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PiCroft posted:1)no, lights are unlimited on vehicles. Also, there isn't an engine battery to speak of so you only have to worry about battery power if your vehicle has an electric engine. Thanks, that was really helpful.
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# ? Jun 16, 2013 22:05 |
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# ? Apr 26, 2024 17:21 |
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It should be possible to make "deployable" bicycles. They could work off the same code as tents and shelters. Vehicles are basically just teleporting buildings anyway.
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# ? Jun 16, 2013 22:08 |
How do you guide the zombies away because every time I try to do that a zombie dog comes along and ruins my day, or I get shocked to death by a shocker zombie.
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# ? Jun 16, 2013 22:38 |
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Cardiovorax posted:It should be possible to make "deployable" bicycles. They could work off the same code as tents and shelters. Vehicles are basically just teleporting buildings anyway. A skateboard you can strap to your back. Hoverboard? It can go on water- if you got power.
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# ? Jun 16, 2013 22:42 |
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Justin Time! posted:How do you guide the zombies away because every time I try to do that a zombie dog comes along and ruins my day, or I get shocked to death by a shocker zombie. If you have any sort of ranged capabilities, Shocker Zombies are incredibly easy to deal with as long as you stay 4-5 tiles away from them. At that distance, the first move after they fire a bolt of electricity, it'll either still be on its way to you, or will be spread out enough that you can carefully slip between bolts and out of the way of danger. Dogs and other charging creatures however, I've found no good way of dealing with aside from spotting them while they're still far out, and throwing or shooting whatever you can at them, in the hopes that they'll either die or be near death by the time they get to you.
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# ? Jun 16, 2013 22:43 |
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The King of Swag posted:I just looked through a few of the headers and source files; I'm not planning on adding or changing anything, I was just curious. The source is a loving mess though; it's written competently enough, but everything is hardcoded and it honestly looks like everything was done in the hardest way possible. Take the options source for example; if you wanted to add a new option, there's a dozen places you need to add it to. I actually just wrote an options class for my own project yesterday, and adding a new option is two lines: I just spotted this post and I can relate. I've been trying to make modifications of my own and its a nightmare. I'm assuming the bulk of what I'm looking at is Wales' work and it seems to me like he knew C, but wanted to try writing C++ but had no idea how. There's almost no object orientation. Also, he used spaces instead of tabs to indent functions, if/else/for statements and such like which immediately lands him on my shitlist
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# ? Jun 16, 2013 23:00 |
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I'll admit some of the existing code is absolutely painful to decipher... on the other hand, when I send a pull request to the project I'm sure some of the more competent coders get headaches. My excuse is that I have zero experience with c/c++ prior to adding stuff to cataclysm. I spent an hour this morning trying to figure out why the hell npcs wouldn't spawn where you told them to, turns out I was using two sets of location coordinates associated with npcs that aren't tied to the overmap and I need to multiply said coordinates by two... because, magic. Fun times were had.
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# ? Jun 16, 2013 23:28 |
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PiCroft posted:I just spotted this post and I can relate. I've been trying to make modifications of my own and its a nightmare. I'm assuming the bulk of what I'm looking at is Wales' work and it seems to me like he knew C, but wanted to try writing C++ but had no idea how. There's almost no object orientation. Dear god the code layout in this annoys the poo poo out of me as well. Most of the time I spend modding this is working through the weird rear end code structure. edit: I've been thinking about how to make the end game a little more interesting, I might explore making the game a whole lot harder to survive in. The main hurtle is making sure the game isn't too hard at the start. Without NPCs to make things interesting the game in it's current form boils down to just surviving and gathering supplies, if you manage to get lucky and stumble across some crazy poo poo then it becomes a carebear fest and nothing can touch you. I'm starting to prepare for the SA Game Jam which will occupy all of my GDA time since I'm a team lead this year, But I'm interested in hearing your ideas on how to keep the game intense into the late game. I may experiment with stripping the game down to the base stuff (no mutations, a-cult items, crazy zombie mutations) and add heavily tweaked versions of those systems back in over time tweaked around the player being the sole survivor. Maybe try and emulate the Left 4 Dead dynamic spawning system? Seems like a fun gameplay design exercise to me! Calipark fucked around with this message at 09:26 on Jun 17, 2013 |
# ? Jun 17, 2013 01:14 |
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How do I use a military ID card on the card reader? I've tried every key I can think of.
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# ? Jun 17, 2013 14:35 |
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sexual Norm posted:How do I use a military ID card on the card reader? I've tried every key I can think of. stand next to it and examine in its direction using 'e' key. Almost everything in the game is interacted with by using the examine key.
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# ? Jun 17, 2013 14:36 |
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I think the main reason the game tends to become too easy/boring is that it is a sandbox game without no real goal. This is also the case with most pther sandbox games. Maybe if you were to add a (really difficult) endgame goal within a linear plot, things would become more interesting. Look at nethack, it's a roguelike with mostly random elements, but it still has a lot of replayability because you're striving for a goal (and you'll probably die 1000 times before reaching it). I have no idea how to maintain a consistent (or even rising) difficulty throughout the game though. Maybe by segmenting the world into progressively more difficult areas, and requiring the player to keep moving forwards? As it is, the game's the most difficult when starting out, and gets easier for every action you make. And a question: How the hell do you get enough batteries in this game? My welder keeps eating up stacks of 1000 units, and I need more! I'm checking electronic stores and stuff like that, but it takes ages to gather them one by one. I also raid outposts that have turrets, but even that isn't enough.
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# ? Jun 17, 2013 14:42 |
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So, it seems you need "jack" to change tires on a car. Where could I find such a thing, assuming I'm on Vanilla .05? What's the best place to find a RV? Any pro-tips for creating cars/murder RVs? Where can I find glass jars to create sealed meat? All I ever find is bottles. Alternately, what's a good bulk meat preservation technique? Do refrigerators make food rot less fast? Where do I find wild vegetables for dogfood? Sorry for all the dumb questions - I'm just now getting set up in my first game to where I look at more than the next can of spam.
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# ? Jun 17, 2013 14:45 |
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TheKnife posted:The font dimensions are set in the data/FONTDATA file Unfortunately that doesn't really work well. Text ends up having huge spacing between each letter, making it really hard to read. Any other way?
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# ? Jun 17, 2013 15:00 |
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T-man posted:So, it seems you need "jack" to change tires on a car. Where could I find such a thing, assuming I'm on Vanilla .05? I can answer some of them: You can find tons of jacks in garages, or hardware stores. Grocery stores will usually have some stuff in jars, which you can then re use after eating the food in them. Otherwise, I occasionally find them in houses in kitchens, I think? You can also preserve meat by making it into jerky, using salt or salt water. Refrigerators don't make food rot less fast. To find wild vegetables, you have to search "underbrush" in forests a lot. They're the bright green # that aren't blueberry shrubs.
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# ? Jun 17, 2013 15:21 |
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Does anyone have any suggestions for inspecting items. When trying to inspect things with 'V' or 'e' you can't get the full description, you'd have to pick them up first. The wiki suggests 'I' for compare can be used on non inventory items but I can't figure it out. Menus like 'p' use '?' to modify use/inspect which is something I'd like to see incorporated into other places where items can be viewed but not inspected properly. It's an issue I've had since Wales Cataclysm and as far as I'm aware there's no way to achieve it, so if anyone has a shocking revelation for me go ahead or will I have to wait. The DDA team has done a fantastic job with other UI elements so far though.
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# ? Jun 17, 2013 15:35 |
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Jack Trades posted:Unfortunately that doesn't really work well. Text ends up having huge spacing between each letter, making it really hard to read. Oh sorry I misread you at first. The readability is just a side effect of having a square font overall, you'll just have to find one that's easier on the eyes or switch back to non-square. lowwayman fucked around with this message at 17:24 on Jun 17, 2013 |
# ? Jun 17, 2013 17:13 |
Strumpie posted:Does anyone have any suggestions for inspecting items. When trying to inspect things with 'V' or 'e' you can't get the full description, you'd have to pick them up first. Use 'V' and then press 'e' when you've selected the item you're interested in with the arrow keys. Also, you can use '/' and press 'e' on an item you're next to after selecting the square it's in. You're right that 'e'xamining an item from the basic menu won't let you see the whole description though.
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# ? Jun 17, 2013 17:43 |
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T-man posted:So, it seems you need "jack" to change tires on a car. Where could I find such a thing, assuming I'm on Vanilla .05? I don't know about your other questions, but I found that public works buildings are great for finding tools for fixing things. Welder's gear, occasional car parts, jacks, tools, metal, all sorts of things.
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# ? Jun 17, 2013 20:11 |
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You can usually find jacks in garages but really fixing and modifying cars without an integrated toolkit and metabolic interchange CBMs is just too much of a hassle. The way I see it the easiest way to play the game is to find a semi-truck (a flatbed would do at first), an empty plastic bottle to fuel it, ride into town to find a gun shop and copies of "Under the Hood", "Mechanical Mastery", "Big Book of First Aid" and some of the Electronics books, raid labs looking for the aforementioned CBMs (A jackhammer or some M72s come in real handy even though boosting computer skill is real easy once you find a Melchior terminal) and just pimping your ride into an unstoppable death machine. Add in an RV kitchen unit, craft a water purifier and fill your car with hundreds of liters of clear water. You're pretty much set. Carry a pointy stick and you never need to light a fire to cook your meat and refill your power reservoir. emanresu tnuocca fucked around with this message at 21:15 on Jun 17, 2013 |
# ? Jun 17, 2013 20:19 |
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I started using VeraMono as the font and set the dimensions to 12x12 not too long ago. Works pretty well, reading stuff isn't a chore and everything looks fine. Just plop the VeraMono.tff into data/font and change the font name minus the extension in the FONTDATA file.
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# ? Jun 17, 2013 21:00 |
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emanresu tnuocca posted:You can usually find jacks in garages but really fixing and modifying cars without an integrated toolkit and metabolic interchange CBMs is just too much of a hassle. No need to craft a water purifier and waste batteries, just use a pot and the hotplate inside the RV kitchen unit The battery charges while you drive, and despite using the RV kitchen unit all the time I've always had a net increase in power until it was permanently full
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# ? Jun 17, 2013 21:10 |
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The nifty thing about the water purifier is that you can purify an entire jerrycan of water all at once instead of repeating the craft and having to pour the clean water into a new container. And it isn't like batteries are in anyway scarce or that useful for anything other than flashlights once you have an integrated toolkit and metabolic interchange.
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# ? Jun 17, 2013 21:18 |
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I got a mutation on a character that messed up my vision, it basically put "static" in, why did that happen? I died before I thought to take a screenshot of it.
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# ? Jun 17, 2013 21:35 |
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Jack Trades posted:Unfortunately that doesn't really work well. Text ends up having huge spacing between each letter, making it really hard to read. You need to use a font that is actually intended to be square, such as Topaz-8 or cootue_curses_square_16x16. Its a bit harder to read then normal font, but you get used to it and makes the game more enjoyable in my opinion.
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# ? Jun 18, 2013 02:12 |
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Justin Time! posted:How do you guide the zombies away because every time I try to do that a zombie dog comes along and ruins my day, or I get shocked to death by a shocker zombie. Hit them with your pipe until they stop moving (there's probably only one or two fast ones in a pack, and you should be able to get far enough away from the rest to kill them before the mass catches up)
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# ? Jun 18, 2013 03:27 |
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Riolith posted:You need to use a font that is actually intended to be square, such as Topaz-8 or cootue_curses_square_16x16. Its a bit harder to read then normal font, but you get used to it and makes the game more enjoyable in my opinion. Topaz-8 at 20x20 fixed my previous problem of not being able to see most of the stuff on the screen; tile colors still weren't picked with enough contrast*, but 20x20 makes everything easily readable at 1080p. * This may or may not be my monitor, as I've noticed the colors are quite a bit brighter if I tab out of the game to a bright window after playing for awhile, and tab back in.
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# ? Jun 18, 2013 04:39 |
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odd2k posted:
Keep in mind you can also unload batteries from electronic stuff (hotplates/flashlights/radios/soldering irons/etc). Batteries and electronic gear spawn more frequently in residential bedrooms and offices. If you want to stay out of the city though, drive around looking for some Science IDs then go through a lab or two, keeping an eye out for the dormitories. They have the same item list as other bedrooms, plus there are few enemies around until you've been making noise for a while.
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# ? Jun 18, 2013 04:58 |
So, two questions. One, why do semi trucks explode when I ram them into houses? Two, is there any way to stop this?
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# ? Jun 18, 2013 05:02 |
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WickedIcon posted:So, two questions. One, why do semi trucks explode when I ram them into houses? Two, is there any way to stop this? 1. Why do you think? 2. Add more armor, go faster, or stop ramming into houses.
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# ? Jun 18, 2013 05:30 |
Doctor Doodler posted:1. Why do you think? "Stop ramming into houses" is not an option (gently caress roads I make my own goddamn roads ) So if I put like 3 layers of superalloy plating over the gas tank it wouldn't blow up?
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# ? Jun 18, 2013 05:40 |
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Probably. Don't put the gas tanks in the front. Or the engine, for that matter, if you're planning on ramming houses. You probably also want to put a layer of armor between your wheels and the sides for the inevitable time you fumble with the controls while going through so your wheels don't come in contact with the building.
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# ? Jun 18, 2013 13:54 |
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Does running over zombies prevent them from reanimating? Or should I get out and chop them all up (ugh)?
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# ? Jun 18, 2013 15:39 |
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It'll destroy some of the bodies outright, but it'll still leave a lot of corpses you need to butcher to prevent them coming back.
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# ? Jun 18, 2013 16:04 |
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Having to butcher bodies is a pretty lame mechanic. It doesn't add much in terms of fun. And there's not a lot of zombie worlds where that's how it works, though that's not really the point.
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# ? Jun 18, 2013 20:05 |
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WickedIcon posted:"Stop ramming into houses" is not an option (gently caress roads I make my own goddamn roads ) Actually if the wiki is right superalloy plating is quite a bit weaker than steel plating. Hard plating is the best.
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# ? Jun 18, 2013 20:06 |
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Cosmik Debris posted:Having to butcher bodies is a pretty lame mechanic. It doesn't add much in terms of fun. And there's not a lot of zombie worlds where that's how it works, though that's not really the point. Most zombie lore has them returning unless the brain is destroyed or body is suitably wrecked. I don't mind it as a mechanic cause it prevents you from clearing out towns by just plowing through on your death machine. You need to go butcher or burn the bodies which isn't exactly a fun mechanic but neither is cleaning water or cooking food. But it's abit of a necessary chore to add challenge. Moridin920 posted:Actually if the wiki is right superalloy plating is quite a bit weaker than steel plating. Hard plating is the best. And I've just realised roofs are made of steel plating. So no more scaveging scrap and crafting plate for me.
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# ? Jun 18, 2013 22:08 |
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Marenghi posted:You need to go butcher or burn the bodies which isn't exactly a fun mechanic but neither is cleaning water or cooking food. But it's abit of a necessary chore to add challenge. It also encourages luring zombies into traps, or waiting for them to get close before taking your shot. That way you don't need to run halfway across your screen to get to the bodies and possibly pull more zombies.
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# ? Jun 18, 2013 22:33 |
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It's simply the tradeoff for static generation. If zombies didn't reanimate, cities would just empty out way too quickly, because no new zombies get spawned. If you don't want to deal with it, use dynamic mode. Zombies don't get back up then.
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# ? Jun 18, 2013 22:53 |
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Boards are also sources of steel plating, as are playgrounds.
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# ? Jun 18, 2013 22:57 |
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# ? Apr 26, 2024 17:21 |
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If you don't like butchering them all the time, use weapons that involve lots of fire. Fire purifies all things. (That finger flamethrower bionic is great.)
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# ? Jun 18, 2013 22:58 |