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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1263398 times)

Tarran

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #570 on: June 30, 2011, 04:23:45 pm »

Yep, without Win95 compatibility it doesn't seem like it wants to crash anymore on the @ screen.
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Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

head

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #571 on: June 30, 2011, 04:33:03 pm »

Yep, without Win95 compatibility it doesn't seem like it wants to crash anymore on the @ screen.

That have been causeing most of the crashes since the first SDL build, the newest SDL build eliminated it pretty much
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Gunner-Chan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #572 on: June 30, 2011, 04:34:39 pm »

Makes me wonder just why windows 95 mode crashes it. Do you have any idea why head? Out of interest?
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head

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #573 on: June 30, 2011, 04:37:57 pm »

Makes me wonder just why windows 95 mode crashes it. Do you have any idea why head? Out of interest?
Hmm nope.
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Gunner-Chan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #574 on: June 30, 2011, 04:43:09 pm »

Okay so I found a saiga-12. Uhh... These things load per magazine. Not per shell. I think this needs fixing.
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head

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #575 on: June 30, 2011, 04:45:25 pm »

Okay so I found a saiga-12. Uhh... These things load per magazine. Not per shell. I think this needs fixing.

Nope.

http://en.wikipedia.org/wiki/Saiga-12

Or do you mean they use shells and not mags?
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chaoticag

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #576 on: June 30, 2011, 04:53:55 pm »

They use magazines to load, but fire shells. The picture on the right there clearly shows a magazine on that.
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Gunner-Chan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #577 on: June 30, 2011, 04:59:38 pm »

Yeah. So reloading it should be faster than other shotguns. I still want one of those for myself honestly.
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teoleo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #579 on: June 30, 2011, 05:24:20 pm »

I have finali compiled the game on ubuntu and a Virtual box but i have a question: every time i want to play i have to use the command line ./cataclysm ??
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #580 on: June 30, 2011, 05:42:21 pm »

I've just pushed a big update--autosaves!  The game will save on the half-hour, and saves are deleted upon death, not upon load.  Gender is saved properly, too.

Yes, Saiga-12s are magazine-loaded.  Until now, the game has been hard-coded to make any shotgun load by the cartridge.  I will change this shortly.

From the start, I've coded cataclysm with tile support in mind, and hopefully only a couple small files will have to be replaced to create a tiles version.  I'll look into libraries for that kind of thing, and try to produce a proof-of-concept without art.

For those interested in a "realistic" mode, with only "classic" zombies:
This is a very very easy change to make.  Open up mongroupdef.cpp, and go to line 18, where it says "mcat_zombie".  This is where the list of all monsters considered to be "zombies" is defined.  You can delete any monster you want from a list, and it won't spawn any more.
While I could release a patch for this (and encourage one of you to), I won't; partly because I have better stuff to do, and partly because I want to encourage you guys to open up the source.  A lot of it was written with editability in mind, even for those with no experience with programming whatsoever.  There's even step-by-step instructions for adding new items and monsters, found in "code_doc/EDITING".  I'll expand this file to explain other things, too.

Also, I find the game to be much more interesting with more kinds of zombies--spitters force you to re-route a little, skeletons make ranged fighters have to melee a little, etc.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

Geen

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #581 on: June 30, 2011, 06:07:31 pm »

Also, could you reduce zombie speed a bit? I'm assuming these are slow, Shawn of the Dead style shamblers, but at the moment you can't really outrun them and they often overtake me when I use a single painkiller. BTW, I posted a long suggestion list a few pages back in case you didn't see it.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #582 on: June 30, 2011, 06:19:51 pm »

Also, could you reduce zombie speed a bit? I'm assuming these are slow, Shawn of the Dead style shamblers, but at the moment you can't really outrun them and they often overtake me when I use a single painkiller. BTW, I posted a long suggestion list a few pages back in case you didn't see it.

Their current speed is the result of a long balancing process--I might slow them just a little, but not by very much.  They're closer to the gas zombies from Dead Rising 2, really--a healthy person can outrun them, but if you're wounded, stimulants are very helpful.

As for your starting inventory suggestion, I'm working on making classes a part of character creation--several pre-apocalypse "jobs," each with a set of skills and equipment.  Right now starting skills are a waste of points for experienced players, and I think that open-ended equipment selection, while cool and infinitely customizable, would also be a slight pain in the ass.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

beorn080

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #583 on: June 30, 2011, 06:41:24 pm »

A slight bug. When selecting a premade character, occasionally they take 4 traits and 4 defects. I noticed it specifically with the Survivalist premade, but haven't done extensive testing with the rest.

Edit: Oh, and I can replicate the @ screen crash, sort of. On the version before this latest one, the precompiled one, if you hit ESC instead of q to leave the @ screen, it doesn't respond afterwards.
« Last Edit: June 30, 2011, 06:43:51 pm by beorn080 »
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BoomClap

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #584 on: June 30, 2011, 07:07:15 pm »

Also, could you reduce zombie speed a bit? I'm assuming these are slow, Shawn of the Dead style shamblers, but at the moment you can't really outrun them and they often overtake me when I use a single painkiller. BTW, I posted a long suggestion list a few pages back in case you didn't see it.

Their current speed is the result of a long balancing process--I might slow them just a little, but not by very much.  They're closer to the gas zombies from Dead Rising 2, really--a healthy person can outrun them, but if you're wounded, stimulants are very helpful.

As for your starting inventory suggestion, I'm working on making classes a part of character creation--several pre-apocalypse "jobs," each with a set of skills and equipment.  Right now starting skills are a waste of points for experienced players, and I think that open-ended equipment selection, while cool and infinitely customizable, would also be a slight pain in the ass.

I Smell Deon preparing for his next megaproject.
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