Cataclysm: Dark Days Ahead - Official Forums

Cataclysm: Dark Days Ahead => Announcements => Topic started by: Kevin Granade on June 22, 2013, 07:58:40 AM

Title: Cataclysm DDA 0.6 "Samedi" released.
Post by: Kevin Granade on June 22, 2013, 07:58:40 AM
Windows catacurses download (http://polehammer.com/azmodean/cataclysmdda-0.6/cataclysmdda-0.6-win32-catacurses.zip)
Windows SDL download (http://polehammer.com/azmodean/cataclysmdda-0.6/cataclysmdda-0.6-win32-SDL.zip)
Linux curses download (http://polehammer.com/azmodean/cataclysmdda-0.6/cataclysmdda-0.6-linux32-curses.tar.gz)
Linux SDL download (http://polehammer.com/azmodean/cataclysmdda-0.6/cataclysmdda-0.6-linux32-SDL.tar.gz)
Source is available at www.github.com/CuriousRaven/Cataclysm-DDA as always.

Features - Check the changelog for a full list

These really are just the highlights, we incorporated literally hundreds of changes since 0.5.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Austupaio on June 22, 2013, 08:16:56 AM
What exactly is the difference between download one and two?

Not sure about SDL versus Catacurses.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Kevin Granade on June 22, 2013, 08:21:29 AM
Catacurses is our internal library for mapping linux-style terminal drawing commands to the windows system.  It works surprisingly well, but it's a bit slow.  The SDL version uses the Simple DirectMedia Layer library to render the text.  Reports are that this makes for much faster rendering on windows systems, also the font support is a little different from the curses version.

tl;dr SDL is faster on windows.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Austupaio on June 22, 2013, 08:49:35 AM
Cool, thanks.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Senrain on June 22, 2013, 09:37:30 AM
Aww yiss
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: ComputerWarrior on June 22, 2013, 09:44:24 AM
Hurray! Thanks a lot for working so hard on CataDDA and adding so many new features. :) And if I'm not mistaken, the updates are coming faster too.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Cam Wheeler on June 22, 2013, 10:25:10 AM
There seems to a bug were if you something, the game freezes. I don't know if that's just on my end or not.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Squirrel on June 22, 2013, 10:32:43 AM
Seeing new updates just makes my day better, haha. Thanks for the great work, will be checking it out soon!
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: prytoclasm on June 22, 2013, 11:53:56 AM
There seems to a bug were if you something, the game freezes. I don't know if that's just on my end or not.

Elaboration maybe?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: i2amroy on June 22, 2013, 04:16:12 PM
There seems to a bug were if you something, the game freezes. I don't know if that's just on my end or not.

Elaboration maybe?
Yeah that's a bit of a serious problem. :P
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: HelloKinky on June 22, 2013, 04:31:00 PM
Any word on farming yet?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Reaper on June 22, 2013, 04:33:48 PM
Imbalanced. I become terminator with bow after two hours playing.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: ComputerWarrior on June 22, 2013, 04:39:42 PM
My apologizes for posting twice in this thread, as I'm not really if this is considered a double-post or not, but have giant ants been weakened? Last version, I couldn't barely kill one with a baseball bat, now I killed two dozen with a half-full bottle of water.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Stevensonz on June 22, 2013, 04:43:28 PM
Any word on farming yet?

well until the devs decide it's okay maybe bout 2-3 releases after the kickstarter is successful and mainline projects/additions and fixes are finished.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: HelloKinky on June 22, 2013, 04:55:47 PM
well until the devs decide it's okay maybe bout 2-3 releases after the kickstarter is successful and mainline projects/additions and fixes are finished.

There is a kickstarter?  May I have a link?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Cam Wheeler on June 22, 2013, 04:57:06 PM
There seems to a bug were if you something, the game freezes. I don't know if that's just on my end or not.

Elaboration maybe?

It seems to be working fine now. But what meant was, when I attempt to smash or attack something, my character would freeze.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: ComputerWarrior on June 22, 2013, 05:19:47 PM
well until the devs decide it's okay maybe bout 2-3 releases after the kickstarter is successful and mainline projects/additions and fixes are finished.

There is a kickstarter?  May I have a link?
Kickstarter Forum Thread: http://smf.cataclysmdda.com/index.php?topic=1925.0 (http://smf.cataclysmdda.com/index.php?topic=1925.0)
Kickstarter itself: http://www.kickstarter.com/projects/568375735/cataclysm-dark-days-ahead-dedicated-developer (http://www.kickstarter.com/projects/568375735/cataclysm-dark-days-ahead-dedicated-developer)
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: anhero23 on June 22, 2013, 07:45:24 PM
Any word on when the MAC version of .6 will be available?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: i2amroy on June 22, 2013, 07:48:18 PM
Any word on when the MAC version of .6 will be available?
As soon as we can find someone willing and able to compile it.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: TheGrifter on June 22, 2013, 10:46:28 PM
Crashed when I browsed the items list down to the word "purse" in debug mode. Wonder why.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: vultures on June 22, 2013, 11:02:56 PM
I'll dedicate my time to it only when you say it's the final pull.
The previous SDL one I'm playing is plain and simple - too much fun. :D
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Austupaio on June 23, 2013, 01:23:26 PM
My apologizes for posting twice in this thread, as I'm not really if this is considered a double-post or not, but have giant ants been weakened? Last version, I couldn't barely kill one with a baseball bat, now I killed two dozen with a half-full bottle of water.
I agree, ants are much weaker. Accidentally held down a movement key with safety mode off and beat a giant ant to death with my fists and only 1 Unarmed skill.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Samscale1 on June 23, 2013, 08:30:26 PM
How do you pulp a corpse to prevent it from rising? I can't work out how, which is annoying when trying to clear out a town. >.<
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Angle on June 23, 2013, 08:37:18 PM
Where's the full changelog? I can't seem to find it.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Blaze on June 23, 2013, 08:53:48 PM
How do you pulp a corpse to prevent it from rising? I can't work out how, which is annoying when trying to clear out a town. >.<
"s"mash it. It may take multiple tries depending on your strength and weapon.
Where's the full changelog? I can't seem to find it.
AFAIK, there is none, you'll have to check the commit log (https://github.com/CleverRaven/Cataclysm-DDA/commits/master) and look through every one.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Sonny on June 23, 2013, 09:14:28 PM
There is a changelog in Data folder. Last Cata I played didn't even had this 0.something number.. Fell out, now I'm in awe about everything. Advanced inventory especially, really makes sorting stuff easier.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: vultures on June 23, 2013, 11:46:36 PM
Any word on when the MAC version of .6 will be available?
As soon as we can find someone willing and able to compile it.

Are you serious? Isn't CodeBlocks supposed to be OS versatile?
I mean, if GW is out there, there must be some compiler for lx/win that does the thing for mac.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: CatchCo on June 24, 2013, 04:00:43 AM
Any word on when the MAC version of .6 will be available?
As soon as we can find someone willing and able to compile it.

I can compile it for OSX if someone would tell me if this is bad: In order to compile it I had to remove this flag from the WARNINGS variable in the make file "-Wno-psabi".
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: CatchCo on June 24, 2013, 05:27:03 AM
Ok. I've made an osx build, though i would love for at least one other mac user to test it. I've put it in dropbox here: https://dl.dropboxusercontent.com/u/7234685/cataclysmdda-0.6.tar.gz (https://dl.dropboxusercontent.com/u/7234685/cataclysmdda-0.6.tar.gz). If I can be of more assistance let me know.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: timtek on June 24, 2013, 07:38:32 AM
How do you pulp a corpse to prevent it from rising? I can't work out how, which is annoying when trying to clear out a town. >.<

Butchering keeps em from rising too.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: yswwnmjk on June 24, 2013, 08:42:29 AM
That's great!!!
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Lonesurvivor on June 24, 2013, 12:04:02 PM
What the heck does "Samedi" mean?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Lonesurvivor on June 24, 2013, 01:55:05 PM
Actually the problem i had turned out to be a minor bug, the game only crashes and prevents you from loading and creating new worlds if you go to the options and set the amount of in game minutes between each auto save to 0 minutes that is the only thing that will ruin your game as far as Ive found out. So far no problems with the NPCs what so ever.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: jumjummju on June 24, 2013, 04:07:04 PM
Just tried the new update. Nearly died by Jabberwocks, survived by chugging Adderall then looting a shotgun and some explosives.

It took a frag and 6 BLOODY SHOTS from the Remington to take it down, but HOLY HELL that's a lot of meat. Now, if only there were some of the truly powerful guns in the game, like a S&W 500 or Barette (excuse me while I butcher the spelling) .50 cal. For now, I'll just spam grenades.

Also, I see the performance has been improved. I love you guys! Now I can actually play on my laptop!

If I wasn't a poor highschooler I'd totally donate to the Kickstarter. I'll bug my grandparents to do so, though. :P
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Coinboy123 on June 24, 2013, 04:50:50 PM
This new version runs great! It seams however that the zombie spawn rates have risen to the point where I can't play play for over 3 minutes without being over ran. Is there any way to change the spawn rate?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: youtoo on June 24, 2013, 05:25:07 PM
is there a free VM or something simple someone on a mac can run to run the game either in windows or regular unix? Will a free unix emulator work? if so, then it might be easier to have a link to it with a note on how to run this on Mac.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Nighthawk on June 24, 2013, 05:26:23 PM
This new version runs great! It seams however that the zombie spawn rates have risen to the point where I can't play play for over 3 minutes without being over ran. Is there any way to change the spawn rate?
You could open up the monstergroups.json file with wordpad. It's located in your CataclysmDirectory/data/raw.

Pretty sure it allows you to alter spawns, but it's a bit confusing, too.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Coinboy123 on June 24, 2013, 06:06:24 PM
Thanks Nighthawk im gonna try that
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: GlyphGryph on June 24, 2013, 06:14:57 PM
is there a free VM or something simple someone on a mac can run to run the game either in windows or regular unix? Will a free unix emulator work? if so, then it might be easier to have a link to it with a note on how to run this on Mac.

There should be a Mac 0.6 version up a little later tonight.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Rosso Fuoco on June 24, 2013, 06:16:53 PM
Uh, it's only me or I can't craft bows anymore?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: i2amroy on June 24, 2013, 07:36:13 PM
What the heck does "Samedi" mean?
Samedi (Baron Samedi) is the Loa of the dead in Haitian Voodoo. You can find more on wikipedia (http://en.wikipedia.org/wiki/Baron_Samedi).
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on June 24, 2013, 08:20:15 PM
There seems to a bug were if you something, the game freezes. I don't know if that's just on my end or not.

Elaboration maybe?
Yeah that's a bit of a serious problem. :P

Had Samedi crash on me. I was adding mutations via debug menu, looking to see if a typo had been corrected for one, but clicked the wrong one. So I figured, "Why not add purifier to my inventory and see what that's all about?"

The game told me something along the lines of being told it had to close for some sort of unknown exception. This was while scrolling down through the list of game items to add. I was literally hovering over purifier on the options list at the time.
Hadn't clicked any sort of confirmation before it crashed, just scrolling.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: jumjummju on June 24, 2013, 11:09:46 PM
So, what you're saying is the DEBUG menu causes a game-crashing BUG. Oh, the irony...
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Tripsky on June 25, 2013, 03:06:03 AM
Ok. I've made an osx build, though i would love for at least one other mac user to test it. I've put it in dropbox here: https://dl.dropboxusercontent.com/u/7234685/cataclysmdda-0.6.tar.gz (https://dl.dropboxusercontent.com/u/7234685/cataclysmdda-0.6.tar.gz). If I can be of more assistance let me know.

hey catchco - booted it up and it works fine for me! thanks - you're a legend!
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: CatchCo on June 25, 2013, 03:12:36 AM
Awesome, now that I know how to do this I can do this a bit faster next time. The SDL build totally breaks atm, though. Not sure why. No big deal.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Coinboy123 on June 25, 2013, 03:50:56 AM
No luck. I never remember it being this bad with the spawn rates, it makes it unplayable for me.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: CatchCo on June 25, 2013, 04:17:47 AM
I think everyone needs to learn how to be patient again. The game got a lot harder to start, but there are so many more cars. So far for this build i recommend a few things:

1. Save your character profile so you can quickly make new games.
2. Travel with the NPC! The AI is rather annoying but they tank a lot of damage.
3. Cars. find a car and mow down a few zombies, raid the houses and move on from there.

You can't avoid a fight in this version. You will be fighting right from the start so plan accordingly.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: GlyphGryph on June 25, 2013, 04:28:51 AM
MacBuild is up on the site now.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Rosso Fuoco on June 25, 2013, 10:08:39 AM
Seriously, how I craft bows?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Nighthawk on June 25, 2013, 08:17:23 PM
Have 2 survival skill and 2 archery skill, and the recipe will show up in your crafting menu.

Then you simply get 2 pieces of string (easily obtained from windows) and a heavy stick (also easily obtained from windows).
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: ArgusTheCat on June 25, 2013, 09:33:32 PM
What the heck does "Samedi" mean?
Samedi (Baron Samedi) is the Loa of the dead in Haitian Voodoo. You can find more on wikipedia (http://en.wikipedia.org/wiki/Baron_Samedi).

He is also, for those that enjoy obscure trivia, the Father Of Saturday Night.  This, to me, more than anything, proves that Vodun is perhaps one of the most flexible and also badass religions on the planet.

Hey, you know what?  We should get some Loa in this game.  All the Lovecraftian stuff is true, why not have a little spice from the south Pacific?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Dzlan on June 28, 2013, 04:11:33 AM
Can someone explain the sound meter thingy?
So far, it has always said 0. Never changed which is bad cause I was looking forward to finding out what it did.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on June 28, 2013, 04:30:42 AM
I would likewise enjoy some insight on the sound meter! If it's only partially implemented, that's fine too.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Dzlan on June 28, 2013, 04:47:36 AM
Has yours ever changed from 0?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on June 28, 2013, 05:11:24 AM
Negatory, but I am occasionally not the most attentive individual. I expect if it had changed, it'd grab my attention, so the fact it hasn't is as poor an indicator as the lack of interesting things when I do attend to it.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Dzlan on June 28, 2013, 06:00:56 AM
Okay, its not just me then.
Well I died, time to update from 0.6-1 to 0.6-116
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: youtoo on June 28, 2013, 04:46:35 PM
how stable are the nightly builds? are the nightly builds save game compatible with the next one? I have generally played the released versions. do you guys keep changelogs for the nightly builds?

not demanding just asking. having a hell of a time getting started in .6. my old strategy of start with archery ,butcher, go make a bow. hit town to find a pot or frying pan doesnt work too well here. self bow is weak, short bow i fail at and lose items (Im ok with this). so hard to get water. i died of thirst once on the first day. i did eat some strawberries, but i had thought you can go a couple of dies without actually dying of thirst.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: darth_servo on June 28, 2013, 05:26:55 PM
how stable are the nightly builds? are the nightly builds save game compatible with the next one? I have generally played the released versions. do you guys keep changelogs for the nightly builds?

1. Stable...ish.  No guarantees, but I have rarely had issues with the bleeding edge builds being unstable.

2. Not necessarily. It's one of the risks of playing the builds that aren't officially sanctioned as "Stable."  I recently had to start a new game because one of the bleeding-edge builds broke my map.  In general, it's not a big issue.  But if you want continuity and stability, don't use the nightly builds.  On that note, the Experimental Builds links on the homepage point to builds that are sometimes updated multiple times a day, not just nightly.

3. You can see what changes have been made here: https://github.com/CleverRaven/Cataclysm-DDA/commits/master (https://github.com/CleverRaven/Cataclysm-DDA/commits/master)

As for the problems starting out... maybe change up your tactics a little?  If you're dying of thirst and you haven't found a means to purify water, I'd recommend looking for water sources in the following order: rain (requires a Funnel, if you were lucky enough to find one), river (slightly less chance of food poisoning I believe), then toilet.  What's a little food poisoning if you are going to die of dehydration otherwise?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Kevin Granade on June 28, 2013, 10:52:24 PM
This is the second time someone has mentioned dying of thirst on day 1, it's not supposed to kill you that fast.  Thirst increments once every 5 minutes, and doesn't have a chance to kill you until it reaches 1200, so 2400 minutes = 1000 hours = 4+ days, so I'm not sure what's happening.

Various things, like being extremely hot, having a cold, vomiting, and eating salty foods increase your thirst faster, but even if you're scalding hot AND have a cold and the flu, it should only increase thirst rate by 50% or so, meaning you'd dehydrate to death on day 3 or so.

I'll have to look into this.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Dzlan on June 28, 2013, 11:02:35 PM
Has lighting splintered wood always caused giant raging fires so that we die from the smoke while cooking?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on June 29, 2013, 01:29:15 AM
I think the labcoat I dropped disappeared, I was fighting a spitter at the time and never left my square of loot. :p not sure if it melted or got overwritten by 5 tile.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Senrain on June 29, 2013, 04:41:26 PM
I think the labcoat I dropped disappeared, I was fighting a spitter at the time and never left my square of loot. :p not sure if it melted or got overwritten by 5 tile.

Yeah, items get dissolved in acid I believe. Hence I've seen spitters drop items, but said items disappeared after a little while in the acid.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on June 30, 2013, 03:23:59 AM
That labcoat was my friend :c

A text confirmation would have been nice, but I can see immediately how that would get horrible with things rusting in acid rain. Hurmm. Good to know though, thank you.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Nighthawk on June 30, 2013, 04:16:35 PM
Spitters are my least favorite zombies because of that acid nonsense. Not only can they sometimes spit so you can't avoid stepping in nasty acid pools, but their spit melts useful stuff, and when you kill them, you get absolutely nothing.

Shockers are way cooler. CBMs for the win.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on June 30, 2013, 08:41:21 PM
Is it possible to harvest the acid before it degrades? Because, see. ...well. I like collecting caustic stuff okay.
I realize we already have batteries and acid rain, but a thick acid pool instead of a corpse that I could scoop up would make me happy. Maybe I'd need something appropriate for scoopin'.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: StopSignal on June 30, 2013, 09:06:15 PM
If i remember, you can't. It would melt th container, anyway.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Zarthull on June 30, 2013, 09:44:39 PM
Glass containers to hold acid spit, Dev's Plz
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on July 01, 2013, 01:54:40 AM
Irl I know it depends on the acid, but some have to be stored in plastic because they can degrade glass. Others, vice-versa. Assuming it's super-strong zombie barf, it's hydrochloric. IDK I should probably start a thread about this elsewhere haha.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Binky on July 01, 2013, 02:55:25 PM
Fantastic update as always!!
Although I love all the new changes, I'm really not that sure about pulping. I get that you have to go to more effort to make sure they're dead and if you have to run away before you can pulp then they'll be back, but I've never really found it a problem to do so.

Either you kill everything and then have plenty of time to pulp or the threat was so big you had to run away, so it's no big deal that you didn't manage to pulp a few.

I'm unsure what the answer is, but at the moment it just seems like a tedious task (even if the flavour is good) of having to walk back through the trail of (un)dead to make sure you've pulped them all before you move on.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Kevin Granade on July 01, 2013, 03:17:20 PM
That's a good point, I'm thinking the least we can do is make the smash action take a variable amount of time, and generate a different description based on how hard it is, but always work with a single action.  This might also be a good place to put a "Smash until corpse(s) are pulped? Y/N" prompt.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Binky on July 01, 2013, 04:41:24 PM
It would be a definite improvement - the mechanism itself is good, it's just time consuming (especially when you have 10 or so zombies to find and pulp).
Would it be possible to not have it as a prompt? could there be a pulp button? I'm not a huge fan of prompts as they seem to take away from the flow of the game, but perhaps a different button would be more work/an annoyance. 
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: StopSignal on July 01, 2013, 05:02:15 PM
I think that some zombies should get greatly damaged with some kind of hits (for example hits on the head with a metal bat), so you only need some hits to end the zombie. But i like the pulping zeds thing.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on July 01, 2013, 06:01:14 PM
I like where Binky is going with their ideas. I feel somewhat similarly to these y/n prompts. In some cases, very appropriate. In the case of dealing with dead aftermath, mmmnot so much. I already hop over every corpse checking for loot. Having to y/n over them all seems counterproductive to speeding up the player-interaction end of the process. In-game time taken is another matter, I like the idea to vary in-game time spent pulping. That increases threat of interruption by early-rising zeds and other nasties.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Binky on July 01, 2013, 08:35:35 PM
If zeds were scaled back in number and made individually harder/hardier (something I fully, fully support) then prompts would be fine, but at the moment I feel it would be too jarring as you're going to have to do it 5-6 times for each foray and having to go through so many prompts is a bit time consuming.

I'd say just add a button (if there are any left!) or make it assume that you want to pulp if you (s)mash whilst there are no enemies in view.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Kevin Granade on July 01, 2013, 10:57:01 PM
Yea, the question is whether there are any buttons left... It's very easy to solve all your UI problems by using more buttons, until it isn't any more :P
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Nighthawk on July 02, 2013, 04:59:40 AM
That's why some roguelikes have extended commands. :P
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Dzlan on July 02, 2013, 05:05:02 AM
I just dislike that we can butcher them instead of smashing them because it defeats the purpose of smashing them.
I also dislike the smashing them repeatedly...
What if... When you smash a body it makes it take time (Like reading a book but of course much less time, you know it skips time)
And make it you can't butcher unless you've smashed them to a pulp... LOL, because butchering them defeats the purpose of smashing them... Really, it is for me, is the decision of lvling my melee or survival skill...
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on July 02, 2013, 06:07:22 AM
Change little q to save and keep big Q to suicide, make big S pulp? (like a bigger smash).

This solution feels hacky and not the best, but I suggest it anyway because what good is judging the worth of an idea without second opinions?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: StopSignal on July 02, 2013, 06:23:32 AM
I was going to post it but Dzlan posten before. It is the same as butchering. If oyu dont want to smash the dead zeds, just butcher them Dont cry like a little girl ._.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Binky on July 02, 2013, 07:08:27 AM
Change little q to save and keep big Q to suicide, make big S pulp? (like a bigger smash).

This solution feels hacky and not the best, but I suggest it anyway because what good is judging the worth of an idea without second opinions?

This sounds like a pretty good set-up. I'd prefer not to add more buttons, but as pulping is now a big part of gameplay it's probably worth it enough to have a button for it.

Butchering is fine, but it adds a lot of extra (mostly junk) items scattered around which isn't idea, and you also have to be on the zombie to do it, which is annoying if they're stuck on barbed wire.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Dzlan on July 02, 2013, 07:45:37 AM
If they are stuck on wire or anything else just use / for advanced inventory to move the body then butcher it.
Haha, I just went through hell, smashed everything in a shelter, and used /management to move the shit load of 2by4's from one shelter to the next, which was well... I'm not doing that again.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Binky on July 02, 2013, 04:02:53 PM
I get that you can move them, and don't need to smash everything (although it took me a while :p) - my point was that butchering isn't always an easy/quick alternative to smashing.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Ferris Bueller on July 03, 2013, 02:56:50 AM
A minor gripe, but could it be possible to allow the use of the numpad 8426 keys to be used in the menus as well as the arrow keys? I just downloaded the latest patch and found it frustrating that I couldnt use them to edit the options (mainly the window size) with the numpad. It would make sense to have a unified UI control scheme for the game and the menus.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Binky on July 03, 2013, 12:00:07 PM
A minor gripe, but could it be possible to allow the use of the numpad 8426 keys to be used in the menus as well as the arrow keys? I just downloaded the latest patch and found it frustrating that I couldnt use them to edit the options (mainly the window size) with the numpad. It would make sense to have a unified UI control scheme for the game and the menus.

Seconded, it's annoying having to flit between those and the directional keys!
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Kevin Granade on July 03, 2013, 05:01:38 PM
This is being worked on, adding a unified menu handler so that everything will be more consistent, and adding features like numpad support to that.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Dzlan on July 04, 2013, 05:13:34 AM
Curse my Laptop for having no Numpad (My old lappy did but was stolen)
I have to flick from the Arrow Keys to YUBN for Diagonal movement, Haha... But very used to it now...
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Pthalocy on July 04, 2013, 05:34:29 PM
Haha, I do what Dzlan does, though one of my arrow keys is a little broken.

Ahh, improvements. I am excited.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Zireael on July 04, 2013, 06:35:14 PM
Curse my Laptop for having no Numpad (My old lappy did but was stolen)
I have to flick from the Arrow Keys to YUBN for Diagonal movement, Haha... But very used to it now...

Yeah, me too.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: woflsipder on July 08, 2013, 09:54:22 PM
I use the 1,3,7,9 to move diagonaly since i don't have numpad.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Aggrons_shell on July 09, 2013, 08:22:41 AM
with all thes epeople saying they are without a #pad, I feel privlaged to have one. also, I use arrow keys to move and 7 9 1 3 to move diagonal, but sometimes i just mash two arrow keys :P
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Labtop_215 on July 10, 2013, 04:16:39 PM
I just dislike that we can butcher them instead of smashing them because it defeats the purpose of smashing them.
I also dislike the smashing them repeatedly...
What if... When you smash a body it makes it take time (Like reading a book but of course much less time, you know it skips time)
And make it you can't butcher unless you've smashed them to a pulp... LOL, because butchering them defeats the purpose of smashing them... Really, it is for me, is the decision of lvling my melee or survival skill...

That seems arbitrary actually.  Like if I have the option of either smashing their faces in or just chopping the head off, why wouldn't I just chop the head off instead?  Butchering a corpse makes far more sense than ineffectually flailing away at it with a crowbar or a hammer.  Although personally, I like that I have the option anyway.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Ferris Bueller on July 10, 2013, 04:26:26 PM
Butchering should take longer - More methodical
Smashing should be faster but make noise
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: KWilt on July 10, 2013, 09:34:10 PM
I never understood the whole idea of debating smashing or butchering. Why not do both?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: KA101 on July 11, 2013, 05:18:44 AM
I never understood the whole idea of debating smashing or butchering. Why not do both?

Because while you do another two zeds are ~4 tiles away.  Work fast.  Knife, "s", aim at the corpse.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: KWilt on July 11, 2013, 05:47:03 AM
I never understood the whole idea of debating smashing or butchering. Why not do both?

Because while you do another two zeds are ~4 tiles away.  Work fast.  Knife, "s", aim at the corpse.

Pfft. If you can't take five minutes to take down any other enemies before you count your spoils, you're doing it wrong.

Geez, I just can't seem to play this game right, according to anybody's style. Am I really supposed to run after I engage? Seems silly to me
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: darth_servo on July 11, 2013, 02:46:53 PM
Geez, I just can't seem to play this game right, according to anybody's style. Am I really supposed to run after I engage? Seems silly to me

I'll butcher a corpse even when I have Zs in sight.  I've gotten pretty good at judging how long it takes for them to close the distance.  Last thing I want during an extended skirmish is for the dead ones to pop back up as reinforcements...
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Zireael on July 11, 2013, 05:38:25 PM
I just butcher the Zeds.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: KA101 on July 12, 2013, 01:44:26 AM
I never understood the whole idea of debating smashing or butchering. Why not do both?

Because while you do another two zeds are ~4 tiles away.  Work fast.  Knife, "s", aim at the corpse.

Pfft. If you can't take five minutes to take down any other enemies before you count your spoils, you're doing it wrong.

Geez, I just can't seem to play this game right, according to anybody's style. Am I really supposed to run after I engage? Seems silly to me

Nah.  I normally butcher too; pulping then butchering is overkill in terms of stopping the zed from rezzing.  That scenario I offered was when I was full up on Lab first-pass salvage, had the machete in-hand and no room to put it back, was already a bit dinged and encumbered...so thinking "I should be going now."
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Sonny on July 12, 2013, 03:58:31 PM
Why is there y/n choice on butchering? Like that anything bad happens if you chop up some corpse. Meat from them goes bad even when unchopped. I'd definitely remove this Do you want to butcher this corpse? y/n choice, because all I ever do is... shift+b,y,shift+b,y,shift+b,y...
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Zireael on July 12, 2013, 05:31:45 PM
Good point.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: i2amroy on July 13, 2013, 02:44:45 AM
Why is there y/n choice on butchering? Like that anything bad happens if you chop up some corpse. Meat from them goes bad even when unchopped. I'd definitely remove this Do you want to butcher this corpse? y/n choice, because all I ever do is... shift+b,y,shift+b,y,shift+b,y...
Mainly so when you accidentally hit shift+b while a zombie is bearing down on your face you have an option to cancel if necessary.
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: Sonny on July 13, 2013, 10:27:46 AM
Why is there y/n choice on butchering? Like that anything bad happens if you chop up some corpse. Meat from them goes bad even when unchopped. I'd definitely remove this Do you want to butcher this corpse? y/n choice, because all I ever do is... shift+b,y,shift+b,y,shift+b,y...
Mainly so when you accidentally hit shift+b while a zombie is bearing down on your face you have an option to cancel if necessary.

Ah, I understand.. Anyway, can't think of how one could push shift+b accidentaly if only keys we use for combat are directionals, t, f, maybe F. B already requires moving my thumb further when I keep shift pressed, and that y/n question is a bugger. Maybe add it in options, same like query on disassembling?
Title: Re: Cataclysm DDA 0.6 "Samedi" released.
Post by: vultures on July 17, 2013, 01:24:07 PM
It's a regular concern; some two thirds of the players here, in my own humble opinion, approach the game as it was an arcade survival, other than that the inventory management in general (roguelike) is something of a perk. So if you are hurt and attempt to finish a task that lasts longer than usual (one turn), a predator may lunge out and harm you - the very one you ignored just before.
Anyway, any task that could be scripted through roguelike game's interface should have a query start; I still have 0.4 CataDDA with ol'skool bindings and it's (C)hop for me, not butcher any like now.