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Vib Rib posted:Isn't it possible to craft antiparasite drugs and painkillers from herbs and stuff now, though? There are a lot of 'quality of life' improvements like that designed to combat the 'realism' crowd who actively make the game worse. You're right. It dosn't invalidate the above complaints. They crop up as a direct result of those complaints and eventually get cut down. The development cycle is a civil war over the polarizing opinions that eating a scrap of raw meat should turn you into a superating leper and that the game is most fun when you're a bionic commando riding a giant motorcycle with steamroller wheels. The game as it stands now is a living internet argument rendered in code, complete with lurking furries and trash-talk.
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# ? Feb 22, 2018 00:54 |
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# ? Mar 28, 2024 16:26 |
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Also a lot of the more talented developers who were willing to do the hard parts moved on to greener pastures as far as I can tell.
GlyphGryph fucked around with this message at 02:29 on Feb 22, 2018 |
# ? Feb 22, 2018 01:09 |
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Motherfucker posted:There are a lot of 'quality of life' improvements like that designed to combat the 'realism' crowd who actively make the game worse. Except I guess broken limbs are almost worse than death because it's boring as gently caress just sitting in place and waiting over a week for them to heal.
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# ? Feb 22, 2018 01:27 |
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If you tell me you ate raw meat on purpose in a post apocalyptic survival game revolving around interdimensional parasites and you were surprised and angry when this had repercussions Im basically going to ignore any and all of your complaints about realism. Fire and cooking sources are trivially easy to find or make and the parasites arnt really crippling, unlike the broken limb system.
Telsa Cola fucked around with this message at 17:35 on Feb 22, 2018 |
# ? Feb 22, 2018 17:33 |
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Limbs heal in splints and insta heal by injecting lsd and liquid bone in your eye tho.
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# ? Feb 22, 2018 17:45 |
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Parasite med quest is a cool idea in a survival game. But it's sort of the classic example of why scope needs desperately considered because it seems slightly out of place when the end game is to turn into JC Denton and murder the dimensional aliens.
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# ? Feb 22, 2018 20:27 |
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You can say that about a lot of things. Why are base-building mechanics in the game when wandering hordes simply aren't a thing? It doesn't really matter whether you're living in Megafortress One or a random hut, as long as you don't intentionally provoke enemies you'll never be attacked.
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# ? Feb 22, 2018 21:04 |
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Vengarr posted:You can say that about a lot of things. Why are base-building mechanics in the game when wandering hordes simply aren't a thing? It doesn't really matter whether you're living in Megafortress One or a random hut, as long as you don't intentionally provoke enemies you'll never be attacked. Arnt hordes an option though?
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# ? Feb 22, 2018 22:04 |
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A buggy and half-implemented one disabled by default.
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# ? Feb 22, 2018 22:11 |
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Yeah with hordes turned on you have the opposite issue where spawning doesn't respect any kind of fortifications, so building up a fortress is still pointless because you'll just have zombies popping up inside your walls anyway.
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# ? Feb 22, 2018 22:43 |
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Yeah, horde mode sucks, it's sound based, the zombies spawn inside your closet and ignore your fortifications, noise would make more spawn since it used the old noise spawning code, so the ideal way to play was melee with a pedal powered vehicle, avoiding any conflict and not making any noise. Noise spawning is so dumb and they need to rip it out already.
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# ? Feb 26, 2018 06:06 |
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Is it still noise based spawning? I thought zombie spawned outside the bubble were grouped into a single entity which could travel until it came across your reality bubble at which point they unwrap into individual units. I didn't think they still created them based on noise.
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# ? Feb 26, 2018 12:30 |
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Vengarr posted:You can say that about a lot of things. Why are base-building mechanics in the game when wandering hordes simply aren't a thing? It doesn't really matter whether you're living in Megafortress One or a random hut, as long as you don't intentionally provoke enemies you'll never be attacked. My solution to this was to create a huge Mad Max style war rig that I would park outside areas I wanted to loot. I will take my death turret base to them.
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# ? Feb 27, 2018 00:48 |
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Moridin920 posted:My solution to this was to create a huge Mad Max style war rig that I would park outside areas I wanted to loot. Yeah this is how all my games ended up if they lasted long enough. It was plenty awesome in its own right it'd just be nice if other play styles worked as well.
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# ? Feb 27, 2018 04:46 |
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Plenty of other play styles work. Some more difficult than others. I once did a wilderness survival run where I rarely met zombies. Turned into an UnrealWorld style game where I hunted for meat and skins, farmed small scale and basically was self sufficient. It didn't last long as it gets dull once you reach that point. At least self sufficiency in a rolling death fortress lets you seek out labs and stuff for interesting loot.
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# ? Feb 28, 2018 12:00 |
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Wilderness survival was pretty neat, going full wilderness means there's a lot of stuff locked out to you like duct tape and chemicals, unless you're able to find a book off a random pile of dead people. Without a point to survival though most threats don't reappear in your bubble so you can just live your days out peacefully once you have a hut built.
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# ? Mar 2, 2018 04:46 |
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turns out once you hit your stride and survival becomes simple enough the survival game feels pointless. The part I like most about cataclysm is that once I hit that point I can than break into a lab and turn myself into a man-crab and than tape a twostroke engine, a couple of servos and a 50.cal to a child's tricycle and remote control it down main street like im playing dead rising on steroids. The problem I have with the 'realism' croud is they for sure don't want you to become a cyber-man with a laser-gun for an arm and the ability to recycle your traumatised tears into combat stimulants but they don't seem to mind the idea of a karate master who can survive on the morning dew that accrues on their skin and can judo-flip a hulk. There's tone inconsistency built into their own movement let alone when it butts up against the 'but what if it wasn't obnoxious to play' croud. Motherfucker fucked around with this message at 07:11 on Mar 2, 2018 |
# ? Mar 2, 2018 07:04 |
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Motherfucker posted:The problem I have with the 'realism' croud is they for sure don't want you to become a cyber-man with a laser-gun for an arm and the ability to recycle your traumatised tears into combat stimulants but they don't seem to mind the idea of a karate master who can survive on the morning dew that accrues on their skin and can judo-flip a hulk. There's tone inconsistency built into their own movement let alone when it butts up against the 'but what if it wasn't obnoxious to play' croud. It's often the case where people who argue for "realism" for its own sake are very selective about its application, and usually only care when it can be used to enforce their One True Playstyle.
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# ? Mar 2, 2018 09:02 |
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Telsa Cola posted:Arnt hordes an option though? You can turn on wander spawns
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# ? Mar 3, 2018 06:52 |
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Is there up to date info on martial arts somewhere? Unarmed actually seems viable and I'd like to know the different techniques for the different arts, but only half of whats in the wiki seems up to date. Also fyi if you try and jump into a big crowd of zeds and use aikido to counter-attack throw them all over like pinballs, theres a good chance your game will crash
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# ? Mar 3, 2018 06:58 |
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There was a fencing bug where you would go into an infinite parry loop until the client hard locked, I assume that is related.
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# ? Mar 6, 2018 04:13 |
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Hello, I've come to peddle your annual false hope! https://www.reddit.com/r/cataclysmdda/comments/86ua47/update_thread_for_cataclysm_looming_darkness/ See everyone next year!
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# ? Mar 26, 2018 22:49 |
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Oh the guy who said he wanted port Cataclysm into Python to learn programming. I expect that will go far...
Marenghi fucked around with this message at 16:27 on Mar 27, 2018 |
# ? Mar 26, 2018 23:18 |
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It will go as far as Cata 2, and every other attempt at a revival/change. It really is an annual thing at this rate.
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# ? Mar 27, 2018 04:18 |
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quote:Going from c to python requires a rewrite and MP complicates things a bit further. I feel like this sums it up. E: In theory if there were good APIs between logically disconnected modules and if C->Python dude knew what he was doing he could write C<->CPython glue code and make it work but goatsestretchgoals fucked around with this message at 06:45 on Mar 27, 2018 |
# ? Mar 27, 2018 06:33 |
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what E: literally the first thing i saw as i was clicking around https://github.com/CleverRaven/Cataclysm-DDA, src/action.cpp Fake E: a ~100 line #DEFINE in a cpp file Real E2: poo poo I forgot that #define is single line, backslash escapes notwithstanding. I'm still not a huge fan of putting a #define inside of the handle_action_menu function. This gets nothing that a couple of clever inline's wouldn't. TLDR: I hosed up what this code block did in my head after 30 seconds, whoever wrote it hosed it up repeatedly. pre:action_id handle_action_menu() { const input_context ctxt = get_default_mode_input_context(); std::string catgname; #define REGISTER_ACTION(name) entries.emplace_back(uimenu_entry(name, true, hotkey_for_action(name), \ ctxt.get_action_name(action_ident(name)))); #define REGISTER_CATEGORY(name) categories_by_int[last_category] = name; \ catgname = name; \ catgname += "..."; \ entries.emplace_back(uimenu_entry(last_category, true, -1, catgname)); \ last_category++; // Calculate weightings for the various actions to give the player suggestions // Weight >= 200: Special action only available right now std::map<action_id, int> action_weightings; // Check if we're in a potential combat situation, if so, sort a few actions to the top. if( !g->u.get_hostile_creatures( 60 ).empty() ) { // Only prioritize movement options if we're not driving. if( !g->u.controlling_vehicle ) { action_weightings[ACTION_TOGGLE_MOVE] = 400; } // Only prioritize fire weapon options if we're wielding a ranged weapon. if( g->u.weapon.is_gun() || g->u.weapon.has_flag( "REACH_ATTACK" ) ) { action_weightings[ACTION_FIRE] = 350; } } // If we're already running, make it simple to toggle running to off. if( g->u.move_mode != "walk" ) { action_weightings[ACTION_TOGGLE_MOVE] = 300; } // Check if we're on a vehicle, if so, vehicle controls should be top. { int veh_part = 0; vehicle *veh = g->m.veh_at( g->u.pos(), veh_part ); if( veh ) { // Make it 300 to prioritize it before examining the vehicle. action_weightings[ACTION_CONTROL_VEHICLE] = 300; } } // Check if we can perform one of our actions on nearby terrain. If so, // display that action at the top of the list. for( int dx = -1; dx <= 1; dx++ ) { for( int dy = -1; dy <= 1; dy++ ) { int x = g->u.posx() + dx; int y = g->u.posy() + dy; int z = g->u.posz(); const tripoint pos( x, y, z ); if( dx != 0 || dy != 0 ) { // Check for actions that work on nearby tiles if( can_interact_at( ACTION_OPEN, pos ) ) { action_weightings[ACTION_OPEN] = 200; } if( can_interact_at( ACTION_CLOSE, pos ) ) { action_weightings[ACTION_CLOSE] = 200; } if( can_interact_at( ACTION_EXAMINE, pos ) ) { action_weightings[ACTION_EXAMINE] = 200; } } else { // Check for actions that work on own tile only if( can_interact_at( ACTION_BUTCHER, pos ) ) { action_weightings[ACTION_BUTCHER] = 200; } if( can_interact_at( ACTION_MOVE_UP, pos ) ) { action_weightings[ACTION_MOVE_UP] = 200; } if( can_interact_at( ACTION_MOVE_DOWN, pos ) ) { action_weightings[ACTION_MOVE_DOWN] = 200; } } } } // sort the map by its weightings std::vector<std::pair<action_id, int> > sorted_pairs; std::copy( action_weightings.begin(), action_weightings.end(), std::back_inserter<std::vector<std::pair<action_id, int> > >( sorted_pairs ) ); std::reverse( sorted_pairs.begin(), sorted_pairs.end() ); // Default category is called "back" std::string category = "back"; while( true ) { std::vector<uimenu_entry> entries; uimenu_entry *entry; std::map<int, std::string> categories_by_int; int last_category = NUM_ACTIONS + 1; if( category == "back" ) { std::vector<std::pair<action_id, int> >::iterator it; for( it = sorted_pairs.begin(); it != sorted_pairs.end(); ++it ) { if( it->second >= 200 ) { REGISTER_ACTION( it->first ); } } REGISTER_CATEGORY( _( "Look" ) ); REGISTER_CATEGORY( _( "Interact" ) ); REGISTER_CATEGORY( _( "Inventory" ) ); REGISTER_CATEGORY( _( "Combat" ) ); REGISTER_CATEGORY( _( "Craft" ) ); REGISTER_CATEGORY( _( "Info" ) ); REGISTER_CATEGORY( _( "Misc" ) ); if( hotkey_for_action( ACTION_QUICKSAVE ) > -1 ) { REGISTER_ACTION( ACTION_QUICKSAVE ); } REGISTER_ACTION( ACTION_SAVE ); if( hotkey_for_action( ACTION_QUICKLOAD ) > -1 ) { REGISTER_ACTION( ACTION_QUICKLOAD ); } if( hotkey_for_action( ACTION_QUIT ) > -1 ) { REGISTER_ACTION( ACTION_QUIT ); } REGISTER_ACTION( ACTION_HELP ); if( ( entry = &entries.back() ) ) { entry->txt += "..."; // help _is_a menu. } if( hotkey_for_action( ACTION_DEBUG ) > -1 ) { REGISTER_CATEGORY( _( "Debug" ) ); // register with global key if( ( entry = &entries.back() ) ) { entry->hotkey = hotkey_for_action( ACTION_DEBUG ); } } } else if( category == _( "Look" ) ) { REGISTER_ACTION( ACTION_LOOK ); REGISTER_ACTION( ACTION_PEEK ); REGISTER_ACTION( ACTION_LIST_ITEMS ); REGISTER_ACTION( ACTION_ZONES ); REGISTER_ACTION( ACTION_MAP ); } else if( category == _( "Inventory" ) ) { REGISTER_ACTION( ACTION_INVENTORY ); REGISTER_ACTION( ACTION_ADVANCEDINV ); REGISTER_ACTION( ACTION_SORT_ARMOR ); REGISTER_ACTION( ACTION_DIR_DROP ); // Everything below here can be accessed through // the inventory screen, so it's sorted to the // end of the list. REGISTER_ACTION( ACTION_DROP ); REGISTER_ACTION( ACTION_COMPARE ); REGISTER_ACTION( ACTION_ORGANIZE ); REGISTER_ACTION( ACTION_USE ); REGISTER_ACTION( ACTION_WEAR ); REGISTER_ACTION( ACTION_TAKE_OFF ); REGISTER_ACTION( ACTION_EAT ); REGISTER_ACTION( ACTION_READ ); REGISTER_ACTION( ACTION_WIELD ); REGISTER_ACTION( ACTION_UNLOAD ); } else if( category == _( "Debug" ) ) { REGISTER_ACTION( ACTION_DEBUG ); if( ( entry = &entries.back() ) ) { entry->txt += "..."; // debug _is_a menu. } REGISTER_ACTION( ACTION_TOGGLE_SIDEBAR_STYLE ); #ifndef TILES REGISTER_ACTION( ACTION_TOGGLE_FULLSCREEN ); #endif #ifdef TILES REGISTER_ACTION( ACTION_TOGGLE_PIXEL_MINIMAP ); #endif // TILES REGISTER_ACTION( ACTION_DISPLAY_SCENT ); REGISTER_ACTION( ACTION_TOGGLE_DEBUG_MODE ); } else if( category == _( "Interact" ) ) { REGISTER_ACTION( ACTION_EXAMINE ); REGISTER_ACTION( ACTION_SMASH ); REGISTER_ACTION( ACTION_MOVE_DOWN ); REGISTER_ACTION( ACTION_MOVE_UP ); REGISTER_ACTION( ACTION_OPEN ); REGISTER_ACTION( ACTION_CLOSE ); REGISTER_ACTION( ACTION_CHAT ); REGISTER_ACTION( ACTION_PICKUP ); REGISTER_ACTION( ACTION_GRAB ); REGISTER_ACTION( ACTION_BUTCHER ); } else if( category == _( "Combat" ) ) { REGISTER_ACTION( ACTION_TOGGLE_MOVE ); REGISTER_ACTION( ACTION_FIRE ); REGISTER_ACTION( ACTION_RELOAD ); REGISTER_ACTION( ACTION_SELECT_FIRE_MODE ); REGISTER_ACTION( ACTION_THROW ); REGISTER_ACTION( ACTION_FIRE_BURST ); REGISTER_ACTION( ACTION_PICK_STYLE ); REGISTER_ACTION( ACTION_TOGGLE_SAFEMODE ); REGISTER_ACTION( ACTION_TOGGLE_AUTOSAFE ); REGISTER_ACTION( ACTION_IGNORE_ENEMY ); REGISTER_ACTION( ACTION_TOGGLE_AUTO_PULP_BUTCHER ); } else if( category == _( "Craft" ) ) { REGISTER_ACTION( ACTION_CRAFT ); REGISTER_ACTION( ACTION_RECRAFT ); REGISTER_ACTION( ACTION_LONGCRAFT ); REGISTER_ACTION( ACTION_CONSTRUCT ); REGISTER_ACTION( ACTION_DISASSEMBLE ); } else if( category == _( "Info" ) ) { REGISTER_ACTION( ACTION_PL_INFO ); REGISTER_ACTION( ACTION_MISSIONS ); REGISTER_ACTION( ACTION_KILLS ); REGISTER_ACTION( ACTION_FACTIONS ); REGISTER_ACTION( ACTION_MORALE ); REGISTER_ACTION( ACTION_MESSAGES ); } else if( category == _( "Misc" ) ) { REGISTER_ACTION( ACTION_WAIT ); REGISTER_ACTION( ACTION_SLEEP ); REGISTER_ACTION( ACTION_BIONICS ); REGISTER_ACTION( ACTION_MUTATIONS ); REGISTER_ACTION( ACTION_CONTROL_VEHICLE ); REGISTER_ACTION( ACTION_ITEMACTION ); #ifdef TILES if( use_tiles ) { REGISTER_ACTION( ACTION_ZOOM_OUT ); REGISTER_ACTION( ACTION_ZOOM_IN ); } #endif } std::string title = _( "Back" ); title += "..."; if( category == "back" ) { title = _( "Cancel" ); } entries.emplace_back( uimenu_entry( 2 * NUM_ACTIONS, true, hotkey_for_action( ACTION_ACTIONMENU ), title ) ); title = _( "Actions" ); if( category != "back" ) { catgname = _( category.c_str() ); capitalize_letter( catgname, 0 ); title += ": " + catgname; } int width = 0; for( auto &cur_entry : entries ) { if( width < ( int )cur_entry.txt.length() ) { width = cur_entry.txt.length(); } } //border=2, selectors=3, after=3 for balance. width += 2 + 3 + 3; int ix = ( TERMX > width ) ? ( TERMX - width ) / 2 - 1 : 0; int iy = ( TERMY > ( int )entries.size() + 2 ) ? ( TERMY - ( int )entries.size() - 2 ) / 2 - 1 : 0; int selection = ( int ) uimenu( true, std::max( ix, 0 ), std::min( width, TERMX - 2 ), std::max( iy, 0 ), title, entries ); g->draw(); if( selection < 0 ) { return ACTION_NULL; } else if( selection == 2 * NUM_ACTIONS ) { if( category != "back" ) { category = "back"; } else { return ACTION_NULL; } } else if( selection > NUM_ACTIONS ) { category = categories_by_int[selection]; } else { return ( action_id ) selection; } } #undef REGISTER_ACTION #undef REGISTER_CATEGORY } goatsestretchgoals fucked around with this message at 06:59 on Mar 27, 2018 |
# ? Mar 27, 2018 06:50 |
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Killer-of-Lawyers posted:It will go as far as Cata 2, and every other attempt at a revival/change. It really is an annual thing at this rate. Someone sorta did make Cata 2, or at least a game similar to what we knew about it: https://github.com/gwathlobal/CotD
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# ? Mar 27, 2018 07:15 |
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The original author also started and made part of a Cata 2 as well. There was also a few forks, like when Kevin first took over from Gryph. Point in case, this game is cursed, we get the team and lead we deserve, not the one we need, ect. ect.
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# ? Mar 27, 2018 07:27 |
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Bummer to hear CGDA fizzled out. Thought we'd have another Gooncrawl on our hands, which is exceptional. Is there a recommended release that's pre-badjunk? I'm arriving a little late to Cataclysm, even as a roguelike fan.
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# ? Apr 7, 2018 19:22 |
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Just play with the bad junk, I play with the latest experimental and it's not that bad. There's a craftable guns mod the brings back crafting gunpowder and the basic pipe guns, and vitamins and filthy clothing are mods themselves.
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# ? Apr 13, 2018 02:51 |
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Oh man I accidently watched Sethtzentachs review of the game and remembered why I really liked it (I got burnt out on it, and switched to dungeon crawl, rip). So what's the best melee weapon tree to look at? Reach weapons seem pretty bonkers but looking up about it swords have some neat poo poo involving martial arts which makes them better late game?
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# ? Apr 22, 2018 22:43 |
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Late game everything has a dominating option somehow. Just do what you think is most stylish.
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# ? Apr 22, 2018 22:46 |
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Poke rear end in a top hat zombies with a bunch of knives tied to a 9 ft pole, got it.
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# ? Apr 22, 2018 22:50 |
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Awl Pikes are amazing, but at higher skills, swords get great. There's also hammers, which are good dps and non conductive. I need to get back into this. I tried to get into PK's mod, but I keep bashing my head against the higher difficulty curve.
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# ? Apr 28, 2018 02:11 |
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If you wear a shield, does the block chance stack with your weapon?
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# ? Apr 28, 2018 02:13 |
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Did you guys think installing CBMs wasn't REAL enough? Well here's some more changes no one asked for. https://www.reddit.com/r/cataclysmdda/comments/8qzjjn/autodoc/ In other experimental news, rotting food now spawns plague nymph critters, a new exploding flaming zombie has been added and a knife spear nerf? eh.
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# ? Jun 15, 2018 10:00 |
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Who is that Kevin guy and why does he seem to hold all the power with making commits. That Knife Spear nerf is PR is so poorly argued for. This is the changers argument for quote:Why so cool feature was reverted? Some players waited this, and it's happen. I tryin to fix spears and kite in my local mod by changing variables of damage, tohit and weight, but this decision is more authentic and MUCH SIMPLER, i mean. Followed up by well reasoned responses that the knife spear is the lowest tier of spears and seems foolish to nerf an already weak weapon. The entire discussion seemed one sided against the change. Kevin committed it without once commenting on the discussion. His only comment came after the commit was made and people said it was stupid to apply breaking weapons to the knife spear only, so he said quote:Feel free to submit PRs for other fragile weapons.
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# ? Jun 15, 2018 10:42 |
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There is no forum you can actually speak with the devs on, they stay off the cataclysm discord.
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# ? Jun 15, 2018 11:31 |
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At this point this game barely had a commit that actually made it more fun in like 3 years, if this game has an active player community someone has to pick up the glove and branch out from Granade's baby project or else it's time to concede he's the only who gives enough of a gently caress. Aren't there any other active developers there? anyone can make a fork, the fact that nobody bothers is really the only answer you're gonna get to the question of "why is this guy the one calling the shots?".
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# ? Jun 15, 2018 11:36 |
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# ? Mar 28, 2024 16:26 |
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emanresu tnuocca posted:At this point this game barely had a commit that actually made it more fun in like 3 years, if this game has an active player community someone has to pick up the glove and branch out from Granade's baby project or else it's time to concede he's the only who gives enough of a gently caress. the problem is they're the king of the hill so to speak and will stab anyone who tries to lobby for fun as johnny come latelys who don't understand the serious survival game they're trying to make while they slowly kick the fun and awesome poo poo like cbms under the rug.
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# ? Jun 15, 2018 11:38 |