thing as it stands makes melee a no-brainer for characters. That at 0 skill guns are better is irrelevant. It's so good, and training it is so easy (so much easier than gun skills, in which you're limited by their noisiness, and the lack of ammo) that makes all other combat skills pale in comparison.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 05, 2011, 11:50:20 am
So basically you're saying encountering a Hulk before you've had a chance to raid a military bunker should be an instant game over?

And guns are really easy to train, the trick is to train up using the guns that have really common ammo types, and as for noise, there's a reason we have silencers in the game/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 05, 2011, 11:52:46 am
Point on stunning hulks.  I might make the stun effect harder to achieve against large monsters, or perhaps compare the damage dealt to the remaining HP of a monster to see if they're stunned.

I also need to make shooting fast-moving monsters more difficult, and maybe turn up the difficulty of shooting small monsters.  Small monsters are marginally more difficult, but not enough; fast-moving monsters offer no reduction in accuracy, while they do generally have a high dodge speed, meaning they're tough in melee but easy as always in ranged.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on November 05, 2011, 11:56:24 am
I have a dream: this game with isometric or 3d graphics......
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on November 05, 2011, 01:57:35 pm
I have a dream: this game with isometric or 3d graphics......

Why? Much better as it is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 05, 2011, 03:58:30 pm
I have a dream: this game with isometric or 3d graphics......

Why? Much better as it is.

Graphics never hurt anyone, plus they'd be good for those adverse to ASCII.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 05, 2011, 04:10:20 pm
Graphics never hurt anyone

Graphics take time and effort to implement, and to support, and aren't necessarily beneficial to the game. It also makes adding additional content more difficult, because graphics need to be created for them.

Say Whales adds some new, weird creature or terrain type or what-have-you. An ASCII version can be released instantly since he wouldn't have to wait on new graphical content. A graphical release, on the other hand, would be delayed. This could potentially get annoying, as people who prefer graphics would either have to wait for that, or continue to play an old version. The best-case scenario is if Whales has someone on hand to make graphics at a moment's notice (or does them himself and doesn't take much time to do so), causing minimal delay.

Oh, and you meant "averse", not "adverse".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 05, 2011, 04:16:27 pm
IIRC there were tilesett versions, but yeah, it's not practical to keep the main branch tilesetty, I think. Unless you have a really big team like crawl.

And having decent diabloesque graphics is even less practical :-P

Besides, Cypher had it right in "The Matrix". After a while you stop seeing the symbols :-P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 05, 2011, 04:30:19 pm
Guns are not terrible hard to train either - like merchant of menace says. shoot off common ammo types, or even better shoot off arrows to train firearms (arrows are effectively unlimited). Melee at least requires enemies to train on (and requires those enemies to be in range to hit you back)  I don't see how you can say high skill melee being pretty good at killing stuff right next to you and hitting you back is overpowered when high guns skill headshots stuff you can't even see on the screen yet.

It just comes down to the crushing stun. If whales makes it harder to crushing stun hulks (and other big guys) like he mentioned, then I think it's balanced pretty well, because you most likely won't one-shot that hulk and he WILL hurt you a lot in return meaning if you've got a gun you will want to use that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 05, 2011, 04:57:14 pm
Oh, and you meant "averse", not "adverse".

Probably. Thanks for correction.

In any case, I didn't say we need to drop everything we're doing and just focus on adding some pretty pictures. I know ASCII is better if you want fast development, what I was saying is that graphics aren't totally bad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 05, 2011, 05:28:47 pm
Personally, I actually have a vast preference for ASCII, to the extent that I probably would not play the game unless there was an ASCII option. Tilesets are just too ugly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on November 05, 2011, 06:35:02 pm
Personally, I actually have a vast preference for ASCII, to the extent that I probably would not play the game unless there was an ASCII option. Tilesets are just too ugly.
If the tileset is awful then yeah, I wouldn't play the game either.

Although the only tileset I've ever not enjoyed enough to drop the game over was Angband's. Although Cataclysm's old tileset was also just as bad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 05, 2011, 07:07:48 pm
One of my main requirements for Cataclysm is that it run in a terminal--or at least have the option to.  A graphical version would be a secondary option.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on November 05, 2011, 07:29:00 pm
3D like Slaves To armok god of blood.


will it ever happen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on November 05, 2011, 08:12:03 pm
3D like Slaves To armok god of blood.


will it ever happen.
If it does, it'll be just as good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on November 05, 2011, 09:01:10 pm
Point on stunning hulks.  I might make the stun effect harder to achieve against large monsters, or perhaps compare the damage dealt to the remaining HP of a monster to see if they're stunned.

Please make different types of stunning effects. Physical, electrical, chemical, or even auditory/visual.

A taser causes uncontrollable muscle spasms by dumping electricity into the nerves, disrupting signals. It could work on a hulk as much as it would a normal zombie (but the hulk would take less damage and take more taser charges to stun) but it shouldn't do much of anything against a shocker zombie. Meanwhile, if you put in something like pepperspray or CS gas that would function as a chemical stun, and does work on shocker zombies but not entirely on boomer zombies, for example. My point is, instead of just working with what's already there and calling it a day, deepen the gameplay by adding additional options and setups to situations the player can encounter.
Even if it just takes more charges to stun a hulk then a normal zombie would be better then a "Yes the taser doesn't work on hulks/bears/aliens at all now, deal w/ it via guns" type situation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 06, 2011, 07:34:59 pm
What does the crashed helicopter map feature look like? A bunch of metal wreckage with military shit lying around?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 06, 2011, 07:39:12 pm
Yep.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on November 06, 2011, 08:06:16 pm
What does the crashed helicopter map feature look like? A bunch of metal wreckage with military shit lying around?
There actually appear to be different varieties of crash sites; military and scientist are the most easilly classifiable, due to the clothing types that spawn on the map block of the crash. Kevlar vests? Military. Lab coats? Scientist.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 07, 2011, 01:25:33 am
New update!  Many bugfixes and some neat triffid stuff.

Clean build required.  Saves incompatible.

Features:

Tweaks:

Bug Fixes:

Misc Code Notes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 07, 2011, 01:34:50 am
So now that we can effectively destroy triffid and fungaloid populations... are there eventually going to be mechanisms allowing them to spread as well as be destroyed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 07, 2011, 01:50:04 am
Yes, eventually.  Fungaloids already will, if the player travels through their territory and doesn't kill more than reproduce.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on November 07, 2011, 01:57:07 am
I cant find windows version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on November 07, 2011, 02:23:24 am
Whales doesn't do the windows version, you have to wait for the guy who does that to play on windows. (Or you could use FunctionZero's fancy VirtualBox thing)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 07, 2011, 04:21:06 am
Whales doesn't do the windows version, you have to wait for the guy who does that to play on windows. (Or you could use FunctionZero's fancy VirtualBox thing)

Hah, thanks but no, it's not mine. It was made by Vucar Fikodastesh. Link (http://whalesdev.com/forums/index.php?topic=95.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 07, 2011, 04:34:06 am
And the windows version is up (https://github.com/downloads/aposos/Cataclysm/Cataclysm%2001.a.o%20win32.zip) already.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 07, 2011, 06:59:50 am
I am unable to build spike pits. What do I need to do?

(I have the four spikes. I've also tried it at a pit, and at a shallow pit
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 07, 2011, 02:22:59 pm
I am unable to build spike pits. What do I need to do?

(I have the four spikes. I've also tried it at a pit, and at a shallow pit

It's not working.  I don't know why.  Sorry.  I'll figure it out eventually.

EDIT:  OH HEY I FIXED IT  8)  Pushed to github.  Sadly it will break your saves and requires a clean build.  Sigh...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 07, 2011, 02:48:21 pm
No prob. I just had an unfriendly encounter with a hulk  anyway :p

(Ironically enough, I had that encounter just when I went out in order to get a shotgun. "I'm risking too much going out with just a .38 as a weapon. What will I do if I meet a hulk?" I thought)

I almost killed it, too, but then I had to reload, and that was the end of it...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 07, 2011, 02:50:56 pm
Hehe, fixed it by virtue of me pointing it out to him :P

Patch (http://www.mediafire.com/file/ngdycyhe470ge4c/Cataclysm%20-%20Pitfix.exe)
 (mediafire link)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Darkfyre on November 07, 2011, 07:06:47 pm
What exactly is puTTY and how does it work? I know it's a multiplayer client, but I want to know how it works because my home network has certain securities
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 07, 2011, 07:14:32 pm
Been a long while since I played and I'm just getting back into it. How come wearing the barest of things makes me heavily encumbered, hampering speed and melee? All I have is a jean jacket in my and a backpack on my chest area and realistically, I don't know why this is hampering me so much.

Also, zombie hordes everywhere, and I DO mean everywhere camping out at literally nearly every building of interest, and they can track you even with stealth perks chosen. I understand zombies are plentiful and proactive but a horde on every street corner? It sounds like I may be exaggerating but I can assure you I'm not.

I would suggest re-working how wearing things work in relation to hindrance and so on, it just seems you're forced to wear the lightest of things just to stay agile and unburdened, correct me if I'm wrong here!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 07, 2011, 07:43:29 pm
What exactly is puTTY and how does it work? I know it's a multiplayer client, but I want to know how it works because my home network has certain securities

PuTTY is an SSH client.  Wikipedia article on SSH (http://en.wikipedia.org/wiki/Secure_Shell).  SSH is like telnet, but secure.


Been a long while since I played and I'm just getting back into it. How come wearing the barest of things makes me heavily encumbered, hampering speed and melee? All I have is a jean jacket in my and a backpack on my chest area and realistically, I don't know why this is hampering me so much.

Also, zombie hordes everywhere, and I DO mean everywhere camping out at literally nearly every building of interest, and they can track you even with stealth perks chosen. I understand zombies are plentiful and proactive but a horde on every street corner? It sounds like I may be exaggerating but I can assure you I'm not.

I would suggest re-working how wearing things work in relation to hindrance and so on, it just seems you're forced to wear the lightest of things just to stay agile and unburdened, correct me if I'm wrong here!

A backpack is a highly encumbering item--having a backpack offsetting your balance hampers melee and dodging.  Note that this is all torso encumbrance affects; you can still shoot guns and flee just fine.  The idea is to encourage a light-traveling character build if you're melee-oriented, though with high enough skill it won't matter if you're wearing a backpack.

Zombies aren't that bad if you keep moving and only fight them when you have to.  Unless you're very noisy you shouldn't encounter a true horde too often.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 07, 2011, 07:48:18 pm
In my experience it's quite usual to meet large groups right at the beggining in the last few builds. However, they're only green zombies, and thus can be outrun easily, or even fought in an one-slot window, in a pinch. I see them more as a start-of-the-game scare, rather than an actual threat
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 07, 2011, 08:00:34 pm
The backpack is an understandable thing but then that brings up the next problem, carrying capacity. If you don't have a backpack then carrying things is nigh impossible unless you're loaded down with cargo pants and clothes that have several pockets in them, even then the need for carrying a backpack is too great considering all the items in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 07, 2011, 08:04:06 pm
You either find a location you can store your necessary gear and launch 'missions' from, you turn yourself into an unwieldy pack mule, or you train like a soldier until you have no problems carrying your body weight's worth of supplies on your back and doing battle. Sounds realistic to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 07, 2011, 08:06:41 pm
The backpack is an understandable thing but then that brings up the next problem, carrying capacity. If you don't have a backpack then carrying things is nigh impossible unless you're loaded down with cargo pants and clothes that have several pockets in them, even then the need for carrying a backpack is too great considering all the items in the game.

You can fare quite well with a lower number of items; carry only what's necessary.  A trenchcoat doesn't encumber you badly, and with that, cargo pants, a fanny pack and a holster, you can definitely carry everything you need for a melee character, and even have an emergency revolver.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 07, 2011, 08:10:20 pm
I've been thinking of making a nomad character, I more or less constantly move towns occasionally hunkering down for a little bit to perform some raiding runs on a city. Anyone tried that? Considering the stuff I carry, I'll need a lot of storage space...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on November 07, 2011, 08:11:21 pm
I think you can also just drop some of your crap while you fight the zombies (for a 0 encumbrance), you will however lose it, if you have to run away. (or lead the horde away and backtrack at a later time)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 07, 2011, 08:12:58 pm
... I more or less constantly move towns ...

Wow, you must be really strong!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 07, 2011, 08:14:27 pm
One thing that is a problem is carrying enough to eat and drink. Water by its nature is heavy and not easy to transport, and the fact that a lot of the in-world water is going to be unusable is a big limiter. There's also the fact that food is needed pretty much as badly as water in this game, and food isn't light either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 07, 2011, 11:20:10 pm
I can second the "zombie hordes of death right at the beginning of the game" thing. In my last game, I had to flee into a lab for safety. Yes, that's right, I hid in a dungeon to be safe. Seriously, those zombies were insane. Every time I ran, I just met another horde. And it started at like an hour into the game. There were no breaks between hordes, either - The second I escaped one, another showed up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Grimshot on November 07, 2011, 11:31:55 pm
 I just survived until late summer and ended up killing myself by accident with a molotov. What a lame way to die after all I survived.

 Anyways, I also wanted to say that I never really had any problem with the early game. I just grab a trenchcoat, a pair of cargo pants, and a hatchet and I'm set.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aklyon on November 07, 2011, 11:44:16 pm
I just grab a trenchcoat, a pair of cargo pants, and a hatchet and I'm set.
Replace hatchet with spear and you have me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 07, 2011, 11:51:46 pm
Day 6 of my nomad, zombies are nonexistant in the wilderness. What will kill me? The zombies? Ants? Bees? Wolves? Triffids?

No, it'll be the fungaloids. Everywhere I go, every other map tile, I will meet constant, endless armies of these things. I dare not get too close, or else I'll catch the infection, but navigating around them is annoying and I can't hide in military bunkers forever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 08, 2011, 12:44:47 am
It's not that easy to catch the infection. I've only caught it once.


Don't mouth covering items protect from it somewhat, too?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: S.K. Ren on November 08, 2011, 12:55:57 am
In theory Air Filtration Aug should protect but so far its proved to be useless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 08, 2011, 01:49:19 am
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on November 08, 2011, 03:46:21 am
Every time the sound effect happens is when they release the infectious spores, and that's only a concern if you're standing right next to them. If there's a 1-tile gap between you and the fungus-spewing enemy, you should be fine. That said, it's pretty damn stupid to melee fungal creatures without a gas mask on your face and royal jelly in your inventory for the inevitable infection that will sneak through said gas mask very rarely if ever.

Also, doing some research with debug features:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on November 08, 2011, 04:03:12 am
Probably has already been discussed, but the range of vision is a little too narrow? How many meters is a tiles?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 08, 2011, 04:23:24 am
Probably has already been discussed, but the range of vision is a little too narrow? How many meters is a tiles?

Range of vision during a clear day is 40 tiles; this comes out to maybe 80 metes.  That's a bit small but it works well enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 08, 2011, 05:02:10 am
That's one of the mainstay oddities of roguelikes. You're basically nearsighted to the point where you can't even see a block down the street.

Of course, there's really no way around it, since you can only display so many tiles at a time.

Range of vision during a clear day is 40 tiles; this comes out to maybe 80 metes.  That's a bit small but it works well enough.

That's obviously not the vision you see on-screen, though. The stuff you can really see only has a radius of something like 12-14 tiles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on November 08, 2011, 05:32:31 am
I've no idea how easy this would be, but it would be good if when looking/firing/throwing the display scrolled, centred around the cursor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 08, 2011, 05:40:38 am
One problem is that human visual acuity lessens with distance, but there's no way to really represent that in-game.

For instance, from several city blocks away, you can recognize a person as a person, but not necessarily as the specific person he is. You also probably won't see a soda bottle on the ground. You're also likely to notice large things rather than their components; being able to see a house from a mile away (assuming an open field) is fine, but being able to see its size and shape and components just as easily as if you were ten feet away from it is no good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 08, 2011, 05:48:34 am
One problem is that human visual acuity lessens with distance, but there's no way to really represent that in-game.

For instance, from several city blocks away, you can recognize a person as a person, but not necessarily as the specific person he is. You also probably won't see a soda bottle on the ground. You're also likely to notice large things rather than their components; being able to see a house from a mile away (assuming an open field) is fine, but being able to see its size and shape and components just as easily as if you were ten feet away from it is no good.

As you look further and further away the screen zooms out more, making the image more and more unclear until you can only spot rough forms near the end? Doesn't really apply to cataclysm, but it'll be a way to do it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 08, 2011, 12:06:28 pm
Range of vision during a clear day is 40 tiles; this comes out to maybe 80 metes.  That's a bit small but it works well enough.

That's obviously not the vision you see on-screen, though. The stuff you can really see only has a radius of something like 12-14 tiles.

12 tiles is what the player sees.  What the character sees is 40 tiles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on November 08, 2011, 01:24:56 pm
Range of vision during a clear day is 40 tiles; this comes out to maybe 80 metes.  That's a bit small but it works well enough.

That's obviously not the vision you see on-screen, though. The stuff you can really see only has a radius of something like 12-14 tiles.

12 tiles is what the player sees.  What the character sees is 40 tiles.

Hence why you can detect monsters and animals which are outside the player's FOV, as well as fire weapons at enemies beyond the player's sight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 08, 2011, 03:18:21 pm
I am going through dire straits because ants keep spawning in my basements, so I am trying to flee to the other side of the city.

On the plus side, I have a compound bow and the ability to craft wooden arrows. This is making killing the fungaloid plague rather safe.


But I need grenades to put a definite end to it. And I can't find soldier IDs :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on November 08, 2011, 03:25:56 pm
Regarding Backpacks:

Perhaps two sorts of backpacks. One would be a school bag. Common, good amount of volume, fairly encumbering. The other, hiking packs, would have a much higher volume, but be far rarer then the school bags, and perhaps have 1 point less encumbrance. Although, with both of them, wearing an empty schoolbag wouldn't effect you at all, while an empty hiking pack would still be annoying. Not sure if it is worth coding in that distinction or not though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 08, 2011, 04:18:13 pm
Finally managed to find a refuge north of town, in a pot basement. Not plagued by ants or fungus. Plagued by SCHUD instead. What the hell is wrong with this town?

At least I can dig pits in the ground here, and thus provide a more or less safer sleeping environment than my other basement did. Provided I find a shovel

I'm beggining to consider sleeping in the surface, which is annoying, but at least I usually got a couple of hours of sleep before inevitably something came crashing around...

Alternatively, if I manage to get building high enough, I'll just build a wall and a door around my bed there, and stay in that area. The main problem were ants disturbing my sleep and stalking me on the way to the bed. With that I'd solve half of the problem.

The other half I can control with ammunition -for now-. I suspect I'll have to keep a few loaded crossbows on hand, when I inevitably run out...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 08, 2011, 04:19:50 pm
Speaking of pits, Spike pits are vicious, I have 3 lines of them around my safehouse and absolutely nothing can get through them, it's awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 08, 2011, 04:25:30 pm
Regarding Backpacks:

Perhaps two sorts of backpacks. One would be a school bag. Common, good amount of volume, fairly encumbering. The other, hiking packs, would have a much higher volume, but be far rarer then the school bags, and perhaps have 1 point less encumbrance. Although, with both of them, wearing an empty schoolbag wouldn't effect you at all, while an empty hiking pack would still be annoying. Not sure if it is worth coding in that distinction or not though.

That would defeat the whole point of backpacks being high encumbrance--that such high volume limits comes with a significant price.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 08, 2011, 04:27:26 pm
I don't get how a camping backpack would provide less encumberance than a school one, either.

Maybe messenger bags should provide less encumberance than backpacks, though. As it is there's no reason to use the former when you find the latter. (given that they have about one third of bp's storage, and the same encumberance, afaik)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 08, 2011, 05:08:04 pm
I don't get how a camping backpack would provide less encumberance than a school one, either.

Most hiking back packs are meant for long distance travel, they are far better designed and the usually have far more support in terms of shape and the locations of straps than your average high school backpack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 08, 2011, 05:51:23 pm
I don't get how a camping backpack would provide less encumberance than a school one, either.

Most hiking back packs are meant for long distance travel, they are far better designed and the usually have far more support in terms of shape and the locations of straps than your average high school backpack.
They're also better balanced and won't slide around on your back when you are walking or running. Less shifting of weight means less encumbrance despite a bigger load.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 08, 2011, 06:06:45 pm
They're also unbalanced because of that. Perhaps allowing it to carry even more content for the same encumbrance, but unless Whales made it so that the encumbrance could go into decimals, removing even a single point of encumbrance would be a major imbalance, especially considering the highly-encumbering backpack only gives 2 encumbrance points to begin with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 08, 2011, 06:21:00 pm
They're also unbalanced because of that.

They're unbalanced because they won't shift around while you move ???? Isn't that the opposite of being unbalanced? It might make a person top heavy, but any backpack will do that, and survival backpacks tend to spread out the weight far better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 08, 2011, 06:22:29 pm
Unbalanced in video game terms. Sorry for the confusion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 08, 2011, 06:40:35 pm
Not if you make them rare and hard to get enough. Accessibility is a pretty big factor in determining how unbalanced a certain factor in a game is too :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 08, 2011, 08:09:21 pm
Not if you make them rare and hard to get enough. Accessibility is a pretty big factor in determining how unbalanced a certain factor in a game is too :P.

The only thing I see that's become consistently alot harder to find as compared back during the time of the beginning of the thread are guns and to a lesser extent, ammo.

It's a crapshoot whether or not something decides to be rare or common.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on November 08, 2011, 08:35:18 pm
I don't get how a camping backpack would provide less encumberance than a school one, either.

Most hiking back packs are meant for long distance travel, they are far better designed and the usually have far more support in terms of shape and the locations of straps than your average high school backpack.
They're also better balanced and won't slide around on your back when you are walking or running. Less shifting of weight means less encumbrance despite a bigger load.
Also, I saw it as something of a sliding scale. An empty school bag on your back isn't going to cause any issues in a fight, while even an empty hiking pack is going to throw you off a bit. A full school bag, on the other hand, is going to throw you off much more then a full hiking pack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 08, 2011, 09:59:29 pm
Question: Anyone know how to raise stats aside from the beginning? Will they be able to raise naturally on their own or is it permanent once you set them?

Edit: A button to try and force yourself awake would be useful, as to avoid losing valuable daylight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on November 09, 2011, 06:26:02 am
Question: Anyone know how to raise stats aside from the beginning? Will they be able to raise naturally on their own or is it permanent once you set them?

Not sure how spoiler this is really, but better safe that sorry. At worst it's a very minor spoiler.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Straven on November 09, 2011, 06:29:15 am
Edit: A button to try and force yourself awake would be useful, as to avoid losing valuable daylight.
Bit unrealistic but would be useful so i suggest a new item such as alarm clock which will wake u up when u want but will cause noise and so can attract zombies
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on November 09, 2011, 06:55:41 am
Okay, um I just went on http://cataclysmff.zxq.net/SMF/index.php for the first time in a while. Is it well and truly fucked?

Oh, and what version are we up to? Haven't checked in a while...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 09, 2011, 06:56:48 am
that's abandoned. try whalesdev instead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 09, 2011, 06:57:40 am
Yeah, the new forums are linked in the OP.
And the latest windows is Cataclysm 01.a.o with Matt's patch for spike pits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on November 09, 2011, 07:02:33 am
K!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 09, 2011, 08:33:55 am
Fungal walls are invulnerable now? as soon as I kill one, an uninjuried one pops up in its place

Edit: indeed: my kill list showed 183 dead fungal walls, yet they kept respawning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on November 09, 2011, 11:38:49 am
I'm sure a nuclear weapon will take care of that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on November 09, 2011, 03:46:05 pm
Well, I haven't played this in a while, so I am wondering. Are there AI now? Can you build your own shelters now?

*things that probably aren't there but I am still hoping*

Can you make multiple story houses?

Can you collect AI in your shelter and arm them?

Do zombies now spawn far away off screen and have their movements simulated, so you don't have zombies appear in your house while you are gone, or in your basement when you go down after sleeping upstairs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 09, 2011, 04:39:00 pm
Quote
Well, I haven't played this in a while, so I am wondering. Are there AI now?
Not yet
Quote

Can you build your own shelters now?
yes

Quote
Can you make multiple story houses?
No. There are no multiple storey buildings yet, either, though Whales is working on it, or so I hear. There *are* multiple storeys in labs, though.

Quote
Do zombies now spawn far away off screen and have their movements simulated, so you don't have zombies appear in your house while you are gone, or in your basement when you go down after sleeping upstairs?
No. It's not really practical to simmulate that much, either. The basement spawn thing should be addressed, though, maybe...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 09, 2011, 05:07:13 pm
Actually, zombies have always spawned far away off screen... and the basement thing is largely eliminated, should be eliminated totally for houses.

Monsters traverse stairs "intelligently," do, rather than just teleporting down with you, so that solves some basement madness.

And zombies don't create a new spawn point if they're "pulled" outside their normal spawn point, so unless zombies follow you down, you won't get zombies in your basement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 09, 2011, 05:12:19 pm
They can however, follow you down from behind a layer of pits without taking a single scratch. ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 09, 2011, 05:13:22 pm
Not zombies, but sometimes things spawn in basements. In my previous game my basement was plagued by ants.

I reckon there was an anthill nearby, and it ranked nearby basements as a potential spawn point, or something
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 09, 2011, 05:33:27 pm
Let's just say the ants got through cracks in the wall?  Or something.  Any tile close enough to an anthill is a valid spawn point for ants.

They can however, follow you down from behind a layer of pits without taking a single scratch. ;D

Haha, sure, but the above terrain simply isn't tracked while you're below; just a monster's distance from the stairs.  I suppose I could make the distance calculation also check for damage the monster would take on its way...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 09, 2011, 05:37:26 pm
BTW: what about the fungal walls? I was unable to kill them last time I tried. They respawned as soon as they died.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 09, 2011, 05:46:54 pm
BTW: what about the fungal walls? I was unable to kill them last time I tried. They respawned as soon as they died.

They regrow very quickly, but not instantly.  Killing a fungal spire purely with melee would be extremely difficult, but not impossible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 09, 2011, 05:53:11 pm
They did respawn immediatedly when I tried. Maybe it was a bug.

For the record, I molotoved them twice, and then began to take potshots with my desert eagle. They never disappeared.

the final kill list showed 143 dead fungal walls

(mind you, I think it's allright if the fungal blooms are nigh-unassaiable with common weapons, but there ought to be forewarning, particularily if the spire disappears after the first try and you cannot retreat and try again another day with heavier weaponry)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 09, 2011, 06:09:36 pm
It might be that you're sufficiently slow (or not sufficiently fast) that it appears like they're respawning instantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 09, 2011, 06:11:08 pm
So is this game multiplayer or what?  I'm debating getting into it but OP didn't give a -ton- of info on how it's played.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on November 09, 2011, 06:14:04 pm
You know the tutorial room? Can you find it in-game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 09, 2011, 06:15:23 pm
So is this game multiplayer or what?  I'm debating getting into it but OP didn't give a -ton- of info on how it's played.
It's a single player Roguelike, there's an SSH server with a persistent world, but that's the closest it gets to MP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 09, 2011, 06:37:47 pm
You know the tutorial room? Can you find it in-game?

Nope.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on November 09, 2011, 06:39:58 pm
You know the tutorial room? Can you find it in-game?

Nope.

Damn. I was just kinda thinking since I burnt the gasoline tank and a whole world was out there that would mean you can find it...

Maybe it could be a "Once In A Map" feature where you can go in and you suddenly get deja vu. The text messages suggest you leave, getting steadily more aggressive until you are teleported out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 09, 2011, 07:00:37 pm
So I just had something amazing happen to me.

Spoiler (click to show/hide)

Anyone else run into this?

Once meat sandwiches and the like start becoming rotten, will you ever find fresh ones again or are you truly screwed to pretzels and the like forever more?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 09, 2011, 07:05:28 pm
Yeah, it's pretty common.

That's pretty much why I prefer to regenerate the map after I get killed, in fact.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 09, 2011, 07:09:42 pm
You can cook cookable foods to make them fresh again, and you can butcher animals for meat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 09, 2011, 07:14:33 pm
Yeah, it's pretty common.

That's pretty much why I prefer to regenerate the map after I get killed, in fact.

You mean to say that if you use the same character template it'll reuse the same map?

Also for the cooking thing, if I cook a rotten meat sandwich it becomes fresh again is what you're saying?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 09, 2011, 07:16:35 pm
You can't cook meat sammiches, but frozen dinners, pizzas and fruit pies can all be cooked to magically make them fresh again.

And the world is persistent, until you delete the save folder, it's the same world no matter how many games you play.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 09, 2011, 07:17:44 pm
What about chunks of meat and veggy?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 09, 2011, 07:19:07 pm
Them too, but they can be obtained fresh easily anyway, so I didn't think they needed mentioning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 09, 2011, 08:14:42 pm
Could I butcher my previous character and eat him?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 09, 2011, 08:30:59 pm
You can't cook meat sammiches, but frozen dinners, pizzas and fruit pies can all be cooked to magically make them fresh again.

And the world is persistent, until you delete the save folder, it's the same world no matter how many games you play.

Save folder? I play on the putty client; where on earth would the save folder be located then?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on November 09, 2011, 08:33:53 pm
Could I butcher my previous character and eat him?
Yeah, you probably could.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 09, 2011, 09:14:47 pm
Small suggestion: Being able to cook meat (and other simple things) without having to use a pot or pan. In real life, you can totally cook meat over a fire on, say, a spit. Making a construction or simple crafting recipe would work here, but it would be nice (and realistic, and in-character) to be able to at least cook "veggy", meat, and some other very simple things without having to carry around a pot, using, say, heavy sticks or a wooden spear or the like.

Of course, until cooking outdoors gets less bothersome/interruptible/lung-wrenching, it's less important. Of course, for all I know, that's already happened or planned.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 09, 2011, 09:59:41 pm
Could I butcher my previous character and eat him?
Yep.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 09, 2011, 10:06:36 pm
Small suggestion: Being able to cook meat (and other simple things) without having to use a pot or pan. In real life, you can totally cook meat over a fire on, say, a spit. Making a construction or simple crafting recipe would work here, but it would be nice (and realistic, and in-character) to be able to at least cook "veggy", meat, and some other very simple things without having to carry around a pot, using, say, heavy sticks or a wooden spear or the like.

Of course, until cooking outdoors gets less bothersome/interruptible/lung-wrenching, it's less important. Of course, for all I know, that's already happened or planned.

It's already happened.  It's quite easy to make a long-lasting fire that doesn't produce any smoke (aside from an occasional small puff, which is harmless).  It is still rather interruptable, I suppose, but that's unlikely to change.

Anyway, replacing the meat/veggy cooking to allow you to use a stick or spear makes sense.


You can't cook meat sammiches, but frozen dinners, pizzas and fruit pies can all be cooked to magically make them fresh again.

And the world is persistent, until you delete the save folder, it's the same world no matter how many games you play.

Save folder? I play on the putty client; where on earth would the save folder be located then?

It's located on the server you play on.  So, yeah, you can't delete it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on November 09, 2011, 10:08:26 pm
Could I butcher my previous character and eat him?
Yep.
Indeed. Nothing is more fun than stashing your old character's corpse and using it as a faucet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on November 09, 2011, 10:42:59 pm
Small suggestion: Being able to cook meat (and other simple things) without having to use a pot or pan. In real life, you can totally cook meat over a fire on, say, a spit. Making a construction or simple crafting recipe would work here, but it would be nice (and realistic, and in-character) to be able to at least cook "veggy", meat, and some other very simple things without having to carry around a pot, using, say, heavy sticks or a wooden spear or the like.

Of course, until cooking outdoors gets less bothersome/interruptible/lung-wrenching, it's less important. Of course, for all I know, that's already happened or planned.

It's already happened.  It's quite easy to make a long-lasting fire that doesn't produce any smoke (aside from an occasional small puff, which is harmless).  It is still rather interruptable, I suppose, but that's unlikely to change.

Anyway, replacing the meat/veggy cooking to allow you to use a stick or spear makes sense.


Can we get marshmallows while you're at it? They seem appropriately 1950s kitschy to make for good apocalypse fodder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on November 09, 2011, 11:47:51 pm
And Smores.

Oh man, Smores and zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2011, 12:00:42 am
Smores roasted over a zombie?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2011, 12:27:39 am
Ok I'm looking to play the game but... installation seems a bit more than involved.  I have to instal five other programs and meddle with the source code to start?  That's rather... disheartening.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duelmaster409 on November 10, 2011, 12:36:38 am
Really? I just downloaded one package and started playing immediately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2011, 12:44:59 am
The OP of this thread and the official forums both refer to compiling options, I can't see anywhere that you can just download a .exe or anything...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on November 10, 2011, 12:45:56 am
https://github.com/aposos/Cataclysm (https://github.com/aposos/Cataclysm)
Although there have been tales of some fix or other.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Duelmaster409 on November 10, 2011, 12:49:08 am
Just click on this (https://github.com/downloads/aposos/Cataclysm/Cataclysm%2001.a.o%20win32.zip) to download the latest (as of typing this) version, windows-compatible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2011, 12:53:28 am
I went there Aaron, I have absolutely no idea how to handle the source code that you just showed me, and the "how to compile" part of the forums was even more confusing.

Duel, that's a lot more useful, why couldn't I find anything like that somewhere else? :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 10, 2011, 01:01:15 am
I went there Aaron, I have absolutely no idea how to handle the source code that you just showed me, and the "how to compile" part of the forums was even more confusing.

Duel, that's a lot more useful, why couldn't I find anything like that somewhere else? :/

There's a big "Downloads" button in the middle of the github page that takes you to where you get the .exe files...
Compiling is not necessary to play Cataclysm, unless you are on Linux, in which case compiling is about as easy as downloading the .exe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on November 10, 2011, 01:02:41 am
There's a button that says Downloads on the same tab strip thing that says Files. When you go there, basically just click the top one as it's usually the newest.
and ninja'd by the whale
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on November 10, 2011, 01:05:39 am
Admittedly, that button IS nearly invisible. Same background as page (white on white), and then medium-grey text, saying "downloads" (multiple interpretations, might be some sort of stat... certainly not immediately obvious its what we're looking for)

I KNOW what I'm looking for and it still often takes me several seconds to find it. It is clearly now the primary focus of Github. ;)
I'm not surprised people have trouble finding it, to be honest.

Never quite understood why people just don't link to this page:
https://github.com/aposos/Cataclysm/downloads
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on November 10, 2011, 01:26:21 am
Because it's not in the OP? At least that's why I didn't. I was too lazy to actually go to the page and find it so that was my fault.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2011, 01:27:52 am
Ah, now wait, see.  I would go to the github and click the "download" page, and then the big "download" link, which is a bunch of source files.  I had no idea to click the list of files under the big button.  Silly me for thinking "download means get the file"!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 10, 2011, 02:18:13 am
 I found a link in roguebasin to a list of compiled binaries for linux. Then again, given that compiling it has nearly no prerreqs, there's not much point..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 10, 2011, 02:26:32 am
Never quite understood why people just don't link to this page:
https://github.com/aposos/Cataclysm/downloads

I have, several times, I even did it in giant letters once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 10, 2011, 02:49:16 am
I keep running into situations where I have to use a gun/molotov/whatever and instantly get swarmed by 30 or so zombies... running away works most of the time, but you know, still...

Also doing it like me and throwing randrom stuff (bad DF adv. mode habit) at enemys tends to also draw way to much attention if its glass. These zombies freaking hate people that litter

*throw bottle in zombies face - the moment the glass shards touch the ground, 20 angry-undead-environmentalists try to claw my face off to return me to mother nature.*


Haha, dear god...

>Raid sporting goods
>Sweet longbow + wood arrows
>Come at me bro
>You are not strong enough to draw the bow
>Throw it (9 dmg)
>Throw arrows >kills fast zombie
>who needs a bow anyway ~flexes and snorts coke
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2011, 03:52:20 am
Throw arrows, glorious...

I know morale and by extension XP are important, but how exactly?  I don't really see them doing anything, unless I'm misunderstanding the system?

Also where to hide?  I keep getting gangbanged everywhere and there's like a dozen of me dead in the streets.  Plus one time I just "stopped breathing" but I think that's because I popped a half dozen codeine, some caffeine, and whatever else happened to be behind the counter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 10, 2011, 04:04:00 am
You use EXP to level up skills as you use them, same as in every thing ever. Having higher morale means you gain more EXP.

And check the wiki (http://whalesdev.com/wiki/index.php?title=Main_Page), there's plenty of survival stuff on it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on November 10, 2011, 05:20:50 am
Skills don't appear on your status screen until they reach level 1.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 10, 2011, 05:45:18 am
A single eyebot just droped 3 batterys and 7 other items (Attenna, electrostuff - the other eyebot that died droped.-- nothing.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 10, 2011, 05:55:03 am
I don't find noise to be that much of a problem. You just have to keep moving.

(It's also better to try to keep it at "BANG!" at most. Blam and Kerblam do draw a lot of attention, but you can still avoid it if you move swiftly. Most of them will be green, which not only are slow and lost easily, but will stand in the way of faster and more dangerous zombies (like shockies, or acids)

I find fast zombies to be a threat in the early game, I tend to reserve bullets for them.

Also, on bows: ignore longbows but keep the arrows. Once you find a compound bow, train  till you get archery one (to make more arrows). I think it's important to keep a modicum of archery skill in order to be able to kill fungies safely and cost-effectively.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 10, 2011, 06:49:22 am
>teleported into rock

Fuuuuuuu

Q: Where does the game put the sav file?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 10, 2011, 08:42:34 am
>teleported into rock

Fuuuuuuu

Q: Where does the game put the sav file?
In the folder called "save" in the game directory? Unless you're running an OS that moves it around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 10, 2011, 09:16:06 am
Ain't there, the only thing there is "Data" and some templates...  Searching for save or my char name didn't bring anything up either O_o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 10, 2011, 09:25:53 am
You must be running an OS (Linux?) that moves it then, unless the folder is somehow hidden.

Running a search for (Name).sav or (Name).seen should tell you where it is.
If you're running Windows it's probably somewhere in the "User/(Name)/Documents" folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 10, 2011, 09:50:11 am
Found it, was hidden for some reason, thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on November 10, 2011, 11:17:59 am
I have finally encountered the dreaded "Lightning strikes your safehouse, everything goes to shit" situation.  It apperantly struck the toilet.  God hates plumbing I guess.   Lost all my meds except some caffine pills and a first aid kit I keep on my person at all times, since the bathroom is where I kept most of it.

I managed to rescue all my books, my food and liquids, the spare ammo for my primary guns, some of my crafting junk and miraculously my stash of batteries that were located in the bathroom in a feat that could have probably made it into a burning building rescue scene in some action movie.  Then I moved into the house next door.

I'm suprised at the amount of stuff that can survive a fire though.  There were some caffine pills sitting in the rubble completely unharmed, where I know there was a huge rageing fire, just 8 hours ago, most of my crafting junk that I didn't grab in time made it including all my nails, although most of it all is burned.  The ammo that I didn't manage to get out of there is gone, but two guns that were sitting in the pile of it made it.  One badly burned remington shotgun and a completely untouched TEC-9.  A deployed beartrap also made it, though I managed to set the thing off on my foot when moving it to it's new home.  I guess it's mad that I abandoned it.

Does huge piles of stuff just not burn all at once and it still has to burn through all the stuff in a pile one at a time, or are those things all just particularly fireproof?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 10, 2011, 11:48:49 am
Piles of stuff actually need to burn away instead of the entire pile suddenly flash-burning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 10, 2011, 11:55:11 am
Why not stash your stuff in basements? that way you'd be safe from fires
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 10, 2011, 11:57:18 am
Because then you have the problem of going to fetch your shotgun to fend off that hulk that's currently struggling through your pits, and having it follow you downstairs unharmed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 10, 2011, 12:06:27 pm
That's why you keep a sawed off and a box of shot on you at all times.

Alternatively: leave a loaded shotgun downstairs. That way you will be able to kill him down there, and you wont attract additional monsters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on November 10, 2011, 12:06:54 pm
we need this
(http://i.imgur.com/LG4IJ.jpg)

or this in cataclysm
(http://i.imgur.com/TvJOm.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on November 10, 2011, 12:23:10 pm
My safe house lacks a basement. (Yea I know right? How safe could that be?)  But I do keep most of my combat gear on at all times  which consists of a Double Barrel shotgun with an enhanced grip and bayonette (averaging 40 melee damage per hit, 80 with a crit while rocking both bludgeoning and piercing damage) as my primary melee weapon+Oh shit button (KERBLAM! KERBLAM! HEADSHOT 350 damage X2!), Silenced Taurus handgun with an extended clip for big bugs, and a longbow for general use renewable ammo ranged capability.  So I would probably be in good shape for a hulk showing up with little warning.

I don't get much attention for using my shotty though, at least not around my safehouse's neighborhood.  Maybe I depopulated the place.  Most action I got in a week was immediately after the lightning strike, and that was pretty much just a handful of green zeds that got a pointy shotgun shoved through their skulls by somebody hauling armloads of food out of a burning building.  It was funny though, one of them got brained by an unlit(d'oh) Molotov.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 10, 2011, 12:29:00 pm
Also, on bows: ignore longbows but keep the arrows. Once you find a compound bow, train  till you get archery one (to make more arrows). I think it's important to keep a modicum of archery skill in order to be able to kill fungies safely and cost-effectively.

If you have the strength for it (and 11 is not too bad) longbows are superior to compound bows in every way.

More accurate, shoots faster, weighs less, takes up less space (?!), and does more damage when used as a melee weapon (not that it really matters much). The only advantage the compound bow has is a bonus to hit in melee.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on November 10, 2011, 12:31:38 pm
Idea: Pyromaniac.

Get schizophrenia as part of your character and maybe parkour expert for quick escapes from fire. Get a lighter as soon as possible. Light libraries and gas stations ON FIRE AT ANY POINT!

I wish fire spread...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 10, 2011, 04:02:33 pm
It's located on the server you play on.  So, yeah, you can't delete it.

So does that mean I'll be constantly making new characters in a world of constantly diminishing supplies then? Or will it generate a new map every time I generate a new character rather than use a template?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 10, 2011, 04:10:11 pm
Quote
So does that mean I'll be constantly making new characters in a world of constantly diminishing supplies then?
Yes
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on November 10, 2011, 04:11:03 pm
It's located on the server you play on.  So, yeah, you can't delete it.

So does that mean I'll be constantly making new characters in a world of constantly diminishing supplies then? Or will it generate a new map every time I generate a new character rather than use a template?

No, to both. Every character made on the server until Eronarn updates and wipes the save folder will play in the same world, but more world is generated simply by walking into one of the edges. So, running out of supplies shouldn't be a problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 10, 2011, 04:54:31 pm
It's located on the server you play on.  So, yeah, you can't delete it.

So does that mean I'll be constantly making new characters in a world of constantly diminishing supplies then? Or will it generate a new map every time I generate a new character rather than use a template?

It'll keep diminishing.  In the future I'll be making new characters start further and further out, so that you'll be in relatively virgin territory.  Of course, Eronarn does empty the save directory every time he updates the game, so there's that.

p.s. oh dang ninja'd
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 10, 2011, 05:07:13 pm
Also, on bows: ignore longbows but keep the arrows. Once you find a compound bow, train  till you get archery one (to make more arrows). I think it's important to keep a modicum of archery skill in order to be able to kill fungies safely and cost-effectively.

If you have the strength for it (and 11 is not too bad) longbows are superior to compound bows in every way.

More accurate, shoots faster, weighs less, takes up less space (?!), and does more damage when used as a melee weapon (not that it really matters much). The only advantage the compound bow has is a bonus to hit in melee.

Wouldn't a modern sporting/hunting bow do more damage and be more accurate than one you made yourself out of a stick in your backyard?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2011, 05:10:01 pm
Also: Zombies are a renewable resource.  Zombie dies, drop pants, turn pants into rags, repair utility vest, profit!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 10, 2011, 05:13:41 pm
Wouldn't a modern sporting/hunting bow do more damage and be more accurate than one you made yourself out of a stick in your backyard?

IRL, bow damage depends on draw strength. If you can make a 200+ pound draw longbow out of a stick in your backyard, and it doesn't break, it's going to put more force into the arrow than a 150- or 180 pound draw hunting compound bow. Ye olde war bows were in the range of 300 pound draw so they could send arrows through steel armor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 10, 2011, 05:14:29 pm
I once got 9mm rounds and a .45 pistol on a zombie before. I think I know why he died.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on November 10, 2011, 05:18:56 pm
I also agree that a modern compound bow would be more accurate than an old style longbow.  An old style longbow you have to aim while struggling against the draw of the bow, It isn't any easier to hold the arrow in position while aiming than it is to draw the bow in the first place.  Modern bows have pullies that hold the bow in the pulled back position for you so that you can focus on your aim without fighting to keep the bow drawn.

But this is a game where you can make a pair of safety glasses identical in all respects to the factory made ones, out of a single plastic bottle.   I'm fine with the diffrence.  A longbow being slightly better gives a ranged character a reason to put a few points into strength.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 10, 2011, 06:05:38 pm
Well that sucks hearing about the server thing, this brings me to a new conundrum of sorts; who develops the windows version and how often is it updated?

Edit: Hoe-ree cow. I spawned in some dude's storehouse, loaded with food, weapons, pits, the works! I'm also trying the cyborg perk for the first time, got alloy plating for legs and something about an expanded digestive system, these good?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Keltiknight on November 10, 2011, 06:18:13 pm
I have not even seen bows, at all, so what skill do I need to craft a longbow?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 10, 2011, 06:18:31 pm
Aposos ports it, and he usually has an update out within a few hours. You can grab the current version from https://github.com/aposos/Cataclysm/downloads and get Matt's fix for spiked pits a few pages back.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on November 10, 2011, 06:21:32 pm
I have not even seen bows, at all, so what skill do I need to craft a longbow?

Mechanics and survival (the skill you get from butchering) I think, one sec and I'll confirm.

ARCHERY and survival, my bad.  So you need to either start with a point in archery skill, or play around with a crossbow or a store found bow in order to craft one.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Keltiknight on November 10, 2011, 06:24:58 pm
I have not even seen bows, at all, so what skill do I need to craft a longbow?

Mechanics and survival (the skill you get from butchering) I think, one sec and I'll confirm.

ARCHERY and survival, my bad.  So you need to either start with a point in archery skill, or play around with a crossbow or a store found bow in order to craft one.

Ah, thanks, makes sense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 10, 2011, 06:25:46 pm
Wouldn't a modern sporting/hunting bow do more damage and be more accurate than one you made yourself out of a stick in your backyard?

IRL, bow damage depends on draw strength. If you can make a 200+ pound draw longbow out of a stick in your backyard, and it doesn't break, it's going to put more force into the arrow than a 150- or 180 pound draw hunting compound bow. Ye olde war bows were in the range of 300 pound draw so they could send arrows through steel armor.

I'm not sure I believe that draw strength is the only variable involved. Based on my knowledge of physics related to things like springs, it also depends on how far you have to pull it. A bow that you pull back 10 feet (yes, absurd) to generate 100 pounds of force at that point will launch an arrow at greater velocity than a bow that you have to pull back 3 inches to generate that same amount of force.

At any rate, I suppose it does depend on what the bow is actually designed for. Then again, I don't imagine that the strongest, most accurate bow possible is one that some random guy makes out of a stick and a string in the woods, either, whether the year is 2020 or 1420. Of course, Cataclysm seems to generally assume that the homemade idiot-crafted version of something is identical to the most professionally-made ones possible, so there's that.

At any rate, I think a modern compound hunting bow (with greater damage and possibly also a lower strength requirement than the longbow) would be nice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 10, 2011, 08:36:50 pm
It's less an assumption and more a deliberate simplification.  There doesn't seem to be any real gameplay benefits to making homemade safety glasses be significantly different from store-bought ones, but it would mean more item types to become familiar with, more item juggling, etc.  Simpler and more fun to just streamline it.

Part of me wants to, as an experiment, make a stripped down mod for Cataclysm.  Remove 90% of items, reduce firearms to a pistol, a shotgun, an SMG, and a rifle (maybe an assault rifle too) and one ammo type for each one.  Eliminate most crafting recipes, all drugs except for a single painkiller... yeah...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on November 10, 2011, 08:43:38 pm
your going crazy!

quick get a rich guy to inject him with money stat!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 10, 2011, 08:46:28 pm
Whales has gone critical! CLEAR!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on November 10, 2011, 08:48:48 pm
Whales Father: doctor, will he be ok?

doctor:...unless he gets a money injection....he...he may...he may *whisper*

Father: HE MAY STOP DEVELOPING??? why god?? why couldnt he just die instead?


i never want this to happen
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on November 10, 2011, 08:49:22 pm
That might be pretty interesting actually. But then there are too many melee weapons to effectively do that.
Needless to say it wouldn't be as interesting as the game is now with all the guns and the bullets and stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 10, 2011, 08:49:51 pm
Is there any heavy artillery in-game besides grenades, grenade launchers and planted explosives? Like, say, LMGs or rocket launchers? If there is, I can testify to never having seen it.

I wonder what an M240 would do to a zombie? Hell, the M249 would probably be even worse because of its lighter ammo meaning more carrying capacity. And then an MG42... I'd start feeling sorry for the undead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 10, 2011, 08:54:53 pm
I'm tossing rocket launchers into a near-future release.  And M249s are in the game--just very rare, and not especially great unless there's a huge hoard you have to deal with (better to fire single shots and go for the head than to spray a shitload of rather-rare 5.56).

And no, I won't stop developing ever!  Just a thought and side-project I could do in a night that might be interesting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on November 10, 2011, 08:59:46 pm
Bad whales! if you keep this up whales will go exstinct.

if you go to a side project, thats cataclysm time wasted! cataclysm mods are for other people to do,NOT! YOU!

comprende? or whatever it is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 10, 2011, 09:00:46 pm
From Civilization V:

"Boston wants Whales!"

One zombie survival roguelike coming up, Boston.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 10, 2011, 09:01:44 pm
It's less an assumption and more a deliberate simplification.

By "assumption" I mean the intentional kind. You know, an assumption the design makes, not an assumption that you're making about real life. I'm aware that it's deliberate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 10, 2011, 09:02:41 pm
If I knew how to mod, I'd put in the M240, and perhaps the XM214. Maybe M60 if nostalgia were in order, but there don't seem to be any 'old' guns in-game, so it wouldn't fit very well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on November 10, 2011, 09:04:53 pm
Plasma Rifle! halo style.

Whales if you have spare time, could you code me in a plasma rifle/energy sword?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on November 10, 2011, 09:08:00 pm
Is there any heavy artillery in-game besides grenades, grenade launchers and planted explosives? Like, say, LMGs or rocket launchers? If there is, I can testify to never having seen it.

I wonder what an M240 would do to a zombie? Hell, the M249 would probably be even worse because of its lighter ammo meaning more carrying capacity. And then an MG42... I'd start feeling sorry for the undead.



Well there are nukes... There are also a machine gun (M249?), although there should almost certainly be more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TheBronzePickle on November 10, 2011, 09:10:54 pm
Like I said, M240, perhaps XM214 as a rare special find.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on November 10, 2011, 10:08:28 pm
Plasma Rifle! halo style.

Whales if you have spare time, could you code me in a plasma rifle/energy sword?
There are plasma rifles but they're very very rare. They're
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 10, 2011, 10:13:27 pm
Makeshift crossbows with batteries that fire heated pieces of rebar (http://images.wikia.com/half-life/en/images/c/c6/Crossbow_HL2.jpg) would be pretty cool.

Actually... Rebar itself would provide plenty of opportunities, like reinforced wooden walls and whatnot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 11, 2011, 04:12:05 am
Makeshift crossbows with batteries that fire heated pieces of rebar (http://images.wikia.com/half-life/en/images/c/c6/Crossbow_HL2.jpg) would be pretty cool.

Yeah, Cataclysm definitely needs to rip off as many games as possible. Good advice!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 11, 2011, 04:18:28 am
I would love to see more friendly, ya'know? Maybe a simple friendly mob police (without following you like a blob/dog) with a light handgun, holed out in a police station (won't attack you unless you trigger alarm) would be great, for now... or npcs that automatically seek resources and bring them to a location, using them for traps and defence, as well as surival. Another intresting, if emotional, challange would be to have family members in your starting house, who you can feed/take care off/arm...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on November 11, 2011, 04:57:36 am
I'd like a M72 LAW in a nuclear silo, please!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 11, 2011, 05:09:28 am
I would love to see more friendly, ya'know? Maybe a simple friendly mob police (without following you like a blob/dog) with a light handgun, holed out in a police station (won't attack you unless you trigger alarm) would be great, for now... or npcs that automatically seek resources and bring them to a location, using them for traps and defence, as well as surival. Another intresting, if emotional, challange would be to have family members in your starting house, who you can feed/take care off/arm...

NPCs are currently being fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 11, 2011, 08:21:11 am
I've also wondered for a while about this:

are bar fridges supposed to work for some reason? or is finding unspoilt food in them a bug?

If the former: can we keep stuff from spoiling by stashing it in bars?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 11, 2011, 08:36:13 am
Part of me wants to, as an experiment, make a stripped down mod for Cataclysm.  Remove 90% of items, reduce firearms to a pistol, a shotgun, an SMG, and a rifle (maybe an assault rifle too) and one ammo type for each one.  Eliminate most crafting recipes, all drugs except for a single painkiller... yeah...
So you want to make a Left 4 Dead roguelike?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 11, 2011, 08:39:15 am
...it started as such, afaik
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 11, 2011, 08:40:48 am
I'd love functional rope. Tie your dog to you, tie zombies to each other, make oversized tripwires and improv fences, be able to ram sticks/spears/shovels into the ground for support, create "rope pulls out nade pin" traps... the good stuff.


Electronics > make emp nade > all military bunkers are yours
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 11, 2011, 09:54:57 am
I'd love functional rope. Tie your dog to you, tie zombies to each other, make oversized tripwires and improv fences, be able to ram sticks/spears/shovels into the ground for support, create "rope pulls out nade pin" traps... the good stuff.
Technically we already have grenade traps (Which use string); but yeah, fully functional items would be awesome.
Hello zombies, meet my friend, the anachronistic smash trap door.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on November 11, 2011, 09:57:30 am
...it started as such, afaik
I believe that was the joke.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 11, 2011, 10:02:26 am
Quote
Tie your dog to you, tie zombies to each other
tie zombies to a sled....

You know, I've always wondered why people in zombie movies don't do this, instead of worrying so much about gas.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 11, 2011, 10:03:12 am
Is there anything that can detect you when you're using the cloaking bionic? I managed to get it installed and it lets me walk right past military turrets. I know that giant bees can't detect (or defend from) you when you have the olfactory mask on.
tie zombies to a sled....

You know, I've always wondered why people in zombie movies don't do this, instead of worrying so much about gas.
Gas only slims your wallet, not your lifespan.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 11, 2011, 10:38:21 am
Quote
Tie your dog to you, tie zombies to each other
tie zombies to a sled....

You know, I've always wondered why people in zombie movies don't do this, instead of worrying so much about gas.
I had a D&D game where instead of killing the zombies that some asshole necromancer raised we hitched them to plows and sold them to a farmer as beasts of burden who never needed feeding or care.

Knock out their teeth and cut off their arms, zombies are adorable and harmless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 11, 2011, 11:22:25 am
Makeshift crossbows with batteries that fire heated pieces of rebar (http://images.wikia.com/half-life/en/images/c/c6/Crossbow_HL2.jpg) would be pretty cool.

Yeah, Cataclysm definitely needs to rip off as many games as possible. Good advice!
But it already ripped off Half Life 2.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on November 11, 2011, 01:11:21 pm
Well it was amusing pinning combine soldiers to walls with what basically amounted to a really fast moving blunt object.  Really I don't think the bar of rebar being so hot as to be red added much to the actual damage output besides awesome factor.


Anywho, slightly off topic I remember pressing a button a few versions ago that showed me my addiction levels?  Does that still exist?  Dosn't seem to be in the list of buttons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 11, 2011, 01:32:54 pm
speaking of which, is there any way to see the kill list without quitting the game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on November 11, 2011, 01:51:35 pm
I too would like to be able to see my kill list.  I am currently on my longest lasting character to date and am curious what my kill list looks like.  I seem to be doing horrible, horrible things with a shotgun with an enhanced grip and a bayonet attached.  Who needs a real melee weapon?  I have a pointed boomstick.


Also minor bug/unimplemented feature.   Burned down buildings still protect from acid rain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 11, 2011, 01:52:39 pm
Floating rooves of course :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 11, 2011, 01:56:02 pm
Well it was amusing pinning combine soldiers to walls with what basically amounted to a really fast moving blunt object.  Really I don't think the bar of rebar being so hot as to be red added much to the actual damage output besides awesome factor.


Anywho, slightly off topic I remember pressing a button a few versions ago that showed me my addiction levels?  Does that still exist?  Dosn't seem to be in the list of buttons.

I imagine the heat contributed to its armor-piercing capabilities a bit, much like incendiary bullets do.

Viewing your addiction levels was a debug tool; I think you can still get it via the Z cheat menu, and choosing "view game state."  But it's not information you're supposed to know.


speaking of which, is there any way to see the kill list without quitting the game?

No, but pretty soon I'm going to overhaul the @ menu and put in a "record" screen or something, with kill counts, maybe a kills per hour, number of miles traveled, number of bullets fired, etc.


Is there anything that can detect you when you're using the cloaking bionic? I managed to get it installed and it lets me walk right past military turrets. I know that giant bees can't detect (or defend from) you when you have the olfactory mask on.

Anything that smells or hears you can detect you if you're using the cloaking bionic.  Bees don't even really see you--they track you primarily by scent, so using the cloaking bionic around them is entirely pointless.


I've also wondered for a while about this:

are bar fridges supposed to work for some reason? or is finding unspoilt food in them a bug?

If the former: can we keep stuff from spoiling by stashing it in bars?

Not strictly a bug, but it was Deon (bars come from DLM if I remember correctly) being bad :P  Fixed, thank you.


Floating rooves of course :P

Yup :P  I haven't yet coded in a "check if buildings are still stable and make the roof collapse" function, and I'm not sure I want to--it'd take a while and slow things up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 11, 2011, 01:57:10 pm
It's the future, they're held up by clouds of nanobots or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 11, 2011, 02:24:29 pm
We could assume that some kind of wrecked hole remains in the place of the building, with enough debris overhead to cover you from acid rain.

How about spawning more rubble inside the building, in this way?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 11, 2011, 03:06:43 pm
Finally found a science ID; and got inside a lab. I got unlucky, though: it was one of the
Spoiler (click to show/hide)
sort of labs and was plagued with
Spoiler (click to show/hide)
and
Spoiler (click to show/hide)
so I decided to break off my raiding trip, get another science card, and try at another lab.

I still got the bare essential cybernetic implants (internal furnace, metabolic interchange, toolset, miniflamethrower, and craneal flashlight), so all in all, the trip was productive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 12, 2011, 11:26:40 am
(http://www.img.ie/58398.png) (http://www.img.ie/)

I has haus.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on November 12, 2011, 11:44:08 am
I once found a house near a forest. I don't mean near a road or anything. Directly on the edge of a forest. It was a while away from the town. It was perfectly like a normal house, the problem was that there was not a single person inside. This is not unusual in this world, but it got me thinking. Then, I explored around. A few tiles away was a collection of shotgun, crossbow, pit and spike traps. No corpse. None of them were triggered.

No corpses anywhere. The fridge was filled with food. Nearby is a last stand, but it couldn't have been a last stand. What the hell happened here?

My theory. (http://static.tvtropes.org/pmwiki/pub/images/Slender_Man_by_Gaara_Monster_3055.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 12, 2011, 11:45:08 am
Whales added in woodland houses a while back, and the trap field is just one of the map extras.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on November 12, 2011, 11:47:47 am
Idea: Add in descriptions for specific corpses.

Died by being hit: "This corpse has bruises and cuts all over it's body."
Died via suicide: "This corpse has two slashes on it's wrists, horizontal/Has a broken shotgun in-between it's knees, and has the blown off remnants of a head."
Died... How? "This body's organs have been ripped out and haphazardly replaced."

Occasionally put the first two in random houses, bars, labs... Might be fun. Always put the third in Woodland houses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 12, 2011, 12:19:38 pm
Log wall? has there been an update?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 12, 2011, 12:24:09 pm
Mod for the windows version.
Linky (http://whalesdev.com/forums/index.php?topic=470.msg5066#msg5066)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on November 12, 2011, 04:04:14 pm
StAGoB Engine (slaves to armok god of blood) would be cool for this game,.......


SOMEONE INJECT WHALES WITH CASH!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 12, 2011, 06:50:22 pm
Who else plays on the server using the putty client? I know it's not really recommended due to the many player-one world formula but in a way it's pretty damn fun if not a little annoying to find supplies that you need, stumbling in on other dudes' safehouses, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 12, 2011, 07:11:46 pm
"putty server" ¯\(°_o)/¯

StAGoB Engine (slaves to armok god of blood) would be cool for this game,.......


SOMEONE INJECT WHALES WITH CASH!!

The Slaves to Armok: God of Blood engine didn't even work for Slaves to Armok: God of Blood. Also, while there are things Toady is good at, programming 3D engines probably isn't his strongest suit.

Not that a 3D engine is a great idea here to begin with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on November 12, 2011, 09:07:42 pm
Man, it would be weird if two people lived in the same Safehouse. Occasionally food just disappears, zombie corpses appear outside... They both wonder why they keep losing food, losing ammo and losing zed-heads outside... Be funny as hell.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 12, 2011, 10:01:42 pm
Man, it would be weird if two people lived in the same Safehouse. Occasionally food just disappears, zombie corpses appear outside... They both wonder why they keep losing food, losing ammo and losing zed-heads outside... Be funny as hell.

That's basically what playing the server is like.

Question: How can I tell how much power I have left for my cyborg abilities?

Also, what perks and anti-perks do people generally choose?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 12, 2011, 10:07:09 pm
Question: How can I tell how much power I have left for my cyborg abilities?

It's displayed under your health. Labeled "POW" I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 12, 2011, 10:14:51 pm
I usually pick Quick, Fleet Footed, and Light Eater as positive traits, and Asthma, Glass Jaw, Jittery, Weak Stomach, and Lightweight as negative ones (sometimes I take two 2 points penalties instead of asthma, but as of late I've found asthma to be quite nice. Inhalers drain quite slowly, and you can do without one in a pinch, as attacks are infrequent).

Sometimes I pick robust genetics as a trait, in case I find myself scarce on cybers but rich on muties (It still is seldom worth it to mutate too much. But it *might* be worth it to try to get one or two good mutations, particularily if you have purifier to solve botched starts)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on November 13, 2011, 12:09:17 am
Man, it would be weird if two people lived in the same Safehouse. Occasionally food just disappears, zombie corpses appear outside... They both wonder why they keep losing food, losing ammo and losing zed-heads outside... Be funny as hell.

Best part is when your magical escape device goes missing in the middle of a mob...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 13, 2011, 12:29:09 am
Man, it would be weird if two people lived in the same Safehouse. Occasionally food just disappears, zombie corpses appear outside... They both wonder why they keep losing food, losing ammo and losing zed-heads outside... Be funny as hell.

Best part is when your magical escape device goes missing in the middle of a mob...
Or when the other person chucks a molotov in desperation while fighting the same mob you are.

*Bzzt*
Uh oh, lost connection. Better re-login.
*Bip*
OH GOD THE WINE IS EXPLODING
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 13, 2011, 12:44:48 am
I've taken to schizophrenia, asthmatic, and nearsighted.  That's 3 volume dedicated to some meds, spare eyeglasses (never leave home without a spare), and an inhaler, but they're used so infrequently that it's very fine.  I play a melee build with utility vests instead of backpacks, for the encumberment bonus, and I still find room to store things.  Traveling light is a skill.  Lightweight isn't bad either, depending on how heavily you tend to booze out.

For boosts, usually quick, fleet-footed, and fast learner, or something to do with pain resistance.  Normal pain is damage/2 (you take 30 damage and incur 15 pain) while pain resistance is damage/3 (30 damage gives 10 pain) and will save you a lot on painkillers.  The speed traits are vital for fleeing, as quick lets you debatably outrun common hordes, and fleet+quick lets you run down roads like a trackstar, even more if you're pumped on adderall.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 13, 2011, 01:23:07 am
I've been taking the following bad traits:

Poor hearing - never notice a difference with anything.

Glass jaw - Honestly, this should be nerfed, it's 3 free points - even with it I've NEVER died due to head damage, always torso

Trigger happy - free points, yes I'm a bad person for picking it

Jittery - it rarely pops up and is not really that bad when it does.

Weak stomach - so you puke more often if you try and cram food down when you're full and if you drink too much. Who cares?

Wool allergy - is there any wool clothing that's even worth wearing?

12 points with no major downsides and no consumable resources required. I've considered replacing jittery with heavy sleeper and nearsighted, I've never actually had my starting glasses break and there's tons of them laying all over (in the future everyone uses the same prescription I guess), but heavy sleeper is kind of annoying sometimes.

Plus points I almost always pick packrat (40% more carry capacity is huge, I can't live without it) and fast reader (for 1 point it's a no-brainer now that you're not limited to 3 traits). Fast learner I pick a lot too, gets your fighting skills up to par a lot faster and helps with other skills you don't (or can't) find books for.

Quick + fleet footed is pretty powerful and I pick it sometimes, but it's awful pricey for both.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 13, 2011, 07:48:01 am
Here's a bug, any attempt to craft an item using tools via Integrated Toolset causes the game to crash.
"0-length menu ("Use which component?")

Edit: Nevermind, It's already been reported on the main forum.

On an  unrelated note, attempting to specify a CBM (Wish -> / -> "CBM: <stuff>") on the wish menu instantly crashes the game with no message.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on November 13, 2011, 08:10:04 am
Weak stomach - so you puke more often if you try and cram food down when you're full and if you drink too much. Who cares?
You'll care if your character chokes on his vomit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on November 13, 2011, 01:11:59 pm
Weak stomach - so you puke more often if you try and cram food down when you're full and if you drink too much. Who cares?
You'll care if your character chokes on his vomit.

Simple solution: Don't cram food when you're full, don't drink to excess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 13, 2011, 01:26:55 pm
*something* causes you to vomit a lot when combined with oxycodone. I'm not sure if it's chemical imbalance or weak stomach, but one game I vomited about every ten minutes before I died after about a day of that. I choked on my own vomit, go figure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 13, 2011, 01:56:26 pm
You can OD on things, and apparently you can mix drug cocktails, though I'm not entirely certain about it.  I panicked and popped like 5 adderall and 10 caffeine while running from a horde, without realizing that it takes a few minutes for certain drugs to kick in, and my heart exploded from stimulants.  Considering that you can have a heart attack this way, and that people who aren't familiar with medication might think 'it didn't work immediately, better take more' I consider this a very reasonable death.

On the same note, if you've got a little time to spare after a fight, pop a codeine and a tramadol, and then use ^ to wait 5-10 minutes.  Codeine is a quick painkiller, while tramadol works over time, and seems to slowly increase its effect over time, but both of them take a moment to start working.  I was taking like 6 codeine to handle pain, but then realized that if you wait a little that a small amount of painkillers will do a lot of good.  This also helps you avoid addiction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 13, 2011, 07:05:09 pm
if you're going to wait 10 minutes anyway, why bother with the codine to begin with? just pop the tramadol and wait.

Then again, I've had such miserable luck looting pharmacies the last few games I've had to learn to deal with just aspirin. I'm not sure if you can overdose on it, but chugging half the bottle seems to have no ill effects.

Weak stomach - so you puke more often if you try and cram food down when you're full and if you drink too much. Who cares?
You'll care if your character chokes on his vomit.

Simple solution: Don't cram food when you're full, don't drink to excess.

Exactly, that's the point I intended to make. There's really no reason to jam even more food down once you're stuffed or drink past the point of maybe drunk (unless you're abusing gourmand to boost stats like someone mentioned earlier but meh). Maybe if weak stomach made you puke due to other things (massive pain? butchering humans/zombies? scientist body piles in the road? just seeing... some of the stuff in labs?) it would be bad, but right now there's not really a downside for normal play.

actually, you might also puke more with
Spoiler (click to show/hide)
come to think of it, not sure, but that's a bad situation you want to avoid either way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 13, 2011, 07:25:37 pm
Aspirin has no ill effects, but only raises your painkiller level to 15 (30 damage inflicted).  Tramadol lasts much much longer and raises you to 40.  Aspirin can handle mid-range "Moderate Pain" if you keep taking it, and Tramadol can handle Extreme Pain or less.  Tramadol and Aspirin do not stack with anything - if you're on tramadol then the aspirin has no effect, and if you're on oxy and take tramadol the tramadol won't boost it higher.  If you find yourself in excruciating pain, my advice would be tramadol to take it down to something more reasonable, and then deal with the remaining pain until it goes down.

You cannot get addicted to aspirin, but you can to all other pain meds.  Aspirin also seems to have a delayed effect, you won't start feeling pain relief for a little while, so it may do better to start popping aspirin before you go out foraging, in case you get hurt you'll already have some painkiller built up!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 13, 2011, 08:16:32 pm
I find the best way to deal with pain is to have so much dakka on me at any one time that nothing gets a chance to cause it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 13, 2011, 08:19:56 pm
Quick, cause the little speed buff is nice, fast reader I like at 1 pt, packmule and fast learner are both sweet but expensive, the heighten adrenalin one is good for a melee build ive found.  I dont know how much it does but i like to take inconspicuous cause ive lost a few games waking up to a horde in my bedroom.

  downers i like glass jaw, but unlike every other person on the planet, it has actually killed me, trigger happy is free points, asthmatic i usually take, then (last few games ive found purifier in my starting basement anyway), schizophrenic i pretty much always take, though killing your mother while walking through the rain is a real downer. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 13, 2011, 08:40:48 pm
asthmatic i usually take, then (last few games ive found purifier in my starting basement anyway)

Purifier hasn't cured asthmatic for quite some time now... or any other starting traits, for that matter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on November 13, 2011, 09:05:56 pm
I like to place myself in the game. So I typically pick traits I can identify with... Lightweight, near-sighted, and... er... robust genetics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 13, 2011, 09:30:43 pm
I tried Asthmatic once and it didn't let my character sleep for more than a couple hours straight before having an asthma attack. Has it gotten less intrusive or something?


Speaking of which, I like the point-limit system for traits now... but I'm not sure it discourages min-maxing any less. You're still highly encouraged to max out your disadvantages, except now you tend to choose a smorgasbord of low-point traits instead of three high-point ones, and to pick ones your character will be unlikely to actually encounter. I'm not sure how to improve that, though. I think cutting down the point "maximum" and then introducing diminishing returns after that (so after maximum advantages you need to spend more, and after maximum disadvantages you don't get as much) would help. This is really a problem endemic to games with (dis)advantages in general, making it an interesting problem to solve.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 13, 2011, 09:33:34 pm
Quote
I tried Asthmatic once and it didn't let my character sleep for more than a couple hours straight before having an asthma attack. Has it gotten less intrusive or something?

No, but it's not too bad. You just go back to sleep if needed. I've even found it to be a convenient "alarm clock", so to speak.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 13, 2011, 09:52:05 pm
I can never get a night's sleep, so my character ends up catnapping quite a bit, never sleeping long enough to be rested and instead just sleeping frequently.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 13, 2011, 09:59:13 pm
Quote
I tried Asthmatic once and it didn't let my character sleep for more than a couple hours straight before having an asthma attack. Has it gotten less intrusive or something?

No, but it's not too bad. You just go back to sleep if needed. I've even found it to be a convenient "alarm clock", so to speak.

Going back to sleep didn't work for me very often. I'd wake up, having an asthma attack, then use my inhaler and be unable to fall asleep again.

... Kind of like me in real life when I was nine years old, so I guess it's at least realistic! Although asthma attacks really ought to have a lower chance of occurring (per unit time) when you're sleeping, and more when you're exerting yourself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on November 14, 2011, 07:24:59 pm
Cata rL fanforums got hit bad by a spamattack...

anyways, I wanted to know about recoil algorithms, how quickly it disipates, and if that's a figure subtracted from accuracy... or something.

and I've also thought I'd mention that computer skills require a LOT of training before they do anything remotely useful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 14, 2011, 07:37:21 pm
The fanforums have been dead for ages.
New forums are at http://whalesdev.com/forums/index.php
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 14, 2011, 07:39:57 pm
New version of my construction extension mod thing up.
Cataclysm Construction and Crafting Extension Mod and Tweakset (http://www.mediafire.com/?1a43tkojd8deu92)
Mod Thread (http://whalesdev.com/forums/index.php?topic=470.0)
Added:
Wood Fences, crafted with 3 2x4s and 2 nails or lengths of string.
Barbed Wire Fences; crafted with 2 wood spears and 2 lengths of barbed wire. Placed via the construction menu.
Electric Fences; crafted with 2 lengths of wire and either 800 batteries or 20 plutonium cells. Placed via the construction menu.
Barbed wire bats; crafted with barbed wire and a baseball bat.
Toolkits; Crafted with a toolbox and a selection of tools, substitutes for tools in many crafting recipes.
Wire and Barbed Wire; can both be found in hardware stores, Barbed Wire can be crafted with wire and nails.
Display racks can no longer be crafted, and can now be smashed to obtain chunks of steel and pipes.

Old Version stuff
Trees can be cut down with an axe, a machete or a wood saw.
Logs can be used to build walls.
Book cases, dressers, beds and counters constructable and destructable.
Tweaked drops from smashing certain constructions.
Logs can be split, split logs are used to build walls.
Spears can be used to cook meat and veggies in place of pans and pots.

Feel free to comment and suggest stuff here or in the Whalesdev thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on November 14, 2011, 10:43:40 pm
Can we get rammed earth walls?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on November 15, 2011, 04:23:06 am
New version of my construction extension mod thing up.

Do you have it as source so I can run it on Linux :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Taco Dan on November 15, 2011, 08:40:32 am
Glass jaw - Honestly, this should be nerfed, it's 3 free points - even with it I've NEVER died due to head damage, always torso
That's kind of odd, since zombies in my games have always had surprisingly good accuracy, hitting me in the eyes or mouth most times. Not sure why, maybe it's just bad luck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on November 15, 2011, 09:03:56 am
That's kind of odd, since zombies in my games have always had surprisingly good accuracy, hitting me in the eyes or mouth most times. Not sure why, maybe it's just bad luck.

I always used to die from head damage until I started taking glass jaw, now I don't seem to get hit there much :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 15, 2011, 09:56:03 am
Can we get rammed earth walls?

Cataclysm currently lacks things like clay, gravel and sand, but I can take a look at that sure,
New version of my construction extension mod thing up.

Do you have it as source so I can run it on Linux :)

http://www.mediafire.com/?42q569blmke9eh4 (http://www.mediafire.com/?9zcbjy8bviy91di)
'ere ye go.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on November 15, 2011, 01:21:42 pm
Can we get rammed earth walls?

Cataclysm currently lacks things like clay, gravel and sand, but I can take a look at that sure,
New version of my construction extension mod thing up.

Do you have it as source so I can run it on Linux :)

http://www.mediafire.com/?42q569blmke9eh4 (http://www.mediafire.com/?9zcbjy8bviy91di)
'ere ye go.

You could just go with needing dirt floor, a shovel, some water and LOTS of time...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 15, 2011, 01:26:11 pm
Well, I could just go for basic earthen ramparts pretty simply. Just have digging a pit yield several dirt clods which can be packed into a wooden frame to make a wall. But I'd need to make it pretty weak, having a proper wall would need to have a higher cost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 15, 2011, 03:05:43 pm
Aye, also figure you can go the ancient route of baked-mud/clay walls. Slightly stronger than basic dirt/adobe walls, but nowhere as good as wood or metal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on November 15, 2011, 06:51:26 pm
Well, I could just go for basic earthen ramparts pretty simply. Just have digging a pit yield several dirt clods which can be packed into a wooden frame to make a wall. But I'd need to make it pretty weak, having a proper wall would need to have a higher cost.
If you're going to go that far, it would make sense, perhaps, to make puts in a row make a trench, instead of the odd current method.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 15, 2011, 07:06:10 pm
I'd like to see increased difficulty in climbing out of a pit and over an obstacle - ie, very tough to climb from a pit onto a half-wall or window.  But as it is, I have extremely good results doing pit rings.  Find a field somewhere, I usually pick one in the middle suburban area of town, and dig a row of pits along the outer edge, which will take quite a while to perform.  Then skip a row, and add another row of pits.  This way when zombies fall in and die, you can walk between the pits and collect loot safely.  2 rows of spiked pits are almost always fatal, 3 rows of regular pits are fairly lethal too.  I've almost managed to get 3 rows of spiked pits before, which would give you pretty much assured killing of anything short of hulks.

Clothing stores are your friend, 2 doors in front and 3 changing rooms, quite a few 2x4s!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 15, 2011, 07:11:04 pm
I prefer to lay them in an X pattern, as to cover more terrain and dig less.

x-x-x-x-
-x-x-x-x
x-x-x-x-x
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 15, 2011, 07:15:27 pm
New release!
Sorry it took so long.  But it's a pretty big, interesting update.
Clean build required.  Saves... maybe compatible.  I wouldn't count on it.
I'll be catching up with some of the cool recent mods pretty soon.

Features:

Tweaks:

Bug fixes:

Misc code notes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 15, 2011, 07:20:23 pm
Also viable, but to get the same coverage you need to dig the same amount and cover more ground.  You could actually double up your pits and still be able to snag loot:
Code: [Select]
000000
000000
......
000000
000000
......

NINJA: Forget all that, time to dive back into the fray~
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on November 15, 2011, 07:40:42 pm
New release!



OH MY GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on November 15, 2011, 07:53:58 pm
Temperatures for winter/fall weather were reversed.  Switched them to be correct.

As someone who's never managed to survive to experience a season change, can anyone tell me if cold weather actually has any influence on the character, their abilities, or the environment currently? Is it possible to actually freeze to death? Does "Rain" get retitled to "Snow"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 15, 2011, 07:55:44 pm
I haven't trawled the code that far, but there are diseases (ie, any status change) for cold and frostbite, and similar for heatstroke.  I don't know if the temperature actually gets that low, but there are allowances for cold damage, and there are special clothes that provide warmth.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 15, 2011, 08:47:46 pm
I think I saw it mentioned somewhere that temperature effects are disabled for now, but I don't remember where so if you ever freeze to death don't yell at me.

It was mentioned a while back the it did snow in the winter though. No word on exactly what effects (if any) it has.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 15, 2011, 09:21:28 pm
*eagerly awaits port to windows*

This just gets better and better!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 15, 2011, 11:16:49 pm
My mod (http://whalesdev.com/forums/index.php?topic=375.0) has also been updated, if anyone is interested.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on November 16, 2011, 12:18:06 am
I got some late-season 'flurries' the other day. It sometimes snows in spring. I didn't curl up and die. Not until I was subsequently mobbed for firing off my shotgun like a boor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on November 16, 2011, 01:25:45 am
Is there a "starter guide" somewhere for this stuff? Last time I tried I spent most of my time trying to figure out the GUI. Also thanks to that guy from like 60 pages back who told me how to open fridges and such, I completely forgot about that question. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 16, 2011, 01:44:50 am
http://whalesdev.com/wiki/index.php?title=Main_Page
The "Controls" page and either of the guides are very helpful (I made the melee guide).  But in general, "e" to examine anything (including numpad 5 for the tile you're on) to pick up items or use computers and such, and "a" to use items.  Clothing is worn by "using" it, and consumables are eaten.  e and a are enough for some basic play.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on November 16, 2011, 01:56:59 am
Oh there's a wiki, that'll help. I'll definatly check out the melee guide too. Thank yah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 16, 2011, 02:02:29 am
Windows version is out, but it crashes going down stairs (and is labeled as such on the download screen so it's a known bug)

So far I have not noticed any problems if you avoid stairs, but I have not played very long.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 16, 2011, 02:10:16 am
Due to previous bugs concerning "codeine of whiskey" that seems to mismatch containers and held items, I would suggest to save and copy your save folder before venturing into know bug territory.  It's not the biggest issue, but it's enough to frustrate me, and that's one of the joys of "playable alpha" state!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: maki32 on November 16, 2011, 02:29:42 am
Wow, artifacts in dungeons? What type of artifacts? You can find a crowbar artifact for example? There are random dungeons too?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 16, 2011, 02:34:44 am
These were updates hours ago, we know exactly what Whales has posted.  You wanna know more?  Get out there and raid some tombs!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 16, 2011, 02:55:32 am
"Dungeon" is just my term for locations on the map that you can delve into and explore.  None of them are actually medieval jails / torture centers.

Spoiler: Artifacts... (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 16, 2011, 09:03:35 am
The integrated toolset is still not working, it doesn't even light up on the crafting menu once you successfully install it.
The the 9mm Pipe SMG can't use the ITS for its third tool requirement while the .45 P-SMG can.
The "Can't craft the item if you have too menu recipes because the menu doesn't scroll down far enough" bug is still there.

Also, do temples use stairs? Y'know, with the windows port having stairs crash the game n' all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 16, 2011, 11:43:18 am
The integrated toolset is still not working, it doesn't even light up on the crafting menu once you successfully install it.
The the 9mm Pipe SMG can't use the ITS for its third tool requirement while the .45 P-SMG can.
The "Can't craft the item if you have too menu recipes because the menu doesn't scroll down far enough" bug is still there.

Also, do temples use stairs? Y'know, with the windows port having stairs crash the game n' all.

Temples do use stairs.

Very strange that the Windows port doesn't let you go down stairs, they work just fine on linux.  If anyone can get a backtrace, that'd be appreciated.  My hunch is that it has something to do with how static spawns get saved when you traverse stairs, but that doesn't do anything new.

Heh, I messed up the integrated toolset thing before release, but it's back to working.  Thanks for spotting the pipe SMG discrepancy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 16, 2011, 12:50:54 pm
I think I've got the windows stair bug fixed, I'll upload the exe as soon as it finishes compiling.
For realz this time (http://www.mediafire.com/?364wsskmxxgjn68)

Saves should be fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 16, 2011, 01:02:17 pm
:D

Yay!

Now update your mod >w>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 16, 2011, 01:15:04 pm
Ehehe, I may have accidentally uploaded the wrong version.
Fixing now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on November 16, 2011, 04:14:00 pm
What skill(s) do I need to make bows?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 16, 2011, 04:22:50 pm
Archery me thinks
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on November 16, 2011, 06:08:28 pm
How do you raise your carpentry skill? Is it entirely based off those carpentry books in hardware stores? Or can I just dig a bunch of pits and get carpentry somehow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 16, 2011, 06:14:25 pm
Digging pits raises carpentry.

Removing glass from windows might too, but I'm not 100% sure, I do know pits raise it because I got a skillup from digging once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 16, 2011, 06:17:56 pm
I think I've got the windows stair bug fixed, I'll upload the exe as soon as it finishes compiling.
For realz this time (http://www.mediafire.com/?364wsskmxxgjn68)

Saves should be fine.
getting a lot of display errors with this, such as HP/power not displaying at all once I go to another screen and return until the HP/power changes then it is shown again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on November 16, 2011, 06:21:26 pm
Digging pits raises carpentry.

Removing glass from windows might too, but I'm not 100% sure, I do know pits raise it because I got a skillup from digging once.

Ahhh, okay. Thank yah!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 16, 2011, 06:29:16 pm
I think I've got the windows stair bug fixed, I'll upload the exe as soon as it finishes compiling.
For realz this time (http://www.mediafire.com/?364wsskmxxgjn68)

Saves should be fine.
getting a lot of display errors with this, such as HP/power not displaying at all once I go to another screen and return until the HP/power changes then it is shown again.
I'll get on it posthaste.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 16, 2011, 06:36:44 pm
I think I've got the windows stair bug fixed, I'll upload the exe as soon as it finishes compiling.
For realz this time (http://www.mediafire.com/?364wsskmxxgjn68)

Saves should be fine.
getting a lot of display errors with this, such as HP/power not displaying at all once I go to another screen and return until the HP/power changes then it is shown again.
I'll get on it posthaste.
Eh, not a big deal honestly. I'm glad you port it at all. :) I was just letting you know
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 16, 2011, 06:38:13 pm
Aposos is the one who does the actual porting, I just do up fixes when I can find things that are broken.

The good news, I got HP to redraw correctly!
The bad news, If I do that the game starts segfaulting when you traverse stairs.


I'll take a look at it tomorrow after school.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 16, 2011, 07:41:08 pm
Ok this looks awesome, some questions:

1) Do I have to download every version on this* page or just the most recent one?

2) Is there any way to get fullscreen?

*https://github.com/aposos/Cataclysm/downloads


Just started out, fun so far if confusing (which, if I recall, is exactly the thought about Dwarf Fortress so many years ago).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on November 16, 2011, 08:56:49 pm
Ok this looks awesome, some questions:

1) Do I have to download every version on this (https://github.com/aposos/Cataclysm/downloads) page or just the most recent one?
2) Is there any way to get fullscreen?

1. Just the most recent, at the top of the list... But don't do it right now because the windows port is broken and crashes when you try to go down a stairway
2. Not that i know of.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 16, 2011, 10:46:16 pm
huh, playing the newest (buggy stairs) windows version, I somehow managed to end up with a gas mask (full) in my inventory. While attempting to (e)njoy my gas mask, I discovered it was full.. of whiskey! which explains where my bottle of whiskey went.

Extra bonus: I can still wear my gasmask despite it being full of delicious whiskey, though it won't let me drink the whiskey while I'm wearing it.


And no, I didn't try to copy the save from an old version or anything like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on November 16, 2011, 10:48:35 pm
huh, playing the newest (buggy stairs) windows version, I somehow managed to end up with a gas mask (full) in my inventory. While attempting to (e)njoy my gas mask, I discovered it was full.. of whiskey! which explains where my bottle of whiskey went.

Extra bonus: I can still wear my gasmask despite it being full of delicious whiskey, though it won't let me drink the whiskey while I'm wearing it.


And no, I didn't try to copy the save from an old version or anything like that.

Sounds like the best kind of feature to me. I'm surprised they don't have that in real life yet, with some sort of pouch and wick built into the mask.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 16, 2011, 11:46:48 pm
I think I've got the windows stair bug fixed, I'll upload the exe as soon as it finishes compiling.
For realz this time (http://www.mediafire.com/?364wsskmxxgjn68)

Saves should be fine.
getting a lot of display errors with this, such as HP/power not displaying at all once I go to another screen and return until the HP/power changes then it is shown again.
This seems to be an issue of the display method, not Wolf's fault.  In particular, it seems that HP/Energy only get their status drawn on screen if it changes.  ie - if you gto from 43 to 42, it'll show the "2" because that digit changed, but the 4 is the same so that remains as an older image.  This is only an issue when you get the Y/N windows that overlap the HP display, because then it's overwritten the HP but it doesn't give the command to re-draw the characters.  Similar occurs in the overmap a lot.

I kept getting eyeglasses of whiskey and codeine of vodka.  Codeine of Vodka sounds like a suicide recipe to me...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on November 16, 2011, 11:48:14 pm
What do you mean I'm carrying too many items?! I'm only at 118/209 volume!  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on November 17, 2011, 12:03:50 am
I believe this game has a different-item limit. At least, last time I checked. I'm not sure if it's been removed or not. It was one of the main problems I had/have? with the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 17, 2011, 12:34:06 am
So from scanning the thread it seems like you can play on a server, is that like multiplayer?

I'm having trouble following the directions and its hard to tell whats what over five hundred plus pages and multiple versions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 12:37:02 am
You can carry 52 stacked items, including what you're wearing, and everything worn or wielded is its own stack of 1.  This is because the item scrolling goes a-z and A-Z.  This gets frustrating when you've got 3 sewing kits at [49] and 3 stacks of ammo that aren't quite full.

There's a server running that lets you play your own character on their world, more or less.  One player active at a time, but you may log in to find your safe house has been pillaged, or you might find someone else's stockpile!  My suggestion there would be: carry everything that you want to keep, and don't count on bullets being there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 17, 2011, 02:44:07 am
I think I've got the windows stair bug fixed, I'll upload the exe as soon as it finishes compiling.
For realz this time (http://www.mediafire.com/?364wsskmxxgjn68)

Saves should be fine.
getting a lot of display errors with this, such as HP/power not displaying at all once I go to another screen and return until the HP/power changes then it is shown again.
This seems to be an issue of the display method, not Wolf's fault.  In particular, it seems that HP/Energy only get their status drawn on screen if it changes.  ie - if you gto from 43 to 42, it'll show the "2" because that digit changed, but the 4 is the same so that remains as an older image.  This is only an issue when you get the Y/N windows that overlap the HP display, because then it's overwritten the HP but it doesn't give the command to re-draw the characters.  Similar occurs in the overmap a lot.

I kept getting eyeglasses of whiskey and codeine of vodka.  Codeine of Vodka sounds like a suicide recipe to me...
It does seem to be my fix for the segfaulting stairs that's broken the display code though. Which is really odd, because I wouldn't imagine drawing something on the screen would have anything to do with the game having a heart attack and dying.

Anyway, Whales has pushed an update to git that fixes a very similar bug in Linux, I'll take a look at merging that in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 17, 2011, 02:45:53 am
Well, I take back weak stomach being free points now - with the new change to water contamination you can get food(?) poisoning from drinking out of toilets, which makes you puke. I was trapped in a house by acid rain (which now lasts 3+ hours... D:) and had nothing else to drink.... and choked on my own vomit.

Also, poison resistance just got a heck of a lot more attractive.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 17, 2011, 04:02:29 am
Well, I take back weak stomach being free points now - with the new change to water contamination you can get food(?) poisoning from drinking out of toilets, which makes you puke. I was trapped in a house by acid rain (which now lasts 3+ hours... D:) and had nothing else to drink.... and choked on my own vomit.

Also, poison resistance just got a heck of a lot more attractive.

Yeah, toilets struck me as being too easy. :P

Also, good point on the acid rain.  I've changed the weather system so that different weather patterns tend to last for different amounts of time.  Acid rain will generally last for 10-30 minutes, while a day might stay sunny from dawn til dusk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 17, 2011, 04:15:27 am
I'd say that long-term weather patterns would be nice, with periods of drier/wetter weather and so forth. Then I remembered the game takes place in New England.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on November 17, 2011, 04:56:36 am
"Yo, it's monsoon season over here. It's a Jersey thing, don't worry about it."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Evaristo Carriego on November 17, 2011, 01:13:11 pm
I think I encountered a bug. I was trying to drop a USM 9mm after having unloaded it when my game froze, as if it had crashed. Moments later the game comes back to life but all of my items were on the floor. I don't know if there's a keybind for this, if that's the case I probably pressed it by accident.

Spoiler (click to show/hide)

I'm running the latest Windows version, by the way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 17, 2011, 01:26:00 pm
Humble request: Some kind of feedback message when feeding organic material into an internal furnace. Might seem silly but I think bionics in general need more feedback messages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 17, 2011, 01:40:35 pm
Good suggestion, I'll have a go at implementing that.
Just a "You eat your foo" message?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on November 17, 2011, 01:43:00 pm
no!

*you eat some nurishment/food*

*your furnace uses up some material*
*organic matter has been fed to your furnace*
*your furnace uses up food*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 17, 2011, 01:45:18 pm
The internal furnace doesn't affect consumption of food, it's for eating non food items.

In other news, taking suggestions for traps in the next update of my mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 17, 2011, 02:13:52 pm
Even something as simple as "You feed the cotton hat into your internal furnace, which generates X energy."

and maybe something like "X energy was wasted as your maximum battery capacity is only Y"

and "You activate your defense bionic."

then:

Zombie hits you in the chest.
Your defense bionic drains 1 power to deflect the blow.
Your defense bionic drains 1 power to remain active.
Your defense bionic has deactivate due to insufficient power.

Or...

You cannot activate that bionic due to insufficient power.


Stuff like that. Whatever you feel like doing really, just more feedback is better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on November 17, 2011, 02:35:37 pm
The internal furnace doesn't affect consumption of food, it's for eating non food items.

In other news, taking suggestions for traps in the next update of my mod.

Can we get deadfall traps, Claymores (directional blast as opposed to explosion radius), cage traps (for wildlife?) and swinging log traps (return of the jedi style)?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 17, 2011, 02:40:02 pm
Honestly I'd really like the option of throwing food into the internal furnace as well. I mean it's supposed to accept organic matter so why not some spoiled meat?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 02:58:57 pm
Mainly because zombies are so common.  You should have an endless supply of tainted meat, thus an endless supply of power, which is a bit OP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Myroc on November 17, 2011, 03:13:14 pm
So disallow tainted meat from being used in the furnace. Just claim it's because the tainted meat doesn't provide nearly as much energy as normal meat as a plot reason and be done with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 17, 2011, 03:14:40 pm
Untainted meat is pretty common too, and really, meat doesn't burn that well.  The original intent of the furnace, which it's getting back to, is to provide an extra use for miscellaneous paper/wood items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 17, 2011, 03:14:56 pm
And how would you handle normal eating over furnace eating?
Having to confirm every time I want to have a snack would get very old, very quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 03:18:20 pm
I'd make the furnace into an active bionic myself.  Use furnace, select inventory item, consume!

And I agree with Whales.  Fat burns mediocre, but the real energy of meat is when eaten, and that's when metabolic interchange comes into play.  If you've got that expanded digestive system or similar to negate the poison, you can eat the meat for emergency energy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 17, 2011, 03:44:40 pm
According to the wiki you can stuff whole corpses into the furnace, unless that has changed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 03:52:55 pm
Corpses were previously undefined, but are now made out of meat.  As such, they cannot be consumed by the furnace.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 17, 2011, 03:54:07 pm
Good to know
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on November 17, 2011, 03:58:17 pm
I really miss that mental imagery though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 03:58:26 pm
However, I think that means you can eat a whole corpse...  Maybe not since they're not defined as a food, but worth a try!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 17, 2011, 04:00:03 pm
Mod stuff's all been updated to the current version.
Just adding in the new stuff now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 17, 2011, 05:16:55 pm
So I noticed this game sort of stutters (for lack of a better word) on one computer than on another, basically if I continually walk it will pause for a split second every three or four seconds.  The odd thing is that this computer is better than another one where it works fine. 

What could be the cause of this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 17, 2011, 05:18:46 pm
You playing off a USB on the one it stutters?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 17, 2011, 06:13:52 pm
No, both are on the hard drive, both are windows XP computers, both have plenty of memory, good CPU and graphics cards and all that (in fact this one is the superior computer of the two).

But for some reason the game just doesn't run well on this one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 17, 2011, 06:19:02 pm
And I agree with Whales.  Fat burns mediocre, but the real energy of meat is when eaten, and that's when metabolic interchange comes into play.

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

Of course, meat and fat are also difficult to burn; you'd need a lot of heat to begin with, and it would take a while. So it's still probably not a good idea.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 06:52:41 pm
So I noticed this game sort of stutters (for lack of a better word) on one computer than on another, basically if I continually walk it will pause for a split second every three or four seconds.  The odd thing is that this computer is better than another one where it works fine. 

What could be the cause of this?
It's generating the world!  As I've observed (via scum-saving) the overworld map is described, but the individual walls and items are generated when they're first seen.  I went to a lab, walked in, and crashed.  I went again, and the lab was built differently.  Areas you've explored are set, but areas that you're moving to are being generated with the building, items, and any monsters.  Additionally, as you move into a new area it needs to reload off the notepad document in the save folder, which isn't instant.  And save, but that's usually much quicker.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 17, 2011, 06:54:38 pm
I understand that, my question was what issues could there be that would cause it to perform worse one one computer than on another. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 06:56:36 pm
difference in computer capacity, of course.  Probably your CPU more than anything, since such simple procedures (reading and writing text, basic command line stuff) doesn't rely on graphics cards or anything like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 17, 2011, 07:13:16 pm
Could also depend on your storage hardware; SSD vs HDD, write speeds, how fragmented your drive is I guess, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on November 17, 2011, 07:46:14 pm
Well, that was fast.

Spawning in a room with 7 black widows = bad news
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 17, 2011, 07:46:45 pm
Unless you have scent masking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 08:07:47 pm
You don't spawn with scent masking unless you got some absurdly lucky Android perks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 17, 2011, 08:43:23 pm
 8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 17, 2011, 08:57:28 pm
Has the Windows version stair bug been corrected?

Can't play til I have functioning stairs, no way to set up a proper stronghold. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 09:24:50 pm
I prefer to live (and die) on the surface, where the zombies keep me warm (while on fire and clawing at me).  I'm still getting the hang of defense, but spike pits are almost OP in that 2 will kill a green almost every time, and three makes you virtually immune to everything except brutes and hulks.  My order of business appears to be 1: dig pits 3-4 deep, 2: spike the pits, clothing store changing room doors are easy 2x4 farm, 3: proceed walls and roof.  This is set over the course of several days (weeks) and done between scavenging calls.  Hopefully you've found a bunker, lab, or sewer to hide in while digging the pits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 17, 2011, 09:34:20 pm
I understand that, my question was what issues could there be that would cause it to perform worse one one computer than on another.

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

It's worth noting that cataclysm probably writes to disk fairly often, since even a relatively new world can have written tens of thousands of files. I don't see why that would be causing a problem, though, since the files are damn small and read/write access times shouldn't really be an issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 09:42:23 pm
Each file appears to be an overmap section, which is a 24x24 tile square that contains a house, bank, road, field, etc. and briefly describes the tile layout and item composition.  So even if it's a helluva lot of files, each contains like less than 1,500 characters each.  Quick to load up, but it does take a pause to actually access the files.  Still, playable alpha, small lag while loading new zones, nothing too horrible, right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 17, 2011, 09:47:04 pm
Oh sure, I am loving this game so far (paranoia produces some.. Interesting results..), I was just curious about the weird difference between the two systems.

In any case, still learning the game but having fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 17, 2011, 09:51:43 pm
Each file appears to be an overmap section, which is a 24x24 tile square that contains a house, bank, road, field, etc. and briefly describes the tile layout and item composition.  So even if it's a helluva lot of files, each contains like less than 1,500 characters each.  Quick to load up, but it does take a pause to actually access the files.  Still, playable alpha, small lag while loading new zones, nothing too horrible, right?

Yeah, it's just an unacceptable amount of filesystem glut, at least in the long term.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 09:51:43 pm
Paranoia or Schizophrenia?  I always play schizo, it's extremely entertaining, especially when you get "soft hallucinations" where you see creatures but nothing else.  I saw a zombie, not crazy dots and no scratching skin or anything, so I shot it and, it vanished, but the noise attracted a shrieker and then, well...  First goal is Thorazine, if there's a clothing store on the way to the pharmacy that's fine, but Your Mom isn't going to wait forever!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 17, 2011, 10:20:07 pm
Sorry, Schizophrenia.  I have  have visual and auditory hallucinations, had to kill my own mother, had the world dissolve into fractiles.. Lots of stuff.. There just is never enough Thorazine to go around.. Never enough..

Question; do you always start in the same world, and is there a way to 'reset it'?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on November 17, 2011, 10:23:58 pm
Sorry, Schizophrenia.  I have  have visual and auditory hallucinations, had to kill my own mother, had the world dissolve into fractiles.. Lots of stuff.. There just is never enough Thorazine to go around.. Never enough..

Question; do you always start in the same world, and is there a way to 'reset it'?

Yes, but you can force the game to re-gen the world by deleting files in the save folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 10:32:45 pm
If there is no "save" folder the game will make one, otherwise yes you always spawn in the same world, but not always in the same city.  I usually prefer to remake a world as a good run has left the current one lacking ammo, drugs, and all the food is rotten, makes a fresh start rather difficult.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 17, 2011, 10:41:36 pm
So just delete the save folder, gottcha.

Thanks, I wanted to reload for the same reasons.  I know the world is huge, but I always seem to spawn in the same part of it and I'm running low on ammo and thorazine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 10:44:28 pm
I'd seen a little thing somewhere that someone made to auto-delete worlds.  I -think- you could mod the source code (open source ftw) and include a simple run during character death to delete the save folder.  But I've observed crashes if you open the game, delete the save folder, and then try to make a new character.  If it's going to get messy anyways, then not much point adding that snippet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 17, 2011, 11:03:37 pm
After a nightly venture which I undertook on day one, I begin to question the conventional wisdom of  "night = bad, always explore during the day". Sure, you see much less, but then again, so do zombies. It's so much easier to shake them off, particularily with the new hearing system, that it makes it almost worthwhile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 17, 2011, 11:08:51 pm
When hearing doesn't reveal squirrels I'll rely on it more :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 17, 2011, 11:47:07 pm
That already has been applied, actually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on November 18, 2011, 12:15:43 am
After puking my guts out from drinking from a toilet again (this time I didn't die, at least) I had a thought - why can't we boil water to reduce the poison factor?

I know there's already a water purifier you can build and some purifier tablets you can put in water, those should result in purified water which is 100% safe. Boiling it should result in boiled water which is much safer, but maybe not 100%.

Also, is the water from ponds or rivers safer then toilet water? My city is running out of cans of cola and puking my guts out all the time is getting kind of old...

And for those playing at home, poison resistance seems to stop the generic poison you get from drinking toilet water, but does not seem to effect the food poisoning portion much or at all. Considering that's by far the worst portion of it, it's not quite as good as I first thought (though it is only 1 points, so maybe still worthwhile)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 18, 2011, 12:36:00 am
Question: Is there a way to mitigate or edit the rate of hunger and thirst? I swear I'll be full and slaked for a good while and suddenly be very hungry and very thirsty WAY too fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 01:01:29 am
You can use the Recycler unit in CBM:Nourishment (or is it Survival?) that slows your rate of hunger and thirst.  Though yes, I've observed this as well, you seem to crash pretty hard in hunger and thirst.  Beyond that you could edit the source code, but that's a bit more involved, and if you're up to doing that then you should be able to figure out how Cataclysm code works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 18, 2011, 01:02:11 am
You can take the light eater trait, or get it by mutating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 18, 2011, 02:18:05 am
Whales, can you add: "You butcher the human coprse and find a used bio-implant" as a tiny randrom chance + butcher/cooking skill?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 02:21:39 am
You can find bio kits on zombie scientists rarely, and I've found them on dead scientists map extras in the middle of the road.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 18, 2011, 02:45:36 am
Has the Windows version stair bug been corrected?

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

I think I've got the windows stair bug fixed, I'll upload the exe as soon as it finishes compiling.
For realz this time (http://www.mediafire.com/?364wsskmxxgjn68)

Saves should be fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 18, 2011, 07:29:54 am
Whales, can you add: "You butcher the human coprse and find a used bio-implant" as a tiny randrom chance + butcher/cooking skill?

Doesn't sound too healthy. You can't eat zombie meat without getting sick and you intend to surgically implant on yourself something you ripped off a zomvified corpse?

Besides, it kind of breaks cyber-balance, basic augs are in any labs, and decent ones in lab finales...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on November 18, 2011, 08:38:24 am
Meh, I violated bombed my way trou 7 labs and never found a single aug besides power supply (have around 90 now) and utility (already all build in) - after 3 military bases I found one defense implant ...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 18, 2011, 08:51:52 am
Did you get to the finales? In regular rooms you only find those, indeed...

(Granted, in my experience, bionics finales are kind of rare)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 18, 2011, 12:32:36 pm
Meh, I violated bombed my way trou 7 labs and never found a single aug besides power supply (have around 90 now) and utility (already all build in) - after 3 military bases I found one defense implant ...
Shit, I went south from my starting house and found a chopper crash site with 3 jumpsuits and 3 bionics. Construction, defense and offense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 18, 2011, 02:22:11 pm
Downloading the game at work right now, going to see how this world differs from my home laptop's world. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 18, 2011, 05:06:41 pm
Just started in a tiny town, a half dozen houses, a pharmacy, a bank, a police station, a liquer store, a library and a gun store.. I'm surrounded by forest and many triffid groves.  Will have to gather supplies and move out carefully.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 05:14:50 pm
Z and 4 to reveal map (I always play revealed, under the assumption that google maps is everywhere in the future) and find a new town!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 18, 2011, 06:49:11 pm
Friday mini-update!
Clean build required.  Saves incompatible.

Features:

Tweaks:

Bugfixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 07:03:10 pm
Questions on this: Are binoculars used, or a passive buff?  Are Megamaps multi-tile structures?  Are thunderstorms nerfed in any way?  Are the clothing store glass doors the front doors, or the changing room doors?  I um, would hope the front doors, unless the future is much more wicked than we previously thought...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 18, 2011, 07:13:01 pm
So.. Where do we download the new version from?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 18, 2011, 07:13:56 pm
Questions on this: Are binoculars used, or a passive buff?  Are Megamaps multi-tile structures?  Are thunderstorms nerfed in any way?  Are the clothing store glass doors the front doors, or the changing room doors?  I um, would hope the front doors, unless the future is much more wicked than we previously thought...

Passive buff, just carry them in your inventory.
Megastores are multi-story, they are VERY MEGA
Thunderstorms are much shorter as well.
The front doors are glass for clothing stores, changing rooms of course are still wood.

So.. Where do we download the new version from?

Github--see my signature.
If you're not using Linux, you're out of luck.  Wait until someone ports it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 18, 2011, 07:15:31 pm
Ah, gottcha, no, windows here.  I look forward to megastores :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 07:22:24 pm
So a megastore is 1 tile and multi floors up?  We finally got functional tall buildings?  How are they in terms of zombie defense, and does this finally mean I can stand on the roof of a gas station mildly drunk and shooting my rifle into a horde of zombies?!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 18, 2011, 07:30:02 pm
Heya, a few random questions:

1) Is there a way to tell how much noise different things make (guns, shoes, etc)

2) Is running into more powerful enemies luck of the draw or do they start to spawn when you get more skills/items/etc?

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 18, 2011, 07:33:33 pm
So a megastore is 1 tile and multi floors up?  We finally got functional tall buildings?  How are they in terms of zombie defense, and does this finally mean I can stand on the roof of a gas station mildly drunk and shooting my rifle into a horde of zombies?!

No, a megastore is one floor and multiple tiles.  Like a Wal-Mart generally is.

Heya, a few random questions:

1) Is there a way to tell how much noise different things make (guns, shoes, etc)

2) Is running into more powerful enemies luck of the draw or do they start to spawn when you get more skills/items/etc?



1) Not directly, no.  I should figure out a way to put that into the interface nicely.  The ultra-specifics don't matter too much, though.

2) The longer you are in the game, the harder enemies are.  At the start you'll see only normal zombies, then boomers and skeletons, then fast zombies and spitters and zappers, then brutes, then hulks...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 07:42:53 pm
Megastores are multi-story, they are VERY MEGA
No, a megastore is one floor and multiple tiles.  Like a Wal-Mart generally is.
I'm so confused...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 18, 2011, 07:55:52 pm
Megastores are multi-story, they are VERY MEGA
No, a megastore is one floor and multiple tiles.  Like a Wal-Mart generally is.
I'm so confused...

Heh, mis-typed.  Sorry.  Meant "multi-tile."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 18, 2011, 08:05:57 pm
It's really cool that we are getting more multi-storey buildings! Here's hoping for hospitals and other multitier thingies. :)

How do they look on the minmap?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 08:08:42 pm
*can't wait for window port*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 18, 2011, 08:08:56 pm
They're a bunch of blue 'M's. And they certainly do have plenty of zombies in them, that's for sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 18, 2011, 08:21:43 pm
It's really cool that we are getting more multi-storey buildings! Here's hoping for hospitals and other multitier thingies. :)

How do they look on the minmap?

For hospitals I'd like to have multiple stories working before I put them in.  Fortunately, I already have some ideas about how to tackle the myriad of problems that would present.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 18, 2011, 08:22:13 pm
It's really cool that we are getting more multi-storey buildings! Here's hoping for hospitals and other multitier thingies. :)

How do they look on the minmap?

... Fortunately, I already have some ideas about how to tackle the myriad of problems that would present.
Kludge it? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on November 18, 2011, 08:24:01 pm
Man, I'm still not having much luck. Never got a shelter built. How much noise does melee combat with a combat knife make? I seem to be attracting a lot of zombies even with just knives.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 18, 2011, 08:26:08 pm
Zombies tend to turn up in hordes, then there'll be a lull in activity for a short while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on November 18, 2011, 08:27:46 pm
Ahhhh, I see. And I assume running away from zombies is putting off the problem, not solving it?

IE they won't despawn and I'll have to deal with them later?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 18, 2011, 08:29:04 pm
Running from a horde is a viable strategy, once the small horde spawns, there'll be a lull anyway, so running away leaves you a bit more free to loot after you escape.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 18, 2011, 08:31:02 pm
Shooting a gun, on the other hand, will waste some or all of the lull.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 08:32:05 pm
Zombies do despawn if you run far enough (5 blocks for greens?) and they do tend to come in waves rather than trickles.

I personally don't understand how high buildings are difficult.  It seems like it would be the same as underground buildings, just shifted up?  That doesn't let you see down to the road below very easily, but it's a measure of success...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 18, 2011, 08:33:21 pm
How would you handle falling out windows? Mob spawning? Being able to look down and see the fact that the ground has become a void of nothingness?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 08:43:15 pm
Currently?  Pretty much not at all.  Just make a stop-gap measure to get them in, then refine the code to make them actually work.  But if Whales thinks he can make it work for real, then I'm all for it~
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 18, 2011, 08:47:56 pm
Question.. Or suggestion I guess too.. How hard would it be to organize the items you are wearing by body part(s) they are covering? You know; Head, Torso, Legs, Feet or what have you.  I know its trivial but I was just curious if it was an easy fix it would be nice for quick reference.  If its hard work its probably not worth it, as you can probably tell I know about as much about programming as I do about something I don't know much about.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GaxkangtheUnbound on November 18, 2011, 08:49:35 pm
I'm being chased by a massive mob of zombies. Any idea on how to rid of them all?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Seriyu on November 18, 2011, 08:52:03 pm
As the minor discussion a few posts above revealed, run for quite a while and they'll stop following you and despawn.

Early on definatly it's not really practical to fight tons of zombies at once. If you have to find them, find a window, smash it out, get in there and kill them while they're stumbling through the broken window.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 18, 2011, 08:52:15 pm
I'm being chased by a massive mob of zombies. Any idea on how to rid of them all?

Duck through a building, closing doors behind you.  It'll slow them up considerably.

Question.. Or suggestion I guess too.. How hard would it be to organize the items you are wearing by body part(s) they are covering? You know; Head, Torso, Legs, Feet or what have you.  I know its trivial but I was just curious if it was an easy fix it would be nice for quick reference.  If its hard work its probably not worth it, as you can probably tell I know about as much about programming as I do about something I don't know much about.

Not too hard, and probably worth doing!



Just pushed a fix; the latest update broke saving.   :-[
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 08:54:13 pm
Doesn't everything break saves?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GaxkangtheUnbound on November 18, 2011, 09:28:20 pm
Oh, and another thing:
What do I do with military ID cards? I'm outside a science lab, and there's a bunker down the road. I can't seem to use the cards, though. . .
EDIT:In other news, I got murdered by a copbot. Ouch are they painful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 18, 2011, 09:41:46 pm
Examine the panel next to the building. If you have the right sort of card, it will give you the option to swipe it.

Science cards open laboratories.

Military cards open bunkers.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 18, 2011, 09:42:42 pm
Obviously, military ID cards are used at military bunkers.  Science IDs are used at labs.  Dynamite is accepted everywhere, but I believe that a regular grenade will just destroy the console (didn't try it much).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 18, 2011, 09:52:24 pm
I've had no success with regular grenades.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 18, 2011, 10:02:07 pm
It's possible with grenades, but very unlikely.  If you use 10 you'll have a solid chance of getting in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mickey Blue on November 18, 2011, 11:28:43 pm
Not too hard, and probably worth doing!

Cool, it would just be nice to quickly look, I've had a few times where I was wearing doubled up equipment and didn't realize, I know there are plenty of ways to check (including me just paying a bit more attention) but as I said, it would be nice, and somehow look 'cleaner', IMO at least.

Thanks for the response!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JamesCorella on November 19, 2011, 12:17:27 am
if yyo open da science lab how do i close it up again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 19, 2011, 12:18:19 am
You can't.

In other news, part of the megastore is actually called the "metastore".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2011, 12:22:38 am
Do they sell computers, forum accounts, and screenshots of other games there?  How "meta" is it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JamesCorella on November 19, 2011, 01:04:46 am
Shit I was doing good with lots of weapons,ammo,food and drinks I put in the first level of the lab and I went upstairs and robots and zombies killed me, haha.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2011, 01:07:32 am
If I'm hiding out in a lab/bunker it's always top floor, behind the metal doors, so that I can utilize daylight and ease of movement.  Also rather easy to lay traps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JamesCorella on November 19, 2011, 01:58:01 am
How do you lay traps?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2011, 02:35:27 am
You craft them first using the & interface (overcome your Dwarven instincts, & is your friend, as unlikely as it seems!).  Some simple traps are shotgun + string or nail boards, but there's also bear traps and grenade wires and all sorts of fun stuff!  You'll need to learn trapping, which can be found in libraries and sports stores, or (I think) you can make nail boards for trapping exp.

You can also dig a pit with a shovel, and fill it with wooden spears (2x4 and sharp edge) to make a permanent, very effective trap that really requires no skill.  For what they do they're almost OP, but they're immobile and easily work against you as well, and to be effective you need quite a few.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JamesCorella on November 19, 2011, 03:24:05 am
That was helpful thanks man ima go try dis out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2011, 03:35:37 am
I should be taking notes here.  Everything asked here should be described in the wiki.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on November 19, 2011, 11:21:01 am
I should be taking notes here.  Everything asked here should be described in the wiki.

+1


Also,
...what is this pink@? It didn't take long for me to get into a mess of trouble after stepping into one...
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on November 19, 2011, 11:52:04 am
I dunno if things changed, but last version I used fire extinguishers were useless for any sort of substantial fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on November 19, 2011, 12:45:40 pm
It has changed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on November 19, 2011, 01:16:37 pm
How do you lay traps?
Soft music and scented candles.
Some caution is neccessary to avoid injuring yourself.


Also, if you need some good trap materials, in some spots you'll find a heavily trapped area that you might be able to dismantle. I've always liked landmines. Just not stepping on them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on November 19, 2011, 01:36:53 pm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2011, 04:00:23 pm
Are you running windows?  If so, where did you get a working current version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on November 19, 2011, 04:01:05 pm
I'm using PuTTY.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on November 19, 2011, 05:20:22 pm
Megastores are amazing.

My starting character, unskilled but well-armed with a revolver, 9mm smg and rifle, had no problems clearing a 9-tile metastore on the first day. I was less than impressed. [sorry whales - you might want to tweak this]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2011, 05:27:35 pm
Are you certain that you can "clear" them?  They don't respawn monsters?  Also that's rather well-armed for clearing an area.  I could probably do it with a Mosquito and .22 CB and clear out impressively sized hordes, or a nailgun.  Greens on their own aren't very dangerous, don't get too full of yourself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 19, 2011, 05:29:08 pm
I think that's exactly the point he's making, is that having a bunch of mere greens doesn't deter you much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 19, 2011, 05:31:05 pm
Megastores are amazing.

My starting character, unskilled but well-armed with a revolver, 9mm smg and rifle, had no problems clearing a 9-tile metastore on the first day. I was less than impressed. [sorry whales - you might want to tweak this]

Zombies are pushovers, always have been. Wait til you get swarmed by wolves, giant bees, mutated monstrocities, and robots or manhacks.

Me, I have no guns. I rarely get guns and when I do, I stick to something as close to silent as possible, add a silencer, and use it only as a last resort.

I'll stick to my trusty machete, my friends.

In other news, its 3 PM - Day 1 and I'm still alive. Though I've been playing for months, that's a new record. :P I never go for continuity; I go for fast-and-hard flaming death. I think I'll stick around this time, now that the new build is up.

...So many bugs, though... >_<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 19, 2011, 05:38:41 pm
Megastores are amazing.

My starting character, unskilled but well-armed with a revolver, 9mm smg and rifle, had no problems clearing a 9-tile metastore on the first day. I was less than impressed. [sorry whales - you might want to tweak this]

It's not meant to pose a challenge.  Just to avoid it being free megaloot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 19, 2011, 06:37:19 pm
It's not like they have tons of stuff, anyway. They're nice and all, but you'd get the same results raiding a couple of smaller, equivalent shops
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 19, 2011, 07:16:22 pm
Yeah. Right.


I ran around my town killing and dodging zombies and I finally decided to take my first trip into the subway system. I was swarmed by CHUDs (Cannibals) and murdered. Even guns didn't do much against them.

Damn it, what a shitty end to a good run. I almost got to the second day too, I died against 7 CHUDs  and a Sewer Rat at 7:08 PM, Day 1. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 19, 2011, 08:00:15 pm
Sewing kits are bugged beyond use in the latest Windows version.

I tried restarting, dying, dropping, picking up singles and multiples, used it with all the confirmed repairable items, and every single time it says "You don't own this item"

Damn it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TerryDactyl on November 19, 2011, 08:36:43 pm
Yeah. Right.


I ran around my town killing and dodging zombies and I finally decided to take my first trip into the subway system. I was swarmed by CHUDs (Cannibals) and murdered. Even guns didn't do much against them.

Damn it, what a shitty end to a good run. I almost got to the second day too, I died against 7 CHUDs  and a Sewer Rat at 7:08 PM, Day 1. :)

Very strange... has this changed? They seemed kind of squishy to me, before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2011, 09:05:05 pm
Is there any working Windows version with megastores?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 19, 2011, 11:00:48 pm
SCHUDs are weaky. They're stronger than surface greenies, but I'd consider a Fast Zombie more dangerous.


Speaking of which, is it just me or are young fungaloids pretty hard punchers? I had to get past one and lost quite a bit of life in just two blows. (the problem being when rather than one fungaloid, you are somewhere surrounded by DOZENS. A couple of hits, pain sets in, and you can't outrun them anymore)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2011, 11:03:25 pm
I died to one, critical shots with .22CB and Mosquito dealing 6-9 damage, where green criticals were 30+, and then ALL of my melee failed to hit, as the young fungaloid was standing in a broken window.  Confusing...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 19, 2011, 11:21:09 pm
Quote
critical shots with .22CB and Mosquito dealing 6-9 damage

There's your problem. .22 is very weak, you can't expect to kill anything better than a green/fast/wolf very fast. Meaning that if you have to use that, you have to kite the monsters, and be prepared to having to reload.

Although TBH, given that it's underground, I think the best way to go would be to shoot the Chuds with a 9mm or larger. Even unsilenced.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2011, 11:24:22 pm
Right, but against greens I was scoring 30+ damage, 45+ on headshots.  I could even score good hits on necros and brutes!  But something about that one young fungaloid...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 19, 2011, 11:26:21 pm
oh, you meant fungaloids. I thought you meant schuds.


Fungaloids have another problem: They don't have a head. Hence you don't get the kind of criticals you can get with stuff that does have one. :p


BTW: In my recent experiences a marlin rifle is much better than any .22 handgun. +3 damage :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: RexMundi on November 19, 2011, 11:59:17 pm
Damn, I'm going to go suicide one of my best, longest lived, and fav guys yet so I can update and use the new megastors.
please, tell me I can live in one and never leave?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 20, 2011, 12:02:17 am
SCHUDs are weaky. They're stronger than surface greenies, but I'd consider a Fast Zombie more dangerous.


Speaking of which, is it just me or are young fungaloids pretty hard punchers? I had to get past one and lost quite a bit of life in just two blows. (the problem being when rather than one fungaloid, you are somewhere surrounded by DOZENS. A couple of hits, pain sets in, and you can't outrun them anymore)

2 Machete hits, max 3, always took out a fastie for me without issue.

I guess I was just unlucky.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 20, 2011, 12:12:35 am
SCHUDs are weaky. They're stronger than surface greenies, but I'd consider a Fast Zombie more dangerous.


Speaking of which, is it just me or are young fungaloids pretty hard punchers? I had to get past one and lost quite a bit of life in just two blows. (the problem being when rather than one fungaloid, you are somewhere surrounded by DOZENS. A couple of hits, pain sets in, and you can't outrun them anymore)

Young fungaloids are the "combat" life phase of the fungaloid lifeform.  The adults are the slower, weaker-hitting "reproduction" phase.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 20, 2011, 12:15:31 am
That may be worth including in the ; view description, if it's not already.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 20, 2011, 12:26:09 am
While the life-cycle details aren't explicitly stated, it does say that the young fungaloids have thicker bark, are covered in thorns, and moves faster than full-grown fungaloids.

Not that anyone reads those things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 20, 2011, 12:43:44 am
Wait, fungaloids have bark and thorns? Are they fungal or plants or what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 20, 2011, 12:59:40 am
I looked up "fungus zombie" and found something about these ants...  Just, google it, it's, um...  Just google it, ok?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 20, 2011, 01:34:09 am
I looked up "fungus zombie" and found something about these ants...  Just, google it, it's, um...  Just google it, ok?

but high  speed videos are funnier  http://www.youtube.com/watch?v=XuKjBIBBAL8
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 20, 2011, 02:09:45 am
Wait, fungaloids have bark and thorns? Are they fungal or plants or what?

Spoiler (click to show/hide)

And yeah, cordyceps is badass and was the origin of the whole fungal infection thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 20, 2011, 02:13:47 am
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 20, 2011, 08:16:33 am
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 20, 2011, 08:56:10 am
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dood_ on November 20, 2011, 12:22:21 pm
Spoiler (click to show/hide)

Sounds very family to this, (http://en.wikipedia.org/wiki/Finch_(novel)) in some ways. Not that could tell by that wiki in but the most generalist of terms mind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 20, 2011, 01:04:21 pm
Spoiler (click to show/hide)

Google "mucormycosis" :p


...speaking of which, how about spawning amphothericin in pharmacies, and make it negate fungal infection for a couple of hours? (kind of like thorazine and schizophrenia). The idea being to give the player time to break into a lab and get royal jelly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 20, 2011, 01:06:35 pm
Anything described as an infection will be nasty.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 20, 2011, 01:08:55 pm
Pytiriasis is pretty tame...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 20, 2011, 02:51:55 pm
Spoiler (click to show/hide)

Sounds very family to this, (http://en.wikipedia.org/wiki/Finch_(novel)) in some ways. Not that could tell by that wiki in but the most generalist of terms mind.

Heh, that book sounds pretty cool, I may have to pick it up.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 20, 2011, 11:15:12 pm
Bit of advice about SCHUDs

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 20, 2011, 11:31:41 pm
Bit of advice about SCHUDs

Spoiler (click to show/hide)

Seriously? o_O Huh.

I'll have to test this out some time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 21, 2011, 02:07:22 am
Bit of advice about SCHUDs

Spoiler (click to show/hide)

... If they're blind, why do I need to turn off the lights?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 21, 2011, 02:09:35 am
Because (I assume) he worded that badly.  If you shut off the light they can't see well enough to chase you, is what he was trying to say.  Which is, rather, to say that they can see, but they can't smell or hear, unlike bees and ants who will gladly hunt you in the dark and ARE actually blind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 21, 2011, 03:00:39 am
For the record, CHUDs can hear too, so turning your light off isn't perfect protection.  Though you're as good as invisible if you're more than 6 or so tiles away, and Light Step reduces that to 1-2.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 21, 2011, 03:28:41 am
Why is it that monsters spawn indefinitely?

It seems to me that if you attract all of the zombies within hearing radius with your shotgun and then kill them all, that area should be "cleared" and not spawn zombies for a really, really long time.

Perhaps make populations dynamic, and make it possible for a player to "exterminate" a tile? Then it could "grow back" over time from neighboring tiles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 21, 2011, 03:45:03 am
Why is it that monsters spawn indefinitely?

It seems to me that if you attract all of the zombies within hearing radius with your shotgun and then kill them all, that area should be "cleared" and not spawn zombies for a really, really long time.

Perhaps make populations dynamic, and make it possible for a player to "exterminate" a tile? Then it could "grow back" over time from neighboring tiles.

I've been thinking about having per-tile populations, and making them spread and ebb and flow like a fluid.

It'd probably slow things down a lot, though I'm really not sure.  It also might not be that noticable, and would probably upset the game balance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on November 21, 2011, 05:30:36 am
I've been thinking about having per-tile populations, and making them spread and ebb and flow like a fluid.

Oh, yes please, since the spawning mechanic is artificial i feel sometimes cheated by the game when it throws a horde at me in the most inappropriate time. It would be much more immersive for the hordes to actually be physically there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 21, 2011, 05:54:41 am
hulik: Did you know the game already draws monsters from local populations? In fact, it's possible to completely destroy some via specific methods, like with fungaloids.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on November 21, 2011, 06:22:14 am
I've been thinking about having per-tile populations, and making them spread and ebb and flow like a fluid.

It'd probably slow things down a lot, though I'm really not sure.  It also might not be that noticable, and would probably upset the game balance.
Even if you would only do it for the special zombies* PLEASE DO IT.
* (except the boomer; they're fun in a harmless-and-annoying kind of way and should always be around, for their ability to annoy is great)

Even if you kept things the exact way they are now, just to keep the illusion that you're "making a difference" in a city, make the game count how many of each special zombie there is [on a map tile] as a 'standing body' and as a 'unmoving corpse'. The player will go around, run into them [when they spawn randomly], and kill them; slowly shifting the population from standing to corpse. Corpses don't do anything, aside from waiting for a necromancer to revive them; the rate/capability of which is based on the current standing necromancer population [of that map tile] and the current kill-count on special zombie types. Butchering is the only way to fully eliminate the population, because it removes corpses in an unrevivable way; the player butchers a hulk corpse? The hulk corpse population is decreased by 1, reducing the total population in turn.

If the player slacks off for long enough, or doesn't clean up right, eventually the special zombies come back... But if the player is persistent, their effort will be repaid with little worry of running into the more dangerous zombie types [on the map tiles that they've cleared of special zombies]. Of course, boomers and skeletons should still exist, since they give up some durability for their gimmick and arn't really as dangerous as a hulk or electrical zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on November 21, 2011, 07:53:08 am
I've been thinking about having per-tile populations, and making them spread and ebb and flow like a fluid.
Oh, yes please, since the spawning mechanic is artificial i feel sometimes cheated by the game when it throws a horde at me in the most inappropriate time. It would be much more immersive for the hordes to actually be physically there.
The hordes still wouldn't be actually there, they would still spawn as currently. what would change is the way the spawn pool is handled, by letting those move between each other (and no doubt removing some if two groups that are hostile to each other were in the same area). Actually having everything move around would be almost impossible, given that the game uses an overall infinite map, and that the groups are quite large. Not to mention that it would break the current "lots of action before a time of no action" thing that currently happens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 21, 2011, 12:19:32 pm
Still waiting for the Windows Port of the newest update. :) I really want to try that Megamall with working stairs in-game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ashton1993 on November 21, 2011, 12:20:18 pm
*sigh* so upsetting :P

Spoiler: Missile Launch Crash (click to show/hide)

Tried to reload the save and when I tried to launch it the game crashed again, I also had a blank body listed on my kills when I died?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 21, 2011, 12:21:39 pm
*sigh* so upsetting :P

Spoiler: Missile Launch Crash (click to show/hide)

Tried to reload the save and when I tried to launch it the game crashed again, I also had a blank body listed on my kills when I died?

:| Sorry for getting you addicted to Cataclysm. :P It really is drug-like.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 21, 2011, 12:57:26 pm
I think the current mongroup system works well enought, although it might be more realistic to have zombies already spawned on any maptile you enter. That'd make things awfully difficult though. Also, have roving mobs - like the current mongroups, but moving around. Maybe have them represented as a red '!' on the overmap? You could do this for zombies, and then also maybe for giant locusts or something?. Maybe have the giant social insects (ants bees wasps) swarm occasionally?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on November 21, 2011, 01:40:51 pm
I think the current mongroup system works well enought, although it might be more realistic to have zombies already spawned on any maptile you enter. That'd make things awfully difficult though. Also, have roving mobs - like the current mongroups, but moving around. Maybe have them represented as a red '!' on the overmap? You could do this for zombies, and then also maybe for giant locusts or something?. Maybe have the giant social insects (ants bees wasps) swarm occasionally?
Split giant bees/maybe wasps into two types. Workers and Soldiers. Workers fly around, gathering things, perhaps mostly sweet food items, and ignore zombies and humans unless they get attacked, at which point they sting once/a few times then try to run. If they make it away, then, depending on the distance to the hive, a swarm of 10-30 warrior bees come after a certain period. Also, the bees buzzing would be quite loud and routinely attract zombies.

Thus, if you stockpile certain types of food, namely sodas and possibly fruits, you attract bees. If you wish to kill them, you must do it fast and hard, else you summon a horde of warriors, which attack everything, but also attract even bigger hordes of zombies due to the mass noise they produce.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 21, 2011, 01:50:46 pm
I'm in support of population control, but I'm against total removal.  If a tile has a population of 20, and you kill 50 zombies with on box of bullets, then the game is going to get awfully boring once the town is empty.  I know that there's always more towns, but abandoning your base to go play the game won't be very entertaining.

A "Game of Life" style system might be best.  A tile may be cleared via repeated killings, halting all spawns.  For every neighboring zombie tile, an empty tile has a chance to regenerate by a certain amount.  This way, it's possible to clear an area and build a safe house, but you still have to make regular patrols to keep the horde from encroaching on you.  And to keep the game from losing all difficulty, you could still encounter roving horde events (events right now, not overmap movement) that would trigger a large wave of some 20-30 greens plus assorted specials as befitting your skill and/or what day it is.  A roving horde event could depend on the cleared size.  If you've cleared out 9 tiles to do a little base, then it's unlikely, but if you've cleared out 50 tiles and started reclaiming the town, then the roving horde event is more likely.  If you have a small area cleared you're more likely to step 2 paces outside and encounter zombies, so a roving horde would just be a pain.  If you've got 5 miles around you clean, then you're probably looking for excitement and wouldn't mind a bit of a horde to keep you entertaining.  In future releases, hordes could be roving overmap entities spawning some distance from the player, perhaps lead by a smart zombie scientist and leading the horde along some random path and/or directly towards the player.

For the record though, I'm against total extinction.  You need infinite spawns if you want to keep the game infinitely interesting, otherwise you get a "win" scenario, and let's be honest, no one is meant to win a roguelike.

NINJA: Soda is in cans, insects can't smell it until it's opened.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 21, 2011, 03:31:50 pm
I don't think making individual tiles have populations is worth it, It's a lot of effort for very little reward. the current mongroup system is more than sufficient. As for clearing zombies, I actually think they should die out naturally over time, as they get predated by giant insects and such. But the other monsters should multiply and become a greater and greater threat as time goes on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 21, 2011, 04:07:43 pm
I don't think making individual tiles have populations is worth it, It's a lot of effort for very little reward. the current mongroup system is more than sufficient. As for clearing zombies, I actually think they should die out naturally over time, as they get predated by giant insects and such. But the other monsters should multiply and become a greater and greater threat as time goes on.

This is pretty much how I feel about it.

It also removes the self-balancing difficulty system, where a big horde is followed by a breather period.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 21, 2011, 04:29:59 pm
So how about the roving hordes? Do you think those are worthy ideas>

edit - You know what? I'm going to tackle this myself. Moving hordes, coming right up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 21, 2011, 04:46:21 pm
How loud are bows? Whenever I'm traveling thruogh the city, if I shoot one, more will often come. Also, is there a way to edit things in the windows port, or do I have to partake in a Linux emulator of some sort?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 21, 2011, 04:50:08 pm
How loud are bows? Whenever I'm traveling thruogh the city, if I shoot one, more will often come. Also, is there a way to edit things in the windows port, or do I have to partake in a Linux emulator of some sort?

They're silent.  You're seeing a coincidence there.

You can edit things in the windows port, the main page of Aposos's github has the source.  You'll need a compilier, of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 21, 2011, 06:34:35 pm
Idea:

One in every 15 zombies should be a screamer. When hit or when it sights prey it will scream, alerting others. And you will never know which ones will scream because they look like normal zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on November 21, 2011, 06:38:12 pm
Idea:

One in every 15 zombies should be a screamer. When hit or when it sights prey it will scream, alerting others. And you will never know which ones will scream because they look like normal zombies.
Oh god. It's like a shit sundae with cherry on top
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 21, 2011, 06:39:05 pm
Idea:

One in every 15 zombies should be a screamer. When hit or when it sights prey it will scream, alerting others. And you will never know which ones will scream because they look like normal zombies.
Oh god. It's like a shit sundae with cherry on top
Wait does that mean you like it?

Because I'm gonna be honest with you, that doesn't sound tasty.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 21, 2011, 06:44:50 pm
Why would we need that when we already have shriekers and boomers making noise?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 21, 2011, 06:48:11 pm
Why would we need that when we already have shriekers and boomers making noise?
Because in the movies sometimes a zombie yells for no goddamn reason and it makes drama happen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on November 21, 2011, 07:30:26 pm
Neh, screamers are enough trouble when you can see them. No thanks.

edit- although actually, now that I think about it, I had an idea like that. Basically all zombies are randomly generated. So some are larger, or faster, or tougher, some scream, some spit, some zap, some are necromancers, etc. Some may have multiple of these things at once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 21, 2011, 08:05:20 pm
I'd love if we couldn't tell a zombie's type on first glance. Maybe hulks would be obvious but maybe identifying them could be tied to a skill. -evil-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 21, 2011, 09:21:13 pm
Neh, screamers are enough trouble when you can see them. No thanks.

edit- although actually, now that I think about it, I had an idea like that. Basically all zombies are randomly generated. So some are larger, or faster, or tougher, some scream, some spit, some zap, some are necromancers, etc. Some may have multiple of these things at once.

Yeah, I've been toying with ideas like that.  One of the thing I loved about Borderlands was the randomly generated guns, but that doesn't really fit here.  However, a similar system for zombies could definitely work.  The tricky part would be displaying it so that a zombie's abilities are apparent instantly (or at least after they're used once), like they are now.  No fun to try to guess which monster spat at you, or worse, tracking it manually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on November 21, 2011, 09:28:48 pm
Neh, screamers are enough trouble when you can see them. No thanks.

edit- although actually, now that I think about it, I had an idea like that. Basically all zombies are randomly generated. So some are larger, or faster, or tougher, some scream, some spit, some zap, some are necromancers, etc. Some may have multiple of these things at once.

Yeah, I've been toying with ideas like that.  One of the thing I loved about Borderlands was the randomly generated guns, but that doesn't really fit here.  However, a similar system for zombies could definitely work.  The tricky part would be displaying it so that a zombie's abilities are apparent instantly (or at least after they're used once), like they are now.  No fun to try to guess which monster spat at you, or worse, tracking it manually.
Make it a perception check to change to color of the zombie icon. Thus, unless its obvious such as hulks, all zombies would start green, and with a perception check each time the ability is used, there is a chance to identify which zombie did what. Since, after all, if your facing a horde of 50 people, and someone throws a beer bottle at you, you might not know immediately who did it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 22, 2011, 02:31:50 am
I tried a character that specialized in piercing weapons and died on the first day.

Nothing really compares to the stunning ability of bashing melee. I survived over a week with a bashing melee character because I haven't the slighted clue how to kill Secubots without taking a ridiculous amount of damage.


EDIT: Got too brave with my new character and let my HP drop too low, couldn't survive when zombies found my hideout.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on November 22, 2011, 04:39:18 am
Make it a perception check to change to color of the zombie icon. Thus, unless its obvious such as hulks, all zombies would start green, and with a perception check each time the ability is used, there is a chance to identify which zombie did what. Since, after all, if your facing a horde of 50 people, and someone throws a beer bottle at you, you might not know immediately who did it.

I think he meant the problem of the what colour is the fast, skeletal, spitting hulk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on November 22, 2011, 07:53:42 am
Steal a page from DF, have them flash through all the colors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Evaristo Carriego on November 22, 2011, 09:16:58 am
What's the key combination to open the «cheat» menu? I've tried everything. Well, obviously not everything because I can't get it right. I want to spawn a bunch of NPCs and leave them to their own devices in hope they create civilization, and me looting said civilization.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 22, 2011, 09:27:19 am
Shift Z, and they'll most likely just cause your game to crash.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Evaristo Carriego on November 22, 2011, 12:40:21 pm
Yeah...

Is it the same with the NPCs I'd find naturally?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 22, 2011, 03:22:27 pm
There are no natural NPCs, they can only be found if you spawn them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 22, 2011, 03:23:01 pm
Did Whales get rid of that one NPC that despawns when you save and log out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ashton1993 on November 22, 2011, 04:09:13 pm
There are no natural NPCs, they can only be found if you spawn them.

I've spent about 2-3 in-game weeks looking for survivors  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Evaristo Carriego on November 22, 2011, 07:53:20 pm
There are no natural NPCs, they can only be found if you spawn them.

Spoiler (click to show/hide)

But I waited for them...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 22, 2011, 08:39:42 pm
Wow. So I just left the town and traveled north along the highway... I'm doing fine when out in the middle of said highway a zombie horde spawns and mows me down. So much for wilderness = peaceful!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 22, 2011, 08:46:24 pm
Wilderness ain't peaceful, it's a lie. Even if there are no zombies, wolves and bears are very real threats. And quite deadly. Packs of wolves, in particular, if you don't have a decent weapon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 22, 2011, 08:52:08 pm
I've been raped by bears and wolves before.

Bastards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on November 22, 2011, 09:12:06 pm
Wilderness ain't peaceful, it's a lie. Even if there are no zombies, wolves and bears are very real threats. And quite deadly. Packs of wolves, in particular, if you don't have a decent weapon.

Psh. Bear < Boomstick

But yeah, all I ran into when walking on the highway were squirrels and the occasional deer, and then...zombie horde.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GaxkangtheUnbound on November 22, 2011, 09:18:33 pm
The killer for me is dogs.
Wolves? I beat 'em to death with rocks. Haven't encountered bears yet.
Most of my deaths are from dogs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 23, 2011, 03:28:50 am
animal empathy makes animals non hostile, rather good
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 23, 2011, 11:59:33 am
animal empathy makes animals non hostile, rather good

Makes SOME animals non-hostile ;) The rest have a chance of being non-hostile. Either way, Its a favorite perk of mine. A REAL lifesaver when you're in the wilds trying to survive.

...The last game I played without Ani Emp, I was mauled by a bear in the center of a large city :|
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on November 23, 2011, 02:19:34 pm
This the best (for now) game ever! Of course, if I could walk a few feet without crashing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 23, 2011, 02:24:28 pm
I may have missed it. Did anyone do a windows port where stairs worked and HP and other information on the screen would draw correctly?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on November 23, 2011, 02:25:50 pm
I may have missed it. Did anyone do a windows port where stairs worked and HP and other information on the screen would draw correctly?
Aye. Ehndras mentioned one to me, but hasn't sent me a linky.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 23, 2011, 04:26:45 pm
Page 160 while on 50 posts per page view, upper third of the screen in a quote.

I'm at work, I have better things to do than fish for links. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on November 23, 2011, 08:42:01 pm
Some info on the windows crash:

It is occurring in the void game::update_overmap_seen() function, immediately upon entering it.  It never even gets to declare the first variables.  The rest of the map seems to load fine, the data appears sound.  Maybe this has to do with the new sight range, and there being undeclared or generated underground tiles?  A return statement in one of the sight functions?  I don't know, and I'm not up enough on c++ to figure it out, but maybe better people than me can start looking in this area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 23, 2011, 09:23:28 pm
I now know why people think rifles are awesome. I can down brutes that aren't even in the screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 23, 2011, 10:54:19 pm
Why are barricades even in the game?

It feels like the only role they serve is to make escape impossible if zombies find you while you're sleeping. Which is always.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on November 23, 2011, 11:02:14 pm
Why are barricades even in the game?

It feels like the only role they serve is to make escape impossible if zombies find you while you're sleeping. Which is always.
What kinds of barricades are you talking about?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 23, 2011, 11:40:25 pm
Boarding up stuff.

It's okay now, with a silenced rifle and enhanced grip I can just shoot them all with impunity.



EDIT: Why is "skill rusting" even in this game? It seems to me that the scope of this game is so short that characters never even live long enough to where it would make sense for them to start "forgetting" what they've learned. I can't get my melee or bashing weapons up past 8 because when my character sleeps he forgets EVERYTHING THAT HE DID YESTERDAY. Is this just meant to be a soft skill cap around 8?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on November 24, 2011, 05:30:10 am
This the best (for now) game ever! Of course, if I could walk a few feet without crashing.

If your building it yourself make clean and make without using -j. I find I get way more crashes with parallel builds for some reason (something which I don't see how is possible, I blame the lack of initialisation :P)

It's okay now, with a silenced rifle and enhanced grip I can just shoot them all with impunity.

You realise that a silenced rifle isn't really all the quiet still? If it's going 'bang!' it's as loud as a chain saw already :)
Randomly, and this might be an oversight by Whales, burst mode fire makes the same amount of sound as a single shot which makes the .22 smg both very quiet and fairly high damage (due to burst size). No good against armoured opponents though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 24, 2011, 06:21:12 am
If your building it yourself make clean and make without using -j. I find I get way more crashes with parallel builds for some reason (something which I don't see how is possible, I blame the lack of initialisation :P)

Does whales really not initialize variables? That sounds kind of... distressing? I don't know how often that would actually cause a problem, but it's one of the first good programming practices anybody learns in a language like C++.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 24, 2011, 08:31:03 am
Noise does depend on the rifle, a .22 rifle will just go 'plink' with a silencer
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on November 24, 2011, 10:33:20 am
EDIT: Why is "skill rusting" even in this game? It seems to me that the scope of this game is so short that characters never even live long enough to where it would make sense for them to start "forgetting" what they've learned. I can't get my melee or bashing weapons up past 8 because when my character sleeps he forgets EVERYTHING THAT HE DID YESTERDAY. Is this just meant to be a soft skill cap around 8?

It is a sort of soft cap, but the cap is related to intelligence.  The higher your base intelligence, the higher your soft cap on your skills, which is why intelligence is always my highest stat.  IMHO, it's actually sort of broken how good intelligence is compared to the other stats, but in a way it makes sense too :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on November 24, 2011, 10:39:14 am
This the best (for now) game ever! Of course, if I could walk a few feet without crashing.

If your building it yourself make clean and make without using -j. I find I get way more crashes with parallel builds for some reason (something which I don't see how is possible, I blame the lack of initialisation :P)

I have no idea how to build it myself, most of that just went over my head. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 24, 2011, 02:41:13 pm
Noise does depend on the rifle, a .22 rifle will just go 'plink' with a silencer

A .22 goes plink even without a silencer I've noticed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Spaceman96 on November 24, 2011, 02:45:37 pm
Noise does depend on the rifle, a .22 rifle will just go 'plink' with a silencer

A .22 goes plink even without a silencer I've noticed.

With CB bullets, it also depends on the bullet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 24, 2011, 03:07:21 pm
What is a CB bullet :o?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Spaceman96 on November 24, 2011, 03:18:20 pm
I'm not sure what it means, google would reveal it exactly, but basically it has very little propellant, so it has short range and does less damage, but it will make less sound.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on November 24, 2011, 03:40:31 pm
What is a CB bullet :o?
Conical Ball (http://en.wikipedia.org/wiki/.22_CB)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 24, 2011, 10:42:13 pm
(http://i.imgur.com/FSYIi.png)

God damn it where's my armor piercing batteries???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 25, 2011, 05:18:55 am
Nailgun + Extended Mag/Double Mag = Run full tilt and shoot everything everywhere at all times!  Ammo is plentiful and if you're doing a dedicated shooter (high perception) you can headshot greens at 1-2 range with ease.  Might take 2-3 hits to down a green, but you get 30-50 kills per pack of nails, and you can get in like 5 shots without any recoil icon.  Also dead silent.

Doesn't work against young fungaloids...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 25, 2011, 08:13:39 pm
Is noise working in the latest windows version? It seems like I can fire my shotgun all I want without attracting more zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 25, 2011, 08:23:56 pm
It is, but you may be in a less populated area.  Walking on concrete downtown seems to bring in whole hordes.  Shotguns and dynamite in the middle of boondocks woodlands seems to do nothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 25, 2011, 08:30:44 pm
It's funny, the city I'm currently safehoused in is freaking huge, the largest city I've ever seen generated. Is there any way to check populations again? I'm running on my 10th day alive and it's starting to get boring.

Living in a huge city with a bunch of supplies with minimal zombie resistance would be ideal, but it makes for very bland gameplay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 25, 2011, 08:37:09 pm
Huh, I wonder if somebody can edit the code to create basically infinite cities? That would be one hell of a map.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 25, 2011, 09:41:18 pm
Just raided a huge lab for 3 royal jellies

COME AT ME FUNGAL INFECTION
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on November 25, 2011, 09:43:40 pm
Do we even have a working, non-segfaulting windows version yet?
I'm wondering about this too.
Aposos seems to have just disappeared off the face of the damn planet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on November 25, 2011, 09:46:06 pm
I'm not to keen on specifics, but what's the issue with porting it to windows? Isn't C++ a pretty platform independent language?

Is it some libraries that only work on linux?

Do you have to make special adjustments to build a windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 25, 2011, 10:38:13 pm
It does use some libraries, but the instructions for compiling on Windows show you the libraries.  I don't know what in specific the differences are.  I tried to just get the last Aposos code and replace the files with what Whales had updated (mapgen, iuse, etc) but I couldn't get it to compile just right.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 25, 2011, 11:08:46 pm
I'm not to keen on specifics, but what's the issue with porting it to windows? Isn't C++ a pretty platform independent language?

I know at least some of the Windows-only bugs have been from some of the code having fairly ill-defined/undefined results, like variables being uninitialized or a function with an ambiguous return condition.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 26, 2011, 12:28:57 am
Some info on the windows crash:

It is occurring in the void game::update_overmap_seen() function, immediately upon entering it.  It never even gets to declare the first variables.  The rest of the map seems to load fine, the data appears sound.  Maybe this has to do with the new sight range, and there being undeclared or generated underground tiles?  A return statement in one of the sight functions?  I don't know, and I'm not up enough on c++ to figure it out, but maybe better people than me can start looking in this area.

Yeah, this one stumps me.  Underground tiles are all declared (as is all data like this--undeclared data would cause big problems that would've been noticed long ago!), all the relevent functions return sane values.

The segfault I've seen crashes on a memory allocation function only used in MingW--though there may be others.  Any backtraces would be appreciated (unless they go straight from calling game::update_overmap_seen() to alloca(); I already know that one!).

If your building it yourself make clean and make without using -j. I find I get way more crashes with parallel builds for some reason (something which I don't see how is possible, I blame the lack of initialisation :P)

Does whales really not initialize variables? That sounds kind of... distressing? I don't know how often that would actually cause a problem, but it's one of the first good programming practices anybody learns in a language like C++.

I do, of course.  It's not a "good programming practice," it's a rule you follow if you don't want your program to spit out garbage or crash immediately.  I don't init variables in a couple spots, but only where it clearly doesn't matter.

I'm not to keen on specifics, but what's the issue with porting it to windows? Isn't C++ a pretty platform independent language?

Is it some libraries that only work on linux?

Do you have to make special adjustments to build a windows version?

Windows uses pdcurses, not ncurses.

There's a new "port" of the code which unifies the Windows and Linux source into the same thing, just with an extra header file for Windows compilers.  That should make everything much easier.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 26, 2011, 12:43:25 am
There's a new "port" of the code which unifies the Windows and Linux source into the same thing, just with an extra header file for Windows compilers.  That should make everything much easier.
Wait, what?  So you just grab the source code and the header for your OS and compile?  That sounds remarkably easy!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 26, 2011, 12:50:43 am
There's a new "port" of the code which unifies the Windows and Linux source into the same thing, just with an extra header file for Windows compilers.  That should make everything much easier.
Wait, what?  So you just grab the source code and the header for your OS and compile?  That sounds remarkably easy!

It'll just be one header, for Windows only.  I'll include it with the linux source for simplicity, and the #include can just be defined to only be used with Windows compiliers.  It should be very easy.

Of course, there's some technical issues being worked out, apparently it's still very wonky.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 26, 2011, 12:53:48 am
Ah, so then Linux would compile as-is and Windows would compile with the extra header plus the #include to, well, include the header?  Or, something like that.  I think I get the idea!  But it's not working yet?  I want my megastores :<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 26, 2011, 12:54:40 am
This doesn't necessarily mean that Windows-only bugs will never exist again, just that porting won't be so much of an issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 26, 2011, 12:58:14 am
Which is another thing in itself.  Being open-source, players are free to bugfix, and they've done so already several times.  So I fully expect the more Windows oriented people to hash out some bugfixes for the Windows bugs when possible.

More importantly, the bugs would be there either way, by relying on Aposos or getting it direct from Whales.  This just removes a link of deployment and makes it much easier to get the game at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on November 26, 2011, 02:19:11 pm
I don't know what all this means, but is this a backtrace?

#0  _alloca () at ../../../../gcc-4.4.1/libgcc/../gcc/config/i386/cygwin.asm:45
#1  0x0055e544 in game::update_overmap_seen (this=0x5ea0048) at C:\Users\akamber\Desktop\aposos-Cataclysm-f8748b1\game.cpp:5296
#2  0x0055e505 in game::update_map (this=0x5ea0048, x=@0x5ed3b38, y=@0x5ed3b3c) at C:\Users\akamber\Desktop\aposos-Cataclysm-f8748b1\game.cpp:5290
#3  0x0055d28b in game::vertical_move (this=0x5ea0048, movez=-1, force=false) at C:\Users\akamber\Desktop\aposos-Cataclysm-f8748b1\game.cpp:5152
#4  0x00539430 in game::get_input (this=0x5ea0048) at C:\Users\akamber\Desktop\aposos-Cataclysm-f8748b1\game.cpp:912
#5  0x005377b0 in game::do_turn (this=0x5ea0048) at C:\Users\akamber\Desktop\aposos-Cataclysm-f8748b1\game.cpp:613
#6  0x006d1e11 in main (argc=1, argv=0x341380) at C:\Users\akamber\Desktop\aposos-Cataclysm-f8748b1\main.cpp:36
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 26, 2011, 02:45:41 pm
For the record, Cataclysm does have its own forums where you can post bug reports...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on November 26, 2011, 03:18:14 pm
I was responding to his request for a back trace, and I want the information to have the widest audience possible.  If Whales would prefer it, I will post there instead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Briggsy16 on November 26, 2011, 03:27:10 pm
Where do I get the link for the windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 26, 2011, 03:28:21 pm
The latest functional one is the one that Darkling Wolf posted way back in the thread, although it doesn't refresh the health display right. It doesn't have megastores though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 26, 2011, 04:03:02 pm
Then that would also be the one with broken stairs.  There's a high chance that going through stairs causes a crash, which is fixed on Linux but isn't updated for Windows.
https://github.com/aposos/Cataclysm/downloads
The latest windows version, no megastores included.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on November 26, 2011, 04:10:07 pm
The current version being run via PuTTY has megastores. Temples are bugged, though, and I think the spiral cave things are too. The temples are just large rectangles of cyan flooring and traveling a level through the spiral cavern seem to just teleport you somewhere random, very far away. (Unless that's the intention?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 26, 2011, 04:28:02 pm
I've heard that's the intention for spirals.  For temples, it sounds like there's an overmap definition but no tile definition, similar happened with nuclear power plants on a PUTTY.  I just want me some megastores, man :<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on November 26, 2011, 05:56:29 pm
Then that would also be the one with broken stairs.  There's a high chance that going through stairs causes a crash, which is fixed on Linux but isn't updated for Windows.
https://github.com/aposos/Cataclysm/downloads
The latest windows version, no megastores included.
The one Darkling Wolf posted fixed the stairs, fixing the stairs is what broke the HP display.
http://www.mediafire.com/?364wsskmxxgjn68
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 26, 2011, 06:37:22 pm
Any backtraces would be appreciated (unless they go straight from calling game::update_overmap_seen() to alloca(); I already know that one!).

#0  _alloca () at ../../../../gcc-4.4.1/libgcc/../gcc/config/i386/cygwin.asm:45

Yeah, that's the backtrace/crash I'm familiar with ;)  Thanks for the effort though.
It's worth noting that I don't entirely know what that means, and while googling alloca provided some hints and things to try, none of them worked.

The current version being run via PuTTY has megastores. Temples are bugged, though, and I think the spiral cave things are too. The temples are just large rectangles of cyan flooring and traveling a level through the spiral cavern seem to just teleport you somewhere random, very far away. (Unless that's the intention?)

Not the intention, and actually spiral caverns work fine (though they're not supposed to appear on the surface!).  What you're seeing is the fact that Eronarn, bless him, forgot to delete save data when he updated the game.  Or didn't build clean.  Either way, the world is full of corrupted data.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on November 27, 2011, 05:02:33 am
I kind of want to refresh my C++ skills to make a server out of this game.
First, just my own windows telnet server where you can share a map, then expand to support up to 4 players, it would be intended for LAN gameplay, with close friends, so you wouldnt have to wait days for some AFK'ing guy to take a move.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on November 27, 2011, 04:59:33 pm
Just fyi, while it doesn't rain in your basement, there are random rain sounds like it IS raining.  I like the effect, but not in the basement.  It would be cool if it was harder to hear in a basement if it was raining due to the noise being everywhere however.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on November 27, 2011, 07:03:16 pm
How do I use radio controls? And most ID readers, for that matter?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 27, 2011, 08:45:54 pm
Radio controls are like ze goggles, and you use card readers by examining them, if you have the correct card they'll give you the option to use it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Person on November 27, 2011, 09:50:30 pm
Can I change row amount so that I can actually use the full vision my character has? Or does that not work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 27, 2011, 10:10:16 pm
The window size is rather strict, no way to change it.  I've broached the issue and the response was "Whales put a lot of effort into streamlining this particular size." which is nice, and I can appreciate the effort and cleanness, but your visible range is MUCH shorter than your view distance, and much of the time you're walking 2 tiles away from a dead scientist gold mine but never realize it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 28, 2011, 01:11:38 am
Starting a community-based LP
http://www.bay12forums.com/smf/index.php?topic=96943.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on November 28, 2011, 01:30:44 am
If anyone who hasent played it yet sees this post.

step 1: download it.
step 2: find yourself a katana or equivalently Over Powered early weapon.
STEP 3: if you see a shrieker... haul ass in the other direction, hide in a building for a few days, cry.'

skriekers will be the death of you if you arnt careful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 28, 2011, 01:34:15 am
Better yet, find a nailgun, BB gun, or a Mosquito .22.  Use them when convenient, as they're very low-noise, and can train a few levels in handguns.  When you're feeling confident, carry a bigger handgun, like a desert eagle.  Shrieker shows up?  Pop it as soon as you see it and start running.  Guns for use against fasts is very nice too, and the occasional brute that manages to catch up with you can be dealt with more easily if it's already full of holes.  Even still, Adderall will save your ass more often than anything else.  If you're surrounded, but have just enough time to pop an adderall or two, you can start outrunning cars and run down an empty freeway to (temporary) safety.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 28, 2011, 01:39:35 am
I'm finding that rifles are a better choice than handguns, in general.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 28, 2011, 01:44:15 am
But noisy.  They have better damage, range, and accuracy, but they're noisy and most have low ammo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on November 28, 2011, 01:54:06 am
Aren't they also much slower firing, as well?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 28, 2011, 02:01:20 am
Not technically, although with the higher recoil you need to wait longer between shots to preserve accuracy.  You can fire them quickly, but at a loss of accuracy, which doesn't matter much at short range and at long range you've probably got some breathing room.  Adding a grip or a gyro helps recoil greatly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 28, 2011, 04:21:53 am
Ive also found meth = get out of jail free card
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on November 28, 2011, 04:04:30 pm
Ive also found meth = get out of jail free card

If by "free" you mean "with a debilitating comedown, and the nastiest addiction in the game," then sure.   :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on November 28, 2011, 04:11:56 pm
Ive also found meth = get out of jail free card

If by "free" you mean "with a debilitating comedown, and the nastiest addiction in the game," then sure.   :D
Exactly! Free!

Lock the door.. lock the door... don't let them in. Can't let them in. They'll get me they'll get me OH GOD THEY'RE INSIDE MY EYES
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 28, 2011, 07:55:28 pm
Does anyone have a link to basic instructions of how to compile something into a game? I've tried fiddling with cygwin for the last week to no avail.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 28, 2011, 09:48:52 pm
What do you mean exactly?  To mod the game is relatively easy.  If you're on Linux you grab Whales' source code and mod directly, compiling with the "make" command.  On Windows you need to get Aposos's ported source (or port it yourself) and mod it and compile it via Code::Blocks and the related libraries.  In either case, the source code is open and (if you can read C++) then you just alter and add as desired and see if you broke anything.

If you mean to mod the existing world, to add inventory or alter the map for your benefit, that's a bit more arcane.  Map data is saved in 4 text files per overmap tile (if you believe Whales) and the data is stored as a set of numbers.  If you know what the numbers mean then good for you, otherwise it's just lines of Matrix-esque code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 29, 2011, 01:26:53 am
Ive also found meth = get out of jail free card

If by "free" you mean "with a debilitating comedown, and the nastiest addiction in the game," then sure.   :D

isnt that what more meth is for?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 29, 2011, 03:04:54 am
What do you mean exactly?  To mod the game is relatively easy.  If you're on Linux you grab Whales' source code and mod directly, compiling with the "make" command.  On Windows you need to get Aposos's ported source (or port it yourself) and mod it and compile it via Code::Blocks and the related libraries.  In either case, the source code is open and (if you can read C++) then you just alter and add as desired and see if you broke anything.

It's relatively easy if you know what all those terms mean and have a framework in which all of them relate to each other (http://forums.taleworlds.com/Smileys/phpbb/icon_lol.gif). In any case, I'll google those words and see what they mean.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 29, 2011, 03:37:58 am
Ah, well...  Basically Whales writes the source code - the game itself.  Aposos translates into Windows compatible version.  Code::Blocks is a compiler, takes source code and packages it into a finished product.  Libraries are just that, collections of data that the code pulls on.  So (assuming you're on Windows) you'll need to grab the files from Aposos's github, download and install Code::Blocks and the different libraries, and then run it through.  The official forums has a step-by-step guide on grabbing Code::Blocks and the libraries and how to put them in.

Once you've got it where you can turn source code into a .exe, then you can start modding.  Changing data values is easy.  Want bread to give 200 hunger?  Just change it to 200!  Radios bash for 75 damage?  Easy!  You can even copy-paste the item template to make a new item relatively easily.  Just plug in the numbers for weight and volume and bash and whatnot.  If you've toyed with DF raws then you should already know how to work off this template type of item creation.  Adding new structures or entirely new game concepts, is a bit more involved...  Suggest you ask about it on the official forums instead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 29, 2011, 10:01:40 am
Relevant, I'd guess: Compiling the source code [Windows, Linux and Mac] (http://whalesdev.com/forums/index.php?topic=86.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on November 29, 2011, 06:30:36 pm
It turns out I've been looking in the wrong place, I've been looking in the mod section instead of the technical one. Thanks guys!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on November 29, 2011, 10:11:30 pm
I have a question, and my lack of programming knowledge makes it one that I have no idea if it is feasible or not. But, would it be possible, later on, to strip out the items and add them to text files as is the case with DF? That would make simple item mods much easier.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 29, 2011, 10:20:00 pm
It's pretty much that simple already, it's just a .cpp file instead of a .txt.  It would (in theory) be very simple to make the item list by grabbing out of a text file, but the particular code used for items is so simple that it wouldn't be much easier to write items this way.  For example, I scrolled down through itypdef.cpp and grabbed one item:
Code: [Select]
//    NAME RAR PRC SYM  COLOR MAT1 MAT2
MELEE("superglue", 30, 18, ',', c_white, PLASTIC,MNULL,
// VOL WGT DAM CUT HIT FLAGS
1,  0, -2,  0, -2, 0, "\
A tube of strong glue.  Used in many crafting recipes.");
You can already see, if you're familiar with DF item raws, that it's simple "fill in the blanks" definitions.  Define the rarity, the price (not used since we have no NPC markets), the color, the volume, weight, etc.  I think if you tried to offset this into a .txt it would make things more troublesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on November 29, 2011, 10:25:21 pm
So how would we modify them then?  Is it just an open the .cpp with a text editor deal?  Or do we need to do some kind of compiling after edits?  I'm afraid I'm not familiar with the format.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 29, 2011, 10:31:09 pm
You need to edit and compile, usually done using the same tool.  I'm familiar with Bloodshed C++ as a compiler, but the guide FunctionZero put up here (http://whalesdev.com/forums/index.php?topic=86.0) shows how to utilize Code::Blocks, which is an altogether more stylish compiler.

If you're in Linux then you've already got all the tools, just edit the file via text editor and then "make" in terminal.  Linux is pretty much made to be a designer's OS, so it's infinitely simpler to compile things.

I've not looked into them yet, but using .diff files seems to be preferred for releasing mods.  These are, basically, a file that edits other files.  You can specify "edit X file, find this line, and add this set of text" to easily add a chunk of code or remove a chunk.  Very handy for letting others install your mod with a simple click, but I haven't researched them so I can't say how they work or anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on November 29, 2011, 11:18:09 pm
You need to edit and compile, usually done using the same tool.
That's kinda what I meant to avoid. Since DF loads all its raws each time the program starts, rather then requiring a recompile. Granted, I have zero idea on how hard that is to do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 29, 2011, 11:29:59 pm
You need to edit and compile, usually done using the same tool.
That's kinda what I meant to avoid. Since DF loads all its raws each time the program starts, rather then requiring a recompile. Granted, I have zero idea on how hard that is to do.

Conceptually, reading data from some sort of file isn't much (if any) harder than just hardcoding everything in the source. However, there's always the distinct possibility that Cataclysm's current code would prevent that from being a trivial task.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 29, 2011, 11:34:30 pm
It should be comparatively easy to do, from what I know, just not very worthwhile.  The issue of compiling is minor when you consider how easy it is to do.  I mean, it's a fair bit of trouble for someone who just wants to hop in and start playing, but if you're taking the trouble to get into it then compiling is easy.  You just edit some files and hit the compile button, assuming you didn't break anything then it runs as normal.  It's true that it's not the most user-friendly method of modding, but it's rather easier than other methods of hardcoding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 29, 2011, 11:38:04 pm
It should be comparatively easy to do, from what I know, just not very worthwhile.  The issue of compiling is minor when you consider how easy it is to do.  I mean, it's a fair bit of trouble for someone who just wants to hop in and start playing, but if you're taking the trouble to get into it then compiling is easy.  You just edit some files and hit the compile button, assuming you didn't break anything then it runs as normal.  It's true that it's not the most user-friendly method of modding, but it's rather easier than other methods of hardcoding.

It's not user-friendly at all, and requires you to have different copies of the program for different mods. And I'm sorry, but editing text files presents far less of a barrier to entry than editing and compiling source does.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 29, 2011, 11:54:00 pm
No, it's not laid out on a silver platter, but Whales has made the majority of the code easy to understand with even a cursory knowledge of how code works.  The method of compiling to apply a mod is more difficult than loading from a text file, but it allows 1: more freedom of modding, since you can change the entire source instead of just what's described in text files.  Like where DF doesn't allow you to edit constructions or vanilla workshops, Cataclysm will let you redefine everything if you want to!  And 2: is easier to run in coding terms.  Whales has more or less stated that he's developing the game as he wants, and if someone does a useful mod then he'll merge it, but he's not actively encouraging any mods.  I doubt he's going to take the time to alter code to make it easier to do something he's neutral about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on November 30, 2011, 01:14:11 am
but it allows 1: more freedom of modding, since you can change the entire source instead of just what's described in text files.

Er, you'd be able to do this anyway. It's open-source. I wasn't comparing Cataclysm to a non-open-source version of itself, just a version of itself that loaded object data from editable files. Open source vs. closed source was never really a part of this.

Quote
Whales has more or less stated that he's developing the game as he wants, and if someone does a useful mod then he'll merge it, but he's not actively encouraging any mods.  I doubt he's going to take the time to alter code to make it easier to do something he's neutral about.

I'm not saying he should take the time, or will; I'm just talking about the relative merits and difficulty of doing it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on November 30, 2011, 04:00:05 pm
In any case, mod files are planned, if I recall correctly. (It's been a while since this was discussed.) It's more low-priority right now though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: smariot on December 01, 2011, 07:46:06 pm
Just browsing the compiler warnings, and noticed one that wasn't a false positive.

monattack.cpp: void mattack::triffid_heartbeat(game *g, monster *z)

Code: [Select]
if (z->posx < 0 || z->posx >= SEEX * 3 & z->posy < 0 && z->posy >= SEEY * 3)
//                                     ^ Oh noes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 02, 2011, 02:17:32 am
Just browsing the compiler warnings, and noticed one that wasn't a false positive.

monattack.cpp: void mattack::triffid_heartbeat(game *g, monster *z)

Code: [Select]
if (z->posx < 0 || z->posx >= SEEX * 3 & z->posy < 0 && z->posy >= SEEY * 3)
//                                     ^ Oh noes.

Yeah, that entire line is a mess (but has been fixed for a pending update).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 02, 2011, 02:42:13 am
I'm back from Thanksgiving vacation!  And with a rather significant update.

Clean build required.  Saves incompatible.

Features:

Tweaks:

Bug Fixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on December 02, 2011, 03:01:52 am
*is itching to play but waiting on NPCs*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 02, 2011, 03:25:09 am
*is itching to play but waiting on NPCs*

Duly noted.  I'm on it, I promise!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on December 02, 2011, 03:34:55 am
I'm playing still. I really urge for NPCS though now that more ingame tiles are calculated-And thank you for taking my advice/comments/whatever to heart, Whales, it's really awesome that you listened to the feedback. I'm sure other people talked about it too, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on December 02, 2011, 03:37:32 am
I hope the windows port of this comes out soon, no more mobs from the nothingness!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 02, 2011, 03:58:44 am
I'm playing still. I really urge for NPCS though now that more ingame tiles are calculated-And thank you for taking my advice/comments/whatever to heart, Whales, it's really awesome that you listened to the feedback. I'm sure other people talked about it too, though.

Of course!  I am just one small dev, there's a whole bunch of people with great ideas, and as always I'm really thankful to have such a great community of players and thinkers.

Incidentally, I spawned an NPC to see if they'd work okay with the new, bigger map--and every step is agonizingly slow, as they pathfind over the entire thing.  Time to tighten that up...  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on December 02, 2011, 04:02:20 am
*is itching to play but waiting on NPCs*

Duly noted.  I'm on it, I promise!

*very eagerly awaits, very happy for the new update and hopeful about the next!*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: smariot on December 02, 2011, 04:07:32 am
Your code has a lot of buffer overflows waiting to happen. This one is especially bad:

Code: [Select]
void monster::debug(player &u)
{
 char buff[2];
 debugmsg("%s has %d steps planned.", name().c_str(), plans.size());
 debugmsg("%s Moves %d Speed %d HP %d",name().c_str(), moves, speed, hp);
 for (int i = 0; i < plans.size(); i++) {
  sprintf(buff, "%d", i); //< THIS IS GOING TO BREAK THINGS IF plans.size() exceeds 9.
  if (i < 10) mvaddch(plans[i].y - SEEY + u.posy, plans[i].x - SEEX + u.posx,
                      buff[0]);
  else mvaddch(plans[i].y - SEEY + u.posy, plans[i].x - SEEX + u.posx, buff[1]);
 }
 getch();
}
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 02, 2011, 12:36:36 pm
I still think Whales should add in my playable musical instruments to mainline. o_o

That is all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 02, 2011, 01:52:02 pm
Your code has a lot of buffer overflows waiting to happen. This one is especially bad:

Code: [Select]
void monster::debug(player &u)
{
 char buff[2];
 debugmsg("%s has %d steps planned.", name().c_str(), plans.size());
 debugmsg("%s Moves %d Speed %d HP %d",name().c_str(), moves, speed, hp);
 for (int i = 0; i < plans.size(); i++) {
  sprintf(buff, "%d", i); //< THIS IS GOING TO BREAK THINGS IF plans.size() exceeds 9.
  if (i < 10) mvaddch(plans[i].y - SEEY + u.posy, plans[i].x - SEEX + u.posx,
                      buff[0]);
  else mvaddch(plans[i].y - SEEY + u.posy, plans[i].x - SEEX + u.posx, buff[1]);
 }
 getch();
}

I'm sloppy with code in debug functions, especially ones that're completely defunct  :P

I still think Whales should add in my playable musical instruments to mainline. o_o

That is all.

I intend to!  At some point!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on December 02, 2011, 03:38:20 pm
While I was gone, I missed several updates. Too bad I missed my pawn shops being put in :'( excitement lost, heh. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on December 02, 2011, 03:38:50 pm
They were just put in, so be excited :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 02, 2011, 05:31:02 pm
While I was gone, I missed several updates. Too bad I missed my pawn shops being put in :'( excitement lost, heh. 
They were just put in, so be excited :)

And they kinda suck at this point  :P  There weren't many already-existing items that seemed appropriate for a pawn shop, so you'll find the occasional high-end electronics (there's like, three of those in the game), fine cigars and suits, and rarely a handgun.  Any further ideas are appreciated, I wouldn't mind adding 4-8 new items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on December 02, 2011, 05:57:05 pm
Silly melee weapons and odd findings for flavor! Stuff I'd find at a pawn shop usually are golf clubs, hockey sticks, fireworks(depending where you are, of course), jewelry, and pretty much anything. I don't get why you're having trouble figuring what to stock... The only thing you wouldn't find are military-grade explosives/weapons and food. Hell, you could also have a backroom/safe in the pawn shop that has illegal goods like some pawn shops do. :P

Also, a safe as a storage device. YES. Non-flammable. >_>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 02, 2011, 06:02:30 pm
Golf clubs, the solid titanium type that sends zed heads flying into the next zone!  Maybe also jewelry, which gives a small (1-2?) morale buff while worn, or a periodic buff if that feels too OP.

Not that morale means much.  By noon I've usually got more than I'll ever need.  Tequila is a miracle drug.

NINJA: On the forums we were discussing air-drop packages that you could find throughout the map, that weren't recovered by whatever military they were supporting.  We wanted the player to smash it open to get at the goodies, but weren't quite sure how.  A similar smash function would work well for safes.  Perhaps they could have "wad of cash" that's now totally useless except as kindling :D  And a handgun and/or ammo.  Safes in houses containing guns and money would make sense as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on December 02, 2011, 06:05:14 pm
Golf clubs, the solid titanium type that sends zed heads flying into the next zone!  Maybe also jewelry, which gives a small (1-2?) morale buff while worn, or a periodic buff if that feels too OP.

Not that morale means much.  By noon I've usually got more than I'll ever need.  Tequila is a miracle drug.

NINJA: On the forums we were discussing air-drop packages that you could find throughout the map, that weren't recovered by whatever military they were supporting.  We wanted the player to smash it open to get at the goodies, but weren't quite sure how.  A similar smash function would work well for safes.  Perhaps they could have "wad of cash" that's now totally useless except as kindling :D  And a handgun and/or ammo.  Safes in houses containing guns and money would make sense as well.

Lol, I ninja'd you on safes, jewelry and gold clubs, unless you started your post after I did.

But aye, all good ideas there :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on December 02, 2011, 06:16:06 pm
Swords (katanas and the other one) would be nice as a rare goodie. Seems like the sort of thing someone might pawn, anyway.

Maybe a *VERY* low chance of an artifact? You know, some relic soemone found in the basement/attic or whatever and pawned because they had no idea what it was? This works even better if artifacts aren't obvious at first glace.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 02, 2011, 06:44:32 pm
There's another sword?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on December 02, 2011, 06:54:58 pm
Yeah, rapier I think... It was added at the same time the gentleman stuff (suit, cigars, etc) was added. It's similar in power to the katana, and also horribly rare like the katana.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on December 02, 2011, 06:58:46 pm
Yeah, rapier I think... It was added at the same time the gentleman stuff (suit, cigars, etc) was added. It's similar in power to the katana, and also horribly rare like the katana.

It's quite weaker than the katana, actually, but also more plentiful. (Rapier's frequency is at 3, while katana is at 2.)
Still, might be better to up the frequency a bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 02, 2011, 07:07:00 pm
Does anyone know what affects the speed of a weapon?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on December 02, 2011, 07:07:39 pm
Weight and volume.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 02, 2011, 07:12:25 pm
Ah, thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 02, 2011, 07:19:51 pm
Swords (katanas and the other one) would be nice as a rare goodie. Seems like the sort of thing someone might pawn, anyway.

Maybe a *VERY* low chance of an artifact? You know, some relic soemone found in the basement/attic or whatever and pawned because they had no idea what it was? This works even better if artifacts aren't obvious at first glace.

Yeah, those show up in pawn shops.

Jewelry could work nicely.  Golf clubs, sure.  But mostly it seems like pawn shop goods are valuables that're largely useless after an apocalypse...

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 02, 2011, 07:25:57 pm
Once NPCs get put in, I assume that many of the "useless" items will retain some trade value.  So jewelry and other pre-apocalypse stuff might not be useful now, but might become valuable in future updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on December 02, 2011, 07:31:42 pm
Often times there are hunting rifles in pawn shops, no ammo, however. Also baseball bats. I've seen good aluminum baseball bats in pawn shops before. Also antique weaponry, such as muzzle loaders from a pre world war I era. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on December 02, 2011, 11:20:30 pm
I've gone back to teleporting with stairs again, only this time I'm moving whole map sections (2 diagonal in this case, went in a basement, came up a manhole (even taking off the cover  8) ) 2 mini-map squares northwest of my original position.  Haven't tested it, but might be related to the map update distance?  I've also teleported between houses.

For the record, now running a unix emulator thing on windows 7.  Works like a dream, twice as fast as running it windows, and looks better too!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 03, 2011, 12:03:18 am
Quote
Perhaps they could have "wad of cash" that's now totally useless except as kindling
Girlinhat, have you tried my version yet? Wad's of cash are !!fun!!. (You can burn them for entertainment, one bill at a time, but there's a 1 in 20 chance of you singeing your fingers and dropping it, setting a random fire up to 3 squares away) ^_^

I'm being awfully pushy about mentioning this, despite not having worked on any Cataclysm stuff in over a month. I should probably shut up about now. :P

Sorry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mr.Person on December 03, 2011, 02:02:30 am
Haven't you guys been watching Pawn Stars? Sheesh, come on. You could just make a pawn shop spawn nearly anything in there and get away with it. Just going to ramble off a big list of pawnables: Fur coats, fur anything really, antique weaponry (cannons and muskets, but also late 1800's rifles, swords were mentioned but don't forget spears, axes, crossbows, bows and arrows, maces, and every other method you can think of people tried to kill each other with before the gun came around), medieval armor (probably a bit silly but dammit I want to play a melee character in full plate!), vintage wine bottles, *special* clothing that's to the player just regular clothing (for instance, shoes worn in a movie, a monogrammed polo shirt that belonged to a famous person, 1800's backpack, ect. these should be mostly junky filler but rarely have gun holsters and fanny packs and maybe even kevlar), expensive cars parked out back if that ever matters, other vehicles too though like RVs and boats, coins and jewelry are nice bits of cash when NPC's are in, vintage books (1st editions, signed copies, or even just special books, I dunno, but people sell books), expensive tools like table saws, and even sciency stuff like those augmentation kits would probably get sold to a pawn shop if they were available to the general public and legal to own and sell. My vision would be a shop that can have almost anything in it like sewing kits and hotplates and whatever other crap that's not really valuable but still sellable. But mostly from a gameplay PoV it would wind up being a crapshoot that might have cool stuff and might be full of top hats and monocles. And I think that's fun, a lot of players like random chance.

Dare I ask, what's the in-world explanation (if any) of why certain zombies became, say, a shocker rather than a boomer or became a spitter rather than a fast zombie or became a hulk but not a brute? Or why any of these guys didn't stay a regular zombie? It's ok if there isn't one, I'm just asking if there is. My bet is that drug use is a factor judging by the rampant drug problem the cities all seem to have. I just wanted to throw this question out there for all to think about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on December 03, 2011, 02:18:40 am
Hey, I can't find a Windows Version for the newest version. Is there one yet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 03, 2011, 03:48:44 am
I have to agree about pawn shops there.  It's like the lottery!  Sometimes you stumble upon a gun stash, other times it's 1,300 fur coats!  There's already certain buildings that spawn in certain ways, for instances houses have a 1 in 150 chance of being infested by wasps (I think that's the ratio) so it'd be easy to have a 3 way split between weapon shops, fur shops, and junk/clutter shops for pawns.

As for the zombie creation... well, there is a whole backstory, hidden in the labs and mines and whatnot.  Sometimes you find a computer that you can access and read, and it contains small snipets of back story that you can piece together.  I got one talking about capturing a particularly slimy/acidic specimen and doing tests.  The rest of the computers shed light on the rest of the world.  As far as I know, NONE of this information is listed on the forums or wiki, it's totally non-spoiled.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on December 03, 2011, 04:37:59 am
Curse you Whales for making me install ubuntu just to play your game.

I got fed up with waiting for a new windows version that works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 03, 2011, 05:12:58 am
I did the same with Mint :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on December 03, 2011, 06:40:26 am
Curse? You should thank him  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 03, 2011, 11:58:07 am
Curse? You should thank him  :P

Nope.avi most games dont run on Linux. Most B12'ers are windows users due to DF originally being a windows only thing.
He should be prepared for a crappy operating system just as much full of bugs as windows, but with less support and more crappy freeware that dosent work for crap.
Other times you have to fight with that terminal that for god knows why has ls instead of dir, even though dir being much more obvious in abbreviation than "ls"
And sometimes, you just realise your rig got 100 times more crap due to the fact that theres no good drivers for your hardware.

Fuck linux, i have to say, atleast based on my experience with that lousy excuse for an operating system.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 03, 2011, 12:00:32 pm
Whales uses his computer in Linux, he's entitled to designing it in his comfortable format.  He's already said there will be a relatively simple header change for making it Windows version, but right now Cataclysm is so early in dev that, and he's stated this, no one should really be playing it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: smariot on December 03, 2011, 12:10:44 pm
Curse? You should thank him  :P

Nope.avi most games dont run on Linux. Most B12'ers are windows users due to DF originally being a windows only thing.
He should be prepared for a crappy operating system just as much full of bugs as windows, but with less support and more crappy freeware that dosent work for crap.
Other times you have to fight with that terminal that for god knows why has ls instead of dir, even though dir being much more obvious in abbreviation than "ls"
And sometimes, you just realise your rig got 100 times more crap due to the fact that theres no good drivers for your hardware.

Fuck linux, i have to say, atleast based on my experience with that lousy excuse for an operating system.

You should be saying fuck hardware manufacturers for not having open source drivers.

Also, the commonly used shell commands are intentionally short to reduce typing.

ls - list directory contents
rm - remove file
cd - change directory
mv - move or rename file
cp - copy file

If you really can't manage to remember ls, type 'alias dir=ls', and typing dir will then magically list files, and add that to ~/.bashrc to never have to type that command again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 03, 2011, 12:34:37 pm
Other times you have to fight with that terminal that for god knows why has ls instead of dir, even though dir being much more obvious in abbreviation than "ls"

I apologize that you had to "fight" with a terminal simply because you didn't know one of the most basic commands. Seriously, it's not hard to remember that "ls" means "list contents", and it's seriously pretty understandable that completely different operating systems have different semantics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 03, 2011, 01:12:58 pm
And I don't see how "dir" makes sense for listing files anyways.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on December 03, 2011, 01:40:59 pm
Seriously, it's not hard to remember that "ls" means "list contents",
Only problem is that it uses the first and last letters. They likely could have picked something like lc. But yeah, it's not really that hard to remember once you've done it a few times. Same goes for basically every other damn thing in the universe.

And I don't see how "dir" makes sense for listing files anyways.
Dir stands for Directory. A directory is... well, a directory--a bunch of files in a folder.

It makes more sense in a way. In another not really. And in my opinion Dir is slightly more memorable if only for being able to say it out loud in your own mind (I doubt you could say "ls" in your mind).

Plus, I like saying Dir as D-uuurrhhhh. :P



Also, I'm also waiting for a windows version. I just don't feel like going through the trouble of setting up a virtual Linux unless I need it for another reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 03, 2011, 01:58:10 pm
Seriously, it's not hard to remember that "ls" means "list contents",
Only problem is that it uses the first and last letters. They likely could have picked something like lc. But yeah, it's not really that hard to remember once you've done it a few times. Same goes for basically every other damn thing in the universe.

And I don't see how "dir" makes sense for listing files anyways.
Dir stands for Directory. A directory is... well, a directory--a bunch of files in a folder.

It makes more sense in a way. In another not really. And in my opinion Dir is slightly more memorable if only for being able to say it out loud in your own mind (I doubt you could say "ls" in your mind).

Plus, I like saying Dir as D-uuurrhhhh. :P



Also, I'm also waiting for a windows version. I just don't feel like going through the trouble of setting up a virtual Linux unless I need it for another reason.

Hmm sorry guys i was just butthurt over the fact that every saturday is a shitday.
Linux is wonderful in itself.

Also.. im hungry, realted video: http://www.youtube.com/watch?v=vW6ZXHWvaGc
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 03, 2011, 02:00:33 pm
Curse you Whales for making me install ubuntu just to play your game.

I got fed up with waiting for a new windows version that works.

*sits back and laughs heartily as Canonical, the company that owns Ubuntu, sends another fat cash kickback*

Let's maybe not do an OS war?  If you don't like linux that's fine, no one's forcing you to.  Personally, I've used it for a few years (and Windows my whole life) and I vastly prefer linux.  It's the roguelike (or DF!) of operating systems; old-fashioned, opaque, and complicated at first glance, with perhaps a steep learning curve, but ultimately very rewarding and much deeper and more powerful than the alternatives.

Anyway, the latest Ubuntu delivers a very Windows-like experience; from what I understand, you pretty much never have to touch the terminal.  But I love my console, so I use Arch ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 03, 2011, 02:19:49 pm
Seriously, it's not hard to remember that "ls" means "list contents",
Only problem is that it uses the first and last letters. They likely could have picked something like lc.

I didn't mean that "ls" literally and explicitly stands for "list contents". I think it's just a shortening of "list", historically speaking.

Quote
But yeah, it's not really that hard to remember once you've done it a few times. Same goes for basically every other damn thing in the universe.

This was more my point. It's such a commonly used command that memorizing it isn't an issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on December 03, 2011, 03:13:46 pm
Curse you Whales for making me install ubuntu just to play your game.

I got fed up with waiting for a new windows version that works.

*sits back and laughs heartily as Canonical, the company that owns Ubuntu, sends another fat cash kickback*

Let's maybe not do an OS war?  If you don't like linux that's fine, no one's forcing you to.  Personally, I've used it for a few years (and Windows my whole life) and I vastly prefer linux.  It's the roguelike (or DF!) of operating systems; old-fashioned, opaque, and complicated at first glance, with perhaps a steep learning curve, but ultimately very rewarding and much deeper and more powerful than the alternatives.

Anyway, the latest Ubuntu delivers a very Windows-like experience; from what I understand, you pretty much never have to touch the terminal.  But I love my console, so I use Arch ;)

Oh, I wasn't trying to antagonize anyone. When I read my post, it seems like my post was trying to to that. Sorry. I was going for more along the lines of "curse you for making a game worthy of installing a new OS for."

Anyway, I used to fiddle with Linux all the time because Windows XP and Vista were so bad and unstable. However, I've had my installation on Windows 7 on my computer since release and it still works wonderfully. Quite honestly, until now, I haven't had a reason to try to get all of my Windows stuff working on Linux, and god knows I've tried.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 03, 2011, 03:39:29 pm
This brings me to mind that i lost my Cataclysmix(Wich is what i dubbed the linux distro only for Cataclysm)

Holy shit sitting in office chairs while drunk gives a weird sensation in your back.. Holy shit this is weird.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on December 03, 2011, 04:01:38 pm
It wasn't my intention to start a OS-flame  :-[
But I must say that thanks to indie developers, gaming on linux is expanding day after day.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 03, 2011, 04:22:07 pm
Minor update!  Back on topic!  :D

Clean build required, saves obsolete; sorry.

Features:

Tweaks:

Bug Fixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on December 03, 2011, 04:38:26 pm
Right, I seem to have forgotten how to download the game itself or make it playable. Any help...?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on December 03, 2011, 04:51:12 pm
  • Water cannot be stored in non-watertight, non-sealable containers; no more water in soda cans.
Could you perhaps give them a short lifetime instead of just removing it? In a pinch, I would use an empty can to pick the water up to be purified to drink, even if I couldn't use it for long term storage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on December 03, 2011, 05:18:29 pm
What is the maximum hit chance for melee now?

Also is there any advantage to sleeping on a bed as opposed to on the floor?

Also, can someone tel me why you take damage when you fail to disarm a shotgun trap? Is my character really dumb enough to stand in front of the barrel while she tries to disarm it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on December 03, 2011, 06:03:24 pm
Fniff: I believe that there is a guide for compiling the source for windows somewhere on the fan forums.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 03, 2011, 06:21:43 pm
What is the maximum hit chance for melee now?

Also is there any advantage to sleeping on a bed as opposed to on the floor?

Also, can someone tel me why you take damage when you fail to disarm a shotgun trap? Is my character really dumb enough to stand in front of the barrel while she tries to disarm it?

Maximum chance is detemined by your dexterity.  Regardless of a monster's dodge, you have a one in (2 + dexterity) chance to miss; thus, with dexterity 8 you max out at 90% chance to hit; with dexterity 18, 95%; dexterity 0, 50%.

You have a better chance of falling asleep in a bed.

Yes, you're that dumb; or else something breaks unexpectedly or something.  I don't know.
EDIT: That is to say; I want untrapping to have a risk of danger to it.  That said, I admit that it is a bit much to suffer a full shotgun blast from a failed disarm.  I'll do some thinkin'


  • Water cannot be stored in non-watertight, non-sealable containers; no more water in soda cans.
Could you perhaps give them a short lifetime instead of just removing it? In a pinch, I would use an empty can to pick the water up to be purified to drink, even if I couldn't use it for long term storage.

Possibly; more work than it's worth right now, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 03, 2011, 06:24:51 pm
Will we ever get a fourth need, you know what i mean.
Would be nice with the NPC's cumming in sooner or later.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tarran on December 03, 2011, 06:27:52 pm
Would be nice with the NPC's cumming in sooner or later.
Errr... :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 03, 2011, 06:35:37 pm
We've discussed sexuality rather in-depth on the official forums.  There's a whole slew of different approaches and the general agreement was "if it's handled right, it'll do well" and let's have a little faith in our dev, shall we?  So far everything has been done very well and there's no reason to assume Whales is suddenly going to go off the wall introducing sex.  It'll be handled in the same deadpan minimalistic way as ever.

If you want to gripe about a feature that's not in yet, there's a big thread over on the real forums that'll be much more suited.  Let's not derail this thread again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 03, 2011, 07:08:12 pm
Is it really "derailing" a thread about Cataclysm to talk about Cataclysm?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 03, 2011, 07:24:06 pm
Is it derailing a thread about Cataclysm to talk about talking about Cataclysm?  Is it derailing to talk about talking about talkin... ahhhhh  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on December 03, 2011, 07:54:44 pm
We've discussed sexuality rather in-depth on the official forums.  There's a whole slew of different approaches and the general agreement was "if it's handled right, it'll do well" and let's have a little faith in our dev, shall we?  So far everything has been done very well and there's no reason to assume Whales is suddenly going to go off the wall introducing sex.  It'll be handled in the same deadpan minimalistic way as ever.

If you want to gripe about a feature that's not in yet, there's a big thread over on the real forums that'll be much more suited.  Let's not derail this thread again.

The day when a cock sucking crack whore owning nothing more than heels, an miniskirt and a butcher knife (and crack, of course) becomes a valid character build draws ever closer....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: smariot on December 03, 2011, 08:38:06 pm
In game.cpp I noticed a line that says:

Code: [Select]
if (z[i].posx < 0 - SEEX || z[i].posy < 0 - SEEX ||
                                            ^^^^

It's not a big deal though since SEEX and SEEY are currently equal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 03, 2011, 08:45:09 pm
In game.cpp I noticed a line that says:

Code: [Select]
if (z[i].posx < 0 - SEEX || z[i].posy < 0 - SEEX ||
                                            ^^^^

It's not a big deal though since SEEX and SEEY are currently equal.

And while they're unlikely to be anything but equal, it's still nice to keep things tidy.  Thanks for spotting it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 03, 2011, 08:50:08 pm
The day when a cock sucking crack whore owning nothing more than heels, an miniskirt and a butcher knife (and crack, of course) becomes a valid character build draws ever closer....
You forget that a skirt and knife make for a powerful melee build.  In fact I may take that as a challenge...  skirt, heels, knife (I never find butcher knives reliably, so we'll go with steak), tank top, and... maybe a jacket for a bit of storage (namely crack and booze).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 03, 2011, 09:34:50 pm
About traps, do they make noise? The gun ones at least should make noise. That'd make setting them off risky, even if you don't get hit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 03, 2011, 10:00:12 pm
I think the bear traps make a snap sound when something steps into it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on December 03, 2011, 10:05:16 pm
Will we ever get a fourth need, you know what i mean.
Would be nice with the NPC's cumming in sooner or later.

Please. No.

Out of all of the unbelievable porno games my friend has sent me in shock that such things could exist, they have all had one thing in common: a lust meter.

Let's keep this out of the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 03, 2011, 10:09:18 pm
Refer to official forums for more info, but in short: Sex addiction is a real affliction, though in game terms it would have a low addiction rating and take some amount of effort to actually become addicted.  Also not sure if Whales will add it, but it would be realistic and it would only happen if you indulge too much, same as any drug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 03, 2011, 10:14:43 pm
All addictions in the game are physical addictions.  Psychological ones like a sex addiction will likely not make an appearance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 03, 2011, 10:16:46 pm
We could argue that being addicted to endorphins is a loophole there, but in that case we'd have to argue in favor of music addiction and jerky addiction and anything that raises morale.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 03, 2011, 10:17:20 pm
All addictions in the game are physical addictions.  Psychological ones like a sex addiction will likely not make an appearance.

I take it the players themselves will be responsible for these addictions for their characters instead of the game ;D?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on December 03, 2011, 10:36:45 pm
Oxygen addiction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 03, 2011, 10:40:34 pm
Refer to official forums for more info, but in short: Sex addiction is a real affliction, though in game terms it would have a low addiction rating and take some amount of effort to actually become addicted.  Also not sure if Whales will add it, but it would be realistic and it would only happen if you indulge too much, same as any drug.

There's also the point that it would be silly (and look pretty weird, from a user perspective) to add that without consider all the other weird, rare, largely-behavioral addictions that exist.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 03, 2011, 11:05:56 pm
The game already includes hoarding, and players suffer their own psychological afflictions.  Why must all these bodies be laid out in a straight row?!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 03, 2011, 11:16:55 pm
I think most of the players themselves exhibit some of these psychological behaviours and addictions already. Some people like to play this game in a very obsessive manner, perhaps, compelled to test or use everything at least once in a compulsive manner. Others exhibit a psychological predilection towards hoarding. Even without the trait, this weighs heavily on the character. There are also some, who seem to be addicted to butchering absolutely everything they kill human analogues included, some to improve their skill, but this tends to come off as an addiction too or at least it's how I see it. Myself, I tend to pick up all the lighters and batteries I can get my hands on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 04, 2011, 03:24:02 am
next update add npc???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 04, 2011, 06:10:48 am
next update add npc???

Good and original suggestion. 10/10 a++ would take advice from again
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 04, 2011, 01:26:41 pm
I went down in the lab with the help of the rope .... how can I go back?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 04, 2011, 01:28:28 pm
There should be a tile, that has the end of you rope. Climb it up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 04, 2011, 01:31:42 pm
mmmm i don't find it..... >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 04, 2011, 01:38:47 pm
how works the cheat for teleport me? i don't see the rope for go up in the lab...... :( :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 04, 2011, 02:01:19 pm
I went down in the lab with the help of the rope .... how can I go back?

It should have built a rope to go up, but I guess not, huh?  Oddness.

Z3 will teleport you; I suggest teleporting to a subway station or something.  If you can't see a subway station, Z4 will reveal the map.


next update add npc???

I wish!  I'm steadily working on them but don't get your hopes up for anything before New Year's.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 04, 2011, 02:46:54 pm
I also just had the rope down doesn't create rope up when in a lab bug. also, I've had a lot of places where there wasn't a computer where there should have been a computer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 04, 2011, 04:11:39 pm
I also just had the rope down doesn't create rope up when in a lab bug. also, I've had a lot of places where there wasn't a computer where there should have been a computer.

Yeah, not sure what's up with the computers, plus static spawns seem to be broken.  Investigating.

EDIT: Computers and static spawns fixed! ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 05, 2011, 03:05:06 am
Hey Whales.. how is my thread on FP going along?
I kind of got banned for suggesting to harrass that Seth guy that recently attacked Facepunch and Garry's mod :P

Also.. hmm.. would it be possible to have two new recipes? I mean, deep fried anything recipe(anything organic turned into a fat eddible crisp, deep fried leather jackets FTW) and a random thing in your  inventory + ducktape + stick = !!MELEE WEAPON!! ?

Maybe i should refresh my C++ and start modding this piece of sweet fucking cake.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 05, 2011, 03:21:39 am
Hmm...  There's not currently any modular type recipes.  If you wanted deep fried X and deep fried y, you'd need to defined them both and make a crafting recipe for both.  Or make "deep fried stuff" a literal item name and have a big list of crafting items.  Like, it could take meat, veggie, tomato, tainted meat, or leather jacket, and all of these produce the exact same item.  That wouldn't be very hard, but would make for a long entry to the crafting menu :P  Same applies for melee.  If you make a single "whacking stick" and have it require any part of a long list, that'd work fairly well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 05, 2011, 03:29:18 am
Hey Whales.. how is my thread on FP going along?
I kind of got banned for suggesting to harrass that Seth guy that recently attacked Facepunch and Garry's mod :P

Also.. hmm.. would it be possible to have two new recipes? I mean, deep fried anything recipe(anything organic turned into a fat eddible crisp, deep fried leather jackets FTW) and a random thing in your  inventory + ducktape + stick = !!MELEE WEAPON!! ?

Maybe i should refresh my C++ and start modding this piece of sweet fucking cake.

The thread's slowlying down a bunch hasn't really gone anywhere interesting.  But thanks for spreading the word :D

Anyway, while using an arbitrary item for a crafting recipe could be done pretty easily (simply define a metaitem called "Anything" that lets you use any item you're carrying), it wouldn't really work well within the game.  The tricky part would be defining values for the end result, and it doesn't seem like it'd be worth the trouble.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 05, 2011, 03:33:38 am
You could just make an item called "beating stick" using duct tape, any item, and a stick (or broom or whatever).  Since most items would be a blunt weapon when duct-taped to a stick, then just a poorly defined beating stick would suffice.  Or maybe 2-4 variants with different weights and bash values to make a vague difference between a battery on a stick and a water purifier on a stick, as these are understandably different weights.

Or maybe just have a single set of stats and do it for fun.  Wouldn't be the most effective weapon (comparable to a common hammer?) but it'd be so fun to beat zombies to death with your Radio on a Stick.  Then again most items are already fun.  Beat zombies with gold, or a fire extinguisher!  The stick just complicates things, you're already using gold!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 05, 2011, 03:34:48 am
I also just had the rope down doesn't create rope up when in a lab bug. also, I've had a lot of places where there wasn't a computer where there should have been a computer.

Yeah, not sure what's up with the computers, plus static spawns seem to be broken.  Investigating.

EDIT: Computers and static spawns fixed! ;D

I have wish for the rope but i can't find how go up..... i have exit with the cheat for teletrasport me.... ( sorry for my very bad english....)
My game as started OUT of the house......is normal???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 05, 2011, 03:39:14 am
I also just had the rope down doesn't create rope up when in a lab bug. also, I've had a lot of places where there wasn't a computer where there should have been a computer.

Yeah, not sure what's up with the computers, plus static spawns seem to be broken.  Investigating.

EDIT: Computers and static spawns fixed! ;D

I have wish for the rope but i can't find how go up..... i have exit with the cheat for teletrasport me.... ( sorry for my very bad english....)
My game as started OUT of the house......is normal???

Rope was a bug, has been fixed.

This is normal.  In the next release, you will start in a bunker; possibly with an NPC, if all goes well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 05, 2011, 03:40:59 am
:O

I seem to remember you saying that NPCs might not be ready before the end of the year.  Does this mean you have a breakthrough and can do it sooner, or... just gonna half-ass it and not release anything for a month? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 05, 2011, 04:16:55 am
Could you guys upload a windows version somewhere?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 05, 2011, 08:19:31 am
http://www.bay12forums.com/smf/index.php?topic=87501.msg2383469#msg2383469

Second last link should be it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 05, 2011, 08:22:27 am
Hasn't been updated in a while, and that version has broken stairs as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 05, 2011, 10:15:40 am
I've compiled using it and I've only experienced broken stairs once in all of my stair trodding glory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 05, 2011, 11:57:19 am
Hmm i could go get the linux version and make a little rewrite of the crafting system to store information about the ingredients an item was crafted from, and have something simple like showing its materials from description.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 05, 2011, 12:42:51 pm
:O

I seem to remember you saying that NPCs might not be ready before the end of the year.  Does this mean you have a breakthrough and can do it sooner, or... just gonna half-ass it and not release anything for a month? :P

Breakthrough!  Also I'll be toning the NPC back, the one you'll see will be largely immobile and just someone to talk to.  I'll slowly build upon that until it's more interesting, but at this point I think I just need to get one in the game to motivate me to work on them.


Hmm i could go get the linux version and make a little rewrite of the crafting system to store information about the ingredients an item was crafted from, and have something simple like showing its materials from description.

More like rewrite the item-type system to create new item-types when you craft one, and write a new module for saving these ad-hoc types to disk, and loading them when you load a game, or even start a new one (since they could be found on a corpse).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: smariot on December 05, 2011, 01:19:43 pm
Cataclysm for Windows: cataclysm.7z (http://smariot.no-ip.org/cataclysm.7z)

Note: This file is being hosted on my home internet connection, so don't be surprised if it's slow or missing entirely.

Problems I've noticed with it so far:

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 05, 2011, 04:00:32 pm
I'd noticed the cut-short help menus on Windows as well, and the same issue applied to lab computers with notes.  I haven't looked on Linux yet so I dunno if it's a Cataclysm issue or a Windows issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: smariot on December 05, 2011, 04:54:32 pm
A lot of the string formatting functions have buffers large enough to hold 1024 bytes, but an 80x24 screen is 2000 - maybe that's the problem with the text getting cut off?

I'll make the buffers bigger and see what happens; and while I'm at it I'll replace the ???printf functions with ???nprintf functions; maybe I'll fix some crashes in the process.

Edit: Tragically, making the buffers bigger didn't fix the cut-off text.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 05, 2011, 06:58:39 pm
Is there a way to make string through crafting? I've been in need of the stuff throughout the entire game and the city I've spawned in only has scarce amounts of it. Would it not be the case that I could produce some from rags or get them from clothing I cut up outright?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 05, 2011, 08:49:56 pm
I've been debating this, allowing you to turn rags into string and use string to repair sewing kits, so you don't have to keep scrambling to find sewing kits for your melee build.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: smariot on December 05, 2011, 08:59:11 pm
The only sources of string are:

* Scissors, applied to long pieces of string.
* Disarming a shotgun or crossbow trap.
* Spawned in the game world: Stores, houses, subways, etc.
* The 'wish' debug command.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 05, 2011, 09:17:41 pm
I've been debating this, allowing you to turn rags into string and use string to repair sewing kits, so you don't have to keep scrambling to find sewing kits for your melee build.

I seem to recall that sinews and tendons also make good string provided you know how to prepare them. Maybe butchering zombies will be able to net the player some additional resources other than just meat. Come to think of it, their bones might also be a useful resource.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 05, 2011, 09:43:48 pm
Actually, intestines were used for stitches for the longest time.  Makes for some very strong, fine, and importantly cheap string.  I've also been debating bones, if nothing other than throwing weapons, but certain things like bone spears would be bossin' not to mention the required skull throne.  Making bone daggers seems like a fine way to spend an insomnia night, maybe require 2 survival and a sharp knife, and produce bone daggers to throw.  Bonus points if you can shod a dagger with a nail to fire it from a coilgun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on December 05, 2011, 11:57:02 pm
Game freezes are really annoying :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 06, 2011, 12:48:30 am
IRL, you can make string from many types of leaves and bark as well (I've done it, mostly to make necklaces). But its incredibly time consuming, and generally isn't as strong as the tendon/intestine stuff from what I understand. Frays to easily, is the biggest problem.

So probably wouldn't be any good for the game.

Personally, I just think you should be able to find huge honking rolls of the stuff ocassionally. Actually, in my game I've got a heavy as shit electric sewing machine that runs off batteries rather than thread to deal with the problem. Lugging the rare item to a safehouse is certainly a chore, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 06, 2011, 01:29:34 am
I'm not sure that making an important, non-renewable resource, into one as common as dirt, makes any sense whatsoever ;)

Of course, by non-renewable I mean "renewable only through exploration."  Making string (not that important anyway) and sewing kits (there's far more than enough around if you use them wisely and replace damaged clothing rather than always repairing) easily obtainable would be akin to putting five times more food per level in nethack or crawl.  It just removes a drive to explore, and makes the game more boring.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 06, 2011, 01:31:36 am
My utility vests can't be crafted ._.

If I could replace them then I'd not care as much, but keeping those vests intact is critical!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 06, 2011, 01:58:39 am
My utility vests can't be crafted ._.

If I could replace them then I'd not care as much, but keeping those vests intact is critical!

You can find new ones, they're not that hard to find.  Or do without.  Or use more ranged--one of the drawbacks of melee is that your clothing is often is disrepair!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 06, 2011, 01:59:50 am
Hey, to be fair, if we can somehow craft denim jeans out of rags using a sewing kit, a utility vest isn't very far-fetched! Although I suppose that depends on what it's made out of, but according to the game they're pretty much just cloth.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 06, 2011, 02:13:26 am
Hey, to be fair, if we can somehow craft denim jeans out of rags using a sewing kit, a utility vest isn't very far-fetched! Although I suppose that depends on what it's made out of, but according to the game they're pretty much just cloth.

The ones you craft aren't denim, obviously.

A utility vest recipe might not be a bad idea, though, at higher levels of tailoring.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 06, 2011, 02:22:37 am
Requiring a bit of leather and cloth, it's a nice piece of clothing and I don't mind forking over a bit of effort to craft one!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 06, 2011, 02:39:33 am
Hey, to be fair, if we can somehow craft denim jeans out of rags using a sewing kit, a utility vest isn't very far-fetched! Although I suppose that depends on what it's made out of, but according to the game they're pretty much just cloth.

The ones you craft aren't denim, obviously.

They're jeans. They're denim by definition. If they weren't denim, they wouldn't be jeans! That's kind of like saying "the popcorn you make doesn't use maize".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 06, 2011, 03:41:18 am
There's a difference between "pants" and "jeans" yes...

Also
http://www.bay12forums.com/smf/index.php?topic=97293.0
and cross-posted
http://whalesdev.com/forums/index.php?topic=602.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 06, 2011, 04:01:20 am
Hey, to be fair, if we can somehow craft denim jeans out of rags using a sewing kit, a utility vest isn't very far-fetched! Although I suppose that depends on what it's made out of, but according to the game they're pretty much just cloth.

The ones you craft aren't denim, obviously.

They're jeans. They're denim by definition. If they weren't denim, they wouldn't be jeans! That's kind of like saying "the popcorn you make doesn't use maize".

No, they're leg coverings you sew together using rags, which happen to share stats and hence a type with jeans.  I'm not about to make an extra item type called "rag pants" when "jeans" already exist and aren't appreciably different. :)

EDIT:  And who's to say the rags themselves aren't made of denim, anyway?  The game doesn't track such meaningless things :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 06, 2011, 04:06:25 am
Granted that rag-pants could be a fun NPC wear, for flavor.  Sometimes you meet NPCs wearing army pants and trench coats, other times it's rag pants and Tshirt.  Could also apply to yourself, if you wanted to give an appearance.  You mentioned the ability to lie elsewhere, maybe if you're dressed shoddy enough you could lie as a beggar and get shown hospitality - or the faction only has room for productive members and you have to look nice to prove you are productive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 06, 2011, 10:44:15 am
Whales, i wish something for Christmas, an option(maybe a command line option?) for toggling dogs, i am very weak with the dogs. I really dont like starting with a dog, nor fighting a wild one, they are infact the leading cause of my characters suicides/teleporting away. Its just some traumatic experiences with my childhood dog that still haunts me even here in this christmas, 2-3 years after he died of old age, oh god i miss him..

New negative trait: Greed - You will have a low morale without possesing items of high value, bling bling and unique crafts would counter this. Like a hoarder syndrome but with gold and stuff.

Maybe even a new kind of traits: Personality

Personality traits like Nerdy, wich causes morale drop if you dont have "nerdy" stuff like comics, gadgets and when you havent used a computer for very long time
City person: Morale drop when in the wilderness, eating raw food, cooking, using weapons and when doing other "primitive farmer/redneck things"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on December 06, 2011, 10:59:03 am
an option for toggling dogs, i am very weak with the dogs.
Scroll of Genocide, my friend.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 06, 2011, 11:04:20 am
Whales, i wish something for Christmas, an option(maybe a command line option?) for toggling dogs.
Why not just remove them yourself? It's as simple as removing a few entries from the code, you were mentioning that you planned to rewrite the crafting system, so something this simple shouldn't be beyond your talents :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on December 06, 2011, 11:14:52 am
Although, truth be told, the game shouldn't be altered for just one person's personal dislikes. Of course, a wider option would be to add in a feature to toggle any monster.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 06, 2011, 11:24:36 am
The game's open source and well commented, you can toggle any monster, it's as simple as commenting out the relevant entries in a few CPP and H files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 06, 2011, 01:56:45 pm
Actually, to remove any single monster from the game, simply remove all mentions of that monster's ID tag from mongroupdef.cpp.

I have been considering removing the wild dogs, simply because they're a bit off-balance and the taming them routine is a little ridiculous.  I might re-add them as an always-friendly, rare static spawn in houses--a dog locked inside which will follow you if you free it.

I'm sorry if the presence of dogs upsets you, DrPoo, but it's true, altering the game for one person's tastes is clearly pretty silly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 06, 2011, 02:00:36 pm
I'm sorry if the presence of dogs upsets you, DrPoo, but it's true, altering the game for one person's tastes is clearly pretty silly.
Especially when you can quite easily do it yourself..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 06, 2011, 02:17:00 pm
Can you add a bicycle??  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 06, 2011, 03:00:02 pm
Can you add a bicycle??  :D

No :(  One day I'd love to, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on December 06, 2011, 03:05:24 pm
Can you add a bicycle??  :D

Probably along with all the other vehicles he's sure to add. Later. Much later.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 06, 2011, 03:16:07 pm
I actually did add a bicycle. It wasn't super great though and I've since misplaced the code. I'd probably do it a completely different way on a second attempt, but it basically involved checking your held item and boosting your speed if the held item had a certain flag (which the bicycle had). Without any chance to fall off it and the fact that you could climb through windows while still using it, it was kind of overpowered. I don't think it actually worked as intended, even then - it was a terrible hack.

I might give it another stab someday, but you're better off hoping on Whale's putting it in considering my productivity on the Cataclysm front lately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 06, 2011, 04:24:42 pm
Make sure you put bells on the bicycles! Also ribbons and clackers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on December 06, 2011, 04:27:04 pm
Make sure you put bells on the bicycles! Also ribbons and clackers.
The ribbons are iridescent and reflect any amount of light EVERYWHERE.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on December 06, 2011, 07:33:42 pm
Make sure you put bells on the bicycles! Also ribbons and clackers.
The ribbons are iridescent and reflect any amount of light EVERYWHERE.

Don't forget the option to craft rocket boosters. May also require stabilizer wheels for steadiness.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on December 06, 2011, 07:41:29 pm
Make sure you put bells on the bicycles! Also ribbons and clackers.
The ribbons are iridescent and reflect any amount of light EVERYWHERE.

Don't forget the option to craft rocket boosters. May also require stabilizer wheels for steadiness.
Also, red bikes should always go faster then other color bikes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on December 06, 2011, 09:51:11 pm
I'm just waiting for shopping carts to put all my loot in and drag behind me.

I don't care if it makes so much noise every zombie in the city comes for me, I can't bear to leave behind those radios and flashlights and toasters and sandwiches and empty bottles and 57 bottles of aspirin and 27 gold bars and.....

If I had my way, I'd take everything not nailed down back to my safehouse. Whoever dies with the most stuff, wins!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tian on December 06, 2011, 10:15:48 pm
Hi guys! been playing cataclysm for a while and I think I just found my ideal of zombie roguelikes...

I have a few questions:

Can I use the hatchet for cutting trees down? the description says so, but I can't find a way to do it...

How can I mix bleach with ammonia? I pour them on the groud, but nothing happens...

On other news, I'm on my 5th day of surviving, the longest I ever got! not even two hulks stopped me this time!  8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 06, 2011, 10:36:34 pm
Cannot cut down trees - yet.  Whales has promised an overhaul on the lumberjacking system to make boards a bit more workable.  And whole logs!

Bleach and ammonia can be crafted into smoke bombs, mutagen, and purifier if you have the cooking skill (all require cooking).  There needs to be a mustard gas generation though when spilled, that'd be cool!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 06, 2011, 10:47:48 pm
Actually, ammonia and bleach combine into the much more effective tear gas bomb, which acts like smoke bombs but lasts longer and confuses monsters in addition to blocking sight/smell.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 06, 2011, 10:58:20 pm
Yes, but that requires some skill and some other materials.  A shoddy "oh shit" method of dropping both would be nice.  Or a very low-tech string + 2 bottles, it spills when thrown.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tian on December 06, 2011, 11:03:28 pm
Cannot cut down trees - yet.  Whales has promised an overhaul on the lumberjacking system to make boards a bit more workable.  And whole logs!

Bleach and ammonia can be crafted into smoke bombs, mutagen, and purifier if you have the cooking skill (all require cooking).  There needs to be a mustard gas generation though when spilled, that'd be cool!

oh, got it! I'll bash young trees in the meantime...

Actually, ammonia and bleach combine into the much more effective tear gas bomb, which acts like smoke bombs but lasts longer and confuses monsters in addition to blocking sight/smell.
when I read the description of one of these I thought I'd have to mix them or something  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on December 06, 2011, 11:49:07 pm
I haven't looked at this in awhile... Maybe a month... Since the construction build... What have I missed?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 07, 2011, 12:15:09 am
I haven't looked at this in awhile... Maybe a month... Since the construction build... What have I missed?

Everything listed here (http://whalesdev.com/forums/index.php?topic=143.0), I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: agentorangesoda on December 07, 2011, 12:16:45 am
I wandered into a sewage treatment plant, downloaded a map of the sewers off of a computer, left the plant, and was chagrined to discover that the entire world had become sewers
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist Imiknorris on December 07, 2011, 12:37:55 am
That is just beautiful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on December 07, 2011, 03:33:03 am
Spoiler (click to show/hide)

I can't provide input about how to remove wild dogs, but the starting one is easy enough. I even posted instructions in this thread before. Just open the game.cpp file and comment out (adding //) the lines concerning "Testing the pet doggy"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 07, 2011, 08:50:08 am
Spoiler (click to show/hide)

I can't provide input about how to remove wild dogs, but the starting one is easy enough. I even posted instructions in this thread before. Just open the game.cpp file and comment out (adding //) the lines concerning "Testing the pet doggy"
He's been told this several times now and refuses to do it himself while insisting that Whales change the game for him.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 07, 2011, 03:33:49 pm
Spoiler (click to show/hide)

I can't provide input about how to remove wild dogs, but the starting one is easy enough. I even posted instructions in this thread before. Just open the game.cpp file and comment out (adding //) the lines concerning "Testing the pet doggy"
He's been told this several times now and refuses to do it himself while insisting that Whales change the game for him.

I might have been a bit annoying.. i could always just have stopped playing the game at all, i suck anyway and i am getting bored of just getting raped by zombie after zombie and never anything exciting. I couldnt get all that crap needed to compile the game to work, errors, errors everywhere, and theres a reason why i stopped coding in C anymore, its like trying to teach an OCD how to shuffle cards, trust me, i have tried to.

But now i got that Cataclysnux, so modding will be 1000 times easier.. i guess.. wait i am used to GUI linux and i suck at VI.
My mother is pretty fond of VI, having coded since she was a young girl at tech school, she knows her way around Unix systems quite alot. She could teach me some tricks..

Sorry for being a bugger.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 07, 2011, 03:54:27 pm
Butthurt
It's a Roguelike written for Linux.  You're Bay 12.  You've (hopefully) played DF.  By default, if you've played DF then you've had your fortress ROFLstomped by skeletal whales who don't give a shit and drag their lifeless bones out the the goddam ocean just to ruin your day.  You're gonna complain about some zombies now?  Dwarf up son, grab yourself a hammer and a utility vest, a bottle of booze and a line of coke.

I have to repeat this though because you don't seem to grasp the severity of these words that I'm putting onto your screen.  A Roguelike for Linux.  There is, perhaps, no single piece of programming more arcane and confusing besides the good old punch cards!  This is not user friendly.  This is not "Windows Installation Wizard".  This is going to be a step harder than it needs to be, and you're either going to do it anyways or fail and move along.  What no one needs is for you to fail and then loiter bragging about your fail.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 07, 2011, 04:02:00 pm
I might have been a bit annoying.. i could always just have stopped playing the game at all, i suck anyway and i am getting bored of just getting raped by zombie after zombie and never anything exciting. I couldnt get all that crap needed to compile the game to work, errors, errors everywhere, and theres a reason why i stopped coding in C anymore, its like trying to teach an OCD how to shuffle cards, trust me, i have tried to.

But now i got that Cataclysnux, so modding will be 1000 times easier.. i guess.. wait i am used to GUI linux and i suck at VI.
My mother is pretty fond of VI, having coded since she was a young girl at tech school, she knows her way around Unix systems quite alot. She could teach me some tricks..

Sorry for being a bugger.

It's all good duder, didn't bother me.  If you want a notepad-like text editor for command line linux, try nano.  It should be installed already.  But yeah, removing the dog isn't too difficult, I wish you luck in doing so!  I may end up removing the starting dog in the near future, and make dogs quest "items" instead... as in "I left my dog behind in my house, can you please go find her for me?"


There is, perhaps, no single piece of programming more arcane and confusing besides the good old punch cards!  This is not user friendly.  This is not "Windows Installation Wizard".  This is going to be a step harder than it needs to be, and you're either going to do it anyways or fail and move along.  What no one needs is for you to fail and then loiter bragging about your fail.

Hey :(  my programming isn't that bad...
Look at the source for nethack and compare ;)  Or for that matter, the GNU coreutils...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on December 07, 2011, 04:02:25 pm
Dwarf up son, grab yourself a hammer and a utility vest, a bottle of booze and a line of coke.
  What no one needs is for you to fail and then loiter bragging about your fail.
(http://legacy-cdn.smosh.com/smosh-pit/032011/staredadth.jpg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 07, 2011, 05:57:15 pm
Butthurt
It's a Roguelike written for Linux.  You're Bay 12.  You've (hopefully) played DF.  By default, if you've played DF then you've had your fortress ROFLstomped by skeletal whales who don't give a shit and drag their lifeless bones out the the goddam ocean just to ruin your day.  You're gonna complain about some zombies now?  Dwarf up son, grab yourself a hammer and a utility vest, a bottle of booze and a line of coke.

I have to repeat this though because you don't seem to grasp the severity of these words that I'm putting onto your screen.  A Roguelike for Linux.  There is, perhaps, no single piece of programming more arcane and confusing besides the good old punch cards!  This is not user friendly.  This is not "Windows Installation Wizard".  This is going to be a step harder than it needs to be, and you're either going to do it anyways or fail and move along.  What no one needs is for you to fail and then loiter bragging about your fail.

Im one of those who lingered in Adventure mode for too long and got bored. I cant manage fortress mode, its stressing and not a bit relaxing, especially not when embarking.
I have only tried wilderness embarks and never seen a single undead before, the worst thing that has happended was a bunch of godless monkeys running in and stealing all my pig tail.

And yet i can fly a space ship in Orbiter..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 07, 2011, 06:00:28 pm
I might have been a bit annoying.. i could always just have stopped playing the game at all, i suck anyway and i am getting bored of just getting raped by zombie after zombie and never anything exciting. I couldnt get all that crap needed to compile the game to work, errors, errors everywhere, and theres a reason why i stopped coding in C anymore, its like trying to teach an OCD how to shuffle cards, trust me, i have tried to.

But now i got that Cataclysnux, so modding will be 1000 times easier.. i guess.. wait i am used to GUI linux and i suck at VI.
My mother is pretty fond of VI, having coded since she was a young girl at tech school, she knows her way around Unix systems quite alot. She could teach me some tricks..

Sorry for being a bugger.

It's all good duder, didn't bother me.  If you want a notepad-like text editor for command line linux, try nano.  It should be installed already.  But yeah, removing the dog isn't too difficult, I wish you luck in doing so!  I may end up removing the starting dog in the near future, and make dogs quest "items" instead... as in "I left my dog behind in my house, can you please go find her for me?"


There is, perhaps, no single piece of programming more arcane and confusing besides the good old punch cards!  This is not user friendly.  This is not "Windows Installation Wizard".  This is going to be a step harder than it needs to be, and you're either going to do it anyways or fail and move along.  What no one needs is for you to fail and then loiter bragging about your fail.

Hey :(  my programming isn't that bad...
Look at the source for nethack and compare ;)  Or for that matter, the GNU coreutils...

Oh god no, oh well i gotta deal with those dogs anyway.
I looked into the source code of stuff, but i suck at other peoples code, good thing that Red's nice at keeping his code clean in Ameripain, else we wouldnt be going anywhere..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 07, 2011, 06:03:37 pm
Cataclysm has incredibly well commented code, in fact, I'm pretty sure there's even a comment specifically telling you how to get rid of the starting pet, hell, I can understand most of it, and I have absolutely no knowledge of C++. Or pretty much any programming language for that matter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: toupz on December 07, 2011, 06:14:08 pm
So, who is porting the game for windows now, it seems that Aposos has given up or is inactive for awhile? I don't understand the point of having Linux other than playing this game, but i guess it's a good reason this game is awesome, i just don't get why this game is not on windows or multi-platform, i don'T know anything about programming sorry.

Edit: I'm not trolling linux or anything, i just wish someone could give me a link of the latest windows build or hint me about a way to get this on windows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on December 07, 2011, 06:19:19 pm
Teseng is working on the new version for Linux. He seems to have ironed out most of the bugs.
Better yet, once he's finished, it can be integrated into the trunk, so it'll become pretty much platform independent.

http://whalesdev.com/forums/index.php?topic=554.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on December 07, 2011, 06:31:45 pm
I'd like to see the Triffid-armor that appeared in the books, and maybe the blade-guns too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 07, 2011, 06:37:03 pm
Whales runs Linux, in fact he runs an incredibly arcane and mysterious (http://whalesdev.com/forums/index.php?topic=499.msg5607#msg5607) version of Linux.  Whales develops Cataclysm, ergo Cataclysm gets native Linux.  It's really not a matter of platform preference or trying to bash any OS, it's just a matter of developer convenience at this point.

And yes, this is some of the better code I've read.  Not incredibly comment-heavy, it doesn't describe what does what, but it does describe the purpose.  Like, no "this is for adding to the list" or "now display that" but some over-arching comments of "Generate forests here" does a good enough job.  A cursory knowledge of how code works will let you navigate the Cataclysm source fairly well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 07, 2011, 06:39:16 pm
I'd like to see the Triffid-armor that appeared in the books, and maybe the blade-guns too.
Yes
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on December 07, 2011, 06:44:31 pm
I'd like to see the Triffid-armor that appeared in the books, and maybe the blade-guns too.
This.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 07, 2011, 06:45:30 pm
Triffid farms, triffid taming, triffid sex wait what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on December 07, 2011, 06:58:41 pm
http://whalesdev.com/forums/index.php?topic=554.0 (http://whalesdev.com/forums/index.php?topic=554.0)
Bugs page and DL link for the new windows version from the cataclysm forums.  Its currently mildy crashtastic but looks like work is progressing at a reasonable rate
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: inEQUALITY on December 07, 2011, 07:57:56 pm
Actually, rather than rely on aposos's builds, I just emulate Linux in windows. It's really rather easy to do.

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

That gives you step-by-step instructions and such, and the files tulatorhey link you to to load up in the em revolve entirely around Cataclysm. Better than any other solution, I think. Makes it really easy to update too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 07, 2011, 09:26:27 pm
Big ol' update on this rainy night.

Clean build required, saves obsoleted

Features:

Tweaks:

Bug Fixes:

Code features:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tian on December 07, 2011, 09:46:45 pm
Cool! I'll keep the older version too, I've made a lot of stuff in that version...

BTW, I used to download a linux binary from Whoopshop when a newer version just came out, but the server seems down, is there a way to download the binaries?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on December 07, 2011, 09:51:49 pm
YES! We're on the verge of getting our NPCs!

Too bad there's no fully functional windows port yet :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 07, 2011, 09:59:58 pm
Cool! I'll keep the older version too, I've made a lot of stuff in that version...

BTW, I used to download a linux binary from Whoopshop when a newer version just came out, but the server seems down, is there a way to download the binaries?
http://whalesdev.com/forums/index.php?topic=86.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 07, 2011, 10:15:44 pm
Spoiler (click to show/hide)
Glorious start to a glorious day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 07, 2011, 11:02:17 pm
So I've tested out the NPC, and every time I bring back the antibiotics, it segfaults. except when I wish for them. also I came back once to find the NPC gone, and another time, I looked at the map and saw the NPC symbol flashing one tile away from the safehouse, but the NPC was still inside the safehouse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 07, 2011, 11:08:55 pm
So I've tested out the NPC, and every time I bring back the antibiotics, it segfaults. except when I wish for them. also I came back once to find the NPC gone, and another time, I looked at the map and saw the NPC symbol flashing one tile away from the safehouse, but the NPC was still inside the safehouse.

Backtrace?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 07, 2011, 11:09:42 pm
Yeah, the starting NPC seems to be terrible.  Try attacking him!  His head explodes for no apparent reason~  Literally "Eli Taylor's brain explodes!" and then he dies.  I'm also not happy with the spawn location, as it gives you zero supplies and zero capacity to get supplies.  Want a weapon?  Run past those wolves and giant ants to get to the nearest river to swim across and maybe find a store!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 07, 2011, 11:19:39 pm
First steps are small ones, better to have something semi-working that can be built upon than nothing at all ;)

Anyway, that's not what happened when I attacked them.  You probably got unlucky and encountered a bug; did you get debug messages?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 07, 2011, 11:22:27 pm
Yes, a lot of "choose action=MELEE" and such.  The NPC seemed to get like 50 moves in at once and hurt me a few times before exploding.

Also I wished for a two-way radio and called a faction.  Segfault.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 07, 2011, 11:29:39 pm
Yes, a lot of "choose action=MELEE" and such.  The NPC seemed to get like 50 moves in at once and hurt me a few times before exploding.

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

But what actions did it choose before exploding?

Some NPCs are ninja masters, and will indeed hit you very quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 07, 2011, 11:54:09 pm
I got hit with his ammo, I forget the exact ammo, something like 9mm auto or somesuch.  It appeared to be just whatever he had in his hand at the moment.  He hit me in the mouth with a box of bullets and then his brains exploded.

...is this buggy, or is this intended behavior?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 07, 2011, 11:58:53 pm
Arrgh! Twice now, I've gone outside and immediately been attacked by wolf packs! What gives?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 08, 2011, 12:00:50 am
Hmm, shouldn't be caused by that; it's an unterminated loop that causes NPCs to die off like that.  Hard to say.

Suffice to say, this NPC is not intended for combat; it's mainly as a base for the new dialogue/mission system. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 08, 2011, 12:19:10 am
Either way, got it to happen again.  First try: "Tried to use but has no use" but let me kill gracefully.  Second try: "chose melee" and "target player threat =-2" and "performed no move" on repeat for several times and then brain explode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 08, 2011, 12:35:57 am
Right, when I changed some melee stuff it stopped making NPCs take time to attack you.  That's fixed now.

"Tried to use..." is stumping me.

But combat NPCs are still in their old, buggy state, so again, don't expect much there!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 08, 2011, 12:36:13 am
I just went through an entire small town with no antibiotics. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 08, 2011, 12:39:23 am
They're in houses too!  But yeah, sometimes the poor NPC is hard to help.

The next update will see some tighter checking to make sure the mission is easily doable, and a few other possible starting missions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 08, 2011, 03:40:11 am
Antibiotics? Are there infections now or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 08, 2011, 03:56:24 am
Read the update news, from earlier tonight!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dbuhos on December 08, 2011, 08:56:50 am
So is someone doing the windows version ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 08, 2011, 09:08:36 am
It was linked a page ago/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 08, 2011, 11:44:43 am
It was linked a page ago/

The manual for compiling it was linked page ago. It's all over the thread screaming in my face "You're dumb cause you can't compile it yourself!" but i don't really know what "compiling" is and why should i download and install some stuff i won't even use for anything else besides cataclysm when there are people who can do it and easily share the newest version they play with coding analphabet like me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 08, 2011, 11:46:05 am
It was linked a page ago/
but i don't really know what "compiling" is and why should i download and install some stuff i won't even use for anything else besides cataclysm when there are people who can do it and easily share the newest version they play with coding analphabet like myself.
Its fairly simple. Either you:

A. Do what is required, learn some shit and compile it yourself.
B. Wait for someone else to work out and compile the newest build for windows.
C. Whine about it and not play.

You're currently picking C.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 08, 2011, 11:52:29 am
It was linked a page ago/

The manual for compiling it was linked page ago. It's all over the thread screaming in my face "You're dumb cause you can't compile it yourself!" but i don't really know what "compiling" is and why should i download and install some stuff i won't even use for anything else besides cataclysm when there are people who can do it and easily share the newest version they play with coding analphabet like me.

Teseng is working on the new version for Linux. He seems to have ironed out most of the bugs.
Better yet, once he's finished, it can be integrated into the trunk, so it'll become pretty much platform independent.

http://whalesdev.com/forums/index.php?topic=554.0

Although FZ derped, that's the windows version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 08, 2011, 12:21:31 pm
It was linked a page ago/
but i don't really know what "compiling" is and why should i download and install some stuff i won't even use for anything else besides cataclysm when there are people who can do it and easily share the newest version they play with coding analphabet like myself.
Its fairly simple. Either you:

A. Do what is required, learn some shit and compile it yourself.
B. Wait for someone else to work out and compile the newest build for windows.
C. Whine about it and not play.

You're currently picking C.

Don't you dare to talk to me like i was lazy and stupid.
I'm beyond the point i had spare time to learn things i don't require for my job. If you had less than four hours of gaming time per week you too wouldn't want to waste it for something else than pure gaming.

...no offense taken, just realize not everyone on the internet is a lazy teenager.


Teseng is working on the new version for Linux. He seems to have ironed out most of the bugs.
Better yet, once he's finished, it can be integrated into the trunk, so it'll become pretty much platform independent.

http://whalesdev.com/forums/index.php?topic=554.0

Although FZ derped, that's the windows version.
[/quote]

I see, thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 08, 2011, 12:51:26 pm
Don't you dare to talk to me like i was lazy and stupid.
I'm beyond the point i had spare time to learn things i don't require for my job. If you had less than four hours of gaming time per week you too wouldn't want to waste it for something else than pure gaming.

...no offense taken, just realize not everyone on the internet is a lazy teenager.
No offense was intended, I was just calling it like I saw it. I never called you lazy, or a teenager. I don't even know where that came from. When confronted with something like this you really only have those three choices. If you want to interpret it in an insulting or condescending manner, that's fine with me. If you don't have the time to put in to learning something like this, that's fine. It means you wait for someone else to do the work for you, or you simply don't play.

It isn't our problem that you're so busy you can't follow a set of instructions and figure out how to compile the game, or have no time to look through the thread for the link which was recently (and repeatedly) provided. We didn't arrange your life so that you only have four hours a week, and honestly I bet most of us don't care. Your problems are yours.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 08, 2011, 01:28:27 pm
Don't you dare to talk to me like i was lazy and stupid.
I'm beyond the point i had spare time to learn things i don't require for my job. If you had less than four hours of gaming time per week you too wouldn't want to waste it for something else than pure gaming.

...no offense taken, just realize not everyone on the internet is a lazy teenager.
No offense was intended, I was just calling it like I saw it. I never called you lazy, or a teenager. I don't even know where that came from. When confronted with something like this you really only have those three choices. If you want to interpret it in an insulting or condescending manner, that's fine with me. If you don't have the time to put in to learning something like this, that's fine. It means you wait for someone else to do the work for you, or you simply don't play.

It isn't our problem that you're so busy you can't follow a set of instructions and figure out how to compile the game, or have no time to look through the thread for the link which was recently (and repeatedly) provided. We didn't arrange your life so that you only have four hours a week, and honestly I bet most of us don't care. Your problems are yours.

Dude, you call someone that he's whining be sure that it may come out as offensive. The rest of that paragraph is true.

The second paragraph is...huh? I just mentioned that my personal gaming time is short so you don't think im lazy and so you can empathize a bit (its a human thing to do). It wasn't an excuse nor a complain.

I'm sure you a great guy in RL just these damn short internet responses make everything came out in a bad way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 08, 2011, 01:53:20 pm
Eh, I'm just a jackass. Ignore me and let's all kill zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 08, 2011, 01:56:07 pm
*wipes a tear from his eye
Sure thing mate, here take my shotgun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 08, 2011, 01:58:16 pm
Eh, I'm just a jackass. Ignore me and let's all kill zombies.
Aw hell yeah sigged.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 08, 2011, 02:02:59 pm
how i can increase my strenght?

The turret in lab are walking???  :-X
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 08, 2011, 02:05:16 pm
You can't increase your strength during gameplay.

Lab turrets are stationary, just throw a grenade at them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 08, 2011, 02:08:19 pm
i have found a turret in the main entry  of the first underground floor of the lab... but when I went down was not there .. i have found it when i go back for go up.....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 08, 2011, 02:19:08 pm
Ooh, that's a bug with NPC spawning, although it should be fixed.. Are you playing an old version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 08, 2011, 05:39:02 pm
I have the last version
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 08, 2011, 05:43:58 pm
Eh, I'm just a jackass. Ignore me and let's all kill zombies.
Aw hell yeah sigged.
:o

Why?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 08, 2011, 05:49:17 pm
Because it's hilarious.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 08, 2011, 05:55:16 pm
Because it's hilarious.
  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 08, 2011, 06:15:11 pm
Your stats are stationary, but you can get buffs.  Cocaine and 1 shot of alcohol can boost your strength for a little while, among other things.  Drugs are your friend.  An Adderall, Cocaine, and shot of tequila, and your hammer become a Godly Warhammer of Rending +3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on December 08, 2011, 07:26:29 pm
Teseng is working on the new version for Linux. He seems to have ironed out most of the bugs.
Better yet, once he's finished, it can be integrated into the trunk, so it'll become pretty much platform independent.

http://whalesdev.com/forums/index.php?topic=554.0

Although FZ derped, that's the windows version.

Teseng is working on the new version for Linux. He seems to have ironed out most of the bugs.

... for Linux.

I have dishonored my famiry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on December 08, 2011, 07:51:32 pm
Your stats are stationary, but you can get buffs.  Cocaine and 1 shot of alcohol can boost your strength for a little while, among other things.  Drugs are your friend.  An Adderall, Cocaine, and shot of tequila, and your hammer become a Godly Warhammer of Rending +3

There's also a bionic, hydraulic muscles, that can greatly increase your strength.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on December 08, 2011, 08:00:18 pm
I can't get my baseball bat build going on the latest version. I just keep dying too readily.

It looks like Whales fixed godmode (melee+bash 8+ and dodge 8+)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on December 09, 2011, 08:26:20 am
Your stats are stationary, but you can get buffs.  Cocaine and 1 shot of alcohol can boost your strength for a little while, among other things.  Drugs are your friend.  An Adderall, Cocaine, and shot of tequila, and your hammer become a Godly Warhammer of Rending +3

Mutations can also increase stats permanently.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on December 09, 2011, 04:18:47 pm
What kind of starting stats should I aim for if I plan on going for a bow-centric character?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 09, 2011, 04:22:07 pm
Perception, int, dex & strength.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 09, 2011, 04:28:59 pm
So basically everything :P.I would personally suggest that you take up a throwing/melee character instead. It's quite amazing how much two or three spears or combat knives will save your butt from damage in most cases. In case of hulks, I just tend to throw everything I have in my inventory at it seeing as how fast throwing is compared to melee and bows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 09, 2011, 04:31:14 pm
Archery is a lot better now that you fire and reload in the same action, I'd focus primarily on perception for the ranged bonus.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on December 09, 2011, 04:32:49 pm
I need strength to actually use the bow though, don't I?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 09, 2011, 04:35:41 pm
I know for the longbow that you need quite a bit of strength to use but no idea on how much sadly. The compound bow and the wooden one that you can make require less I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 09, 2011, 04:37:55 pm
Minimum 10 str for longbow, 8 str for compound bow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 09, 2011, 04:45:34 pm
10 str isn't hard to get, so that should be a default character creation thing.  The rest I'd put into mainly per and then int.  Int is always useful, it seems~
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on December 09, 2011, 05:06:15 pm
No source for the latest windows version!??

Whaaaaaaaaaaaaa? :(

But how will I make my changes without using apostates old version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 09, 2011, 05:15:33 pm
Get Linux :D  It's so lightweight and sexy~  It's like an economy sports car compared to the Windows SUV.  I boot up and I'm like, "Alright, now I'll wait a few minutes so it can run through startup" but then I'm like "Oh wait, I just logged in and it has NOTHING to load!  It's already done!  I can start my shit right now!"  And sudo spoils you.  Proper usage is as "simon says" and it says "I paid $250 for this computer, so let me do what I damn well please."  Windows doesn't sudo.  Windows just has error popups and "you are not allowed to modify that file!"

Plus, between WINE and a lot of Linux-version programs, I find myself lacking for very little, and dual-booting solves that fairly well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 09, 2011, 05:17:57 pm
<--- Actually dual-booting linux on a spare computer 90% because of this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on December 09, 2011, 05:20:29 pm
I would really rather the windows port be open source instead of having to install linux on this machine purely for the purposes of running cataclysm.

This system worked fine under aposeses (sp?).

I guess I'll just have to go back to that version... Disappointing...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on December 09, 2011, 05:21:38 pm
I would really rather the windows port be open source instead of having to install linux on this machine purely for the purposes of running cataclysm.
The windows source is open source, it just needs to be compiled, which is a tad more annoying on Windows then on Linux.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 09, 2011, 05:26:16 pm
It's all open source, and for the most part is the same source.  It's just that Windows uses a different, slightly more fiddly display method (as I understand it).  I thought about trying to port it, but installed Linux on a sort-of whim, and I'm like "oh wait, this is so much better."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on December 09, 2011, 05:33:16 pm
I would really rather the windows port be open source instead of having to install linux on this machine purely for the purposes of running cataclysm.
The windows source is open source, it just needs to be compiled, which is a tad more annoying on Windows then on Linux.

Not the latest windows version to my knowledge:

http://whalesdev.com/forums/index.php?topic=554.45

Download gives you the .exe but none of the source files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 09, 2011, 05:37:12 pm
That's Teseng's modified version.  That's not really "the code" it's "Teseng's project using the code".  Can't say what he or anyone else does, but Whales puts it all on the table.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on December 09, 2011, 05:40:54 pm
That's Teseng's modified version.  That's not really "the code" it's "Teseng's project using the code".  Can't say what he or anyone else does, but Whales puts it all on the table.

Whales code is for linux though. The Windows users who aren't complete geniuses and aren't able to do a linux to windows rewrite have relied on a person to port the source files to be windows compatible to my knowledge. First Heads did this, then aposeses (sp?) and now to my knowledge Teseng... Although Teseng is the first not to release the source files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 09, 2011, 05:46:58 pm
Teseng is making his source available when he works the kinks out, and it will most likely be implemented into the trunk when it's done.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on December 09, 2011, 05:59:26 pm
Teseng is making his source available when he works the kinks out, and it will most likely be implemented into the trunk when it's done.

I wish he'd make it available now... If we had to wait for everything to be bug free before release nothing would ever get released... ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on December 09, 2011, 08:23:46 pm
Anyone else find that with the latest version (the one with the test NPC and evac shelter), that when you create a new character and start a game you get an error message saying that an Evac shelter could not be found. It then just dumps me in the middle of a forest. I used the debug menu to reveal the map and teleport to the nearest civilization. Also, I did find an evac shelter, but it was completely walled off with no entryway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 09, 2011, 08:59:58 pm
Have not seen that...  Try cleaning your save and trying again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on December 09, 2011, 10:16:51 pm
Another thing I've run into. Using the bow, if I have multiple arrows to select from when firing, the targeting screen is blacked out. The target itself shows up when I use the keys to move it around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 10, 2011, 05:29:56 pm
It's a little update!

Clean build required, saves MIGHT be valid!

Please note:  There is a known bug here.  After claiming your reward from an NPC, the line drawing characters in the chat window get messed up.  Please do not report this bug.


Features:

Tweaks:

Bug Fixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on December 10, 2011, 10:36:39 pm
Glad to see the game is still going strong, I will have to take a look later tonight.

If any info in the front post is incorrect, please PM me. I can't keep up with this thread all the time to make sure I have the latest Windows port and everything, but I check my PMs all the time, so if you send anything there I will get it. I don't want anything to be incorrect in the first post, after all ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 11, 2011, 09:24:00 am
Well, the windows version has now changed to http://whalesdev.com/forums/index.php?topic=554.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FunctionZero on December 11, 2011, 10:54:00 am
Yup, though the next version will be platform-independent, since Whales merged Teseng's Win code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on December 11, 2011, 11:10:12 am
Well, the windows version has now changed to http://whalesdev.com/forums/index.php?topic=554.0
Updated first post.
Yup, though the next version will be platform-independent, since Whales merged Teseng's Win code.
Oh, neat :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on December 11, 2011, 12:04:34 pm
I noticed that * on the number pad works for construction, Could we have / on the numberpad work for crafting too?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 11, 2011, 05:27:30 pm
I don't think that / is used for anything currently, and it should be easy enough to mod in.  I've wondered about that as well, since I'm always using * on the numpad anyways.  I'll take a peek a bit later and see if I can't figure a .diff for Linux (which I'm sure Whales would merge).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on December 11, 2011, 07:42:24 pm
Can arrows be crafted? I've got a 4 mechanics skill and can make crossbow bolts, but no arrows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 11, 2011, 08:07:40 pm
Archery and Survival skill, I believe 1 wood = 15 arrows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on December 11, 2011, 08:41:09 pm
Archery and Survival skill, I believe 1 wood = 15 arrows.

Argh. I knew that once, but it totally slipped my mind. Thanks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jetex1911 on December 11, 2011, 09:16:46 pm
Is there a way to roam a town, gathering supplies without being charged by 20 zombies five minutes into the game?  Is it because I bring the dog with me?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on December 11, 2011, 09:28:27 pm
Is there a way to roam a town, gathering supplies without being charged by 20 zombies five minutes into the game?  Is it because I bring the dog with me?

That's totally normal gameplay, you just need to do a lot of running away for a while. The dog doesn't attract more zombies, in fact, he makes a good way to escape the first pack you find. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 11, 2011, 09:48:05 pm
And afterwards, too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 11, 2011, 11:03:01 pm
Best advice to start: Find a weapon and a window.  A hammer is very good, it provides good damage and once you get some skill it can stun opponents.  You can fight a hulk without a the hulk ever making a move.  Combat knife is great as well, good damage and high critical rating means a lot of killing power for short fights.  But long fights you usually want a bash for the stun.  Hardware stores and sporting good stores are both excellent sources of weapons.

And tequila.  Trust me, tequila.  70 morale boost and the slight str boost from booze, you won't have to worry about exp to burn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 11, 2011, 11:09:37 pm
I go after marijuana, personally. the addiction is just too much for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 11, 2011, 11:20:13 pm
I usually never go so far as to get addicted, and you can usually find some cocaine or weed or better yet an mp3 to raise morale.  A bottle of tequila might last me an entire game (depending on Whales' update schedule).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on December 12, 2011, 12:09:51 am
Its probably not really a bug, but i managed to con the NPC at the start into giving me some antibiotics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 12, 2011, 12:12:31 am
By the time I get addicted, usually I already have a pretty defensible spot for weening myself off the stuff for a few days. Has anyone thought about the need to defecate in this game? It would add another dimension to hiding from the zombies in your safe house if you have no means of neutralizing the smell after a few days hiding in there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 12, 2011, 12:23:05 am
As someone on the Cataclysm forums said (it may have been Whales who said it) "The only way this game could get more complicated is if you had a breath button."  Which is to say "Isn't it enough already?  You want more punishment?"  And as Toady has said "That just seems like another distraction that doesn't add much but leaves your dwarves not working for a little bit longer."

While scent management might be more interesting, I don't feel that it adds enough value to justify that big of an annoyance.  After all, how often do you use the bathroom daily?  Do you want to have that many interruptions in your game?  Do you want to have to write a tutorial and include "now press the shit button" and watch the new players quit right then?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 12, 2011, 01:01:08 am
As someone on the Cataclysm forums said (it may have been Whales who said it) "The only way this game could get more complicated is if you had a breath button."  Which is to say "Isn't it enough already?  You want more punishment?"  And as Toady has said "That just seems like another distraction that doesn't add much but leaves your dwarves not working for a little bit longer."

While scent management might be more interesting, I don't feel that it adds enough value to justify that big of an annoyance.  After all, how often do you use the bathroom daily?  Do you want to have that many interruptions in your game?

The concept itself does not automatically invite the worst possible method of implementation. There is a way to do it well, just like everything else in the game already.

Quote
Do you want to have to write a tutorial and include "now press the shit button" and watch the new players quit right then?

Actually, I think that would probably be touted as one of the attractions of the game :P. How many games can you attribute the presence of untreated fecal matter leading to the player's downfall?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on December 12, 2011, 01:11:23 am
Bleach washing to destroy scent trails. Walk into your safehouse and splash bleach over the path behind you, one bottle covers a 3x3 area in that direction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 12, 2011, 01:18:42 am
Bleach is some strong stuff.  I feel I have to say this because many are aware of bleach but haven't had to use it.  Mopping floors in fast food, I can tell you that bleach would likely attract creatures because of the strange and powerful smell.  But it would cover just about any scent that used to be there.  Maybe drop some and keep running, or maybe assume that zombies are repulsed by bad smells?  Although them being undead lends a bit of stench of their own.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on December 12, 2011, 01:19:58 am
If they're following the scent of meat, then that should work. Otherwise, perhaps a square of scent in the center, and a 5x5 cleaned area?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 12, 2011, 01:33:54 am
Maybe Febreeze would be a better alternative to bleach, or some other oxidization formula.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 12, 2011, 01:50:27 am
I've been thinking that auto shops would be a good addition, especially as someone's working on an actual vehicle mod.  It could have scented pine cones, wearable, which reduce your scent!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 12, 2011, 02:04:50 am
Also, someone asked about tying / to open the crafting menu, as this is on the numpad and * can be used for construction.  If you're on Linux then it's easy, open game.cpp and head to line 1082

Change:
Code: [Select]
} else if (ch == '&')
  craft();
To:
Code: [Select]
} else if (ch == '&' || ch == '/')
  craft();

'make' again and it will now accept the crafting command from either key.  You can also see here that the rest of the keybindings are all laid out, so personal adjustments can be made as desired.  If you're somehow on Windows and have the source code, then you can do the same thing, but I'm now playing on Linux entirely so I can't say if there's an available version where you could change this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 12, 2011, 02:33:39 am
I'll try that out on my compiled windows version tomorrow after exams.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 12, 2011, 02:33:55 am
Its probably not really a bug, but i managed to con the NPC at the start into giving me some antibiotics.
Called it. Totally called it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 12, 2011, 02:37:43 am
Another update!

Clean build required, saves must be delteeted.

Features:

Tweaks:

Bug fixes:

Code stuff:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 12, 2011, 02:42:58 am
You've hidden something in the code, haven't you?  There's some tracker in there somewhere, that tells you every time I start a new game and automatically makes a release post about 20 minutes later.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 12, 2011, 02:58:30 am
You've hidden something in the code, haven't you?  There's some tracker in there somewhere, that tells you every time I start a new game and automatically makes a release post about 20 minutes later.

My secret D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 12, 2011, 04:00:52 am
I feel that its necessary to point out that fixed content like NPC missions is something that killed rogue survivor. There is no way you could generate this content quicker than playerbase can play it, in the end everyone will skip it. Therefore i suggest:
1. Make the missions somehow bound to randomly generated content.
2. Make it easy enough for the modmakers to generate lots of these missions so you can focus on the core features.
I'd preffer the first option. I know your intent "give the players something more to do" is good, but fixed content in a roguelike is a danger to endless replayability roguelike should allow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 12, 2011, 04:09:40 am
Yeah, I'm looking at ways of making the missions have strong random components (beyond just the location of whatever it is you're supposed to retrieve/do).

I'm also striving to make adding missions quick and painless.  Since they're fairly new, it's a very rough, unpolished system right now, probably missing support for things people might want to add.  As I use it more and more, it'll get more robust.  Adding the first mission took a couple days; I made the two new ones in about 2 hours of coding each, and most of that was ironing out bugs (which won't reappear when creating similar missions).  I expect momentum to build very quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 12, 2011, 04:12:57 am
It's already fairly random, and this is just the beginning.  It'll pick one mission or the other, and pick a location for it.  As shown in another thread (http://whalesdev.com/forums/index.php?topic=637.0) there's plenty more options that could be added.  Each run will vary according the the topography and resources nearby, but you will eventually get redundant missions.  There's not really any way around this though.  There's only so many possible objectives and eventually they get recycled.  It won't be as strict as prebaked dungeons and maps, instead it'll be based off the randomly generated world, but it may be the same overall objectives.

If you can come up with a way to create brand new content every playthrough, then you should be working for a big company.  Even DF's Adventure Mode re-uses the same mission types.  Particularly, one type: "Kill <some creature>".  Bandit, named animal, or night creature, it's still "Go to this randomly generated cave and kill this worldgen entity."  In that regard Cataclysm will do one better by having a larger palette of quest types to fit the nearby random terrain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on December 12, 2011, 04:34:16 am
I personally would love to see a bit more compex interaction system, with scenarios like:

You throw the stick in the zombies legs and he falls
You chop off the zombies arm
You connect the rope to armless zombies neck (as lasso throw or in melee range)
You light the gas-canister-rocket (moves in a semi-straight+randrom line and explodes at a randrom points with high chance when it hits something)
Basic sling traps would be great, too.

I don´t know, but zombies are not really affected by the amount of damage they took, or? A z with 1 hp left will be just as effective as a "healthy" one?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 12, 2011, 04:39:12 am
Im not lacking faith in you Whales.  :)

I like that system somebody suggested a pretty long while ago. Every NPC should have some kind of level of trust related to you. The more trust, the more controll you could have over them. A total stranger could at best follow you, passing acquaintance could share some basic supplies like food and uttilities and you could control them in a way they feel safe (like they could refuse to walk close to a zombie), while someone like family member or lover would let you to manage their inventories and endarger themself.
Doing stuff that raises the trust of other should be the motor for your actions. You see the people following you are hungry? You have a mission- bring them food. They're hurt? Mission- find medical supplies and heal them. They tired? Mission- find a shelter and keep the group safe for the night. 
You don't need the game to tell you THIS is a mission, you have to feel what the mission is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 12, 2011, 04:58:05 am
Actually, while it's mostly ignored for now, NPCs do have a system like that!  It's a bit more complex, though; they have a trust level, but also a fear level, a value level, and an anger level.  Value's the only one that needs explaining I think; it represents how much of a benefit having you around represents (or how much of a drain you are, if it's negative).

Fear is not strictly perjorative; high fear, along with high trust and high value, could have them seeing you as a very capable but tempermental leader.

Right now the only noticable effect of these values is on your persuade/lie chances, and how quickly they'll get fed up with you demanding items.  But they'll be used for determining follower status, sharing equipment, taking orders, etc.


I personally would love to see a bit more compex interaction system, with scenarios like:

You throw the stick in the zombies legs and he falls
You chop off the zombies arm
You connect the rope to armless zombies neck (as lasso throw or in melee range)
You light the gas-canister-rocket (moves in a semi-straight+randrom line and explodes at a randrom points with high chance when it hits something)
Basic sling traps would be great, too.

I don´t know, but zombies are not really affected by the amount of damage they took, or? A z with 1 hp left will be just as effective as a "healthy" one?

Sorry, but not going to happen.  It works well for DF, but it's definitely not something I want in Cataclysm.  Simple, classic roguelike combat here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 12, 2011, 05:06:50 am
You are talking to dwarves here, so don't be surprised when we ask for more elaborate combat :P  Although small steps, like throwing an item could cause a stun (blunt strike) might help, if that's not already in place.  I don't throw much, so I dunno about that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 12, 2011, 05:48:52 am
Are there any plans for us telling ncps what to do in the future? I've never understood the purpose and rationale behind having some out-of-shape simpleton command the cyborg mutant doom-thrower to fetch him some medicine he can probably get himself. When the npc is in the presence of a sub-deity, I expect the npc to go fetch his own medicine AND get the nails and two-by-fours for me to build a fort with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on December 12, 2011, 06:04:30 am
Are there any plans for us telling ncps what to do in the future? I've never understood the purpose and rationale behind having some out-of-shape simpleton command the cyborg mutant doom-thrower to fetch him some medicine he can probably get himself. When the npc is in the presence of a sub-deity, I expect the npc to go fetch his own medicine AND get the nails and two-by-fours for me to build a fort with.
That would be interesting.

"HEY. You over there! Go into that zombie infested city and break down doors!"

Then he would have to choose between being eaten by the zombies or bashed in the face by you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 12, 2011, 07:06:50 am
Oh thanks great Whales! Now if there just was a portable Cataclysnux so i could keep on playing your wonderful game in school!
A christmas special update would be hillarious, like having the game detect your base and then making a Zombie Claus appear, like a combination of all zombies, dressed in santa suit, carrying a huge heavy bag full of cool loot, also zombie reindeers and turning all fungaloids into grinches!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 12, 2011, 07:08:55 am
Oh thanks great Whales! Now if there just was a portable Cataclysnux so i could keep on playing your wonderful game in school!
A christmas special update would be hillarious, like having the game detect your base and then making a Zombie Claus appear, like a combination of all zombies, dressed in santa suit, carrying a huge heavy bag full of cool loot, also zombie reindeers and turning all fungaloids into grinches!

http://whalesdev.com/forums/index.php?topic=618.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on December 12, 2011, 07:24:49 am
Oh thanks great Whales! Now if there just was a portable Cataclysnux so i could keep on playing your wonderful game in school!

If you have a smart phone then they all have a telnet client of some kind .... :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 12, 2011, 07:26:50 am
It will be platform independant soonTM which means the windows version will be updated nearly as quick as Whales releases.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on December 12, 2011, 08:53:44 am
If you cancel firing a bow the arrow stays loaded, longbow (1) for example, however this arrow doesn't count for ammo when you attempt to fire leading the amusing case of having to unload my bow to kill the last zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 12, 2011, 04:10:49 pm
You are talking to dwarves here, so don't be surprised when we ask for more elaborate combat :P  Although small steps, like throwing an item could cause a stun (blunt strike) might help, if that's not already in place.  I don't throw much, so I dunno about that.

Heh, I'm not surprised, and I don't think that elaborate combat is a bad thing inherently, I just don't think it has a place in Cataclysm.  Stunning from thrown items would be good, though!

Are there any plans for us telling ncps what to do in the future? I've never understood the purpose and rationale behind having some out-of-shape simpleton command the cyborg mutant doom-thrower to fetch him some medicine he can probably get himself. When the npc is in the presence of a sub-deity, I expect the npc to go fetch his own medicine AND get the nails and two-by-fours for me to build a fort with.

Yeah eventually, one step at a time though!

If you cancel firing a bow the arrow stays loaded, longbow (1) for example, however this arrow doesn't count for ammo when you attempt to fire leading the amusing case of having to unload my bow to kill the last zombie.

Fixing thanks :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 12, 2011, 04:47:03 pm
Oh thanks great Whales! Now if there just was a portable Cataclysnux so i could keep on playing your wonderful game in school!

If you have a smart phone then they all have a telnet client of some kind .... :)

I had to download an app to get telnet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 12, 2011, 08:23:20 pm
In terms of complicated combat, you could have it set up so that direction key into an enemy just attacks with the best attack, and have another method for aimed attacks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 12, 2011, 08:26:45 pm
You are talking to dwarves here, so don't be surprised when we ask for more elaborate combat :P  Although small steps, like throwing an item could cause a stun (blunt strike) might help, if that's not already in place.  I don't throw much, so I dunno about that.

Heh, I'm not surprised, and I don't think that elaborate combat is a bad thing inherently, I just don't think it has a place in Cataclysm.  Stunning from thrown items would be good, though!
But aiming for the head is a zombie killing tradition!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 12, 2011, 08:28:22 pm
Again, something that works well in DF but not so well in Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 13, 2011, 03:43:14 am
Im still thinking there should be stamina for more tactic. As for more detailed combat im not really sure if its needed. Aiming every blow when you have to kill 100 zombies may be not too practical but maybe you could choose a stance changing your defense/attack ratio, change stun and critical attack success probabilities, lowering your encumbrance level at the cost of stamina... you can go pretty crazy with the options and it wouldn't slow the gameplay that much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on December 13, 2011, 03:53:08 am
How about different modes, like RPGs do when they don't want to go through the hassle of micromanaging DF Adventure Mode-style combat?

Defensive, Offensive, Berserk, etc. Rather than make it an annoying extra button or two in order to select a particular style or part, make it a toggle setting. Extra evasion with a decrease in damage, higher crit chance with a decrease in accuracy, higher max damage with a penalty to accuracy or attack speed, etc. That way we have the chance to fight according to our individual playing styles, and it'll shut everyone up. ;)

Don't like it? Keep it neutral and nothing changes. Want a challenge or specialty? Toggle your Combat Mode function. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 13, 2011, 03:59:05 am
That usually ends up overpowered in one way or another, and in Cataclysm I can guess that the dodge tactic would make you immortal.  With 8-10 dodge you can knit a sweater while a zombie tries to grab you.  If you could get an additional dodge chance based on your combat stance...  And yes, 10 dodge is easy.  Spend some time going full out melee, low encumber, killing everything for the skill up, and you get some incredibly high combat skills, particularly melee but you can also powerlevel your ranged.

As I'm sure Whales will reply, "That's a good idea and works well, but it's not for Cataclysm's style."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 13, 2011, 04:22:07 am
Actually, dodging is never guaranteed now, and attempting to do something like read a book with a zombie nearby will end up with you getting smacked in the head pretty quickly.

While there's lots of interesting possibilities for making melee more complex, for now I definitely want to stick with classic, simple roguelike melee.  There's enough that goes into it already to keep it interesting, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on December 13, 2011, 04:31:37 am
There's enough that goes into it already to keep it interesting, I think.

Fun? yes. Interesting? not really.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 13, 2011, 04:34:20 am
Eh, fun's good enough for me  ;D

Those looking for ultra-complex or super-detailed melee combat should probably look elsewhere.  I hear there's this game that simulates things pretty specifically... Dwarf something... supposed to be good!  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on December 13, 2011, 04:52:07 am
Those looking for ultra-complex or super-detailed melee combat should probably look elsewhere.  I hear there's this game that simulates things pretty specifically... Dwarf something... supposed to be good!  :P
Never heard of it, I wonder what it is...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 14, 2011, 12:17:21 pm
Those looking for ultra-complex or super-detailed melee combat should probably look elsewhere.  I hear there's this game that simulates things pretty specifically... Dwarf something... supposed to be good!  :P
Never heard of it, I wonder what it is...
I know one but it's not released yet; Ultima Ratio Regum. I'd really like to play a game with ultra-complex combat if you guys know any.

Anyway. I was thinking about playing Cataclysm again but I couldn't find the windows port of the last version :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 14, 2011, 12:19:45 pm
It's in the thread labeled "Windows Version"
And I've linked it a few times.
http://whalesdev.com/forums/index.php?topic=554.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 14, 2011, 12:21:38 pm
i have updated the game and compiled ( git pull, make clean, make ) but the game don't start.....  :O(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 14, 2011, 12:24:29 pm
Did you make clean?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 14, 2011, 12:25:37 pm
yes....... Bha....now start.....  ????????????
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 14, 2011, 12:27:02 pm
It's in the thread labeled "Windows Version"
And I've linked it a few times.
http://whalesdev.com/forums/index.php?topic=554.0
Sorry and thanks. I only checked the "Official Changelog" and the modding section. I didn't think the windows version could be in the gameplay section. You know, it's the section where people discuss the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 14, 2011, 12:28:27 pm
It is a rather odd place, yeah.

In other news, the code will be platform independant soon, so windows binaries can be released pretty much as soon as Whales updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 14, 2011, 12:30:38 pm
Cool. Lazy people like me can stop asking for the compiled version :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 14, 2011, 12:35:07 pm
You'll still need to wait for someone to compile them, Whales uses Linux :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 14, 2011, 12:38:31 pm
Quote from: Teseng (guy who posted the windows version of the game)
« Last Edit: December 07, 2011, 05:07:50 PM by Teseng »

Quote from: Whales (from his last changelog post)
December 12, 2011, 12:37:02 AM

So it's probably not the last version but I'll try it and see for myself.

My bad.

Hey, I just came across an unfinished mod and it has... VEHICLES! It would be awesome to have it merged with the game when it's finished. I used to think implementing cars in a roguelike game would be close to impossible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 14, 2011, 12:51:51 pm
Yeah, the motorcycle thing's pretty sweet.
And I'm guessing you've noticed, but Teseng doesn't need to edit his post to update the save. He's also the dood who hosts the forums.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 14, 2011, 12:59:23 pm
And I'm guessing you've noticed, but Teseng doesn't need to edit his post to update the save. He's also the dood who hosts the forums.
Yeah, I figured it out when I noticed Whales providing the same link in the same thread. I should have understood it sooner. Link is from "http://whalesdev.com" ::)

My interest for zombie games is growing since I started watching The Walking Dead :D I really like the dramatic human-vs-human scenarios in the series.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 14, 2011, 02:07:15 pm
You'll still need to wait for someone to compile them, Whales uses Linux :P

Actually, I compiled the latest Windows version myself, right on linux.  Cross-compiling isn't so hard after all  ;D  From now on I'll be releasing pre-compiled versions of the game for linux and Windows at the same time as I release the source.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 14, 2011, 02:08:50 pm
You'll still need to wait for someone to compile them, Whales uses Linux :P

Actually, I compiled the latest Windows version myself, right on linux.  Cross-compiling isn't so hard after all  ;D  From now on I'll be releasing pre-compiled versions of the game for linux and Windows at the same time as I release the source.
Squeee
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 14, 2011, 03:53:34 pm
You'll still need to wait for someone to compile them, Whales uses Linux :P

Actually, I compiled the latest Windows version myself, right on linux.  Cross-compiling isn't so hard after all  ;D  From now on I'll be releasing pre-compiled versions of the game for linux and Windows at the same time as I release the source.

Whales, we are now best friends forever.
I am getting hang of Linux, again, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 15, 2011, 02:16:27 pm
Windows version frequently and randomly crashes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on December 15, 2011, 04:19:49 pm
Windows version frequently and randomly crashes.
... Is it not supposed to do that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 15, 2011, 04:21:59 pm
Windows version frequently and randomly crashes.
... Is it not supposed to do that?
Well, earlier versions were more stable :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 15, 2011, 04:26:08 pm
New update!

Note to Windows users: I increased the stack size on this one.  Let's see if that decreases the frequency of crashes.

Clean build, delete your saves.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:

Tweaks:

Bug Fixes:

Makefile.Windows has been added to the code repository.  If you use make on Windows, you can use this to compile (you will probably have to alter the name of the compiler, however).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on December 15, 2011, 09:12:14 pm
I have a suggestion about encumbrance.

Perhaps you could make the encumbrance of item storing clothes scale with the weight carried? It seems to me that wearing and empty backpack should encumber you very little if at all. I couldn't imagine an empty backpack making it harder to swing a baseball bat or dodge a punch.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 15, 2011, 09:25:36 pm
I thought about this as well, but there's no difference as to what is carrying what.  If you've got 3 empty volume, then is that an empty holster, or is your backpack not quite full?  One scheme might be to tally up your total encumberment and then scale it to your used/max volume, but then you get items like kevlar vests which have poor storage but high encumberment, it would be too easy to wear kevlar, riot gear, and carry nothing to become a superspeed jugernaught.

An alternative, which I half-ass suggested, was a flag for wearable containers, like purses, messenger bags, and backpacks.  This would allow any item with the container flag to become less encumbering with unused volume more reliably, probably working off the assumption that you filled your non-containers first and then containers.  So if you've got a purse with 20 volume and cargo pants with 6, and you're carrying 6 volume, then it's assumed it's all in the pants and the purse is empty.  If you're carrying 16, then you've got the pants and 1/2 of the purse, and half of 3 (purse enc.) would round up to 2 enc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 15, 2011, 10:58:28 pm
The main issue there is complexity.  I want to keep things like encumbrance more or less a flat curve (with the one added wrinkle of extra encumbrance due to layers).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 16, 2011, 12:37:01 am
Fair point, but as long as it behaves as expected then things don't seem ultimately complex.  If the player expects an empty backpack to weigh less, then when it's put into the game it'll be a matter of "act natural" and they'll naturally see lightweight empty backpacks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on December 16, 2011, 01:28:30 am
Encumbrance isn't weight, it's how much that item restricts your actions. The amount of stuff you have in a backpack doesn't really effect that much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 16, 2011, 01:30:41 am
Although, honestly, a /backpack/ doesn't effect that much.

I hope the heavy capacity, high encumbrance rigid frame backpacks get into the game at some point too, though, I enjoyed using those.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 16, 2011, 01:56:45 am
I believe the current backpacks are more like so (http://www.campingtourist.com/wp-content/uploads/2010/03/backpacking.jpg).  Consider: They are sold in sporting good stores alongside camping supplies, have a high encumberment, and can carry a fuckton of stuff.  A bookbag (http://media.giantbomb.com/uploads/1/11174/248459-backpack_large.jpg) would have about the same space as a messenger bad, I believe, and be rather easier to carry.  However, in my google-fu, I'm now convinced the we need some ergonomic storage armor (http://www.besportier.com/archives/built-laptop-backpack.jpg) that might be found in bunkers and mil surplus.

I'm thinking about how to mod purses and messenger bags for more balance.  They're currently FAR to encumbersome compared to any other clothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Myroc on December 16, 2011, 06:27:01 am
I think I might have found a bug. Every time I open up the cybernetic upgrades screen and examine an upgrade, trying to exit that screen will always cause the game to crash. Just entering it and then exiting works fine, as well as activating implants (seemingly), but examining one will always cause a crash when trying to leave that screen in any way.

(Windows Version)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 16, 2011, 07:09:55 am
For me, it wouldn't be a problem to have carried items bound to different containers, sure it would mean more micromanagement of your inventory but would bring a bit of logic and new possibilities. I wouldn't mind to have the scavenging and managing your stuff part of an survival game a bit more complex.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 16, 2011, 07:14:24 am
Been suggested, but Whales has said it's too complex for Cataclysm.  He's intending a much more casual, simple experience, not the hellhole of complexity that is Dwarf Fortress we all love.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 16, 2011, 01:16:22 pm
Casual and simple?  Of course not, I don't think anyone would call Cataclysm casual or simple by a long stretch.  Streamlined, yes; not every game has to be a boring headache of micromanagement.  Personally, I don't really want to play Pocket Sorter: The Game Where You Juggle Items  :P

Complexity is good.  Obtuseness, large amounts of player effort put into something unfun like shifting inventory around, and confusing interfaces, are bad.  I hope to outdo Dwarf Fortress in complexity, while also outdoing it in ease of use and user-friendliness.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 16, 2011, 01:26:29 pm
Whales, is there any plan to eventually make recipes create items that keep track of the components used to make them? I could think of lots of interesting mechanics that could stem from that.

(Although I'm several updates behind, so who knows what you've done since then)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 16, 2011, 01:31:29 pm
There is, for item birthdays and the resulting rottenness of the item created, but it's actually fairly complex.  Why, what kind of stuff did you have in mind?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 16, 2011, 01:40:41 pm
Considerations for disassembly and reuse of rare components, fragile items maybe losing one item but still giving you something salvageable if they break. Maybe different properties for some items depending on what they are made of - if/when the motorcycle gets in, it gets in an accident and breaks, say, a wheel. You can still "rebuild" the motorcycle by simply replacing the wheel - or spark plug, or whatever. If done in certain ways, it could even nest : The engine is made out of these three parts, the frame is made out of these four parts, and the whole thing is made of an engine, frame, and two wheels.

I dunno, I just rather like salvaging stuff in games, tearing it apart to make new stuff, and I it has potential. Not really /important/, per say, just seems like something that would be fun to play with. I mean, there's already plenty of elements of this, of course, but nothing really robust and cohesive. But rooting around for stuff I need is one of the more enjoyable aspects of the game to me, and I like things that will potentially make that more interesting.

Obviously what I'm talking about wouldn't really work for things like food where the original item is destroyed in the process of building the new item.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 16, 2011, 01:43:23 pm
How many strenght i need for fire with the bow?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 16, 2011, 02:19:08 pm
How many strenght i need for fire with the bow?

8 for the compound, 10 for the longbow.  I do need to change that to a less hard limit...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on December 16, 2011, 02:53:38 pm
Something that would streamline inventory stuff is, when dropping multiple things, to have some indication of the change to volume/weight, similar to the info you get when picking things up. I can never remember the size of objects and find myself having to juggle around to get a fit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 16, 2011, 03:42:30 pm
Something that would streamline inventory stuff is, when dropping multiple things, to have some indication of the change to volume/weight, similar to the info you get when picking things up. I can never remember the size of objects and find myself having to juggle around to get a fit.

Good call, I should totally do that...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 16, 2011, 03:51:35 pm
Game crashes less frequently with the last version. Occasional crashes still happen though.

I wish game would get more bugfixes rather than new content.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 16, 2011, 04:03:06 pm
These crash bugs are pretty much Windows issues, which I can't do anything about.  Sorry  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: inEQUALITY on December 16, 2011, 04:50:37 pm
I don't see why windows users don't run the linux emulator deal that was put on the Cataclysm forums... so much easier with no fuss about windows bugs and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on December 17, 2011, 01:32:34 am
Hey Whales can you tell me all about how development is going?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 17, 2011, 03:11:54 am
Hey Whales can you tell me all about how development is going?

It's going good, man.  It's going good.  8)

P.S. http://whalesdev.com/forums/index.php?topic=143.msg9246
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on December 17, 2011, 11:32:42 am
How do I know if I see a monster, off the map,  are 'aware of my presence?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on December 17, 2011, 01:55:19 pm
If you see them, they are aware of your presence, if they can see (aka: zombies, nonmutant animals, some mutant ones)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bitoru on December 17, 2011, 02:40:24 pm
So, haven't played for a while. Is there any place where I can get the latest windows binaries? Thanks!  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 17, 2011, 04:41:37 pm
http://whalesdev.com/forums/index.php?topic=143.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: trees on December 17, 2011, 06:09:46 pm
I just set up a virtual box for playing this (following instructions from this thread (http://whalesdev.com/forums/index.php?topic=95.0)), and it was actually really easy. No crashes or weird bugs or anything, it's very stable.

I've been enjoying the new content, too - very excited to see progress on NPCs. One small typo report: when getting a mission to analyze zombie blood, the quest-giver tells you to "extrace" the blood from a corpse, rather than "extract."

Uh-oh, actually, two more bad things have become apparent: I didn't seem to receive anything to extract the blood with, despite the NPC implying otherwise (not sure if this is just unfinished content or a bug), and when I accidentally lured some zombies in to the evac shelter and they started fighting the NPC, I got the debug message "Bumped into a monster, 15, a zombie" whenever they were adjacent. I do like how he yelled "Move your goddamn ass, fuckward!" when I got in the way, though.

It would be nice to be able to tell the NPC to follow you in situations like this, by the way: he just kind of shuffled around as we ran away and he didn't try to grab any weapons or anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on December 17, 2011, 07:58:25 pm
Anyone else notice megastores completely stopped spawning, and hospitals are super rare in most worlds?  Weird, given whales said they should for sure spawn in each location...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 17, 2011, 08:32:20 pm
Hospitals are rare, but there's guaranteed to be at least one in the 180x180 starting area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 17, 2011, 08:33:45 pm
I can confirm that megastores are absent, and hospitals are super-rare. I just saw two hospitals in three overmaps. They were, of course, within seven tiles of each other, but still.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 17, 2011, 09:41:04 pm
Did you confirm this via cheating, i.e., Z4 to reveal the map, and then searching it for megastore / hospital?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on December 17, 2011, 09:41:54 pm
I always reveal the entire map, and I'm not sure I've seen a hospital on most maps.  In 100 maps, not seen a single megastore.

I did confirm this by cheating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 17, 2011, 10:50:00 pm
yup, I revealed three maps, only one had hospitals.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gotthard on December 17, 2011, 11:20:57 pm
Also as a warning, trying to fill an activated chainsaw results in a segfault.  I mean, it's a terrible idea to do anyway, but... at least kill me instead of segfaulting me :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: martinuzz on December 18, 2011, 12:57:57 am
I just noticed that it is possible, although pretty rare, for your starting NPC to give you 2 quests. I just had my startig NPC give me the USB quest, and when I returned succesful, he also offered the blood sample quest. Said NPC is also a mean shot with his Redhawk. I like him, even though he called me fuck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 18, 2011, 02:12:09 am
I just noticed that it is possible, although pretty rare, for your starting NPC to give you 2 quests. I just had my startig NPC give me the USB quest, and when I returned succesful, he also offered the blood sample quest. Said NPC is also a mean shot with his Redhawk. I like him, even though he called me fuck.

This is entirely intentional (the change log mentions testing multi-part missions; that's the one that's being tested).  It's also not too rare; more than 1 in 4 NPCs will give you this mission.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 18, 2011, 02:45:40 am
Has the weird colour changes bug thing been mentioned?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 18, 2011, 09:14:43 am
Whales, i love you and your game.

I wish you a merry Christmas and a happy New Year :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on December 18, 2011, 09:24:18 am
Whales, i love you and your game.

I wish you a merry Christmas and a happy New Year :D

Ditto. 

Make the game you want to make whales and ill love playing it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 19, 2011, 12:00:36 pm
Has the weird colour changes bug thing been mentioned?

It has, we're on our way to fixing it (Teseng might have already solved this, actually).

Whales, i love you and your game.

I wish you a merry Christmas and a happy New Year :D

Whales, i love you and your game.

I wish you a merry Christmas and a happy New Year :D

Ditto. 

Make the game you want to make whales and ill love playing it.

Thanks guys, same to you!  I'm making this game for myself mainly--just glad that other people enjoy it as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tnx on December 19, 2011, 03:55:01 pm
After genning 50+ worlds.. I've never seen a megastore, hospitals seem to be spotty too.  Sometimes I won't see any for a while, and sometimes I see 2-5.

Haven't played this game for a long time.  I was wondering if not having certain things spawn on the map diminishes gameplay?  For example a temple or a megastore/hospital.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on December 19, 2011, 05:04:21 pm
I've crashed once now, using the latest Windows version, exploring the shelter's basement, and twice running away from zombies.  :-\

ED: Managed to spawn out smack dab in the middle of nowhere with nothing but a first-aid book in the bunker, surrounded by fungal spires and slime pits. Got mauled by wolves. :P

ED2: Committing suicide also crashed me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on December 19, 2011, 06:04:04 pm
I have an Ubuntu workstation at my job (very handy for fighting some of the really nasty viruses) so I could have totally installed it there.

But unfortunately my boss also plays games and remembers Rogue, so I don't think I could get away with it.  Shame :P

Anyway just posting to add to the encouragement.  Happy holidays.

P.S. Any thoughts on adding a system date detection to add special hats and zombies for holidays?  It would be funny to stab a zombie mall Santa with a bayonette'd double barrel shotgun.  Or hunt down elusive egg laying bunnyrabbits, zombie leprechauns, and dead presidents.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 19, 2011, 06:06:03 pm
I'd think that just modding them in would suffice, no date recognition needed.  After all, you're not going to live long enough to see one holiday to the next.  And you're DEFINITELY not going to go without an update that long.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on December 19, 2011, 06:11:19 pm
But then I can't kill the Great Pumpkin with a red white and blue roman candle.

By the by, I am not 100% serious.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on December 20, 2011, 02:51:24 am
Been holding this game off for oh so long. What's new?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on December 20, 2011, 05:30:25 am
Depends how long you've been away, but probably lots.
Changelog (http://whalesdev.com/forums/index.php?PHPSESSID=b5edbe50bf44f1f8054b141103c9fadf&topic=143.0).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on December 20, 2011, 05:33:29 am
I've been away... for very long. It was just before the construction update, so yeah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Newbieman on December 20, 2011, 07:47:59 am
So much fun running around in a tophat, and killing things with a large knife :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 07:56:59 am
Tophat, Monocle, Dress, Heels, Purse (modified to 0 encumberment and low storage), and for a weapon a walking cane.  Also one grenade.

Someone is going to die, one way or another.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 20, 2011, 11:56:52 am
Tophat, Monocle, Dress, Heels, Purse (modified to 0 encumberment and low storage), and for a weapon a walking cane.  Also one grenade.

Someone is going to die, one way or another.

Love that attitude.
I once took off my shirt to cut it into rags, then i ran around with my combat knife fucking up every zombie in every corner of town!
Sometimes i am so manly that i take off EVERYTHING and just brawl. Imagine a unclothed nerd wrestling some cluesless looking green face lady.. hillarity clintonry ensues
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on December 20, 2011, 03:48:13 pm
Are blobs supposed to be so... prolific?

I stepped outside of the house I was sleeping in and found easily hundreds huddled around another house. So I broke one window and proceeded to powerlevel my melee and bashing weapons up to 11 using that bottleneck. My dodge went up to 9, too. I'm surprised the game didn't lag at all with hundreds of monsters active all at once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 04:22:38 pm
Yeah, blobs are like that, and are fun for the reason you just said.  Fungaloids are similar, except they tend to be a lot more deadly!  Also I'd start training in unarmed more than melee.  I got the talon mutation, give ~10 more damage to my unarmed, and now I just run around ripping open brutes.  I need to double-check the source, but I -think- that addy claws count as unarmed as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 20, 2011, 04:29:28 pm
Which is honestly just silly, since both of those are clearly melee situations.

I'd like to see unarmed spruced up a bit with a few more grapples or cool moves. Maybe a critical gives you a chance to (flavour only really) snap a zombies neck or arm or (mechanically) automatically throw a zombie that attacks you or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 04:55:36 pm
Actually, I did perform a headbutt.  And all close-in fighting is melee, while all ranged is firearms.  Bare fists counts for melee and crossbows count for firearms.  A lot of the skills are a bit non-specific like that, for example "cooking" denotes "anything including chemistry" and "computer" means "math and science" as well.  However, talons are most definitely unarmed.  Addy claws is a bit up in the air, but I think it would be more unarmed than it would armed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 20, 2011, 05:07:40 pm
Is Github down?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 05:18:34 pm
Appears to be up.  Got the url right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 20, 2011, 05:20:27 pm
Seemed to be down for a few minutes just now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on December 20, 2011, 05:36:21 pm
My last character, simply named Frank, just died. 52 shamblers and a boomer were rekilled during his life before he was attacked by 3 spitters while walking further into a town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nilum on December 20, 2011, 05:39:13 pm
So, the starting NPC name is randomly generated, right? Not pulled from something on my computer?... because I'm kind of freaking the fuck out right now. The first time I played Cataclysm in forever, my starting NPC-pal had the same name as my best friend. Subsequent characters have been generated and the names of their NPCs seem to be completely random, so I'm almost willing to discount this as a coincidence but it's really screwing with me given how astronomical the chances are. Same spelling and everything.

I checked, and her names are in the NAMES_FEMALE and NAMES_LAST files. So um, either a 1/10000 chance coincidence or Cataclysm is pulling data from somewhere on my hard drive? I seriously cannot fathom this, so someone please tell me it takes the names of past characters or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 06:02:23 pm
It's not that bad.  It's worse.  Whales has also implanted a tracker.  Every time you start a new character and you're doing well, it sends him a notice, and he releases a new version to get you to give up your good character.  The truth is he finished the game.  Months ago.  He's just got a log of incremental versions that he uses to troll us all periodically.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on December 20, 2011, 06:04:16 pm
It's not that bad.  It's worse.  Whales has also implanted a tracker.  Every time you start a new character and you're doing well, it sends him a notice, and he releases a new version to get you to give up your good character.  The truth is he finished the game.  Months ago.  He's just got a log of incremental versions that he uses to troll us all periodically.
I thought it suddenly activated a bunch of game-breaking (and not in a good way) bugs so you would have to stop. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 20, 2011, 06:04:36 pm
Also when you're away from your base and have no cover around it checks if you're doing well. If you are, it spawns 8-10 swarms of zombies around you. Its in the code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 06:12:04 pm
The bug release is the emergency move in case Whales is offline (he doesn't sleep, he's a computer, but he does go offline at times).

Also, I'm now thinking of modding in balanced hordes.  When you're doing poorly, it goes a little bit easier on you (less hulks, same number of greens) and when you're doing good it ups the ante.  A weighted balance on your HP, hunger/thirst, and bionic power level would be needed, possibly attention to addiction levels as well.  It should be fairly easy, actually, no new game mechanics, just manipulating the current data.  Could even add special event types, if you've got 100% health then it has a chance to spawn a proper horde, giving you a notice message that they're spawned and giving you just enough time to find a window to cower behind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 20, 2011, 06:17:56 pm
How would you determine that I am doing poorly or well?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 06:25:35 pm
As I said, based on health, hunger/thirst, addiction, possibly the status of your inventory (how torn or shredded things are), maybe based off your skill levels.  Could have special event zombies that get a boost to their stats, giving a "leveled challenge" where you're suddenly on equal footing as you were at Day 1, and a good portion of the zombies are stronger than their brethren with simple scaling to HP and strength (think Oblivion's leveled monster style).  Although these would be mainly event monsters.  Regular greens would be stock level, it's the special cases where you get a challenge!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 20, 2011, 06:33:19 pm
I meant like... how are you actually going to do it? What you said is very vague and sounds very complex to balance. You'd have to assign a numerical value to all of those things which somehow formulates an overall 'score' to use for the scaling process.

Skyrim does this by having actual levels. Terraria does it by overcoming certain challenges and thus opening up new ones.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 07:01:44 pm
Ah, like specifics?  Probably a weighted list and a serious of random numbers based on this list.  For instance, take your max head HP and your current head HP.  Say you've got 70% head health remaining.  Say your torso is 60% remaining.  That averages to 65% remaining.  Let's assume your total HP is 70%.  Now let's assume that you have a hunger level of 100 (the "Very Hungry" display), and that 200 is your dropoff for hunger measurements.  Therefor, you're at 50% hunger rating.  HP could count for double, so you've got (70*2)+50 / 2 would give you a rating of 95.  It would include other things as well, like factoring your thirst, pain, and power levels in similar weighted fashions, and then figure up a scale.  Because all of this would be based on percentages, it would run the same no matter your level.  After all, 4/4 power and 100/100 power are both 100% power, so your rating would be the same regardless of your actual stats.

Once it determined your rating, it would then plug your rating into a random number generator.  It could invert your rating for rising chances, like "100-rating", might give you "5" as the output, and then put that into a rng.  "one_in(inverse_rating)" to spawn a horde at all.  In this example you'd have a 1 in 5 chance of triggering a horde, 20%.  If you were doing better, like a 96 rating, then that would invert and give you a 1 in 4 chance, 25%.  In this way, you're more likely to trigger an event if you've got a higher rating.

Once it's triggered a horde, then it spawns a random number of zombies.  If you're doing poorly, say a 50% rating, then it might do a simple rng(0,rating) spawn, generating anywhere from 0 to 50 monsters.  If you've got a higher rating, in might spawn 0-95 monsters at once.  Well, probably a bit more balanced.  Something like rng((rating/5),(rating/2) so that would give you 20%-50% of your rating.  Rating of 50, it'd spawn 10-25 zombies.  Rating of 95, it'd spawn 19-47.5 (rounded 48) zombies.

After that, it would determine how many special zombies (shriekers, brutes, necromancers, etc) would be among them, and how much, if any, of an HP/damage/speed buff the greens should get.  It would likely do this based mainly on your skill, so if you've got 5 melee, 4 cutting, and 6 bashing, that'd average out to 5, and would scale zombie HP by, maybe, +10*skill, giving them a 50 HP bonus due to your skill levels.  Maybe something like +5*skill or somesuch.

I haven't thought of the specifics yet, but it would work in about this way.  Maybe once an hour while you're awake, or every 6 hours, it would run a horde check, so it wouldn't be checking rapidly and causing CPU drag, but would be functioning quickly enough that eventually it would happen.  Overall though, it should quickly spawn a large horde when you've got good HP and nutrition, and should slowly spawn a small mob when you've already been beat up and starved.  Hopefully, this idea would balance itself.  If you fight a horde and get heavily injured, then it'll be a while until another horde arrives.  It works to keep you just a little suppressed ;)

All theory.  I'd need to hash out some specific numbers if I were going to actually work on this, but you get the idea.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 20, 2011, 07:14:40 pm
Gameplay balancing based on how well the player is doing sounds like kind of a bad idea for an apocalyptic/survival game. I don't want a game like that to go easy on me just because I'm goofing up or playing poorly. I want it to be vicious and unforgiving.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 20, 2011, 07:22:09 pm
I see you have no problems with it becoming harder if you do well though :P
I approve.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 07:24:00 pm
Oh, it'll still be all the existing issues, just the ADDED torment of hordes ruining your good moon.

Could also include a character creation perk costing 0 point (I think I can do that, anyways) and then add it to the equation.  If you're playing with the "hardcore" perk, all random horde effects get doubled!  Or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 20, 2011, 08:22:57 pm
screw all that, just make the ground into zombies. There is no wasteland. You're constantly walking on a sea of zombies. Try surviving!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on December 20, 2011, 08:25:58 pm
I really want to play the latest Windows version of Cataclysm, but sadly, it's both buggy and nigh-unplayable. If anyone has compiled the latest version for Windows, may I ask for a download of their copy?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 08:33:23 pm
Dual-booting Linux or running a Linux Emulator is your best bet.  The Windows version is currently more a "proof of theory" than anything.  It should hopefully get a few bugs plucked out at a time, but Whales has pretty much stated "Linux will pretty much always be the default platform."

On the plus side, now you know what it feels like to be a Linux/Mac user and see something awesome released "For PC only."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 20, 2011, 08:49:27 pm
I see you have no problems with it becoming harder if you do well though :P
I approve.

Except those are effectively the same thing. It can't become harder if you do well without becoming easier if you do less well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 20, 2011, 08:57:28 pm
Yeah it could, it could get harder without getting easier again, all it means is that if you're doing well, then start doing not so well, it stops increasing in difficulty.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 20, 2011, 08:59:43 pm
I don't think you get what I'm trying to say. If doing well means things get harder, that necessarily means, comparatively speaking, that doing less well means that things are easier. It doesn't really matter which you choose as the baseline. You can't penalize for good play without effectively rewarding poor play.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 20, 2011, 09:00:07 pm
On the plus side, now you know what it feels like to be a Linux/Mac user and see something awesome released "For PC only."
Nope, still don't know what its like. I run all 3 OS as needed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 20, 2011, 09:14:59 pm
I don't think you get what I'm trying to say. If doing well means things get harder, that necessarily means, comparatively speaking, that doing less well means that things are easier. It doesn't really matter which you choose as the baseline. You can't penalize for good play without effectively rewarding poor play.
Yeah, I looked back and realized this after I'd posted, sorry 'bout that.

I think the alternative suggested was just scaling based on how long you've survived, which is a much better system.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on December 20, 2011, 09:36:00 pm
Admittedly I haven't played in a while, but the game already gets harder as time goes on, does it not? Special zombies start showing up more, foods start going bad so that scavenging isn't as easy, etc.

I for one am 100% against any kind of level or power based scaling. Hated it in every game I've seen it in.

I honestly never understood the desire for it. If the world is going to "level up" with you, whats the point of leveling up? Why even have any kind of character advancement if it's made meaningless by everything else staying equal to you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 10:41:25 pm
The main purpose, to me, is that it doesn't lead the player on.  Currently, if you want to survive, you must powerlevel yourself to the point that you can kill hulks and some brutes.  This restricts your gameplay, there is no other option available to you.  You can either fight and level and race to get your skill up before the hulks start appearing, forcing you to do something in order to continue playing, OR you can play differently, not skill up, and get outrun and smashed down by the first brute.  You're not allowed to be a flighty, stealthy scavenger or a cowardly nerd.  No, instead you must fight and kill, or else you get killed due to your low level.  You can't enjoy the early game at all, you MUST take the course of action that the game wants you to take.

I would like to see some degree of freedom of progression.  Allow you to be a scavenger with no electronics skill for a bit longer and let you run around from town to town eating and fleeing, if that's the style you desire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 20, 2011, 11:05:52 pm
I don't think you get what I'm trying to say. If doing well means things get harder, that necessarily means, comparatively speaking, that doing less well means that things are easier. It doesn't really matter which you choose as the baseline. You can't penalize for good play without effectively rewarding poor play.
Yeah, I looked back and realized this after I'd posted, sorry 'bout that.

I think the alternative suggested was just scaling based on how long you've survived, which is a much better system.

That makes some sense.

In effect, the reason I think that scaling based on performance is bad for this sort of game is because, in a very "world against you" game where survival is the main challenge, I don't like the idea that the world revolves around my character like that. It just seems out of place, somehow, like I should be feeling unimportant.

The main purpose, to me, is that it doesn't lead the player on.  Currently, if you want to survive, you must powerlevel yourself to the point that you can kill hulks and some brutes.  This restricts your gameplay, there is no other option available to you.

You're essentially complaining that the only option available is to be able to fend off the challenges the game offers. I don't see the problem.

If there's a problem right now, it's that the game doesn't give many options for fending them off except beating their heads in. However, the construction update is a step in the right direction, I think, regarding giving us more options.

Quote
You're not allowed to be a flighty, stealthy scavenger or a cowardly nerd.  No, instead you must fight and kill, or else you get killed due to your low level.  You can't enjoy the early game at all, you MUST take the course of action that the game wants you to take.

I would like to see some degree of freedom of progression.  Allow you to be a scavenger with no electronics skill for a bit longer and let you run around from town to town eating and fleeing, if that's the style you desire.

I agree, but I don't think performance-based difficulty scaling is a valid solution; it's a little cheap and doesn't get at the underlying problems. In my opinion, as I said, the problem is a lack of tools to avoid/confront danger aside from "hit them really hard" and "shoot them".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 20, 2011, 11:22:33 pm
I think if the motorcycle mod gets rolled into mainline, but keeping it operational requires, say, some mechanical skill and scavenging for needed parts, that will definitely introduce an alternative.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 20, 2011, 11:58:12 pm
Have to agree there.  A vehicle would provide a very valid way to escape the hordes, without resorting to simple fighting at all times.  A bicycle would be a nice start as well, no gas, silent, and should outrun any zombie (barely outpacing fasts).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on December 21, 2011, 12:19:26 am
But it should also take into account your strength/dexterity for a bicycle as well as a mechanics skill and needing to scavenge for parts, and maybe a cycling skill? I'm not sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on December 21, 2011, 12:20:19 am
I think an actual Run option would probably suffice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 21, 2011, 01:03:45 am
Have to agree there.  A vehicle would provide a very valid way to escape the hordes, without resorting to simple fighting at all times.  A bicycle would be a nice start as well, no gas, silent, and should outrun any zombie (barely outpacing fasts).

One root cause of this whole issue is that, in the real world, humans get away with specializing at different things because we're social. In this case, a character wouldn't even necessarily have to know how to physically defend himself from monsters terribly well (although some degree of competence would probably be important) if he has other things to offer people in exchange for that protection.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 21, 2011, 03:12:24 am
Since Cataclysm started as L4D roguelike it will take some time to open up other than bash and shoot everything possibilities of survival. Yet i feel we're heading the right way.
I'll try to make a "pacifist" run using only traps, spike pits, pheromones, molotovs, grenades and fast feet keeping the combat skills as low as possible to see how it goes and how long i can keep up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on December 21, 2011, 03:46:27 am
Okay, emulating this on VirtualBox now- no crashes yet!

Also, throwing is amazing. With 5 throw, 3-4cut/pierce/melee, and almost 4 dodge, I'm taking out whole crowds of greens and boomers with 3 screwdrivers and a pair of combat knives- I can now sometimes kill greens before they can close into melee.

Also killed my first necromancer and brute! (and my starting bunker got overrun by triffids)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on December 21, 2011, 06:48:15 am
The main purpose, to me, is that it doesn't lead the player on.  Currently, if you want to survive, you must powerlevel yourself to the point that you can kill hulks and some brutes.  This restricts your gameplay, there is no other option available to you.  You can either fight and level and race to get your skill up before the hulks start appearing, forcing you to do something in order to continue playing, OR you can play differently, not skill up, and get outrun and smashed down by the first brute.  You're not allowed to be a flighty, stealthy scavenger or a cowardly nerd.  No, instead you must fight and kill, or else you get killed due to your low level.  You can't enjoy the early game at all, you MUST take the course of action that the game wants you to take.

I would like to see some degree of freedom of progression.  Allow you to be a scavenger with no electronics skill for a bit longer and let you run around from town to town eating and fleeing, if that's the style you desire.

I think the bear trap allows you to do that to a degree, though obviously not to the point that you can flee from a mob of hulks or fast zombies. Copious numbers of smoke bombs on the other hand might help, and if we have some sort of chemical gas that destroys the eyes, or a flashbang all the better. Come to think of it, wouldn't there be a lot of blind zombies walking around if someone detonated a nuclear device? Firestorms not withstanding, I would think most zombies would be stupid enough to stare at the blindingly bright light that appeared on the horizon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on December 21, 2011, 09:44:58 am
In "reality" being a nerd in a zombie outbreak... would be harder then being a muscular guy who can easily defeat any zombies... - but possible
In Cataclysm,  being a nerd in a zombie outbreak... is harder then being a muscular guy who can easily defeat any zombies... - but possible

Wait, I don´t see a issue here at all...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 21, 2011, 09:56:47 am
Admittedly I haven't played in a while, but the game already gets harder as time goes on, does it not? Special zombies start showing up more, foods start going bad so that scavenging isn't as easy, etc.

I for one am 100% against any kind of level or power based scaling. Hated it in every game I've seen it in.

I honestly never understood the desire for it. If the world is going to "level up" with you, whats the point of leveling up? Why even have any kind of character advancement if it's made meaningless by everything else staying equal to you?

Actually, I agree entirely.  It's a roguelike trait I'd like to get away from; most roguelikes have goblins on level 1, orcs on level 2, ogres on level 3, trolls on level 4... and they're all the exact same monster, except scaled to provide more or less the same degree of challenge to a player at that level.

I try to get away from that by at least making special zombies unique in some way; a fast zombie isn't just a tougher version of a normal zombie, it's got unique advantages that call for a slightly different strategy.

For a long time, all zombie types spawned concurrently at the start of the game.  While this made the game feel less player-centric, it was also genuinely less fun.  It was an information overload instead of slowly revealing things over time, it didn't give the player any deadlines to meet (i.e. "be able to handle a skeleton by 8 PM"), and deadlines are fun, and it was just too hard right off the bat.  Encountering a zombie hulk as your first monster is no fun.


The main purpose, to me, is that it doesn't lead the player on.  Currently, if you want to survive, you must powerlevel yourself to the point that you can kill hulks and some brutes.  This restricts your gameplay, there is no other option available to you.  You can either fight and level and race to get your skill up before the hulks start appearing, forcing you to do something in order to continue playing, OR you can play differently, not skill up, and get outrun and smashed down by the first brute.  You're not allowed to be a flighty, stealthy scavenger or a cowardly nerd.  No, instead you must fight and kill, or else you get killed due to your low level.  You can't enjoy the early game at all, you MUST take the course of action that the game wants you to take.

I would like to see some degree of freedom of progression.  Allow you to be a scavenger with no electronics skill for a bit longer and let you run around from town to town eating and fleeing, if that's the style you desire.

That style is totally viable.  It might just be because I'm highly skilled at the game, but I have no problem not becoming a melee / firearms badass and still surviving.  It is entirely possible to be a flight-based character with the right know-how, tools, and a healthy level of cleverness.  You just have to think outside the box a bit.  Lots of players are trained to kill all enemies in roguelikes, so that part might be pretty difficult.  You also have to use the environment to your advantage, which is another thing roguelike players aren't used to, and so they might not think of.

Of course, having an NPC bodyguard will make it easier for those without the Cataclysm experience to make it solo ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: h3lblad3 on December 21, 2011, 10:26:45 am
Of course, having an NPC bodyguard will make it easier for those without the Cataclysm experience to make it solo ;)
That word, I do not think it means what you think it means. ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on December 21, 2011, 10:41:18 am
Perhaps a walk/run/sprint toggle and a stamina meter. Walking is the current speed, enough to slowly outrun the shambling greens, run would be the current fleetfooted speed, and sprint would be fleetfooted+quick. Give it 100 stamina, regenerate maybe 2-3 each round. Walking costs the same as regen speed, so it would effectively be free, though wouldn't regen while walking. Running is 5 per movement, and sprinting is 10.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 21, 2011, 10:53:29 am
Of course, having an NPC bodyguard will make it easier for those without the Cataclysm experience to make it solo ;)
That word, I do not think it means what you think it means. ;)

Haha, ummm, yeah.  I was tired when I posted that.  You know what I meant I think  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on December 21, 2011, 11:16:43 am
For the official windows version, all NPCs disappear if I save.

Also, I found a block of rubble inside a house. Is this normal?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 21, 2011, 11:26:35 am
All NPCs disappear when you save and quit, Whales doesn't want to write a system for saving them, only to have to change it later because he modified how NPCs work.

As for the rubble, was it a house you'd ever visited before?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on December 21, 2011, 11:46:53 am
Never visited it before. Also, parkour expert is one of the bes traits I've used so far. Being able to climb through windows without getting cut is great, not to mention being able to outrun zombies over countertops and rubble.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 21, 2011, 12:13:10 pm
For the official windows version, all NPCs disappear if I save.

Also, I found a block of rubble inside a house. Is this normal?

Yes, it's normal.  It's a mini-crater.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 22, 2011, 01:45:08 pm
Since Cataclysm started as L4D roguelike it will take some time to open up other than bash and shoot everything possibilities of survival. Yet i feel we're heading the right way.
I'll try to make a "pacifist" run using only traps, spike pits, pheromones, molotovs, grenades and fast feet keeping the combat skills as low as possible to see how it goes and how long i can keep up.

My test with non-combat character is over.
Nerdy, near-sighted, asthmatic, lightweight, wool allergic weak and clumsy guy.
Conclusion: While its possible to keep him alive you simply can't survive without directly engaging the zombies from time to time and overall its hard as hell. I managed to survive for 11 days (killed by jumping spider) and had couple dozens kills instead of hundreds i have normally at that point. Shame i didn't managed to build a stronghold. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 22, 2011, 02:04:55 pm
Quote
Conclusion: While its possible to keep him alive you simply can't survive without directly engaging the zombies from time to time and overall its hard as hell. I managed to survive for 11 days (killed by jumping spider) and had couple dozens kills instead of hundreds i have normally at that point. Shame i didn't managed to build a stronghold. 
I think that's reasonable, though. Did you end up doing much with traps?

My non-combat characters tend to be trap fanatics. I think my last character lived for a long time with most zombie killing based around finishing off broken zombies in the bottom of pits. Killed by a bug, since fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 22, 2011, 02:19:41 pm
Quote
Conclusion: While its possible to keep him alive you simply can't survive without directly engaging the zombies from time to time and overall its hard as hell. I managed to survive for 11 days (killed by jumping spider) and had couple dozens kills instead of hundreds i have normally at that point. Shame i didn't managed to build a stronghold. 
I think that's reasonable, though. Did you end up doing much with traps?

My non-combat characters tend to be trap fanatics. I think my last character lived for a long time with most zombie killing based around finishing off broken zombies in the bottom of pits. Killed by a bug, since fixed.

Not really, i've used a load of boublewraps, when you can't effectively fight back you can't afford to be catched off guard. I used a lot of pheromone and molotovs ...and cocaine  :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 22, 2011, 02:22:32 pm
I've been interested in pheromones myself.  How effective are they in turning a situation?  Seems like if you had a good brute or hulk nearby turn friendly it'd be worth all the trouble.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: nogibator on December 23, 2011, 01:25:05 pm
Can i propose a nerf/fix to metabolic intercharge? Can you make it instead of waisting a lot of hunger points on your batteries actually balance energy with hunger? That is, if you have less hunger then energy- generate energy, if otherwise- feed you batteries power. Because as it is now- it's a great way to make all other power augs useless ALSO destroying functionality of all other augs, 'cause you can't even use god damned skull led without starving to death >:(

or at least make it into active aug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 23, 2011, 01:47:20 pm
http://whalesdev.com/forums/index.php?topic=721.0

I was upset with this as well, particularly if you ever get time dilation, metabolics, and 100+ battery power, you're pretty much dead.  Time Dilation consumes your entire battery power at once, no option there, so if you've got massive power you get massive time shift, and then if you've got metabolics you've also got massive hunger.  With the current Metabolics, you get 2 hunger per 1 power, so at 100 power it'd take 200 hunger, which is 4 cooked meat or 5 raw meat.  You essentially require a bear corpse on-hand at all times to enjoy metabolics at all.

My change (currently) makes it active or passive.  Passive provides 1 energy per 5 minutes at 1:1 hunger:power, or active provides the same as the current version - 2:1 every turn, which is what starves you and makes all other power obsolete.  Good luck using solar if you've got metabolics!

The next version, when I get around to modding it, will likely provide 2:1 hunger:energy every 30 seconds while active, and do nothing while passive.  Current metabolics make your battery size null - if you've got food you've got infinite energy due to the massive recharge rate.  I intend to nerf that and make it a slow progression of energy, and more importantly let you turn it off in case you want to loiter around collecting solar.  Not to mention, that you may want to drain yourself while exploring a lab (ie, facing the finale) but don't want to starve in the process.  Metabolics just hurt too much to use, needs a good overworking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on December 23, 2011, 01:50:32 pm


My test with non-combat character is over.
Nerdy, near-sighted, asthmatic, lightweight, wool allergic weak and clumsy guy.
Conclusion: While its possible to keep him alive you simply can't survive without directly engaging the zombies from time to time and overall its hard as hell. I managed to survive for 11 days (killed by jumping spider) and had couple dozens kills instead of hundreds i have normally at that point. Shame i didn't managed to build a stronghold. 


All my characters so far have followed that line. The latest don't even start with any skill. It's not as hard as you paint it, as firearms provide decent damage early enough, without requiring extreme training.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 23, 2011, 02:03:37 pm
I never start with any skills...  Should I have?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 23, 2011, 02:13:44 pm
It can certainly make things a hell of a lot easier. ESPECIALLY if you're doing a noncom.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 23, 2011, 03:05:37 pm
Books are such a no-brainer/replacement for early skill training (or almost all skill training in the case of skills with high-level books) that starting with skill points is pretty much pointless unless it's a skill that is rather useful and has no books relevant to it. Otherwise, you're better off spending on traits and stats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 23, 2011, 03:08:58 pm
Starting off with 1 point in your combat skill of choice is a pretty solid tactic. It ensures you're able to handle enemies that come at you before you can find a library.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 23, 2011, 03:23:54 pm
I might invest in one skill of unarmed or archery, as these seem to be the worst.  All others can be trained with relative ease, or else are useless to get a point in.  1 point in mechanics is useless because you can't do a lot, and you'll probably find a book soon anyways.  I suppose if you're illiterate...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 23, 2011, 03:27:17 pm
Putting a point into a skill on chargen gives you 2 levels in a skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on December 23, 2011, 04:10:40 pm
One point in dodge can save you a lot of headaches. I used to put a point in it, but now that I'm more of a ranged focus, it doesn't matter as much.

Also, I haven't checked in this for a long time, but I see you implemented my Trapdoor spider idea, very cool Whales.

Not sure if this has been reported, but I tried interfacing with a sewer treatment plant computer with no computer skill and crashed. Not sure if I could repeat it, I hadn't saved in a long time and didn't feel like trekking across the map again.

Finely, it seems "Adv Electronics" spawns more often than "Whats a Transistor?", and "Computer 301" more than "How to Browse the Web". Unless this was intentional, I thought it should be the other way around.

This is on the Windows version, so I'm not sure if you could do much with the crash.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bobv2 on December 23, 2011, 08:15:13 pm
You guys obviously don't play the game the way I do.

I play a sort of baseballbat touting badass almost every time, because I don't really see the advantages of playing any other way. My character now has level 11 melee and bashing weapons and level 9 dodge and I'd swear he's some kind of demigod.

Once I get over the hump of "too weak to fight effectively" combat becomes only a minor inconvenience at most, and the threat and challenge a large horde may produce is averted by the "stand behind window" phenomenon, which really needs to be counterable. Perhaps zombies will shove you back if you're blocking them at a doorway? Maybe stronger characters would be be able to hold their ground longer before getting shoved to the side.

EDIT: And pretty much as soon as I make this post a "Flying Polyp" comes out of a portal and damn near instakills me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: nogibator on December 24, 2011, 01:57:00 am
Also, I haven't checked in this for a long time, but I see you implemented my Trapdoor spider idea, very cool Whales.

oh, btw can anyone explain to me how you supposed to get out of its pit? there is no upstairs. last time i jumped in i had to commit suicide.

the same with labs where "you see stairs drop halfway, jump?", so i jump in and then die with no way out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 24, 2011, 02:06:11 am
If there's no way up, "It drops off halfway down", then you need a 30ft rope.  If you've got one in your inventory, you can deploy it automatically to generate an upstairs.  Well, not stairs obviously, but it works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hreidmar on December 24, 2011, 11:48:53 pm
Hey, guys, thanks for introducing me to this awesome game. I'm running the windows version and about every 5 minutes all my colors change bizarrely and I have to quit and reload, but that's not really a big deal (though I would be interested in knowing how to exit the bionics menu without the game crashing).

Anyway, I was wandering around a science lab as any red-blooded mutantophile ought, munching on cloned body parts and leaving a slime trail in my wake, when I acquired the Radioactive trait. Now, I understand that this is normally very bad, but my character is also Radiogenic.

So I'm going to see whether I'm my newfound radioactivity will constantly heal me, or whether I'll just die hideously, but if anyone here has any experience with this and would like to allow me time to plan an epic suicide before termination if this combination does not, in fact, work out as I hope. 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 24, 2011, 11:51:40 pm
Well... I have no idea, but I'd find a gas station and a grenade if I were you.  There's no more glorious way to bite it than explosives and More Explosives.  Bonus points if you blind fire a shotgun plenty to attract a zombie horde before you pull the pin and fail to throw.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: voodooattack on December 24, 2011, 11:58:05 pm
I somehow managed to build the sources from git with Visual Studio 2010.  :o

I had to mess around with a lot of shit to get it to compile. Namely setvector's reference argument (which caused undefined behaviour) and dynamic multi-dimensional array initialisation. (had to replace all of those with vectors/vectors of vectors)

I still have to deal with some occasional stack overflows, I can't easily pin them down though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Hreidmar on December 25, 2011, 12:17:29 am
Welp, that didn't take long. I went to sleep in the lab, and during the night my radioactivity caused me to acquire the Genetic Instability mutation and by the time I woke up I was schizophrenic, deaf, covered in fur and chitin, bleached of pigment covered in boils, with my intelligence mutated down to four from thirteen.

Then I walked outside and was killed by a necromancer.

Good times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 25, 2011, 05:12:20 am
Once I get over the hump of "too weak to fight effectively" combat becomes only a minor inconvenience at most, and the threat and challenge a large horde may produce is averted by the "stand behind window" phenomenon, which really needs to be counterable. Perhaps zombies will shove you back if you're blocking them at a doorway? Maybe stronger characters would be be able to hold their ground longer before getting shoved to the side.

I think this is a very good idea.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 25, 2011, 09:37:28 am
Damn it, the melee disarm is gone... It was great.

Also pressing ESC freezes the game for me (with an exception error). Do you have it too?

By the way, I've updated the graphics pack and added some nice touches, I will upload my mod soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 25, 2011, 10:14:41 am
The Windows version seems prone to fatal exceptions, especially when leaving a menu.  We're working on it.

Melee disarm?  You mean the thing with cutting weapons?  That's still there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on December 25, 2011, 10:16:15 am
Fatal Exception kinda sounds like an odd action movie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on December 25, 2011, 10:44:37 am
Well...Merry Apocalypse!

(http://i.imgur.com/sPaOl.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 25, 2011, 10:53:57 am
At least 3 hulks, more brutes, several fasts, spores and fungals, and I don't even know what a B is!  I think your only option there is to hide behind a fire and hope they burn to death as they run towards you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on December 25, 2011, 01:10:36 pm
Goddamn. That is possibly the most epic thing I have ever seen rendered in ASCII.

Towering bonfires of flame, reaching up to the sky like hellish fingers of red. Dozens of zombies are running towards the lone figure in the middle of all this. Hulks, funaloids, brutes, fast undead, slow undead... This is what the end of the world looks like. The lone figure cocks his shotgun, unsheathes his machete and charges, because he does not fucking care about thousands upon thousands of the undead running towards him with the expressed opinion of ripping him limb from limb, and the raging fires that are spreading very very fast. He doesn't care, he just wants to kill as many zombies before they finally take him down.

He doesn't care in the slightest because he's already lost everything. His home, his family, his friends... Why bother?

Meanwhile, an NPC stares down his binculars at this insane spectacle. For the first time ever, this digital construct creates it's own code to say something.

"Holy shit."

Then the game crashes with the error being "FATAL EXCEPTION: TOO AMAZING"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on December 25, 2011, 01:23:12 pm
I think the crashed helicopter in the northwest provides an even more intriguing possible background - is he the lone survivor of the downed vehicle? Crawling from the wreckage to see THIS?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on December 25, 2011, 01:31:28 pm
I think the crashed helicopter in the northwest provides an even more intriguing possible background - is he the lone survivor of the downed vehicle? Crawling from the wreckage to see THIS?

Actually, I'm pretty sure that's a playground to the NW.  :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on December 25, 2011, 01:34:33 pm
That just makes it worse. What if he was trying to get his daughter out of here (Supposing this is the start of the outbreak) and she got eaten? D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on December 25, 2011, 03:37:40 pm
Whoa Fniff, that's an amazing depiction of the scene  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 25, 2011, 03:48:26 pm
I think the crashed helicopter in the northwest provides an even more intriguing possible background - is he the lone survivor of the downed vehicle? Crawling from the wreckage to see THIS?

Actually, I'm pretty sure that's a playground to the NW.  :-\
Were the playgrounds added to the official release from my mod? I haven't played in a while, I thought it only took baseball yards and bars (did it take churches?).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on December 25, 2011, 04:41:30 pm
Pretty sure it had the basketball courts, playgrounds, and churches too, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 25, 2011, 04:44:58 pm
Churches weren't merged in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 25, 2011, 04:59:54 pm
I wonder why, graveyards add great atmosphere and churches are awesome last stand places :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 25, 2011, 05:12:06 pm
Yeah, I still need that church  :-[  If you've got the mapgen.cpp code handy I can pop it in real quick!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 25, 2011, 05:26:52 pm
mapgen.cpp
Spoiler (click to show/hide)

mapitemsdef.cpp
Spoiler (click to show/hide)

itypedef.cpp
Spoiler (click to show/hide)

mapdata.h
Spoiler (click to show/hide)

I am sure you won't forget to add the appropriate names to various .h enums :P (to ter_id for t_cross, also items and buildings).

I also didn't include spawning code for the church, just make it to share the chance with a bank, there're too many banks IMHO.

Also there're a table and a bench (new objects which work like counters in terms of slowing you down).




Do you need bars and fast food locations? I think you haven't included them, and I liked to visit bars to get wasted and to sleep in fastfood place back rooms :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 25, 2011, 05:39:06 pm
I've found code for the bar and the fastfood.

In case you forgot:

Church
(http://img.ie/7776c.png)

Bar
(http://img.ie/55011.png)


Fast food restaurant
(http://img.ie/32393.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 25, 2011, 05:40:00 pm
Have you guys ever heard of Jysk? Its a danish company with alot of stores outside DK too.
They sell all kinds of bedware, imagine sleeping in such a store! Even more cool is that all the stores have sleeping rooms for the personell!

As in, add a bedware store
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 25, 2011, 05:40:32 pm
Furniture warehouse/shop would be cool :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 25, 2011, 05:40:43 pm
Nice textures man.

And bars were merged in, they're my primary source of splintered wood :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 25, 2011, 05:52:56 pm
BOTH types of bars (including fast food? Those are my favourite!).

Yeah, I wish one day someone would make the tiles support again so I could work on tilesets more :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 25, 2011, 05:54:29 pm
You can smash pool tables?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 25, 2011, 05:56:12 pm
BOTH types of bars (including fast food? Those are my favourite!).

Yeah, I wish one day someone would make the tiles support again so I could work on tilesets more :).
Just the regular bars, with all that delicious alcohol.


You can smash pool tables?
In my current unreleased version, yes :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 25, 2011, 05:57:39 pm
Did you manage to compile it properly? Are you under Windows or Linux? I've reinstalled my system so I need to set up everything from scratch to mod it again... So some advices on how to make it again would help a lot :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 25, 2011, 06:01:42 pm
Pretty much anyone who's 'really' playing the game is using Linux.  Windows version crashes so much it's been reported as unplayable.

Bars got in, though they seem more like "pubs" in that they have a smallish amount of food and maybe some booze.  Liqueur stores are what holds the real alcohol.  I'm not very fond of the current bars myself, they look nice but they're almost worthless - good source of quick food though!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 25, 2011, 06:02:05 pm
I use linux, although you can apparently compile for windows from within linux now.
This thread (http://whalesdev.com/forums/index.php?topic=86.0) has all the instructions you should need.

The Windows versions tend to be very buggy though, although I think it's been improved vastly in the last few releases.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on December 25, 2011, 06:09:32 pm
Yeah, bars are in.  They're useful since they reliably have a back exit, so you can lose a horde by ducking through one.

I'd be into grouping a bunch of different kinds of restaurants and bars into one "eatery" heading...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 25, 2011, 06:28:40 pm
Quote
Yeah, bars are in.  They're useful since they reliably have a back exit, so you can lose a horde by ducking through one.
That was the plan when I've made that layout.

Quote
Bars got in, though they seem more like "pubs" in that they have a smallish amount of food and maybe some booze.
Yeah, in Russia "Bar" = "Pub", so maybe I would better call them "pubs" once I start modding :).

Quote
I'm not very fond of the current bars myself, they look nice but they're almost worthless - good source of quick food though!
Not everything should be a box of gimmicks. It makes the world more real!

I use linux, although you can apparently compile for windows from within linux now.
This thread (http://whalesdev.com/forums/index.php?topic=86.0) has all the instructions you should need.

The Windows versions tend to be very buggy though, although I think it's been improved vastly in the last few releases.
Thank you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 25, 2011, 06:30:26 pm
I do hope that these all have the same overmap icon, but when you move the map icon over them it shows the specific restaurant type?

NEW ITEM: Processed Beef - "Mainly soy, perhaps some sawdust.  At least it's filling, and slow to rot, though you wonder how good it must be if no bacteria will even touch it..."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on December 25, 2011, 06:45:12 pm
Have you guys ever heard of Jysk? Its a danish company with alot of stores outside DK too.
They sell all kinds of bedware, imagine sleeping in such a store! Even more cool is that all the stores have sleeping rooms for the personell!

As in, add a bedware store
I almost reported this post as "Spambot"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 25, 2011, 06:56:41 pm
Considering the track record of "DrPoo" I don't think it would have been a bad idea...

I think "IKEA" would have fit though, that's a nice company that just about everyone is familiar with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 25, 2011, 06:58:56 pm
Heh, I'm tempted to add in flat pack furtniture now, that can be (a)pplied to create furniture items. It'd be a nice way to furnish your wilderness cabin.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on December 25, 2011, 07:05:11 pm
Flat pack furniture, and IKEA supermazes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 25, 2011, 07:05:41 pm
I support flatpacks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on December 25, 2011, 07:28:44 pm
I too support this idea
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on December 26, 2011, 06:14:19 am
Oh and make them smashable to get 2x4 for baricading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 27, 2011, 02:30:09 am
For all those who have been afraid of the Metabolic Interchange:
http://whalesdev.com/forums/index.php?topic=721.msg11017#msg11017

It allows you to turn metabolics totally off.  While active, it's slowed to 30 seconds per pulse, to balance things a bit.  You should now be less afraid to install bionics and more free to use your power!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on December 27, 2011, 03:23:08 am
You should also change the memory enhancement thing in the CBM: Neurological bionic into something that can be toggled. Getting your bionics drained constantly because you can't craft enough clothes is more than annoying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 27, 2011, 03:52:04 am
It's possible, but I don't think it's practical.  There's like a 1/20 chance of consuming energy there.  Specifically, 1/4 for skill rust, and 1/5 for power drain.  At skills above level 7, there's 32 turns until it makes a roll.  That means that with enhanced memory and skill above level 7, it'll take, on average, a bit over an hour to trigger a power drain.  Per skill.  Solar power gives 1 power per 5 minutes during sunlight (I may mod that to give "clear" a regular rate, and "sunny" an extra rate).

Skill rot happens for all skills regardless of their practice level, so your melee, blunt, sewing, computer, mechanics, and electronics are all draining.  That's a solid 6 skills with almost everything you could want to do.  Exchange that for firearms and rifles if you've got ranged, or whatever weapon of choice.  Point is, you get like 6 power drained per hour to keep your good skills topped up.  That's like 1-2 shots of booze, a single battery (technically batteries are 5 energy), or a solid piece of clothing.  I think a leather jacket offers 7 energy.  A board gives rather large power.  Or that's 1/2 hour in the sun.  Or 12 hunger, where a piece of raw meat gives you 40 hunger (metabolics gives fantastic exchange rate).

This does get expensive when you've got good skills, but then you are paying to get your skills kept at top notch, which saves you a lot of effort.

I'm not sure how I feel about this.  On the one hand that's expensive now that I crunch a few numbers, but on the other hand that's doing away with skill rot entirely, and if you're too nooby to have reliable power intake then why have you got a neurological?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on December 27, 2011, 12:27:58 pm
Speaking of starting dogs, where'd they go? I just realized they weren't with me in that shelter until you mentioned it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on December 27, 2011, 12:38:41 pm
They were removed a bit ago, when the NPC in the bunker was added, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Toady One on December 27, 2011, 11:25:18 pm
This is a large thread, and I haven't been called in here much if at all.  So if possible, I'd like to keep the OS wars out of here.  I just deleted several posts that were going a bit sour.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on December 28, 2011, 03:41:17 am
Funny, I thought we were doing rather good.  A few uneasy posts and one bad one from a known troll, but that got glazed over pretty quick.

Is this our "don't make me turn this thread around and go home" warning? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 28, 2011, 06:31:29 am
There havent been much of OS warring, butthurt over the ports, yeah but otherwise we are actually doing quite fine.
But what the hell do i have to say.. im most likely the guy in here with the most warnings..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FritzPL on December 28, 2011, 06:44:36 am
Last game I found a "trap field" with some crossbow traps, beartraps and few other. Luckily, there were corpses of fucking bastards unlucky survivors who died to them. Lucky me, they had some things that were useful to me in that state of game - first aid, bandages, painkillers and some misc stuff. So I took their medicaments, and went straight to the crossbow trap - I read earlier that they are very,very useful weapons as they have high accuracy, are very silent and bolts rarely break. So I walk to first one - disarm, yup, heavy pain. oshi watimgonnado- wait, it's not that bad, I can use those bandages. 4 traps later I have 3 crossbows, over 40 bolts and a beartrap.
I survived very long as that character, died because of pain slowing me down letting the wasps catch me :c

Currently, I holed up in liquor store. I checked my inventory, shit, no rags. But when I saw tight walkways the counters made, an idea struck me. 10 minutes later all entry points were covered in alcohol. I picked up a cigar that was laying behind the counter and lit it like a boss, waiting for the zombies to come in.

Few turns later, first one came. He went through the only window I didn't had secured covered in diffrent types of booze, so I quickly ran to the chokepoint that was luckily there before the zed came, spilled the liquid, waited for the brainless idiot to come, and then lit it.

He heroicly went through the fire and died due to single hit by a frying pan.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 28, 2011, 05:51:59 pm
There havent been much of OS warring, butthurt over the ports, yeah but otherwise we are actually doing quite fine.
But what the hell do i have to say.. im most likely the guy in here with the most warnings..

I think it was more the bizarre homophobic statements than just the OS warring, but yeah.



So how's the Windows port going? I've been waiting for it to get a little more stable, although I might get impatient and just play the Linux version in a VM or something like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 28, 2011, 05:53:46 pm
Windows version is still very unstable.
Really, if you want to play in Windows, a VM is the best idea for now, hopefully the bugs will get ironed out soon enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on December 28, 2011, 05:54:38 pm
yeah VM works well and is supported natively in Win7. heee
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dave1004 on December 29, 2011, 03:59:23 am
Is there a tileset for this game? I have an impossible time playing anything in ASCII, all of the numbers and letters just blur together into a giant mess, not to count the headaches.

Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on December 29, 2011, 04:06:08 am
There was one by Deon, but he stopped updating it. So, no. Sorry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dave1004 on December 29, 2011, 04:06:55 am
Sadface...Ah, well, thanks anyhow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on December 29, 2011, 11:30:37 am
There was one by Deon, but he stopped updating it. So, no. Sorry.
Correction: the tile support was coded by another dude, I just made sprites :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on January 01, 2012, 01:04:42 pm
Is it normal for multiple crossbows to come out of one crossbow trap? I don't know much about the trap.. But a full stack of bolts, and a crossbow per stepping on it, I usually end up with around 2-4 crossbows after a few zombies step on them.

Using Linux Emulator if that has any effect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on January 01, 2012, 02:11:30 pm
It's a known bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Croquantes on January 04, 2012, 12:24:10 am
This is the hardest game I've ever played! How the hell do you survive for more than a day? Why is it, no matter what I do, zombie hordes find me?

And what is with WOLVES. They're the scariest thing I've run into yet.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 04, 2012, 12:48:08 am
molotovs are your friends. Also windows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on January 04, 2012, 03:04:47 am
Will there ever be more furniture in houses? You would have to scavenge for stuff instead of looking through the window what lies on the floor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on January 04, 2012, 03:54:56 am
Why is it, no matter what I do, zombie hordes find me?

Noise.
Smell.

They can track your smell (not so much if it rains) and the noise of firing a shotgun means you better run your drunk ass out of there.


You can always use a getto-molotov (take booze, Unload it and light it with a lighter - at least it doesn´t make the noise of a molotov. Then throw the glass bottle, cause you´re boss.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 04, 2012, 10:08:56 am
Will there ever be more furniture in houses? You would have to scavenge for stuff instead of looking through the window what lies on the floor.
Spawn mechanic, quite flawed (sometimes they spawn in a house you boarded), but at least it works.

Will there ever be more furniture in houses? You would have to scavenge for stuff instead of looking through the window what lies on the floor.
It's already possible to code by copypasting and changing a bit the code of fridge/cupboard/bed spawning. Once Whales gets to it it may be done. However furniture spawning is quite random, so I would love to see a better system for furniture placement in the far future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on January 04, 2012, 07:52:55 pm
It's already possible to code by copypasting and changing a bit the code of fridge/cupboard/bed spawning. Once Whales gets to it it may be done. However furniture spawning is quite random, so I would love to see a better system for furniture placement in the far future.

I thought they fixed this in the new releases wherein Whales increased the spawn range far bigger around the player's vicinity as well as making the zombies spawn at the edge of the map. That said, I do believe it's possible if you come back to the safe house to find zombies in a well boarded up house, but I think issues with zombies appearing beside you while you sleep in a bunker is pretty much solved.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 04, 2012, 08:48:28 pm
Yeah, that's solved. Note though, if you travel a few tile away from your safehouse and loiter there, you'll come home to zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on January 04, 2012, 10:19:09 pm
Of course, if your 'safehouse' consists of a tiny shack surrounded by four concretic layers of spike pits, that isn't exactly a problem. Just stand outside and make rude gestures.

Even with the new updates, I've lost far more characters to the goddamn lightning strikes lighting my house on fire while I sleep than to anything else. (Yeah, my fault the first few times for assuming that 'you hear a nearby lightning strike' didn't equate to 'YOUR HOUSE IS NOW ON FIRE, MOTHERFUCKER', and in later times for attempting to save my hoard of ammunition and weapons with fire extinguishers which are about as useful as pissing on the fire. So the real lesson the game taught me is to store everything but bare essentials in a fortified shack a few dozen map tiles away from where you sleep. Or now, to build a safehouse near your spawn, and store stuff in the basement of the shelter.)


Also, nice to see that the Savage is still massively powerful, though it is a shame that all those stacks of material get lost when you atomize a copbot or hulk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on January 05, 2012, 09:01:52 am
Hmm how does the combat system actually work?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 05, 2012, 10:01:34 am
Hmm how does the combat system actually work?

Which? The melee and ranged are a little different. Mostly it's the see if you hit (multiple times for burst attacks) then see how much damage type though. There is some specialist stuff for criticals though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on January 05, 2012, 10:02:07 am
Hmm how does the combat system actually work?

Troll harder....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 05, 2012, 11:22:54 am
Hmm how does the combat system actually work?
Troll harder....

That was a troll? I thought it was just a question. Although a little vague one as I'm not sure what aspect he was asking about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on January 05, 2012, 03:41:53 pm
Hmm how does the combat system actually work?
Troll harder....

That was a troll? I thought it was just a question. Although a little vague one as I'm not sure what aspect he was asking about.

I mean i just wanted to know what the mechanic behind is. :P
Why are we suddenly accusing each others of being trolls?
We arent MCF..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on January 05, 2012, 03:56:58 pm
Insulting the minecraft forums at every possible opportunity, sounds pretty troll'y to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on January 05, 2012, 08:12:01 pm
Hmm how does the combat system actually work?

Pretty standard classical Roguelike combat from what I understand of roguelikes (not that I've played many). You walk into a creature, and you hit it with the wielded weapon. It's not as complex as Df in that you can select a certain part of the creature to target, but you yourself are an assemblage of parts that, when wounded will give off negative effects such as slower running when your legs are obliterated or in general a lot of pain.

Of range combat, you hit f and choose a target the menu will also allow you to aim at the ground or choose a path the bullet with fly through as well.

Combat takes turns as per the game's mechanic of turns per action. Speed however dictates who hits more, and by hitting more I mean manually attacking as hitting a creature multiple times with a fast weapon before it can hit back will be don't by continually pushing at the creature. As an example, the favored tactic of encounters with tough opposition is to hide behind a window and allow your opponents to come at you through the window. Since the time needed to crawl through a window is substantial, the player standing behind the window will be able to hit the entity climbing through the window multiple times before they can recover enough time to launch a counterattack of their own.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jervous on January 05, 2012, 08:52:49 pm
Why are we suddenly accusing each others of being trolls?
We arent MCF..

Believe me, Bay12 accuses people just as much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: micelus on January 05, 2012, 09:25:27 pm
From the nearly 600 pages on this thread, it seems this game is extremely good. Now I wonder, is there a tileset? I'll play it regardless but I'm just wandering.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on January 05, 2012, 09:28:50 pm
Why are we suddenly accusing each others of being trolls?
We arent MCF..

Believe me, Bay12 accuses people just as much.
omg stop troling u noob gtfo
From the nearly 600 pages on this thread, it seems this game is extremely good. Now I wonder, is there a tileset? I'll play it regardless but I'm just wandering.
There was, but it's not updated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on January 05, 2012, 09:35:54 pm
Why are we suddenly accusing each others of being trolls?
We arent MCF..

Believe me, Bay12 accuses people just as much.
omg stop troling u noob gtfo
From the nearly 600 pages on this thread, it seems this game is extremely good. Now I wonder, is there a tileset? I'll play it regardless but I'm just wandering.
There was, but it's not updated.

Not that it matters. It may just be that I've gotten used to ASCII to the point where it makes more sense than tiles, but Cataclysm doesn't really need tiles, as everything is pretty intuitive.

Hm, just found this:

(http://i.imgur.com/7wIFd.png)

Not sure if it is supposed to happen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: a1s on January 05, 2012, 10:58:07 pm
Did you just flood the over-world with lava?  :-\ Now that the dwarf way to get rid of zombie infestations. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on January 06, 2012, 09:22:07 am
That happened to me too a few times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on January 06, 2012, 10:04:37 am
Anyone got a link to the old Apos/Heads/whatever was the last open-source windows version?

Seeing as Tesang has decided to close source his branch I would prefer to use one of the older versions for modding purposes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 06, 2012, 10:14:08 am
The new version is supposed to be cross platform, but the windows is very buggy. Using the virtualbox available on the forums is recommended.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: monkey on January 06, 2012, 04:01:43 pm
Anyone got a link to the old Apos/Heads/whatever was the last open-source windows version?

Seeing as Tesang has decided to close source his branch I would prefer to use one of the older versions for modding purposes.

search for headswe on github.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 06, 2012, 04:09:43 pm
no, he's way out of date.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on January 06, 2012, 05:17:09 pm
The new version is supposed to be cross platform, but the windows is very buggy. Using the virtualbox available on the forums is recommended.

Here is the link for those looking: http://whalesdev.com/forums/index.php?topic=95.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 06, 2012, 07:07:58 pm
Anyone got a link to the old Apos/Heads/whatever was the last open-source windows version?

Seeing as Tesang has decided to close source his branch I would prefer to use one of the older versions for modding purposes.

Teseng's "branch" is open source--actually, the main source of the game (the one linked in my signature) is Teseng's source.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Briggsy16 on January 10, 2012, 03:42:31 pm
Can anyone give me some tips on surviving in this? Basically the first thing I look for is a back pack by going to the closest Clothing Store then I'm stuck for what to do. My last two guys stumbled upon a scientist with a keycard but died and the guy I'm playing as now stumbled upon a bunch of dead Army guys, so I now have a lovely M4A1 and combat knife as well as some steel toe capped boots and a helmet.

What should I be doing to survive? Should I look for a safehouse? What makes a good safehouse? My starting house basement seems good but I guess I need to barricade my home and dig some defences?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on January 10, 2012, 03:51:03 pm
I tend to look for buildings that have a limited number of entry ways (preferably all in one direction, and even better if it only have one entry way), and with diggable ground in front so that I can make some spiked pits with. Other than that, I've not noticed zombies spawning any faster at the centre of the city or around the edges of it.

As for what you should do, perhaps you should loot into getting yourself some augmetics. You'll need a high skills in order to do so, and the zombies become progressively harder as time goes on, so you better up your combat skills to in the process.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on January 10, 2012, 04:30:26 pm
If I have everything I need for basic survival, I'll tend to run around libraries and read anything and everything on skills I don't have yet. This opens a whole range of crafting options, and can be useful in many circumstances. For instance, tailoring is useful in keeping your equipment repaired. Cooking is useful when food starts getting scarce. Medic(Or is it healing?) is useful for getting more bang for your medkit. Ect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 10, 2012, 07:46:30 pm
I actually tend to place reading fairly high up on the to-do list, above some item gathering, even. especially first aid.

edit - aaaand I just had an awesome idea. Remove the nearby monsters list and instead have the border of the minimap be replaced by monster symbols. Symbols are for the monsters with the highest difficulty rating you can see, with a blue background if theres more than one monster.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 11, 2012, 03:29:47 am
I actually tend to place reading fairly high up on the to-do list, above some item gathering, even. especially first aid.

edit - aaaand I just had an awesome idea. Remove the nearby monsters list and instead have the border of the minimap be replaced by monster symbols. Symbols are for the monsters with the highest difficulty rating you can see, with a blue background if theres more than one monster.
Huh, I find it REALLY useful to see the list of monsters and their directions. Much more intuitive for me than map borders. Also the distance meter helps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on January 11, 2012, 04:11:12 am
I've been tinkering with reworking the monsters list, which I'm pretty unsatisfied with.

I was thinking of something like this:
Code: [Select]
Z18 Z29 Z03 Z23|               |               
               |               |               
---------------+---------------+---------------
               |               |t01             
               |               |               
---------------+---------------+---------------
               |F11 f22        |               
               |               |               
-----------------------------------------------
Z Zombie   Z Boomer   Z Skeleton   Z Spitter   
Z Necromancer Z                                 
t Turret                                       
F Fungaloid       f Young Fungaloid             

With the grid representing nearby overmap tiles, and the number representing how many are there.  It allows for full display of up to 8 monsters in any given direction, with two digits to represent how many there are, and leaves space to explain the symbols to noobs (of course, in the game this could all be color-coded, unlike it is here).  If there's more than 8 monster types in a given direction, a + symbol can reference the others.\

This has the advantage of being easily referenced at a glance, unlike the test NORTH  EAST etc.; so that without even bothering to read through it, you can tell that you should flee south or whatever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 11, 2012, 04:15:17 am
Well, that... That actually sounds nice, I should have read that post.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on January 11, 2012, 04:38:14 am
Anyone got a link to the old Apos/Heads/whatever was the last open-source windows version?

Seeing as Tesang has decided to close source his branch I would prefer to use one of the older versions for modding purposes.

Teseng's "branch" is open source--actually, the main source of the game (the one linked in my signature) is Teseng's source.
So you finally merged it ey. Took your time ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 11, 2012, 10:20:58 am
And yet it still may have been too soon--the Windows version tends to crash a lot ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tasteful on January 13, 2012, 01:50:02 pm
Just got into this. Fantastic game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on January 13, 2012, 02:41:54 pm
And yet it still may have been too soon--the Windows version tends to crash a lot ;)

That might be inconsistency between ncurses or pdcurses. thus allowing to do some operations  on nucruses while pdcurses wont and crash
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 13, 2012, 05:56:04 pm
And yet it still may have been too soon--the Windows version tends to crash a lot ;)

That might be inconsistency between ncurses or pdcurses. thus allowing to do some operations  on nucruses while pdcurses wont and crash

Teseng's code doesn't even use pdcurses!  But yeah, same idea, it's not 100% compatible.


Just got into this. Fantastic game.

Thank you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on January 14, 2012, 05:54:13 pm
Havent seen an update in a long time, are you get tired or are you cooking up something great?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Briggsy16 on January 14, 2012, 06:48:28 pm
What kind of builds do people do? I tried an Archer build and loved it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 14, 2012, 08:24:32 pm
I was on vacation for about 3 weeks, so it was a little hiatus I guess.  Update's coming soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: joihnsonlee on January 15, 2012, 07:45:40 am
i have a problem do i need to download all of the files in source to play?

and does it have graphic tiles?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 15, 2012, 10:29:48 am
You don't need all files, just download the compiled version.

Only an old version has graphic tiles (pre-construction), check my signature for that one (it's very stable though).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on January 15, 2012, 12:17:55 pm
And yet it still may have been too soon--the Windows version tends to crash a lot ;)

That might be inconsistency between ncurses or pdcurses. thus allowing to do some operations  on nucruses while pdcurses wont and crash

Teseng's code doesn't even use pdcurses!  But yeah, same idea, it's not 100% compatible.


Just got into this. Fantastic game.

Thank you!

What those it use then?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 15, 2012, 12:48:37 pm
Straight-up GDI!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on January 15, 2012, 01:17:29 pm
Straight-up GDI!

That sounds scary.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on January 15, 2012, 02:01:35 pm
Straight-up GDI!

That sounds scary.

And exciting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on January 15, 2012, 09:05:59 pm
How is the devvy coming Whales?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 15, 2012, 10:59:24 pm
Pretty good, been testing the new mutation system and it works like a charm.

There's close to a hundred valid mutations now, many of which are new, so I'll be coding them next, which should take a day or two.

I want this release to include a lot of rebalancing and clean-up, so I'll spend a few days on that, too.

With any luck, there'll be a good release by next Sunday.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on January 16, 2012, 04:03:55 am
Good release.... even for windows?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on January 16, 2012, 04:44:18 am
+1

make the windows version possible :D (and playable)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on January 16, 2012, 10:15:16 am
A stable windows version would be cool, but the VirtualBox version that can be found on here somewhere works like a charm. Only thing that confuses me about it is when I exit a screen (like the map screen, inventory or looting menu), if I use the escape key it takes a noticeable few seconds for it to exit back into the game, whereas if I use the spacebar to exit it does so instantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on January 16, 2012, 11:11:59 am
Yeah, it's a little annoying, but it's easy to solve using a specific command before you run cataclysm, like this:

Code: [Select]
export ESCDELAY=25
./cataclysm

ESCDELAY is a global variable used by ncurses to set the "reaction time" of the escape key in milliseconds. 25 is the value used by the editor vi.
This can be easily embedded in the program code (in the main function or in the game class constructor, where ncurses is initialized) just adding the line
Code: [Select]
ESCDELAY = 25;but this depends on whales (otherwise you can mod it or create a script that runs the two commands above)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 16, 2012, 12:50:46 pm
+1

make the windows version possible :D (and playable)

Not my department, can't help you there, sorry.


Yeah, it's a little annoying, but it's easy to solve using a specific command before you run cataclysm, like this:

Code: [Select]
export ESCDELAY=25
./cataclysm

ESCDELAY is a global variable used by ncurses to set the "reaction time" of the escape key in milliseconds. 25 is the value used by the editor vi.
This can be easily embedded in the program code (in the main function or in the game class constructor, where ncurses is initialized) just adding the line
Code: [Select]
ESCDELAY = 25;but this depends on whales (otherwise you can mod it or create a script that runs the two commands above)


Okay.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Briggsy16 on January 16, 2012, 04:16:54 pm
Can't survive past about noon Day 1 on this :D

Anyone know a good lets play video on youtube of this? I want some tips off a vid :D

Edit: Ok I just made it through a whole day purely by running around killing stuff off with a bow. Had no time to rest, slept through the night to be awoken at 3 AM by a zombie trying to eat my arm. Then all kinds of shit came down on me, zombie necromancers, fast zombies, boomers. I had no chance :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on January 16, 2012, 05:11:08 pm
Survival tip #1: sleep in basements, or barring that, in very secluded places (eg: the furthest end of a police station)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Briggsy16 on January 16, 2012, 05:16:18 pm
How do you know if a house has a basement? Just keep checking until you find one?

Edit: Also is there a way to chop down trees?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 16, 2012, 08:31:05 pm
soz, wrong thread
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on January 16, 2012, 09:42:32 pm
How do you know if a house has a basement? Just keep checking until you find one?


You CAN do that and it's not a bad idea because some basements have very nice stuff, and some other basements even have beds.

There are alternatives, though: You can go to a shelter (hell, you start in one) and sleep downstairs. Or you could go into a lab, although this takes more work than just going into a shelter

(Breaking into labs requires either a science ID card, or an electrohack, ~5 computers skill, and a high-power firearm, or alternatively, a high-end explosive and a high-power firearm. And it's not without risks -so you might want the high-power firearm even if you have a card-. Still, it's something you'll want to do sooner or later, to get the base bionics, at the very least)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on January 16, 2012, 11:38:37 pm
Survival tip #1: sleep in basements, or barring that, in very secluded places (eg: the furthest end of a police station)

Why are basements good to sleep in? Don't monsters climb down the stairs and attack you while you sleep?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 16, 2012, 11:57:27 pm
Nope.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on January 17, 2012, 12:02:47 am
Will they wait upstairs for you to come back up?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 17, 2012, 12:05:56 am
Nope.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on January 17, 2012, 12:19:06 am
Edit: Also is there a way to chop down trees?

If you use Linux (or he bothers doing a windows release) there's DW's Myriad Stuff Mod (http://whalesdev.com/forums/index.php?topic=727.msg10188#msg10188)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on January 17, 2012, 03:00:36 am
Beware, monsters can follow you to basements.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on January 17, 2012, 03:55:21 am
To clarify: monsters won't spawn in basements, barring some exceptions. But they CAN follow you downstairs if they were already following you beforehand.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Briggsy16 on January 17, 2012, 04:04:22 am
Doing fairly decent on my current guy. Halfway through the second day, stumbled upon a dead group of scientists and one had mutagen. I drunk it and gained regenerative abilities! :D Currently running around using my bow and next task is to find the things for a crossbow after I can now make them
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on January 17, 2012, 04:48:13 am
To clarify: monsters won't spawn in basements, barring some exceptions. But they CAN follow you downstairs if they were already following you beforehand.

Even if they were on the other side of a wall before you go down, from what I've seen... and even if the thing "following" you is a peaceful, wandering deer.

Unless some of that has changed; I haven't played for a while, so I don't know what's fixed and what isn't.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 17, 2012, 07:18:21 am

Anyone know a good lets play video on youtube of this? I want some tips off a vid :D

http://www.youtube.com/user/Revocane
Check that dude.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 17, 2012, 07:39:53 pm
EDIT: Oops, forgot to put most of the stuff in there.

New update!

Clean build, delete your saves.

Features:

Tweaks:

Bug Fixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on January 17, 2012, 07:52:50 pm
(http://crazyphoenix.files.wordpress.com/2011/05/omg.jpeg)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 18, 2012, 02:59:45 am
Whales, I have a problem.

Here, I've compiled it for Windows:
http://www.mediafire.com/?ay1jscwg67cbouj
(using this guide: http://whalesdev.com/forums/index.php?topic=86.0).

When you log on a personal computer (for a quest to download data), Q (to log out and shutdown) ALWAYS crashes the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 18, 2012, 07:35:17 am
Clean build, delete your saves.

Some of these mutations look great, I'm gonna have to stop avoiding mutagens :)

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 18, 2012, 01:41:42 pm
Clean build, delete your saves.

Some of these mutations look great, I'm gonna have to stop avoiding mutagens :)


Well, mutations are still, on the whole, probably best avoided unless you have robust genetics.

Thanks for spotting that typo, good eye!


Whales, I have a problem.

Here, I've compiled it for Windows:
http://www.mediafire.com/?ay1jscwg67cbouj
(using this guide: http://whalesdev.com/forums/index.php?topic=86.0).

When you log on a personal computer (for a quest to download data), Q (to log out and shutdown) ALWAYS crashes the game.

Yeah, it's an extant problem with the Windows display library.  We're working on it :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on January 18, 2012, 05:46:09 pm
Whales, I have a problem.

Here, I've compiled it for Windows:
http://www.mediafire.com/?ay1jscwg67cbouj
(using this guide: http://whalesdev.com/forums/index.php?topic=86.0).

When you log on a personal computer (for a quest to download data), Q (to log out and shutdown) ALWAYS crashes the game.

Your best bet is the Linux emulator at this point: http://whalesdev.com/forums/index.php?topic=95.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on January 18, 2012, 05:48:02 pm
Whales, I have a problem.

Here, I've compiled it for Windows:
http://www.mediafire.com/?ay1jscwg67cbouj
(using this guide: http://whalesdev.com/forums/index.php?topic=86.0).

When you log on a personal computer (for a quest to download data), Q (to log out and shutdown) ALWAYS crashes the game.

Yeah, it's an extant problem with the Windows display library.  We're working on it :D

I also downloaded this and tried to use it (Windows).  I took off my jeans to put on cargo pants (with an overloaded inventory) and it crashed on the selection.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 18, 2012, 06:20:24 pm
Ive just played the new build with Virtualbox for about 2 hours and not had any crashes, alot of odd 'monster cant walk though wall' and some weird HP debug messages, I found a house that was 1/4 turned to rubble with items still inside (brand new map, no explosions, lightning etc) but no crashes.

  How long have the scientist zombies been in?  those things are MEAN.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on January 18, 2012, 06:29:52 pm
How long have the scientist zombies been in?  those things are MEAN.
They've been in for ages. I don't find them that hard, AFAIK they have 3 attacks and pick one at random.
1. Drop acid around them.
2. Summon a manhack.
3. Shoop-Da-Whoop.

The third attack is fairly easy to dodge, and they're about as tough as a regular zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 18, 2012, 06:42:47 pm
How long have the scientist zombies been in?  those things are MEAN.
They've been in for ages. I don't find them that hard, AFAIK they have 3 attacks and pick one at random.
1. Drop acid around them.
2. Summon a manhack.
3. Shoop-Da-Whoop.

The third attack is fairly easy to dodge, and they're about as tough as a regular zombie.

Also a tazer attack that's fairly rare, a self-tazering attack that makes the zombie miss a turn, and a few flavor attacks that do nothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on January 19, 2012, 04:43:52 am
Whales, I have a problem.

Here, I've compiled it for Windows:
http://www.mediafire.com/?ay1jscwg67cbouj
(using this guide: http://whalesdev.com/forums/index.php?topic=86.0).

When you log on a personal computer (for a quest to download data), Q (to log out and shutdown) ALWAYS crashes the game.

Yeah, it's an extant problem with the Windows display library.  We're working on it :D

I also downloaded this and tried to use it (Windows).  I took off my jeans to put on cargo pants (with an overloaded inventory) and it crashed on the selection.
I read this the first time and wondered why you started changing your pants while playing a video game, then wondered why you told us about it... then I thought the underlined part was some kind of innuendo... then I wondered how new pants could crash a game.

It was only then I realized you meant changing pants in game. It is 5AM...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on January 19, 2012, 04:49:46 am
And then Forsaken was a (sleep)zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on January 19, 2012, 05:40:14 am
Whales, I have a problem.

Here, I've compiled it for Windows:
http://www.mediafire.com/?ay1jscwg67cbouj
(using this guide: http://whalesdev.com/forums/index.php?topic=86.0).

When you log on a personal computer (for a quest to download data), Q (to log out and shutdown) ALWAYS crashes the game.

Yeah, it's an extant problem with the Windows display library.  We're working on it :D

I also downloaded this and tried to use it (Windows).  I took off my jeans to put on cargo pants (with an overloaded inventory) and it crashed on the selection.
I read this the first time and wondered why you started changing your pants while playing a video game, then wondered why you told us about it... then I thought the underlined part was some kind of innuendo... then I wondered how new pants could crash a game.

It was only then I realized you meant changing pants in game. It is 5AM...

This made my day.

Why bother with the Windows version? I'm told a Linux emulator works well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 19, 2012, 06:01:54 am
Because some people whom I want to play it on youtube won't be able to start a linux emulator :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 19, 2012, 08:10:39 am
On the custom character start when you tab to the negative traits the first positive trait shows as 'NULL trait!' this looks to be an offset issue as it's before fleet footed.

Edit: seems to be newcharacter.cpp line 601 assuming a 0 offset when mintrait is really 1.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 19, 2012, 02:53:09 pm
Random little bug:  while cooking multiple lots of tea i found that if I didnt look at my inventory between batches the game would tell me I had nowhere to store said tea and refuse to cook it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on January 19, 2012, 03:48:35 pm
Got my first segfault on the Linux emulator. Was trying the new update, cheated my way into a lab; When I tried hacking a console with no computer skill, a security heavy-machine-gun style killbot showed up, so I blasted it with my directional-EMP magic hands (Android FTW), taking it to half health and turning it friendly. Tried again, about a dozen manhacks dropped from the ceiling and started wailing on the secubot- it exploded, I was caught in the blast with 21 torso hp, and the game locked up.

(Also I have terrible luck with mutations: even with robust genetics, out of three mutagens i tried, the first did nothing, the second gave me poor hearing, and the third gave me disintegration.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 19, 2012, 11:43:10 pm
Got my first segfault on the Linux emulator. Was trying the new update, cheated my way into a lab; When I tried hacking a console with no computer skill, a security heavy-machine-gun style killbot showed up, so I blasted it with my directional-EMP magic hands (Android FTW), taking it to half health and turning it friendly. Tried again, about a dozen manhacks dropped from the ceiling and started wailing on the secubot- it exploded, I was caught in the blast with 21 torso hp, and the game locked up.

(Also I have terrible luck with mutations: even with robust genetics, out of three mutagens i tried, the first did nothing, the second gave me poor hearing, and the third gave me disintegration.)

Unfortunately, it's pretty much impossible to know what caused this segfault without a backtrace, which is why I ask that anyone playing the Linux version run it inside gdb if they can.  Though if you're not technically inclined, just skip it ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 19, 2012, 11:48:24 pm
(Also I have terrible luck with mutations: even with robust genetics, out of three mutagens i tried, the first did nothing, the second gave me poor hearing, and the third gave me disintegration.)

That's not terrible luck, you tried three mutagens, giving you a total of nine mutations, of these, three were bad. that's a 33% failure rate, which is actually really good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on January 20, 2012, 03:59:10 am
I find it rather sad that noone bothers joining the OFFICIAL forums, I have just posted a mod that adds more mutations and would like people to test it, you can also find many more mods on the forums, as well as updates and other fun stuffs!
anyhow join the forums!

http://whalesdev.com/forums/index.php

Shadowscales
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 20, 2012, 04:32:59 am
That's not terrible luck, you tried three mutagens, giving you a total of nine mutations, of these, three were bad. that's a 33% failure rate, which is actually really good.

Robust should average 25% bad so it's not all that good :)

I find it rather sad that noone bothers joining the OFFICIAL forums, I have just posted a mod that adds more mutations and would like people to test it, you can also find many more mods on the forums, as well as updates and other fun stuffs!
anyhow join the forums!

People should be allowed to chat were they like. Although certainly if I ever get around to releasing my modifications I'd post them on the official forums not here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on January 20, 2012, 10:43:00 am
I find it rather sad that noone bothers joining the OFFICIAL forums, I have just posted a mod that adds more mutations and would like people to test it, you can also find many more mods on the forums, as well as updates and other fun stuffs!
anyhow join the forums!

http://whalesdev.com/forums/index.php

Shadowscales
I really don't need to join yet another forum just to talk about a game. If you want us to be aware of something you post there, link it here as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: thegoatgod_pan on January 20, 2012, 04:19:00 pm
I played a few games of this last night, it was really fun, but is it always so unstable? I got crashes when trying to use the bionic my char came with both times, and crashed while running from zombies and black widows (?) in the woods. My death screen informed me that I killed something like 39 zombies and 40 black widows, which was a surprise to say the least. I downloaded right off the OP, so maybe there is a more stable variant out there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on January 20, 2012, 04:49:37 pm
The instability is, in most cases, a windows thing. Are you using a proper linux emulator to run it, or trying to run it with windows?

Do recall this is a linux-game, and was never intended for Windows. The fact that it works at all is impressive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: thegoatgod_pan on January 20, 2012, 10:10:54 pm
The instability is, in most cases, a windows thing. Are you using a proper linux emulator to run it, or trying to run it with windows?

Do recall this is a linux-game, and was never intended for Windows. The fact that it works at all is impressive.

Ahh that explains it, i am running it on windows, and it is impressive that it runs at all. good game regardless. i ended up downloading rogue survivor, which if less complicated satisfied by desire for brains (that is keeping them, as long as possible before succumbing to the inevitable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on January 20, 2012, 10:19:22 pm
Virtual box is free, and lets you run an emulated linux system quickly and easily - and it runs the game just fine. If you want to try it without the bugs, y'know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 21, 2012, 12:58:48 am
I managed to get virtual box up and running and im not exactly a computer wiz, there is nothing too complicated about it and ive been playing the latest build for sessions a few hours long without any crashing
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on January 21, 2012, 01:48:09 am
So, where does one actually get the Linux version then?  Every link seems to point to either the discussion forums (which does not have a clearly labeled "here's the download" section), or the roguebasin wiki which only links to the Windows binaries, and the Github page has "no" downloads.

Wait, okay, the Github page says there are "no downloads for this repository" even though there are.  Huh.

And this is all source code.  There's a pre-compiled version, right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on January 21, 2012, 02:02:11 am
I think the general "linux" approach is not to bother precompiling - most any linux distro you set up in virtual box will have the make tools you need to compile, so you should be able to download the source and simply type "make" in the folder to get your compiled version.

It's been a while since I downloaded Cataclysm last, but I even think it comes with a README that walks you through the steps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on January 21, 2012, 02:12:40 am
So, where does one actually get the Linux version then?  Every link seems to point to either the discussion forums (which does not have a clearly labeled "here's the download" section), or the roguebasin wiki which only links to the Windows binaries, and the Github page has "no" downloads.

Wait, okay, the Github page says there are "no downloads for this repository" even though there are.  Huh.

And this is all source code.  There's a pre-compiled version, right?
Follow the instructions in this thread (http://whalesdev.com/forums/index.php?topic=95.0) It's basically a minimalist Linux environment, set up to more or less automatically do everything you need.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on January 21, 2012, 06:28:35 am
Old versions of Cataclysm works well good enough for Windows. It still crashes but rarely. There is an autosave function and most of the time crash isn't a problem.

But yeah, it's an old version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 21, 2012, 06:31:27 pm
A little update.

Save files obsolete.  Clean build required.

Features:

Tweaks:

Bug Fixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on January 21, 2012, 06:44:03 pm
Cephalopod mutation group? Excellent.

So if I'm reading this right: Would it be possible (or at all likely) to, for instance, develop a couple mutations from different groups, and then be statistically likely to start getting mutations from both of them? For instance, how likely is it to turn into what is largely some kind of weird spider-lizard? Is that at all plausible?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 21, 2012, 07:08:55 pm
From my experience, very likely.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on January 21, 2012, 07:30:09 pm
Excellent.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 21, 2012, 09:18:27 pm
It's very plausible; mutation inside a group just increases your chances of further mutation in that group, but never makes it exclusive (getting 1 mutation in a group gives you about 50% to mutate in it next time, a second makes it 66%, a third 75%).  Mutation inside two groups will increase the chances of mutating in both, so it's possible (albeit unlikely) to have two or more dominant groups.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on January 21, 2012, 09:27:28 pm
There a windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on January 22, 2012, 02:39:56 am
Quote
Jack Hughes: Oh god, it mafuckin'     
│ hurts...                              │                                     
│You: What's the matter?           
│                                                         
│Jack Hughes: I'm infected.  Badly.  I   
│ need you to get some antibiotics for   
│ me...                                 
│                                       
│You: I'll do it! 
                     
│Jack Hughes: Oh, thank god, thank you so
│ much!  I won't last more than a couple
│ of days, so hurry...                 
│                                   
│You: Can you share some equipment?     
│                                     
│Jack Hughes: Why should I share my     
│ equipment with you?                   
│                                     
│You: Well, I am helping you out...   
│                                       
│Jack Hughes: Okay, here you go.
--- Jack Hughes hands you some antibiotics
 
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on January 22, 2012, 02:59:38 am
It's very plausible; mutation inside a group just increases your chances of further mutation in that group, but never makes it exclusive (getting 1 mutation in a group gives you about 50% to mutate in it next time, a second makes it 66%, a third 75%).  Mutation inside two groups will increase the chances of mutating in both, so it's possible (albeit unlikely) to have two or more dominant groups.

These percentages confuse me a little. Say you have four mutations, of two groups (two in each group). That would mean that, upon further mutation, you have a 66% chance of getting a mutation in Group A and a 66% chance of getting a mutation in Group B. Obviously, this is impossible math! Either they're checked independently using those percentages — unfairly favoring one group over the other — or there's some more complex weighting going on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 22, 2012, 04:11:32 am
Those percentages are assuming you haven't otherwise mutated.

And it's more complicated than that; some mutations are found in more than one category, and gaining that mutation will increase the chances of all categories which contain it.  Gaining a mutation also decreases the chances of mutating in all groups that don't contain that mutation; however, this change is much smaller than aforementioned increase in chance.

Indeed, even the 50-66-75 numbers aren't entirely accurate, I just made them up to demonstrate my point (they're close to the actual figures, though).  You're never locked in, chance to mutate in a group never reaches 100%, and any possible combination of mutations is possible (except for those mutations which are mutually exclusive, of course).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NobodyPro on January 22, 2012, 05:08:27 am
Cephalopod mutations? Aww yeah! Now I can be my avatar... eventually.
*starts the game*
*scavenge food and then find mountain of mutagen on dead scientists*
*scarf it down without a second thought*
*receive all bad ones and fall asleep*
*eaten by wolves*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on January 22, 2012, 07:34:28 am
Quote
Jack Hughes: Oh god, it mafuckin'     
│ hurts...                              │                                     
│You: What's the matter?           
│                                                         
│Jack Hughes: I'm infected.  Badly.  I   
│ need you to get some antibiotics for   
│ me...                                 
│                                       
│You: I'll do it! 
                     
│Jack Hughes: Oh, thank god, thank you so
│ much!  I won't last more than a couple
│ of days, so hurry...                 
│                                   
│You: Can you share some equipment?     
│                                     
│Jack Hughes: Why should I share my     
│ equipment with you?                   
│                                     
│You: Well, I am helping you out...   
│                                       
│Jack Hughes: Okay, here you go.
--- Jack Hughes hands you some antibiotics
 
Spoiler (click to show/hide)
Wait, you and NPCs can become infected?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 22, 2012, 11:13:07 am
Nah, its just a starting quest (at this stage).  You can also get asked to get some info downloaded onto a usb, kill someone who became a zombie and a few other things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on January 22, 2012, 11:22:56 am
Note that its not a zombie infection, I don't think, just a regular one. (hence why antibiotics works. Would they really work against -spoiler-?)

Whales did say diseases were in the game now, though I don't think actual player infections were one of them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 22, 2012, 11:51:50 am
Well, the common cold and the flu both are and I gotta say they dont seem to be cureable with antibiotics at this stage unless you need to keep taking them for a few days and does anybody expect to live that long in this game coughing and vomiting all over the place?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on January 22, 2012, 12:05:01 pm
Well, the common cold and the flu both are and I gotta say they dont seem to be cureable with antibiotics at this stage unless you need to keep taking them for a few days and does anybody expect to live that long in this game coughing and vomiting all over the place?

Antibiotics shouldn't work on the cold or the flu. They're viruses, not bacteria.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on January 22, 2012, 12:09:54 pm
Well, the common cold and the flu both are and I gotta say they dont seem to be cureable with antibiotics at this stage unless you need to keep taking them for a few days and does anybody expect to live that long in this game coughing and vomiting all over the place?

Doesn't dayquil and nyquil take care of that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 22, 2012, 12:46:18 pm
Dayquil/Nyquil weaken, but don't remove, cold/flu symptoms.  At any rate, neither will last more than a few days.  Eating healthy will help prevent getting sick in the first place!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 22, 2012, 01:26:49 pm
Dayquil/Nyquil weaken, but don't remove, cold/flu symptoms.  At any rate, neither will last more than a few days.  Eating healthy will help prevent getting sick in the first place!

  Im drinking out of the toilet, wandering about in acidic drizzle wearing nothing but rotten sneakers, a backpack and the remains of a skirt I found on a corpse.  Other copses keep vomiting on me and my diet consists of meth, weed, vodka, cigars, cocaine, more meth, rum, half a squirrel and a mushroom I found.  Who isnt healthy?

  Seriously though 2 of my last 3 characters have had both the cold and flu by 2pm on day 1 and the third by 3am on day 2 (that was the guy who conned a filter mask off the starting NPC, maybe that helped?).  I assume you pretty much have to sleep in a basement to stop zombies deciding that my coughing and hacking is the dinner bell?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: nogibator on January 23, 2012, 07:55:52 am
when will npcs be coming back?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 23, 2012, 08:11:04 am
They are sorta in now, there should be an NPC right next to you when you start a new game
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 23, 2012, 12:55:30 pm
Yup, and at the moment I'm working on an NPC-command system that should make NPC followers a reality.  Hopefully this will be the next release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 23, 2012, 01:12:58 pm
Yup, and at the moment I'm working on an NPC-command system that should make NPC followers a reality.  Hopefully this will be the next release.

Yay! food with legs!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: voodooattack on January 23, 2012, 04:41:54 pm
Nice work!

By the way, I recommend changing the setvector() functions to accept a pointer instead of a reference for the first argument, as it produces undefined behaviour and breaks the executable on anything but gcc.

Read more here: http://stackoverflow.com/questions/222195/are-there-gotchas-using-varargs-with-reference-parameters
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 24, 2012, 04:06:49 am
By the way, I recommend changing the setvector() functions to accept a pointer instead of a reference for the first argument, as it produces undefined behaviour and breaks the executable on anything but gcc.

Personally I'd have skipped varargs completely in favour of variadic templates where it's needed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Repulsion on January 24, 2012, 09:28:09 am
Hmm, where exactly can I download the most recent version? I've looked in the forum, but I'm not sure if the 'Windows Version' thread has it. I'll try it, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on January 24, 2012, 09:36:06 am
The latest version is source only right now, although there should be instructions for compiling in Windows in the Help and Support section of the forums.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 24, 2012, 09:51:00 am
The windows compilation does not work (crashes more often than works) so I would suggest to play it on Linux or wait for another release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on January 24, 2012, 09:51:47 am
Shadowscales has been having some success with Windows lately I hear, so don't count it out just yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on January 24, 2012, 11:54:43 am
You can try a Linux emulator too. I'm just waiting for an autosave feature of some kind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 24, 2012, 12:57:10 pm
Autosave's been back on for the past couple of versions; the game should autosave every half-hour (in-game time).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 24, 2012, 06:55:44 pm
By the way, if anyone is interested, I was interviewed about Cataclysm on Roguelike Radio, an excellent podcast about roguelikes.  Listen at http://roguelikeradio.blogspot.com/2012/01/episode-20-cataclysm.html
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on January 24, 2012, 11:52:19 pm
Nice!
Teseng just dug up a new catacurse.cpp and .h, you might want to update, it'll make all of the windows users happy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on January 25, 2012, 06:01:29 am
Autosave's been back on for the past couple of versions; the game should autosave every half-hour (in-game time).
Cool!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on January 25, 2012, 12:08:01 pm
Well fudgemuffin.  I got Cataclysm working on the in shop ubuntu laptop to play with during downtime, but the ubuntu system is an ancient IBM Thinkpad (Yes, IBM not Lenovo, it's THAT old.) and it doesn't have a numpad.  Curses!

Anybody know how to remap keys in Ubuntu 11.10 or is that just not possible.   I saw on the cata forums it's not possible ingame, but anybody with more ubuntu experience know of a way outside it?

P.S. I suppose I can hook up one of the shop keyboards to a USB adaptor and use that,  But I'm surprised my boss lets me have something like this on a system at all, I'd rather not have to tie up extra equipment if possible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 25, 2012, 12:24:56 pm
Anybody know how to remap keys in Ubuntu 11.10 or is that just not possible.   I saw on the cata forums it's not possible ingame, but anybody with more ubuntu experience know of a way outside it?

You can remap keyboard keys (as all the various keyboard types are just keymaps anyway) however it might be easier in this case to just modify keypress.cpp and recompile. Key press converts the numberpad to the vi keys (which is what cataclysm really uses) and so you can change it to map the whatever you prefer to those keys instead.

Just change where it says case '#'; return 'x'; to whatever you need (where # is a number and x is the vi key);

Alternatively you can play with the vi keys although they will seem strange.

y  k  u

h  .   l

b  j   n

Arrow keys also work for up/down/left/right (or k/j/h/l if you prefer)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on January 25, 2012, 12:35:34 pm
Huh, well that's a bizzare set of keys for movement heh.  That explains why I had managed to find 'down' but couldn't find 'Up' (I found up left and up right, just not up :) )

Anyway, I'll mess around a bit with changing those keys.  I see why folks earlier were saying that cataclysm is so much easier to mod in linux.  Who needs fancy compilers, strange rituals and obscure dependencies to compile when in linux all you need is terminal and a text editor.

P.S. Thanks much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 25, 2012, 12:38:20 pm
I really recommend taking the time to learn vikeys.  I know they seem strange, but once you start using them you'll find them really reasy, and it keeps your hand in a comfortable position.  Plus, if you're on linux you ought to know them, cause they're used all over the place ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on January 25, 2012, 12:44:21 pm
Careful Whales, you already have a born and raised Windows user trying out something non windows, one step at a time ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on January 25, 2012, 12:52:23 pm
I really recommend taking the time to learn vikeys.  I know they seem strange, but once you start using them you'll find them really reasy, and it keeps your hand in a comfortable position.  Plus, if you're on linux you ought to know them, cause they're used all over the place ;)

My mother would rock at this game then!

Atleast at moving..

You need a minigame in Cataclysm, "ZOMG ZOMG REVOLUTION" where you have to use VI keys to dance to a weird game, unless shit comes for ya.

Also, your voice reminds me of microsoft sam for some reason :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Evilsx on January 26, 2012, 06:54:09 am
Well......I can survive zombies.......I can get away from the hoards for them......I can fuck survival from complely damage to most for my body and heal my self complety......but one GODDAM BEE CAN KILL ME and i can not do shit to it!

AKA my first real try at this and i will keep play, I just love this sout for game, Keep up the good work Whales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 26, 2012, 07:19:37 am
I really recommend taking the time to learn vikeys.  I know they seem strange, but once you start using them you'll find them really reasy, and it keeps your hand in a comfortable position.  Plus, if you're on linux you ought to know them, cause they're used all over the place ;)

Now he knows about them he'll see them everywhere anyway :) DF uses them for some stuff if I recall right.
Personally I never got used to them, my brain rejects the concept of up and down on the same line as left and right....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on January 26, 2012, 10:54:12 am
Well......I can survive zombies.......I can get away from the hoards for them......I can fuck survival from complely damage to most for my body and heal my self complety......but one GODDAM BEE CAN KILL ME and i can not do shit to it!

AKA my first real try at this and i will keep play, I just love this sout for game, Keep up the good work Whales.

At least you don't have to deal with the Windows bug where hundreds of giant bees or wasps randomly appear and swarm you.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on January 26, 2012, 10:56:41 am
Well......I can survive zombies.......I can get away from the hoards for them......I can fuck survival from complely damage to most for my body and heal my self complety......but one GODDAM BEE CAN KILL ME and i can not do shit to it!

AKA my first real try at this and i will keep play, I just love this sout for game, Keep up the good work Whales.

At least you don't have to deal with the Windows bug where hundreds of giant bees or wasps randomly appear and swarm you.  :P
:o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on January 26, 2012, 06:02:49 pm
That wasn't just windows, I had that too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on January 26, 2012, 06:09:03 pm
Well......I can survive zombies.......I can get away from the hoards for them......I can fuck survival from complely damage to most for my body and heal my self complety......but one GODDAM BEE CAN KILL ME and i can not do shit to it!

AKA my first real try at this and i will keep play, I just love this sout for game, Keep up the good work Whales.

At least you don't have to deal with the Windows bug where hundreds of giant bees or wasps randomly appear and swarm you.  :P

Makes me wish Whales hadn't fixed that fire bug where burning a book would obliterate the map. It would be very nice if I dropped some sort of book of cosmic horror I found in a lab somewhere, set fire to it, and burn with the creatures assailing my character.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Evilsx on January 26, 2012, 07:50:41 pm
Well my 2nd try i was attack by Eyebots and Dogs, i did not last long
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on January 27, 2012, 01:53:09 am
So yeah, I made a video of following the instruction in this post at the Cataclysm forums (http://whalesdev.com/forums/index.php?topic=95.msg818#msg818) to setup VirtualBox with a pre-configured Linux for playing Cataclysm. I may do a lets play of the game later and if so I will post when I upload the videos here.

Video is Here (http://www.youtube.com/watch?v=yupcgG0OobU&feature=colike)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 27, 2012, 12:19:39 pm
Cool Akhier!  Hopefully people will find this useful.  Thanks for making the video!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on January 27, 2012, 04:20:59 pm
   Glad to, it was interesting to figure it out and setup. I was kind of hoping to have to do it the hard way though so I could learn how. Maybe later I will do something with a more interesting Linux setup in VirtBox.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on January 27, 2012, 11:33:27 pm
Hey folks, I'm using the VirtualBox method to run this on Windows, and I'd like to try my hand at modding.  Where does the VirtualBox download/update actually put the files?  Since I have to tell it to compile, I assume it downloads the whole source code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on January 27, 2012, 11:38:09 pm
Hey folks, I'm using the VirtualBox method to run this on Windows, and I'd like to try my hand at modding.  Where does the VirtualBox download/update actually put the files?  Since I have to tell it to compile, I assume it downloads the whole source code.
If your using the Tinycore VirtBox it is all in the Cataclysm directory so a quick cd Cataclysm then ls and you will see that all the files are there.

Spoiler: Edit: picture (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on January 28, 2012, 12:12:48 am
No, I mean where are they stored on the harddisk?  So I can open them?  And "cd cataclysm" returns a "-sh: cd: can't cd to cataclysm" error anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on January 28, 2012, 12:28:00 am
Capitalization matters...

As for on the hard disk do you mean the Tinycore hard disk? Cause if you do thats where it is, in the folder Cataclysm. If you mean on your actual computers hard disk then I have no clue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on January 28, 2012, 12:57:08 am
No, I mean where are they stored on the harddisk?  So I can open them?  And "cd cataclysm" returns a "-sh: cd: can't cd to cataclysm" error anyway.
If you mean where you can find them through windows, they are inside a special VirtualBox thing. So you can't really.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on January 28, 2012, 04:25:55 am
The "Tiny Core Linux.vdi" file you downloaded is a Virtual Disk Image; it is the hard drive for the virtual machine. All the files you downloaded and all the files included with it to start with, are safely ensconced within the file, and are formatted in a Linux file system that Windows doesn't really have a hope of reading by itself.

As far as I know the only way to manipulate the data outside of the tools and programs already present on the machine, is to follow the instructions here (http://whalesdev.com/forums/index.php?topic=95.0) under "Setting up FTP and SSH". That way you can connect with an FTP client, and directly transfer files into or out of the virtual disk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aiki on January 28, 2012, 05:00:38 pm
This game is great but is there any way to make it Fullscreen?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on January 28, 2012, 05:02:06 pm
There is not, 25x80 is as big as you get unfortunately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on January 28, 2012, 05:21:36 pm
Not really much point, either, as that would just leave you with a screen full of empty space around the same view.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aiki on January 28, 2012, 05:24:20 pm
Not really much point, either, as that would just leave you with a screen full of empty space around the same view.

Game centered with black around it would be better for my eyes and i'm not gonna put black Desktop Background xD
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on January 28, 2012, 07:47:47 pm
Not really much point, either, as that would just leave you with a screen full of empty space around the same view.

Game centered with black around it would be better for my eyes and i'm not gonna put black Desktop Background xD

If you really want to, download ResizeEnable (link is in my sig) and run it before you open Cataclysm. That'll let you stretch the window to whatever dimensions you want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 29, 2012, 02:33:43 am
Update, 1/29.

Clean build required.  Saves obsolete.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:

Tweaks:

Bugfixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on January 29, 2012, 02:52:33 am
Why hello update! How nice of you to pop in! Oh...

I see you brought that friend of yours, whats his name? Oh Whales, yeah. Hi Whales, glad you could come I was just talking to update here.

Edit: In other news I am glad this came out before I finished reading the whole thread (on page 444 as I type this) as it will let me show how to update the VirtBox Tinycore. Honestly should not be needed as its only ./update followed with ./compile and your set but being thorough won't hurt in this case.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 29, 2012, 08:03:38 am
Why hello update! How nice of you to pop in! Oh...

I see you brought that friend of yours, whats his name? Oh Whales, yeah. Hi Whales, glad you could come I was just talking to update here.

Edit: In other news I am glad this came out before I finished reading the whole thread (on page 444 as I type this) as it will let me show how to update the VirtBox Tinycore. Honestly should not be needed as its only ./update followed with ./compile and your set but being thorough won't hurt in this case.

Reading the whole thread!?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 29, 2012, 08:22:41 am
Woot, windows version! Time to mod!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on January 29, 2012, 08:23:13 am
Strange, using the Windows executable, crashes mostly always...at the Beginning when I try to complete missions or on the trade screen for rewards. That's before the SAFE marker goes away.

@Deon: Lost the link in your sig  :P, could you post it if possible?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 29, 2012, 08:24:00 am
Which link?

Aww, the windows version still crashes when you use computers? Sadface.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on January 29, 2012, 08:25:51 am
The thing is, blank screen when using Computers, but the Y/N/Q is still possible, crashes afterwards using it.

@Deon: You had a Cataclysm Mod link there before you updates it with Genesis, I'm watching those  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on January 29, 2012, 08:42:48 am
Edit: In other news I am glad this came out before I finished reading the whole thread (on page 444 as I type this)
:o *heart attack* *dies*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on January 29, 2012, 09:25:24 am
The thing is, blank screen when using Computers, but the Y/N/Q is still possible, crashes afterwards using it.

@Deon: You had a Cataclysm Mod link there before you updates it with Genesis, I'm watching those  :D
Check the first link in my sig, it has all the mod links.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on January 29, 2012, 09:41:54 am
Do we get any sort of benefit for Bows if we go over the new lower requirement?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on January 29, 2012, 09:57:39 am
Range is reduced if your strength is not twice the requirement.

Basically you still need 8 and 10 strength to use the bows to the same effectiveness as before, but you can at least still fire the things at lower.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on January 29, 2012, 10:11:03 am
So I kinda dropped off playing right before the build update. What can we do now that's different?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on January 29, 2012, 11:00:22 am
Build shit, ask NPCs to accompany us on our journies, use grenade launchers, raid miitary bunkers, mutate into furries.

Quite a lot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on January 29, 2012, 11:06:10 am
Lock picking? Hopefully? I'm really sick of getting a bunch of zed-soccer moms attacking me after i smash a window in the suburbs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 29, 2012, 11:36:56 am
Lock picking? Hopefully? I'm really sick of getting a bunch of zed-soccer moms attacking me after i smash a window in the suburbs.

crowbar = lockpick, 'a'pply it in the direction of a locked door
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on January 29, 2012, 12:03:32 pm
I prefer to use high yield explosives myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on January 29, 2012, 12:24:23 pm
Whale can not do anything about Window's bugs(as far as I know), nor does he have an incentive to do so, based on his reasoning to make this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on January 29, 2012, 12:53:23 pm
I had to find Cataclysm got an update just as the computer is out of action... Siiiigh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 29, 2012, 12:57:01 pm
Aww.  Teseng gave me a new version of the display libraries, and I was hoping they'd remove crashes.  Oh well :(  Sorry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on January 29, 2012, 03:51:22 pm
Aww, why can't we choke to death on our own vomit anymore? That was one of the beast parts of the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 29, 2012, 04:25:44 pm
Aww, why can't we choke to death on our own vomit anymore? That was one of the beast parts of the game.

Also one of the most frustrating, especially if it came from the flu.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrKillPatient on January 29, 2012, 04:37:12 pm
I've got Mac OS X 10.6. When I clone Cataclysm's git (I'm not sure if that's the right terminology!) and make, I get this error:
Code: [Select]
npctalk.cpp: In function ‘std::vector<talk_response, std::allocator<talk_response> > gen_responses(talk_topic, game*, npc*)’:
npctalk.cpp:373: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:378: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:389: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:432: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:441: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:500: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:502: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:509: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:515: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:517: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:522: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:526: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:569: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:572: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:577: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:580: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:585: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:588: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:593: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
npctalk.cpp:595: error: no matching function for call to ‘npc_opinion::npc_opinion(npc_opinion)’
npc.h:136: note: candidates are: npc_opinion::npc_opinion(npc_opinion&)
make: *** [obj/npctalk.o] Error 1

Is this just a Mac thing (because it's not really supported) or am I compiling incorrectly? I figure the Linux version should function quite similarly on Mac and other UNIX systems...

EDIT: Unable to test it on Linux because my Linux install is currently broken.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on January 29, 2012, 06:50:01 pm
Is there a good way to survie guide or something? Because I usually can't even make it past my first night.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on January 29, 2012, 07:06:31 pm
   There have been a few guides around and the best place to check would probably be at the forums in Whales sig. What they seem to boil down to though is you have to pick your fights and run like hell at the first hint of danger till you get the hang of it. Generally the speed boosting things you can choose at character creation are advised and for a beginner it probably is for the best as it gives more leeway on escaping.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on January 29, 2012, 07:52:51 pm
Is there a good way to survie guide or something? Because I usually can't even make it past my first night.
You can check the wiki -> http://whalesdev.com/wiki/index.php?title=Main_Page
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on January 29, 2012, 08:09:49 pm
I don't know if this is a bug or if Katie Harris is a huge bitch but she handed me an active mininuke. I think the loot tables might need another once-over for NPCs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on January 29, 2012, 08:14:16 pm
That isn't a bug, it's a feature.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 29, 2012, 08:14:38 pm
I don't know if this is a bug or if Katie Harris is a huge bitch but she handed me an active mininuke. I think the loot tables might need another once-over for NPCs.

Its a well known bug, but I hope it becomes a feature.  Grenades minus the pin are also acceptable gifts in the world of cataclysm


damn ninjas
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on January 29, 2012, 08:21:47 pm
How many ticks do I have until it blows up? It's not listed on the wiki at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on January 29, 2012, 08:23:56 pm
I imagine she wouldn't mind having it back. Also, she doesn't mind having it thrown at her. Plus, you do have an urgent appointment, so say goodbye and run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on January 29, 2012, 08:25:55 pm
I died but I've consistently spawned at the same shelter.... It didn't go off after an hour either. Looks like it was bugged or needed to be smashed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on January 29, 2012, 08:34:11 pm
Throw it at something. Or light it on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 29, 2012, 08:51:32 pm
Throw it at something. Or light it on fire.

Just keep throwing it a zombies until science happens
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on January 29, 2012, 09:19:52 pm
I don't know if this is a bug or if Katie Harris is a huge bitch but she handed me an active mininuke. I think the loot tables might need another once-over for NPCs.

Its a well known bug, but I hope it becomes a feature.  Grenades minus the pin are also acceptable gifts in the world of cataclysm

I suddenly feel incredibly lucky after a guy gave me a grenade and I didn't blow up.  And here I was just worried about how to use it.

Are caves supposed to be randomly inescapable?  I found one that says I have to jump down, and I'm sure as shit not doing that, after the last cave was all of one square room.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eidolon on January 29, 2012, 09:41:41 pm
Is there a good way to survie guide or something? Because I usually can't even make it past my first night.

Starting off with one point in mechanics allows you to make a crowbar out of a pipe (commonly found on roads) and some blunt tool, like an easily-findable rock. Alternatively, you could also look for a book on mechanics and read it, instead (or just look for the damned crowbar itself). You can then (a)pply the crowbar to locked doors in order to pry them open quickly and quietly. This keeps the zombies from swarming when you need to get into a house.

I've only recently started playing too, but archery seems to be handy - you can make a longbow and wooden arrows pretty quickly with one in archery and two in survival. Or, you could couple archery with the mechanics skill and make a crossbow instead. And they're silent - noise brings trouble in this game, if you haven't noticed. Mechanics also lets you make a silencer for firearms out of pretty easily findable parts (4 rags or a muffler, a pipe, and a hacksaw).

Anyways, losing is fun, etc. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 29, 2012, 09:48:33 pm
I don't know if this is a bug or if Katie Harris is a huge bitch but she handed me an active mininuke. I think the loot tables might need another once-over for NPCs.

Its a well known bug, but I hope it becomes a feature.  Grenades minus the pin are also acceptable gifts in the world of cataclysm

I suddenly feel incredibly lucky after a guy gave me a grenade and I didn't blow up.  And here I was just worried about how to use it.

Are caves supposed to be randomly inescapable?  I found one that says I have to jump down, and I'm sure as shit not doing that, after the last cave was all of one square room.
I believe you can use ropes to get up and down holes, though im happy to be corrected, every hole ive ever fallen down has eventually led to a sewer and freedom


Ninjaed again, also a .22 with CB ammo makes only the quietest noise 'plink', bows absolutely rocked in the last version, im not sure about the new one, crossbows are ok but you really want to be carrying a few so you dont have to reload, find em in sporting goods stores or by kiting zombies over a trap field
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Evilsx on January 29, 2012, 11:20:52 pm
How do i delete a world, right now i keep spawn in the same spawn spot and it not a good one
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on January 30, 2012, 01:29:00 am
How do i delete a world, right now i keep spawn in the same spawn spot and it not a good one

Just delete your save folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Trapezohedron on January 30, 2012, 01:38:54 am
I don't know if this is a bug or if Katie Harris is a huge bitch but she handed me an active mininuke. I think the loot tables might need another once-over for NPCs.

Its a well known bug, but I hope it becomes a feature.  Grenades minus the pin are also acceptable gifts in the world of cataclysm

I suddenly feel incredibly lucky after a guy gave me a grenade and I didn't blow up.  And here I was just worried about how to use it.

Are caves supposed to be randomly inescapable?  I found one that says I have to jump down, and I'm sure as shit not doing that, after the last cave was all of one square room.

About caves... I think if you bring a rope with you, you can make a "stairway" to escape the cave and avoid being trapped. That said, those ropes are heavy, so it might not be worth the while venturing into caves.

And the grenades... I don't think that they blow up at all, if they're spawned in another person's inventory and they're active. Tried to figure out how to restart the nuke countdown. Ended up getting disintegrated instantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on January 30, 2012, 06:02:40 am
How do you all get in game without crashing? With or without talking to the NPC, somewhere later, Cataclysm crashes for me. This means the latest version posted here.

Should I post the stats of my character or how I made it? No mods or anything, just a lot of crashing.

And when interacting with any Computer, a blank black screen appears. If Y/N/Q, the formatting is very off, no paragraphing or anything.

Also, never encountered a Zombie without crashing, stuck in SAFE mode forever...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on January 30, 2012, 08:22:04 am
How do you all get in game without crashing? With or without talking to the NPC, somewhere later, Cataclysm crashes for me. This means the latest version posted here.

Should I post the stats of my character or how I made it? No mods or anything, just a lot of crashing.

And when interacting with any Computer, a blank black screen appears. If Y/N/Q, the formatting is very off, no paragraphing or anything.

Also, never encountered a Zombie without crashing, stuck in SAFE mode forever...

This game needs a giant THIS GAME IS BUILT FOR LINUX sign in the character creation menu :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on January 30, 2012, 08:48:56 am
I play on windows with the linux emulator thats on the cataclysm website (someone about has the link as a sig as well).  It seems to be crash proof and is simple to use and install.  The link for that thing really needs to be put into the OP
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jaega1 on January 30, 2012, 10:01:08 am
What if some kind soul gave Whales a (legal) copy of Windows.  Any chance you would start supporting the Windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on January 30, 2012, 10:05:50 am
If anything it would probably slow down the production speed as he would have to learn an entirely new setup. Later after the game is not in alpha maybe someone can really get their hands dirty and dig around in the code to make a really good windows port but because of the differences in the way things are displayed we probably won't have anything till there is an official tiles version. For now you can either just use the Windows port or do the VirtualBox thing you can find on the Cataclysm forums here (http://whalesdev.com/forums/index.php?topic=95.msg818#msg818) and if you can't make heads or tails of the instructions I did a howto video for it here. (http://www.youtube.com/watch?v=yupcgG0OobU&feature=colike)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on January 30, 2012, 03:25:48 pm
I saw a river of magma on the road :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jc6036 on January 30, 2012, 05:00:23 pm
Recently I went through a mine for the first time (since I don't play all too often), and at the end I saw a dog.  I was all like, WTF is this a bug? I got close to it, then guess what happend.
Spoiler (click to show/hide)
I was all like "SHIT SHIT SHIT SHIT SHIT" Then I blew it away with my saiga.  Good times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrKillPatient on January 30, 2012, 10:09:43 pm
I play on windows with the linux emulator thats on the cataclysm website (someone about has the link as a sig as well).  It seems to be crash proof and is simple to use and install.  The link for that thing really needs to be put into the OP

Arr, here it be. If the OP would be so kind:
http://whalesdev.com/forums/index.php?topic=95.0
(It's about 40mb for the virtualbox image, plus the size of virtualbox if you don't already have it)


Also, instruction for running it on Mac OS X (my own):

Use MacPorts (http://www.macports.org/) to install GCC 4.6
Code: [Select]
# port install gcc46
...Then change this line in Cataclysm's Makefile...
Code: [Select]
CXX = g++to
Code: [Select]
CXX = /opt/local/bin/g++-mp-4.6
Set these terminal preferences:

TEXT tab
  - Use bold fonts
  - Display ANSI colors
  - Use bright colors for bold text

WINDOW tab
  - Rows: 25

ADVANCED tab
  - Declare terminal as: xterm-color

(Note that the Mac-compiled Cataclysm is slightly less stable than the Linux version, but leagues ahead of the Windows version. You may have issues with the display colors being unreadable, i.e. dark blue is nearly black. To fix this, I just run Cataclysm in Xterm through X11.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on January 31, 2012, 12:03:05 am
   Woot! Just finished reading the entire thread. It is quite interesting seeing how the game has changed at the speed of about 200 pages a day. hmm, each page is 15 and current one with this post is 10 so at 599 it means I have read 8980 posts including this one in the last few days (and also means 6 more posts till 600 pages). Anyway I plan to do some lets plays of it so will be posting here when I upload the videos though I may not get around to it tonight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 31, 2012, 04:18:26 am
...Then change this line in Cataclysm's Makefile...
Code: [Select]
CXX = g++to
Code: [Select]
CXX = /opt/local/bin/g++-mp-4.6

You know you could just have run;
Code: [Select]
make CXX=/opt/local/bin/g++-mp-4.6Which does the same effect but won't conflict if (for some reason) whales modifies that line of the Makefile later on :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 01, 2012, 01:53:16 am
I have the first video of my lets play up here (http://www.youtube.com/watch?v=NSyi1ZxUFs4&feature=colike). I stumbled through it and if anything by watching how I fail at it may help someone improve the tutorial.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on February 01, 2012, 03:50:36 am
Yep, I've downloaded it, I am going to watch it today at work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on February 01, 2012, 07:14:59 am
So I was irritated on how, even if I kill a bear, it still wounds me enough to eventually lead to my death in a few hours. Yah yah, guns, but I mean, its just a bear, I should be more worried about a Zombie Hulk than a Bear, which I'm not.

So I started thinking. Since bears only attack when provoked, perhaps we can squeeze that system into the game? For instance, a Bear will be passive unless one of two criteria occur.

1) A loud noise is heard(Gun/Explosive, or hey, even breaking glass if you want)

2) The bear is attacked.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 01, 2012, 07:24:27 am
Whales plans on adding in stuff like that, as well as a better monster morale system, so wolves will be less likely to attack you if you have a fire for example.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on February 01, 2012, 07:49:55 am
#3 you get close to it. Bears are territorial, after all
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on February 01, 2012, 09:28:00 am
Here be a stable windows version that I compiled, it includes my mutation mod (adds more mutations and a couple of traits)
Mod description: http://whalesdev.com/forums/index.php?topic=852.0

Download Stable windows version: http://www.mediafire.com/?2c0rs4c09dvuy2j
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 01, 2012, 02:02:37 pm
Actually, including provocations is a good idea I hadn't thought of.  I'll whip up a list of possible events, such as:

And monster types will have two lists; a list of things that make it angry, and a list of things that make it scared.  Monsters will have two initial values for anger and morale; once anger reaches 100, the monster goes hostile, and once morale reaches 0, the monster flees.  Zombies of course will have anger start at 100, and morale start at infinity (with no effects that reduce it); bears and wolves will have differing values and their own list of things that piss them off or scare them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on February 01, 2012, 02:14:42 pm
Here be a stable windows version that I compiled, it includes my mutation mod (adds more mutations and a couple of traits)
Mod description: http://whalesdev.com/forums/index.php?topic=852.0

Download Stable windows version: http://www.mediafire.com/?2c0rs4c09dvuy2j

How did you make it stable?

AFAIK the previous Whales' version was crashing when I tried to access/quit computer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 01, 2012, 02:30:56 pm
Actually, including provocations is a good idea I hadn't thought of.  I'll whip up a list of possible events, such as:
  • Player gets close to us
  • Loud noise
  • Fire nearby
  • A monster of my species was killed
  • Others?

And monster types will have two lists; a list of things that make it angry, and a list of things that make it scared.  Monsters will have two initial values for anger and morale; once anger reaches 100, the monster goes hostile, and once morale reaches 0, the monster flees.  Zombies of course will have anger start at 100, and morale start at infinity (with no effects that reduce it); bears and wolves will have differing values and their own list of things that piss them off or scare them.
   One thing about this system that might need some work but would be worth it is that you could end up with a creature that has 100 anger but 0 morale. Should they be attacking or escaping in this circumstance? It would probably be something decided by the creature themselves so a bear would be more likely to continue to attack then retreat in the circumstance. Also do normal woodland animals attack the player? If they don't you could use this to make them attack if you have them cornered but retreating once the circumstance presents itself.
   Just one thing I can say should be added to list for normal creatures though. If the player corners them so they can't move without being threatened by the player their anger should be raised or have a modifier where it raises quicker.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on February 01, 2012, 02:34:38 pm
Here be a STABLE windows version that I compiled, it includes my mutation mod (adds more mutations and a couple of traits)
Mod description: http://whalesdev.com/forums/index.php?topic=852.0

Download STABLE windows version: http://www.mediafire.com/?2c0rs4c09dvuy2j

omg lol wtf?

Is it really stable? :o

You know, without crashing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on February 01, 2012, 02:39:57 pm
I've played it and you can operate computers and stuff. No crashes for me yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on February 01, 2012, 03:07:03 pm
Whales - actually, I'd give the zombies a morale of 500 or something, because there's fun to be had with it later - if you give no way for it to (currently) be lowered, you won't have to put in special instructions for it.

But I remember we talked about different behaviours before - the monsters 0 morale "run away" action doesn't need to be "flee" - it could just be "keep distance".

Some, smarter zombies, can thus make use of the mechanic. Every turn you spend close to a spitter zombie, for example, decreases their morale, as well as damage - if you do enough, they'll try to move further away until their morale is high enough again that their aggression overcomes it. If their basic morale starts at, say, 100, then they will immediately flip to "flee" whenever you are in range of them, and then return to "attack" as soon as you move out of range.

If you include the "roamer" or "shrieker" types we described before, they can have a morale modifier based on player distance and whether or not the player is awake - meaning they'll hang around the periphery unless you do go to sleep (making it fall low enough so that their aggression overcomes their fear), or attack them (raising their aggression) or otherwise goad them into attacking despite their low morale.

Not sure if I'm being completely clear about what I mean here, but the coolest situation is this:

Hulks cause the morale of nearby everythings, including zombies, to drop. Basically, even zombies know to get the fuck out of the way. ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 01, 2012, 06:11:26 pm
Actually, including provocations is a good idea I hadn't thought of.  I'll whip up a list of possible events, such as:
  • Player gets close to us
  • Loud noise
  • Fire nearby
  • A monster of my species was killed
  • Others?

And monster types will have two lists; a list of things that make it angry, and a list of things that make it scared.  Monsters will have two initial values for anger and morale; once anger reaches 100, the monster goes hostile, and once morale reaches 0, the monster flees.  Zombies of course will have anger start at 100, and morale start at infinity (with no effects that reduce it); bears and wolves will have differing values and their own list of things that piss them off or scare them.
   One thing about this system that might need some work but would be worth it is that you could end up with a creature that has 100 anger but 0 morale. Should they be attacking or escaping in this circumstance? It would probably be something decided by the creature themselves so a bear would be more likely to continue to attack then retreat in the circumstance. Also do normal woodland animals attack the player? If they don't you could use this to make them attack if you have them cornered but retreating once the circumstance presents itself.
   Just one thing I can say should be added to list for normal creatures though. If the player corners them so they can't move without being threatened by the player their anger should be raised or have a modifier where it raises quicker.

Hmm, good point; morale should probably take precedence over anger 90% of the time (no matter how pissed off that bear is, if it fears for its life it should probably flee) but I can forsee situations where anger could take precedence (den mother protecting wolf cubs?).  And yeah, cornered monsters should probably fight, although I think that'd be better handled in the code for fleeing; if we don't have a route for flight, turn to fight until we do.


Whales - actually, I'd give the zombies a morale of 500 or something, because there's fun to be had with it later - if you give no way for it to (currently) be lowered, you won't have to put in special instructions for it.

But I remember we talked about different behaviours before - the monsters 0 morale "run away" action doesn't need to be "flee" - it could just be "keep distance".

Some, smarter zombies, can thus make use of the mechanic. Every turn you spend close to a spitter zombie, for example, decreases their morale, as well as damage - if you do enough, they'll try to move further away until their morale is high enough again that their aggression overcomes it. If their basic morale starts at, say, 100, then they will immediately flip to "flee" whenever you are in range of them, and then return to "attack" as soon as you move out of range.

If you include the "roamer" or "shrieker" types we described before, they can have a morale modifier based on player distance and whether or not the player is awake - meaning they'll hang around the periphery unless you do go to sleep (making it fall low enough so that their aggression overcomes their fear), or attack them (raising their aggression) or otherwise goad them into attacking despite their low morale.

Not sure if I'm being completely clear about what I mean here, but the coolest situation is this:

Hulks cause the morale of nearby everythings, including zombies, to drop. Basically, even zombies know to get the fuck out of the way. ;)

Interesting thoughts!  I'll keep them in mind :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on February 02, 2012, 03:40:27 am
Sorry about not telling you how, I needed testers for my mod XD.

Ok
Download this http://www.whalesdev.com/catacurse.cpp
and this http://www.whalesdev.com/catacurse.h

replace the ones in your source!
Then compile!!!

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on February 02, 2012, 03:56:41 pm
Awesome, thank you very much!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 02, 2012, 05:17:21 pm
New video up here! (http://www.youtube.com/watch?v=kf0pX54cmPE&feature=colike) Watch me wander around and finally die. Also in a future video I throw a Molotov at a Boomer and somehow manage to SegFault...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mookzen on February 02, 2012, 07:39:26 pm
I just wanted to pop in and say that despite having played the windows version -extensively- since this thread had like a 100 pages I don't recall ever having a crash, game is rock-solid on my machine for some reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on February 02, 2012, 07:47:53 pm
I just wanted to pop in and say that despite having played the windows version -extensively- since this thread had like a 100 pages I don't recall ever having a crash, game is rock-solid on my machine for some reason.
Older versions used to work well for some reason. Are you playing with the last version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mookzen on February 02, 2012, 07:59:54 pm
I just wanted to pop in and say that despite having played the windows version -extensively- since this thread had like a 100 pages I don't recall ever having a crash, game is rock-solid on my machine for some reason.
Older versions used to work well for some reason. Are you playing with the last version?

Haven't had the pleasure of playing the latest one but my experiences have not changed since whales started handling the port himself. Thought it too much of a tease to have just the one NPC companion available but I think I will have a go at it right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on February 02, 2012, 10:53:53 pm
Oops, I forgot!
credits to Teseng, it's his coding that made this windows library.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on February 03, 2012, 05:19:07 am
How does one report known bugs?

Windows version, when Examining a bionic and 'Esc'aping the screen, Cataclysm crashes. But if changed(!) back to the activate screen, it works fine.

Edit: Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on February 03, 2012, 05:21:53 am
http://whalesdev.com/forums/index.php?board=4.0 (http://whalesdev.com/forums/index.php?board=4.0), Bug reporting section of the Cataclysm forums
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on February 03, 2012, 02:41:10 pm
How does one report known bugs?

Windows version, when Examining a bionic and 'Esc'aping the screen, Cataclysm crashes. But if changed(!) back to the activate screen, it works fine.

Edit: Thanks!
Did you try it with the new stable version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on February 03, 2012, 05:29:29 pm
Is there any way to get Cataclysm running on Mac, version 10.4.11? The PC is out of commission and I wanna play some Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 03, 2012, 05:33:11 pm
There's instructions for compiling on mac in this (http://whalesdev.com/forums/index.php?topic=86.0) thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on February 03, 2012, 05:35:27 pm
How does one report known bugs?

Windows version, when Examining a bionic and 'Esc'aping the screen, Cataclysm crashes. But if changed(!) back to the activate screen, it works fine.

Edit: Thanks!
Did you try it with the new stable version?
Yep, thats the only bug I see that crashes Cataclysm on Windows. Trying out your mod too Deon, works fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: boatie on February 03, 2012, 05:54:46 pm
Choosing a precreated character crashes the system for me on a Windows 7
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on February 03, 2012, 07:22:30 pm
Minor Bug

On Windows, when I approach a bee hive for the 1st time I start getting really laggy. If I restart the game it goes away. No idea why. Figured it might be the same on Linux, so I thought I would report it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on February 03, 2012, 08:18:58 pm
(http://tnypic.net/12665.jpg)

Oh god oh god. Is this supposed to be happening? D:

Flees for his life

"Edit"

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on February 03, 2012, 09:23:26 pm
How on earth did you do that? And without a nearby slimepit, too!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on February 03, 2012, 09:24:24 pm
Thatl happen if you walk into a gas station during a lightning storm.  I think of them as rains of low grade explosives.  But ohhh dear god wtf is going on with those blobs?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on February 03, 2012, 10:32:59 pm
That looks like the old giant bee bug, but with blobs instead. And yeah, I've also found out the hard way that gas pumps tend to explode like artillery shells at the worst possible moment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 03, 2012, 11:44:29 pm
I put up another video in my lets play here. (http://www.youtube.com/watch?v=XcPPh1Xm0KE&feature=colike)

Edit: and another video is up! hurray, also around 3:33 there is a loud bit, sorry. (http://www.youtube.com/watch?v=vs_-I9LMe48&feature=colike)

Edit: New video out wherein I Segfault (http://www.youtube.com/watch?v=tuV-qba9jis&feature=colike)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 07, 2012, 12:08:32 am
Woot! Double post of justice and bump!

So yeah another video is up in which I try to slay the annoying background noise. (http://www.youtube.com/watch?v=0_uQBn_pdIM&feature=colike)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on February 07, 2012, 08:47:13 pm
Hey guys, just got back into the country, been offline since November. Can someone link me to the newest Windows port? Thanks!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BullDog on February 07, 2012, 10:05:54 pm
This one, I think.
Here be a stable windows version that I compiled, it includes my mutation mod (adds more mutations and a couple of traits)
Mod description: http://whalesdev.com/forums/index.php?topic=852.0

Download Stable windows version: http://www.mediafire.com/?2c0rs4c09dvuy2j
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 07, 2012, 10:55:33 pm
So uh, another video up. (http://www.youtube.com/watch?v=NViTIgJQeLU&feature=colike) I think the annoying sound is gone now...

No really I think its gone now. I hope :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on February 08, 2012, 01:03:30 am
I've sat down and tried to get this game going twice, now. I can never find the executable. :\

So, after browsing their forums a bit and glancing through this thread and finding nothing useful, I'll see if anyone knows anything.

I've downloaded the "already compiled and ready to start" version (I got it here (https://github.com/aposos/Cataclysm), and here's the forum link (http://whalesdev.com/forums/index.php?topic=17.0)) and there's only a bunch of source code (Showing up as C++ Source and Header on my computer) in both files I downloaded, and in the other there's a "CBP file", a "depend file", and, of all things, an "Adobe Layout File". None of them are recognized by my computer or the programs I try opening them with.

I have Windows 7, some Adobe programs, and Microsoft Visual Studio (For C++ and stuff) on my computer, if that explains any weirdness. Is there some special software you have to download for it to work or something? I'm thoroughly confused.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on February 08, 2012, 01:08:53 am
This one, I think.
Here be a stable windows version that I compiled, it includes my mutation mod (adds more mutations and a couple of traits)
Mod description: http://whalesdev.com/forums/index.php?topic=852.0

Download Stable windows version: http://www.mediafire.com/?2c0rs4c09dvuy2j
^ executable ^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on February 08, 2012, 01:45:38 am
Holy fetch, thank you so much.

Time to get my brain eaten.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on February 08, 2012, 12:48:31 pm
Note, you don't run it by clicking on the executable, you have to run it from command line.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on February 08, 2012, 12:53:39 pm
Note, you don't run it by clicking on the executable, you have to run it from command line.

It's Windows. Those accomplish the exact same thing.

Also, what's up with the font in that version (Shadowscales' link)? I didn't notice it being so screwed-up on the old Windows versions, and presumably it isn't in Linux either. Look at the tops of the 8s, Os, and Ds, for example. Something's just wrong there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 08, 2012, 01:04:25 pm
Looks fine to me, got a screenshot of what you mean?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on February 08, 2012, 01:50:21 pm
Spoiler (click to show/hide)

Note the strange extra line thickness on the tops of many glyphs (or possibly all tall glyphs?), like "C", "f", "/", "O", "T", and "D". I have absolutely no idea what's going on there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 08, 2012, 01:56:32 pm
Wierd, comes up fine for me.
Spoiler (click to show/hide)

Don't see any mentions of it on the forums either.

Your best bet would probably be to ask Teseng about it, he hangs out in #CataclysmRL on Quakenet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tellemurius on February 08, 2012, 04:10:49 pm
Spoiler (click to show/hide)

Note the strange extra line thickness on the tops of many glyphs (or possibly all tall glyphs?), like "C", "f", "/", "O", "T", and "D". I have absolutely no idea what's going on there.
what locale or font are you using G-flex?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gatleos on February 08, 2012, 08:49:36 pm
I don't know how I didn't find this until now, but DAMN I've never had so much fun fighting for my life against the living dead!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on February 09, 2012, 02:28:27 am
Spoiler (click to show/hide)

Note the strange extra line thickness on the tops of many glyphs (or possibly all tall glyphs?), like "C", "f", "/", "O", "T", and "D". I have absolutely no idea what's going on there.
what locale or font are you using G-flex?

It's not like it's running inside an actual text console, so I have no idea what the font is and can't change it.

If anyone else here is running Windows XP, could they tell me if it works fine on theirs?

Also: Anything regionally-oriented in my instance of Windows is set to US English.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tellemurius on February 09, 2012, 03:31:57 pm
Spoiler (click to show/hide)

Note the strange extra line thickness on the tops of many glyphs (or possibly all tall glyphs?), like "C", "f", "/", "O", "T", and "D". I have absolutely no idea what's going on there.
what locale or font are you using G-flex?

It's not like it's running inside an actual text console, so I have no idea what the font is and can't change it.

If anyone else here is running Windows XP, could they tell me if it works fine on theirs?

Also: Anything regionally-oriented in my instance of Windows is set to US English.
Well im just asking as i run on japanese locale and Cata utilizes that font style.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on February 09, 2012, 03:41:17 pm
It's coming out fine for me, too, but I'm on Windows 7. I actually wish I could make everything bigger... The window is really small compared to my screen.

On an unrelated note, after lots of experimenting, I've found that the Mood Swings "weakness" is awesome. Free, random XP from high moods. Throw in the Optimist trait and that counters most mid-to-low moods, while giving a constant XP gain no matter what. It's great if you don't (Or can't) drink or use drugs to get a high morale.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 09, 2012, 10:01:39 pm
So another video up and I find out I suck at throwing Molotovs. (http://www.youtube.com/watch?v=LyXK5qd9_xA&feature=colike)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mookzen on February 11, 2012, 08:14:41 am
It's coming out fine for me, too, but I'm on Windows 7. I actually wish I could make everything bigger... The window is really small compared to my screen. [snip]

Use the windows 7 'magnifier' or some 3rd party software like 'zoomit' to make the screen region the game occupies fullscreen, it's not rasterized font so it scales flawlessly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 11, 2012, 03:30:26 pm
So another video is up though not much happening in this one. (http://www.youtube.com/watch?v=OVPraahpQl4&feature=colike)

As for the talk about font size on windows I will point to the quote I use for my sig on the Cataclysm forums
It uses your terminal font, if you're on linux.  On Windows, it uses black Microsoft magic to decide the font, and as a white wizard I do not dabble in such things.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on February 11, 2012, 03:37:05 pm
Because everything is the fault of Windows, all the time, even though in this case the program is using some bizarre curses implementation that doesn't even output to a text console at all. Right.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Grinning Bandit on February 11, 2012, 05:39:06 pm
Just tried this game for the first time last night and haven't been able to stop playing since then. I'd been waiting for somebody to make a decent post-apocalyptic survival roguelike for so long, I'd nearly considered trying to make one myself for lack of any other option. This is good shit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 11, 2012, 11:20:36 pm
Because everything is the fault of Windows, all the time, even though in this case the program is using some bizarre curses implementation that doesn't even output to a text console at all. Right.
   Hey now! I don't hate windows. In fact I love them! They keep the zombies held up for so long I can just shoot at them all day. Anyway truth is I use Windows myself and getting a good console setup IS like Black Magic cause let me tell you, the console apps that Visual Studio let you make just don't cut it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on February 12, 2012, 09:46:46 am
It takes a special person with a strange understanding of the universe and coding habits to write such a good game. That's why they are rare :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 13, 2012, 01:00:27 am
Another video up (http://www.youtube.com/watch?v=BPTMikZZzVs&feature=colike) and the quality is not so quality. Regular programming returning next video.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Parakon on February 14, 2012, 02:20:08 pm
Are there human NPCs in the latest release? I've had a dog and a blob, but haven't come across an actual person.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on February 14, 2012, 02:25:09 pm
Are there human NPCs in the latest release? I've had a dog and a blob, but haven't come across an actual person.

I've always had one in the shelter you start at.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Parakon on February 14, 2012, 02:35:34 pm
Yeah I just double checked and I have a 3 month old version I got from another forum. Can't wait to check out the newer features.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on February 14, 2012, 05:25:50 pm
NPCs aren't stored in save files, though, so once you save and quit they disappear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Parakon on February 15, 2012, 02:18:09 pm
http://www.livestream.com/cataclysmfp?t=758690

Cataclysm stream up for a couple hours if anyones interested.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on February 19, 2012, 04:24:10 am
news??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on February 19, 2012, 05:30:25 am
(flaming removed)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on February 19, 2012, 05:50:25 am
Ok Bay12, are that many of you that stupid?
http://whalesdev.com/forums/index.php
HERE is the forum.
You can get an exucutable HERE
Go into GAMPLAY
then FOR ALL OF YOU EXPERIENCING WINDOWS BUGS
there is a COMPILED EXECUTABLE!
I COMPILED IT, IT WORKS PERFECTLY!
THANKYOU FOR AKNOWLEDGING THE EXISTANCE OF WHALESDEV FORUMS!

Academia destroys your brain,
your ability to think opposite.
The eyes of the flounder fish
were relocated, why were yours
relocated? Your opposite eyes
were moved to 1 corner to overlay
for single perspective, but that
corrupts your Opposite Brain.

KNOW CUBE, OR HELL.
Education and Religion
severely diminishes your
intelligence and mentality,
instituting ONEness Evil,
You are educated stupid -
and you have no inkling to
just how EVIL you think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on February 19, 2012, 05:50:54 am
EDIT: double-post, forums are acting up
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on February 19, 2012, 10:49:35 am
I  hope you acknowledge the "existance" of spell check or a browser that isn't I.E. .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on February 19, 2012, 11:30:06 am
No offense, but that's absolutely terrible poetry. Heres (http://freethoughtblogs.com/cuttlefish) how it's done.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on February 19, 2012, 11:35:03 am
Every time I try to ask the NPC to come with me, no matter what I do s/he keeps refusing to come with me. What should I do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Koja on February 19, 2012, 12:01:01 pm
Argh. Moccasins are made of wool?

Totally not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on February 19, 2012, 12:24:23 pm
No offense, but that's absolutely terrible poetry. Heres (http://freethoughtblogs.com/cuttlefish) how it's done.

Wouldn't exactly call that serious poetry. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on February 19, 2012, 02:39:53 pm
No offense, but that's absolutely terrible poetry. Heres (http://freethoughtblogs.com/cuttlefish) how it's done.

Wouldn't exactly call that serious poetry. :P

I thought it was a parody of the Time Cube guy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 19, 2012, 03:12:38 pm
Every time I try to ask the NPC to come with me, no matter what I do s/he keeps refusing to come with me. What should I do?

They need to be convinced.  Completing the mission they've set for you will help; having high Perception and Intelligence improves your social skills, as does training your speech skill (there are books).  It's also dependant on the NPC--some are very altruistic, and will want to help a character that they perceive as weak.  Others are scared of the big ugly world outside the shelter, and will be more willing to travel with you if they perceive you as strong--as in high Strength, but other things will help, like carrying a machete or shotgun.


Argh. Moccasins are made of wool?

Totally not.

No, but they're fleecey at times, but I could see changing it to leather.


news??

I'm working on adding lots of new features to monster AI.  It's slow going, but progress is being made!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on February 19, 2012, 03:21:40 pm
Me: You are being beaten to death by the undead and blobs inside an evac shelter which is on fire and is also a portal to the nether realms. Do you want to come with me?
NPC: NO!
*Me equips shotgun and machete*
Me: Now?
NPC: Oooh, my hero!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 19, 2012, 05:58:21 pm
Yeah, it's slightly lopsided in that they'll ignore a weapon unless you're wielding it.  Also NPCs are pretty much ignorant of their surroundings presently, as far as things like fire go... I'll fix that eventually ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Koja on February 20, 2012, 12:10:28 pm
Hmmm... Anyone know how to delete the world on the tinycore emulator? Digging this version, glad I took the time to grab the linux emulator :-)

The new mutation system is great, in theory. I don't normally survive long enough for it to matter though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 20, 2012, 12:27:05 pm
Type cd Cataclysm
Then type rm -rf save
Type ./cataclysm to run the game
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on February 21, 2012, 05:00:46 am
will the windows version be updated?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on February 21, 2012, 07:21:42 pm
will the windows version be updated?

second this motion.

Okay, so I was playing one of the older versions (back when Deon's mod had recently been added) and I had an... interesting interaction with an NPC. She robbed me at gunpoint when I went downstairs to the starting house. this is basically how it went:

Freeze Motherfucker!
Drop your weapon!
(I drop my weapon and put my hands up)
Thanks bro!

Then she runs away. I continue to pillage for guns, and she runs up, takes my guns, screams "HAY THAENKS", and runs away.

Whaaaaat?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 21, 2012, 07:23:27 pm
That version's pretty ancient, NPCs are a lot less odd now, mostly because they largely don't exist.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tellemurius on February 21, 2012, 07:50:54 pm
will the windows version be updated?

second this motion.

Okay, so I was playing one of the older versions (back when Deon's mod had recently been added) and I had an... interesting interaction with an NPC. She robbed me at gunpoint when I went downstairs to the starting house. this is basically how it went:

Freeze Motherfucker!
Drop your weapon!
(I drop my weapon and put my hands up)
Thanks bro!

Then she runs away. I continue to pillage for guns, and she runs up, takes my guns, screams "HAY THAENKS", and runs away.

Whaaaaat?
Yea i had that problem too, then i remembered my "F" button 8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on February 21, 2012, 07:55:09 pm
that being said, what is the most recent windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on February 21, 2012, 08:30:31 pm
Just download the tinybox emulator, its all set up for windows, has a simple to use update system as well, playing on windows is always going to be 3 steps behind and will often be crashtastic.  I have no serious computer skills and I have no problems with this at all.  I also happily play for hours at a time with no fear of crashes.

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

Link to the forum post with simple instructions to install and use.

Seriously, its the only way to go and a link should really be put up in the OP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on February 21, 2012, 08:37:41 pm
And not to toot my own horn but if the written instructions are not enough I even made a video (http://www.youtube.com/watch?v=yupcgG0OobU&feature=colike) showing me getting it ready.

Edit: on second thought could someone point me to some kind of tutorial or at least a starting point?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on February 22, 2012, 04:45:59 am
What's linux? I might get one of....whatever it is
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on February 22, 2012, 05:18:36 am
Nevermind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 22, 2012, 05:19:47 am
Yeah, Whales posts updates here. So all you're missing out on by not joining the forums in terms of content is mods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NobodyPro on February 22, 2012, 05:42:58 am
Though Whales is pretty cool when it comes to mods. Most of the good ones wind up in the game eventually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 22, 2012, 05:44:00 am
/me gestures at her signature.

And I'm not just promoting that because he's the dood who provides my internets.
:P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on February 22, 2012, 06:53:24 am
(flaming removed)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on February 22, 2012, 08:41:00 am
Nevermind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on February 22, 2012, 08:58:04 am
Ive also sent a pm to the OP about having the emulator link added, (and the how to vid as well)

but yes, CHILL WITH ALL THE SHOUTING BRO, ITS HURTING MY NET EARS
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on February 22, 2012, 09:44:27 am
Was walking down the road and the gas station next to me blew up, intense pain and stats at 3-ish from then on... snort 8 units of cocaine, pass out on some randrom bed and wake up with a brute next to me. Actually got out, took out my c4 i found before and found out I can't throw it. Cool stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on February 22, 2012, 10:02:31 am
Was walking down the road and the gas station next to me blew up, intense pain and stats at 3-ish from then on... snort 8 units of cocaine, pass out on some randrom bed and wake up with a brute next to me. Actually got out, took out my c4 i found before and found out I can't throw it. Cool stuff.

Believe you can, you (a)ctivate it, then (t)hrow it.  Though im happy for some more knowledgeable person to prove me wrong, my info is based on things that npcs have given me and things I have thrown at them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 22, 2012, 10:20:33 am
You can throw anything that's less than 15 times your strength in weight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on February 22, 2012, 10:24:41 am
Whales, is it possible for you to upload a version so it can be played online?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 22, 2012, 10:46:55 am
There's an online server available.  Please see http://roguebasin.roguelikedevelopment.org/index.php/Cataclysm for information on how to connect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on February 22, 2012, 11:45:09 am
I ment a version usable on tablets by Android. Without download
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 22, 2012, 11:55:08 am
Any computer capable of running an SSH client (which certainly includes all Android devices--and there's many excellent free SSH clients for Android; I recommend ConnectBot) is capable of connecting to the server.  That's the only method currently possible for online play.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on February 22, 2012, 03:59:51 pm
I'm sorry... It just bugs me that there are so many ignorant people....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on February 22, 2012, 04:40:39 pm
I'm sorry... It just bugs me that there are so many ignorant people....
Don't mistake apathy for ignorance. Many of us are fully cognizant of the existence of the other forum, we just don't care or are too busy to keep up with it.

And yes, there are a lot of stupid people on the internet but yelling at them does no good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on February 22, 2012, 06:19:08 pm
OP Updated with a couple links sent to me in a PM. They are a Linux emulator and video on how to use it, so you can play the latest update whenever, on Windows!

Any computer capable of running an SSH client (which certainly includes all Android devices--and there's many excellent free SSH clients for Android; I recommend ConnectBot) is capable of connecting to the server.  That's the only method currently possible for online play.

Androids desperately need a working Telnet/SSH MUD and Roguelike client. I would pay money for that! (There are some that are nice, but only if you have a hardware keyboard, really. :/ )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on February 23, 2012, 02:57:47 am
I really am sorry guys and I did expect that warning for that post...
I was quite annoyed that day, my 1tb portable harddrive had been stolen and is still missing...

Anyhow, let's just act as if that never happened!
I'm merging my mutation mod with The Darkling Wolf's now, so prepare for more fun!
I'll post a compiled windows version when it's done!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on February 23, 2012, 03:33:58 am
Hey It's cool, I for one would like to say Thank you to you and especially to whales : )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on February 23, 2012, 07:42:49 pm
So as i'm fleeing from a horde with my dinky little .22 rifle looking for a library to hide in, I accidentally step on a landmine while trying to lead the horde into some traps. I reload, limp into the library, and sit, prop up my gun, and waste ten zombies with then shots, before getting mauled like a newb.

BEST

MOMENT

EVAR

(That, and the time I killed a legit giant mosquito while under the effects of schizoephraneia.)

Also, I started a new character that was trapped inside his bathroom by a toilet and a porrly positioned door.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on February 23, 2012, 08:30:13 pm
I started a new character that was trapped inside his bathroom by a toilet and a porrly positioned door.
And that char then realized his poor choice of property, and hated himself for the rest of his life; 3 days, tops.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on February 23, 2012, 08:35:44 pm
Started a new character, high strength/dex, low int/per, basically a barbarian. Murdered around 27 zombies with a baseball bat and one fungal zombie. went to a heavily medicated sleep in a gun store and... well...

Code: [Select]
*looting for .40 bullets*
Grognak hears a noise!
"AAAAGGGHHH I CANNOT SEE SHIT!"
Grognak turns on his flashlight!
Grognak sees eight fungaloids and two zombies beating down his door!
"AGGGGGHHHH FAAAAAHHHHHKKKKK"
Grognak has been bumrushed by Fungaloids!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on February 23, 2012, 08:45:16 pm
Sounds like Grognak should have kept a molotov or two :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on February 23, 2012, 11:15:34 pm
I had just started :P

Started new char. killed 163 zombies. who am I killed by? an ANT.

FUUUUUU-

on a side note, the .38 Smith/Wesson is broken. Just wait till the zambies get near then -headshot-. It can also kill skeletons, boomers, and spitters in one shot. Had to pull out my .22 to kill an ant, but then I died, so small deviation.

He lasted till 3:00. Longest lasted ever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on February 23, 2012, 11:24:56 pm
Archers are the only way I have ever lasted beyond day 5.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 24, 2012, 02:41:59 am
Building a fortress helps
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tellemurius on February 24, 2012, 11:19:24 am
I had just started :P

Started new char. killed 163 zombies. who am I killed by? an ANT.

FUUUUUU-

on a side note, the .38 Smith/Wesson is broken. Just wait till the zambies get near then -headshot-. It can also kill skeletons, boomers, and spitters in one shot. Had to pull out my .22 to kill an ant, but then I died, so small deviation.

He lasted till 3:00. Longest lasted ever.
Its not broken just you can't hit dick farther out 4 squares and wait till you reload ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on February 24, 2012, 02:12:40 pm
So I've updated my mod a bunch since the last time I posted here.

www.github.com/TheDarklingWolf/Cataclysm (http://www.github.com/TheDarklingWolf/Cataclysm)

Linux users can compile from source, windows users can download the binary, windows binary is one version behind the source.
Spoiler: New Stuff (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on February 24, 2012, 08:08:32 pm
I use the Linux emulator version because of the poor stability of the windows version, so sadly all these cool mods are out of reach. Can keep hoping and dreaming for a stable windows release though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 24, 2012, 08:51:34 pm
I use the Linux emulator version because of the poor stability of the windows version, so sadly all these cool mods are out of reach. Can keep hoping and dreaming for a stable windows release though.

Actually, applying mods is much easier on the linux emulator!  Just download the mod source and use the mod author's instructions for patching the source code; generally patch < mod.diff will do it.  Then recompile and enjoy the mod!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on February 24, 2012, 09:01:56 pm
I love cheating. Hacked me up a plasma rifle and walked around inside a triffid grove to kill all the triffids.

Also busted into a military bunker. Is it supposed to be that godawfully hard to get in? I had to nuke my way in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 24, 2012, 10:08:05 pm
I use the Linux emulator version because of the poor stability of the windows version, so sadly all these cool mods are out of reach. Can keep hoping and dreaming for a stable windows release though.

Actually, applying mods is much easier on the linux emulator!  Just download the mod source and use the mod author's instructions for patching the source code; generally patch < mod.diff will do it.  Then recompile and enjoy the mod!
Even easier for wolf's, just download and compile the source.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on February 24, 2012, 11:03:59 pm
 I wonder on how you managed to hit a skeleton, given that they're nigh-immune to bullets, but I'm assuming godly skill. Anyway .38's aren't that good. Skeletons and zombies are supposed to be very wimpish, and can be one-shot even with a .22. 9mm and 38 are good against the middle-danger types of zombies, but you're fubared if you ever face something moderatedly nasty, like a Hulk. So you're better off stocking on .45 ammo (maybe keep a silenced USP for regular monsters, and an unsilenced M1911 for nasty things like Hulks).

Alternatively, go for rifles and get a 5.56. That's pretty good as well. Problem is rifles require  some training to be effective, while with guns you can headshot at close range even at low levels.

In either case, I don't think it's a crazy idea to bring along a light .22 gun and some ammo , in case you accidentally unleash a swarm of manhacks while hacking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 25, 2012, 01:07:03 pm
There's a random chance that you'll manage to hit a skeleton with a bullet.  It was increased several months ago, and now it's not too rare, but still rare enough that you'll waste several bullets before getting a hit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on February 25, 2012, 01:49:28 pm
Is there any way to increase your statistics (Strength, Dex, etc) outside of the character creation screen?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on February 25, 2012, 02:17:55 pm
Is there any way to increase your statistics (Strength, Dex, etc) outside of the character creation screen?
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on February 25, 2012, 02:37:51 pm
Mutation no longer affects your stats (for now).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on February 25, 2012, 02:43:23 pm
What tool do I need for building?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on February 25, 2012, 03:07:42 pm
So I've updated my mod a bunch since the last time I posted here.

www.github.com/TheDarklingWolf/Cataclysm (http://www.github.com/TheDarklingWolf/Cataclysm)

Linux users can compile from source, windows users can download the binary, windows binary is one version behind the source.
Spoiler: New Stuff (click to show/hide)

You may want to wipe out the save file you have in your pre-compiled version. I started it up, made my character and found...
Spoiler (click to show/hide)

Wiping out the save and generating a new world appears to have fixed it.

Whoops o.o

I shall get on that immediately.

E: Looking at git, I have no save file. You must have had one left in your Cataclysm folder, mine overwrites the vanilla one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on February 25, 2012, 04:01:24 pm
Derp is me, thought you meant Linux. I'm reuploading the Windows version now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on February 26, 2012, 07:48:39 am
Is your mod running on the current version?
Or what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on February 26, 2012, 08:51:12 am
Yeah, it's updated to the latest version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on February 26, 2012, 09:58:04 am
Skills should be displayed next to the construction in the menu
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on February 26, 2012, 10:20:12 am
I usually deal with wolves by picking the animal empathy trait, Keeps a good hunk of wildlife from eating me.
It doesn't remove the wolves, but it takes the bloodlust out of their eyes when they see you, Along with bears.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on February 26, 2012, 11:40:33 am
That mod wich version i asked for, it crashes as soon as i go > to make it start the game..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on February 26, 2012, 12:02:06 pm
Huh, working fine for me.

You delete your save and do a clean build?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on March 04, 2012, 11:18:34 am
the thread is a zombie?? :O)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akhier the Dragon hearted on March 04, 2012, 02:36:23 pm
   It could either be a lull in activity or maybe, just maybe enough people took to heart that the games actual forum is where your supposed to be posting for stuff about it. In any case there will probably be an uptick in activity next important release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on March 04, 2012, 02:37:36 pm
There's been no updates lately, and anyone who plays the game has already got enough experience to not need to ask questions. Even the official forums is mostly active in the Modding subforum. And the majority of that activity is Wolfy's mod :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tidal on March 04, 2012, 03:40:53 pm
Also: that 'stable' release that someone made...
I still crash all of the time from implants, quitting computers...

Ayup.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on March 05, 2012, 07:00:00 am
I gave The Darkling Wolf the necessary files for a windows release!
Follow the link in The Merchant of Menace's sig, in the github link there is a downloads section, within that is a stable windows version of the mod!

I now contribute to the mod, so enjoy my mutation mod intergrated!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lionstar on March 07, 2012, 02:54:42 pm
He made a twitter post a few hours ago saying he will have a new release out within 24 hours :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on March 07, 2012, 03:00:03 pm
I gave The Darkling Wolf the necessary files for a windows release!
Follow the link in The Merchant of Menace's sig, in the github link there is a downloads section, within that is a stable windows version of the mod!

I now contribute to the mod, so enjoy my mutation mod intergrated!
well, I downloaded that thing from a post a couple of pages ago (not the one wales made) and it may have been that they meant that the second download was the actual original download, and not the DL with the unofficial patch...


EDIT: bleugh, I'm a twat. said mod is for linux.

I think.
If you're talking about Wolfy's mod, which is the only one actually posted recently, you can find the Windows binary here (https://github.com/TheDarklingWolf/Cataclysm/downloads) he also has a binary for Gremour's vehicle mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 08, 2012, 01:28:22 am
A much-delayed update; I guess I kind of took the month of February off!  Let's hope this is the start of a productive 2012.

Clean build required.  Saves are obsolete.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:

Tweaks:

Bug Fixes and Optimizations:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on March 08, 2012, 06:51:13 am
Burst-firing is much more attractive.
  • The recoil penalty for shots beyond the first is reduced.
  • If, after your first shot, there is no longer a monster on the tile you are targeting, you will attempt to re-aim at the nearest monster.  The most common reason this happens is if your burst killed the first monster you aimed at.  This means that you can fire a burst and re-target mid-stream at a new monster, potentially killing many at once (this makes the M249 much more attractive).
  • Your ability to re-target is limited by your Guns skill.

It was already very attractive as the gun noise generated is the same for a single shot as a burst (although the text is different). Now it re-aims too this might want to be changed. (unless I've totally misread the code).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on March 08, 2012, 06:53:52 am
A single gunshot will attract as many zombies as several would, gunshots don't actually increase the spawn counter any more, due to the map size being increased. So it seems a tad unnecessary.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on March 08, 2012, 10:00:40 am
A single gunshot will attract as many zombies as several would, gunshots don't actually increase the spawn counter any more, due to the map size being increased. So it seems a tad unnecessary.

Loud sounds still decrease nextspawn and as far as I can see this would make the next set spawn sooner. Or is that whole code section skipped now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on March 08, 2012, 11:27:27 am
Liking the look of the new changes. Çant wait to give it a go.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on March 08, 2012, 01:32:02 pm
I feel ashamed to ask, but what do you mean with a clean build?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 08, 2012, 03:24:29 pm
I feel ashamed to ask, but what do you mean with a clean build?

Don't worry about it unless you compile the game yourself.  If you compile yourself, you probably know what it means (delete your .o files, generally with the "make clean" command).

Gunshots are usually too quiet to decrease the spawn counter.  But I'm still okay with a burst having the same amount of noise as a single shot, it makes sense to me, and provides more incentive to use burst-fire.  Which is good, I want it to be a highly desirable asset in firearm selection.

There was a nasty bug that caused frequent crashing.  I never noticed it during my rapid-fire bug-testing, but it's fixed now.  Please re-download the game using the links above.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Talvara on March 08, 2012, 06:00:48 pm
awesome to hear you're back on the case Wales,

I love your game, its lovely to slowly see it grow into a complex zombie playground!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on March 10, 2012, 04:59:44 am
two question:

i have quit, no save, my game (MY BEST EVER GAME), any mode to recover....?!?!??! HELP HELP

I have a error of segmentation fault, with ubuntu and virtual machine, is the game or is the pc??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on March 11, 2012, 09:45:19 am
For anyone who doesn't follow the forums:
Gremour just updated his Vehicle Mod (http://whalesdev.com/forums/index.php?topic=617.0). It's really awesome, adds driveable, customizable vehicles, with working storage and all that, there's a windows version on the last page of the thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on March 18, 2012, 06:53:11 pm
Is it possible to pt the game up on a site so it doesn't need downloading? Like kongregate or somethig
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on March 18, 2012, 08:07:23 pm
Sadly that wouldn't be possible, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on March 18, 2012, 10:29:51 pm
Is it possible to pt the game up on a site so it doesn't need downloading? Like kongregate or somethig

The closest you'll get to that is the SSH server.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 18, 2012, 11:03:28 pm
Check the first post for connections for connecting to the SSH server.  If you're on Windows, it does mean downloading software, but SSH is nice to have available anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drago55577 on March 19, 2012, 01:02:46 am
SSH is a multiplayer server right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on March 19, 2012, 01:21:33 am
SSH is a multiplayer server right?

SSH is a secure terminal hconnection
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on March 19, 2012, 01:42:17 am
It's more a lot of people playing singleplayer on the same world at the same time, but the actions each player does effects all the other players (so if you take something from a house, it won't be there for anyone else either).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: justinlee999 on March 19, 2012, 03:17:54 am
quinnr, latest version of windows link can be found here:

http://whalesdev.com/download.php

Please update!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on March 19, 2012, 01:46:18 pm
the vehicle mod is fantastic!!!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: maki32 on March 20, 2012, 06:03:19 am
Do you usually prefer play in SSH "multiplayer"? Or in your local game? You see the corpses of the other players or the corpses of the dead zombies dead in other plays in the multiplayer? Or it's a different world every time you play in?

Thank you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on March 20, 2012, 06:12:07 am
Whenever you start a new game it's on the same world (unless you delete the world folder), so you will definitely be seeing the corpses of other people around, unless you manage to spawn in an area where nobody has died. I prefer playing locally, since it means I can make sure I'm always on the latest version, and I can delete the world if I feel like it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: crazyjake56 on March 20, 2012, 08:54:49 pm
I've been noticing that whenever I start one of my saves the people in evac shelters disappear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on March 20, 2012, 09:34:09 pm
You know... technically, there's no real reason this COULDN'T be put up on a website. I mean, the communications code would definitely look a bit wonky, but... it's doable.

After all, they have web based ssh clients, like http://serfish.com/console/

You'd just need to set up something similar that autostarts the game, right?

Not simple, perhaps, but definitely possible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on March 20, 2012, 09:40:22 pm
I've been noticing that whenever I start one of my saves the people in evac shelters disappear.
NPCs don't get saved, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 20, 2012, 11:24:06 pm
You know... technically, there's no real reason this COULDN'T be put up on a website. I mean, the communications code would definitely look a bit wonky, but... it's doable.

After all, they have web based ssh clients, like http://serfish.com/console/

You'd just need to set up something similar that autostarts the game, right?

Not simple, perhaps, but definitely possible.

Actually, very simple--set the user's shell to Cataclysm, and their home dir to wherever the data and save dirs are.  I'll look into this.

And yeah, NPCs aren't saved yet, they're still a test feature.  Saving coming soon!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on March 21, 2012, 11:02:36 am
So, what wonderful things are you cooking up for the next update, Whales?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 21, 2012, 03:04:16 pm
Defense mode, a coffeebreak game mode for Cataclysm in which you defend a central building against waves of monsters.  It features fully adjustable settings, caravans from which you can purchase supplies, mercenaries for hire, and some new locations/items which will be included in the main game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on March 21, 2012, 05:17:51 pm
well damn man, every cataclysm update just makes it THAT much more awesome.

game is really developing well, just a year ago it was already complex, but it pales in comparison to the newer stuff.
(also has awesome modding community, just like DF  :) )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NobodyPro on March 21, 2012, 06:09:33 pm
Whales you son of a bitch!
I don't have enough free time to risk playing something that awesome!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on March 21, 2012, 06:14:59 pm
Annnnd that's how I got properly into Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on March 22, 2012, 02:10:16 pm
Ugh, why?  Why is there a mission to get someone's dog?  Dogs are my soft spot, if someone asks me to rescue their dog I can't refuse and if it dies I'll be depressed for hours.  I wish there was an option to remove dog missions, or dogs entirely.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on March 22, 2012, 02:20:56 pm
Ugh, why?  Why is there a mission to get someone's dog?  Dogs are my soft spot, if someone asks me to rescue their dog I can't refuse and if it dies I'll be depressed for hours.  I wish there was an option to remove dog missions, or dogs entirely.
I'll brew you up a version without dogs, compiling it right now actually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on March 22, 2012, 02:27:11 pm
Ugh, why?  Why is there a mission to get someone's dog?  Dogs are my soft spot, if someone asks me to rescue their dog I can't refuse and if it dies I'll be depressed for hours.  I wish there was an option to remove dog missions, or dogs entirely.

Welcome in the club man! We need a config file to toggle it off or something. Or maybe just change it to cats. My grandparents have alot of cats that get kitties every year so i am quite used to dead kitties and saying farewell to the old cats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on March 22, 2012, 03:07:57 pm
https://github.com/downloads/TheDarklingWolf/Cataclysm/Cata%20-%20Nodog.zip
Download for Cata which dogs, hopefully, won't spawn in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on March 22, 2012, 03:09:25 pm
Cthulhu, could be worse - you used to start with a dog every time, and that dog would, eventually, become very killed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on March 22, 2012, 03:11:18 pm
Yeah, but I could lock it somewhere safe and pretend it didn't exist.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on March 22, 2012, 03:13:24 pm
So just do the same for the rescue missions - assume the dog is somewhere better off, and its better off now being "rescued" and hanging around folks/zombie chow. Which is probably true!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on March 22, 2012, 03:13:58 pm
Or just.. y'know, download the version that Wolfy posted, that has no dogs o_o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on March 22, 2012, 03:26:28 pm
Yeah, that sounds like the best idea. 

Was the zombie spawn rate in towns increased?  I remember when I first played you could go a few game-hours without seeing any zombies.  Now entering a town feels like suicide.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 22, 2012, 07:44:47 pm
Just rescue the dog!  You'll get a warm fuzzy feeling :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on March 22, 2012, 09:34:14 pm
Ugh, why?  Why is there a mission to get someone's dog?  Dogs are my soft spot, if someone asks me to rescue their dog I can't refuse and if it dies I'll be depressed for hours.  I wish there was an option to remove dog missions, or dogs entirely.

Because games aren't designed to cater to your every emotional quirk. Different people have different soft spots for different reasons, and sometimes no reason at all. You can't reasonably expect every little thing to accommodate your own.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 22, 2012, 10:10:30 pm
Yes, if I worried about offending people's sensibilities there wouldn't be edible fetuses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on March 22, 2012, 10:12:46 pm
Yes, if I worried about offending people's sensibilities there wouldn't be edible fetuses.

...Wat.. I mean.. umm.. uhh... wat...
So you mean we do have edible fetuses in game?
Awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on March 22, 2012, 11:04:30 pm
I remember someone posting about how they threw a fetus so hard it went through a hulks skull. Generally not great weapons, but throwing was still by far the most powerful skill in the game back then (and I was the first one to realize it, ha!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on March 23, 2012, 01:52:32 pm
What's the best rifle to go for in terms of noise and firepower balance (assuming I'm going to silence it)?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on March 23, 2012, 02:33:21 pm
Id say an assault riffle with the new mecanic of burst sound like a good plan to me. If a shot kill one and still have burst remaining you jump n the next zombie right away

Quote
Burst-firing is much more attractive.
The recoil penalty for shots beyond the first is reduced.
If, after your first shot, there is no longer a monster on the tile you are targeting, you will attempt to re-aim at the nearest monster.  The most common reason this happens is if your burst killed the first monster you aimed at.  This means that you can fire a burst and re-target mid-stream at a new monster, potentially killing many at once (this makes the M249 much more attractive).
Your ability to re-target is limited by your Guns skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on March 23, 2012, 04:08:12 pm
Yes, if I worried about offending people's sensibilities there wouldn't be edible fetuses.

Hmm, could we ever get something like a quantum storage device? A thing found at lab, any thing could be stored in it, be it a zombie, a dog or even your favorite brand of toasters!
Would be very useful for people who dont like escorting npc's/likes to store shit in a smart way. You would need to be very carful, if you drop or throw it you will either a) Cause a nuclear explosion b) Create a singularity or c) Summon an eldritch abomination/lovecraftian horror
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on March 23, 2012, 07:47:01 pm
or c) Summon an eldritch abomination/lovecraftian horror

Composed of all the garbage, tools, weapons, and corpses you had in the quantum space right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SolarShado on March 24, 2012, 12:43:39 am
or even your favorite brand of toasters!

Lol, what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on March 24, 2012, 04:11:05 am
or c) Summon an eldritch abomination/lovecraftian horror

Composed of all the garbage, tools, weapons, and corpses you had in the quantum space right?

That would be awesome! The Eldritch Abomination blugdeons you with its triffid/sweater arm!

Edit: I want my username changed to threadkiller.. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 25, 2012, 05:05:49 pm
Say is anyone playing the Vehicle Mod? I've got 4X2 frame set up, but I can't figure out how to stick stuff on it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on March 25, 2012, 05:26:49 pm
I think you get the menu up by examining it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on March 27, 2012, 12:36:40 am
So, how has this game progressed? I stopped playing before the carpentry update. Is there a main goal? Is survival easier/harder? Can zombies still appear in illogical places?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 27, 2012, 01:58:53 am
Main goal is survival. (http://i4.photobucket.com/albums/y138/benu/emoticons/emot-colbert.gif)

Combat is definitely harder, there's an XP cap and you gain XP much more slowly than before. Dodging now caps at 95% chance, which is greatly decreased when dodging multiple attacks. Zombies no longer appear in your safehouse bathroom L4D style though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on March 27, 2012, 02:21:26 am
Do zombies see and smell fires, and do they investigate boarded up windows? I remember my character being woken up by a bunch of banging outside, and upon further investigation, it turned out that a horde of zombies and triffids were trying to knock down the boarded up window and the walls surrounding the bathroom I had taken cover in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on March 27, 2012, 03:26:44 am
I think it would be your scent and sound that they detect, I'd flush out the scent with ye olde fire on a stick! (smoke kills scent)

Anyhow, I'm thinking a new thread might be in order at some point, does Bay12 even have a page limit?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kingfisher1112 on March 27, 2012, 03:58:18 am
I don't think so, happy thread has 1745 or something like that. I've been looking for a tutorial for this but haven't found one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 27, 2012, 04:04:34 am
"Tutorial" option on the main menu, right under "Load Game"?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on March 27, 2012, 04:05:26 am
Also, press "?" in-game!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kingfisher1112 on March 27, 2012, 07:24:45 am
Those really don't do it for me. The wiki seems outdated, also the game crashes when I sleep.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 27, 2012, 07:11:03 pm
Kingfisher, what is it you're looking for that isn't present in the tutorial or help screen?

Part of the Defense update is updating the Tutorial (they're both Special Modes now), including letting people develop their own game-mode mods easily.  This could include an "extended turtorial," focused on teaching the player survival skills, if that's what you mean.

I look at the wiki occasionally, and it's pretty up-to-date.  Lots of good people working on that (thanks guys)!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 28, 2012, 01:07:41 pm
So I heard somebody wanted to talk about crashes.
Attaching a bayonet to any weapon and attempting to pick it up will cause a crash. (Using "," to get all doesn't.)
Examining an installed bionic and attempting to leave the menu causes crashes.
Science lab computers still cause crashes, both the log/map and security door ones, the cascade finale one seems to work fine though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 28, 2012, 06:01:48 pm
I assume you're on Windows?  Lots of Windows crashes lately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 29, 2012, 03:45:35 am
Yep Windows, they aren't particularly game-ruining crashes, but I thought it was worth mentioning. The computer crashes only seem to happen if I attempt to access superficial parts such as manifests and lab logs anyway.

For some reason, whenever I carry both booze and marijuana, they somehow manage to combine when I'm not looking. Becoming "Marijuana of Vodka" and such.

Edit: Okaaaaaay... I found a "Wolf Suit" on a bed in a lab's living quarters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on March 29, 2012, 04:27:50 am
Could someone reupload and/or update the link from the first post, about the RSA key for the putty?

RSA key from http://eronarn.info/multirobin_key      (file is gone)


Windows Version;

Starting with the Android Trait, looking at your stuff in p - then examing some of the build in things and then hitting ESC to go back to the game, crashes it everytime.


*edit*
Countless crashes later, could I get a idiots guide to get a linux version to run (on a dirt windows pc) without installing linux?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on March 29, 2012, 10:17:41 am
For some reason, whenever I carry both booze and marijuana, they somehow manage to combine when I'm not looking. Becoming "Marijuana of Vodka" and such.
This bug seems to happen pretty sporadically, not really much one can do about it.

Edit: Okaaaaaay... I found a "Wolf Suit" on a bed in a lab's living quarters.

Such is life when you play a mod made by a furry :P

Countless crashes later, could I get a idiots guide to get a linux version to run (on a dirt windows pc) without installing linux?
This topic is relevant to your interests (http://whalesdev.com/forums/index.php?topic=95.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LuckyNinja on March 29, 2012, 01:50:10 pm
hey Whales, I don't know if/where this has been asked before, but out of curiosity, how long have you been working on this and for how many years have you been coding total?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 29, 2012, 02:42:06 pm
Such is life when you play a mod made by a furry :P
As long as I don't wake up to find a foomorph humping my leg for MAD SEXX0R I can dig it. If I wanted that stuff I'd play Flexible Survival.

Also, the "Woodworking" portion of the menu is completely empty, even after putting 10 points in it via testing. Is that normal?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on March 29, 2012, 02:47:08 pm
Don't worry, those are mainly just little easter egg items anyway :P

And yeah, I had a few annoying bugs to fix, so I just pushed the release without adding any stuff for woodworking, it'll be useful in the next release
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 29, 2012, 04:12:44 pm
If you're going to add more crafting recipes, keep in mind that the crafting menu does NOT scroll down. If you add too many recipes the list will go below the bottom border and any recipes that pass that point will be unusable even if one has the required items.

Also, I get major lag whenever I pass near a giant bee hive; Vanilla, Vehicle Mod, and Darkling's Mod all have it. Previous versions did not display this behavior.

Edit: Also, cooking rotten food returns fresh food, that should probably be fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on March 29, 2012, 04:24:07 pm
If you're going to add more crafting recipes, keep in mind that the crafting menu does NOT scroll down. If you add too many recipes the list will go below the bottom border and any recipes that pass that point will be unusable even if one has the required items.
This is the main reason I'm adding more crafting categories actually, I'd already broken several menus.

Also, I get major lag whenever I pass near a giant bee hive; Vanilla, Vehicle Mod, and Darkling's Mod all have it. Previous versions did not display this behavior.
Not sure what could be causing this.

Edit: Also, cooking rotten food returns fresh food, that should probably be fixed.
This is a vanilla bug too :P


E: Also, if you've any suggestions for content, I'd love to hear them, I'm always looking for ideas>
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 29, 2012, 04:39:32 pm
While you're working on it, could you separate Weapons into Melee and Ranged and Food into Food and Chems? Those are the two menus that are currently affected by the bug.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on March 29, 2012, 04:44:43 pm
Shall do. It'll be in the next release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 29, 2012, 05:03:53 pm
Oh, since you asked for suggestions:

1. It would be nice if the Universal Power Source actually was a Universal Power Source i.e. Anything that runs on batteries can take it directly from the UPS. Currently the only thing I use it for is to hold batteries (1 4X6 is less than 10 1X1's).

2. Your *ahem* "easter egg" got me thinking. Now that mutations are categorized, it would be nice if there was some way to influence which mutation branch you'd get one from.

3. I already suggested other item attachments, sewing pockets/chitin/etc on clothing, flashlight on a hat, tazers on gloves, etc. (Go go Assassin's Hidden Blade!)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on March 29, 2012, 05:09:11 pm
1) I can definitely take a look at doing that, yeah.

2) This is something I've been thinking about plenty, you already gain more mutations in a category you have previously mutated in, but I'm thinking of ways to influence that first mutation.

3) I've been working on a system for clothing which is similar to the weapon attachment system actually, it'd let me have a series of modular upgrades which could be attached to clothing, without needing to create a duplicate of every single clothing item.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 29, 2012, 05:21:50 pm
Yay Wheelies! (That fad ended years ago.)

Containers would be nice, like the often-mentioned toolbox.

Also, Bionic and Mutation interactions. Claws + Adamantite Claws = Good, Tentacle Arms + Fingerpick = Not so good. 8-Tentacle arms + Fusion Blaster Arm = ...

I would mention activated mutations, but I hear Shadowscale's already working on it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 29, 2012, 05:23:47 pm
hey Whales, I don't know if/where this has been asked before, but out of curiosity, how long have you been working on this and for how many years have you been coding total?

Been working on this about 2 years.  Been coding about 2 years ;)

UPS != Universal Power Source, it's Unified Power Source.  Designed for and used almost exclusively by the military.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 29, 2012, 05:34:19 pm
UPS != Universal Power Source, it's Unified Power Source.  Designed for and used almost exclusively by the military.
Well, I stand corrected; but they don't exactly sell plasma rifles in the military surplus store where they're also found in. Plus, I'd think one jury-rigged by the player would also have some flexibility.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on March 29, 2012, 05:37:16 pm
Hey, Whales. I think factions shouldn't have randomly generated names.

They should be organized in things like "Army", "Police", "Scientists", "Survivalists", or whatever. Make a huge list, and make it randomly generated for what should be put in. DF style names make sense in DF, but I don't think it matches Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 29, 2012, 05:53:07 pm
Hey, Whales. I think factions shouldn't have randomly generated names.

They should be organized in things like "Army", "Police", "Scientists", "Survivalists", or whatever. Make a huge list, and make it randomly generated for what should be put in. DF style names make sense in DF, but I don't think it matches Cataclysm.

Not sure what DF style names are, but what you're describing is already what's happening with Cataclysm, except that randomized names get applied as well.  "Survivalists" is dull, "The Iron Fists" is more interesting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on March 29, 2012, 05:55:38 pm
I kinda meant that you would get names like "The Flowers of Calm" or other combination of words that don't make sense. I was thinking more single word summaries instead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Zangi on March 29, 2012, 06:11:24 pm
So... I think I need tips, I do stuff... then... zombies everywhere.  And they keep coming. 

Even out in the middle of this nowhere area. (Though it might not be far enough away from town?)

I've tried to clear em out.  I actually succeeded on the first batch, but a boomer bombed me during that.  Then soon enough, more zombies and they kept coming like a steady stream.  I figured I'd be able to clear em out and go back to business... how wrong I was. 

So... am I supposed to just keep running... to lose them?  How far?  The area I lose em at now a lost cause forever?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 29, 2012, 06:32:20 pm
Generally, fighting zombies attracts more zombies, unless you're using completely silent weapons.

Since you can't fight them, all you can do is run; and they will attempt to give chase. If the group thins out you can try picking off the weaker ones though. If you get far enough away, they'll "despawn", which means they were added to that areas "zombie population" so there's that many more zombies that may appear the next time the you enter that region.

It's not a completely lost area, but I wouldn't recommend going back without better equipment and a very good reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Zangi on March 30, 2012, 12:08:13 am
Hmmm that helped a bit... also reading some of the 'help I suck' threads really helped.

Or maybe I just got lucky.  Well, focused on fast kills, terrain advantage and running away.  Got me some pistols with ammo and a longbow.

Running through houses really helps at losing them... and well...  being bold, I can wipe out the few zombies around before any more show up by usingabusing windows.

Whats odd though is... I've used the pistols and I was expecting more of a swarm...  considering I've thrown rocks/stuff out in the open and get swarmed in the process I guess...   Might be the quick movement and Line of Sight of the city makes em despawn pretty quick...

Are zombies infinite or is there a population?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 30, 2012, 12:21:24 am
Unless it was changed, ALL enemies have populations in any given area (I believe they were called "cells"). So it IS eventually possible to clean out an area, but I believe it would take a significant amount of time. Plus, enemies get a lot nastier as time passes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on March 30, 2012, 12:34:39 am
I'm not done with activateable mutations, but here's a preview of my next bit of work!
Code: [Select]
case DI_MUTATE_1:
  if (one_in(13400)) { // Average once per day.
  if (one_in(4)) {
  g->add_msg("You feel sick.");
 p.vomit(g);
  }
  if (one_in(12)) {
  g->add_msg("You suddenly collapse onto the ground and spasm wildly");
 p.moves -= 800;
  }
  g->add_msg("You feel your body changing.");
 p.mutate(g);
 p.moves -= 100;
  }
  if (one_in(14400)) { //immune response!
  g->add_msg("You feel normal again.");
              p.rem_disease(DI_MUTATE_1);
 }
 break;

Tis WIP, but mutations-over time is a requested feature!
Next I'll play with activateable mutations!
Such is life when you play a mod made by a furry :P
Correction, Furrie(s) =P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 30, 2012, 12:39:29 am
More mutations are always good, can't wait until we're able to absorb our slain enemies Mercer style.

An expanded bionic tree would be nice too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Zangi on March 30, 2012, 12:44:32 am
Ok... fell into a sink-hole... in a cave with apparently no way out... ?  Is that supposed to happen?  Should there be a way out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 30, 2012, 12:47:42 am
Oh, Sinkholes, nasty. Supposedly they spawn with explosives in them so you can blow apart the walls to find an exit. If you carry a 30ft rope around you'll use it to escape, but that's not really an option right now.

If all else fails, use debug mode (Shift + z) to reveal the map, then use long range teleport to get out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on March 30, 2012, 12:51:24 am
And with The Darkling Wolf (/mine too, somewhat)'s mod you can use a pickaxe.
It's time consuming, but it works!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on March 30, 2012, 01:02:30 am
So, I'm using the downloaded version via VirtualBox TinyCore.  How do I force the game to generate a new world?  I'm tired of playing in this one, and I'd like to keep my character name.

Since files don't really exist "on disc", I can't just delete my save folder.  Or at least, I don't know how to through VirtualBox.  All the same, I think a "generate new world" setting would be a nice addition to character creation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on March 30, 2012, 01:10:49 am
Just delete the save folder - it's deleted off the virtual disk, which does get saved between sessions (depending how you quit - but even if quit without saving the session, you can still delete the save folder again when you start your next session)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on March 30, 2012, 01:25:18 am
So, I'm using the downloaded version via VirtualBox TinyCore.  How do I force the game to generate a new world?  I'm tired of playing in this one, and I'd like to keep my character name.

Since files don't really exist "on disc", I can't just delete my save folder.  Or at least, I don't know how to through VirtualBox.  All the same, I think a "generate new world" setting would be a nice addition to character creation.
More specifically

cd Cataclysm
rm -rf save
cd ..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Zangi on March 30, 2012, 01:29:06 am
Thanks Blaze, no dynamite in sight, 'wished' for a dynamite and blew up the wall, still no way out, so I ended up using the teleporter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on March 30, 2012, 01:35:39 am
./delete
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on March 30, 2012, 03:34:19 am
Using The Darkling Wolf's Mod for Windows.

Strange bug? Every animal attacks me even with Animal Empathy. On sight. I have the Smooth Skin Trait.

This never happened before (on earlier versions), swarms of squirrels just wanting to go over and bite your 1's...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on March 30, 2012, 03:36:41 am
That's an issue in 'nilla Cataclysm as well, unless Whales has fixed it and I missed it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on March 30, 2012, 08:04:58 am
You're using an outdated version if you have the smooth skin trait, it is now soft skin and makes cutting damage hurt you a little more!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on March 30, 2012, 09:09:56 am
Encountered a bug(?), unsure though but I had no warning whatsoever.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 30, 2012, 02:28:10 pm
It seems that you have a fungal parasite. That doesn't show up in the "@" menu, but does appear when you use the Blood Analysis bionic.

Perhaps you ran into a fungal zombie?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on March 30, 2012, 09:33:44 pm
As blaze said, it's no bug. Anyone know of a cure? If not, I would suggest, Tiruin, that you grab a molotov as soon as possible and set yourself alight. It's the noble thing to do.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on March 30, 2012, 09:44:08 pm
About that bug, I have never met any fungal enemy in my current life there. It's only the first night-second day and then fungus strikes, with me not coming in contact with any fungal entity.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on March 30, 2012, 10:33:36 pm
There are a few rare non-fungal-enemy ways to contract fungitis.

Labs contain some of them.  Labs are not the best place to set up shop for this reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on March 31, 2012, 12:04:52 am
As blaze said, it's no bug. Anyone know of a cure? If not, I would suggest, Tiruin, that you grab a molotov as soon as possible and set yourself alight. It's the noble thing to do.
Currently, the only way to cure it is by eating Royal Jelly; which can be found in giant bee hives and occasionally in labs or crafted using honeycombs and Purifiers/2xBleach (And the required cooking skill).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NRDL on March 31, 2012, 12:30:07 am
Okay, I haven't played Cataclysm in a while, and I deleted the older version when it stopped working.  I downloaded the latest one, but when I try to run the program "Cataclysm", it just gives me some weird box, which I can't even read completely because my screen settings aren't adjusted for things like Cataclysm and Prospector. 

I just pressed some buttons, showing me what appears to be controls, a guide, which I, once again, cannot even read properly.

Is there something I missed, something I have to press, or activate? 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on March 31, 2012, 03:05:44 am
Try it with the linux emulator in the OP.  Should knock out most bugs, and its smallish and easy to use.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NRDL on March 31, 2012, 05:17:56 am
Okay, got it to work, but, a lot of it is hidden from my view, due to my blasted screen settings.  I know this doesn't actually have anything to do with Cataclysm, but how, and up to what point, do I adjust my screen settings? 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Bronimin on March 31, 2012, 08:12:13 am
No idea how to download this.... I mean, Im on the Github site but there are no compilations of all the changes into seperate releases that I can see, just updates that i have no idea what to do with :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on March 31, 2012, 10:20:09 am
No idea how to download this.... I mean, Im on the Github site but there are no compilations of all the changes into seperate releases that I can see, just updates that i have no idea what to do with :-\
Here: http://whalesdev.com/forums/index.php?topic=143.msg16160#msg16160
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kroack on April 01, 2012, 05:40:29 pm
This game is actually pretty freaking awesome. Ran into a horde of 20 zombies, foolishly tried to gun em all down with a Tec-9, realized there were too many, escaped into a house thinking I was safe only for the Zs to begin breaking down the door, more shooting in the entrance hallway leads to a second hallway which in turn leads to a closet of some sort, I'm beginning to run low on ammo when I have a lucky string of one shot kills. The last zombie I dispatch with a baseball bat after running out of ammo for the gun. All in all, pretty tense.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on April 01, 2012, 06:10:25 pm
All that sound must have attracted a lot of attention.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kroack on April 01, 2012, 06:17:26 pm
yarg
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on April 01, 2012, 08:03:16 pm
This game is actually pretty freaking awesome. Ran into a horde of 20 zombies, foolishly tried to gun em all down with a Tec-9, realized there were too many, escaped into a house thinking I was safe only for the Zs to begin breaking down the door, more shooting in the entrance hallway leads to a second hallway which in turn leads to a closet of some sort, I'm beginning to run low on ammo when I have a lucky string of one shot kills. The last zombie I dispatch with a baseball bat after running out of ammo for the gun. All in all, pretty tense.

Thanks for saying so!  That kind of intense action, with combat/retreat/panic/back-up plans, is a big part of what I'm aiming for and what I like about Cataclysm, so it's nice to hear that someone else has had that kind of experience. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on April 01, 2012, 08:48:44 pm
There are a few rare non-fungal-enemy ways to contract fungitis.

Labs contain some of them.  Labs are not the best place to set up shop for this reason.
I'm a lucky person.

Also, I think you shouldn't be able to read when in excruciating pain. As noted earlier, growing fungal sprouts from both arms throws you into said state.

Yet, I can read while in pain. Mental imagery = win.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on April 01, 2012, 11:46:57 pm
Well, pain decreases your int more than anything else, and a low int is an impediment to reading--your book selection will be lessened and it'll generally take more time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on April 02, 2012, 04:51:33 am
This game is actually pretty freaking awesome. Ran into a horde of 20 zombies, foolishly tried to gun em all down with a Tec-9, realized there were too many, escaped into a house thinking I was safe only for the Zs to begin breaking down the door, more shooting in the entrance hallway leads to a second hallway which in turn leads to a closet of some sort, I'm beginning to run low on ammo when I have a lucky string of one shot kills. The last zombie I dispatch with a baseball bat after running out of ammo for the gun. All in all, pretty tense.

Thanks for saying so!  That kind of intense action, with combat/retreat/panic/back-up plans, is a big part of what I'm aiming for and what I like about Cataclysm, so it's nice to hear that someone else has had that kind of experience. :D

I recently had this very desperate fetch for resources, i am using vehicle mod, imagine some redneck in his battered fucked up truck crashing through buildings and hammering zombies down in a vain attempt to escape, just to find all 4 wheels ruined, then having a horde of zombies tear open the truck and eat me.

Or recently where i had this awesome biker character that grabbed alot of loot, putted it in a box and hit'd the road.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on April 02, 2012, 05:14:14 am
i am using vehicle mod

How often did you find vehicles? so far I've yet to come across one (although reading the other forum I see you can build them too)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on April 02, 2012, 02:07:59 pm
I found a bunch of them in parking lots.

You CAN build them, but finding even the basic parts for them is pretty difficult. You usually have to pull them out of other vehicles. So far the only craftable parts are frames and platings, which require A LOT of "lumps of steel" and all three are VERY heavy.

And before then, you need to find a welder and plenty of batteries to power it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on April 03, 2012, 04:31:13 am
I found a bunch of them in parking lots.

Guess I'll just keep exploring then and hope to stumble over one :)
I must admit I am enjoying the game more now I've stopped building any kind of 'home', carrying just what I need and always moving is fun, especially when you try to find somewhere to camp down for the night.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on April 04, 2012, 04:06:00 am
i am using vehicle mod

How often did you find vehicles? so far I've yet to come across one (although reading the other forum I see you can build them too)

I find them very rarely, parking lots are good places to check, in the next versions there will be roadside wrecks for you to scavenge/fix
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on April 06, 2012, 09:36:56 am
I've updated my Myriad Stuff Mod (http://whalesdev.com/forums/index.php?topic=727.0) which now includes the vehicles mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: head on April 07, 2012, 10:05:47 am
Cib released a update version of his tilemod.

Forum thead:http://whalesdev.com/forums/index.php?topic=462.0
Bog standard one:http://46.102.242.11/cataclysm.7z (http://46.102.242.11/cataclysm.7z)
Vehicle mod: http://46.102.242.11/cataclysm_tileset_vehicles.zip


http://www.justin.tv/headswe/b/314155569
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 07, 2012, 03:46:26 pm
Quick question from a new player who read a few pages back about basement spawns- was that ever addressed in more recent versions? Only, I had some zombies spawn in my evac site basement. There I was, thinking I was all safe in there... :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on April 07, 2012, 04:50:47 pm
If you were already being followed they tend to stay following you as you go down to the basement, but other than that you should be okay as far as I know.

I've not checked the code to confirm this though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on April 07, 2012, 06:52:53 pm
so I've been exoerimenting a bit with mutations,
Spoiler (click to show/hide)
edit answered my own question, potential spoiler below:
Spoiler (click to show/hide)

Also if anyone wants me to write up a  minor... guide of sorts on positive mutations I'd be happy to. Got about 20 good ones so far and counting
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 07, 2012, 08:21:13 pm
Hehe, I'm so bad at this game, but it's a lot of fun. :)

My latest character was running around in the wilderness, collecting food and supplies. She had that trait (I forget its name) that makes animals friendly; so, of course, all the squirrels and rabbits in the neibourhood were bloodthirsty and hostile and would not stop attacking me wherever I went.

So all this commotion inevitably attracted all the zombies in the area, so I ran back to my base and tried to defend the doorway from all these zombies and squirrels. The whole time, I'm swinging wildly and not hitting a thing, and I'm thinking "What the hell, why can't I hit anything?!"

Well I couldn't hold the door for long, and soon I was surrounded. I knew I was about to die. Still miffed at my incredible miss rate, I checked my equipment.

'Weilding: Strawberry'

...God damn it. LOL. I died trying to defend myself with a delicious berry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on April 08, 2012, 05:41:14 am
Hehe, I'm so bad at this game, but it's a lot of fun. :)

My latest character was running around in the wilderness, collecting food and supplies. She had that trait (I forget its name) that makes animals friendly; so, of course, all the squirrels and rabbits in the neibourhood were bloodthirsty and hostile and would not stop attacking me wherever I went.

So all this commotion inevitably attracted all the zombies in the area, so I ran back to my base and tried to defend the doorway from all these zombies and squirrels. The whole time, I'm swinging wildly and not hitting a thing, and I'm thinking "What the hell, why can't I hit anything?!"

Well I couldn't hold the door for long, and soon I was surrounded. I knew I was about to die. Still miffed at my incredible miss rate, I checked my equipment.

'Weilding: Strawberry'

...God damn it. LOL. I died trying to defend myself with a delicious berry.

Heh, I just imagined someone trying to fight against squirrels and zombies by swinging a strawberry around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on April 08, 2012, 08:09:24 am
I just imagined billions of dead zombies, surrounding a man with one strawberry in his hand.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on April 08, 2012, 11:56:21 am
They must have taken the course! http://www.youtube.com/watch?v=afi7_01GnxY
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on April 08, 2012, 05:29:59 pm
How did I ever survive before finding my science id and military id cards... dynamite and CBM's are so awwweeessoommmeee! :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 08, 2012, 07:12:46 pm
Does anyone have any tips or strategies for surviving visits to town? Basically every time I attempt to go looting residential streets, I'll end up chased by zombies I can't outrun, eventually get surrounded, and inevitably die. Even when I pick the quickness and quietness perks, it seems they can always track me and surround me.

If I don't go to town, I never find any tools, so I can't even begin to craft spears or anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BishopX on April 08, 2012, 08:19:11 pm
Does anyone have any tips or strategies for surviving visits to town? Basically every time I attempt to go looting residential streets, I'll end up chased by zombies I can't outrun, eventually get surrounded, and inevitably die. Even when I pick the quickness and quietness perks, it seems they can always track me and surround me.

If I don't go to town, I never find any tools, so I can't even begin to craft spears or anything.

Windows are your friend. Make the zombies come through a window and stab them one at a time. When they get through or start swinging at you, run. Generally I try and fight at the back of a houe first. That way when they get through the first set of windows you can run out the front door, shut it, and then move over to the front window so they path through that as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Johnfalcon99977 on April 08, 2012, 08:49:47 pm
I'm trying this game out, and so far my thoughts are: "If Left-4-Dead was a Roguelike". I mean that in the best way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on April 08, 2012, 09:44:46 pm
I'm trying this game out, and so far my thoughts are: "If Left-4-Dead was a Roguelike". I mean that in the best way.

When I started development, it was called L4DRL, and meant to be a roguelike conversion in the spirit of DoomRL.  Then I wrote a map generator, and realized that a full-fledged sandbox with open exploration would be more interesting ;)

Stay tuned for a Left 4 Dead-esque Sprint Mode challenge coming at some point!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on April 09, 2012, 03:26:19 am
I'm trying this game out, and so far my thoughts are: "If Left-4-Dead was a Roguelike". I mean that in the best way.

When I started development, it was called L4DRL, and meant to be a roguelike conversion in the spirit of DoomRL.  Then I wrote a map generator, and realized that a full-fledged sandbox with open exploration would be more interesting ;)

Stay tuned for a Left 4 Dead-esque Sprint Mode challenge coming at some point!

Will we also get some mad black guy to run around and annoy us about pills? I mean, GMod machinima style? :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Johnfalcon99977 on April 09, 2012, 08:19:11 am
Nah, he would likely realisticly overdose on pills before you could get to him :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on April 09, 2012, 09:21:15 am
Nah, he would likely realisticly overdose on pills before you could get to him :P

Your right.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Johnfalcon99977 on April 09, 2012, 10:16:02 am
Yeah I've run into bug. If you try and fire your gun if its out of ammo, the game crashes, for me anyway.

Edit: It only seemed to happen once, so Its all cool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on April 09, 2012, 10:59:27 am
That happens if you spawn in a gun via the debug console :P
Possibly with NPC weaponry too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on April 09, 2012, 11:09:33 am
Hey how exactly do you guys manage to keep the starting npc alive?  I find she/he usually lives about a day or two before he/she starves to death or stupidly walks outside into a zombie horde.  I don't want to have him come with me and have to babysit him all the time, but I don't want him starving to death either.... any way you can give them items without convincing them to follow you?  Also do you ever find any other npcs without using the two-way radio?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: boatie on April 09, 2012, 11:13:57 am
Should I download the cataclysm.zip linked at whalesdev.com or the cataclysm2.zip linked in the "Windows Version" thread linked in the first post?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on April 09, 2012, 11:36:49 am
I'd go with whalesdev.com since the first post hasn't updated since Feburary and the last version was april 7.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 09, 2012, 11:00:06 pm
Day 11 and my latest is still alive... I have no idea how this is happening, but I'm having so much fun, and I'm going to be soooooo bummed when he eventually trips over a situation he can't handle. :) It will happen... but it hasn't yet.

This is the first character I've had where I'm actually over the whole initial stage of just needing to desperately scavenge supplies and run from everything I see; he's actually gathered enough good clothing, supplies, equipment and skillpoints, that now I'm looking for a secluded place to build my own little cabin and fortify it with traps and pits and all manner of funky toys. :D

I started off crafting spears and learning to throw. Best choice I ever made, IMO. With 4-5 skillpoints in throwing, a metal spear can headshot and kill all manner of zombies in 1-2 throws. And for backup (and meat butchering), a combat knife thrown last has always finished the job (so far, anyway).

I figured out the whole "Oh god they're faster than me" problem, too: Adderall and Cocaine. The latter is for emergencies, though. Both combined can get me up to 140~ish speed, enough to outrun every mob type I've encountered so far, including Fast Z's, Triffids and those weird floating eyeball things that shoot lasers...

Being primarily ranged, I let my char be 7 Torso encumbered with a kevlar vest and backpack. Even without the vest, the backpack alone brings it up to 4 encumberance, and that alone is enough to fully negate my Melee/Dodge skills. So, what the hell- I'm reasonably sure I don't end up with minus skillpoints, so why not wear both and have the awesome protection from the kevlar that has seen me brush off so many hits to the chest as easily as if I were being pelted with bits of cheese?

Nyte Winterfall has a terrible name, but so far, he is a spear-and-bat-weilding badass.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on April 10, 2012, 02:56:13 am
I desire the pyromaniac trait greatly. Get moral by starting fires~
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 10, 2012, 01:03:24 pm
Can we chop trees for wood? There are wood axes, and recipes for making 2x4s from sticks... seems logical, but I'm not sure how to do it, if it's even possible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on April 10, 2012, 01:27:04 pm
You can if you download the mod linked in my signature :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 10, 2012, 02:02:53 pm
Will I have to start a new game?

I was looking at that mod earlier today, but wasn't sure I liked the sound of the crafting changes ("modified, rebalanced and generally just made different"). The rest sounds excellent, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on April 10, 2012, 02:15:37 pm
Yeah, saves are waay incompatible.

The construction stuff was mostly made to work with his lumberjacking stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on April 10, 2012, 03:37:11 pm
IIRC you can still just punch saplings for heavy sticks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 10, 2012, 03:58:17 pm
I'll install it after this character dies. Day 1? (the second digit is cut off, but it's probably Day 13 or 14) (Edit: I figured out that actually, the day ticks back to 1 when a new season starts. So I'm actually on "Summer, Day 2" now) and still going strong. Throwing is up to 7 now, not even Brutes are giving me much trouble anymore. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on April 10, 2012, 06:42:17 pm
One tip about myriad stuff mod. wooden walls are not indestructible, combine them with trap pits and other stuff.

also, find a truck and ram it through the back wall of the bank, it doesn't set off the alarm and if you do it right you can tap the vault door hard enough to open it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on April 10, 2012, 08:12:08 pm
Jackhammers and some explosives can break through walls. If you have it, the sonic resonator CBM will also do the trick.

I've never found anything useful in banks though; Just the occasional purifier and worthless gold bars. It's better to just set off the alarm and kill the copbots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 10, 2012, 10:31:33 pm
Holy shit, do I have a story to tell. WITH PICTURES!


tl;dr: My character is invincible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on April 10, 2012, 11:36:33 pm
Wonderful escape, there! Enjoyable read, love that stuff.

Hey, Whales, any word on that web interface? Obviously not a priority, but you seemed pretty confident you'd be able to essentially just throw it up, via one of the sites I linked I think, so I figured I'd ask.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 11, 2012, 12:32:34 am
i.e. you did better than I ever could (the most I've had a character survive is one night.

I hate wolves.

I love them. They are my primary source of food, since everything in the world has long since rotten. Wolves are great because I don't have to chase them down like the deer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on April 11, 2012, 02:21:47 am
Well, I just posted a little update for The Darkling Wolf's mod, I've got downloads for both sources and Windows binaries!
http://whalesdev.com/forums/index.php?topic=727.msg18220#msg18220
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on April 11, 2012, 08:46:36 am
I got your mod.

It made a world without shelters and now I spawn in a lab - with a turret in the next room. The corpses are pilling up.

What was the cheat button again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on April 11, 2012, 09:03:10 am
Z

And did you delete your save folder before playing? Because it breaks the hell out of saves in many ways.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 11, 2012, 11:32:03 am
I know this is going to sound incredibly vain, but I felt the dire need to fanart (http://i.imgur.com/viDGn.png) my awesome character. :3

Spoiler: Equipment: (click to show/hide)

Oh... uh, yeah. He sprouted a tail recently. I couldn't just... you know... ignore it.

I love this game to pieces. Rarely does a game give me so much joy and fun that I drag out my pen and force my lazy self to sketch something. Especially a person. Mr Whalesdev, if you're reading: thank you for what you do!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on April 11, 2012, 11:40:04 am
Found a machinegun. Did the logical thing and put a sniper mod on it. Does 234 dmg with a headshot, but can't shoot for shit. But 164 magazine means no reloads.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on April 11, 2012, 07:36:39 pm
Damn Moogie, that is awesome, I'm honored!  Glad you're enjoying the game.  Do you mind if I post it over at the official forums?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on April 11, 2012, 08:14:25 pm
I always seem to get atleast 150 kills before dying. Normally to fungaloids. Grab any rifle, throw a sniper kit on it, and I mow everything down. Except the stupid infinite hordes of fungaloids.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on April 12, 2012, 03:21:50 am
I have to admit I've been finding melee very effective, even though I normally have both a backpack and kevlar (total of 5 encumbrance)
I'd probably be getter off with pack rat and losing the backpack but 3 points onto str/dex feels better (although might not be as I've not done the math)

I used to enjoy mutations but there is a heavy bias towards negative ones (even with robust genes) so have been avoiding them recently.
Anyone had any luck with using them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 12, 2012, 08:57:19 am
I used to enjoy mutations but there is a heavy bias towards negative ones (even with robust genes) so have been avoiding them recently.
Anyone had any luck with using them?

That's what my Nyte has been doing lately- chugging Mutagens and Purifiers, looking for some good traits. Out of about 12, I've had 3 positive (I don't have Robust Genes). His tail was actually a fully formed fish tail, but the last Purifier he took reduced it to a stubby 'bunny' tail.

@Whalesdev, go ahead. :) I was thinking of posting it there myself, but I'm not exactly great at drawing people, so I didn't think it was particularly worth sharing outside this thread. I just wanted to see what Nyte 'looks like' before he eventually meets his end.


~Several hours later edit~

I just found... Wait for it... 40 MININUKES. My Bay12 friends, what glorious things should I do with these little bundles of glory? Oh god, I should not have picked these up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on April 13, 2012, 05:49:24 pm
~Several hours later edit~

I just found... Wait for it... 40 MININUKES. My Bay12 friends, what glorious things should I do with these little bundles of glory? Oh god, I should not have picked these up.

Hehe. It's just so tempting isn't it? I found a lab with two treasure troves once, both filled with mininukes. My downfall was a petrol station. I couldn't resist throwing one at it. When the blast didn't immediately kill me I felt more confident and proceeded to through 5 or 6 away form me in a scattershot pattern. Zombies ate me alive while I was on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on April 18, 2012, 12:26:38 am
News for the update?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on April 18, 2012, 12:35:49 am
What update?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 18, 2012, 05:30:11 pm
~Several hours later edit~

I just found... Wait for it... 40 MININUKES. My Bay12 friends, what glorious things should I do with these little bundles of glory? Oh god, I should not have picked these up.

Hehe. It's just so tempting isn't it? I found a lab with two treasure troves once, both filled with mininukes. My downfall was a petrol station. I couldn't resist throwing one at it. When the blast didn't immediately kill me I felt more confident and proceeded to through 5 or 6 away form me in a scattershot pattern. Zombies ate me alive while I was on fire.

I was exploring a lab, flicking a flashlight on/off to conserve batteries, when I found them nukes. I was heading further in when, on one occasion, I reached for Q (my flashlight) and hit q instead. "You activate the mininuke." Whoops...

Managed to chuck it far enough away, but it was a damn close call. And so Nyte's immortal existence continues.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Edmus on April 22, 2012, 10:57:03 pm
I just experienced the most buggy thing I have ever seen...
All the buildings everywhere were rubble, books held liquids, dead people with end-game stuff all over the place, messed up building designs, I spawned in the middle of nowhere and there was mutagen everywhere.
It was... odd.
I love this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on April 22, 2012, 11:12:25 pm
You copied your raws.  Pretty much.  Sounds like there was an offset question where all the items and terrain was shifted one item up or down, usually caused when you install a big mod mid-game, especially if you don't make clean.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Edmus on April 22, 2012, 11:24:26 pm
You see, if I had have modded the game I wouldn't have been surprised, however all I did was fire up a new character.
still slightly weirded out as to what happened.
Edit: Creating a new character had the exact same results, no clue as to why though. Your theory seems plausible , so ima get a new copy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on April 23, 2012, 04:16:05 am
This build is highly recommended, vehicules man, vehicules, smiting, mining, wtf?! hurray!

Edit: Derp forgot the link...
http://whalesdev.com/forums/index.php?topic=727.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on April 23, 2012, 10:03:11 am
Edit: Creating a new character had the exact same results, no clue as to why though. Your theory seems plausible , so ima get a new copy.
Doesn't this happen when you get a new version but don't delete the save folder?  I pretty much always delete the save folder before starting a new character anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on April 23, 2012, 04:36:59 pm
Update, 4/23.

Clean build required.  Saves obsolete.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Note: Those who have been following the plans for Defense Mode (and anyone who experiments with it) will notice that "Mercenaries" has no effect.  This feature has been deferred.

Features:

Tweaks:

Bugfixes:


Internal:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on April 23, 2012, 04:45:34 pm
woohoo update!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on April 24, 2012, 03:30:55 am
Yeeehaaa.

Well deserved donation flying your way m8.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on April 24, 2012, 03:38:03 am
Excellent update! Thank you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on April 24, 2012, 06:33:59 am
Defence mode, I get some inactive turrets, put them down during the first wave and they turn to shot me in the face... gg
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tellemurius on April 24, 2012, 01:30:29 pm
Defense mode sounds fun >:D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Urist McDonalds on April 24, 2012, 02:13:09 pm
Is it possible to burn a place? I just killed the character that shows when you first embark, and I grabbed her lighter, I want to burn this place.
How?


EDIT: Nevermind, learned how to, I burned the body and is currently watching it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: terkiey on April 24, 2012, 03:39:53 pm
Can I just ask how you guys survive after one zombie spots you, I seem to get hoarded by tonnes straight after. The bastards seem to have gps navigation aswell so I just can't lose them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tellemurius on April 24, 2012, 04:19:47 pm
Can I just ask how you guys survive after one zombie spots you, I seem to get hoarded by tonnes straight after. The bastards seem to have gps navigation aswell so I just can't lose them.
fleet footed and parkour help. quick does, too. just outrun them. find military surpluses too, they have all sorts of useful stuff which can help you on your way to killing zombies, rather than legging it.
Basically you are running away and throwing explosives behind you, they are stupid and will run into the raging fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on April 24, 2012, 04:39:49 pm
I just hop in my truck and mow them down
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on April 24, 2012, 09:50:11 pm
Bah, I don't find vehicles in the mods as much as everyone else does.

Best find: A car. At the start.  :D

Hooray for update!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on April 26, 2012, 03:26:59 am
I had a  crash, i killed  a shoot and killed a wolf standing on a rock.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on April 26, 2012, 04:49:52 am
in defense mode, at the start screen what is the function of "NEEDS" ( food, water, sleep, mercenaries....)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on April 26, 2012, 05:03:28 am
Food water and sleep are your personal needs... I think mercenaries(if turned on) make human mercs need water/food & sleep, too. No mercs in yet as far as I can tell.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on April 26, 2012, 05:11:50 am
ah, ok... if i turned on the option i have to eat... sleep....   
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on April 26, 2012, 06:32:16 am
Food water and sleep are your personal needs... I think mercenaries(if turned on) make human mercs need water/food & sleep, too. No mercs in yet as far as I can tell.

Well now that makes sense anyway.

If I am running the virtual box emulator, how do I install mods?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on April 26, 2012, 08:26:48 am
I get the distinct feeling the emulator isn't updating correctly; the MoTD points me to the Tutorial option on the main menu to start either the tutorial or defense mode, but selecting it runs the tutorial automatically. Also, chargen still lists disadvantages as costing negative points.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on April 26, 2012, 09:15:39 am
I get the distinct feeling the emulator isn't updating correctly; the MoTD points me to the Tutorial option on the main menu to start either the tutorial or defense mode, but selecting it runs the tutorial automatically. Also, chargen still lists disadvantages as costing negative points.

That sounds like it didn't rebuild cleanly. Assuming your emulator is a Linux of some kind you'll want to run 'make clean && make' from the source code directory to force a full rebuild of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on April 26, 2012, 09:21:32 am
That sounds like it didn't rebuild cleanly. Assuming your emulator is a Linux of some kind you'll want to run 'make clean && make' from the source code directory to force a full rebuild of it.

I'm not sure how to do that, being totally unfamiliar with Linux; I'm using Oracle VM Virtualbox with the specialized Cataclysm build, so updating is usually just './delete', './update', './run'
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on April 26, 2012, 09:25:58 am
Ahh, well I'm not sure how that version is working. You could type 'cat update' to see how it updates (as that would have to go into the source directory at some point and will probably just be a list of commands like a .bat file)
Can't really help beyond that though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on April 26, 2012, 10:12:50 am
Well herp a derp. Issue fixed; I forgot to ./compile the update.  ::)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ToonyMan on April 26, 2012, 11:36:11 am
4. In the terminal, type "sudo aptitude update && sudo aptitude install g++", minus the quotes. This should install the required software to compile the game.

11. Type "make" into the terminal to compile. If that fails, try "make clean".
Everything but step 4 (and conversely step 11) work for me.  I get a error and I'm not sure why.  Any help?

(http://i.imgur.com/Nb1fL.png)

I can't compile unless this installs!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on April 26, 2012, 12:11:00 pm
Try using sudo apt-get install g++ instead of sudo aptitude
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on April 26, 2012, 09:38:04 pm
Quick patch to address some bugs from the recent update.

Clean build required.  Saves are NOT obsolete.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:

Tweaks:

Bugfixes:
(Special thanks to creidieki for finding/fixing half of these)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on April 26, 2012, 09:53:00 pm
Just noticed, no save function in Defense mode so we can't continue on a prolonged siege.

And I was doing so well against the hordes of annoying triffids in melee! Then the Queen came and ruined my architecture in the Hospital. Jungle warfare time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on April 27, 2012, 05:18:52 am
i have download the last version but the game don't recognize the numpad key...... and how i can add the arrow keys in the keypad???

help me!!! i can't play with the new keys..... :O(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Edmus on April 27, 2012, 06:52:10 am
i have download the last version but the game don't recognize the numpad key...... and how i can add the arrow keys in the keypad???

help me!!! i can't play with the new keys..... :O(
hjkl get you through the menus.
everything else is normal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: JacenHanLovesLegos on April 27, 2012, 09:36:12 am
Is numlock on?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on April 27, 2012, 03:22:04 pm
The Vehicle Mod (http://whalesdev.com/forums/index.php?topic=617.msg8002#msg8002) has been updated, for those interested. And I've got a Windows (https://github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles%202.1.1.zip) release of it here. (Direct download from git)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jimbobobby on April 28, 2012, 03:15:29 pm
I must say this game is rather amazing.
Here is my story, its long though so only read it if you're interested or have the time:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on April 28, 2012, 05:29:00 pm
I found a bit of an odd bug for you, Whales. What's wrong with this inventory?

Spoiler (click to show/hide)

I 'e'xamined and picked up some cargo pants from a dresser, then tried to drop the 'a' pair of jeans. I ended up dropping the cargo pants since they were wielded automatically and must've been assigned to 'a' as well. I checked my inventory after assuming I dropped the jeans, but I still had them on. Then I picked up the cargo pants and put them on. But when I picked them up, their quick letter was a tilde. But then in the inventory it was listed as 'a', shown in the first picture. And that means something went wrong somewhere, but I'm not sure what.

Spoiler (click to show/hide)

Maybe the first auto-wield fudged up the letter assignment for 'a'?

This is the newest windows build, by the way. Not sure if this has happened before or not so I figured I may as well let you know. I can't seem to recreate it, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on April 28, 2012, 06:36:47 pm
That sometimes happens when you wish for something or edit your save file to add items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Edmus on April 28, 2012, 07:04:11 pm
I'm not sure if this happens in all buildings but when it was acid raining it came down and landed on the table in the dining rooms of a mansion, not sure if there is a bug with the ceiling or the benches. latest windows build btw.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on April 28, 2012, 07:16:27 pm
That sometimes happens when you wish for something or edit your save file to add items.


I did just delete the entire save and start a fresh character on the new build, so I'm not sure if that's it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on April 28, 2012, 07:20:16 pm
It also sometimes happens for no real reason at all too :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on April 28, 2012, 07:25:21 pm
Man, it's been a while since I set my right hand in the HJKL position while playing a game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bobusdoleus on April 30, 2012, 01:59:57 am
Fantastic game! Where has it been hiding all this time? It's all, like survivory!

But, like... Hundreds of fungaloids? And they reproduce exponentially? Won't my map become completely overrun and unplayable? Like, I'm up for a challange, but infinity billion fungaloids is... kind of unplayable. I get that futility is a theme, but like, I'd like an existing chance to survive and become badass... What do?

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on April 30, 2012, 02:00:47 am
Kill the queen.  Bring lots of fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bobusdoleus on April 30, 2012, 02:03:07 am
Hard to gather fire while the map is swarming with exponential fungaloids >.<

But this queen thing brings some hope. Maybe if I kamikaze enough characters at it...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on April 30, 2012, 02:05:30 am
Liquor store + Scissors...

If all else fails you can flee the city.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on April 30, 2012, 04:11:24 pm
This seems like an awesome roguelike that I never really tried, so I decided to do it today. However, is it me or are the controls really obtuse or what? They seem really different from any other roguelike I ever played. Is there a way to change it, or at least a comprehensive list somewhere?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on April 30, 2012, 04:13:24 pm
They are practically identical to a couple other popular roguelikes so... no, they aren't particularly obtuse?

Don't know if there's a list somewhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on April 30, 2012, 04:16:31 pm
I don't recall any roguelike in which I have to use K, J, L, U, M, etc; to navigate the character creation menu :P

Edit: it seems it relies on numpad for movement, which my laptop's keyboard doesnt have :\. Any way to change them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jack_Bread on April 30, 2012, 04:43:26 pm
I don't recall any roguelike in which I have to use K, J, L, U, M, etc; to navigate the character creation menu :P

Edit: it seems it relies on numpad for movement, which my laptop's keyboard doesnt have :\. Any way to change them?
You should be able to use the arrow keys and the regular numbers. In the Data folder, there's a text file with the keymap that you can edit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on April 30, 2012, 05:30:19 pm
Oh and ? key (shift-Whateverkey) will pop the help menu where you have LOTS of usefull information. So my first tips, start reading that menu. Second tip, go to the tutorial.

Last tip, once your done with both, delete the world folder, make a new char and get mauled!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Doohl on April 30, 2012, 06:16:39 pm
This seems like an awesome roguelike that I never really tried, so I decided to do it today. However, is it me or are the controls really obtuse or what? They seem really different from any other roguelike I ever played. Is there a way to change it, or at least a comprehensive list somewhere?

You are supposed to be able to navigate the starting menus with the arrow keys. I'm pretty sure it's a bug with the latest version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bobusdoleus on April 30, 2012, 10:32:39 pm
So, I found an item called a 'map,' and that's exciting cause it could save me a lot of exploration if it, you know, does that. But 'a'pplying it or 'R'eading it did nothing. Anyone know how to use these?

EDIT herp derp it's a mop I'm a dumbiot. I'll replace this post with 'Game awesome, doing fine, wondering if there's more than one town per worldmap.'
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on April 30, 2012, 10:40:21 pm
So, I found an item called a 'map,' and that's exciting cause it could save me a lot of exploration if it, you know, does that. But 'a'pplying it or 'R'eading it did nothing. Anyone know how to use these?

EDIT herp derp it's a mop I'm a dumbiot. I'll replace this post with 'Game awesome, doing fine, wondering if there's more than one town per worldmap.'

Yep, dozens of randomly-generated towns and cities :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 01, 2012, 06:56:48 am
Yeah, new overmaps are generated almost indefinitely as you travel. It eventually stops, but you're unlikely to witness it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 01, 2012, 07:31:01 am
Yeah, new overmaps are generated almost indefinitely as you travel. It eventually stops, but you're unlikely to witness it.
CHALLENGE ACCEPTED!

I already have a vehicle with 15 bottles of gasoline in the trunk...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 01, 2012, 07:33:34 am
If you're just going all out to reach the edge of the map, then of course you can find it, especially if you use one of the mods :P

But in normal gameplay, it's unlikely to be an issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on May 01, 2012, 08:28:40 am
In normal computers it's unlikely to be an issue.  I believe Whales said the game would generate some 2048x2048 (or, 4,194,304) overmap chunks before it hits the memory overflow.  Although at that point you'd have some 8GB of stored data or something.  It's rather like Minecraft allowing you to reach "The Far Lands".  It's out there, but traveling via conventional means would take years.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on May 01, 2012, 02:24:58 pm
In normal computers it's unlikely to be an issue.  I believe Whales said the game would generate some 2048x2048 (or, 4,194,304) overmap chunks before it hits the memory overflow.  Although at that point you'd have some 8GB of stored data or something.  It's rather like Minecraft allowing you to reach "The Far Lands".  It's out there, but traveling via conventional means would take years.

Not when i am done with my multiple plasma powered 20 wheeled, heavily armored and armed giant truck fortress on wheels. Wich is never, however, it would probably only take a few days straight mashing of the . key, stopping a few times to fix the giant shield, then driving on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bobusdoleus on May 01, 2012, 07:27:17 pm
...I'm going to need some sort of faq or manual on how mobile fortress manufacture works. Sounds fascinating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on May 01, 2012, 07:35:08 pm
In normal computers it's unlikely to be an issue.  I believe Whales said the game would generate some 2048x2048 (or, 4,194,304) overmap chunks before it hits the memory overflow.  Although at that point you'd have some 8GB of stored data or something.  It's rather like Minecraft allowing you to reach "The Far Lands".  It's out there, but traveling via conventional means would take years.

Actually, it's 4,294,967,296x4,294,967,296 overmap chunks.  Assuming you're traveling at 50 tiles per turn (I haven't played the vehicles mod for a while, is that a reasonable speed?  It should be about 180 MPH), and your computer's fast enough to run 10 turns per second, it'd take you more than 235 real-life years to reach the edge of the map.

The Cataclysm Windows Team have fixed the menu issue.  I'll be making another quickie update soon.

Fantastic game! Where has it been hiding all this time? It's all, like survivory!

But, like... Hundreds of fungaloids? And they reproduce exponentially? Won't my map become completely overrun and unplayable? Like, I'm up for a challange, but infinity billion fungaloids is... kind of unplayable. I get that futility is a theme, but like, I'd like an existing chance to survive and become badass... What do?

Glad you're enjoying it!  If the fungaloids are a bit much, and you can't destroy their origin, just skip town.  You'll eventually get out of their area of influence.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on May 02, 2012, 05:03:22 am
Hey Whales, what are you going to work on next? Are you continuing on NPC's?

Just couple of things i would like to see in coming future:
More furniture in houses.
Craft-able/move-able/smash-able furniture.
More junk in litter bins.
More outside flavor objects. (rotting dead bodies, junk, wrecks, overrun-ed camps, abandoned temporary shelters...)
More multi tiles buildings.
Burned-out and damaged buildings.
Ability to see the distance to monsters that are outside the nearby view.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on May 02, 2012, 05:17:54 am
Burned-out and damaged buildings.

I like to recreate this for myself, turning local towns into battlefields after my three-four week looting/camping/slaughtering trip is complete, usually right around when I run out of food and water or get bored of the area. I've been keeping one world for a while now, and most of the places I do run across are actually decimated thanks to my molotov addiction.

I've also got maybe 5 or 6 huge caches of supplies/materials/tools setup in random areas for when my current character DOES die, which isn't likely to happen often.

Note: You can wear as much as you want on your torso, and it won't affect firearm accuracy at all. I currently have about 120 pounds of gear loaded onto my body, and one pair of pants. I think this should be changed, since once I realized this I knew that melee characters are worthless compared to simply having a character who wears 35 torso-encumberance worth of gear, wielding a longbow that headshots EVERYTHING that comes near and instakills it.

I think I've broken the game. Until I run across more difficult monsters, of course. Longbows just aren't fair right now. I'm doing a mimimum of 40 damage each shot with only 4 skill in archery, and if I don't insta-kill a normal zed outright it's rare. Hulks are the only issue, since they take a whopping 3 arrows to take down [70, 80, 70, never a non-headshot!] or skellies. But my character is a miracle worker or something and hasn't had too much issue nailing the limited skeletons I've run across in the face.

All I know is, you shouldn't be able to have a gear screen like this:
Purse
Purse
Messenger Bag
Messenger Bag
Kevlar Vest
Kevlar Vest
Sweater
Hoodie
Backpack
Trenchcoat
etc.. For EVERY piece of torso clothing you find.

I stopped putting clothes on because I was just weighed down by the sheer volume of my wardrobe and it made looting a little difficult.

Maybe for every +5 of torso encumbrance you should lower all stats by 1 [except perception, since that wouldn't make sense]? To prevent this in future builds, since right now I can't see myself using any other character type than survivialist-who-wears-90-layers-and-will-never-run-out-of-ammo.

I only think it's not fair mostly because in a roguelike there should never be an unbeatable build, and I've sortof stumbled across one unintentionally. I just can't see this character dying ever, my last death was a Rambo melee-only type. The unlimited ammo also is quite a conundrum, since these arrows are doing on average 2 or 3 times more damage than any firearm I have used, which do 25-35 depending on if I get lucky or not, with similar firearm skill.

So in ranged combat I have a choice between a weapon that reloads/fires in the same round, does on average 50 damage, is silent, AND the ammo is unlimited.. Or any other firearm, which you have to reload, attracts hordes of zombies after a couple shots, and are usually way weightier and cumbersome than the longbow, especially bigger weapons which require
Spoiler (click to show/hide)
AND UPS' along with their already large weights and volumes.

Sure, the bigger weapons sound nice, but in practice they're pretty much useless compared to archery's effectiveness at the moment. I simply walked into a megastore and killed the 90+ zeds in there, standing in the door, one-shotting them all. It's pretty obvious which weapon I'm going to pick when given a choice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 02, 2012, 06:24:55 am
it'd take you more than 235 real-life years to reach the edge of the map.
CHALLENGE FORFEITED!

But, like... Hundreds of fungaloids? And they reproduce exponentially? Won't my map become completely overrun and unplayable? Like, I'm up for a challange, but infinity billion fungaloids is... kind of unplayable. I get that futility is a theme, but like, I'd like an existing chance to survive and become badass... What do?
Runaway and return with molotov coctails later.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on May 02, 2012, 01:29:14 pm
So I just downloaded the quick fix'd version that fixes the menu issue and added darkling wolf's mod to it, and its pretty awesome overall. I didn't get to play it a whole lot just yet since I have to study, but so far it was pretty awesome. Figuring out the mechanics now.

I started out a relatively smart character with some skill in firearms and went around looting houses for useful stuff, cutting a few zombies down with a steak knife and eventualy switching to a shotgun from a gun store, then I broke into this one house and found a bunch of useful stuff including batteries, a flashlight and... A wolfsuit.
...
...
...
Spoiler (click to show/hide)

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 02, 2012, 01:55:55 pm
I thought open fields and forests were safer than cities so I moved to a cave in the middle of nowhere. I was wrong. I managed to last until I killed around 150 zombies there. Whenever a necro shows up there were like 30 zombies chasing me.

Anybody knows a way to stop zombies from spawning? Cheating or not I don't really care. I just want enough time to build myself a safehouse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 02, 2012, 02:00:28 pm
So I just downloaded the quick fix'd version that fixes the menu issue and added darkling wolf's mod to it, and its pretty awesome overall. I didn't get to play it a whole lot just yet since I have to study, but so far it was pretty awesome. Figuring out the mechanics now.

I started out a relatively smart character with some skill in firearms and went around looting houses for useful stuff, cutting a few zombies down with a steak knife and eventualy switching to a shotgun from a gun store, then I broke into this one house and found a bunch of useful stuff including batteries, a flashlight and... A wolfsuit.
...
...
...
Spoiler (click to show/hide)


This is the risk of playing a mod made by furries :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on May 02, 2012, 03:23:21 pm
I thought open fields and forests were safer than cities so I moved to a cave in the middle of nowhere. I was wrong. I managed to last until I killed around 150 zombies there. Whenever a necro shows up there were like 30 zombies chasing me.

Anybody knows a way to stop zombies from spawning? Cheating or not I don't really care. I just want enough time to build myself a safehouse.

Nowhere is safe. I've gotten used to my daily rounds of slaughtering zombies within 3 or 4 region tiles of my sleeping area and butchering every single one, otherwise they'll all come back once a Necromancer waltzes in. You can avoid this by going totally nomad, but I found that it's generally a good idea to have a base of operations in a town, and then fortify the hell out of the building, dig pits, create mounds of dirt to impede, bury traps.. etc.

I use one main building to store most of the heavier tools you'll need [especially with the Myriad Modpack] to have more of the 'endgame' types of fun. I'm currently trying to mount machine guns on a motorcycle. Should I mention this is the only vehicle I've found since starting the new build? Yeah, it's my baby. I imagine my character as a Mongol, riding around on a motorcycle firing arrows everywhere. With lots of leather. Don't forget the leather.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 02, 2012, 04:04:13 pm
I thought open fields and forests were safer than cities so I moved to a cave in the middle of nowhere. I was wrong. I managed to last until I killed around 150 zombies there. Whenever a necro shows up there were like 30 zombies chasing me.

Anybody knows a way to stop zombies from spawning? Cheating or not I don't really care. I just want enough time to build myself a safehouse.

Nowhere is safe. I've gotten used to my daily rounds of slaughtering zombies within 3 or 4 region tiles of my sleeping area and butchering every single one, otherwise they'll all come back once a Necromancer waltzes in. You can avoid this by going totally nomad, but I found that it's generally a good idea to have a base of operations in a town, and then fortify the hell out of the building, dig pits, create mounds of dirt to impede, bury traps.. etc.

I use one main building to store most of the heavier tools you'll need [especially with the Myriad Modpack] to have more of the 'endgame' types of fun. I'm currently trying to mount machine guns on a motorcycle. Should I mention this is the only vehicle I've found since starting the new build? Yeah, it's my baby. I imagine my character as a Mongol, riding around on a motorcycle firing arrows everywhere. With lots of leather. Don't forget the leather.

I should have never moved to the forest. I built a car which has 8 trunk tiles just to move all my equipment. One minute it's serene and one minute there is a hulk and a brute chasing me with a necro raising them as I kill. I'm going to have to start a new character anyway. I'll try the modpack. I like how this game can turn into hell in one minute.

I also found out I rarely get attacked if it's night.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on May 02, 2012, 04:08:27 pm
They can't see you, perhaps?

I know I asked before, but forgot to check for answer. Did that web-interface ever go up?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 02, 2012, 04:17:21 pm
They can't see you, perhaps?

I don't know. Zombies are supposed to be more active at night.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on May 02, 2012, 04:35:19 pm
So I just downloaded the quick fix'd version that fixes the menu issue and added darkling wolf's mod to it, and its pretty awesome overall. I didn't get to play it a whole lot just yet since I have to study, but so far it was pretty awesome. Figuring out the mechanics now.

I started out a relatively smart character with some skill in firearms and went around looting houses for useful stuff, cutting a few zombies down with a steak knife and eventualy switching to a shotgun from a gun store, then I broke into this one house and found a bunch of useful stuff including batteries, a flashlight and... A wolfsuit.
...
...
...
Spoiler (click to show/hide)


This is the risk of playing a mod made by furries :P

ARGH WOULD YOU PLEASE.

I mean.. your a wonderful coder, why do- forget me im a hypocrite.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on May 02, 2012, 07:10:43 pm
I thought open fields and forests were safer than cities so I moved to a cave in the middle of nowhere. I was wrong. I managed to last until I killed around 150 zombies there. Whenever a necro shows up there were like 30 zombies chasing me.

Anybody knows a way to stop zombies from spawning? Cheating or not I don't really care. I just want enough time to build myself a safehouse.
 

If you mean stop them from respawning when a necro turns up you can butcher them or pour petrol on them and burn them.  I usually only do it around my base, I call this 'housekeeping'.   As for base building, yah, do it at night, they may be more active, but once you get a few deep pits up you can just kite zombies into them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on May 03, 2012, 09:59:02 am
Well I figure if a zombie apocalypse DID happen, and folks started looting random hastily abandoned houses I would think a fursuit would be one of the less strange things somebody would come across.  Hell it's probably half decent armor for a zombie apocalypse too, lots of padding, and ought to be pretty warm.  No protection from knives or bullets, but I've never seen a zombie with a knife or gun.

Havent played in a while, getting set to download the newest windows version.  Last played right after mines were implemented.  Wish me luck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jiokuy on May 03, 2012, 07:56:15 pm
[I found a . . .]A wolfsuit.
luckyyyy; all I can find are these lousy deersuits.
Though I must say it is fun to go all Souian (Plains Native American) and disguise myself as a deer whilst hunting deer; only to rise up and mow the unsuspecting herbivores down with a hail of arrows.

Edit: Darkling; I'm running into a feature/bug where all of the fish I fish are rotten when they come out of the water. I was abe to fish one batch fine, but when they rotted all late fish were rotten. I'll try to find another source of water I guess.
Edit: Another game completely different save folder: still rotten. Gonna reinstall clean I guess.
PS: if I had to guess you have a bit of code that is replacing the base variable for Fish with Fish(Rotten) instead of just the item variable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 04, 2012, 01:32:44 am
I shall look into that as soon as I get home from school today.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jiokuy on May 04, 2012, 01:39:53 pm
I can however clean the fish, and the result is not rotten.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 04, 2012, 02:19:48 pm
It should be fixed for the next release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on May 04, 2012, 05:26:00 pm
Many fun failures already, and I have a few questions: How do I train survival? How do I properly deploy a tent? I'm trying to set up a relatively safe place in the middle of the forest, but I can't seem to be able to properly deploy it :C
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 04, 2012, 05:31:18 pm
You need a 3x3 space with nothing but dirt or grass in it to set up a tent.
And butchering corpses trains up survival, I'll be making other stuff train it in the very near future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 04, 2012, 05:40:49 pm
I know some mutations cancel each other but is there a limit to then number of mutations you can get? I use The Darkling Wolf's mod, if that changes anything.

BTW, it's one hell of an awesome mod! Great job :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 04, 2012, 05:45:30 pm
Hehe, thanks. But I need to give props to:
Shadowscales for his mutation stuff and many tweaks he's provided.
TheOtherHiveKing for his workshop mod which I merged in, synergized very well with my new smithing stuff.
Creidieki for many, many fixes and the new Journey to the East gamemode.
Gremour for his absolutely fantastic vehicle mod (Soon to be merged into the base game :D )

And finally, you lot, for providing me with many ideas, and being the reason I'm actually making this thing in the first place :P

As for your question, there's no hard limit to mutations that I know of.
 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on May 05, 2012, 02:16:26 am
Exactly, and more are coming, Darkling Wolf didn't think that activatable mutations that work similiar to bionics were a good idea.

I'm going to start adding more again, so if anyone has any suggestions please ask.
Note:
Unless they're pretty damn cool or lead up to a functional one, no purely aesthetic mutations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 05, 2012, 06:58:13 am
It's just, I get the "feeling strange" effect rather than a mutation when I drink mutagens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jiokuy on May 05, 2012, 11:24:34 am
Yes, just give it time. That is the new method. I prefer Drinking mutagens before bed for that reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on May 05, 2012, 03:20:31 pm
Exactly, and more are coming, Darkling Wolf didn't think that activatable mutations that work similiar to bionics were a good idea.

I'm going to start adding more again, so if anyone has any suggestions please ask.
Note:
Unless they're pretty damn cool or lead up to a functional one, no purely aesthetic mutations.

Bloodlust:

An unsatiable lust for blood, you will slowly loose morale for each <insert time measure> without any fighting, fighting and horribly mutilating things will give you massive morale boosts but have a serious impact upon your intelligence. If you do not appease your bloodlust, you will eventually turn into an unpredictable imbecile that will randomly attack peacful creatures and NPC's.


Cthulhloid:

Your skin turns green and you start to grow facial tentacles and larger pupils(and eventually overgrown eyeballs), you scare off even the toughest NPC and you start to feed on human minds instead of normal food. Eventually you will be able to call upon other starspawn for assistance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 05, 2012, 03:52:51 pm
It's a rag soaked in petrol and set on fire, it's not made to last long enough to read.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 05, 2012, 04:24:25 pm
Hehe, I spend far more time modding it than actually playing it now :P

And I'll look at torch times whenever I get my new charger, I didn't play too extensively with them, so I'm willing to make them last longer if people think they need to be.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 07, 2012, 09:46:57 am
Is there a fix for the menus not using numpad anymore? Specifically with using the Myriad Mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on May 07, 2012, 10:04:53 am
Yea, check the bugs section of the official forums, someone posted a quick fix for it until whales releases the next version.

Also, is it possible to actualy build vehicles, or does everyone just mod the ones they find? I barely ever find one on parking lots, supposedly then next version of the vehicle mod will include crashed ones you can repair. I see people talking about building frames and such, so could anyone give me a hint on how muuch mechanical skill and what materials I'd need? If its possible that is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 07, 2012, 10:34:01 am
I just freshly compiled Myriad with the numpad fixes found in the bug thread, and I still can't use the numpad in menus. Lolwut.

This is the file I downloaded and replaced before compiling: http://whalesdev.com/forums/index.php?topic=1175.msg19829#msg19829

Edit: Just ran a compare between the Myriad file and the 'fixed' file, and they are identical. Sooooo...


Numlock 'on' is required out of menus, Numlock 'off' is required IN menus. Not a great fix, IMHO, but it'll do.

My character appears to be able to see through walls. I find this a bit odd. Can't see creatures though, just objects and room layout. Even in unexplored areas. This seems to be a bug with Myriad, as I just compiled the latest vanilla source exactly the same way as before and it looks normal there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 07, 2012, 11:21:39 am
Huh, seeing through walls isn't happening in my copy. Try grabbing the latest source off git, I just pushed an update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 07, 2012, 11:38:24 am
Same results: http://i.imgur.com/TfJL6.png
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 07, 2012, 11:46:43 am
Wierd.. I'll do a Windows build myself and see if I get the same issues.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 07, 2012, 12:03:18 pm
If you do compile and it turns out fine... would you upload it? x)

I'm just eager to try it out, is all. I haven't survived long enough in Myriad yet to really experience all the changes and stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 07, 2012, 12:05:47 pm
Update be here :P (Direct download link) (https://github.com/downloads/TheDarklingWolf/Cataclysm/TheDarklingWolf-Cataclysm-a33d08a.zip)

I was overdue for releasing Windows binaries anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 07, 2012, 12:26:32 pm
Thanks! :)

Curious though, I'm assuming you didn't run into the bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 07, 2012, 12:29:21 pm
Nope, I've seen it once before, ages ago when Teseng first created catacurses, but I've never noticed it happening in my builds before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tian on May 07, 2012, 10:35:55 pm
Guys, Did the spawn rate increased or something? I'm getting constantly attacked by mobs (between 10-20 zombies) I'm using Darkling Wolf's Mod (Looks good, BTW)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 07, 2012, 11:37:39 pm
Guys, Did the spawn rate increased or something? I'm getting constantly attacked by mobs (between 10-20 zombies) I'm using Darkling Wolf's Mod (Looks good, BTW)

I kind of felt this myself, but I figured it was just bad luck. I've been getting massively surrounded whenever I head into town in this build. It seems higher but it's difficult to tell for sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 08, 2012, 06:35:16 am
I haven't touched spawn rates for monsters at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on May 08, 2012, 04:21:03 pm
Every release has players saying, "did the spawn rate increase?"   :D
One explanation is that people are deleting their saves, thus refreshing zombie populations and possibly sending them to a new, more heavily-populated town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 08, 2012, 05:09:20 pm
Quick question about vehicles; How do you refill them from gas stations? Every time I try, it says "invalid direction". I have the vehicle tank 'square' exactly adjacent to the pump, and am targetting it when asked for a direction, but it doesn't find any vehicle to refuel. I've tried the same thing on all of the motobike's 'squares', even its wheel.

Sidenote: riding a motorbike is SO AMAZINGLY FUN. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 08, 2012, 05:16:24 pm
I was having the same problem with refilling, Turns out it doesn't recognize the numpad for directions, Try using the arrow keys.
It also appears the square doesn't matter, so long as you aim at the vehicle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tian on May 08, 2012, 05:40:14 pm
Every release has players saying, "did the spawn rate increase?"   :D
One explanation is that people are deleting their saves, thus refreshing zombie populations and possibly sending them to a new, more heavily-populated town.

that makes sense!
So I guess I just had bad luck... one of the last times, I started in a little town, but zombies where overwhelming me anyway, though I was wandering in the middle of the town...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on May 08, 2012, 05:42:17 pm
If you realise that the numpad doesnt register the mvoement side carefully, try enabling or disabling the numlock. Think of DF when you try to switch Z level sometime you have to unlock the numpad when pressing ctr?/shift?-numkey
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on May 08, 2012, 06:21:55 pm
It seems vehicles sometimes disappear if you close cataclysm without saving, as in all of them disappearing, cause I've been to 8 parking lots now and all of them were deserted ever since.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on May 08, 2012, 06:41:03 pm
Vehicles are not yet saved.  But they're also just a fan mod for now :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 08, 2012, 07:31:42 pm
Thanks for the tip, I'll use the arrow keys for refilling. :)

I hope the numpad jiggerypokery gets fixed in the next release. Even with the unofficial 'fix', you can't use the menu with numpad unless numlock is off. But with numlock off, you can't use the numpad to move around. So I find myself resorting to the arrow keys anyway... herp.

Such is alpha/beta, though, and what small and rare complaints I can find in this brilliant little game. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on May 08, 2012, 09:40:44 pm
It is fixed for the next release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on May 09, 2012, 01:10:50 am
Oh god I just found my first vehicle.  A truck!

I appear to have also pissed the HELL out of some zombies, because there was a -serious- horde waiting for me once I plowed through a few and turned the thing around.  No matter, they all died too.

Anyway, I accidentally crashed into a bank, and then sped off up the road to a gas station to be befuddled by gassing the thing up before realizing it maybe had to do with the fact that I was using the numpad.  I hope it's still there when I start up again.  D:>

You can install stuff on it, right?  Oh man oh man, gotta menace with spikes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 09, 2012, 02:19:25 am
I had my doubts at first, but motorcycles are great for clearing a straight path through forests. :P Just take it slow, and nudge every bush/young/tree in your way until they get smashed to bits. Doesn't damage the bike as far as I can tell, but it does use up fuel.


Is there a "drop everything" button? I must have accidentally hit it; I was practicing sewing, and dropping articles of clothing once they became 'reinforced', and suddenly my entire inventory spilled onto the ground. :|


OH GODS WHY DO METAL WALLS BURN THIS MAKES NO SENSE OW MY FEET
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 11, 2012, 01:52:34 pm
Since there's a tileset mod again, I'm making a tileset. Just basic terrain sprites for now, but I will expand it:

(http://tnypic.net/b6b76.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on May 11, 2012, 02:03:00 pm
star.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 11, 2012, 02:08:31 pm
Yeah, the "stars" which are "rock" items are all different now, this awesome tileset mod (by Gremour) allows to use multiple sprites for the same object, so you will see different-looking zombies of the same type. No more similar-looking shamblers, it's Left4Dead technology, guys!

And yeah, the character icon is a placeholder from the "default" tileset, don't look at that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 11, 2012, 02:09:20 pm
That tileset looks awesome!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 11, 2012, 02:10:28 pm
Thank you!

Note that Eld is working on his own version which has a great style of a console game:
http://whalesdev.com/forums/index.php?topic=1170.msg20982#msg20982

You will have different tileset variants, rejoice :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lolzwheejars on May 11, 2012, 04:11:54 pm
I checked both out. It will be hard to choose  :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 11, 2012, 05:30:33 pm
Wooot. A new version of the mod!

Now with overlapping textures!

(http://tnypic.net/b5374.png)

To sum it up:
1) Full graphical support.
2) Variable sprites for objects. As you see, there are two heavy sticks on the ground, but they look different.
3) Overlapping textures. It means no more square rivers and pools, et cetera.
4) Visible equipment(!). Yes, those jeans, sneakers and a t-shirt are overlayed sprites. If I remove them in the game, the character will appear naked. I plan to make all clothing and weapons visible. They also come in different color variations, for fun.

Praise Gremour for making such an awesome mod (and praise me when I release a full tileset :P).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on May 11, 2012, 05:36:07 pm
Oh dear God.

...

If only it wasn't improbable for vehicle mod to work with a tile set... sniff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 11, 2012, 05:36:46 pm
Vehicle mod is made by the same guy. I think he can combine them in two seconds.

P.S. I will stop playing games and I will try to rush this tileset for everyone to enjoy it :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 11, 2012, 05:41:39 pm
Vehicle mod and Tileset mod are both being merged into the main game for the next release too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 11, 2012, 05:42:51 pm
Great, it means that everyone will be able to enjoy the tilesets :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 11, 2012, 05:44:45 pm
And Myriad mod will once again be the only mod :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on May 11, 2012, 05:49:15 pm
It's... it's so brown, Deon.  :<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on May 11, 2012, 05:50:19 pm
Hm, yeah. Maybe there should be a mixture of grasses. Green, healthy grass, nasty dead grass and the brown grass there. That could be good, but it might be hard seamlessly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 11, 2012, 06:02:25 pm
It requires mods to make it less brown. Because dirt is brown, and all you see is dirt. That's how swamps look in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on May 11, 2012, 06:06:06 pm
Oooh. Right. Huh, I actually thought that was grass.

I'm a derp!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on May 11, 2012, 10:14:26 pm
 :o

Graphics.

Vehicle mod and Tileset mod are both being merged into the main game for the next release too.

I'll agree there with the game being great as it is (and more)!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on May 12, 2012, 03:21:03 am
good work any idea on the eta for the next realise
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on May 12, 2012, 01:29:14 pm
good work any idea on the eta for the next realise

It's hard to say.  Maybe a week, maybe two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on May 12, 2012, 03:46:15 pm
good work any idea on the eta for the next realise

It's hard to say.  Maybe a week, maybe two.

I got a good reason to make that maybe a year, maybe two.
Because you should add a procedural death metal soundtrack generator to this game.
Because you are god.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on May 12, 2012, 05:27:37 pm
good work any idea on the eta for the next realise

It's hard to say.  Maybe a week, maybe two.

I got a good reason to make that maybe a year, maybe two.
Because you should add a procedural death metal soundtrack generator to this game.
Because you are god.

I wrote a procedural klezmer generator once, does that count?  I could rig it up to use samples from metal, then we'd have... klezmetal?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: getter77 on May 12, 2012, 07:11:23 pm
good work any idea on the eta for the next realise

It's hard to say.  Maybe a week, maybe two.

I got a good reason to make that maybe a year, maybe two.
Because you should add a procedural death metal soundtrack generator to this game.
Because you are god.

I wrote a procedural klezmer generator once, does that count?  I could rig it up to use samples from metal, then we'd have... klezmetal?

This is such an awesome thing, even if only in Klezmer form!   8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on May 13, 2012, 03:23:29 pm
good work any idea on the eta for the next realise

It's hard to say.  Maybe a week, maybe two.


UYeees!
I got a good reason to make that maybe a year, maybe two.
Because you should add a procedural death metal soundtrack generator to this game.
Because you are god.

I wrote a procedural klezmer generator once, does that count?  I could rig it up to use samples from metal, then we'd have... klezmetal?

This is such an awesome thing, even if only in Klezmer form!   8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on May 14, 2012, 10:46:26 pm
it looks good
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 15, 2012, 01:41:38 pm
Wooot. A new version of the mod!

Now with overlapping textures!

Spoiler (click to show/hide)

To sum it up:
1) Full graphical support.
2) Variable sprites for objects. As you see, there are two heavy sticks on the ground, but they look different.
3) Overlapping textures. It means no more square rivers and pools, et cetera.
4) Visible equipment(!). Yes, those jeans, sneakers and a t-shirt are overlayed sprites. If I remove them in the game, the character will appear naked. I plan to make all clothing and weapons visible. They also come in different color variations, for fun.

Praise Gremour for making such an awesome mod (and praise me when I release a full tileset :P).

Spoiler (click to show/hide)

I'll finally be able to use it once it gets merged.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on May 15, 2012, 04:42:01 pm
When can we get a link for that mod your making, Deon?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on May 16, 2012, 07:51:22 am
My game keeps freezing up when i have hallucinations. Hmmm, any idea how to bypass this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 16, 2012, 08:21:12 am
When can we get a link for that mod your making, Deon?
It's not my mod, it's Gremour's mod, I only make a tileset. I will release it once it's more or less complete.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on May 16, 2012, 01:50:37 pm
My game keeps freezing up when i have hallucinations. Hmmm, any idea how to bypass this?
stop taking drugs and stop having schizophrenia?


I ate a mushroom didn't know it can have such effects i was thinking im risking a mild poisoning. But once i'm in hallucinations can i somehow end them with debug mode or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 16, 2012, 02:32:34 pm
I believe Thorazine(?) will stop hallucinations.  You can usually find them in Pharmacies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on May 16, 2012, 02:39:50 pm
I think royal jelly can also clear up hallucinations, I think, it worked for me once. Its sort of a waste though, you're better off just using thorazine.

I hope whales gives us a way to remove CBMs in the future versions. I regret the moment I installed metabolic interchange, its easily the worst power source CBM you can get.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: NobodyPro on May 16, 2012, 09:21:17 pm
Oh god...
Now I must make a pony tileset.
Nothing is sacred!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on May 17, 2012, 12:54:18 pm
That would just make a depressing premise even more depressing, just with ponies.

I approve heartily!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: calrogman on May 18, 2012, 06:51:39 pm
So this is probably just a pipe dream but is there even remotely any chance you could "fix" your code to compile without GNU extensions? (http://clang.llvm.org/compatibility.html#vla)

And maybe make these changes to the Makefile, to allow for things like `CXX="g++-4.6" CFLAGS="-mtune=core2" make'

Spoiler: quick fix (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on May 19, 2012, 01:00:37 am
The pain mechanics always get me. I can survive the super deadly encounter, being pumped up with drugs, but then a a day later I get killed by something pathetic because I didn't notice I had 1 speed when I woke up.

(http://tnypic.net/21301.jpg)

Got ambushed by giant mosquitoes in the swamp while averaging 30 speed. I had ran out of oxycodine and needed to hunt for some food, and get a sip of water. I hadn't seen any swamp monsters the entire game, so I thought that maybe they had been taken out, and that would be the safest route.  :(

Also, does the computer in the hospital actually do anything? I can't figure out what its doing...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on May 19, 2012, 06:37:52 am
Hospital computer is used for an NPC quest IIRC.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 19, 2012, 07:30:14 am
Wow, I didn't realize Cataclysm had gotten three or four updates since I last played.

Time to get killed by some zombies, I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on May 19, 2012, 08:59:13 am
Whenever I play I generally fail to find anything useful for crafting weapons and then die from slow starvation, sometimes eating strange mushrooms off the ground.
Truly a beautiful game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 20, 2012, 05:06:32 pm
I just spend a half hour IRL organizing all of the junk I've been collecting.

Does that make me neurotic or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 20, 2012, 05:26:13 pm
I just spend a half hour IRL organizing all of the junk I've been collecting.

Does that make me neurotic or something?

Don't worry, I do the same and I'm sure most people who try to establish a safehouse do it. If most people do the same crazy thing, it's considered normal. All is fine :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on May 20, 2012, 05:29:51 pm
I have a really nice gaming going with a overly mutated octopus ubermensch with tons of CBM's installed, but I'm sort of waiting for the next update which will merge the vehicle mod with the main game, so vehicles will actualy be saved and not disappear when you reload your save.

Also, this game could really use big cities with skyscrappers and such, exploring those would be pretty cool. At moment the game has some nice variety but its like exploring an endless chain of suburbs. Areas like a big metropolis and farmlands would add some nice variety.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 20, 2012, 05:47:11 pm
For those who say the vehicles keep vanishing when you save, I've been playing this version and the vehicles stay after saves.
Granted it has alot more than just the vehicle mod, But for the most part, It's all been good stuff.

Also, I've yet to have any crashes or 'truely' strange bugs with 8+ hours of gameplay with this version.

Update be here :P (Direct download link) (https://github.com/downloads/TheDarklingWolf/Cataclysm/TheDarklingWolf-Cataclysm-a33d08a.zip)

I was overdue for releasing Windows binaries anyway.


Although... Thinking about it, I did have one strange problem, While trying to exist a mine after fully exploring it, It kept crashing when trying to go up the second to last stair case, But I used some Debug menus to teleport to a nearby Lab and go up a floor, then back to the mine to go all the way back up again.


Am I the only one who saves every five minutes game time?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 20, 2012, 06:42:19 pm
I'm a huge save-scummer, so no, you're not.

Oddly enough, I haven't died this game, besides doing something I knew would get me killed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 20, 2012, 07:06:48 pm
Only time I usually end up save scumming, is whenever I'm mid summer, and installing a fancy new Bionic, and it destroys a good hunk of my existing rare bionics, or gives me a screwy unremovable bionic. That really destroys my reality moral.

Hmm, Whenever a bionic screws up and destroys other bionics, can it destroy bad bionics?
Although that seems like it would be trying to fight off your bad mutations with good ones.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on May 20, 2012, 07:08:41 pm
I'd love to get a critical failure on a bionic that would destroy metabolic interchange.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 20, 2012, 07:18:52 pm
How to fix:

Don't get a Metabolic Interchange.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on May 20, 2012, 08:17:54 pm
I'm not sure if its been reported, but playing on Windows, occasionally I find a turret that every time I deal the 'killing blow', I crash. Its the turret itself, for if I load that very recent auto save(thanks for adding that back in), and attempt to kill it again, I crash again. I've only engaged it at range(melee would be suicide), and used several different weapons. I've encountered this 'buggy' turret twice, once at the entrance of a lab(due to hacking) and once inside the lab.

Also, my computer skill drops rapidly because there is no way to use it(I'm pretty sure interacting with computers does not raise your computer level). Perhaps you could make it so that it doesn't decay?

I'm not sure if you check this thread anymore Whales, but if you do, just throwing these out there.

Also: I discovered the wonders of running into 3 turrets with safe mode off.  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 20, 2012, 08:22:46 pm
I haven't killed any turrets in a long time, So I cannot help you there.
However, Turrets require light to see you, So you could simply turn off your flashlight/Cranial Headlamp and sneak past, Or use Light Amplification Goggles while in the labs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on May 21, 2012, 04:25:02 am
any update on the next update should be due any day soon hopefully
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 21, 2012, 01:45:53 pm
There's actually a topic about skill degradation in the Cataclysm Forums (http://whalesdev.com/forums/index.php), Orb.

You may also have more luck with your bug report over there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nelia Hawk on May 21, 2012, 01:51:43 pm

Also, my computer skill drops rapidly because there is no way to use it(I'm pretty sure interacting with computers does not raise your computer level). Perhaps you could make it so that it doesn't decay?


feels a bit weird considering time...  no idea how many days it takes for skills do degenerate.
but it feels kind of wrong if you read a book about medicine and a few days (!) later you forgot everything of it already?
but ya.. "game mechanic"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on May 21, 2012, 07:04:21 pm
They *could* make the Enhanced Memory Banks bionic more useful, as of now it just eats up ALL of your energy before being rendered useless; along with the rest of your energy-requiring bionics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on May 22, 2012, 04:22:49 am
hows the new update coming along
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 22, 2012, 12:54:20 pm
Whelp, the mansion I was holed up in was struck by lightning and caught on fire. Before I could do much, a lot of stuff was already on fire. I managed to get out with some supplies and most of my personal things, but gosh darn, I'd just organized all that stuff, too!

And I had so much water! I could have lived for days without leaving a single room!

Oh well. I'd been wanting to move over to a better place anyways, so here's my chance!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on May 22, 2012, 01:54:49 pm
If you have trouble with food, loot an ant or bee hive. You'll find enough food to last for more than a week.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 22, 2012, 02:46:10 pm
Another mansion dweller as well?
I like to turn the floor along walls of large buildings into deep pits, Adds a bit more protection, and seems to do well against Fire.

Anyone know a simple solution to removing floors? I have to build a wall or some such construction on the tile, then jack hammer it into rubble, then dig a pit in it.
A bit of a pain, to be sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 22, 2012, 02:56:19 pm
Just a heads up, Whales has posted a nice big chunk of lore (http://whalesdev.com/forums/index.php?topic=1264) over on the forum.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 22, 2012, 07:24:07 pm
Wow, this makes me happy. Answers a lot of the counter arguments to a wide-scale zombification on death Apocalypse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on May 23, 2012, 01:42:24 am
Anyone know a simple solution to removing floors? I have to build a wall or some such construction on the tile, then jack hammer it into rubble, then dig a pit in it.
A bit of a pain, to be sure.

Use a hoe. Currently, turns pavement into instant soil. Who knew it was that powerful?  :P

Thanks for the heads up Darkling Wolf!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on May 23, 2012, 10:53:50 am
Ah good old safehouse organization...  Put all your ammo in one place, all your food in another place, all your meds in another place, all your tools....

Makes it far more interesting when lightning strikes the building and you can say.  "Well there went all the food and water in 30 miles and it looks like all the medicine and ammunition for 30 miles is about to go up next turn but I might be able to save the batteries and porn."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on May 23, 2012, 12:31:35 pm
Am I the only person that uses labs as safehouses? :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 23, 2012, 03:01:47 pm
Thanks for the tip on the Hoe, That tool is massively useful.
I prefer to use the pickaxe on Roads though, You get lots of stone that way.

Labs make great bases if you happen to find a good layout.
I loved having a dissector room, I'd lure a couple wolves after me into the room, and have them processed and ready for cooking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on May 23, 2012, 04:30:29 pm
Anyone know a simple solution to removing floors? I have to build a wall or some such construction on the tile, then jack hammer it into rubble, then dig a pit in it.
A bit of a pain, to be sure.

Use a hoe. Currently, turns pavement into instant soil. Who knew it was that powerful?  :P

Thanks for the heads up Darkling Wolf!

Hoes don't work this way in the normal game.  This is a bug (feature?) introduced by some mod.

I'll make jackhammers work on floor in the future, though!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on May 23, 2012, 04:36:28 pm
If you're using DWMM, then it's probably a bug from when he was messing with a farming system.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on May 23, 2012, 08:54:25 pm
Looking forward to the floor jackhammers in the patch
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 23, 2012, 09:18:07 pm
Definitely a bug, You can turn just about any tile you can stand on into dirt with it. I've gotten alot of use out of it with the window frames hehe.

Just now entering winter for the first time, Glad I've stocked up on food and skill materials for the very short days.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on May 23, 2012, 11:20:11 pm
So, checking up on this game again. Are the zombies spawning less randomly now? No more zombies in boarded up houses or their basements? Maybe a much larger spawn distance limit?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 24, 2012, 11:42:25 am
It's less common to happen now, but I do notice it every once in awhile. They spawn much further from the player now.
Although you'll still get those massive hordes outside if you camp in one place for more than a day or two, But a few decent traps will prevent them from being a problem.

Week two of winter, Dropping chunks of steel found from local meteors, Doing compulsive save, Attempts to load.

Crashes.
Restarts game, Attempts to load.

Crashes.

Morale: -100
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on May 25, 2012, 07:04:32 am
Sorry guys, the Hoe bug is something I unintentionally made...
Well, It's not important, and easily fixable I imagine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on May 25, 2012, 03:36:56 pm
is the new patch up yet been nearly 2 weeks they seem to be a bit tardy with it spacewhale u around ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on May 25, 2012, 03:44:55 pm
I like the way you say "they" as if it's truly plural.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Spinal_Taper on May 25, 2012, 10:34:25 pm
Just got it. Just attacked by wolf. Just kinda stabbed it to death then wandered back to my make shift shelter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on May 25, 2012, 11:35:48 pm
Er, I just downloaded the new version, and the game loads up fine when I launch the executable, but I can't move past the main menu. Arrow keys, enter, and even mashing random buttons does absolutely nothing. I can't select any other option besides 'MOTD'. Help?

EDIT: I'm on a laptop, by the way, it doesn't have a numpad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fikes on May 25, 2012, 11:50:58 pm
Er, I just downloaded the new version, and the game loads up fine when I launch the executable, but I can't move past the main menu. Arrow keys, enter, and even mashing random buttons does absolutely nothing. I can't select any other option besides 'MOTD'. Help?

EDIT: I'm on a laptop, by the way, it doesn't have a numpad.
use "hjkl"

It is a dumb system. Number keys should work on the menu, but I think it is in the readme somewhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 26, 2012, 12:45:45 am
It's a bug with the current Windows version, not anything intentional.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on May 26, 2012, 01:17:42 am
Thanks. Guess I didn't mash those keys before. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on May 26, 2012, 01:59:19 am
The Input is fixed in The Darkling Wolf's mod!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on May 26, 2012, 05:06:25 am
The Input is fixed in The Darkling Wolf's mod!

Half-fixed. Requires constant numlock toggling, but is certainly better than nothing. :) (Unless this changed since last version, haven't played in a week or two)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on May 26, 2012, 05:57:24 am
anyone got the link to the latest beta
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on May 26, 2012, 06:28:21 am
You have to compile it yourself, there's a link to the source in the OP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on May 27, 2012, 03:28:52 am
last source update was one month ago was looking for the latest beta build would be easier on the main page
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on May 27, 2012, 04:45:27 am
Then there's nothing more recent than a month ago.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on May 28, 2012, 09:42:36 pm
A new update is coming soon, I promise!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on May 30, 2012, 04:31:26 pm
Heheh, had a bit of a chuckle when I found an apple (full) that gave me three drinks of some sort of liquid before I could eat it. That sounds like a great idea for a food, actually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 30, 2012, 06:17:52 pm
I had a Royal Jelly of Purifier, once. I think it was some inventory bug that occurs when you suddenly have too many items in your inventory from crafting or cheating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on May 30, 2012, 06:44:00 pm
Hm. A G36 in my base apparently has the power to crash the game if I try to pick it up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on May 30, 2012, 06:49:51 pm
I had a Royal Jelly of Purifier, once. I think it was some inventory bug that occurs when you suddenly have too many items in your inventory from crafting or cheating.

Had this happen in my current game with Tequila. For some reason in morphed into a first aid of tequila. Then another bottle became a marijuana of tequila.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on May 30, 2012, 06:53:11 pm
I'm playing with the vehicles mod.  Just got a brand new (maybe slightly bloodstained) motorbike!  Thing is so much fun, gonna be abusing fuel tanks and trying to cannibalize other vehicles ASAP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on May 30, 2012, 07:10:56 pm
If you savescum your inventory starts getting mixed up, I once got a can of broadsword and bottle of TIME
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 30, 2012, 07:22:18 pm
I can't wait for the vehicles mod to be released in the full version. I just haven't sat down to figure out how to compile mods and stuff, yet.

Suddenly, changing home base is feasible.


a first aid of tequila

marijuana of tequila

Sounds about right.


can of broadsword

bottle of TIME

Sounds like an energy drink and a crappy magazine in liquid form, respectively.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on May 30, 2012, 07:38:50 pm
Actually, Broadsword would be a great energy drink.
Broadsword - Gives you chops
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on May 30, 2012, 08:47:34 pm
Bottle of TIME sounds like an artifact.

Also, a proper vehicle doesn't make changing base easy - it becomes your base!  I've been debugging just a little, and if you can get the materials you can wind up with some pretty fancy vehicles.  Specifically, there's an in-game set of menus that let you modify existing vehicles, allowing you to modify parts (exchange that 1L engine for a 2.5L), remove parts (my wheel is damaged, but luckily there's another bike here with a wheel!), add extra parts (attach an additional fuel tank, add spikes, instal a second engine), and make structural changes (build a roof and walls!).  Just looking at it briefly, it should be more than possible to end up with some very creative designs, especially if you're going for a single purpose.  A motorbike is very easy, and can include a trunk and such.  A truck is also a default vehicle, with significant storage space as well as large gas tanks and a small space inside that's protected from weather.

But if you're designing custom vehicles to deal with the zombie apocalypse...  Well, turrets can be mounted, with machineguns, flamethrowers, or plasma rifles.  Walls can be added using steel sheets and frameworks, letting you reinforce your vehicle against attack.  Roofs can provide protection from the rain.  I could imagine a rather small gas engine, or a large electric engine with solar panel being used to power a large square vehicle.  This would do very little except provide a 5x5 or larger roof area as well as a bit of trunk space, so that you can fight in the shade casually even in the worst weather!

Similarly, you can remove and add parts relatively quickly, so I might imagine it being possible to attach a few walls and block yourself in, making a temporary "building" where you can read or craft, and then pull down the walls, put them in the trunk, and keep going.  I've even asked about how solar panels might work.  If you could recharge using them, then not only would your vehicle run clean and infinitely, but you could recharge your radios, flashlights, and perhaps even your bionics by utilizing your vehicle's own solars.

And then there's always the option to take a motorbike, add a bigass engine, spikes on the front, and just mow through the crowds.  Depending on how strong things are, you may even be able to crash through walls and perform the ultimate bank heists.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on May 30, 2012, 08:55:27 pm
add a bigass engine
I misread that as "biogas" so now I want one that runs on zombie corpses. Or other corpses I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on May 30, 2012, 09:11:08 pm
Hah, it has been a while, so when I found a soldier corpse with a landmine on it, I initially flipped my shit before realizing that it wasn't active.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on May 30, 2012, 09:12:53 pm
add a bigass engine
I misread that as "biogas" so now I want one that runs on zombie corpses. Or other corpses I guess.
Well, I don't see why you couldn't mod it in :P  I'm sure you could tweak some stats, so that the "fuel" would be a corpse.  Either way, I'm toying with debug vehicles now, trying to see what monstrocity I could produce.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on May 30, 2012, 11:46:55 pm
Post pictures, please.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on May 31, 2012, 01:42:06 am
I've been using a mobile blacksmithing base lately, because why not mount a forge, crucible and anvil on your truck?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on May 31, 2012, 06:00:41 am
Just had another go at this and have finally gotten into it, don't know why I couldn't get the hang of it before.
What exactly should I be doing in my first few days? I started in an evac centre with another survivor, together we went out and got some supplies (read, I went and got supplies while she ran about punching triffids) and brought them back to the shelter, but I have a few questions.
Can you sleep on the floor, or do you have to have a bed? If so, can you move an existing one/craft a new one? Also, is there like a newcomers guide anywhere?

Excellent game, though! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on May 31, 2012, 06:53:30 am
Hm. A G36 in my base apparently has the power to crash the game if I try to pick it up.
Weapons with mods can cause crashes, particularly with bayonets, something in the item info menu don't appear correctly.

To pick it up, use the "get all" command (Default: ,). If it's the only item on the tile, drop another item on the same tile first.

Just had another go at this and have finally gotten into it, don't know why I couldn't get the hang of it before.
What exactly should I be doing in my first few days? I started in an evac centre with another survivor, together we went out and got some supplies (read, I went and got supplies while she ran about punching triffids) and brought them back to the shelter, but I have a few questions.
Can you sleep on the floor, or do you have to have a bed? If so, can you move an existing one/craft a new one? Also, is there like a newcomers guide anywhere?

Excellent game, though! :D
You can sleep anywhere, beds supposedly make it easier to fall asleep.

We have a Wiki (http://whalesdev.com/wiki/index.php?title=Main_Page).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on May 31, 2012, 08:56:20 am
Awesome, this will help a lot. Also, is there a way to make the window bigger, fitting more on the screen perhaps?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 31, 2012, 03:37:47 pm
I may not have found the proper function, But it doesn't appear you can refill Jackhammers with bottles of gasoline.
I wonder if it's the same for chainsaws, Speaking of which, Do chainsaws have any use?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 31, 2012, 04:10:33 pm
Awesome, this will help a lot. Also, is there a way to make the window bigger, fitting more on the screen perhaps?
You have to use a bigger font or tileset (in the tileset mod).

Also as I've answered in pm, I was down with a flu for a few days, so I could not work on my Genesis mod, Plumphelmetpunk's request and this tileset, but once I am done with my wifey's math tests (they are dicks giving such tasks to the first year student, lol), I will be back with fresh energy.

Also I've just watched "Hobo with a shotgun", and now I want to mod in axe-butts for rifles and lawnmower fans as weapons :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on May 31, 2012, 04:21:30 pm
Awesome, this will help a lot. Also, is there a way to make the window bigger, fitting more on the screen perhaps?
Some time ago I made a mod that allows you to take a look to the surroundings using the entire 80x25 screen.
The thread on the official forums with instructions and download is here (http://whalesdev.com/forums/index.php?topic=685.0).
Direct download of the windows version is here (https://github.com/downloads/TheDarklingWolf/Cataclysm/Cataclysm%20-%20Extended%20View.zip) (provided by The Darkling Wolf)
Spoiler: Example image (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on May 31, 2012, 05:07:40 pm
Also I've just watched "Hobo with a shotgun", and now I want to mod in axe-butts for rifles and lawnmower fans as weapons :D.

Hah, I remember that movie. Anything inspired by it should be very amusing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 31, 2012, 05:10:34 pm
Do chainsaws have any use?
If you use my mod, you can cut down trees and manufacture planks using them, if not, it's a pretty boss weapon anyway.


For anyone following my mod, I'm planning on rewriting it completely for the next version of Cataclysm. Mainly because it's crap :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on May 31, 2012, 05:53:10 pm
I may not have found the proper function, But it doesn't appear you can refill Jackhammers with bottles of gasoline.
I wonder if it's the same for chainsaws, Speaking of which, Do chainsaws have any use?
You should be able to "w"ield your bottle of gas, and "U"nload it, and then select the jackhammer/chainsaw to refill.  You can also pour gas into other containers, like one bottle to another, if you really wanted I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 31, 2012, 07:42:00 pm
So I just pulled an all-nighter and worked on items. Still so many to go :(. But it's a continuation at least :).

(http://i.imgur.com/TG2R0.png)

(http://i.imgur.com/qPycI.png)
(Common zombies)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on May 31, 2012, 08:30:05 pm
As usual, your work is amazing Deon. Keep up the good work.

Also: Died to a bear while traveling because I held down the movement key. I'd be nice if you couldn't hold down a direction in combat. It doesn't make sense anyone would just try to plow their way through zombies, but eh. May be a pain to implement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on May 31, 2012, 09:03:16 pm
@Orb I think that's the purpose of the Safe key, To prevent you from traveling wildly near hostiles.

@The Darkling Wolf
Yeah, I love the mod, Lots of extras to do other than simply slaughter. I've been able to use a Woodaxe for the lumbering aspect, So I never thought of using it for that, Any bonus to using it instead?

Welp, I've had my second crash after trying to load from my compulsive saving, Imma wipe the world and see if it was simply that area... It did happen in the same mansion.

Edit:
Holy Mother of Gaia! I don't know if it's Darklings mod or not, But I just found out that two way radios work for calling factions for help!

They seem to act like the starting companion.
It takes them awhile to get to you though, Took about one or two hours I think?

They seem to make a ton of noise, I've never seen so many zombies at once before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on May 31, 2012, 09:15:33 pm
That's been in, actually.  I used a two-way several months ago, and an NPC showed up, began robbing me, and when I fought back I moved close, got 9,001 debug messages, and suddenly died.

I presume the AI code has been implemented since then.  Previously it had almost no work at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on May 31, 2012, 09:16:57 pm
There's the unfinished version which is still playable and may be better than the shipped tileset (if someone plays the tileset mod): http://www.mediafire.com/?1vbjlz6ldud1z6l

As I said there's a lot of stuff to do, so I've decided to put it up and update as I move on :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 01, 2012, 01:33:11 am
Right, I am playing with new connectivity graphics possibilities to make proper-looking multi-tile objects.

As you see, I've pretty-much mastered it:

(http://i.imgur.com/KRUq3.png)

In the next alpha release you will see proper beds, counters etc.

The final and ultimate goal for me will be proper tiles for vehicles from the vehicle mod, but it's a long shot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: at10ti0n on June 01, 2012, 01:37:41 am
Right, I am playing with new connectivity graphics possibilities to make proper-looking multi-tile objects.

As you see, I've pretty-much mastered it:

(http://i.imgur.com/KRUq3.png)

In the next alpha release you will see proper beds, counters etc.

The final and ultimate goal for me will be proper tiles for vehicles from the vehicle mod, but it's a long shot.
this looks very nice! will try when i get home from work. Thanks Denis! ;) and thanks whales :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 01, 2012, 03:01:51 am
THIS what you see is not released yet (multi-tiled constructions), but I should sleep a bit and release it soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on June 01, 2012, 03:05:44 am
Loving that new graphics set, Deon. Superb work!

As soon as it's released and up for download, it shall be downloaded! 8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on June 01, 2012, 03:12:29 am
Uhm, that looks awesome Deon :)

Anyway, all that is needed now is the update :D

/poke Whales
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 01, 2012, 08:36:52 am
Awesome, this will help a lot. Also, is there a way to make the window bigger, fitting more on the screen perhaps?
Some time ago I made a mod that allows you to take a look to the surroundings using the entire 80x25 screen.
The thread on the official forums with instructions and download is here (http://whalesdev.com/forums/index.php?topic=685.0).
Direct download of the windows version is here (https://github.com/downloads/TheDarklingWolf/Cataclysm/Cataclysm%20-%20Extended%20View.zip) (provided by The Darkling Wolf)
Spoiler: Example image (click to show/hide)
Does it work with vanilla Cataclysm only or can it be merged with The Darkling Wolf's mod?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on June 01, 2012, 08:47:11 am
I'm pretty eager for the next update. Vehicles being saved and future deon mod are all huge plusses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Svarte Troner on June 01, 2012, 11:12:01 am
Is it just me, or does

Spoiler (click to show/hide)

look like a scene from Chernobyl or something?

Aaaanyway, keep up the good work boys and release a version I can play on my computer without having to compile a bunch of shit or whatever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 11:16:42 am
and release a version I can play on my computer without having to compile a bunch of shit or whatever.
Boy you're out of date here!  Whales has been releasing a windows .exe and I'm fairly sure a linux executable.  Either way linux is pretty astoundingly easy to compile with, it's built to compile things while Windows actually needs new programs to allow it to compile.  But, you can just grab a copy now and unzip it.  Or play it in the zip if you're weird.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Svarte Troner on June 01, 2012, 11:22:14 am
Uhhh. Do you also need to compile a keyboard? Cause nothing happens when I press button.

edit: Well, just mashing on my keyboard narrows it down to h j k l. WHY?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on June 01, 2012, 11:24:34 am
Awesome, this will help a lot. Also, is there a way to make the window bigger, fitting more on the screen perhaps?
Some time ago I made a mod that allows you to take a look to the surroundings using the entire 80x25 screen.
The thread on the official forums with instructions and download is here (http://whalesdev.com/forums/index.php?topic=685.0).
Direct download of the windows version is here (https://github.com/downloads/TheDarklingWolf/Cataclysm/Cataclysm%20-%20Extended%20View.zip) (provided by The Darkling Wolf)
Spoiler: Example image (click to show/hide)
Does it work with vanilla Cataclysm only or can it be merged with The Darkling Wolf's mod?
It works both with vanilla and DW's mod. The windows executable downloadable from the link is already merged with Darkling wolf's mod, including vehicles and all the other stuff.

EDIT: If you want to compile it yourself (both for windows and linux) the diff files are in the forum thread
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 01, 2012, 11:49:55 am
Uhhh. Do you also need to compile a keyboard? Cause nothing happens when I press button.

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

Movement is via the numpad or vikeys. You can press ? to view a full list of keybinds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 01, 2012, 11:51:46 am
The arrow keys not working is a bug, I think it's fixed for the next version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Svarte Troner on June 01, 2012, 01:29:52 pm
Uhhh. Do you also need to compile a keyboard? Cause nothing happens when I press button.

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

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

I know, I've played the game before (couple months ago) but, my laptop doesn't have a numpad, and vikeys are too awkward. So
The arrow keys not working is a bug, I think it's fixed for the next version.
guess I'll wait   :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 01, 2012, 01:40:10 pm
Honestly, once you get used to vikeys, they're a dream to use. Mostly if you're on a laptop, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 02:29:04 pm
vikeys are confusing to me, but it's only a minor issue.  It only applies in the main menu, crafting, and looking at your skills.  Normal gameplay uses normal numpad.

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

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

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

So dwarves.  Any ideas on how I could thoroughly abuse the vehicle mod?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Danv on June 01, 2012, 02:55:13 pm
last version with fixed menu keys (windows version), it's from off forum, don't remember where is link, so i reupload it
https://dl.dropbox.com/s/ua9seq0x6k0zd91/Cataclysm.rar?dl=1
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 01, 2012, 02:56:16 pm
You have beautiful plans. Just expand the death-machine. Although, roads are limited in size. You don't want something so big you can't go through towns... do you?
Barring that, have you ever read the "mortal engines" series of books? They're somewhat simple to read but they have a good story. Basically it's about how all of the cities started mobilizing themselves, and eventually almost everyone had to because of competition. Also all of the Americas died. Sorry.
So yeah, you should just expand it until it is pretty much going to last you forever, then start work on another one from it, and build multiple varieties of murdertruck to use (Scout, carrier etc) and dock them all inside. Then use your huge armament to rape the landscape and/or cities and just hoard everything in it, perhaps a survivor in the future might find it once your time is up. Obviously, they'll have to so as to not die. Seeing as it will have pretty much everything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 03:07:23 pm
1: Vehicle size is limited to a bit of grid, but more than big enough to abuse.
2: You can only pilot one vehicle at a time, and I wouldn't feel like leapfrogging one to another, so I'd prefer to load everything into the one.

Thinking a little more, I'm gonna have a hard time getting enough wheels for this beast, more than likely.  And I'm gonna have to try and find some exotic components like plasma engines if I want to be serious.  Though in the way of reliability, you can load up enough gas tanks and subsist on gasoline for weeks, not to mention that pumps are very common.  Plus that makes it easy to mount flamethrowers and just have one fuel system.  Then I'll be able to rape trifid groves and fungal spires with ease.  Just ram them on fire and come out the other side!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 01, 2012, 03:17:06 pm
Girlinhat, what version is that? And does it have the tiles too?

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

Also, I might quote bits of your post.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 03:21:47 pm
http://whalesdev.com/forums/index.php?topic=617.0

It's the current version, but the next version is apparently going to merge vanilla with vehicles.  It is not graphics compliant because Deon hasn't made sprites to match the vehicle parts yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 01, 2012, 03:22:10 pm
1. Sorry about that one, I was imagining something similar to double evac shelter or so, the way you were describing having studies. Nontheless, a large moving residence is basically what I had in mind, as in, it has all of the luxuries of modern life (with the exception of toilets I guess. But that's what holes are for!), but with some crowded engine rooms at the back tht are generally unpleasant.
2.I guess that's more a taste thing then, in that modularization is very much a thing I like. Just to allow for a little more redundancy.

I've never actually touched this mod before though, so I know jack all about how the fine mechanics are; but plasma engines sound universally cool as far as I know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 03:30:44 pm
I just worry that plasma fuel will be too rare to utilize.  It may run great, but if you can't find enough of the stuff then it's hard to make your engine run.  There's also electric motors, but those are slow and apparently solar panels are rare.  A hydrogen fuel tank also exists, though I think hydrogen engines are also rare.  Plus I like the idea of a giant gas-guzzling fortress on wheels.  Thick black smoke pluming over the ruined builds, trudging along through town (like smashing through walls) and totally ignoring all the zombies that fall under its blades.

Ideally I'd want opaque doors that I could open and close easily and had the same endurance as other parts.  Then I'd mount a pair or a trio on the rear side and just make a massive armored 18 wheeler.  It'd have an extra set of controls on the back so that I could see what I'm doing as I back up against a building and make a tight seam that zombies can't crawl though.  A nice safe way to enter buildings, as well as deploy vehicles from the back!  Of course I may still do that with transparent doors, but make it more of a van or train-car shape, with doors on the side so that I just pull up alongside a building and climb inside.  Get a few automated turrets crafted and plop them outside, and nothing will dare to bother my mobile fortress!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 01, 2012, 03:33:44 pm
I'd suggest just modding in some opaque doors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 03:35:17 pm
I'd need to hop on Linux to grab source files and do modding, which is easy enough because I can dual boot, but eh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 01, 2012, 03:40:22 pm
If you're using the windows build of vehiclemod, I could ask Wolfy to add them in for you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on June 01, 2012, 03:51:13 pm
I am beginning to love my linux Emu.

Question, what are you running the game on, Menace?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 01, 2012, 03:56:34 pm
I usually play on Windows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on June 01, 2012, 03:57:34 pm
Is there  a way to build a vehicle from scratch?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 01, 2012, 03:58:01 pm
Use the construction menu, accessed with the * key.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 03:58:54 pm
http://whalesdev.com/forums/index.php?topic=617.msg23388#msg23388
I've already asked for many things :P

Scout: Use the construction menu * and select "new vehicle".  It requires one steel structure to begin.  I haven't done so myself because truck, but I assume it's easy from there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 01, 2012, 04:00:36 pm
He's compiling your opaque doors right now :P

E: You want them to be internal doors or external doors?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 04:01:17 pm
I just hope it's save compatible :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 01, 2012, 04:04:48 pm
It changes map related stuff, so probably not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: inEQUALITY on June 01, 2012, 04:07:14 pm
It may have been asked and/or answered somewhere previously, but PLEASE tell me there'll be an option for no graphics once the tiles are merged with the vanilla game (I may have read that wrong, so if tilesets aren't going to be merged, then my bad, I'm an idiot). As nice as your tilesets are Deon, I DESPISE tile sets for roguelikes. Breaks the immersion for me and it would kill me to honestly not be able to play this amazing game because of something like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 04:07:40 pm
Tileset mod is a mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 01, 2012, 04:33:45 pm
Though I would much rather it become default, because to be perfectly honest it looks damn good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 01, 2012, 04:35:06 pm
I'm assuming it'll be optional.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on June 01, 2012, 04:55:16 pm
Door things

Opaque Doors for M'lady (https://github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles2.1.2.7z)

Also updated to the latest version of the Vehicle Mod, and implemented the menu fix.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 01, 2012, 05:10:30 pm
Since this is going to break save compatibility, I will fortunately not be updating yet.  I had a close call with a hospital and some Eldredth horrors - at the same time - and now I need to find somewhere quiet to repair the missing parts of my war truck :x

But I'm alive, and thus we drive on!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 01, 2012, 05:21:05 pm
It may have been asked and/or answered somewhere previously, but PLEASE tell me there'll be an option for no graphics once the tiles are merged with the vanilla game (I may have read that wrong, so if tilesets aren't going to be merged, then my bad, I'm an idiot). As nice as your tilesets are Deon, I DESPISE tile sets for roguelikes. Breaks the immersion for me and it would kill me to honestly not be able to play this amazing game because of something like that.
I am almost 100% sure it will be optional, and you could always just clear the graphics.cfg even in the current graphics mod to make it pure ASCII, so don't worry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 01, 2012, 05:25:18 pm
This is the second and a bit more complete alpha release of my tileset for Gremour's mod.

Download Release 2 of "Gremour mod + Deon tileset" (http://www.mediafire.com/?5qvsmkqx6moxhmj)

(http://i.imgur.com/KRUq3.png)

Release 2 features:
- Multi-tile objects like beds, slides, counters etc. have multi-tile graphics.
- More items and clothing.
- Laboratory and cave terrain and props.
- Blood, slime and acid.
- Traps.

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

Stay tuned for further updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: inEQUALITY on June 01, 2012, 05:34:11 pm
It may have been asked and/or answered somewhere previously, but PLEASE tell me there'll be an option for no graphics once the tiles are merged with the vanilla game (I may have read that wrong, so if tilesets aren't going to be merged, then my bad, I'm an idiot). As nice as your tilesets are Deon, I DESPISE tile sets for roguelikes. Breaks the immersion for me and it would kill me to honestly not be able to play this amazing game because of something like that.
I am almost 100% sure it will be optional, and you could always just clear the graphics.cfg even in the current graphics mod to make it pure ASCII, so don't worry.

Mk, good. Don't get me wrong though, I do admire your work, regardless. Just isn't for me. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on June 01, 2012, 06:37:52 pm
This is the second and a bit more complete alpha release of my tileset for Gremour's mod.

...

Yesss :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on June 01, 2012, 10:03:52 pm
I'm not sure if this is Vanilla, Mod, Or Bug, But boarded up doors appear to be invincible, Not sure against Brutes or Hulks, as I cannot tell what is smashing it on the other side, But it's definitely held up to many hours of constant bashing.

On a side note, Anyone know where to acquire Solar Panels for the Vehicle mod? I've found minireactors in Banks, but nothing else special. I certainly hope all special vehicle parts are not held only in banks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: buckets on June 02, 2012, 12:01:00 am
Are there any strategies for survival in this game? I see heaps of things that can be constructed, but I get swamped before I get enough materials to build a single wall let alone enough to hide behind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 02, 2012, 12:21:16 am
Basically just keep rolling out with new characters until you get one that starts near a good area with hardware stores, army surplus etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on June 02, 2012, 12:22:41 am
Also building your own HQ is a mid-late game goal, start by finding a nice hideout, start gathering stuff, food and so on, and once you built/gathered enough stuff, find a place build a wall section, come back tomorow and so on untill its complete. Please try to avoid zombies...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 02, 2012, 12:24:41 am
Are there any strategies for survival in this game? I see heaps of things that can be constructed, but I get swamped before I get enough materials to build a single wall let alone enough to hide behind.

also forting up a single/few houses with disposable characters by digging pits, etc then having the serious character live there.  Build outside stuff like pits at night, so you dont get swarmed as much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 02, 2012, 12:28:21 am
Wait, there's LESS zombies at night?
This will change my game significantly! No longer will I constantly be chsed out of town by ridiculous hordes of zoombies (seriously, how is a corpse so FAST?).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 02, 2012, 01:01:14 am
Because they're not corpses.  There's actually quite a bit of lore behind the game, but the basics there is "they didn't quite die" as the zombie type.

As for survival, stay mobile.  Keep moving, keep scavenging, keep running away.  My general gameplay previously was simple.  Find the closest clothing store, sporting goods store, or military surplus store.  Grab cargo clothes, preferably cargo pants and 2x utility vests, though some prefer a backpack that's your call, it basically prevents dedicated melee though.  Then hit a liqueur store and a library.  Actually, a library and liqueur store.  Get the books into the small back room and drink ALL the booze (well, maybe like 6 shots).  Wait a little for your drunkeness to pass and then spend time reading.  Remember that mil. surplus store?  Hopefully you have several MRE and bottles of water so you can sit tight and read.  By the time you come out, you should be full, sated, have some crafty skills, and have a large exp pool.  Then it's just a matter of using windows as chokepoints and moving quickly.  Remember that you don't have to kill everything - in fact most times you'll be out of exp/morale and killing won't give you any skill!

Night has the same amount of enemies as daytime.  The only difference is that zombies hunt by sight, sound, and smell, in that order.  If you can see a zombie, it can see you.  During day, that can be 2 map tiles away.  At night, that can be 2 real tiles.  You can have a pack of zombies across the street never notice you if you move quickly and smartly - even moreso if you can manage to get some night vision bionics, goggles, or mutations.  If you're having trouble surviving, I STRONGLY suggest you go out at night instead.  Navigate via the map to find buildings.

If you're playing with vehicles, as most of us will with the next merged update, then you'll mainly want to do the same thing, except find a bike or truck or something.  Then keep moving.  20mph is fast enough to barely outrun a Fast, so you can easily run into an area, jump off, grab supplies, and take off again before anything catches you.  You'll also want some mechanic skill and will love hardware stores, upgrading your bike to include some more boxes and armor will greatly expand your capabilities.  Try not to ram zombies unless you've armor-plated your front - and remember that the roof is made of steel plates, so you can sacrifice weather protection to provide more bumper-power, if you've got a car or truck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 02, 2012, 01:14:50 am
On those vehicles, there are four in-mod (soon to be in-game  :D). I have no experience in adding to them for personal use as I can never find those welders...

> Motorcycle - Fast, agile and has that box at the back. Can traverse any terrain if moved slowly (this means you, forest and rubble). Lacks any seatbelt so any collision at fast speeds will hurt you.

Has two wheels, needs two wheels to move. Has the lowest fuel consumption.

> Quad-bike - The only vehicle to reach ~150+ speed and designate that as 'safe' (you won't get launched out of the seat upon collision due to seatbelts and you can cruise around without worry). Has one box that acts as another inventory at the back compartment. Care must be used upon driving at high speeds, as your vision is reduced by default and mostly, you move at about a whole map tile at 120+ speed.

Has four wheels, needs three to move.

> Car - Your average, run-of-the-mill automobile. Has four seats complete with seatbelts for passengers (NPCs?) that could be scavenged for other uses. Has two boxes named 'trunks' for storage. Noisy, but has protection in the front as steel plating and windshields (glass). It protects anyone inside from the weather. It has steel doors to close off the outside, but destroyable. Zombies can traverse the diagonal blocks of the car, but with slowed speed. (Acts as rails or counters, the diagonal blocks mean the other parts not mentioned that completes the car, being a rectangle.)

Has four wheels, needs three to move. View is limited at the ~240th degree angle and at the 300th degree angle, due to placing from the driver's seat (parts of the car acts as LoS blockers)

> Truck - The big daddy of them all. Loud, huge and armored to the core. Sadly, while using a truck, the user can only see half of the screen, minus what is behind him due to visual blockings. The Truck has 6 Trunk compartment slots that are located at the rear, separated from the front by a LoS blocker, a wall. The frontal part has the same features as the Car, but only has two seats complete with safety devices and an extra Box for storage.

Has four wheels, needs three to move. The Truck is the slowest to accelerate, and produces the loudest of noises. It uses more fuel than the other vehicles, but can mow down a whole horde of mundane zombies like...a truck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 02, 2012, 03:37:22 am
I always heard sound came first and sight last. Huh.
Also I'm aware of the lore (although it still doesn't explain the nature of the zombies so much), though they were still dead, and the ingame description mentions them being bodies rather than people, and that they are stumbling slowly. THEY ARE NOT VERY SLOW OR STUMBLY. Or at least, they're capable of chasing down a healthy human being.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 02, 2012, 05:19:57 am
Zombies are slower than you unless you've been slowed by some external source. So no, they are not capable of chasing down a healthy human being, only an injured one :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 02, 2012, 06:17:42 am
It certainly seems to take a while to run away... They stay pretty much right behind me as I try to run away, and it takes about the distance between two towns to get any reasonable distance on them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Talvara on June 02, 2012, 07:53:33 am
It certainly seems to take a while to run away... They stay pretty much right behind me as I try to run away, and it takes about the distance between two towns to get any reasonable distance on them.

go to your character screen and check if there are any real high Encumbered values, Those can slow you down (the values depend on what you're wearing) Being in pain also reduces your speed. (be sure to always have painkillers on hand for various degrees of pain, asperin/codene/oxycodene.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 02, 2012, 09:40:27 am
Of course, painkillers can also reduce your speed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 02, 2012, 09:48:31 am
I only ever use painkillers at moderate pain or worse, seeing as how they can dope you up pretty bad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 02, 2012, 10:32:34 am
Zombies aren't really that slow.  They're not shamblers, but only a few are runners either.  I guess they just sort of... powerwalk?

On vehicles: A truck is no more armored than a car.  The front parts are mere frame.  But there seems to be some strange effect in play.  A truck is massive, it has a huge mass and that seems to decrease the damage from collisions.  If you ram a zombie with a truck, it takes very little damage.  Or it may just be that they're all fairly resistant and I just didn't notice the motorcycle's armor qualities.  The truck also has two gas tanks, affording it a rather large capacity.  It takes a little while to fill at the pump, but once it's fill it'll last for days.  But you'll find yourself abusing electronics stores frequently.  Repairing a truck will often consume a lot of battery power from a welder, and the Large Wheels takes level 5 in mechanics to repair.

In my game, I came across a motorcycle, and stripped it to nothing.  A few steel sheets I installed over my tires because the tires were taking more damage than other sections.  I also gained a few more sheets by ripping out the back wall and replacing it with frames (remove steel sheets from the truck, add steel frames) so now I can walk behind the driver's seat and enter the trunk, as well as see behind me.  I also found a military bunker and some grenades, so I got into all the stock and found no less than two plasma rifles and some hydrogen.  I don't have the skill to instal them, sadly.  There was also a lot of explosives, so I may be visiting some labs and forcefully entering, but my electronics skill is low and my battery stocks are on empty, so I'll probably be looking for a new electronics store to loot and refill some UPSs.  Repairing this truck consumes massive battery for the welder, but you can mow down a whole horde at 30 mph, crash directly into a store, and hop out untouched and vehicle still running.  More armor will help when I can find some vehicles to tear apart, so I'm likely to go to another town to try and check out their parking lots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 02, 2012, 10:35:17 am
I usually just melt down all the scrap I can get my hands on in order to make my own steel frames and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 02, 2012, 10:51:04 am
I attempted wolf's mod, but it seems... I dunno.  The damaged buildings make it almost impossible to hide or get anything good done, and after hitting a half dozen hardware stores I came to the conclusion that things like steel frames don't spawn.  Then again I didn't go bashing anything, so maybe I should have been destroying shelves to get steel, or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 02, 2012, 10:58:31 am
Yeah, he's planning on doing a total rewrite with the next version, I'm using the one before damaged buildings too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Danv on June 02, 2012, 12:25:54 pm
i'm using latest version of wolf's mod (with damaged buildings) - lots of steel frames around craters, it is main source of frames and steel chunks for me
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 02, 2012, 01:06:07 pm
I accidentally closed the game without saving, it bugged, and when I reloaded my truck was gone T_T

Firing up a new game with opaque doors version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 02, 2012, 01:08:41 pm
He's added them in an external door and internal door flavour, because he wasn't sure which you wantd :P Same requirements as normal doors it seems.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 02, 2012, 01:12:45 pm
I'm not sure what the difference is, in gameplay.  Do they act different?

Either way, just found a car.  Looks like the fun resumes!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on June 02, 2012, 01:15:59 pm
i hope this has no installer when i try it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 02, 2012, 01:20:41 pm
I'm kind of tempted to start up again with that vehicle mod.
I always found the gameplay a bit infuriating, being able to do jack all and then being swarmed by zombies until I died. At least things like vehicles add a progression goal.

EDIT: As in, the world felt "lifeless" (partly literally) in that there was little I could interact with. The most impact any character had on the world was breaking some windows and maybe collecting some loot in one place around where they died.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 02, 2012, 01:20:51 pm
I'm not sure what the difference is, in gameplay.  Do they act different?
Internal ones can be placed inside the vehicle, external ones can be placed outside, I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 02, 2012, 01:25:51 pm
The executable is unzip.  You just unpack the file and run it from there, couldn't be easier.  If you get the source files you'll need to compile them, but if you're not a modder then you shouldn't be getting the source.

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

Either way, vehicles really change the game.  You get mobile storage and a weapon that can one-shot anything, not to mention being extremely mobile.  Just don't run into buildings.  I hit a picket fence with my truck sideways (that is, running down the length of the fence and taking the whole thing out) and it ruined half my components.  Hitting zombies is one thing, but you can take damage even from underbrush and saplings if you don't have any armor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 02, 2012, 01:29:01 pm
Also be EXTREMELY careful when exiting a moving vehicle.  I "jumped out" of my car moving at 0 mph, and then it teleported on top of me an instakilled me.  Entirely disappointing...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on June 02, 2012, 01:29:36 pm
phhh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 02, 2012, 01:37:26 pm
This is the third and a bit more complete alpha release of my tileset for Gremour's mod.

Download Release 3 of "Gremour mod + Deon tileset" (http://www.mediafire.com/?yx4l63mp7q33cpy)

(http://i.imgur.com/ZrJAA.png)

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

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

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

Stay tuned for further updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 02, 2012, 02:51:19 pm
Wow, sometimes I feel like m failures might be down to luck and not my own lack of skill at all! I just started a new character and stepped out of the shelter. BOOM. WOLF PACK.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 02, 2012, 03:10:41 pm
Wolfpacks are instakill for a new player.  You rolled a 0 and the universe shanked you in the back.  Re-roll and you'll probably have better luck :P  It happens, just keep going.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 02, 2012, 03:43:39 pm
This is the third and a bit more complete alpha release of my tileset for Gremour's mod.
I look at those shelves and see SS13 :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 02, 2012, 05:52:28 pm
Yep, I haven't decided how I wanted to make the display cases yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 02, 2012, 11:19:25 pm
http://whalesdev.com/forums/index.php?topic=1302.0
Spoiler (click to show/hide)
Found this.  Found a bike in the sewage treatment parking lot.  Refilled it to max.  Time to figure out what's up with the massive road.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 03, 2012, 02:02:52 am
I... did not expect mosquitos to beat down my doors and follow me inside. Colour me surprised. o__o

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

Do mosquitoes/dragonflies/otherswampbug(s) still get caught by various traps, or do they fly over them? Is it actually possible to outrun the bastards?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on June 03, 2012, 09:14:34 am
Anyone got a quick guide as to how to get the version with vehicals and fixed arrows?  Cause the last official release the arrow keys are bugged and I'm stuck using h,j,k,l which is a pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 03, 2012, 09:17:20 am
http://whalesdev.com/forums/index.php?topic=617.0
This one uses vikeys (that hjkl stuff) as well as arrow keys in menus.  But it doesn't use the numpad in menus, it uses the actual arrow keys.  And it's the vehicle mod.

http://whalesdev.com/forums/index.php?topic=727.0
This is the same arrowkey fix, and it's the "megamod" of the moment.  I personally don't like this as much as just the vehicle mod, so I'm not using it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 03, 2012, 09:21:40 am
The one wolfy posted earlier in this thread is just vehicles and the arrow key fix :P

He also does the "official" Windows releases of the vehicle mod for Gremour
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 03, 2012, 11:09:36 am
Is there a download link for a pre-broken building version of Wolfie's mod out there? I was also disappointed to find out that the LR-teleport in the debug menu causes crashes, because trekking across two overworld map blocks with ~350 weight from a steel frame + other salvage is a bit annoying.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on June 03, 2012, 11:44:10 am
Is there a download link for a pre-broken building version of Wolfie's mod out there? I was also disappointed to find out that the LR-teleport in the debug menu causes crashes, because trekking across two overworld map blocks with ~350 weight from a steel frame + other salvage is a bit annoying.  :P
Bring a car with you next time :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 03, 2012, 11:57:56 am
All of the downloads are available on his github download page.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 03, 2012, 12:56:24 pm
For installing mods is it just putting the diff file in the data folder?
Not sure if I've installed this correctly, the debug items window mentions nothing about any kind of vehicle parts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 03, 2012, 12:59:26 pm
For Linux, you need to apply the diff to make changes, then make clean and make again.

For Windows, or pre-compiled Linux, just download the .exe
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on June 03, 2012, 03:03:11 pm
Whenever I start up cataclysm, the window that the game is in pops in the top left of my screen, positioned to where I can't re-position the screen.

Help?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 03, 2012, 03:08:54 pm
Download Myriad Mod, he's fixed that too :P

Either that, or click on the window, press Alt + Space and then press M, you can use the arrow keys to move the window around from there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 03, 2012, 03:11:23 pm
Whenever I start up cataclysm, the window that the game is in pops in the top left of my screen, positioned to where I can't re-position the screen.

Help?

Are you on a netbook by any chance? My girlfriend had the same problem. A workaround (not a fix, mind) is to right click on the program in the taskbar, and go to "move", then use the arrow keys to pull the window down to someplace you can move it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 03, 2012, 03:15:04 pm
If that alt-space then M doesn't work, try alt-space, then "down" arrow key once, then enter; you should be able to move it with your arrowkeys now.

P.S. I've just added the Extended View code to Myriad Stuff Mod, check the mod thread, I've posted there: http://whalesdev.com/forums/index.php?topic=727.0

By the way, that mod is amazing, try that NOW :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on June 03, 2012, 03:56:53 pm
Man, I love the broken buildings mod.

It makes everything feel more real, instead of "Knock Knock, hello I'm a zombie, can I eat you alive? Just open the door, please.", and plus it really helps with scavenging for stuff. Though, I usually travel on a motorbike and never settle down except for sleep, so...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 03, 2012, 04:11:30 pm
I dunno, I don't like it when in zombie things all of the buildings are broken and on fire etc. The worst I could think of happening would be broken windows+doors and maybe the odd flimsy wall; but buildings being destroyed would only really happen under military bombardment or something. Zombies aren't tanks, they only really attack living things. They're not going to spend time demolishing a house, because why would they?

For Linux, you need to apply the diff to make changes, then make clean and make again.

For Windows, or pre-compiled Linux, just download the .exe
I have no idea what you mean. Are you saying that it has to be just a new .exe? Or will I need an entirely new Cataclysm folder with all of the other things changed as well?

EDIT: Merged for doublepost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 03, 2012, 04:17:00 pm
Double post.
Ignore or delete.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on June 03, 2012, 04:18:41 pm
I dunno, I don't like it when in zombie things all of the buildings are broken and on fire etc. The worst I could think of happening would be broken windows+doors and maybe the odd flimsy wall; but buildings being destroyed would only really happen under military bombardment or something. Zombies aren't tanks, they only really attack living things. They're not going to spend time demolishing a house, because why would they?

There is bombardment. There's so many bombing runs some places are just fields of rubble. And one of these zombies are massive hulks who can tear down buildings. And another thing is that this wasn't just zombies eating humans without any resistance. It would be open rioting on the streets with gunfire, molotov cocktails and explosions. Zombies on their own wouldn't ruin a town, but panicked humans would have a huge effect on it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 03, 2012, 04:22:12 pm
Yep, there are soldiers, military outposts, military bunkers and craters from bombs. Obviously the world went down with a boom, so it makes sense :).

I agree with Fniff that it feels more realistic. But to each his own.

P.S. Don't forget that there're lightnings too. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 03, 2012, 04:26:24 pm
Which is why we store our stuff underground!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on June 03, 2012, 04:28:36 pm
It wasn't zombies that caused the apocalypse, it was wolves and lightening.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on June 03, 2012, 04:29:03 pm
Ach, I hate vehicles. It takes to long to install stuff, anything will cancel it and it makes you start all over again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on June 03, 2012, 04:33:33 pm
I never modify vehicles, I prefer just to use them as I find em.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 03, 2012, 04:37:51 pm
If that alt-space then M doesn't work, try alt-space, then "down" arrow key once, then enter; you should be able to move it with your arrowkeys now.

P.S. I've just added the Extended View code to Myriad Stuff Mod, check the mod thread, I've posted there: http://whalesdev.com/forums/index.php?topic=727.0

By the way, that mod is amazing, try that NOW :).

Sooo... I downloaded the file you posted in the other forums, and it's just a long list of files with no directories or structure? I chose the one that you said was the full version for those who don't compile. Am I missing something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on June 03, 2012, 04:42:08 pm
Welp, wolf killed me inside a truck while I was sleeping. They seem to not be very helpful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 03, 2012, 04:48:41 pm
Fuckin' lightning, how does it work?

In all seriousness, that's why you store things underground and never sleep in the same map block as your storage facility. I've lost more characters trying to put out lightning-fires than I have to zeds.

In my current game, I had a bit of fun, as I ended up being thirsty a long walk from any towns, but I had a pot, some empty bottles, and a pool of water. I decided to not risk it and boil my water. The only problem was, I had filled all the bottles already and couldn't run the reaction without an empty one. So I drank the remaining 9 drinks from my vodka and used that. After drinking most of the boiled water to take care of my near-complete dehydration, I decided to pick up my backpacks and do a gunrun. I ended up striking gold with the gunshops and hit the item limit on my inventory (rather than the volume limit) thanks to me taking Packmule. So there I was, completely wasted, carting around about a dozen loaded firearms and hundreds of rounds of ammunition, and a horde of zeds comes around the corner.

I made it out alive, and now I have a shiny .38 revolver and G3 to use, as well as the mandatory Savage 111F. Sounds like it is about time for a lightning strike on my shelter tonight before I get a chance to move everything underground.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 03, 2012, 05:01:24 pm
For Linux, you need to apply the diff to make changes, then make clean and make again.

For Windows, or pre-compiled Linux, just download the .exe
I have no idea what you mean. Are you saying that it has to be just a new .exe? Or will I need an entirely new Cataclysm folder with all of the other things changed as well?
On Linux:
  With Source: you should be able to open the console and type "git pull" and it will update all the vanilla files, and then add your .diff as you need.  Run the .diff with by clicking it or using the console command ".filename" I believe.  I forget the exact command.  Then you "make clean" to clear out the old program, and "make" to re-compile it from scratch, including any modding the .diff applied.
  With Executable: Just make a new folder and drop it in, run as a new version.

On Windows:
  With Source: Tell me how you got the source.  So far I've only seen the source with Linux!
  With Executable:  Unzip into a new folder and run as normal.

Now, on vehicles...
None of the vanilla vehicles will protect to totally.  You can move diagonally into the cabin of a truck and be attacked.  You can modify your vehicle to make it more protected, but most times you'll be making things harder to access or harder to see.  Because of this, I prefer to sleep in buildings when possible, all the same as normal - liqueur stores, pharmacies, grocery stores, gas stations... anything with an enclosed back room makes a great place to sleep.

I usually modify my vehicles inside or partially against a building.  Clothing stores are good for this, especially if you've got a truck.  Ram through that flimsy glass front and position the vehicle such that you can't see outside.  Now you're very unlikely to be disturbed because only things inside the store can spook you.  Same theory applies to being against a building, block half your view and you're over half as likely to finish a job without interruption.  If you have a truck with parts you can't see through, that will shield you as well.  Cars and bikes can be viewed through, so zombies will just climb over them, but trucks are impassable.

If you happen to acquire a car and a truck, or otherwise get lucky with materials, I'd highly suggest enclosing the trunk bed as much as you can, perhaps leaving the back side with a door, and roof it over as much as you can.  This will let you back up against a building so that there's no entry way, affording you a convenient place to sleep or craft/modify.  This is even easier with opaque doors.  Unfortunately it requires steel plates, which are most commonly found as vehicle rooftops, so dismantling a car and stripping the roof off may be needed.

And finally, everyone knows that sleeping in a house or gas station is dangerous.  Lightning always strikes toiler.  My bike has no toilet, it is immune to lightning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 03, 2012, 05:13:13 pm
If that alt-space then M doesn't work, try alt-space, then "down" arrow key once, then enter; you should be able to move it with your arrowkeys now.

P.S. I've just added the Extended View code to Myriad Stuff Mod, check the mod thread, I've posted there: http://whalesdev.com/forums/index.php?topic=727.0

By the way, that mod is amazing, try that NOW :).

Sooo... I downloaded the file you posted in the other forums, and it's just a long list of files with no directories or structure? I chose the one that you said was the full version for those who don't compile. Am I missing something?
My bad, I've uploaded a wrong file. Here's the correct one: http://www.mediafire.com/?hsbqquxdkm0czz0
I forgot to say that I've also added vehicle stuff to electronic and hardware shops too in this version. Gremour planned to add motors, batteries etc. to electronic shop item list but instead added them to basement electronics item list.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on June 03, 2012, 05:17:04 pm
It's impossible to install motors. I always get to tired or hungry before finishing. Never ending cycle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 03, 2012, 06:14:21 pm
How do you scroll up and down on your character screen? I want to view my mutations after I drank some mutagens but I can't scroll up and down. I know tab changes the category, but how do you move up and down?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on June 03, 2012, 06:23:52 pm
Press tab while on the character screen to change sections, Then you can use the arrows/numpad to move through them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 03, 2012, 07:08:14 pm
It's impossible to install motors. I always get to tired or hungry before finishing. Never ending cycle.
Yeah, game stops what you are doing to give you a message so you'll be informed if you are hungry, thristy or tired. Make sure you are fully rested and ate more than enough.

It's much more annoying if you have an addiction.

Maybe if the game would give a "You are hungry. Stop or carry on?" message like it does when you hear a sound or something... If I remember right game asks you if you want to stop rather than instantly stopping what you are doing in some situtations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 03, 2012, 07:35:27 pm
Yeah, that would be welcome. But I'd think you would be okay if you ate and drank to the point where you'd have to stuff yourself to eat more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 03, 2012, 07:41:41 pm
Argh, once you've attracted a horde, how do you go about losing them? They always seem to be able to run faster than me no matter what.

Also, what negative traits do you tend to take to get more points?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 03, 2012, 07:50:21 pm
Unless you're injured, doped up, or overburdened, you should be able to outrun normal zeds.

I normally go for:
Nearsighted: No negative as long as you have glasses; you start with them and they're common.
Heavy Sleeper: I consider this to be a good thing, as I never sleep in unsecured areas and it helps you sleep through the night, but you can (possibly not all the time) be woken by lightning strikes.
Glass Jaw: Good unless you're a melee character, and even then not too large of a liability.
Trigger Happy: Well duh. Even if you use automatic weapons, firing a burst usually isn't a terrible thing.
Wool Allergy: Nothing important is made of wool.
Truth Teller: Almost no NPC interaction means this doesn't really matter.
Ugly: See above.

12 points for almost no downside.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on June 03, 2012, 08:24:32 pm
If that alt-space then M doesn't work, try alt-space, then "down" arrow key once, then enter; you should be able to move it with your arrowkeys now.

P.S. I've just added the Extended View code to Myriad Stuff Mod, check the mod thread, I've posted there: http://whalesdev.com/forums/index.php?topic=727.0

By the way, that mod is amazing, try that NOW :).

Okay, so I downloaded your fix , and now the window is too big for my resolution! fun! is there a way to reduce the window resolution?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on June 03, 2012, 08:31:47 pm
So, I was exploring a Mine looking for the usual near surface goodies, And towards the lower levels...

Spoiler (click to show/hide)

Seems a bit depressing wasting all my food and drink in there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 03, 2012, 08:36:38 pm
So, I was exploring a Mine looking for the usual near surface goodies, And towards the lower levels...

Spoiler (click to show/hide)

Seems a bit depressing wasting all my food and drink in there.

You could try using the debug menu to either short-range teleport until you get on the other side or long-range teleport to another exit tile somewhere on the map. I wouldn't consider that to be cheating, unless this is supposed to be a feature rather than a "feature". Even then, I'd still do it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on June 03, 2012, 08:55:59 pm
I thought about teleporting, but I wanted to exhaust all options first, I got to the point where I started to question the "Kill" of the fire, Maybe I was supposed to do it myself? So I spawned it again, and tried Melee, That actually damaged it. Sadly, It killed me before I could finish it off. So I assume I simply did it wrong by using fire in the first place. Oh well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 03, 2012, 09:08:32 pm
If it /worked/, you didn't do it wrong. It was a bug, and the debug bug menu in an in-development game is meant to resolve bugs. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 03, 2012, 09:14:24 pm
Exactly what I was going to say. If you were able to do something within the game and the game doesn't play nice because of the way you did it, there isn't anything wrong with using the debug menu to resolve it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 03, 2012, 09:59:40 pm
Yeah, if using tools to achieve a solution isn't what the game wants, then it's acting against human nature :P

Most likely a bug, report it to Whales that you managed to get stuck and debug your way out.

Except that you're dead now, so whatever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 03, 2012, 10:43:49 pm
Oh boy, a 1-tile large mansion next to a random wilderness road! The left and bottom doors lead to more woods, the right wall of the foyer is gone and there's a nice 7x7 pile of rubble where the right room should be! :P


EDIT: Best mutation combination: radiogenic + minor radioactivity

EDIT2: What the hell... My codeine randomly combined with my bottle of tequila and formed "codeine of tequila." Eating/drinking it results in both morale bonuses for tequila and codeine, lowers my pain and makes me buzzed slightly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on June 03, 2012, 11:47:03 pm
Add regenerating and very quick pain recovery, and you're invincible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 04, 2012, 12:20:08 am
I was gathering up tons of food and water and a toolset so I could go out and build myself a little robot factory in the woods. I grabbed a bike and went south. I was in the single largest city I've ever seen, go figure. I take a 3-tile wide roadway south... To another town. I go through there and then go south even more. I was about 45 minutes in in real time and as I was driving on the road I get random messages about me getting hit by shrapnel and dying... I rolled over a landmine. :l

Just my luck. Bah.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 12:22:43 am
Hah. You were going full pelt? I'd think the dangers of doing that on a bike would warn you off of doing it long before you hit a mine, unless you were a really good driver.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Danv on June 04, 2012, 12:43:40 am
Okay, so I downloaded your fix , and now the window is too big for my resolution! fun! is there a way to reduce the window resolution?
data\FONTDATA
in FONTDATA you can change font type, its height and width - it's how you change window resolution generally
default:
Terminus
8
16
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 04, 2012, 12:49:10 am
Hah. You were going full pelt? I'd think the dangers of doing that on a bike would warn you off of doing it long before you hit a mine, unless you were a really good driver.
Nope, only 30. I wasn't paying attention. :l
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 04, 2012, 12:55:46 am
Okay, so I downloaded your fix , and now the window is too big for my resolution! fun! is there a way to reduce the window resolution?
data\FONTDATA
in FONTDATA you can change font type, its height and width - it's how you change window resolution generally
default:
Terminus
8
16
Thanks for telling him before I could. I forgot that I've made the window bigger for myself :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 04, 2012, 01:18:30 am
Okay, my merge had mistakes.

Here's Drevlin's merge of extended view with Myriad mod, with my itemlist fixes (for welders appearing amongst tools; for engines, solar panels etc appearing in electronic shops and wheels/seats appearing in hardware and sporting goods' shops):
http://www.mediafire.com/?58c5ihzzrg79bph

And a compiled version: http://www.mediafire.com/?sbzermt3a2y65x6

Thanks to Drevlin, in this version you can use numpad keys to look around after you press "z". Also I've fixed the font size :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 04, 2012, 06:13:09 am
Wait, what program do you need to edit the fontdata and such files?
For me thy just show up as "file" filetype, so I assume I'm missing something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 04, 2012, 07:25:37 am
Notepad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ConscriptFive on June 04, 2012, 08:25:57 am
Notepad.

Like a boss!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 04, 2012, 08:51:00 am
This is the fourth and a bit more complete alpha release of my tileset for Gremour's mod.

Download Release 4 of "Gremour mod + Deon tileset" (http://www.mediafire.com/?qlsd6dkbxb0wpex)

(http://i.imgur.com/eEyoP.png)
As you see I've tweaked blood splatters a bit.

Release 4 features:
- Common zombies have a few variants, so you do not always see the same tile over and over.
- New special zombie graphics.
- Giant bees, wasps, ants and flies now have graphics.
- Just a few more items/objects, not a lot.

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

Stay tuned for further updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 04, 2012, 09:25:06 am
I'm not using the tileset, but I think those street markings are a little odd.  I thing they're intended to be the line down the middle of the road, not a series of dots.  Maybe make them just solid white tiles?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 04, 2012, 09:30:56 am
Baha, I just ended my last character with much fun. I started off in a shelter near some dead scientists, so I had mechanics tools right off the bat and grabbed a labcoat for storage. I got lucky with a carpark and found a quadbike in a parking lot by a sewage treatment. I then drove south and into a gunshop, took some guns, drove out again, then a zombie horde jumped me outside the door. I only smashed up the front...
Anyway, I plowed through them and went into a military hardware shop. I put on another labcoat, a utility vest and a coat. Unfortunately, they didn't have any weapons, so I went down, wearing 6 layers and swinging around a stick.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Danv on June 04, 2012, 09:51:45 am
guys, what is better - hard plating or superalloy plating?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 04, 2012, 09:53:23 am
Superalloy.  As I understand it, superalloy > hard > spiked > steel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 11:07:18 am
So I had 3x battery, 1x utility, and 2x power source CBMs, a fusion rifle and laser pistol, and around 200-250 rounds of fusion ammo squirreled away, around two weeks worth of food and water, plus a bunch of other great stuff, all secure in a bunker, and I was starting to fort up. I decided to make a final lab run. I was killed by a damned giant ant getting fifty attacks between the time when I opened the door and could(n't because I was dead) fire.

-__________________________________-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 04, 2012, 11:22:37 am
Giant Bugs are terribly OP.  I've driven into town and took on brutes, but fled at the first sign of a single ant.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 04, 2012, 11:39:30 am
That's.... strange. Have they been buffed recently? It's been a while since I fought them, but I've never had a problem unless there was a huge swarm.

And then you can strap their corpses to yourself to make them even easier. Clearing out ant nests use to be my basic approach to hideouts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 12:04:13 pm
The ones from the swamps also tend to respawn practically forever, so if you spawn anywhere near a swamp it is usually best to either start a new character or hightail it to another town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on June 04, 2012, 12:27:01 pm
hey Deon, I installed your mod and I can't get defense mode to work :S
Every time I try to launch, I get to the defence mode options screen and then it crashes.
Help?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 04, 2012, 12:51:10 pm
Before my mansion caught on fire, it was right next to a swamp.

Bows and arrows can solve anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 04, 2012, 01:52:51 pm
Is it possible to get wood from trees? Any kind will do, heavy sticks or whatever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 02:34:10 pm
Only saplings in vanilla, IIRC. Just hit them.


Unre: Got a ton of bionics installed, had a fortified base, was starting work on a mobile fortress. Stopped to take a drink of water, and was apparently overrun by an invisible wolfpack while drinking. More of the following:

-__________________________________________________-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 04, 2012, 02:36:21 pm
Only saplings in vanilla, IIRC. Just hit them.

Saplings? What do they look like? All I can find are trees, young trees and underbush. And I can't seem to hit young trees if that's what you mean.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 02:41:14 pm
Only saplings in vanilla, IIRC. Just hit them.

Saplings? What do they look like? All I can find are trees, young trees and underbush. And I can't seem to hit young trees if that's what you mean.

Young trees, yes. The green '1's. Just (s)mash them a few times and they'll turn into underbrush and (usually) drop a few heavy sticks on the same tile.

You can also find heavy sticks by wandering around in the woods.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 04, 2012, 02:41:25 pm
Young trees are correct. And yeah, smash them just like you do doors. Takes a bit, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 04, 2012, 02:45:11 pm
Derp, my bad. I was trying to attack them, hadn't thought of smashing them :P

EDIT: By the way, is there a rough ETA on the next update?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 04, 2012, 02:46:29 pm
Does smashing with a powerful weapon actually speed that up at all? I always wanted my axes to do more damage to trees and doors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 04, 2012, 03:04:15 pm
Smashing power depends on the strength of the weapon, I think the blunt strength in particular.  Sledgehammers take down things so easily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on June 04, 2012, 04:09:33 pm
so I was driving down the highway, and I found a group of dead drug dealers!

First time I saw that. Pretty accurate too, about six runners with an ungodly amount of heroine, and a couple of vanguards with a glock and a mac 10.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 04, 2012, 04:11:36 pm
I found a drug scene with about 5 tons of cocaine.  About 10 minutes later my heart exploded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on June 04, 2012, 04:17:31 pm
scary shit, that overdosing. During one of my BoB runs I took too much oxycodone and stopped breathing. Super sudden too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on June 04, 2012, 04:18:20 pm
so I was driving down the highway, and I found a group of dead drug dealers!

First time I saw that. Pretty accurate too, about six runners with an ungodly amount of heroine, and a couple of vanguards with a glock and a mac 10.

Dead groups of drug dealers in this game are the most useful representation of drugs dealers in any game, ever.

In any other game I'd just walk by and say 'well sucks for them!' Yet, in this one, I have to stop and scavenge every piece of illicit drug from them, do said drugs, and stash them in an undisclosed location to get high for the next ten years. That, and doing four bumps of coke before fighting zombies make you feel incredibly badass. I love cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 04:42:26 pm
Forget coke, Adderall is where it's at. Nothing like becoming an ace programmer because you got high for a couple hours and read a book.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 04, 2012, 04:45:10 pm
This is the fifth and a bit more complete alpha release of my tileset for Gremour's mod.

Download Release 5 of "Gremour mod + Deon tileset" (http://www.mediafire.com/?lzhcpcgk21k71pb)

(http://i.imgur.com/HaQ83.png)
All those zombies are common zeds.

Release 5 features:
- Much more "common zombie" variants.
- New special zombie tiles.
- Lots of minor tweaks.
- Different yellow pavement.
- Triffids and fungaloid.
- A lot more clothing.
- More terrain features (rubble, lava).
- Almost all books and journals.

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

Stay tuned for further updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 04, 2012, 08:32:11 pm
Wooooh! Looking good, dude.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 08:56:25 pm
Took an elevator down into a mine for a steel-gathering trip, and now I can't find the way out. D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 04, 2012, 09:00:25 pm
I always put the torches on the right side of the shaft so that -

Wait, sorry. This isn't Minecraft.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 09:05:21 pm
Hardy har.  :P

Thankfully, I've got some of the food bionics and a set of light-amp goggles, so I can survive for a decent length of time, but it'll be futile. I managed to tunnel into another chamber and run through some gas to get to the next level down, but couldn't find anything more than some extra water down there. With the CBMs, I probably have enough food for two weeks, water for four days, and around 1550 battery power. Damn, I don't want to go in a lame way like this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 04, 2012, 09:06:54 pm
Is there no indication of an exit on the Map? Usually the game automatically places a note on the places you can go up or down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 09:09:35 pm
Not at all, otherwise I would have been out of there. For some reason, the other underground exits aren't showing on the map either. I suspect that after the elevator dropped me off, it went back up, leaving me no way out. I found a corpse with a rope on the spot where I'm nearly certain it dropped me off.

However, using the map reveal option in the debug menu revealed some lab undergrounds, so I'm going to teleport there and hope I don't run into a bunch of secubots while lugging around a metric fuckton of steel scrap.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 04, 2012, 09:16:42 pm
Good luck!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 09:34:21 pm
Once again, all praises to the Savage 111F. It is a thing of beauty, especially once you've got the right set of mods on it and are chambering it with 7.62x51mm-I rounds; 12 AP bonus is nothing to fool around with, and the sheer damage tends to leave little red smears when I engage squishy targets. Made it to the top level with a little bonus set of EW and fusion ammo, plus another handful of CBMs. Had to use my last C4 to pop the exit.


And then fungaloids, fungaloids everywhere. As above, Savage solves everything, and I thankfully was still wearing my gas mask and filter from my aborted mining trip. Made the trek back to base through the wilderness with Packmule-capacity double backpacks full of loot without running into anything too serious as well.

Looking at my encumberment, it's a lucky thing that this isn't a melee character: I've got a total of 31 encumberment on my head, eyes, mouth, and torso. I guess stacking a ballcap, filter mask, gas mask, light-amp goggles, and army helmet all at the same time might have something to do with that.

(http://i.imgur.com/Pb7bc.png)

A little snapshot of the exterior of my hideaway and the front ~quarter of my mobile fortress bus/work in progress.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 04, 2012, 09:38:02 pm
Dayum, that vehicle is going to be a monster. I tried building a chop shop in my base and was going to build upon a truck's frame but the truck makes a fuckload of noise when I go to the nearby town and I end up in some kind of Resident Evil shit storming through a town going 70 with a billion zombies behind me and lightning in the distance. Do fuel tanks keep their contents if they're removed from a vehicle's frame? If they do then I'll just build a new vehicle using the engine from a car I used to escape another town and the parts from both of my vehicles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 09:41:43 pm
I'm tempted to experiment with this and see if I can get away with solar-only, if I make the rear 1/4 or so a solid sheet of solar panels inside a layer of armor.

Unre: Nothing is as satisfying as running into a zombie while in a truck going 50mph. Except for doing it at 60mph.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 04, 2012, 09:46:08 pm
You can only make that death machine complete if you add gratuitous amounts of turrets. Bonus if you kill the zombies with fire/plasma.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 09:48:30 pm
I forget, can you deploy autoturrets on vehicles? Because I've got 15 of the buggers sitting around gathering dust.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 04, 2012, 09:57:02 pm
I forget, can you deploy autoturrets on vehicles? Because I've got 15 of the buggers sitting around gathering dust.
Nope. If you place it on a vehicle's tile you'll probably just run it over and destroy it. You need to mount the bare weapon on the vehicle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 09:58:34 pm
Eh. Time to find a bunch of flamethrowers and SAWs, then. Or maybe just more armor and spikes. Shame we can't add cherrypicker lifts to vehicles to act as sniper towers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 04, 2012, 10:24:27 pm
I made the mistake of taking off both of my truck's fuel tanks at the same time and replacing them, I exchanged the "frame" for a "board" for protection and it removed all the fuel.  I debugged in 1 unit of fuel, refilled, and headed to the gas station.

Currently, electric engines spawn in missile silos.  They're supposed to generate in electronics stores, along with solar panels, but the creator made them with group m_electronics instead of electronics, or some minor slip like that, so now they spawn in silos!  If they were in electronics stores, I'd be making electric bikes and whispering through the town!

Care to put up a markup of the type of vehicle you want to end up building?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 04, 2012, 11:01:54 pm
I think the latest patch fixed the spawning issues with electric engines. Not sure if I'm remembering correctly. In any case, markup?

Wild shot in the dark at meaning: 6-wheeled vehicle, 5 wide by ~20-25 deep, heavy armor, with side doors just behind the cab. After that, interior walls, then a storage/crafting area, then either a solar panel array or fuel tanks, and finally a second control cab for reversing. Depending on how the engines have to be placed, they'll either go in the front, right behind the ram, or between the storage and power.

I'm also considering doing a sort of outrigger pod, possibly with mounted turrets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Danv on June 05, 2012, 12:58:22 am
9 tons of happines :D
(http://funkyimg.com/t2/1757/995/511192pic.jpg) (http://funkyimg.com/viewer.php?img=/2/1757/995/511192pic.jpg) (http://funkyimg.com/t2/1757/994/304392pic2.jpg) (http://funkyimg.com/viewer.php?img=/2/1757/994/304392pic2.jpg) (http://funkyimg.com/t2/1757/993/609831pic3.jpg) (http://funkyimg.com/viewer.php?img=/2/1757/993/609831pic3.jpg)
6 large wheels, 3 large electric motor, 10 storage batteries, 10 solar panels, 4 gasoline tanks, 6 hydrogene tanks, 10 trunks, 2 boxes and space for lot more, 2 mufflers, all inner space covered with roof, outer perimeter covered with armor, no turrets - idea to place them on middle and rear pair of wheels later :)
only a prototype - build with help of debug menu and save editing, but in next release i will try to build that monster without cheats, if it's possible at all to find such amount of materials...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on June 05, 2012, 02:45:23 am
Any ETA on release w/vehicles and creidieki's bugfixes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 05, 2012, 02:47:17 am
I think the latest patch fixed the spawning issues with electric engines. Not sure if I'm remembering correctly. In any case, markup?
It is at least fixed by me in the Myriad mod + Extended view merge: http://whalesdev.com/forums/index.php?topic=727.msg23596#msg23596
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 05, 2012, 07:16:22 am
Woow, I found a truck and got killed in a tree-related accident.

How do you got ammo anyway? The last time I played (before construction) there was almost always lots of ammo in the basement of your starting house and in gun store but neither of those seem to have any ammo any more. Although I can't say for sure for the gun store, as I usually die long before I even get there :p
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 05, 2012, 07:19:53 am
Woow, I found a truck and got killed in a tree-related accident.

How do you got ammo anyway? The last time I played (before construction) there was almost always lots of ammo in the basement of your starting house and in gun store but neither of those seem to have any ammo any more. Although I can't say for sure for the gun store, as I usually die long before I even get there :p

I get mine from gun stores and mil. surplus stores. You occasionally find some on bodies, and check zombie corpses after you kill 'em, sometimes they have ammo and other nifty stuff on them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 05, 2012, 07:22:29 am
9 tons of happines :D
(http://funkyimg.com/t2/1757/995/511192pic.jpg) (http://funkyimg.com/viewer.php?img=/2/1757/995/511192pic.jpg) (http://funkyimg.com/t2/1757/994/304392pic2.jpg) (http://funkyimg.com/viewer.php?img=/2/1757/994/304392pic2.jpg) (http://funkyimg.com/t2/1757/993/609831pic3.jpg) (http://funkyimg.com/viewer.php?img=/2/1757/993/609831pic3.jpg)
6 large wheels, 3 large electric motor, 10 storage batteries, 10 solar panels, 4 gasoline tanks, 6 hydrogene tanks, 10 trunks, 2 boxes and space for lot more, 2 mufflers, all inner space covered with roof, outer perimeter covered with armor, no turrets - idea to place them on middle and rear pair of wheels later :)
only a prototype - build with help of debug menu and save editing, but in next release i will try to build that monster without cheats, if it's possible at all to find such amount of materials...
Building that monster without cheats is gonna take a long time. It looks badass though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 05, 2012, 08:54:13 am
I think the latest patch fixed the spawning issues with electric engines. Not sure if I'm remembering correctly. In any case, markup?
It is at least fixed by me in the Myriad mod + Extended view merge: http://whalesdev.com/forums/index.php?topic=727.msg23596#msg23596
Yep, that's what I'm playing with.

Woow, I found a truck and got killed in a tree-related accident.

How do you got ammo anyway? The last time I played (before construction) there was almost always lots of ammo in the basement of your starting house and in gun store but neither of those seem to have any ammo any more. Although I can't say for sure for the gun store, as I usually die long before I even get there :p

As above, enemies tend to drop more ammo than they used to. Or at least it seems that way. The loot you get from gun stores varies as well; you could find 2-3 low end guns and a couple magazines, or you could find a dozen different types of weapon, a pair of mods, and a thousand or two rounds of ammunition.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 05, 2012, 09:07:34 am
Yup, just found over 100 9mm bullets in an gun store. Raiding those stores is a LOT easier with a car, I actually do not die now.

Some questions about the car:
-How do I put stuff in the trunks?
-How do I see how much fuel I have left?
-Can I wash the zombie blood off of it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 05, 2012, 09:13:10 am
1. Just drop it on the trunk. You can store up to 26 items of any weight/volume, though too much weight will affect your car's performance.
2. There's an E\|/F monitor on the car's menu which can also be seen by driving it.
3. Only if you remove and replace the part.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 05, 2012, 09:24:48 am
The loot you get from gun stores varies as well; you could find 2-3 low end guns and a couple magazines, or you could find a dozen different types of weapon, a pair of mods, and a thousand or two rounds of ammunition.

Feature or result of random generation,  I love the fact that this happens. To me, it does a lot for immersion, showing that other survivors have already hit these places before. Speaking of survivors, is there a way to find more? I like having live bait follow me around that I can leave to the zeds to slow them down :P

Also, do we know how long until the next release with the vehicle mod merge is?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 05, 2012, 09:44:26 am
At the moment, the only NPC is the one we spawn with.

I'm not sure about the second.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 05, 2012, 10:06:19 am
Man, the spawns seem so much worse than I remember. And the brutes just as deadly, being so fast.

What, exactly, am I doing wrong? It's like, I'm in a perfectly safe wooded area, no zeds, walk to town, see a single zed and run back to wooded area and suddenly there are over 20 zeds everywhere. I didn't even make any noise, I just ran from a zed as soon as he saw me. o___o

At least the old smoke killing smell trick still seems to work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 05, 2012, 10:11:16 am
Get a car, kill everything, run out of fuel, die.

That is basically the only thing I am able to do now. Still lots of fun :p
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 05, 2012, 10:27:22 am
Haven't even seen a car yet. Kind of frustrating, actually.

Also, it's pretty fun to play Quick, Fleetfooted characters, since you can kill zombies without take damage by waiting for them to step next to you, slicing them, and then stepping away. Repeat.

Also - is there a current mod for shields? If not, I'll probably have to throw some in... Although, I'd need to figure out how it would work if I want it to be something more than 'hand protection'...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 05, 2012, 10:30:22 am
I think cars are only in Deons mod (well, he linked the mod, not sure if it is his) and half the parking lots seem to have them (check the map for parking lots).

I think I will try such a quick character, I might even get an illiterate one as I never survive long enough to read books anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 05, 2012, 10:38:58 am
Cars are Gremour's "Vehicle mod": http://whalesdev.com/forums/index.php?topic=617.0

They are also included in Myriad Stuff mod by TheDarklingWolf: http://whalesdev.com/forums/index.php?topic=727.0
Better grab the version I've posted in the end, because it includes both Myriad Stuff, Extended View by Drevlin and a few fixes by me to actually spawn car parts in shops.

I haven't modded Cataclysm for a while myself, I just make minor mods for myself. And of course I am busy as hell with that tileset now :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 05, 2012, 10:39:53 am
Yeah, I got that version. Which is why I'm sad I haven't seen any yet. :P

Just unlucky, I guess. I'm sure I will eventually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 05, 2012, 10:43:27 am
Vehicles are a seperate mod, but at the moment they, Wolfie's mod stuff, and some of Deon's stuff(?) are being merged together.

I can honestly say that Illiterate is one of, if not the worst flaws to take, because pretty much everything beyond "find guns, shoot stuff" is governed by skills that are a massive pain to train up without books. Books also let you stop skill rust. In addition, you won't be able to use computers (but can still use keycard readers, IIRC), so you'll have to waste C4 if you want to get into bank vaults and CBM storage cabinets in labs.


Unre: Had a bit of fun cleaning up a town.

Spoiler (click to show/hide)
After that second image, things started to go downhill, both because I ran out of explosives for killing skeletons, and because some more necros showed up before I could butcher everything. After I dropped that hulk, I ran out of ammo for the Savage and had to run away from a fresh swarm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 05, 2012, 12:42:54 pm
Man, I really wish my current game had the electronics stores with electric engines!  I just found a nice pristine truck, and I'd love to make my old bike into an electric.  I also really want to find some flamethrowers so I can trudge slow and surely through town and burn everything as I go.  Only problem is the gasoline usage will become enormous, but hopefully I'll have like a dozen gas tanks by then!  Sure, refilling will take 2 days, but that's the price you pay for infinite zombie BBQ.  It also means that my "set my truck here as home base while I take the bike scouting" will likely mean "park the truck by a gas station".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on June 05, 2012, 12:48:07 pm
If you haven't already visited too many map tiles for it to be worthless, I could recompile a version of Vehicle Mod with those spawns included if you want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 05, 2012, 12:56:11 pm
I've only visited one electronics store, but I fear I've driven nearby a number of them.  Either way, something is better than nothing, and this small metropolis I've spawned in will be a tough one so I'm going to have to take loot and leave anyways.  If I knew how to compile on Windows I probably would do it myself, just haven't peeked into that method yet.

But yes, a recompile with opaque doors and electronics spawns would be highly appreciated!  If nothing else I could reload the save.  I had the good sense to copy my save folder when I realized I had a megahighway.  (Available if anyone wants to play this map, btw.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 05, 2012, 12:57:02 pm
I don't know, I really like illiterate for certain types of characters. I like have my super fast forest based hunter/knife fighter, switching between knifing and archery, no building, just DESTROYING. Maybe some sewing (to build better armor) and cooking, but neither are exactly hard to train up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on June 05, 2012, 01:02:32 pm
I shall have a download ready in whenever it finishes compiling.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 05, 2012, 01:08:49 pm
Oh man, it sounds like there's a lot of crazy stuff in the game now.

Are there actual cities or are they just really big towns?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 05, 2012, 01:11:39 pm
A city is only a big town, no matter what game or real world you're talking about :P  The "cities" that spawn in Cataclysm just got worldgen to produce a very large perimeter, and subsequently a much larger zombie population.  Their commercial sectors also have a LOT of stores, as the town size helps determine that.

Keep moving and you'll eventually find a metropolis area.  It's even easier if you've got vehicles mod and can drive from one village to another.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 05, 2012, 01:29:09 pm
I might be wrong, but it feels like the 3x3 buildings (malls, hospitals, etc.) spawn more frequently in large towns/cities as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on June 05, 2012, 01:49:01 pm
https://github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles.7z
Fixed spawns and suchlike.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FuzzWaddle on June 05, 2012, 01:51:05 pm
What is the longest someone has survived?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on June 05, 2012, 01:51:44 pm
My last serious character lived for about 14 years before I got terminally bored.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 05, 2012, 02:05:19 pm
How the hell do you do that? I've never managed to get to day 2 since the basement no longer has guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on June 05, 2012, 02:13:27 pm
If your first-week survival plans involve the use of guns, it's not suprising you don't last long.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 05, 2012, 02:18:58 pm
More seriously, though, what exactly am I doing wrong trying to avoid these damned hordes coming at me from every direction. I ran across a bridge to the other side, which I KNEW was clear since it's where I came, only to find a horde blocking my path!

WTF spawn algorithms, wtf.

I never even made any noise, but it's like once a single zombie spots you INSTA MOB.

I distinctly remember being able to take out single zombies and work my way through a city, or fight off a group and, if silent, not have any more come right away, and it seems to be impossible now. I'm staying alive, sure, but it just feels /weird/. I'm sort of missing the come and go, now it's always a constant fight or flight, with the only safe place I've found being in the basement of the shelter because there's a guy upstairs with a mace or some shit to deal with the never ending trickle of zeds/bears in the wilderness.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 05, 2012, 02:19:37 pm
We could make 2 and 3 story houses, since zombies travel stairs now. You would not be able to see what's outside through windows, but you can make people to be able to jump out of windows (more applications for Parkour Expert trait) and live on roofs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 05, 2012, 02:22:00 pm
How the hell do you do that? I've never managed to get to day 2 since the basement no longer has guns.
That's your problem right there. Try to avoid using guns and make bows and arrows. I only take guns when I'm attacking an ant hill or bee hive for food. The food you get from an ant hill can last for months.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 05, 2012, 02:27:31 pm
I liked the old spawning mechanic more too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on June 05, 2012, 02:31:24 pm
The problem with the old spawning mechanic is that it made it too easy. Run a block down, and then run back and all the zombies are gone. That was because the 'window' in which entities were tracked was much smaller.

However, WHERE zombies spawn could use some work, but I'm not sure how one would go about improving it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 05, 2012, 02:35:34 pm
We could make 2 and 3 story houses, since zombies travel stairs now. You would not be able to see what's outside through windows, but you can make people to be able to jump out of windows (more applications for Parkour Expert trait) and live on roofs.

Was this... was this a response to the post I didn't actually make? o_o

Because it's the perfect response, pretty much, but I could have sworn I didn't make it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 05, 2012, 02:58:05 pm
It was a response to a Cthulhu's question do we only get villages/towns or we have some cities.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 05, 2012, 03:05:00 pm
Heh, my not-posted post was going to be

"So, are multi-story buildings in? I think I remember them being literally impossible with the way z-levels worked in game (i.e. that they weren't z-levels, and things above and below weren't really connected) but don't know if that's been overcome or not yet.

It would definitely feel a hell of a lot cooler to have multistory mansions and hospitals. Flee to the roof! Get in the choppa! Escape!"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 05, 2012, 03:10:54 pm
Yep, they are different Z levels in game, but you could make people who fall off the windows to teleport "z level down" in coordinates, basically have all "open space" areas like stairs.

But of course there's a lot of stuff to consider, like bombs going off on the first Z level and the like.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 05, 2012, 03:20:55 pm
I wonder how much hacking could be done there...  If you kept the Z=0 and the Z+1 map active at the same time, could you do a lot of data gathering and tile fudging to make it possible to see down?  Probably couldn't shoot down, but looking may be possible if you cross-check enough coordinates.  But it may cause the game to slow down...

Either way, wtb destroy airports complete with air control towers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 05, 2012, 03:32:01 pm
The game already has a terrain tile which drops you down 1z, it's used for sinkholes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on June 05, 2012, 03:43:23 pm
Went pretty far in my new profile, got killed by a brute D:

Also, WHAT THE FUCK IS UP WITH BLACK WIDOWS? If they can take two 7x6 rounds then something is REEEEEAAALLY fuckin' wrong.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 05, 2012, 04:05:26 pm
The game already has a terrain tile which drops you down 1z, it's used for sinkholes.

The problem isn't going up and down, it's ending up in the right place, something the game does not handle terribly well as far as I know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 05, 2012, 04:15:52 pm
Something is REEEEAAALLLY fuckin' wrong, Ggamer:

(http://gardenofallah.com/Images/Giant_Spider03.jpg)

They may be not that big, but they have a lot of hp, which means they are mutated insects along with giant ants and giant bees.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 05, 2012, 04:35:50 pm
Is there a rough idea of like, how far away certain features are? After vehicles, I'd really like to see NPCs fleshed out a little :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 05, 2012, 04:43:20 pm
Well, vehicles are "in" now - I wouldn't mind learning what's next on the list as well, though!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 05, 2012, 04:59:46 pm
The next version is progressing rapidly.  Real life continues to get in the way--I have relatives visiting me this week--but I just got NPCs to successfully save.  I'll be adding in a few randomized wandering NPCs, and then releasing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 05, 2012, 06:35:23 pm
What's the difference between a wheel and a large wheel in vehicle construction?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 05, 2012, 06:35:23 pm
The next version is progressing rapidly.  Real life continues to get in the way--I have relatives visiting me this week--but I just got NPCs to successfully save.  I'll be adding in a few randomized wandering NPCs, and then releasing.

Excellent! :) Also, playing this while rewatching the Walking Dead is glorious.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on June 05, 2012, 07:04:04 pm
Hehehe... Turns out, Schizophrenia might be a source for infinite food, I had hallucinations from teleporting, And I had a fake zombie walk into a dissector, And it threw out chunks of meat.

Mmmm, I love non existing foods.

Large wheels appear to be much better, After replacing each wheel with a large wheel, I gained an extra 8 top safe speed per replacement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 05, 2012, 07:08:26 pm
Sort of annoyed at how two-stage constructions require you to have the mats for the first stage in your inventory in order to build the second stage, even though the first stage is already built.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 05, 2012, 07:15:04 pm
The next version is progressing rapidly.  Real life continues to get in the way--I have relatives visiting me this week--but I just got NPCs to successfully save.  I'll be adding in a few randomized wandering NPCs, and then releasing.

Excellent! :) Also, playing this while rewatching the Walking Dead is glorious.

Playing after hours of rereading the Walking Dead comics is even better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on June 05, 2012, 07:39:11 pm
Sort of annoyed at how two-stage constructions require you to have the mats for the first stage in your inventory in order to build the second stage, even though the first stage is already built.

Indeed, I do remember this not always being the case, It must have been a semi-recent change.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Evilsx on June 06, 2012, 04:31:52 am
I not sure what happen to my guy......Out for no were a large amount for animals came and just killed me :'((Is this a bug or did i get a lot for bad luck?)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on June 06, 2012, 06:20:06 am
The problem with the old spawning mechanic is that it made it too easy. Run a block down, and then run back and all the zombies are gone. That was because the 'window' in which entities were tracked was much smaller.

However, WHERE zombies spawn could use some work, but I'm not sure how one would go about improving it.

Tie a character's general use of an area [how long they've been there, maybe tracking zombie kills as well] to a number that decreases spawn chances in a region area by x depending on how long they've been there.

Like, if you're using one building for months and killing 300 zombies a day within a square block, that area should be considered 'clean' by Armageddon standards. Instead of now, where if you do that and wake up on day 181, you've still got 300 zombies to kill within a square mile. It's a bit obnoxious and kinda gets rid of the point of even trying to kill them in the first place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mini on June 06, 2012, 06:57:04 am
I recall Whales saying earlier in the thread at some point (no, I'm not going to find it) that it already works similarly to that. As in it has a population of zombies that you reduce by killing them, and when it reaches 0 they stop spawning. I don't know if it also reduces the numbers spawning gradually until you get to 0, but I wouldn't be surprised if it does. Of course, just because you kill all the zombies in an area doesn't mean they won't migrate in from the surrounding areas...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on June 06, 2012, 07:04:39 am
I recall Whales saying earlier in the thread at some point (no, I'm not going to find it) that it already works similarly to that. As in it has a population of zombies that you reduce by killing them, and when it reaches 0 they stop spawning. I don't know if it also reduces the numbers spawning gradually until you get to 0, but I wouldn't be surprised if it does. Of course, just because you kill all the zombies in an area doesn't mean they won't migrate in from the surrounding areas...

When I've killed thousands of zombies in a town that has >100 buildings, there's something wrong. Unless someone's shipping in new zombies every morning I don't see how that'd be.

I've literally never seen a place where Zombies won't spawn since the new spawn mechanics. Even after months of killing zombies in seperate games, especially in my Rambo-Longbow games, where a year in zombies are still spawning directly outside my forge/base. It's ridiculous.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 06, 2012, 07:14:19 am
That's why I always make my base in those sewer treatment plants, no zombies ever spawn there and you can drink the green sewer stuff. It actually turns into water if you put it in a bottle so I suppose that is a bug.

Now I just need to not die when I get out of the plants...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 06, 2012, 08:33:21 am
Building a base in the forest works well too. I found a house in the middle of a forest that worked well... Until that plant queens started spawning from every directions and eventually destroyed my house. I destroyed their base and that heart beating sound stopped but I guess that doesn't stop them from spawning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 06, 2012, 08:52:22 am
Quote
You lie down to go to sleep...
You feel your body changing.
You gain Fast Metabolism

Is this because of walking through the sewage near the Toxic Wast Dump? Or are bees radioactive as well?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on June 06, 2012, 09:02:36 am
Quote
You lie down to go to sleep...
You feel your body changing.
You gain Fast Metabolism

Is this because of walking through the sewage near the Toxic Wast Dump? Or are bees radioactive as well?

Toxic Waste = Radiation = Mutation

A Geiger counter would have helped.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 06, 2012, 09:12:37 am
But it said 'sewage', which is perfectly drinkable.

I think I'll go back there, might get some nice new mutations

edit: damn, I went to sleep and now I am a shouter. This is really lame, no more toxic wast dump for me :P

editt: and now my skin is covered in red spots >.>. I was in there for like 5 seconds and every time I sleep I get uglier :(

I have never lived this long though, so it's not all bad..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 06, 2012, 09:24:12 am
Re: Zed spawns: I seem to recall that the game also tracks the movement of swarms of them across the map, and uses that to create spawns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 06, 2012, 10:49:43 am
I also wanted to add - I really like the new Experience cap. I feel like it adds a lot to the pacing of the game.

Though I'm not sure why I gain so much for sleeping. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 06, 2012, 11:01:39 am
I think it still makes checks for exp gain even if you're asleep.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on June 06, 2012, 12:09:01 pm
Is morale still in? I've started playing again after a few months and I haven't noticed it anywhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 06, 2012, 12:18:24 pm
Have you... checked the morale screen? o_O
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on June 06, 2012, 12:23:53 pm
Ohhh. I'm a derp.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 06, 2012, 12:24:54 pm
It is in. Press %. It has less impact on learning so you are not totally screwed because of rain, but you will still be unable to craft or read if you are very sad.

Next graphical release will have fire and smoke, as well as more monster tiles, new furniture stuff, sewage plant stuff etc. I will try to release it tonight:

(http://i.imgur.com/s0Kvz.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on June 06, 2012, 12:32:37 pm
That is rather gorgeous if I must say so myself, Deon. The 'raging' fire could use some smoothing/touching up though, it just looks like magma to me, I'm not sure why.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 06, 2012, 12:37:03 pm
Because I haven't found a good fire texture yet, and I did not draw one myself, just testing alpha. I am more interested in finishing all monster tiles and item tiles first, but I will try to make the fire better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 06, 2012, 02:07:45 pm
Is it possible to randomize fire tiles like you do with vanilla zeds? You'd get a lot more variety that way.

I also didn't notice any small fires in there... Maybe those should be significantly smaller?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 06, 2012, 03:02:31 pm
Decided to pick the 'android' trait.
At least I know the game really hates me now.
Spoiler (click to show/hide)

edit: 'through walls', hmm, this might actually be more useful that I thought.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 06, 2012, 03:23:32 pm
I haven't done much with cybernetics in a while - do you have any sort of battery supply? If so, you work sort of like the many solar lights I own!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 06, 2012, 03:27:34 pm
Yup you need power, some passives don't use it though. Otherwise you need a cybernetic that powers you, and fuel for it (alcohol, clothing, sunlight, batteries are the ones I've found so far).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 06, 2012, 03:48:32 pm
You'll still need to find some battery CBMs, IIRC.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 06, 2012, 03:49:13 pm
No, what I mean is, do your solar panels have any sort of power storage, so you can still use the infravision for a while after it gets dark? Or is it just sun=infravision, no-sun=noinfravision.

Edit:
I assume Flying Dice answered my question there. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 06, 2012, 03:50:27 pm
You need batteries at all to start using any bionic that consumes power.  If you've even got 1 battery that's enough to allow flow, but you can't route power directly from the generator to the machine, it apparently needs a buffer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 06, 2012, 03:52:21 pm
So... that's utterly useless then, until a battery unit is found?

Sucks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 06, 2012, 03:53:54 pm
And you'll probably want to get another power source (the combustion one is good, as is the ethanol burner if you also have blood filtration), as you won't have a whole lot of time out in the sun compared to your power needs.

So... that's utterly useless then, until a battery unit is found?

Sucks.

On the bright side, batteries are really common, and you'll usually find them in batches of 3-4. You can even find CBMs in bunkers, if you don't feel up to the task of raiding a lab. As a bonus, bunkers also give you C4 with which to blast your way into more bunkers and labs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 06, 2012, 03:54:50 pm
Actually I think the Android trait starts you with 2x non-energy bionics, like toolset or internal storage, OR 1x power-consumer, 1x power source, and 1x battery (4 power units).  It's specifically made not to be useless, though you'll still need batteries to do anything significant.

One guy got a blaster arm and solar panels once.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 06, 2012, 03:56:48 pm
You can store up to 10 power without any storage if that's what you mean.

edit: That 10 power is from the trait thus, didn't know that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on June 06, 2012, 03:57:06 pm
Actually Android trait automatically adds 10 max power (and fills it with 10 power).

Also CBM:Battery were nerfed and gains from their installation are just +4 instead of +10 as it was before (btw, description was not updated). I think the nerf is just right, as this CBM's are not rare (and can even be made with high electronics skill).

Edit: Ninja'ed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 06, 2012, 04:00:32 pm
Then that would be 1x battery.  Except the old code for 10 power is still in the Android trait.  Which is somewhat moot, Whales has said it's intended to be removed as a trait.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 06, 2012, 04:02:12 pm
I got this little house on the prairie near the woods without any Zeds or monsters and a truck near the door. Plenty of food, drink and tools. Life's good.

I want to refuel my truck (can I store fuel in tanks to carry? I don't think I have enough fuel to drive around towns looking for gas stations) but other than that I'm not sure what to do. I'm illiterate so no reading for me...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on June 06, 2012, 04:03:27 pm
Then that would be 1x battery.  Except the old code for 10 power is still in the Android trait.  Which is somewhat moot, Whales has said it's intended to be removed as a trait.
It will be removed when classes enter the game. Probably this release. Or one after this. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 06, 2012, 04:09:25 pm
Think the fusion arm cannon from the third Terminator movie, except you're stuck like that and can't hold any 2-handed weapons. So in other words, complete shit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on June 06, 2012, 04:28:55 pm
Think the fusion arm cannon from the third Terminator movie, except you're stuck like that and can't hold any 2-handed weapons. So in other words, complete shit.

What? That sounds like the most incredibly badass character ever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 06, 2012, 04:38:10 pm
I somehow have slid nostrils, giving me a 'lizard-like appearance'.

I'm not sure whether this is a good, or a bad thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on June 06, 2012, 04:42:46 pm
One time I got adamantine claws. Let me tell you, that really cuts down on the stress of running around frantically searching for melee weapons, because the only melee weapon you need is your hands.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 06, 2012, 04:57:28 pm
I got the talons mutation back before the mutation update.  That was pretty boss.  Became pretty easy to rend zombies by hand - not by some wolverine claws but using my bare hands.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 06, 2012, 05:02:22 pm
I got some bionic once which increased my strength my 10 or 20 or so.
I killed a hulk with a wooden plank :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on June 06, 2012, 05:15:54 pm
I used to constantly pick Android for every character I had until I became better at Lab Raiding, Now I traded it in for optimist and poison resistance.

Sadly, Back whenever I used to choose Android, Every single evac shelter had at least one or two dead bodies in them, from suicide of having metabolic, Nower days, I'm running with 200+ pow, with most CBM's.
Those nutritional cbm's must be increadible rare, I find super soldiers and medics much more often.

Nothing like the feeling of glee of finding a CBM wreckage.
And no feeling like the disappointment of finding an empty wreckage...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 06, 2012, 05:17:21 pm
Think the fusion arm cannon from the third Terminator movie, except you're stuck like that and can't hold any 2-handed weapons. So in other words, complete shit.

What? That sounds like the most incredibly badass character ever.

But in terms of practicality, you'll need a ton of batteries and multiple power sources to use it in any sort of sustained battle. It might be doable if you've got the ethanol burner and blood filter, plus a few hundred bottles of vodka hidden somewhere. But in any case, you're giving up access to every two-handed weapon in the game, including the fusion rifle, which is the exact same thing except that it uses fusion cells rather than internal power and in that it doesn't cripple your ranged combat ability.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 06, 2012, 05:22:57 pm
Actually finding hundreds of bottles of vodka is easy.  Booze is the most plentiful resources, with dozens of bottles in one liqueur store, making it the most prolific power source, especially if you've got blood filter to remove the hangover.  It's astounding the amount of power you can generate with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on June 06, 2012, 07:10:46 pm
I just found out the hard way that the eyebots do more than just float around.

cue 4 copbots, 20 zombies, 2 brutes, ~3 spitters, and a shocker chasing me through a town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on June 06, 2012, 07:18:16 pm
those eyebots can b enasty
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on June 06, 2012, 07:21:58 pm
Where would one find the latest windows release?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 06, 2012, 07:40:11 pm
http://whalesdev.com/forums/index.php?board=2.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 06, 2012, 07:41:35 pm
Although most people are playing the vehicle mod, for good reason (it will be wrapped into the next release)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on June 06, 2012, 07:47:58 pm
One wish I have for the future of vehicles, continuous fuel pumping. In other words, instead of having to constantly go through the rigmarole of having to pump gas dozens of times to fill up a car, I simply use the gas pump once and enter in the direction of my vehicle, and it keeps going until it's full.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 06, 2012, 08:00:15 pm
http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0CGEQFjAA&url=http%3A%2F%2Fwww.autohotkey.com%2F&ei=rPzPT4K_JonAhAe7oM3zCw&usg=AFQjCNFPilXcl_JZc0P02lpflIlG3G-Q-w

Code: (Press \ to use the pump on the left to fuel your vehicle above you) [Select]
#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.

\::

sleep 100
send e ; examine
sleep 100
send h ; vikeys left
sleep 100
send Y ; yes we want to pump gas
sleep 100
send N ; no we don't want it on the ground
sleep 100
send Y ; yes we want to refill a vehicle
sleep 100
send k ; vikeys up
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 06, 2012, 10:19:24 pm
Actually finding hundreds of bottles of vodka is easy.  Booze is the most plentiful resources, with dozens of bottles in one liqueur store, making it the most prolific power source, especially if you've got blood filter to remove the hangover.  It's astounding the amount of power you can generate with it.
I second this. You find ungodly amounts of booze in the liquor stores. Find a couple of those places and you'll have all the power you'll need for a good long time. All you need to tap this seemingly perfect power source is an ethanol burner and a blood filter, which is stupidly easy to find because you install them with hazmat CBMs, which spawn very frequently with dead scientists and in sewage treatment plants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 06, 2012, 10:57:40 pm
Although most people are playing the vehicle mod, for good reason (it will be wrapped into the next release)
So, the problem with vehicles not being saved will be fixed then? That really created some problems while save-scumming.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 07, 2012, 02:42:19 am
Where would one find the latest windows release?
There's also a graphical release if you like tilesets in the modding forum (Gremour's mod).
But I suggest using Myriad mod by TheDarklingWolf, it has most of the best mods merged.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 07, 2012, 03:05:32 am
This is the sixth release of my tileset for Gremour's mod, now officially considered beta.

Download Release 6.5 of "Gremour mod + Deon tileset" (http://www.mediafire.com/?btc323bjo0vc1v7)

(http://i.imgur.com/s0Kvz.png)
I will improve fire tiles later.

Release 6 features:
- Sewers and underground stuff.
- More item and monster tiles.
- More clothing graphics, most of clothing has tiles now.
- Fire and smoke.
- At least 80% of stuff has graphics now.
- Triffid grove stuff.

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

Stay tuned for further updates.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on June 07, 2012, 05:27:42 am
I got this little house on the prairie near the woods without any Zeds or monsters and a truck near the door. Plenty of food, drink and tools. Life's good.

I want to refuel my truck (can I store fuel in tanks to carry? I don't think I have enough fuel to drive around towns looking for gas stations) but other than that I'm not sure what to do. I'm illiterate so no reading for me...

The game has vehicles? Are they rare or do you need to construct them or something?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 07, 2012, 05:35:01 am
There is a mod and the next release will have them as well. They spawn in parking lots, ~33% of them seem to have a vehicle, and you can build them from scratch though I have no idea how.

Deon, does that version of the game has vehicles?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on June 07, 2012, 06:04:15 am
I believe not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: terkiey on June 07, 2012, 08:53:38 am
Can someone link me to the most recent version of the game and the mods that everyone is using.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 07, 2012, 09:39:39 am
1) The most recent graphical version is above: http://www.bay12forums.com/smf/index.php?topic=87501.msg3351696#msg3351696
2) The most recent version of the vehicle mod is here: https://github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles%202.1.1.zip
3) The most recent version of the Darkling Wolf's mod compilation with extended view mod merged is here: http://whalesdev.com/forums/index.php?topic=727.msg23596#msg23596

Deon, does that version of the game has vehicles?
Graphical version is a separate mod so it does not have vehicles until someone merges two mods together.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 07, 2012, 08:42:18 pm
I should really remake my mod. Things I constantly miss:
Sewing Machines (big and heavy, but powered by batteries)
Torches (with animated flickering, craftable out of wood+rag)
Different sized backpacks with different encumbrance values, and the super awesome rigid frame backpack.
Cash, which you could burn for a bit of morale, or (1/20 chance) have it singe your fingers and start a random fire within 4 squares
Musical instruments, for fun and zombie attraction! Play guitar, cymbals, drums!

There was something enjoyable about finding 9,000 bills in a bank vault, in piles on piles of 200 bill stacks, and just sending the whole thing up. Haha.

There was a whole bunch of other stuff in there too, but that was the only stuff I really miss.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 07, 2012, 08:49:43 pm
rigid frame backpack.

There was something enjoyable about finding 9,000 bills in a bank vault, in piles on piles of 200 bill stacks, and just sending the whole thing up.

I would love to see both of those in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 07, 2012, 09:08:54 pm
I still want noisemakers, especially if you can put them onto a vehicle and have the vehicle continue on its own.  Strap a boombox to an R/C truck and send it into the distance before you make a run for it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 07, 2012, 10:05:10 pm
Yeah, I had boomboxes in too, which were basically mp3 players that attracted zombies. Not terrible impressive. I think I remember you requesting the ability to have them continue making sounds after being dropped, but I don't think I ever did it for various technical reasons.

I should really consider giving that another go, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: x2yzh9 on June 07, 2012, 10:24:35 pm
Is there a linux version of the graphics mod?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 08, 2012, 12:17:28 am
You can compile it using source from that thread, and then my /data/ folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on June 08, 2012, 05:07:42 am
Is there a way to smash root walls in triffid heart level? It seems I'm stuck, unable to kill the heart (but able to return back). In the code there are lines that must prevent this behavior, but they are not working (or path blocked by more than 20 tiles).

Yeah, I know about jackhammers, but I'm unable to find any. They seem to be extremely rare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 08, 2012, 08:25:33 am
M79 launcher destroys those walls well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 08, 2012, 09:22:40 am
I imagine C4 would as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on June 08, 2012, 11:52:21 am
Is it just me or the area around manors is seething with zombies? So much for settling one....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 08, 2012, 12:02:18 pm
Is it just me or the area around manors is seething with zombies? So much for settling one....

Wouldn't settling down in a manor be a bad idea? So many windows...   ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 08, 2012, 12:02:50 pm
Pretty much all special areas are teeming with zombies. Ever been to a hospital?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 08, 2012, 12:06:15 pm
I got a hospital beside a megastore once.  Z -> 7 reported some 120 monsters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on June 08, 2012, 12:11:32 pm
There's not much of a point in killing a triffid heart. Triffids will still spawn, so its a moot point.

Same goes with fungal blooms. However, there is special stuff you can get in both areas. Killing the 'boss' doesn't really net you anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 08, 2012, 12:24:50 pm
Actually, killing the Triffid Heart or Fungal Spire will cause spawns to ramp down significantly over the subsequent few days ingame.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cheese on June 08, 2012, 12:26:17 pm
Is there any use in kevlar vests? I don't imagine any zombies use cutting damage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 08, 2012, 12:27:10 pm
But wolves and bears and robots do, among other things. And I don't know if they have any cutting damage from bitting? Probably not much if so.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on June 08, 2012, 12:28:39 pm
Kevlar vests and leather jackets = jump through all windows without cutting yourself, ever. Well until they get destroyed, anyway. Enough window jumping can do that

It's one of the first things I look for because of that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 08, 2012, 12:50:28 pm
Pretty sure kevlar is all but required if you want to have any hope of dealing with SecuBots and turrets, as well. Even when you're using a weapon that'll 1HKO them *cough*Savage*cough*, you're still looking at the chance that they'll get initiative and fuck you up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on June 08, 2012, 05:10:35 pm
Well. Got an interesting game world this time. 3 evac shelters all really close together. One in the edge of a forest. A couple of deaths, but 90% of my characters so far spawn there, so they can just go find the corpse, then continue on fortifying and scavenging. My latest character has contracted influenza though, which sucks. Loud coughing and vomiting on top of increased thirst sucks. Soon I'll start crafting. I found some dead scientists and their cards, and there is a science lab nearby, so I'll go check that out once I've read up and crafted and got some weapons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 08, 2012, 05:37:51 pm
Craft two grenades.  Break into military bunker.  1 grenade on ground floor door, 1 grenade on basement glass-room.  Come out with piles of C4.  Break into ALL the labs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 08, 2012, 05:55:12 pm
I believe forced entry also makes the turrets activate in both bunkers and labs. Have fun with that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 08, 2012, 06:01:46 pm
It's been a while i didn't played Cataclysm, so i used the graphical "Gremour+Deon (http://whalesdev.com/forums/index.php?topic=1170.msg23970#msg23970)" version 6.5 .

Grug woke up inside a weird little house, nearby was standing Kimberley Whatever , looking at him lying on that floor.

Grug was a bit disorientated and so without really thinking about it asked Kimberley if he could help her. She replied with giving Grug an USB key, pointing her house on the map, tasking Grug with getting to her computer console and download whatever data in there.

Grug was going to deny such request, but he then noticed the shotgun in Kimberley hands.
He then accepted with a renewed enthousiasm and went for a long walk north.
Getting near to Kimberley house, Grug spotted a zombie at the southwest and went into the house as quickly as he could.

The computer console was there, Grug examined it and logged in successfully, only 2 choices, "download" or "quit", so he went with "download" only to be met with a "can't do that" kind of message.
Rather puzzled by this turn of event, he tried again, but no, the thing refused to download anything.

What was Kimberley thinking ?

Grug exited the house and suddenly spotted coming from many directions, a bunch of zombies.
Running was the best option, running south toward the Shotgun, i mean Kimberley.

During the long run south, zombies seemed to come from everywhere, strange considering there was nothing there when Grug walked here previously.

Anyways, at some points, a message about a creature being killed appeared, followed by sounds of shotguns, could there be another shotgunner out of Kimberley ?
No time to waste for searching around, zombies were coming from everywhere (how could Grug have missed those legions before ? )

Grug arrived at Kimberley house, ran into it and closed the door behind.
And it was empty ? Kimberley wasn't there anymore, could it be that she was the one shotgunning zombies at some distance to the north ?

Whatever, sounds were heard in the door, punching sounds, damn zombies managed to break the door.
Bravely Grug opened the door in the opposite way and ran outside.

Trying to run back to the north where the Shotgun sounds had been heard, but too much zombies, so Grug ran northwest , where it looked like there was an opening in the zombie hordes.

An opening on the ground, a staircase ? Grug was in the middle of an infested town, so going down could be an option to escape.

Down there, Grug found it to be really a huge place, but nothing seemed to be there, out of some sewer "rivers" , and lava ... what ? ... lava ?

And a sewer rat, Grug smiled when looking at the sewer rat coming to attack him, the poor little creature was going to pay for all the hostility Grug encountered so far.
But apparently that sewer rat was probably some Rat-Fu master as it killed Grug in a few turns.

So ended the Tale of Grug, zombie dodger extraordinaire ... killed by a little sewer rat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 08, 2012, 06:24:30 pm
Question :

I saved the game at some point (roughly 5 minutes after starting one).
And i see that the save folder has ... 1947 files !

Is this "normal" (1947 files sounds rather a huge hell lot for one saved game) , or is there something wrong with either the window port (as from what i remember the game is coded for Linux)  or the "Gremour+Deon" window build i used ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 08, 2012, 06:29:43 pm
This is normal.  It bases the number of files off your date of birth, as recorded in your system, and factors in several Every map tile, like a park or field or electronics store, is saved as a different .txt file.  When you start, there's nothing.  The tile type is saved, but the specifics on how the terrain and items are set isn't saved yet.  When you explore a tile, it generates the terrain and items and a .txt for it.  Then when you re-visit that tile, it loads the file.  You'll notice that the individual files are tiny.

You could also cheat a bit by deleting these files and re-exploring them, opening up new loot in old locations, as if you'd been there for the first time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 08, 2012, 06:35:35 pm
This is normal.  It bases the number of files off your date of birth, as recorded in your system, and factors in several Every map tile, like a park or field or electronics store, is saved as a different .txt file.  When you start, there's nothing.  The tile type is saved, but the specifics on how the terrain and items are set isn't saved yet.  When you explore a tile, it generates the terrain and items and a .txt for it.  Then when you re-visit that tile, it loads the file.  You'll notice that the individual files are tiny.

You could also cheat a bit by deleting these files and re-exploring them, opening up new loot in old locations, as if you'd been there for the first time.

That... actually sounds like a great way to keep an old world viable after you've had half a dozen or so successful characters vacuum up all the loot then die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 08, 2012, 06:53:57 pm
Ah ok thanks, as i did saw extremely few of the map, monsters and items when i saved i didn't thought the game was going to save the whole gameworld content
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on June 08, 2012, 08:39:05 pm
*Is surrounded by a zombie brute and like 3 other zombies with 14 torso health left*

*Fires an Uzi burst at the brute, somehow every zombie in a radius of three around me just evaporates*

*Stares at Uzi, starts to run*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 08, 2012, 09:01:09 pm
The current "burst fire" will automatically re-target if the original target dies, so burst firing into a crowd has become incredibly effective, and the massive M265 or whatever it is military machinegun can lay down a whole horde with a burst or two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on June 09, 2012, 02:05:33 am
Doesn't the MAC-10 have a huge burst? Like the whole magazine of 30 or so? Yeah, much better than some bursts, like the MP5 with only like 4.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 09, 2012, 05:15:52 am
Doesn't the MAC-10 have a huge burst? Like the whole magazine of 30 or so? Yeah, much better than some bursts, like the MP5 with only like 4.

IIRC it's like 10-15 rounds. Also, it would appear that silencers don't work with them, even on semi-auto. You can imagine how I found this out :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 09, 2012, 05:17:58 am
MAC-10 burst is 20 bullets. Also silencers work on them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on June 09, 2012, 05:25:17 am
What's the American's burst? If it's really low, I'll be dissapointed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 09, 2012, 05:35:01 am
The clip is 165 and the burst is 20 :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 08:24:24 am
You can mount a silencer on them, but it doesn't "work".  Ever tried to put a silencer on a Savage 111F?  The thing is so loud that lowering the volume still leaves your eardrums bleeding.  The MAC10 is just such a loud weapon that a silencer doesn't help at all.

Coincidentally, noise is dependent on damage mainly, though a silencer adds an extra modifier.  If you tweak your gun to deal more damage, it makes more noise.  I believe this Mosberg 700 shotgun with incendiary shells is the loudest repeat-use item available.  Y'know, C4 being non-repeat-use and all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 09, 2012, 08:33:19 am
Of course with the Savage sound doesn't really matter if you kill everything that hears you fire.  :P

Even more so if you get a sniper conversion and extended mag on it. Sniper conversion can't touch the ammo capacity because it is already tiny and the Savage is already semiautomatic, so you get beefed up damage and accuracy along with an extra shot, and the thing already has absurdly low recoil over time, not to mention having single-shell loading. I swear, it seems like half my posts on here are raving about it. Not entirely unjustified, when the thing can turn hulks into smears of blood, I suppose.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 09, 2012, 08:47:16 am
You can mount a silencer on them, but it doesn't "work".  Ever tried to put a silencer on a Savage 111F?  The thing is so loud that lowering the volume still leaves your eardrums bleeding.  The MAC10 is just such a loud weapon that a silencer doesn't help at all.

Coincidentally, noise is dependent on damage mainly, though a silencer adds an extra modifier.  If you tweak your gun to deal more damage, it makes more noise.  I believe this Mosberg 700 shotgun with incendiary shells is the loudest repeat-use item available.  Y'know, C4 being non-repeat-use and all.
It still works, the counter is decreased less when you use a silencer. You speak of effectiveness, not "works/not works", do not confuse people :D.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on June 09, 2012, 11:18:45 am
Yeah, I remember that some of the guns make really loud sounds like "Blam!" while others, like the BB gun, only go "Plink!"

Man I love this game so much, especially the way gun noises are handled.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 09, 2012, 11:31:30 am
Yeah, I remember that some of the guns make really loud sounds like "Blam!" while others, like the BB gun, only go "Plink!"

Man I love this game so much, especially the way gun noises are handled.

Funny little secret thing (I say secret, assuming no one would actually try it unintentionally) stand in an open doorway, close it by pressing 5 on the numpad as the direction to close :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on June 09, 2012, 11:42:59 am
Through cheats, I managed to make an armored plasma tank.

How do you fire the turrets on vehicles?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 09, 2012, 11:47:46 am
Press "^" while driving to toggle turrets on and off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 11:57:49 am
Turrets are automatic, so they'll target on their own.

I believe they'll also shoot through your vehicle if they have LoS.  So let's see that tank melt!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: therealmarauder on June 09, 2012, 12:40:36 pm
I can't survive for any length of time.

I manage to get an awesome pile of stuff, maybe a gun, maybe some other things.

I usually take Wool Allergy, because it's basically a free point.

I was using Animal Empathy and I don't know if it did anything; was chased by a pack of wolves until I found some traps. Got a crossbow, got some bear traps, and I was killing zombies with a lay trap, hide behind it, hit it until it died.

And then I walk into a spider and die.

I can't seem to acquire even, say, a shovel, enough to dig in and build an elaborate and deadly series of spike traps for zombie protection.

And I don't know how to make a fire.

And saving makes the NPC disappear and I've never found another survivor.

This game infuriates me so much and I want so badly to have fun with it but I just can't survive and I want to see what's in this game but all I see is increasingly more deadly zombies will come and render any preparations I may have made moot and kill me in the first day, or, if I'm lucky, only the second day of the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on June 09, 2012, 12:45:37 pm
Turrets are automatic, so they'll target on their own.

I believe they'll also shoot through your vehicle if they have LoS.  So let's see that tank melt!
I did spawn a truck, and tried to blow it up with molotovs and explosives. Surprisingly, they aren't very explosive.

Maybe I'll try setting up machinegun turrets across the entire surface of a vehicle. Walls made literally of bullet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 09, 2012, 12:51:54 pm
1. Typically, it is better to spend your first day or two (when spawns are still fairly low) hiding in a back room somewhere drinking liquor and reading skill books, rather than trying to fortify a place.

2. Where are you trying to set up camp? If you're anywhere near a town, anthill, or swamp, you're going to face unending spawns. Quite apart from that, a stationary fortress is a long term goal, alongside a mobile one. Concentrate on getting equipment and gaining skills early, before the really nasty stuff starts spawning. The sheer amount of material it takes to make a decent base camp is far more than you'll gather in even a week, and trying to repeatedly raid towns with poor gear and skills is tantamount to suicide.

In addition, rather than a crossbow, you might want to try either a melee weapon (baseball bats tend to be good for dealing with skeletons) or a low-calibre rifle with a silencer.

As an example, here is my current game:
(http://i.imgur.com/63rMi.png)

I'm basing out of that circled bunker in the far east, slowing building up a palistade, buildings, and a battle bus. I haven't even bothered with traps or pits yet because I'm far enough from everything that all I see are rabbits, squirrels, and occasionally a jumping spider far to the south.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 12:53:32 pm
-stuff-
First of all, write multiple sentences on the same line.  It's much easier to read.

Second - run.  Just run.  Any time you see a zombie, run.  Pain is what kills you most.  You might be able to kill a zombie, but the fight makes you wounded, and that becomes pain, and then you're slowed down for 6 hours.  THAT is what kills you.

Basic survival though?
1: Get behind a window and make the zombies crawl in to get you, you can usually kill them without being touched.
2: If you're in the open, just run away.  Never fight a fair battle, you should always have a good advantage like windows or fire.
3: If you step out of the evac shelter and encounter wolves, just suicide.  Just... don't even.  Wolves are very dangerous.
4: Don't try to build.  People jump to this quickly, but it's too difficult.  Building involves a LOT of time and it'll get you killed very quickly.  If you really like building, then pickup the vehicle mod and build a truck.  You can take it with you and use it as a weapon!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 09, 2012, 12:58:56 pm
5. Molotovs. You're faster than zeds, so you should be running away when things aren't tilted in your favor. If you're hurt enough to be slower than them, light a molotov and toss it behind you, and they'll run straight through it, which kills most of the weaker variants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 09, 2012, 12:59:13 pm
Fight zombies from the other side of a 1 tile wide window, helps heaps, they usually cant attack you before you kill them.  Animal empathy is usually great, but I have noticed with some mods it seems to make all animals crazy hostile (I had I character mauled to death by squirrels).  Other things that help are walking around totally smashed off your face, drunk, stoned, high on meth, whatever.  Happy = xp points, and you cant lvl skills without xp points, often I try and go for booze before I get worried about a weapon.

  I find a good build is 10 str, ok dex, 11 int and bout 9 per, with points in archery and survival skills, this will let you craft a longbow and arrows from wood, a high damage, silent ranged weapon that you can get more ammo for in any house.  Take 12 points worth of bad traits, stuff like ugly and truth teller are basically free points atm, NPCs arent really in yet. 
  For positive traits, quick is gold for a starting character, as you can outrun most normal zombies more easily, that and DRUGS, cause drugs are for winners.   Hiding in a room with no windows during the day, reading skill books and getting smashed on whatever comes to hand, then going out at night is also usually the smarter way to go as well, zombies wont track you from as far away if they cant see you.  Then nightvision perk is good for this too.

To make fire you (a)pply a lighter to flammable stuff on the ground, (petrol, books, wood, etc).

  Shovels can be a bugger to find sometimes, if you find a house you want to fort up in, and cant get one, probably doesnt hurt to much just to cheat for one.

GAHHH, 3x ninjas.

GAHHH and again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on June 09, 2012, 01:04:37 pm
I'll prob play again now since the update with the vehicles merge is probably still going to take a while, it seems. My full melee mutation heavy build worked marvelously last time, I could take hulks on without being hit once. Tentacle arms are pretty fun :P
With enough CBMs and mutations you can become a veritable ubermensch, capable of surviving anywhere and tearing zombie hulks apart with your bare hands/tentacles/horns/fangs/hooves/claws.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 09, 2012, 01:25:54 pm
Shovels can be a bugger to find sometimes, if you find a house you want to fort up in

Honestly, I gotta disagree with that. If you're living in a house, you're in a town, which means you're going to have zeds spawning around you all the time, and a few concretic circles of spike pits will take far too long to dig in a town, while anything else won't stop all of them. If you can't find a bunker, shelter, or missile silo a long way from anything that spawns nasty stuff, you're probably better off either building your own or staying mobile with a tent kit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: therealmarauder on June 09, 2012, 02:03:02 pm
Okay, I like having a fire.

Still, how do you get all that stuff without dying? I might get a backpack, and I might not. I might get a machete, and I might not. I might get a pot, and I might not. Without a pot, I don't know how I'll be able to get water or food.

I was holing up in the evac bunker where I started. It seemed like it worked for a shelter.

I haven't been able to find tents or hold all the stuff I feel like I'd need just to survive the game.

I would want a pot, a machete or other weapon, a rain coat, a tent kit?, a gun, a backpack, a lighter, equipment which will keep me protected, like a helmet and a vest, a shovel, and so many more things, and half the time there are zombies already in the only town I can get to.

I feel like it's only one time out of ten that I'll actually be able to get all that stuff.

And why does the NPC disappear when I save? I want to play long enough that I can do the NPC's quest!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: therealmarauder on June 09, 2012, 02:13:13 pm
Oh, and I did see a lone house in the woods once, so houses aren't necessarily in towns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: therealmarauder on June 09, 2012, 02:34:02 pm
And there's no option to simply boil water for sanitation. And I've never even SEEN a tent, so I have no idea what's up with that, and so acid rain will just injure me if I try to roam from a shelter. I don't know what's going on. I feel like there's some magic I don't understand to playing this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 09, 2012, 02:40:33 pm
Practice :). Once you get a hang of it, you will find tons of stuff because you know where to look for that (like, which room can contain backpack, which tools you need first and where to travel to attract less zombies).

To purify water, use the water purifier, it uses batteries which are everywhere. Or better drink soda.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 02:46:54 pm
Learn to edit your posts instead of triple-posting :P

And the "magic" is mods, mainly.  There's mods for boiling water, and for tent packs, and rain coats that actually work.  Vanilla raincoats don't actually protect you from weather at all, they're just clothes with a name.

Buuuuut the current "standard" mod is the vehicle mod.  Most people consider that to be a solid extension of the game that's simple and balanced enough that it's legit.  Check the Cataclysm forums modding section for the vehicle mod.  My advice is to start running as fast as you can, just run all through town.  Find your way to every parking lot you can until you find a car or a truck.  Both of those have roofs, and will protect you from weather while the doors are closed.  Then find yourself every hardware store and harvest every scrap of machinery you can to get your vehicle bigger and meaner - or at least meaner.  You may find it advantageous to shrink your truck and go more silent and more speed, but you'll still want to armor it up.

http://cloud.github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles.7z
This is a slightly modified version of the vehicles mod.  It's exactly the same as the normal mod, except Darkling Wolf has added opaque doors and electric motors, solar panels, and storage batteries now spawn in electronics stores.  The original creator made a typo and they only spawn in silo basements, but this version makes them spawn in stores as intended.  That's a Windows executable, so just unpack and double-click.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on June 09, 2012, 03:16:48 pm
And the "magic" is mods, mainly.  There's mods for boiling water, and for tent packs, and rain coats that actually work.  Vanilla raincoats don't actually protect you from weather at all, they're just clothes with a name.
Actually vanilla raincoats provide protection from morale hit while outside and under wet (drizzle) and very wet (rain) weather . It is governed by code in weather.cpp:
Code: [Select]
if (!g->u.is_wearing(itm_coat_rain) && !g->u.has_trait(PF_FEATHERS) &&
     PLAYER_OUTSIDE && one_in(2))
  g->u.add_morale(MORALE_WET, -1, -30);

And yes, vehicle mod is so awesome, that it goes to be merged in next release and become "vanilla". Actually there are many mods that got merged before, and we hope there will be more to merge after.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 09, 2012, 04:10:01 pm
Yeah, that merge Girlinhat posted is (IIRC) the most up-to-date complete compilation of the useful mods. But basically the trick is in learning where everything spawns. One thing to be sure to do to save time is to check the shelves of the store with the 'look' command so you can often go right for what you need without wasting time walking to each shelf with items. It only shows the top item, but that is far better than nothing.

Also note that Quick, the fast-running trait, and wearing skirts will all improve your speed, making it easier to escape from bad situations. Regarding supplies: that's why having a remote, secure base is so important. You simply aren't going to be able to carry absolutely everything you need without any drawbacks, so you need a place to store it. You can go for a nomadic build, but you're going to have a much narrower set of options and you probably will never see the endgame, such that it is. You can also go the double-backpack route, but that means that melee combat is not practical at all, and that if you don't have a shitload of ammunition and ready-loaded weapons, you will go down quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 04:22:52 pm
I went light once.  Skirt, sneakers, utility vest, modded purse so that it was zero enc. and lower storage than a vest (so I could have done better with another vest), tank top, holster, cotton hat, eyeglasses, ski goggles (to protect the glasses).  I learned to run very light.  Weapon in-hand, bottle of tequila, Adderall (always carry it, always), strongest painkiller available, first aid kit, one bottle water, one MRE-Beef, and sometimes one handgun, with or without spare ammo.  That leaves a few extra volume slots, especially once you get some CBMs and can get internal storage.  I got to end-game just fine, I was hitting electronics stores, piling all the stuff on one tile, and crafting it all into CBM: Battery, and carry a few rarer components if I felt like it to the next store.  I got some pretty good power rating and hundreds of kills, until one fast zombie rushed me and exploded a landmine on me.  I raged so hard...

The trick to traveling light is to realize that military surplus stores will keep you alive for days at a time, and that gas stations are a godsend.  Hold up for the night/day, drink toilet water, vomit food poisoning, wait until dawn/dusk, and you're good to go with the poison wearing off and full thirst!  Pop some pretzels before you drink the toilet as well.  Your bottled water and MREs are mainly for emergency use and when you're diving into labs.  Although for labs, just bring an MRE or two, they always have tons of water.

The main thing, I guess, is learning how to forage.  Don't store, just eat and move on.  You can get along perfectly well without carrying a single food item if you're smart.  Just remember where the stores are and what your schedule is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 09, 2012, 04:38:00 pm
It might seem a little out-of-the-way at first, but in your initial burst of gathering essential things to survive you should always be under the effect of 2x Adderall. At base speed, Adderall first gives you +24 speed, and the second pill gives you another 16. You can easily blow by most any monster in the first couple days save a few bastards like fast zombies. Just watch out for addiction and withdrawals, especially withdrawals because they will weaken your immune system and make you catch a cold which damages stats more than you would think it would. To make Adderall better, it also gives you some nice stat boosts like +4 INT, great for book reading.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 09, 2012, 04:58:58 pm
Yeah, Adderall + 11INT means that you can read every book in the game, IIRC.


One thing to consider is putting some of your extra points from flaws into your stats rather than traits; I typically take a 10-10-11-10 build as my middle of the road sort of character, with Quick and a thing or two else.


Q: Can you still die from food/water poisoning? I seem to recall that happening to one of my first characters that drank from toilets.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 05:03:04 pm
It can cause minor damage, so if you've got like 2 torso HP left it's possible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 09, 2012, 05:56:56 pm
http://cloud.github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles.7z
This is a slightly modified version of the vehicles mod.  It's exactly the same as the normal mod, except Darkling Wolf has added opaque doors and electric motors, solar panels, and storage batteries now spawn in electronics stores.  The original creator made a typo and they only spawn in silo basements, but this version makes them spawn in stores as intended.  That's a Windows executable, so just unpack and double-click.

Which mods does this have?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 09, 2012, 06:00:23 pm
That's just the vehicle mod. Darkling Wolf is the one who did the windows ports of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 09, 2012, 06:02:54 pm
That's just the vehicle mod. Darkling Wolf is the one who did the windows ports of it.

"This is a slightly modified version of the vehicles mod."

Was asking how it is modified.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 06:05:58 pm
Is this... a real question?  Did you read the whole post?  Sorry, I don't mean to sound rude (ok maybe I do a little) but read past the first sentence.
It's exactly the same as the normal mod, except Darkling Wolf has added opaque doors and electric motors, solar panels, and storage batteries now spawn in electronics stores.  The original creator made a typo and they only spawn in silo basements, but this version makes them spawn in stores as intended.  That's a Windows executable, so just unpack and double-click.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on June 09, 2012, 06:13:05 pm
Yeah, that merge Girlinhat posted is (IIRC) the most up-to-date complete compilation of the useful mods.

Perhaps that confused them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 09, 2012, 06:14:38 pm
Yeah, that merge Girlinhat posted is (IIRC) the most up-to-date complete compilation of the useful mods.

Perhaps that confused them.

Yeah, I figured there might be other mods in it :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 06:17:24 pm
Mine isn't any multiple mods, it's purely vehicle mod, a little more complete.  Fixed item spawns and added non-see-through doors.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 09, 2012, 06:24:04 pm
Hm. I know there was a download posted at some point that merged the vehicle mod, Wolfie's mod, the expanded view mod, and did some fixes. Can't remember who posted it, though. Might have been Deon?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 09, 2012, 07:09:30 pm
http://whalesdev.com/forums/index.php?topic=727.msg23596#msg23596
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: therealmarauder on June 09, 2012, 10:07:24 pm
I got a pretty good first grab in - a sporting goods store had everything I needed to get, including nails (for later), some crossbow bolts (because enough tubing exists to be virtually guaranteed of making a trap) and everything else I was saying I needed. I got caught in acid drizzle, but ducked back in a house and did just fine.

I thought I could grab a reprieve in a cave, out from nowhere. I saw a bear, walked up, set a trap, then hit him twice with a bat and never took a hit. Then I went outside to find more wood, and there are zombies out of nowhere behind this cave, so I set a trap and wait for one, but there are seven, and I kill two but realize that I should just run. I get jumped by a fast zombie, which I take out using the bear trap, a skeleton, which I take out the same way, and then I grab my trap and run from the tailing zombies - right into the waiting arms of a lurking segfault. Core dump, game failed. Maybe I'll wait for a little more stability in the game.

I have to say, though, I was finally having a pretty good time - just having trouble getting a place to hole up for the night that wasn't totally covered in zombies or triffids. Thanks for all your help!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 10:10:33 pm
The game is past segfaults.  Try and post on the whalesdev bug forum with as much detail as you can.  Whatever you've done to crash is fairly unique, I've been playing for months and only crashed like that 2-3 times.  Whales does tight code, any crash is something to take note of.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: therealmarauder on June 09, 2012, 10:13:55 pm
Odd - I've been having a handful. I had one game which I saved, and then every few actions it would segfault. I'll play some more and try to get better reporting from it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 10:15:55 pm
What OS and what version/mod?  Are you doing anything that you feel is strange or otherwise "not how someone would normally play the game"?  Or is your computer something funky?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 09, 2012, 10:23:58 pm
Man, mutagens have definitely got a lot cooler. A single one gave me bat wings and turns my legs into tentacles. Wooh.

Even if neither of those are actually good, I look BADASS.

Sophia will DEVOUR YOU.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: therealmarauder on June 09, 2012, 10:40:30 pm
Ubuntu 12.04, 64 bit. I have the 32-bit ncurses dev library installed. I don't remember which one the game uses, but I had to install the 32-bit libraries for something else (probably Angband). I git-cloned and made and ran with no difficulty.

I get segfaults, too, when I run the program not from its own directory (paths being relative to the environment, not to the program location), but I've been running it as intended, from inside the same directory. I cleared the save files because I wanted a fresh start. I might have managed to do something screwy at some point by starting a game and then deleting all the save files, so that's a possible culprit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 09, 2012, 10:46:30 pm
I usually close the game before deleting save.  I think before when I tried that it'd crash on character creation, so now I just make a habit of closing before dabbling.  Dunno though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on June 09, 2012, 11:37:29 pm
*Goes to sleep in a Sport Supply backroom*

*wakes up to a raging inferno between me and the only exit*

I really need to stop going to sleep during thunderstorms. Or at least have a fire extinguisher on hand if I do T_T
It's a terrible idea. And yet I keep doing it for some odd reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 09, 2012, 11:57:39 pm
That's why teleporters are handy. There's a chance you might appear right in the middle of the fire, but it's better than a guaranteed death.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 10, 2012, 01:51:52 am
I found a car and tricked it out; forward parts had were reinforced with hard armor plates (Apparently you can even reinforce wheels), 2 2.5L engine with 3 cans, boarded out sides (I had to move the wheels a bit since zombies can apparently walk through them), and 6 trunks filled with food and ammo. It took a long while of sifting through several metal wreckages, slowly working up all the chunks necessary to make them.

After all that, I finally went And then I parked on the side of the road of the road to take a quick nap.

And then I got struck by lightning. Instantly killing me.

On a side note, you should be able to make metal tanks via metalworking, just saying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on June 10, 2012, 03:01:41 am
Is the Windows version still being updated? I'm looking to get back into this somewhat painlessly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: buckets on June 10, 2012, 03:25:28 am
Is the Windows version still being updated? I'm looking to get back into this somewhat painlessly.
Sure is, look for the darklingwolf mod on the official forums if you want cars, or Deon's mod for tiles and such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on June 10, 2012, 05:37:38 am
i think both mods are being sycronhised maybe updated next week or the next
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: therealmarauder on June 10, 2012, 06:27:40 am
So, with toilet water:
1. Why not just drink out of the top tank? That's the only reliable source of fresh water that you can possibly find in the apocalypse outside a bottle.
2. When you get food poisoning and throw up, doesn't that end up making you thirstier?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 10, 2012, 06:31:19 am
1) You are drinking out of the top tank, stagnant water is nasty no matter where it comes from

2) It probably should
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: therealmarauder on June 10, 2012, 07:25:19 am
Stagnant water, yes, but this water's been in a covered, nearly sealed container, and it's probably got chloramine in it, which is pretty stable and kills things. It might have, like, dust collected in it, but chances are anything in it that's a bug will be dead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Chattox on June 10, 2012, 08:47:27 am
Stagnant water, yes, but this water's been in a covered, nearly sealed container, and it's probably got chloramine in it, which is pretty stable and kills things. It might have, like, dust collected in it, but chances are anything in it that's a bug will be dead.

Depending on how the zombie apocalypse started, there could be like, zombie toxins in the water, maybe? Iunno, just speculating at this point. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 10, 2012, 09:00:38 am
Whales is posting a windows executable with every release, and all the mod makers are releasing linux .diff, linux executable, and windows executable, so there's no longer any excuse "I want to play but I don't know how to compile things."

Throwing up does make you thirsty and hungry, but only a little.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 10, 2012, 03:00:04 pm
Turns out there's an updated version of DLWolf's mod, with some bugfixes and other minor changes. And another additional version that includes extended view, which... extends your view by pressing "X".

Both can be found in this thread (http://whalesdev.com/forums/index.php?topic=1319.0). Scroll down for the extended view version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 10, 2012, 04:36:34 pm
I once didn't use the downstairs toilet in my house all winter (it was a poorly insulated bathroom, so I sealed it off and just used the upstairs one).  Come spring, I opened it up, and the tank was pretty sludgey.

Throwing up increases hunger and thirst by 30 each.  For reference, water decreases thirst by 50, and a beef MRE decreases hunger by 50.

Throwing up also costs you a turn, which isn't a big deal unless you're in combat, and it removes any painkillers that're still being digested.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 10, 2012, 04:40:29 pm
Throwing up also costs you a turn, which isn't a big deal unless you're in combat, and it removes any painkillers that're still being digested.
Is there a timer to know when until any drugs take effect? That would help a lot, even from a meta position.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 10, 2012, 04:49:39 pm
Throwing up also costs you a turn, which isn't a big deal unless you're in combat, and it removes any painkillers that're still being digested.
Is there a timer to know when until any drugs take effect? That would help a lot, even from a meta position.  :P

Almost all start taking effect immediately.  However, the painkiller effect is slowly added to you; it can take 50-70 turns for the full effect to be reached.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on June 10, 2012, 05:33:36 pm
Reading skill books doesn't seem to increase my skills by any amount, regardless of how small. And I spent an hour ingame reading Guns and Ammo. Is this a bug, or should I be reading more?

Also, what would a good starter-ish character's skillset be? Seems like all the original templates that were present in Cataclysm are no longer there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on June 10, 2012, 05:40:30 pm
It usualy takes several in game hours of reading to get a skill increase, even with fast reader.

A good starter skillset would be one with balanced stats, taking fast runner and maybe 1 point into dodge. Negative traits like ugly and truth teller are free points atm, so take them to get some extra points.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 10, 2012, 05:40:57 pm
Books give very small exp but take a very short time to read, so you have to read a bunch of times.  If your skill is below level 1 you won't see increase.  Once it reaches 1, you'll see it starting to rise.

Starting character?  Quick, Light Eater, higher strength, and whatever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Edmus on June 10, 2012, 07:47:03 pm
Hey, I am just wondering if there is a way to mix bleach and ammonia? Last time I tried I drank a bottle of bleach :-\.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 10, 2012, 07:56:42 pm
The only way to mix them is to craft tear gas.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 10, 2012, 07:59:04 pm
Hey, I am just wondering if there is a way to mix bleach and ammonia? Last time I tried I drank a bottle of bleach :-\.
Whales should put manual mixing in. The stomach won't handle it into a useful solution... :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on June 10, 2012, 08:02:10 pm
Pssh, real men drink bleach and ammonia, then vomit tear-gas!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 10, 2012, 08:33:11 pm
Also, what would a good starter-ish character's skillset be? Seems like all the original templates that were present in Cataclysm are no longer there.

The templates were removed because no one used them.  Instead, at the screen where you name your new character, you can save it as a template to be re-used in the future.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 10, 2012, 08:36:55 pm
Start a new game.  Evac shelter is almost inside of town, but it's all houses.  Meh, I'll walk around, there's a mil. surplus I can use.  Oh a crash site.  OH it's got like 5 CBMs that look so amazing!  I'll have to mark this on my map for later!  OH GOD A FLAMING EYE RUN!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on June 10, 2012, 10:02:11 pm
Also, what would a good starter-ish character's skillset be? Seems like all the original templates that were present in Cataclysm are no longer there.

The templates were removed because no one used them.  Instead, at the screen where you name your new character, you can save it as a template to be re-used in the future.

I found them to be a challenge at times, playing something that I wasn't good with or had suboptimal skill sets. I did notice the save as template option, but am still experimenting with different builds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 10, 2012, 10:08:50 pm
I used the templates. I thought they were fun. There's still random character, though, and that serves sort of the same role if a bit more work, so not a big deal it got taken out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 11, 2012, 01:35:05 am
"Killed an innoncent: -99"

Hey, hey! Noah Simmons rushed that military outpost and tried to bash the turrets to death instead of shoot them! I almost got my head blown off, his death wasn't my fault!

...To be fair, maybe taking his Glock and H&K SMG wasn't exactly respectful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Danv on June 11, 2012, 11:37:21 am
hello guys, just a few questions, if you don't mind
- where i can find latest version of just a Vehicles Mod for windows? there are so many versions appears recently, of Myriad Stuff Mod, with Extended View, without it, with some fixes, with some items list... i just got lost in all that stuff :(
- all versions what i played (mentioned above) have transparent doors for vehicles, but there i can find / how i can build opaque doors?
- is there any ETA for next version of the game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 11, 2012, 11:43:34 am
http://cloud.github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles.7z

This is the version I'm playing.  It's standard vehicles mod +opaque doors +electric motors, solar panels, and storage batteries spawn in electronics stores.  Windows executable, just unzip and play.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 11, 2012, 05:20:41 pm
"Killed an innoncent: -99"

Hey, hey! Noah Simmons rushed that military outpost and tried to bash the turrets to death instead of shoot them! I almost got my head blown off, his death wasn't my fault!

...To be fair, maybe taking his Glock and H&K SMG wasn't exactly respectful.

You kidding? Looting your dead comrades is a time-honored tradition. If all they have is their body, you rip an arm off and use it as a club.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on June 11, 2012, 10:30:30 pm
whats to be made of the initial missions from NPCs are they worth it, and getting overrun with zombies on day one is no fun
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on June 11, 2012, 10:47:28 pm
http://cloud.github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles.7z

This is the version I'm playing.  It's standard vehicles mod +opaque doors +electric motors, solar panels, and storage batteries spawn in electronics stores.  Windows executable, just unzip and play.

Will put this in the first post...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 12, 2012, 06:31:09 am
If you're going to do that, you should probably add the mod that Wolfy actually made too :P
The one that the vast majority of people are playing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 12, 2012, 10:01:02 am
I have activated the android trait but i don't have the bionic equipement installated at the start....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 12, 2012, 10:36:12 am
'p'?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 12, 2012, 12:01:46 pm
How i can use the c4?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 12, 2012, 12:09:42 pm
...try to activate it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 12, 2012, 12:14:33 pm
I have take it from npc and is armed... But if i "a"ctive it, don't work....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 12, 2012, 12:19:12 pm
If it's C4(active) it's ticking down. I suggest you throw it.

If the C4 was activated by an NPC you should toss it anyway. NPC's using C4 is bugged I think, all other explosives have set timers, where C4 allows one to input a timer. So if an NPC activates C4 it's probably set to some NAN integer, effectively rendering it useless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 12, 2012, 12:19:30 pm
NPC items (and NPC in general) are bugged.  Abandon ship.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 12, 2012, 12:20:21 pm
:0(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 12, 2012, 04:09:30 pm
Meh. I'm still sticking with the x-mas version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 12, 2012, 04:51:45 pm
Anybody have any tips for moving through towns without getting mobbed?  Or general survival tips?  I feel like Cataclysm should be a really fun game, but I keep accidentally downloading Run For Fifteen Minutes and then Die:  The Official Game of the Movie
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 12, 2012, 04:55:14 pm
Some basic guidelines:

1: Fire. Get small burnables like rags and extra clothes and what not. Move through buildings, and before exiting and entering light a small fire. This messes up the ability of zombies to smell you.

2: Avoid smashing down doors and windows when possible - it makes noise. However, if you move quick and do the fire thing, by the time the zombies get there you can easily be gone.

3: Try to stay behind houses and in alleyways, and to leave buildings from the opposite side you came in from since zombies might be tracking your sent. This directly contradicts rule 2, yes, but is still valid.

4. Carry a silent weapon and a heavy weapon. The silent weapon will be for taking out lone enemies (try to slow them down with window frames or fences first) or small groups in an area that aren't done looting. This should be a sign to get out SOON, though. The heavy weapon is for taking out brutes and hulks - immediately afterwards, book it - house dive with the fire trick as best you can.

Other hints:
Crowbars let you open locked doors without making noise.
Keep some painkiller and stimulant on you at all times. Be ready to use the stimulant at the first sign of real trouble, and the painkiller as soon as you are hurt.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 12, 2012, 05:54:32 pm
NPCs aren't buggy (most of the time ;) ), but they do occasionally hand off a useless item like already-active C4.  Just drop it, you're fine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 12, 2012, 07:04:04 pm
Your single greatest goal in the game is to keep your pain level below Moderate.  Minor pain is meh.  Moderate pain you should be popping aspirin.  You can take tons of aspirin with slow-acting painkiller and no addiction.  If you're on aspirin and you're still moderate, start with codeine or tramadol.

Drugs are life.  Tramadol, oxycodone, and adderall are your all-powerful lifesavers.  If you're not on an opiate addition, you're likely dead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 12, 2012, 07:46:40 pm
Thanks for the make fire tips to cover the scent, will be helpfull.

A question about surviving, once my character got seen/scented by a zombie, usually at this point, whatever direction i'm going to run, there will be zombies (or worse) coming to my character, even in places i moved through and were empty before probably due to some spawning thing going

And usually it happens rather early in the game while i'm looking for items convenientely :)

So is it possible to actually escape those spawning hordes, so they "lose" your scent/track/whatever guide them to your location, or are they going to follow you to the end of the world ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on June 12, 2012, 07:52:48 pm
PTW because I need to play this again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 12, 2012, 07:55:07 pm
You can lose zombies by outrunning them, covering your scent, ducking through buildings, etc.

However, as long as you're in a zombie-infested area, they'll continue to spawn on occasion.  It's possible to exterminate all zombies from an area, but it takes a looong time.

And for the record, it's very possible to survive and thrive without the use of any drugs at all.  Drugs do make the game much easier, but they're by no means required.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on June 12, 2012, 07:58:21 pm
One of the most important things to learn is how to loot while being chased, then losing them once you're done. It only works in the early game when fast zombies and brutes and such aren't spawning. Cut through buildings with two exits to slow them down, popping adderall or caffeine pills like a madman, starting fires and using counters and fences. Taking Quick, Fast Runner, and Parkour Expert help. Taking meth if you have it can help in an extreme emergency, but you have to lose them before you crash or you're dead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 12, 2012, 08:03:30 pm
Great, i was worried that once they were on your track, it was until they were all (or more likely your character) dead. Will have to avoid cities too as from what i have read in the last pages of this thread, that's infested zone.

Thanks for the tips guys, will be very helpfull.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 12, 2012, 08:08:11 pm
As long as you avoid making noise, you should be alright. If you get some shriekers on your trail, THEN you might have some difficulty escaping, though.

Imo, the spawning algorithm is pretty messed up right now. Incredibly weird to have zombies attacking me FROM my safehouse (which never had a zombie in it before) simply because a single zombie followed me there from the city before I killed it. I think if you aren't in a "zombie" area, at the very least, they should spawn form the direction of the nearest one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 12, 2012, 08:21:48 pm
Imo, the spawning algorithm is pretty messed up right now. Incredibly weird to have zombies attacking me FROM my safehouse (which never had a zombie in it before) simply because a single zombie followed me there from the city before I killed it. I think if you aren't in a "zombie" area, at the very least, they should spawn form the direction of the nearest one.

It doesn't work like that.  If your safehouse isn't in zombie spawning territory, then zombies won't spawn there at all, regardless of whether any follow you home.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 12, 2012, 08:28:44 pm
Is a zombie territory expand far from a city ?

The starting shelter was at some medium distance from a group of building (i assume to be considered as a city as there was a large road around them) , and after being spotted by a zombie i ran back to the shelter, letting the NPC follower dealing with it (as i was without weapons) and found a zombie in the shelter basement (he wasn't inside of it at the game start).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 12, 2012, 09:22:38 pm
Basements are buggy.  I stepped into a basement with a flashlight.  Moved along the shelf that ran north to south, and in the process the stairs left my square of vision.  When I went back south, I had triffids and fast zombies spawned on the stairs.  There was NOTHING upstairs when I had descended 2 in-game minutes earlier!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 12, 2012, 09:36:09 pm
It doesn't work like that.  If your safehouse isn't in zombie spawning territory, then zombies won't spawn there at all, regardless of whether any follow you home.

Maybe that's not the way it's /supposed/ to work. But its pretty consistant in an area that normally only spawns animals, it will spawn zombies on my back from town with the pack on my tail. It doesn't /last/, thank goodness, it usually seems to be one or two bursts of spawning and then I set. Maybe it's, like, some sort of mix-spawned zone or something? I don't really know how the zombie spawning works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 12, 2012, 10:49:37 pm
I've noticed that as well, with zeds spawning in front of me while I'm running away from a town (and 10-15 map tiles away from the edge) when I have a horde on my back. Do keep in mind that it isn't uncommon for shelters to be close enough for zeds to spawn within vision range of them; this is why I recommend finding either a bunker, a silo, a lone cabin, or building your own shelter very far (1 map block [not tile] at least from any sort of settlement; if the path home is long enough, you'll lose any followers. If transporting materials is a problem even with double backpacks (i.e. before you have a truck or custom ride), you can build a little shack at the halfway point and drop gathered materials off there first, letting you make shorter trips into town.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 12, 2012, 11:47:47 pm
Yeah, the issue seems to be that as long as YOU are within the zombie spawn area, they can spawn ANYWHERE at the edge of their spawn radius, letting them spawn beyond at least a good distance beyond the edge of zombie-town. That would explain why I only seem to get one or two spawns before it tapers offer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 12, 2012, 11:54:14 pm
Other tricks I have for escaping are a fighting fallback, stop at a fence, kill zombies till one hits you, fall back to a window, kill till one hits you, fall to a counter, kill till one hits you, etc, only works is you are on addy or the like, but is amazingly effective.  Other thing I do is set up houses with cleaned out single tile windows on multiple sides them marking them on my map, If i get into strife I just bolt through one of these houses, later game I start dropping loaded shotguns in obvious places in these houses.

  That and walls of pits that I mark on my map, they help heaps. 

Can anybody tell me where welders spawn?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 12, 2012, 11:56:47 pm
Hardware stores infrequently, assuming you're running Vehicle mod.  Darkwolf's mod seems to reduce all item spawns and make welders very rare.

My favorite escape is the molotov.  For the sound of one breaking glass you can set the street alight and kill two dozen well-placed zed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 13, 2012, 12:11:29 am
Yep. A well-aimed Molotov will easily clean up a small horde, as they tend to ignore fire while chasing you.


In response to an earlier question: No, at the moment, the NPC quest is just a waste of valuable low-spawn time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on June 13, 2012, 01:22:43 am
I was given a laser pistol by one once, by means of the persuade skill. No ammo of course, but that was neat.

Another gave me a katana. Enter me one shotting a majority of early zombies with no skill, assuming I hit, and then spending another turn or two removing it from them... usually ending with me being surrounded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on June 13, 2012, 01:27:03 am
So, are there mods at the moment that continue from the last "official" version? Everybody seems to be talking about the vehicle mod, but are their any other main ones that everyone's using?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 13, 2012, 01:29:55 am
Most people are using DarklingWolf's mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on June 13, 2012, 02:01:31 am
Most people are using DarklingWolf's mod.

This. It is the version I've had the most success with, insofar as being Windows ready, and I haven't encountered any bugs to speak of yet. Then again, I tend to die fairly quickly due to zombie mobs finding me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 13, 2012, 07:51:38 am
Did a nice run, in term of surviving longer than usual, as in term of finding something good to fight all i found was a butter knife .

for 2 days, explored a few houses in town, and ran away from zombies back to the shelter as the zombie killing NPC had a double barreled shotgun.
The zombies then decided to spawn in the basement and come up as usual, all were shot by NPC.
It allowed me to loot a nice FPN90 with .... 0 ammo, and obviously nowhere around i found any kind of ammo for any kind of guns anyways :D

At some point i decided to go to the NPC quest, getting in his house and getting his computer data on usb, the quest failed last time, but with some lucks it could turn better.
The NPC agreed to come with me, what he refused a few days ago when i asked him on my first item gathering patrol.

Good, as there have been lot of zombies spawned since the 1st day.
We arrived near his house, after he got rid of 2 bears and 3 wolves while i was tactically moving behind him with my butter knife :D

Then we spotted 2 zombies that did the same, one of them being a shocker, shooting electricity.
The NPC ran to them and headshotted both.

Unfortunately, that house was in town, and unloading a very noisy weapon in an infested zombie spawn  zone, well, let's say that the legions of zombies that came after us were really numerous, brave NPC fought them and killed 5 or 6 before being killed in his turn.
Unfortunately for my moving away tactic, several of those zombies turned out to be "fast zombies", meaning that running away was useless.

(http://i.imgur.com/5GmmX.jpg)

Where's my teleport scroll ! i can't find it ! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 13, 2012, 08:19:47 am
Well no wonder you're dying if you're on D3 and haven't even bothered to get a proper weapon.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 13, 2012, 08:24:57 am
yah, check you map, hit up sporting goods stores for melee/bows and firearms stores for ummmm.....  you get the idea, failing that you can craft a wooden spear with just a crap knife and a lump of wood with no skills by memory, its an ok weapon against greens,   failing that, throwing rocks isnt the worst tactic ever.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 13, 2012, 08:39:01 am
A rock is seriously a much better weapon than a butter knife, for melee or ranged. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 13, 2012, 08:52:37 am
Try not to get into towns too much or get a vehicle. I always died when I was in a city so I just crafted myself a bow and some arrows to survive towns.

And never fire a gun. Seriously, I just see guns as zombie spawners. I only use guns when I'm sure there is no chance of survival.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 13, 2012, 09:33:57 am
Item suggestion: a Map.... An item readable for know some area of the wordl  without explorer it.....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jojje on June 13, 2012, 09:55:58 am
Try not to get into towns too much or get a vehicle. I always died when I was in a city so I just crafted myself a bow and some arrows to survive towns.

And never fire a gun. Seriously, I just see guns as zombie spawners. I only use guns when I'm sure there is no chance of survival.
I'm doing a Solid Snake/Big Boss build and USP .45 with silencer works fine.
Silenced guns in general are brilliant especially when you run into 3 packs of 50 bullets or something

Also lads my cousin wants to play this on his MacBook, could anyone compile the latest release for Mac OSX, that'd be swell
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 13, 2012, 10:12:23 am
Silenced low-calibre firearms are perfectly safe for use in cities; yeah, if you're firing off a Savage or Mossberg, you'll attract notice. My quiet-gun of choice is the Marlin 39A; it has fairly good damage, recoil-reduction, and accuracy, and is chambered for .22 (thus being nearly silent even unmodified). Toss on an extended clip, a silencer, and maybe a sniper conversion, and you've got an excellent, nearly-soundless firearm. Another option is to carry several silenced 9mm pistols, which makes ammo fairly easy to track. When you empty one, just swap it for another, and reload them all once you're safely away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 13, 2012, 10:19:01 am
Item suggestion: a Map.... An item readable for know some area of the wordl  without explorer it.....

Exist. You can view them on computers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 13, 2012, 11:06:09 am
How does one make bows and arrows anyway?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 13, 2012, 11:09:33 am
Mechanics and Archery skill IIRC
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 13, 2012, 11:10:28 am
But what is woodworking for then?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 13, 2012, 11:10:49 am
Construction?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 13, 2012, 11:12:31 am
How does one make bows and arrows anyway?
You need: 1 skill level in archery & survival. A long wooden stick (the kind from young trees) for the longbow, and any stick (mop/broom...) for the arrows.

And a knife. Butter knives won't do.

Ninja: You don't need mechanics.  :P

Ninja II: Gah.

Ninja III: ;_;
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 13, 2012, 11:12:51 am
But what is construction for then?

nijaaas: Can you train those without books?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 13, 2012, 11:14:43 am
But what is construction for then?
Just what the name implies.

Actions from the * button and in constructing things from wooden planks and nails to make better structures.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 13, 2012, 11:28:34 am
Woodworking is only used for making wooden handles right now I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 13, 2012, 11:30:19 am
But what is construction for then?

nijaaas: Can you train those without books?
Not where I know.

Survival > 'B'utchering.
Archery > Get a crossbow trap and begin shooting if lacking a bow and arrow.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 13, 2012, 11:42:59 am
Also want decent str to play as an archer, so having the flu can force you to guns,
other stuff: cb ammo for .22 is basically silent, only makes the 'plink' noise.

I seem to do things a bit different to everybody else, I have an archer build, bout 10 on all stats, 1 surv, 1 archery, 1 mech, go for a bow first, then shovel by day 2.  night 2 I spend digging pits around my chosen house in town.  LOTS of pits, 2 zig zag entrances, etc.  I find a great gun is the SKS, the ammo comes in 80 round lots, it holds 10 in the clip and can 1 shot most stuff, it makes alot of noise, but with 2 packs of ammo, you can kill like 100 zombies, so stuff em.  And if you kill 100 zombies, you are pretty much sure of one dropping another pack of ammo, or I find more in the pits outside my house, they are always full of goodies.  Oh, and always have a backup gun that does heaps of damage and can reload 1 shell at a time rather than clips, I like the Redhawk, I find the option to reload just one shot is better in a pinch.

In short: pure firepower is a viable option
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 13, 2012, 12:25:49 pm
Does the vehicles mod ever bug out and remove all vehicles, or are they just extremely rare?

I've found one motorcycle total, the first time I played Vehicles.  After that, nothing, and I check every parking lot I see.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 13, 2012, 12:26:58 pm
Well, if you can't find one you can always build one.

I've only ever found one motorcycle as well, and I promptly drove it into a wall.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 13, 2012, 12:31:50 pm
Ive only found 2 in 15 days of life, they apparently only spawn in about 33% of parking lots, so there arent exactly heaps
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 13, 2012, 12:52:06 pm
Question about a NPC follower.

I had a NPC following me inside a police station, in the building the corridors are 1 tile large, i entered a room, and the NPC is standing in the door, meaning that i can't move out.
Is there any solution to this problem that does not involve killing the NPC (or more likely being killed by him considering his weaponry) ?

About nutrition, while the game seems to simulate reasonnably well many things, thirst seems to be over the top.
While i was stuck in the police station, i decided to wait for 6 hours to see if a zombie could come, attract the NPC to open the way.

And after 6 hours of doing nothing at all, i was going thirsty.
To get back to non-thirsty status i had to drink 4 plastic bottles of water.
That sounds a lot to me for a thirst induced by doing nothing if i look at how much waters i have in my own IRL plastic bottles of water.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on June 13, 2012, 12:57:56 pm
You could cheat using Z and short range teleport.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 13, 2012, 01:08:33 pm
Yeah, currently the game assumes that you're running and hyperventilating at all times (even asleep).  You go through a LOT of food and water, all things considered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on June 13, 2012, 01:28:23 pm
How do you get out of cars with the Vehicle mod? I got in the passenger seat and now I'm stuck with a bunch of zombies coming at me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 13, 2012, 01:30:33 pm
e
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on June 13, 2012, 01:31:48 pm
I somehow "jumped out" of a truck going 0 mph and it teleported on top of me and ran me over. FFFFFFFFFFFFFFFFFF-
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 13, 2012, 01:32:45 pm
Happened to me as well.  ALWAYS make sure it's asking if you want to exit or if you want to jump.  Jumping out of a car or truck seems to be 100% fatality rate, especially at low speeds (wait what?).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on June 13, 2012, 01:34:13 pm
e
Thanks. I used this and then I crashed into a wall.

I'm not very good at this whole driving thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 13, 2012, 01:42:39 pm
e
Thanks. I used this and then I crashed into a wall.

I'm not very good at this whole driving thing.
You have to stop the vehicle before you exit. Wait... You crashed into a wall by jumping out of a vehicle? :o

You don't need vehicles if you can go that fast by yourself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 13, 2012, 02:31:40 pm
Oh i didn't noticed the debug cheat menu, great way to unstuck myself from the situation.
I hope there will be sometime in the future a possibility to move "through" the follower(s) to avoid this problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 13, 2012, 05:30:25 pm
Lesson of the day.
1 Giant Ant Queen + 12 Giant Ants  vs Player TEC-9 + NPC Sledgehammer  -> Player TEC-9 wins
1 Giant Ant vs out of ammo Player TEC-9 and wounded NPC Sledgehammer -> Giant Ant wins
:D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 13, 2012, 05:47:46 pm
Giant insects of all kinds are godmodding asshats.


I didn't want to be that guy, but this is page 666 by default settings. [Insert generic joke here]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Goacbc on June 13, 2012, 05:53:07 pm
page 666....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 13, 2012, 06:34:07 pm
Beastly thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on June 13, 2012, 09:23:40 pm
Anyhow, just to briefly sum up the next update, which should in theory be soon:
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on June 13, 2012, 11:04:10 pm
Got a very nice run, in term of zombie killing.

Moving around a town, got a nailgun and lots and lots of nails to use with it.
And i found an area in the middle of the road that had a lot of bear traps, lot of shotgun traps and other kinds.

While the nailgun deals very few damage, helped by the numerous traps, it's 38 zombies that were killed there, all regular zombies (only 1 irregular zombie, a boomer).

Was killed by a duo of giant dragonfly , as the nailgun really is not enough (and i didn't found any kind of other guns during that run) when i decided to go explore far around the starting map (and noticed the save folder exploded at more than 20.000 files !) .

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on June 13, 2012, 11:44:17 pm
Well, due to the way Cataclysm saves tiles, it seems to save a chunk of the map (one square on your minimap; a 12 by 12 area, I believe) in its own separate file, designated by the coordinates (and Z level) as a file name. I'd love to see it in some form of database, like SQL lite, but that's a long time in the future, and would likely have to involve some workarounds running as far as making it cross platform with less pain involved. Or at least something like DF's level of compression, because thousands of 1kb or less files can end up taking a bit more disk space than it initially seems.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 14, 2012, 12:10:08 am
Anyhow, just to briefly sum up the next update, which should in theory be soon:
Spoiler (click to show/hide)

You're overstating it a bit.  The tileset isn't ready to be merged yet, and I'm not sure that the beehive thing will make it into this one.

However, there's also a new setting for NPCs to lead the player, the option to be trained by an NPC in skills or martial arts, some new missions, interruptable actions (pick up crafting where you left off, before that zombie interrupted you), and overhauled melee.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 14, 2012, 01:08:49 am
I've been playing a survivalist with a bow, found a decent house in the woods and now I'm slowly gathering the materials to build a car of some sort.

I've noticed that there's a number in parentheses on the bow that steadily increments up as I use it.  It's at 11 now.  Does anyone know what that is?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 14, 2012, 01:24:31 am
If you aim at something, then cancel, the arrow remains "loaded" into the bow, if you (U)nload it you'll get the arrows back, they'll prevent you from using any other type of arrow with the bow whilst loaded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 14, 2012, 05:40:14 am
ETA for the update: This week... Next week... Next month???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 14, 2012, 07:16:32 am
ETA for the update: This week... Next week... Next month???
Stop checking your watch.
Stop checking your calendar.
Start checking your star charts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 14, 2012, 07:22:30 am
But... The stars, mannnn.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GaxkangtheUnbound on June 14, 2012, 07:40:42 am
No doubt it will be Soon™ (http://tvtropes.org/pmwiki/pmwiki.php/Main/Tradesnark)
I'm not responsible for dooming your plans today.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 14, 2012, 11:23:38 am
The graphical support mod by Gremour, the tiles by me.

This is the 7th release of my tileset. Now it has x24 and x32 variants, for those with small and bigs screens.

The 24x24 version: http://www.mediafire.com/?gl4j1k5ufvq3peg
The 32x32 version: http://www.mediafire.com/?ch88gvad11o3b29

Small preview:
(http://i.imgur.com/s0Kvz.png)

Also a few more items have been added.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Astral on June 14, 2012, 12:31:41 pm
I think the links have been switched up a little; the 32x version is under the 24x, and vice versa. Also, the 24x version has a save game thrown in already. Just mentioning it.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 14, 2012, 12:36:59 pm
Thanks, I was in a hurry. I will fix it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 14, 2012, 08:26:27 pm
I think I can speak for most of us with this:

Interruptable actions? Awesome.

Fewer beehives (even if in a later update)? THANK LUNA.


Even if the massive beeswarm-apparation bug is no more, I still carry that hatred for them deep within my liver.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 14, 2012, 09:12:12 pm
Is it actually possible to refill a vehicle from a pump?  I spent like ten minutes properly aligning my car and it still says invalid direction when I try to pump.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 14, 2012, 09:21:36 pm
Keypad is borked.  Arrow keys work though.  So use the up arrow, not the 8 key.  This will be fixed in the next update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 15, 2012, 12:39:01 am
You can also use hjkl keys.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on June 15, 2012, 12:39:33 am
Explosive shotgun rounds. This game is the best.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on June 15, 2012, 09:10:30 am
The graphical version is for the base game or with some mods?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 15, 2012, 09:18:53 am
It's the base game. Also I've reuploaded it, apparently I forgot to remove the save folder :).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on June 15, 2012, 10:21:21 am
Is it actually possible to refill a vehicle from a pump?  I spent like ten minutes properly aligning my car and it still says invalid direction when I try to pump.

It's certainly possible with a motorbike, but I haven't tried it with anything bigger.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 15, 2012, 11:51:28 am
It works with anything. As it was stated above, there are some inconsistences with directional keys.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Elfeater on June 16, 2012, 06:00:53 pm
Ignore i found nit
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 17, 2012, 07:23:56 am
God damn.  Every time I give this game a chance it quickly shows me that was a mistake.  Most recently it placed wolves in sight of every door of the evac shelter, two games in a row.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 17, 2012, 07:39:11 am
There's a 1% chance to spawn a wolf pack. YOU ARE LUCKY!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on June 17, 2012, 08:01:40 am
Any news on when your amazing (and I genuinely mean amazing) tileset will support the vehicle mod?

I'm dying to play around with the vehicular side of things, but I just can't bring myself to play in ASCII mode - it gives me a headache! And it's the same reason I haven't actually tried Dwarf Fortress yet....

Hell, I'm not even a graphics whore...I'd just like *some* graphics... ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 17, 2012, 09:21:01 am
God damn.  Every time I give this game a chance it quickly shows me that was a mistake.  Most recently it placed wolves in sight of every door of the evac shelter, two games in a row.

I had this happen to!

I made those wolves regret their bad placement, mwahaha.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 17, 2012, 01:24:30 pm
Any news on when your amazing (and I genuinely mean amazing) tileset will support the vehicle mod?

I'm dying to play around with the vehicular side of things, but I just can't bring myself to play in ASCII mode - it gives me a headache! And it's the same reason I haven't actually tried Dwarf Fortress yet....

Hell, I'm not even a graphics whore...I'd just like *some* graphics... ;)

He doesn't like DF because it's ASCII! Let's flame this dude!

It takes time to get used to it even with tilesets really
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on June 17, 2012, 01:31:08 pm
I know, I know, I'd deserve a slight flaming - but really, ASCII is awful at the best of times and I pretty much grew up on it!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 17, 2012, 01:31:21 pm
Time for my obligatory comment about how ASCII is easier for me to play with because I don't need to spend time puzzling out exactly what a tile is supposed to be.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 17, 2012, 01:45:11 pm
I'd just like *some* graphics... ;)
Oh but there are, here, let me show you them. Ain't they beautiful? (http://dwarffortresswiki.org/index.php/Character_table)

If there were not grpahics, you'd just be looking at a blank screen. That would be hard fo sho.


I wasn't kidding about the beautiful thing though, it looks really nice compared to some ugly (not because of skill, because of size restrictions) drawings around that are hard to interpret and often look similar.
And I'd say the only reason people don't like it is because it often comes from very complex gameplay, where game comes first and pretties later. People associate the difficulty in learning to the easily distinguishable graphical features.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 17, 2012, 01:48:08 pm
Text-based gameplay FTW.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 17, 2012, 02:45:15 pm
Time for my obligatory comment about how ASCII is easier for me to play with because I don't need to spend time puzzling out exactly what a tile is supposed to be.
Your argument is wrong. In ASCII, all clothes are [. In graphics, they all look different. Same with other items and some objects, including guns.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 17, 2012, 04:30:15 pm
Time for my obligatory comment about how ASCII is easier for me to play with because I don't need to spend time puzzling out exactly what a tile is supposed to be.
Your argument is wrong. In ASCII, all clothes are [. In graphics, they all look different. Same with other items and some objects, including guns.

Spoiler: Moderately Off-Topic (click to show/hide)

On topic: Is there a way to build beyond the limits of the window in the vehicle construction screen? I've been hoping and trying, but haven't found anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on June 17, 2012, 05:10:58 pm
I'd just like *some* graphics... ;)
Oh but there are, here, let me show you them. Ain't they beautiful? (http://dwarffortresswiki.org/index.php/Character_table)

If there were not grpahics, you'd just be looking at a blank screen. That would be hard fo sho.


I wasn't kidding about the beautiful thing though, it looks really nice compared to some ugly (not because of skill, because of size restrictions) drawings around that are hard to interpret and often look similar.
And I'd say the only reason people don't like it is because it often comes from very complex gameplay, where game comes first and pretties later. People associate the difficulty in learning to the easily distinguishable graphical features.

Just plain eww, chap.

And you'd be wrong on the only reason people don't like it. For me, it's not the complex gameplay - it's most definitely the ASCII. I've played plenty of very complex games before - hell, Aurora is a prime example - and enjoyed them, but they haven't been ASCII.

It's just not for me!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on June 17, 2012, 05:14:34 pm
Eh, I prefer ASCII over a tileset any day. I like it for some reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on June 17, 2012, 06:00:24 pm
Horses for courses, I guess. Each to their own!

Just roll on the next tileset update! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 17, 2012, 07:02:41 pm
I'm weird, in that I kind of abhor ASCII, but I hate most tilesets too.

What I really like is nice abstract tilesets that clearly and uniquely convey an objects uniqueness while being readily identifiable, but still stylized and simple and clear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 17, 2012, 07:22:30 pm
With most roguelikes there's too much information on the screen to convey with most tilesets.  Nethack and Angband notably have terrible default tilesets that are far harder to decipher than ASCII.  When you add the opacity of those roguelikes (Angband is a bit better, anything you experience is permanently added to "memory" in your save file, but you're still blind in early encounters.  Nethack is just obscenely opaque about everything)

Crawl strikes me as a roguelike that does well with a tileset.  For one, the tileset is great, going as far as WYSIWYG weapons on monsters (The tile changes depending what the monster is wielding), with big easy to read tiles and a whole bunch of extra enhancements, like mouse support.  Plus, Crawl's very transparent, it gives information readily, so you're never in a Crawl or Nethack situation where you have no idea what this little green iguana thing is until it hisses and now you're turning to stone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on June 17, 2012, 08:19:25 pm
I'd just like *some* graphics... ;)
Oh but there are, here, let me show you them. Ain't they beautiful? (http://dwarffortresswiki.org/index.php/Character_table)

If there were not grpahics, you'd just be looking at a blank screen. That would be hard fo sho.


I wasn't kidding about the beautiful thing though, it looks really nice compared to some ugly (not because of skill, because of size restrictions) drawings around that are hard to interpret and often look similar.
And I'd say the only reason people don't like it is because it often comes from very complex gameplay, where game comes first and pretties later. People associate the difficulty in learning to the easily distinguishable graphical features.

Just plain eww, chap.

And you'd be wrong on the only reason people don't like it. For me, it's not the complex gameplay - it's most definitely the ASCII. I've played plenty of very complex games before - hell, Aurora is a prime example - and enjoyed them, but they haven't been ASCII.

It's just not for me!

I can't play Aurora :( It just seems like too much work to manage to actually do something.

About tilesets, people have different tastes. Some people stick with the good ol' ASCII while others don't want to spend their time "looking" at everything. If we are talking about DF, yeah most tilesets are still difficult to understand (while I don't understand how difficult can it be when compared to ASCII) but in Deon's Cataclysm tileset everything is very clear.

Arguing about it would just derail the thread so I'll just shut up here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on June 18, 2012, 04:15:17 am
About tilesets, people have different tastes. Some people stick with the good ol' ASCII while others don't want to spend their time "looking" at everything. If we are talking about DF, yeah most tilesets are still difficult to understand (while I don't understand how difficult can it be when compared to ASCII) but in Deon's Cataclysm tileset everything is very clear.

It's all about what your used to. I find the DF 'ascii' tileset easy to understand because everything is symbol and colour and I know what they mean. Each time I have tried an art tileset I've looked at the screen and beyond the obvious things like trees and plants I'm lost. This is especially true when telling which dwarves have what skills. However I'm sure if I spend a few hours playing I'd get used to it, but it's easier to spend those hours enjoying the game.

Cataclysm is a much simpler game with regards to information on screen so I can see a transition to a more 'graphical' look being easier. The main point of contention would be distinction of the various creatures.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 18, 2012, 10:38:06 am
Hehe, it's the opposite for me. In Cataclysm you have just a few different creatures, so it's easy to identify them by letters/colors. In DF (especially with mods) one cannot simply understand what kind of creature does he see unless he looks at it. And even after that there may simply be not enough letters to show all the different creature types. At the same time common objects like items etc look fine in ASCII because you are only interested in seeing them there, the dwarves will interact with items more than the "ruler" player.

In cataclysm items are the most important thing for your survival, so you need to be able to spot that exact teleporter quickly or not to miss a specific weapon in a hurry. So while creatures are good in ASCII, items are better in tilesets.

Something like that.

And of course you are right, it's all a matter of personal tastes and getting used to something.

And I did not start making a tileset for Cataclysm just because it allows to show items more clearly. I just like making tilesets and I want more people to be able to understand and play this wonderful game (while I can easily play both in ASCII and in graphical mode, some people don't want to or cannot).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 18, 2012, 01:45:06 pm
It's turn-based.  You have all the time you need to look at and identify every individual item in your line of sight.  There's no "hurry"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on June 18, 2012, 01:51:14 pm
And I did not start making a tileset for Cataclysm just because it allows to show items more clearly. I just like making tilesets and I want more people to be able to understand and play this wonderful game (while I can easily play both in ASCII and in graphical mode, some people don't want to or cannot).
Yep, the more people willing to try Cataclysm, the better.


So, I've managed to scrounge together enough car parts (2 cars + 1 quad + oddsandends) for some sort of battlewagon. Is there anything crucial I need to know about layout? Do the wheels have to go in the corners, or the engine in a particular place or whatever?

Also, is there any way to recharge a welder without batteries? I'm fine for now, but a renewable method would be great.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 18, 2012, 01:53:31 pm
Also, is there any way to recharge a welder without batteries? I'm fine for now, but a renewable method would be great.
On that note, where does one usually find welders?

I can never even modify the truck I found in my somewhat-ghost town. It's a small village that only has the occasional zombie but has utilitarian stores. Lots of them.

And basically a paradise.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 18, 2012, 01:58:59 pm
Welders are at hardware stores.  I also vaguely remember seeing them in mines.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 18, 2012, 02:14:05 pm
I think I might have got some off a dead scientist group once. They sometimes have very useful equipment on them.

Plus, I think this game actually hates me with spawn chances. In the last 10 spawns I have had
1: No shops, just houses
2: Shops in the middle of large group of houses. Fungal spires and beehives everywhere
3: Wolf pack
4: Bee hive right by shelter. Couldn't really go anywhere.
5: Random zombie horde before I could find any shops
6: Literally nothing of interest. No towns nearby, just some beehives in a forest.
7: Wolves early on
8: Couldn't find anything of interest, got my character addicted on everything I had and refused to eat or drink anything that hadn't gone off. He probably lasted LONGER than any other character. Oh the ironing.
9: Did pretty good, died in a Mil.Surplus after crashing a car through the window (LIKE A BAWS)
10: Current, surviving on the stash of honeycombs I persuaded the bees to part with; and a nearby pool. Nowhere near prepared enough to take on the zombies in town though, so it's somewhat of a stalemate. Whenever I go near the town I end up with 20 (or more!) zs on my tail.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on June 18, 2012, 02:25:53 pm
Integrated Toolset from the utilities CBM also works for vehicles instead of a welder, 10 pow per weld though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 18, 2012, 03:15:01 pm
Is it possible to mod the game to remove subspace enemies?  And possibly the robots outside of bases (Eyebots, copbots, etc.)?  They're really irritating to get attacked by and kind of ruin my immersion.  Everything else is fine, the game kind of has a The Mist feel, where there's so much fucked up stuff at once you've really got no idea what's going on.  It's just those.

I'm not asking someone to do it for me, I'm just wondering if it's possible or if they're hardcoded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 18, 2012, 03:21:35 pm
They are hardcoded, but the source is open so that means nothing. There's a few mods on the forums that remove them in different ways I know, its worth taking a look to see if any are up your alley.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 18, 2012, 03:22:47 pm
Everything is "Hardcoded" because it's all in code.  But if you get the source code, it'd be fairly easy to tweak them for things like "has less HP" or "lower attack value" to be easier.  Removing them might be trickier, but I think one big thing would be to toy with the map extras - things like scientist corpses, helicopter crashes, and trap piles.  It also sometimes spawns these very dangerous portals from which N-Dimensional baddies spawn.  If you tweak that out, then you shouldn't get any flaming eyes spawning in the middle of the city, but they'll still spawn from lab finales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 18, 2012, 03:32:27 pm
Just to be clear - you want to remove everything that isn't animals or
Spoiler (click to show/hide)
right?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 18, 2012, 04:04:12 pm
Just the subspace bad guys and law enforcement robots.  Zombies, triffids, fungal zombies, and the various animals/giant animals are fine.

I'll probably look at the source later and figure it out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 18, 2012, 04:07:17 pm
Spoiler: Game Spoilers (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 18, 2012, 09:40:57 pm
I think I may have found a playstyle I like, though it won't be really fun until NPCs are fixed and implemented in good numbers.  I have a melee/survivalist template that I use for it.  I get a science ID (Cheating if the game's being a jerk about IDs), and head into the nearest science lab exposing myself to anything that might cause a mutation.  When I leave the lab I'm no longer anything you could describe as human.  If you can't beat the monsters, become one.  Once NPC survivors are in I'll sneak around (hopefully stealth will be in too) and prey on them, just another one of the fucked up monsters wandering the world.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on June 18, 2012, 10:22:02 pm
Funnily enough, I plan to do the same. Except with sniper rifles and bows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PeeFrequently on June 18, 2012, 11:22:26 pm
I think I may have found a playstyle I like, though it won't be really fun until NPCs are fixed and implemented in good numbers.  I have a melee/survivalist template that I use for it.  I get a science ID (Cheating if the game's being a jerk about IDs), and head into the nearest science lab exposing myself to anything that might cause a mutation.  When I leave the lab I'm no longer anything you could describe as human.  If you can't beat the monsters, become one.  Once NPC survivors are in I'll sneak around (hopefully stealth will be in too) and prey on them, just another one of the fucked up monsters wandering the world.

That post got me so excited, I had to register to tell you how much I like that idea. The only sad thing is waiting for the next update to be released so that I can actually try that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 18, 2012, 11:40:15 pm
Bonus points if you use that Strong Genes perk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 18, 2012, 11:55:23 pm
I do.  It doesn't help as much as you'd think.

Currently (This includes traits I chose in creation, less obvious mutations will be explained):
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 19, 2012, 12:27:23 am
Plus you mutate it anyway. :P

Here's my current mutations:

Spoiler (click to show/hide)

To summarize: I'm a beaked mass of tentacles that burns if it goes out in the sunlight and heals rapidly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on June 19, 2012, 03:40:50 am
I do.  It doesn't help as much as you'd think.

Barely helps at all really.
It does reduce the guaranty of a negative mutation from 50% to 25% but as there are more bad mutations than good ones your still pretty likely for it to turn out bad. Your also more likely to follow one of the mutation trees once you've started it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on June 19, 2012, 07:59:48 am
Girlinhat once asked for overmap (the big one that comes when you press m) dump. Here it is (http://whalesdev.com/forums/index.php?topic=1347.0).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: buckets on June 19, 2012, 08:57:25 am
I'm not sure how people might feel about using the dwarf fort file dump for non df shenanigans. Maybe change to another locker?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on June 19, 2012, 01:35:58 pm
I'm not sure how people might feel about using the dwarf fort file dump for non df shenanigans. Maybe change to another locker?
It's only 2.8 Kb, but if someone else insists too, I'll move it to some other storage, like mediafire or anything else.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on June 19, 2012, 03:01:44 pm
The graphical support mod by Gremour, the tiles by me.

This is the 7th release of my tileset. Now it has x24 and x32 variants, for those with small and bigs screens.

The 24x24 version: http://www.mediafire.com/?gl4j1k5ufvq3peg
The 32x32 version: http://www.mediafire.com/?ch88gvad11o3b29

Small preview:
(http://i.imgur.com/s0Kvz.png)

Also a few more items have been added.

The 24x24 version is too small and the 32x32 is too big, with a graphical error in that the clothing 'ghosts' to the left of the character 'doll' as opposed to being over the right parts of the body.

Can you release a version at the same size as the previous versions? Pretty please?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on June 19, 2012, 11:23:06 pm
and get the intergration with the main game sorted out please
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 20, 2012, 12:33:04 am
and get the intergration with the main game sorted out please
You're just full of mis-spelled and mis-punctuated demands, aren't you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 20, 2012, 04:34:48 am
The graphical support mod by Gremour, the tiles by me.

This is the 7th release of my tileset. Now it has x24 and x32 variants, for those with small and bigs screens.

The 24x24 version: http://www.mediafire.com/?gl4j1k5ufvq3peg
The 32x32 version: http://www.mediafire.com/?ch88gvad11o3b29

Small preview:
(http://i.imgur.com/s0Kvz.png)

Also a few more items have been added.

The 24x24 version is too small and the 32x32 is too big, with a graphical error in that the clothing 'ghosts' to the left of the character 'doll' as opposed to being over the right parts of the body.

Can you release a version at the same size as the previous versions? Pretty please?
The screenshot is of 32x32 version, I don't see any problem with clothing (the character is wearing a t-shirt, jeans and sneakers). If you find that 32x32 is too big and 24x24 is too small, you can simply grab the 32x32 and resize it to an appropriate size using any graphical editor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nelia Hawk on June 20, 2012, 08:00:07 pm
hmm what about "random starting date"  so sometimes you start in spring, sometimes at the end of summer or at the start of winter.
well i doubt alot people made it to summer or even survived winter/a year... and with a random starting date things like weather and temperature and clothing and illness might have more effects on the player and enemies.



maybe a character generation choice like:
Starting date:
-Random
-Spring
-Summer
-Autumn
-Winter

maybe the last 4 pick a random day in that season?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Evanissimo on June 21, 2012, 03:03:26 am
Oh man oh man, I just ecountered the wierdest... Bug....
So I was working my way down a science lab. I get to this big room with a computer. Long story short, I use a incindienary grenade. Next think I Know fire is everywhere. I stumble out of the room. I climb to the next floor, to find parts of it on fire too. I then ascend to my base on the surface floor. The next day I try to head back down. First thing i notice is that ants from the neighboring colony seem to be uncharacteristically moving in the top floor. As soon as i ascend to one of the levels that was on fire... The game freezes up. Eventually it loads. The fire was still going in parts, but the rest of the floor was a mess. I then find another staircase, and guess what... The game crashed!

I guess my question is this... Would the fire eventually have spread to the top floor? Do the fires go out? And is the incindienary grenade really that Powerful?!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on June 21, 2012, 03:09:32 am
1. Labs are flammable.
2. Fire can spread across Z-levels.
3. Take it as a lesson,  :P.
4. Was probably an ant hill with tunnels touching the walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 21, 2012, 10:01:34 pm
Crossposting from Happy Thread because it's probably more appropriate here anyway...

Searching through an abandoned town in Cataclysm. Heard something coming directly THROUGH a building behind me.

Turned a corner, and miracles! A Quad bike! In working order, keys in the ignition! Hope on, start veering everywhere, I've got no clue how to drive the thing, pull onto the road, and I see what was hunting me down.

A zombie hulk. First zombie I'd seen up close - think the tanks from L4D, but meaner. And he's keeping pace with my quad bike. I could never have killed him, and I couldn't have outrun him, but with the bike, I'm so close...

Hit the gas, racing down the streets - zombies pop up out of the woodwork as I dodge between them, careening off and almost crashing into buildings - I know if I hit one I'll never be able to keep control.

My only chance is to get back through the west side - the whole west side of town is covered in thick web, and crawling with giant spiders of all sorts. If I can do that, the webs might just slow him down, and so long as I avoid the spiders I'll be fine.

But it's just. So. Awesome.

Grinning ear to ear right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 21, 2012, 11:02:44 pm
You have a high sense of imagination GlyphyGryph.  :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on June 21, 2012, 11:30:48 pm
If you get in an open area you might be able to do a high speed u-turn and plow through him.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 22, 2012, 12:21:03 am
In my experience quad bikes are faster than hulks. Just speed up to 60-70 (turn off the cruise control).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 22, 2012, 07:01:44 am
In my experience quad bikes are faster than hulks. Just speed up to 60-70 (turn off the cruise control).

I would have died if I had done that, I was in a section of the city with twist streets and a bunch of mooks come out of the woodwork, and my character clearly can not drive even at those speeds, judging by my stubborn insistence on attempting to veer into buildings. I had too many close calls to dare going any faster. Constant fumbles.

But I lived!

I've got it parked out in front of the lab right next to my wilderness house for the moment, but I'm famished again, so I might have to head back into the city.

Stupid bears and dears just dropping one chunk of meat when killed...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 22, 2012, 07:06:03 am
Stupid bears and dears just dropping one chunk of meat when killed...
You really need to train Survival.  :P

Chop em' up!

Also, the way you narrated it was spectacular! The only excitement I got was shooting zombies with my bow, on a walkable (mod) tree-tile, and they always get slowed by the forest.

Ah well, have to risk for that sort.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 22, 2012, 07:07:50 am
I've been chopping up everything I kill, but it's still only at 2, which means for some reason I get only a single meat from the biggest animals and none from the smallest.

Bleh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 22, 2012, 07:13:20 am
I've been chopping up everything I kill, but it's still only at 2, which means for some reason I get only a single meat from the biggest animals and none from the smallest.

Bleh.
Strange, when I set my skill to Survival 2 (Pre-made  :P), it at least gets meat from rabbit/squirrels and ~4 from deer and bears...Darkwolf's mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 23, 2012, 04:29:21 am
I've been chopping up everything I kill, but it's still only at 2, which means for some reason I get only a single meat from the biggest animals and none from the smallest.

Bleh.

chop the zombies too everytime you have some spare xp.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 23, 2012, 08:21:37 am
Died from being so slow I couldn't drink or eat fast enough to counteract my hunger and thirst. Only got to that point because I tried cooking meat after coming down from some adrenaline, which apparently really slows you down, so it took 9 hours. Bu which point I was famished and parched. I ate the meat... which took me another hour and a half. Two monsters killed themselves on me in the process (thank you spines), and I took the 5 steps over to the lake. Was no dehydrated.

Took two sips, 3 hours later, down to parched again, but hunger is even worse.

Then a bear eats me before I ever see him.

Dumb.

Super Dumb.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nelia Hawk on June 23, 2012, 08:35:17 am
do we actually have to switch weapons to i.e. a combat knife to have a better chance at butchering? or does "the best in your inventory" gets used automatically or so? (probably not)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 23, 2012, 08:45:24 am
No tool is better than any other tool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 23, 2012, 09:00:35 am
Actually, the more cutting damage the weapon does, the more suitable it is. Weapons need to have a base cutting damage of something like 10 in order to be usable at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 23, 2012, 09:02:01 am
Hmm... really? I thought it was a binary thing. Well, color me wrong.

I assume it's binary for recipes though. Dunno about construction...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 23, 2012, 09:55:36 am
Construction and crafting are always binary, but butchering does depend on your tool.  A butcher's knife is the best; combat knives are pretty good; machetes are too big and unwieldy to work well, except in the hands of the skilled.

Your best butchering tool is automatically used.  You do not need to be wielding it; just carrying it will suffice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 23, 2012, 10:38:26 am
Specifically, I think it's judged based off the cutting damage, size, and weight.  Higher damage is better, and lower size is better.  It'd be possible to mod in a better butchering tool if you were so inclined.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on June 23, 2012, 03:24:07 pm
Your best butchering tool is automatically used.  You do not need to be wielding it; just carrying it will suffice.

I'm dubious about this, although I believe you - you coded this, after all. :) But I say "I'm dubious", because over the course of the 10 or 12 characters I've played over many days/weeks/months, I always seem to get bupkis from butchering if I'm carrying my spears and other weaponry around.

It wasn't an isolated incident, either; I started getting suspicious of it, so every time I butchered a corpse, I would first drop all my non-butchery weapons. And would you know it-- I seemed to always get great results that way.

Sometimes, I would forget to drop my spears. Then I'd "destroy the meat in the process" a few times before realising my mistake.

But eh, if you say it works that way, I'll just put it down to uncanny coincidence.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: moogmg on June 23, 2012, 03:33:21 pm
does visiting town at night make any difference?

fuck, this game is stressful  :'(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 23, 2012, 04:02:19 pm
Whales said somewhere in this thread that at night there should be less zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 23, 2012, 04:11:10 pm
does visiting town at night make any difference?

fuck, this game is stressful  :'(

Its harder for the zombies to find you cause they cant see you till you get close, if you have the night vision mutation night walking is the way to go.  If you want to do any serious construction like digging alot of pits, do it at night.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: moogmg on June 23, 2012, 04:29:25 pm
does visiting town at night make any difference?

fuck, this game is stressful  :'(

Its harder for the zombies to find you cause they cant see you till you get close, if you have the night vision mutation night walking is the way to go.  If you want to do any serious construction like digging alot of pits, do it at night.

what are the benefits of serious construction?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on June 23, 2012, 05:27:38 pm
Not getting your limbs nommed on by enemies without having to move from place to place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 23, 2012, 06:07:56 pm
Quote
what are the benefits of serious construction?

Having a fallback where you can fight off 100s of Zs without having to actually kill them yourself is handy for one.  I also like having a base to keep all the nifty stuff I find about the place, random ammo I pick up from dead Zs, stockpile of Meth, 50 bottles of clean water,  as well as having a nice safe place to be if I get sick and addicted to cocaine.

  Short answer:  digging deep pits (twice on the same area) will cripple/or kill most Zs, a house with all entrances boarded up with pits dug infront except for one which you have to zig zag through a pit line is pretty much Z proof. 

  My current char lives right in the middle of a city, on like day 45 or something.  Forting works, you just move out at night for longer trips, and bolt back to the safety of your house if you attract the attention of 30 Zs during the day, you just stand on the porch and just keep blasting them till they stop coming, then check the pits for loot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 23, 2012, 06:25:56 pm
"Serious Construction" can include modifying your vehicle as well.  That can be difficult to do without being interrupted, so night helps a lot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: moogmg on June 23, 2012, 06:31:12 pm
"Serious Construction" can include modifying your vehicle as well.  That can be difficult to do without being interrupted, so night helps a lot.

Whoa buddy,no need for quote marks, put em back in your holster.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 23, 2012, 06:34:56 pm
Don't you tell me what I need to "holster" there champ.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 23, 2012, 10:17:16 pm
You're gonna need more than a holster for quotation marks of that magnitude.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on June 23, 2012, 10:26:11 pm
Quote
"Quotation marks inside a quote box."

"Yeah, I just went there."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 23, 2012, 10:26:36 pm
Luckily I've also got my FANNY PACK!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on June 24, 2012, 11:56:23 pm
Hm, anyone know why lorewise, that giant wasps don't attack zombies?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 25, 2012, 12:01:12 am
I've heard that the reason wasps sting animals and people is because they become aggressive when they detect above-average concentrations of carbon dioxide (like from breathing). Since zombies are essentially running off alien goo, they probably don't breathe either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on June 25, 2012, 04:33:06 am
Don't corpses release a huge amount of carbon dioxide due to decomposition? If the alien goo thing prevents rot, do most of the zombies look like average people then?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 25, 2012, 04:41:09 am
They actually regenerate, not rot. I doubt that they look like normal people though, with dried blood on their face after all the feasts, maybe with some parts missing, and they probably have weird eyes and maybe a weird skin color.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on June 25, 2012, 05:42:22 am
Well actually, the skeleton's description does imply that they do rot at some level.

"A skeleton picked clean of all but a few rotten scraps of flesh, somehow still in motion."

Aside from this description, there is no mention of whether the zombies engage in eating human flesh; it may be the goo that's consuming the flesh.

Perhaps wasps don't sting cold objects? Otherwise they'd probably be trying to sting decaying plant matter as well. Although if zombies were indeed cold, they wouldn't show up on infravision.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wayward Device on June 25, 2012, 08:51:09 am
I think the fact that zombies have no interest in eating the wasps has more to do with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 25, 2012, 12:14:13 pm
Another reason could be that they use the same AI, which makes all hostile to player monsters neutral to each other.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 25, 2012, 12:27:23 pm
I REALLY wish spiders would go after zombies you lure into their nests. It would be amazing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angle on June 25, 2012, 10:42:59 pm
Also cool would be to have triffids hunt down zombies to use as fertilizer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2012, 12:44:26 am
This is a design limitation right now; the game is slow enough when it has to consider the relationships between the player and each monster (if there's 20 monsters, that's 20 relationships).

If it had to consider the relationships between all monsters, that'd be 420 relationships for 20 monsters.  And there's often much more than 20 in play...

As the game's efficiency increases, the chances of monster/monster interaction like this go up--it's definitely something I'd like to put in the game eventually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on June 26, 2012, 05:56:02 am
This is a design limitation right now; the game is slow enough when it has to consider the relationships between the player and each monster (if there's 20 monsters, that's 20 relationships).

If it had to consider the relationships between all monsters, that'd be 420 relationships for 20 monsters.  And there's often much more than 20 in play...

As the game's efficiency increases, the chances of monster/monster interaction like this go up--it's definitely something I'd like to put in the game eventually.

How about groups of mobs having relations to each other, might mean less calculations ie 20 zombies 20 spiders zombies and spiders in this area as a group have xyz relation
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on June 26, 2012, 08:30:59 am
How about groups of mobs having relations to each other, might mean less calculations ie 20 zombies 20 spiders zombies and spiders in this area as a group have xyz relation
It is not about groups. You need to do this check for every monster that is acting this turn. There are no groups here, what you see is actually a number of individual monsters placed together. And they are acting individually. Always.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 26, 2012, 09:54:22 am
Or you could give every monster an enemy list, and each turn they only need to check the enemies on the list. except the first turn, where they check all the enemies and build the list. Note, they should probably update the list of everyone they run through as well. Whenever a new monster is spawned, it would need to check all existing units, build it's own list, and let them know its status to add to theirs, but this is all fairly trivial to implement, and would provide a huge boost in the majority of situations, and at least increase efficiency significantly in situations with multiple factions of significant size.

Obviously if it checks an enemy on its list the and enemy is DEAD! then it will be removed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 26, 2012, 05:19:48 pm
Even if monsters track monsters they'll ignore, that's still going to be 335 relationships in a 30 zombie/5 spider scenario (6 for each zombie, including the player, and 31 for each spider) versus just 35 now.  And it's not unheard of, at present, for 100 monsters to be in play at once (without much slowdown; the game does slow down noticably above 150 monsters, but that's more of a line-of-sight issue than a monster AI issue); just 30/5 is a conservative scenario.

At any rate, now's not the time to discuss this, since it's a while off no matter what.  I'll cross that bridge some day soon!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: revo on June 27, 2012, 02:31:14 pm
Ok, i'm very computer illiterate so bear with me here. I downloaded the source zip from github and extracted it in its own seperate folder. How do i play? i see no exe. to open. I'm sorry that i'm so horribly inept with computers but this game looks really fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 27, 2012, 02:33:14 pm
Don't get the source.  The source is only useful if you're going to be modding.  Download the executable instead.

The OP has a link the a good version.  It's Windows for Vanilla + Vehicle Mod (With Opaque Doors and Fixed Item Spawns).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: revo on June 27, 2012, 02:34:23 pm
I found this out moments later from a google search, but thank you for the quick reply!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on June 29, 2012, 03:16:26 am
wait, what's this alien goo stuff?

actually, if you're gonna tell me, could you link me to something for me to browse at my own pleasure?
It's the reason of the game. Check the notes in the labs (or spoiler yourself by checking the text files).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on June 29, 2012, 05:18:37 am
So, I've been playing this for a few days, and I'm enjoying it a lot. Haven't actually been able to survive more than a day or two yet, but that's mostly because of pressing some key (haven't been able to establish which one exactly yet), which brings up a menu that says "Sensitivity 0-6" or something like that, which crashes the game and erases the save. Which kind of sucks.

There is some things than I'm curious about, though.

1, The inventory system. I get the volume and weight requirements, but there seems to be some other limitation as well. My guess so far is that it's limited 56 slots regardless, one for each of the characters in the minor and capital alphabet. Is that correct?

2, I just came upon a two-way radio in my previous game, and was able to call some factions for help. For some reason, my relationship to them was "hero" and "legendary" or something like that, which seems kind of strange seeming as I hadn't run into any of them before (or anyone else except the one you start with, for that matter)?

...And those are the only two things I can remember at the moment. Other things I've been thinking about is the non-aggression between different types of enemies, it bothers me a lot too (speaking of the discussion on previous pages). Especially when you're being hunted by a zomob and a bear appears, and then it just runs straight through the mob. I've had a similar situation with a wolf as well, and it really stretches my disbelief when it happens.

Another thing I'm also annoyed by is that my character is able to see further than I can on the interface. That it extremely grating.



Finally, I was looking through the the forums while posting this, and it seems I might not have been using the latest version. It's kind of a mess finding it. For example, there is a stickied "Windows version" thread which seems to have an outdated version in it. This doesn't seem like an "official" thread in hindsight, but that's pretty hard to tell for a newcomer. The link in the OP also leads there, by the way.

I also downloaded what I thought was the newest version, but it seems it doesn't recognise my keyboard input? I might be missing something here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: boatie on June 29, 2012, 06:42:37 am
Really need to get back into this game, but I've fallen off paying attention to developments and am intimidating on what I'm sure is a huge change in the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 29, 2012, 06:53:31 am
The git site, at least, will always have the newest version, but I can understand why you'd want to avoid that. :P

The whole 'character can see further than the player can see' bother me to no end as well, however the next version sounds like it will be including the view extender mod.

And if you want the best experience, don't play mainline at all - play the vehicle mod!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 29, 2012, 06:57:12 am
1, The inventory system. I get the volume and weight requirements, but there seems to be some other limitation as well. My guess so far is that it's limited 56 slots regardless, one for each of the characters in the minor and capital alphabet. Is that correct?

2, I just came upon a two-way radio in my previous game, and was able to call some factions for help. For some reason, my relationship to them was "hero" and "legendary" or something like that, which seems kind of strange seeming as I hadn't run into any of them before (or anyone else except the one you start with, for that matter)?

Edit: You two ninjas.

1. Yep, inventory limit is from a-Z, despite you having extra space in your inventory.
2. I'm guessing it's the thing with the NPC stuff, somehow they have only two responses (despite not appearing in game). They help you out by sending ~3 people with various equipment (can even be unarmed O_o) or deny aid request. "You're on your own, buddy."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 29, 2012, 07:14:56 am
I think that - is the scent menu, it's a debug option that shows scents nearby.  Sensitivity is a percentage, so when you hit 0 it's trying to divide by 0 and it swallows itself.

The a-z-A-Z is a design limitation, yeah, but you really don't need 56 items, no matter how much you think you might, it's probably a better idea to stockpile them.

NPCs aren't fully developed.  Just... Just go with it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on June 29, 2012, 07:42:18 am
Thanks for the answers all.

And if you want the best experience, don't play mainline at all - play the vehicle mod!

You mean this one (http://whalesdev.com/forums/index.php?topic=617.0). It didn't work, for some reason, same problem as with the mainline version above... It doesn't recognise that I'm typing.

TheDarklingWolf's mod (with integrated vehicle mod) worked, however, so I'm playing that one now.

Also, there seems to be a lot of recognisable bay12:er names on their forums. Might even dare to migrate over there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 29, 2012, 08:06:35 am
The OP has a link to the version I run.  It doesn't recognize numpad in the main menu, crafting window, @ screen, or modding vehicles, but it DOES recognize vikeys, and the arrow keys.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 29, 2012, 08:14:52 am
Specifically this one (direct download) (https://github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles.7z) is the one Wolfy modified for Girlinhat, it has the arrow key fix and opaque doors for vehicles, as well as fixed spawns.

He doesn't reccomend people play his mod in its current state.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on June 29, 2012, 08:15:56 am
I might be a bit daft, but which of the links would that be?

Also, Girlinhat, about your previous post - I'm not sure what game you are playing but I am playing a game with lots of stuff everywhere and you have to pick it all up all the time OR DIE HORRIBLY possibly  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 29, 2012, 08:26:00 am
Then you're playing a totally different game.  I'm playing the game where you find a machete, a skirt, some painkillers, and run screaming from one window to the next kiting zombies.

Seriously.  Weapon, painkillers, MRE, bottle of water, and not much else.  Anything else you think you need?  It goes into a safehouse or your vehicle's trunk space.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on June 29, 2012, 08:32:30 am
What else? Food, medicinal stuff, cigarettes, cooking thingeries, rags and booze for molotows, ammo, spare glasses, hammers and nails and everything that might come in handy later. It's like a Bethesda game except you can't sell anything at the end of the dungeon, because IT NEVER ENDS ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 29, 2012, 08:39:13 am
I generally have:

Worn:
Backpack
Utility Vest
Kevlar Vest
Army Helmet
Cargo Pants
Leather Gloves
Steel Toed Boots

Carried:
Combat Knife (Replace with butchers knife if you can get it, much more meat from animals, but the combat knife is decent at it)
Shotgun with Bayonet
Ammo x2 (all multipliers are for stacks)
4 bottles (with fluctuating water levels)
Lighter x2
Flashlight
2 batteries (1 in flashlight)
Adderal x3
Painkiller x3-x8, depending on type.
UPS x1000
Night Vision Goggles (only worn when needed, to prevent breaking)
Sewing Kit x2

And that... leaves me pretty much good to go, honestly. Once I'm all kitted out, it's pretty hard to stop me. Only died last time because by Kevlar broke when a bear attacked while out on what was supposed to be a simple wood gathering trip and I wasn't paying good enough attention.

anything else only ends up in my inventory long enough to be dropped in some central location, unless I'm being nomadic-ish, in which case it's not picked up at all.

Sometimes I'll trade the shotgun for a shovel and steel spear, swapping ranged ability for quick construction of quiet and effective traps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 29, 2012, 08:41:23 am
What else? Food, medicinal stuff, cigarettes, cooking thingeries, rags and booze for molotows, ammo, spare glasses, hammers and nails and everything that might come in handy later. It's like a Bethesda game except you can't sell anything at the end of the dungeon, because IT NEVER ENDS ;D
Unless you're using a nailgun, you don't need to bring nails when you go scavenging.  That's something to dump at your safehouse!  Same with cooking thingeries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on June 29, 2012, 08:48:34 am
...But to have a safehouse you need to stay in one place...

edit:
Specifically this one (direct download) (https://github.com/downloads/TheDarklingWolf/Cataclysm/Vehicles.7z) is the one Wolfy modified for Girlinhat, it has the arrow key fix and opaque doors for vehicles, as well as fixed spawns.

He doesn't reccomend people play his mod in its current state.

I missed this post before, but thanks Merchant. What's wrong with his mod, though? Just unrefined as of now?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 29, 2012, 09:02:54 am
It mainly became bloated, I think.  Stuff just got added in if it looked cool, and didn't mesh well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 29, 2012, 09:09:27 am
A lot of the methods he used to do things were very hackish as well. He's going to do a total rewrite of it when the next version of Cataclysm comes out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: revo on June 29, 2012, 12:06:00 pm
how many guns do you guys generally carry around? This last play through i tried having 4 on me (with about 150 rounds each) and i think it got me killed because i didn't have enough space.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 29, 2012, 12:38:19 pm
Zero or One.

Why would you ever need more than one gun?

I might leave a couple in accessible places with Notes marking them on the map in case I ever start running low on ammo, but that's pretty much it.

Actually, I /suppose/ you might need to if you're a gun-as-main-weapons character - A small silence pistol for normal combat and a heavier weapon for emergencies, but even then that's only two guns!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on June 29, 2012, 12:53:48 pm
Carry a loaded shotgun for emergencies, even if you're a full melee character with 4 perception. At melee range it'll obliterate almost anything and never miss.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: revo on June 29, 2012, 01:06:52 pm
Zero or One.

Why would you ever need more than one gun?

I might leave a couple in accessible places with Notes marking them on the map in case I ever start running low on ammo, but that's pretty much it.

Actually, I /suppose/ you might need to if you're a gun-as-main-weapons character - A small silence pistol for normal combat and a heavier weapon for emergencies, but even then that's only two guns!
I guess i'm just used to fallout:NV where i carry around a freaking armory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 29, 2012, 01:21:46 pm
I generally keep a revolver and sometimes ammo.  Many times I just mod the gun with extended clip and just use whatever ammo it has, and reload when I stop by the safe house.  I don't shoot very often, it's noisy and messy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 29, 2012, 01:30:51 pm
I take 2 guns for a firearms char, 1 primary, in current case SKS, (mag extendend out to 30 shots, etc) and a redhawk as a backup, Redhawk is great as a backup cause it is a sledgehammer powerwise and can be reloaded 1 shot at a time, if you find yourself with 2 empty guns on a firearms char, you are going to want a gun that reloads 1 shot at a time, trust me, things are already bad.  Other that that, as girlinhat said, I find a safehouse pretty much essential for dumping my stuff.  Build it nearish to water source and have some smart pit defenses, if only so if you walk 3 map tiles from it and find 50 zombies, just kite them back to your house surrounded by pits and have a beer as they all jump in.  Also has the advantage that if char 1 dies, char 2 can bolt for a premade safehouse packed with goodies right at day 1.

  It only takes about 2 nights to dig out/board up enough stuff to fully fortify a decent safehouse, I start building them in multiple towns once i have established myself locally and have a bike to burl on down to the next town.

Edit: also if you have a safehouse, noise isnt an issue, you want to bring more zombies in, as they have stuff worth taking on them often.  And once you get going with a firearms char, eg me atm, I have 30 shots that will 1 shot most zombies inc alot of specials, screw noise.  But i have lived long enough to have 10+ firearms skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 29, 2012, 01:38:32 pm
Of course I prefer vehicular safehouses.  If done right, you can set it up with all the proper defenses.  A ring of "frame" around the whole thing will slow down any zombies that try to climb over, and you can armor-plate them later for bashing your way through house walls and such.  Not to mention that if you run over a zombie, it damages the frame and not the next tile, so your engines and windows and stuff are a little bit safer.  Unfortunately a vehicle won't work as a pit and kill zombies that step into them, so you can't just sit still and let them die around you, but you can dig your own pits as normal, or set up things like bear traps that are much more mobile.

Then again, if you get productive, you can instal automated turrets, or deploy the turret items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on June 29, 2012, 01:43:46 pm
Turrets do kick alot of ass, but unless you build for them on char gen, you are fairly established by the time you have the knowhow to make them happen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 29, 2012, 02:14:39 pm
So, I've always wanted to try an archery character but never seem to get enough supplies to make it viable (Sharp tool, lots of string and sticks etc)
Is there some sort of archery supplies shop, or do they show up in sporting supplies shops?
Also, are they really any good? The in-game description makes them out to be a bit duff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on June 29, 2012, 02:24:05 pm
I usually find bows and arrows in people's homes. I believe I found arrows in a sport shop once, too. And they seem pretty decent, if not as useful as a gun, but they at least kill the zombies before they can reach you. Usually. And arrows are retrieveable some of the time as well, so you're less likely to run out of ammo unless you have to run away.

I'm thinking about survival tactics and safe houses though. How do you spend the early days?

edinsert: Also, about sight and such. Do the zombies attack as soon as you can see them, or are there any chances of getting by them unnoticed?


Backpack
Utility Vest
Kevlar Vest

And by the way, doesn't this leave you horribly encumbered?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on June 29, 2012, 02:34:23 pm
Archery, is honestly in my opinion, the most important skill you can get.

You can find arrows and bows in sports shops at a somewhat rare appearance (probably about 20% chance for either).

It takes a level 1 survival and level 1 in archery to craft arrows out of wood. From there it's easy. You can generally 2 shot any zombies, and there is no reloading.

Once you get to levels 3-5 you head shot zombies at any range, 1 shot killing any kind of zombie (except hulks. But head shots stun enemies, so you can just keep firing until the hulk goes down). I'll generally walk into town, and when a mob comes, just stand in place and go through a stack of arrows. Then I'll go to the nearest door, break it down, and craft another stack. It really is your best choice for the basic enemies. Except skeletons. A good back-up hammer solves that problem.

"Edit" My early days are spent getting my preferred load out. Anything in military surplus is excellent, along with sports shops. From there I grab some med supplies from the pharmacy, a ton of books from the library, then I hunt for a car (mod). Once I get the car I hit the road, and rarely stay in a town, hitting labs and bunkers. Only pass into towns for gasoline, and occasionally some medicine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 29, 2012, 02:36:28 pm
Utility vest is free, and I'm usually not carrying enough stuff for it to be a huge deal. If I run, I'll keep it all on, since it only encumbers melee and if I'm in a situation where I have to run it's probably an emergency shotgun situation. If I decide to go killing, I'll drop the pack and all the loot I've picked up (notice that I don't need it to carry the stuff listed, meaning that even in the unlikely event I have to leave it behind I don't lose much of value), which drops encumbrance to just the kevlar.

Which, admittedly, is significant, but the penalty to melee is more than surpassed by the ability to almost completely ignore slashing damage where it hurts the most.

If I'm deciding to hunker down at a window to fight off a bunch of basic zombies, I'll drop the kevlar and the backpack both, but less so as my melee skill improves and it becomes less important.

Also, I should add that I also often carry a second backpack in my backpack, just in case I find something huge that I want to carry back to my base. But that sort of stuff really needs to be dropped before combat anyway - I can always come back for it later. Or, if its too hot, abandon it altogether, head a town over and get a couple more.

The key is not getting too attached to stuff.

edinsert: Also, about sight and such. Do the zombies attack as soon as you can see them, or are there any chances of getting by them unnoticed?
They do not notice you right away, no - I don't think your auto-stop triggers until they do, so that's a good sign. However, seeing you definitely increases the odds, which is why it's better to travel at night - they can't see in the dark either. (especially with night vision goggles, night travel is amazing)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 29, 2012, 03:13:46 pm
My initial strategy generally involves running from Zs, scavenging supplies then resorting to drinking bleach and ammonia then get hooked on all available drugs for entertainment. Usually after I give up on success. This is why I never get anywhere, thinking of it. I'm too quick to call the save doomed and make the death funnier for giggles.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on June 29, 2012, 03:22:46 pm
The extra storage in vehicles has meant my character travelling lighter, but has resulted me hoarding a lot more stuff I really don't need.

The key is not getting too attached to stuff.

Yup. Due to an accident with the cruise control and my clumsiness, I recently drove my scratch-built bike loaded with supplies into a river in the middle of nowhere. Instead of going back to my base, however, I headed in a different direction and quickly found plenty of cool stuff (mutagen, mini-nuke) lying in the road. I soon found another bike and headed off to pastures new. And was blown up by a mine. Then drove into a wall. Hell of a day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on June 29, 2012, 03:23:29 pm
My latest games have been ended by overly mutating :P , I aways end up getting the radioactive ones, and radioactivity in this game basicaly turns you into some kind of ever mutating fiend constantly growing horns and becoming vegetarian and vomitous. I need to stop drinking every mutagen and eating all mutated body parts I see, but I can't help it, its so much fun when you have claws, horns, talons and move at the speed of sound and turn unarmed skill into something that can tear hulks down really fast.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 29, 2012, 03:44:03 pm
I once got maxxed out radiation and the ability that heals you basically instantly from radiation.

Unfortunately, I was killed by the sun and a swarm of ants/bears/zombies - alas, but even my godly regeneration and body composed of nothing but an enormous mass of tentacles could not stand long against that (mostly because I was starving, actually. Damn labs being bereft of food).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 29, 2012, 04:13:52 pm
I just started up a new save and remembered why I always give up.
I have no useful clothes to hold anything, and everything is houses, and there's zombies everyhwere, but I stumbled upon a basement full of guns and ammunition.
This will only end in the swarm not stopping from trying to maul my face.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 29, 2012, 04:39:36 pm
Bash down a door, use the 2x4, check the wardrobes in the houses for decent clothing, and work your way in an unexplored direction, preferably out of town.

Don't see any reason to give up yet.

Although a zombie swarm already is awfully odd, you should have a significant safe period when you first start before the swarms activate.

Avoid using the guns at all costs. Probably not even worth taking one with you (though its worth marking on your map)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on June 29, 2012, 05:01:11 pm
It was literally just after the half-hour grace period, I came out of the basement, looked out of the window and about 6 Zs out of each side of the house.
I know it's not a conventional swarm, but it's big enough to cause me problems. Especiallu when I have literally nothing worth having besides the gun and a carving knife. SOME canned drinks too, but they're not helpful in combat.

I'm pretty sure this guy's screwed. I've been through this bit of the map on a more successful character, and there's really nothing useful for a while around.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on June 29, 2012, 05:53:05 pm
I've been considering uploading a save with one of my highly progressed characters. It would have high crafting and ranged combat skills, a vehicle, and quite a few bionics, depending on how far I get.

It seems people have trouble starting up, and I figured this would help. It would give some other experience besides just getting mauled immediately, for those just starting out with the game. Might ruin some of the fun, though. Would anyone be interested?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 29, 2012, 06:16:46 pm
Spoilers gonna spoil, upload away.

The trick to early game, is running.  Don't fight, run.  Run through buildings to lose followers and take stimulants if you can.  Quick trait and Pain Resistant help a great deal as well.  I always die from slowness.  One zombie hits me, that's -2% speed, and that stacks pretty quickly until I get swarmed from pain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 29, 2012, 06:26:03 pm
Question: Do automated {deployed} turrets that are friendly to you have...unlimited ammo, as in they won't run out?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 29, 2012, 06:31:41 pm
They are unlimited, yes.  The craftable turret item that spawns hostile in labs and bunkers, is unlimited.  The ones mounted on vehicles are limited.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jocan2003 on June 29, 2012, 10:33:19 pm
I've been considering uploading a save with one of my highly progressed characters. It would have high crafting and ranged combat skills, a vehicle, and quite a few bionics, depending on how far I get.

It seems people have trouble starting up, and I figured this would help. It would give some other experience besides just getting mauled immediately, for those just starting out with the game. Might ruin some of the fun, though. Would anyone be interested?
Or i could just post a small tutorial to cheat your starting character points. Basicly making it unlimited.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on June 29, 2012, 10:39:59 pm
I've been considering uploading a save with one of my highly progressed characters. It would have high crafting and ranged combat skills, a vehicle, and quite a few bionics, depending on how far I get.

It seems people have trouble starting up, and I figured this would help. It would give some other experience besides just getting mauled immediately, for those just starting out with the game. Might ruin some of the fun, though. Would anyone be interested?
Or i could just post a small tutorial to cheat your starting character points. Basicly making it unlimited.

O_O Please....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on June 30, 2012, 12:32:55 am
But the beginning struggle is a major part of the gameplay. I don't understand the desire to skip that journey. Once my character basically becomes undefeatable in typical city/lab exploration, I get bored.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on June 30, 2012, 07:57:50 am
Yeah, the days-long rampages are fun and all, but taking a character through the first week is far more satisfying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on June 30, 2012, 08:28:57 am
I built my first attempt at a safehouse in a sporting shop in a small, completely zombieless town. A choose the sporting shop because it had a wonky facing towards another house, meaning there was no way for anything to see into it unless they were already in that weird alley in front of the door, and the town because it was, well, completely zombieless. Spent some time looting the nearby sporting shops (the town had three of them, for some reason ;)) for arrows and hardware store for building material and plenty of time going around breaking down doors for wood so it was pretty boarded up. Then I decided to head to the local library to find a mechanics skill book to read (so I could make my own arrows), and after I get to it, BAM! Zombies everywhere. And not just zombies, but the scary kind of zombies. THAT IS TOTALLY NOT COOL GAEM.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on June 30, 2012, 11:02:56 am
The game gives you a reprieve at the beginning where the zombies are all supposed to be dormant somewhere or you just get lucky, but it doesn't last long. You probably just hit the edge of fit.


If it starts looking to dangerous, run to the edge of town, go through the back window of a house, burn down the house to kill your scent trail (or burn a shirt or something in front of the back window, but I prefer the whole house). Wait until night and sneak back into your safe house, remembering to stay quiet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on June 30, 2012, 11:07:49 am
The game doesn't immediately spawn the scary kind of zombies, so I doubt that's it. Hordes move across the world map, although you can't see this visibly. More then likely a horde moved into your town, prompting zombies to spawn again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2012, 01:19:41 pm
The game doesn't immediately spawn the scary kind of zombies, so I doubt that's it. Hordes move across the world map, although you can't see this visibly. More then likely a horde moved into your town, prompting zombies to spawn again.

Totally untrue  :D

There's no such thing as a town without zombies.  However, if your spawn counter is sufficiently high it may seem like there aren't any, if you visit it and zombies aren't due to spawn for an hour.  Also, if you're moving in a stealthy fashion (away from wide-open areas, etc) it's very possible that zombies will spawn, but you won't see each other.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on June 30, 2012, 04:10:51 pm
So, I ended up committing suicide with that save since my legs broke and I didn't know how to fix it. Start up a new game, and begin in the evacuation shelter I took my life in. Free stuff! Lots of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on June 30, 2012, 07:12:28 pm
the update seems to be out now
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 30, 2012, 07:28:20 pm
What update?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on June 30, 2012, 07:40:52 pm
The one with martial arts and the like.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on June 30, 2012, 08:05:55 pm
Quote
Interruptable Actions.  If you spot a monster while crafting, go ahead and stop crafting, kill the monster, and resume--the time spent crafting won't be wasted, and you'll pick up where you left off.  This applies to all long-term activities except reloading.

All of the win. All of it.

Full Changelog: http://whalesdev.com/forums/index.php?topic=143.15
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on June 30, 2012, 08:08:52 pm
Awesome, but I haven't found a single vehicle yet though, walked through 3 parking lots and nothing yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2012, 08:12:15 pm
Nicer formatting.  And... official?

Wow, been a while since there was a release, huh?

Clean build required.  Saves are obsolete.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:

Tweaks:

Bugfixes:
(Special thanks to creidieki for finding/fixing half of these)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on June 30, 2012, 08:23:11 pm
Yay. More features. I just recently got into this so thanks Whales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on June 30, 2012, 08:48:06 pm
Those are all fantastically awesome features and fixes, and I massive appreciate releasing an out-of-the-box windows version.

But at the risk of sounding ungrateful, my very first game in the new version killed me with one of the oldest problems - the fact that apparently everything in the game sees you and only you as a target.  It's a little maddening to be running past rabbits, deer, and then a swarm of zombies with wolves nipping at my heels the whole time.  Animals could use some new AI themselves.

EDIT: Also, doing absolutely anything with NPCs besides accepting quests from them seems to turn hostile.  All I did was ask a shelter guy "What should we do now?" and he immediately attacks.  Same for looking at them or asking them anything.  Accepting some quests, like the "dammit I'm hurting one" does it too.  Although I think my instance might have just bugged out since I'm getting the debug messages.

EDIT MORE: Should probably add the vehicle mod controls to the Help Screen.  I had to look up how to get out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 30, 2012, 09:05:42 pm
There was a bug a while ago that "sizing up" an NPC sent them hostile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: MasterFancyPants on June 30, 2012, 09:08:51 pm
Nicer formatting.  And... official?
-snip-

I didn't know if you'd be posting it here or not.
Also, I don't format.  8)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2012, 09:23:52 pm
Fixed some issues with NPC aggression.  Please re-download via links above.

Fixed a crash when asking an NPC to lead you to safety.  This exposed a lot of other bugs, but at least no crashes.  For now... probably just don't ask an NPC to lead you to safety.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on June 30, 2012, 10:02:07 pm
I generally now try to stay away from the cities, perhaps save maybe for a couple bottles of water, but beyond that I subsist off of berries and meat from wolves or rabbits, or whatever I can find in houses in the woods (believe it or not, they make great bases). But, with the new vehicle update, that could make raiding cities for supplies and whatnot a whole lot easier, as I could (theoretically) just run down any zombies that get in my way.

EDIT: I always just bash down the Young Trees around said forest houses and haul the Heavy Sticks into the house I use as my base.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on June 30, 2012, 10:49:52 pm
I found me a bike, but I think Im gonna craft my own roadbeast, as soon as I raise my mechanics and construction a bit more. Is construction used in building vehicles, or is it just mechanics and eletronics?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on June 30, 2012, 10:53:31 pm
Happy thread, this goes there.

But I'm too busy enjoying myself to post it. Is it possible to mod in a version of Arnis? (http://en.wikipedia.org/wiki/Modern_Arnis)  :P

Oh wait, you can't dual wield. Great.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2012, 11:14:09 pm
Yeah, unarmed styles are just that, unarmed styles.  Too complex/powerful if they get combined with items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on June 30, 2012, 11:18:07 pm
Awesome update Whales! Glad you nerfed bows. Now I have to change my set-up, again.

Nothing wrong with that, though!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 30, 2012, 11:19:56 pm
I can't figure out how to examine your martial arts skill.  ? says to examine it in your inventory, but it has no letter designation!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2012, 11:21:48 pm
It's locked to : which for some reason isn't displayed--I'm looking into it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on June 30, 2012, 11:38:57 pm
I chose Karate and Strong Genetics for some of my starting traits - you can already figure where I'm heading with this.

Exploring hardware store, and a zombie bashes in the back door.  I run up to him and punch him in the face.  I step back, he steps forward, I take two punches at him.  I step back, take another two punches, and he dies.

Thank you so damn much you glorious school if mammal fish.  This is the best thing ever.  Not only can I fight zombies without a window, but I can kite them without any weapon at all!  This is amazing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on June 30, 2012, 11:45:12 pm
Well, you could already do that, it'd just be much slower without a style.

Wait until more than one zombie shows up, then kiting won't work so well.  That's when you'll want to bust out with capoeira or Dragon style.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 01, 2012, 12:02:31 am
Hmm. Official windows releases now? How long have I been out of the loop again?

Also might as well ask. How hard would it be for me to mod a trait into the windows version? It's been forever since I played this and well, because of my personal preferences and other things I still find it counter-intuitive that I need to wear sneakers or any kind of footwear to move at a decent speed and lose morale in the rain. So I'd like to make a trait for myself if possible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 01, 2012, 12:08:48 am
Speaking of different styles, it's proving difficult to to do.  All the NPC like to flee from me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 01, 2012, 02:24:42 am
Eh. I was hiding in a shelter, building up a car when I was hit by a debug wave. 6 NPC's outside fighting. They won't die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 01, 2012, 03:28:08 am
i have many debug error with the NPC.. and also at the start of the game...

and i don't understand how work the unarmed mode....
I have select the trait at the start of the game but my player have "No-style".......
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 01, 2012, 04:10:58 am
Hmm. Official windows releases now? How long have I been out of the loop again?

Also might as well ask. How hard would it be for me to mod a trait into the windows version? It's been forever since I played this and well, because of my personal preferences and other things I still find it counter-intuitive that I need to wear sneakers or any kind of footwear to move at a decent speed and lose morale in the rain. So I'd like to make a trait for myself if possible.

Barefeet +1
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 01, 2012, 06:53:30 am
Thank you, Whales! Any plans to merge in Gremour's tileset later?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 01, 2012, 07:09:09 am
What does the the minireactor do? Where does a muffler, spike, and turrets go? On the wall of the car?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: wvmmhxkh on July 01, 2012, 07:22:41 am
Whales you are owlsome! And now i'm gonna beat zombies like a motherfucking fist of the north star.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on July 01, 2012, 07:22:52 am
I chose Karate and Strong Genetics for some of my starting traits - you can already figure where I'm heading with this.

Exploring hardware store, and a zombie bashes in the back door.  I run up to him and punch him in the face.  I step back, he steps forward, I take two punches at him.  I step back, take another two punches, and he dies.

Thank you so damn much you glorious school if mammal fish.  This is the best thing ever.  Not only can I fight zombies without a window, but I can kite them without any weapon at all!  This is amazing.

WHALES ARE NOT GOD DAMN FISH. :P

They are marine mammals yes, but they breath air, they dont have gills.
Infact they have common predecessor with the deer. Kinda funny to think about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 01, 2012, 07:38:28 am
This game/world is definitely the funniest one yet, I feel like I'm finally getting a hang on things. Also, my first character got punched in the head to death, while wielding a katana, constantly being blinded by hits to the head. Stupid martial arts :P

I haven't met any NPC that was actually friendly, though, except for the evade shelter one. What I have found though is a house and manor in the middle of nowhere, and now I can't decide whether to love into the manor right away or stay in the house for now and wait until I've fortified the manor a bit. I also need a shovel. Why are there so few shovels?


I chose Karate and Strong Genetics for some of my starting traits - you can already figure where I'm heading with this.

Exploring hardware store, and a zombie bashes in the back door.  I run up to him and punch him in the face.  I step back, he steps forward, I take two punches at him.  I step back, take another two punches, and he dies.

Thank you so damn much you glorious school if mammal fish.  This is the best thing ever.  Not only can I fight zombies without a window, but I can kite them without any weapon at all!  This is amazing.

WHALES ARE NOT GOD DAMN FISH. :P

They are marine mammals yes, but they breath air, they dont have gills.
Infact they have common predecessor with the deer. Kinda funny to think about.

She was joking ;)

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2012, 08:57:40 am
They are marine mammals yes, but they breath air, they dont have gills.
Infact they have common predecessor with the deer. Kinda funny to think about.
That's why she said mammal fish, as opposed to fin fish. Which whales are! Sorry kid, there are more fishes in open lakes and oceans than were ever dreamed of in your philosophy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 01, 2012, 09:07:43 am
Having fun with the new vehicle release. I debug-spawned a truck, but it wouldn't start moving even though I continuously hit the up arrow key... So I gave up on it and debug-spawned a quad-bike (I call them either ATVs or 4-wheelers) and that worked much better. I boarded it, got moving to about 30mph, and actually managed to squish a small pack of about 7 zombies (and an accidental squirrel, although those guys are regular roadkill). I managed to raid a grocery store, a pharmacy, and I was about to raid a gun shop when waaaaaaay more zombies showed up... I decided, "Oh, hell... I'm just gonna drive away, towards these NPC symbols on my map," and did so... Only to find them armed with guns... T'was !!FUN!!.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 01, 2012, 09:51:20 am
Oh boy, time to have some fun...


Also, t'is lovely to see official Windows releases. Many thanks, Whales!  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PeeFrequently on July 01, 2012, 10:05:56 am
Can someone release the newest windows version with tileset please? I don't mind the ascii but I do want to try the game with tileset to see what it's like.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on July 01, 2012, 10:11:34 am
Are there any plans for further development of the awesome tileset mod for the new version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 01, 2012, 10:23:00 am
I would like to point out here that there is no such thing as a "fish" at all. It is used y most to describe a variety of animals that are actually VERY different.
There's ones that have a skeletal structure of cartrilige, such as sharks. Ones with a bony skeleton, such as cod, pirahnas etc. Finally there are ones without spines or jaws, but with skulls.
Each class is regarded as distinct from the others.

And whales still aren't fish.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on July 01, 2012, 10:36:58 am
I wonder, is it a coincidence that this came out the same day as the new Maj'Eyal version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 01, 2012, 11:18:38 am
How do you ever get anywhere in this game? Seriously, I'd barely started, I walked into the town to get some woman's dog and suddenly SURROUNDED BY 20 ZOMBIES OH [deity of choice] WHY WOULD YOU DO THIS TO ME?

This game really needs to start you off with SOMETHING of value sometimes, in disasters it's not uncommon for people to grab things from their homes, even if its something they'll never need, they just grab whatever they see in their house, to try and keep it.
I wouldn't mind sometimes having my character holding onto a rag or something, if sometimes he had a kitchen knife, or a torch, or at least something that makes my death happen after the first day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 01, 2012, 11:26:32 am
Want to know an exploit to get things early?
Spoiler: totally exploitive (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 01, 2012, 11:28:50 am
You could try running  :P

Also, balance note: Once an NPC is your follower, he can teach you all his skills. Probably intentional. However, I just started, and my dodge is up to level 5, and melee up to level 6 from the evac civilian. He also has many other skills that I plan to get in a moment.

Perhaps civilians should have a low skill cap? Or maybe it should take longer to teach skills?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 01, 2012, 11:30:26 am
Is that an exploit? Just seems like your guy is being whiny until they take all of that stuff.
This has been reinforced when in a past version, I once got handed a live molotov.

Ninjedit: I do try running, then they punch me, I slow down and get violently beaten to death.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 01, 2012, 11:44:32 am
I do the asking for more stuff thing all the time. I think its more of an exploit that said NPC usualy has a ridiculous amount of stuff of varying quality with him. Seriously they've given me anything from lighters to portal generators.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 01, 2012, 11:52:06 am
Ninjedit: I do try running, then they punch me, I slow down and get violently beaten to death.
You do know that you should be running away, right?  Seriously, the Quick trait is good, but even without it you're faster than a green.  Duck through windows and head out the back door to lose chasers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 01, 2012, 12:00:29 pm
Thing is, they generally end up in front of me and to the side, so they catch up to me wherever I go.
Even then, I kind of need to go into towns in order to get things. It gets difficult to really get far when you have pretty much nothing to fight with, can barely run away and only occasionally have some tins of spam in the evac shelter.
The longest I've ever lived was when a beehive only spawned two bees, and I managed to beat them to death individually using a stick; then lived off honeycombs and puddle water. Not much about it really happened that was interesting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 01, 2012, 12:04:40 pm
I still don't know what you're doing wrong.  Your intent should just be to run through everything.  Evade zombies, find a sporting goods store, and keep going.

If they're in front of you just sidestep.  1-3-7-9, these keys will move you diagonally and help you not get your ass killed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 01, 2012, 12:05:18 pm
Or just grab a heavy stick and go to town on them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 01, 2012, 12:06:16 pm
Ninjedit: I do try running, then they punch me, I slow down and get violently beaten to death.
You do know that you should be running away, right?  Seriously, the Quick trait is good, but even without it you're faster than a green.  Duck through windows and head out the back door to lose chasers.
This. You're always faster than normal greens (and most of the specials as well); Quick and the fast running trait both make you even faster, as does wearing a skirt. This is a survival game, after all; you won't be able to mow down a horde of greens without substantial resources/long periods of kiting and windowsitting, and by the time you can, you'll be up against much worse things. Also, skills. If you aren't going for a survivalist build, you're probably going to be hiding in a back room getting wasted and reading through every skillbook you can find for the first day or two.

In all actuality, you need very little to survive, and should usually be able to get most of that in the grace period unless you got a really shitty spawn location.

Also, even if you've got zeds all around you, they're slow enough that you can weave between them without too many problems, as long as you haven't taken a bunch of hits already. It seems obvious, but remember your diagonal movement. Use terrain (windows, lava, fences, counters) to slow down zeds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on July 01, 2012, 12:42:25 pm
Lady wants me to go find her dog > bring the dog back > ask if she can teach me something in exchange > she doesn't have any teachable skills > "Oh, okay." > segmentation fault


Looks like a really sweet update, though, if I can manage to not die or crash long enough to try out all the new stuff. :P

ED: the game also gives me a couple debug errors concerning unknown actions in data/keymap.txt when I start it; "debug_mon", and "~"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 01, 2012, 12:49:10 pm
So styles are supposed to be taught by NPCs? Guess I'll be hunting some down then.

Also, to survive early, what I do is keep moving until you find a safe place you can use as your headquarters, like a Lab or a military bunker of sorts (once you can open the doors, obviously), then stock up on everything you find useful and read all books you can find. If you're a melee type, get yourself a crowbar and raid pawn shops for rapiers/broadswords.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 01, 2012, 01:39:45 pm
(http://tnypic.net/ba81b.jpg)

Oh god. It's the blobs all over again. D:

Leaves ally for dead
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 01, 2012, 01:43:47 pm
I found that I can make my running-from-zombies spree last much longer by running through and setting fire to and then running through liquor stores/bars/any building if I'm carrying booze. I still eventually die on it though. And I think I'm getting the hang of what kinds of buildings to hit too. Speed through a pharmacy and grab some painkillers, through a house for some cargo clothes, run away as fast as possible. Unfortunately, I always fall on the last step because I get cut on a window frame or have gotten a few hits by a zombie that got too close. Then I become slow and get mobbed.
Better than dying straight away though.

Ninjedit: Oh lord the fungal zombies. THEY NEVER STOP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 01, 2012, 01:48:18 pm
(http://tnypic.net/c9646.jpg)

 :-\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 01, 2012, 01:58:45 pm
Spoiler (click to show/hide)

 :-\

Those Mad Max type vehicles always seemed like they were put together better.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: varnish on July 01, 2012, 02:05:05 pm
There are so many worms in my new world. So many.

I've killed around eighty so far, I think, and they just keep coming. My safe house is surrounded by mounds of dirt piled on top of half worm corpses, on top of mounds of dirt.

So it's going pretty good so far. The new update is great!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 01, 2012, 02:49:19 pm
There are so many worms in my new world. So many.

I've killed around eighty so far, I think, and they just keep coming. My safe house is surrounded by mounds of dirt piled on top of half worm corpses, on top of mounds of dirt.
Chop down trees and use the 2x4s to make a little wooden shack in the middle of a road. It might not be much, but you'll be safer from those burrowing worms.

Also, to survive early, what I do is keep moving until you find a safe place you can use as your headquarters, like a Lab or a military bunker of sorts (once you can open the doors, obviously), then stock up on everything you find useful and read all books you can find.
I usually look for a house in a forest, then raid a hardware store for a hammer, nails and a wood-axe, chop down trees in the forest, chop up the logs and then use the resulting two-by-fours to board up the windows (I actually managed to get my carpentry skill to lvl 1 this way, somehow). And then I call it my Home Base.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 01, 2012, 03:17:42 pm
So how does one go about getting full screen for the windows version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 01, 2012, 03:19:43 pm
I don't think any version has fullscreen.
Could be wrong though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2012, 04:59:20 pm
I think I heard new version has extended view ability though.

There are so many worms in my new world. So many.
I've killed around eighty so far, I think, and they just keep coming. My safe house is surrounded by mounds of dirt piled on top of half worm corpses, on top of mounds of dirt.
So it's going pretty good so far. The new update is great!

Oh man, I had a game just like that a few versions back. Question: Have you encountered any of the REALLY BIG SCARY ones yet? Heheheh. I think that type can actually destroy some sorts of blocking terrain too...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 01, 2012, 05:03:54 pm
I think I heard new version has extended view ability though.

How can vision into space.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 01, 2012, 05:29:31 pm
Looks like was no vision into space this time aw.

Maybe next time.

For now, NPC gave me a top hat, a gold ring, and a jackhammer.

Obviously the best starting equipment EVER.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on July 01, 2012, 05:38:39 pm
What a gentleman! Lending you his backup top hat! As you know, every gentleman has a back-up top hat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on July 01, 2012, 05:42:39 pm
Indubitably. I have two!

For anyone who uses my mod, I've scrapped my old repo and am working on the rewrite now. I hope to have something playable up in a day or two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: varnish on July 01, 2012, 05:43:32 pm
Oh man, I had a game just like that a few versions back. Question: Have you encountered any of the REALLY BIG SCARY ones yet? Heheheh. I think that type can actually destroy some sorts of blocking terrain too...

Oh, I met one of the big ones. Briefly. Very briefly.

New character time!

What a gentleman! Lending you his backup top hat! As you know, every gentleman has a back-up top hat.

In fact, I'm going to make a character named "the Dapper Gent". He will be as classy as the game allows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 01, 2012, 06:46:08 pm
Oh man, I had a game just like that a few versions back. Question: Have you encountered any of the REALLY BIG SCARY ones yet? Heheheh. I think that type can actually destroy some sorts of blocking terrain too...

Oh, I met one of the big ones. Briefly. Very briefly.

New character time!

What a gentleman! Lending you his backup top hat! As you know, every gentleman has a back-up top hat.

In fact, I'm going to make a character named "the Dapper Gent". He will be as classy as the game allows.

also remember there are several new even more fun enemies in the new version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 01, 2012, 07:56:14 pm
Thinking about getting back into this, especially with the wandering NPCs and mutation abilities, so I can play as a monster.

How common are wandering NPCs?  Could you survive by hunting them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: revo on July 01, 2012, 07:56:50 pm
So theirs this bug in my game where one of the npc's became hostile and kills me right where I spawn everytime. What a jerk! as soon as i spawn he just pops in the safehouse and F's me up with like 3 moves per turn!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 01, 2012, 07:59:32 pm
Fixed some issues with NPC aggression.  Please re-download via links above.

Fixed a crash when asking an NPC to lead you to safety.  This exposed a lot of other bugs, but at least no crashes.  For now... probably just don't ask an NPC to lead you to safety.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: revo on July 01, 2012, 08:00:45 pm
mucho gracias! it was actually pretty funny even though i did have a good character going the first time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on July 01, 2012, 08:00:58 pm
I've looked around a bit, are there any windows sources avalible yet? Or do I still need to mess around with linux VMs if I wanna mod this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 01, 2012, 08:06:09 pm
If you download This file (https://github.com/downloads/TheDarklingWolf/Myriad-Mod/CataclysmWin.cbp) and install Code Blocks (Mingw package) (http://www.codeblocks.org/) you can mod on windows. Just need to download the source, place the CataclysmWin.cpb in with the sourcefiles and doubleclick it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2012, 08:22:03 pm
So, I had my karate ready when I picked up a can of soda that equipped itself as my weapon. I dropped the can, but my readied weapon was my fists. How do I get my Karate back?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 01, 2012, 08:23:07 pm
Press the _ key, and select Karate from the list.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 01, 2012, 08:26:20 pm
Press the _ key, and select Karate from the list.

Thank you. I thought it would be under the inventory screen somewhere.

EDIT: Also, the help file says you can examine the style in the inventory screen, but my style has no number or letter next to it in the inventory screen. Bug, I assume?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 01, 2012, 08:27:47 pm
? key has been improved, there's helpful info there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on July 01, 2012, 08:53:35 pm
Sorry if some of this has been covered already, but this thread is over 600 pages and most of the search results for these things were very old / prior to the latest updated:

Radios: do they do anything or just play the emergency evac message?  2-way, I got someone to answer an SOS, but they said they would be there in 0 minutes but never showed up?  do factions or acquantences exist?

Wiki equipment lists: I'm guessing these are out of date or inaccurate?  I have a Browning 30-06, and the wiki says it has a 0 damage bonus.  This isnt true.  Also, some of the weapon balance decisions bother me -- I couldnt find a mod that rebalances weapons based on actual ballistic performance.. I could make some suggestions but dont have the time to devote to modding myself.

Spoiler (click to show/hide)

plot / metagame:  is there one?  is there anything to work towards or discover other than just surviving and becoming more powerful?

Quests:  besides the first person in your shelter, are there more quests?  more people?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 01, 2012, 09:09:37 pm
is there anything to work towards or discover other than just surviving and becoming more powerful?
Self-imposed goals and challenges P:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PeeFrequently on July 01, 2012, 09:21:01 pm
Self-imposed goals and challenges P:

I love this game and the freedom to pursue any challenge.

My current goal is to set up an impregnable base near a major city and play tower defense with the zeds that will come. Now, is there any way to tell NPCs that join you to wait and guard a certain location? I managed to get one to join me, but I can't seem to make her stay in the safe house and guard it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 01, 2012, 09:22:42 pm
Self-imposed goals and challenges P:

I love this game and the freedom to pursue any challenge.

My current goal is to set up an impregnable base near a major city and play tower defense with the zeds that will come. Now, is there any way to tell NPCs that join you to wait and guard a certain location? I managed to get one to join me, but I can't seem to make her stay in the safe house and guard it.
Find and somehow safely deactivate turrets. Pick them up, 'a'ctivate them, and hope you program them correctly if your base isn't fortified by walls
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 01, 2012, 09:45:21 pm
Wiki equipment lists: I'm guessing these are out of date or inaccurate?  I have a Browning 30-06, and the wiki says it has a 0 damage bonus.  This isnt true.  Also, some of the weapon balance decisions bother me -- I couldnt find a mod that rebalances weapons based on actual ballistic performance.. I could make some suggestions but dont have the time to devote to modding myself.
Firearms got rebalanced, like, today.  So yes, the wiki isn't updated yet.

For everything else: NPC are poorly developed.  That's to be expected.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 01, 2012, 09:53:50 pm
Press the _ key, and select Karate from the list.

Thank you. I thought it would be under the inventory screen somewhere.

EDIT: Also, the help file says you can examine the style in the inventory screen, but my style has no number or letter next to it in the inventory screen. Bug, I assume?

It is a bug.  Your style is bound to : so you can use that; it's simply not displayed for whatever reason.  I'm looking into it.

I've looked around a bit, are there any windows sources avalible yet? Or do I still need to mess around with linux VMs if I wanna mod this?

There is only one source, at my github (see my sig).  It compiles on Linux, Windows, and apparently OSX with a bit of effort.

I don't know if Windows has anything like make (http://en.wikipedia.org/wiki/Make_(software)) but there's a Makefile for Windows called Makefile.Windows (wow).  Edit it to link to your compiler of choice, and you're good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 01, 2012, 10:32:32 pm
It's either just me, or there's some sort of a bug where your car/truck's frame "rams into grass/dirt/pavement/whatever non-obstructive terrain tile" and can't move no matter how much I hit the 'speed up' key.

Is this a bug? Has anybody else noticed this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 01, 2012, 10:35:48 pm
Bug.  Quad-bikes and Motorcycles don't have trouble.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Neonivek on July 01, 2012, 10:36:47 pm
So uhhh... can this game be played with graphics?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 01, 2012, 10:37:46 pm
It's either just me, or there's some sort of a bug where your car/truck's frame "rams into grass/dirt/pavement/whatever non-obstructive terrain tile" and can't move no matter how much I hit the 'speed up' key.

Is this a bug? Has anybody else noticed this?

I found a car crashed into a house. It wouldn't budge, except to squish the dog that was in the back seat. Note to self, do not enter cars with other entities. Note to self 2: invite zombies?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 01, 2012, 10:41:36 pm
I parallel parked by quad bike.  In a window.  I tried, and attempting to get it out only destroyed the tire.  I have no idea how I lodged a 3 tile long quad bike into a 3 tile long window so tightly!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Nelia Hawk on July 01, 2012, 10:44:18 pm
So uhhh... can this game be played with graphics?

kind of...
the "whale" version is the newest and doesnt has gfx.
deon made some tileset for cataclysm like 3 weeks ago (so that gfx version isnt the newest whales one atm!)

The graphical support mod by Gremour, the tiles by me.

This is the 7th release of my tileset. Now it has x24 and x32 variants, for those with small and bigs screens.

The 24x24 version: http://www.mediafire.com/?gl4j1k5ufvq3peg
The 32x32 version: http://www.mediafire.com/?ch88gvad11o3b29

Small preview:
(http://i.imgur.com/s0Kvz.png)

Also a few more items have been added.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 01, 2012, 10:45:09 pm
I parallel parked by quad bike.  In a window.  I tried, and attempting to get it out only destroyed the tire.  I have no idea how I lodged a 3 tile long quad bike into a 3 tile long window so tightly!
Don't parallel park in windows then :P

And maybe you can change the tire if you happen to find another Large Wheel, or if you're lucky enough to find another four-wheeler or motorbike
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 01, 2012, 10:52:58 pm
No luck: http://whalesdev.com/forums/index.php?topic=1396.0
My game crashes when I try to load a game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2012, 12:48:21 am
Another quick bugfix update.

Clean build NOT required.  Saves from earlier versions of this update ARE compatible.


Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 02, 2012, 12:54:15 am
I'm having an issue where whenever I meet an NPC it posts a bunch of debug messages that show his thought processes and spoil what he's planning.  It happens even if I turn debug messages off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 02, 2012, 01:04:36 am
... That just gave me an idea for a telepath mutation....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on July 02, 2012, 02:04:11 am
Another quick bugfix update.

This works much better now :) Thank you
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 02, 2012, 02:56:33 am
in this new version...i found more and more ( and many) zombies....  >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dbuhos on July 02, 2012, 03:19:20 am
Erm, I keep getting these massive NPC debug warnings. They are quite annoying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reyn on July 02, 2012, 05:49:26 am
Erm, I keep getting these massive NPC debug warnings. They are quite annoying.

I believe "~" is the button to stop the debug messages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 02, 2012, 08:15:39 am
Seriously. I read the thing about relationships way back a few pages, but the whole "being chased by mob of zombies; suddenly animals show up and by order of the 2021 treaty of Buenos Aires they have to work together to DESTROY MANKIND" thing is really getting on my nerves. It really isn't zombies the new beginner should fear, it's all them damn packs of wolves.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on July 02, 2012, 08:36:56 am
Agreed. I was just running away from a handful of zombies when a robocop joined them. Only if a zombie would get between me and the robocop the robocop would attack it. In every other case the player is target #1 :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 02, 2012, 08:47:03 am
On the other hand I've had robocops attack other robocops because they were in the way too :P

Anyway, the game must've felt o was getting pissed off because it decided to throw me a bone. I started out in the middle of nowhere, and at first I thought it was going up he one of those "don't even have time to get into town before zombies show up" games, but then I step outside the shelter and there is this dead kilitary patrol right outside outfitting me with almost everything I need, and then o manage to hit three hardware stores (none of which contained a shovel, by the way ;)) with only a few wasps showing up. Morale boost +500.

Also my shelter buddy gave me a laser gun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Springare on July 02, 2012, 08:56:29 am
Just started a game for the first time in months. Making the chliched karate-monk and attacked the first NPC I saw in the shelter. We poked our eyes some time but than the NPC don't wanted to play anymore, grabed my eyes and blinded me. The problem besides I was blind is, the game crashed 10 turns after. I ran around and tried to finish the NPC off but no chance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 02, 2012, 09:31:33 am
I step outside the shelter and there is this dead military patrol right outside outfitting me with almost everything I need
I once found a drop site with crates containing an M4, grenades, and a bunch of different types of military-grade ammo. I couldn't smash them open, so I decided to see if I could get at the M4 and silencer inside a crate by setting it afire... It released the contents, but they were quickly consumed by the flames which quickly spread. I then facepalmed, saying to myself, "DAMMIT I'm such an idiot to burn a perfectly good gun".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 02, 2012, 09:48:02 am
Never leave home without a crowbar.


Are unmodified trucks zombie magnets, or am I being paranoid? There's barely an inch of it that isn't covered in blood right now. I think it may need a muffler.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 02, 2012, 10:22:31 am
Any vehicle attracts TONS of zombies, much more than gunshots. The more power is in the engine, the more zombies spawn. Thus trucks are not zombie magnets. They are zombie black holes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 02, 2012, 10:29:07 am
Zombies, shombies. I just run the bastards over.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 02, 2012, 10:31:50 am
Seriously. I read the thing about relationships way back a few pages, but the whole "being chased by mob of zombies; suddenly animals show up and by order of the 2021 treaty of Buenos Aires they have to work together to DESTROY MANKIND" thing is really getting on my nerves. It really isn't zombies the new beginner should fear, it's all them damn packs of wolves.

I still don't get this, even a 2x4 takes out wolves. Bears, though, man. Bears.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 02, 2012, 10:38:09 am
Meh, you can kill bears with a knife. Wolves are dangerous because they're so fast they can close in, attack, and be out of reach again before you can attack them. And there's usually more than one of them, meaning that even when you manage to attack one (whether you actually hit is another question) the one-four others get away with one or two hits before retreating again. And, there's the whole "already getting chased by a mob of zombies" part, which means that after just a few unlucky hits by the wolves you'll be going too slow to get away from the zmob.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 02, 2012, 10:44:44 am
Wolves are scared of fire IIRC, just drop some crap and set it aflame.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 02, 2012, 11:16:22 am
Wolves are scared of fire IIRC, just drop some crap and set it aflame.
You might not have a lighter with you...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 02, 2012, 11:17:33 am
It's very rare for the starter NPC to not have one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Detonate on July 02, 2012, 12:01:31 pm
Are pawnshops always locked? Eyebots and robocops aren't very much of a threat, but they are an annoyance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 02, 2012, 12:11:16 pm
They are always locked.  I -think- that a crowbar ignores the alarm.  But a zombie following you will still smash the window.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on July 02, 2012, 12:12:08 pm
You should be fine with a crowbar, and the horde should distract the eyebots and robocops, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 02, 2012, 12:36:44 pm
Pretty much the last two pages have confirmed that everything goes after the player only.  Copbots don't go after zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 02, 2012, 01:22:16 pm
Yea, breaking into banks and pawn shops without a crowbar can spell an early doom for your character, but its possible to escape the cops by jumping in and out of houses and other buildings, but hope there isn't a zombie horde in the way.

My character is doing pretty fine so far. Around 120 power internal battery, full utilities CBM installed, most power sources (except metabolic interchange, fuck that) installed, and one armor CBM. Since I forgot to take robust genetics at character creation, I think I'm gonna go really heavy on CBMs and become a super cyborg martial artist thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 02, 2012, 01:58:49 pm
My character is doing pretty fine so far. Around 120 power internal battery, full utilities CBM installed, most power sources (except metabolic interchange, fuck that) installed, and one armor CBM. Since I forgot to take robust genetics at character creation, I think I'm gonna go really heavy on CBMs and become a super cyborg martial artist thing.
So you're gonna go all Supersoldier on the hordes, eh?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 02, 2012, 02:28:48 pm
I can't say I've ever seen a crowbar.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 02, 2012, 02:30:10 pm
You can make one with pretty low skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 02, 2012, 03:00:04 pm
Yeah, rock and pipe, with like 1 or 2 mechanics.

I tried out my mutant hunting humans thing.  Spent an hour or so gathering up a huge portfolio of mutations, got shot in the face as soon as I tried to attack someone.  Considering the work you have to put into becoming a mutant, if that's the kind of stuff that's gonna happen I'll probably just hold off on that playstyle until stealth is more robust
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 02, 2012, 03:14:29 pm
Pretty much the last two pages have confirmed that everything goes after the player only.  Copbots don't go after zombies.

No, but they hit any creature that gets in their way while going after the PC. Instead of going around it, even. I think that may be related to the same pathfinding AI bump which causes friendly NPCs to stand next to you all "Get out of the way arsehole" instead of just sidestepping the PC even when there is space.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 02, 2012, 03:15:11 pm
Does dodging help versus bullets? Might be worth dumping a bunch of points into that before starting a mutant run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 02, 2012, 03:35:20 pm
You mean Neo style bullet sidestepping and ducking and whatever? If that isn't a thing, it should totally be a thing.
Besides that, just wear as much amazing headgear as you can find. I don't think there's any penalty for head encumberment, so stack as many army helmets on as you like.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on July 02, 2012, 03:37:33 pm
Very eager to play, just waiting for the awesome genius that is Deon to update his graphical pack!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 02, 2012, 03:50:09 pm
There are penalties for eye encumbrance, not sure about head encumbrance though. It might lower your speed, not sure.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 02, 2012, 03:50:48 pm
Besides that, just wear as much amazing headgear as you can find. I don't think there's any penalty for head encumberment, so stack as many army helmets on as you like.

Head encumbrance doesn't give penalties, but it DOES limit headgear since it has a hard cap. And you're only allowed one hard piece of headgear as a completely separate bit of code.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on July 02, 2012, 04:07:45 pm
Very eager to play, just waiting for the awesome genius that is Deon to update his graphical pack!

edit: actually I am playing, but deon-tileset would be awesome :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 02, 2012, 07:02:49 pm
Uh, is there a way to... turn off NPCs?  I really want to give them a chance, but every wandering NPC I find bugs out as soon as they get into conversation range.  They seem to be automatically turning hostile, because some of them immediately try to flee.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 02, 2012, 07:16:57 pm
Uh, is there a way to... turn off NPCs?  I really want to give them a chance, but every wandering NPC I find bugs out as soon as they get into conversation range.  They seem to be automatically turning hostile, because some of them immediately try to flee.
I always get this issue, and it gets incredibly annoying while I'm trying to drive towards them
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cthulhu on July 02, 2012, 07:29:09 pm
Yeah, there's still enough issues with NPCs that I'm not gonna bother playing until they're smoothed out a bit more.

Z-8 head a splodes all NPCs in a large area (possibly all of them period)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 02, 2012, 07:50:32 pm
Very eager to play, just waiting for the awesome genius that is Deon to update his graphical pack!
You have to ask the grandmaster Gremour (the guy who has made the vehicle mod) to update the source, I only made the tiles! Please read the credits :P.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 02, 2012, 08:23:00 pm
Yeah, rock and pipe, with like 1 or 2 mechanics.

I tried out my mutant hunting humans thing.  Spent an hour or so gathering up a huge portfolio of mutations, got shot in the face as soon as I tried to attack someone.  Considering the work you have to put into becoming a mutant, if that's the kind of stuff that's gonna happen I'll probably just hold off on that playstyle until stealth is more robust

I don't care how much of a mutant you are, if you punch someone holding a shotgun you are essentially hitting the Quit button.

NPCs are being worked on; I apologize for the issues.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 02, 2012, 08:28:03 pm
All NPCs I meet ask me to do a favour then mysteriously disappear. The map points me to their supposed location but they're never there, and I cant seem to be able to learn any martial art with them, they just keep asking me to do stuff then disappear. Otherwise they just flee from me.
I haven't been attacked by one yet, even though I have the ugly trait and all, altough the only mutation I have is forked tongue, which I'm still wondering how I got, since I havent got close to any radioactive area or drank any mutagens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 02, 2012, 08:54:47 pm
Same. I've randomly gotten Herbivore and other things in Defense Mode before...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 02, 2012, 10:17:41 pm
I think ruins (ergo, the big areas of rubble in buildings and so on) give off very light radiation. Not sure, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 03, 2012, 12:29:10 am
Ruins can indeed give off radiation.

Another "should've done this stuff before releasing" update  ::)

Clean build NOT required.  Saves from earlier versions of this update ARE compatible.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on July 03, 2012, 12:36:06 am
I don't care how much of a mutant you are, if you punch someone holding a shotgun you are essentially hitting the Quit button.

haha
thanks for the update :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on July 03, 2012, 01:38:13 am
Are monsters suppose to wipe out people in the first 10 seconds ingame? Cause I just came across a group of dead people with guns, vests, etc and no sign of a fight, but a monster to the north.


Unless I suck at reading the game.



-edit-

And I got a gun + 50 bullets. I am so gonna die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 03, 2012, 01:41:51 am
Those are just dead soldiers randomy generated in fields and such. They're a good source of armor and weaponry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on July 03, 2012, 01:56:27 am
Very eager to play, just waiting for the awesome genius that is Deon to update his graphical pack!
You have to ask the grandmaster Gremour (the guy who has made the vehicle mod) to update the source, I only made the tiles! Please read the credits :P.

Then I'm going to find him and ask him to do just that! :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on July 03, 2012, 03:33:39 am
Using the latest version from a few posts ago, after exploring a lot to finally find a gun, i went all the way back to the original shelter to ask the NPC there to come with me, to my surprise the NPC accepted (my original attempt was meeting a negative answer), i guess having a rifle helps negociating :D

Anyways, i asked the NPC to help train as my rifle skill was rather low, and the guy replied that it wasn't safe here (the original shelter) , having no idea what the game consider "safe" , i replied "lead the way", and followed the NPC for a very long distance to the north west, no idea where it was going as the whole thing was unexplored.

At some point we ran into a group of nasty zombies. With the low skill in rifle i understood it wasn't going to end very well missing every shots is not really helping, so i decided to just run away, a spitter decided to spit, i had to accept to walk on a tile with the ugly substance being on it, while the NPC decided it was a good idea to go fight 2 brutes (despite i set the battle command for it only to fight to save his life).

The brutes hit the NPC on the head 2 times (unless it was the 2 brutes landing each an attack) and the game just froze there without error message, i just had to kill the process.

I don't know if it froze at the time the 2 brutes hit the NPC or when i walked on the bad tile, my character at the time was in intense pain (walked on a landmine much earlier and covered myself in bandages and used all my first aid , and a few aspirins) if it can be of any hint.

Oh and a question about the vehicles.
At some points of my explorations i ran into a truck , climbed in it and started it.
Then i pressed left to start turning it (and the truck visually started turning) to get into the empty road and some message about "fumble the truck" or something approaching occured , and the truck became just stuck there (there wasn't any obstacle), i couldn't move it anymore and had to get out due to some zombie horde nearby.

I know there was a problem in previous version regarding some vehicles crashing in tiles it shouldn't crash in, but in the changelog it's mentioned as fixed, so what did i do wrong in this case ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 03, 2012, 04:00:09 am
Is there a way to drop a single item of things you have duplicates of? My latest zombie fighting tactic consists of throwing things on the ground, lighting them on fire, and then having the zombies stumble through it over and over again, and it took a lot more turns when I only had thick branches to set alight as I had to drop all, then pick up one and drop on another square, and then the next.

Also, does fire attract zombies? If not, it totally should.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 03, 2012, 04:27:11 am
Is there a way to drop a single item of things you have duplicates of?
Just enter the amount you want to drop before pressing the item letter in the drop menu. The symbol next to the item name will turn into a # instead of a +
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on July 03, 2012, 05:53:20 am
Another bug happened.
I was running away along the starting NPC (that wanted antibiotics and i just happened to find some and gave him without asking a reward) that was set to "not fight unless life depends on it" toward a parking lot.

3 (normal) zombies were chasing us.

Found a car and embarked, managed to kill the 3 zombies by driving the car over them, and with lot of luck managed to avoid splashing the NPC in the process.

Then stopped the car near a house.

The NPC managed to catch up, and disappeared (maybe he mounted in the car with me too ?)
I then pressed C to talk in case he was there, the game told me there was none to talk to, and the game just went stuck, completely frozen, again no error message, just the program not responding.
(http://i.imgur.com/i5zx8.gif)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 03, 2012, 06:02:05 am
I had a vehicle bug when trying to load stuff into the trunk, by the way. Said there was too little space and that the items were dropped on the ground, but the items just vanished. Pretty annoying, because one of the wheels for the car I was going to build was one of the items that disappeared. The car I was using was a Debug-spawned car, by the way, in case that matters.

...Maybe I should go sign up on the real forums and report it there...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Miko19 on July 03, 2012, 06:07:48 am
Stupid question, but...

Is there a way to unwield an item you're carrying in hand? I've checked over the command list and nothing seemed to work, lol.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on July 03, 2012, 06:11:19 am
Got another run from a save game, and same, but this time the game froze when i ran over the NPC, so it's very possible that the game froze because without knowing it (as i saw the NPC disappear), i ran over him for some reason as the NPC disappeared when it touched my car (though i thought i was stopped).

Reloaded the save again , this time the game directly crashed when the NPC moved on a wheel of my moving car.

Seems like if you want to use vehicle, do not have an NPC follower.

edit : reloading again, i decided to move out of the car and try just killing the NPC with my baseball bat (as i knew it was without weapon) , as a result : game crash.
Seems like the NPC (at least the NPC that was in my shelter) is bugged, not the car in that case.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on July 03, 2012, 06:40:00 am
Stupid question, but...

Is there a way to unwield an item you're carrying in hand? I've checked over the command list and nothing seemed to work, lol.

press w and then -
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on July 03, 2012, 06:45:46 am
the npc lead me to " a safe place"... but i found nothing........
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 03, 2012, 06:49:50 am
Is there a way to drop a single item of things you have duplicates of?
Just enter the amount you want to drop before pressing the item letter in the drop menu. The symbol next to the item name will turn into a # instead of a +

Also, I forgot to add it to my last post, but thanks ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Orb on July 03, 2012, 10:14:13 am
Thought I would mention a bug that was on the previous version.

If you crash, and the autosave was with you in a vehicle, you go into this stasis mode where you can't move. The game is probably confused, since you were IN a vehicle, but now the vehicle isn't there.

Not that big of a deal, but I thought it was worth mentioning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 03, 2012, 12:10:26 pm
I would like to say i don't really like the NPC's. The thing that bugs me is the same thing as in many apocalyptic games and that is that every one seems kind of ok with the end of civilisation as we know it.
You are in a bunker surrounded with zombies with no guns and no food and:
"Hey you have a job for me?" (How often do you say something like that to somebody not to mention that this is the end of the world.)
"Uh, i have a important sofware on my PC..." (Are you kidding me???)
"Can you teach me skills?" (NO, i have something else to do like...surviving.)

Don't get me wrong, it's great we have this sort of interaction, but it all feels so generic right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 03, 2012, 02:34:38 pm
I would like to say i don't really like the NPC's. The thing that bugs me is the same thing as in many apocalyptic games and that is that every one seems kind of ok with the end of civilisation as we know it.
You are in a bunker surrounded with zombies with no guns and no food and:
"Hey you have a job for me?" (How often do you say something like that to somebody not to mention that this is the end of the world.)
"Uh, i have a important sofware on my PC..." (Are you kidding me???)
"Can you teach me skills?" (NO, i have something else to do like...surviving.)

Don't get me wrong, it's great we have this sort of interaction, but it all feels so generic right now.

"My mother is a zombie and I'd like you to kill her because I can't bring myself to do it. Also, she would have wanted it that way."

Not post-apocalyptic enough for you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 03, 2012, 02:58:52 pm
I like how people assume this is the final state of NPCs.

don't worry, this is actually the second attempt at adding NPCs to the game, this time its going a lot better, and Whales does plan to do away with the horrible generic quests.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 04, 2012, 09:05:01 am
I would like to say i don't really like the NPC's. The thing that bugs me is the same thing as in many apocalyptic games and that is that every one seems kind of ok with the end of civilisation as we know it.
You are in a bunker surrounded with zombies with no guns and no food and:
"Hey you have a job for me?" (How often do you say something like that to somebody not to mention that this is the end of the world.)
"Uh, i have a important sofware on my PC..." (Are you kidding me???)
"Can you teach me skills?" (NO, i have something else to do like...surviving.)

Don't get me wrong, it's great we have this sort of interaction, but it all feels so generic right now.

They are a bit game-y, but it's hard to write convincing dialog for NPCs, and even harder to code it.  In the interest of NOT having dialog be a giant spaghetti pile of confusing branches, I've decided to keep it rather simple and gameplay-oriented.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 04, 2012, 12:04:40 pm
So I just did the asking-NPCs-for-items exploit, and she handed me a god damned live grenade. What the fuck, person?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Simmura McCrea on July 04, 2012, 12:08:44 pm
So I just did the asking-NPCs-for-items exploit, and she handed me a god damned live grenade. What the fuck, person?
Maybe she was tired of you asking?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 04, 2012, 12:09:30 pm
The NPC item blacklist is forked, if it encounters two forbidden items in a row it flips its shit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 04, 2012, 12:25:46 pm
It didn't go off though, weirdly enough. I ended up running around with it a while until I threw it into a nest-of-web for no reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 04, 2012, 12:38:12 pm
Yeah, it's only activated if the iuse function is what creates it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 04, 2012, 12:40:11 pm
Same reason wished-for active explosives don't go off.

You *can* activate it again, which I believe detonates it immediately. Not really useful, but you can go out with a bang if there's no other way out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ConscriptFive on July 04, 2012, 01:05:51 pm

You *can* activate it again, which I believe detonates it immediately. Not really useful, but you can go out with a bang if there's no other way out.

You were always an asshole Gorman.

http://www.youtube.com/watch?v=Oy3HNK3u9Q4

(Sorry, best quality I could find.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 04, 2012, 06:52:09 pm
I think I'm terrible at this game. I got through the first night for my second time. There's somewhere between 50 and 75 zombie corpses outside my house. I boarded up all of my doors and have been using my neighbors' windows to assist in killing the zombies. I used my doorway when I woke up (11 zombies, a wolf, and two spiders wanted to tell me good morning), but tossing all of the corpses back outside is a pain. The boards for my windows came from the neighbors' (smashed) doors. I raided the nearby grocery store, but it only had barely enough for two meals. Time to go explore loot the town.

I was traveling with a person and their dog (which I rescued) earlier. I had them teach me archery and some assorted skills, because I started next to some stores with bows. When I had them follow me, they kept getting in the way of the dog, and the dog killed them. The dog is probably still in some store it couldn't follow me out of.

EDIT: Nope, no looting. Got killed by a brute. I killed 132 zombies (including specials) in about 24 hours.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 04, 2012, 07:07:30 pm
I hate to admit, but I cheat to get by, mostly by debug-revealing the map, debug-spawning a vehicle I need and debug-wishing for an ax and some nails to board up a house. But other than that, I only debug-acquire things (like guns and bullets, or medicine) when I absolutely need to.

I always look for and board up solitary houses in the middle of a forest, mostly because they're secluded from the cities so I don't get besieged by zombies, because the forest setting makes it fairly easy to defend from other wildlife, and because you always need a safe and secure home base like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 04, 2012, 07:18:47 pm
It's a pain to get food in the forest, though. Nails and axes are too rare - I've not found an axe yet, and I'm always in need of nails. I tried building my own house in the woods, with a chainsaw, but never enough nails. Also, shovels. Need more of those, too.

EDIT: Playing defense mode, I saw a party of dead people spawned nearby, like in the normal game. They were too far away to get to. Interesting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 04, 2012, 07:31:55 pm
It's a pain to get food in the forest, though. Nails and axes are too rare - I've not found an axe yet, and I'm always in need of nails. I tried building my own house in the woods, with a chainsaw, but never enough nails. Also, shovels. Need more of those, too.
It's called hunting, and it can be really useful. Or butcher your roadkill, whichever way you choose.

Building your own house from scratch probably takes too long, and you lose much more than you gain, especially if you have an extremely limited supply of food and water in the first place (which is often the case for players like me who flee the city after the first zombie they spot). Oh, and building your own house from scratch also uses up a lot of nails that could otherwise be used to board up a house or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 04, 2012, 07:36:31 pm
How the hell do you get people to teach you things? They just keep asking me to do stupid favors and then cease to exist.

I don't really have problems surviving though, I cheese up my stats by sacrificing perception altougheder and taking trigger happy, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 04, 2012, 07:38:22 pm
I always take Near-Sighted, Trigger Happy, Heavy Sleeper and Insomniac for my guy. Finding spare eyeglasses is a pain if your current pair is almost destroyed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on July 04, 2012, 07:41:31 pm
Houses are nice because they have beds, but it seems to me that the best bet for safehouses is in side one of those nice metal-walled laboratories or military bunkers. 

Or better yet, a cave.  they are often secluded, have a narrow enterance, you can dig entrenchments.  No access key required.  I was only mauled by a swarm of rats ONCE.

Something missing in the construction is like a fireing slit that you can see through (like a battered door, but less puny).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on July 04, 2012, 07:48:39 pm
Or better yet, a cave.  they are often secluded, have a narrow enterance, you can dig entrenchments.  No access key required.  I was only mauled by a swarm of rats ONCE.

Cataclysm- Where getting mauled by a swarm of rats once is a sign of safe shelter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 04, 2012, 08:28:28 pm
It's called hunting, and it can be really useful. Or butcher your roadkill, whichever way you choose.

Building your own house from scratch probably takes too long, and you lose much more than you gain, especially if you have an extremely limited supply of food and water in the first place (which is often the case for players like me who flee the city after the first zombie they spot). Oh, and building your own house from scratch also uses up a lot of nails that could otherwise be used to board up a house or something.
The r's, they run too fast. And I don't drive - attracts too many zombies.
The house I built was next to a pond, so water wasn't an issue. I mostly just wanted to see if I could build one from scratch.

Caves have bears in them. Bears like to eat people that go into their caves. It's hard to kill a bear with a stick. Even if the stick is heavy. Caves are not safe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 04, 2012, 08:32:21 pm
It's called hunting, and it can be really useful. Or butcher your roadkill, whichever way you choose.

Building your own house from scratch probably takes too long, and you lose much more than you gain, especially if you have an extremely limited supply of food and water in the first place (which is often the case for players like me who flee the city after the first zombie they spot). Oh, and building your own house from scratch also uses up a lot of nails that could otherwise be used to board up a house or something.
The r's, they run too fast. And I don't drive - attracts too many zombies.
The house I built was next to a pond, so water wasn't an issue. I mostly just wanted to see if I could build one from scratch.

Caves have bears in them. Bears like to eat people that go into their caves. It's hard to kill a bear with a stick. Even if the stick is heavy. Caves are not safe.
I often also find a house that's in a swamp, so water also isn't an issue for me, right up until I start hurling after I drink some of it.

Best be packing a shotgun for the fast and evasive stuff! And for the bears. A shotgun blast at close range with birdshot or the 00 buckshot kills most monsters in one hit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 04, 2012, 08:33:26 pm
I just went down in a cave to check it out and found a swarm of rats, and I tried to lose them in the subway.  With no flashlight.  Hey, there's another station across the street, I can find it.  Turns out no, but I did find an ant nest, and apparently another swarm of rats.  But I also found my way back out, then led the swarms through a gas station and tossed in a molotov.

Then I ran out of town like I owed the entire town money.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on July 04, 2012, 08:35:49 pm
How much attention do firearms attract in the wilderness away from the cities?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 04, 2012, 09:04:49 pm
I just went down in a cave to check it out and found a swarm of rats, and I tried to lose them in the subway.  With no flashlight.  Hey, there's another station across the street, I can find it.  Turns out no, but I did find an ant nest, and apparently another swarm of rats.  But I also found my way back out, then led the swarms through a gas station and tossed in a molotov.

Then I ran out of town like I owed the entire town money.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 04, 2012, 09:05:41 pm
Holy shit, I've never inspired a comic before.  So cool...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on July 04, 2012, 09:09:49 pm
I don't think inspiration, as a concept, has ever actually intersected with the creation of a rage comic.

At any rate, a serious question: I keep hearing that the unofficial Windows builds are much more stable than the official ones. Is there any particular reason for this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on July 04, 2012, 09:22:42 pm
what unofficial builds?  The only ones I know of are here: http://whalesdev.com/download.php and the update from the 2nd made it pretty stable.

NPC spawns are disabled in it though, you have to modify a file to re-enable them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 04, 2012, 10:32:47 pm
Two things for Whales.

One, is fire supposed to generate light?  I assume nothing generates light yet.  Any ETA on that?

Two, I think the Construction menu is a little bugged.  In the windows version, scrolling down to the bottom clutters up the screen with uncleared text.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 04, 2012, 11:30:53 pm
Uncleared text is an issue. Happens in the construction and 'p'ower menus, as well as select occasions in others, like dialogue. On the Windows version, at least.

Fire not making light bugs me. I lit a piece of wood when I was camped out in the back of a store, to read by. Disappointingly, I could not read by it, and was forced to abandon as the fire spread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FritzPL on July 05, 2012, 01:43:52 am
As far as I remember, there was a debug mode few versions back. I either forgot how to activate or it must've been removed... help help?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 05, 2012, 02:12:55 am
As far as I remember, there was a debug mode few versions back. I either forgot how to activate or it must've been removed... help help?
It's Shift+z now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: FritzPL on July 05, 2012, 02:36:48 am
As far as I remember, there was a debug mode few versions back. I either forgot how to activate or it must've been removed... help help?
It's Shift+z now.
It works, thanks.

Has anyone tried to trade with NPCs and gain skills in return? You know, the 'can you teach me' line?

I've so far traded a shitload of junk I found in a hardware store for a lot of useful skills, and I am going to continue doing that. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 05, 2012, 05:16:54 am
The r's, they run too fast. And I don't drive - attracts too many zombies.
The house I built was next to a pond, so water wasn't an issue. I mostly just wanted to see if I could build one from scratch.

I throw rocks at them. Plenty of rocks lying around, and it's usually a one hit kill once you hit. I also use knives, but since I usually only carry one and you can't find more in the wilderness it can get a bit tedious picking it up after every miss.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: wvmmhxkh on July 05, 2012, 05:25:22 am
I'd like to report two bugs.

1. If you save while driving near NPC your saves will be fucked up permanently, when loading saved game afterwards- process will start allocating our memory, until it runs out of it.

2. After starting tremors in mine instead of getting Amigala Horror/s spawning game will crush no matter what you do. The only time it didn't i stood next to the holes and got killed by amigala horror the moment it spawned.

Also my game crashed several times after i talked to npc and that npc continued to go to wherever he were going. Killing npc prevents that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: wvmmhxkh on July 05, 2012, 05:57:03 am
Also it seems that if you unload too much items into car's truck some of them can get destroyed. Though some fall on the ground as they should.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: wvmmhxkh on July 05, 2012, 09:14:51 am
BUG: Throwing a molotow into forest generated by triffid queen also crashes game from time to time.

also aren't vinebeasts are too hardcore? i mean you can burn them with molotow, but those are some though fast bastards. i can beat a skeleton with a bat if it closes on me, but if vinebeast gose into close quarters you are in a lot of trouble, though you can try to ignite earth under it and wait until one of you dies. as if triffids weren't big enough trouble.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: wvmmhxkh on July 05, 2012, 12:12:35 pm
Now that's some weird-ass bug. I've got into missile silo, hacked and launched missile into fungal bloom, went back to the upsairs. Then i was in a middle of nowhere, map completely covered in fow, but the was a mark "goes down". It was in a middle of forest and didn't go down even slightly. Then i returned to old save, launched missile again, went up, saved, loaded. Now i was embedded in stone. So i sonic resonated my way into silo, went up, then again, then i was again in missile control room but map showed that i was on the surface. Couldn't sonic resonate my way out. Then i went up again, get into new map again, but couldn't save-load my way out this time.

Also missile didn't even blast fungal bloom.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 05, 2012, 06:00:06 pm
There is an official forum, with a bug reporting board. Your experiences might be more useful posted there.
http://whalesdev.com/forums/index.php
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 05, 2012, 06:36:10 pm
I just checked out the game with Deons tileset and I'm loving it so far.

Two questions.

Is there an updated tileset anywhere? (The tiny screen annoys the crap out of me after playing Deons)
I wielded an item, then tried to switch back to a martial arts style, but none of the keys work. Is this a windows port bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 05, 2012, 06:54:05 pm
I think pressing (w) then (_) lets you pick your martial arts style
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 05, 2012, 07:00:07 pm
I think pressing (w) then (_) lets you pick your martial arts style

I tried that, but it didn't do anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 05, 2012, 07:02:02 pm
Just press _ without hitting w first
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on July 05, 2012, 07:25:56 pm
What martial arts style works best with having tentacles?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: USEC_OFFICER on July 05, 2012, 09:48:28 pm
Is judo an option? What about sumo? Jujutsu could work, as would karate.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 05, 2012, 09:56:58 pm
Is judo an option? What about sumo? Jujutsu could work, as would karate.

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: USEC_OFFICER on July 05, 2012, 10:00:12 pm
Is judo an option? What about sumo? Jujutsu could work, as would karate.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 05, 2012, 11:25:12 pm
Well.... you never know, with some people......

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on July 06, 2012, 12:14:11 am
I just checked out the game with Deons tileset and I'm loving it so far.

Two questions.

Is there an updated tileset anywhere? (The tiny screen annoys the crap out of me after playing Deons)
I wielded an item, then tried to switch back to a martial arts style, but none of the keys work. Is this a windows port bug?

Gremour has updated his tileset mod.
So you can download that here http://whalesdev.com/forums/index.php?topic=1170.0 and then copy Deons tileset over it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: HailFire on July 06, 2012, 02:31:30 am
I throw rocks at them. Plenty of rocks lying around, and it's usually a one hit kill once you hit. I also use knives, but since I usually only carry one and you can't find more in the wilderness it can get a bit tedious picking it up after every miss.

I can tell you from personal experience that throwing knives kicks ass once you get up to ~5 throwing skill. Carry about 5 of them, kite enemies in circles while throwing so you can pick them up again, and save the last one for melee.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The13thRonin on July 06, 2012, 02:45:37 am
Every time I self compile the source I end up crashing when attempting to use stairs.

Anyone know how to fix this?

I'm using Windows by the way and Code-Blocks to compile.

EDIT - Problem appears to be with Code-Blocks MinGW compiles it just fine. I must be messing up something with the MAKE files. How can I make sure codeblocks uses the windows make file?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on July 06, 2012, 03:27:18 am
I've updated the files in the thread: http://whalesdev.com/forums/index.php?topic=1336.0

Nothing major though, I've just added kevlar vest/army helmet/webs sprites and brought it up to date.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on July 06, 2012, 03:39:08 am
Superb as always, Deon - and a huge thanks to Gremour for updating his source!

Just a couple of minor issues - the backpack sprite is actually showing as the lighter one, gloves appear to be showing as blue bottles, dress shoes are showing as grey helmets...some other similar issues like that.

I've had a look at the x24 version of the tileset and they're all correct - seems to be an issue with just the x32 one.

Also, is there a quick and easy way to resize the tilesets to, say, x28 or x30? x24 is too small for my screen, but x32 is a bit too big. The size of the original mod seemed to be perfect!

Does this now pave the way for you updating your tileset with vehicle tiles!? :D :D :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on July 06, 2012, 04:34:57 am
Yeah the 32x tileset is broken somehow. Glasses are displaced too (they're floating to the left of the head).
The 24x version works fine tho.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: wvmmhxkh on July 06, 2012, 04:37:14 am
There is an official forum, with a bug reporting board. Your experiences might be more useful posted there.
http://whalesdev.com/forums/index.php

sorry, but i can't register over there. there's some retarded antispam question which i can't figure out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on July 06, 2012, 06:28:28 am
There is an official forum, with a bug reporting board. Your experiences might be more useful posted there.
http://whalesdev.com/forums/index.php

sorry, but i can't register over there. there's some retarded antispam question which i can't figure out.

Are you serious?

Q1 - You enter the 'Captcha' style code.
Q2 - You answer whether you're a bot or not (i.e. No)
Q3 - You enter the alternative option to Q2 (i.e. Yes)

It's really not that hard to figure out, bud. I mean, it's bloody basic. If you can't figure that out, Cataclysm isn't for you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 06, 2012, 07:09:55 am
So, I don't really understand how to gas up my car at gas stations. I mean, I press Y/N until I get the "refill car?" query, but then I can't figure out what direction is a valid direction.


It's really not that hard to figure out, bud. I mean, it's bloody basic. If you can't figure that out, Cataclysm isn't for you!

If not being able to help someone out without being a prick about it makes Cataclysm for oneself, though, I'm not sure I want it to be for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on July 06, 2012, 07:12:06 am
Cataclysm's forums registration system is notorious for it's bugs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on July 06, 2012, 07:15:05 am
So, I don't really understand how to gas up my car at gas stations. I mean, I press Y/N until I get the "refill car?" query, but then I can't figure out what direction is a valid direction.
The four cardinal directions.

Meaning up, down, left and right.  :P

The vehicle must also be right next to the gas pump.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on July 06, 2012, 07:17:59 am
So, I don't really understand how to gas up my car at gas stations. I mean, I press Y/N until I get the "refill car?" query, but then I can't figure out what direction is a valid direction.


It's really not that hard to figure out, bud. I mean, it's bloody basic. If you can't figure that out, Cataclysm isn't for you!

If not being able to help someone out without being a prick about it makes Cataclysm for oneself, though, I'm not sure I want it to be for me.

I wouldn't say my comment was in the extreme regions of prickishness, but I agree it had some degree of harshness due to the disbelief that three very simple questions had stumped an adult.

As for the Cataclysm comment, it was based around it being a relatively complex game to work out at times - and as a result, would pose more of a threat than three questions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 06, 2012, 07:26:09 am
So, I don't really understand how to gas up my car at gas stations. I mean, I press Y/N until I get the "refill car?" query, but then I can't figure out what direction is a valid direction.
The four cardinal directions.

Meaning up, down, left and right.  :P

The vehicle must also be right next to the gas pump.

...Too simple man, too simple. I parked it next to the pump, then kept pressing diagonally to the car tank. Then I thought "hey maybe it has to be [cardinal]" and moved a square down so I could still press towards the tank ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 06, 2012, 07:32:04 am
A valid direction is any tile containing part of the vehicle, including diagonals. You don't need to select the fuel tank.
It can be refilled as long as your character is adjacent to both the pump and any part of the vehicle, so it could be two tiles away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 06, 2012, 08:17:55 am
But if that was the case, why didn't it work? Maybe it wasn't empty enough to be able to be refilled... In which case I should perhaps ask whales to change the message from "invalid direction" to "tank is already full".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 06, 2012, 08:19:03 am
A valid direction is any tile containing part of the vehicle, including diagonals. You don't need to select the fuel tank.
It can be refilled as long as your character is adjacent to both the pump and any part of the vehicle, so it could be two tiles away.

Lies. >:|
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on July 06, 2012, 08:52:33 am
Are you using the arrow/vi keys or the numpad to select the vehicle?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 06, 2012, 09:35:25 am
But if that was the case, why didn't it work? Maybe it wasn't empty enough to be able to be refilled... In which case I should perhaps ask whales to change the message from "invalid direction" to "tank is already full".

If the tank's fill level is less than F, then you should be able to fill it. It takes many "fill" jobs to actually fill the tank to its maximum, and there is a message that tells you this. I'm not sure if there's an additional message if you try again.

A valid direction is any tile containing part of the vehicle, including diagonals. You don't need to select the fuel tank.
It can be refilled as long as your character is adjacent to both the pump and any part of the vehicle, so it could be two tiles away.

Lies. >:|
Huh?

Are you using the arrow/vi keys or the numpad to select the vehicle?

I use the arrow/vi keys myself (no numpad).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 06, 2012, 09:37:55 am
The numberpad doesn't work at all for filling up cars. Which is likely to be the issue at hand.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on July 06, 2012, 09:55:25 am
That would explain it, then, as the numpad is what I've been using.

Why the hell would the numpad work differently than the arrow keys here, why would the gas filling code even detect a difference - shouldn't the interface layer just be throwing it a direction? Ugh.

Anyway, that explains it at least.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 06, 2012, 10:03:40 am
Makes sense.

Speaking of direction bugs, [e]xamine used to ask you for a direction, but now there is no message. It still works as before, so it's not a huge issue, but it could be confusing for newcomers. Other actions like [D]rop still get the message.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 06, 2012, 10:47:53 am
Makes sense.

Speaking of direction bugs, [e]xamine used to ask you for a direction, but now there is no message. It still works as before, so it's not a huge issue, but it could be confusing for newcomers. Other actions like [D]rop still get the message.

The source code still looks to send the message for examine, just after the check for if you are exiting a vehicle It works when I try it, appears in the top left, are you sure you don't get it?

The message I get is "Examine where? (Direction button)"

I am running off the latest source release though, so if your using a prebuilt version it might differ.

Why the hell would the numpad work differently than the arrow keys here, why would the gas filling code even detect a difference - shouldn't the interface layer just be throwing it a direction? Ugh.

It appears to use an old version of the get_directions code which doesn't use Whales' much nicer keymap system so doesn't support the keypad.
Looks like it's only the vehicle code that uses this so it's probably just an oversight in the merge. If your happy to build from source then there is (now) a pull request with this change you can merge into your local clone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 06, 2012, 12:40:58 pm
The source code still looks to send the message for examine, just after the check for if you are exiting a vehicle It works when I try it, appears in the top left, are you sure you don't get it?

The message I get is "Examine where? (Direction button)"

I am running off the latest source release though, so if your using a prebuilt version it might differ.

I'm using the latest Windows build that Whales posted.

The message fails to appear either when you are on foot, or if you are sitting in/on a vehicle and you select N when it asks if you want to exit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: revo on July 06, 2012, 02:42:17 pm
Haven't read this whole convo, but have you tried examining the pump with your vehicle beside it? tha's how i fill mine up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 06, 2012, 11:33:23 pm
... I think chitinous armor is bugged. I'm taking damage, but my health on bodyparts covered by chitinous armor isn't going down, so everything but my arms are invincible.

To clarify, I mean the item chitinous armor, not the mutation. And I'm taking Burst fire to the head in the realm of 78, and its doing nothing to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 07, 2012, 06:33:12 am
I think the constructions menu might be bugged too.
For me, the options look to overlap each other and it becomes difficult to read. The problem looks to be with "start vehicle construction", but that might just be because it's longest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: wvmmhxkh on July 07, 2012, 12:45:48 pm
There is an official forum, with a bug reporting board. Your experiences might be more useful posted there.
http://whalesdev.com/forums/index.php

sorry, but i can't register over there. there's some retarded antispam question which i can't figure out.

Are you serious?

Q1 - You enter the 'Captcha' style code.
Q2 - You answer whether you're a bot or not (i.e. No)
Q3 - You enter the alternative option to Q2 (i.e. Yes)

It's really not that hard to figure out, bud. I mean, it's bloody basic. If you can't figure that out, Cataclysm isn't for you!

Well the second question wasn't so obvious since it asks "What's the other option on that question?:" and that can mean about anything. Also i have survived a whole year in cataclysm now with my char, so i bet i'm not as stupid as you'd suggest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cane1994 on July 07, 2012, 02:50:26 pm
Was the debug key changed? I've checked all around and everything seems to say its "Z" but when I type this it says Unknown command: 'Z' .
I've tried enabling debug messages but this does nothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 07, 2012, 03:03:14 pm
More me it's Z.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 07, 2012, 03:23:06 pm
You need to uncomment it in the keybindings .txt
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 07, 2012, 03:45:01 pm
So hey, I managed to get a decent character this time around, started in the middle of nowhere in forests and stumbled across a small hamlet (whatever you'd call it. About 15 houses and a radio tower), where I've got a decent amount of stuff. There's a source of triffids nearby, I have a wooden spear and some decent skill, and the only thing I'm addicted to so far is booze.
I know the location of a marijuana farm and a 2.5l engine.
Other than those, I have nothing particularly complex that I should be doing. I could take a trek down one really long road, but I don't have anywhere near enough food stockpiled. I have some meat, and I can't find a pan, but I know there is one around somewhere because I saw it previously.

Any suggestions?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 07, 2012, 04:44:45 pm
Go get said pan and turn one of the houses into your "home base" or "safehouse" or whatever you call it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cane1994 on July 07, 2012, 04:59:16 pm
Thank you soo much. I thought my deepest fear had come true; the removal of the debug menu! 
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on July 07, 2012, 07:24:35 pm
So hey, I managed to get a decent character this time around, started in the middle of nowhere in forests and stumbled across a small hamlet (whatever you'd call it. About 15 houses and a radio tower), where I've got a decent amount of stuff. There's a source of triffids nearby, I have a wooden spear and some decent skill, and the only thing I'm addicted to so far is booze.
I know the location of a marijuana farm and a 2.5l engine.
Other than those, I have nothing particularly complex that I should be doing. I could take a trek down one really long road, but I don't have anywhere near enough food stockpiled. I have some meat, and I can't find a pan, but I know there is one around somewhere because I saw it previously.

Any suggestions?

I keep seeing people say "I've got a sharp stick" or "I found a hammer and I'm using it until I find something better" but I've never had a start that wasnt a short run away from a major town with at least one hardware or sporing goods or gun store.  Maybe other people are prefering to avoid anything resembling a city for fear of larger zombie populations?  I find it easier to shake off mobs if you can dodge around some corners and through some houses.

Anyway, I think it is a moot point to setup a "home base" unless you have a shovel and/or a wood-saw and lots of nails.  Shovels are troublingly rare it seems.  My requrements for a base include access to books, so you need to be reasonably near a library or mansion.  And you'll probably need to pick up some skills before you can start making use of that engine you've got.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 07, 2012, 07:29:36 pm
No, there really are no towns large enough to have those sorts of shops nearby.
I think I remember one from a previous character, if my guesstimation of where their maps overlapped is correct. But it's a good half-day's hike away. And I'm really not geared up enough to make a trip there and back as well as fight whatever zombie population is there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 07, 2012, 07:48:32 pm
No, there really are no towns large enough to have those sorts of shops nearby.
I think I remember one from a previous character, if my guesstimation of where their maps overlapped is correct. But it's a good half-day's hike away. And I'm really not geared up enough to make a trip there and back as well as fight whatever zombie population is there.

the full step-by-step process to actually having fun in cataclysm.

1) just fucking go for it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 07, 2012, 08:28:12 pm
If you don't go out in a blaze of gunfire and explosions, something is dreadfully wrong.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 07, 2012, 09:43:55 pm
...My shelter burned down while I was sleeping. Yes, in it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: debvon on July 07, 2012, 10:43:17 pm
I think the leading cause of death in all of my games has been lightning. It's like.. an inevitable and extremely frustrating conclusion. I'll have a well-stocked safehouse that I'm hiding in to pass the time during a stormy week, and lighting never fails to clap down on top of it and cause it to burn to the ground. So with almost all of my items gone- the first aid, the food, the wood, the books- I make a run for it and try to get into a nearby house. Only to bump into something nasty like a horde of zombies led by a hulk, or a necromancer. I can run and gun (or in my case run and bow) for a while, but the stormy night eventually puts me in the dirt.

Lightning blowing out one of your walls and causing a massive fire is a little too common in my opinion. I like the idea that it can happen, but why does it happen almost every single time there's a lightning storm?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 07, 2012, 10:54:23 pm
Lightning? I just forgot to put out my cooking fire before I went to bed ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on July 07, 2012, 10:57:21 pm
Lightning blowing out one of your walls and causing a massive fire is a little too common in my opinion. I like the idea that it can happen, but why does it happen almost every single time there's a lightning storm?

Probably because the game freezes all other map cells but the one you're in, so it's not very feasible for lightning to strike anywhere but your immediate vicinity.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 07, 2012, 11:07:04 pm
That's why you have a fire extinguisher on hand in all safehouses you sleep in. Also, try not to sleep during thunderstorms. Also, try to get high night vision. Enviro Augs and firefighting gear are nice, but purely optional.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 07, 2012, 11:10:40 pm
I think the leading cause of death in all of my games has been lightning. It's like.. an inevitable and extremely frustrating conclusion. I'll have a well-stocked safehouse that I'm hiding in to pass the time during a stormy week, and lighting never fails to clap down on top of it and cause it to burn to the ground. So with almost all of my items gone- the first aid, the food, the wood, the books- I make a run for it and try to get into a nearby house. Only to bump into something nasty like a horde of zombies let by a hulk, or a necromancer. I can run and gun (or in my case run and bow) for a while, but the stormy night eventually puts me in the dirt.
Lightning burning your house down? Never had it happen to be. Of course I've only been through one actual "Lightning Storm" and in never zapped my safe house. So it went back to a regular Thunder Storm and I slept through the night without any issues.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 08, 2012, 06:48:10 am
That's why you have a fire extinguisher on hand in all safehouses you sleep in. Also, try not to sleep during thunderstorms. Also, try to get high night vision. Enviro Augs and firefighting gear are nice, but purely optional.
This has never worked for me. The only way to be perfectly safe is to sleep in a different location/map block from the one where you keep most of your equipment and run as soon as you've determined that lightning has struck your safehouse. Or sleep underground. I've gone through half a dozen extinguishers trying to fight a lightning-fire before it eventually ran completely out of control and I died from inhaling too much smoke.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 08, 2012, 09:18:46 am
I didn't mean for stopping a fire. I meant for running the fuck away from the fire. Your stuff is a loss, pick up what you can, make a way through, and get the fuck out. Also, I think gas masks help with the smoke, and are readily available at military surplus stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Argwm on July 08, 2012, 10:35:01 am
A large factor about fire fighting, Don't extinguish the light flames, go for the big ones, they can grow the light flames almost instantly. Sure you have to dive into a little bit of fire to reach them, but it's worth it to keep your place from burning down.

With this method, I usually only lose 3-4 tiles to flame, If I can find the strike quickly enough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 08, 2012, 10:42:10 am
I've never tried fortifying a subway area. Mostly because every time I stay in cities, I get mauled by zombies as I'm trying to run away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: notquitethere on July 08, 2012, 11:23:37 am
So I've got some questions. I've never compiled anything in my life, and I've been trying to follow the instructions on how to get Cataclysm to work on Windows. I downloaded the source and all the MinGW files, but now I'm stuck: the instructions say to
Quote
Run the MinGW shell, navigate to the code directory and type "make -f makefile.windows"
but I've no idea what the shell is and how to run it. I assume it involved using the Command Prompt, but otherwise I've got no clue. Anyone want to point me in the right direction?  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on July 08, 2012, 11:35:05 am
Do you really WANT to compile it yourself?  There are pre-compiled windows versions for download, most easily from http://whalesdev.com/download.php
(Sorry if you knew that, I just wanted to point that out quickly to short circuit you spending a long time on a somewhat painful path that is not necessary)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 08, 2012, 11:36:30 am
After installing MinGW you can find a shortcut to the MinGW Shell in your start menu (search "Ming").
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: notquitethere on July 08, 2012, 11:50:17 am
Do you really WANT to compile it yourself?  There are pre-compiled windows versions for download, most easily from http://whalesdev.com/download.php
(Sorry if you knew that, I just wanted to point that out quickly to short circuit you spending a long time on a somewhat painful path that is not necessary)
Oh Glob no. Thanks for the link: the site did say there was a pre-compiled version but I couldn't find it, not for want of looking. You're a star! I've totally got it working now.

After installing MinGW you can find a shortcut to the MinGW Shell in your start menu (search "Ming").
The trouble was, only the uninstall option appeared in the start menu. Maybe I downloaded it wrong?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Elfeater on July 08, 2012, 11:54:32 am
Just me and my food, stuck in a cave entrance, while it is storming outside, fuck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 08, 2012, 12:13:58 pm
Just me and my food, stuck in a cave entrance, while it is storming outside, fuck.

Yeah I know that feel.  I was damn lucky to have found a Warhawk with ammo to dispose of the two bears when I ran down there to escape a megastore horde, but it's been thundering rain since noon.  And I'm an insomniac so sleeping on a rock floor is probably impossible.  I wish there was some way to build beds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 08, 2012, 12:16:13 pm
That's the reason I play with Wolfy's mod :P
I can just carry around a bedroll or military cot with me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 08, 2012, 12:25:12 pm
Heck, building floors would be a step up.

If I knew how to program, I'd totally mod in floors, light bulbs, radios, televisions, and working generators for electricity. Imagine what you could do with a boring old cave!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 08, 2012, 12:34:07 pm
You can build floors and cielings. Wolfy's also reworked the way construction of them works so they only require two orthagonally adjacent support tiles instead of a flood fill to walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Elfeater on July 08, 2012, 12:39:20 pm
Well my character died, a shame... but 48 kills, ending in him running through a town blazing away at anything that moves.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 08, 2012, 12:56:09 pm
You're getting struck by lightning?  I've already taken a proactive defense against lightning strikes.  I don't sleep in any building that has a toilet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 08, 2012, 01:04:22 pm
You're getting struck by lightning?  I've already taken a proactive defense against lightning strikes.  I don't sleep in any building that has a toilet.
Ah, yes. The #1 reason for living in a bunker.  :P

I'd love to see electricity as well; set up a solar collection array and use it to power lights in my bunker! Or floodlights to light up the outside. :3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 08, 2012, 01:17:56 pm
Only if you can instal a lesser version of the items onto a vehicle.  The places I get to never have enough resources to last me very long, and making longer and longer treks back to my installed items seems a chore.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 08, 2012, 02:08:47 pm
That would make sense; no reason why you couldn't build a generator of some sort into your mobile base, or strap lights onto the outside.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on July 08, 2012, 08:24:59 pm
You're getting struck by lightning?  I've already taken a proactive defense against lightning strikes.  I don't sleep in any building that has a toilet.

wait, what?

Is there logic about electrical grounding built into where lightning strikes?  I thought I read about someone sleeping in a grocery store and then a gas station, both of which were struck by lightening -- And I think neither of those have toilets in the game.

But that does remind me that the game could use some better architecture.  All commercial buildings should have restrooms.  Larger stores should have stock areas and breakrooms.  Grocery stores and big-box stores should have loading docks.  Most likey Whales has never worked in retail.  Or gone shopping with a woman who has a small bladder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 08, 2012, 08:35:04 pm
It's not a matter of realism, it's a matter of constraint.  You'd have to fit that all into a single map tile, which definitely doesn't have room for a loading dock or employee area.

When lightning strikes, it targets a nearby impassable tile.  This can include a toilet.  Previously, lightning strikes were a LOT more common.  While striking a wall is fine, people really notice when it strikes a toilet.  It became a running joke that toilets attract lightning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aqizzar on July 08, 2012, 08:48:02 pm
Admittedly, the map tiles could fit a lot more detail into one space if the rooms were smaller.  The average house in cataclysm has one bedroom that's a good ten meters tall and wide.  It's basically a question of what kind of gameplay you want, and Whales went for having a good amount of room to walk around even indoors.

You really have to just throw out a sense of "realism" in the architecture.  The roads are as wide as houses, the very suburban style houses have no yards, the "megastores" are the size of a corner grocery and have no loading or stock space, and no parking lots unless the map generator decides to draw a 4x8 block of roadway intersections in front of the door.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 08, 2012, 08:52:16 pm
That would make sense; no reason why you couldn't build a generator of some sort into your mobile base, or strap lights onto the outside.
I suppose it would give a more obvious use to the electric motors I've been finding recently. To build a makeshift generator to light your safehouses would be kind of cool, but you'd need plenty of batteries lying around to keep it running for a reasonable amount of time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 08, 2012, 08:54:19 pm
That would make sense; no reason why you couldn't build a generator of some sort into your mobile base, or strap lights onto the outside.
I suppose it would give a more obvious use to the electric motors I've been finding recently. To build a makeshift generator to light your safehouses would be kind of cool, but you'd need plenty of batteries lying around to keep it running for a reasonable amount of time.
We've already got solar panels and electric engines for vehicles, as well as gasoline (and plasma) engines. No reason why we couldn't have generators using any of those sources that I can think of.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 08, 2012, 08:57:58 pm
That would make sense; no reason why you couldn't build a generator of some sort into your mobile base, or strap lights onto the outside.
I suppose it would give a more obvious use to the electric motors I've been finding recently. To build a makeshift generator to light your safehouses would be kind of cool, but you'd need plenty of batteries lying around to keep it running for a reasonable amount of time.
We've already got solar panels and electric engines for vehicles, as well as gasoline (and plasma) engines. No reason why we couldn't have generators using any of those sources that I can think of.
Yeah, but I've never found a single solar panel as of yet, and the electric motors have to get their energy from something. Batteries, although they have much better uses, could be used as a substitute, but they'd only have to be an emergency energy source (i.e. if something destroys the solar panel(s) you do have). Plus, the gasoline engines would be noisy and emit toxic fumes, and hydrogen/plasma packs are super rare.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 08, 2012, 11:59:18 pm
You can build floors and cielings. Wolfy's also reworked the way construction of them works so they only require two orthagonally adjacent support tiles instead of a flood fill to walls.

Does building a ceiling create a floor? If so, I'm moving to the nearest cave pronto. If not, I don't see any options for building floors.

And Wolfy's new mod doesn't come precompiled yet, and I don't want to fiddle with that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 09, 2012, 12:02:09 am
Ceilings and floors are the same construction, yes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 09, 2012, 03:43:14 am
Is wolfy's new mod the cleaned up version of his old mod or just the old mod for the new version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 09, 2012, 07:15:02 am
It's all new code, he's rewriting it from scratch rather than just porting the old buggy code over.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 09, 2012, 07:29:45 am
Sweet, I will be watching it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 09, 2012, 01:02:42 pm
ARGH WELDERS WHERE FIND HARDWARE STORE RIGHT RAAAAAEEEG

Also ARGH ANGRY DOUBLEPOST RAEG
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 09, 2012, 01:13:16 pm
ARGH WELDERS WHERE FIND HARDWARE STORE RIGHT RAAAAAEEEG

I've been having the same problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 09, 2012, 01:13:33 pm
Also ARGH ANGRY DOUBLEPOST RAEG

I've been having the same problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 09, 2012, 04:45:05 pm
I find welders most commonly in the middle of the street.

I have like five now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 09, 2012, 06:00:44 pm
I've NEVER found a welder.

Primarily because I feel the need to get the hell out of Dodge when the zeds come, and as a result don't have time to check anything beyond a surplus store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 09, 2012, 08:37:19 pm
I've found like one welder ever, in a scientist's body.
Anyway how you raise your mechanics after you finish reading under the hood? Just practicing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 09, 2012, 09:10:52 pm
Yeah, just by practice.  I usually get a LOT of practice by repairing my vehicles.  Not enough to actually do anything useful, mind you.

There's a few mods that add a higher-level mechanics skill book.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 09, 2012, 10:23:23 pm
I'd love to practice my mechanics skill but power welders. :(

Sucks, too, because I crashed my four-wheeler right after dismantling the second one I found and started hauling them back to my base. It's just a wheel, but it's hard to drive without it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cane1994 on July 10, 2012, 10:58:47 am
I hate when I crash my vehicle into buildings after I've gone into town and dissembled another. I don't want to try and replace a wheel in the middle of a zed horde.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on July 10, 2012, 11:43:29 am
This is where one of those bikes you can pack out would be awesome to have, like its get it out of the back, pull here and there and flip it out, and whoopsie, BIKING!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PTTG?? on July 10, 2012, 02:05:43 pm
So I finally tried this game out, and I am impressed. I do really, really, really hate that random person in the starting bunker who sends you out to get something from their computer, unarmed, and then cusses you out if you ask for anything useful.

I'm getting the feeling that this game relies heavily on mods. What should I do to get the best experience without too much weirdness? I'd love to see vehichles and more construction options, but I don't want to run into too many mindworms or nyancat monsters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 10, 2012, 02:09:51 pm
Hey, you were the one offering to help. What's annoying is how they get mad at you for asking when they're begging for antibiotics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 10, 2012, 02:39:21 pm
NPCs are weird right now, and everyone is extremely violent.  I just don't bother with them.  Or I just run them over and loot their corpses.

Now that vehicles are vanilla, mods aren't such a big deal though.  There's a few bugfix/balance mods floating about, though most of them haven't updated yet.  I've modded my own game to let solar panels be installed easier on vechiles - level 3 mechanics instead of level 6 - and made electric motors and solar panels spawn in electronics stores like they should - the mod maker accidentally made them spawn in missile silos by making them "mi_electronics" instead of "mi_consumer_electronics" and Whales missed fixing that as well.  I generally don't use the big total-revamp mods though, just some small item tweaks or very specific balance changes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PTTG?? on July 10, 2012, 02:57:08 pm
Where could I find an assortment of mods, then?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 10, 2012, 03:04:04 pm
The modding sub-forum: http://whalesdev.com/forums/index.php?board=6.0

The big mods are really Darkling Wolf's - though he's put his on hold while he redoes everything - and creidieki's bugfixing mod.  Since vehicles are now vanilla, the one big mod is pretty much no longer a mod.

Although modding many things isn't hard.  I've managed to get my compiler running, so if there's any pressing issues that could be tweaked, I can take a look, and many others are good at modding too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on July 10, 2012, 03:12:17 pm
Speaking of vehicles, is there a bike? (not motorbike)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 10, 2012, 03:36:19 pm
Speaking of vehicles, is there a bike? (not motorbike)
I don't think so.
Although I do like the idea of a manpower "engine", that is silent but very low power. Could then make the system more versatile for things like bikes, as well as making light cars and such. Or just because of potential Flintstones imagery in your head.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 10, 2012, 03:36:39 pm
There is not, though many people suggested it, the idea got a bit hung when we realized that you'd be riding your bicycle over fences and through broken windows.  Not to mention that it'd have to be handled very carefully, or else you'd get players moving 5x as fast and being able to beat down zombies in superspeed.

I suppose it'd be possible to make a unique vehicle that can't be modified and has a fixed speed.  I'd have to look closer at the vehicle code, but it should be possible to make the "construct new vehicle" option also allow you to "deploy bike".  The bike would be a 1 tile vehicle with very low speed, no fuel consumption, and be very vulnerable to fences and countertops.  Be fun if there were also a folding bike, which were lower volume and weight for when you carried it in your inventory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PTTG?? on July 10, 2012, 03:41:26 pm
The modding sub-forum: http://whalesdev.com/forums/index.php?board=6.0

The big mods are really Darkling Wolf's - though he's put his on hold while he redoes everything - and creidieki's bugfixing mod.  Since vehicles are now vanilla, the one big mod is pretty much no longer a mod.

Although modding many things isn't hard.  I've managed to get my compiler running, so if there's any pressing issues that could be tweaked, I can take a look, and many others are good at modding too.

Thanks! I'll check it out.

I guess once I figure out how to play well, I'll figure out how to make a kind of GTA mode or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 10, 2012, 04:05:47 pm
Heh... I guess we still need a vehicle mod after all.

You know what I've come to think would be good for this game? A kind of fatigue stat. I mean, right now, you can just stand at a bathroom window and chop down zombie after zombie, or just run for days on end. A fatigue stat would make even common zombies more dangerous as you won't be able to fight or run from them forever, and there would be less need for the gimmicky zombies (which I'm not particularly fond of) to threaten the player.

Hmm... Setting aside the biggest hinder of me not knowing how to code for shit, would it be possible to mod something like that?


There is not, though many people suggested it, the idea got a bit hung when we realized that you'd be riding your bicycle over fences and through broken windows.  Not to mention that it'd have to be handled very carefully, or else you'd get players moving 5x as fast and being able to beat down zombies in superspeed.

I suppose it'd be possible to make a unique vehicle that can't be modified and has a fixed speed.  I'd have to look closer at the vehicle code, but it should be possible to make the "construct new vehicle" option also allow you to "deploy bike".  The bike would be a 1 tile vehicle with very low speed, no fuel consumption, and be very vulnerable to fences and countertops.  Be fun if there were also a folding bike, which were lower volume and weight for when you carried it in your inventory.

There could be bike tires though. Possibly that break a lot easier than car wheels. There could be thin and broad kinds, the first which moves faster on flat ground (like that perk, though I'm not sure it actually does anything) but makes it harder to move off road.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 10, 2012, 04:09:31 pm
I think the 'fatigue' concept will be what the "Tiredness" thing is for, once it works properly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 10, 2012, 04:10:26 pm
Well, you do currently need to eat and sleep like you're Usain Bolt except you NEVER STOP RUNNING. Including in your sleep.
Also that cravings can make you almost as sad as being drunk and high at the same time. the PC really sucks at being a stable person, honestly
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 10, 2012, 04:11:14 pm
You certainly could make different kinds of bike tires, and then different bikes and different gear shifts and brake handles and whatnot.  But would that add enough content to justify the variety?  A bike is a bike, it's simple and it works.  You could get complicated, but do you really want to?

A fatigue system could be added, but same as above.  While possible, does it actually improve gameplay?  Cataclysm is made to have some very straightforward controls and interface, not to overburden the player with all your day-to-day worries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 10, 2012, 04:16:18 pm
Well, you do currently need to eat and sleep like you're Usain Bolt except you NEVER STOP RUNNING. Including in your sleep.
Also that cravings can make you almost as sad as being drunk and high at the same time. the PC really sucks at being a stable person, honestly

Eating every 5 minutes is probably the only thing I dislike.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 10, 2012, 04:18:15 pm
That's why I always get Light Eater.  But I agree, the game assumes you're hyperventilating and running at all times and burns calories like tissue paper in a bonfire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 10, 2012, 04:21:59 pm
Is there a mod or rebuild that mitigates this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 10, 2012, 04:38:53 pm
There is not, but it'd be easy to tweak.  The file game.cpp includes the turn calculations.  It checks every 30 turns (5 minutes) for hunger and thirst type things.  It'd just be a matter of turning that 30 into 45 or such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 10, 2012, 05:24:04 pm
I just wish doing easy stuff like sitting still, reading, or sleeping didn't eat up so much hunger and thirst. It'd make it more feasible to stick around in your shack all day and read books.


Also that cravings can make you almost as sad as being drunk and high at the same time. the PC really sucks at being a stable person, honestly

I don't really see how that's unrealistic if you're running around hitting up on drugs and drinking booze. Alcoholism and drug abuse aren't really conducive to a stable lifestyle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 10, 2012, 05:32:21 pm
Also that cravings can make you almost as sad as being drunk and high at the same time. the PC really sucks at being a stable person, honestly

I don't really see how that's unrealistic if you're running around hitting up on drugs and drinking booze. Alcoholism and drug abuse aren't really conducive to a stable lifestyle.
Thing is that in this case it was only booze cravings.
And alchohol is a depressant anyway. It seems a bit odd that being high as a kite and having just eaten some freshly-cooked deer JUST offsets the addiction penalty. But whatever, I'll just assume that the PC is canonically really bad at letting things go. Which totes explains why they managed to get into a bunker with a well-armed survivor who hates them. The other survivor is obviously an ex and the PC has been following them around because they can't come to terms with the end of their relationship. When the zombie population got to the self-reinforcing stage, the PC immediately went to look for their ex, and dodged into a bunker with them. The ex, despite their disgust, didn't have the heart to throw the PC out.
Yup. No way this could be wrong.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 10, 2012, 05:33:46 pm
Withdrawals hurt in real life.  That part is reflected just fine.

But yeah, Cataclysm has no real concept of "time spent not exhausting yourself."  I think if I were going to mod in anything, it would be a background statistic, a fatigue stat.  When you attack it adds +1 to fatigue.  When you move it has a 10% chance of adding fatigue.  When you get the check for hunger every 5 minutes, it would reduce fatigue by 1 and add 1 hunger.  If you have no fatigue, then it has a 25% chance of adding 1 hunger.  In this way, you can do a lot of fighting and it'll make you hungry afterwards, but if you're just loitering casually and reading, then you won't become hungry very fast.

Of course it would need to be tweaked for balance, but you get the idea.  The fatigue stat would be hidden, so there'd be no extra number on the HUD to look after.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 11, 2012, 03:12:32 am
is fire supposed to generate light?  I assume nothing generates light yet.  Any ETA on that?

I've been playing around with trying to add that, allowing the map to show when lit by fire was easy enough, and the handy sees method means tying in things like walls and smoke blocking light but windows not was easy to tie in. (although smoke blocking light looks strange sometimes imo)

Making the rest of the code react to the light is proving to be tricky as sight range checks are scattered through it. In some cases, like being able to read and making monsters see you, were easy to modify that to support light however I'm a little stuck on the fact your throw/fire range is limited to your sight range.

I'm unsure if I should just open the restriction on range to any square or try and find a nice way of only allowing navigation to lit squares. In the latter case I could do with some suggestions on what is a nice interface for this, should I just attempt to leap dark squares in the general direction the select cursor is moved.

I'm also unsure if the low-light / greyscale squares at the edge of light sources work well. I've also stuck to square light like the torch, although it doesn't look as good for fires so I might switch to radial light, thoughts?

Spoiler: screen shot (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 11, 2012, 05:19:48 am
I'm *trying* to start this, but so far the tutorial has been very confusing.

I think that i did everything, but the zombie that was supposed to spawn nearby doesnt seem to have spawned.
I realize that this is not the kind of tutorial thats supposed to end, but i'm just quite confused..

The first time i started it up, there were traps in the right bottom corner of the top bit of the tutorial. Crossbow trap, bear trap, shotgun trap.



NVM, i *think* i got it.


EDIT:

Oh god, mayby igniting the gasoline was not the best idea ever....

EDIT:

I managed to break the lower floor of the tutorial
Going down there crashes the game :P


EDIT:

Oh god, i actually managed to escape the tutorial building by stepping trough raging fire. I died after that tough :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 11, 2012, 06:56:39 am
[...]
I'm also unsure if the low-light / greyscale squares at the edge of light sources work well. I've also stuck to square light like the torch, although it doesn't look as good for fires so I might switch to radial light, thoughts?
Spoiler: screen shot (click to show/hide)
This is beautiful. Why don't you post it in the modding section of the cata forums? I'm sure there's a lot of people who are interested in discussing this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on July 11, 2012, 07:00:36 am
Beautiful? It's some blue dots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 11, 2012, 07:09:05 am
First game.

Ask NPC for stuff, go to village, look around in houses, find steak knife, get chased by zombies, run back to shelter, let zombies slaughter friend, run along giant bee hive, flee from giant bees.

I think that i see where this is going.

Bees chased me to a cave, i entered it and got consumed by sewer rats.


I will give this another try soon-ish.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 11, 2012, 07:52:31 am
Beautiful? It's some blue dots.
I meant the light model detached from the player. By the way blue dots are cool too  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 11, 2012, 08:12:01 am
[...]
I'm also unsure if the low-light / greyscale squares at the edge of light sources work well. I've also stuck to square light like the torch, although it doesn't look as good for fires so I might switch to radial light, thoughts?
Spoiler: screen shot (click to show/hide)
This is beautiful. Why don't you post it in the modding section of the cata forums? I'm sure there's a lot of people who are interested in discussing this.

wholeheartedly agreed, we hace an entire forum for cataclysm, and if you are a skilled modder we want you there.

plus with cataclysm, an idea like this has a 100% chance of being merged if you can do it right, Whales has been considering lighting upgrades for years.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 11, 2012, 10:12:25 am
If you can get that lighting to work all the time, then yeah that opens up massive opportunities!  You should be sharing this, there's going to be a ton of interest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 11, 2012, 10:24:01 am
What would adding porchlights and streetlights do to the engine and how long would turns take to render when driving at 100mph?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 11, 2012, 10:35:11 am
At 100MPH they already take forever.  At that speed, you'll be generating new map tiles every turn :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 11, 2012, 10:38:58 am
Not to mention crashing into said map tiles that didn't exist a moment ago.

Heck, driving at medium speeds is difficult with how small the screen is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 11, 2012, 10:45:59 am
This is beautiful. Why don't you post it in the modding section of the cata forums? I'm sure there's a lot of people who are interested in discussing this.

Thanks, I've posted to the cata forums as suggested, I've not really been following those ones as much as I do bay12.
Really just want some suggestions on how to progress though so it makes sense to post there for help.

What would adding porchlights and streetlights do to the engine and how long would turns take to render when driving at 100mph?

Adding them as items wouldn't make much, if any, difference. Would just be another terrain type. Adding them to my lighting attempt would slow things down a little but probably not noticeably, as it generates the maps before actions and before drawing anyway. (Ideally I'd generate it map wide and make sources add and remove as they are created / destroyed but I didn't think about that when I started it)

If you can get that lighting to work all the time, then yeah that opens up massive opportunities!  You should be sharing this, there's going to be a ton of interest.

For map display the lights work although look strange with smoke. They don't play nice with ranged attacks though. (or npcs). The overmap also doesn't get effected whereas I imagine you should really be able to see large fires in the distance and the like.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 11, 2012, 10:51:33 am
Overmap tiles can wait, and NPCs are buggy anyways.  The big deal is being able to strap floodlights onto your vehicle so you don't accidentally run over bear traps at night!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 12, 2012, 12:40:28 am
Well. This is a first. My character has broken limbs and somehow survived. Now the only problem is the game is insisting I need surgery to fix my broken limbs. But I get this odd feeling surgeons are rather rare during the apocalypse.

I've tried sleeping it off, and even though I have mutated regeneration, they;re not getting better. First aid and bandages don't work either. I even entirely cleared a hospital with a scalpel held in the broken remnants of my two broken arms to try to find a way to fix them.

Maybe I need to raise my first aid skill.....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: yarr on July 12, 2012, 01:03:25 am
AFAIK there is no way to fix crippled limbs...yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 12, 2012, 04:07:01 am
Okay, can somebody here tell me what would be a good starting character if you just got started in the game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: thegoatgod_pan on July 12, 2012, 04:52:17 am
Take all social flaws and all the perks that speed you up. Grab night vision and good genetics: both are wonderfully cheap for the good they do. Ignore the npc, go for town, fast. Zombies won't spawn for a little while.

Things to grab like your life depends on it: backpack, utility vest, lighter, machete, pot (the cooking kind), pot ( the smoking kind) first aid, adderall, and painkillers (aspirin works but oxy is better). If you find a metal pipe, you are a lucky bastard, that and a rock gets you a crowbar, which is a decent weapon that allows you to break into houses without smashing windows/attracting zombies/cutting yourself on broken windows while fleeing said zombies.

Go melee. Guns will get you killed most of the time, but will save you whenever melee is impossible ( triffid queens *shudder*)

When your backpack is full of food, water, batteries, drugs, a good book or two, head for the woods. An ideal location is a lab/cave/house close to a water source (even if it is a toilet), far from town (too many zombies) and less far from a triffid grove (delicious!). if you see a triffid queen from your house, change houses. not because they are all that deadly (melee not recommended at all) but because you will fall asleep in a fortified lair full if food and wake up in a wooded grove which is growing virulently and quickly enough to pierce your body parts. oh and the queen will be a few tiles away trying to eat you.

oh and if you ever "smell fungus" and then feel funny, find some royal jelly (easy in a lab, less so in a hive) quick, or horrible , horrible things will happen (worth seeing once, i remember trying to cure it with antibiotics, it was my first ever experience with infection, i count when the spores started to appear as one of the most terrifying video game experiences ever)

also cheat. it is a lot of fun. mutate yourself into a literal spiderman, add all martial arts, horns and hooves and play a satyr ninja, become a badass treeman who lives in the woods and crafts all night and photosynthesizes all day. the game will still kill you eventually, but the cheat menu really lets you have a ridiculous sandbox experience
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 12, 2012, 04:57:29 am
Let me guess, is it
Spoiler (click to show/hide)

And thanks, i'll try!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: thegoatgod_pan on July 12, 2012, 05:04:37 am
Let me guess, is it
Spoiler (click to show/hide)

And thanks, i'll try!

Yeah, it gets really scary when you spit up little fungus spores, and they fly around and won't leave you alone, and grow into monsters, and you grow very painful fungus stalks out of extremities. Body horror at its finest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 12, 2012, 05:07:02 am
Let me guess, is it
Spoiler (click to show/hide)

And thanks, i'll try!

Yeah, it gets really scary when you spit up little fungus spores, and they fly around and won't leave you alone, and grow into monsters, and you grow very painful fungus stalks out of extremities. Body horror at its finest.
I'm happy that it isnt evening where i live ._.

EDIT:
Does "social flaws" include moral-affecting things?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: thegoatgod_pan on July 12, 2012, 05:24:39 am
Let me guess, is it
Spoiler (click to show/hide)

And thanks, i'll try!

Yeah, it gets really scary when you spit up little fungus spores, and they fly around and won't leave you alone, and grow into monsters, and you grow very painful fungus stalks out of extremities. Body horror at its finest.
I'm happy that it isnt evening where i live ._.

EDIT:
Does "social flaws" include moral-affecting things?

No morale is very important, you gain xp only when happy and then deplete it in combat, leveling up your skills. Thus the suggestion to stock up on marijuana (and chocolates, and porn and other happiness inducing things), eating bad food and getting rained on will make you unhappy (and possibly fatally ill in the latter case- wear a rain coat, if you cant stay inside, and keep nyquil and dayquil for when you absolutely have to run a few miles in pouring rain). When unhappy you gain no exp, and can't even read skills books ("what's the point?")

social flaws are ugly and honest and similar traits that only affect interactions with the single npc you will encounter per char gen, they will likely matter more when the game contains other survivors
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 12, 2012, 05:26:02 am
Oh, okay.

EDIT:

Woo, i found a two guns and ammo for both guns in a house :D
Just pistols, but this will come in handy, if i'm going to die, i'm gonna take some of these bitches with me.
I also found a (steel?) pipe to bash things to death with.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 12, 2012, 09:28:17 am
Oh, okay.

EDIT:

Woo, i found a two guns and ammo for both guns in a house :D
Just pistols, but this will come in handy, if i'm going to die, i'm gonna take some of these bitches with me.
I also found a (steel?) pipe to bash things to death with.
get a rock, and craft a crowbar with that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 12, 2012, 09:30:54 am
.... Well shit, there's no way to fix broken limbs? Isn't that kind of... couldn't there at least be a debug menu limb regeneration thing?


Time to cheat myself some tentacle arms. See how that works out. If I can't wield a katana because the game is gonna be mean, I'm going to be an 8-armed karate master.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 12, 2012, 09:54:21 am
Oh, okay.

EDIT:

Woo, i found a two guns and ammo for both guns in a house :D
Just pistols, but this will come in handy, if i'm going to die, i'm gonna take some of these bitches with me.
I also found a (steel?) pipe to bash things to death with.
get a rock, and craft a crowbar with that.

Stupid trolls.
I have heard that a crowbar is useless.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 12, 2012, 09:55:19 am
I have heard that a crowbar is useless.

You can use them to break into houses quietly too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 12, 2012, 09:59:50 am
Crowbars aren't the best weapon, but they're a better weapon than pipes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 12, 2012, 10:08:05 am
Oh :P

I had a machete already tough.
And i havent seen a "craft" or "combine" or whatever key yet.

Had because i decided to head back into town.
And get zapped by electric zombies.

Hm, those zombies are very, very gimmicky.

I finally had the chance to explore the inside of a lab tough, except for a few rooms containing turrets and a terminal summoning security bots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 12, 2012, 10:18:47 am
So...the game crashes, I load my game, and now whenever I pick up an item the game hits a segmentation fault.  ???
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 12, 2012, 10:22:17 am
Delete your savefile i guess.
I dont think anything can be done about corrupt saves.


Edit:

I found a broadsword.

Ho ho ho.

(i delete my savefile every game, so i dont have to worry about taking shit that a later me may need)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 12, 2012, 10:27:55 am
Personally, I'm paranoid about keeping backups. Takes a moment to copy the save file, but it's worth it when you die crash.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 12, 2012, 10:28:36 am
Oh :P

I had a machete already tough.
And i havent seen a "craft" or "combine" or whatever key yet.

Had because i decided to head back into town.
And get zapped by electric zombies.

Hm, those zombies are very, very gimmicky.

I finally had the chance to explore the inside of a lab tough, except for a few rooms containing turrets and a terminal summoning security bots.

IIRC the crafting menu is either & or *. Crowbars are pretty great because they'll get you into pawnshops without setting off the alarms, as well as opening other types of locked doors without making a bunch of noise.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 12, 2012, 10:29:59 am
Yeah the problem is I'm running virtualbox so that I can get GLORIOUS FULLSCREEN, and have no idea how to backup my save.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 12, 2012, 10:44:43 am
cd Cataclysm && cp -r save savebackup && cd ..

To revert it type
cd Cataclysm && rm -rf save && mv -r savebackup save && cd ..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 12, 2012, 11:14:39 am
Finally found a backpack, after an entire day, a bee hive, some wolves and two towns.


edit:

Got spitter-zombie'd.

SERIOUSLY, WTF?
IS THIS SOME KIND OF BOSS?

They are super-strong, barely take any damage, super-fast and they SPIT FUCKING ACID.

GAAH
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 12, 2012, 11:44:16 am
Got spitter-zombie'd.

SERIOUSLY, WTF?
IS THIS SOME KIND OF BOSS?

They are super-strong, barely take any damage, super-fast and they SPIT FUCKING ACID.

GAAH
Yep. They're one of those partially-mutated special zombies usually found in a hospital. I was being chased through a hospital by a horde of zombies with two spitters up front. It was ugly, to say the very least.

Protip: DO NOT get caught in a narrow path if you've got a spitter behind you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 12, 2012, 12:16:06 pm
On the plus side, their acid can hurt themselves and other zombies as well. Personally, every time I see a spitter I just think, free silent kills.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 12, 2012, 12:24:33 pm
Actually I think spitters are resistant to their own (and any other form of) acids. I'm not entirely sure, though...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 12, 2012, 12:42:13 pm
Most of the special zombies are easy, once you figure out the best way to fight them.
For spitters, just step off of the acid, let them run up to you, and pummel them. Works for shockers, too.
Spitters aren't very strong. Wait until you find a brute a brute finds you. I've been running into them on the second day, mostly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 12, 2012, 12:43:29 pm
Spitters are immune to their own acid, but other zombies aren't.  The trouble with spitters is that if you're standing behind a window, they'll gladly make you leave.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 12, 2012, 01:00:20 pm
Finally found a backpack, after an entire day, a bee hive, some wolves and two towns.

Cargo vests, holsters, and army pants will keep you less encumbered.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 12, 2012, 01:04:36 pm
Thank you Merchant. EDIT: Says I can't cd to Cataclysm

In my experience, up close with a spitter or a shocker is just asking to die. What I hate more than anything are skeletons. Just because they're harder than balls to hit with a gun, and when you manage to kill it...nothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 12, 2012, 01:07:23 pm
Finally found a backpack, after an entire day, a bee hive, some wolves and two towns.
Cargo vests, holsters, and army pants will keep you less encumbered.
Yeah, I don't bother with backpacks anymore. The encumberment isn't worth it. Army or cargo pants, utility vest, and whatever free storage I find (holster, fanny pack). That, shoes, fingerless gloves, and the best head-only helmet is what I wear.

In my experience, up close with a spitter or a shocker is just asking to die. What I hate more than anything are skeletons. Just because they're harder than balls to hit with a gun, and when you manage to kill it...nothing.
Really? I've had no problems with them, and I'm rather new to this game. Don't step into the dangerous tiles, get adjacent to them, and beat them to redeath. Skeletons are just a bit tougher than normal zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 12, 2012, 01:10:34 pm
Unless spitters/shockers/skeletons were beefed up in the last 1 or 2 updates, I've never had problems with them either. A couple of points into melee and a hammer or baseball bat is usually all I've needed to take care of them; they seem to go down as easy as regular Zs, as long as you dodge their projectiles.

Now, you go messing with hulks or brutes, that's trouble.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 12, 2012, 01:33:07 pm
Yeah, I don't bother with backpacks anymore. The encumberment isn't worth it. Army or cargo pants, utility vest, and whatever free storage I find (holster, fanny pack). That, shoes, fingerless gloves, and the best head-only helmet is what I wear.

Do you take packrat with that? I always find I run out of space very quickly
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 12, 2012, 01:46:09 pm
I'm running a game with no packrat, 2x vests (for now), skirt, and holster.  Using a truck as main inventory, but now that I've found a welder, solar panel, electric engine, and storage battery, I'm going to rip the truck down and rebuild an armored electric bike.

It's really easy to stay lightweight once you realize that it's ok to leave things behind.  The world is infinite.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 12, 2012, 01:48:43 pm
Yeah, I don't bother with backpacks anymore. The encumberment isn't worth it. Army or cargo pants, utility vest, and whatever free storage I find (holster, fanny pack). That, shoes, fingerless gloves, and the best head-only helmet is what I wear.
Do you take packrat with that? I always find I run out of space very quickly
No. What's there to carry? One or two units of food and drink, painkillers, maybe a bit of first aid, then whatever you find that you want to bring back. It's not like I need to carry around an entire construction set, or five weapons.

I'm going to rip the truck down and rebuild an armored electric bike.
That sounds awesome.
Does the battery store enough from the solar panel to be able to travel at night? I've never used either, so I don't know how they work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 12, 2012, 01:58:56 pm
Thank you Merchant. EDIT: Says I can't cd to Cataclysm
If you're already in the cataclysm directory, you don't need to do the cd part
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 12, 2012, 02:05:47 pm
Well great. Damn NPC corrupted my entire game world. There go my two other characters too.

I wear two backpacks when I do nightly scavenging just so I can grab everything minorly useful, and the kitchen sink too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 12, 2012, 02:08:54 pm
I'm not sure about the exact storage of the battery, but I've only got the small version of electric engine.  It won't get anywhere quickly, but with a muffler added it'll be pretty much entirely silent.  I'll be looking through more stores trying to find more storage, mainly.  It's not just "will it drive at night" but also "will it drive during a drizzle" after all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 12, 2012, 02:38:33 pm
You'll have go at least three wide and three long if you want a tile of "indoor" to keep out of the rain. This has the added benefit of more storage points. Maybe stay on the lookout for a large electric engine, although I have yet to spot one in the wild. I have seen a few electric engines. Where was the solar panel?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 12, 2012, 02:44:28 pm
Solar panels occur in electronics stores - IF you've modded it.  Gremour accidentally made solar panels, storage batteries, and motors in the item group "mi_electronics" - these spawn in missile silos mainly.  They should be in "mi_consumer_electronics" - this is the group of items that spawn in electronics stores.

Installing solar panels takes 6 in electronics.  I modded my game to make that 3.  I can upload this if people want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 12, 2012, 02:44:29 pm
Do solar panels receive no power while it's cloudy, or reduced power?

Unrelated, but are messenger bags better in any way than backpacks? They seem to be distinctly worse, and less common.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 12, 2012, 02:48:04 pm
Solar panels work on the weather system, which was already in place for the bionic of solar panels.  If there is a roof above you, then it doesn't work.  If it's cloudy, rainy, drizzle, thunderstorm, lightningstorm, acid drizzle, or acid rain, then solar panels don't work.

As you can imagine, storage batteries will become extremely important for electric cars, as will stored UPS's.  A UPS can store 1,000 battery, and you can "U"nload them to get the batteries back and refill the car's storage battery.  So it's worthwhile to carry some battery power in case the weather hates you.

The very rare "mini reactor" takes plutonium to provide electric power to a vehicle, so if you happen upon a stock of plutonium and a reactor it'll last you for a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on July 12, 2012, 02:57:04 pm
I've only got the small version of electric engine.  It won't get anywhere quickly, but with a muffler added it'll be pretty much entirely silent.

Muffler on an electric?  Sounds like it is in need of bugfixing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 12, 2012, 03:12:02 pm
I have a problem with cloudy not letting solar work. They're not nearly as efficient, but they do still work. Sunlight doesn't cut out completely when a cloud goes overhead. You should at least get a 1/4 charge when cloudy.

Batteries: empty every flashlight and radio you find. Worst case scenario you use the batteries for your welder.

I assume you're using this modded version from Creidieki or something similar: http://whalesdev.com/forums/index.php?topic=1436.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 12, 2012, 03:18:08 pm
I generally store UPSs just like that.  Run through an electronics store emptying all the batteries, and if I'm working on CBM batteries then I'll start crafting batteries and radios into bionics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 12, 2012, 04:06:02 pm
I can upload this if people want.

That would be awesomely awesome of you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 12, 2012, 04:06:49 pm
Both DarklingWolf's mod and Creidieki's bugfix mod rework the mechanics costs of vehicle modification too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 12, 2012, 11:01:51 pm
Heavy mine spoilers.
warning
Spoiler (click to show/hide)
warning
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 12, 2012, 11:03:25 pm
Miners - Digging Too Deep Since Moria.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 12, 2012, 11:11:48 pm
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PTTG?? on July 13, 2012, 12:12:02 am
Can anyone else use the Eronarn ssh server? I can get to the menu but after I try to run a game it hangs out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 13, 2012, 01:12:56 am
Some little UI improvements for ya, and more bugfixes - mostly courtesy of Creidieki!

Clean build is NOT required.  Old saves are NOT compatible.


Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:

Tweaks:

Bugfixes:  Thanks again to Creidieki for being responsible for 90% of these.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 13, 2012, 01:15:38 am
Damn miners. Nearly as bad as those frigging scientists for causing the end of civilization as we know it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 13, 2012, 01:16:52 am
Edit. Drat 504 gateway timeout.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 13, 2012, 03:11:55 am
Solar panels occur in electronics stores - IF you've modded it.  Gremour accidentally made solar panels, storage batteries, and motors in the item group "mi_electronics" - these spawn in missile silos mainly.  They should be in "mi_consumer_electronics" - this is the group of items that spawn in electronics stores.

Installing solar panels takes 6 in electronics.  I modded my game to make that 3.  I can upload this if people want.

Yes, please.
This would be usefull.
even tough i never even came near the point where this would be usefull


Feeling like a asdfmovie character (http://www.youtube.com/watch?v=IYnsfV5N2n8&feature=player_detailpage#t=53s) now.

*drinks mutagen*

You now have phelloderm!
Your phelloderm turns into bark!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 13, 2012, 10:23:58 am
How does one activate the debug menu in VirtualBox?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 13, 2012, 10:27:20 am
Z is for the debug menu afaik.

Also, doing a bit overkill using inventory hacking (edditing the .sav file, debug takes too long) points out that you can become a 8-tentacled bowser that leaves a slime trail and has acidic punches, expelling radiation and in turn using the expelled radiation to gain health. (wich was nullified by the desintegration trait)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 13, 2012, 10:32:58 am
Z is for the debug menu afaik.

Also, doing a bit overkill using inventory hacking (edditing the .sav file, debug takes too long) points out that you can become a 8-tentacled bowser that leaves a slime trail and has acidic punches, expelling radiation and in turn using the expelled radiation to gain health. (wich was nullified by the desintegration trait)
Normally, you would have to uncheck a file before doing that, but I'm using a virtual linux emulator. And have no idea what I'm doing. But I refuse to play in anything but fullscreen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 13, 2012, 10:35:27 am
Hm, i dont understand your problem. Its not much of a hassle to go into  keymap.txt and remove some #'s
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 13, 2012, 10:49:12 am
Hm, i dont understand your problem. Its not much of a hassle to go into  keymap.txt and remove some #'s
I don't know how to access the file. Everything's in command line.

Also, an NPC is currently training me without charge? Is this supposed to happen?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 13, 2012, 11:30:11 am
That's a new record, i counted over 40 zombies chasing me, and that what was just on the screen. And this was on the first day. And the only thing I did was taekwando 2 or 3, killed one with a rock, and shot 2 to death with a bow. All while running away.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 13, 2012, 11:37:24 am
Yeah. I noticed abnormal amounts of enemies spawning in when using Ninjutsu. Which is supposedly completely silent. Probably just didn't notice a shrieker or something though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 13, 2012, 12:21:47 pm
People. People. Stop yelling when you attack with your fancy karate moves. Zombies like it when you yell.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 13, 2012, 12:40:20 pm
Random question:
Whats the deal with the SSH key thing in the first post?
Does this game have a multiplayer-y mode?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 13, 2012, 12:44:07 pm
There's a server, allegedly, where you can log in and play.  It's not multiplayer, it only supports one "player" at a time, and if you get on at the same time as someone else then you can watch them play, or you can mash buttons and mess up their game.  You can start a new character and explore the already-raided areas and perhaps find another player's base while the other player is saved and thus not in the game, making it an empty stockpile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 13, 2012, 12:51:51 pm
oh.

Anyway, more mutagen cheating reveals that fucktons of mutagen will usually cause you to end up with very smelly, wich causes all animals in a 500x500 maptile radius to come to the place where you sleep.
I slept in a lab, and there were so many enemies outside ._.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 13, 2012, 12:53:28 pm
I seem to be haunted by an NPC. He has died 3 times now, and every time I make a new character, he walks through the evac shelter door like "Sup?"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 13, 2012, 01:19:54 pm
Mh, i just kept my no_npc files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 13, 2012, 03:45:26 pm
Very Smelly can change into insect or mammal pheromones. Go for that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 13, 2012, 04:47:18 pm
Very Smelly still stays on your status sheet even after you get one of the pheromone mutations. So you'll still be followed very easily I think?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 13, 2012, 05:35:37 pm
There's a server, allegedly, where you can log in and play.  It's not multiplayer, it only supports one "player" at a time, and if you get on at the same time as someone else then you can watch them play, or you can mash buttons and mess up their game.  You can start a new character and explore the already-raided areas and perhaps find another player's base while the other player is saved and thus not in the game, making it an empty stockpile.

You're entirely mistaken--the server supports unlimited players at a time, you cannot watch anyone else play (unless Eronarn added that feature--wouldn't be hard), and you cannot mash buttons to mess up someone else's game.

There isn't direct player/player interaction, though--you won't see other players (until they die).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 13, 2012, 06:06:21 pm
Oh really?  I thought it was a hotseat style.  I must be getting my multiplayer hax mixed up...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 13, 2012, 06:10:06 pm
Very Smelly still stays on your status sheet even after you get one of the pheromone mutations. So you'll still be followed very easily I think?

Oh. I thought it replaced smelly. Good to know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 13, 2012, 06:37:18 pm
Oh really?  I thought it was a hotseat style.  I must be getting my multiplayer hax mixed up...
I think you were thinking of the Dwarf Fortress one.
As far as I know, the Cataclysm one is pretty much a persistent map that you add your char saves to.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 13, 2012, 07:30:54 pm
Donno if this is an old bug or not, but you know the little letter it gives you for convenience when you pick something up?  That appears to be a bit off, because I haven't gotten that giving me the correct letter yet.

Other than that, I set up shop in a cave.  Molotov'd a nearby bunch of webs and got owned by a trapdoor spider when I was going in to introduce my neighbors to my SKS before they introduced me to their fangs in the middle of the night or something.  My first experience with spiders.  Interesting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 13, 2012, 10:53:51 pm
What a waste. Mutate Insect pheromones, web walker, web weaver and chitinous skin/armor, and you could have chilled with those spiders and hung out like bros.

spydirs4lyfe
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 13, 2012, 11:05:12 pm
Donno if this is an old bug or not, but you know the little letter it gives you for convenience when you pick something up?  That appears to be a bit off, because I haven't gotten that giving me the correct letter yet.

Other than that, I set up shop in a cave.  Molotov'd a nearby bunch of webs and got owned by a trapdoor spider when I was going in to introduce my neighbors to my SKS before they introduced me to their fangs in the middle of the night or something.  My first experience with spiders.  Interesting.

Yeah, an old bug, I'll be attempting to address it sometime in the near future.


I fixed a couple bugs in the most recent update, and re-upped.  Please re-download from the same links.  Your saves from that update will still be compatible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 13, 2012, 11:06:03 pm
What a waste. Mutate Insect pheromones, web walker, web weaver and chitinous skin/armor, and you could have chilled with those spiders and hung out like bros.

spydirs4lyfe
It's too bad that I hate (am scared of) spiders. But they, oddly enough, also interest me... I am super weird.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 14, 2012, 12:19:59 am
What a waste. Mutate Insect pheromones, web walker, web weaver and chitinous skin/armor, and you could have chilled with those spiders and hung out like bros.

spydirs4lyfe
It's too bad that I hate (am scared of) spiders. But they, oddly enough, also interest me... I am super weird.

I have a buddy that hesitates to play this game because it has ASCII spiders....

I don't get it either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on July 14, 2012, 02:27:31 am
What the fuck? Being afraid of those buggers? Id love a real life giant version of them! Like cow sized!

Love those little fuckers! They are so awesome! They spin web, one of natures strongest materials! And they can make all sorts of things with that web!
And what about the fact that having one giant of those motherfuckers outside your window, will pretty much eradicate any insect life in and around your house?
And wich other animal's female is so god damn sexy that the male willingly participates in BSDM, genitial mutilation and cannibalism fetish?

Holy shit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cane1994 on July 14, 2012, 02:37:48 am
I love lizards. when can we expect giant irradiated lizards :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on July 14, 2012, 08:32:10 am
Posted a windows executable for Shades' lighting mod at the usual place (https://github.com/TheDarklingWolf/Myriad-Mod/downloads)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 14, 2012, 09:16:16 am
I have a buddy that hesitates to play this game because it has ASCII spiders....
Spiders in video games I'm fine with. Spiders IRL, on the other hand...

Although, one time when I was watching a Minecraft video on YouTube, a spider fell down from seemingly nowhere and I literally jumped about 2 feet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 14, 2012, 09:28:26 am
Is it just me having a lot of bad luck or did Whales up the difficulty with these latest versions? I get more special zombies than just common kinds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 14, 2012, 11:04:22 am
What a waste. Mutate Insect pheromones, web walker, web weaver and chitinous skin/armor, and you could have chilled with those spiders and hung out like bros.

spydirs4lyfe
It's too bad that I hate (am scared of) spiders. But they, oddly enough, also interest me... I am super weird.

I have a buddy that hesitates to play this game because it has ASCII spiders....

I don't get it either.

I have a buddy that hesitates to play this game because it has ASCII graphics.

*facepalm*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on July 14, 2012, 12:00:52 pm
I have a buddy that hesitates to play this game because it has ASCII spiders....
Spiders in video games I'm fine with. Spiders IRL, on the other hand...

Although, one time when I was watching a Minecraft video on YouTube, a spider fell down from seemingly nowhere and I literally jumped about 2 feet.
Spoiler (click to show/hide)

I have a buddy that hesitates to play this game because it has ASCII graphics.

*facepalm*
To be fair, my little sister once though DF was Dominoes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 14, 2012, 12:14:35 pm
There's a "Strange Temple" within the starting zone in my new game. I've never seen one of those before, even after exploring tons of map tiles. Now one's plopped near my spawn point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on July 14, 2012, 12:48:09 pm
I should add a crafting use for webs, and a method of harvesting them.  Then we can keep spiders as pets, yay!

Is it just me having a lot of bad luck or did Whales up the difficulty with these latest versions? I get more special zombies than just common kinds.

It's just bad luck.  Every release, someone says "wow Whales made the game a lot harder!" and most times, I haven't touched that part of the code at all :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 14, 2012, 12:49:09 pm
There's a "Strange Temple" within the starting zone in my new game. I've never seen one of those before, even after exploring tons of map tiles. Now one's plopped near my spawn point.

Its a very !!fun!! place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 14, 2012, 12:49:44 pm
I should add a crafting use for webs, and a method of harvesting them.  Then we can keep spiders as pets, yay!

Is it just me having a lot of bad luck or did Whales up the difficulty with these latest versions? I get more special zombies than just common kinds.

It's just bad luck.  Every release, someone says "wow Whales made the game a lot harder!" and most times, I haven't touched that part of the code at all :)
You should tie the monster spawning to the version number counter. Higher versions = more spawning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 14, 2012, 01:00:11 pm
I've seen some strange temples through map revealing. They're usually out in the middle of nowhere, vast forests or crap I generally don't explore normally.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 14, 2012, 01:42:41 pm
If you really want to mess with difficulty I suggest dire wolves and irish elk. After all, the wolves have to eat something filling and that's definitely not your character. Perhaps make their pack sizes smaller than regular wolves with a cap of maybe 4. Big predators require lots of space. Ambush predators for night/dawn/dusk time would also be fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 14, 2012, 02:06:37 pm
I feel your pain bro.
He's not even obsessed with graphics or anything, but he seems to have some problem with not being able to instinctively recognise what something is and how it works.
It's kind of frustrating when people refuse something based on the fact that they don't want to take time to learn.

Then I remember that I'm having more fun on Cataclysm than he is on Oblivion, so it's all cool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 14, 2012, 02:13:47 pm
There IS a tileset. Although its not completely finished.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 14, 2012, 02:16:26 pm
I've found strange temples once or twice, but I never really found the things that are required to open them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 14, 2012, 02:50:28 pm
You should go into mines. Deep into mines.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 14, 2012, 02:50:34 pm
There IS a tileset. Although its not completely finished.
/narrowed eyes
We don't talk about THOSE around here...

Even then, he says that static tile-based graphics are "not really a game".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 14, 2012, 02:59:33 pm
I've found strange temples once or twice, but I never really found the things that are required to open them.
Same here.

I have yet to explore mines because I never have a flashlight when I find one. And because I'm a noob.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mookzen on July 14, 2012, 03:13:53 pm
Wow, all this progress, I'm back and well excited ! Cataclysm all-nighter instead of work ? Yes please. ^_^
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 14, 2012, 03:36:14 pm
For those of you not on the whalesdev forum (http://whalesdev.com/forums/index.php?topic=1484.0)
vehicle experiments
your mind
will say
WHA?!
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on July 14, 2012, 04:59:31 pm
no flux capacitor?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 14, 2012, 05:17:07 pm
Well, I've now installed Ubuntu just for this. :P

So far it seems I found a nice cave to live in, and surrounded it with several rings of rather-OP pits for melee defense. Due to said pits, I have yet to receive so much as a scratch defending against any intruders. Though, granted, it's still day 3. :)

It's much better than the last cave I visited, where upon entering a couple dozen rats swarmed and devoured me in seconds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 14, 2012, 05:17:38 pm
no flux capacitor?

I'm a different sort of crazy, not the "it came to me as I 'slipped' and banged my head on the toilet seat" crazy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cane1994 on July 14, 2012, 05:21:39 pm
^ funny
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 14, 2012, 11:30:40 pm
Oh wow, check out that latest vehicle in the vehicle thread; 800 mph max speed! :O
That's high enough to beat IRL land speed records. If the driver doesn't hit a tree first, heh.

I'm now up to a 1L engine and 2 motorcycles! Finally found a wood saw, so I can start making my cave more hospitable. I found the engine and second motorcycle on the same lot. Tossed my junk into the motorcycle's box just as a big horde showed up in response to my earlier shotgun blasts. If not for that bike, I wouldn't have got out with the engine. Despite the constant loud coughing and occasional vomiting from the flu, I seem to be doing fine; in fact I'm pretty much stockpiling stuff at my cave-home. :D

Combat knives are for throwing!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 15, 2012, 12:17:02 am
Combat knives are for throwing!

Yes! Throwing is so OP, I love it. My most successful and long-lived characters weilded nothing but spears and combat knives. Mostly for throwing, but also good melee weapons in a bind.

I could kill most special Zs with a single throw at rank 4 (ish), not counting the very high HP ones (they'd take a few hits at most). I loved that magical moment when going into town didn't mean running from 50 zombies, it meant butchering 50 corpses.

I really need to get back into this. I got a bit burnt out last time, when I had a nice little shack in the middle of a forest, a bike for trips to the lake (to catch fresh fish and fill up water bottles), and a truck for scavenging excursions. What killed my enjoyment was the ever-increasing battle against skill erosion. Eventually all I'd be doing all day is struggling to keep all my skills from going red. I wish there was a mod or something to drastically slow that down, because I don't think it's very realistic to forget everything I know if I don't practice it every single day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 15, 2012, 12:29:55 am
There's a bionic for it, but then your challenge becomes "how do I keep my energy levels high enough to prevent skill rust?" instead.  Either way, it's not had to mod.  I can remember the bits of code, would have to look again to be precise, but it does a dice roll to see if it rusts or not.  It'd be easy to shift the dice a little for better odds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 15, 2012, 01:23:45 am
There's a bionic for it, but then your challenge becomes "how do I keep my energy levels high enough to prevent skill rust?" instead.  Either way, it's not had to mod.  I can remember the bits of code, would have to look again to be precise, but it does a dice roll to see if it rusts or not.  It'd be easy to shift the dice a little for better odds.
Assuming I'm reading it right, it's in game.cpp; the function "void game::update_skills()" starting on line 653 in my particular version; ctrl f should find that function for you. Poke some number there or remove the decrementing of skills as required, then do a make.

And it seems the bionic will only delay that rust a bit; it reduces it to 20% its previous rate according to that code; which is still pretty fast to forget something.

I'm actually pretty impressed with how nice the code seems to be to skim through; that was my first time looking at it, and I managed to find it in about 2 mins.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cane1994 on July 15, 2012, 02:13:33 am
My character just fell asleep while riding his motorcycle :P
He wasn't even tired. He's fine though, it was just fun to watch him in horror while ASCII characters went by the screen because it was nighttime.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 15, 2012, 05:04:01 am
To back up a save, you can just copy the save folder, right? I'm having way to fun with my current character to want to let it go by stupid.

Also, my bad luck with spawns has finally turned, it seems. Now I only face common z's and bloaters. It's sad you can't get NPC's to get in a car with you, though, I've had to leave two friends behind to be eaten by zombies and it's only just Day 1 (Allright, so I accidently drove the first one over and let the other one be eaten because I wanted to see what the zombies he killed would drop, same thing, right?). Very sad moments. Then I drove into the forest and crashed into a trap field.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 15, 2012, 09:18:32 am
There's a bionic for it, but then your challenge becomes "how do I keep my energy levels high enough to prevent skill rust?" instead.  Either way, it's not had to mod.  I can remember the bits of code, would have to look again to be precise, but it does a dice roll to see if it rusts or not.  It'd be easy to shift the dice a little for better odds.

It was more like "how to I keep my energy levels high enough to prevent skill rust AND be able to use other bionics in a pinch".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 15, 2012, 09:23:20 am
Then I drove into the forest and crashed into a trap field.
Yeah, try to avoid trap nests in vehicles unless you have spare wheels and enough skill in mechanics to replace a busted one. Nothin' like running over spiked boards and blowing two tires while being chased by zombies. 'Twas !!FUN!! once specials got involved...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 15, 2012, 09:26:10 am
(http://tnypic.net/0b9b1.png)

And this is the reason I love Darkling Wolf :P

The three things on the front are lawnmowers, they make things... explode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 15, 2012, 09:29:13 am
Awesome.

So you combined lawnmowers and a vehicle into some sort of crazy-ass zombie mower.

A game where you can do that is the kind of game i wwant to play.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 15, 2012, 09:35:22 am
I think I'm in love with DarklingWolf too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on July 15, 2012, 09:55:04 am
Spoiler: Moar screenies (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 15, 2012, 09:59:37 am
Bear cavalry has met it's match.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 15, 2012, 10:09:27 am
Always remember to wear a seatbelt when ramming bears, kids.

Nice work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 15, 2012, 10:30:37 am
haha, awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 15, 2012, 10:33:47 am
Always remember to wear a seatbelt when ramming bears, kids.
Or anything else larger than a normal zombie, for that matter.

In my playstyle, if it ain't a Z, don't smash into it. Exceptions are, of course, walls, if you really want to get someplace.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on July 15, 2012, 11:03:49 am
Pushed an update. I'll compile windows later.

Additions:
Ability to disassemble lawnmowers with a wrench for blades. Blades can be crafted into some weapons using duct tape.
Ability to mount lawnmowers on vehicles.
Ability to rename vehicles when examining them.
Ability to disassemble electronics using a screwdriver.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 15, 2012, 11:29:46 am
I finally found my first car while running from a small horde of zombies.  I threw a bottle of gas I was saving to make into a molitov in it after figuring out how, hopped in the drivers seat and flipped off the zeds as I drove off.

And plowed straight into some traps some hillbilly laid in the middle of the road while still in sight of the zeds.  Stylish.

It seems that 50 is not a safe speed in any sense of the word.  Maybe 30.   I wonder where I can find some new tires...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 15, 2012, 11:31:09 am
usually i just find some laying about on the middle of the road.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 15, 2012, 11:33:16 am
30-40 is fine and tires, mufflers, and pipes are all over the roads. There's also traps on the roads, but you seem to know something about that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 15, 2012, 11:38:21 am
There's traps everywhere, really.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 15, 2012, 11:52:52 am
I-Is it possible to wield a lawnmower as a weapon in your mod now, Darkling Wolf? As in running around giving zeds very close haircuts with it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 15, 2012, 11:58:27 am
There's traps everywhere, really.

This is what you do in a zombie apocalypse. You take a bunch of useful items, pile them up in the middle of a road, then set dozens of traps around it. The items will only attract other survivors which will likely get asploded by the traps, while the zombies remain safe due to their complete disinterest for anything that doesn't involve braaaaaanes.

Zombie safety comes first
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on July 15, 2012, 12:00:36 pm
I-Is it possible to wield a lawnmower as a weapon in your mod now, Darkling Wolf? As in running around giving zeds very close haircuts with it?
No, they're all mysteriously broken :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 15, 2012, 12:10:39 pm
So, my Darling Wolf, will you let us know when the compiled windows thingie is ready?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 15, 2012, 12:13:08 pm
I-Is it possible to wield a lawnmower as a weapon in your mod now, Darkling Wolf? As in running around giving zeds very close haircuts with it?
No, they're all mysteriously broken :P
Consarned apocalypse.  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 15, 2012, 12:44:11 pm
Yeah, it's not usually a good thing if you run over a ton of spikeboards if you lack a spare tire or three and are too unskilled to replace a blown tire... I've had both tires on the left side of a car blown out after I hit a spikeboard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 15, 2012, 12:48:46 pm
Add to that a hoard of zeds chasing you...?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 15, 2012, 02:09:26 pm
There's traps everywhere, really.

This is what you do in a zombie apocalypse. You take a bunch of useful items, pile them up in the middle of a road, then set dozens of traps around it. The items will only attract other survivors which will likely get asploded by the traps, while the zombies remain safe due to their complete disinterest for anything that doesn't involve braaaaaanes.

Zombie safety comes first
Judging by the sheer volume of traps, I would hypothesize that the zombies are actually the effect, not the cause, in this relationship. Some organization of nutty survivalists set up the traps worldwide and put valuables in the center. After the first few million deaths by civilians running into them to get the stuff, The Cure was implemented in an attempt to prevent the rest of humanity from charging into the traps, by making them disinterested in the bait. It had some mild side effects, like all good medications, but overall worked out pretty well. Deaths among the populace dropped dramatically.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 15, 2012, 02:38:43 pm
Add to that a hoard of zeds chasing you...?
No, the zeds didn't come for me until about 15 game minutes after I'd ruined my car then.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PTTG?? on July 15, 2012, 03:33:20 pm
How do you fail to "disarm" a spike board? How many times can you accidentally step on a two-by-four with six nails in it while trying to pick it up?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 15, 2012, 03:39:28 pm
How do you fail to "disarm" a spike board? How many times can you accidentally step on a two-by-four with six nails in it while trying to pick it up?
I've been wondering this too. The same goes for every trap apart from I guess bear traps.
How hard is it to not stand in front of a shotgun barrel? Seriously. Or a crossbow.
I know game balance etc, but it kind of makes me wonder if that 11 intelligence actually means the character is clever, or if intelligence actually means 'read books on thon own for thons entire childhood', because that's what it seems like.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 15, 2012, 04:30:32 pm
Probably something like those dwarves with high analytical ability that still think it's a good idea to bodily tackle a carp.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 15, 2012, 05:03:36 pm
How do you fail to "disarm" a spike board?
I didn't try to disarm it. My car was going at like 40 MPH when I noticed the trap nest. I thought "Ah, shit... I hate spikeboards" and ran them over. I also corrected the car's course before I hit the spikes, so I wasn't about to yank on the e-brake and risk getting flung out of the car head-first into a bunch of traps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on July 15, 2012, 05:14:06 pm
How do you fail to "disarm" a spike board? How many times can you accidentally step on a two-by-four with six nails in it while trying to pick it up?
I've been wondering this too. The same goes for every trap apart from I guess bear traps.
Actually, those are easy too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 15, 2012, 05:56:25 pm
Bear traps are easy.  Poke it with a stick.

A note on save backups: Cataclysm looks for the file labeled "save" when it's loading.  If you have "copy of save" then it won't touch it until it's renamed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 15, 2012, 07:50:47 pm
The game hates me.  I searched 3 towns.  THREE! For a wood saw.  Never found one, two of the towns even lacked hardware stores.  Then I go back to the shelter while following roads looking for tires (for that ill fated car I spoke of earlier) and I head out the north door of the shelter.

Directly north, not 5 spaces away from the starting shelter, is 2 wood saws and a wood axe in a trap-field.   I mentally facepalm and go to grab the loot.  And step on a landmine the moment I enter the tile.  Fortunately I live(and with decent hp remaining, but in excruciating pain) and I'm heading back to my cave with my loot.

This character is 8 days old, and the item I have been hunting for for 7 of those days was literally a map tile north of spawn.  And it's a thunderstorm now, watch me get struck by lightning before I reach my cave...

EDIT: Close, wolf camp near my cave.  I'm somehow still alive.  But I just know the game is going to strike me down in some horrible, likely ironic way any time now though.  Maybe acid rain for 3 days straight so I run out of food...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 15, 2012, 08:52:36 pm
Maybe acid rain for 3 days straight so I run out of food...
It's called "hunting", and with that ax and saw of yours, you could probably make more spears than any normal player'd know what to do with, train your throwing skill up, and then use the shitload of wood spears as javelins. Saves up bullets you'd need to dispatch zeds.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 15, 2012, 08:55:26 pm
Yea that's why I was worried of acid rain 3 days straight, I'm doing pretty good with hunting, it would take me three days to run out of meat chunks.

...Unless there is some way to not be hurt by acid rain that is...

P.S. In other news while I was building a roof over my cave mouth a zombie apperantly decided to jump into the pit I was using as a firepit to cook lunch.  And it must have been carrying something very explosive because all connected parts of that pit system lit up into a solid red inferno that has been burning for a day and a half going strong now.   I don't even think gas would burn that long, or spread to nothing but zombie corpses so readily.  Wonder what he was carrying.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 15, 2012, 09:07:49 pm
...Unless there is some way to not be hurt by acid rain that is...
Does a rain jacket work? And as long as you aren't out too long, you should be able to recover soon. I think. Haven't actually been out in acid rain myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on July 15, 2012, 09:25:44 pm
Yea that's why I was worried of acid rain 3 days straight, I'm doing pretty good with hunting, it would take me three days to run out of meat chunks.
Yeah, you could've been hunting the rats and the wolves or bears that harass you every now and then.

Quote
a zombie apperantly decided to jump into the pit I was using as a firepit to cook lunch.  And it must have been carrying something very explosive because all connected parts of that pit system lit up into a solid red inferno
Perhaps you should try digging a separate shallow pit inside your cave for cooking?

...Unless there is some way to not be hurt by acid rain that is...
Does a rain jacket work? And as long as you aren't out too long, you should be able to recover soon. I think. Haven't actually been out in acid rain myself.
I've been caught in acid rain for about 2 in-game minutes, haven't noticed any adverse effects.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 15, 2012, 09:41:31 pm
I've been caught in acid rain for about 2 in-game minutes, haven't noticed any adverse effects.
Perhaps it might've been acid drizzle? Acid rain does do some substantial damage if you spend more than a few seconds out in it, also damages items by leaving pools of acid all over so remember to store your stuff inside.
But yeah, if pools of acid weren't forming on the ground, then you probably were just in harmless acid drizzle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on July 15, 2012, 09:48:14 pm
Where is newest version as I am getting confused a bit with what seems 2 devs or versions.

Also what level of tool craft do we have now or is it strickly find everthing you need. Or like the saw hunt above proving to be fustrating. Could we not get a bit of metal and file teeth in it as a crude slower needs frequent resharping due to non hardened teeth saw.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 15, 2012, 09:55:22 pm
P.S. In other news while I was building a roof over my cave mouth a zombie apperantly decided to jump into the pit I was using as a firepit to cook lunch.  And it must have been carrying something very explosive because all connected parts of that pit system lit up into a solid red inferno that has been burning for a day and a half going strong now.   I don't even think gas would burn that long, or spread to nothing but zombie corpses so readily.  Wonder what he was carrying.
Zombie corpses burn very well, actually.  Burn time is based on volume and mainly weight.  A heavy zombie corpse will burn for a long time once it starts burning.  Chances are the fresh zombie dropped some clothing, which caught fire, and allowed the corpses to spread the fire.  It's really quite fun to pile up corpses and set them ablaze!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 15, 2012, 09:59:54 pm
Where is newest version as I am getting confused a bit with what seems 2 devs or versions.
Newest version is always here (http://whalesdev.com/download.php), as far as I know.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 15, 2012, 10:17:42 pm
My currently played version is here (https://www.dropbox.com/sh/jggbrp0s5fxmwuo/RkBK55UZ4O).  It's Dropbox, and I'm unfamiliar with how it works, so if there's any issues let me know!

Will also add a .txt to list the changes I've made.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 15, 2012, 10:20:55 pm
You should put that in a .zip file or similar, to allow for downloading easier. Unless that's not what you intend.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 15, 2012, 10:22:04 pm
I don't usually share files.  So I just dumped it in and was done.  I'll .zip it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 15, 2012, 11:51:08 pm
Uh... alright, the debug menu key is Z, right?  How do I go about enabling that for the linux emulator?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 15, 2012, 11:52:40 pm
It's a capital Z and you should have no problems with it unless it's commented out in the keymap file.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 15, 2012, 11:59:18 pm
By default it is commented out, you need to edit that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GrizzlyAdamz on July 16, 2012, 04:24:49 am
Thank you for that link; I was playing the one linked on the WD forums- last updated in 2011.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 16, 2012, 04:31:03 am
Uh... alright, the debug menu key is Z, right?  How do I go about enabling that for the linux emulator?
You can use the nano editor. If you are in the Cataclysm directory, type in your terminal
Code: [Select]
nano data/keymap.txtNavigate to the end of the file with the arrow keys (like any other graphical editor) and decomment the debug key. Press CTRL+O to save, ENTER to confirm the file name and then CTRL+X to exit. Done  :)

Warning: if you type the wrong fiilename when calling nano (like nano data/keyma.txt) it will open a new blank file. In this case, just exit with CTRL+X and run again nano with the right path (you can use the TAB key to autocomplete paths and filenames, although I don't know if it's enabled in the linux emulator)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 16, 2012, 04:35:40 am
My currently played version is here (https://www.dropbox.com/sh/jggbrp0s5fxmwuo/RkBK55UZ4O).  It's Dropbox, and I'm unfamiliar with how it works, so if there's any issues let me know!

Will also add a .txt to list the changes I've made.

I noticed your build doesn't have any starting skills. Are they a waste of points?

Also, hello Jenette.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 16, 2012, 04:49:48 am
I noticed your build doesn't have any starting skills. Are they a waste of points?

Skills can be learned but stats never change and mutations are a bit unpredictable, so it makes sense to favour stats, and to a lesser degree traits over skills for a new character.

That said starting with skills will make your early game easier, especially something like a point in dodge.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 16, 2012, 05:31:12 am
Uh... alright, the debug menu key is Z, right?  How do I go about enabling that for the linux emulator?
You can use the nano editor. If you are in the Cataclysm directory, type in your terminal
Code: [Select]
nano data/keymap.txtNavigate to the end of the file with the arrow keys (like any other graphical editor) and decomment the debug key. Press CTRL+O to save, ENTER to confirm the file name and then CTRL+X to exit. Done  :)

Warning: if you type the wrong fiilename when calling nano (like nano data/keyma.txt) it will open a new blank file. In this case, just exit with CTRL+X and run again nano with the right path (you can use the TAB key to autocomplete paths and filenames, although I don't know if it's enabled in the linux emulator)
Thanks, but, uh, I don't think it's working.  nano doesn't seem to be a command the emulator recognizes.  :x
Spoiler (click to show/hide)
The syntax to start Cataclysm is ./run, so I tried ./nano data/keymap.txt, ./data/keymap.txt, but no dice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Drevlin on July 16, 2012, 06:42:35 am
It's very strange, usually nano is installed by default in all the linux distros... You probably could solve this problem using filezilla, but I don't know how, I think you can find the instructions in the tiniycore thread on the official forums
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flare on July 16, 2012, 07:33:19 am
What killed my enjoyment was the ever-increasing battle against skill erosion. Eventually all I'd be doing all day is struggling to keep all my skills from going red. I wish there was a mod or something to drastically slow that down, because I don't think it's very realistic to forget everything I know if I don't practice it every single day.

Easy come easy go it seems. You can learn how to build a mini reactor and build a car from the ground up within a month or two, and I guess you can forget it just as quickly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: aenri on July 16, 2012, 10:10:53 am
...

AFAIK nano isn't installed, but vi editor is and works. But it is ... let's say... pretty hard to do something in it. http://www.cs.colostate.edu/helpdocs/vi.html (http://www.cs.colostate.edu/helpdocs/vi.html)

You start it with vi filename.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2012, 10:26:39 am
Or just like.. download nano.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 10:45:33 am
My currently played version is here (https://www.dropbox.com/sh/jggbrp0s5fxmwuo/RkBK55UZ4O).  It's Dropbox, and I'm unfamiliar with how it works, so if there's any issues let me know!

Will also add a .txt to list the changes I've made.

I noticed your build doesn't have any starting skills. Are they a waste of points?

Also, hello Jenette.
You can learn skills in game.  You can't learn stats.  I'd only buy skills if they let you get the good high-level skills, like 12 in mechanics easier, but really if you spend 3 or less points in mechanics then you're wasting points - just read a book!

As said, dodge is really the only skill I'd ever drop a point into, simply for how overpoweringly useful it is everywhere at all time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 16, 2012, 12:18:15 pm
What exactly influences the chances of a weapon getting stuck in a creature? I would assume the relative strength and size of your character and your enemy is a factor, but what else? I managed to get a hatchet, a butcher's knife, then a broadsword and finally a rapier stuck in the same zombie hulk. Thankfully they all clattered to earth when it died (I'm just glad I had a beartrap).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 16, 2012, 12:20:11 pm
Most skills can easily be learned from NPC's, too. Just make a friend, do a quest or give them a gun, and SKILLS.

And I think Strength mainly influences how well you can pull the weapon out when it gets stuck. I've never failed to retrieve a weapon from anything, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 03:42:47 pm
Strength determines your chances to pull it out.  Size and material seem to factor into stuck_in rates.  Or maybe it doesn't.  I think it may just be their armor rating.  Robots and Hulks both get stucks a lot, but these are also two monsters with very high armor ratings as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: notquitethere on July 16, 2012, 04:43:18 pm
I've heard that there vehicles, but I've yet to see any. Is there any kinds of locations that they like to hide in?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 16, 2012, 04:44:28 pm
I've heard that there vehicles, but I've yet to see any. Is there any kinds of locations that they like to hide in?
Parking lots. They aren't terribly common, but you should find one eventually.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on July 16, 2012, 05:00:38 pm
I've heard that there vehicles, but I've yet to see any. Is there any kinds of locations that they like to hide in?
Parking lots. They aren't terribly common, but you should find one eventually.
Larger vehicles also seem to be more rare than the smaller vehicles. I havn't looked at the code so i don't know for sure, but i do tend to find more bikes and quads than i do cars and trucks.

As well, vehicles spawn with an apparently random amount of fuel in their tanks, and are all presently powered by gasoline. It's probably a good idea to take a glass bottle of gasoline with you ('u'nload a bottle of rotten milk while 'w'eilding it, and then us'e' a gas pump and select the empty bottle to fill with gasoline when prompted) when vehicle hunting. Any conversion of a vehicle to electrically based propulsion must be done manually, and because of a typo some electrical components like solar panels only appear in Missile Silos which require one military ID to open, or an electrohack and appropriate skill. (this spawning method of missile silos may be fixed to what it was originally intended; electronics shops)
[Building a vehicle from parts requires the parts, mechanical skill, and the tools. Hack saws and wrenches are common, but the welder appears rarely in hardware stores, and only more commonly in Megastores with hardware sections... Or just get a integrated toolset bionic from a Lab bionics storage room. (requires computer skill, jackhammer, sonic resonator to open... or a very lucky teleport in, and with a portable teleporter to get out)]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 16, 2012, 05:09:07 pm
Missile Silo's are MUCH rarer than parking lots and will not always have panels. Girlinhat has posted a modded version here or at whalesdev sometime in the past day that has electric car parts in electronics stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 16, 2012, 06:00:26 pm
Or just get a integrated toolset bionic from a Lab bionics storage room. (requires computer skill, jackhammer, sonic resonator to open... or a very lucky teleport in, and with a portable teleporter to get out)]
Note both that you can get one of the bionics for this from a bionics room in a bunker, and that the lab bionics storage closets can also be opened with carefully applied C4. By which I mean set the timer high and run like hell. But yes, bunkers can spawn with rooms full of the less rare bionics, and are much easier to access than labs, as all you need are a pair of mil-ids and a light source to tell which room has what you want.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 06:26:42 pm
https://www.dropbox.com/sh/jggbrp0s5fxmwuo/RkBK55UZ4O
Modified for solar panel instillation and electric car part spawns.

I just go with grenades myself.  I find that it suddenly opens all the doors everywhere at all times.  Pile up on BBs, nails, empty cans, and string.  Grenade the door to open it.  Grenade the turrets to harvest their delicious mechanical innards.  Grenade the bionics vault to grab the goods.

Seriously, military IDs are rare.  Aluminum cans are plentiful!

Also worth noting that banks can sometimes have very rare bionics in them, one person found a CBM: Supersoldier and installed a time dilation!  It's worth hacking into (by which I mean 'grenades' of course).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 06:47:25 pm
One question about that fix for the parts spawning; will that make them spawn in newly explored stores/areas in my pre-existing save, or are those set in stone at worldgen?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 06:51:13 pm
The layout and items in a map tile are generated as you first explore them.  This can be misused, if you explore an area, hard shut-down without saving, and visit again.  But this may make your vehicles disappear as well, so I don't suggest it.

If you've not been within ~3 map tiles of a store, then it's available for a new visit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 06:53:17 pm
Oh excellent! I figured that would be the case. Now I just need to find a welder for these 3 motorcycles :V

And using one out on the road, I found a military wreck! 5 whole CBMs in the same place! :D
And on the way back, I found a 2.5L on the road! Yay! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 06:54:03 pm
Integrated Toolset works as a welder.  You don't want hardware stores, you want a lab.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 06:59:33 pm
Good thing one of the above mentioned CBMs is a utility CBM! :D
Now to just up my electronics a bit so I don't accidentally my entire arm...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 07:05:37 pm
So long as you also have a power source and at least one battery (or the book Robots for Fun and Profit) so that you can actually utilize the toolset.  If you only have one Power Source, I have to suggest solar.  It's slow, but it's absolutely free and you're probably not using bionics that much anyways.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 07:09:24 pm
Pfft, I always start with android perk. :)

My first cataclysm character had an alcohol-powered finger-laser. "Take a shot... then take a shot."
My first really successful one had retracting adamantium claws. Dunno why anyone wouldn't take android perk to start with. :D

So yeah, I've got battery powered system; which will be quite adequate due to the million and a half flashlights rolling around my cave.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 16, 2012, 07:10:44 pm
Because I always get metal plates that encumber my torso, arms, legs, etc. And that's a lot of points that could be spent on stats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 16, 2012, 07:11:40 pm
Altough there's litteraly no penalty for having multiple power source CBMs, with the exception of metabolical exchange, which sucks, and alcohol burner, which requires another CBM to be used without penalty, but becomes really efficient once you have it.

And the only reason I don't take the android ones is that I like to save points for fast reader and fast learner, which help a lot :o
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 07:12:44 pm
Because I always get metal plates that encumber my torso, arms, legs, etc. And that's a lot of points that could be spent on stats.

Well yeah, but those ones don't live long enough for me to care, hehe. Metabolic exchange is a nasty one though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 07:13:41 pm
Because I keep getting stuck with metabolics and cranial flashlight, or some other shit. I'm like, "Yeah, that's what I want.  I want to be the only thing the zombies can see at night time, and I want to starve myself while doing so!"

Come to think of it, I could probably do some modding and make sure that Android always gives you something neat.  Isn't it a 5-point perk?  Seems a huge gamble for potentially shit.  Or utilize the new interface for picking karate moves, except let you pick bionics.

Worst I'd heard of, guy started with a blaster arm.  Not enough power to use it, and now he can only use one-handed items!  That one would really hurt.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 07:19:24 pm
3 or 4 perk I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 16, 2012, 07:23:29 pm
Aye, you should be able to choose which one you start with. Its just a huge ammount of points to get something which you'll get later anyway, except without any choice.
I sort of like the armor ones though. I've been wanting to make a mega cyborg-y character but its really hard to get your hands on anything that isn't CBM:Power Sources, CBM: Utilities or CBM: Internal Battery. Some others should be more readily availiable, like CBM: Hazmat, which you only ocasionaly find on dead scientists. I think only the really good or niche ones, like super soldier and ranged combat should be reserved for military bunkers and special labs, while the others should be more readily availiable like those 3.

Also, even when you do actualy get into bunkers, there's only a slight chance there will be CBMs there, and sometimes CBM-Labs have nothing or just the regular CBMs in their vault, which is guarded by robots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 07:30:12 pm
Aye, you should be able to choose which one you start with. Its just a huge ammount of points to get something which you'll get later anyway, except without any choice.
I sort of like the armor ones though. I've been wanting to make a mega cyborg-y character but its really hard to get your hands on anything that isn't CBM:Power Sources, CBM: Utilities or CBM: Internal Battery. Some others should be more readily availiable, like CBM: Hazmat, which you only ocasionaly find on dead scientists. I think only the really good or niche ones, like super soldier and ranged combat should be reserved for military bunkers and special labs, while the others should be more readily availiable like those 3.

Also, even when you do actualy get into bunkers, there's only a slight chance there will be CBMs there, and sometimes CBM-Labs have nothing or just the regular CBMs in their vault, which is guarded by robots.
I advise searching for wreckage of military vehicles; like I said before, I found 5 CBMs in a single wreck: 1 utility, 1 melee combat, 1 ranged combat, 1 desert survival, 1 hazmat. Dunno how rare those wrecks are, but in searching a medium and large town, I've found a couple wrecks; though they usually only have 1 or 2 CBMs. Finding CBMs in the wild is just a matter of patience and covering lots of ground.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 16, 2012, 07:44:03 pm
https://www.dropbox.com/sh/jggbrp0s5fxmwuo/RkBK55UZ4O

How would I change this on the windows version? I remember it has something to do with a typo in the spawn locations, but I can't find anything more about it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: PTTG?? on July 16, 2012, 07:58:46 pm
So what is a good strategy for designing a character? Stick with 8 stats and buy tons of skills? Upgrade stats and get minimal skills? Bulk up on perks?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 07:59:36 pm
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 16, 2012, 08:04:41 pm
So what is a good strategy for designing a character? Stick with 8 stats and buy tons of skills? Upgrade stats and get minimal skills? Bulk up on perks?
Personally, I put 10 in each stat, taking a couple disadvantages (forget which ones exactly), get Quick and another advantage (again, can't remember exactly), and then putting a single point into a combat skill like dodge or firearms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 16, 2012, 08:10:21 pm
Cruising around with lawmowers on my everything is so fun it should be illegal, of course, they tend to break very easily when you're intentionally running into everything that moves :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 08:15:32 pm
14 Int - it lets you read books a lot easier and increases the rate in which you gain skills without books.
Nearsighted, Insomniac, Heavy Sleeper - these are practically freebies but will bite you if you're careless.
Quick, Packmule, Fast Reader - these are nice for a new player, but not vital for experienced players.
Light Eater, Quick Learner, Inconspicuous - these are a bit less helpful to new players, but many experienced players find them vital.
Schizophrenic, Mood Swings, Chemical Imbalance - pick these if you want to play "hardcore mode".
Addictive Personality, Trigger Finger, Weak Stomach - can be free points depending on how you play, but may cripple you.
Strength - Melee is silent and windows are common, no reloading either, but you're generally low on storage.
Perception - Guns are loud, but handguns are point-blank are fatal and rifles will one-shot most anything.  Wear two backpacks for massive storage.
Dex - It helps, but not greatly.
Skills - One point in Dodge is really all you need, and that's optional.  You can learn all skills through practice, no need to waste points!

You'll notice that I focus more on bad traits than good traits.  If you have more bad points than good points, then you can get better stats, giving you better int and better str/per.

Most importantly though, find MP3 player, find TONS of batteries, and find tequila.  You only gain skill when you have exp, and you only get exp through having morale.  MP3 players are essentially free morale, and tequila is a massive morale booster, take shots two at a time once or twice a day to avoid addiction.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 16, 2012, 08:22:05 pm
Truth Teller is a freebie I use. Hardly bother talking to NPCs anyway; I never lie to them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 08:36:06 pm
Yeah, but I consider that borderline cheating, along with Ugly.  NPCs are rather bugged right now, so taking traits that don't apply thanks to incomplete behavior...  Still, I guess a real noob needs all the help they can get!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 16, 2012, 08:38:44 pm
I justify it to myself because I would take it even if lying to NPCs actually helped me. Which is why I don't take Ugly - that, and I don't want to be ugly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 08:46:11 pm
I take them because NPCs are annoying.
Spoiler (click to show/hide)
^Those buggers are more annoying than zombies! At least zombies don't congregate near my cave and heckle me as I drive past on motorcycles. >_<

Seriously, if there was a negative perk which made any NPC you came across turn into a zombie, I would take it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 08:48:36 pm
You can turn NPCs off...  Just make a .txt file named "nonpc" - it doesn't matter what's written in it, it's only the file name that counts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 09:01:53 pm
Awesome.

Also, large motor get! Damn, those things are heavy. Had to drop all my lewt to drag it over to the motorcycle and stuff it in the magic hauling box.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 09:03:13 pm
Most people park their vehicle in the store and instal it on-site.  Seems like a legit way to spend the night!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 09:10:09 pm
I see no need; my motorcycle's magical box now has a wheel, a large motor, and a seat in it. At this rate, by the time I get back to camp I will have stored the better part of a motorcycle in the box of the motorcycle. :D
They are very heavy, but so long as you aren't hauling it all the way back home, there's not much need to install onsite.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 09:16:58 pm
Many players aren't strong enough to actually pick one up though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 09:18:57 pm
Huh, really? I'm only strength 9. But yeah, I guess I can see how they may be unable to lift it. Particularly if they got the bad back trait from mutagens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 16, 2012, 09:23:27 pm
4 for android perk is cheap and I usually reroll if the RNG is going to make me starve. Go to mines and find some CBM Construction. Strength +20. HRAGH!! Teach that 6L who's boss.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 09:26:47 pm
Eheheh, found another wheel on my travels. My motorcycle's box now contains: 1 Large motor, 1 Large wheel, 1 wheel, 1 seat. A few more items and I shall have a full motorcycle in my box. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on July 16, 2012, 09:31:29 pm
So what is a good strategy for designing a character? Stick with 8 stats and buy tons of skills? Upgrade stats and get minimal skills? Bulk up on perks?

Skills you can get from books and NPCs, so I would not buy those at CharGen.  I cant advise you for your play-style, fast and agile would be different from a strong toe-to-toe slugger.  But get high enough stats to meet the prerequisites and be good at what you want to do, and load up on whatever advantages make you shine.

After all, you can never get those advantages or skill minimums later.

Personally, I like a little parkour so I can dodge over counters and through windows and things to get a little extra distance from the mob.  But really, I think that is only good as an early game strategy.  Makes less difference if you start to really arm up with high encumberance outfits and cyber out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 09:44:29 pm
Worth noting, that there's only two real ways to go toe-to-toe with anything.  1: Swords will block attacks like a boss.  2: Martial Arts styles will increase your block and dodge abilities significantly.

Trying to armor-up and face an enemy is nigh-impossible.  Armor will encumber your melee too much!  Windows and terrain abuse aren't really toe-to-toe either, that's more like toe-to-elbow-in-the-throat.  Same with firearms.

Although really your best bet is to never face a fair fight.  Zombies are stupid.  Windows, fire, traps, and other tricks are your friend.  Why would you ever fight fair when they outnumber you by the millions?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 09:51:17 pm
Digging deep pits is an amazing low tech defense for your home which almost never fails. Dig a sort of trench system around your place of residence, leaving no straight path to your place. Pits do enough damage that a few layers will kill most zombies just by falling in, and also incapacitate them for more than enough time to kill them for free melee skills. And since you get a popup warning if you try to walk into one, you don't need to worry about accidentally falling in yourself. I've been defending my house successfully against dozens of zombies using nothing but a broadsword and occasional shovel when a zombie's gut swallows the sword.

My motorcycle is now carrying:
1 solar panel
2 large electric motors
1 seat
2 storage cells
1 large wheel
1 small wheel
Though it seems to have slowed the motorcycle pretty significantly, what with the combined weight of nearly a ton. :P
Default motorcycle, max speed is down to about 43 and acceleration is a lot lower.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 16, 2012, 10:17:17 pm
You forgot something
Spoiler (click to show/hide)
Yours is really more like this
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 10:24:08 pm
My bike has three bikes on it!  Fuck you!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 10:28:37 pm
The front wheel doesn't have enough dents in it. :P

Also, those NPCs are bugged all to hell. >:(
I tried to .txt file to get rid of them, but that doesn't seem to have an effect on those already on the map. There's like a dozen of the bastards just north of my cave now, and if I get too close, they demand I drop my weapon or I somehow get hit by their melee while driving 40 mph on a motorcycle 100 yards away... It took 2 save reverts to successfully navigate the minefield of NPCs just waiting to telepathically kick my head in or something. After the first revert, one even went specifically for the eyes, blinding me from a distance and giving me some sort of 'stunned' attribute which left me wandering aimlessly until I reverted again (over 5 game-hours later; the effect didn't seem to want to leave).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 10:31:59 pm
I believe there's a debug option to make their heads explode.

I suggest burning the corpses and all items they carry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 16, 2012, 10:36:02 pm
I believe there's a debug option to make their heads explode.

I suggest burning the corpses and all items they carry.
Problem is, one of the NPCs is so bugged I think he ascended to another plane of being... He's beating me to death if I simply approach the NPC field, with no NPC anywhere near me. :O

Edit: NVM, I guess his pure-energy-being head esploded correctly. Now for the rest of them! >:D

Thanks for that suggestion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 16, 2012, 10:47:03 pm
Coincidentally, this is the exact reason head explosions exist.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 16, 2012, 11:19:18 pm
I finally have a car! And I went more than a day without driving it into something too destructive.  (I did sorta sideswipe a megamall.  But it seemed to have lived the experience no worse for wear)

I think I may be having too much fun with it though.  I really need some way to add a 'I swerve for squirrels' bumper sticker.

Or wolves, deer, bunnies, zombies, plant monsters... really anything that leaves a satisfying bloodstain or something I can butcher.  I kinda feel like that one scene in family guy where Brian chases a squirrel in his car.  *Insert cutaway gag here*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 16, 2012, 11:35:26 pm
I find Chitin armor perfectly viable for melee combat. Especially if its still bugged and makes everything but your arms invincible! Just don't let those get broken and you're golden.

We really need better gloves. Right now the best ones are fire gauntlets. Which are barely more protective then thin cotton for some ungodly reason. Except environmental. It blocks that pretty well.

Plus I hardly ever see fire gauntlets. Where did I even find my pair? I can't remember.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 17, 2012, 06:41:30 am
So, I managed to find some sort of failed science expedition near my starting shelter. The closest lab was just out of town, so I decided to make it my home. I made a few trips to collect the loot left over by the scientists (a teleporter, portal generator and a few blocks of hydrogen included).

I managed to defend my little camp on the ground floor from two or three waves of zombies, taking some serious damage which I barely managed to heal.

On my preliminary exploration of the lab, I discovered a science chamber with at least one Utility CBM along with several other items, and more stairs leading down. I found a computing book and settled in for the day to read up on my 1337 h@xing. The next day, I grabbed my backpack, messenger bag and machete and headed down there to have a look around. Apparently, some giant ants liked the look of the place too. It only took three of the suckers to eat me alive thanks to the massive skill debuff from all my body encumbrance.


My only issue with the game (after a few weeks of playing) is the fact that zombies swarm me wherever I am and regardless of what I'm doing. I could be running nude through the forest and three boomers and a brute will suddenly materialize in front of me and smash my skull in. That actually happened to me once, too. The mental image was not pleasant.  :D

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 17, 2012, 08:46:59 am
Yeah, that's the only problem I have with the current encumbrance system. Things like backpacks and such don't actually hold anything, they just expand how much you can carry. Would be nice to be a melee oriented character who, when faced with combat, could drop that heavy backpack laden with junk and suddenly be ready to fight with no body penalties.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on July 17, 2012, 08:57:52 am
You can (drop backpack + a lot of stuff to fight unencumbered) but it's insanely tedious :(   I wish there was a cool mechanism to make it easy, but I sure can't think of a good one.  Maybe the 1st time you drop stuff, there could be a way to somehow designate it as being in the dropped container - ahh I don't know :p
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 17, 2012, 09:44:59 am
A simple take all key would solve most of that, pick up backpack, put on, pick up all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2012, 09:58:28 am
Press , in the "Pick up what" dialogue and it'll select everything
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 17, 2012, 10:10:03 am
Having items specifically connected to the backpack would be very useful, though. That way, you can drop the pack and all of the water you scavenged and be ready to fight run away. It'd be cool if specific items could be permanently connected to large containers, too - So you can choose to automatically drop all heavy/high volume items or all crafting items when you drop your pack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 17, 2012, 10:40:47 am
This has been suggested in ways, but the whole "items in containers in inventory" was always shot down under the rule that "yeah, it'd be neat, but it'd make inventory into a nightmare and slow down gameplay too much as you shuffle volume.  KISS."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2012, 10:44:41 am
(http://tnypic.net/8539c.png)

I think the results of me pressing 5 are going to be.. interesting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on July 17, 2012, 10:49:53 am
Slicecycle?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 17, 2012, 10:56:29 am
Having items specifically connected to the backpack would be very useful, though. That way, you can drop the pack and all of the water you scavenged and be ready to fight run away. It'd be cool if specific items could be permanently connected to large containers, too - So you can choose to automatically drop all heavy/high volume items or all crafting items when you drop your pack.
The same could be achieved in a much easier to use and easier to implement system:
1. Create a hotkey or two in the inventory menu which will:
 a. set/unset single item to be drop-able (see below)
 b. set/unset all items of selected type to be drop-able (see below)
2. Create a hotkey in the main game which will drop items on the list of those which you previously set as being drop-able.
3. (optional) Add a display in item description as to its status as drop-able/not drop-able.

Then all you need to do is set item types to drop-able as you acquire them, and dropping large quantities of preset item types becomes fast and easy. Then just use the ',' key in pick up menu as described above for simple de-encumbering and re-encumbering. Now get going, you have a mod to make! :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 17, 2012, 11:32:21 am
I don't even own a Linux, much less know how to code in it! :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 17, 2012, 11:36:28 am
For shame. And you call yourself a penguin. *shakes head disapprovingly*

Though Ubuntu is actually really really easy to put on a machine with windows as a dual-boot option. It even has a windows installer (http://www.ubuntu.com/download/desktop/windows-installer), so all you really need to do is run the wubi.exe and change a few settings to your preference (like allocated HD space). It downloads & installs, reboots when it needs to, then poof, your machine has an ubuntu option when you start it up. IMO it's actually easier and faster to install ubuntu than to set up and build cataclysm for windows. Then you're just a modification of source and a 'make' command away from having your own mod.


Though learning C++ isn't quite as easy. :P
But really simple number tweaking is easy enough if you can figure out where something is you want to modify.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 17, 2012, 11:44:01 am
Though learning C++ isn't quite as easy. :P

Especially if trying to learn VB and DHTML at the same time. Never again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on July 17, 2012, 12:02:48 pm
You obviously didn't drink enough tequila and methamphetamine before studying!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Dullard on July 17, 2012, 01:02:24 pm
Playing with a nerd build... my character is currently going around finger-lasering everything to death, then gulping booze and filtering it out of his system for fuel. The booze cravings were bothersome at first, but after a while I stopped trying to wait out the addiction and just started coping with it by ingesting more alcohol, since the stuff is everywhere. Can't really see much of a downside to being a megalomaniacal boozebot of death.

I'm wondering, does anyone know a reliable place to find the Neurological CBM? I'm guessing hospitals, but I haven't bothered clearing many out yet, and didn't see any bionics in the ones I did. Skill degradation is really annoying and I want to preempt having to deal with it continuously.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 17, 2012, 01:07:58 pm
You obviously didn't drink enough tequila and methamphetamine before studying!
This guy knows what's going on.

I'm wondering, does anyone know a reliable place to find the Neurological CBM? I'm guessing hospitals, but I haven't bothered clearing many out yet, and didn't see any bionics in the ones I did. Skill degradation is really annoying and I want to preempt having to deal with it continuously.
Reliable?  Nowhere.  But it's quicker to check banks than to check labs, and banks will rarely spawn bionics.  I think I've found a neurological in a bunker before.  Your best bet may be lab finales though, just keep Going Deeper.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 17, 2012, 01:12:46 pm
The cruise control on my car goes away whenever I crash into something. Is there a way to fix it? Nothing's coming up as broken in the vehicle...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 17, 2012, 01:15:57 pm
Or do what I did and mod skill degradation out of the game (to me, I don't see it really adding to my game experience, as grinding on flashlights is bad enough the first time, I don't want to need to do it daily); as detailed a page or two back:
game.cpp
the function "void game::update_skills()"
remove the first bunch of lines in that function dealing with decreasing levels/experience, re-'make' the game, and you now have no more skill degradation
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 17, 2012, 01:19:03 pm
The cruise control on my car goes away whenever I crash into something. Is there a way to fix it? Nothing's coming up as broken in the vehicle...
If it stayed on, then you'd be constantly running at 30 MPH into the wall and you'd quickly break something indeed!

Or do what I did and mod skill degradation out of the game (to me, I don't see it really adding to my game experience, as grinding on flashlights is bad enough the first time, I don't want to need to do it daily); as detailed a page or two back:
game.cpp
the function "void game::update_skills()"
remove the first bunch of lines in that function dealing with decreasing levels/experience, re-'make' the game, and you now have no more skill degradation
Very easy to tweak really, I could throw up a version if people wanted.  I know it's a source of strife among a lot of players.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2012, 01:26:09 pm
Yeah, Wolfy's removed that from his mod too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 17, 2012, 01:32:35 pm
I'm a big fan of no skill degradation. It's kind of silly that I forget how to make a radio so quickly.

The cruise control on my car goes away whenever I crash into something. Is there a way to fix it? Nothing's coming up as broken in the vehicle...
If it stayed on, then you'd be constantly running at 30 MPH into the wall and you'd quickly break something indeed!

But it won't come back on, is the problem.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2012, 01:34:19 pm
Press the $ key to turn it back on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 17, 2012, 01:38:25 pm
Press the $ key to turn it back on.

<3
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 17, 2012, 02:43:56 pm
Press the $ key to turn it back on.

But that is the sleep key? Can't I sleep while driving my vehicle?

...I know hate this game. Worst trucker simulation ever, no matter how many pedestrianszombies I run over.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 17, 2012, 03:52:34 pm
Press the $ key to turn it back on.

But that is the sleep key? Can't I sleep while driving my vehicle?

...I know hate this game. Worst trucker simulation ever, no matter how many pedestrians I run over.

I'm working on a semi with sleeper cab, if that helps? Whales still needs to make seats comfy for sleeping.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 17, 2012, 04:08:02 pm
Seats are comfy for sleeping, they're 1 point below beds in that respect. It's just that the message doesn't take seats into account. DarklingWolf's fixed it in his mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 17, 2012, 04:32:35 pm
My above post now looks like it was supposed to. Italicising "pedestrians" by mistake and forgetting the "zombies" really gave it a really weird bent.

Also, I discovered that a great way to open up labs is to just drive straight into them. Gonna try bunkers next. Also, why do my character need a welder to change tires? His mechanics isn't that low.

edit: I really suck at posts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 17, 2012, 05:05:29 pm
Also, why do my character need a welder to change tires? His mechanics isn't that low.

I think it's more about installing the hub and axle so you can put on a tire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 17, 2012, 05:08:26 pm
But they are already there. It's just a ruined tire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 17, 2012, 06:27:06 pm
Oh god damn fucking debug messages. D:

I went to sleep; then an NPC decided to start spamming thousands of non-interuptable (since I was sleeping) debug messages. Then a second joined in. Then a third. I slept for 10 hours; I had to hold down the space bar for 28 minutes IRL time before the sleep ended and I could do keypresses again.

I've disabled them with tilde for now... but I'm now determined to hunt down those bastard debug messages in code and END THEM.

Edit: They were in output.cpp
THEY HAVE BEEN ENDED.
Press space to continue.
debugmsg is now a stub function. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 17, 2012, 06:32:31 pm
I just had a thought: how long until someone makes a total conversion mod?
http://whalesdev.com/forums/index.php?topic=1517.0
Not exactly total conversion, but it's a pretty massive project I have in mind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 17, 2012, 08:58:24 pm
Hrm... Methinks the rate at which zombies drop guns and ammo should probably be decreased. I just wiped out an entire megastore of zombies, and ended up with overall more ammo than I started with if the ammo for the weapons they dropped is counted. I started with a shotgun with about 3-4 stacks of ammo, ended with a bit over 1 stack of shotgun ammo, 2 new guns, and ended up with a total of 9 clips of ammo capable of being used between the two, with even more if you count that for the guns they didn't drop.

The scene outside the mall after the glorious battle (that's about half, possible less, of the corpses; I was running around a good bit).
Spoiler (click to show/hide)

Followed thereafter by barely missing a trap-nest's crossbow trap on my motorcycle by a single diagonal tile while going 40 mph. O_O

Aw... My desert survival CBM failed on an 81% success chance. I was really looking forward to that 'greatly reduced food & drink needs' too. :(
Ah well, at least I now have newly installed air filtration, thermal dissipation, and adamantium claws! :3

And due to having excess seats and frames lying around, I'm installing a 'vehicle' in my cave to use as a bed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 17, 2012, 09:54:22 pm
Vehicle frames also provide a very nice slow-mobility point.  So building a vehicle across the mouth of your cave can have the same effect as standing in a window.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 17, 2012, 10:09:53 pm
Yeah, but that's what my rows of pit-trenches are for; and those damage zombies at the same time while slowing much more effectively.

I have now built 4 EMP grenades, 6 grenades, 2 molotov cocktails, and have a couple bottles of gasoline. Time to rob a bank.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 17, 2012, 10:30:59 pm
I just had a thought.

Zombies + Laser Pointers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 17, 2012, 10:34:07 pm
Yeah, but that's what my rows of pit-trenches are for; and those damage zombies at the same time while slowing much more effectively.

I have now built 4 EMP grenades, 6 grenades, 2 molotov cocktails, and have a couple bottles of gasoline. Time to rob a bank.
You still need a way to crack open the vault; even then I've NEVER found anything worthwhile in banks.

No need for all that anyway, just crack open the door by "a"pplying a crowbar on it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 17, 2012, 10:35:52 pm
Yeah, but that's what my rows of pit-trenches are for; and those damage zombies at the same time while slowing much more effectively.

I have now built 4 EMP grenades, 6 grenades, 2 molotov cocktails, and have a couple bottles of gasoline. Time to rob a bank.
You still need a way to crack open the vault; even then I've NEVER found anything worthwhile in banks.

No need for all that anyway, just crack open the door by "a"pplying a crowbar on it.
Ah, but then the local electronics store wouldn't show up for the EMP party. >:D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 17, 2012, 10:49:37 pm
You can't get into a vault with a crowbar, can you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 17, 2012, 10:54:13 pm
Yeah; I wasn't able to get into the vault with grenades. But still! Great haul anyway! 1 electric motor, 11 chunks of steel, 9 lumps of steel, and more electronic parts than I could haul off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 17, 2012, 11:45:14 pm
I just found a truck in a parking lot. 6 trunks, a box and two seats, complete with boards and windshields for defense.

Now to survive long enough to put this thing to good use.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 18, 2012, 12:38:45 am
I just found a truck in a parking lot. 6 trunks, a box and two seats, complete with boards and windshields for defense.

Now to survive long enough to put this thing to good use.

Yes, but things can still get in diagonally between windshield and door. Try it and see.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 18, 2012, 03:11:48 am
I just found a truck in a parking lot. 6 trunks, a box and two seats, complete with boards and windshields for defense.

Now to survive long enough to put this thing to good use.

Yes, but things can still get in diagonally between windshield and door. Try it and see.

It has two frame pieces there. They don't block movement, do they?

Spoiler (click to show/hide)

This sucker weighs a ton and a half, literally. Imagine the gibbage I'd get when going at max speed down a city road.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 18, 2012, 11:17:59 am
So, I got "Pain Recovery" seemingly out of nowhere... Did I get radioactivated, or something? Can't think of any place that would have been radioactive, unless rubbly houses can sometimes be.

Also, I reached a place where the map tile names change from road/field/etc to "nothing". Did I reach the end of the world? Or did it just bug out? I could continue for a bit, but then the game crashed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 18, 2012, 11:32:30 am
Is there a way of cleaning up liquids? The area around these fuel pumps is getting downright explosive...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 18, 2012, 11:43:16 am
So, I got "Pain Recovery" seemingly out of nowhere... Did I get radioactivated, or something? Can't think of any place that would have been radioactive, unless rubbly houses can sometimes be.
Rubble houses indicate some light bombing, so yes they are lightly radioactive, sometimes.

As for trucks, I disassembled mine and rebuilt an armored bike.  It's incredibly fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 18, 2012, 11:47:12 am
Is there a way of cleaning up liquids? The area around these fuel pumps is getting downright explosive...
wtb, usable mops.

/me wanders off to get her codeslave to do it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 18, 2012, 12:00:54 pm
I just found a truck in a parking lot. 6 trunks, a box and two seats, complete with boards and windshields for defense.

Now to survive long enough to put this thing to good use.

Yes, but things can still get in diagonally between windshield and door. Try it and see.

It has two frame pieces there. They don't block movement, do they?

Frames do not block movement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 18, 2012, 12:16:34 pm
Frames do significantly slow movement, on the same magnitude as windows I believe.  Not confirmed in code, but watching zombie movement it would appear to be the same slowdown.

I also always remove extra seats.  The "do you want to enter the vehicle?" question gets old.  Or I just instal a second set of controls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 18, 2012, 12:29:05 pm
So, I got "Pain Recovery" seemingly out of nowhere... Did I get radioactivated, or something? Can't think of any place that would have been radioactive, unless rubbly houses can sometimes be.
Rubble houses indicate some light bombing, so yes they are lightly radioactive, sometimes.

As for trucks, I disassembled mine and rebuilt an armored bike.  It's incredibly fun.

Ah, thanks, good to know... I guess I won't be crawling around in the rubble for cola cans any longer.

Does anyone know why the map suddenly said "nothing", though?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 18, 2012, 01:01:55 pm
Frames do significantly slow movement, on the same magnitude as windows I believe.  Not confirmed in code, but watching zombie movement it would appear to be the same slowdown.

I also always remove extra seats.  The "do you want to enter the vehicle?" question gets old.  Or I just instal a second set of controls.

Yeah, but when sleeping I like having an extra barrier. At least extend your windshield into those frames to block movement. If you do go with boards the blind spots are largely accurate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 18, 2012, 01:53:20 pm
Does anyone know why the map suddenly said "nothing", though?

my best guess on that one is some form of loading error in the map, happens to me sometimes as well, seems mostly harmless other then not having map data.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 18, 2012, 01:59:59 pm
It happens pretty much any time you move from one overmap to another.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dragor23 on July 18, 2012, 02:54:54 pm
Nice. Got a CtD after turning an one way radio on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Caerwyn on July 18, 2012, 02:59:01 pm
Just a single question.

Is there a tileset for this game? I can't play anything that's in ASCII, sadly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 18, 2012, 03:04:20 pm
Yes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Caerwyn on July 18, 2012, 03:14:10 pm
Oh! Good to know, thank you. I appreciate the help.

I'll get the search started immediately!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dragor23 on July 18, 2012, 03:32:54 pm
http://whalesdev.com/forums/index.php?PHPSESSID=aqjml4vls69tc4ciad1u40ia22&topic=1170.0 (http://whalesdev.com/forums/index.php?PHPSESSID=aqjml4vls69tc4ciad1u40ia22&topic=1170.0)

You may look at this little thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Caerwyn on July 18, 2012, 03:37:18 pm
http://whalesdev.com/forums/index.php?PHPSESSID=aqjml4vls69tc4ciad1u40ia22&topic=1170.0 (http://whalesdev.com/forums/index.php?PHPSESSID=aqjml4vls69tc4ciad1u40ia22&topic=1170.0)

You may look at this little thread.

Mm, I found it, and Deon's tileset.

Thanks for the help, however!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on July 18, 2012, 03:59:56 pm
Storytime!

My character started off with the standard risky and dangerous stories, like being stuck in the middle of a mall and not noticing that it was nearing sundown, or stumbling into a rat infested cave. Only these few initial incidents forced me to cheat my way out of them, due to their closeness to the start of the characters' life (i try to stop cheating by day 7) and status as being completely stupid. So i managed to get lucky and find some crash sites with CBMs my android could use, including utilities. (started with solar power and blood analyzer) Near the end of the first 7 days, i got a welder and some vehicles, and went to creating a new vehicle in front of a gas station, in the street, because the quad i was using managed to stick a gas pump BETWEEN its front and rear tires. :o Broke down that quad, walked to get a replacement motorcycle and another quad (put the quad inside the bike) drove back and built a custom four large wheel 3x5 tile 2.5L four gas tank and totally armored (except large wheels) dune buggy i guess?

I see a lab on the map that's across a bridge and nearby, so i think "Why not go there and increase my CBM battery limit?" Mistake #1.
The bridge was crawling with triffids and fungaloids due to a nearby heart/spire, and i didn't find a gasmask yet. Going at 30 over the bridge i barely managed to avoid impact with MULTIPLE small grove-like areas that were created by triffid queens on the bridge itself. Fungaloids never breathed on me, but when i entered the lab after a successful electrohack use (i had no lab IDs, but 1 electronics skill from all the previously installed CBMs and 2 Computers from How To Browse the Web) i immediately ate the first royal jelly i saw anyways. After clearing out the second lab level i was running low on food (34+ water!) so i was forced to leave soon. Opposite the lab was a mineshaft which i quickly explored and found it was a spiral cavern, and that the lab finale being an extradimensional monster pen including a flaming eye that opened a path into that area from the mineshaft's second to last level. So a few extra CBM batteries, mineshaft metal frames, and extradimensional creature kills later, i leave the area for good with my vehicle having a few more storage attachments and attached machete blades in front of the forward wheels.

Not wanting to go back over that hell-bridge i came over on (even though i have a gas mask now from the mineshaft) i decide to go south which has a house next to the road. Mistake #2.
The house was in a swamp, and i sleeped on the bed on the ground flood level because there was no basement. I awoke to the sound of the glass being shattered by a giant frog, accompanied by some giant insects and a giant slug. Needless to say i got the hell out, jumped on my ride, and hit 0-60 in 3 seconds. Several bugs splattering their guts on my windowless boardless vehicle later, my running shoes dissolved from acid spit. But it gets worse. Before i even reach the bridge, before i even leave sight of the house, i run into a minefield which i just barely manage to stop in front of and go around just fine due to a lack of nearby trees. Once i'm over the bridge, it happens AGAIN with another minefield; but this time going significantly faster then i was before. So i pull the hand break... And for the first time ever in cataclysm, the vehicle skids out. I move left to regain control and i do. I stop totally, and find that the minefield surrounded by forest on both sides. And blood sucking insect friends closing in fast. And because of the pain from acid while i was skidding out, my 10 perception has been reduced to 8, concealing the mines again. I step on one on my second step away from my vehicle. ::)

So i'm thinking, this is it, my character is dead. But he isn't. I end up using all of my first aid on the scene and eat 3 codeine, kill 10 bugs with one of my two USP 9mm's (+silencer +expanded) and some frogs with my SKS (+extended barrel +silencer) before finally getting back in the seat and SOMEHOW get the hell out of that deathtrap without getting blown up. Probably because the forest wasn't so horribly dense on the side of the road as i feared it would be, despite having to hit a small tree and underbrush anyways. So i hit 50 again going south to outrun these damn bugs and i just keep running into them, in fact, i 6 of them were literally lined up in a row. One of my machete blades can't take it and flies off. "Nope i ain't stoppin' fuck that." because my health is still light red and yellow. I don't stop until i hit a parking lot with a motorcycle in it and the bugs finally give up the chase 5 map tiles away from the last swamp tile. I ditch the vehicle in the lot and shamble over to the nearest house with a down basement sign on it, which turns out to be a grow op special basement. I wait an hour with safe mode on for any followers, then chew through some 7-9 of my 45-stack of bandages healing myself, and another codeine to fully heal myself before taking two sleeping pills and sleeping the rest of the night away.
I was literally :-X holding my breath the entire time during and after the second minefield.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 18, 2012, 04:53:34 pm
http://whalesdev.com/forums/index.php?PHPSESSID=aqjml4vls69tc4ciad1u40ia22&topic=1170.0 (http://whalesdev.com/forums/index.php?PHPSESSID=aqjml4vls69tc4ciad1u40ia22&topic=1170.0)

You may look at this little thread.

Mm, I found it, and Deon's tileset.

Thanks for the help, however!

Tilesets are updated FAR less frequently than the base game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on July 18, 2012, 05:03:28 pm
Which makes me sad. This game seems to hate tiles so I have learned to play without them most of the time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 18, 2012, 05:29:39 pm
It works fine without and I've been coding a few vehicles and modding them in. I don't know what they'd look like in tilesets and that is okay with me. I still play DF with tilesets, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on July 18, 2012, 06:22:22 pm
Decided to try this game again. My last ten minutes-


1.Die to zombie swarm
2.Die to giant bees
3.Die to zombie
4.Die to sinkhole spiders
5.Die to humans
6.Die of accidental suicide

Fun game, must learn how to play it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 18, 2012, 06:32:53 pm
So i just found my first vehicle, a truck. Immediately crashed that after not turning well. Just found a motorcycle and figured i might as well hold up somewhere.

My question is, are grocery stores even in the game anymore? And what is the best place to get food/water?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on July 18, 2012, 06:34:21 pm
best place to get food and water is in homes and stores. Look for the kitchen in homes and display cases/shelves in stores. Avoid mega marts until you are walking death.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 18, 2012, 06:45:50 pm
Gas stations are my favorite holdup, they have a 100% chance to spawn a room with 1 door, no windows, and a toilet.  Infinite easily defended water!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 18, 2012, 06:50:54 pm
Oy! Unless I somehow misplaced them, my 2 combustion engines appear to have vanished >_<

Hmm... Do items in caves despawn?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 18, 2012, 06:52:18 pm
Thanks, and i was wondering, just like how many wheels can you slap on a vehicle? Can you make your own vehicle?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 18, 2012, 07:16:10 pm
Gas stations are my favorite holdup, they have a 100% chance to spawn a room with 1 door, no windows, and a toilet.  Infinite easily defended water puke!



Thanks, and i was wondering, just like how many wheels can you slap on a vehicle? Can you make your own vehicle?

Absolutely. (http://whalesdev.com/forums/index.php?topic=1484.0)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 18, 2012, 07:16:48 pm
Vehicles can be fully customized or built from scratch.  But wheels past a certain point only offer redundancy.  You need a minimum wheel score (small or large wheels) compared to your mass, and the wheels must provide coverage to the center of mass, so a motorcycle side-car would probably count as "fallen over" while a motorcycle with two side-cars would be balanced.  Either way, after a certain point you stop gaining speed advantages from wheels and start putting on weight, so there's an idea wheel setup for your vehicle based on its weight, too little wheel and you lose speed, too much and you have wasted weight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 18, 2012, 07:39:52 pm
Wowww thats awesome. Thanks for the help. Since discovering that vehicles were integrated into the main game, I just focus on finding vehicles since they are so fun to drive. Noisy though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 18, 2012, 07:50:01 pm
Wait wait wait...

You can make your own cars?  So does that mean I could put some extra armor or extra engines or some more trunks on my car I got from a parking lot?  Hell yes!  Where's my welder?  Lets see if I can add steel spears to the front, or widen a part of it into some kind of messed up zombie evicerator.  This car has a safe speed of 70 Mph, and I pretty consistently hit something every time I go more than 40, so I should be able to add weight easy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 18, 2012, 08:03:51 pm
I was hoping to figure out spawning of vehicles quickly, but ah well. Very little in life is easy.

Here's my personal vehicle mod which includes doors without windows and 3 vehicles (Semi, trailer, Bug): Click. (http://www.mediafire.com/download.php?8cubnt5bg485414)

I tested each one to make sure everything was playable. You can spawn them in with the debug command. For balance only do this if you find an existing vehicle in a parking lot and never use that original vehicle. Replace trucks with semi's or trailers and cars or quad bikes with Bugs. The Bug feels like a clown car and the semi has a huge blind spot, all as intended.

If you want to alter vehicles find a wrench, hack saw, and welder. Batteries are also good to have to recharge the welder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 18, 2012, 08:19:05 pm
I keep a wrench and welder in my car's trunk (as well as 3 batteries) at all times... primarily because I seem to be a terrible driver.   And seem to have developed a Ford mentality.  Fix on road daily.

And I think I have a few hacksaws in my piles of misc tools.  But how much skill is needed though?  And is there a list anywhere of what parts you can add to a car?  I'm guessing covering the thing with spears and combat knives is impossible, but are there any actual things I can throw on a car to make it more combat capable?  Right now I'm a little too paranoid to bring my car against a hulk spitter or bear, because I'm guessing they are a little too meaty (or acidy) to not wreck my car.

Oh nevermind...actually trying to install something gived me a list  derp. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on July 18, 2012, 08:30:24 pm
I keep a wrench and welder in my car's trunk (as well as 3 batteries)
welders can be recharged to 1000 just like universal power supplies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 18, 2012, 08:58:24 pm
I'm sure this has been answered before but how exactly do i refill my car with gas?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 18, 2012, 09:13:46 pm
To refuel it by hand, just have the gas (Or battery/plutonium/hydrogen depending on your engine) in your inventory, access the car build menu, and move your cursor over the fuel storage, then press "f" when the word "refill" on the menu lights up.

When using a gas pump, maneuver your vehicle so you can stand next to both the pump a vehicle tile. When interacting with the pump, the option to refill your car with gas should appear. Then use the arrow keys (Not the keypad) to point to a vehicle tile (any will do).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 18, 2012, 09:32:39 pm
To refuel it by hand, just have the gas (Or battery/plutonium/hydrogen depending on your engine) in your inventory, access the car build menu, and move your cursor over the fuel storage, then press "f" when the word "refill" on the menu lights up.

When using a gas pump, maneuver your vehicle so you can stand next to both the pump a vehicle tile. When interacting with the pump, the option to refill your car with gas should appear. Then use the arrow keys (Not the keypad) to point to a vehicle tile (any will do).

We will soon be able to use numpad for filling from pumps and you may have to exit the car menu and enter your character inventory for a moment if you have multiple units of fuel. All fixes should be in the next release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on July 18, 2012, 11:52:14 pm
Is there any way to skip "picking up a item" and just read or wear it? It gets irritating having to drop my weapon everytime I want to read a book or wear a piece of clothing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 19, 2012, 12:37:37 am
You should be able to wear items and read things from your inventory without it being in your hands.  Of course that's assuming your clothes have the volume space to keep more than a few small things in your inventory. 

No way I know of to just read things from the ground though.  But the latest version should actually ask you straight up if you want to just wear clothing if you don't have the inventory space when you try to pick it up.



Finally broke into a lab.  And since I had robust genetics I chugged some mutagen.  Ended up with scales, a long tail, heat dependent, and high metabolism.  I thought I was supposed to get more good mutations than bad, instead it seems about 50-50 here. Seems I traded a speed debuff and having to eat more for a bit of natural defense and a bit of dodge.  Got plenty of purifier, but I figure if I chug that I'll lose the good traits instead.   The scales and tail do match my avatar i guess...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 19, 2012, 12:54:28 am
My new zombie mower. Built from parts from motorcycles and a car :P. Really annoying going to town to get parts because of the zombies though. It has 4 wheels, a box, 3 lawn mowers, and a 2.5L combustion engine. Not much but its my first custom made vehicle.
(http://i.imgur.com/l50Pt.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 19, 2012, 02:25:14 am
Is there any way to skip "picking up a item" and just read or wear it? It gets irritating having to drop my weapon everytime I want to read a book or wear a piece of clothing.

Reading this makes me think you're not using the latest version (the link the OP leads to an outdated version, even if it looks official). The most recent release can be found here (http://whalesdev.com/forums/index.php?topic=143.msg26970#msg26970).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 19, 2012, 03:46:19 am
You can make your own cars?  So does that mean I could put some extra armor or extra engines or some more trunks on my car I got from a parking lot?  Hell yes!  Where's my welder?  Lets see if I can add steel spears to the front, or widen a part of it into some kind of messed up zombie evicerator.  This car has a safe speed of 70 Mph, and I pretty consistently hit something every time I go more than 40, so I should be able to add weight easy.

Stick enough plating on the front of your car and then you'll be happily driving around at 90 all the time, only stopping to collect things from the now easily accessible building you just plowed through.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ollobrains on July 19, 2012, 06:44:11 am
is it possible to have a few cars stored around the map
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 19, 2012, 07:51:00 am
is it possible to have a few cars stored around the map

Vehicles are saved with the map so they will remain wherever you leave them. They aren't even effected by acid rain (unlike other items)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hemmingjay on July 19, 2012, 07:55:36 am
Are you affected by acid rain when in them?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 19, 2012, 07:59:15 am
Not if you have a roof and some windshields in front of you. If it's open, like the quad or the motorbike, then you will be affected.

However, I've noticed that driving over the puddles of acid rain will still burn your feet. Probably an oversight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ThtblovesDF on July 19, 2012, 08:06:25 am
Can you take a car and turn it into a motor cycle?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 19, 2012, 08:07:40 am
With a power welder, hack saw, and a wrench, yes, you can do pretty much anything as long as you have enough supplies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 19, 2012, 08:51:56 am
With a power welder, hack saw, and a wrench, yes, you can do pretty much anything as long as you have enough supplies.

And skill. I don't know how many times I've died because my mechanics was too low to put a wheel back on my bike.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: blackmagechill on July 19, 2012, 09:25:15 am
With a power welder, hack saw, and a wrench, yes, you can do pretty much anything as long as you have enough supplies.

And skill. I don't know how many times I've died because my mechanics was too low to put a wheel back on my bike.
"Hey, look at that poor guy!"

"Yep, got his tire lodged in his throat while he was trying to bolt it back on. Happens quite a bit."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 19, 2012, 10:11:04 am
Yeah, I always take a point or two in Eating so I don't gouge out my eyes with spoons early on in the game. Sometimes you can get away with it, but that RNG...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: notquitethere on July 19, 2012, 10:30:39 am
The scales and tail do match my avatar i guess...
I thought the avatar was a squirrel wearing a backpack...

Since you guys pointed it out, I've been driving nonstop. It's typically the death of me: the last time, I'd rammed my car into a electronics store, destroying two of the wheels. It had too many good supplies in the boot to waste, so I set about looking for some replacement wheels. I could kill all the enemies that tried to stop me with my silenced pistol- except the skeletons! Stupid skeletons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on July 19, 2012, 10:56:50 am
I figure ive missed something obvious, but I just tried to update with the virtualbox emulator and got the error : unable to look up github.com (port 9418) (Temporary failure in name resolution)

Any advice on what I may have done wrong, (the windows current windows versions still seems rather crashtastic for me)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 19, 2012, 11:19:11 am
Finally broke into a lab.  And since I had robust genetics I chugged some mutagen.  Ended up with scales, a long tail, heat dependent, and high metabolism.
I'd chug purifier just because of High Metabolism.  The game already treats every moment as if you're running a marathon - even when you're asleep.  Having hunger run higher would just be ridiculous!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 19, 2012, 11:32:58 am
The high metabolism actually hasn't caused me much trouble yet.  2 Days since I got it, my food stocks are still pretty big right now it's mostly rotten, but seems my cooking is high enough for the chunks of meat (rotten) to be fine once cooked, and I must have over a hundred batteries stashed away, even if I wasn't just throwing a couple 2x4s in a pit for a cooking fire. 

That and there is a trifflid grove nearby so theirs plenty of easily obtained food nearby.  My only worry is that I seem to be getting more and more trifflids near my cave.  Do their areas of influence spread?  If so I might need to make a trip to the liquor store and get a little pyromaniacal in the grove.  Would hate to wake up with a tree growing from my chest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2012, 11:35:29 am
I personally burn meat once it becomes rotten. Feels a bit too cheesey to cook it pure again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 19, 2012, 11:36:51 am
Kill the triffids. They will overrun you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 19, 2012, 11:44:27 am
It does seem a bit odd that half a day of studying a random cookbook seems to be enough to cook rotten food pure again.  Maybe if it required like 6 or 7 or something instead of 3.

@Knight of Fools.  Noted.  I'll finish throwing this steel plating on my car and preform a couple drive by molitovings.  Damn elves, this is probably what they are trying to do, take over the world with trees.

 I hear you can destroy the grove, but I've only ever heard of folks using missile silos to do it.  I assume I can burn it to the ground too?  Or do I need to do something special?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2012, 12:15:01 pm
It does seem a bit odd that half a day of studying a random cookbook seems to be enough to cook rotten food pure again.  Maybe if it required like 6 or 7 or something instead of 3.
It's a bug that rotten food is no longer rotten when cooked :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 19, 2012, 12:22:09 pm
It's not a cooking deal, it's a gameplay mechanics deal.  Cooking meat destroys the raw meat and generates a new item.  There's just no check involved if it's rotten or not.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 19, 2012, 12:33:02 pm
Well in that case I probably should too.  I still have about 10 chunks of fresh meat(wolves seem attracted to wheels).  And I should get a good amount of veggy from the attack on the grove.  After that, I guess I just need to slow down a bit when flattening critters, see if I atomize them less often and can get some meat out of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 19, 2012, 12:34:55 pm
Go small caliber, or unarmed.  .22 guns are made to kill without atomizing, that's why they're in the game really.  The finger laser might also be non-atomizing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 19, 2012, 12:44:04 pm
I'm an archer with some light melee.  My crossbow seems to do a good job of not wasting the corpse, though my strength is only 7, so reload is terrible.   And looking at my stash it seems I have a good supply of .22 ammo, but no .22 guns.  I should be able to make a pipe rifle though.

But it's so much more fun to hit things with a car.  I have parts, maybe I should make a really light hunting cart. :P

EDIT:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 19, 2012, 12:45:00 pm
For small game, throw rocks. For large game, throw broadswords.

Or at least, that's how I hunt.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 19, 2012, 12:46:13 pm
For small game, throw rocks. For large game, throw broadswords.
Sounds legit to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LeoLeonardoIII on July 19, 2012, 01:02:53 pm
For small game, throw rocks. For large game, throw broadswords.
Sounds legit to me.

This is exactly how the Sioux hunted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 19, 2012, 01:14:46 pm
Wait wait wait. How do you butcher body parts and stuff into meat chunks? I really need another source of food rather then going into town. And another thing, can I find solar panels anywhere? I need to charge my welders and flashlights. Or do I have to make them.. I have 0 electronics skill :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2012, 01:15:28 pm
You can butcher corpses with a knife using B
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 19, 2012, 01:18:23 pm
You'll automatically use the best tool for the job, don't worry about holding your best knife.  Butcher knives work best, with higher success rate and more items produced.  Suggest jumping through regular houses looking for one, it's a great investment.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2012, 01:21:55 pm
Holding your knife is the opposite of what you should do, the game doesn't actually check your hands.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 19, 2012, 01:24:09 pm
Until you build up your survival skill, most of the time you'll just destroy the meat. Practise on zombies.

Flashlights and welders can be reloaded using batteries. You can get spare batteries by unloading them from items you find.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 19, 2012, 01:59:41 pm
Can't find the link to the version with doors without windows. Was a few pages back, but I seem to be blind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 19, 2012, 04:16:24 pm
Wow, I just deleted my Cataclysm folder (+ saves) to make way for the newest version. Over 116,000 files.

What on earth does it do to generate so many files??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 19, 2012, 04:17:24 pm
If I remember correctly, each space on the map creates its own personal file to store everything inside of it. You probably explored a lot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 19, 2012, 04:22:18 pm
My last attempt at attacking the trifflid grove got reverted.  The game crashed while I was throwing a Molotov at a queen trifflid from my car, the bug happened where the car vanished on load and I had to revert to a backup.

The backup was before I made my first attempt against the grove and I decided to try again this time with more firepower.  Like last time the surface grove burned to the ground, but again I was halted by the vines once I got inside.  I managed to shoot out 3 or 4 hubs, and a few purple things but I eventually got to a point where I had a wall of vines and no hub in sight.  I knifed my way through a bit, but took too much damage from meleeing them and had to leave again.

There's gotta be an easier way.  Maybe I'll just move.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 19, 2012, 04:33:55 pm
Can't find the link to the version with doors without windows. Was a few pages back, but I seem to be blind.

It's my version. You can look back if you want. (http://www.mediafire.com/download.php?8cubnt5bg485414) I'm still hammering out normal spawning of vehicles in parking lots and not much time to do that today. Gotta meet a man about a game of Power Grid.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 19, 2012, 07:53:27 pm
Sorry for the noob question, as I haven't played in a while and there doesn't seem to be any info on vehicles in the Help menu:

I'm looking for the key that toggles the auto-throttle. I somehow toggled it off and can't remember how to get it back. Anyone know?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 19, 2012, 07:53:52 pm
$ key does it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 19, 2012, 08:01:11 pm
Thanks!

(I probably could've gone searching the Cata forums, but I was feeling lazy... don't tell anyone, shh.)


Edit: Omg, these debug messages just killed me. Every step I took, I had to press space 6 times for this one NPC who was chasing me. I was so distracted trying not to crash my bike while running from Mr Angry and an army of Zs that I someow didn't see that he was right in front of me. He was also a karate master, kicked me in the eyes as I flew past, and blinded me. Then he kicked me again in the eyes and I died. This was after fending off 60+ zombies whilst suffering the same debug-spam. :( That wasn't fun.

Then I started a new character, in a completely different city, went down into the Evac shelter's basement and HE WAS THERE, WAITING FOR ME, AND SMACKED ME IN THE EYES AGAIN, BLINDING ME, AGAIN. F*** you, Hernandez!!

He's following me to every new character I make, and now another hostile NPC has started following me, so now there are three NPCs in this room with my 1-minute-old-already-doomed third character. This release has some bugs... :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 19, 2012, 10:05:28 pm
Thanks!

(I probably could've gone searching the Cata forums, but I was feeling lazy... don't tell anyone, shh.)


Edit: Omg, these debug messages just killed me. Every step I took, I had to press space 6 times for this one NPC who was chasing me. I was so distracted trying not to crash my bike while running from Mr Angry and an army of Zs that I someow didn't see that he was right in front of me. He was also a karate master, kicked me in the eyes as I flew past, and blinded me. Then he kicked me again in the eyes and I died. This was after fending off 60+ zombies whilst suffering the same debug-spam. :( That wasn't fun.

Then I started a new character, in a completely different city, went down into the Evac shelter's basement and HE WAS THERE, WAITING FOR ME, AND SMACKED ME IN THE EYES AGAIN, BLINDING ME, AGAIN. F*** you, Hernandez!!

He's following me to every new character I make, and now another hostile NPC has started following me, so now there are three NPCs in this room with my 1-minute-old-already-doomed third character. This release has some bugs... :P
Yep; I had the same issue. Tip: open the debug menu ('Z') and use the kill npcs option. Any NPC even remotely nearby has their head implode. As for debug messages, tilde key turns them off; though I personally got so annoyed at them I literally removed them from code (see also: http://www.bay12forums.com/smf/index.php?topic=87501.msg3457125#msg3457125)

Now I'm raiding a science lab.
Spoiler: sci-lab spoilers (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 19, 2012, 10:11:00 pm
Edit: Omg, these debug messages just killed me. Every step I took, I had to press space 6 times for this one NPC who was chasing me. I was so distracted trying not to crash my bike while running from Mr Angry and an army of Zs that I someow didn't see that he was right in front of me. He was also a karate master, kicked me in the eyes as I flew past, and blinded me. Then he kicked me again in the eyes and I died. This was after fending off 60+ zombies whilst suffering the same debug-spam. :( That wasn't fun.

Then I started a new character, in a completely different city, went down into the Evac shelter's basement and HE WAS THERE, WAITING FOR ME, AND SMACKED ME IN THE EYES AGAIN, BLINDING ME, AGAIN. F*** you, Hernandez!!

That made me laugh for a good five minutes.  :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 19, 2012, 10:19:01 pm
I swear, he was Chuck Norris with a fake nametag.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 19, 2012, 10:19:27 pm
Oh derping hell. I threw the wrong mininuke. Protip: throw the one you activated.

Though overall not a terrible lab attempt considering I was screwing around with the intention of savescumming. :P

Hell, I expected to die on the bridge before I even found the lab.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 19, 2012, 11:45:22 pm
I've been playing DF too much.  I am enjoying hitting squirrels for over 1k damage with a bladed car entirely too much.  Almost destroyed my car twice swerving to hit one too.  But it will take more than a basketball court to stop this car from severely overkilling a small harmless mammal!

In other news it is now summer, and I moved into a new cave, one without living trees trying to plant a tree in me.  Didn't even have to fight for it, the underground portion is just a single large cavern with nothing in it but a human body.  I'm half expecting some elder god to come out of the walls to eat me, but in a couple more days I'll have a roof over the entrance and won't have to sleep down there anymore.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 20, 2012, 05:18:07 am
Is here somebody who doesn't like skill rust and the fact that you have to grind butchering for days to be able to get a chunk of meat from time to time and who had the knowledge to "fix" this?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 20, 2012, 05:37:23 am
After a long first day running through several cities and being beaten half to death, it starts to get late. My character finds a cave. One thought passes through my head as I stumble inside.

"Boy, I sure hope this is empty."

Spoiler: Lol. (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 20, 2012, 05:57:16 am
I figure ive missed something obvious, but I just tried to update with the virtualbox emulator and got the error : unable to look up github.com (port 9418) (Temporary failure in name resolution)

Any advice on what I may have done wrong, (the windows current windows versions still seems rather crashtastic for me)
I was getting that too, just now.  I dealt with it by using

rm -rf Cataclysm && git clone git://github.com/Whales/Cataclysm.git

As I understand it, that deletes your Cataclysm folder and then pulls the data from Whales' github, all fresh and latest versiony and stuff.  Just ./compile and then ./run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 20, 2012, 07:34:30 am
Well, this has been interesting, but the latest version is extremely unstable. Without fail, all five of the characters I started today died due to some bug or another; the client crashed hundreds of times, my vehicle just disappeared, I've been hounded by teleporting NPCs... I think I'll wait for the next update before I play again. :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 20, 2012, 08:31:14 am
Yeah, it is a bit buggy. I just got 400 gasoline from an NPC. It wasn't even in a container, he just handed me two globs of gasoline and expected me to carry it in my hands.

Unfortunately, it seems you can't pick it up if you put it in a vehicle box.

Also, the item limit for storage seems bugged. I filled a box with items and found a mininuke in a supply drop. The box was full, and it told me so when I tried to put it in. The nuke disappeared though, which was a little disappointing
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 20, 2012, 08:40:16 am
Also, the item limit for storage seems bugged. I filled a box with items and found a mininuke in a supply drop. The box was full, and it told me so when I tried to put it in. The nuke disappeared though, which was a little disappointing

It's probably underneath the box, that is what generally happens.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 20, 2012, 08:52:09 am
Also, the item limit for storage seems bugged. I filled a box with items and found a mininuke in a supply drop. The box was full, and it told me so when I tried to put it in. The nuke disappeared though, which was a little disappointing

That was a bug in the original vehicle release, but the most recently released version fixes it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 20, 2012, 06:25:23 pm
Here's my latest vehicle extension build. (http://www.mediafire.com/download.php?gor1hjcqhbr9jtq) It spawns vanilla and the four vehicles I've built so far in parking lots. Three out of four are fairly cheaty when it comes to scrapping for parts, but they are also rare. I have a scientist vehicle design on paper with a couple things in my head. I'm thinking glass bubble car that only takes plutonium as a fuel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 21, 2012, 08:35:06 am
Well, I didn't completely give up... and I haven't had a single crash since I disabled NPCs. So that's okay. They were kinda annoying, anyway.

I'm having fun bowling zombies (literally) with a quadbike now. :)

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 21, 2012, 11:19:50 am
I found something which, IMO, should be added to the main game: change the darkness-related failure for reading ("It is too dark to read!") to be disabled when the character has the mutation "High Nightvision." After all, the distance I can see is larger than that when I have a flashlight whose life is just above the light limit for reading w/o the trait, so I figure it makes sense to be able to read with the same level of 'perceived' light.

For those interested in modding their own with this, open up player.cpp, and in the function 'void player::read(game *g, char ch)' modify the line
Code: [Select]
if (g->light_level() < 8) {
to
 if (g->light_level() < 8 && !has_mutation(PF_NIGHTVISION2)) {

Oh dear... I found a 6L engine; unable to lift it, I installed it on my scouting motorcycle. It now has a safe speed of 313 and an acceleration of 22 mph/t O_O

Good thing too; I'm way outside of town and it just started acid raining after I finished installation. Time to race the rain. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 21, 2012, 12:44:42 pm
I found something which, IMO, should be added to the main game: change the darkness-related failure for reading ("It is too dark to read!") to be disabled when the character has the mutation "High Nightvision." After all, the distance I can see is larger than that when I have a flashlight whose life is just above the light limit for reading w/o the trait, so I figure it makes sense to be able to read with the same level of 'perceived' light.

I'm not sure text would should up all that well. There still isn't much light available for seeing details.

A few more changes to my mod: http://www.mediafire.com/download.php?74u8665yde83qek
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 21, 2012, 02:18:45 pm
Is it wrong that I kinda want cars littering the streets? Would both help negate their usefulness, and make them more abundant.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 21, 2012, 02:28:51 pm
Is it wrong that I kinda want cars littering the streets? Would both help negate their usefulness, and make them more abundant.

Hmm, very interesting idea indeed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 21, 2012, 02:37:03 pm
If not just on the streets, at least SOMEWHERE besides neatly in parking lots.
It seems strange that everybody had their cars scrapped and swapped in for 50 pairs of fingerless gloves or whatever. If they're not on the streets, they could be at least in compounds or some other place cars go when they're totalled.

Actually, a scrap yard in general, containing vehicles without engines and/or wheels and such. It just looks odd when every few houses has a mechanics magazine, implying it to be a hobby in some way, but there are only cars in communal car parks, and very rarely at that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 21, 2012, 02:43:49 pm
Vehicles would actually be an excellent way of making travelling on roads more difficult, if that's what Whales wants to do. Most of them can have damaged engines and/or tires to make them less useful and more of an obstacle.

Of course, materials for cars and such would have to be balanced. At the moment you can make a monster vehicle just from three or four vehicles you find, no matter the size. Perhaps higher skill levels would be needed for larger vehicles, or placing complicated parts, such as tires (Not just replacing), engines and the like could be more difficult. Encourage modification over cannibalization, essentially. I like being able to make my own behemoth of car doom, but it seems like it should be something reserved to more skilled mechanics.


I'm not sure text would should up all that well. There still isn't much light available for seeing details.

It depends on how the character's night vision works. You can't read with night vision goggles, for instance, but those drown out color and detail. Natural night vision, though? Details might be difficult, sure, but your own eyes are going to work a lot better than an artificial increase in light perception.

For the record, you can read with high night vision at night currently, it just depends on the phase of the moon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 21, 2012, 04:26:02 pm
Actually it's unlikely.  Rods and cones, which I always forget which is which.  Either way, one is made for seeing color in detail, and the other is a more sensitive type that can't see much detail.  So you have a further threshold for being able to see more in less light, but you lose a lot of detail.  You can still see enough to notice a zombie, even get headshots on zombies, but not enough to read anything smaller than a billboard.

http://xkcd.com/1080/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on July 21, 2012, 04:34:00 pm
Yea, it feels really odd that, while vehicles are rare, you can find them on pristine condition, and never a wrecked one, just random parts lying everywhere for no real reason. It'd make constructing vehicles easier and the world would look more realistic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 21, 2012, 05:44:49 pm
Actually it's unlikely.  Rods and cones, which I always forget which is which.  Either way, one is made for seeing color in detail, and the other is a more sensitive type that can't see much detail.  So you have a further threshold for being able to see more in less light, but you lose a lot of detail.  You can still see enough to notice a zombie, even get headshots on zombies, but not enough to read anything smaller than a billboard.

http://xkcd.com/1080/
Well, yes, but with a book, color is irrelevant (unless you are reading House of Leaves). With high nightvision, so long as it is still dependent on the visual spectrum, your ability to read a book should increase at the same rate your ability to see other details.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 21, 2012, 07:15:28 pm
Eyesight does not work that way.  There's two types of cells used in the eye.  One is used in daylight to see color and fine detail.  The other is used in night time, and it can't do color or detail as well, but it does pick up light more easily, so it's easier to see vague shapes.  Getting more, or more sensitive cone cells won't give you sharper vision, it'll give you vague vision through less light.

BUT considering "mutations" then we can handwave a little.  You're able to see a lot of detail with Night Vision, implying that you've mutated more sensitive rod cells and thus more acute color and detail vision in low light settings.  After all, animals traditionally use cone cells to see at night, but when you're mutating then tradition is ignored.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 21, 2012, 07:22:22 pm
BUT considering "mutations" then we can handwave a little.  You're able to see a lot of detail with Night Vision, implying that you've mutated more sensitive rod cells and thus more acute color and detail vision in low light settings.  After all, animals traditionally use cone cells to see at night, but when you're mutating then tradition is ignored.

daylight must be very, very fucking painful then for the first few days after the mutation.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 21, 2012, 07:28:14 pm
And all days after that, really.  Daylight stops hurting because your eyes adjust (dilated) or because they're damaged (the cones were destroyed).  So if daylight stops hurting the eyes of a night-vision creature, it's because they've gone blind.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 21, 2012, 11:43:35 pm
I have a Winnebago in mind. The older style. It will not have wheel or an engine to simulate rotted wheels and dead engine. Maybe even a rusted out gas tank. The shell will be fine, perhaps minus intact windows. It won't be common but it will be a fixable wreck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on July 22, 2012, 02:03:41 pm
I have a Winnebago in mind. The older style. It will not have wheel or an engine to simulate rotted wheels and dead engine. Maybe even a rusted out gas tank. The shell will be fine, perhaps minus intact windows. It won't be common but it will be a fixable wreck.
Will it have Hyper-Active mode?  :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cane1994 on July 22, 2012, 02:56:56 pm
Dont forget the liquid schwartz :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on July 22, 2012, 06:06:50 pm
If I could install a stereo in the back that spammed me with Raise Your Hands, I would be very, very happy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 22, 2012, 06:11:55 pm
I have a Winnebago in mind. The older style. It will not have wheel or an engine to simulate rotted wheels and dead engine. Maybe even a rusted out gas tank. The shell will be fine, perhaps minus intact windows. It won't be common but it will be a fixable wreck.
Will it have Hyper-Active mode?  :P

Geeze, now I guess I have to rename it either Eagles or Eagle5. Good going, people. (http://www.mediafire.com/download.php?26w5qao66s2gfpi)
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Cane1994 on July 23, 2012, 12:10:47 am
Yay!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mechanoid on July 23, 2012, 01:07:55 am
So after spending 6 in-game days sitting inside the starting evac shelter, cheating my way to a modestly large custom 5x6 vehicle, and wanting it to be as durable as possible, i've come to the conclusion that large vehicles just arn't worth the time and materials ... to fully armor. Why? Literally chewing through 3 1/2 fully charged welders to create the vehicle, but then 3 more welders to armor plate everything. The mass of the vehicle basically doubled, and the K-x%'s dropped like crazy.

If you have to armor a vehicle:
1. Prioritize armor to areas that will be hit by impacts the most. Usually, this is the front and all external wheels. Internal areas that don't have components shouldn't need armor, or should be armored last.
2. Glass windows do not seem to be safe against impacts. Building an impact zone in front of your windows out of frames and armor plates, instead of plating the tile with the window directly. These frames will get hit first, and the glass will last longer.
3. Go under 30 while on a bridge even with considerable driving skill. Hitting zombies can cause control loss, and vehicles are deleted entirely when their base tile (the tile you started the vehicle construction on) hits the deep water tiles that surround bridges. I learned this the hard way for the second time after my cheat-vehicle above fell victim to this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 23, 2012, 09:52:01 am
I knew this before even messing with vehicles and I'm glad vehicles are done the way they are. Vehicles have high upkeep. They can be fun tools in a survival game, but be prepared to let it go and walk everywhere. Or just make a motorcycle for those quick jaunts between cities or to escape impending triffids because you didn't see that triffid heart on the map. Bicycles will be a less time consuming alternative if they ever get implemented.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 23, 2012, 10:04:58 am
I knew this before even messing with vehicles and I'm glad vehicles are done the way they are. Vehicles have high upkeep. They can be fun tools in a survival game, but be prepared to let it go and walk everywhere. Or just make a motorcycle for those quick jaunts between cities or to escape impending triffids because you didn't see that triffid heart on the map. Bicycles will be a less time consuming alternative if they ever get implemented.
Foot power. Based on Str, possibly key it to total carry weight for things like Bad Back. If no engine is installed, players can try to use their feet to push the vehicle from inside it. Optimally, we will be able to tame dinosaurs and let them use the sunroof to carry babies. If a "silly" mode is ever implemented, foot power would be = to a 2.5L engine, but only when barefoot.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 23, 2012, 11:14:10 am
Ok now that the Guild Wars 2 beta weekend is over I'm back to my character and I noticed something during a mad dash from my car to my base.

I'm not taking any damage from acid rain.  None at all.  Ran at least 10 tiles all with the acid pouring down.


Known bug? Side effect of the scales mutation?

Also as a little aside it seems building a roof over downward stairs disables the stairs.  Just as a warning for folks modifying any place with a single tile stairway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 23, 2012, 11:16:05 am
It occurs to me that a car that has minimal/no boards on it and is large could make a viable mobile trap. Do zombies attacking/moving through a stationary car take damage from mounted machetes/spikes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alfie275 on July 23, 2012, 11:21:37 am
Someone should make Dead Reckoning from Land of the Dead :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 23, 2012, 11:32:56 am
That....would be pretty cool.  Turrets, heavy armor, blades and spikes.  Would need some hefty engine power to move it, and it would be practically impossible to see anyplace but straight ahead, but  you could probably drive through an entire city block (as in through buildings) without a scratch and wipe the floor with a horde of hulks.

Ah looking at the thing again seems it had no spikes on the front.  My memory was off.   Looked at a quick youtube vid of it and yea, the entire thing would probably be possible, unless there is a maximum vehicle length anyway.  Wasn't it a modified semi truck with trailer?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 23, 2012, 11:53:35 am
The trick is the slim profile.  It's significantly easier to barrel through a 3-wide wall than a 5-wide.  But at the same time, that'd give you only 1 wide walkway inside.  For a little movement room and some turrets, you'd need at least 5.  Dual-mounted 6L would probably give you enough power to push through any building though, provided you have good Hard Plating on the front of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 23, 2012, 11:59:05 am
That's a highly inefficient, and in fact downright dangerous, pit layout. It forces you to take a circuitous route while only providing 2 layers of pits for zombies; none of which can be used to kite a zombie into if they get through, as there is only 1 clear route.
I suggest scattering them more randomly, allowing for both more pit layers and giving you the mobility to kite them into pits as required.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 23, 2012, 12:01:34 pm
I just have a solid ring of pits around my base, I lay planks over them when I want to leave.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 23, 2012, 01:35:04 pm
I was unaware you could lay planks over pits to pass.  I may have to change it to take advantage.

That pit setup is pretty much the way I have always had it, ever since you could dig pits with shovels.  I never had any trouble with it before and I'm sure it has weaknesses.  Any better designs would be welcome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 23, 2012, 01:38:58 pm
It's a feature of Wolfy's mod :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: beorn080 on July 23, 2012, 01:44:09 pm
Code: [Select]
OXXXOXXXO
XOXXXXXOX
OXXXOXXXO
XOXOXOXOX
OXOXOXOXO
XOXOXOXOX
====+====
X's being pits, O's being safe, and the =+= the wall and door. Extend it out sideways if you need more killing room. Absolute minimum a zombie goes through is 3 pits, and you can dodge away from most threats on the diagonal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 23, 2012, 02:09:17 pm
That seems pretty good, someplace to go if a spitter spits there seems nice.  I'll give it a shot after a trip to the grocery store to get a couple days worth of food so I can work on it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 23, 2012, 03:18:41 pm
I have a new favourite tactic against small amounts of zombies: Bear traps. The free attacks you get when they're stuck are even better than windows. Not at efficient at bottlenecking them, but it works very well when you're on the move.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Baneling on July 23, 2012, 04:04:14 pm
Quick question - I have an older version, how do I update? Do I have to do the whole thing I did to get it working the first time again or do I just have to download the new version and replace files or what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on July 23, 2012, 04:21:42 pm
Each update is a complete package, just erase your old files and use and/or compile the new ones. 99% of the time the saves are incompatible without major fiddling, and it's easier just to use the debug menu to get back to where you were at anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Baneling on July 23, 2012, 04:34:18 pm
Thanks. Now I get to try playing a game I don't really understand and attempt to hopefully not die!

...yeah I'm screwed.

By the way, my main concern with the updating was that I'd be forced to go through all the crap with PuTTY again, since I'm lazy and it was effort.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 23, 2012, 05:58:24 pm
PuTTY is either very old version, or (more likely) it's how you connect to the online server.  If you don't mind the server, then you don't mind the PuTTY.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 23, 2012, 06:23:50 pm
So I read somewhere waaaaaaaaaaaaaay back in this thread, that jackhammers can't be used to destroy street (ground) tiles. I'm currently holed up in a Lab and want to dig some pits outside, but I can't dig holes in street tiles.

Is there any method of turning them into normal ground tiles? Or does a jackhammer work now? Maybe sledgehammer works?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 23, 2012, 07:13:29 pm
I solved that problem by crashing a car through the lab doors/walls. You can dig pits in the resulting rubble.

Cataclysm. In the post-apocalyptic near-future there's no problem that can't be solved by crashing vehicles into it enough times.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 23, 2012, 07:40:46 pm
I have discovered that hospitals are zombie pinatas.   Now if only my car had a horn so I could just drive back and fourth in front of it horn blaring and clear the inside of the hospital instead of just the ones milling around the lobby. :P

I wonder how feasible it is to make a car that is nothing but 5 layers of forward frame and armor plating, a seat, controls, and a few big wheels just for breaking & entering purposes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 23, 2012, 09:14:16 pm
You should probably go to whalesdev and check out the forums. There's a vehicle building thread. Girlinhat suggested a highly armored vehicle with a single tile up front to puncture holes in buildings.

My own vehicle extension mod is in the modding portion of the whalesdev forum and I will not post updates here anymore.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 23, 2012, 10:25:22 pm
My ideal "breaking and entering" vehicle would feature a single piece of Hard Plating over Steel Frame in the front, followed by regular vehicle bits.  This provides a big enough hole to slip in, in case you don't have enough military IDs or something.

For "breaking and continuing through to break the other side" then a 3 wide set of frames with steel armor followed by frames with hard plate would probably do well.  The main thing you'll want is speed though, so the rear of the vehicle would be poorly armored, or non-existent.  A motorcycle with ramming plates wouldn't be a bad idea really.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 24, 2012, 12:11:26 am
The RNG just jipped me.

Spoiler: WOT (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 24, 2012, 12:55:50 am
Sorry Greiger!  Your princess is in another castle!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 24, 2012, 02:58:47 am
Turrets are much less of a challenge with Night Vision and a shotgun. Stand two tiles away in the dark and blam.

The RNG has been out to get me too. My last character started next to a huge town, with plenty of resources but not a single welder. Nor did I find one in the next town or the two after that. I searched 30 hardware stores and 5 megastores, and nothing. I had 6 UPSs full of stored batteries, just waiting to be used.

My next character started next to a very small town. I've had to trudge over 250 maptiles on foot to find my next (slightly bigger) town. Naturally, it has a single hardware store with a welder, wrench and hacksaw. But no parking lots.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 24, 2012, 04:38:21 am
The trick is the slim profile.  It's significantly easier to barrel through a 3-wide wall than a 5-wide.  But at the same time, that'd give you only 1 wide walkway inside.  For a little movement room and some turrets, you'd need at least 5.  Dual-mounted 6L would probably give you enough power to push through any building though, provided you have good Hard Plating on the front of course.

My custom 5 wide vehicle has just a line of steel plated frames at the front, and the wheels behind that frame also steel plated and it happily busts through buildings with only a single 2.5l engine.

I've yet to find a 6l one :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 24, 2012, 02:36:01 pm
I took the tires off a quad and put them on my car and gained a whole lot of speed.  The K Dynamics and K Mass changed a ton and I have no idea what that means, but it seems I can now shoot a 3700 pound sharp bladed object down a road at 70 miles per hour with the base 2.5L engine.

Spoiler (click to show/hide)

Can't wait til I hit a squirrel.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on July 24, 2012, 03:36:56 pm
I took the tires off a quad and put them on my car and gained a whole lot of speed.  The K Dynamics and K Mass changed a ton and I have no idea what that means, but it seems I can now shoot a 3700 pound sharp bladed object down a road at 70 miles per hour with the base 2.5L engine.

Spoiler (click to show/hide)

Can't wait til I hit a squirrel.

Knowing this game, you're car will probably explode on squirrelly impact.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on July 24, 2012, 03:57:24 pm
I've yet to find a 6l one :(
That's kind of funny because I found one almost right of the bat on my current character, who has no mechanics skill and no way of acquiring a vehicle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 24, 2012, 04:12:41 pm
I started with 0 mechanics skill and found a car in a parking lot.  I spent a day reading a book up to mechanics 3, found a welder kiting a mob through a megastore, and just regular maintenance repairing damage once a part gets to yellow or below got me up to 5.  And that seems to be enough to basically move around the country freely in regards to car design.

I'm up to 7 now and I think the only things I still can't do is mount a flamethrower or plasma gun (I can mount a standard machine gun fine), or add a second engine (although I can replace my current one with anything but a plasma engine, adding a second engine of any type requires 12 mechanics).

My car in the screenshot has 4 storage trunks, en entirely armor plated front end with extra plated frames to protect the front wheels, 2 machetes sticking out of the grill, 2 gas tanks, and all the seats and roof sections stripped out except for the roof around the drivers seat.  And I can open the drivers side door to make the drivers seat regster as outdoors, letting me recharge my solar bionic on a sunny day while driving.  All made by somebody who spawned with 0 mechanics skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 24, 2012, 07:21:26 pm
I found two parking lots next to each other within the starting map. One had a car and the other had a truck. Other games I have to go through half a dozen big cities and a couple dozen parking lots just to find one motorcycle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 24, 2012, 07:29:51 pm
Is the Whalesdev site giving 404 for anyone else?

I was gonna go search for the error "cannot find empty invlet" when entering the craft menu. It's currently appearing every time I view that menu and considering how many times I've crashed or had my saves corrupted this version, I'm a little wary of actually trying to craft anything. xP
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 24, 2012, 08:12:25 pm
Is the Whalesdev site giving 404 for anyone else?

I do believe Teseng just now fixed it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aninimouse on July 24, 2012, 08:16:14 pm
Is the Whalesdev site giving 404 for anyone else?

I was gonna go search for the error "cannot find empty invlet" when entering the craft menu. It's currently appearing every time I view that menu and considering how many times I've crashed or had my saves corrupted this version, I'm a little wary of actually trying to craft anything. xP

Yeah, I'm getting 404 errors too. Now that I'm at this thread though, might as well share something I built a while back:

Fake Edit: Well, was getting a 404 Error.

I present to you the...

Spoiler: Screenshots and Stuff (click to show/hide)

Also, for bonus points, someone in the IRC told me to use all the Plastic Bottles I had lying around in my Megastore Fortress to make a Giant Plastic Bottle, so this is what they got:

Spoiler (click to show/hide)


I also remember the first time I found a Quad Bike, I was going so fast I drove straight into a Minefield and was killed, but my next character spawned in an Evac Shelter right next to the road the Quad Bike and Minefield was on, so I figured: "Hey, if the Quad Bike survived at least I can go grab it and my stuff." So I started running up the road and onto a bridge when I started getting Debug Messages about a vehicle. I had no idea what they were supposed to mean, but I figured it just had something to do with dieing while driving it. So I continued onwards when suddenly!:

The Quad Bike sped straight at me and ran me over, killing me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 24, 2012, 08:40:57 pm
Classic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 24, 2012, 09:17:20 pm
I like the NPC staring on in horror at the destruction of the mansion.  That thing must have been the death of many a truck.

And good for you! The quad bike did survive!  Quite well apperantly!

EDIT: I just got distracted by posting and crashed my car.  I forgot I was heading into a turn and started turning too late at 70 mph.  Hit the handbrake when it became obvious I wasn't going to stop or turn fast enough and the car actually went into a skid and crashed into the forest sideways at 40 mph taking out half a dozen trees, didn't think they could do that.

Shows the durability of my little car though. Car only has armor plating on the front end, and since I went into the woods sideways, it didn't do any good.  But car was still more or less intact.  No noticeable frame damage, one door got totaled, one trunk, and the car's vanilla gas tank went red but other than that no damage.  Not even a windshield broke, and those seem to shatter every time I tap a bush with a back tire.  Cataclysm cars are definately not pintos.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 24, 2012, 09:44:11 pm
Anyone else unable to find any nails? At all? 2 mega stores, 5 hardware stores, uncountable numbers of houses. Nothing. I would really like to build stuff, but can't  >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 24, 2012, 10:01:26 pm
They've been exceedingly rare in my current cluster of 3-4 cities. I think I've found 3 lots of nails total, out of about 8 hardware stores. So they're not impossible to find, but perhaps their rarity has been increased? Or we could both just be unlucky. It happens. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on July 24, 2012, 11:04:11 pm
I found two parking lots next to each other within the starting map. One had a car and the other had a truck. Other games I have to go through half a dozen big cities and a couple dozen parking lots just to find one motorcycle.

I've found that motorcycles spawn really often in sewage treatment plant parking lots. 9/10 of the lots I've found have a motorcycle in them, which is pretty damn cool because I never live long enough to build my own car. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 24, 2012, 11:08:36 pm
It's entirely random. Parking lots are the same.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on July 25, 2012, 02:51:28 am
Plenty of nails in my current game but im searching for a chainsaw and an wood axe, they seems nonexistent in my game I've searched dozens of hardware shops. I won't request to raise the spawing rate cause i had games where i had no problem to found them. Isn't there something wrong with how things spawn?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 25, 2012, 08:54:05 am
Just got stuck talking to an NPC who appeared out of nowhere and told me to drop my weapon. If I dropped my weapon, the game would crash. So I chose the "Calm down" option, which turned him hostile. Upon retrospect I should have just debugged him away, but I chose to examine(x) him. So before i can apparently look at someone, he manages to shoot me twice. NPC's, never again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 25, 2012, 09:31:15 am
Plenty of nails in my current game but im searching for a chainsaw and an wood axe, they seems nonexistent in my game I've searched dozens of hardware shops. I won't request to raise the spawing rate cause i had games where i had no problem to found them. Isn't there something wrong with how things spawn?

It's just the luck of the RNG I'm afraid. The code is fairly simple about how it chooses items (random change for random item in a given item group) so is unlikely to be broken.

Both those items are pretty rare though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 25, 2012, 10:02:03 am
I have found 3 chainsaws, but no nails....

I think the game needs to spawn a minimum number of each item before spawning anything else. Normally you could find hundreds of nails in any hardware store. And at least one box of nails in every house.



Also, how do you guys travel to other cities? Do you always use a car? I try traveling on foot. But every time I come across a horde of extremely deadly creatures. Mainly giant mosquitoes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2012, 10:17:32 am
(http://i.imgur.com/S1oQ6.png)
Genius. I'm keeping NPCs because yay aspirin addicts.
Edit: Did I mention that he/she had a Saiga-12? Did not end well for me and my team.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: arguablycrassic on July 25, 2012, 10:43:04 am
(http://i.imgur.com/S1oQ6.png)
Genius. I'm keeping NPCs because yay aspirin addicts.
Edit: Did I mention that he/she had a Saiga-12? Did not end well for me and my team.
Just drop your weapon then explode their heads.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2012, 10:48:03 am
Just drop your weapon then explode their heads.
Actually, I did that the first time, worked perfectly
Picked up the aspirin again, got mad, said NO U.
Then my head exploded by saiga-12
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 25, 2012, 11:03:02 am
Also, how do you guys travel to other cities? Do you always use a car? I try traveling on foot. But every time I come across a horde of extremely deadly creatures. Mainly giant mosquitoes.

Now that I have a car I drive everywhere, but walking is otherwise the only way.  Back before vehicles I would follow a road and hope for the best.  If I see something in the distance particularly difficult like a mosquito I would immediately turn around and go back to town and try another direction.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2012, 11:51:37 am
Personally, I keep a .22 compact firearm around just in case of wovles, preferably loaded with CB. Still not completely silent, but quiet enough to avoid a spontaneous swarm of everything, and is still good to kill in few hits.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Svarte Troner on July 25, 2012, 12:02:46 pm
Stupid wolves have killed my last 2 characters. DON'T get stranded in a field with them or you're toast, especially if you don't have a gun. I tried to avoid them by hiding in one of those houses in the middle of the woods, I had plenty of food so I stayed there for a little while. You could see the fuckers just pacing around outside the window waiting for me to open the door.... I think I spent 3 days there before I needed to get food, fortunately I brought a lot of plastic bottles filled with gasoline and I practically hoard rags for just such an occasion. I crafted some molotovs and lured the bastards in through the front door, chucked a molotov and ran out the back window. Wolves in this game are worse than zombies if you don't have a gun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 25, 2012, 12:30:26 pm
I once had an amazing spawn.  Like, got my evac shelter 2 tiles away from a parking lot, hardware store, and a lab with the doors wide open and bionics spilling out.  And then oh fuck wolves.  Two steps out of the shelter and there's like 5 of them.

I punched them all to death.

Wolves aren't bad if you know how to kite them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 25, 2012, 03:08:16 pm
I think i have a *slight* suggestion.
AFAIK, schizophrenzic is the wrong name for the trait (and i spelled it wrong there), it should be bipolar.
Schizophrenzic would be that you get extremely frustrated when you dont do certain "rituals", bipolar is the mental disease with mood swings.
Tough you may need to change the medicine's name.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 25, 2012, 03:11:53 pm
There's already bipolar-ness, it's called Mood Swings in-game. And I don't think that's what schizophrenia is, unless Google is completely wrong.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on July 25, 2012, 04:09:16 pm
What Miauw is talking about is OCD, not schizophrenia. Schizophrenia causes you to react to outside stimuli, bipolar causes mood swings and OCD causes you to need to fulfill certain rituals.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on July 25, 2012, 04:10:00 pm
Schizophrenzic would be that you get extremely frustrated when you dont do certain "rituals"
What you describe is called OCD, actually. Schizo manifests itself mostly with ingame-like effects.

Ninjaed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 25, 2012, 04:45:06 pm
Schizophrenzic would be that you get extremely frustrated when you dont do certain "rituals"
What you describe is called OCD, actually. Schizo manifests itself mostly with ingame-like effects.

Ninjaed.
Wouldn't OCD have sort of a form of manifestation in the game too, via the Hoarder trait?
Albeit, that wouldn't cover all things of OCD, but it seems to be one of the possible emergent parts of it.

Also, another mental disorder, sociopathy/psychopathy, partially also presented via the heartless trait. I think at least.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 25, 2012, 10:30:33 pm
Aw yeah, found a bug, traced it to its source in code, figured out a fix, post on cata forum... And derp. It was fixed and changed in the source days ago. D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 26, 2012, 02:12:27 pm
It hit autumn and it suddenly got dark a good 2 hours before I expected it to, now I'm driving home by flashlight navigating by minimap.  I can only see a couple tiles in front of my car.   Why don't the cars of the near future have headlights?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on July 26, 2012, 02:39:37 pm
I think the lighting mod adds car lights. The current vanilla engine doesn't support lights that aren't centered on the player.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 26, 2012, 03:46:56 pm
I heard of it, didn't know it put headlights on cars very nice.  I doubt it's save compatible though.  I'll wait til this guy enevitably dies some horrible death and try it out.

In other news my hole puncher car is complete! Designed to break into bank vaults.  I did a test run against a house.  And it was a rousing...a rousing...well a rousing something...

Spoiler (click to show/hide)

It might need to be heavier...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 26, 2012, 03:56:45 pm
I DID have a seatbelt actually.  I just hit that house at something like 90.

My car can bust through walls pretty good, but I want to have a dedicated vehicle for the task, so I don't break my good car.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: 1piemaster1 on July 26, 2012, 04:01:42 pm
What was the thing you had on the front? Hard plating? Can't believe it didn't make at least a 1 wide hole.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 26, 2012, 04:06:29 pm
Steel plating is the best I can find.  Chunks and lumps of metal seem to be impossible for me to find to make anything better.  What few helicopter crashes I found only contained frames.  And turrets seem to be too dangerous for what few pieces they give.

But yea, a ^ piece of steel plated frame.

The thing actually came out of that basically untouched.  Only the steel plate on the front took any damage at all.  Other than my now shattered eyeglasses, safety glasses, army helmet and bones of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 26, 2012, 04:06:57 pm
I  think girlinhat said that grenades were great against those.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 26, 2012, 04:21:38 pm
Steel plating is the best I can find.  Chunks and lumps of metal seem to be impossible for me to find to make anything better.  What few helicopter crashes I found only contained frames.  And turrets seem to be too dangerous for what few pieces they give.

But yea, a ^ piece of steel plated frame.

The thing actually came out of that basically untouched.  Only the steel plate on the front took any damage at all.  Other than my now shattered eyeglasses, safety glasses, army helmet and bones of course.
Try breaking into banks. That triggers the robocops to come; find a corner so they come is really close, then blast with a shotgun for 1-shot kills (assuming you are decent with a shotgun and have something other than birdshot). They drop quite a lot of chunks and lumps of metal, and so long as you take them out as soon as they round the corner, you can fill a vehicle pretty quick. Plus the added benefit of tons of electronics parts. Beats taunting the turrets in any case.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 26, 2012, 04:27:09 pm
I never thought about the robocops.  And I think I have just about every conventional gun in the game in my base right now, so I'm bound to have a shotgun and ammo.  Hell I even have a flamethrower and broadsword.  But don't robots explode?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 26, 2012, 04:28:18 pm
Yeah, but it's not a very big explosion, and I don't think there's any shrapnel, so if you're a few tiles away you should be golden.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 26, 2012, 04:33:34 pm
My kevlar vest will save me!  *shrapnel to face*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 26, 2012, 04:50:06 pm
I seem to recall only minor damage during my extended excursion; despite most of them being 1 tile away from me on detonation. Bring some bandages/first aid and you should be just fine. They seem to be rather slow to react too, so it's fairly safe to dart into their view to pull them towards you. Best bet is probably to drill in or come in through a window in the back, as from my experience they all tended to come from the street. The camera bots are what call them to the place, so if you kill those, more won't spawn.


On another note; only a few more days until my baby is complete.
Spoiler (click to show/hide)
Needs more plating and machetes, but I will get those on my journeys. The Bandwagon shall be my mobile camp; just have to install 4 more boxes on those 4 exposed boards and it will be ready. As a side note, the 2 boxes there are mounted on boards; so the back side is fairly well sealed. The wheels up front are an opening, but will probably serve as my primary exits anyway. :P
Then I shall hop on The Bandwagon and leave the stinking hell-pit my cave has become. Hulks have been showing up on my doorstep, sometimes two at once, with their frequency increasing alarmingly. As you can see, it will have 7 boxes and 6 trunks when complete; 6 of those boxes being easily accessible from outside the vehicle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 26, 2012, 08:05:34 pm
Why do I see that as a modified ice cream truck for some reason?

Seems pretty awesome though. sounds like those board boxes would be useful as loot dropoffs,  Drop stuff in there when in town so you don't have to walk all the way around when in a hot zone, sort it all into their proper trunks at night in the safety of the wilderness.

That seems like the kind of vehicle I would think of somebody doing a "travel to the edge of the world" challenge in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 26, 2012, 08:41:08 pm
I just had one of those a moment ago.  Fortunately I keep rope in my car.  Every single down staircase in that lab ended halfway down.  And I used up every coil of rope I had.

However I also had a digging bionic, and dug to a lab I already explored that was adjacent in 2 turns, rendering it moot.  I hope you find a construction bionic before you starve!  (That is of course assuming there's anything close enough to dig to before you run out of barracks clothing.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 26, 2012, 08:59:36 pm
Vroom vroom, baby. Wanna hop on while I take you for a ride?
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 26, 2012, 09:10:54 pm
What's next, Hando? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 26, 2012, 09:48:19 pm
Well then, now that I installed all 341 updates my Ubuntu install wanted, hopefully my Ubuntu will stop locking up. >_<

Thank the Whales almighty that there is autosave, heh. Would have had to put half a dozen boxes back on The Bandwagon otherwise. :)

Edit: The Bandwagon is now ready for my journey!
Spoiler (click to show/hide)
Unfortunately, I'm something of an obsessive hoarder, and so those boxes and trunks are about 80% full. >_>
...
And that's only after leaving behind all this in my cave:
Spoiler (click to show/hide)
There are dozens of stacks of miscellaneous ammo in there along with metric craptons of electronic shit.
Which are now burning.

And now to bid farewell to my trenches, which have kept me alive despite numerous hordes of attackers; now clogged with the corpses of the twice dead, in some cases to overflowing...
Spoiler (click to show/hide)
*hops on The Bandwagon*
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 26, 2012, 11:04:59 pm
alway rides off into the sunset on the bandwagon, the zombies not knowing when or if the delicious stranger will ever return.  As the zombies turn back to their business and the bandwagon fades out of view, there is a faint flash of light, and the sound of a far off minefield detonating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 26, 2012, 11:07:17 pm
alway rides off into the sunset on the bandwagon, the zombies not knowing when or if the delicious stranger will ever return.  As the zombies turn back to their business and the bandwagon fades out of view, there is a faint flash of light, and the sound of a far off minefield detonating.
No, just the sound of hundreds of giant worms in pursuit. D:
I've manage to hit at least 4 now. And I just got done skewering a shocker zombie on the front blade; 1662 damage at 28 mph. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 27, 2012, 03:11:22 am
Awesome. You could probably drive straight trough a house with that.
I dont recommend it tough.

Mayby savescum and try, just for the lulz?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on July 27, 2012, 03:17:48 am
I doubt it's save compatible though.

Should be, all the lighting is dynamically generated per turn (which is where the 5-10% overhead comes from) so the save file should have been unaffected. That said I tended to create new characters.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 09:04:54 am
Awesome. You could probably drive straight trough a house with that.
I dont recommend it tough.

Mayby savescum and try, just for the lulz?
Needs more armor first. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 10:27:06 am
'well, I am helping you out...'
*natalie cartman gives you a mininuke (active)
'OHMYGODRUN!'

it never detonated, so I thought 'maybe if I press 'a'...'

cue game over.
This may be the best thing to ever happen in Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on July 27, 2012, 10:29:16 am
Kill her. Otherwise the world will slowly tear apart as reality attempts to kill her.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 27, 2012, 11:24:21 am
Shoot her.


BTW, mayby it would be possible for the companion to give you the stuff you need to enter a temple?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 12:12:05 pm
On another note, The Bandwagon can crash through a house quite well. It started acid raining, so I accelerated to 150 mph, didn't slow down in time and ran into the corner of a house. Luckily the corner which hit the house was the one reinforced with heavy plating, so very little damage aside from the nearly destroyed blade on the front. It hit at 100 mph, and was at about 50 mph after finishing its journey through the corner (2 wall essentially). Hrm, I misjudged damage a bit; the side of the vehicle which hit the house had several parts nearly destroyed; I had thought the front would take most of the impact.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 27, 2012, 01:14:15 pm
Well in that case a bit more armor and you'd be in good shape.  And as long as the part isn't completely broke it's only a matter a few minutes and a quarter of a battery to fix it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 27, 2012, 01:28:18 pm
I wish there was some kind of hidden gas pumping skill.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 27, 2012, 02:11:21 pm
Well you could always clean the spilled gas up with a lighter, just one use will clean up all the spilled gas within the entire map tile.  As a bonus, you'll even get an up close view of an awesome fireworks show!  Fire is like cataclysm's magma.  (Do not taunt the fire.)

6 Towns 7 hardware stores, 3 megamarts, no jackhammers.  I have a sonic doohickey, but the thing is too undirected.  I want to convert the surface level of my cave into some kind of bat cave.  More floor space, and if the space calculations work out even a couple car hangars with internal access to those hangars.  I can't do that kind of digging with a sonic resonator.

They do spawn in hardware stores right?

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: empfan on July 27, 2012, 02:20:14 pm
So, I used putty, and after about a week a Trojan came through via putty.  Still love the game though, but I think I'll be staying away from the multiplayer...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 27, 2012, 02:58:04 pm
So, I used putty, and after about a week a Trojan came through via putty.  Still love the game though, but I think I'll be staying away from the multiplayer...
you should probably notify Eronarn, the one who maintains the server coppy for the game...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 27, 2012, 02:58:25 pm
They do spawn in hardware stores right?

They are "big tools" like the elusive welder. They can also be found on a miner.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Baneling on July 27, 2012, 03:03:13 pm
What is the multiplayer? Is it like MMO style thing or is it uploading score or having people spectate you or what? I'm really not sure here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 27, 2012, 03:09:57 pm
What is the multiplayer? Is it like MMO style thing or is it uploading score or having people spectate you or what? I'm really not sure here.
You don't encounter any currently playing people, but you can interact with the affects someone left on the world (I dunno if it applies after death or every save).
So you'll see plenty of hoards, and dead adventurers, and certain stores will be emptied out/used as forts more accurately. Pretty awesome, verily.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 03:44:02 pm
Er, am I doing something wrong, is it just a bad RNG god, or are people seriously overstating the prevalence of CBMs in bunkers and labs?

I've explored several of each, and found none.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 27, 2012, 03:46:20 pm
GOOD CBM's are uncommon. I find basic ones in labs all the time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 27, 2012, 04:05:32 pm
I see Utilities and batteries in labs everywhere. What I'm guessing is a lab finale sometimes has tons of rare ones, but there seems to be different kinds of that room, and they won't all be the bionics holding type.   I've seen CBM:hazmat in a sewage treatment plant before, and lots of CBM:construction in mines.  And I hear combat CBMs can show up in military type places, but haven't seen any there myself.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 27, 2012, 04:29:42 pm
I see Utilities and batteries in labs everywhere. What I'm guessing is a lab finale sometimes has tons of rare ones, but there seems to be different kinds of that room, and they won't all be the bionics holding type.   I've seen CBM:hazmat in a sewage treatment plant before, and lots of CBM:construction in mines.  And I hear combat CBMs can show up in military type places, but haven't seen any there myself.

I think I've seen Super Soldier in crash sites. It was the only one I have ever seen anywhere since playing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 04:30:17 pm
I see Utilities and batteries in labs everywhere. What I'm guessing is a lab finale sometimes has tons of rare ones, but there seems to be different kinds of that room, and they won't all be the bionics holding type.   I've seen CBM:hazmat in a sewage treatment plant before, and lots of CBM:construction in mines.  And I hear combat CBMs can show up in military type places, but haven't seen any there myself.
The combat ones also show up in some wrecks. Once this game I found a wreck with 5 CBMs; a desert survival, ranged combat, and melee combat included. The desert survival one I really want to find a bunch of. They do things like decrease food and drink requirements. Unfortunately, mine broke on installation D:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 27, 2012, 04:32:53 pm
I get my regular bionics in lab rooms.  Not on the surface, but the floor below that, and all the way down to the bottom, you'll see that each map tile will be 2 or 4 rooms.  These rooms will sometimes hold a two-sided chamber of bionics with a computer in the center.  Hacking or explosives will open the containers and reveal the bionic goodness.  Plenty of Utility, Power Sources, Internal Battery, and some less common ones like Hazmat sometimes.

For the GOOD bionics, like Neurological, Supersoldier, Desert Survival, Construction, etc, you'll want to scour the rare sources.  Bank vaults, military bunkers (dunno about outposts), lab finales (the room at the very bottom, you'll know when you see it), helicopter crashes, and dead soldiers.  It's just a matter of going through them until you find one.  Luckily bank vaults are some of the easiest, although the least likely to reward you.  I suggest breaking in - if you're strong enough to break into a bank, you're probably strong enough to harvest the secubots for metal and electronic bits, which should go towards your vehicle or towards CBM:Internal Battery crafting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 04:44:05 pm
I found my new base of operations.

A military bunker. I have access to it (one military ID) and it has no turrets. I have a shovel to fortify the exterior, and in one room (I can see through walls for some reason) there are four CBMs.
Those walls are probably reinforced glass.

And I finally found a CBM vault in the lab! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on July 27, 2012, 05:02:54 pm
Quote
EDIT2: does it display a warning if you try to move into a pit?

Yes for a deep pit (they do damage), No for a shallow pit (they just slow you down like a window)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 27, 2012, 05:14:36 pm
Maybe You have a mutation that lets you see through walls?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reyn on July 27, 2012, 05:57:35 pm
I found several bottles of the stuff. surprisingly, I got full night vision and only a few bad side effects (deformed, weak stomach and growling voice)

EDIT2: is there a way of cooking stuff minus the hotplates?

Everything you need for every craftable/cookable thing you can possibly do, are right there when selected. You're being silly. But to answer your question, yes, there are several ways actually. Full night vision can go further to thermal vision(accurate position of most mobs which are in the dark/underground)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 27, 2012, 05:58:46 pm
Fire helps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 06:05:40 pm
Attempt one:
Start USB Drive based quest.
Find house.
Find squirrel.
Throw rock at squirrel, headshotting it.
Smash door to damaged state.
Smash open window.
Get gangraped by blobs.

Edit: Did tutorial. Accidentally set self on fire. Died immediately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 27, 2012, 06:12:46 pm
EDIT3: found a bug: wearing clothes straight off the ground causes you to create a duplicate; you wear one, the other stays on the ground.

This bug was fixed in the newest version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 27, 2012, 06:13:49 pm
I was hoping that you could make some sort of fire starting kit or something like that.

oh well.

You don't need a kit to start a fire, just something flammible and a lighter.  A fire within 2 tiles of your position works like a hotplate for most if not all food related crafting.  Drop something like a XXrope reed thongXX on the ground, step back and activate your lighter on it.  And like magic, ‼XXRope Reed ThongXX‼

Though it IS significantly safer to dig a deep pit, drop your flammables in there and then light it.  Fire can spread, but fires in pits can only spread to adjacent pits, allowing for a controlled fire.  I have mostly been using a single 2x4 for a cooking fire, and it lasts more than long enough for a few cooked meats/veggys.  Empty paper wrappers also work, as well as most clothing.  You don't want the fire too big though, a light fire will hardly produce any smoke, and is great for cooking.  A big raging fire will produce thick smoke even when contained, which can harm you and interrupt crafting.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 06:16:43 pm
Your lighter is not good reading material.

Also, it appears i just set the walls of the tutorial room on fire.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 27, 2012, 06:22:02 pm
You know you've learned all you can from your teacher, when you kill him.

Similarly, burning down the tutorial room is the only way to be ready.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 27, 2012, 06:24:12 pm
Congratulations, You have won the tutorial.   Make sure you step away from that gas pump...

EDIT: I'm pretty sure my first victory over the tutorial room involved pumping gas and lighting it.  I lost more than my eyebrows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 06:29:59 pm
You know you've learned all you can from your teacher, when you kill him.

Similarly, burning down the tutorial room is the only way to be ready.

What teacher?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on July 27, 2012, 06:36:19 pm
The building.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mephansteras on July 27, 2012, 06:37:44 pm
I really need to get the latest version of this and give it another whirl. Haven't played in months and it sounds like a lot has changed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 06:37:59 pm
Oh hells yes! It seems zombie scientists can drop CBMs; a Ranged Combat CBM in this case! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 06:39:23 pm
Since I broke my tutorial in the second room, how do I build, dig, pour out liquids, craft, and stuff like that?

Also, I found a radio tower. How do I mess with the controlls?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 27, 2012, 06:54:32 pm
how do I build, dig, pour out liquids, and stuff like that?
* is the construction menu - there you can build things, as long as you have the materials. You can also do things like clean broken glass out of windows, and dig pits with a shovel. Not sure how to pour out liquids. Testing now. When in doubt, try 'e'.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 27, 2012, 07:01:54 pm
Wield the container, then Unload the liquid.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 27, 2012, 07:03:58 pm
Wield the container, then Unload the liquid.
Yep. Beat me to it.

Also, I found a radio tower. How do I mess with the controlls?
The radio tower doesn't do anything right now. You can't use it. (I checked the wiki to make sure.)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 07:06:00 pm
I was just almost killed by wolves. I think I might pass out soon, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 27, 2012, 07:07:37 pm
Wolves are much worse than normal zombies. If you see wolves, chances are that you're doomed. Run to safety if there's any nearby. Don't try to fight them, unless you have to. They eat most new players.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 07:12:41 pm
The wolves didn't kill me. Other way around there. Forced application of baseball bat to skulls. It was a Giant Ant that did me in. I found a bunch of dead cocaine dealers, though. I also had a gun, but no ammo. Nest time, arms dealer is first destination, not radio tower.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 27, 2012, 07:14:36 pm
To revise my statement: Wolves lead to many deaths. They usually don't kill a healthy individual, but they do a lot of damage. Either way, they're really bad and you should always avoid them. Have fun with the guns by the way, hehehe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 07:17:02 pm
Oh. I also found a silencer and a soldering iron. Char 3: Next to a behive. Are they bad for my health?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 27, 2012, 07:22:39 pm
Are bees bad for your health? Yes. They will sting you and it will hurt and poison you. And then they will chase you and kill you. All insects are bad. Everything is bad, but insects are worse than some things.

EDIT: Just run. Run from everything and you'll live longer. Run, find some food and drink, find a place to sleep. Next day, start killing things and building.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 07:37:40 pm
Yeah, on char three, I cheated in a katana, mutagen, and a zombie. Now nothing attacks me, and I just accidentally exploded a sewage treatment plant. Also, went through swamp and found care packages. New helmet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 27, 2012, 07:43:09 pm
I decided that autumn was a good time to actually see what I could do with an NPC.  Went to the evac shelter and asked the starting npc what I could do to help.  She gave me a USB drive and told me to download stuff from her computer in a pharmacy. 

After that walk in the park she told me to draw blood from a zombie and analyze it in a hospital.  I got there, turned on some old fashioned Doom music (E1M1) and went in lazer pistol blazing.  Got the blood analyzed and blasted my way back out of the hospital (with a grenade).  She offered to teach me submachine guns, grenade launcher, increase my first aid skill and learn speech.  Seeing how my M1A1 had a grenade launcher attachment I opted to learn that, and she told me it was too dangerous there and told me to follow her.  And then she hid in the corner from the oh so dangerous trifflids that didn't know we were there.

I eventually informed her that I was in charge now, and we went to my car where she promptly wasted every trifflid in a 2 mile radius.  After which she told me it was still too dangerous and I told her to teach it anyway.  I gained a level in grenade launchers, and got to 5 in first aid before deciding it's going to get dark soon and hopped in my car.  Realising I didn't have a second seat, and that even if I did she probably wouldn't get in it I peeled away.  I wonder if she's going to try to follow me across the map.

Anyway I see now that NPCs are useful.  I need to find more.  But so far all I ever found was the one from the shelter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 07:43:45 pm
Screwing around with The Bandwagon; apparently it has just enough momentum to go through a bunker at 65 mph.
Spoiler (click to show/hide)

Next test: going through at 140 mph (approx it's max safe speed; I get the feeling it still won't be safe due to the massive metal fortifications though :P)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 27, 2012, 07:50:17 pm
Anyway I see now that NPCs are useful.  I need to find more.  But so far all I ever found was the one from the shelter.

Do you have a file called no_npc.txt in your data folder? Delete it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 27, 2012, 07:52:30 pm
she told me it was too dangerous there and told me to follow her.  And then she hid in the corner from the oh so dangerous trifflids that didn't know we were there.
They always do that. As far as I've seen, they just go northwest. I tell them it's safe, and the teaching commences.
NPCs cannot ride in vehicles. They will attempt to follow you, but I think that stops after you leave their vision, like with other entities.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 07:53:51 pm
Who would have thought a shocker would be near my target house, and who'd have thought I could kill it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 07:58:15 pm
Oh wow. It leveled about 2/3 of the bunker and is still fully capable of driving around. It hit so fast, it seems the turrets didn't even deploy!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 08:00:02 pm
How do you get a car? Also, I died. I resumed my saved tutorial char and proceeded to wlak through the flames to FREEDOM! My entire body is covered in burns and a hoodie looted from the nearest house.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 27, 2012, 08:02:06 pm
Cars can be found in parking lots. They're fairly rare, but look around enough and you should find one. You can also make one, but you'll have a harder time finding all of the parts than a full car.

I think shockers are really easy to kill. Some people don't, though. I don't understand what their problem is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 27, 2012, 08:02:56 pm
Congrats Slayer, you defeated the tutorial building and you defeated your first one of the more annoying zeds.  You are making great progress.

And then you died oh well.  Cars spawn randomly in parking lots.  Last I heard it was something like a 30% chance, and then a toss up with which car you get.  With motorcycles most common, quads second most common, cars next, then trucks.


@Alway how many busted parts?

@Lectorog I hate them because I usually played a melee, them and spitters nullify the whack in a window tactic, that an earlygame melee often benefits greatly from.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 27, 2012, 08:15:23 pm
I hate them because I usually played a melee, them and spitters nullify the whack in a window tactic, that an earlygame melee often benefits greatly from.
Pff, running up and killing everything you see is the only valid playstyle.
That's actually what I'm doing now. I put a point in dodge, so I've barely taken any damage. At first, I tried shooting zombies with a BB gun, but I found that throwing the BBs at them did more damage, so I threw the gun at one and started using a frying pan. Going back to pick up a baseball bat now, so I can continue my rampage.
On a similarly violent note, throwing things around your house is a good method of organization. Sleeping pills: throw on the bed. Books: throw into the corner. Assorted medication: throw at the bathroom door. Food/drink: throw at the fridge.
Basically, with this character I'm testing how stupid of decisions I can make without dying. Like blowing up gas station pumps and watching the flames from inside.

EDIT: I just picked up another helmet; no inventory space, so it prompted me to wear it. I said yes, it said I couldn't wear another helmet. I think the second helmet disappeared. Anyone else have this happen, or know if the helmet went somewhere else?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 08:26:10 pm
I Raided a dar and got some beef jerkey, but I'm thirsty. My pain went from excrutiating to heavy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 08:48:37 pm
I just found a gold bar. Is there a recipe or do I just beat people to death with it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 27, 2012, 08:53:42 pm
Nope, nothing to do with a gold bar. Smash zombie skulls, if you so wish. It may be worth a significant amount in trade, but probably not as much as good medication or guns/ammunition.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 08:55:11 pm
@Alway how many busted parts?
Well, The Bandwagon lost control and turned 90 degrees to the right in the same turn it hit the wall. All 6 exterior boxes were destroyed, all the machetes fell off the front, the windshields were destroyed, a frame on the front left corner was destroyed, and everything else on the vehicle ranged from light green to red. But like I said; still plenty sufficient to keep driving. The seatbelt kept me from being ejected, so I walked away fine; though I savescummed immediately afterwards.

On a related note, boxes which appear as destroyed on the vehicle still function perfectly normally. Though I do recommend repairing them, as they appear to serve as extra armor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 09:03:05 pm
I am currently holed up in a pawn shop, gunning down copbots with an S&W 619.
I have killed two copbots and one eyebot. This is much better than previous attempts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 09:18:00 pm
I am currently holed up in a pawn shop, gunning down copbots with an S&W 619.
I have killed two copbots and one eyebot. This is much better than previous attempts.
wait.
for the Zeds
just wait.

There is a back room I'm using for storage with one door. Acceptable last stand zone?

Nevermind. They all died. The copbots. I left to go to a bar to the north and feed my self. Candy, chips, and soda. Perfectly healthy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 09:37:37 pm
I am currently holed up in a pawn shop, gunning down copbots with an S&W 619.
I have killed two copbots and one eyebot. This is much better than previous attempts.
wait.
for the Zeds
just wait.

There is a back room I'm using for storage with one door. Acceptable last stand zone?

Nevermind. They all died. The copbots. I left to go to a bar to the north and feed my self. Candy, chips, and soda. Perfectly healthy.
Beats the raw meat I'm eating. Someone forgot to pack his cooking pot when he embarked on The Bandwagon. >_<
"I'm hungry! Oh look, a stinking, irradiated mutant from hell!" *kills and butchers, eating the 'meat' raw*
And we try not to remember the things we eat in labs.
*The highly radioactive, grotesque, very smelly creature with bark-skin, a tail, small photosynthetic leaves, adamantium claws, a toolset implanted in his arm, and a beak hobbles off painfully to go confront another turret*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 09:42:07 pm
I am currently holed up in a pawn shop, gunning down copbots with an S&W 619.
I have killed two copbots and one eyebot. This is much better than previous attempts.
wait.
for the Zeds
just wait.

There is a back room I'm using for storage with one door. Acceptable last stand zone?

Nevermind. They all died. The copbots. I left to go to a bar to the north and feed my self. Candy, chips, and soda. Perfectly healthy.
Beats the raw meat I'm eating. Someone forgot to pack his cooking pot when he embarked on The Bandwagon. >_<
"I'm hungry! Oh look, a stinking, irradiated mutant from hell!" *kills and butchers, eating the 'meat' raw*
And we try not to remember the things we eat in labs.

I went to a military surplus store, and got some MREs (beef and veggie), some military pants (storage had been a problem), and a bottle of water.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blackray Jack on July 27, 2012, 10:14:12 pm
It's been a while since I played but are cars in the actual game now or is it still a mod-only thing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 27, 2012, 10:22:24 pm
It's been a while since I played but are cars in the actual game now or is it still a mod-only thing?

yes vehicles are Vanilla now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 27, 2012, 10:26:37 pm
It's been a while since I played but are cars in the actual game now or is it still a mod-only thing?

yes vehicles are Vanilla now.

Specifically the truck, car, motorcycle, and quad bike. (http://whalesdev.com/wiki/index.php?title=Vehicles)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 27, 2012, 10:32:18 pm
No, not just those; those are the vehicles which spawn on the map, but custom-built vehicles are in too. Hence The Bandwagon I've been hauling around on (see about 20 or 40 posts back), which you can do in vanilla. They've got storage, so you can pretty much put together mobile bases (like The Bandwagon) and can be armored to the point where you can tear through the walls of building with ease.

So yeah; now you can operate your own zombie-survivalist chop-shop.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 10:53:31 pm
Kiting a zombie into a trapfield is fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 27, 2012, 11:17:04 pm
Yes it is.  Especially if it's a crossbow or beartrap, or if yer really lucky a shotgun trap might doubleblast and dismantle too.  Free shotguns, crossbows (+ammo maybe) and beartraps.   

Crossbows are excellent early ranged weapons for high strength characters, being almost completely silent and having reasonable stopping power.  And the bolts are sometimes retreivable too.  Same goes for bows.  Their downside is lower strength chars don't get the maximum range or damage out of bows, and reload crossbows slower.

Shotguns are a panic weapon, noisy enough to cause the game to spawn more zeds near you and make just about everything in 3 map squares come running, but 2 close up shots will down just about anything.  Modify one with a bayonet and they make respectible melee weapons too.

And beartraps are great for trapping the area near where you sleep.  They are loud enough to wake most folks up within a few tiles, do a little bit of damage, stun a zed that walks into it for a few turns, and are easy to set.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 27, 2012, 11:24:27 pm
It was a shotgun, and I was promptly mauled by a bear. Then centapedes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 27, 2012, 11:34:33 pm
I'm thinking of turning a single barrel shotgun into a slug shooting sniper rifle for giggles. I wish weapon customization was more in-depth. I want to put a scope on my slug rifle.

Maybe add the ability to just generally improve guns very slightly all around using a mechanics/guns skill check? I want to polish the slide on my M1911 to a mirror sheen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 27, 2012, 11:58:50 pm
I'm thinking of turning a single barrel shotgun into a slug shooting sniper rifle for giggles. I wish weapon customization was more in-depth. I want to put a scope on my slug rifle.
skill check? I want to polish the slide on my M1911 to a mirror sheen.
Suggestion: Get dat mechanics skill up and craft explosive slugs.
And never use the shotgun at point blank for your own good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 28, 2012, 12:52:17 am
Well. Huh. I was chugging a bottle of vodka to replenish my MASSIVE internal battery. And I just keeled over dead suddenly. I understand death by alcohol poisoning, but you'd think there'd be more warning. Like vomiting, passing out, feeling sick. And it was so instantaneous. I don't think you'd just die halfway through chugging a bottle. It'd take minutes for it to kill you, plenty of time for me to activate my blood filter and remove the poison.

But nope, stopped breathing halfway through the bottle, and this old nigh immortal character is dead. Well there goes all those CBM's. Well over 200 battery, personal forcefields, healing nanos... I mean, there's tons of Hazmat, utilities and power systems lying around, but the ones I got from CBM finales hurts. At least I died in my base, so its all right there if a character stumbles into that area I guess...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 12:57:04 am
I just slew a zombie horde with nothing but a 2x4. Is this normal?

EDIT: Nope, nevermind. There were more. I deaded.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 28, 2012, 01:03:34 am
I just slew a zombie horde with nothing but a 2x4. Is this normal?
Depends what you mean by horde, but yeah, that's not abnormal. If you have a couple of skill points and a respectable melee weapon (like a 2x4), you can demolish zombies by the hundreds, one by one. Add some body armor and a couple more points, and it doesn't have to be one by one. You'll be wounded, but normal zombie melee is one of the least likely things to kill you in this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 01:12:44 am
I had just started, and I might have killed half of the horde.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on July 28, 2012, 01:40:52 am
Well. Huh. I was chugging a bottle of vodka to replenish my MASSIVE internal battery. And I just keeled over dead suddenly. I understand death by alcohol poisoning, but you'd think there'd be more warning. Like vomiting, passing out, feeling sick. And it was so instantaneous. I don't think you'd just die halfway through chugging a bottle. It'd take minutes for it to kill you, plenty of time for me to activate my blood filter and remove the poison.

But nope, stopped breathing halfway through the bottle, and this old nigh immortal character is dead. Well there goes all those CBM's. Well over 200 battery, personal forcefields, healing nanos... I mean, there's tons of Hazmat, utilities and power systems lying around, but the ones I got from CBM finales hurts. At least I died in my base, so its all right there if a character stumbles into that area I guess...

No save backup? I don't mean savescumming, just that unexpected things can happen (bugs, crashes, odd behaviour like what happened to your character) and it can be a pretty unfair circumstance to lose all that time and effort to something so stupid.

Particularly in the current version, before every session I'll create a backup of my Save folder, so if something dumb happens I can restore from a non-corrupted/bugged point.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 28, 2012, 03:11:41 am
EDIT: I just picked up another helmet; no inventory space, so it prompted me to wear it. I said yes, it said I couldn't wear another helmet. I think the second helmet disappeared. Anyone else have this happen, or know if the helmet went somewhere else?

Yup, I reported it. It happens because when you pick something up, you don't actually pick up the item; the item on the ground is deleted and another is created in your inventory. However, in your case, the helmet on the ground was deleted, and then the game checked if you could wear it, and then when you couldn't no new item was created on the ground. So, in short, the helmet is gone. Forever!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on July 28, 2012, 03:48:28 am
Yegads.  This is hard.  There's never just one zombie.

I'm trying to play this at work on my tablet, and it's highly unstable.  Doesn't seem to be so at home.  On my tablet, it freezes up for several seconds after every few steps.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 28, 2012, 03:54:27 am
Congrats Slayer, you defeated the tutorial building

I never managed to do that ;_;
I managed to make the game crash if you enter the basement of the tutorial building tough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Baneling on July 28, 2012, 07:34:37 am
Well, I appear to have broken the game.

If I attempt to take more than one step in any direction the game just closes with no error message or anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 28, 2012, 07:39:38 am
try removing your save folder.
Your char will dissapear tough.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Baneling on July 28, 2012, 07:43:56 am
What save folder? Nowhere in the Cataclysm folder can I find anything about saves.

I think the SSH thing doesn't quite work normally and I should probably fix this by...finding a version that I can actually play?

EDIT: The windows version linked in the OP is about seven months old. Anybody know where I can find a current version?

EDITFAKEEDIT: Found the latest windows version. That took a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 28, 2012, 09:00:44 am
What save folder? Nowhere in the Cataclysm folder can I find anything about saves.

I think the SSH thing doesn't quite work normally and I should probably fix this by...finding a version that I can actually play?

EDIT: The windows version linked in the OP is about seven months old. Anybody know where I can find a current version?

EDITFAKEEDIT: Found the latest windows version. That took a while.
If you have some spare room on your hard drive, I highly recommend doing an Ubuntu dual boot setup; I've got a 25GB ubuntu partition set up, and it's actually really easy to do. The Windows Ubuntu Installer (http://www.ubuntu.com/download/desktop/windows-installer) means you don't need to do any screwing around in BIOS, and partitions the space w/o screwing up the space allocated to Windows. It will take probably an hour or so to download & install everything, but IMO it's worth it. It means you can just grab the latest Cataclysm source, open a terminal and use the 'make' command, and it builds everything into an executable. Which makes modding extremely easy, to the point where if some little game mechanic doesn't feel just right to me, I fix it. Cataclysm has crashed on me maybe once so far, if that, so it's much more stable than I remember the Windows versions being.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 28, 2012, 09:09:40 am
its a 25GB partition. The .exe is only 2,4 MB

A partition is basically a part of your HDD (or SDD, whatever) that contains one OS, or something like that :P
Every time you boot up, you'll get a choice between windows 7 and ubuntu.
(the computers at my school have that. somebody once accidently booted into ubuntu instead of windows)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 28, 2012, 09:09:44 am
What save folder? Nowhere in the Cataclysm folder can I find anything about saves.

I think the SSH thing doesn't quite work normally and I should probably fix this by...finding a version that I can actually play?

EDIT: The windows version linked in the OP is about seven months old. Anybody know where I can find a current version?

EDITFAKEEDIT: Found the latest windows version. That took a while.
If you have some spare room on your hard drive, I highly recommend doing an Ubuntu dual boot setup; I've got a 25GB ubuntu partition set up, and it's actually really easy to do. The Windows Ubuntu Installer (http://www.ubuntu.com/download/desktop/windows-installer) means you don't need to do any screwing around in BIOS, and partitions the space w/o screwing up the space allocated to Windows. It will take probably an hour or so to download & install everything, but IMO it's worth it. It means you can just grab the latest Cataclysm source, open a terminal and use the 'make' command, and it builds everything into an executable. Which makes modding extremely easy, to the point where if some little game mechanic doesn't feel just right to me, I fix it. Cataclysm has crashed on me maybe once so far, if that, so it's much more stable than I remember the Windows versions being.
I'd do that, but being 25 GB...

I have a 200 KB/s internet, normally (dammit, wireless!), so 25 gigs would probably take a few days to DL.
No, it's 25GB of hard drive allocated; Ubuntu itself is something like 8 GB. You could probably even have a 15GB space allocation; I have some extra in case I want to do some linux software development.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Baneling on July 28, 2012, 09:50:20 am
I got it working, anyway. Just had to find the latest Windows version.

So, time for a little rundown of looting places!

Clothing stores are a good looting place! They can contain fun things like backpacks and trenchcoats as well as cargo pants.

Military surplus stores are obvious. I found a couple kevlar vests in one, so that's a thing. Backpacks, MREs and other similarly useful things can also be found.

Pawn shops are...okay, I didn't find much of anything in them that was useful.

Gun stores are awesome, but fairly likely to not have much of anything in them.

Hardware stores are good for crafting and mechanics and the like. They also occasionally contain nail guns and nails, which are very good weapons against normal zombies - they fire very fast and do about 6 damage a hit normally.

Liquor stores, A.K.A firebomb supplies since I'm guessing alcohol is flammable.

Sports supplies are a bit iffy because they /occasionally/ contain bows, crossbows and ammo for said, as well as things like rope, but most of the time they have nothing much of use.
Check in anyway if you see them, just to be safe.

I'll add more as I come across them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 28, 2012, 09:54:17 am
People say to just wear alot of holsters and cargo pants, not backpacks because they encumber too much.
I once found a fucking broadsword in a pawn shop.
I think gun stores can have alarms, and if you dont kill the eyebots youre pretty much screwed.

Liqour stores are good for morale, its easy to find alcohol and it gives a good morale boost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 28, 2012, 09:57:46 am
Yeah, the problem is finding enough holsters :P
Broadswords are pretty great; I found one along with a couple full suits of metal armor in a mansion (along with an awl pike). The broadsword is now my primary melee weapon. I've yet to see a gunstore with an alarm; though I think pawn shops can have them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on July 28, 2012, 09:58:36 am
Oh, i think i ment pawn store then :P
Mansions seem to always have that, the mansion i visited also had a few suits of full metal armor.
Didnt take it tough, huge-ass encumberance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 28, 2012, 11:09:46 am
They don't seem to be 100%.  I searched through 2 mansions and never finding any of that stuff.  Only found one on my third.   Sadly while broadswords and awl pikes do tons of damage a low strength character can come up with issues.  7 strength and as often as not I get my sword pulled from my hands.   That REALLY sucks on a spitter.  I lost a katana that way. 

Seems the more cutting damage a weapon does, the stronger you have to be to not lose the thing.  7 Strength appears to be plenty to always keep my bayoneted M4A1++++ from sticking in something, but a couple swings with my boradsword and I'm always back to a backup.

Backpacks are excellent on your first day when you are hunting down basic gear. the volume lets you pick up food and other side things without having to drop it all when you find the main thing yer after. And if yer a more gun oriented person the encumbrance doesn't hurt you much later.  Since torso encumbrance is mostly just important in melee range.   I'll agree that a melee should ditch it for fanny packs an holsters at the first opportunity though.  That encumbrance puts a big negative to your dodge and melee skill, and slows melee attacks down to boot.  Torso encumbrance over two makes a single melee attack take nearly twice as long as moving one tile.

Pawn shops seem to get a little of everything in them,  I've seen super rare stuff like spiral stones and grenade launchers in some.  While others contained nothing but suits and dresses.  Always worth checking out if you have a crowbar on you in my opinion.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 28, 2012, 11:11:45 am
I pretty much fulltime use messenger bags now. Wolfy lowered the encumberance to 1, and the storage a bit as well I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 28, 2012, 11:25:45 am
what do spiral stones do, anyways?
Dunno; so hidden Fun stuff, probably.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 11:52:15 am
Whenever I cheat in a crossbow, it crashes when I try to fire the crossbow. It is unloaded, because I keep forgetting to load.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 28, 2012, 11:52:37 am
Yea honestly I have no idea what they do either.  But I know I found some more at the end of what is usually a very dangerous place, so I'm guessing they are supposed to be really hard to find.

Try dropping the crossbow after you spawn it and picking it up again.  Used to be there were a few bugs related to wish spawning, and dropping the item to put it in your inventory normally used to be a good way of clearing it up.  Worth a shot.  The game might also be freaking out at a huge bolt stack if you spawned those as well.  iirc wish spawns a stack of 100 bolts, when normally they don't stack above 10 or 15.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 28, 2012, 11:53:31 am
People say to just wear alot of holsters and cargo pants, not backpacks because they encumber too much.
I once found a fucking broadsword in a pawn shop.
I think gun stores can have alarms, and if you dont kill the eyebots youre pretty much screwed.

Liqour stores are good for morale, its easy to find alcohol and it gives a good morale boost.
You can wear two of many things, but too many things on a body part will still encumber you. There is a proper list on the wiki somewhere for avoiding backpacks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 28, 2012, 12:34:07 pm
I seem to have come across the most massive downside of living in a mobile vehicle-camp. The driving skill eats most of my xp. Mod time! :D

Turning down the xp driving allocates to the driving skill can be done in game.cpp, in the "pldrive" function by modifying
 if (x != 0 && veh->velocity != 0 && one_in(4))
by changing the one_in parameter (4 by default) to a larger number.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 28, 2012, 12:39:37 pm
I pretty much fulltime use messenger bags now. Wolfy lowered the encumberance to 1, and the storage a bit as well I think.

Yeah, I'm not entirely happy with that. Messenger bags are difficult to use compared to backpacks or fanny packs. I know, I've used both extensively.

If you want tot roll your own windows or linux version, instructions are here: http://whalesdev.com/forums/index.php?topic=86.0  Make sure with windows that you select the "shell" option when installing MinGW. Whales does make a windows compile when he updates. You only really need to compile yourself if modding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 28, 2012, 12:57:58 pm
Having used both extensively as well, I must disagree most heartfeltly. Messenger bags may not be a 1, but they're certainly easier to move around with than backpacks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 28, 2012, 12:58:22 pm
He's also used both extensively :P
And as for compiling, it's much easier to just use the included .cbp file and use the IDE itself to compile rather than fucking around with shell commands.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 01:21:35 pm
I am practising driving using a motorcycle I cheated in. The car I was using crashed into a forest. I also managed to actually kill a horde of regulars, but with a katana and military gear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 28, 2012, 01:46:11 pm
Having used both extensively as well, I must disagree most heartfeltly. Messenger bags may not be a 1, but they're certainly easier to move around with than backpacks.

Messenger bags are easier to get into while moving, but they tend to shift around too much even when worn properly. With the newer chest strap thingie on backpacks nowadays a backpack doesn't shift as much. I find it much easier to wear a backpack while riding a bicycle and walking very fast. I'm 6'4" and my legs get me around very quickly but I move my body more and end up using an arm to steady a heavy messenger bag. A backpack distributes the weight better and all on both shoulders versus one shoulder. I see "encumberment" as a few different factors rolled into one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 01:51:27 pm
What exactly does an internal engine do? Also, my game crashed after sleeping in the same spot twice.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on July 28, 2012, 02:08:39 pm
I'd have to agree with a proper backpack having less encumbrance than a messenger bag. I don't know if I've "used both extensively" but I went to college 6 years with a messenger bag to carry my books in, and have gone on a few hikes with backpacks. The messenger bag is great for carrying something short distances with stops in between (great for a college environment going between classes), but would suck for long distance treks. I couldn't see myself lugging around a messenger bag on a hike. The backpack is more difficult to put on and take off, but it distributes the weight a lot better and makes it easier to move with the weight and to carry the load over a distance.

If I got in a fight wearing a backpack against someone unencumbered I'd probably be in trouble, but if I got in a fight carrying a messenger bag and didn't want to drop it for some reason I'd probably be even worse off (in reality if I was getting in a life or death fight that I couldn't run from while carrying a messenger bag I'd probably sling it at them and then fight unencumbered by it and pick it up once it's done, but cataclysm doesn't really model that).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 02:43:23 pm
A fast and shocker just attacked me in my sleep. All I had was a screwdriver, rock, and 2 steak knives. Throwing and dodge are now level one. Looted some caffiene pills. Hope flashlight didn't attract zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Man of Paper on July 28, 2012, 03:57:54 pm
So I hadn't played since...January, I think. Since that's around the last time Prospector updated and I went through updating all my games.

Got a car for the very first time, figured I'd make one myself but I had no idea how to at the time. There was so much added and changed from the last time I played it became quite overwhelming. So after talking to an NPC that actually appeared to get maddened after I demanded sweet loot I walked on out of my evac shelter and straight towards one of them newfangled fancypants Sewage Treatment facilities or whatever. It had a parking lot containing a single car. With no driving skill whatsoever, I begin cruising down the road towards town. Along the way I stop by a crater, grab some metal, a pipe, and a rock, smack myself a crowbar, and brain a pair of zombies. Then the acid rain started, so I got back into my neato car and cruised through town looking for a good place to break into and loot. I found a Megamart, also new to me, and floored it straight into the wall.

Now in hindsight, that may not have been the best move, as it did lead to my death.

However, before I died I reversed out of the gaping maw of the beast that was the Megamart in time to see a good, oh, bazillion or so zombies pour forth. I assume the roof was damaged in the wreck, since while I was redecorating my hood with corpse flesh I was also getting burned by the acid rain. The car eventually dies and the zombies swarmed. In what was quite possibly my greatest moment in Cataclysm (I'm pretty bad at the game, and most roguelikes, to be quite honest) I hop out of the car and into the acid rain, bashing zombie brains as I fought into the Megamart, where I managed to dispose of another half dozen zombies while they surrounded and overwhelmed me.

I ended with 58 Zombie kills, which is quite an improvement on my usual five or six.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 28, 2012, 04:00:19 pm
A fast and shocker just attacked me in my sleep. All I had was a screwdriver, rock, and 2 steak knives. Throwing and dodge are now level one. Looted some caffiene pills. Hope flashlight didn't attract zombies.

They smell through walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 04:02:38 pm
A fast and shocker just attacked me in my sleep. All I had was a screwdriver, rock, and 2 steak knives. Throwing and dodge are now level one. Looted some caffiene pills. Hope flashlight didn't attract zombies.

They smell through walls.

Walked down the street in the dark. Get ambushed by horde, boomer(s) and fast(s). Die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Batman Wayne on July 28, 2012, 04:06:38 pm
This game isn't that fun, you people make it look fun but actually it is just like every normal roguelike, maybe I shouldn't expect anything from any roguelikes except Dwarf Fortress and maybe URR
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 28, 2012, 04:09:16 pm
This game isn't that fun, you people make it look fun but actually it is just like every normal roguelike, maybe I shouldn't expect anything from any roguelikes except Dwarf Fortress and maybe URR

while everyone has their own opinion it would be nicer for everyone involved if you provided some reasoning as to why it 'isn't fun', because simply saying it isn't fun really does not express anything of your views and makes your post look kinda dumb if im entirely honest.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Batman Wayne on July 28, 2012, 04:11:52 pm
i did say why it wasn't fun, its because every other roguelike is similar to it, same old stuff, i was expecting something new and all there was was just "vehicles" and thats the only thing i didnt see in any other zombie roguelike, my first 1 hour of playing was simply walking down the street and getting bugged with the warning for monsters which i turned off but yet turns on with auto off
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 28, 2012, 04:23:47 pm
I was going to make a constructive response, but then I paid more attention.  "Ruining the fun for everybody." in the avatar subtext.

Please do not feed the trolls.

I'd have to agree with a proper backpack having less encumbrance than a messenger bag...
I would have to not.  Being that I use a messenger bag / purse on bike runs ALL the time, I can tell you that a small messenger bag or a large purse can be done around the neck - not just over one shoulder, but over both so that the strap is across the chest.  With the strap pulled tight and secure, it's actually very easy to move with, and extremely easy to find stuff in.  I usually carry 2-3 bottles of water, since I live in terribly hot climate, and I can just reach back and grab one, and put it back, one handed without looking.  A -proper- messenger bag is lightweight and secure, and shouldn't encumber nearly as much as a backpack.

Although encumbrance already covers a few things.  A backpack doesn't slow you down one bit, but it does make it more awkward to fight.  Torso encumbrance doesn't do anything to your walking speed, only your combat speed.  So you're right.  Going long distances with a backpack would be fairly easy.  Fighting a zombie with one, not so much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 28, 2012, 04:28:06 pm
i did say why it wasn't fun, its because every other roguelike is similar to it, same old stuff, i was expecting something new and all there was was just "vehicles" and thats the only thing i didnt see in any other zombie roguelike, my first 1 hour of playing was simply walking down the street and getting bugged with the warning for monsters which i turned off but yet turns on with auto off

Every single roguelike is the "same old stuff." It's what makes them like Rogue. I've heard your declaration before and not just with computer games. What most people are going to mention in defense is the setting. Setting can make or break a game. After that will be mechanics and gimmicks, which you've mentioned. It sounds like you need to give up on gaming because it's not fun for you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 04:28:34 pm
i did say why it wasn't fun, its because every other roguelike is similar to it, same old stuff, i was expecting something new and all there was was just "vehicles" and thats the only thing i didnt see in any other zombie roguelike, my first 1 hour of playing was simply walking down the street and getting bugged with the warning for monsters which i turned off but yet turns on with auto off

It's difficult, tedious, and dear god the warning gets on my nerves, but, as someone who has only played two rougelikes (adventure mode and dungeon crawl: stone soup), I find it to be a new style of RL. I enjoy this game very much, and while I can't force you to play it, I can say that I'm dissapointed that you think so poorly of this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on July 28, 2012, 04:37:51 pm
The warning I find to be extremely useful. It lets you hold down a direction button or run around a forest without the fear of being instantly murdered.

Think of what you would have to do without it. It would make traveling take ten times longer, having to keep track of monsters for every step you take.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 28, 2012, 04:38:53 pm
pray tell, what other zombie survival roguelikes have you played?
Just like to promote this question.  I just realized what an odd declaration it was.  Sorta like saying "It's just like every other book about a boy wizard facing against ultimate evil."  How often do you see zombie roguelikes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Batman Wayne on July 28, 2012, 04:43:56 pm
Girilinhat, I like how every person you see that is against your opinion is automatically considered a "troll" by your majesty.


Also, I know you gave almost everything you can give to the game, still doesn't mean you have to call me a troll for being against your opinion, also, my sub-text is also the same as alot of bay12ers.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on July 28, 2012, 04:45:41 pm
Girilinhat, I like how every person you see that is against your opinion is automatically considered a "troll" by your majesty.
Well, looking through your previous posts, I agree. Nearly all of them are "Close this thread"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Batman Wayne on July 28, 2012, 04:47:03 pm
I say close this thread because it is out of the forum's topic, talking about space in "DF" General Discussion, cool.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 04:50:18 pm
Girilinhat, I like how every person you see that is against your opinion is automatically considered a "troll" by your majesty.


Also, I know you gave almost everything you can give to the game, still doesn't mean you have to call me a troll for being against your opinion, also, my sub-text is also the same as alot of bay12ers.

OK, now it just sounds like you either:
A, are making stuff up as you go along,
B, have a distorted view of reality,
C, genuinely hate the game but don't have sufficient reasoning why,
or D, have lying issues.

I say close this thread because it is out of the forum's topic, talking about space in "DF" General Discussion, cool.

Let people have fun. Sure, we derailed, but the topic was still about B12, and the theme of the space expedition was DF related.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on July 28, 2012, 04:51:48 pm
Anyway, I have no further interest in sparking an argument, so let's get back to cataclysm.

Does anyone know if there's an up to date executable of the game, or do I need to compile it myself?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Batman Wayne on July 28, 2012, 04:52:28 pm
Girilinhat, I like how every person you see that is against your opinion is automatically considered a "troll" by your majesty.


Also, I know you gave almost everything you can give to the game, still doesn't mean you have to call me a troll for being against your opinion, also, my sub-text is also the same as alot of bay12ers.

OK, now it just sounds like you either:
A, are making stuff up as you go along,
B, have a distorted view of reality,
C, genuinely hate the game but don't have sufficient reasoning why,
or D, have lying issues.

I say close this thread because it is out of the forum's topic, talking about space in "DF" General Discussion, cool.

Let people have fun. Sure, we derailed, but the topic was still about B12, and the theme of the space expedition was DF related.


I was not lying about Girlinhat calling people troll for absolutely no reason, and I often consider her/him as a non-friendly-to-new-players person.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 28, 2012, 04:52:46 pm
Can we please not have this devolve into a war,

This game feels much different from any other roguelike I've played.  Only even remotely similar one being rogue survivor, and even thats a far shot.  It has much more open space than most, a more ranged weapon focus, while most focus more on melee and magic, the leveling system is less become godlike with xp as the game progresses and more get a little stronger, with time but mostly rely on equipment.  I really don't see such drastic similarities, maybe if you were more specific the thread wouldn't have turned this way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 28, 2012, 04:52:59 pm
Anyway, I have no further interest in sparking an argument, so let's get back to cataclysm.

Does anyone know if there's an up to date executable of the game, or do I need to compile it myself?

The one at whalesdev.com is current as far as the official version goes. (http://whalesdev.com/cataclysm.zip)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 28, 2012, 04:56:03 pm
Oh no, I encourage people to have a difference of opinion.  Discussion is the key to improvement.  Evolution only occurs when there's an obstacle that you cannot overcome, and you must improve yourself to deal with it.

But you do not provide discussion.  You only give off-handed dismissal and then go on.  The statement "it's just like every other game" hardly holds up, mainly because it's not.  I'm not massively into the Roguelike market, but I've never played a game like Cataclysm anywhere.  It's not just running around killing zombies.  It's dealing with your HP as you get whittled down, not by one instance of death but by a dozen small fights that wear on you over time.  It's dealing with pain and with drugs, either to your advantage or to your foolish misuse.  The ideas of character upkeep are relatively rare in games - looks at the entire rest of the market of games, not just roguelikes but ANY type of game, and you'll see that almost all of them make it such that your previous fight has no major impact on your current fight.  Games are designed in such a way that the player can recover and resume brawling almost immediately, or after a short stay at an inn.  Cataclysm is rare in that it actually makes you consider what you're doing this time.  Facing a zombie isn't hard.  But you might lose 10 HP and get in minor pain.  The next fight you lose 12 HP and you're in moderate pain.  Now you're in an issue where you're either hiding and recovering, or you're using painkillers and/or stimulants.  That then gets into addiction and/or having enough drugs to handle your current pain levels.  You don't bounce back and keep on fighting.  You've got to worry.

Your move.  Please make it with less eye-rolling.

Does anyone know if there's an up to date executable of the game, or do I need to compile it myself?
http://whalesdev.com/forums/index.php?topic=143.0 - Official release.
http://whalesdev.com/forums/index.php?board=6.0 - Lots of people have their modded versions.
https://www.dropbox.com/sh/jggbrp0s5fxmwuo/RkBK55UZ4O - I have my own modded version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Batman Wayne on July 28, 2012, 04:57:24 pm
This is my last post that is out of topic for now:




I never did anything, all I said was my opinion and you guys started flaming on me for my opinion.



Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 28, 2012, 04:58:14 pm
The posts while I was typing this make this less useful, but here it is anyway.

For other zombie roguelikes there's Rogue Survivor, which is similar to Cataclysm. (I prefer Cataclysm.)
Not every game is fun for everyone. There's no need to try to defend the game to someone who doesn't like it.
Back off of Batman Wayne. He's not going to post anything constructive here, and this derail isn't going to go anywhere good.
I was not lying about Girlinhat calling people troll for absolutely no reason, and I often consider her/him as a non-friendly-to-new-players person.
Your posts have been nonconstructive and insulting. That makes you a troll. By telling people to "not feed the troll", she was only intending to prevent this derail.

The warning I find to be extremely useful. It lets you hold down a direction button or run around a forest without the fear of being instantly murdered.

Think of what you would have to do without it. It would make traveling take ten times longer, having to keep track of monsters for every step you take.
When running from a zombie horde, I keep holding down the button with safe mode off. It's not as hard as you may think, especially with the list of enemies.

Does anyone know if there's an up to date executable of the game, or do I need to compile it myself?
Yep; it's on the downloads page (http://whalesdev.com/download.php).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 28, 2012, 05:01:41 pm
I think you can actually turn auto safe mode off with " (quotes) if that helps anyone
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on July 28, 2012, 05:07:10 pm
This is my last post that is out of topic for now:
I never did anything, all I said was my opinion and you guys started flaming on me for my opinion.
Okay.


Anyways, I just realised. With Darklingwolf's mod, you can actually build tasteful and fitting long term light FIXTURES!
You start vehicle construction with frame, throw a seat, vehicle controls (perhaps there could be a workaround if someone could figure it out?), gas tank, headlamp, and then just board the vehicle, turn on the lights?
That'd work right? It'd be awesome, though if someone worked on the vehicle code a bit, and added in something that didn't require you to mount a seat and use the oh so rare controls, that'd be gold.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 05:09:01 pm
This is my last post that is out of topic for now:




I never did anything, all I said was my opinion and you guys started flaming on me for my opinion.

Aaaand it's E, you have a limited understanding of the English language and/or Internet terminology.
We are not flaming upon you. We are simply pointing out flaws in your logic, hipocrasies, and instances of failure to communicate.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 28, 2012, 05:27:04 pm
Common troll tactic.  Come into thread, disagree without justification, paint yourself the victim as people point out that you made no sense.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 28, 2012, 05:28:24 pm
He's causing trouble elsewhere too, so yea, Girlinhat has it spot on.  I look forward to seeing a new entry in the moderation log.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 05:29:21 pm
Anyways, I just ate bleach and amonia to see if I would explode. I didn't...  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 28, 2012, 05:30:52 pm
Anyways, I just ate bleach and amonia to see if I would explode. I didn't...  :(
I performed similar.  Unfortunately, there appear to be no chemical interactions in Cataclysm.  You can even store gasoline in plastic bottles!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 28, 2012, 05:31:13 pm
...That would have been cool.  Right now all I see a use for bleach and ammonia is making zombie pheromone.  Are there any other good uses for the stuff?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Man of Paper on July 28, 2012, 05:32:22 pm
Hey, you should all be a little more sensitive. I lost three family members to a troll when they tried crossing some bridge. And these were some gruff fellas.


On topic, what are some good character builds and tactics for the average newb? I'm slowly working things out myself, but I don't want to take two years to teach myself the basics (I'm looking at you, Dwarf Fortress!). If it'll help any, so far my playstyle has been "Loot Stores, Run Into Forests, Set Up Camp", but I rarely get past step 1.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 05:37:38 pm
Seeing as I'm surrounded by zombies in a police station, Is it a good idea to overdose on marijauna and cocaine?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 28, 2012, 05:38:41 pm
On topic, what are some good character builds and tactics for the average newb? I'm slowly working things out myself, but I don't want to take two years to teach myself the basics (I'm looking at you, Dwarf Fortress!). If it'll help any, so far my playstyle has been "Loot Stores, Run Into Forests, Set Up Camp", but I rarely get past step 1.
Put some points into skills (dodge, melee). Up your strength and dexterity a couple points each. Dropping intelligence a little is okay for now. Take negative traits that don't seem too bad. This build will allow yourself to survive zombie attacks for a while, letting you familiarize yourself with the game world. After more playing, you'll find a build that better suits your playstyle. Also, stay away from guns. Don't even pick them up. I recommend against backpacks and messenger bags, but a trench coat is okay. Cargo/Army pants are good, just remember to take off your jeans.

Like greatorder said, dodge is very useful. I almost always put one point into dodge at the beginning; more, and you'll have a better chance at surviving. Just know that leg encumbrance lowers your dodging ability.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 28, 2012, 05:41:52 pm
Noobs?  Invest in a point of dodge, a point of melee, some good strength, and for traits go for something like quick, nearsighted, light eater, fast learner, and debatably parkour.  I never found much use for it, but windows will save your ass if you hide behind one and fight.  Being able to climb through a window quicker means being able to fight faster.

Although really, your best survival bits are what you do AFTER creation.  Get yourself to sporting goods store, an electronics store, a military surplus, library, and a gas station.  You'll want a backpack, hammer/hatchet/machete/combat knife, MP3 player, batteries, MREs, books, and somewhere to read them.  Backpack to carry shit, weapon to kill shit, MP3 for easy morale, batteries to refill your MP3, MREs to eat while you read, books to actually read, and a gas station because it has a 1-wide bathroom with no windows and infinite toilet water.  Listen to MP3 while you read, eat MREs as needed, drink toilet water (food poisoning goes away after a few minutes), and when it gets too dark to read then you venture out and go scavenging.  Night Vision trait helps here.  Scavenging at night is MUCH easier, as things are less likely to see you.  When you're feeling confident, start killing shit.  Those MP3 players will provide morale, which directly translates into skill gain.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on July 28, 2012, 05:48:43 pm
Forting up some locations (dig pits, set traps) and marking them on the map helps too (hell mark everything on the map, traps, water, drug dumps, spare cars, etc etc).  Id disagree with the 'no guns' thing, I always carry at least a high powered handgun for use on hulks and I found a ranged build easier for learning the game, get yourself a .22 and a decent pile of ammo and you can happily wade through most Zs while still wearing backpacks and carrying piles of stuff.  Melee is easier once you know what you are doing but hey its a rougelike, expect to die 273 times before you get the thing worked out in your head.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Man of Paper on July 28, 2012, 06:03:50 pm
Just went through character creation so I could give specifics on my general build. I set my stats at 10, thanks to my (not very) old DnD days. I take Glass Jaw (I figure if I'm getting beat up badly enough for it to matter, I'm pretty much dead anyways), Lightweight, Addictive Personality, and Weak Stomach (Don't plan on using drugs and booze too often, other than painkillers), and HP Ignorant ( I, personally, haven't found numbers more useful than colored asterisks). That gives me 10 points to use (two of which I put into my stats). Only positive perk I frequently give myself is Robust Genetics, and the rest get thrown into skills depending on how I feel like playing. One of my best survivors had four points dedicated to archery, one to survival, and one to traps. The one I posted about earlier, with the mass of car kills, had four put into mechanics, one to driving, and I can't for the life of me remember the last one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 06:06:44 pm
>Drive out of town
>Start digging holes
>Get murdered to death in the middle of the night by fungaloids that suddenly appear as I finnish digging.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GoombaGeek on July 28, 2012, 06:15:33 pm
Hi, this looks neat.

I was just here because someone said "he was being pretty abrasive in the cataclysm thread" somewhere else and I was worried because I thought it was me who was being discussed even though I had never posted here D: Luckily it's not the case!

Sorry for the interruption, I might play here sometime once I go read all the rules :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 28, 2012, 06:16:42 pm
For a new player I highly recommend the perks that increase your run speed. They can't kill you if they can't catch you. And they can't catch you if you're on fire you can run with 115% speed w/o stimulants. I always take Quick for that reason (along with 10% faster combat from it, which is also nice). Early on, you really don't want to be fighting zeds, you want to be getting stuff and getting out before the noise of zeds climbing through windows attracts a horde.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on July 28, 2012, 06:19:23 pm
Is rope useful at all?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 28, 2012, 06:20:39 pm
Is rope useful at all?
Yes; it can be used when staircases are partially broken (as is the case in several places like labs occasionally) for seatbelts on vehicles (to keep your head from going through the building before your car does), and I think a crafting recipe or two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 28, 2012, 06:22:48 pm
Rope is mainly used in labs.  At certain labs, the "stairs end halfway down" - you can go down but there's no way back up.  If you have rope, you'll deploy it and it'll make a staircase for you.  These labs are usually fatal, if one staircase ends halfway down, all others on that level will also.  There's no way back up that way, though you may be able to tunnel to a nearby sewer or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 28, 2012, 06:26:53 pm
Rope is mainly used in labs.  At certain labs, the "stairs end halfway down" - you can go down but there's no way back up.  If you have rope, you'll deploy it and it'll make a staircase for you.  These labs are usually fatal, if one staircase ends halfway down, all others on that level will also.  There's no way back up that way, though you may be able to tunnel to a nearby sewer or something.
At which point sewer rats will probably be happy to oblige you in ending your pitiful existence. Damn sewer rats. End boss of the mines, no problem, barely a scratch... sewer rats... 3 turns until game over.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on July 28, 2012, 06:27:56 pm
Hmmm, will zombies fall into pits?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 28, 2012, 06:36:23 pm
Zombies are naturally attracted to pits and will head towards them, often ignoring the player in their desire to seek the low, dark, cool ground of a freshly dug pit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 28, 2012, 08:17:07 pm
Yea the spike traps add a little damage, but they have what? 1in 3 1 in 4 chance of breaking?  All my pits are currently spiked, but I'm really consitering letting them all break, its just one more thing to maintain.

I wonder, can you make spike pits out of steel spears?  And if so, do they have the same break rate?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 08:35:00 pm
I'm barricaded in a billiards room in a mansion with the entirety of the first library I found on me. Readin causes my game to go all not respondy for like 10 seconds, so I am cheating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 28, 2012, 08:51:52 pm
I'm barricaded in a billiards room in a mansion with the entirety of the first library I found on me. Readin causes my game to go all not respondy for like 10 seconds, so I am cheating.
That's just the simulation of the time passing while you read.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 28, 2012, 08:57:15 pm
Well I want to make it stop... Also, I think some zombies broke in earlier. I heard glass breaking and one whack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on July 28, 2012, 09:29:08 pm
Started a few screens from science labs with card reader, Where to find?
My guy cant hit a barn from the inside when throwing.
found a crossbow = slow as death, mine
Eat mutagen? sure why not eat really odd stuff with warning on it, I can see 4 squares in the dark.
Find a backpack, yea carry loads of stuff, "you are insanly encumbered with this one backpack on you" = boo!
Am I using it right, stuff auto gos in backpack or does it matter.
so many bear traps protecting a piece of bubble wrap!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 28, 2012, 09:31:24 pm
Started a few screens from science labs with card reader, Where to find?
Lab cards can be found on dead scientists, which spawn randomly in groups. Already dead and on the ground, that is.
Quote
Am I using it right, stuff auto gos in backpack or does it matter.
Yeah, all inventory is lumped together. There's no way or need to divide it up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on July 28, 2012, 09:34:56 pm
Started a few screens from science labs with card reader, Where to find?
My guy cant hit a barn from the inside when throwing.
found a crossbow = slow as death, mine
Eat mutagen? sure why not eat really odd stuff with warning on it, I can see 4 squares in the dark.
Find a backpack, yea carry loads of stuff, "you are insanly encumbered with this one backpack on you" = boo!
Am I using it right, stuff auto gos in backpack or does it matter.
so many bear traps protecting a piece of bubble wrap!

Backpacks let you carry more, but you still get encumbered by the weight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 28, 2012, 09:48:35 pm
When I'm using a backpack and still want to be half competent at melee I usually take my shirt off wearing only the backpack.  That drops the encumbrance down to 3, which isn't quite as severe, and a t-shirt doesn't offer much protection anyway.  It would probably be more problematic when cold matters though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 28, 2012, 10:47:17 pm
so many bear traps protecting a piece of bubble wrap!

if you want me to improve the mental image of that for you... picture a dying survivor sitting in the middle of that trap field clutching the bubble wrap to his chest and rocking back and forth.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on July 28, 2012, 11:14:51 pm
So recently, I was gladdened by the tons of new updates and the addition of the vehicle mod to the main game (Ayup, I'm that slow.  :P)

But one thing perplexes me...

Why can't my character scoop up any liquid in a bottle that had fallen on the floor? Not the natural puddles, but after throwing water on the ground, it is impossible to pick it up again. Same goes for milk and gasoline.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on July 28, 2012, 11:19:32 pm
after throwing water on the ground, it is impossible to pick it up again. Same goes for milk and gasoline.
Try doing this yourself. Then you will see why it's impossible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on July 29, 2012, 12:32:59 am
after throwing water on the ground, it is impossible to pick it up again. Same goes for milk and gasoline.
Try doing this yourself. Then you will see why it's impossible.

this basically.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 29, 2012, 02:44:20 am
When I'm using a backpack and still want to be half competent at melee I usually take my shirt off wearing only the backpack.  That drops the encumbrance down to 3, which isn't quite as severe, and a t-shirt doesn't offer much protection anyway.  It would probably be more problematic when cold matters though.

But what about your trenchcoat, and your kevlar vest, and the second backpack you're carrying? :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on July 29, 2012, 03:20:41 am
 :P

Now that I re-read what I've said...yeah, good point.

But in multiple amounts? Is there a hidden liquid level somewhere, or is the ability to get fluids a tile flag thing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2012, 07:14:29 am
Nope, it just turns into an item on the ground. For extra fun, try pouring a bottle of water onto an open door. Congratulations, you can now never close that door again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on July 29, 2012, 10:11:40 am
I think it's been fixed now, but it was before that you could pour liquids onto liquid tiles.  Back in ye olden days, there were two types of water.  One was 50 thirst, and the other was 40 thirst and causes food poisoning.  I'd take my bottles to the river and fill them all up.  Then pour out the 40 thirst ones and refill them, until I had only pure water.  This would result in a large pile of "water" all sitting on a river's shore.  It was funny how you could have 15 puddles of water in the same tile, and how all of these puddles were actually in the middle of a river.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 29, 2012, 10:23:18 am
Maybe the contamination was very oily?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 29, 2012, 12:43:38 pm
So, my only weapon is a shovel, and the zombies are leaving me alone. They barely even bother investigating when I throw something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on July 29, 2012, 01:19:48 pm
Been getting back into the game lately. Lots of nice changes since I last played.

I've been playing it lately on Ubuntu Live on my little 2 gig flash drive set for persistence. Any new versions I can just pull, make, and play. It's a convenient way to bring Cataclysm with me. The other day I popped it into my friend's laptop and was playing. At first he was interested in what game I was playing, then he started wondering wth I did to his computer when he noticed the Ubuntu desktop ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 29, 2012, 01:39:20 pm
Been getting back into the game lately. Lots of nice changes since I last played.

I've been playing it lately on Ubuntu Live on my little 2 gig flash drive set for persistence. Any new versions I can just pull, make, and play. It's a convenient way to bring Cataclysm with me. The other day I popped it into my friend's laptop and was playing. At first he was interested in what game I was playing, then he started wondering wth I did to his computer when he noticed the Ubuntu desktop ;D
That's when you are supposed to turn to him and ask: "Oh; you didn't need anything on that Windows install, did you?" :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: rhesusmacabre on July 29, 2012, 01:56:39 pm
Putting to my armoured bike to the test, it seems that "solid rock" walls don't present much of an obstacle. Not much use on the surface, but underground...

Of course, using a vehicle to explore the underworld would be both time consuming and highly impractical, not to mention the difficulty of refuelling. But are those reasons enough not to try?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 29, 2012, 02:56:22 pm
Shit man, just get it running on plutonium. Any time you need fuel, go crash into a lab and look for some teleporters to unload. No need to ever go above ground again.

Pity you can't attach a drill to the front of a vehicle and be able to properly travel underground... hey modders....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 29, 2012, 03:03:05 pm
You'd be best posting that in the modding subforum. Darkling Wolf already added that in a test version of his mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 29, 2012, 03:06:35 pm
I think I'm just gonna give myself a weapon of awesomeness to bust out with. Then ride out in a quad bike.

EDIT: Gave myself dynamite. Busted through wall. Epic battle with zombies. Textbooks are surprisingly not good throwing weapons. The was a guy helping. I didn't see him untill the horde was dead, as a corpse outside. Wandered around for a while. Now I've got a H&K UMP45++++ (bayonette, silencer, extended clip, improved grip) and I just cleared out two hospitals.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on July 30, 2012, 08:32:26 pm
NPCs can be a pain.

I started a new char, picked up a broadsword from a pawn shop. I killed the beginning NPC's zombie mom for him, then got him to teach me dodge up a ways and follow me around for a bit. He was unarmed, and died to the first group of zombies we encountered. I was slaughtering zombies thanks to the broadsword, even took down a brute that came after me.

Bit later I encountered another npc, this one armed with a FN FAL battle rifle and lots of ammo for it. He taught me some melee skill, and together we were kicking zombie ass. He mowed down numerous zombies, including several brutes and a few necromancers, with ease.

Then the first crazy NPC behavior kicked in. We got swarmed by zombies (just regular ones, but a horde of them) and he soon ran out of ammo for his gun and was having trouble. I ordered him to ignore them and ran into a store, and then the two of us proceeding to play whack-a-zombie through the window. Part way through that my char dropped his broadsword, and the npc instantly went "I want that!" and grabbed it and wouldn't give or trade it back. I just let him finish off the rest, since I was then unarmed. After that was done we hit some gun stores and restocked his ammo when we went by a gun store that had a bunch of .308 ammo (but he still wouldn't trade me my broadsword back). We raided various stores and picked up some more gear, and I eventually found another broadsword at another pawn shop.

Then I was just out walking and discovered a rather fatal flaw in the NPC AI. I walked around a corner, the NPC right behind me, and walked right into a standard zombie with the NPC moving right behind me. It wasn't a threat, so I proceeded to whack it with my broadsword. Then the NPC decided it was a good idea to unload a ten round burst from his rifle at the zombie's direction with me standing in between him and the zombie. Ten rounds of 7.62x51mm right in my back, I did not survive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on July 30, 2012, 08:39:07 pm
AHAHAHAHAH.

I prefer to think of it as he was building a broadsword collection and was secretly jealous of you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on July 30, 2012, 11:07:14 pm
Obviously.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on July 30, 2012, 11:08:39 pm
He was planning on slicing you in half while you slept. But then the chance to simply gun you down came and he took it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on July 31, 2012, 01:05:50 am
Had an npc spawn with lit dynamite in his inventory, guy was apparently also a ninja or something, didnt use weapons, the problem was when shit hit the fan he would pull out the dynamite, when it went off it would crash the game, every time I started a new char on that world, this guy would turn up following me with his damn ripaholeinthespacetimefabric dynamite.  Strangely I found him to be one of the most fun NPCs ive come across.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: empfan on July 31, 2012, 06:16:40 am
started playing again recently, never got past the first zombie horde...anyways, I started a new character and proceded to ignore the starting NPC, and went out to explore.  There was an eye that had it REALLY in for me.  He followed me halfway across the map...but I'll explain what happened with him later.  I got around him, and then ran into a kreck, who proceded to follow me around endlessly, but he seemed fine enough to keep his distance for the most part.

I then found an army surplus and raided it for supplies, and then I noticed the eye was staring at me from off my screen.  It followed me for about 3 or 4 miles.  I continued to ignore it, having no weapons, and then was found by a zombie horde.  The horde descended, and I just found one of the features I heard was added in, a motorcycle.  The instant I got on and started it up, the eye blinded me, and I proceeded to go downhill blind while a horde proceeded to try to follow.  I managed to keep control of it, however I did manage to crash into the side of a building trying to figure out how to turn...

After almost dying from smashing into the side of the building, I got back on the motorcycle, waved goodbye to the zombies, and went full speed ahead into a new horizon...well I would of if I didn't run straight into a bunch of traps on the road, which destroyed my bike and gave the zombies enough time to come and chew my face off.

the characters I used after that were all followed by the exact same eye that I was dealing with every time, and eventually I decided to stop playing for a bit since it always tag teamed with the horde to kill me.  Any tips for surviving the starting waves of zombies and/or enemies?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on July 31, 2012, 06:20:45 am
Then I was just out walking and discovered a rather fatal flaw in the NPC AI. I walked around a corner, the NPC right behind me, and walked right into a standard zombie with the NPC moving right behind me. It wasn't a threat, so I proceeded to whack it with my broadsword. Then the NPC decided it was a good idea to unload a ten round burst from his rifle at the zombie's direction with me standing in between him and the zombie. Ten rounds of 7.62x51mm right in my back, I did not survive.

Totally a Fallout reference.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on July 31, 2012, 08:15:16 am
Then I was just out walking and discovered a rather fatal flaw in the NPC AI. I walked around a corner, the NPC right behind me, and walked right into a standard zombie with the NPC moving right behind me. It wasn't a threat, so I proceeded to whack it with my broadsword. Then the NPC decided it was a good idea to unload a ten round burst from his rifle at the zombie's direction with me standing in between him and the zombie. Ten rounds of 7.62x51mm right in my back, I did not survive.

Totally a Fallout reference.

SULIK YOU TEAM KILLING BASTARD!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 31, 2012, 03:15:48 pm
I just started and got my first kill.
A bear. With a heavy stick. No cheating this time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on July 31, 2012, 06:35:36 pm
Wolves have all my hatred. I can take out hordes of zombies, but one wolf tears me to shreds.

*Facepalm*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on July 31, 2012, 06:38:37 pm
also, COOL! goo canisters drop friendly blobs :D

Wait, WHAT?!

I've been seeing these annoying canisters in every darn lab I travel through, and was afraid of opening them due to the experiences with blobs.

Thanks for that info!

In other words, I just found out that wolves stalk you right outside your front door for most of my world-gen games. Hooray, first deaths.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 31, 2012, 06:42:07 pm
I just started and got my first kill.
A bear. With a heavy stick. No cheating this time.
how hard did it hit back?

also, COOL! goo canisters drop friendly blobs :D

Excrutiating pain and ripped up torso.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on July 31, 2012, 06:52:01 pm
Goo pits turn enemies into blobs, if they walk into them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 31, 2012, 06:53:12 pm
In other words, I just found out that wolves stalk you right outside your front door for most of my world-gen games. Hooray, first deaths.

This is part of the reason I use a lot of windshields and boards on my vehicles. Wolves can climb over your wheels and chew your leg off while you sleep.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 31, 2012, 07:30:56 pm
Goo pits turn enemies into blobs, if they walk into them.
hells yes! if those goo pits create friendly blobs, I have a new, awesome defence!

I think they make hostile blobs.

Anyone think that there should be constructable steel walls?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on July 31, 2012, 07:34:07 pm
Not really. I'm of the opinion that the player shouldn't be able to construct anything that's unbreakable.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 31, 2012, 07:57:03 pm
Not really. I'm of the opinion that the player shouldn't be able to construct anything that's unbreakable.
Which means we need two things.
1. Constructable steel walls.
2. 50 foot uber-zombies that eat a balanced breakfast of zombie hulks and steel walls.

"Ah... Nice and safe in my steel bunker of ultimate defense..."
"Wait... Is that..."
"OH GOD WHY NONONONO FUUUUUUU" *sound of a player being hit for 800 damage*
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 31, 2012, 08:01:15 pm
Not really. I'm of the opinion that the player shouldn't be able to construct anything that's unbreakable.
Which means we need two things.
1. Constructable steel walls.
2. 50 foot uber-zombies that eat a balanced breakfast of zombie hulks and steel walls.

3. Their one two five or so weaknesses shall be pits. And Landmines. And Beartraps, Crossbow Traps, and Potatoes
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on July 31, 2012, 08:04:00 pm
Not really. I'm of the opinion that the player shouldn't be able to construct anything that's unbreakable.
Which means we need two things.
1. Constructable steel walls.
2. 50 foot uber-zombies that eat a balanced breakfast of zombie hulks and steel walls.

3. Their one two five or so weaknesses shall be pits. And Landmines. And Beartraps, Crossbow Traps, and Potatoes
Or at least they would be... If their skin didn't have 200 points of armor from eating all the steel walls.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 31, 2012, 08:05:17 pm
Not really. I'm of the opinion that the player shouldn't be able to construct anything that's unbreakable.
Which means we need two things.
1. Constructable steel walls.
2. 50 foot uber-zombies that eat a balanced breakfast of zombie hulks and steel walls.

3. Their one two five or so weaknesses shall be pits. And Landmines. And Beartraps, Crossbow Traps, and Potatoes
Or at least they would be... If their skin didn't have 200 points of armor from eating all the steel walls.
So you must allow yourselves to be eaten to slay the beast from the inside
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 31, 2012, 09:06:11 pm
I tried using autohotkey to automate the mass water purification process.

...it seems that cataclysm gets the keys mixed up if they go a little too fast (maybe ahk processes them faster than cataclysm does) I was trying to purify water and instead somehow activated a grenade.   Remember to put Sleeps between all your commands kiddies.

Of course this is also my first time using ahk so I may just be doing it wrong too, but it works with sleeps. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 31, 2012, 10:20:36 pm
I tried using autohotkey to automate the mass water purification process.

...it seems that cataclysm gets the keys mixed up if they go a little too fast (maybe ahk processes them faster than cataclysm does) I was trying to purify water and instead somehow activated a grenade.   Remember to put Sleeps between all your commands kiddies.

Of course this is also my first time using ahk so I may just be doing it wrong too, but it works with sleeps. :P

Pickup "a" from pile, purify, drop in other pile
and repeat? Don't the letters in your inventory count up?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on July 31, 2012, 10:26:10 pm
I use Windows 7. How do I install mods?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on July 31, 2012, 10:49:54 pm
It seems that if an item you pick up is the same as the last item you picked up if it is not in your inventory it gives it the same letter as the last one, no matter what letter the pickup system seems to be on.

I pick up a bottle of water '=' it to a and all the rest of the water bottles I pick up also become a when I pick them up.  Not sure exactly how it works but it seems it keeps track of the inventory letter that item last had in your inventory, and if available it gives it that letter.

Works well enough for the autohotkey to purify a stack of 24 bottles of water and set them in another tile one by one by itself once I put the delays in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on July 31, 2012, 11:34:57 pm
I use Windows 7. How do I install mods?

All mods are integrated into the cataclysm.exe. You have to either compile it yourself or get a modder to do it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 01, 2012, 03:35:11 am
So I have my first Cataclysm character to survive for more than a day.  He's lasted several days, actually, and built up some decent combat skills.  I've held my own through a few hairy situations with my baseball bat and SKS.  I'm quite pleased.  However, this has involved copious amounts of drugs, including a couple doses of meth.  I haven't taken any drugs today, and no drug effects are listed... but somehow my character is still tripping out.  My mother keeps following me around, and I didn't notice at first how depressing it is to bash her face in.  I got sick of being chased around the city, so now I'm wandering around in the trippy wilderness getting hungry and thirsty.  I found a bunch of dead people loaded up with heroin and energy drinks, but nothing else useful.  I don't really know where this is going.

Maybe it's the mushrooms... did I eat those today?  I thought it was yesterday...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on August 01, 2012, 03:36:29 am
Hmm, i noticed that too, mushroom effects last very long.
When i ate some i ended up randomly running in one direction for a long period of time, trying to escape the horror that is fungaloid zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on August 01, 2012, 03:38:19 am
I got a great spawn, gunshops RIGHT next to me. Sportsshop next to them, and the gunshops had all the guns and right ammo to go with them.


What happens? Go rambo on a zombie horde and come out untouched. Then get eaten by a wolf pack. Wolves are scary...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on August 01, 2012, 03:40:24 am
I never really had a problem with wolves. They attack in "turns", so when they come next to you you can just bash them with your weapon of choice, for me a broadsword/machete.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on August 01, 2012, 03:41:56 am
The thing that wolves always seem to kill me, blind me.


Everything is content with bashing me, but wolves ALWAYS claw my eyes out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on August 01, 2012, 03:49:20 am
Hmm, i noticed that too, mushroom effects last very long.
When i ate some i ended up randomly running in one direction for a long period of time, trying to escape the horror that is fungaloid zombies.
The first time I ate mushroom was also the first time I made it to night. While I was running away from fungaloid zombies, I thought the mushroom had blinded me. My vision was shrinking as I kept running.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Micro102 on August 01, 2012, 07:22:45 am
Hmm, i noticed that too, mushroom effects last very long.
When i ate some i ended up randomly running in one direction for a long period of time, trying to escape the horror that is fungaloid zombies.
The first time I ate mushroom was also the first time I made it to night. While I was running away from fungaloid zombies, I thought the mushroom had blinded me. My vision was shrinking as I kept running.

Ahhahahaha....Could of been worse. The mushroom could of actually been the bad one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on August 01, 2012, 08:30:48 am
I never really had a problem with wolves. They attack in "turns", so when they come next to you you can just bash them with your weapon of choice, for me a broadsword/machete.
I just shoot the bastards.

The thing that wolves always seem to kill me, blind me.


Everything is content with bashing me, but wolves ALWAYS claw my eyes out.
Safety glasses are a good idea if you don't mind the reduced to-hit chance with firearms. They (or any other eyewear) will keep you from getting blinded if you're hit in the eyes.

If you kill one of the pack, the rest seem to leave you alone.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: AVE on August 01, 2012, 08:33:31 am
.22 weaponry is great at skills higher than 4. They are nearly silent (plink!) and just as deadly as other weapons.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on August 01, 2012, 01:17:42 pm
Safety glasses are a good idea if you don't mind the reduced to-hit chance with firearms. They (or any other eyewear) will keep you from getting blinded if you're hit in the eyes.
The actual item "safety glasses" has no encumbrance on your eyes, so there's no reason not to wear them (unless you're near-sighted).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 01, 2012, 02:42:13 pm
Safety glasses are a good idea if you don't mind the reduced to-hit chance with firearms. They (or any other eyewear) will keep you from getting blinded if you're hit in the eyes.
The actual item "safety glasses" has no encumbrance on your eyes, so there's no reason not to wear them (unless you're near-sighted).
You can wear glasses and safety glasses a the same time without encumberance.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 01, 2012, 04:57:49 pm
Not sure about the no encumbrance bit there. 

I play near sighted almost always and I tend to wear safety glasses as well to help protect my glasses. I'm currently running around with 2 eye encumbrance.  Only other things I have on my head is an army helmet and a filter mask, neither of which mention covering eyes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 01, 2012, 08:32:55 pm
Oh wow. Found an awesome, huge lab with tons of CBM chambers. I now have all Utility CBMs and all the useful Power Source CBMs (that is, all but metabolic) as well as a battery of 94 power. Night vision CBM is actually really handy when you have such a huge battery and can recharge by eating pants. In labs, it means you don't get shot by turrets unless you are dumb enough to walk adjacent to one, you don't need flashlights or batteries, and all you need to do to maintain it is occasionally consume a staff bedroom's clothing. :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tompliss on August 02, 2012, 12:57:15 am
Not sure about the no encumbrance bit there. 

I play near sighted almost always and I tend to wear safety glasses as well to help protect my glasses. I'm currently running around with 2 eye encumbrance.  Only other things I have on my head is an army helmet and a filter mask, neither of which mention covering eyes.
Yeah, isn't there the "1 bonus encumbrance per additional item" when you wear more than 1 ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 02, 2012, 02:00:52 am
Getting the hang of this.

I tried making a taekwondo specialist.  I've mostly been generating random characters so far.  It was glorious being able to dispatch groups of zombies handily right from the beginning.  I cleared out a megastore, grabbed a ton of reading material and food/water, and bunkered down in a bathroom for a few days just learning skills.  I went outside when resorting to toilet water started making me sick, and found zombies had started gathering around the house I was hiding in.  Found a shiny awesome quad bike right around the corner.  I had seen a car once before out of all my dozens of failed characters, and died while trying to figure out how to drive it.  There were shockers, boomers, and fast zombies showing up, so I decided hopping on the bike was the only way.  I managed to figure out how to control it, and made a hilariously messy getaway.  It's so amazing to have storage space that I can take around with me, without having to carry it directly on me.  I also haven't been wearing pants for a couple days.  They got torn off, and I haven't found a replacement.  On the other hand, I have found my first ever fanny pack, which is awesome.  Pantsless martial arts biker FTW.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 02, 2012, 08:10:16 pm
So apparently laser-finger bionics count as handguns. Yay, literal interpretation! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 02, 2012, 08:41:33 pm
Isn't it satisfying to throw a wooden spear through a police station window at a manhack, not caring about the alarm, but killing the hack in one shot without any skill in throwing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 03, 2012, 03:58:06 pm
Oy; I crafted a hard plating and somehow it stayed in my inventory despite weighing like 1800 and reducing my speed to 1. I then tried to install it without realizing my speed was 1. I nearly starved to death by the time I cancelled the installation during a weather change... nearly 2 full days later. O_O
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 03, 2012, 04:05:30 pm
Eventually I realized my folly, followed by chugging half a dozen bottles of water and eating several ant eggs, before sleeping for half a day. :P

But now The Bandwagon has its second piece of hard plating up front.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on August 03, 2012, 08:22:26 pm
Oy; I crafted a hard plating and somehow it stayed in my inventory despite weighing like 1800 and reducing my speed to 1. I then tried to install it without realizing my speed was 1. I nearly starved to death by the time I cancelled the installation during a weather change... nearly 2 full days later. O_O

Reminds me of DF's Strand Extractors.

ESPECIALLY shitty extractors, when they take about a week or so to extract adamantine.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 03, 2012, 08:36:33 pm
Oy; I crafted a hard plating and somehow it stayed in my inventory despite weighing like 1800 and reducing my speed to 1. I then tried to install it without realizing my speed was 1. I nearly starved to death by the time I cancelled the installation during a weather change... nearly 2 full days later. O_O

Yeah, I learned that right quick when playing around with my extension mod. Do not manhandle what you're welding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 04, 2012, 01:38:37 am
I accidentally a science lab today.  Killed a manhack and it made a small fire.  That fire started spreading... and spreading... and spreading... and consumed several large rooms before I decided I better get out of there before the exit gets consumed.  A teleporter I've been carrying around for emergency is the only thing that saved me.

This is by far my best character yet.  Day 9.  Many skills learned.  Much fun had with a laser pistol.  Finally getting into crafting a bit.  Still riding around on a motorcycle, but with pants now.  Can kill just about anything in hand to hand.  At one point today, I took on a horde of about 30 zombies, mostly with my fists. Among the group was a hulk and multiple brutes, necromancers, shockers, and spitters.  He seems capable of managing just about any situation.

Also, I've looted multiple ICBM units, but have yet to figure out what to do with them...  I'm getting really loaded down with stuff, and need to establish a permanent base or find a car.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on August 04, 2012, 01:53:54 am
ICBM's?  You mean CBM's?  they are like cyborg implants, you can implant them yourself if you have high int/first aid/electronics etc, if you (a)pply them it will come up with a list of things you can do with each one and the chance of success.  Some stuff you need internal batteries for (also a type of cbm, find heaps in labs) and other stuff is non powered, like built in toolkits and internal storage.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 04, 2012, 02:27:48 am
I suck at this game. I have no idea how to pull resources from a town correctly and usually end up getting mauled in the night by wild creatures at my home in the forest. Can anyone teach me how to be a pro survivalist? Also, random tips in general will be appreciated.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 04, 2012, 03:10:01 am
ICBM's?  You mean CBM's?  they are like cyborg implants, you can implant them yourself if you have high int/first aid/electronics etc, if you (a)pply them it will come up with a list of things you can do with each one and the chance of success.  Some stuff you need internal batteries for (also a type of cbm, find heaps in labs) and other stuff is non powered, like built in toolkits and internal storage.

I knew what they were, but somehow I had the impression that chances of self-installation without horribly mauling oneself were really low.  I've been hoping to find someone else to help out with it, but I haven't seen any other survivors since Day 1.

I suck at this game. I have no idea how to pull resources from a town correctly and usually end up getting mauled in the night by wild creatures at my home in the forest. Can anyone teach me how to be a pro survivalist? Also, random tips in general will be appreciated.

I've only been playing this a couple days, so I'm by no means an expert, but this is what I've learned so far.

Find clothing items with lots of storage space.  Cargo/army pants, trenchcoats, and backpacks are great.  Utility vests, fanny packs, and holsters are golden.  Clothing and military surplus stores are your highest priority targets, with houses a distant third for clothing items.  You really can't do much of anything until you have the capability to carry some stuff, so this is absolutely #1 priority.

After that, hit sporting goods stores, gun stores, pawn shops, or hardware stores for your arsenal of choice.  Then some food and water.  Then I finally try to grab a little reading before I get the fuck out of town.

Vehicles are immensely helpful, but rare.  Check parking lots.  Don't start a vehicle until you're ready to leave town, because the noise will summon a horde to chase you.  If you find one, you can carry a lot more stuff out of town with you.

Pay close attention to your encumbrance.  Try not to load up on more clothing than necessary.  Just wearing a backpack and trenchcoat together will severely hamper you in melee combat.  There's some stuff that's basically free and provides a little protection, such as fingerless gloves or safety glasses.

Getting NPCs to travel with you really helps you get started.  You can train up your combat skills on zombies that are busy attacking them instead of you.  They're bodyguards and cannon fodder for the initial supply run.  Occasionally, they're even really good fighters.

Unless your combat skills are really built up, don't let multiple zombies beat on you in a fight.  Use bottlenecks or sporadic retreat and skirmish tactics on open ground.

Something fun that's worked for me a couple times... if you have a big horde of zombies chasing you, try leading them to a gas station, pump a little gasoline out on the ground, use a lighter on the puddle, and run like hell.  It seems like the delay period before the explosion is somewhat random.  I've done this three times, and only once was I caught by the flames.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Man of Paper on August 04, 2012, 09:07:45 am
Gas stations are my favorite explosives.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 04, 2012, 09:14:40 am
ICBM's?  You mean CBM's?  they are like cyborg implants, you can implant them yourself if you have high int/first aid/electronics etc, if you (a)pply them it will come up with a list of things you can do with each one and the chance of success.  Some stuff you need internal batteries for (also a type of cbm, find heaps in labs) and other stuff is non powered, like built in toolkits and internal storage.

I knew what they were, but somehow I had the impression that chances of self-installation without horribly mauling oneself were really low.  I've been hoping to find someone else to help out with it, but I haven't seen any other survivors since Day 1.

If you activate it, it doesn't install right away; it tells you the success chance percentage first.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on August 04, 2012, 10:11:36 am
I suck at this game. I have no idea how to pull resources from a town correctly and usually end up getting mauled in the night by wild creatures at my home in the forest. Can anyone teach me how to be a pro survivalist? Also, random tips in general will be appreciated.
Here's how I usually go through it:

Step 1 for me is to head straight for a surplus store. I find a backpack and that is the first thing I don. My next priority is armor/tough clothing. I grab a helmet/pants off of the racks and quickly don those, too. This usually gives me ample storage space for a few things. With the backpack providing 80 storage plus the 14 of army pants and 4 of kevlar vests, where 80+14+4=98, that usually gives me enough space for the food and water in the racks, and maybe a water purifier if I'm lucky. I then quickly run to the nearest gun store for firearms and ammunition. I try to pick up a rifle, a handgun, and plenty of ammo. Usually I find a Ruger Mini or an SKS, and don't really bother with other guns. My weapons priority next is to grab a pistol or two, and finally, search the shelves for silencers or other mods.

Usually, if I see a single Z, I start running. Often before I get a full stock of my supplies. But in my experience, if you make as little noise as possible, you can continue your scavenging.

My next priority is a pharmacy. Codeine, oxycodone, tramadol, and maybe Prozac or some Day/Nyquil,  and perhaps some cigarettes, or caffeine/sleeping pills if I'm lucky. Painkillers for me are a must, cigarettes are handy too. Caffeine pills if I need to go on night raids, and sleeping pills for my Insomniac character template.

I then get the hell out of Dodge and look for a house or cave in the forest, or at least far enough away from a city so the zeds won't be a major issue. I once took a cave very close to a town, and very shortly after I got situated, the Z's besieged me. Normal zombies, zappers, spitters, boomers, necros, brutes, shriekers, almost every zombie except for hulks (thank god), grabbers, and speeders.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 04, 2012, 11:08:35 am
Rain coats also give some storage, so I typically keep one on at all times for that and their protection from getting wet. Though with a backpack, that's 5 encumbrance so melee is out of the question. Luckily I keep a shotgun, a laser pistol and a laser-finger implant ready. :)

The finger implant is really nice; very quiet, only takes 2 energy, and I have all the useful power source CBMs and 130 in energy reserves. My strategy lately has been nightvision + laser finger infiltration; turrets don't even see me before they explode. Once you get relatively high handgun and firearms skills, you can 1 or 2 shot most things with the finger-laser.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 04, 2012, 11:53:13 am
Rain coats disintegrate fast if you get in a fist fight. Be careful. I seem to find less of them than backpacks or vests.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 04, 2012, 12:29:44 pm
That they do; though the 5 encumbrance discourages melee in the first place.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 04, 2012, 01:56:11 pm
Huh. That reminds me. We can't make a raincoat, can we? I think we need a craftable plastic poncho made from plastic bags or something, which are currently useless. At the very least poncho, trenchcoat, and winter coat should give some rain protection. It looks like weather.cpp dictates what gives rain protection.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 04, 2012, 02:18:58 pm
I usually don a backpack, army pants, army helmet, safety glasses, and the starting sneakers, maybe a trenchcoat. I strip my seemingly useless t-shirt and jeans. My first target is usually a parking lot, to locate a ride. No trucks, though. After that, I run for a military surplus store for my clothes, MREs and binoculars. Getting Adderall and popping 2 for a 140 base speed is high on my list. After that, I run around the gun stores, pharmacies, grocery stores, libraries and any other useful stores for stuff and then haul it to the woods.

Also, I'm getting terrible lag playing the game on the VirtualBox Linux emulator, from the guide on the help board on the whalesdev forums. On my phone right now, so I can't give any specifics, but I can do things like run 30 tiles and bash zombies for 10 turns while they surround me, just because I held down a movement key for too long. It also causes things like driving in a circle 5 times then crashing. Massive key delay after a bit, as you can tell, which seems more like I'm watching someone else play the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 04, 2012, 02:34:22 pm
Never hold down the movement keys. When it takes longer to process a turn than for a new one to be queued up, all new commands go into said queue; the queue then gets longer and longer as the processing of the turns falls farther behind. You then release the key, and it still has a hundred movement commands to execute before doing what you tell it to next. It's extremely handy, as it lets you navigate through the menus by memory faster than they open and close, but it means you need to move by tapping the button, waiting for the action to execute, then tapping it again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on August 04, 2012, 04:17:04 pm
For a good headstart, you can also throw your grenade into the gasoline pump in the tutorial room after you grabbed everything.
Go downstairs and wait for 5 hours, then walk out (and avoid the cluster of fires) to your freedom.

You just only do this once and then all your other players will be able to walk out.

It is also a good coordination point to drop powerful & useful tools for later players.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Man of Paper on August 04, 2012, 04:51:42 pm
Reading this thread has led to a growth of my skill as a player that dwarfs that of what I did on my own. I now can steadily manage to outfit myself with, optimally for my playstyle, a backpack, army pants and helmet, and a kevlar or utility vest (I haven't compered the two though. Which has more storage? Utility, right?), as well as a nice melee weapon (well, nice for my standard, which is anything better than a pipe found in the street) and some firearms. I focus on the smaller caliber weaponry, as I have yet to get good enough to be able to efficiently loot towns of all their good stuff (silencers, CBMs [never seen one, never breached a Lab, too busy not dying]).

I've been using random characters so that I can break out of my standard character builds that I tend to pigeonhole myself into. My latest had skill in dodge and melee, and I managed to beat the brains out of a horde of another 50+ zombies (Where in the crap do they keep coming from!?). Saw my first grabber, too. Ran though, as I usually do the first time I see something new. What is it that they do?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 04, 2012, 04:54:45 pm
Saw my first grabber, too. Ran though, as I usually do the first time I see something new. What is it that they do?
They grope at the air, and anything/body that happens to be where their hands are at the time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on August 04, 2012, 06:45:01 pm
my god, what good are artifacts?  Its like picking up a suicide beacon.

I thought I was so lucky when I found a certain object in a pawn shop -- I headed into a temple as soon as I thought I was able.  It was surprisingly simple, even though I forgot to bring batteries for my flashlight.

But god, those artifacts!  one brought in all sorts of nasty things about once an hour or so.  The other was a set of things, not sure what they did except create fireballs centered on me.  I almost survived the first artifact except I tried to use the second in escaping some monsters and got nuked.

Another time I tried for a Mine.  Lucked into a CBM which was nice, and found a cool artifact there too.  It made me magically silent and had some other benefit -- but it summoned something to attack me like EVERY FIVE STEPS.  Even when I stopped wielding it.  Died horribly before even getting back out of the mine.

Are any of these things worthwhile?  is there any way to tell by examining them or safe experimentation?

Where do you find the Combat and Survival CBMs, Military bunkers?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 04, 2012, 06:57:31 pm
Yep, artifacts are supposed to be useful and dangerous. I'm pretty sure the risk scales up with the reward, so that hyperdimensional god device you just found will likely end up killing you too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on August 04, 2012, 07:03:16 pm
Where do you find the Combat and Survival CBMs, Military bunkers?

You can find those two specific bionics in, lab finale rooms, military bunkers, and crashed helicopters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 04, 2012, 07:18:08 pm
Entering the strange temples crashes my game...
Got one to not crash. Is there any way to figure out the effects of artifacts?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 04, 2012, 07:35:33 pm
I had a decent run my first day. I moved around a large town, went through a clothing store and got a backpack and cargo pants. I then raided a military surplus store for some MREs, binoculars, and some books, then raided 4 pharmacies for a ton of drinks but no Adderall or anything like that, so I smoked some crystals to move fast. I looted more stuff, found an ATV, walked a bit and found a car, loaded my stuff in there then went to a nearby gunstore and grabbed a Ruger Mini-14, Browning BLR and Glock 19, along with some ammo for the Mini-14 and Glock. At this point, my meth crash made me move slowly since I was out of it. After having to point-blank a bunch of Zs with my pistol, it finally wore off and I started to run like hell. I got in my car, drove out to a nearby cave and jumped down the half-gone stairs... Landing in a sewer. I walked back to the middle of town and climbed out of the manhole, then ran for the ATV being chased by a horde faster than I was. I got on, ran them over then went back to my car, drove to a nearby evac shelter then saved and quit for now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Scout on August 04, 2012, 07:39:47 pm
Gloves made me awesome. Buffs to alot of things, -1 int and perception. Mask makes me slightly hungry with alot of cutting protection. Boots... invisible, random mutations, slower, hungry, and summons swarms of friendly monsters when I am in danger. And -20 speed. All I need is a sword...

Edit: Teleported me into a wall, instantly destroying it all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on August 04, 2012, 08:11:14 pm
I was having a great run.  Went to the closest town, and found nothing of note beyond a backpack and enough steak knives to make a bayonet.  And some sort of lame gun...

walked cross country for a while, and lucked onto a fairly easy military bunker.  I figgured the turrets would eat my lunch, but it turned out to be a cake walk and I ended up armed and armored and stacked with military IDs.

The next town I got to (after having to sleep on the road) had a Car (I filled its trunk with stuff I didnt want to carry, and went on exploring.  Then I found a Motorcycle, and ignored it.  Then I found a TRUCK in the same town, and finished looting a couple shops and then drove back to where the Car was to recover my stuff.

All the smashing and engine noise attracted a pretty large zombie hoard though.  I was in such a rush to loot, that I had gotten very tired (bad night sleeping on the road) hungry, and thirsty.  So many negative buffs that there was pretty much no way that I could fight.

Fortunately though:  TRUCK!  we must have splatted over 50 Zs.  it took some doing.  Finally got enough peace to gas up, loot what I had stashed in the Car, and head out of town.

Cross country adventure ensued, accidentally smashed into a Lab, but didnt significantly damage the vehicle.  Looted the Lab.  Raided two more military bases.  With my newly discovered world map, I headed to the nearest Mine.

AAAnd, already wrote about what happened there :(

That was the end of the best run I've ever had.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 04, 2012, 09:50:01 pm
Shit, that was a close one.

I parked right in the borders of a town, in an easily identifiable mess of roads, then started to walk south towards a gun store. I made it to a police station, crowbared the door open and then broke the computer trying to hack it with 0 skill. I walked out the back door then saw a terrifying sign: a zombie brute coming from then northwest.

Naturally, I run like hell. I have only 4 bullets in my Glock 19 in my pocket, with some +P+ ammo, and a Ruger Mini-14 with one bullet. Also, 3 greens come from the road up north. There happens to be a handy trap field I collected some cocaine and Adderall (praise the RNG!) from. I make the brute run over the last bear trap, then point-blank with my Mini-14. Not dead yet. I switch to my Glock and run a bit as he comes towards me, then fire 2 of my 4 rounds and kill it.

That's when something weird happens. Suddenly, dozens of zombies. I point-blank a fast zombie several times then dive into the store and shut the door behind me. I grab all sorts of pistols off the shelves, then pretty much stick out my arm and shovel boxes of ammo into my backpack behind the counter. I reload, run into the back room and start firing as zombies pour in. I run towards the door on the right, fire more and empty my mag, then run through it and close it. I reload quickly, kill some zombies in front of me and run back out of the store, killing off the last of the Z's. I had to leave behind a lot of stuff because of weight limits, but I'm going back right now for an SKS and a bunch more ammo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 04, 2012, 09:55:20 pm
things that go 'BANG' and make other noises (including vehicles) attract zombies. depending on how loud they can get, they can attract zombies in swarms.

that's the reason non-silenced guns are ill advised for anything but the most dire situations (e.g. zombie hulks)
I'm not sure how loud the Mini-14 is, but I have a silencer on my Glock 19 for just that reason, and I used it exclusively while fighting for my life in the gun store because I knew my other guns would likely attract more problems.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 04, 2012, 09:58:46 pm
Not been playing much recently.

Found a mine and "The Boots of the Shadowed(?) Necropolis. I'm just gonna bring them with me for fun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on August 04, 2012, 10:29:41 pm
things that go 'BANG' and make other noises (including vehicles) attract zombies. depending on how loud they can get, they can attract zombies in swarms.

that's the reason non-silenced guns are ill advised for anything but the most dire situations (e.g. zombie hulks)
I'm not sure how loud the Mini-14 is, but I have a silencer on my Glock 19 for just that reason, and I used it exclusively while fighting for my life in the gun store because I knew my other guns would likely attract more problems.
A Mini-14 goes Blam! if using .223 Remington. I don't know the exact noise volume, but obviously it was enough to attract more zeds. Here's the noise sounds from my experiences with silenced/unsilenced guns:
Code: [Select]
.22 LR without: Bang! .22 LR with: Plink!
.38 Special without: Blam!
9mm without: Blam! 9mm with: Bang!
.45 without: Blam!
7.62x39mm without: Blam! 7.62x39mm with: Bang!
.223 without: Blam! .308 with: Bang!
.308 without: Blam! .308 with: Blam!
.30-06 without: Kerblam! .30-06 with: Blam!
Shot without: Kerblam!
V-29/FTK-93: Fzzt!
This list is obviously incomplete and very inaccurate, but anything that goes Blam! or louder attracts lots of zeds, Bang! attracts a few, and Plink! only apparently alerts monsters you can see on-screen. Kerblam! attracts the most zeds, and I'm not 100% sure what Fzzt! attracts, if it does.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 04, 2012, 10:30:56 pm
The fun thing about a well-played world is that your previous victims have stuff for newer characters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 04, 2012, 10:34:31 pm
My own experience shows Fzzt! to be comparable to plink.  I've never looked at the actual code to be sure, but I can practically shoot the thing all day without drawing much attention.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 04, 2012, 10:37:39 pm
Fzzt! is obviously an energy weapon noise, and the help guide says energy weapons are extremely quiet, so it likely does little, if anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 04, 2012, 10:49:16 pm
Energy weapons are not actually silent right now. I'm pretty sure it has been patched, but that is not available from Whales yet.

A silencer on the mini-14 will not get you down to a plink. It's a good gun that can headshot for 200+ dmg with high skill, but it'll be a bang.

The wiki has stats on everything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on August 04, 2012, 11:54:06 pm
I will say that if the poo has seriously hit the fan ill happily sit in a gunshop and fire of however many rounds it takes to kill the entire horde after me if thats what it takes, once everything nearby is dead you can run through a few houses to loose the more distant ones
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 04, 2012, 11:58:18 pm
Erm... Where do I get a welder? I've almost been killed twice trying to get one and I'd like to know if electronics stores even carry them before a third brute comes knocking...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Angel Of Death on August 05, 2012, 12:02:01 am
I think hardware stores contain welders.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 05, 2012, 12:03:38 am
Yep; hardware stores and of course malls if you can survive those. None in electronics stores.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 05, 2012, 12:04:02 am
I think hardware stores contain welders.
Yep; hardware stores and of course malls if you can survive those. None in electronics stores.
Right. I'll go check one out when I make my new character. Died by a hulk, I was just a little bit too slow and received a mouthful of torsodeath.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on August 05, 2012, 12:57:10 am
I have to post this because this is just weird and funny.

So I was playing a guy, and basically on my search for resources hordes of zeds came out of NOWHERE and decided to chase my ass down.
I ran back to my starting shelter where my starting NPC ran right outside and died in about 3 turns as I close the door and ran underground.
After waiting for a while the zeds finally got in and I was like "Well, YOU'RE ALL GOING DOWN WITH ME!" and basically light up a dynamite and punch the zeds with wild abandon.

Splat.

That isn't what is weird, though. when I started a new one I didn't suspect it at first, but when I go underground to get some resources that usually spawn there I find LOTS of dead zeds. I then found my former player's dead body and grabbed all the stuffs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 05, 2012, 01:21:39 am
Those damn segmentation fault errors, man. I keep getting them.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Baneling on August 05, 2012, 04:20:35 am
Currently on my best run so far. Looted some places, found a cave and such as per usual. The best part, though? I found a 40mm grenade launcher and 8 grenades which I used to own the shit out of a bear living inside the cave and a random zombie that happened to be nearby. I also have bear-traps in front of the cave.

Is there any method other than flashlights of lighting up places? I have night vision, but I can't do useful things like reading in the lower level of my cave, since, well, it's underground.

EDIT: Nevermind, got nabbed by a shocker and two normal zombies on my way to a parking lot to hopefully find a vehicle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shadowscales on August 05, 2012, 05:55:26 am
The only time I get crashes is with the bug where if a quest giver dies the game crashes.
I use the windows version, there's no real point in using that Tinycore linux any more man! :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 05, 2012, 09:33:00 am
Right. I'll go check one out when I make my new character. Died by a hulk, I was just a little bit too slow and received a mouthful of torsodeath.

Am I the only one who imagined that as a hulk contorting you in such a way to shove your own torso into your mouth?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: woose1 on August 05, 2012, 02:28:09 pm
http://www.youtube.com/watch?v=zidiWe9yq88

My game in a nutshell
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 05, 2012, 03:23:12 pm
http://www.youtube.com/watch?v=zidiWe9yq88

My game in a nutshell

You should make an in-game version. Right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 05, 2012, 03:31:24 pm
(http://i.imgur.com/56aYN.png)
Most of it is garbage, but that's the most loot I've ever gotten off a zombie.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on August 05, 2012, 04:18:36 pm
Gotta wonder what that zombie was.

The ammo makes sense, he wouldn't exactly still be carrying a gun if he got pounced by a zombie horde. It'd be ripped out of his hand very quickly. A handgun and a shotgun, it seems. The bandana suggests he was a survivor since he was wearing a makeshift gasmask, which people don't do for a lark. But why the sugar, the tin can and the bleach?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on August 05, 2012, 04:24:25 pm
The ammo makes sense, he wouldn't exactly still be carrying a gun if he got pounced by a zombie horde. It'd be ripped out of his hand very quickly. A handgun and a shotgun, it seems. The bandana suggests he was a survivor since he was wearing a makeshift gasmask, which people don't do for a lark. But why the sugar, the tin can and the bleach?
Sugar high, probably used the can as a cup, bleach..... suicide, maybe? Or, he heard about how you could make C4 with bleach.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 05, 2012, 05:00:05 pm
But why the sugar, the tin can and the bleach?
If you were stuck in a hellhole like the world of cataclysm, you would cling to sweet, sweet manufactures sugar too. That sugar represented the memory of a once great civilization amongst a depressing backdrop of raw meat from the mutated abominations and tainted water to wash it down with.

The tin can was obvious a new member of Can Town. <note to self: build a can town>

The bleach was for disinfecting wounds. He wasn't the greatest survivalist, obviously.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on August 05, 2012, 05:10:16 pm
Funnily enough, I was drawing a hell-hole cityscape, I think I'll add this survivor in.

Question is, pre or post zombie? I'm thinking pre.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 05, 2012, 05:14:30 pm
Just remember: bandana, 2 shirts, no pants. :P

Though I suppose a tank top + bandana belt could work for pants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on August 05, 2012, 05:29:06 pm
I always assume when I don't find pants or upper garments on a zombie, it's because it's been ripped apart.

Which says terrifying things about zombies and their instincts.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 05, 2012, 05:32:14 pm
Or the guy was just caught with his pants down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 05, 2012, 05:44:16 pm
*The man stands outside the outhouse; waiting; listening. Listening for them. The wind rustling the grass around him puts him on edge; but he hears no signs of danger. He enters the outhouse cautiously; ensuring the door won't squeak as he closes it. Finally; relief. The door is shut, and he breathes an exhausted sigh. He takes off his pants, sitting down to do his business.*

*BANG*

*The arm of a large, brutish zombie punches through the boards of the outhouse, tearing at the man's skin. He lets out a small gasp of pain, grabbing his equipment and rushing out the door, pants left in the outhouse. He runs to get some distance on the zombie, turns to shoot it, and... realizes his gun was still in the outhouse; hanging out of the pocket.*

Or something like that. On a related note, I will have to remember to never write fanfic, because that was awful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 05, 2012, 05:46:16 pm
Perhaps the sugar was raw and the survivor couldn't stand anything but bleached sugar?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on August 05, 2012, 06:27:12 pm
Spoiler (click to show/hide)

Oh terrible image quality, how I love you.

Didn't like how the arms turned out, but I'm not so good at arms holding guns. Try to spot the items. Extra bonus: Guess what gun he's holding.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 05, 2012, 07:50:48 pm
> Get starting survivor to come with me.
> He has and unsilenced double barrel shotgun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sentientdeth on August 05, 2012, 08:00:22 pm
> Get starting survivor to come with me.
> He has and unsilenced double barrel shotgun.

You can't silence a shotgun.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 05, 2012, 08:00:55 pm
A contract killer ran up to me and my S&W 619 armed buddy and pointed his P90 at my face, telling me to put my hands up. I manage to convince him I'm not a threat, then convince him to join me. Time to pull together a death squad of NPCs.

EDIT: Also, Slayerhero, you can tell your followers to not use firearms.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 05, 2012, 08:02:25 pm
30 zombies killed with a wooden spear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lectorog on August 05, 2012, 08:05:40 pm
30 zombies killed with a wooden spear.
I've killed over 100 zombies, including specials, and a pack each of wolves and spiders, with a 2x4. All before 8:00 of the second day.

> Get starting survivor to come with me.
> He has and unsilenced double barrel shotgun.
That's when you let them shoot their way out of the zombie ball they construct around themselves; that, or die (which is more likely).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 05, 2012, 08:08:02 pm
On the plus side, the zombies he attracts will probably fully kit you out from all the loot drops. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Virroken on August 05, 2012, 08:11:28 pm
Anyone know how to use android bits? I know 'p' to use active ones, but how do I trigger passive abilities? I don't want metabolic interchange to be on, and I don't know how to eat batteries or internal furnace things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on August 05, 2012, 08:12:28 pm
Anyone know how to use android bits? I know 'p' to use active ones, but how do I trigger passive abilities? I don't want metabolic interchange to be on, and I don't know how to eat batteries or internal furnace things.
The entire idea behind a passive ability is that you don't trigger it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 05, 2012, 08:13:11 pm
Press E and select batteries or burnable objects with the Bionics.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on August 05, 2012, 08:24:10 pm
dislike of wolves to be noted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 05, 2012, 08:31:30 pm
Found a house infested with dozens of squirrels and rabbits, who also seemed to be living together peacefully with a couple wolves...  Several hours of safe and productive katana training followed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 05, 2012, 08:52:43 pm
Anyone know how to use android bits? I know 'p' to use active ones, but how do I trigger passive abilities? I don't want metabolic interchange to be on, and I don't know how to eat batteries or internal furnace things.
Sorry, but if you are unfortunate enough to someone have acquired metabolic interchange, you're pretty much screwed. Unfortunately there isn't a way to turn off passive bionics. But yeah; the others are typically used by 'E'ating the requisite material. Thus for the furnace you can eat your pants for power.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 05, 2012, 09:18:30 pm
Eating batteries is kinda like eating batteries. You eat batteries.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 05, 2012, 11:11:09 pm
Psst, here's a little update!

Clean build IS required.  Old saves are NOT compatible.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:

Tweaks:

Bugfixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on August 05, 2012, 11:17:03 pm
(http://i.imgur.com/56aYN.png)
Most of it is garbage, but that's the most loot I've ever gotten off a zombie.
Gotta wonder what that zombie was.

The ammo makes sense, he wouldn't exactly still be carrying a gun if he got pounced by a zombie horde. It'd be ripped out of his hand very quickly. A handgun and a shotgun, it seems. The bandana suggests he was a survivor since he was wearing a makeshift gasmask, which people don't do for a lark. But why the sugar, the tin can and the bleach?
I've found two S&W 619's, some .45 ACP, and some other firearm-related object which I can't seem to remember... But there are a few times which I've found guns and ammo off of zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 05, 2012, 11:19:15 pm
Just as I found a hard plating and was trying to figure out how to get it in my car. Watch me find the jackhammer I've been looking for in this hardware store too. :P

I suppose this save is a little bit too big anyway, windows reports 65,839 files in the save folder.  Thanks for the update Whales!  :D

P.S. Hmm, maybe it's an intended change, but the windows version message log now has the most recent messages topmost?  Perfectly functional, but throws me off a bit.   I'm sure I'll get used to it though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 05, 2012, 11:20:52 pm
Amigara events? Hmm, wonder what that could possibly mean?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on August 06, 2012, 12:22:23 am
In layman's terms, FUN!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 06, 2012, 01:20:25 am
Spoiler (click to show/hide)
Can't say I've ever seen a map like this one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 06, 2012, 09:51:12 am
Towns intermingled with forests? I have in the past. It's the labs in town that weird me out. I've only ever seen one bunker in the middle of a town in the past.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 06, 2012, 10:15:38 am
That fungal spire probably ruined that homeowners day.

"Honey, you know that odd looking mushroom in the backyard the kids wanted to bring to school for their science project?  It seems to have grown taller than our house, and it just grunted at me."
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on August 06, 2012, 10:54:34 am
"Honey, you know that odd looking mushroom in the backyard the kids wanted to bring to school for their science project?  It seems to have grown taller than our house, and it just grunted at me."
Manisigg'd Destiny!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on August 06, 2012, 11:01:04 am
I think with all these labs in the center of town, the giant mushroom in the backyard is pretty usual business, and the houseowners would be more worried about mutagen leaking out and making little Jimmy into a psychotic light-shunning troglodyte.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 06, 2012, 11:04:51 am
You mean kids these days aren't already psychotic light-shunning troglodytes?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on August 06, 2012, 12:37:09 pm
Ah, yes, then the risk is becoming barkskinned, leaf haired dryads!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on August 06, 2012, 12:41:43 pm
You mean kids these days aren't already psychotic light-shunning troglodytes?
Must. Raise. Sig standards.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on August 06, 2012, 01:34:08 pm
Can anybody else get the windows version working, mine just keeps locking up after I put in my name
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 06, 2012, 01:38:47 pm
My game keeps crashing when I'm in a basement.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on August 06, 2012, 01:41:48 pm
hmmm, just updated the linux version on tinybox and am having the exact same problem, are you running the new version Slayerhero?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 06, 2012, 01:43:12 pm
Yeah, on Windows 7.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on August 06, 2012, 01:46:54 pm
recompiled the linux and reunzipped the windows one and they both seem to be loading up fine now, oh well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 06, 2012, 02:16:20 pm
Newest version sadly seems to be having a few issues in general.  At least on windows, game freezes when zombies catch on fire, or step in bear traps, intermittent crashes while spending more than a few minutes under ground level... the new direction thing calling southeast southwest, speed not displaying properly on the bottom right...

I hear whales is planng on getting a bugfix out tonight though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on August 06, 2012, 02:18:17 pm
For some reasons explosions are more powerful now and I took out the whole tutorial building quite more easily, although more messy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on August 06, 2012, 02:54:12 pm
Whenever I try to download the Windows executable, my download thing at the bottom of my screen says "cataclysm.zip appears malicious." and my computer had no problems with the previous downloads.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrKillPatient on August 06, 2012, 03:12:39 pm
How exactly do books work? I read several (and others multiple times) and nothing new appears under my 'skills' tab.
EDIT: I had 50 morale and upwards of 400 EXP at the time of reading, by the way.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on August 06, 2012, 03:15:19 pm
Skill books turn available XP into skill experience, like actually using said skill does. You won't see anything new in the skills tab until the skill is at least level 1.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 06, 2012, 03:16:57 pm
I'm reasonably sure that skill books don't drain your EXP pool (or at least they take so little that you gain more in the time you're reading than you expend reading them)--but yes, you need to read them multiple times to raise a level, and you can't see your progress before you hit level 1.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 06, 2012, 04:32:54 pm
Whenever I try to download the Windows executable, my download thing at the bottom of my screen says "cataclysm.zip appears malicious." and my computer had no problems with the previous downloads.

Probably a false positive, those happen every so often, especially with cutting edge or newly released software.  Just to be sure I ran cataclysm through Avast and it's coming up clean, so unless somebody hijacked whales' download it should be good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on August 06, 2012, 07:17:29 pm
I just found a large amount of lava going through an Electronics Store. Wut.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on August 06, 2012, 07:18:50 pm
I just found a large amount of lava going through an Electronics Store. Wut.

Thats Armok's fort. Run.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 06, 2012, 07:21:17 pm
How many B12er are on the cataclysm forums?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 06, 2012, 07:27:32 pm
More than 1.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 06, 2012, 07:34:53 pm
I have my suspicions that the Cataclysm forums are like 90% B12ers.


A little bugfix update.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Save file IS compatible.  Clean build NOT required.

Features:

Tweaks:

Bug fixes:
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Scelly9 on August 06, 2012, 09:54:14 pm
Features:
  • The help menu's listing of key commands (?1) now shows the actual keys in use, as taken from keymap.txt.  You can edit your keybindings there, too.
HURRAH
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on August 06, 2012, 09:54:41 pm
Two-by-fours in Defense Mode are shown as having no weight, no volume, and having no attack damages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Whales on August 06, 2012, 09:59:26 pm
Two-by-fours in Defense Mode are shown as having no weight, no volume, and having no attack damages.

Correct.  Defense Mode uses special two-by-fours modified to being weightless volumeless building tools.  Defense Mode is more arcade-style gameplay, with less of an attempt at realism.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 06, 2012, 11:42:02 pm
Huh, a crate spawn, never gotten that before. I was walking through the wilderness when I entered an open field with a road and the crates were just there beside it. I left my crowbar at home, so I did the 20 minute walk back to base to grab one, came back and popped open the crates. One had a few pairs of army pants, a kevlar vest and a helmet. I had all this, so I moved on. The next one had some MREs, water I believe, a smoke bomb and antibiotics. Better, better, you can never have too many MREs! But the last crate was PACKED with explosives. 7 sticks of dynamite, 3 grenades, 3 more smoke bombs, an EMP grenade, 3 teargas canisters, 4 flashbangs and 2 blocks of C4. Great stuff.

After dumping the ordnance back at my sewage treatment plant (note to self: magical hole in the wall appeared on the other side of the sewage stream, investigate later), I walked back on a slightly different path and found a trap field. I walk into it, avoiding what I can see... And step on a mine. Minor damage to all parts, heavy pain. I reach the center of the field and found a few cans of food and some water, then I "disarmed" some spike boards, not taking my chances with the shotguns after the landmine incident, and walked back home. Not worth stepping on a landmine for, but it was still a decent haul.

EDIT: Hey look, a second crate spawn. First crate has 2 grenades, 2 teargas canisters, 3 C4 explosives, 4 dynamite, a flashbang and a smokebomb.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrKillPatient on August 07, 2012, 12:08:57 am
Eep. I was just asked to retrieve a dog, and I had him come along with me. I got the dog and was about to talk to the owner, but before I can do so, he runs up and beats his own dog to death. Then I have to tell him that I failed. Suuuure.

EDIT: Oh god(s), now every time I talk to him I have to start the conversation with "I failed". This guy is a manipulative bastard.
EDIT2: Not sure if this is a bug-- it seems to be: he seems to be able to train me for free now. I select an option for training and the trade screen is skipped.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Corai on August 07, 2012, 02:12:32 am
When I go into the defense minigame, I cannot use the caravan. Everything comes up, I can change the catagory but I cannot add stuff to my cart/change the item I am selecting. I used the windows executable and nothing has been touched whatsoever.

I had to press tab. I am stupid.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 07, 2012, 09:34:03 am
Don't worry Corai, you aren't stupid, you're just a kobold. 

Took me a while to figure it out too, I mean really who reads instructions?  That's like asking for directions when lost.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on August 07, 2012, 10:06:31 am
Huh, a crate spawn, never gotten that before. I was walking through the wilderness when I entered an open field with a road and the crates were just there beside it. I left my crowbar at home, so I did the 20 minute walk back to base to grab one, came back and popped open the crates. One had a few pairs of army pants, a kevlar vest and a helmet. I had all this, so I moved on. The next one had some MREs, water I believe, a smoke bomb and antibiotics. Better, better, you can never have too many MREs! But the last crate was PACKED with explosives. 7 sticks of dynamite, 3 grenades, 3 more smoke bombs, an EMP grenade, 3 teargas canisters, 4 flashbangs and 2 blocks of C4. Great stuff.

After dumping the ordnance back at my sewage treatment plant (note to self: magical hole in the wall appeared on the other side of the sewage stream, investigate later), I walked back on a slightly different path and found a trap field. I walk into it, avoiding what I can see... And step on a mine. Minor damage to all parts, heavy pain. I reach the center of the field and found a few cans of food and some water, then I "disarmed" some spike boards, not taking my chances with the shotguns after the landmine incident, and walked back home. Not worth stepping on a landmine for, but it was still a decent haul.

EDIT: Hey look, a second crate spawn. First crate has 2 grenades, 2 teargas canisters, 3 C4 explosives, 4 dynamite, a flashbang and a smokebomb.
I once found a drop site with one of the crates containing an M4 and a silencer. I was beating on said crate with a heavy stick, but it wouldn't budge. I had neither a pipe nor a rock nor the skill to make a crowbar, so I just decided to light this crate on fire via my lighter. Bad idea, as the fire started to spread and, as you'd expect, destroyed the silencer and damaged the gun. I ran before the fire could damage me.

When I go into the defense minigame, I cannot use the caravan. Everything comes up, I can change the catagory but I cannot add stuff to my cart/change the item I am selecting. I used the windows executable and nothing has been touched whatsoever.

I had to press tab. I am stupid.
Don't worry Corai, you aren't stupid, you're just a kobold. 

Took me a while to figure it out too, I mean really who reads instructions?  That's like asking for directions when lost.
I quickly figured the Tab thing out when I first started playing Defense Mode.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on August 07, 2012, 05:59:44 pm
Wow! Congrats on making it to stable (or at least "Cataclysm" version, according to Roguebasin), Whales. The game's showing a lot of polish these days.

...I say that but the Windows version crashes near the start of the game. Is there an error log somewhere?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 07, 2012, 07:25:10 pm
In the future, will the saves be more compact? My current save folder has over 80,000 files, which makes transferring take forever despite only weighing 65 MB.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on August 07, 2012, 08:32:37 pm
I purge my save file every new version, or any time I crash just in case there is corruption.

That said, I've had multiple crashes with the new version when exploring the basement in the starting shelter.  This happened like 3 times, each time with an emptied save directory.

I also had a crash in tutorial mode, after breaking out of the tutorial building and while exploring the nearby town.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Man of Paper on August 07, 2012, 09:02:54 pm
I've had the tutorial basement crash as well.

And I, like puke (words I never thought I'd say, comma or otherwise), purge for every new version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 08, 2012, 03:23:06 am
In the future, will the saves be more compact? My current save folder has over 80,000 files, which makes transferring take forever despite only weighing 65 MB.

It's something he's mentioned he wants to change. I'm guessing it's not a priority though.
Maybe that would be a good mod for someone to add though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 08, 2012, 12:10:12 pm
In the future, will the saves be more compact? My current save folder has over 80,000 files, which makes transferring take forever despite only weighing 65 MB.

It's something he's mentioned he wants to change. I'm guessing it's not a priority though.
Maybe that would be a good mod for someone to add though.

Someone is working on it. Time will tell if it's integrated or not.

The basement crash is a known issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on August 08, 2012, 12:46:32 pm
Does it crash in all basements or just the starting one?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 08, 2012, 12:59:32 pm
All, including caves, labs, and mines in my experience.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 09, 2012, 05:22:12 am
So I had an awesome character going today.  Did the quest for the NPC I first spawned next to, and found that he had a ton of skills to teach.  All but two, I think.  So I gathered up all the supplies I could find, hid with him in a gun shop, and kept selling him all the guns and training skills.  Had exactly the two guns left that I wanted by the time that was over, and had trained everything up to at least level 3.  A couple went all the way to level 8.  That NPC got themselves shortly afterwards, and I got all the guns back, plus a desert survival CBM they happened to be carrying.  Found myself a quad bike, and went out looking for a secluded place to set up base.  I felt ready to take on the world with this character.

Then I got waylaid by some random person who ran out of the forest.  I slowed down to talk and they told me to drop my weapon.  I said fuck that and sped off.  Then when I was 4 or 5 whole screen lengths away from them, they somehow whacked me in the eyes four times with a baseball bat in a single turn and insta-sploded me.   FFFFFFUUUUUUUUUUUU----

I should have just run the fucker down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tompliss on August 09, 2012, 06:02:00 am
wait ... we can actually see what's farther than the screen ?!?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 09, 2012, 06:05:31 am
wait ... we can actually see what's farther than the screen ?!?

No.  That was just an estimate, based on how quickly I appeared to be getting away from him before he disappeared off-screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Reyn on August 09, 2012, 06:22:44 am
wait ... we can actually see what's farther than the screen ?!?

You can, with the right mod. I wonder how many people use this thread only for their cataclysm info. It has it's own site (http://whalesdev.com/)(that also means it has forums![shocking, isn't it?]) With all kinds of nifty thingies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 09, 2012, 10:59:40 am
most people seem to know about the forums.

most people seem to tend to like roaming around this thread, instead.

This thread feels like home (as bay12 is home?). You need to have some reason to sign up to new forums, for me it was a mod otherwise I'd probably still be just here.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 09, 2012, 11:48:22 am
Bay12 is a one stop shop in many ways. Making a mod really got me as a user in the Cataclysm forum. It was somewhat necessary. I was reading the forum for a week or more before that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 09, 2012, 12:07:40 pm
I know there's an extended view button, but I forgot what it was, so I never use it. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 09, 2012, 12:32:48 pm
This thread is handy because it's general discussion thread about cataclysm.  The cataclysm board has it's own general discussion section, but no thread that is just general discussion.  This thread serves that purpose nicely.

In the process of dissasemmbeling my car to turn it into a more space efficient custom car "rolling coffin", a hoard showed up at my base.  I figure I'm toast, they are coming from all directions, and there are too many spitters fasts and shockers.  Theres even a hulk.

I drop my tools and plan on booking it to the entrance of my base for a last stand when I have a sudden realization.  The mostly stripped car is still drivable.  It's missing a wheel, but it can drive with 3, and most of the passenger side is gone, but it still has an engine, still has a seat and controls, still has enough wheels...

So I spend a good half an hour flattening zeds in half a car, until I blew a tire on a brute, but at that point the zeds were reduced down to a manageable level.  I just had this mental image of this crazy redneck mechanic driving half a car over zombies, firing a handgun out the missing back while the last back wheel keeping the entire thing drivable is held on with duct tape, twist ties and what's left of the drivers side back door.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: freeformschooler on August 09, 2012, 12:40:23 pm
By the way, credit to the Cataclysm forums, here's a hotfix for the basement crash for the Windows verison: http://mod.gib.me/cataclysm/cataclysm.exe
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 09, 2012, 07:45:35 pm
Been experimenting with Android characters.  Got one who started out with metabolic interchange and hydraulic muscles.  Punch a few zombies for insta-kill damage.  Eat a sandwich.  Repeat.  This rocks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 09, 2012, 08:39:22 pm
Been experimenting with Android characters.  Got one who started out with metabolic interchange and hydraulic muscles.  Punch a few zombies for insta-kill damage.  Eat a sandwich.  Repeat.  This rocks.
Until you run out of sandwich 10 minutes later.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 09, 2012, 09:40:41 pm
Been experimenting with Android characters.  Got one who started out with metabolic interchange and hydraulic muscles.  Punch a few zombies for insta-kill damage.  Eat a sandwich.  Repeat.  This rocks.
Until you run out of sandwich 10 minutes later.
I must eat but sandwich too slow!
Eat zombies om nom. The direct damage poisoning tends to be a lot less worse than food poisoning for some reason, so much that any debuffs you get are kinda completely counteracted by the hydraulic muscles, or could just be easily waited out.
With food poisoning you vomit everywhere and are substantially slower, with general stat debuffs. Tainted meat usually just poisons iirc, which occasionally does direct damage but shouldn't be a problem unless you're about to die. Also, stat debuffs, but it's not like -3/-2 str is significant with hydraulic limbs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on August 09, 2012, 09:52:32 pm
The only fuel source I ever select is the Internal Furnace, the I just ignore any other powersource CBMs.  I guess or battery couldn't hurt to add -- but I'd rather not risk the damage from failure on something that isnt as usefull.  2x4's or heavy sticks are always easy to get -- though I guess batteries could be handy for topping off in the middle of combat.

I managed to start with a cloaking bionic this time, and have no idea what CBM it comes from.  Never seen one previously.  Costs a fortune in power to run it though, and useless against aural or thermo or scent critters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 09, 2012, 09:56:06 pm
Solar panels would be pretty good. I hate metabolic. Even with other sources, you can't go past four!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 09, 2012, 10:04:16 pm
I managed to start with a cloaking bionic this time, and have no idea what CBM it comes from.  Never seen one previously.  Costs a fortune in power to run it though, and useless against aural or thermo or scent critters.
Spoiler (click to show/hide)
I like the internal furnace and solar panels. Metabolic interchange just isn't something I would care for, since every food item you can spare means you can last longer if you run out of reliable food sources for whatever reason, until you locate another.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 09, 2012, 10:15:31 pm
Yea solar panels are great, especially if you have a car or something, or don't heavily use power draining bionics.

Back with the last version I would criuse around with the drivers side door open to charge my solar panels on a sunny day.  If it rains I close it.  With the car door open the drivers seat is considered outside, door closed, inside.  I just used bionics to save lighter fluid and haul armor plating for cars, so it kept me supplied with power pretty good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tompliss on August 10, 2012, 04:21:55 am
Is there a way to get a dog inside a car ?

A few days ago, I got the "go get my dog" mission, and found a car near the house where the dog were.. With a dozen zombies around, I though "hey, this will be great ! let's splash'em all !".
Got in the car, waited a bit ... whistled the dog ... again ...
Then I drove a little toward the dog, and ... let's say I got sad ... :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 10, 2012, 04:45:32 am
Been experimenting with Android characters.  Got one who started out with metabolic interchange and hydraulic muscles.  Punch a few zombies for insta-kill damage.  Eat a sandwich.  Repeat.  This rocks.
Until you run out of sandwich 10 minutes later.

Yeah... I basically muscled myself to death when I went rummaging through houses for food.  I wanted to stock up for a raid on a science lab.  I'd loot a house, encounter a couple zombies, be forced to eat whatever I'd just looted, repeat the cycle until increasingly desperate measures finally did me in.  I don't really like the metabolic interchange, but that's what the rng gave me.  I just liked the strength boost.  It was fun while it lasted.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: TempAcc on August 10, 2012, 09:42:55 am
Metabolic Interchange is the only CBM that actively works against you, specialy if you have a fairly large battery, which you'll usualy have after a few lab raids. Its energy efficiency is also crap, given how much you need to eat to keep it up, it really needs adjustments.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 10, 2012, 10:09:34 am
Metabolic Interchange is the only CBM that actively works against you, specialy if you have a fairly large battery, which you'll usualy have after a few lab raids. Its energy efficiency is also crap, given how much you need to eat to keep it up, it really needs adjustments.
Yeah, perhaps making it an active bionic or such.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vgray on August 10, 2012, 11:53:56 pm
Well I certainly ain't very good at surviving. How do you get items out of display racks and dressers and things like that anyway? I want to ransack this hardware store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 10, 2012, 11:56:19 pm
Press "e" and indicate desired direction. Then enter letter(s) of desired object(s) and press enter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vgray on August 11, 2012, 12:33:05 am
I just found a flashlight in someones dresser.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on August 11, 2012, 12:37:58 am
You sure it was a flashlight?  ;D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 11, 2012, 12:38:35 am
You sure it was a flashlight?  ;D

That my first thought, exactly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaitol on August 11, 2012, 12:40:08 am
I thought the vibrator mod wasn't actually released. ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vgray on August 11, 2012, 12:52:31 am
Why was no one considerate enough to leave a few cars behind when they all died? You'd think the zombies dismantled them all or something.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 11, 2012, 12:58:46 am
I think there should be lots of cars around, but most should require some repair work or hot-wiring before you can drive them.  It should be difficult to find a car you can just hop into and take off with.  I also think vehicles could use more storage.  As someone who has gone camping in the mountains via motorcycle, I know there's a ton more space available than the game lets on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 11, 2012, 01:02:52 am
The answer is that all the Jockeys, Witches, and othe unincluded types all got in the cars and drove off and out of the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on August 11, 2012, 01:37:00 am
Yeah, don't startle the witch.

because VROOM VROOM
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 11, 2012, 01:39:57 am
My theory is that the smoker learned how to shot lightning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Baneling on August 11, 2012, 01:45:21 am
Why would the cars need hotwiring or lots of repair work, though?

It's not like this apocalypse has been going on long-term, and anyway zombies aren't smart enough to target vehicles that don't have people in and the road would be basically walls of wreckage if the number of nearly-working-vehicles was correct.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 11, 2012, 01:47:09 am
Again, VROOM VROOM IS BAD! NO SCARE WITCH! SHE KNOWS HOW TO DRRRRRRRRRRRRRRRRRRRRRRRRRRRIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEVVVVVVVVVVVVVVVVVVVV
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 11, 2012, 02:12:32 am
Why would the cars need hotwiring or lots of repair work, though?

It's not like this apocalypse has been going on long-term, and anyway zombies aren't smart enough to target vehicles that don't have people in and the road would be basically walls of wreckage if the number of nearly-working-vehicles was correct.

The prologue doesn't even tell us anything about what the apocalypse was like.  Who knows?  If it was a quick and violent thing, I imagine many people would have been swarmed while desperately trying to force their way through the clusterfuck of panicked evacuation traffic.

I just think it would be a more interesting mechanic.  It would give you more choices and the opportunity to be more interactive in searching for your first vehicle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on August 11, 2012, 04:49:46 am
Why would the cars need hotwiring or lots of repair work, though?

It's not like this apocalypse has been going on long-term, and anyway zombies aren't smart enough to target vehicles that don't have people in and the road would be basically walls of wreckage if the number of nearly-working-vehicles was correct.

The prologue doesn't even tell us anything about what the apocalypse was like.  Who knows?  If it was a quick and violent thing, I imagine many people would have been swarmed while desperately trying to force their way through the clusterfuck of panicked evacuation traffic.

I just think it would be a more interesting mechanic.  It would give you more choices and the opportunity to be more interactive in searching for your first vehicle.

http://whalesdev.com/forums/index.php?topic=1264.0 (http://whalesdev.com/forums/index.php?topic=1264.0)

you're welcome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 11, 2012, 05:15:49 am
Alright, so it's the type of situation I was imagining.  An explosion of widespread panic and violence.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on August 11, 2012, 06:20:51 am
I think there should be lots of cars around, but most should require some repair work or hot-wiring before you can drive them.  It should be difficult to find a car you can just hop into and take off with.  I also think vehicles could use more storage.  As someone who has gone camping in the mountains via motorcycle, I know there's a ton more space available than the game lets on.

The problem is that you can only store things in "the trunk". Were it reality, you could just throw your new welder and sandwiches in the passenger side floor and drive away, but since game doesn't recognise what's in the car as moving with it or even any difference between "car floor" and "ground below car"... This is also a problem when it comes to zombies, actually. Zombies that manage to climb into the car isn't any kind of problem right now, as they'll magically be run over when you start driving. That kind of takes the danger out of it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 11, 2012, 06:27:35 am
You're free to code in a solution to that, I'm sure Whales would love it :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sentientdeth on August 11, 2012, 08:25:51 am
Heh, really wish I had more coding experience.  I have so many ideas.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on August 11, 2012, 08:30:56 am
Like Sentientdeth above me, I would if I could. My own code experience is limited to TES CS script writing, and I don't think that's enough ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 11, 2012, 09:29:18 am
Same, there are so many things I would love to put in.  But my coding experience peaks at flash.  And even with that I was just taking chunks of code from other things to make what I wanted.

I think I may have played too much DF before playing this game.  My current project is useing a jackhammer to hollow out the surface level of my cave base into rooms.  I even have a section planned as an interior place to park my 3 wide 6 long car, and I already have a kitchen dug out and functional (but roofless for now).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Merchant Of Menace on August 11, 2012, 10:07:48 am
If you have suggestions, Darkling Wolf's usually happy to give them a shot :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 11, 2012, 10:44:38 am
I think there should be lots of cars around, but most should require some repair work or hot-wiring before you can drive them.  It should be difficult to find a car you can just hop into and take off with.  I also think vehicles could use more storage.  As someone who has gone camping in the mountains via motorcycle, I know there's a ton more space available than the game lets on.

The problem is that you can only store things in "the trunk". Were it reality, you could just throw your new welder and sandwiches in the passenger side floor and drive away, but since game doesn't recognise what's in the car as moving with it or even any difference between "car floor" and "ground below car"... This is also a problem when it comes to zombies, actually. Zombies that manage to climb into the car isn't any kind of problem right now, as they'll magically be run over when you start driving. That kind of takes the danger out of it.

You can always replace that seat with a trunk.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 11, 2012, 11:03:21 am
It does make a little bit of sense to not be able to store stuff in a seat.  It's not really secured.  A quick stop and that stuff would be flying everywhere.  I for one wouldn't be putting a glass bottle of mutagen in my car seat during normal traffic, let alone during a game of bowling for zombies.

The car's frame slams into the zombie!
The spinning box of tissues strikes you in the head from the side shattering the skull and tearing the brain through the riot helmet!
You are dead!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 11, 2012, 11:19:23 am
I think even the trunks should be able to store more.  I'm sure the trunk of my car could carry several hundred bottles of pills :P

It's just a minor gripe, though.

Eventually I'll get a successful enough character that I'll custom build some super-storage car.  I just haven't got that far yet.  I haven't even touched structure building in the slightest yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on August 11, 2012, 12:04:42 pm
Managed to survive for almost 2 days. Had on me a pretty decent supply of coffee and tea for some reason*. Picked up a Mac-10 and a USP, plus a bunch of .45ACP from one house. I guess the guy was a gun nut. Ran from a riduculous swarm of zombies which had several fasts, a shocker, shrieker, boomer, necromancer, and a brute the kept up the chase for a while until I seperated it from the horde and took it down with the USP.

Then I got killed by a graboid because I failed to notice I walked off the pavement while I was running.


I also learned that throwing wooden spears is good for hunting, though it took a while to bring down a deer. Worth it, though. That deer was tasty. Never saw a single car, though.


*Reason: Stay away from my caffiene or I will f&@king end you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 11, 2012, 12:05:37 pm
I think even the trunks should be able to store more.  I'm sure the trunk of my car could carry several hundred bottles of pills :P

It's just a minor gripe, though.

Eventually I'll get a successful enough character that I'll custom build some super-storage car.  I just haven't got that far yet.  I haven't even touched structure building in the slightest yet.

Trunks don't act like player inventory, which is odd, but works better than player inventory if you want to remove one or two things and not a stack of things. You can add trunks/boxes to almost anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 11, 2012, 01:45:00 pm
Thanks to that post, I have a newfound hate, respect, and love for blobs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on August 11, 2012, 07:59:00 pm
side note about trunks, the problem is that they can only carry a limited number of stuff because of the way the inventory system itself is coded in game, as in it uses 26 letters iirc.

the trunks are slightly different and don't know how to handle stacks, splitting the stack into seperate items.

so instead of being limited by volume, the trunks are limited by number, which is what causes the issue.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vgray on August 12, 2012, 03:04:54 am
Shooting zombies is awesome. Until they swarm you that is.

Awesome. I found a crossbow
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 13, 2012, 03:42:39 am
Zombies that manage to climb into the car isn't any kind of problem right now, as they'll magically be run over when you start driving. That kind of takes the danger out of it.

I've been attempting to allow NPCs to walk around moving vehicles without dieing, mostly because they are stupid and like to do things like leave their seat to pickup food. Once thats working I can't see it being a big change for that to work with critters of all types to be honest.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lord Inquisitor on August 13, 2012, 04:40:20 pm
Diy Gas mask, from plastic bottle and cloth. could be added to game with decent encuberace to show its crude.

Spoiler (click to show/hide)
how to shrink image with html coding?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2012, 04:55:25 pm
I doubt a bit of cloth would protect you from anything serious (no more so than just holding cloth over your mouth, anyway), and you couldn't get a proper seal on your face with a plastic bottle. All that would do is make you look silly while you choke and the zombies eat you.

An improvised gas mask might be possible, but it would need something to actually filter the air in between the cloth - like crushed charcoal and baking soda or something similar - as well as a way to properly seal it over your face (diving mask + snorkel maybe?).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vucar Fikodastesh on August 13, 2012, 09:35:51 pm
You can already craft a gas mask. ???

(http://i.imgur.com/irsMv.png)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on August 13, 2012, 09:46:14 pm
The problem is that you can only store things in "the trunk". Were it reality, you could just throw your new welder and sandwiches in the passenger side floor and drive away, but since game doesn't recognise what's in the car as moving with it or even any difference between "car floor" and "ground below car"...

You can always replace that seat with a trunk.
Like this:
Spoiler (click to show/hide)
Note: I've since added 4 more boxes over the wheels. :)

The trick to using trunks & boxes is to stick all the big heavy stuff in em; a plastic bottle collection will fill them up quick. It is quite possible to build vehicles with almost as much storage capacity as your cave, heh.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Paul on August 13, 2012, 10:59:27 pm
You can already craft a gas mask. ???

I was thinking you could already, but couldn't remember (it's been a long time since I played a char that bothered with tailoring skill).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 13, 2012, 11:29:52 pm
So it's a pair of ski goggles that draws air through a hose, I'm guessing into the nose chamber of the goggles, and the other end of the hose goes into one end of a muffler, that is somehow used to clean the air.  Likely all held together with duct tape.

I think I'll take the plastic bottle stuffed with rags please.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on August 14, 2012, 08:41:53 am
So it's a pair of ski goggles that draws air through a hose, I'm guessing into the nose chamber of the goggles, and the other end of the hose goes into one end of a muffler, that is somehow used to clean the air.  Likely all held together with duct tape.

I think I'll take the plastic bottle stuffed with rags please.
Well, if you can get your hands on a relatively clean muffler, they ARE supposed to clean out quite a lot of contaminants from the air iirc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: boatie on August 17, 2012, 09:12:52 am
Still waiting for the day I can finally give everything to this game and learn it top to bottom. This and Brogue should be in any major roguelike list.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on August 17, 2012, 09:16:51 am
Longbows are bugged in my game.  :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: igoreklim on August 17, 2012, 09:18:51 am
Longbows are bugged in my game.  :(
Fixed version: http://rghost.ru/39822793
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dbuhos on August 18, 2012, 09:32:34 am
Erm, I haven't been playing for a while.
How do I trade with a NPC ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on August 18, 2012, 09:45:15 am
Erm, I haven't been playing for a while.
How do I trade with a NPC ?
So, step one, you acquire preferably something to deliver your payment from a distance (Bow, gun, whatever) or if you want to risk getting a bad trade, you could try delivering it directly.
You then deliver your payment (Arrows, bullets, high-energy photons) to the NPC. If you went for a riskier trade then payment will be with your fists or whatever you are carrying.
You proceed with the trade. If you got a bad deal the NPC will deliver more payment sooner and will get a much better deal (all of your things), but if you conducted a trade that worked out well for you you can pick through the NPC's possessions at your whims.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on August 18, 2012, 10:43:01 am
Or you can hit C and talk with them.  I think you have to have just finished a quest for them or have them following you to trade though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on August 20, 2012, 07:23:13 pm
Knowing Cataclysm, I would assume that finding a giant wasp in the driver's seat of a car in a parking lot, with his pal chilling by the trunk door outside, would be normal. The same would go for said wasp in the driver's seat flying through the wall and stinging my face, chasing me down with his buddy and killing me. I just found a military spawn, too! >:(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on August 21, 2012, 12:08:29 pm
I want to make a really ugly mod for this game.. allowing me to be what a shit docter does..

Goonstation/D2K5 stuff..

Poo golems anyone?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fist_Of_Armok on August 24, 2012, 10:51:51 am
How the hell do I survive more than a day? Just keep at it until the RNG stops laughing at me?

Is there a way to start with gear?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 24, 2012, 11:04:08 am
How the hell do I survive more than a day? Just keep at it until the RNG stops laughing at me?

Is there a way to start with gear?

There's a debug menu, which may be turned off in the data folder. It can spawn anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fist_Of_Armok on August 24, 2012, 11:39:46 am
I figured something out-if you blow up the gas things in the tutorial, you can wait for 12 hours and the building will burn down, giving you free access to the outside world with a good weapon-but hungry from the waiting.

Of course, I then ended up Carnivorous, Nearsighted, and Savage Voiced from smoke inhalation, but hey, I'm actually successfully killing things now.

EDIT: How do you cook meat? I've got a Hot Plate with 7 charges and meat, but it won't let me.

Do I need cooking skill, or something to cook the meat in?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 24, 2012, 11:51:58 am
Do I need cooking skill, or something to cook the meat in?

Need a pot or frying pan.  It took me forever to figure that out as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sentientdeth on August 24, 2012, 11:52:25 am
You need a pot or a frying pan, and you use the & key to open the crafting menu.  Not sure if 7 charges is enough, haven't used a hotplate in forever.  Having a fire in an adjacent square works for cooking.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on August 24, 2012, 11:59:42 am
Yeah. I remember looting several houses before finding a frying pan... in a hardware store. I take it people took their cookware with them when the fled/died?

By the way, a good way to make a fire, is to drop a log, stand next to it, and 'a'pply a lighter on the log. Usually lasts long enough to cook about 3-4 pieces of meat, unless its raining.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fist_Of_Armok on August 24, 2012, 12:19:16 pm
Can you make rotten milk into cheese, and if so how?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on August 24, 2012, 12:29:59 pm
No, and that is emphatically not how cheesemaking works.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 24, 2012, 12:39:16 pm
No, and that is emphatically not how cheesemaking works.

It could be made to work that way with a bit of coding, it just wouldn't be realistic.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fist_Of_Armok on August 24, 2012, 12:43:06 pm
No, and that is emphatically not how cheesemaking works.

Yes, I'm aware of that.

But there are a lot of games that take serious liberties with reality. This isn't one of them, apparently.

How do I spend XP?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on August 24, 2012, 12:57:58 pm
No, and that is emphatically not how cheesemaking works.

It could be made to work that way with a bit of coding, it just wouldn't be realistic.
He wasn't proposing that it was impossible from a programming standpoint, but from a realism standpoint.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on August 24, 2012, 01:20:52 pm
For making impromptu fires, I carry a Large Stick in whatever vehicle I currently have (or, alternatively, I carry it in my inventory; but it's pretty heavy). Drop it to the ground, light it on fire, and then pick the stick back up immediately. If you were quick, it didn't even get "Burnt", and the fire will last long enough to cook several pieces of meat under good weather conditions.

A bit cheaty? Probably. Does it reduce the annoyance of having to find firewood material every 20 minutes? Definitely.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fist_Of_Armok on August 24, 2012, 02:06:00 pm
Cataclysm should add farming, possibly the ability to build settlements.

Also, I need to find a way to up my morale quicker without getting addicted to anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on August 24, 2012, 02:52:42 pm
What you need to find is an mp3 player ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fist_Of_Armok on August 24, 2012, 03:44:24 pm
What you need to find is an mp3 player ;)

Oh, so that's what those are good for.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on August 24, 2012, 04:55:59 pm
How do I spend XP?

You don't. You learn things faster when you have XP, I think.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 24, 2012, 05:17:13 pm
How do I spend XP?

You don't. You learn things faster when you have XP, I think.
When you have XP in your pool while performing actions related to specific skills, the XP is fed into the skills, counting as progress towards the next level. So if you've been boozing it up while listening to music and built up a couple hundred XP, you could go shoot some zombies with your Vector, and some of that XP would go into Firearms and Submachineguns (or whatever the second skill is). At least, that's how it worked last I heard.

In regards to finding pots/pans: You can almost always find a pot in a sporting goods store. They tend to carry most of the important survival equipment. A well-stocked one can often outfit a new character completely.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 24, 2012, 09:31:25 pm
Houses are so incredibly common it should not be difficult to find a pot or pan and hotplates. Empty partial hotplates of batteries and top off the one hot plate you plan to keep. Use unload and reload keys while wielding them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 25, 2012, 01:22:52 am
I seem to recall that there is also a CBM that replaces hotplates, so if you've got a good power CBM that can work. Of course, you can also use small fires to cook now, so all you really need is a lighter and a piece of rubbish. The wrappers from meat sandwiches work well, as do heavy sticks.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on August 25, 2012, 09:29:09 pm
anyone else having an insanely hard time ever finding wood axes or chainsaws?  Kinda hard to build my log cabin if I can't freaking cut down a tree :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 25, 2012, 09:46:50 pm
If you don't mind it, you could always use the debug menu to give yourself one. And then possibly throw away/destroy an item of equal value to you to level the scales.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on August 25, 2012, 10:12:28 pm
Did the debug menu command change recently because
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 25, 2012, 11:19:18 pm
By default the debug menu is not available. You have to alter a file in data folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on August 26, 2012, 01:29:10 am
Woot! My first decent character has survived for several days WITHOUT cheating! And it seems that he is quite skilled at killing giant worms. It seems fitting that I named him Paul Atreides.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: LibidoMax on August 26, 2012, 07:19:55 am
Woot! My first decent character has survived for several days WITHOUT cheating! And it seems that he is quite skilled at killing giant worms. It seems fitting that I named him Paul Atreides.

How dare you disgrace Shai-Hulud!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 26, 2012, 07:41:33 pm
So I started this back up after taking a break for a few (6?) months. I noticed EXP has been massively nerfed. Not only do I get very, very little exp compared to before, but it's capped at 800.

Is there any (relatively easy) way to change it back to the old (lots of) exp system? I think it's a completely terrible now because it just leads to (reverse) 'victory dancing' (crawl players will know what I mean) where I'm forced to game the system to make 'proper' use of my exp, because for some reason after waking up in the morning and stabbing 2 - 3 zombies I'm suddenly too stupid to learn anything for the rest of the day.

The old system might have been unbalanced and too easy (not for me I died all the time anyway) but at least it was fun, and I naturally just got better at whatever I was doing instead of having to powergame to get anywhere. The way it is now is just not fun, I have to do stupid crap like stop in the middle of town and randomly build flashlights to use up my exp so it's not 'wasted' on skills I don't want.

Another question, is there any disadvantage to murdering the starting NPC (or getting him to follow you then leaving him in the woods with the bears)? I just lost a very promising char because the NPC decided it would be a good idea to unload on the skeleton I accidentally dragged back to base, even though I was standing between them, blew me away in a single burst fire (didn't even hit the skeleton). derp.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 26, 2012, 08:41:45 pm
Uh. You do realize how easy it is to build up your XP pool, right? A couple hours with liquor and an mp3 player always works for me. For that matter, just alternating between skill books and pleasure books will usually result in a surplus of XP. Just in case you somehow weren't aware, XP gain is tied to morale; the happier your character is, the greater the chance of XP being added to your pool each tick. If you run around in the rain and keep getting hit by stuff then yeah, you won't have much XP.


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: thegoatgod_pan on August 26, 2012, 09:49:28 pm
The XP overhaul makes you have a semi-balanced existence--rest a while in a hide-out and then kill some zombies, day in, day out. Without the limit I remember just sitting in a cave, reading, sleeping and eating continuously while my xp pool kept climbing.  Effective sure, but kinda boring. The low pool makes you go out and do something dangerous, then makes you go back and recover.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: postal83 on August 27, 2012, 10:11:12 am
I just started playing this game.  Played about 4 characters, none of whom made it past the first night.  I realized I was doing incredibly stupid things - mainly being very loud.  I was smashing everything, shooting off firearms.  Maybe killed like 3 zombies.  Kept having the eyebots chase me around, then robocops came and messed me up.

Any good tips for newbies?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on August 27, 2012, 10:18:25 am
For exp, find an electronics store.  MP3 players are the best source of essentially free EXP you're gonna find.  Electronics stores will virtually always have one, and always have like 15 batteries at the least.  This will keep you happy for a significant time.  The main thing to understand about exp is that your goal is not to booze out and then totally ignore exp.  Your goal is to remain happy constantly.  Morale is now an actual game mechanic that works.

Newbie help: Keep running.  Only go out at night.  Zombies will rarely detect you in the dark, and you can navigate via the map to what you want.  If you turn a flashlight on and immediately off, you get a good snapshot of the area too, and zombies will notice the flash, but you can easily move out of range before they arrive.  To that end, Night Vision is incredibly helpful.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on August 27, 2012, 10:45:21 am
Agreed, stop making noise.  Dont smash windows unless you are actively trying to outrun a zombie mob.  dont smash doors until you have a crowbar to do it quietly.  get (or build) a bow for silent ranged kills.

You can crank up your music and practice many skills in your safehouse.  even shooting, I dont think you actually need zombies to shoot at -- .22's and BB's are plentiful and come in large packs.

Also, if there is a particular town you want to clear out for better looting or to settle down in, you can often do so with a car, truck, or even a quad.  fill up the tank and drive back and forth until the horde is all roadkill, they will keep coming towards the engine noise.  Otherwise, try to only use vehicles as get-aways or mobile bases, driving them into town on raids only attracts the hordes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on August 27, 2012, 10:56:25 am
I modded my game to let electric motors spawn in electronic stores.  Took a bit of effort, but I got an electric bike, and it works wonders.  Moves slowly, but you can take it almost anywhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 27, 2012, 11:18:16 am
I guess people are misunderstanding - I understand how to get exp, and I get that it's a game mechanic to make exp something to manage, and that it's there to stop you from just bunkering up for 3 days and coming out with 890345894584 exp. I don't really have a problem with that so much, even if I think the exp system is not perfect I could live with it but...

It's just that I can't choose where to spend it. For example I a bunch of tea and coffee (to purify toilet water more then anything) and it drained ~200 exp. That's just a huge waste, since I already had all the cooking skill I needed it was exp down the drain because I didn't feel like metagaming and shooting a gun in the air to summon zombies to kill BEFORE I made my morning coffee.

It's bad from a gameplay perspective because it forces the player to do things awkwardly, or in a very gamey order rather then just having fun playing the game, and it's bad from a realism standpoint because seriously? A routine task like boiling water for tea somehow makes me too stupid to pay attention and learn from stabbing zombies or practicing my electronics?

I asked for a way to bring the old system back because it seems like it would be a lot easier to just get 10x more exp then it would be to rework the whole system to let me pick where it goes, and either one would work to make the game more fun for me since the frustrating part is the tedium involved with making sure the exp goes where I want it to go.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Canisaur on August 27, 2012, 11:59:21 am
A way to simply switch XP usage on and off would be nice.  You could call it "concentrating".  Say you have to make some coffee, but don't feel like wasting XP "improving" your coffee making skills.  You could "stop concentrating" (switch off XP usage), make your coffee, "start concentrating" again (switch it back on), and then go kill some zombies to raise your combat skills.

Or the other way around, if you really felt like being the best possible post-apocalyptic coffee maker.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on August 27, 2012, 12:02:00 pm
A way to simply switch XP usage on and off would be nice.  You could call it "concentrating".  Say you have to make some coffee, but don't feel like wasting XP "improving" your coffee making skills.  You could "stop concentrating" (switch off XP usage), make your coffee, "start concentrating" again (switch it back on), and then go kill some zombies to raise your combat skills.

Or the other way around, if you really felt like being the best possible post-apocalyptic coffee maker.

Please do this now. It's been what's needed ever since the XP system was made, I'm tired of losing 500+ exp a day to improving skills that I don't want to improve by 5%, like cooking. Just make a single button toggle for this and the entire aspect of wasting your XP is gone, and the complaints are removed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on August 27, 2012, 12:04:50 pm
Actually, Whales will be doing away with the current exp system.  Last I heard, it was going to turn into focus and skill growth.  High morale will allow faster skill growth, but you won't have to do anything to improve those skills.  It will occur naturally over time.  This way you can focus into computers and become better without having to mass-raid 10,000 banks in a row, and you won't end up dumping infinite exp into something like bashing.  It does mean it's possible to bunker up and just gain skills without effort, but you do have to put forth the effort of surviving, so your skill growth ends up "costing" food and water anyways.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: postal83 on August 27, 2012, 01:22:53 pm
After dying repeatedly last weekend, I realized theres no score board.  I think that would be cool to add.  Maybe something as simple as your name, and days survived.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on August 27, 2012, 10:14:27 pm
So, what's your favorite starting build?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 27, 2012, 10:26:33 pm
Depends on the goal of a character. A minimum of 11 INT was always required if you wanted to be able to read all the books (as that's the lowest INT you can have for a hit of Adderall to push it high enough). Mostly I tend to go for a balanced build; the current build I'm playing is actually a straight 10 across the board. Quick is pretty much required, and I've always liked Packmule; two backpacks + Packmule usually means you'll hit the item limit before you run out of volume unless you're trying to move steel frames or something. Pain Resistance as well, as it tends to give you a bit of an edge in bad situations. I tossed in Night Vision and Disease Resistance because I had a spare 2 points to spend and they both are helpful in their own ways, now that colds and the flu are real issues. If I put anything into skills, it'll be a level of dodge. My normal list of negative traits are: Near-Sighted, Heavy Sleeper, Glass Jaw, Trigger Happy, Wool Allergy, Truth Teller, and Ugly, as they're all relatively minor. Hell, I see Heavy Sleeper as a positive trait; I used to play with Insomniac and it pissed me off so much.


Speaking of my current character... Just found a bunker about fifteen map tiles outside of a city. Got a decent haul of food and water, as well as a pair of M4A1s, a SCAR-L, a SCAR-H, ~100 rounds of NATO and IC ammo for each, a fusion rifle, and a shitload of silencers and extended clips (well, once I manage to find enough milids to open everything). A short walk east is a metal wreck that had 4 CBMs. Looks like New Base Get.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on August 28, 2012, 12:18:31 am
Is it possible to farm?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: tompliss on August 28, 2012, 03:33:13 am
Flying Dice => no "HP ignorant" ?
I feel it's the best negative trait : it forces to be aware about what happens, and you still get to know where you are hurt (you don't have 78 HP in a arm and 54 to the other, but simply green and yellow)...
I feel it's how the game should be, all the time ! :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on August 28, 2012, 03:51:31 am
After dying repeatedly last weekend, I realized theres no score board.  I think that would be cool to add.  Maybe something as simple as your name, and days survived.


That would be cool, but with the amount of creatures killed as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on August 28, 2012, 06:29:07 am
Well I decided to try and burn out a fungal spire since it annoys me.  I had 7 molotovs, and pretty much had the whole outer section on fire, all fungal beds burnings and the fungal walls were an inferno.  About 2 tiles from the spire itself and it starts to friggin rain... puts out all the fire so there is now a lone fungal spire standing in a bed of rubble.

Anyone else ever do something crazy like try and purge a bee-hive?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 28, 2012, 10:21:50 am
Flying Dice => no "HP ignorant" ?
I feel it's the best negative trait : it forces to be aware about what happens, and you still get to know where you are hurt (you don't have 78 HP in a arm and 54 to the other, but simply green and yellow)...
I feel it's how the game should be, all the time ! :D
It's one of the secondary ones I would choose, but I already hit 12 points from the ones I normally take.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 28, 2012, 03:49:48 pm
Does anyone know how skill comprehension (higher int + fast learner trait) works? Does it make learning more efficient, or just faster?

Because it seems to imply it makes it more efficient, however I just got to thinking that if it only makes it drain faster then maybe that's part of the problem I have with always running out of exp (since I usually take fast learner).

Basically, let's say an action normally takes 100 exp and gives 100 skill, does fast learner make it take 100 exp and give 150 skill, or take 150 exp and give 150 skill? (or something else..)

If it's the latter, I've been wasting points and making things more frustrating for myself at the same time.

Edit: well I decided to test myself, since I don't know how to read the code to just find out.

I used the debug menu to summon an MP3 player, then just held down '5' till I had a bunch of EXP. Then I spawned a ton of human corpses and a butcher knife, waiting in place to get rid of the morale from the music (to minimize as much as possible morale gain while testing) and went to town.

Custom char with 20 intelligence and fast learner (205% skill comprehension) took 13 corpses to get to level 1 survival. After getting level 1, it reliably took 7 exp and gave a constant 4% to survival skill per corpse.

Custom 4 int char (32% skill comprehension) took 19 corpses to get to level 1 survival. After getting level 1, it took 3 - 7 exp per butcher randomly, and spit out 3% - 4% exp per butcher.

So.... I still don't know how it works exactly. My current theory is that learning skills is percent based, and higher comprehension just means you have a better chance of learning per tick (or however it's calculated). This implies that anything over 100% comprehension is wasted (except in cases where your int is lowered I guess).

Anyway, I don't think fast learner is worth it anymore, since it does not seem to make learning more efficient... just faster. But exp already drains way to fast, and often you don't want it draining, so it's wasted most of the time.

(yes I should have noted exactly how much exp it took to get from 0 - 1 butcher skill but I forgot to write it down)

Edit2: note to self, double check forum BEFORE doing boring tests, because if I'd read the post below this I'd have saved myself some time
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: monkey on August 28, 2012, 04:53:13 pm
neither, it is more like roll a dice to see if you have learned something from the action, with +50% if you have fast learner.

I think it mostly helps with higher skills, ie. 10-int 10-computer guy, hacking has a 40% change of learning something, 90% with FL
( 10-int 0-computer would be 105% & 155% )

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on August 28, 2012, 05:22:59 pm
Does anyone know here I can find the current release? I appear to be using an older one  (No ugly trait is present, for one)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 28, 2012, 05:27:44 pm
http://whalesdev.com/

pick downloads

pick windows (or linux I guess)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on August 28, 2012, 05:33:06 pm
Also, how do I enable debug mode again?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 28, 2012, 05:36:06 pm
It's enabled by default, at least it was for me on windows. Just press capital Z
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 28, 2012, 05:44:27 pm
Same for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on August 28, 2012, 06:15:34 pm
You need to uncomment the option in keymap.txt
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on August 28, 2012, 09:52:06 pm
Hrm. How would I delete the world it uses? I Noticed that I keep spawning in the same location, amoung other things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SirAaronIII on August 28, 2012, 10:30:22 pm
Delete the whole save folder. There is only one world and it is persistent between characters.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bye135 on August 29, 2012, 08:00:10 am
I have a problem and don't feel like looking through 761 pages for the answer I know is out there, I go to http://eronarn.info/misc/multirobin_key copy the things there, delete the --RSA Code things on either end, and save it, but when I try to import it with puttygen it says "Couldn't load private key (not a private key)"
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on August 29, 2012, 08:37:19 am
It's not. Eronarn hosts an SSH server for the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on August 29, 2012, 08:45:11 am
And yet you still quoted it, preserving it for all eternity :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bye135 on August 29, 2012, 09:00:25 am
Spambot says: Wonderful, but no solutions?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Canisaur on August 29, 2012, 09:37:04 am
Why are you stripping anything off?  Just save that link as a file and import it as-is.  I just tried it with puttygen and it worked just fine.

Once you import it to puttygen save it, and it'll be in a format putty can use.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on August 29, 2012, 04:30:54 pm
Odd. I appear to have hit an item cap. I have sufficent weight and volume, but cannot carry more of anything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 29, 2012, 04:58:45 pm
Odd. I appear to have hit an item cap. I have sufficent weight and volume, but cannot carry more of anything.

a-z and A-Z
That's the limit. 52 different kinds of things, regardless of what you think you can carry.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on August 30, 2012, 06:55:30 am
Odd. I appear to have hit an item cap. I have sufficent weight and volume, but cannot carry more of anything.

a-z and A-Z
That's the limit. 52 different kinds of things, regardless of what you think you can carry.

I hate that. What about Alt+a-z and Alt+A-Z? Thats another 52 items right there.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on August 30, 2012, 10:46:49 am
Odd. I appear to have hit an item cap. I have sufficent weight and volume, but cannot carry more of anything.

a-z and A-Z
That's the limit. 52 different kinds of things, regardless of what you think you can carry.

I hate that. What about Alt+a-z and Alt+A-Z? Thats another 52 items right there.

It's not considered necessary. There's already been a conversation on this at the official forums.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on August 30, 2012, 11:11:17 am
I'm kinda impressed you managed to hit the item limit at all, I rarely get anywhere close to that before I run out of volume or weight.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 30, 2012, 11:55:31 am
It's fairly common to do so when you're using double backpacks to haul large quantities of supplies. Even more so if you play with Packmule.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on August 30, 2012, 01:58:08 pm
It's fairly common to do so when you're using double backpacks to haul large quantities of supplies. Even more so if you play with Packmule.

It happens to me quite commonly with only one backpack and packmule.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on August 30, 2012, 02:12:57 pm
It happens to me in every single game, but generally much quicker with packmule. It's a lot annoying. Especially because pill bottles and such split into different items once you use one of them, further exacerbating the issue if you use comestibles all the time like I do.

Actually, the thing that kills me most in this game is inventory management and encumbrance. And this is coming from someone who loved Incursion's system. Make it so containers actually hold items to help alleviate the max item limit, which would probably be an absolute total re-work of inventory and a giant pain in the ass at this point; or simply remove the silly item # limit and attribute letter assignments to items only while they're being shown on the screen.

I don't use hotkeys for items anyways, unless it's assigning 'a' to a crowbar, mostly because the keys always seem to change all the damn time for no reason, making me search through my inventory to find the item I had thought I memorized the key of. Keep the highlighting of selected items and just get rid of the assigning-letters-on-pickup bit. Make the items in the inventory itself of less import and only worry about weight/volume limits.

But yeah, basically the item limit is hugely immersion breaking and rather unacceptable in the game where packmuling and being a nomad is one of the most viable playstyles. I dunno, I just don't want to be forced to have a car or a dump building simply so I can continue to pick up pill bottles and nyquil.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on August 30, 2012, 02:19:51 pm
I play nomadic all the time and never run into issues. The thing about being nomadic is that you have to be selective in wlhat you bring. Like do you really need more than one container of x pills? Are you incredibly unlikely to find more before you've used them all?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on August 30, 2012, 02:23:06 pm
I gather most every type of things that are nessecary in the game and I hit the limit all the time, before even taking into account crafting materials, items, weapons, gear that you equip and then is considered a part of the item limit [which, by the end of me playing consists of alot of items, 10+ not counting the ones that add nothing to encumbrance]. I typically hit about 30 items before I'm even worrying about weaponry or crafting or long term food survivability.

I'm just tired of only picking up one or two types of kinds of items [such as foods] because I know if I get variant with it I'll fill my imaginary inventory limit before I know it. I just hate feeling gamey all the time for worrying specifically about only getting stackable items.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on August 30, 2012, 02:24:57 pm
I've never hit the item limit, and that includes adding in tents, entrenching tools, fishing rods, fish and a shitload of other items to carry around with me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on August 30, 2012, 02:30:12 pm
Well I do appreciate your input, but this is the main issue in the game now and it needs to change. An imaginary number limit to items shouldn't be in any roguelike, especially one based on survival and travel. And henceforth item gathering. If I have a backpack and I'm a body builder; I should not be limited by an arbitrary number like the amount of keys on my keyboard. That's just silly.

I'm a lover of ridiculous and hard systems, but this one [once again, imaginary] limit is just silly and should change. It's not forcing inventory management [which is the job of weight limits and volume limits], because I do know what that consists of and dropping a pill bottle to pick up a damn jackhammer shouldn't be forced on the player.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on August 30, 2012, 03:01:42 pm
I've hit the item limit before even on characters without very high strength.

I don't buy into the notion that an arbitrary item limit shouldn't belong in any roguelike; that's as ridiculous as assuming every roguelike does need one. However, Cataclysm already limits you based on both the weight and the volume of the items you carry, so I don't see why a slot limit is necessary at all or how it adds anything to the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: joemoben on August 30, 2012, 03:07:52 pm
However, I'm wondering if there are any easy solutions to the item cap. We are already using all the letters, so what else will we use?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on August 30, 2012, 03:11:51 pm
ßëéèêäáàâíìîïüúùûóôòöå®þøðæ©ñµ, obviously.
That means an extra 30 items :)
edit: And another 20 capitals of course.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on August 30, 2012, 03:12:32 pm
alt+a-Z, as said before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Mictlantecuhtli on August 30, 2012, 03:56:38 pm
simply remove the silly item # limit and attribute letter assignments to items only while they're being shown on the screen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on August 30, 2012, 04:00:12 pm
As suggested above, only have letters assigned to items that are in the current page of your inventory. Dividing the inventory into different tabs as per the current divisions, with a full set of 'a-Z' + 'alt + a-Z' for each section would work as well, if it is possible. So you could have a maximum of 104 of any given category of item, assuming you had the strength/volume capacity to carry it. So you could have 104 different stacks of comestables, 104 different types of ammunition, etc.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on August 30, 2012, 09:41:55 pm
Apparently the rational for the item limit is to represent the fact that after a certain point, you forget which pocket/pouch/sack you put something in.

And yeah, it's very very easy to hit it, and I run out of letters more often then I run out of space or weight.

IMO, it's not needed - weight and volume alone should be balanced to limit how much you carry. Weight in particular could be rebalanced because I almost never hit the weight limit, and because it's a very soft cap (just a little over weight it not too bad). Remove the raw item cap (control a-z and alt a-z, doubled right there), lower the weight allowed per str point, tweak as needed from there and it would be perfect.

Or instead, maybe a compromise - packrat could be changed. Instead of allowing 40% more space, it should give access to a new set of inventory (say, control a-z) so you can carry 50% more raw items. it hardly makes sense that someone can jam 40% more cans of beans in a backpack, on the other hand a packrat would have more experience keeping track of stuff so he would be able to have more items before he lost track.

Either way would make me happy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on August 30, 2012, 09:54:27 pm
Using the control keys would be a bad idea. On my OS anyway, Ctrl+Z dumps you out of the current application instantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on September 05, 2012, 02:03:28 am
I found an item called "none" on a dead NPC.

Wat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on September 05, 2012, 02:10:29 am
I found an item called "none" on a dead NPC.

Wat.


It's a glitch.


Also, I was randomly infected with fungus and my arms exploded for no reason.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on September 05, 2012, 04:09:03 am
I found an item called "none" on a dead NPC.

Wat.


It's a glitch.


Also, I was randomly infected with fungus and my arms exploded for no reason.

That will happen, its not a bug, royal jelly will cure fungus by memory.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on September 05, 2012, 01:14:34 pm
I found an item called "none" on a dead NPC.

Wat.
Probably something to do with the unarmed skills, I've found "Karate" & "Judo" on corpses before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: teoleo on September 09, 2012, 09:45:53 am
any news on update.... ??
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on September 09, 2012, 11:07:54 am
I found an item called "none" on a dead NPC.

Wat.
Probably something to do with the unarmed skills, I've found "Karate" & "Judo" on corpses before.
I imagine you can just leech memories from people's corpses, enabling you to take their martial arts skills.
Well, you can try, but they disintegrate the moment you touch it
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on September 10, 2012, 04:34:42 pm
Is the site down?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on September 10, 2012, 04:46:27 pm
A portion of the internet is down.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: maki32 on September 19, 2012, 02:18:50 am
Hello guys!

I started to play again this game and I noticed there are vehicles now! There are prefab vehicles? Or you can design your own vehicle?? In the SSH server you can find the other's vehicles?

Thank you!!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: scriver on September 19, 2012, 04:01:50 am
Yes. To all the questions. Yes you can.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on September 19, 2012, 06:04:44 am
What is this SSH server thing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on September 19, 2012, 08:47:51 am
What is this SSH server thing?

Someone hosts a public server so players can 'play together'. It's still single player of course but your save blocks overwrite the ones on the server so anything you do can effect the world. Items dropped, zombies killed, etc etc.

It's considered back form to use someone elses character though, but otherwise people can do what they like. Details are in the first post.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on September 19, 2012, 10:41:42 am
Hello guys!

I started to play again this game and I noticed there are vehicles now! There are prefab vehicles? Or you can design your own vehicle?? In the SSH server you can find the other's vehicles?

Thank you!!

There are 3 prefabs in vanilla. Mods have more.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on September 19, 2012, 02:18:45 pm
4.  I play vanilla exclusively and there is at least: bike, quad, car, and truck.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on September 19, 2012, 02:19:30 pm
But you can turn them into whatever you want!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on September 19, 2012, 02:32:34 pm
4.  I play vanilla exclusively and there is at least: bike, quad, car, and truck.

Ah, yes. Forgot about quad bike. I haven't played in awhile. I'll probably come back with the next update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 20, 2012, 02:01:19 pm
I made a nuclear motorcycle. It's pretty similar to the regular motorcycle, except with large wheels instead of wheels, an extra "frame" part behind the seat for an extra trunk space, a windshield on the handle, and some plating on the front wheel and handle.

It has a safe speed of just under 190mph. I was driving it at this speed across the bridge into town, and decided to see what would happen if I just didn't stop. I plowed through a bank vault, out the bank, and punched holes in and out of three other buildings before deciding (very stupidly) to apply the handbrake while just exiting a bar (that turn, I was still inside the wall punching through it). I lost control, jamming my cycle inside that wall, and flinging me most of the way across the street. Luckily, nothing on the motorcycle even broke, although some repairs were required.

I named it the Psychopomp (http://en.wikipedia.org/wiki/Psychopomp). Seemed appropriate for a ridiculously fast fusion-powered motorcycle.


I also have the "Americana", which is this big vehicle with large wheels, two 2.5L gasoline engines (basically two car engines), and lots of spikes and plating.

Also: The "Electrobuggy", a sort of electric-powered tricycle with two regular wheels in the back and a large one in the front, with boxes on the rear wheels, powered by a regular electric motor and with a solar panel on the handle.

Next I either want to find a 6L engine and use that instead of the two 2.5L engines in the Americana, or, if I find another solar panel or two (I have three lying around), I'll use the large electric motor I have to build a bigger electric vehicle with more storage space.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 21, 2012, 07:04:01 pm
What I'd actually be really interested in would be a bicycle (that, say, makes you more tired when you ride it for a while). That'd need to wait until tiredness actually does something, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 21, 2012, 08:48:26 pm
Why would a bicycle make you more tired? I mean, it's *less* work riding a bike a given distance then it is walking.

Unless of course you load it down with 5000 pounds of canned beans or ride at a very high speed, but then again there's no ingame tiredness penalty for carrying 5000 pounds of beans (if you can find pockets for all of them) and as far as I can tell it's assumed you're running at max speed all the time already, so neither one of those really applies either.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DeKaFu on September 21, 2012, 10:32:53 pm
Why would a bicycle make you more tired? I mean, it's *less* work riding a bike a given distance then it is walking.

Having spent a lot of time walking and biking the same route in the past couple weeks, as someone who is fairly out of shape, I beg to differ. :P
Walking, it takes about an hour and leaves me feeling pleasently tired, if anything. Doing the same route on a bike takes 20-30 minutes at a leisurely pace, and leaves me wobbly-legged and panting by the end. (I said I was out of shape, okay)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Flying Dice on September 21, 2012, 10:42:26 pm
You take 2 hours to walk distance x on foot. You take 20 minutes to ride distance x by bike. You exert effort # to travel distance x. When you walk, effort # is spread out over 2 hours. When you bike, effort # is compressed into 1/6 of that. You're exerting more effort/time unit when you bike, therefore you are more tired than if you had walked because the exhaustion from the effort you've exerted is applied over a smaller period of time.


Granted, there's a degree of higher efficiency inherent in using a bike (or any power-magnifying machine), but it's fairly simple logic. It also makes you more tired to sprint 100 meters than to walk 100 meters, no?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 22, 2012, 02:23:19 pm
Except then the biker has 1 hour 40 minutes to take it easy, compared to the guy who walks who has to keep walking during that time, so it should even out. How tired are you an hour and a half after your bike ride, compared to when you finally arrive at your destination after a long walk?

However, currently walking does not make you more tired at all, so it just adds an extra penalty to the bike for no reason. So if you added walking (actually running since you move at max speed at all time which is a little weird) making you more tired as well as riding a bike, then I would agree, The bike should drain your energy quicker (but more efficiently) then walking.

Really, the problem is that right now there is no physical fatigue stat/meter at all - tiredness is more of a mental fatigue "sleep meter" that (mostly) only increases as time passes and (mostly) only decreases by sleeping. It would be strange if fighting zombies constantly for 12 hours straight with a screwdriver didn't make you at all tired, but riding a bike for an hour made you collapse in a heap.

Also, as a side note, it's not really fair to say there's a "degree" of higher efficiency. Bicycles are the most energy efficient form of transport in existence, and takes roughly one-third as much energy as walking does (depending on speed, incline, etc, of course).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on September 22, 2012, 05:31:07 pm
I think there shouldn't be bikes in this game unless stamina gets implemented. Tiredness and slepiness are not the same things but it will be if you implement bikes which will make you tired (and thus sleepy, since the "tired" status equals "sleepy" in this game)

By the way, I'm trying to compile the game with the extended view mod but whenever I try to patch the .diff I get this "sh: patch:command not found" message. What I'm doing wrong?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BurnedToast on September 23, 2012, 07:32:39 pm
(mine spoiler)
Spoiler (click to show/hide)

Also, I thought I saw somewhere that you could use a two-way radio to call other factions, and they will send someone to trade with you. However, all the factions I tried said I was on my own (or that they hoped I died), and the general sos didn't bring anyone either. Was that disabled, or am I doing it wrong?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on September 23, 2012, 09:31:35 pm
(mine spoiler)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on September 23, 2012, 09:36:31 pm
I think there shouldn't be bikes in this game unless stamina gets implemented. Tiredness and slepiness are not the same things but it will be if you implement bikes which will make you tired (and thus sleepy, since the "tired" status equals "sleepy" in this game)

By the way, I'm trying to compile the game with the extended view mod but whenever I try to patch the .diff I get this "sh: patch:command not found" message. What I'm doing wrong?
honestly I never get why people seem to think biking for a long time is harder then walking.  I've done a lot of long-distance biking and hiking in my time and hiking for hours is far more exhausting then a steady bike ride.  Of course it depends on the terrain but generally biking is not as exhausting if you pace yourself
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Man of Paper on September 24, 2012, 11:04:28 pm
Well, it really depends on the shape of the bike. I had a nice Schwinn that I biked the C&O Canal with in four days, and was not tired much at all throughout the whole thing. I think that averages to around 50 miles a day, within 8 hours/day. Keep in mind I probably exercise as much as the average internet fiend.

But that bike got stolen by hoodlums and probably sold to Jawas as scrap, so now I use this bike as old as I am (I can legally drink), and I can't go ten minutes without my legs feeling like they're on fire again.

For the game I think I'd like to see modifiable bikes (different frames, wheels, number of gears/top speed?, brakes) as a nice medium between knowing jack about mechanical skill and creating juggernaut beast-o-cars. And it'd be silent, but you'd be sacrificing storage space. I don't think fatigue is necessary for it at this point in time, as it, in my opinion, seems like it gives some balance to transportation decisions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on September 25, 2012, 10:45:49 am
solar powered car?

can you get large batteries for your car? if not, you'll not be able to drive it at night.

"Large batteries"? I think you don't understand how vehicles in Cataclysm work.

Solar panels on a car will recharge any storage batteries (essentially fuel tanks but for electric motors) you have, while in clear/sunny weather during the day. You can still recharge a storage battery with batteries, and if for some reason you really need a lot of energy capacity, you can install two storage batteries. However, the basic electric motor consumes a small amount of fuel, so it's hardly worth it to add a second storage battery.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on September 25, 2012, 12:09:16 pm
Oh my good heavenly god, I tried playing cataclysm again after a long while, and holy jesus h christ!
Did Whales do something about the zombie spawns? I smashed a window, a wild zombie appears, and I killed it. Suddenly, about 20 to 30 zombies started chasing me out of nowhere, and it's been only 2 something in game hours since.

Edit: Found a bug on newest windows version, bionics duplicate themselves on loading a saved game :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: alway on September 25, 2012, 12:37:31 pm
Oh my good heavenly god, I tried playing cataclysm again after a long while, and holy jesus h christ!
Did Whales do something about the zombie spawns? I smashed a window, a wild zombie appears, and I killed it. Suddenly, about 20 to 30 zombies started chasing me out of nowhere, and it's been only 2 something in game hours since.

Edit: Found a bug on newest windows version, bionics duplicate themselves on loading a saved game :/
Noisy is a synonym of dead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on September 25, 2012, 12:42:24 pm
Oh my good heavenly god, I tried playing cataclysm again after a long while, and holy jesus h christ!
Did Whales do something about the zombie spawns? I smashed a window, a wild zombie appears, and I killed it. Suddenly, about 20 to 30 zombies started chasing me out of nowhere, and it's been only 2 something in game hours since.

Edit: Found a bug on newest windows version, bionics duplicate themselves on loading a saved game :/
Noisy is a synonym of dead.

Well yes, but I was using a baseball bat, and previous versions I played wasn't this dramatic, even a full burst from m60 only attracted 10 something zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on September 25, 2012, 01:16:04 pm
It's not too dramatic normally. It's just that the beggining is always kind of complicated. Just run away as usual...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on September 25, 2012, 04:32:48 pm
The active maps are a lot larger, so a lot more zombies can be within hearing range now than before.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: fred1248 on September 25, 2012, 05:05:41 pm
I don't know if it's just me, but it's almost unplayable unless you find a vehicle rightaway.
The spawn system isn't exactly ambient. Whenever I 'trigger' the spawning, a horde of zombies come running at me as if I was playing left 4 dead.

I've been going zigzaging from house to house to get the zombies off of me, and I've been running for the whole in-game day, and yet they are still spawning from all directions.

I backed up the save, started wishing for 50+ molotov cocktails and started going rampage against the zombies. Even though it's still day one, I think I already killed more than 80 of em.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on September 25, 2012, 06:16:22 pm
Whenever I 'trigger' the spawning, a horde of zombies come running at me as if I was playing left 4 dead.
Considering Cataclysm began life as "Left 4 Dead Roguelike". This is hardly surprising :P

And running deeper into the city to escape zombies is generally a bad idea, the deeper you go into cities, the heavier the spawns get.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on September 25, 2012, 06:48:45 pm
Try not to get into the cities too much without a vehicle. I noticed the difference in spawns after a long time of not playing it too. I think it can be justified since we got vehicles now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on October 01, 2012, 08:18:48 pm
even a full burst from m60 only attracted 10 something zombies.
Since when did M60s exist in Cataclysm, outside of mods?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on October 02, 2012, 09:40:27 am
Jeeze this game has expanded a lot o_O
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on October 02, 2012, 06:34:25 pm
even a full burst from m60 only attracted 10 something zombies.
Since when did M60s exist in Cataclysm, outside of mods?
They were part of the Vehicle Mod and were meant as a vehicle-based weapon. When Whales merged it with the main game it was added as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on October 06, 2012, 04:11:39 am
This game is turning into mad science roguelike
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on October 06, 2012, 05:56:04 pm
The existence of Cataclysm prevented me from making a probably stupid purchase right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on October 06, 2012, 06:40:28 pm
Any new releases?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on October 06, 2012, 06:41:13 pm
My mod has some stuff and some things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on October 06, 2012, 11:04:01 pm
Any new releases?

Hmm, nope. (http://whalesdev.com/download.php)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 07, 2012, 01:03:01 am
There will likely be another bugfix update shortly, now that kevingranade seems to have gotten to the bottom of (some of?) the vehicle bugs in the new version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 07, 2012, 10:46:21 am
The only annoying vehicle bug is the disappearance of vehicles for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerboy4life on October 07, 2012, 11:27:07 am
This game is HARD.

When I start out in the shelter, the only loot I can usually find are jeans or a tin can, and all the houses are quite a ways away. By the time I'm done raiding my first house, Zed are chasing me to hell and back. I don't know how to be stealthy or noting, because they always find me. If the Zombies don't kill me, then I starve to death! >.<
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on October 07, 2012, 01:05:20 pm
Just take things from anything nearby and stockpile them in your nearest shelter, so that your next character has access to loot instantly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerboy4life on October 07, 2012, 01:38:14 pm
Huh, good idea.


Still don't know how I'm supposed to get back without dying. I'll try.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on October 07, 2012, 01:41:02 pm
I don't even know how to make vehicles, so I've always just carried everything with me. The item cap gets annoying, though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on October 07, 2012, 02:04:35 pm
Does activating a radio somewhere in the city and leaving it there distract the zombies from you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on October 07, 2012, 04:17:06 pm
I just threw some lit dynamite at my starting survivor, grabbed his gold bar, tried killing some bees with it, got bored, threw a molotav at their hive, and now I'm in a fistfight with a bee.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 07, 2012, 04:19:12 pm
The only annoying vehicle bug is the disappearance of vehicles for me.

There are bugs involving the duplication or misplacement of a vehicle (or the player character being ejected from it) when crossing map boundaries of some sort. It's being worked on, and may have been fixed entirely, but I don't know if it's fixed in any released versions yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on October 07, 2012, 05:15:46 pm
I love my machetemobile. Even if I can't survive attempting to drive it anywhere near full speed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Wrex on October 07, 2012, 06:19:29 pm
I love my machetemobile. Even if I can't survive attempting to drive it anywhere near full speed.

I hesitate to ask what that is
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on October 07, 2012, 07:28:54 pm
I love my machetemobile. Even if I can't survive attempting to drive it anywhere near full speed.

I hesitate to ask what that is
I can guarantee it's a car with machetes strapped to the front.
I think he's asking about what the full speed is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on October 08, 2012, 07:45:44 pm
Mindless violence and explosions. I like this game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on October 08, 2012, 08:07:34 pm
I just threw some lit dynamite at my starting survivor, grabbed his gold bar, tried killing some bees with it, got bored, threw a molotav at their hive, and now I'm in a fistfight with a bee.

Hope you don't mind, but I absolutely had to sig that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on October 09, 2012, 07:26:51 am
My first sigger! Yus!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on October 14, 2012, 08:18:13 pm
I haven't played in quite a while, but I just read the changelog for the last couple of major version updates and holy cow, am I impressed!

The biggest improvement, IMO, is the map file optimisation. I really hated the save folder spawning hundreds of thousands of little files, and disk I/O occuring every few steps ingame. Now it's all one file and loaded into memory? FUCK YES!! :D Best improvement ever! Whales, thank you for this.

I'm debating playing again, even though I've technically got 5 other games in progress lately... my attention is all over the place (waiting to move house, nerves & not wanting to commit to a proper playthrough of anything until we're settled).

I might wait until Darkling implements one of those awesome-looking lighting mods, though. I really think that will have a massive impact on the game's atmosphere, and when I come back to this, I want to have the best experience with it possible. :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on October 18, 2012, 12:30:17 am
Is the new version more efficient?
I swear my game crash every 5 minutes. That's why I stopped caring about Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on October 18, 2012, 12:35:41 am
yeah have they at least fixed the bug where you go flying out of your vehical every 5 minutes.  cause I prefer to play road-warrior style and make myself a large rolling base tank... that bug was a killer for me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on October 18, 2012, 12:54:39 am
The biggest improvement, IMO, is the map file optimisation. I really hated the save folder spawning hundreds of thousands of little files, and disk I/O occuring every few steps ingame. Now it's all one file and loaded into memory? FUCK YES!! :D Best improvement ever! Whales, thank you for this.
Thanks for the report.
I missed that update , it's great that the save system has been changed with no more of the insane amount of file in there getting the hard drive busy.

Will have to give another go to the game then :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jimbobobby on October 18, 2012, 07:57:31 am
This game never ceases to amaze me, my first guy killed 24 zombies, a skeleton and a squirrel but he got surrounded. He did amazing, found a gun store, enough water and food to survive for months and enough cocaine to wrestle a meteor but unfortunately due to lack of gun skill he was unable to glue a silencer to his I forgot what it's called gun. My second guy killed 1 zombie, got addicted to cocaine and mauled by a bear and a wolf. Moral of the story is moral doesn't matter when there's a bear involved I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 18, 2012, 01:12:00 pm
We will no longer have to deal with hundreds of save files? Awesome! When the issue about vehicles not being saved is fixed, this game will be perfect.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 18, 2012, 11:19:17 pm
Hundreds? My last save had hundreds of thousands. Well, 150,000 – 200,000, anyway.

There's still a problem (in the official build, anyway) where the map and the character are saved at different times, and I'm personally waiting for that to be handled to avoid vehicle and other issues.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 19, 2012, 04:58:15 am
Hundreds of thousands? I never managed to play one character for that long.

I'm waiting for the vehicle fix too. I built a giant zombie killer vehicle once and it disappeared with everything in the trunk. I can't describe how bad I felt.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: puke on October 19, 2012, 12:14:58 pm
Hundreds of thousands? I never managed to play one character for that long.

subsequent characters re-use the same map, so it keeps inflating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on October 19, 2012, 12:19:53 pm
It was on one character, actually. He used vehicles a lot, and downloaded a lot of map data from labs and sewer plants.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Akura on October 19, 2012, 12:24:59 pm
Was this updated recently? I've been following the last few pages, and I don't remeber seeing any announcement for it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on October 19, 2012, 02:17:06 pm
Was this updated recently? I've been following the last few pages, and I don't remeber seeing any announcement for it.

Sept 24th's update contained the map changes.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bdsorensen on October 20, 2012, 01:46:52 pm
Just started a new character, asked the person sharing the shelter for items, and...

Spoiler (click to show/hide)

Well.... That's better then the active grenade someone gave me...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on October 20, 2012, 02:05:37 pm
Just started a new character, asked the person sharing the shelter for items, and...

Spoiler (click to show/hide)

Well.... That's better then the active grenade someone gave me...
Somebody once got a active mininuke.
And i think it only exploded after they activated it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bdsorensen on October 20, 2012, 02:29:22 pm
Just started a new character, asked the person sharing the shelter for items, and...

Spoiler (click to show/hide)

Well.... That's better then the active grenade someone gave me...
Somebody once got a active mininuke.
And i think it only exploded after they activated it.
I noticed that. Still unnerving.  The game proceeded to crash after I asked her to teach me something when I finished the quest, so oh well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ozyton on October 20, 2012, 02:43:54 pm
I am too lazy to read through most of this... rather large thread. How often does this game update? And when was the last update? I haven't played in a long while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bdsorensen on October 20, 2012, 06:12:17 pm
What in the...

Spoiler (click to show/hide)

I've got well connected shelter-mates, it seems.  That... Should probably be fixed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on October 20, 2012, 06:21:54 pm
I am too lazy to read through most of this... rather large thread. How often does this game update? And when was the last update? I haven't played in a long while.

It updates semi sporadically. Sometimes two times a month (Not including bug fixes), sometimes a couple months between updates.

Newest update information is here (http://whalesdev.com/forums/index.php?topic=143.msg32240#msg32240).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on October 21, 2012, 01:59:04 am
There's a pretty big bug in the current version though (has been there for several versions, AFAIK). Random map tiles are 'forgotten' and re-generate. For me, this included my cave base-site. Kinda kills the mood to play when you load your game one day and everything you owned has disappeared. :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on October 21, 2012, 03:21:48 am
Encountered a bug regarding vehicles.

I was running around a town and started to be chased by zombies, my MP5 noise probably didn't helped, neither the small damage it apparently deals that forced me to shoot many and many times to drop a zombie and so probably attracted even more of them.

So at some point of running, i found a moto just waiting, i jumped on it and drove away from the place and the swarming zombies.

After a while of easy riding on the road, suddenly my character found himself walking behind the moto , while the vehicle was continuing in its own direction.
I pressed no odd key that made me jump out of the moto and wasn't even at full speed.

More annoying, starting from there, every turn a debug message about "empty passenger" followed by coordinates (of the moto i assume) were appearing on screen.

As i see the bug tracker is requiring registration even if it is just to see the list, is that a reported bug ?

Anyways, it's a pleasure to see that despite i explored a lot, my save game folder only has 23 files !
Wow, what a difference from the hundred of thousands of files that made me worry so much about my hard drive health that i stopped playing the game in the past :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Mechanical Man on October 21, 2012, 06:29:22 am
Encountered a bug regarding vehicles...

After a while of easy riding on the road, suddenly my character found himself walking behind the moto , while the vehicle was continuing in its own direction.

More annoying, starting from there, every turn a debug message about "empty passenger" followed by coordinates (of the moto i assume) were appearing on screen.

As i see the bug tracker is requiring registration even if it is just to see the list, is that a reported bug ?

Not sure if it is reported or not, but this has happened to me, too, on several different occasions. It wouldn't be a major problem for me except when this occurs the 'seat' in the vehicle gets bugged and it won't let me use it again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on October 21, 2012, 06:39:51 am
It's been reported about 10 separate times now, along with the map saving bugs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on October 21, 2012, 08:25:31 am
Good, so hopefully it's going to get fixed if the bug is well known.

I was wondering why i wasn't seeing any NPC anywhere (out of the starting NPC) and started to feel lonely :D then i noticed in .\cataclysm\data\ the presence of nonpc.txt and no_npc.txt

If i remember well, those files are there to disable the NPC spawning in the world.

As those files are in the standard .zip and not added by me, i'm wondering if it's an overlook or if those files are there to disable NPC spawning because of a specific reason ?

edit : after playing a bit, the reason is that the world NPC are still very buggy in this new version.
Found a world NPC that never appeared visually but was calling me constantly, then proceeded to launch debug error messages.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bdsorensen on October 21, 2012, 01:04:08 pm
Spoiler (click to show/hide)

What happens when NPCs go near your safehouse and start unloading their shotgun...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sharp on October 21, 2012, 01:17:03 pm
Safehouses are never safe, the only thing that is safe is the SafeTank™
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 21, 2012, 01:58:59 pm
Garages are safe.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Greiger on October 21, 2012, 02:04:52 pm
The SafeTankTM is only safe until it is accidentally driven into a river, where it becomes a SafeSubTM.  Unfortunately the SafeSubTM does not come equipped with SafeOxygenTM.  That must be purchased separately.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on October 21, 2012, 02:10:44 pm
Or until it dissapears out from under you and renders your save unplayableTM
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Canisaur on October 22, 2012, 12:21:18 pm
Dozens of 3rd party bugfixes are all rolled up in this branch ('combined') (https://github.com/creidieki/Cataclysm/commits/combined) on creidieki's fork.  I was about to start playing again until I read about all the issues with vehicles, but several commits in that branch imply that they fixed it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on October 22, 2012, 02:59:43 pm
This news sounds discouraging. I'm glad I'm too busy to update my minimod. I'll keep focusing on college until new updates happen.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Neon Green on October 22, 2012, 04:06:07 pm
Dozens of 3rd party bugfixes are all rolled up in this branch ('combined') (https://github.com/creidieki/Cataclysm/commits/combined) on creidieki's fork.  I was about to start playing again until I read about all the issues with vehicles, but several commits in that branch imply that they fixed it.

That fork doesn't compile without editing, and it uses the old, terrible save format.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on October 22, 2012, 04:08:32 pm
Considering most of the current bugs are caused by the new save format, I'd say it qualifies as a good fix :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on October 22, 2012, 06:06:17 pm
Yeah switching a game's entire save format is just about garunteed to cause bugs, they should be fixed soon (soon by Whales' standards or Toady's standards, not normal people standards)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Canisaur on October 23, 2012, 08:54:43 am
Dozens of 3rd party bugfixes are all rolled up in this branch ('combined') (https://github.com/creidieki/Cataclysm/commits/combined) on creidieki's fork.  I was about to start playing again until I read about all the issues with vehicles, but several commits in that branch imply that they fixed it.

That fork doesn't compile without editing, and it uses the old, terrible save format.

Then you didn't clone the right branch. Like I said, you need the 'combined' branch.  Try 'git clone --branch combined git://github.com/creidieki/Cataclysm.git'

No idea why he doesn't use the master branch as his main one...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on October 23, 2012, 02:31:24 pm
I had ths really awesome game.
Thing is, i never had to eat, sleeping would simply make me full and slaked.
It was fuck'd up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on October 28, 2012, 02:54:12 am
Seeing how buggy the current version is I guess I'll hold up updating until Whales update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on October 28, 2012, 10:16:23 am
Seeing how buggy the current version is I guess I'll hold up updating until Whales update.

Its a bit like that, Had a sweet base set up, pits and traps everywhere, all the books I wanted, food and ammo up the wazoo, few of the rarer cbms id managed to find on solli corpses, just getting ready to start my serious training and BAM savebug, when I reloaded the game, I was sitting in my house, all my fortifications and loot gone.  Really hard to play after loosing a few hours work like that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 30, 2012, 04:19:32 pm
That never happened to me. The only game-breaking bug for me is, my vehicles are constantly disappearing and the parking lots are spawning new ones.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on October 31, 2012, 07:38:08 am
So considering there's little going on, time for some shameless promotion:

Griffinhart has created a nice tutorial (http://whalesdev.com/forums/index.php?topic=1842.0) on how to compile and run on windows under Cygwin. Gives you a sexy terminal without needing to faff around with virtualbox, and is very nice if you want to tweak things a little with much less effort than normal compiling under windows.

Kevingranade has compiled a lot of bugfixes (http://whalesdev.com/forums/index.php?topic=1891.0) together, including several fixes for vehicles, hopefully it'll solve any issues anyone's having, he's also added in the very nice ability to select whether a skill is practiced or not.

I've also been tossing out updates for my mod (http://whalesdev.com/forums/index.php?topic=1389.0) which includes rolling in all of the fixes in Kevin's mod. I'm always up for suggestions too.




Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on October 31, 2012, 08:33:30 am
Awesome! I can't believe I never came across Kevin's mod in the modding section.

BTW, nice tweak with the garages. The only-one-entrance thing made them indestructible safehouses by the second you encounter them.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on October 31, 2012, 09:46:53 am
Yeah, I'm probably going to toss a window or two on at some point as well.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 04, 2012, 04:49:18 pm
Being somewhat new yet able to survive on my own a few days Id like to ask about taking my game to the next level.

And a base.  Where, by what, and how far to travel from it?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: thegoatgod_pan on November 04, 2012, 05:03:25 pm
Being somewhat new yet able to survive on my own a few days Id like to ask about taking my game to the next level.

And a base.  Where, by what, and how far to travel from it?
The only bit of base building advice I have is avoid triffids. They are a great source of food, but when the queens appear, your base disappears.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 04, 2012, 07:37:35 pm
I like sewage treatment plants. They're far from general society, have a single entrance and a parking lot with a chance for cars. But any above-ground hideout has problems: lightning.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on November 04, 2012, 07:43:30 pm
Any place that doesn't have any triffid queens around is good enough for a safehouse in my book.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 04, 2012, 08:50:38 pm
Something with a few (at least 3) tiles of dirt around for pits, a 1 tile wide entrance, if its a door, build a half wall in it.  Water nearby (a few map tiles) is really handy as is a beehive or the like within a dozen or so map tiles as a food source, frankly, ive always found triffids to be too much of a hassle.  Generally I go for a house on the edge of town but still in town if that makes sense.  Spend night 1 doing nothing but boarding up windows and digging pits and you will usually have something decent by morning.  Something with a basement is great but dont sleep there as zombies can spawn in them, they are just handy for putting stuff that you dont want to take the chance burning after a lightning strike.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kilakan on November 04, 2012, 10:35:12 pm
I tend to just take over something very temporary and then start hauling cars, welders, and batteries to where-ever my temporary shelter is.  Then strip down 3-4 cars and build one single badass mobile base.  It's a lot more dangerous since you need to refuel your base once in awhile but if you ever get swarmed just drive away :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ChairmanPoo on November 05, 2012, 06:05:00 am
I like sewage treatment plants. They're far from general society, have a single entrance and a parking lot with a chance for cars. But any above-ground hideout has problems: lightning.
The sub-level of sewage treatment plants can be hacked open easily...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 05, 2012, 07:21:14 am
hunh, I've been using the evac shelter and an occasional surplus store as fly by night bases.

but, I picked up the mod of Darkling Wolf amd that adds windows.  and other homey touches, but....
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 05, 2012, 09:19:48 am
I usually smash up the benches in the Evac Shelter so I can board up the doors and windows.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Johuotar on November 05, 2012, 10:14:01 am
I decided to finally try this yesterday and I'm not disappointed, and it was really easy to get started with just the wiki page that tells the controls. And tutorial!

The guy who made this deserves a medal.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on November 05, 2012, 10:44:10 am
Yeah, this is probably one of the most active, newb friendly ASCII games out there, right now.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on November 05, 2012, 01:07:29 pm
Yeah, this is probably one of the most active, newb friendly ASCII games out there, right now.
Controls are pretty easy but damn, the game is so difficult. My record so far is 6 days, and I've been playing for a good year.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on November 05, 2012, 03:23:21 pm
I stopped playing since savescumming was made impossible. I can't bring myself to start playing again after I die.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on November 05, 2012, 03:50:50 pm
Was it made impossible? I haven't played the most recent version, but I didn't realize Whales did that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 05, 2012, 03:51:34 pm
Impossible?  No moreso than DF...

Although I noticed when I reloaded my file my stash was gone.  Made me mad. Than sad.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 05, 2012, 03:52:31 pm
It's a bug, presumably, the game sometimes just randomly regens maptiles when you save and quit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on November 05, 2012, 04:35:27 pm
If you delete the save file and replace it with your savescum file, map will be regenned. I heard the same thing happens if you quit without saving.

So it's pretty much impossible.

Oh, and Whales did that by accident because of the new save format but he still sees it as a benefit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 05, 2012, 04:43:42 pm
The same thing happens randomly if you save and quit. It's nearly been enough to make me give up on my mod until it's fixed, but people are enjoying it, so I can't just drop it :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on November 05, 2012, 04:46:38 pm
Eh. It's enough to dissuade me from playing it for now. I don't like artificial measures to prevent save scumming, no matter how accidental.

Of course, one could simply copy the entire game folder.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 05, 2012, 04:47:21 pm
Which still isn't a guarantee that your world won't be regenned when you log in.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 05, 2012, 06:15:51 pm
Gahh  Time to grab everything and wad around with it
Spoiler (click to show/hide)

But yup a turn off when it happens without the savscuming.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 05, 2012, 06:20:52 pm
Of course, one could simply copy the entire game folder.
 

Thats all I do, mine is only 25 mg or something at the moment, copy and paste isnt exactly strenuous when im doing it with a game that im using 3/4 of the keyboard to play anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on November 05, 2012, 08:06:54 pm
It seems like too much work but I guess I might try that. It's not easy to find awesome games like these.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 06, 2012, 03:39:29 pm
this has happened before, but...  I did an experiment in which I swam to an island in a river.  I died enroute.  I made new character and find he is in the same world. one safehouse over.

also had a case where the corpse of 'u' my combat test dummy, would pop up five tiles from the right northern door of my starting evac shelter.  same world, multiple times, different bunkers...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Knight of Fools on November 06, 2012, 03:42:01 pm
An island would make an awesome Zombie Defense Fort.

Can you build floors over water? That'd make swimming/driving there a bit safer...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 06, 2012, 05:05:11 pm
Swimming is a pretty great way to escape zombies, if you don't mind losing your gear.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 06, 2012, 08:46:35 pm
An island would make an awesome Zombie Defense Fort.

Can you build floors over water? That'd make swimming/driving there a bit safer...

I cant seem to find floors at all. ...here... (http://i1270.photobucket.com/albums/jj614/Fusco0489/NoFloorCraftingv2.png)

Darkling is it your mod that makes this NPC keep spawning as a follower?  How do I drop her?  Do I have to get her killed?

Edit:  I wished her and the other guys I knew about dead.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 07, 2012, 06:09:12 am
That's the save system being fucked in yet another way. And floors are the same tiles as roofs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Ehndras on November 07, 2012, 09:38:24 am
Wow, I see there have been many improvements since I last played mid-May or so! Any big updates pending in the next month? If so, I'll wait until the next release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on November 07, 2012, 10:02:07 am
This game is gonna be legendary once all this save bugs are squashed.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 07, 2012, 10:04:56 am
Ahh, than I am proud to say I made my first car and learned how to floor a house this day! :)  If only I didn't procede to crash into a house...  it was a fun ride, and I think that despite them being in cities, garages are okay decent hidyholes.  Just add food and drink (and a smoldering gun).

And no roofs over water allowed.  Had tried that last night.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on November 07, 2012, 11:33:23 am
The Windows version linked in the OP crashed for me right after character generation :c.

edit: DW's mod doesn't crash. Yay DarklingWolf.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 07, 2012, 11:38:00 am
This is where I got mine here, and I assume its the official version.

Spoiler (click to show/hide)

Edit:
Okay, so giant frogs attacked me, and one died in the doorway.  Now my door won't close, and a few theres are making my otherwise neat if underequipped base look nasty.  Is there a way to move that giant hunk of meat?  I am on my way to grab a knife (which I forgot in my dashes to the gun stores/pharmacies, derp) to butcher it.  Also, can I clean up blood?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 07, 2012, 12:08:51 pm
The Windows version linked in the OP crashed for me right after character generation :c.

edit: DW's mod doesn't crash. Yay DarklingWolf.
Make sure it's the latest version, it's the one linked in my forum thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on November 07, 2012, 04:29:27 pm
Why are there no longer tents in your mod Darkling? :(
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 07, 2012, 04:34:06 pm
Because I've not yet bothered reimplementing them, I'll toss them in soon.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on November 07, 2012, 04:45:35 pm
Could you fix the weird "Sleeping feeds and hydrates you" bug too?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 07, 2012, 04:46:16 pm
I was unaware there was such a bug?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 07, 2012, 04:52:51 pm
Yay!
Spoiler (click to show/hide)
Edit [cencored and removed.]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on November 07, 2012, 06:11:08 pm
Not sure if anyone's tried this, but a neat idea. Construct 1 tile frame with tank of whatever fuel is readily available, maybe even solar electric for good efficiency. Attach seat and controls which are a bit costly. No tires or anything like that. You now have a long term light FIXTURE. Good stuff.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on November 08, 2012, 03:14:42 pm
Game crashed when trying to use my blaster arm :c.
I have no idea if that is because of DW's mod or not (As I have no idea what it actually does).
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on November 09, 2012, 11:21:02 am
I want to mod this game so you can play as a goat.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on November 10, 2012, 10:08:16 am
Loving the new update. Garages are basically city-side fortresses once you get some simple defenses around the door at the side.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 10, 2012, 11:02:52 am
Good god. I blew up a turret and so much stuff popped out that it actually filled up every letter on the tile and swarmed over nearby ones. I could probably build several new turrets with all the stuff I got from it :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 10, 2012, 11:24:38 am
Yeah, I generally go to labs and stuff because the turrets give me eough steel chunks to completely cover my car in spiked plating.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 10, 2012, 11:34:53 am
I went to a lab, went down the stairs, and fell into a rift at the bottom.  WHY SCIENTISTS?  WHY FLOOD THE LAB WITH MAGMA?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 10, 2012, 11:37:24 am
I'm sure it seemed like a good idea at the time.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 10, 2012, 11:38:40 am
Twas funny enough to see scientist zombies dying... and my pain soar over 3000...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on November 10, 2012, 11:58:11 am
Wait is this DW or Vanilla?
Either way, updating both.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 10, 2012, 12:01:42 pm
[DW], but Im sure it was a vanilla problem, no?  It said something like,  'There is a drop, you may not be able to get back up.'  something to that effect.

Anywho I figured it was my duty for !!science!! labs everywhere.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on November 10, 2012, 12:14:45 pm
[DW], but Im sure it was a vanilla problem, no?  It said something like,  'There is a drop, you may not be able to get back up.'  something to that effect.

Anywho I figured it was my duty for !!science!! labs everywhere.
I'm pretty sure having a rope in your inventory gives you an option to resolve that, 30 ft rope. Not sure though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on November 10, 2012, 01:57:07 pm
[DW], but Im sure it was a vanilla problem, no?  It said something like,  'There is a drop, you may not be able to get back up.'  something to that effect.

Anywho I figured it was my duty for !!science!! labs everywhere.
I'm pretty sure having a rope in your inventory gives you an option to resolve that, 30 ft rope. Not sure though.

This is the case last I checked. Just carry around a very heavy 30ft bundle of rope.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2012, 02:01:55 pm
That's what cars are for :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 10, 2012, 02:29:59 pm
If you're planning on visiting a lab, it doesn't hurt to be prepared. If you end up not needing it, just stash it in a sideroom.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on November 10, 2012, 02:34:22 pm
Just to check, this (http://whalesdev.com/wiki/index.php?title=Main_Page) is the official wiki, right? If it is, I was hoping we could all chip in and update it a bit.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2012, 02:40:17 pm
It's hosted on whalesdev.com, so I hope it's official!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 10, 2012, 02:41:35 pm
Just to check, this (http://whalesdev.com/wiki/index.php?title=Main_Page) is the official wiki, right? If it is, I was hoping we could all chip in and update it a bit.
Gotcha, I'll go vandalize it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 10, 2012, 02:41:59 pm
I think it's mostly up to date, mostly.

Just to check, <a href="http://whalesdev.com/wiki/index.php?title=Main_Page (http://whalesdev.com/wiki/index.php?title=Main_Page)">this[/url] is the official wiki, right? If it is, I was hoping we could all chip in and update it a bit.
Gotcha, I'll go vandalize it.
/me gets his banhammer ready. :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on November 10, 2012, 02:44:59 pm
I think it's mostly up to date, mostly.

It's up to date, it's just difficult to read.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bdsorensen on November 10, 2012, 06:36:35 pm
Alright.... I'll post this here since I feel like I need to ask. I'll spoil it, so if you don't want any potential spoilers concerning a 'Spiral Stone', don't read that.

Spoiler (click to show/hide)

At least I got a katana out of it. I'm using Darkling Wolf's mod; can anyone confirm that the Spiral Stone caused all that? And if it did, what the hell is it? Or, if that's too spoilery, should I go back and pick it up?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on November 10, 2012, 06:47:45 pm
I think it's mostly up to date, mostly.

It's up to date, it's just difficult to read.

Why is that? Everything seems neat to me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Graknorke on November 10, 2012, 06:51:43 pm
Alright.... I'll post this here since I feel like I need to ask. I'll spoil it, so if you don't want any potential spoilers concerning a 'Spiral Stone', don't read that.

Spoiler (click to show/hide)

At least I got a katana out of it. I'm using Darkling Wolf's mod; can anyone confirm that the Spiral Stone caused all that? And if it did, what the hell is it? Or, if that's too spoilery, should I go back and pick it up?
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bdsorensen on November 10, 2012, 06:55:09 pm
Alright.... I'll post this here since I feel like I need to ask. I'll spoil it, so if you don't want any potential spoilers concerning a 'Spiral Stone', don't read that.

Spoiler (click to show/hide)

At least I got a katana out of it. I'm using Darkling Wolf's mod; can anyone confirm that the Spiral Stone caused all that? And if it did, what the hell is it? Or, if that's too spoilery, should I go back and pick it up?
Spoiler (click to show/hide)
There were around 3 of them, though. And I don't think schizophrenia makes random ascii characters appear around you. It was pretty god damn wierd all the same.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 10, 2012, 07:20:51 pm
My mod now contains lighting once again, thanks to Shades and Gim. New windows binaries incoming.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2012, 07:28:02 pm
Schizophrenia does cause random characters to appear.  It can either cause singular monsters to appear, or it can cause quick flickering, as both are legit types of halucinations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 10, 2012, 08:25:07 pm
I saw a documentary of a little girl.  She says Seven protected her from the rats who often swam in the floor.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 10, 2012, 08:41:12 pm
Do make sure you know the difference between schizophrenia and dissociate identity disorder (aka multiple personality disorder) as they are two strictly different things.  Schizo is hearing things, or seeing or feeling things, which DID/MPD is being things.  Both may hear voices, but one is a hallucination and the other is a manifested personality.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Jacob/Lee on November 11, 2012, 12:19:06 am
I ate a mushroom and presumably became schizo for a while because of it. It might just be Darkling Wolf's mod, but maybe it's in the vanilla game too.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 11, 2012, 12:59:09 am
Yes, certain mushrooms can cause that for a while.  They're Magical, the Mushrooms that is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on November 11, 2012, 02:19:55 am
I went to a lab, went down the stairs, and fell into a rift at the bottom.  WHY SCIENTISTS?  WHY FLOOD THE LAB WITH MAGMA?
Shit, looks like they opened the portal to Dwarf Fortress.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 11, 2012, 02:58:32 pm
(http://puu.sh/1p6b7)
Nice evac shelter. It'd be a shame if something happened to it.

A real shame.
(http://puu.sh/1p5nQ)

So shortly, buildings will be at much more danger from hulks and explosions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on November 11, 2012, 03:32:24 pm
At least you've got shelter.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sharp on November 11, 2012, 03:46:02 pm
Because !!!TOILETS!!! was not enough
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 11, 2012, 03:50:16 pm
The final product is not quite so destructive, that was just for testing :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on November 12, 2012, 07:45:10 am
My mod now contains lighting once again, thanks to Shades and Gim. New windows binaries incoming.

Glad to hear it :) on it's own my mod is a lot less fun. But this reminds me I need to do some work on the npc one, been slacking off.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 12, 2012, 07:53:01 am
I am is wondering what you did to it, exactly.  Jackhammer seems so... inefficient.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 12, 2012, 08:31:02 am
Did to what?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 12, 2012, 08:31:55 am
(http://puu.sh/1p5nQ)
If Im not mistaken, the computer terminal is working.  And the whole building is gone.  And only half of the counters are gone.

edit:  And nobody is dead?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 12, 2012, 09:03:20 am
Yeah, that was before I tweaked it a bit to destroy furniture better, and I wanted to get the basic functionality in before I had it killing things.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on November 12, 2012, 10:25:30 am
In my previous game I entered a cave, only to find myself be swarmed by rats. I activated a C4 I had found, thinking that this time I would set enough time to escape. Then I forgot to throw it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 12, 2012, 12:16:23 pm
But I bet you killed the rats.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 12, 2012, 12:18:45 pm
And got a story to tell your non-existent grandkids (or are they? :P )
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on November 19, 2012, 01:31:19 pm
I got 10 generations after me. Even if he had he wouldnt have shit on me
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Azated on November 19, 2012, 05:27:39 pm
So I managed to find a cave on the edge of a large city. Got it fortified with pits and fences and I've got enough stuff to last me a really damn long time.

By the way, Karate is incredible.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kroack on November 19, 2012, 07:06:20 pm
Question: Which download link is the definitive latest version? There's the wiki link and the forum one, not sure which one is more up to date.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on November 19, 2012, 07:40:11 pm
The one there :
http://whalesdev.com/download.php

That download link mention this version being from september.

On the official boards, in the announcement section Whales last changelog update post was from september, so chances are that one is indeed the latest version.

But there are lot of bugs with this version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 19, 2012, 08:33:24 pm
http://whalesdev.com/forums/index.php?topic=1389.0 (http://whalesdev.com/forums/index.php?topic=1389.0)

Thats the link for darkling wolfs mod, thats pretty much what people are playing atm, whales is on a bit of a break.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on November 19, 2012, 09:20:53 pm
Thanks for the link, i notice that he merged the code bug fixes someone posted on the board, excellent as it then make the mod supposedly less buggy than the september release.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on November 19, 2012, 09:33:33 pm
...How does one get supplies without getting flocked by hordes of angry zombies?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 19, 2012, 09:35:03 pm
Night time. Get some nightvision goggles or the appropriate mutations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 19, 2012, 09:40:26 pm
Or spawn with the Night Vision trait, which gives you a range of 2 instead of 1, turning 3x3 into 5x5.  Navigate mostly by map to get to locations, and flick a flashlight on and off to get glimpses of the area.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on November 20, 2012, 09:14:04 am
Or don't walk in the streets so openly. Walk by house to house and stay in a building if there are less enough zombies that you can deal with. If there is a lot of zombies around, get out of the city.

Also, get a vehicle.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 20, 2012, 09:31:40 am
I stopped trying to kill zombies except in self defense.  Id rather let it chase me around than risk spawning a horde 2 tiles in front of me...  Im also too impatient to wait until night... so I sometimes die from zombies on day 1.  Alot.  Buyt when I do live to make most of my stops I do alright.  Mostly.  For awhile.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Elu on November 20, 2012, 12:11:19 pm
This. game. is.
Awesome!

I've not seen much but for now it truly seems awesome:
I just started, raided the shelter basement, and decided to help poor Sebastian recover his por..ridge digital receipe book. So i put on my newly acquired coat and backpack and ventured to the unknown. Then i killed a rabbit with a stone, stepped on a landmine(wth?!) and got mauled by a horde of zombies. That's what i call a good start.
Now let's try to survive more than five minutes
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: sluissa on November 20, 2012, 01:31:08 pm
Last two good characters I had ended up falling prey to sinkholes...

Both were doing pretty well too, with a decent chance of survival if they could avoid starvation in the long run.

Have to remember not to walk through swamps anymore.

Oddly enough, the second sinkhole I fell into had a hard hat and jackhammer at the bottom... Don't ask me what someone was doing jack hammering in the swamp.

Can't help but think he might have been working for this guy:
http://youtu.be/g3YiPC91QUk?t=22s (http://youtu.be/g3YiPC91QUk?t=22s)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 20, 2012, 01:38:11 pm
https://www.dropbox.com/s/puvouqcor54zzs2/Jessette.template

This is my current build.  Low strength lends itself to less melee, while perception lets you spot traps (like land mines) and shoot better, Dex is generally good, and that int helps with reading.  Light Eater is almost essential, as is Pack Mule.  Nearsighted is basically free points, as is Insomniac, and HP Ignorant makes the game more fun really.  No starting skills, you can learn as you go.

The big thing here is night vision and speed.  The trick is to wait for night, then navigate to buildings via the map and search them slowly.  You can almost always get through a whole night without a single fight.  As you're doing that, do reading during the day and practicing sewing as you can, it really helps to keep your good clothes intact, like trench coats and utility vests.  I usually run light builds too, a vest, skirt, sneakers, holster, etc.  No backpack or multi-coat or anything.  the trick is learning how not to hoard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: sluissa on November 20, 2012, 02:08:48 pm
I've actually been having fun with random characters. They're rarely great, but you also have to think. The average person isn't going to be ideally suited to the zombie/fungus apocalypse. Even with random traits you tend to be more suited than a normal person should be just because the skills available are almost all applicable in some way.

Also, plowing head first into a bear trap with a motorcycle and having it chomp off your front wheel... depressing at the time, but hilarious to look back on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 20, 2012, 02:13:51 pm
Well, yes.  The "normal people" died and became zombies!  The only survivor you'll play as, is someone who's better than normal.  If you -really- want a "normal guy" setting, then make a custom character with the default values, I guess.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 20, 2012, 02:16:05 pm
I find it much more fun playing random characters as well, it seems a lot better when I have to look at what skills, attributes and perks I have, and tailor my strategy to that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: sluissa on November 20, 2012, 02:28:14 pm
I don't think "normal" would be default. Default is basically a blank slate. Practically everyone has some sort of skill. Even mundane things like driving or cooking are useful in cataclysm. Everyone also has their quirks... even if it's as common as needing glasses. Even normal life skills pre-apocalypse prepare people in unexpected ways.

Even with the combat skills, it's not inconcievable that a normal person might have taken archery or martial arts as a kid. Or depending on the country have some skill with firearms. I might question grenade launcher knowledge, but that's one skill out of the whole bunch, and not a hugely useful one at that.

Some of the weirder traits are... just that... weird. But given the world, where you have underground science labs or military bases every few miles, even being given robot parts at the start isn't a huge stretch.


EDIT: Is it normal for companion NPCs from a previous life to just kind of show up and start following the new character?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 20, 2012, 02:58:09 pm
I had to kill mone via wishing...  But then I also restarted to ameliorate the damage I did.  I find this worldblending to be the biggest error and hangup to me truely enjoying the game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on November 20, 2012, 10:03:34 pm
Ran into a very big town (using the The Darkling Wolf's mod , i have much less bugs than with the release version, that's great) , found a NPC in the world that went to travel with me and found a hammer while the NPC fetched a radio.

Then moving in that big city to see how big it really was, zombies started to spawn around, and swarmed into our direction, NPC foolishly went to fight with bare hands (forgot to tell him to not do that :D ) , it was the last time my character saw him.

Running away i found a truck in one of the parking lots and decided to try to get revenge for whatshisname that bravely fell to the horde.

After crushing 79 zombies (according to the end game stat), the truck decided to give up and my character was simply swarmed by even more of them.
It was a nice truck, maybe i should have get it away from town after the 1st dozen of crushed undead :) .
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 20, 2012, 11:42:22 pm
If you have having problems getting swarmed early, find some 1 tile wide windows early on, smash them, then clean out the glass, then mark them on your map, with a semi decent melee weapon you can take 50 or so zombies at a 1 tile wide window without too many problems
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on November 21, 2012, 08:57:01 am
Would love someone to get a graphics pack done for the latest version!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Deon on November 21, 2012, 01:14:20 pm
If there's a support mod, you can use my old graphics pack.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 21, 2012, 01:19:09 pm
Been a few updates to my mod, most notably:
Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
Fully refueling a vehicle no longer takes about 8 hours.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on November 21, 2012, 02:32:54 pm
Are there TENTS yet?

I WANT TO CAMP D: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on November 21, 2012, 03:05:07 pm
Been a few updates to my mod, most notably:
Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
Fully refueling a vehicle no longer takes about 8 hours.

Does your mod fix the issue, which causes the player to fall from the seat while the vehicle is driving onward?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 21, 2012, 03:09:41 pm
Fully refueling a vehicle no longer takes about 8 hours.
Assuming the power is out, hand-pumping would take quite a while.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 21, 2012, 03:25:39 pm
Fully refueling a vehicle no longer takes about 8 hours.
Assuming the power is out, hand-pumping would take quite a while.
Perhaps, but if you declined to do it all in one go and instead kept selecting to refuel one charge at a time, it took a few turns instead of 3 or 4 hours.

Been a few updates to my mod, most notably:
Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
Fully refueling a vehicle no longer takes about 8 hours.

Does your mod fix the issue, which causes the player to fall from the seat while the vehicle is driving onward?
It fixes a bunch of vehicle bugs, and I've never encounterd that particular one, so possibly.

Are there TENTS yet?

I WANT TO CAMP D: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
SoonTM
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 21, 2012, 03:28:46 pm
Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
You're god-like, Mr.wolf-man. Thank you.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on November 21, 2012, 03:35:24 pm
Thanks for the update of the mod.

I don't know if it is a known bug with the mod (the unmodified release being much more buggy regarding them), but for each "world" NPC if i ask them if i can do something for them (similarly to the "shelter" NPC) , the answer is :
(http://i.imgur.com/mu69R.jpg)

the same question with a "shelter" NPC does not have this problem
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 21, 2012, 03:36:25 pm
I haven't touched NPCs at all, so it must be something vanilla. NPCs are still very unfinished.

Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
You're god-like, Mr.wolf-man. Thank you.
T'was a long demanded feature, and stupidly easy.

Seriously, it took about 40 seconds to add. I just copy pasted water, added an extra line to its description, added an itype, then made purifiers produce the new itype instead of normal water.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 21, 2012, 03:36:42 pm
You'd best get to coding that message, buddy.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 21, 2012, 03:38:11 pm
Pff, I've no idea what NPCs are supposed to be dispensing as advice, I don't even have them enabled in my game :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 21, 2012, 03:44:02 pm
But if you don't you can't complete the mission! Then you won't get... whatever it is you get for finishing missions.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 21, 2012, 03:45:15 pm
Advice doesn't do anything mission related.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 21, 2012, 03:57:17 pm
They seem fond of swearing, just put "Fuck off, fucking shit no" when you ask about advice.

I swear the first time I saw that I attacked that npc... and then she proceded to shot me in the face.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sharp on November 21, 2012, 03:58:08 pm
Looks like its not just advice though, but what the mission is.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 21, 2012, 04:00:03 pm
Yeah, just noticed that. Either way, NPCs be buggy as hell and the mission would in all likelyness just result in the game crashing anyway.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on November 21, 2012, 04:28:02 pm
I have finally played this! and it is amazing!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on November 21, 2012, 05:00:57 pm
Maybe the mission would be to find the missing code :D

Anyways, i like those "world" NPC, they bring more life and cannon foddering to the Cataclysm setup.
Hopefully they will be fixed one day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on November 21, 2012, 08:45:14 pm
Player character was wandering the world, leaving behind the shelter to some angry woman insisting in staying there despite there was no food or water and reason unknown we were all becoming incredibly hungry and thirsty each minutes.

On the road, an unknown person wielding a shotgun called player character, due to the presence of the shotgun , player character agreed to talk with unknown person
He revealed himself to be Owen Morgan

A bit lonely, player character suggested that Owen Morgan come with him in town to look for food and water , as he started to be nearly starving despite he just walked a few distance since the shelter.
Owen Morgan accepted and player character was a bit relieved to have the shotgun pointing into another direction.

In town , after getting some food and water, a zombie was spotted, then two, then more.
Player character was near to show his awesome running away skills, but Owen Morgan decided to show his awesome shotgun killing power.
(http://i.imgur.com/vP5O1.jpg)

And in front of player character eyes , he did a real carnage amongst the zombified ranks. Unfortunately, noise spawned even more threat, and after running out of ammo, Owen Morgan had no more choice but die.
(http://i.imgur.com/rEtkq.jpg)

But no time to worry, because it was now player character turn to shine, he was going to show how amazingly and bravely fast he could run away.
And it was not a second too late to start, because that Owen Morgan guy didn't really understood the concept of not attracting attention :
(http://i.imgur.com/k0Icv.jpg)

See, lots of fun with NPC :D


Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 21, 2012, 08:58:05 pm
are you going back for his shotti or his torn rags?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: notquitethere on November 21, 2012, 09:53:08 pm
Anyone know what the bug submission etiquette is for this project? I've just discovered that fur hats are wrongly disallowed if you have a wool allergy but I don't know who to inform where.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Girlinhat on November 21, 2012, 09:59:29 pm
I haven't touched NPCs at all, so it must be something vanilla. NPCs are still very unfinished.

Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
You're god-like, Mr.wolf-man. Thank you.
T'was a long demanded feature, and stupidly easy.

Seriously, it took about 40 seconds to add. I just copy pasted water, added an extra line to its description, added an itype, then made purifiers produce the new itype instead of normal water.
I'd also make bottles of water count as purified, so you don't get your plastic bottle of toilet mixed up with your plastic bottle of grocery store shelf.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on November 21, 2012, 10:02:35 pm
Quote
are you going back for his shotti or his torn rags?
I would have if i hadn't met wolves out of the town.
And in Cataclysm packs of wolves cooperate with zombies , meaning player character unfortunately dying  :)

Anyone know what the bug submission etiquette is for this project? I've just discovered that fur hats are wrongly disallowed if you have a wool allergy but I don't know who to inform where.

There's a bug tracker for Cataclysm here :
http://cataclysmbugs.com/mantis
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on November 21, 2012, 10:07:07 pm
oops duplicate
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 22, 2012, 07:02:07 am
I haven't touched NPCs at all, so it must be something vanilla. NPCs are still very unfinished.

Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
You're god-like, Mr.wolf-man. Thank you.
T'was a long demanded feature, and stupidly easy.

Seriously, it took about 40 seconds to add. I just copy pasted water, added an extra line to its description, added an itype, then made purifiers produce the new itype instead of normal water.
I'd also make bottles of water count as purified, so you don't get your plastic bottle of toilet mixed up with your plastic bottle of grocery store shelf.
Huh, thought I'd already done that. Shall fix for the next version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Kaje on November 23, 2012, 04:19:25 pm
If there's a support mod, you can use my old graphics pack.

I don't think there is, do you have any plans to update your pack?

Please? Pretty please? With sugar and a cherry on top?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pazuzu on November 24, 2012, 09:34:06 pm
site is down :(

On the plus side, who wants to buy Whalesdev.com?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 24, 2012, 09:34:43 pm
And thus I lost my changelog.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on November 24, 2012, 09:40:55 pm
Ouch. Hopefully Whales gets his site back up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 24, 2012, 10:22:44 pm
Ah... That explains the maintenance error earlier...

I did see a "Migrating Data to new server" on the maintenance screen so I assume it *is* stored somewhere.

Anywho, anyone know how to complete the "Retrieve Software" NPC quest? It made me go to a pharmacy which had nothing software-esque.

Also, a pair of bugs.
1. If an NPC that any character you control took a quest from dies when playing on another character; the character you're currently playing as gets marked with the failed quest, even when he/she never had the quest listed in the first place.

2. When an NPC dies from any explosive (Even when they did it themselves) and you're around to see it, you get hit with a -100 morale penalty.

While playing on Darkling Wolf's mod, I notice that some characters cannot harvest poppy seeds. Presumably having high trap avoid makes it impossible to pick the flowers. (I'm currently playing a "Survivor fort" where multiple characters with different skills work in the same building) Also, mutant poppies slow you down unless you have the Parkour trait. I'm unsure if that's intended behavior.

Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: muwahahaha on November 24, 2012, 10:32:49 pm
In the back of the pharmacy (past the counter) there should be a back room with a computer in it. You don't even need to crack the security on it, just log in and use the 'download data' option. You even get to keep the software after turning the quest in.

Speaking of bugs, I've just noticed that when using the latest version of Darkling's mod from github, using any of the numpad keys in the construction menu crashes the game. I'm guessing it has to do with the recently added hotkeys in the menu. Using numpad keys in the vanilla construction menu has no effect and doesn't crash.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on November 24, 2012, 10:38:13 pm
its funny. the only time i found the computer was AFTER adding a mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Man of Paper on November 24, 2012, 11:49:48 pm
Blaze, number 2 seems fine to me. Even when someone blows themselves up, if you witness them get asploded it's going to hit hard.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 24, 2012, 11:58:09 pm
Well the morale penalty specifically states "Killed Innocent", so if the game's going to penalize me even more for Artificial Idiocy it should at least do it right.  >:(

Also, I know we've been asking for this for quite awhile, but is a "Repeat previous action" button going to be available soon?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on November 25, 2012, 12:55:09 am
Ah those packs of wolves ...
I hope next time i run into those dreaded gameover machines i'll be able to get some weapons.
They seem to always popup in a game when i have yet to find anything decent, and never if i have found anything that deals good damage :D
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Geen on November 25, 2012, 01:17:25 am
Well the morale penalty specifically states "Killed Innocent", so if the game's going to penalize me even more for Artificial Idiocy it should at least do it right.  >:(

Also, I know we've been asking for this for quite awhile, but is a "Repeat previous action" button going to be available soon?
...I definitely didn't stick that mininuke in his pocket. Don't look at me.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 25, 2012, 06:54:59 am
Speaking of bugs, I've just noticed that when using the latest version of Darkling's mod from github, using any of the numpad keys in the construction menu crashes the game. I'm guessing it has to do with the recently added hotkeys in the menu. Using numpad keys in the vanilla construction menu has no effect and doesn't crash.
That's fixed in my offline repo. Go to line 389 of construction.cpp and change
Code: [Select]
   if (ch < 96 && ch > constructions.size() + 101) break;to
Code: [Select]
    if (ch < 96 || ch > constructions.size() + 101) break;
While playing on Darkling Wolf's mod, I notice that some characters cannot harvest poppy seeds. Presumably having high trap avoid makes it impossible to pick the flowers.
I shall look into this.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: dwarfhoplite on November 25, 2012, 08:15:36 am
Has Whales announced anything concerning when he's continuing the development?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 25, 2012, 08:34:50 am
Ah those packs of wolves ...
I hope next time i run into those dreaded gameover machines i'll be able to get some weapons.
They seem to always popup in a game when i have yet to find anything decent, and never if i have found anything that deals good damage :D

Amy decent melee tool or gun that isn't homemade stupidity should work.  they seem to track you forever, run tempoarily after fairly minor damage, best of all can't open doors.  Of all the fuggered ways to die, wolves haven't been one of them.

but-a DW, what does this mean for the mod, for the game?  I don't even know the scale of the game's development... For instance, when was it first released?

Also I'm reporting funny shadows.  uploading a pic later today...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bdsorensen on November 25, 2012, 11:45:40 am
Site's back. Wooooo. Now to get started playing this again.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on November 25, 2012, 12:16:48 pm
Speaking of bugs, I've just noticed that when using the latest version of Darkling's mod from github, using any of the numpad keys in the construction menu crashes the game. I'm guessing it has to do with the recently added hotkeys in the menu. Using numpad keys in the vanilla construction menu has no effect and doesn't crash.
That's fixed in my offline repo. Go to line 389 of construction.cpp and change
Code: [Select]
   if (ch < 96 && ch > constructions.size() + 101) break;to
Code: [Select]
    if (ch < 96 || ch > constructions.size() + 101) break;

Maybe I'm being a bit dense, but I can't find that line anywhere, even via a Search. At 387 begins the "bool game::player_can_build" function, but 389 is just a "{" and Search only found a couple of instances of "constuctions.size()", none of which look like the line you specified.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 25, 2012, 12:21:59 pm
You sure you're using the latest version then? It's a recent addition.

I'll push the fixes anyway, so just do a git pull to update.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 25, 2012, 05:51:17 pm
Ahh, forgot about you...

For you viewing pleasure.  I first noticed it when 3 tiles away from the evac house doot I couldn't see it though I clearly had a direct LOS...

Spoiler (click to show/hide)

. . . And wrong bloody thread.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on November 25, 2012, 09:32:30 pm
I just finished a
Spoiler (click to show/hide)
... and got the best item evar.

Spoiler (click to show/hide)

The other one was okay, but redundant.
Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: BigD145 on November 25, 2012, 10:55:02 pm
You urinate storm clouds. Thirsty work, that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on November 26, 2012, 03:33:28 pm
oh my...


if you just stay in a field, will the mobs come for you?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: gimlet on November 27, 2012, 03:39:02 am
Try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light...




(Actually I dunno, I always die fast when I get messages like that)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bombzero on November 27, 2012, 05:03:29 pm
what does causing decay in the fabric of reality do?

Spoiler (click to show/hide)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on November 27, 2012, 05:10:20 pm
oh, so, crazy bad thingies are coming to kill you. yay!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: WealthyRadish on November 27, 2012, 05:12:59 pm
Tried it out, and finally got someone to live longer than 3 days... until I decided to go in a cave after it started raining, and got instagibbed by about 600 rats. Ugh.

Is the starting NPC important at all? Usually I just end up taking a pointless quest so I can hit them up for zucchini or something, and then booking it for a sporting goods store.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: notquitethere on November 27, 2012, 05:26:14 pm
You can get the starting NPC to follow you around if you do their starting quest. If your speech (or persuasion or whatever it's called) is good enough I think you can get them to follow you without doing their suicidal fetch quest. I want to tell them, SOCIETY IS OVER - YOU DON'T NEED YOUR HOMEWORK FROM YOUR OLD PC.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 27, 2012, 05:30:01 pm
What about kill their mom quest?  I never find their mom, so I end up ignoring them when I see the cue for it.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on November 27, 2012, 06:04:34 pm
its a zombie. in the house.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: notquitethere on November 27, 2012, 06:19:30 pm
Yeah, admittedly I quite like the mother killing and dog finding quests. Dog finding is tough though: it always wants to run off and get eaten by zombies.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on November 27, 2012, 06:24:45 pm
i won THAT without even seeing the dabm thing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: notquitethere on November 27, 2012, 07:00:25 pm
Basically I get the impression that the quest and NPC stuff that's in the game is just a taster of what will eventually be a large part of the game. It mostly doesn't work all that well right now, but eventually...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 27, 2012, 07:22:55 pm
Though you can sometimes beg some decent stuff off them.  But yeah, you pretty much gain nothing good from talking to NPCs and they can be responsible for some gamebreaking weirdness.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on November 27, 2012, 07:27:02 pm
Or you can blow them up.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 27, 2012, 07:28:19 pm
They make decent fodder too.  Bring one to your local anomalie today!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 27, 2012, 07:33:00 pm
I may have made a.. mistake, throwing that molotov.

(http://puu.sh/1v3MJ)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 27, 2012, 07:33:57 pm
That's a lot of smashing.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: pisskop on November 27, 2012, 07:34:17 pm
wh-where were you?  Paul's discount glass store?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 27, 2012, 07:34:32 pm
That's what happens when a megamall collapses.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 27, 2012, 07:41:19 pm
Neat!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 27, 2012, 07:45:08 pm
Yeah, I made fire damage cause a destroy event rather than just convert the tile into rubble.
And destroy events have a chance of chaining.

The result is rather astounding
(http://puu.sh/1v4tu)
This is a hospital
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tellemurius on November 27, 2012, 07:51:52 pm
congrats you win the game!
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: iceball3 on November 27, 2012, 07:53:40 pm
I may have made a.. mistake, throwing that molotov.

(http://puu.sh/1v3MJ)
Ohgod. This reminds me of that episode of adventure time episode where gunther takes over EVERYTHING
It was mostly bottle though lol
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on November 27, 2012, 08:43:46 pm
what happens when you use it underground?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 27, 2012, 10:42:27 pm
So I found a 10x10 blob of regenerating acid on the side of the road, in the middle is something called a 'slimy snake'  Its not hostile, its just a giant blob of acid, so wtf is this thing?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Crabnumber on November 28, 2012, 12:45:59 am
Just a quick question, has development been completely halted on the game at the moment? Love the game as it is but its a bit of a pity if it has been.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: bdsorensen on November 28, 2012, 12:53:54 am
From what I understand Whales has stopped development, but Darkling Wolf's mod is now where I go to to get pretty constant updates. It contains plenty of bug fixes and the like.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SalmonGod on November 28, 2012, 02:21:40 am
So is the game basically dead?  How far can Darkling Wolf take the mod before it hits limitations set by the unfinished state of the vanilla game?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Tiruin on November 28, 2012, 02:45:54 am
Why'd the game die again? :/
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 28, 2012, 03:57:02 am
So is the game basically dead?  How far can Darkling Wolf take the mod before it hits limitations set by the unfinished state of the vanilla game?
The only real limit to how far I can bring the game is personal skill, which is why I have the aid of several people more skilled than I. :P

Practically, I have no plans on dropping development of the mod, it's something I do in my free time and I enjoy doing it, and I merge in any other mods that crop up whose features I enjoy.

Why'd the game die again? :/
I think it's primarily because Whales doesn't really have the energy to work on both his new project, Body and Soul (https://github.com/Whales/body-and-soul), and Cataclysm.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on November 28, 2012, 06:42:44 am
Yo, Darkling, I'm getting this (http://whalesdev.com/forums/index.php?topic=1890.0/) error in your mod. If you'll have some free time, could you try to implement the fix listed in that thread?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 28, 2012, 07:25:15 am
I already have Kevin's fixes merged into my mod.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on November 28, 2012, 07:25:37 am
I was wondering, is it safer to go into towns during the night or during the day? Or is it only the very first few hours that it is occasionally safe in towns?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on November 28, 2012, 07:41:41 am
I already have Kevin's fixes merged into my mod.

Damn, any idea why am I still getting that error?

edit. never mind, i just probably didn't applied your mod correctly.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Sharp on November 28, 2012, 08:46:56 am
Spoiler (click to show/hide)
This is a hospital

Was

So is the game basically dead?  How far can Darkling Wolf take the mod before it hits limitations set by the unfinished state of the vanilla game?

It's all open source so additions are still happening all over the place. The latest big addition to the main game was the addition of the vehicles mod which was done by someone else and Darkling's mod is being constantly updated (even though im sure he said he was going to be concentrating on his studies) so basically the game is not dead at all.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on November 28, 2012, 09:34:53 am
Game not being able to save the world sometimes thing got fixed yet? Been waiting for that one.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: notquitethere on November 28, 2012, 12:09:07 pm
I was wondering, is it safer to go into towns during the night or during the day? Or is it only the very first few hours that it is occasionally safe in towns?
Zombies come in waves, but there are nearly always some in large buildings like malls and hospitals. They're more prevalent in the towns but in the woods you've got super-tough bears and sneaky wolves to worry about.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: kulik on November 29, 2012, 08:49:12 am
How do you boil water in darkling's mod?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on November 29, 2012, 08:54:50 am
Has the bug where I always die in a few hours been fixed yet?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on November 29, 2012, 09:08:35 am
Has the bug where I always die in a few hours been fixed yet?

I live ok for a few weeks before I get too powerful and get bored, that and new versions without save compatibility is what seems to get me.

  If you are getting zerged by zombies, remember 1 tile wide windows make you a god and a .22 Marlin with a nice powerful handgun as backup is perfect wandering the streets gear post apocalypse.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on November 29, 2012, 09:12:53 am
How do you boil water in darkling's mod?
I've not re-added that yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Owly on November 29, 2012, 11:47:45 pm
How do you close the metal doors you find at the entrances of labratories?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: SomeStupidGuy on November 29, 2012, 11:49:34 pm
Don't think you can. Maybe you ought to build some wooden ones.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Owly on November 30, 2012, 12:18:33 am
Agh, died by stupidity near a turret anyway. Next time I'll remember to turn safemode on.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Majestic7 on November 30, 2012, 05:12:28 am
This is a pretty amazing game, I hope the community can keep it alive if the original guy abandoned it. It would be neat to see some semi-strategic effects in the far future. Building your own Fort Zombie, rescuing survivors from around the game map and taking them there etc. Putting them to work defending the base, farming, constructing stuff for you. Building robots! :P Thanks for letting me know about it, dear Bay12 forums.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on November 30, 2012, 08:36:09 am
This is a pretty amazing game, I hope the community can keep it alive if the original guy abandoned it. It would be neat to see some semi-strategic effects in the far future. Building your own Fort Zombie, rescuing survivors from around the game map and taking them there etc. Putting them to work defending the base, farming, constructing stuff for you. Building robots! :P Thanks for letting me know about it, dear Bay12 forums.

Ah, a roguelike version of Fort Zombie. That would be really awesome.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 04, 2012, 03:31:50 pm
So Whales really abandoned best game ever for a bullshit new age sim? :(
Oh well, his decisions! Im just mad that there no more Whales updates :(
Hope he will figure out sometihng good.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Slayerhero90 on December 04, 2012, 08:55:43 pm
So Whales really abandoned best game ever for a bullshit new age sim? :(
Oh well, his decisions! Im just mad that there no more Whales updates :(
Hope he will figure out sometihng good.

Wait where does it say that?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: feralferret on December 04, 2012, 09:17:10 pm
So Whales really abandoned best game ever for a bullshit new age sim? :(
Oh well, his decisions! Im just mad that there no more Whales updates :(
Hope he will figure out sometihng good.

Wait where does it say that?

Says so right here (http://whalesdev.com/forums/index.php?topic=1962.15). More or less anyways. Sad but true. :(

Quote from: Whales
Heard ya missed me, well I'm back!
Sorry for my prolonged absence.  Thank you all for your continued interest in Cataclysm, and those modders/forkers/awesome folks (it's just semantics, people!) who're fixing bugs and keeping the game alive.

Basically, I am still on an indefinite hiatus from Cataclysm.  When I started it, it was my first large-scale coding project ever, and it shows.  The thing is a hard-to-maintain mess right now.  I've never been motivated by anything other than the joy of design/coding and fans of the game; unfortunately, coding Cataclysm has turned into a chore of bug fixing and painstaking changes to obscure, fragile code.  Decidedly unfun-and fun (and you guys) is my only motivation here.  Also, hate to say it, but the post-apoc setting has really gotten boring to me!

I will return to Cataclysm eventually, in one form or another.  Part of me wants to do a full recode--Cataclysm 2.0--using the coding and design lessons I've learned along the way.  Part of me wants to make a spinoff, set in the Cataclysm universe but 300 years in the future (more of a Nausicaa feel than a Dawn of the Dead one).  Part of me wants to move Cataclysm in a Dwarf Fortress like direction, and part of me wants to try my hand at making it into a Source engine shooter.

For now though, I'm quietly working on an unrelated roguelike--one which I hope will be much more robust and well-designed than Cataclysm.  I am very excited about it for many reasons, and I think you will be too. I will keep you updated on that, and on any changes for Cataclysm.

For the time being, however, I agree that we need an interim maintainer.  Maintaining has always been one of my least favorite parts of the job anyway  ::)  if you are currently maintaining a Cataclysm repo, and you'd like for it to become the temporary "official" repo, please let me know via an email with the subject line "Maintaining Cataclysm."  I would prefer that it be one which is well-established, maintains the spirit of Cataclysm, and doesn't add much content.  Bugfixes and interface enhancements are a huge plus.

And Cataclysm is "mine" in the sense that I started it, but it belongs to everyone now, and I'm very happy to see others making it theirs in whatever way they see fit.  It's the kind of socialism we need more of :)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gamerlord on December 04, 2012, 09:39:45 pm
$50 says Darkling Wolf's mod become the 'official' version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Blaze on December 04, 2012, 10:19:01 pm
$50 says Darkling Wolf's mod become the 'official' version.
Actually, I'd figure Creidieki's bugfixes seem to be more official-like as it has no real changes aside from bugfixes (One exception being the extended-view mod).

Besides "DarklingWolf's official version" doesn't slide of the tongue as well as "DarklingWolf's Mod".
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 05, 2012, 06:04:01 am
I don't blame Whales. He really had to deal with bugs a lot. If a building's root is fragile, it's gonna fall apart no matter how hard you try. Though I wish he would do some kind of a remake rather than a new game.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on December 05, 2012, 11:14:10 am
He does say he wants to come back to cataclysm, even if its a total remake, and id say the game now is good enough for it to keep ticking along by itself for a while yet.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Pikdome on December 20, 2012, 12:23:17 am
Excuse the slight necro, but riding around on a motorcycle, darting around and breaking into houses is really quite fun, so much so that I felt it necessary to bump this thread.

I'm really quite glad to have found this roguelike, but also really sad to see its development postponed...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: G-Flex on December 20, 2012, 01:51:03 am
Excuse the slight necro, but riding around on a motorcycle, darting around and breaking into houses is really quite fun, so much so that I felt it necessary to bump this thread.

I'm really quite glad to have found this roguelike, but also really sad to see its development postponed...

I found a plasma engine once (or whatever the hydrogen-powered one is called) and made myself what amounted to an extra-long fusion-powered motorcycle with large wheels. I used it to punch a hole through several buildings in a row at 190MPH. Good times.

Also: I'm especially sad to see the development on hiatus right in the middle of new features being implemented, like the new save system and NPCs. Kind of sucks for the game to be stuck in half-playable limbo.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: jester on December 20, 2012, 02:08:54 am
Darkling wolfs mod is pretty much the unofficial cataclysm place to be these days, hes added piles of new stuff.  Also keeps updating on a regular basis (as in weekly or sometimes more often)

http://whalesdev.com/forums/index.php?topic=1389.0

Have a linky
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Eктωρ on December 20, 2012, 08:01:35 am
I'd like someone to actually further the "official" version. I don't like mods much.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Robsoie on December 20, 2012, 08:23:08 am
Additionally the Darkling mod has included several fixes posted by people in the Cataclysm board for bugs that affect badly the last Cataclysm release.
So this mod is pretty much a must if you want to play Cataclysm with less bugs and with more content.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Leatra on December 20, 2012, 09:08:06 am
Hey, sorry for asking the same question again but has the issue with saves got fixed? Is it fixable at least? I want to play again but I'd hate to have my world disappear whenever I exit without saving.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shooer on December 20, 2012, 11:55:51 am
I'd like someone to actually further the "official" version. I don't like mods much.
Fun Fact: When Whales was developing the game and a mod got popular enough/he liked it, it would the become part of the main version.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Dutchling on December 20, 2012, 12:41:50 pm
I'd like someone to actually further the "official" version. I don't like mods much.
The official version doesn't get updated any more. There is however another 'mod' which basically just fixes stuff iirc. I don't know the name as I never played it, but perhaps someone else here does.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Pikdome on December 20, 2012, 06:27:47 pm
Its good to know that the community it gonna pick up in the absence of whales, I'm so looking forward to even more content.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on December 24, 2012, 10:29:17 pm
Is there anyone who uses Cygwin and Darkling Wolf's mod that can write up a dummy proof installation guide for getting it to work. I've spent two hours going over the Cygwin tutorial linked in the Darkling Wolf Mod thread, but it doesn't really explain all that well how to set up a non-vanilla Cataclysm game. It talks about installing .diff's but the Darkling mod is downloaded as a repo? Do I need to install the vanilla Cataclysm mod first and THEN somehow install the Darkling mod on top of it or do I just install the Darkling mod?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Moogie on December 25, 2012, 02:02:05 am
The Darkling repo is a stand-alone package. You don't need vanilla or diffs to install it.

Unpack the archive somewhere, and then open the makefile.windows file in Notepad. Change the "CXX" line to read: CXX = g++

Now open up the cygwin terminal and navigate (using "cd\blahblah" terminal commands, Google if you don't know how to do this) to the folder where these files are. Then type: make -f makefile.windows

Once it's finished compiling, you should be all set. You can delete the .h and .cpp files from the folder after that if you wish, but I just keep them around usually- you can mod them yourself and just recompile the program whenever you need to.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 25, 2012, 05:13:51 am
Install Cygwin, then type git clone git://github.com/TheDarklingWolf/CataclysmMod.git, then wait for it to finish downloading and type cd CataclysmMod, then type make, once it finishes compiling type ./cataclysm to run.

I've already modified everything to work fine with Cygwin, so you don't have to do any of the diff stuff or change any files.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 25, 2012, 07:31:32 am
Install Cygwin, then type git clone git://github.com/TheDarklingWolf/CataclysmMod.git, then wait for it to finish downloading and type cd CataclysmMod, then type make, once it finishes compiling type ./cataclysm to run.

I've already modified everything to work fine with Cygwin, so you don't have to do any of the diff stuff or change any files.

Thats awesome, not having to run a VM to make shit work.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 25, 2012, 07:32:57 am
Install Cygwin, then type git clone git://github.com/TheDarklingWolf/CataclysmMod.git, then wait for it to finish downloading and type cd CataclysmMod, then type make, once it finishes compiling type ./cataclysm to run.

I've already modified everything to work fine with Cygwin, so you don't have to do any of the diff stuff or change any files.

For some reason my cygwin dosent have git.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on December 25, 2012, 07:45:00 am
You'll need to select git when installing it, you can run the installer again and it'll just add extra stuff in, it won't need to reinstall everything.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Vorbicon on December 25, 2012, 10:04:22 am
Thanks for the help Darkling Wolf. Got it working perfectly.

EDIT: Wow, some cool stuff with this version compared to the Windows version. Cars smoothly gliding forward instead of the jerky jumping forward they do in the windows version. Projectile animations.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 25, 2012, 12:31:10 pm
Thanks for the help Darkling Wolf. Got it working perfectly.

EDIT: Wow, some cool stuff with this version compared to the Windows version. Cars smoothly gliding forward instead of the jerky jumping forward they do in the windows version. Projectile animations.

Wootis fucking pootis

Also thanks you Darkling Wölf
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on December 25, 2012, 02:01:01 pm
Thanks for the help Darkling Wolf. Got it working perfectly.

EDIT: Wow, some cool stuff with this version compared to the Windows version. Cars smoothly gliding forward instead of the jerky jumping forward they do in the windows version. Projectile animations.
Perks of gaming on linux ;)
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on December 25, 2012, 07:42:50 pm
Install Cygwin, then type git clone git://github.com/TheDarklingWolf/CataclysmMod.git, then wait for it to finish downloading and type cd CataclysmMod, then type make, once it finishes compiling type ./cataclysm to run.

I've already modified everything to work fine with Cygwin, so you don't have to do any of the diff stuff or change any files.

I'm getting an error.  :<

Makefile:59: recipe for target 'obj/player.o' failed
make: *** [obj/player.o] Error 1

Spoiler (click to show/hide)

Any idea what I could do?  :x
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on December 25, 2012, 07:49:44 pm
Install Cygwin, then type git clone git://github.com/TheDarklingWolf/CataclysmMod.git, then wait for it to finish downloading and type cd CataclysmMod, then type make, once it finishes compiling type ./cataclysm to run.

I've already modified everything to work fine with Cygwin, so you don't have to do any of the diff stuff or change any files.

I'm getting an error.  :<

Makefile:59: recipe for target 'obj/player.o' failed
make: *** [obj/player.o] Error 1

Spoiler (click to show/hide)

Any idea what I could do?  :x

need them ncurses buddy
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ggamer on December 31, 2012, 09:29:03 pm
I think my spawn rate in the darkling mod is a bit bugged, seeing as how I'm driving out of town and there are thirty-fourty rabbits and about six deer.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on January 01, 2013, 01:31:47 pm
that can happen.


has anyone worked out how to have NPCs to get in a car?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on January 01, 2013, 01:41:53 pm
And thus.. a wonderful game and its community comes to an end..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Aseaheru on January 01, 2013, 01:45:08 pm
that really needs to be added.

can one farm? i see hoes everywhere..
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: ComputerWarrior on January 01, 2013, 03:15:58 pm
can one farm? i see hoes everywhere..
Unfortunately, the only functionality a hoe has (as of the latest vanilla version I tried) is its use in digging mounds of dirt.

has anyone worked out how to have NPCs to get in a car?

According to my most recent play, nope, I believe it isn't possible.

And thus.. a wonderful game and its community comes to an end..

The official Cataclysm forum is still somewhat active.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: hops on January 01, 2013, 11:37:19 pm
Cataclysm is open-source, therefore Darkling could effectively take over as Whales Two.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on January 01, 2013, 11:38:58 pm
In fact, it happened several hours ago:
http://www.bay12forums.com/smf/index.php?topic=121194.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on January 02, 2013, 01:35:40 pm
Quote
player.cpp: In member function `void player::assign_activity(activity_type, int, int)':
player.cpp:4723: error: no matching function for call to `player_activity::player_activity(player_activity)'
pldata.h:113: note: candidates are: player_activity::player_activity(player_activity&)
player.cpp:4725: error: no matching function for call to `player_activity::player_activity(player_activity)'
pldata.h:113: note: candidates are: player_activity::player_activity(player_activity&)
Makefile:42: recipe for target `obj/player.o' failed
make: *** [obj/player.o] Error 1

I can't seem to make past this, either.  Been doing it the lazy, slow way up 'til this point.  :x
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: lastverb on January 02, 2013, 05:19:10 pm
I can't seem to make past this, either.  Been doing it the lazy, slow way up 'til this point.  :x

make -f makefile.windows

If that throws some g++ errors, try changing CXX to g++ in makefile.windows file.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: UristMcWanderer on January 02, 2013, 09:53:56 pm
i see hoes everywhere..
Yep, there are hoes pretty much everywhere these days...

For those of you who are using ThaDarklingWolf's mod/release/branch, this is the forum for DarklingWolf's branch, (http://www.cataclysm.glyphgryph.com/) now called by him Dark Days Ahead. This seems to be the "official" version of Cataclysm right now, although I may be incorrect about that.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on January 03, 2013, 01:32:13 am
Gah.

Alright, changed CXX to G++ and it gets along pretty far when it's building, but then it gets stuck on player.cpp again, still grumbling about player.cpp's something something player_activity.

Quote
player.cpp: In member function `void player::assign_activity(activity_type, int, int)':
player.cpp:4922: error: no matching function for call to `player_activity::player_activity(player_activity)'
pldata.h:114: note: candidates are: player_activity::player_activity(player_activity&)
player.cpp:4924: error: no matching function for call to `player_activity::player_activity(player_activity)'
pldata.h:114: note: candidates are: player_activity::player_activity(player_activity&)
makefile.windows:47: recipe for target `objwin/player.o' failed
make: *** [objwin/player.o] Error 1

Spoiler (click to show/hide)

...I should probably have mentioned that I'm building it on cygwin before, also, but that's probably evident.  I'm also probably missing something horribly obvious to anyone that actually knows how to linux and/or command line.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on January 03, 2013, 01:44:07 am
You may wanna look at my topic here farce.

http://www.cataclysm.glyphgryph.com/smf/index.php?topic=11.0

I got the same errors and it turned out I didn't have all the G++ stuff I needed. Make sure you have everything in The Dark Wolfs screenshots of the Cygwin installer, make clean and then make.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on January 04, 2013, 03:53:32 am
Ah, thanks!  That solved my compiling issues... but it still doesn't seem to want to start.  After I run cataclysm.exe (th-that's what I do, right?), it freezes for a moment, and then another terminal screen flashes up and then just immediately closes again.  Cygwin seems to sorta just freeze, after that.  :\
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on January 04, 2013, 03:54:13 am
What size is your cygwin terminal?
Just try dragging it out a little bit at the bottom right
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Gunner-Chan on January 04, 2013, 03:54:48 am
Yeah, make it just a bit taller and see if it works. It wants a specific size or larger.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on January 04, 2013, 03:55:52 am
80x25 to be specific.

Yet for some reason, every terminal ever seems to default to 80x24.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Farce on January 08, 2013, 12:44:13 am
Super-belated and slight-necro I am sorry ;_;

My cygwin's the default size.  I tried dragging it out and expanding the terminal size, it didn't help - cygwin still opened and instantly closed another terminal window, and then went more or less unresponsive.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on January 08, 2013, 06:07:22 am
Are you running the executable by doubleclicking on it or by typing ./cataclysm ?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Lightningfalcon on January 08, 2013, 04:37:36 pm
I keep getting a 404 when trying to download the windows version here- http://whalesdev.com/forums/index.php?topic=554.0 .  Are there any other links for downloading it on windows?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: GlyphGryph on January 08, 2013, 04:40:37 pm
http://www.cataclysm.glyphgryph.com/

This is the site where development is currently happening. There is a windows executable on the front page that should work fine.

And this is the current thread for the game:
http://www.bay12forums.com/smf/index.php?topic=121194.0
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Shades on January 09, 2013, 12:54:31 pm
has anyone worked out how to have NPCs to get in a car?

Yes, I started working on a mod that let you take the npcs with you, they would pile into non-player occupied seats when you enter a vehicle and they are set to follow you. Actually that bit was easy enough, and you get them shooting hostiles for free as you drive past, however I had some issues where they leapt out of the vehicle to pick up something interesting or to move into melee and then explode as you drive over them.

(http://whalesdev.com/forums/index.php?topic=1644.msg30164#msg30164)

However according to that post I started it back last august, and I certainly don't remember touching it since then so you can assume it's dead for now. Code for it is all in github though.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Parsely on February 03, 2013, 06:02:58 am
Any chance of a Mac compatible version?
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Rowanas on February 03, 2013, 06:13:26 am
I posted this on the forums, but strangely, this thread is more active. I'm compiling on a mac, and it used to work just fine. Can anyone tell me what I need to change to get this to compile properly? Gunin, I'll find a way to get a compiled version over to you if it works.

g++    -O3 -m32 -c item.cpp -o obj/item.o
item.cpp: In member function ‘std::string item::info(bool)’:
item.cpp:282: error: ‘struct it_comest’ has no member named ‘health’
make: *** [obj/item.o] Error 1
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: DrPoo on February 03, 2013, 06:18:56 am
Go to the Dark Days Ahead thread.
DDA is much better too.

Whales stopped working on vanilla.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Parsely on February 03, 2013, 07:41:54 am
I posted this on the forums, but strangely, this thread is more active. I'm compiling on a mac, and it used to work just fine. Can anyone tell me what I need to change to get this to compile properly? Gunin, I'll find a way to get a compiled version over to you if it works.

g++    -O3 -m32 -c item.cpp -o obj/item.o
item.cpp: In member function ‘std::string item::info(bool)’:
item.cpp:282: error: ‘struct it_comest’ has no member named ‘health’
make: *** [obj/item.o] Error 1
Many thanks. A PM would be nice once you've made some progress, as I check my email about 500 times a day.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on May 27, 2013, 01:00:18 pm
I've found the best way to read in the dark is by sitting next to a console, like the ones in the evac shelters you start in. Its bright enough to read and never goes out.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: The Darkling Wolf on May 27, 2013, 01:05:02 pm
Vanilla Cata doesn't have consoles in the evac shelter :P
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: forsaken1111 on May 27, 2013, 01:12:00 pm
Vanilla Cata doesn't have consoles in the evac shelter :P
Whups.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: CognitiveDissonance on May 27, 2013, 01:19:59 pm
Spoiler: Just had to say... (click to show/hide)

New thread! [Link (http://www.bay12forums.com/smf/index.php?topic=121194.0)]

DDA website! [Link (http://www.cataclysmdda.com/)]

DDA forums! [Link (http://www.cataclysmdda.com/smf/index.php)]
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on May 27, 2013, 01:30:50 pm
We should get Whales to lock this thread...
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: miauw62 on May 27, 2013, 01:43:42 pm
We should get Whales to lock this thread...
Whales isn't the OP.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: Fniff on May 27, 2013, 01:51:33 pm
Oh yeah, he isn't.

I am terrible at identifying OPs.
Title: Re: Cataclysm: A Zombie-Survival Roguelike
Post by: quinnr on May 27, 2013, 02:32:15 pm
If any of this info is wrong, please correct me:

Whales is not currently developing any more, but the development continues by a separate group of people who have picked it up. Please head over to the new thread here: http://www.bay12forums.com/smf/index.php?topic=121194.0