Cataclysm: Dark Days Ahead - Official Forums

Cataclysm: Dark Days Ahead => The Lab - Contributions and Mods => Topic started by: Coolthulhu on July 22, 2017, 07:34:50 PM

Title: Coolthulhu's patches
Post by: Coolthulhu on July 22, 2017, 07:34:50 PM
Newest versions always available at:
https://github.com/cataclysmbnteam/Cataclysm-BN/releases



Changes from current master:
https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changelog

Most important changes:
Title: Re: Coolthulhu's patches
Post by: trelatyraelis on July 23, 2017, 05:39:00 AM
Finally, the mod everyone wants with all the sane changes. Are you going to expand this for other things that are labeled HARAM by El Grande Enchilada in the future?
My man Coolthulu, Cataclysm : Cool Days Ahead fork when?
Thanks for all the hard work you've been doing in all these years, I still don't understand how you haven't quit after all this negative backlash when you're actually trying to fix the damn game so it actually works instead of limping around but we're all glad you haven't! We believe in you!
Title: Re: Coolthulhu's patches
Post by: sweetMovesDude on July 23, 2017, 05:56:26 AM
Thanks dude, when I try this out I'm hoping I can actually aim my gun and not wait to get high on painkillers to install my bionics.
Title: Re: Coolthulhu's patches
Post by: Coolthulhu on July 23, 2017, 10:20:35 PM
Are you going to expand this for other things

At the moment just common sense quality of life stuff and making sure that experimental changes aren't forced before they're ready.
If you have any other cases where "working as intended" is not good enough, I can include those.

I'd like to add more player info displays: current painkiller value, radiation, hunger, thirst etc. - stuff that a good player can figure out already, but a new player will struggle with. Some of those might be halal in master branch, if I avoided displaying the exact numbers.

Later on I'm thinking map memory. One incredibly useful feature in any loot-heavy game that DDA lacks.
Now, map memory as an idea by itself isn't controversial, but my implementation would most likely be - I'd like to make it truly useful, by allowing searching the memorized items and not obscuring anything.
Title: Re: Coolthulhu's patches
Post by: John Candlebury on July 24, 2017, 05:16:48 AM
Thank you oh so much  for this.
Title: Re: Coolthulhu's patches
Post by: PiCroft on July 25, 2017, 09:55:27 AM
I love you Coolthulhu and want to have your babies.

Alternatively I can shower you with kudos, whichever you prefer (and is biologically feasible).
Title: Re: Coolthulhu's patches
Post by: John Candlebury on July 25, 2017, 06:16:19 PM
This version of the game appears to crash very often while walking around.

 I dont know if its due to the patches or due to something in the recent experimentals.
Title: Re: Coolthulhu's patches
Post by: Coolthulhu on July 25, 2017, 07:37:28 PM
Yesterday's one or earlier?
Crash as in turn off or lock up? There was a bug that caused lockup, but it should be fixed in the most recent build here.
Title: Re: Coolthulhu's patches
Post by: DeWolf on July 25, 2017, 09:27:55 PM
So other than the changes you mentioned everything else is on par with the current experimental or what?
Title: Re: Coolthulhu's patches
Post by: John Candlebury on July 25, 2017, 09:30:02 PM
Yesterday's one or earlier?
Crash as in turn off or lock up? There was a bug that caused lockup, but it should be fixed in the most recent build here.

Seems like I downloaded a version before the lockup was fixed.

 I re-downloaded right now and the game runs without problems.

Title: Re: Coolthulhu's patches
Post by: RipRoarinBoogerPenis on July 26, 2017, 01:19:11 AM
any chance to make a mod/patch for normal experimental branch that fixes accuracy?
Title: Re: Coolthulhu's patches
Post by: saltmummy626 on July 26, 2017, 01:38:36 AM
any chance to make a mod/patch for normal experimental branch that fixes accuracy?
Nope. One of the reasons coolthulhu's patched version exists is because Kevin won't allow these fixes to happen in the mainline.
Title: Re: Coolthulhu's patches
Post by: Adventurer on July 26, 2017, 04:27:59 PM
What's your take on throwing damage? It's a 0.D milestone issue, is there a proposed fix that could be merged?
Title: Re: Coolthulhu's patches
Post by: ZoneWizard on July 27, 2017, 12:40:02 AM
^^ what you mean the high damage ratios? shoot a pistol and it does 22dmg. Throw a knife and it can does 56+ lol XD
Title: Re: Coolthulhu's patches
Post by: Wyzack on July 27, 2017, 01:23:04 AM
Three questions

Firstly, when you say accuracy changes does this mean the utterly nonsensical short effective range of rifles and other firearms is fixed?

Secondly, will this have any issues if i install it on an existing save?

Thirdly, if the answer to question 1 is yes, why will Kevin not accept this change in master? These weapon ranges aren't realistic and they certainly aren't fun,  so why are they enforced?
Title: Re: Coolthulhu's patches
Post by: RipRoarinBoogerPenis on July 27, 2017, 05:51:36 AM
any chance to make a mod/patch for normal experimental branch that fixes accuracy?
Nope. One of the reasons coolthulhu's patched version exists is because Kevin won't allow these fixes to happen in the mainline.

The patch/mod doesn't have to be included in main line, just hosted somewhere for download until they get their shit straight.
Title: Re: Coolthulhu's patches
Post by: Coolthulhu on July 27, 2017, 11:38:50 AM
Firstly, when you say accuracy changes does this mean the utterly nonsensical short effective range of rifles and other firearms is fixed?
Secondly, will this have any issues if i install it on an existing save?
Thirdly, if the answer to question 1 is yes, why will Kevin not accept this change in master? These weapon ranges aren't realistic and they certainly aren't fun,  so why are they enforced?

Yes
No
He wants the implementation to be done his way and considers that more important than what players want.
Title: Re: Coolthulhu's patches
Post by: saltmummy626 on July 27, 2017, 02:40:09 PM
The patch/mod doesn't have to be included in main line, just hosted somewhere for download until they get their shit straight.
No one is going to "get their shit straight" because Kevin:
wants the implementation to be done his way and considers that more important than what players want.

In other words, no fun allowed.
Title: Re: Coolthulhu's patches
Post by: Wyzack on July 27, 2017, 03:26:00 PM
Has he given any reasoning as to why? I am not looking to stir up drama that has since settled or anything but as-is most guns are pseudo melee weapons until you get your skill to outrageous levels, like 13-14. It is nonsensical and not fun
Title: Re: Coolthulhu's patches
Post by: Kevin Granade on July 27, 2017, 05:27:04 PM
Thirdly, if the answer to question 1 is yes, why will Kevin not accept this change in master? These weapon ranges aren't realistic and they certainly aren't fun,  so why are they enforced?
Because it's not a balance change, its a set of changes that overhauled (and broke) a lot of ranged code internally that happened to also be bundled with a lot of balance changes.  Since it was implemented and merged without the balance tests I requested, it was not feasible to revert the breakage without also reverting the balance changes.  Im currently working on adding the balance tests, and that will serve as a way to keep ranged balance from regressing in the future.
Title: Re: Coolthulhu's patches
Post by: Wyzack on July 27, 2017, 05:37:59 PM
That makes sense. Either way I am glad this is available as a patch. Kinda sucks that people get so steamed up about this stuff
Title: Re: Coolthulhu's patches
Post by: Noctifer on August 06, 2017, 01:55:21 AM
Post to bump in the section. Keep up the good work!
Title: Re: Coolthulhu's patches
Post by: Litppunk on August 06, 2017, 02:13:07 AM
Note to self get this patch anytime mainline is not perfect.
Title: Re: Coolthulhu's patches
Post by: Szara on August 08, 2017, 05:57:12 PM
Iä! Iä! Coolthulhu fhtagn!

Especially in the light of the idea that someone who can craft complicated clothing from scrap materials is also unable to actually craft it to fit themselves as they do so.

(I've been informed that this idea was scraped anyway. Huzzah!)
Title: Re: Coolthulhu's patches
Post by: F.Society on August 08, 2017, 07:10:04 PM
Pardon my stupid,
But is there a tutorial for applying your patches manually?

On a mobile device downloading from the github  so I haven't seen what the:
"/cataclysmdda-cth-lin-curses32-151.tar.gz"

Holds in terms of files.
Title: Re: Coolthulhu's patches
Post by: Noctifer on August 08, 2017, 07:17:08 PM
You just download this. This is the full game with the patches already "installed" (I am not sure if that is that correct word in this case).
Title: Re: Coolthulhu's patches
Post by: F.Society on August 08, 2017, 07:39:29 PM
Ahhh, I just wasn't sure if there where ways to overwrite different files to apply it to say the Android port. Cause Android being based on Linux I presume would be have similar structure.
Title: Re: Coolthulhu's patches
Post by: DeWolf on August 08, 2017, 07:46:29 PM
Ok so what effective version of either the stable builds or experimental builds do these patches represent?
Title: Re: Coolthulhu's patches
Post by: Vollinger on August 08, 2017, 08:32:07 PM
really like the battery charger, any plans to make the lil rechargeable batteries usable in tools with the battery compartment mod or making the ol non-brightnights batteries rechargeable?

Ok so what effective version of either the stable builds or experimental builds do these patches represent?
i think it's this branch, right now that's like a four days old version of the main git repo
https://github.com/Coolthulhu/Cataclysm-DDA/commits/experimental (https://github.com/Coolthulhu/Cataclysm-DDA/commits/experimental)
Title: Re: Coolthulhu's patches
Post by: DeWolf on August 08, 2017, 08:38:45 PM
really like the battery charger, any plans to make the lil rechargeable batteries usable in tools with the battery compartment mod or making the ol non-brightnights batteries rechargeable?

Ok so what effective version of either the stable builds or experimental builds do these patches represent?
i think it's this branch, right now that's like a four days old version of the main git repo
https://github.com/Coolthulhu/Cataclysm-DDA/commits/experimental (https://github.com/Coolthulhu/Cataclysm-DDA/commits/experimental)
Thank you also I think the actual purpose of a ups is that it IS the battery for all your ups stuff.
Title: Re: Coolthulhu's patches
Post by: Alec White on August 11, 2017, 09:34:51 PM
I want this so bad https://github.com/remyroy/CDDA-Game-Launcher/issues/126
Title: Re: Coolthulhu's patches
Post by: YourCompanionCube on August 13, 2017, 08:03:14 PM
you said that the no painkillers mod was installed but when trying to install a bionic i still get the "you need to take painkillers to make installation tolerable"
this is in both version 0.3 and 0.4.1
Title: Re: Coolthulhu's patches
Post by: Noctifer on August 13, 2017, 11:22:11 PM
you said that the no painkillers mod was installed but when trying to install a bionic i still get the "you need to take painkillers to make installation tolerable"
this is in both version 0.3 and 0.4.1

Did you actually enabled the mod in world creation/ added to the modinfo.json of a current world?
Title: Re: Coolthulhu's patches
Post by: YourCompanionCube on August 13, 2017, 11:39:20 PM
i may feel like the biggest idiot in the world now
Title: Re: Coolthulhu's patches
Post by: Kevin Granade on August 15, 2017, 07:03:18 AM
Moved off-topic posts to http://smf.cataclysmdda.com/index.php?topic=14877.0
Title: Re: Coolthulhu's patches
Post by: Alec White on August 15, 2017, 07:07:37 AM
Coolthulhu how often do you update this fork with cleverraven?

I think I heard you saying on IRC that it was every time there was something important, and I'm wondering if you are still doing it, or have you change the frequency.
And asked now and it seems you are updating weekly, is that right?
Title: Re: Coolthulhu's patches
Post by: SpadeDraco on August 20, 2017, 04:30:08 PM
This is pure undiluted awesome. Thanks Coolthulu!
Title: Re: Coolthulhu's patches
Post by: vassock on August 21, 2017, 05:30:39 AM
Newest versions always available at:
https://github.com/Coolthulhu/Cataclysm-DDA/releases/



Changes from current master:
https://github.com/Coolthulhu/Cataclysm-DDA/wiki/Changelog

Most important changes:
  • Restored normal distribution ranged accuracy math - compared to current master, it greatly buffs early and midgame ranged, but leaves endgame mostly similar
  • Getting hit in a mending limb for 0 damage won't reset the mending process
  • Allows using jacks stored in non-adjacent vehicle trunks
  • Includes BrettDong's "NO_CBM_PAINKILLERS" mod - https://github.com/CleverRaven/Cataclysm-DDA/pull/21430

I downloaded the latest experimental about a week ago. The aiming system is unbearable. I don't particular care about the other decisions, like painkillers to install CBMs. How do I install these changes into my system? Is your 0.5.1 basically the latest experimental + your changes? Can I carry my save there?

I copied over my save and my character still cannot hit the broad side of a barn with a good rifle. Is it because saves of other versions are not compatible? I have to start over?
Title: Re: Coolthulhu's patches
Post by: Firestorm_01 on August 25, 2017, 04:33:59 PM
Introduced problem with aiming is reason I don't play Cataclysm for now. Kudos to Coolthulhu for giving players playable version.

This thread should be definitely sticked.
Title: Re: Coolthulhu's patches
Post by: Firestorm_01 on August 26, 2017, 01:48:40 PM
Newest versions always available at:
https://github.com/Coolthulhu/Cataclysm-DDA/releases/



Changes from current master:
https://github.com/Coolthulhu/Cataclysm-DDA/wiki/Changelog

Most important changes:
  • Restored normal distribution ranged accuracy math - compared to current master, it greatly buffs early and midgame ranged, but leaves endgame mostly similar
  • Getting hit in a mending limb for 0 damage won't reset the mending process
  • Allows using jacks stored in non-adjacent vehicle trunks
  • Includes BrettDong's "NO_CBM_PAINKILLERS" mod - https://github.com/CleverRaven/Cataclysm-DDA/pull/21430

I downloaded the latest experimental about a week ago. The aiming system is unbearable. I don't particular care about the other decisions, like painkillers to install CBMs. How do I install these changes into my system? Is your 0.5.1 basically the latest experimental + your changes? Can I carry my save there?

I copied over my save and my character still cannot hit the broad side of a barn with a good rifle. Is it because saves of other versions are not compatible? I have to start over?

Are you sure that you copied just saves and nothing else? Becuse aiming logic is not is save files for sure.
Title: Re: Coolthulhu's patches
Post by: lol2121 on August 26, 2017, 03:03:24 PM
What do I do in order to have the fixed aiming maths for ranged weapons? I already have a save, and i don't want to start over.
Title: Re: Coolthulhu's patches
Post by: Firestorm_01 on August 26, 2017, 05:36:16 PM
What do I do in order to have the fixed aiming maths for ranged weapons? I already have a save, and i don't want to start over.
Acrhive privided by link is game itself not a patch.

1) Download this (I assume you use windows):https://github.com/Coolthulhu/Cataclysm-DDA/releases/download/v0.5.1/cataclysmdda-cth-win-tiles32-192.zip
2) Create directory. Like "CataclysmCoolthulhu"
3) Extract all files from archive you downloaded earlier to "CataclysmCoolthulhu" directory
4) Find directory with you old Cataclysm and copy to "CataclysmCoolthulhu" "save" directory. Just "save" not anything else.
5) Play from CataclysmCoolthulhu by launching cataclysm-tiles.exe.

If you want you can copy to CataclysmCoolthulhu "config" directory to import you game settings.
Title: Re: Coolthulhu's patches
Post by: wad67 on August 28, 2017, 04:50:52 PM
Thanks for making this fork, hoping it stays maintained for the foreseeable future.
Title: Re: Coolthulhu's patches
Post by: tstrimple on August 29, 2017, 05:20:59 PM
If this goes from being patches to a full fork I'd be willing to support it. I can provide Azure hosting for build servers, web servers, etc.
Title: Re: Coolthulhu's patches
Post by: DeWolf on September 05, 2017, 04:37:27 AM
SO how was the no cbm painkiller mod made and or works and can a similar thing be done with how crossbows and similar things can no longer be reinforced?
Title: Re: Coolthulhu's patches
Post by: Atelerd on September 07, 2017, 01:04:34 AM
Is it possible for someone to compile a patch for Android?
It would be really nice, I grow tired of making 7 skill level chars just to hit something at 10 tiles.
Title: Re: Coolthulhu's patches
Post by: Litppunk on September 07, 2017, 01:27:23 AM
Have you tried messaging
JoeyJoeJoeJrShabadoo (http://smf.cataclysmdda.com/index.php?action=profile;u=14864)? Hes the one that does the officially unofficial Android port.

His feedback thread is:
Android Version (http://smf.cataclysmdda.com/index.php?topic=14090.0)
Title: Re: Coolthulhu's patches
Post by: Kevin Granade on September 07, 2017, 03:49:49 AM
Is it possible for someone to compile a patch for Android?
It would be really nice, I grow tired of making 7 skill level chars just to hit something at 10 tiles.
This is pending https://github.com/CleverRaven/Cataclysm-DDA/pull/21468
tl;dr gun accuracy overall tripled
Title: Re: Coolthulhu's patches
Post by: RedPine on September 10, 2017, 02:58:08 PM
Is it possible for someone to compile a patch for Android?
It would be really nice, I grow tired of making 7 skill level chars just to hit something at 10 tiles.
This is pending https://github.com/CleverRaven/Cataclysm-DDA/pull/21468
tl;dr gun accuracy overall tripled

Looks like good progress is being made.  Should produce the most reasonable situation for guns so far.   The youtube links on pistols were especially interesting, and good inspiration as to where a pistols niche belongs.
Title: Re: Coolthulhu's patches
Post by: RedPine on September 10, 2017, 04:42:13 PM
EDIT: Found the problem, I had to use the 32 bit .zip version "cataclysmdda-cth-win-tiles32-210.zip", apparently the tar.gz versions are for linux/android or something.

I'm getting an error when I try to unpack doc/JSON_LOADING_ORDER

Downloaded cataclysmdda-cth-lin-tiles64-210.tar.gz, using windows 10.

1 Cannot create symbolic link.  A Privilege is not held by the client. C:\users\....\Appdata\Local\Temp\7z...\JSON_LOADING ERROR

Then, the launcher is labelled as a file by default so I have to add .exe to the name.

Lastly, my computer (windows 10, sadly) tells me "This app can't be run on this PC, to find a version for your PC, check with the software publisher."*

Any advice? How do I make this run on windows 10?

*(Pet peeve: APPS are for PHONES, stuff on COMPUTERS ARE PROGRAMS!!!  What kind of millennial idiot do you take me for, Microsoft!?!?  You think I'm so comfortable with phone apps that I won't even know what a COMPUTER PROGRAM is unless you use phone terminology!?!?)
Title: Re: Coolthulhu's patches
Post by: Litppunk on September 10, 2017, 07:52:02 PM
I would recommend using the Launcher. Soooo much easier once you get it installed. I think... you should have opened the file and selected the .exe not named the whole file .exe......

(click to show/hide)
Title: Re: Coolthulhu's patches
Post by: Eliijahh on September 13, 2017, 10:32:00 AM
What about a MAC version of this fork? :P
Title: Re: Coolthulhu's patches
Post by: Coolthulhu on September 13, 2017, 01:44:41 PM
What about a MAC version of this fork? :P

I'd need someone with a mac to test that it actually works. I can set up the compilation thanks to Travis CI supporting it, but I don't have a mac to test if the binary actually runs, other than trusting Travis that it does.
Title: Re: Coolthulhu's patches
Post by: Eliijahh on September 13, 2017, 03:38:05 PM
What about a MAC version of this fork? :P

I'd need someone with a mac to test that it actually works. I can set up the compilation thanks to Travis CI supporting it, but I don't have a mac to test if the binary actually runs, other than trusting Travis that it does.

I have a mac, and I can test it for you! :)
Title: Re: Coolthulhu's patches
Post by: Eliijahh on September 13, 2017, 06:20:53 PM
As an update I've managed to compile the fork successfully. I don't have the time now to pack it in a DMG and provide it, but I can do tonight when I come back after dinner.

In any case everything seems to be working correctly. Genned random character, obviously it's a clown.

(https://preview.ibb.co/mra74F/Screenshot_2017_09_13_19_18_50.png) (https://ibb.co/iGGrWv)

UPDATE: Here's the DMG file for the current version https://www.dropbox.com/s/mo5zyhqnccz2pvu/Cataclysm.dmg?dl=0
Title: Re: Coolthulhu's patches
Post by: JoeyJoeJoeJrShabadoo on September 16, 2017, 02:26:39 AM
Have you tried messaging
JoeyJoeJoeJrShabadoo (http://smf.cataclysmdda.com/index.php?action=profile;u=14864)? Hes the one that does the officially unofficial Android port.

His feedback thread is:
Android Version (http://smf.cataclysmdda.com/index.php?topic=14090.0)

Actually, no. I just asked in the Android thread if somebody could update the build...
Title: Re: Coolthulhu's patches
Post by: Firestorm_01 on October 08, 2017, 08:48:34 AM
Coolthulhu contniue to update his fork.
So what the fututre plans about this fork? And what  the difference now between current caltaclysm and that fork? I mean- after inital fix of the firearm.
Title: Re: Coolthulhu's patches
Post by: Umbral Reaver on October 19, 2017, 10:57:58 AM
What's next for Coolthulhu?

I like this mod. :)
Title: Re: Coolthulhu's patches
Post by: John Candlebury on October 19, 2017, 03:57:08 PM
Coolthulhu contniue to update his fork.
So what the fututre plans about this fork? And what  the difference now between current caltaclysm and that fork? I mean- after inital fix of the firearm.

I know the answer for this!

 See this github issue. (https://github.com/cataclysmbnteam/Cataclysm-BN/issues/23)