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Messages - Whales

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826
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 04:10:48 am »
I've downloaded Puppy Linux, and have almost finished downloading virtual box. I have used Ubuntu and Fedora before so I know my way around Linux some, but I have never used git before. I'm reading through the git manual right now but I'm having a bit of trouble wrapping my head around git-clone etc.

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

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

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

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

Those are probably just people who 'Q'uit the tutorial.  I really need to make it so the tutorial room is reset for each player!
And yes, items get damaged.  Armor sustains damage when monsters hit you, acid damages some items, wood items can be burned, etc. etc.

827
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 03:12:26 am »
What are those blinking red asterisk dots on the overhead map?

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

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

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

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

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

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

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

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

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

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

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

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

Heh, fun!  NPCs with no sense of self-control.  NPCs will use "escape items" if they feel the need to evade trouble quickly.  This includes items that help them to move faster, like cocaine.  Clearly I need to put some kind of self-imposed cap on drug doses.  I'm also not sure why asking for healing causes an NPC to decide it needs to use an escape item, but I'll look into it.

828
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 12:38:24 am »
Some things I'd like to see in the next few updates are more NPCS and shop owners in NPC citys.

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

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

Zombies + Gang wars = TEH WINZ

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


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

Just a heads up for you Whales.

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

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

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

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

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

Hmm.  It could be a file input/output issue.  The overmap is just the first thing that tries to open a file (when you generate an overmap it first tries to load an existing one).

829
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 10:58:11 pm »
I've noticed in the late game time passes slower when long waiting. Any idea what's up with that?

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

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

Everything's more or less set up for graphical mode to be dropped in.  Having a tileset is really the biggest obstacle to this.  I appreciate the implied offer of help, I'll let you know if I ever make any progress on this.

830
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 09:53:27 pm »
I hope it doesn't ever become too much like DF, I love DF but I'd hate to see this game become a multi-NPC micromanagement game, this is kind of hard to explain but I'm okay with base building as long as you just control you, any NPC help would be guided by your communication with them rather than controlling them directly. You would then have the inherent problems any leader would have, dealing with his companions quirks and personalities, having to put the bad apples in line and motivating the lazy people, some may not even listen to you all or consume more rations than you gave the OK for, so on and so fourth.

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

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

I should clarify; the game will never become a top-down colony management game like DF.  It will always be a one-character game, with no direct control over the actions of anyone else.
By "DF-like" I mean more centered on maintaining one safe location, building defenses, etc.  Ideally this will be left up to the player; growing crops vs. foraging & hunting, building a base vs. living nomadically, etc.  Right now base construction is very limited, and there's no way to sustain resources like food, water, ammo, etc. without foraging, and that inevitably means traveling to new areas.  In the future, I'd like to bring these two playstyles into balance.

831
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 08:55:20 pm »
Getting this error when trying to make in linux...
Code: [Select]
crafting.ccp: In member function 'void game::init_recipes()':
bla bla bla item battery was not declared on this scope

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

Weird thing I noticed. The wood spear apparently works for butchering corpses? Can't imagine how messy that ends up being.
Haha, good point.  I'll fix it so that stabbing weapons don't work as butching tools (or at least, not as well).

832
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 08:22:02 pm »
Ok, new problem, I'm getting a fatal error; morale data.h no such file or directory

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

Hello Whales,

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

Also can you burn down buildings?

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

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

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

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

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


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

I've considered attics and second floors, however there's a host of technical issues that would need to be addressed.
Windows support is coming!  In... the future.
Mines are a very cool idea.  Underground areas of interest are important!  I'll add them in sooner or later.
City sabotage is a good idea, hopefully one day it'll be a mission factions can assign to you.
Crop growing is a planned addition, once the game moves in a DF-type direction.
Prositution and other unsavory routes are planned.  I hope to make basic subsistance a difficult goal to achieve, forcing the player to do whatever it takes!

833
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 07:36:13 pm »
Looking back on how much your guy needs food, I think it should be dependent on how much he runs around or fights with zombies. Since you're near constantly running, and getting into fights, you would need about 3,000 calories daily in order to keep from losing body fat. That's actually a little less than what he currently needs. (3-4 bags of jerky, about 3 times a day, a bag of jerky generally has around ~450 calories) On days where you just hole up, read books and craft, you should really only need about 1,500 calories. Again, realism takes secondary place to fun, but it's annoying to have to keep tromping back to the grocery store or safe-house to load up on food. (especially when canned food, the only thing worth a damn after the apocalypse, is so heavy.)

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

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

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


EDIT:  For the reference of all of you playing locally, the new version has been pushed to git and can be downloaded.  It requires a clean build ("make clean; make") and the removal of all old saves ("rm save/*").  This new version features an overhauled morale system, morale persists between save/load, wasp-infested houses hide high-value treasures, and much more.
The next version will be released in a few days, and will include police stations, item burial, craftable turrets, and more Bay12 user suggestions.  Thanks!

834
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 07:30:47 pm »
Hrmm... weird. Just as a zombie and a triffid were barging in through the library window, I'm now under a barrage of debug messages each turn, relating to the actions of NPC's? Stuff like   Debug: NPC Kim Smith: target = -1, danger = 0

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

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

Well, the idea is that NPCs occasionally get themselves trapped in an infinite loop.  When they notice this happening, they'll switch debug mode on so that the player can examine what's causing this infinite loop before exiting the game.  Thus, turning debug mode off in this case wouldn't escape you from the infinite loop.  I'll see if I can figure out a smart time for NPCs to kill themselves in order to escape from an infinite logic loop.

835
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 07:05:16 pm »
Can you currently do anything with radios? All I get is the "debug radio tower" message.

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

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

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

836
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 06:39:17 pm »
Hrmm... weird. Just as a zombie and a triffid were barging in through the library window, I'm now under a barrage of debug messages each turn, relating to the actions of NPC's? Stuff like   Debug: NPC Kim Smith: target = -1, danger = 0

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

837
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 06:22:55 pm »
Also, the days are kind of long. I can walk all around town several, several times and have more than enough time to spare.

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

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

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

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

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

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

I'll get past a kobold raid without ragequitting one day, I swear!

838
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 06:08:41 pm »
Developer--->10 or so friends--->Bay12--->~500 or so people--->ModDB/SomethingAwful--->10,000 or so people

Something like that.

Funnily enough, I've already been posted on SomethingAwful.  The unilateral response was whining about how there's no Windows version and PuTTY is hard.  Clearly the Bay12 community is smarter and more patient (but I knew that already).

839
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 05:57:52 pm »
Aw I just played for 2 hours and I saved my progress, went back in to load and my character isn't there.

Ouch.  Are you playing on Eronarn's server?  Since I never foresaw tons of players on the same system, if there's more than 10 or so save files some will be lost.  Obviously this is something I need to fix, more urgent than I thought!

840
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 26, 2011, 05:29:07 pm »
So if someone is in the same vicinity as us, are we able to see them or sense them in any way?  And if they are picking up items, do those items just magically disappear?

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

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

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

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