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Slime posted:And at least when he lost interest in Cataclysm he hadn't made a kickstarter and taken a bunch of money so that makes him way better than the DDA team. Yeah it seems like no one wants to work on non-trivial additions, people will eventually get bored and lose interest if the game stays in this state. Bring on Cataclysm 2.
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# ? Oct 27, 2014 04:03 |
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# ? May 6, 2024 21:38 |
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I've tried most of it's really lovely spaghetti code, and needs to be untangled, when Kevin commented on this he was all, "Well, yeah that's why we're PAYING someone to do it." Like gently caress dude, clean up your goddamn code. I burnt out on this before I really even got started.
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# ? Oct 27, 2014 04:08 |
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DDA has Kevin which is a pretty big strike against it. Cata2 has the maker posting about how amazing vi keys are. Is there something about Cataclysm that attracts shitbirds?
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# ? Oct 27, 2014 04:19 |
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Turtlicious posted:I've tried most of it's really lovely spaghetti code, and needs to be untangled, when Kevin commented on this he was all, "Well, yeah that's why we're PAYING someone to do it." Like gently caress dude, clean up your goddamn code. I burnt out on this before I really even got started. I think I remember him saying he'd do it himself if the paid coder didn't, and that he was the ultimate insurance that the kickstarter would succeed. So glad I backed out my pledge.
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# ? Oct 27, 2014 04:21 |
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Tbf take my anger with a grain of salt though, I'm still super duper bitter that I gave this guy a non-trivial amount of money and he basically told me to go gently caress myself, personally, because I didn't like the idea of Zombie Slaves.
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# ? Oct 27, 2014 04:25 |
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It's loving retarded those crafting changes didn't go in given the amount of dumb poo poo that they happily put in. CDDA is like the Anti-Crawl as far as community developed games go.
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# ? Oct 27, 2014 06:42 |
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Which crafting changes?
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# ? Oct 27, 2014 06:46 |
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The Lone Badger posted:Which crafting changes? A goon made a system where basically you could put crafting materials in containers like shelves and stuff, and actually use them for crafting - in fact the character could 'find' neatly shelved materials from further away. Just a little something to encourage people to actually build shelves and storage boxes and use them instead of heaping everything on the ground in a huge shitpile. Kevin didn't like it and got all alpha nerd about it, saying it was 'unrealistic' and 'didn't add anything useful'. I might be wrong but I seem to recall him going as far as veto it when some other dev greenlighted the pull request. Power corrupts, absolute power corrupts absolutely, and petty power makes you a petty rear end in a top hat.
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# ? Oct 27, 2014 06:55 |
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Yeah. Apparently you're supposed to keep your tools in a pile, just like in real life. People just arrange their tools in shops for the feng shui, not so they can find things easily even if it's on the other side of the shop. On the upside, they did increase the distance you can pull stuff from while crafting, so crafting is less of a pain. The main issue was he didn't just make it so having something on a shelf increased the range for which it could be crafted, but gave furniture quality levels, which could be used for latter things, like crafting that was aware of furniture and poo poo. He offered to just add that system in, but that was rejected because why add a system that wasn't used! edit: To continue, Keven does a lot of the work, so people don't want to rock the boat. The only thing that would fix things is if someone came along and was willing to do the poo poo work. That, or the poo poo work like untangling the code and JSONing everything is done and there's less of a use for him. Until then his tantrums are the price everyone pays for what little progress is seen. Killer-of-Lawyers fucked around with this message at 07:09 on Oct 27, 2014 |
# ? Oct 27, 2014 07:06 |
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Drake_263 posted:A goon made a system where basically you could put crafting materials in containers like shelves and stuff, and actually use them for crafting - in fact the character could 'find' neatly shelved materials from further away. Just a little something to encourage people to actually build shelves and storage boxes and use them instead of heaping everything on the ground in a huge shitpile. You can use tools and materials that are in containers, have been able to for a while.
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# ? Oct 27, 2014 07:26 |
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The Lone Badger posted:You can use tools and materials that are in containers, have been able to for a while. It works, however, just as well as having them in a heap on the floor. Part of the idea of the proposed system would be that by building a shelf set and putting stuff on it, you could use those tools throughout the workshop. Essentially giving you a reason to build a somewhat realistic looking house and work area, and giving furniture some practical use. But obviously that's unrealistic. I know I don't have any shelves or anything in my house, everything I own is in a big pile in the middle of the room, just like when I play cataclysm. OwlFancier fucked around with this message at 07:46 on Oct 27, 2014 |
# ? Oct 27, 2014 07:44 |
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Excuse you, my stuff is in five piles.
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# ? Oct 27, 2014 08:30 |
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I'm just glad we can craft from containers now. I'll take whatever improvements I can get.
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# ? Oct 27, 2014 09:21 |
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The fact that it's taken this long to replicate a good bit of Cataclysm 1 is probably a good thing from whales. Because it takes time to code poo poo PROPERLY, and if he'd taken less time, there's every chance it'd end up as another codebase that makes me dry heave at the sight of it. Honestly, if you were paying someone to clean up cataclysm's code, this is probably what they'd tell you is the cheapest and most realistic option to do it. Redo the entire thing. Felime fucked around with this message at 10:15 on Oct 27, 2014 |
# ? Oct 27, 2014 10:13 |
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I still have zero confidence in Whales, as someone who followed his twitter/gaming developments for the last 4 years he is incapable of sticking with anything. And since he is against allowing contributions in favour of his own work, even if he does stick with it the pace of development will be very slow.
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# ? Oct 27, 2014 12:34 |
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Would have been nice if Whales and Granade would actually collaborate with each other, each compensating for the others' weaknesses, but that's obviously never going to happen due to the egos involved. I've only started playing Cataclysm long after DDA was already a thing so I've never experienced Whales notorious development habits but in the very least he seems to have the right ideas, that is, a game should be balanced and the player should have goals to strive for, on top of that he's not infatuated with the concept of having hundreds of different items that are all largely variations of each other, so I'd definitely like to see Cat 2 coming to fruition, on the other hand it does seem stupid to start everything from scratch without collaborating with the DDA team.
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# ? Oct 27, 2014 13:36 |
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Whales was a horrible programmer who produced an abomination of spaghetti code, but the game concept is his and like 95% of the existing features of DDA are still his work and idea. He had some weird obsessions, like his insistence that 30 inventory slots are enough for everyone so shut up, but compared to Granade he's still a shining paragon of composure and foresight. I'm really only sceptical because I doubt that he'll get to the point where Cata2 has feature parity with DDA, at least without eventually getting bored and dropping the project again.
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# ? Oct 27, 2014 20:46 |
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He did say at one point part of the reason he got bored with Cataclysm is that it was hard to maintain his sloppy code.
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# ? Oct 27, 2014 20:51 |
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Is there a way to get tilesets to work on macs yet?
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# ? Nov 16, 2014 15:38 |
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TOOT BOOT posted:He did say at one point part of the reason he got bored with Cataclysm is that it was hard to maintain his sloppy code. Yeah, but he's had a different reason for getting bored with all his projects and we don't actually know the code on the new version is all that much better. Here's hoping, though.
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# ? Nov 16, 2014 16:17 |
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GlyphGryph posted:Yeah, but he's had a different reason for getting bored with all his projects and we don't actually know the code on the new version is all that much better. Here's hoping, though. C2's code is a lot cleaner than C1's code will ever be. It's a long way from where CDDA is now, but if I were in Granade/whoever's position I would definitely prefer to be working with C2's base.
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# ? Nov 16, 2014 23:42 |
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While this thread is on page 1, the new stable release is probably today.
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# ? Nov 16, 2014 23:53 |
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^^^ It's out, version 0.B http://smf.cataclysmdda.com/index.php?topic=8377.0
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# ? Nov 17, 2014 09:46 |
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changelog posted:Furniture can act as a tool. Guess that changed, then.
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# ? Nov 17, 2014 11:15 |
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Finally, I was mildly concerned it was just going to be experimental after experimental as they added more bondage gear or something. I'm considering doing a Let's Play of this now that the new stable build is out. I've got the general plan (Thread dictates the builds and challenges I undertake, I die horribly), but I'm having a bit of difficulty coming up with a subtitle. The best I've come up with is You Eat Your Vibrator: Let's Play Cataclysm!
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# ? Nov 17, 2014 12:15 |
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Zombies broke into my shelter last night and I burnt it down; Was actually Hallucinating. Let's Play Cataclysm! Might be a little long. Edit: Hallucinate your way through the Apocalypse! Let's Play Cataclysm!
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# ? Nov 17, 2014 16:10 |
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I found a refugee center that's heavily barricaded and yet strangely empty. Creepy.
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# ? Nov 17, 2014 17:54 |
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nftyw posted:I found a refugee center that's heavily barricaded and yet strangely empty. Creepy. The game disables NPCs by default, if you haven't turned them on they might not spawn there?
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# ? Nov 17, 2014 18:13 |
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That might explain it. Are NPCs still the crash-happy walking game ender they used to be, or did they quash all of those?
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# ? Nov 17, 2014 18:29 |
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nftyw posted:That might explain it. Are NPCs still the crash-happy walking game ender they used to be, or did they quash all of those? They're still pretty buggy, but they don't crash the game much anymore.
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# ? Nov 17, 2014 18:31 |
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nftyw posted:That might explain it. Are NPCs still the crash-happy walking game ender they used to be, or did they quash all of those? I honestly don't know, I think they work well enough to be entertaining? But I dunno how stable they are.
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# ? Nov 17, 2014 18:31 |
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Cataclysm, or how I learned to stop worrying and love the atomic coffee
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# ? Nov 18, 2014 17:25 |
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Foraging for stuff in forest shrubs is really neat now. I can't find wild veggies anymore, but plenty of eggs, and you also find random junk in there that sometimes is not junk for those desperate for supplies (gallon jugs, a rag!).
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# ? Nov 19, 2014 03:53 |
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What's the most complete tileset for Cataclysm right now? I haven't played in ages and their forums are a nightmare to find stuff on.
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# ? Nov 19, 2014 04:33 |
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I like retro days. It's square and has a good ascii fall back going for it.
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# ? Nov 19, 2014 05:44 |
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MShock24 is really good, I like it. I had to get used to broken robot parts looking just like live ones though, that was a bit of a surprise. e: I was riding a bike and ran into a checkpoint and got wasted by SMG turrets. I hate it when those drat things appear, you get to react for two turns or so while bleeding everywhere and then get shot and die. Really makes exploring suck. nftyw fucked around with this message at 10:38 on Nov 19, 2014 |
# ? Nov 19, 2014 09:41 |
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This game is hard and I am terrible at it. I can't seem to survive more than a day or two before either freezing to death or getting mauled by a moose. MUST KEEP TRYING.
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# ? Nov 19, 2014 13:38 |
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Fermented Tinal posted:This game is hard and I am terrible at it. I can't seem to survive more than a day or two before either freezing to death or getting mauled by a moose. Regen your world a few times, yours seems to have generated in Canada instead of New England. In all seriousness though when you're starting out, first priority is to grab some decent clothes, clothes are incredibly useful as they boost your storage, keep you warm, keep you safe from damage, let you survive smoke and acid a bit, reduce your morale penalties for poor weather, and generally just make life so much easier. Second priority is to avoid moose like the goddamn plague, moose will kick your face in, given their abundance I would rate them more dangerous than bears. If you want, you can do what I do and add the half speed zombies modifier to your world, it lets you do runs through towns to loot as long as you're careful and don't get mobbed. The game is pretty similar but it plays a lot faster and it makes town raiding a bit more approachable.
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# ? Nov 19, 2014 16:43 |
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I use Survivor as the profession and seem to be equipped with winter clothes on character creation, though no gloves or hat which are usually my first priority after finding a backpack. The encumberance makes fighting anything except zombies somewhat difficult but with fleet-footed I can usually take on 2-3 zombies with a crowbar, survive with only minor injuries and outrun most everything else. I also finally figured out that the emergency blanket could warm up a chracter until I get around to making fire so now my current character has managed to survive for 2 days and has raided about half of a town for supplies. Will probably die in day 3 because I picked lactose intolerance and most of the food is cheese.
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# ? Nov 19, 2014 17:25 |
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# ? May 6, 2024 21:38 |
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You're not playing a sheltered start are you? Those start you off one year into the game, which makes things... much harder. As a general rule, much like real life, for effective heatproofing, you want layers rather than big heavy coats. A coat is useful if you're surviving -30C temperatures (which you will have to do sometimes, but not due to winter) but for general winter wear, you can achieve a very similar, and easier to move in, effect by just making yourself a pair of thermal undies. Long underwear top and bottom will give you a big boost to warmth and should barely encumber you. Tailoring is supremely valuable and I would advise taking a point in it if you are new to the game until you figure out how to train it up quickly. If you take a point in fabrication or survival you can also make a needle from wood or bone to get you started. Take the curtains out of a shelter or building to get some string (to disassemble into thread) and sheets (to cut up into rags) and get sewing. For reference this is mostly what I made the first couple of days in winter, specialist gear like military boots and the waistcoat are a bit harder to come by, but most of it is quite easily crafted with some tailoring skill, and should be more than enough to get you by: OwlFancier fucked around with this message at 17:59 on Nov 19, 2014 |
# ? Nov 19, 2014 17:46 |