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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1263370 times)

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5535 on: August 18, 2011, 11:55:52 pm »

I hope I can live up to that drool!  To help me do so, please post in this thread and share your vision.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5536 on: August 19, 2011, 12:05:53 am »

Hey paul badass mod but i think i found a crash bug in it, i went down a manhole and crashed and whenever i load my game it crashes instantly also what do b houses mean ;o?
Edit: is it basement

Oh, I didn't intend for the b house thing to be in that release. That was a change I made temporarily just to check how many basements were being genned lol (was debating increasing it, but decided against it once I realized there were actually quite a few - I just never saw them in my exploring). I removed it since but must have genned that version (just to fix the help file) using the file with that change. Well, I guess it's easier to find basements then lol. That won't be there if I do another release.

Not sure about the crash. Been down manhole covers before without any issue, and I didn't change any sewer generation code.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5537 on: August 19, 2011, 01:38:03 am »

Bridges are nice and narrow, so they could be easily barricaded after construction rolls along! Maybe npc settlements could possibly be along bridges as well. Well, when the npcs get put back in and the artificial towns are removed. :P
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Darion

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5538 on: August 19, 2011, 11:17:06 am »

Just a question.
When I'm running and see a zombie i can't walk again until I deactivate it.
Is there a way to stop that? I want to keep running.
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5539 on: August 19, 2011, 11:18:47 am »

Darion, you aren't running, its a warning system. Having Run on doesn't change your speed, it just makes sure you don't run headfirst into an ambush.
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Shades

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5540 on: August 19, 2011, 11:27:27 am »

Darion, you aren't running, its a warning system. Having Run on doesn't change your speed, it just makes sure you don't run headfirst into an ambush.

It's a wonderful feature, and one I intend to steal at some point :)
So simple yet so effective.

Although as a modification I'd make it turn itself back on if you move a certain number of tiles with nothing spotting for the whole time. Just so it's on if you forgot to turn it on.
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Darion

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5541 on: August 19, 2011, 11:29:53 am »

I see....Thanks!
Also, is melee a good choice?
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The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5542 on: August 19, 2011, 11:34:30 am »

I've been gone for a few weeks. What features have I missed? Did any cool stuff get added?
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Geen

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5543 on: August 19, 2011, 12:28:05 pm »

YES.
More awesome feats of fetus-based combat.

I just used a thrown fetus to kill a freakin' zombie hulk. Then ate said fetus, resulting in me becoming depressed and committing suicide.
I love this game.
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BoxMacLeod

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5544 on: August 19, 2011, 01:42:49 pm »

Random idea #3240

Vending machines!

They could have candy, chocolate bars, soda, etc. etc.  Might find them in a library, outside a gas station, or something else.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5545 on: August 19, 2011, 01:52:00 pm »

YES.
More awesome feats of fetus-based combat.

I just used a thrown fetus to kill a freakin' zombie hulk. Then ate said fetus, resulting in me becoming depressed and committing suicide.
I love this game.

Man what
ain't no suicide in this game
Except if you hit Q, but that's player-controlled!
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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!

toupz

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5546 on: August 19, 2011, 02:30:44 pm »

Paul i'm not sure if this is a bug but i died in your mod and it said: Number of kills: 0  When i probably had over 100 kills ;o
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5547 on: August 19, 2011, 02:51:34 pm »

Yea, thats a bug (or maybe unimplemented feature? *shrug*) in the main game. It doesn't save your kills when you save, so every time you load you have 0 kills.
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toupz

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5548 on: August 19, 2011, 03:35:22 pm »

Ooh thanks, do you plan to add any buildings to your mod?
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5549 on: August 19, 2011, 03:36:19 pm »

YES.
More awesome feats of fetus-based combat.

I just used a thrown fetus to kill a freakin' zombie hulk. Then ate said fetus, resulting in me becoming depressed and committing suicide.
I love this game.

Was it  a  human fetus or a campylobacter fetus?
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