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/vg/ - Video Game Generals

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Welcome to /vg/, a /v/ alternative with the same focus on generals. Take a look at our sister boards /x/ - Paranormal, /qu/ - Quest Threads, and /gs/ - Game Servers!

File: 1423371274940.png (745.52 KB, 1920x1080, 16:9, Screenshot 2015-02-07 23.5….png)

 No.6308[Last 50 Posts]

 No.6309

http://www.strawpoll.me/3588488


Vote for which name you want. Exodus currently in the lead.

 No.6312

File: 1423386115347.jpg (Spoiler Image, 11.33 KB, 161x156, 161:156, removefaggot.jpg)

>>6308
Can we somehow remove Kevin's name at some point?

 No.6313

>>6308
hanging in #cataclysmdda

>we gotta rename the playboys

>Yeah, but the Playboy example has the additional problem of being limited to a particular sexual orientation ("attracted to women, and more specifically the kinds of women Playboy shows in its magazines").
>[Cataclysm-DDA] AllisonBW opened pull request #11173: Changes "Playboy" to "pornographic magazine" (master…pornographic) http://git.io/b98n
wtf, is this really a thing that needs to be done?

some coder responds
>I know
>And yeah, sorry we didn't fix that earlier

wow

 No.6314

>>6313
and then, looking at the ticket
>If you want equal representation, add alternatives, don't cram everything into a featureless soup.

shut down hard by kevin

 No.6316

>>6312
Yeah, eventually. we've still got a lot of shit to do.

 No.6321

>>6312

That's easy. Fucking around with the title screen is one of the first things I'm going to do.

 No.6322

>>6321
It looks like Exodus is winning the poll by two votes.

Looks like we will be using that name.

 No.6323

>>6322
The poll went up at 5:40 yesterday. I figure we might let it sit for a little bit longer.

 No.6324

I had a neat idea that shouldn't be TOO hard but would be somewhat noticeable.
"Preferences" or "Personalities", basically a list of things your character finds relaxing, calming, cool, or otherwise nice that would increase morale. There would be different lists for different archetypes to further personalize your character. Things that a character might like would include armor and a large weapon for a violent type character, ammo dump pouches and holsters and customized guns for a gun nut, proximity to tools for a mechanic, and electronics for a techie.
This would have to be paired with a general nerf to morale since this would be a constant thing, but I also have some ideas about focus that tie in nicely. Take the aforementioned techie, as an example. He would likely have an easier time focusing on a book about programming or electronics, and read it faster and gain more from it than a book about sewing, because it matches his interests. He might also focus more on building electronics gaining both more experience and using less focus points on it, as well as perhaps building the thing more quickly. This would be balanced with penalties to opposing skills that do the opposite.
Of course these things should be fluid, as tastes change, and I think a system like dorf fort would be great, where you get better skills which make your attributes better which makes your skills better.

Oh and get rid of the recoil penalty on bayonets, that shit's retarded.

 No.6325

>>6324
You you have the faggot preference than you ass adds 5 storage. You can choose massive faggot for 10 but you will take moral hits when nothing is in there.

 No.6326

>>6323
That's cool, didn't know if you were going to start working on the title now or later.

 No.6327

>>6325
I think 5 storage is a little much.
Perhaps faggot lets you equip a dildo and massive faggot lets you equip two as well as giving a slight increase in hunger because of increased bowel movements.

 No.6328

Any thoughts on advertising this to /agdg/? I'm sure some of them would be interested in joining a new chan project like this

 No.6329

>>6328
I can't think of any reason not to.

 No.6330

>>6328
>>6329
by all means. We could use extra hands.

 No.6331

>>6329
>>6330
On the same subject, I did a cursory glance at the halfchan roguelike general and they were also discussing the recent retarded decision regarding slavery and SJW and what not. Any idea about them? There's more of them, and they are interested, but I fear there is faggotry hidden within their ranks.

 No.6333

>>6331
In all my times on roguelike generals I found them to be second only to DF generals.
I would advertise to them, but only after lurking a thread to make sure they are still up to snuff.

 No.6335

>>6331
>halfchan

We should probably ignore them.

 No.6336

>>6331
I'm hesitant to call on halfchan for aid. I'd would look to see if some of the contributors from the forums who got burned by the DDA team would be interested in jumping ship first.

 No.6337

>>6336
Gotta be careful how we recruit people from the forums though, have to do research into who's pull requests were denied and PM them.

One thing that does annoy me is that the DDA team recently got an influx of competent coders who are working through the backend; if we were a bit faster on the project we could probably have pulled a few of them over before they got established. For now though all we can do is wait for them to get burnt out and contact them later.

 No.6338

>>6337
Of course. We don't want to shout it from the heavens, just find those particular individuals whose laudable efforts have been ignored or scorned by the DDA devs

 No.6340

>>6327
yeah your right. 2 for faggot and five for massive faggot.

 No.6342

>>6340
kek, good place to keep a grenade for a panic button.

 No.6343

maybe you guys should add a gore system like in dorf fort, and expand unarmed with grapples and ripping off arms and don't forget. disarming someone and shooting them with their own gun

 No.6344

>>6338
Thought I'd just post this again:
https://github.com/CleverRaven/Cataclysm-DDA/pull/11160

Also I contacted Robik (made catatweaks) to see if he'd jump ship to us.

 No.6345

>>6344
good work, anon.
Alright, it's been 23 hours since the straw poll went up, Should we go ahead and close it?

 No.6346

>>6343
That'd be interesting, but right now we don't even have NPCs that have any other mental state except "psychotic". One thing at a time…

 No.6348

>>6342
>inb4 "op can put a grenade in his asshole"

 No.6349

Anyone talk to /agdg/ yet?

 No.6350

>>6349
It doesn't look like it. Someone probably ought to, though.

 No.6351

Well, considering that everyone has had at least 24 hours to put in their vote, I guess we can make it official.
Welcome to the
Cataclysm: Exodus Development General

 No.6352

>>6344

What does that link imply?

Should we filch this for our fork?

 No.6353

>>6350
I was the one who suggested the idea but I'm waiting until we actually start getting stuff committed to the git, otherwise we look like a bunch of ideaguys circlejerking over nothing.

 No.6354

>>6353
Yeah, we probably need to change and commit stuff first.

 No.6355

Was looking for the sex-related items. Found them in tools.json.

Unfortunately, they have the same tag as important shit so wont be easy to move them into an optional mod.

Also, they put weapons in this and tagged them as "tool" instead of "weapon"

Why?

 No.6356

>>6353

I think most of the others are still getting used to the code. At least that's what I'm doing.

Hopefully the gears will start turning soon.

 No.6357

>>6355
Who knows. The important thing is wading in there and unfucking it.
>>6356
Yeah, I'm looking through the code myself, while taking a crash course in C++.

 No.6358

>>6355
Just noticed that some also have a category. No idea why they all don't.

 No.6359

>>6352
The feature was though undoable for awhile, the comments immediately criticize it instead of even a fucking attaboy. Merge the content and lets try to snake that dev.

 No.6360

File: 1423436900603.gif (2.73 MB, 240x135, 16:9, haha time for whiskey.gif)

>>6355
Because edged weapons can be used as knives, and thus are considered tools.

 No.6361

>>6355

It's kind of weird how they do it. Items with a "use" function are classified as tools. For example sharp objects can be used to butcher things, so they are tools.

 No.6362

>>6351

Anyone here know how to do ASCII shit? Changing the title would be easy if we had the art.

 No.6363

>>6360
Seems like it would make sense to mark it as a weapon though, while allowing it to be used as a tool.

Oh well.

 No.6364

>>6353
I can nerf the spawn rates for medieval weapons (the real versions of them anyways, ought to keep the replicas where they're at spawn rate wise.) but how do I use git? I have an account but no idea how to use it.

Maybe we can setup some file sharing thing. We edit jsons, send them to it, and someone more familiar with the use of github can merge the changes in.

 No.6365

>>6362
You mean ASCII Art? I could try my hand at it.

 No.6366

>>6364
Watch a video. It's not too hard. You can even do it without downloading if you want.

>make account

>copy repo to your account
>make change via github website
>make pull request
>I implement changes if good

Alternatively, you can clone the files to your computer to edit them on that, then just add, commit, push them up.

>>6362
I'll do that right now. Unfortunately, still have not figured out my problem for building windows build but I can build linux and share screenshot.

>>6365
I just used a website that converts text to ascii, unless you're skilled enough to do better than that it's probably a waste of time.

 No.6367

>>6365

just remember there are some size limitations.

If you want to redo the whole thing, the image has to be at most
18 lines high
80 lines wide

Or if you want to redo just the "Dark days ahead", the image has to be at most
12 lines high
80 lines wide

 No.6368

>>6366
I doubt I can beat a computer, but I need to take a break from coding anyway.

 No.6369


 No.6370

File: 1423439829105.png (30.27 KB, 737x503, 737:503, Screenshot from 2015-02-08….png)

It's a bit to the left, but good enough for now.

>>6369
Yeah, that's what I used.

 No.6371

>>6366
Ok I think I got it. Made a PR that has some nerfed spawn ratings for most medieval and oriental weapons. All I touched but to be honest I'd like to make some of the more slav shit guns more common.

Cheap and in every gun store I've ever been in, they need to be represented in higher number and variety in my opinion.

 No.6372

>>6371
Do we want the spawn rate nerfed? How much did you change it by?

 No.6373

>>6372
Most down to under ten percent. The worst offenders were medieval weaponry that was spawning at a rate of almost 30 in some cases.

 No.6374

>>6371
Make sure the pull request is on Omgaar's git and not your own. Common newbie mistake

 No.6375

>>6373
30% does seem kinda high.

What's the new lowest?

 No.6376

>>6374
I don't understand that at all.

>>6375
It drops down to two in some circumstances, but thats only for oriental weapons like the nodachi and katana. I figure places like museums and antique stores have more European styled curios and what not than oriental.

 No.6377

>>6376
What files did you edit?

 No.6378

>>6376
One thing we might want to shoot for is diversifying museums, too. It makes very little sense for a local museum to carry both stone-age tools and medieval English armor. For a good old generic New England museum, I'd probably think of a Revolutionary/Civil War museum or a wildlife museum.

 No.6379

>>6376
>I don't understand it at all
Uh… I'm on a phone so I can't really explain. Just expect your first pull request to be bumpy and don't feel bad about it.

Also did you change the spawn locations of the weapons at all? I'm kinda curious if there were any ridiculous spawn locations the devs put in.

 No.6380

Also on a similar note: Crafting midieval and/or oriental weaponry and armor: Given the average survivor juryrigged forge, how possible should it be?

Currently I think most are learned from book, but all are possible and require a mid-high level

 No.6381

>>6379
Not REALLY so far as crazy unexpected places. Kukiris have a chance of spawning in a kitchen for some reason. I let it be.

>>6377
I edited the file item_groups.json

>>6378
Capital idea! But I'm about to partake in the herbal jew so it'll be a bit before I get back to editing stuff. I'll use the time to brainstorm though.

>>6374
I submitted the pr to joolius/cataclysm-zombro-edition

 No.6382

>>6380
The idea of larger constructions was brought up once, I think. I figured that at some point building or harnessing a larger, more professional forge would be required to forge some shit like, per say, full plate armor.
>>6381
We're actually using a different github:
https://github.com/Omgaar/Cataclysm-DDA
I made the joolius one, and then realized that i know nothing about using github, so Omgaar took on that bit.

 No.6383

>>6382
sheeeeeeit. All the same, i'd like the nerfed spawn rates to be put in as a mod and not a mainline. I have no idea how to make it into a mod though.

 No.6384

>>6370

It seems kind of low, could you pull it up closer to the cataclysm a bit?

 No.6385

>>6384
It's closer now. Also fixed a bug where when using tile's mode the bottom row was shifted.

 No.6386

>>6385
How do I submit the changes I've made as a mod?

 No.6387

>>6386
It looks like the game auto detects mods, so you just need to make a folder that is similar to other mods, but that includes the changes you made.


Still messing around with the mod system myself.

 No.6388

Honestly I know ass about how github works other than the hello world tutorial.

Is there any way to catch up my repository to Omgaars without deleting it and forking a new one every time?

 No.6389

>>6387
So should I make a file "modinfo.json", c/p from another existing mod, and paste the entirety of the file I edited into the "modinfo.json"? This is only my second foray into editing .json files and I didn't have much luck the other time.

 No.6390

>>6389
Not sure.

The mods all seem to have a mod-type, I don't know if that is relevant or not.

Plus you'd only want the edited portions, not the whole file.

>>6388
I know there is someway to link up the two, but I only know how to do it from terminal, not the website.

 No.6391

>>6390
>I know there is someway to link up the two, but I only know how to do it from terminal, not the website.

Oh well. It's just a convenience thing anyway.

 No.6392

>>6381
I tried editing item_groups.json, unfortunately I can't seem to figure out a good way to test if the changes are being incorporated properly.

 No.6393

Is there some tool for github that will let me upload my mod file? No idea how to do it or what I'm doing wrong.

 No.6394

Okay, so I'm starting on a mod to add the current sex-related items like vibratos into the game while removing them from the base game.


Anyone know of a good list of the items?

 No.6396

unfortunately,it seems the only way to deal with this shit is to go through the json files. shit's just strewn about in there.

 No.6397

>>6396
The shit is laid out so awfully also.

No spaces in between so you can't skip from item to item, you just go from the top to the bottom.

Scrolling through the armor right now. Going to remove the furry shit and put it into the mod.

 No.6398

>>6397
Going through this, there is so much that seems kinda pointless. Does the game really need all these different types of clothing?


I guess it adds variety if nothing else.

 No.6399

Is the shark suit actually useful, or just a furry thing?


Also, french maid clothing…leave in or move to mod?

 No.6400

>>6399
Move the French maid clothing and nanoskirts to the same mod that dildos and Playboys are in. Dinosaur and Shark suits should go in the furry mod, alongside the Canine and Feline mutation categories.

 No.6401

The shark suit has nothing to do with furries. Check the description.

 No.6402

>>6397
I'll go add that to the design doc: Unshit the jsons.
>>6398
To be quite frank, no, it doesn't. Aim for the more egregious items first, though. We can worry about random superfluous items afterwords.
>>6399
seems to me the only reason "french maid clothing" would be explicitly present would be fetish-y. I'd say put it in the mod.
As for the shark suit, if they're talking about that chain mail stuff for divers, or just another random shirt with a shark on it, leave it.

 No.6403

>>6401
Oh, whoops! I mistook the shark suit for an actual shark suit and not a reinforced wetsuit.

 No.6404

>>6403
Right, keep it in then.
on a slightly related note, other than the zombified sewer carp, what lives in the depths? water based content could be neat.

 No.6405

I removed vibrator, fur_cat_ears, leather_cat_tail, fur_cat_tail, fur_collar, leather_collar, wolfsuit, dinosuit, bondage_suit, bondage_mask, and corset

All put into a mod file. If you think I should remove anything, similar, item tell me. Changed not yet pushed due to following info.

Important For Coders

Taking out items requires you to take out references. After building and running the game, it will tell you were the references are at the top with a debug message.

Putting the items in a mod folder work, when I made a world with the Sex_Toys mod active, the debug messages did not appear.

Unfortunately, this means getting rid of the drop locations. I am not sure how to add drop location via mod, if anyone knows tell me. If I figure it out will explain.

 No.6406

>>6405
Damn fine work zombro.

 No.6407

>>6398

I don't really see a point in cutting it down myself. Just a lot of work with no real benefit.

 No.6408

>>6400
>>6402
Was leaning towards that with the french maid clothing.

Not going to touch the nanoskirts for now though, I say leave it for an "Extra_Clothing" mod that adds in a bunch of superfluous items, if anyone wants to end up doing that.


>>6401
I thought that, but figured I'd get confirmation.

 No.6409

>>6408
Fair enough. The important bit is that we all agree that nanoskirts don't add anything to the game.

 No.6410

>>6409
Exactly. Every nanoskirt spawned is one less trenchcoat, pair of gloves, pair of boots, or sweater that could have been.

 No.6411

>>6410
That brings up a question. Do we need to worry about changing the drop rates based on the removal of things?


Guessing that will be something we will find out eventually.

 No.6412

>>6411
Right. Increase the drop rate of shirts and other slightly-useful clothing, but keep the drop rate of backpacks and other really-useful clothing the same.

 No.6413

>>6411
Yeah, what needs tweaking will become clear with time.

 No.6414

Quick question: should woodland creatures be tweaked to be more "realistic"? Merely by adding a "SOUND" to their fear triggers would simultaneously make bears, wolves, and the like act much more like their real world counterparts, but would also immensely reduce the lethality of going innawoods.

Perhaps we could make it so that they "Track" from a very long distance instead of going ripshit insane immediately?

 No.6415

>>6409

But they don't take anything away either.

This stuff finds its way into a lot of the game. For example the professions have all kinds of clothing associated with them. You mod out some piece of clothing, and then you have to mod out or change those professions.

It means that whenever we add content we have to mind some kind of arbitrary list, just because "this stuff isn't a necessity" is declared by some guy. I know a lot of people think DDA has lots of bloat, and yeah it's true, but that's just the nature of the beast. It wasn't a one man project.

Policing this will only slow down progress on this project and result in tantrum spirals and drama when people butt heads on what is "bloat" or mod out others contributions.

Anyway, that's just my 2 cents. I see the drama a mile away, but I can't stop you, just warn you.

 No.6416

>>6415
You make a good point anon, and I apologize for my dogmatism. I'm just really pumped to be a part of happening shit.

 No.6417

So, I have successfully cleaned up professions, recipes, and items of fetish stuff.

However, when I start up I get a message saying that the item IDs were not found.
There is another reference to the items, but it is not saying where at.

I'll look around a bit, but going to have to go to bed soon. If I don't get this done tonight I will get it done tomorrow.

 No.6419

>>6417
You've done damn fine work, mate. Make sure you get plenty of rest.

 No.6421

I'm working on adding some monsters and zombies to get more cozy with the code.

If you guys got any cool ideas and can't code at all I might be able to help, just don't go crazy, I'm not that hot myself.

 No.6422

>>6421
Tough and Decayed versions of the Cop, Hazmat, and Soldier Zombies.

 No.6423

>>6421
Swat cop, some kind of mucus zombie that spits a field of something that slows you down momentarily

 No.6424

Does anyone know where monster ability definitions are stored? I'm trying to add something like a Spitter's goo that instead releases smoke.

 No.6426

>>6423
The police zombies are already fitted into riot/swat armor. We could add a rare bionic cop thing though like a downgraded bio-operator for heavy application of "Keeping the peace"

 No.6427

Those should be pretty easy, I'll see what I can do.

>>6424
monattack.cpp and monattack.h in the src file are where you can mess with special attacks.

 No.6428

>>6421
Meth and/or PCP addict zombies
Fast as fuck, poisonous, and hard to kill.
Perhaps make them clumsy so obstacles effect them more.

 No.6429

File: 1423475240468.gif (1.95 MB, 250x250, 1:1, 35293058239057.gif)

>>6370
TFW the title you suggested for the game wins.

 No.6430

>>6331
Sorry for the very late reply, noticed this thread only now.
I was the one that posted the forum link and kept the discussion going on halfchan, and as you can see, it's not a good idea to advertise there, considering that many people lurk there, and some of them even defend the devs. (I'll just tell you that people on DDA forums use the meme arrows and color their text on green. Nuff said.)

Even if what I am saying might be a a bit controversial to post here, I really never cared about the fact they were SJWs, and I hated the whole kind of shitposting there, only thing I cared was just to discuss the game I liked so much and helping its development. But as of late I realized that they were just plain cunts, becoming more unreasonable every day. And not only on the forums, but on GitHub too: the famous inventory overhaul is in process of being merged right now, even if a guy already did it in the past, that was hammered down just because he couldn't agree with their circlejerk, even if the feature was fully functional. It's like the movement split between walking/running all over again (which, if that managed to pass, it could've already been in 0.B stable): guy wanted to implement feature, got shut down and then someone else opened another issue, and it's going to take ages now.
I got mad everytime I have seen those contributors more able than me denied their opportunity to contribute. Those devs are deliberately stunting the game development, which would have more features now.

I haven't lied in that thread when I said that I was a contributor myself, and I am amazed how you guys managed to organize yourselves and even started coding in less than a week. After a short pause, due to cooldown and life shit, I'll be more than happy to help with your project instead, doesn't matter how big or small it'll become. So hang in there!

 No.6432

>>6430
Welcome aboard zombro, good to have you aboard.

In other news I'm going to try and find out what makes lighters and matchbooks have randomly defined charges and see if it's possible to make that happen with firearms that drop. It always bothered me every single gun I found was empty.

 No.6433

>>6430
Many people don't hate SJWs because of their political philosophy. It's more because of the kind of mindset someone has to have to become a SJW. When you've got a person like that in anything close to a managerial position, you're in for some dark days ahead.

 No.6435

>>6421
I would give all zombie zoldiers the abiity to preform hand to hand.

It would make fighting them more risky because as it is I just see them as goody bags.

To mu knowledge only bio-operators have hand to hand movement sets.

More other world creatures. We have to think of what would make sense with this though. The blob is some hive mind with all the creatures serving roles right? What else would they need?

 No.6436

On a side note, how can the non code anon help?
Is there anything easy we could help with? Or would learning the code be best to contribute?

 No.6437

>>6436
Going through the jsons is pretty easy, and doesn't require a knowledge of coding. Someone already went through and separated out the fetish stuff, but feel free to go through them. they could do with some sort of organizing.

 No.6438

>>6437
Yeah I took a peak at then. I'll mess around with them later.

 No.6441

>>6438
awesome.

 No.6442

>>6435
I'd like more stationary xenoflora. The triffids and Mycoids are fucking awesome, but I think we could have glowing plants or big whomping tentacle-trees.

 No.6443

>>6436
as
>>6437
said you can do that.

Also, there are even easier things to manage. Shit like the credits, MOTD. Isn't that much of that though, and probably best to work on other shit right now.




Finished removing fetish items/professions. Items should spawn now, just followed what another mod ended up doing.
What about those mutations though? Leave them, remove them? Some of them seem to have game mechanics while some are just flavor (like butterfly wings).
I think it would be best to at least leave the game mechanic ones.



Also, does male/female actually change anything? On the character select it seems to just change the flavor text for professions.

 No.6444

>>6443
Oh, and for the anon that wanted to change drop rates.
You MIGHT be able to just reassign it via the mod and it may override the base game. I can test it later, after my classes.

 No.6445

>>6442
Actually it'd be interesting to have different game modes that replace the zombie threat with something else…choose your own Armageddon. Like instead of zombies, you get hordes of fungaloids, including spawner in large cities and whatnot.

>>6443
Leave the ones with a mechanical function in for sure. As far as the flavor stuff…should everything in the game have a mechanical purpose?

Not sure if M/F changes anything aside from flavor, but in the future if we do have a go at a more detailed health system then the distinction could have an impact.

 No.6446

>>6435
According to the lore the giant insects are supposed to be the main spreaders of the blob, with zombies only a convenient side effect, so we would have to mainly dive into the bug world for that. Not that is limiting at all, there are a fuckton of interesting bugs we could supersize and use.

Also I'm pretty sure only the triffids are a hive-mind, the blob is just a dumb entity that strives to reproduce. On the same point soldiers being able to fight is right out, with the canon being that the bio-operators are only as good as they are due to a fighting bionic still active within them; the human thinking part is long gone.

 No.6447

>>6445
>should everything in the game have a mechanical purpose
I'd say yeah. Mainly because, why else have it? Game doesn't really have cosmetic changes like more graphical games.
Though could be left just for our ease, maybe add some effect that makes people more suspicious of you.
I know I'd treat some dude with wings growing out of his back different than some normal looking guy.


I'll look around in the folders. I'd expect M/F to at least have an effect on NPC relations. A man will most likely treat a woman different than another man.


>>6446
We're going to need a good knowledge of lore to ensure we don't add anything contradictory to the game.

 No.6448

>>6445
>Like instead of zombies, you get hordes of fungaloids, including spawners in large cities and whatnot
That comment about large-cities taken over by fungaloids reminded me off an old pull request I saw that never got merged for whatever reason:
https://github.com/CleverRaven/Cataclysm-DDA/pull/7892

And that commit reminded me of another mid-term goal: Localized weather. The DDA devs were planning to do this for a while, including removing acid rain until it could be localized, but never got around to it. With this feature we could have other-worldy weather surrounding portals and shit, with blood rain and absolutely frigid zones and what not.

 No.6449

>>6447
Cosmetic mutations are supposed to be the "minor failure" of huffing mutagen. You could win and get some beneficial ones, lose and get some detrimental ones, or break even and get some benign ones.

Plus, even cosmetic mutations are important for breaking mutation thresholds. Without them, you'd need nearly every mutation in the category, good or bad, to get to the more advanced ones.

 No.6450

>>6449
That makes sense.

 No.6451

ATTENTION

I changed the name of the repo, so the URL changed.

https://github.com/Omgaar/Cataclysm-Exodus

is now the repo. Everything should be fine now, not like when I detached it from Cata-DDA. Just a different URL to link to.

Figured it'd be best to do this now that we've settled on a name and aren't too involved yet where changing the URL may be more of a hassle.

 No.6457

>>6449

Mutations are also ugly and make diplomacy rolls more difficult.

 No.6459

>>6451
good work, mate.
>>6447
We've got links to the lore stuff on the Design doc. They're in the last bit of the long term goals.

 No.6462

>>6432
No luck. Theres a function (or whatever its called) "rand charges" with a list of numbers for possible charges of the item. Didn't work with the gun I added that to unfortunately.

 No.6464

>>6462
I might look at it later.

I attempted to change the drop rates of items that already exist via a mod, and it doesn't seem to work by just relisting them with different drop rates.

So the anon that wanted to change the drop rate will have to try a different way. Might be pretty simple to just remove the item then readd it (perhaps changing the ID) with the desired drop rate.

 No.6466

File: 1423528287027.png (5.37 KB, 479x139, 479:139, Capture.PNG)

>>6462
>>6464
I was about to drop in and say I was taking a look at it. It seems I just have to tweak the backend a bit, though I'm nervous it may trigger some weird bug with the gun code.

 No.6467

>>6464
>remove the item
To clarify, I meant have the mod remove the item, then readd a similar one.

Not to remove it from base game.

 No.6468

>>6466
Give it a shot and see what happens. For science.

 No.6469

>>6466
One issue, which may be why this was not added, is if it is possible to affect only some guns.

It would be weird if guns in a gun store were partially loaded.

 No.6470

>>6464
Just commit it to the master then. We do have to take some initiative with regards to balance with the main game you know, instead of just making a gorillion minor balance mods and hoping for the best.

 No.6471

>>6470
That specific thing was something an anon was wanting to do for personal preference.


Don't even remember what exactly he thought the problem was.

 No.6472

>>6469
I may be able to rig it so only guns dropped from corpses are partially loaded, but I dunno. I'm pretty sure that otherwise items have no knowledge of how or where they spawned.

Also, any opinions from other experienced coders about splitting some of the code up? Items.cpp is 5000+ lines long, and I'm pretty sure that fact alone breaks some common code conventions.

 No.6473

>>6472
It'd be ideal if only dropped guns were partially loaded, but I think whats important is getting the partially loaded bit working.

 No.6475

>>6466
>>6472
>>6473

Okay, the guns use a weird type of charge system, due to multiple types of ammo available for a gun. I could still make a system that makes dropped guns partially loaded, but it would require some actual coding, which means I would have to stare at the files for a bit to learn the exact paths the code takes when something spawns in different circumstances.

Good news is that if I complete this it would be the first non-minor feature our branch would get.

 No.6476

>>6475
My erection grows with anticipation

 No.6477

>>6472
>I'm pretty sure that otherwise items have no knowledge of how or where they spawned.

Check out /data/json/item_groups.json and /data/json/mapgen

Items spawn in certain locations, and in certain objects. There has to be some way to determine where this is. It may be in some of the world generating files.


What happened when you attempted to modify a gun so it had random amounts of ammo?

 No.6479

>>6477
Nothing. Some sanity checker probably noticed the weird charge from random_charge and tossed them out.

Anyway, I'm not in the jsons, I'm knee deep in C to get to the root of it all. Now if you'll excuse me, I have to find in 13,945 lines of code where the fuck the game loop starts dealing with item spawns and branch out from there. Dear god, now I know why people emphasize documentation so much.

 No.6482

>>6479
Okay update, I have managed to trace the death_drops from zombies to one of the item spawner functions. The notable thing about this is that the death_drops json has a damage_max/min flag that allows the tattered clothes and junk. Once I find out where that variable actually modifies the item's damage then I could extend it to take some generic corpse flag and call some function on the item itself. Then all I would have to do would be assign such a function to the firearms that loads it with the correct ammo of a weighted random amount.

Fun

 No.6483

>>6446
>T-15 Days: XE037 surge occurs. XE037, a kind of sanguine hive mind, is responding to XEDRA's probes

This was from the wiki, I thought XE037 was the blob.

 No.6484

>>6483
> The surge occurs in all teleportation facilities simultaneously. During this event, XE037 contaminates the ground water and establishes "colonies" (slime pits). It is unknown whether Chinese/DPRK facilities experience this surge, as it is unknown whether they posess the equipment to perform transposition experiments.

It is the blob, I read more.

 No.6486

>>6482
Nicely done mate.
>>6484
I really need to read through the lore at some point.

 No.6489

>>6486
Im yo lore fag if you need one. I love that shit.

There are THREE outerplane groups at play in cataclysm, not one.
Blob
Triffid
Fungus or Mycus.

They aren't actually friendly to each other
Fun fact: Triffids use the fungus to terraform shit before they expand so it leaves rich fungal remains for them to use to grow. According to the lore its vital for them, so much so they carry it in small quantities on their bodies. When it expands to far they have specialists that go out and clean shit up. Maybe we can add a new enemy type at some point for that?

As for the Mycus the lore seems to contradict itself on that, on one hand it says that its unthinking, but then goes to say it forms an intelligence. Either way it seem to be spreading much further than the triffids can contain it.

 No.6490

>>6489
Shit, between them, the zombies, and all the other crazy shit, Cataclysm is a more fitting title than I originally realized. It makes the dildozers seem so much more reasonable, given the setting.

 No.6491

Don't forget about the old ones…..

 No.6492

>>6491
Wait there is Cthulhu in this? I thought the mi-go and shit were just in because they thought is was cool.

 No.6493

does anyone know how monster special attack tokens like ["LEAP", 5] in monsters.json are connected to monattack files in the src?

If I could figure this out I could get my first zombie finished.

 No.6494

>>6493
I can ask on the forum I've got an account

 No.6497

>>6492
There aren't really any old ones, just shoggoths (or, rather, big Netherim beasties that conveniently match Lovecraft's "definition" of a shoggoth) and some creepy cultist-summoned Netherim. Other than that, the world's been entirely mundane (save for hyper-advanced cybernetics research) up until teleportation experiments brought over the first samples of XE037 and, as such, the first instances of mutation and zombification.

 No.6505

>>6421
add in a "jewish ancestry" trait
you take a morale hit if you aren't constantly carrying gold or something

 No.6506

>>6505
These are the ideas that make controversial modpacks a necessary step from kevin's dictatorship. God bless you.

 No.6518

File: 1423589806271.png (37.25 KB, 943x743, 943:743, Capture.PNG)

Okay, good news on the randomly loaded gun commit.

Turns out the feature WAS in the game, just wasn't very clearly documented. Also I didn't know there actually was documentation until a couple hours ago So all I have to do is screw with the jsons a bit, and soon I can have the various monsters drop partially loaded weaponry with weighted ammo counts or even non-default ammo depending on how lenient we are on adding sorta-redundant item groups just for the drops. Currently it's at a 1/3 chance of being filled with ammo, if the guns get the chance to spawn at all (I think, distribution probability is weird).

 No.6519

>>6518
Nice.

>even non-default ammo depending on how lenient we are on adding sorta-redundant item groups just for the drops.


I'd say lets just get default ammo drops working first.

 No.6520

Out of curiosity are we gonna keep the project sorta distant from 8chan? Because my github has my name on it and while I would like to contribute to an open-source protect as resume padding, if it's gonna end up being associated exclusively with 8chan I think I would have to contribute with an alt-account instead.

>Saying this while I contributed to the /vg/ SS13 code with the same account

 No.6521

Hey man, development started here, but it doesn't have to revolve around here. I figure we'll probably keep our heads together here until something better comes along–at some point setting our own wiki up wouldn't be a bad idea–but if you're uncomfortable, you can host on a different account. just let us know what you decide to do.

 No.6522

What's the format you used to get the json to look like that? I open it un not pad and all I get is his big long string, not all nice and neat.

 No.6523

>not wanting to put h8chan on your resume
so when are you sending the resume to kotaku?

 No.6524

>>6521
As long as we keep Cata:Ex master as "The better, grittier Cataclysm with none of the silly nonesense" then I'll contribute. I'm just nervous though that it will become "that slower CataDDA branch with the weird loli mods".

 No.6526

I'm tempted to rename the Psychopath trait to Jaded, so it's more realistic and flavorful. Maybe I can re-add Psychopath as a more expensive (or advanced mutation) trait that gives you morale bonuses for committing evil acts.

 No.6527

>>6522
I'm using Notepad++. It splits up the lines so you can actually fucking read it.

 No.6528

>>6520
Depends. Right now fullchan is in the readme, but that has to do more with this being where discussion takes place.

as >>6521 said, wiki would be good if it got big enough.

>>6524
>The better, grittier Cataclysm with none of the silly nonesense

Yeah, pretty much the idea. If there are loli mods, it would be unofficial.
Honestly, will probably be slower though.

 No.6529

This talk of being grittier gives me an idea even non-coding inclined anons can help with.
Guns rebalance.
Guns should not take multiple rounds to down what is basically an average human, but reloading a magazine ( as in physically putting more cartridges into the box magazine) is not something that can be done in a combat situation.
In addition, the game is set after a decent amount of time so I feel ammo should be a bit more rare. However, I think guns should be MORE common, as they aren't used up like ammunition is.
So increasing damage in weapons is literally just changing a few numbers, and modifying spawn rates isn't much different.
One major thing though that I personally feel would add a lot that a coding anon would need to do is add magazine management, so that finding spare magazines, keeping them topped off, and keeping them handy are elements of the game.

 No.6530

>>6529
>So increasing damage in weapons is literally just changing a few numbers

That would increase damage against all enemies though.
It would make more sense to lower their health, but then they are easier to kill with other methods also.

 No.6531

>>6530
Truth be told, weaker enemies (with significantly increased damage) would make the game a good bit more lethal without making it too unfair. There's not much of a reason to explain why what is literally a rotten corpse animated by alien snot can take several good whacks with a heavy pipe, and there's equally little reason as to why a regular human can get the tar knocked out of him and be perfectly fine so long as he waits for the pain to fade.

 No.6532

>>6529
>>6530
Ya, definitely. I was actually thinking of starting a thread on /k/ about this today, but I'm not sure how to word the OP yet to ensure the thread doesn't get pruned/saged two minutes in for off-topic

 No.6533

>>6526

I was planning on changing it to ruthless or something.

Maybe we could start a strawpoll on names to replace psychopath with(along with the option to leave it as it is) and have people vote on a better name.

 No.6534

>>6532
I'll try

 No.6535

>>6526
Wow that's a perfect replacement for psychopath.

Do it.

 No.6536

>>6533
Is it even worth changing the name?

 No.6538

>>6536
Absolutely not, this is just a personal thing for me.

 No.6539

>>6534
I saw your thread. The zombies are a bit tougher than a person and don't feel pain. But I don't know if you shot one in the chest and hit its heart if it would go down.

I don't think so

 No.6540

>>6539
I believe they are still biological and thus need blood circulating, so a heartshot should be near instant death.
The pain thing is a good point though.

 No.6541

>>6539
Currently, the zombies aren't living at all. Rather, they're shells animated by large quantities of XE037, which is the nasty acidic goop that you can find in large amounts near slime pits and in certain labs. Logically, attacks that don't severely damage their anatomy would have little to no effect whatsoever, making pretty much anything but a shotgun or a hunting rifle largely useless against zombies. That's why the only way to prevent a zombie from reviving is to ruin the body through sheer trauma or butchery.

Of course, we should ignore that in favor of assuming the player's bullets have eldritch forces applied behind them, that makes even rifle rounds blow massive chunks out of them.

 No.6542

>>6540
>I believe they are still biological and thus need blood circulating
According to the lore they don't; they are just a vessel for the blob to move in. However lore follows gameplay so if we are exchanging health for damage output then we are allowed to tweak the lore to say, for example, that the blob actually causes basic bodily functions to restart through eldritch forces.

 No.6543

>>6541
>Of course, we should ignore that in favor of assuming the player's bullets have eldritch forces applied behind them, that makes even rifle rounds blow massive chunks out of them.
Holy shit that gave me an idea for a lab reward. Fuck diamond katannas, we are gonna make the player interact with hell itself to embody their weapons with eldrich powers.

 No.6544

>>6543
Honestly, a gluon gun that basically fires mini-portals to the Nether would be badass. Another thing I would suggest is adding special parts you can sever from the nastier Netherim.

 No.6545

>>6542
Or perhaps it just brings the host to life using blob magic so that it continues producing fluids, effectively making it a normal human for most purposes.
This is supported by the fact that they are warm blooded, last I checked.

 No.6549

>>6545
I looked at the lore again. They were doing tests and It looks like that it could take large amounts of damage but removing a large amount of vital organs or pulping the corpse prevented revivification.

Total body damage it what we are looking for, what rounds would cause this.

Also need to ask /k/ about the different armor in the game and how well it would protect against shrapnel and gunfire.

 No.6552

>>6534
I saw your thread, I don't think you were clear enough on what we were looking for but its got a few replies.

To be honest I don't know that we really know what we are looking for.

 No.6553

Okay, I tossed up a pull request for the randomly loaded gun thing. I may work on the TODOs I put in it tommorrow, but I have a lot unrelated work I also have to do, so I may also not get to it in a while.

 No.6554

File: 1423626689015-0.png (496.26 KB, 1366x768, 683:384, VariableAmmo1.png)

File: 1423626689015-1.png (509.37 KB, 1366x768, 683:384, VariableAmmo2.png)

>>6553
>not even testing your code
There was a small syntax error on line 321, easy fix just needed to move a cash card into the proper place

Pretty nice work.


In saying that, messed with the numbers a bit for the bio-operator (just made some chances 100), and got some error messages.
"DEBUG: Mission item (check item_groups.json): UPS"
"DEBUG: Tried to set non-ammo type UPS as curammo of NX-17 charge rifle"

Can someone else test this and see what happens for them? It's not your edited file though it seems. It may have something to do with the type of weapon that is, it's not one that takes ammo but instead charges. The game mostly ran fine enough for me to look at corpses, though I did not find that exact gun. Maybe I should have looked for it.

For now, not going to merge it with master. I made a Testing branch, submit the change to that instead. Probably should have had that since the beginning.

 No.6555

>>6554
It affects the LACP laser pistol also.

I went through the zombie horde with auto-pickup enabled and didn't pick anything up. It looks like this change may prevent certain items from spawning. That, or the bug made auto-pickup not work on the item.

 No.6556

>>6555
>>6554
The problem can probably be solved by separating energy weapons from projectile weapons.

Might be an issue to identify what is what, no NX-17 charge rifle was in that file, but it probably wont be too hard.

The real issue is going to be modifying everything else so that they can drop energy weapons, since this change will remove them from drop lists. Could be easy to forget something.

I will start work on that tomorrow.

 No.6557

>>6554
Fucking…
This is happening cause a weapon that uses charges from a UPS is getting the charges itself, which breaks it. I thought a sanity-check for that was added to the DDA a couple months ago, but I guess not. I'll look into the code itself and put up a bugfix soon.

Note this is also the reason cop zombies drops were exempted; wooden batons can't have charges

 No.6559

File: 1423635653329.png (13.59 KB, 811x225, 811:225, Capture.PNG)

>>6557
I fixed the issue, a bit hacky but whatever. Also fixed the json issue, wasn't the cash card was in the wrong place as much as a "distribution: [" was missing. Should be pushing the new changes to the git in just a sec

I did some testing this time also, so no worries. PANIC

 No.6561

Back, have a lot of shit to respond to…

>>6448
Hey, you gotta prioritize. And what's more important, honestly? Fur suits, or dynamic weather? Come on, you know what the answer really is.

Seriously though, it's fucking pathetic that even on shit they have no problem with AT ALL, they cannot get their shit together and implement it for whatever reason.

>>6449
>>6450
>>6457
I'd say leave them in. Have factions that flip their shit over obvious mutations. You see some movement towards that in CDDA itself but again this is another area where the team there has dropped the ball.

>>6475
>>6482
Sounds like the code is a bit of a mess. Is it at least well documented from what you've seen so far?

>>6489
Thinking of infighting possibilities at some point down the road.

>>6520
Well, we just started it…if it gets larger the center for it could be adjusted. Either way I hope we can keep a strong presence here.

>>6524
>weird Loli mods
Here to eliminate bloat anon. If someone wants to add any number of strange items to the game, that's fine. But do it as part of a mod.

>>6526
I'm thinking of a Bateman run of CEx (project acronym?) when Psychopath v2 comes out.

>>6532
I might be able to accommodate you. I am have some familiarity with the topic at hand and some time ago did some research into this very subject of weapon damage from a real-life angle. I even took some ballistics formulas scattered from around the 'net and compiled them into an XLS spreadsheet which would allow me to calculate recoil, damage at muzzle velocity, etc.. If you'd like, I could attempt to clean up the old file and make it available to anyone who wants it for re-balancing purposes.

There are some things that these formula do NOT take into account, the biggest being sectional density (which affects both damage and penetration), but for gaming-related purposes it would already lead to improved statistics if used properly.

>>6549
There's several different grades of body armor IRL but with power armor added to the mix…what's it made out of? Normal steel? Some advanced composite? The game is set in the 2040s so its something we should have some idea about right now, even vaguely.

>>6557
That reminds me, in CDDA there's a bug that breaks the Recharging Mod, so you can't actually recharge any device with it installed. The value stays at 0 permanently.

 No.6567

>>6561
>Hey, you gotta prioritize. And what's more important, honestly? Fur suits, or dynamic weather? Come on, you know what the answer really is.

Only a few of the contributors had the skill(and even fewer the time or interest) to do stuff like rework how the weather works. Most of them just added what they could, usually just little json edits and simple stuff.

It will probably end up the same here too if we ever get off the ground.

 No.6568

>>6561
>That reminds me, in CDDA there's a bug that breaks the Recharging Mod, so you can't actually recharge any device with it installed. The value stays at 0 permanently.
That actually got fixed about a month ago. But that leads me into a second point, we need good C/C++ coders. The DDA branch currently has two volunteers running through the code and optimizing everything, there's a good chance one of them may start making progress on of the big features that the main drvs have put off. If we can't keep up then were screwed

 No.6569

>>6568
Can't we just copy the not-stupid-bullshit stuff they add?

 No.6574

I'm updating the Cataclysm Bloat Removal mod. I've added the bokken to the blacklist, are there any other items you guys want removed that aren't on the list already?

 No.6575

>>6574
The way we are running this branch is opt-in mods rather than opt-out mods, thus you are gonna want to modify the mod so that it actually includes the blacklisted items, and then remove those items from the game data itself.

Also some of the blacklist items are actually useful as vendor trash, so feel free to throw in some more generic items in the basegame that can be used the same way, like rare coins or something.

 No.6577

Looking through the mutations, there's a shitload of redundant ones, even post-threshold.

Culler and Hunter are nearly identical to Psychopath, and Sapiovore is literally just Cannibal refluffed from the perspective of a posthuman.

 No.6579

>>6577
I don't personally have anything against all the redundant shit, I like the variety.

 No.6580

>The way we are running this branch is opt-in mods rather than opt-out mods

Why?

 No.6581

>>6580
So that there's significantly less bloated content to wade through. It'll make adding new content go by a lot quicker, and reduce the chances of drowning people in worthless fluff that they don't care about.

 No.6582

>>6580
It allows the core game to become very focused, while also allowing more indepth and controversial extra content to be added at will of the user.

Depending on how sophisticated we can get the mod system we could even have the chance to reduce the base game to literally just an engine that moves a character around, with everything else incorporated as mods (which of course most would be default because no one wants to play as an ASCII character with no traits, skills, or talents wandering around a blank world devoid of any friendly or enemy life.)

 No.6583

>So that there's significantly less bloated content to wade through

So make a blacklist mod and you blacklist the arbitrary shit you don't like.

>It'll make adding new content go by a lot quicker


How? Explain to me this magic, because I don't see it.

All I see is extra politics and bureaucracy people have to go though to get things accepted, people getting their content shafted because bloat(whatever that is), and extra work to do to accommodate both versions when making content.

Same shit problems DDA has with its management. It sounds like a fucking pain.

>and reduce the chances of drowning people in worthless fluff that they don't care about.


If they don't care about it, they can ignore it. If you were drowning in something, you would care about it wouldn't you? This whole design strategy is for what? Just to remove shit you could care less about?

If it ain't broke, don't fix it.

 No.6584

>>6583
Mate, if you don't agree with our design philosophy, you don't have to get involved. You want to play DDA, go ahead. We're interested in making our own thing.

 No.6585

Am I blind or is documentation on how to add new tags not there?

I'm looking in item_factory.cpp right now, which looks to be the place where the json files are read in.

Tried to just define it at the top with the other ids and put it in
"Item_Factory::create_inital_categories()"
But that doesn't let it work.

There is some function called "get_all_itype_ids" but I don't know what calls it.

 No.6586

>>6584

On what authority is this design decision set in stone?

 No.6587

>>6585
There is a folder called "doc", though don't expect any miracles; it mostly just covers json flags and junk.

>>6586
Popular opinion, though the final say comes from the owner of the git branch. Feel free to put up a pull request for a mod that goes against our philosophy, just don't be surprised when it gets closed.

 No.6588

>>6585
Okay, pretty sure it has to do with itype.h

 No.6589

>>6587

What's popular opinion?

 No.6591

>>6582
This idea is amazing
No really, imagine being able to disable and enable massive chunks of the game at will.
Say you want STALKER: the roguelike so you enable the combat, mutants, and health. The next day you want survival hobo sim, so you enable most everything except future weapons.
Say you just want to dick around with mutations so you disable everything except regular zombies and mutations obviously, including primary needs so that you can just kill a few Zs after getting your cooking up.

 No.6592

>>6591
I don't see the game getting broken up that much.

Combat, for example, is pretty damn important no matter how you play really.

Though, being able to enable or disable certain enemy groups, weapon groups, or mutations would be nice.

Part of the reason I'm trying to figure out the tag system.

Would be a lot easier to just disable energy_weapons than to disable every individual energy weapon.

 No.6597

>>6568
I'll take a look again, but my build isn't that old though…

>>6589
Well what would you like to see.

 No.6598

>>6597

How about we make a strawpoll on it? It worked pretty well for picking our name.

Should our "bloat removal mod" be opt-in or opt-out? Check it in 2 days or something.

I don't like the idea of opt-out, but I mainly joined this project to escape the tyranny of the DDA developers. This way we know we aren't going down the same road. Because no matter what happens, we voted on it.

 No.6599

>>6598
If you want to call a vote, go ahead. Post a link to the straw poll here when you're finished.

 No.6600


 No.6617

How can basic needs and survival elements be made more interesting?
If you manage to escape a town with a buggy full of food from a grocery store you have enough food to last for a month and if you got two gallon jugs from the mix and didn't start sheltered you have effectively infinite water.
These things are not unrealistic, but they can be rather boring.
First off I suggest, if this is possible, that as time goes on some items spawn less. Food is at the top of the list. So grocery stores in newly generated areas will be less and less stocked, meaning that eventually (but after a long time, like an ingame year at least) scavenging will not be a viable method of feeding yourself, and you will have to find alternative means such as hunting, farming, or husbandry.
This might seem like a somewhat useless features without my next suggestion; make actions take generally longer, as well as tying consumption to exertion.
Carrying a FAL, 300 7.62x51s, a .454 pistol with two boxes of ammo for it, 60 lbs of clothing and armor along with several storage containers, food and water for a week, and tools to do most anything imaginable will tire you out and cause you to burn more calories faster.
In addition you will burn more calories experimenting with large stacks of rotting zombie flesh than you will reading about alternators.
I feel food should be sort of like mass in supreme commander; at the beginning of a game it is everywhere but finite, but there are sources of infinite mass that will give you most of your mass in the long run. The finite mass, however, is gathered more quickly and helps you get set up. This must be spent wisely or else you won't have enough to build everything you need.

 No.6618

>>6617
So, basically make food and drinks grind down to "calories", that are used to fuel every thing you do, and the "prices" for these actions are modified and discounted depending on your current status? That would be a massive but very interesting undertaking.

 No.6619

>>6618
It could be evolutionary
First tie actions to hunger, so walking makes you more hungry than reading.
Then have statuses as you said.
Then do a simple calorie-nutrition conversion to see if it works at all.
Then convert food to semi-realistic caloric values.

 No.6620

>>6618

I remember wanting to revamp how food worked in DDA but I never had the initiative to go through with it.

I might take another shot at it at some point.

 No.6621

>>6618
>>6617
>>6619
>>6620
If you wanted to take it even further, you could require balanced meals. Food items are tagged into specific categories, and you have to consume enough of the different food types to stay healthy.

 No.6623

>>6621
And going back to the separate "layers" bit you could choose what you want
>old system
>calories based system
>ultra realism nutrition based system

 No.6627

I'll have a new monster up soon. Right now I'm trying to figure out how to get it to spawn where I want.

 No.6628

>>6627
Read the docs, pretty sure it specifically says how to do that.

 No.6629

>>6623
Exactly. Exodus will have layers, just like our lord and savior Shrek.

 No.6631

>>6621
These are capital ideas.

We need to get some documentation on how to contribute, like making a mod file or explaining a bit how the .jsons work and where things are. I think that would be a good quick primer for getting more people to contribute.

 No.6632

>>6631

There's already a bunch of documentation in the doc file.

 No.6633

>>6632
Gonna go fap then read the doc file, will start work on a realism mod for gun mods and maybe guns if it seems dooable.

 No.6634

>>6633
The docs pretty good no idea this even existed

 No.6650

I want to make sure I understand the modding process before I have a crack at it
>make modinfo file naming mod
>make .jsons with content of mod, name does not seem to actually matter, so for example if I used fag_master.json instead of weapons.json it would still use the guns I added to fag_master
>put this all in its own folder under mods
This seems to be true via observations (the weapons pack does this) but what about changing existing content in mods?
How do I, say, remove the recoil penalty from bayonets? Do I just make a mods.json with a less retarded bayonet in it and it will overwrite the default?

 No.6654

>>6650
Please respond

 No.6657

>>6650
If all you do is add a non-retarded bayonet, it'll just spawn non-retarded bayonets and retarded bayonets at the same time. What you need to do is make a modinfo.json that blacklists the default bayonets, then add non-retarded bayonet items, spawns, recipies, etc.

But if you want to remove the recoil penalty from bayonets, just go ahead and remove the recoil penalty from bayonets in the base game.

 No.6658

>>6657
What I want to do is a weapons rebalance in mod form so it is easily changable and option until we as a collective find it good enough to be included.
So I have to make a new item and cannot simply change existing items via mods? I mean it does the same thing effectively but you understand what I am getting at.

 No.6659

>>6658
I don't think there is anyway to just edit an item.

You're going to have to do what that person said, disable one and add another similar item.



Luckily there are already item blacklist mods you can look at.





Go ahead and explain why you don't want the recoil penalty from bayonets.

 No.6660

>>6658
Just make any minor balance changes a normal commit in the testing branch. If enough people complain about the changes we go in and change it again. All changes are automatically documented thanks to git, and most balance changes are just gonna be ten or so lines in a json.

 No.6661

>>6659
Because it doesn't increase recoil, it decreases it.
It is like +2 recoil and I would change it to -1.

 No.6664

>>6661
Would added weight increase or decrease recoil?

Just make the change and do a pull request, we can talk about it and either merge it or not.

 No.6665

>>6664
More weight = less recoil.
It's simple physics, it takes more energy to move the gun which means less energy needs to be absorbed and compensated by the firer.

 No.6666

>>6618
Well, calories and water. Water is calorie free in and of itself but it is still a requirement for humanoid life.

That said, I think having a numerical expression on the amount of calories in play isn't really all that different that what is in there now. I'd think modifying the current system to have adaptive hunger ticks based on activity would allow for the same result.

I think physical fitness should come into play to under such a system; if you are fat as fuck you burn more calories on actions, take more energy to do everything…but you have more energy stored away in general. And if you are /fit/ physical tasks take a lot less energy, but you store less and thus need to eat more. A fat ass with a lot of food lying around will be able to study books and craft for a A LONG TIME, but the buffmeister will be well suited for protracted or difficult combat and for hauling shit around.

>>6633
>>6658
Either of you (if you aren't the same person, no IDs so hard to tell) want to use that ballistics Excel file I mentioned in >>6561?

>>6664
Adding weight always decreases perceived recoil. On the other hand, bayonets (especially the old kinds you'd see on muzzleloaders) make aiming much more of a chore.

 No.6668

>>6661
Okay… that actually does make sense with conceptually with most guns because they have a tendency to rise vertically due to the barrel's position in relation to shoulder/hand grip, and a bayonet would help weigh the barrel down and prevent that. However you may want to dunk the initial accuracy of guns with pistol bayonets (and maybe sword bayonets) due to the new cumbersome center of gravity… I dunno.

At least make sure the gun's cargo volume goes up appropriately, if it isn't already, and depending on your coding ability, prevent holstering the gun too with the bayonet attached.

 No.6669

>>6668
see >>>/k/64923
It seems it shouldn't, or should barely, effect rifles and other long guns, but I agree it should throw off pistols quite a bit.

 No.6671

>>6666
>want to use that ballistics Excel file
Couldn't hurt, but I have no idea how I should convert ballistics into damage.
The plan was to start by just making it "feel" more realistic and go from there, but I would like a mathematical solution. I wish I had one.

 No.6672

>>6666
>>6668
Well right now it decreases accuracy.

>"to_hit" : -1


I am confused about the recoil though

>"recoil_modifier" : 45


What does this mean? Why such a high number?

 No.6673

>>6672
Is there documentation on what stats do? A deeper understanding of combat is needed I feel.

 No.6674

File: 1423852628263.png (104.85 KB, 1868x1005, 1868:1005, debug.png)

>>6672
Recoil seems to work in this game as you aim at something, you can steady yourself with . to alleviate recoil, and then you select from one of 3 aiming methods, whereby the character takes a number of turns (depending on the former choice) to line up the shot and fire. I am not sure how the number of turns is classified, but recoil modifier probably effects how much your initial aim is fucked on each shot.

>>6673
We can always just go on the CataDDA-dev IRC and ask this stuff under pseudo usernames. They don't need to know it isn't going into their branch, and by the time they wise up we would probably have made an appreciative amount of progress. Just for the love of god don't mention 8chan.

 No.6675

>>6668
>>6671
The guy in /k/ was mentioned using sandbags, and you can pretty much put anything on a weapon if you have something to hold it up. Also he was talking about a modern bayonet which is essentially a knife. On a rifle that might not be bad, but on a pistol it'd be a problem (why the fuck would you have a bayonet on a pistol anyway I don't even know, probably end up breaking the damn gun).

On the old 18th-19th century guns like the ones used in the Revolutionary War or the Civil War, bayonets were heavy piece of metal on any gun. As someone who uses such implements, it makes aiming irritating as hell when firing unsupported. A lot of Russian weapons even up until the mid 20th century had bayonets similar to those old kinds as well, like the Nugget.

So, there should be 3 kinds of bayonets.

Knife bayonet: modern kind, can be mounted on pistols.

Pike bayonet: old kind, rifles only…integrated into some weapons permanently in some cases. Does piercing damage. Throws off accuracy or increases dispersion. If removable from weapon, can be used as a skewer for meat so maybe give it some cooking value.

Sword bayonet: Like the pike bayonet but does more slashing damage and less piercing.

 No.6676

File: 1423852930922.jpg (130.52 KB, 880x660, 4:3, 961789.jpg)

>>6675
>why the fuck would you have a bayonet on a pistol anyway I don't even know, probably end up breaking the damn gun
Huh? Shit should't be craftable though

 No.6677

>>6675
So the knife bayonet would have a major malus, the pike a moderate one, and the sword a light one, all to aiming.
>>6676
>Shouldn't be craftable
No, it should just require a high skill and/or have a nigger rigged version kind of like suppressors.
There is a home-made variant that is shit and a well crafted or industrially made one that is significantly better.

 No.6678

How do you spawn items for testing by the way?

 No.6679

>>6678
Go into controls, set a key for debug menu (The key above TAB is suggested), and wish yourself a new whatever

 No.6681

>>6676
I thought I'd get an objection over that, but pistols are a hell of a lot less sturdy than rifles. Maybe on a modern pieces it is less of an issue these days, although I certainly wouldn't do that.

>>6677
That sounds fair, at least for now.

>>6671
Now here's a good question, how the fuck does damage resolve itself in Cata? If we knew that, I could whip up a formula to convert ballistics info into Cata stats – I've done that before, I can do it again.

 No.6682

>>6681
Weapons can take damage, so this can be modeled.
I will go look on the SJW forums for info on damage.

 No.6683

Oh there's one thing I remembered going through my files again. If you fire 5.56 NATO through weapons designed to fire .223 Remington, it can ruin it fairly quickly as there are some differences between the two rounds. However weapons that can natively fire 5.56 NATO have no trouble with .223 Remington.

So, we should find whats in the game that is a .223 rifle and add that in. We could have to change anything for, say, M-16s or FN SCAR-L's though.

 No.6684

>>6683
*Wouldn't have to change anything for 5.56 weapons, shit I posted too fast.

 No.6685

>>6666
>A fat ass with a lot of food lying around will be able to study books and craft for a A LONG TIME, but the buffmeister will be well suited for protracted or difficult combat and for hauling shit around.

Having people gain weight from eating food when full rather than barfing it up is something I was planning to do for a long time.

 No.6687

File: 1423854520409.png (4.96 KB, 474x48, 79:8, 66e6b05146[1].png)

It seems the calculation is like this;
>type of hit determined
>grazing does 0-effective damage
>normal does effective/2 - effective
>crit does 2x effective-3x effective
>headshot does 5x effective - 8x effective
>cut armor has ap subtracted from it
>effective armor is subtracted from damage
>effective damage rating after armor is damage delt

 No.6688

>>6687
That helps. Lemme look up HP and shit on the wiki.

 No.6689

>>6687
This is obviously for guns, melee works a little differently I think
>>6688
Enemy hp as far as I can tell is just a static number like in every other game.

 No.6690

OK. Base HP for a Strength 8 human (assuming STR 8 is the human average) is 84 HP.

I think I can do something now.

 No.6691

>>6681
If you get the formula going give it to me, I can do something as simple as running numbers and changing values, and you can do something more difficult and useful with the time.

 No.6692

>>6691
Sure, lemme screw around with it first…

 No.6693

Should ALL increases to weight of a weapon decrease recoil?

 No.6694

>>6693
I think the final mass of the weapon should reduce recoil rather than items themselves, unless they are supposed to directly affect recoil under certain circumstances (like gyro-mounts, bipods, gas vents, etc.).

Actually a high Strength and/or Dexterity should help reduce recoil as well.

 No.6695

>"type" : "GUNMOD",
> "id" : "barrel_rifled",
> "name" : "rifled barrel",
> "dispersion_modifier" : -150,
> "damage_modifier" : -20,
> "description" : "Rifling a >shotgun barrel is mainly done in >order to improve its accuracy when >firing slugs. The rifling makes the >gun less suitable for shot, however.",


>-20 damage

What.

 No.6698

>>6694
I can see shitty stocks increasing recoil (or the effect of it anyway)

Also semi-related: I remember a discussion earlier about the feasibility of player craftable Sten-type submachine guns. Should we add something like that? It would be incredibly shitty, but…

 No.6700

>>6698
That is a good point. And yeah, craftable Sten gun would be neat.

Also another option is sort of a "Metal Storm" multiple barrel caseless thing that could be made with someone who has some electronics skill. Also the more primative version of that in multibarreled weapons, like derringers, DBS, etc..

Speaking of shotguns, have 10 gauge and 20 gauge shells and weapons in addition to the 12 gauge selection.

 No.6702

>>6698
This gave me an idea
Item quality.
You are going to be hard pressed to match industrial quality with ANYTHING unless you are incredibly skilled at making it, and quality can vary wildly depending on many factors.
I believe item quality could add a lot to the game, but I have no idea how hard it would be to implement.
It could add some neat depth in crafting, for example. Do you want to make something from easy to find materials that might be a bit lower quality, and do you want to try to make a very detailed version? Or perhaps you could make it of more sturdy materials and of a robust design in order to make it hardier. Differentiating items based on what they are made out of could be very interesting.

 No.6706

I'm updating my conversion formula a bit as in-between step towards adding sectional density/ballistic co-efficient at a later date.

That's something that might actually be addable to the game as an "on the fly" calculation at some point, too.

Actually, why not have this all in game at some point? Just put down the calibre, muzzle velocity and a few other fields and let the game handle the rest.

 No.6707

>>6706
Why not have it done from the get-go? Why go through a huge conversion process when you an just have the program calculate it and replace the gun's secondary characteristics (damage etc) with primary ones?

 No.6708

>>6702
I dunno. Item quality has the habit of getting arbitrary. Like what the hell is the RL equivalent of a +suppressor+, or a baseball bat of +3 bash.

A better idea game wise would be to make a nigger-rigged duplicate of most craft-able items, with a higher chance of failure/shittier stats/fun description/etc. Biggest problem with that though is that we are pretty much doubling the amount of items in the game, because everything is craftable in one way or another.

That does remind me of one thing that would be easy to do: alternative fluff descriptions for crafted items. That way our homemade car battery can be defined as "A collection of plastic vessels contained within a metal frame and filled with acid, lead plates, and a complete disregard for electrical conventions. The positive end is marked by charred metal." rather than just "A 12v lead-acid battery used to power car electrical systems."

 No.6709

>>6708
Your second idea, but filtered a bit so that you only did it when it made sense, seems like the best option to me.
So you have shit like homemade suppressor, home made pistol, low quality batteries, etc. In addition you have higher skill shit once you find the recipe and get good enough.
I feel if we add a lot of low quality versions that the normal versions might need to be harder to make in order to have the shittier ones be used more often, thus prolonging the hobo phase.

 No.6710

Anyone care to explain whats this is all about? What is wrong with the original game? I have never played it.

 No.6711

>>6710
The original Cataclysm got abandoned. Dark Days Ahead was good for a while, then started getting stupid with fetish items and classes. Dunno what the SJW stuff is about.

This project is to fix what's wrong with DDA (remove fetish you are worst fuck you are the fuck idiot you are the fuck smell, mostly) and then continue development.

 No.6712

Testing out my shitty bayonet changes now to see if I can into hithub.

 No.6713

>>6712
Looking over the mods there are some other things that could make more sense.
For example, extended mag increases dispersion, but I think increasing aim time in order to model the weapon being a bit unwieldy makes more sense. Thoughts?

 No.6716

>>6708
Personally I think all crafted equipment should be inferior to scavenged equipment as most of modern tools and clothes are made with automated machinery.

The only way realistically you're going to get the same quality is if you have a lathe or a metal mill, and not those ones that fit on a table either unless you have years of experience.

So I think there should be three tiers:
nigger-rigged: shit stats and breaks often, but gets the job done.
forged: heavier and bulkier than the normal version, maybe slightly inferior stat wise but has the same durability as the normal version.
normal items: which should be only be made with industrial machinery.

I understand that would be extremely redundant as there would be times the items this way.

 No.6717

>>6716
As I mentioned before, this does not have to be across the board, you can only do it with important things if you want.

 No.6718

>>6716
Can't we just apply a modifier that downgrades stats by X much, kind of like clothing/item condition?

 No.6719

>>6718
Can items be made with different conditions?
If you can that would be perfect.
Make a new condition, make it impossible to change, and it would even allow different skill on the same item to have an effect.
I really like it.

 No.6721

>>6719
I would think you could just make it a "worse" condition but not offer any tool to repair/improve said condition. That you can get a lot of extra items out of the way without fucking around with a lot of stuff.

>>6716
I think you should be allowed to craft the decent stuff, but you will have to find/assemble said machinery and make a shop.

Of course that'll require a generator I'm sure. I wonder if it'd be possible to make building tiles that provide power…otherwise there's little reason to have a house when a vehicle does just as well (see Big Leonardo).

 No.6723

>>6721
I was thinking about that earlier.
Construction needs an overhaul like mechanics.
The only problem is there needs to be a reason to use construction.

How can we remedy this?

 No.6724

>>6723
I figure having larger, multiblock contructions could be made necessary for advanced crafting. You want to make a full suit of plate, or other high-quality metalwork pieces? gonna need a whole set up for that shit.

 No.6727

>>6724
What I meant is that there is no reason to set up permanent residence.

 No.6734

>>6727
The only way I can see justifying making a permanent base is significantly nerfing vehicles' usefulness. Make the carrying capacity of vehicle-based containers a good bit lower, significantly reduce the benefits of sleeping in a vehicle bed or seat, and decrease the effectiveness of vehicles against the weather.

 No.6735

>>6734
All of which make sense. There's no need to do housing as it stands right now, which limits the usefulness of construction really. Why even have it in there if it contributes nothing to the experience?

As much as I'd like to see more vehicle stuff to make them become more useful, it would be great if permanent residences (like a log cabin inna woods or something like that) *became* useful.

 No.6744

OK. Working on the formula. Cata's system is a little more complicated to work with that what I previously had it set up for.

In the meantime, this thread on AR15.com is pretty interesting. Makes you think about using those "alternate" non-lead metals as bullet core material that you see in CDDA recipes. Some thoughts for future development directions for sure but something I am taking into account somewhat in this reworking of things.

https://archive.today/KkzS8

 No.6745

>>6744
I knew from the get-go that bronze bullets and shit would work massively different, I just wish there was an easier way to get actual lead.

 No.6747

>>6745

Dissembling wheels to get wheels weights.

https://www.youtube.com/watch?v=Iv5qOJgMHHQ

Keep in mind these days they use zinc or steel, but isn't this game is zombies+80s+THE FUTURE?

Also fishing weights still are made out of lead, so they can spawn in sport stores.

 No.6764

>>6747
The more I look at this game's items, as they are, the more fucked it looks. At least that's what it seems.

 No.6765

I'm going to be busy for the next couple of days so I won't be around. When I get back I'm going to get to work on that mucus zombie somebody requested.

 No.6766

>>6744
How difficult would it be to incorporate bullets fire penetrating zombies? Maybe based on overall damage or armor piercing?

 No.6767

>>6766
>make a homemade barret
>20% chance to explode every shot
>but it can overpen and kill half a dozen Zs in one round if they line up
Make it so

 No.6768

>>6764
What makes you say that exactly?
>flood detection
Why can't I see if I want to reply more than one person before posting, fuck.

 No.6769

>>6768
I dunno. Weights seem off. Damage seems wrong.

Could be that staring at these numbers all the time is starting to make my eyes water, though.

 No.6770

>>6769
>damage seems wrong
Well yeah, that is why one anon is making a formula for real ballistics to damage.

 No.6771

>>6767
My dicks hard from you saying that

 No.6774

Here's something mundane would like in the game.

A choice to cook food like the charcoal kiln does with charcoal so you can read and shit instead of babysitting the food. It could be a slow cooker that cooks X1.5-2 times longer and maybe only allows for a single batch to be made if that's OP. Personally i just don't want to waste at least 2 hours making acorns into flour.

 No.6791

>busy all weekend

Finally free to work more on this. To the guy who changed bayonet stats, please pull request it to the testing branch, not the master. I would just merge it with that myself, but I don't think I'm able to choose which branch it merges with.

 No.6792

>>6791
Sorry about that, github newbie.
Should be done correctly now.
I am really hoping this ballistics-game states formula is going on well whoever is working on that, I want to get to testing it.

 No.6795

>>6792
I have no idea where to download this. Readme says the link can be found on the steamgroup page but I didn't see anything but a link to the github

 No.6796

>>6795
What exodus?
You just download the zip from github and compile it.

 No.6797

>>6796
H-how do I compile on w-windows?

 No.6798

>>6797
Google it.
I use codeblocks with mingw

 No.6818

>>6526
I was thinking psychopath could have more to do with the social bits
like there could be minor morale bonuses/penalties that would reflect the moods of people around you. So basically if you can have a a bunch of emo-level NPCs sulking around with you, it would bum you out and vice versa
Psychopaths would be completely immune
And maybe another perk would be called Sympathetic which increases those boni/penalties slightly (think from like 1/10 of their morale to 1/4 or so) and a medical mutation called Empath which doesn't scale down at all and Extremely Empathetic which scales –up–
In case I wasn't clear enoughmy idea is basically this (using an NPC with -100 morale

Regular dude: -10 Morale
Psychopath: -0

Optionally additions
Sympathetic: -25
Empathetic: -100
Extremely Empathetic: -200

Also followers ditching it when their morale drops too low when?

Yes I realize I'm just another ideafag with fuckall to contribute, but I do know some C++ and would contribute if my computer access wasn't sketchy as hell

 No.6819

>>6818
Before we get too much into shit effecting NPCs they really need to work generally better.
I mean NPCs right now are basically monsters with a random chance to be friendly that can shoot guns, right?

Should they have basic needs and actually accomplish things?

 No.6826

>>6819
Right now I'm just looking around the code. I might look into doing something along these lines, but I don't have a good track record for writing working code with any kind of complexity. I have never been able to write anything longer than a few dozens lines that didn't blow up in my face.

 No.6829

Just a heads up to anyone trying to compile on Windows with mingw latest version. The release compile won't work because of a mingw bug. Some bullshit about inline functions with -O -O2 flags, I do not understand as my C++ knowledge is limited.

Workaround is to modify your mingw/include/math.h line 635 call to "_hypot". Change it to "hypot". Make a backup just in case, as modifiying this file isnt quite the right thing to do, in case you need to revert.

 No.6831

>>6829
Wouldn't downloading an older version be a simpler fix?

 No.6837

>>6831
meeh not so much

 No.6851

>>6795
Well, if people are wanting to download it now then I guess I need to figure out what the hell is wrong with my computer that I can't compile it for windows.

 No.6852

I don't see a lot of windows users downloading this if you have to compile it.

 No.6858

>>6852
We started it less than 2 weeks ago, so I never bothered to get a compiled version available.

Working on it now.


>building mxe for the past few hours

>get past flann that kept fucking up last time
>think I'm good
>luajit fucks up this time

This is annoying.

 No.6860

I've been out of the loop. So, what is this about Exodus and what have the DDA devs done to cause drama and make others take their toys and play in separate pens?

 No.6864

>>6860
unironically using xe and xer
adding in stuff like fursuits and dildos
refusal to even discuss possible implementation of entirely optional things like torture, human science experiments, rape or slavery (not sure if rape/slavery were actually mentioned by kevin, but they occur often in post-apocalypse fiction) because muh ethics

 No.6867

>>6860
Little things to that the game actually suffers for. Not being able to give your followers drugs because its drugging them and its rapey or some stupid shit. The forum even called him out on this bull shit though.

 No.6868

>>6867
>Little things to that the game actually suffers for

 No.6871

>>6868
Fuck.

meant little things the game actually suffers for.

 No.6876

Going to merge the testing branch into master. Looks like everything works.


That zombie baby was a nice addition.

 No.6878

>>6876
We should get a compiled version up for the plebs to raise interest.

 No.6880

>>6819
>I mean NPCs right now are basically monsters with a random chance to be friendly that can shoot guns, right?
And, if you manage to get a tame one, they can teach you skills. AFAIK they can't heal though, so lock them in a bathroom or something so they don't die until you're done sucking out all their skill.

 No.6885

>>6878

Exactly, we need to get as many people paying attention as we can

 No.6893

>>6876
Zombie baby? What does it do?

 No.6902

>>6893
As far as I can tell from reading the code, it's a slow Shrieker that causes guilt when you kill it.

 No.6947

So has this thing run out of steam?

I want to work on it but if it's dead…

 No.6948

>>6947
If you have the ability and the will to help and don't the death of the project is as much your fault as anyone else'

 No.6951

>>6948

You're right.

It's just hard keeping up morale when it feels like you're the only guy, that's all.

 No.6952

>>6951
Then talk about it.
What are you working on/planning on working on?
I personally am waiting on the ballistics-stat conversion so that I can begin helping make it playable.

 No.6956

>>6952

I'm working on the mucus zombie. Still trying to figure out how I'm going to make its attack work, but after that it's smooth sailing.

 No.6981

>>6951
Once we've got our first compiled version, I'd suggest that we start looking at DDA's burned contributors. Recruiting the programmers who they've burned bridges with could give us a definite boost in activity, in addition to helping further differentiate Exodus from DDA.

 No.7023

>>6981
I think I finally figured it out.

Absolutely nothing was working, not even codeblocks (seems like that might be due to not having windows 8).

It is building now though, granted a non-tiled version. Hopefully this and the tile version works.

Didn't realize it would be this much trouble to understand how someone else's program works.


Was thinking of uploading it to mega, any issues with this? Alternatives?

 No.7024

>>7023
Oh, when I do upload, I will put the link on the steam page.

Seems the best bet so that it has some sort of guarantee, as opposed to be posted on the thread by someone who cannot be verified.

 No.7026

>>7024
Cataclysm has a Steam page?

 No.7027

>>7026
Group page.


And nope, when I got to the end I got "windres command not found" once again.

 No.7028

>>7027
There was a thread on SJWcata forums about compiling with codeblocks. There is a codeblocks project file you need to download.

 No.7029

>>7028
Have that, I can compile a tile-less version jut fine, however issues arise for the tile release.

It uses SDL2, which was easy enough to install, but then requires winapifamily.h

Apparently, it is only available for windows 8. Windows 7 SDK lacks it.

 No.7070

>>7029
Hey, if the tile-less works, might as well put it up. Having something to direct people to from DDA is really the first step to recruiting more hands.

 No.7146

>>7070
Went ahead and did that, I've yet to give up on the tiled version though. I'll try a virtual machine using a debian-based distro since that is apparently what they used. It will probably work then.


Used mega due to no bullshit ads or trickery, if that is an issue for anyone just give me another option and I can upload it there.


It's on the steam page as planned. All releases will be posted there as opposed to on 8chan so that people know it is legit and no just posted by some anonymous.

 No.7151

>>7146
good stuff, anon. Shall I go advertise on the amateur dev general?

 No.7153

>>7151
Up to you. If you do it just don't spam or anything like that. We don't want people to think poorly of this.

 No.7154

>>7153
Of course, of course.

 No.7168

Okay, so I am a dumbass.

make CROSS=i686-pc-mingw32-
is what I have been trying to use to cross-compile to windows. It kept giving me issues. I found a fix though!

If I type
make CROSS=i686-w64-mingw32-
instead it seems to work.


The tileless version is cross-compiling now. I assume it will work successfully to the end. Afterwards, I will try the tile version.


For reference, got the other command on Fedora's wiki. They have a mingw section.

I will edit the COMPILING.md to make it clear, so if anyone else runs into the issue they wont be confused forever like I Was.

 No.7170

>>7168
good stuff, mate.
glad to see stuff is still happening.

 No.7243

i'm getting "No group could be retrieved for the given URL." when i go to the steam page

 No.7301

>>7243
That's weird. I can't get in either.

 No.7314

>>7301

I think it's over guys.

 No.7447

I haven't seen a thread posted on /v/ for a while, that would be good to keep interest up. Its kinda fizzled out right now.

 No.7560

Part of the dda forum split off to a new forum. Drama over KA101 getting mod position then censoring a ton of people over "abusive terms" or something like that. Going to paste the explanation I saw:

"So basically KA101 becomes moderator. He starts to red text people who dare to utter a slur. These are words like bitch and cunt. He continues to go on this social justice crusade with his "war on slurs" People in general discussion get pissed, and people in RP's and writing stories get worried of their works getting censored. (Which happened to one story, by another moderator who got unmoderated because his evil character in the story slurred and a picture got censored for containing the word bitch.) He would give no argument nor warning. Surring after getting redtexted once was a threat of a ban.

Kevin Granade supported him entirely. Wilson said he is leaving and KA101 said to him "and nothing of value of lost. " to which Perigrin got pissed at that and told him to enjoy his toxic community and then another reply by KA101, "Well from my point of view it seems the toxic members are leaving." They have broken several of there actually established moderation rules to crack down on this rule they just started.

Now please don't rely on me alone, it's late at night and I am bad at explaining things, I am going to reply with some links you might want to read to get the jist of what happened. Feel free to ask on Utterly Mad too.

TL:DR : Shit went down, and it was bad. ~Bubbadoo"

 No.7572

Quote from: Rivet on Today at 02:00:02 AM

Quote from: BeerBeer on Today at 01:52:24 AM

1) How long does the effect last? Forever? Or does the protection fade over time? Or does it expire and "turn off" just like that? *snaps fingers*
2) Does the flu shot provide 100% immunity, meaning that the player can't catch a flu even if he tried?
3) Also, on a less serious note, is there any chance of catching autism from a flu shot?


1) Forever.
2) Yes, it's 100% protection from coming down with the flu ever again, but you can still catch a cold.
3) Only if your character is dumb enough to believe the anti-vaxxing conspiracy nuts. (Which is to say, no; you can't lower your INT stat that far.)

I brought this up on the general board and the thread was deleted. Granted I called out Rivet on it's "Dev" status and maybe mentioned they were a monster that wasn't quite a man and wasn't quite a woman. Forum is imploding though and I think this is the perfect time to get some of the breakoff group into ours.

 No.7573

File: 1426436534742.png (755.59 KB, 634x528, 317:264, 1327596869080.png)

Quote from: Rivet on Today at 02:00:02 AM

Quote from: BeerBeer on Today at 01:52:24 AM

1) How long does the effect last? Forever? Or does the protection fade over time? Or does it expire and "turn off" just like that? *snaps fingers*
2) Does the flu shot provide 100% immunity, meaning that the player can't catch a flu even if he tried?
3) Also, on a less serious note, is there any chance of catching autism from a flu shot?


1) Forever.
2) Yes, it's 100% protection from coming down with the flu ever again, but you can still catch a cold.
3) Only if your character is dumb enough to believe the anti-vaxxing conspiracy nuts. (Which is to say, no; you can't lower your INT stat that far.)

I brought this up on the general board and the thread was deleted. Granted I called out Rivet on it's "Dev" status and maybe mentioned they were a monster that wasn't quite a man and wasn't quite a woman. Forum is imploding though and I think this is the perfect time to get some of the break-off group into ours.

 No.7701

>>7243
>>7301
http://steamcommunity.com/groups/cataexodus

I think I forgot to post the changed URL.

>>7314
I got sick for over a week.

But even before that not much was being done. I think the problem is we have a lot of people who don't know what they are doing and/or don't really know what to do to make it better.

 No.7706

>>7560
Big Leo here. Holy shit, I take a break for a few weeks and all this shit goes down.

So they really were retarded enough to make KA101 a mod. Guess they win the grand fucking prize!

 No.8067

So uh.. guys… can I get some information about the loli-mod?

 No.8702

File: 1428793044021.jpg (15.35 KB, 400x300, 4:3, TFF_Mad_World_video.jpg)

When will the windows tiled version be compiled? Non-square characters give me cancer.

 No.9041

Aaaand looks like KA101 has quit.

He removed himrself from the credits list, and he made no commits in the last 3 days.

https://github.com/CleverRaven/Cataclysm-DDA/commit/0eb935b3925089a125e3f6f4f82a1368184ab10d


 No.9127

>>9041

Top fucking KEK

Good fucking riddance


 No.11014

File: 1433051536170.jpg (63.79 KB, 300x400, 3:4, VsyPQwX.jpg)

>>6520

unban me 2015


 No.12010

File: 1434817436983.jpg (198.01 KB, 640x427, 640:427, 1391033235148.jpg)

Don't die you shits, I'm actually interested in this game.


 No.12159

for anyone lurking now is a good time to post to /v/ now that the e3 hype has died down.


 No.12436

>>12159

You expected what, Unturned-like 3d action game? What was hype even based on?




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