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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1260300 times)

Nab McNabbers

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4230 on: August 02, 2011, 12:56:19 pm »

About flashlights, did anyone ever have these problems:

Unloading Flashlights:
1) doesn't give batteries but .38 CB, or
2) crashes the game (unless you put them on the ground and save/load/pickup again)

@2 I read in this thread that this has happened before but wasn't reproducible.

Happened to me in vanilla and DLM.

I am getting flooded with those .38s and am annoyed about my big ammo stocks, while being too greedy to do burn them.  ;)
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SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4231 on: August 02, 2011, 01:00:00 pm »

Yeah that's been mentioned but it's sort of an on/off thing.

In the meantime, go find a slime pit, bring a .38 gun, lots of drugs and booze, and start shootin' away. Your skills will go up like crazy!
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4232 on: August 02, 2011, 01:03:34 pm »

When you die in your dreams, you die for real!  I was hallucinating while sleeping, and a zombie walked up to me. I just hit 5 repeatedly to wait for it to dissipate. Thats when I noticed that I was taking damage. Its fun trying to escape a horde at 3 am while having a schizophrenic hallucination. Fun.
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Akura

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4233 on: August 02, 2011, 01:10:28 pm »

Wait, I remember someone saying "Crafting turrets". How.
Very high-level mechanics, I think. You can also craft manhacks, but I don't think either one of them work.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4234 on: August 02, 2011, 01:30:16 pm »

manhacks work, they just aren't terribly good
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4235 on: August 02, 2011, 01:36:19 pm »

Here's how, from our windows modders, which is most of them:
http://cataclysmff.zxq.net/SMF/index.php?topic=6.0
Hehe, I'm not really a modder. Hell, I haven't done any programming in a year.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4236 on: August 02, 2011, 01:40:59 pm »

Wait, I remember someone saying "Crafting turrets". How.
Very high-level mechanics, I think. You can also craft manhacks, but I don't think either one of them work.

Electronics, actually.  They both work, but manhacks perhaps die a bit quick.  I can't buff manhacks without also making hostile ones tougher; I'll either make the manhack craft easier, or make the player-crafted one a special manhack that's a bit tougher.


When you die in your dreams, you die for real!  I was hallucinating while sleeping, and a zombie walked up to me. I just hit 5 repeatedly to wait for it to dissipate. Thats when I noticed that I was taking damage. Its fun trying to escape a horde at 3 am while having a schizophrenic hallucination. Fun.

Hallucinated zombies can't hurt you, they'll just run up to you and stand there.  Must've been a real one!


Hrm. Can you use potatoes to make vodka yet?

Hah, no, but fermentation would be a great long-term craft.


In sporting goods stores, I think that there should be many more sport related Items. Golf clubs, balls, and maybe a tent object would be nice.

Golf clubs is a good idea.  Balls too, though they'd be largely useless.


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Why is there doors with wall tiles directly behind them? Now my guy is dead. :/
Yes indeed, how HIGH do you EVEN have to BE to put a wall beyond a...
Nah, just kidding, they did it for the lulz. It turned out pretty funny, right? (Not to say the construction worker WASN'T high, mind you... maybe he's the reason we don't have any LSD yet?)

Also, Whales,
I apologize, but can't seem to duplicate the radio unload bug any longer. It may be that something you did fixed it, but perhaps I simply haven't triggered whatever condition is necessary... I was reproducing it fairly consistently before, but it may have been based on some bit of tweaked data somehow that was persistent through the tests. I WILL let you know as much of the details as I can if it happens again, though.

I hope I fixed it!  This seems to be one of those really really annoying bugs that are difficult to reliably reproduce, and thus very difficult to fix.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4237 on: August 02, 2011, 01:44:17 pm »

Hrm. Can you use potatoes to make vodka yet?

Hah, no, but fermentation would be a great long-term craft.
Would you be able to use the current rotting code?
Make potato juice which "rots" into vodka?
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4238 on: August 02, 2011, 02:07:35 pm »

Vodka is distilled, not fermented. Rotten potatoes only give an awful stench
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4239 on: August 02, 2011, 02:11:38 pm »

Vodka is distilled, not fermented. Rotten potatoes only give an awful stench

Well it's distilled FROM something, right?  Some kind of potato-based mash thing.  Making a still would be pretty awesome, you could make wine into port or something.

But yes, rotting code could potentially work.  I think.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4240 on: August 02, 2011, 02:23:08 pm »

Hrm. Can you use potatoes to make vodka yet?

Hah, no, but fermentation would be a great long-term craft.
Would you be able to use the current rotting code?
Make potato juice which "rots" into vodka?
I didn't say rotten potatoes. and the word rots was in quotations marks because I was using it as a substitute for actual fermentation.
And the fermentation takes place while the potato mash is cooling down.

The distillation could use similar code. so basically step one converts it to cool potato mash, which is strained into potato juice which is distilled over several days into vodka.
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Kiktamo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4241 on: August 02, 2011, 03:10:25 pm »

Quick question do natural armor mutations such as Scales and Chitinous Armor stack?

Also I can't seem to use a crowbar on a door. I might be doing something wrong there though.

Anyway fermentation would be a great thing to have around make alcohol for morale or Molotov Cocktails it's a win/win.
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4242 on: August 02, 2011, 03:12:16 pm »

Quick question do natural armor mutations such as Scales and Chitinous Armor stack?

Also I can't seem to use a crowbar on a door. I might be doing something wrong there though.

Anyway fermentation would be a great thing to have around make alcohol for morale or Molotov Cocktails it's a win/win.
Of course, gas stations give you a near limitless supply except by containers of Molotovs anyways, so that comes in handy.
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Aklyon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4243 on: August 02, 2011, 03:20:12 pm »

Also I can't seem to use a crowbar on a door. I might be doing something wrong there though.
(a)pply crowbar to door's direction. if it doesn't work, try again, it should eventually pry open. Haven't survived long enough to test lab doors, though.
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Kiktamo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4244 on: August 02, 2011, 03:29:53 pm »

Must be something with the tileset version then it keeps telling me "there's nothing to pry there" when I try using it on the doors to the bank.
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