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Messages - Whales

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1
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 06, 2012, 09:59:26 pm »
Two-by-fours in Defense Mode are shown as having no weight, no volume, and having no attack damages.

Correct.  Defense Mode uses special two-by-fours modified to being weightless volumeless building tools.  Defense Mode is more arcade-style gameplay, with less of an attempt at realism.

2
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 06, 2012, 07:34:53 pm »
I have my suspicions that the Cataclysm forums are like 90% B12ers.


A little bugfix update.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Save file IS compatible.  Clean build NOT required.

Features:
  • The help menu's listing of key commands (?1) now shows the actual keys in use, as taken from keymap.txt.  You can edit your keybindings there, too.

Tweaks:
  • Messages print new-at-bottom, old-at-top, like they used to.
  • Yes/No query now warns you that it's case sensitive.

Bug fixes:
  • Coloring of messages is improved.  Sometimes they'd appear as light gray for a turn, THEN go red.  They don't do that any more.
  • Monsters no longer appear as a "ghost" for a turn after dying before disappearing.
  • Some monster/NPC-death-related crashes fixed.
  • Charger-gun-related crash fixed.
  • Monster list coloring fix for nearby monsters.

3
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 05, 2012, 11:11:09 pm »
Psst, here's a little update!

Clean build IS required.  Old saves are NOT compatible.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:
  • Improved messages section, with more colors, and stackable messages (i.e. "Whump! x 3" instead of "Whump!  Whump!  Whump!").
  • Message buffer, which displays old messages (the 256 most-recent ones are displayed).
  • New monster list, which is better in many ways.  It lights up specially for dangerous monsters, it's directionally-oriented to make it easier to glance at, and monsters are color-coded by difficulty.
  • Player kills are tracked properly.  No longer will you get credit for monsters that die to acid rain.  You also won't get blamed for "killing" a hallucination of your mother.
  • New item: NX-17 charge gun.  Works like the gauss gun from Half-Life.  It is craftable, and also can be found wherever military rifles are found.  It requires a UPS to be used.
  • Emoticons indicate your morale.

Tweaks:
  • autosafemode defaults to off.
  • You are never warned about sounds that come from you.
  • Chances of spilling gas greatly reduced.
  • You're prompted to pump fuel into your vehicle before you're prompted to pump it onto the ground.
  • The way bows fire tweaked a bit
  • Insects report their armor as "carapace."
  • Triffid queens adjusted to have a higher difficulty rating (biggest impact is that it'll take them longer to show up).
  • Throwing distance capped lower.
  • Higher throwing penalty for very low dexterity.
  • Higher ranged penalty for very low perception.
  • Higher throwing penalty for very low skill.
  • Flamethrowers greatly improved.

Bugfixes:
  • Constructing status is cleared before the end of construction.  This way, you won't be warned of the sound of the tree of just chopped down crashing to the ground.
  • Fixed a freeze during Amigara events.
  • Hugely improved monster/NPC death tracking system.  Basically, they're all "cleaned up" between rounds, when nothing's happening.  This should remove many crashes, particularly the "killing an NPC who's given you a quest" bug.  It should also improve efficiency a bit.
  • Pumping gas into a vehicle allows you to use any directional keys you please.
  • Fixed a crash caused by using a defensive throw on an NPC (or an NPC using one on you).
  • NPCs won't magically melee you (or monsters) from afar.
  • NPCs will hunt for you if they want to kill you and you escaped.
  • Item "gifts" from NPCs properly limited to 1 per 3 hours.
  • No more spears as chopping items if you're wielding them

4
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 14, 2012, 12:48:09 pm »
I should add a crafting use for webs, and a method of harvesting them.  Then we can keep spiders as pets, yay!

Is it just me having a lot of bad luck or did Whales up the difficulty with these latest versions? I get more special zombies than just common kinds.

It's just bad luck.  Every release, someone says "wow Whales made the game a lot harder!" and most times, I haven't touched that part of the code at all :)

5
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 13, 2012, 11:05:12 pm »
Donno if this is an old bug or not, but you know the little letter it gives you for convenience when you pick something up?  That appears to be a bit off, because I haven't gotten that giving me the correct letter yet.

Other than that, I set up shop in a cave.  Molotov'd a nearby bunch of webs and got owned by a trapdoor spider when I was going in to introduce my neighbors to my SKS before they introduced me to their fangs in the middle of the night or something.  My first experience with spiders.  Interesting.

Yeah, an old bug, I'll be attempting to address it sometime in the near future.


I fixed a couple bugs in the most recent update, and re-upped.  Please re-download from the same links.  Your saves from that update will still be compatible.

6
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 13, 2012, 05:35:37 pm »
There's a server, allegedly, where you can log in and play.  It's not multiplayer, it only supports one "player" at a time, and if you get on at the same time as someone else then you can watch them play, or you can mash buttons and mess up their game.  You can start a new character and explore the already-raided areas and perhaps find another player's base while the other player is saved and thus not in the game, making it an empty stockpile.

You're entirely mistaken--the server supports unlimited players at a time, you cannot watch anyone else play (unless Eronarn added that feature--wouldn't be hard), and you cannot mash buttons to mess up someone else's game.

There isn't direct player/player interaction, though--you won't see other players (until they die).

7
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 13, 2012, 01:12:56 am »
Some little UI improvements for ya, and more bugfixes - mostly courtesy of Creidieki!

Clean build is NOT required.  Old saves are NOT compatible.


Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:
  • MOTD updated ;)
  • Picking up a piece of clothing while your inventory and your hands are full will prompt you to wear the clothing directly.  Less inventory shuffle dancing :)
  • Using an item from a stack will bind the original inventory letter to the new activated item.  Hence, if you have a - grenade [3] then upon activating one, the active grenade will be bound to a.
  • Drevlin's Random Name patch: You can now assign a random name to your character.
  • Lots of efficiency improvements to vehicles, and the game at large.
  • Scissors can cut rope into 6 pieces.
  • Incendiary ammo, or flamethrowers, will burn down spider webs.
  • Other bullets have a chance to tear spider webs.

Tweaks:
  • Fire now spreads to webs more readily.
  • Lots of language improvements to vehicle-related messages.  Gremour seems to speak a language where articles are used differently :)
  • The symbols for lots of car parts were changed to be more consistant, and to avoid overlap with terrain symbols (like 0 or #).
  • Improved messages when NPCs attack using an unarmed style.
  • Wished-for items are always fresh.

Bugfixes:  Thanks again to Creidieki for being responsible for 90% of these.
  • Dropping the 27th item into a vehicle's trunk will not banish it to the void.
  • Construction menu doesn't have weird text issues.
  • NPC opinion is correctly modified in dialog.
  • Training a skill and constructing a vehicle are correctly prompted when interrupted.
  • NPC inventories load correctly.
  • NPC locations save/load better.
  • Bugfix for minimap while underground.
  • The inventory letter for the style you're wielding is displayed properly.
  • NPCs are smarter about wielding melee styles.
  • Fixed inconsistant lab computer difficulties.
  • Some NPC-related crashes fixed.
  • NPCs' combat rules are saved with them.
  • Improved display of NPC's worn item list.
  • NPCs will train you in unarmed styles correctly.
  • Road-by-river polishing works properly.
  • Crash caused by removing mission-related items fixed.
  • some others i forget leave me alone  :-[

8
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 04, 2012, 09:05:01 am »
I would like to say i don't really like the NPC's. The thing that bugs me is the same thing as in many apocalyptic games and that is that every one seems kind of ok with the end of civilisation as we know it.
You are in a bunker surrounded with zombies with no guns and no food and:
"Hey you have a job for me?" (How often do you say something like that to somebody not to mention that this is the end of the world.)
"Uh, i have a important sofware on my PC..." (Are you kidding me???)
"Can you teach me skills?" (NO, i have something else to do like...surviving.)

Don't get me wrong, it's great we have this sort of interaction, but it all feels so generic right now.

They are a bit game-y, but it's hard to write convincing dialog for NPCs, and even harder to code it.  In the interest of NOT having dialog be a giant spaghetti pile of confusing branches, I've decided to keep it rather simple and gameplay-oriented.

9
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 03, 2012, 12:29:10 am »
Ruins can indeed give off radiation.

Another "should've done this stuff before releasing" update  ::)

Clean build NOT required.  Saves from earlier versions of this update ARE compatible.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

  • Sick of NPCs?  You can turn them off by putting no_npc.txt into the data folder.  no_npc.txt can have stuff in it, or not, it doesn't matter.  I really recommend (and appreciate!) keeping them on, but I thought it'd be nice to have the option to turn them off.
  • NPC spawn rates halved.  NPC spawn rate decreases faster than before (controlled by number of existing NPCs).
  • NPCs will turn on debug mode less often.  This isn't a "bandaid fix;" the underlying bugs that caused them to put the game into "figure out what went wrong" mode have been fixed.
  • NPCs are braver.
  • NPCs are very likely to talk now, and not likely to instantly flee.
  • NPCs value ammo for a gun they're carrying as much as they value ammo for a gun they're wielding.
  • NPCs will fire from further away.
  • NPCs, for now, will ignore other friendly NPCs when figuring out the chance of friendly fire--they only care about the player, now.
  • Bug that caused chatting to have no effect fixed.
  • Messages added when an NPC flees or turns hostile during dialogue.
  • Removed "Unknown key" message for hitting spacebar, enter, and escape.
  • Removed some debug messages when you load an existing world.
  • Added a new debug function which allows you to check key values about a nearby NPC.
  • NPCs spawned via the debug menu are spawned exactly the same as normal wandering NPCs.

10
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 02, 2012, 08:23:00 pm »
Yeah, rock and pipe, with like 1 or 2 mechanics.

I tried out my mutant hunting humans thing.  Spent an hour or so gathering up a huge portfolio of mutations, got shot in the face as soon as I tried to attack someone.  Considering the work you have to put into becoming a mutant, if that's the kind of stuff that's gonna happen I'll probably just hold off on that playstyle until stealth is more robust

I don't care how much of a mutant you are, if you punch someone holding a shotgun you are essentially hitting the Quit button.

NPCs are being worked on; I apologize for the issues.

11
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 02, 2012, 12:48:21 am »
Another quick bugfix update.

Clean build NOT required.  Saves from earlier versions of this update ARE compatible.


Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

  • Fixed offensive disarms techniques getting listed as "A BUG"
  • Fixed large vehicles colliding with dirt, pavement, etc.
  • If you knew any styles, saves would be broken.  Fixed now.
  • Fixed a crash caused by grabber and master zombies dying.
  • NPC infinite skills bug fixed maybe?  Forgot to test it.
  • NPCs are more likely to talk and less likely to flee.
  • NPCs treat a player wielding a martial art as non-threatening as a player who is unarmed.  You look harmless, but you're quite deadly!
  • "2346345 is fleeing you!" fixed; now it's "Whales is fleeing you!"  Ditto for "2346345 is hostile!"
  • NPCs don't teach skills/techniques for free.

12
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 01, 2012, 09:53:50 pm »
Press the _ key, and select Karate from the list.

Thank you. I thought it would be under the inventory screen somewhere.

EDIT: Also, the help file says you can examine the style in the inventory screen, but my style has no number or letter next to it in the inventory screen. Bug, I assume?

It is a bug.  Your style is bound to : so you can use that; it's simply not displayed for whatever reason.  I'm looking into it.

I've looked around a bit, are there any windows sources avalible yet? Or do I still need to mess around with linux VMs if I wanna mod this?

There is only one source, at my github (see my sig).  It compiles on Linux, Windows, and apparently OSX with a bit of effort.

I don't know if Windows has anything like make but there's a Makefile for Windows called Makefile.Windows (wow).  Edit it to link to your compiler of choice, and you're good.

13
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 30, 2012, 11:45:12 pm »
Well, you could already do that, it'd just be much slower without a style.

Wait until more than one zombie shows up, then kiting won't work so well.  That's when you'll want to bust out with capoeira or Dragon style.

14
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 30, 2012, 11:21:48 pm »
It's locked to : which for some reason isn't displayed--I'm looking into it.

15
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 30, 2012, 11:14:09 pm »
Yeah, unarmed styles are just that, unarmed styles.  Too complex/powerful if they get combined with items.

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