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Poll

Judgment call...what should the 0.2.3 release trigger be?

Drop-dead July 14th.  We have properly addicting weeds, that's good enough.
- 0 (0%)
Socrates' Daimon should cross-link items within the documentation pages where reasonable.
- 0 (0%)
Socrates' Daimon should give us a withdrawal syndrome summary page.
- 0 (0%)
Socrates' Daimon should do both of the above.
- 0 (0%)

Total Members Voted: 0

Voting closed: March 29, 2020, 08:29:40 pm


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Author Topic: Cataclysm:Z  (Read 16053 times)

zaimoni

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Re: Cataclysm:Z
« Reply #105 on: July 31, 2020, 09:35:23 pm »

0.2.3 release cut.  This release is deemed Unstable, due to a residual NPC ai no-op loop.
  • The Linux build has been revived, thanks to GitHub handle hirdrac.  A number of crash fixes have also gone in.
  • The HTML automatic documentation pages have been moved to the html subdirectory from the data subdirectory.
  • You will no longer be notified about disruptive centrifuge spins that do not actually happen.
  • Diseases work, again (presumably a regression induced during the pre-0.2.0 mass restructuring)
  • Several misalignments between description and game effects have been fixed.
  • Socrates' Daimon now maintains a page about addictions -- that names which items sate them.
Full user-visible changes at https://github.com/zaimoni/Cataclysm/projects/7 .
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scriver

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  • City streets ain't got much pity
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Re: Cataclysm:Z
« Reply #106 on: August 01, 2020, 06:43:25 am »

ai no-op loop.

Did you implement skateboarding? Wow!  ;D
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Love, scriver~

feelotraveller

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  • regurgitating the world, one bite at a time
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Re: Cataclysm:Z
« Reply #107 on: August 01, 2020, 08:38:31 am »

The Linux build has been revived, thanks to GitHub handle hirdrac.  A number of crash fixes have also gone in.[/li][/list]

Woohoo!  Compiled fine for me on Archlinux.

Unlikely that I'll get around to properly playing for some time (if ever  :() but confirmed it works as far as creating a character, stepping on a bear trap, triggering a crossbow trap and finding a pile of stuff on the ground.
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zaimoni

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Re: Cataclysm:Z
« Reply #108 on: August 02, 2020, 12:43:45 pm »

Making those piles of stuff appear in more logical locations is a noticeably heavy lift...too many pre-requisites to actually do anything about it quickly.
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George_Chickens

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Re: Cataclysm:Z
« Reply #109 on: August 02, 2020, 02:49:25 pm »

It looks like NPC errors automatically switch debug messages back on.
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Bay12: Where a discussion about a man's anus manage to be Lovecraftian.
you sir, deserve a medal. this is the dawn of a new age of child trauma.

zaimoni

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Re: Cataclysm:Z
« Reply #110 on: August 02, 2020, 09:34:24 pm »

The whole notion of debug messages is up for a rethinking; the current implementation isn't "ideal" even for development on multiple grounds.
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zaimoni

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Re: Cataclysm:Z
« Reply #111 on: October 27, 2020, 07:36:09 pm »

We're almost a month into the declared release window for 0.2.4 .  The main intended changes for this release are "invisible"; they were requested by the devteam.

  • Error logfile, to make bug reports more informative.  This is technically landed; the remaining conversion targets require invasive rewrites to do properly.  Debug messages that do not have a UI role, are intended to just be logged.  The existence of the error log will be very obvious, but hopefully will not disrupt gameplay too much.
  • Resizable screen (minimum dimensions 80x25).  This is not landed in trunk yet.  The systems analysis for this feature is landed, and about eight-ninths of the change targets that would break on introducing this have been fixed.

A couple of bugfixes in trunk, were radical.  I had to reclassify 0.2.3 as Przybylski's Star (i.e., reasonably expected to be unplayable).
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EuchreJack

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Re: Cataclysm:Z
« Reply #112 on: Today at 08:02:17 pm »

Yay to Resizable screens!
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I think the word you were looking for is "monster".
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