Cataclysm: Dark Days Ahead - Official Forums

Cataclysm: Dark Days Ahead => Announcements => Topic started by: Kevin Granade on November 15, 2013, 05:40:53 AM

Title: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on November 15, 2013, 05:40:53 AM
The Ma release is characterized by polish and preparedness. We've put more effort into stabilizing Cataclysm than in any previous release, and taken the time to support saves from 0.8. There's loads of new content - items ranging from survivor suits to RPG-7s, new mutations and new vehicles, loads of recipes including the ability to smith your own tools from scratch, and a few new enemies to round it out.

The release is available from the usual locations:
Windows SDL: http://assets.cataclysmdda.com/downloads/windows_binaries/cddasdl-v0.9.zip
Windows GDI: http://assets.cataclysmdda.com/downloads/windows_binaries/cddacurses-v0.9.zip
Linux SDL: http://assets.cataclysmdda.com/downloads/linux_binaries/cddasdl-v0.9.tar.gz
Linux GDI: http://assets.cataclysmdda.com/downloads/linux_binaries/cddacurses-v0.9.tar.gz
Mac curses: TBB
Mac SDL: TBB
Official release page on github: https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/0.9
Repository: https://github.com/CleverRaven/Cataclysm-DDA

See the full changelog for other features:
Highlights:
---
World Factory: Multiple worlds managed at once.
New mutation categories.
TsuTiles.
Basic mouse support in SDL builds.
Vehicle construction system rework.
Backward compatibility with 0.8 saves.
Unbelievable amount of new content.

Features:
---
New mutation categories.
Blob drops are semi-useful.
World Factory: Multiple worlds managed at once.
Single keypress pulping.
Better Basements.
Dynamically swap between text and tiles, and among tilesets.
Funnels catch water when the player is far away.
TsuTiles.
Curvy roads.
Zombears.
V menu now lists monsters too.
Emergency vehicles.
Shia's back.
Doors tougher, but zombies can pile on when trying to bash through them.
Spawning monsters in packs.
Shopping carts are driveable.
Basic mouse support in SDL builds.
Food dehydrator.
Some clothes have hoods that are used automatically if there's no hat in the way.
Only prompt to confirm butchering if there are hostiles nearby.
Books have chapters.
Better furniture dragging interface with 'G'rab.
More cart types, hot dog, welding, luggage; swivel chairs.
Track more stuff for memorial file.
Basic tool quality support for more streamlined crafting recipes.
Fungaloid rework.
Vehicle workbench like components act like tools.
Huge pile o books.
Furniture and terrain definitions moved to json.
Survivor armor.
Large numbers of wild animals.
Power system for vehicles and battery components.
Reinforced vehicle components.
Vehicle construction system rework.
Multi-square vehicle doors.
Make vehicles more resilient to damage and better able to smash through obstacles.
Vehicle spawns have personality added in various ways.
Removed action interruption from drug cravings.
Ludicrous numbers of new foods.
Vehicle horns.
Backward compatibility with 0.8 saves.
Stylish trait.
Pickup partial stacks.
Flaming weapons.
Too many new professions to list.
Diseases can now be bodypart specific (bleeding, bites).
Reworked martial arts framework. Arts are no longer pseudo-items, and can be mostly defined in json.
RPG-7.
Reworked and streamlined bionics failure chance and install UI.
Streamlined continuous reading.

Bugfixes:
---
Monsters that don't take damage no longer leave blood trails.
Broken gas tanks act broken.
Highlighting lines in tiles mode.
Show all sounds made by player.
Disassemble items with charges properly.
Suppress smoke warning when you have a gas mask.
Stims work again.
Menu cleanups all over.
Better in-city detection for roads.
Funnel filling.
Step on visible trap warning.
Vomiting lethality nerfed.
Better ignore monster for now feature.
Massive audit of item values by Rivet.
Prevent input overbuffering when it's raining.
Eating related bugs.
Hallucination fixes.
Vehicle mounted turrets.
Crafting consuming containers with contents.
Prevents many actions from passing through walls.
Weird handling of cancelled item use.
Gunmods with firing modes.
Stabilized monster coordinates.
Many fixes in defense mode.
Charge rifle charging.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Mdnthrvst on November 15, 2013, 08:40:39 AM
This has happened before, and it's sad, because I really want to trust you guys, but... so-called 'Stable' builds have the worst bugs. Like, oh my god.

You can't clean broken windows. The most fundamental Construction action in Cataclysm straight up crashes the game to desktop. Good job, everyone.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: AerialK7 on November 15, 2013, 08:57:09 AM
*cant clear windows cause of insta-crash*
(http://i3.kym-cdn.com/photos/images/original/000/210/403/OhCrap.png)

Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: djrodw on November 15, 2013, 09:13:38 AM
Confirmed here as well CTD on broken window cleanup, another CTD on trying to board up a window.  No idea what file or quote from a file to post but if someone can direct me to the file I will copy whatever I need to.

using the win SDL on windows ultimate 64
and the Tile set put together by HRose
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: conductorbosh on November 15, 2013, 09:22:23 AM
More effort than any previous release?

People have been posting about the CTD on construction for days, and it hasn't been fixed.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: axujen on November 15, 2013, 09:50:30 AM
Whoa guys, alot of work went into bringing you this, have some faith i am sure this will be fixed in no time.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: AerialK7 on November 15, 2013, 10:01:13 AM
Whoa guys, alot of work went into bringing you this, have some faith i am sure this will be fixed in no time.

Yeah, but its a pretty big bug for a new stable release. I know itll be fixed by tomorrow (hopefully) but. Eh
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: djrodw on November 15, 2013, 10:03:22 AM
not too worried about it here as I know it will be fixed soon, Just wanted to shed light on it.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Anonymous on November 15, 2013, 10:07:55 AM
I just tested this out on the Linux console build with no problems. Everything seems fine so far.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: GalenEvil on November 15, 2013, 10:21:14 AM
Most of the developers are Linux developers, sadly this lends to Windows releases lagging a little since bugs tend to crop up in Windows for little reason. Please make, or add comments to, an issue noting what happened and how for any crashes. We will fix them as soon as possible. Sorry for any and all uncaught crashes that crop up >.< Also, I thank everyone for reporting issues as they develop as that is the only way to thoroughly test a game with as large a scope as this.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: infectedmochi on November 15, 2013, 10:32:45 AM
YES! I was waiting for this, more sleepless nights ahead for me :D

My big thanks to all developers and contributors involved in this, you guys are awesome. :)
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: conductorbosh on November 15, 2013, 10:52:17 AM
YES! I was waiting for this, more sleepless nights ahead for

Poor guy didn't read the other posts.

For real though,  thanks devs. Really looking forward to all the new stuff once the construction crash gets sorted out. Y'all are doing an amazing job.

Till then I'll be biting people on the guts in Dorf Fort adventure mode.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: dda on November 15, 2013, 02:59:36 PM
So psyched to try out the new version. Any idea when the Mac version will get released? Is there a way to run any of the present version through terminal or something? (Sorry, I really don't know how to do terminal or compile or any technical stuff)
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: GlyphGryph on November 15, 2013, 03:01:44 PM
More effort than any previous release?

People have been posting about the CTD on construction for days, and it hasn't been fixed.
It was reported on the experimental, and there was no reports from, no confirmation on (and we couldn't reproduce), and no details associated with the Release Candidate.

The fact that almost every bug filed for the Release candidate was from someone downloading and playing the experimental (and some 0.8) made the whole process quite difficult, and we need to figure out a better way to handle this next time and get people to actually report problems for the actual RC instead of a different version.

For now, we're trying to launch a hotfix ASAP, but I don't have any tools for developing on Windows (it's windows-specific) so we're trying to get one of our windows developers to weigh in.

So psyched to try out the new version. Any idea when the Mac version will get released? Is there a way to run any of the present version through terminal or something? (Sorry, I really don't know how to do terminal or compile or any technical stuff)
When we get a Mac developer who can make sure it compiles correctly. So possibly never, hopefully sooner than that.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Ratinod on November 15, 2013, 03:40:55 PM
Code:Blocks 12.11
OS: windows 7
Build massage log:
(http://s020.radikal.ru/i709/1311/02/55944eeb9f45.png) (http://radikal.ru/fp/d7a6d6255a02435887a5c525b29d80b7)
Maybe this will help in correcting problems with the windows build.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Tsu on November 15, 2013, 03:56:44 PM
I will do a full tileset for this stable in the next coming days. Hope to have it out by the weekends end.

Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: vache on November 15, 2013, 04:06:54 PM
Code:Blocks 12.11
OS: windows 7
Build massage log:
(http://s020.radikal.ru/i709/1311/02/55944eeb9f45.png) (http://radikal.ru/fp/d7a6d6255a02435887a5c525b29d80b7)
Maybe this will help in correcting problems with the windows build.

I think these errors are from the experimental, not 0.9 branch.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Narc on November 15, 2013, 04:38:29 PM
M'kay, I found the problem with the release: it was our compiler being a meanie. I told it to back off on the optimizations (went from -O3 to -Os) and the bug completely disappeared. Grab yourselves a fresh build of the release (http://ci.narc.ro/job/Cataclysm-Matrix/28) and enjoy all the new stuff.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Rivet on November 15, 2013, 05:09:58 PM
M'kay, I found the problem with the release: it was our compiler being a meanie. I told it to back off on the optimizations (went from -O3 to -Os) and the bug completely disappeared. Grab yourselves a fresh build of the release (http://ci.narc.ro/job/Cataclysm-Matrix/28) and enjoy all the new stuff.

Sorry for not having the time to verify/test this bug sooner.

Either way, this hotfix solves the problem!
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: jimboblordofeskimos on November 15, 2013, 05:14:27 PM
Champions, all of you.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Narc on November 15, 2013, 05:15:24 PM
Either way, this hotfix solves the problem!
And the awesome part is, it didn't take any changes to the code whatsoever. Silly compiler.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Rivet on November 15, 2013, 05:21:10 PM
Either way, this hotfix solves the problem!
And the awesome part is, it didn't take any changes to the code whatsoever. Silly compiler.

I forgot to ask, has this hotfix been applied to the experimentals as well? There's already new stuff in the experimentals and I've been using them as my build-base. It would be nice to not have to dodge this bug during testing.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: djrodw on November 15, 2013, 06:03:38 PM
if someone wants to point me in the right direction, I will start pasting error text so I can be a bit more helpful when these problems pop up.  I really am inept at coding but if I can make life easier for the bug hunters then I will do my part.  really having fun with this build so far and you guys have done a good job so thank you!
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: GlyphGryph on November 15, 2013, 06:06:51 PM
Either way, this hotfix solves the problem!
And the awesome part is, it didn't take any changes to the code whatsoever. Silly compiler.

I forgot to ask, has this hotfix been applied to the experimentals as well? There's already new stuff in the experimentals and I've been using them as my build-base. It would be nice to not have to dodge this bug during testing.

I think if you are compiling yourself it shouldn't happen.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: youtoo on November 15, 2013, 06:10:26 PM
some of the posts on here are awful negative for something being given away for free. I joined the kickstarter but it was not required. These guys have jobs and do this for fun. If you guys make it so that its more like an unpaid job there is a good chance they will move onto other things...

thank you for getting this out guys. I appreciate it. Dont kill yourself over a hot fix. You have lives.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: GlyphGryph on November 15, 2013, 06:11:54 PM
Can someone confirm that the download link from the front page now links to a functional version? Want to make sure I updated it correctly.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Ishindri on November 15, 2013, 06:16:39 PM
Yep, just downloaded it and I can clear windows without a problem.

Question, though: what does the .9 version name refer to?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Cinghiale on November 15, 2013, 06:26:46 PM
This is good but can the devs focus on metal gear references for version 1.0? Thanks...
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: jimboblordofeskimos on November 15, 2013, 06:30:05 PM
Either way, this hotfix solves the problem!
And the awesome part is, it didn't take any changes to the code whatsoever. Silly compiler.

I forgot to ask, has this hotfix been applied to the experimentals as well? There's already new stuff in the experimentals and I've been using them as my build-base. It would be nice to not have to dodge this bug during testing.

Seems to have been, ive been playing with the experimental for about an hour and havent seen any bugs or crashes, construction crash is fixed and oddball key rebinding thing is fixed as well.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on November 15, 2013, 06:34:25 PM
This is good but can the devs focus on metal gear references for version 1.0? Thanks...
hahaha, you jerk :D

Next version is 0.A, not 1.0
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Narc on November 15, 2013, 06:39:15 PM
some of the posts on here are awful negative for something being given away for free.
If there's one constant about the human condition, it's that people will find things to complain about regardless of how good their situation is. And that's perfectly fine.

In this case, the most major bug happened only on Windows, and it was due to something external to the code itself, so anyone compiling their own version would have been unable to reproduce it. The fix was a minor flash of inspiration, as I remembered hearing that some versions of gcc were a little buggy when optimizing maximally; it was pure coincidence that it happened at release time, and mostly luck that I fixed it this quickly.

I do hope folks temper their complaints in future, though -- the squeaky wheel may get the grease, but if you're too squeaky, you can just get yourself ignored for no good reason.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Dominae on November 15, 2013, 06:48:49 PM
Confirmed - the 1st post windows SDL has a functional Construction menu.


I've also started tinkering with Deon's tileset to try and return some of the lost tiles (vehicles especially) to working order.  I've never touched json files before, so its an experience.  A lot of the fixes seem pretty simple though.  In just five minutes I've restored half my RV to semi-functional order.  I'll post what I can piece together after I play with it more.

The issue seems to be the way some tiles are titled?  For instance:

From Tsu's json file (which doesn't have the "omg my car turned into # signs!" issue):

Code: [Select]
       
"id":"vp_windshield",
            "fg":112,
            "rotates":true


Yet from the broken Deon's:

Code: [Select]
       
"id":"vp_window",
            "fg":328,
            "rotates":true

Changing the id called in Deon's json to Tsu's id reinstalled a windshield in my all my vehicles.


Edit - Thanks Tsu  ... & yeah, he is missing a lot of new content in there.  Since it isn't "mine" to edit, I didn't add anything to his pack, I just tried to link up his current tiles to the changed vehicle-part names, and a couple other things here and there (made his car doors open and close, picked a random 'box' graphic for in-car storage, kitchen unit & welder, etc).  Hopefully he'll come back and work on his tileset sooner or later.  A lot I didn't tinker with, the new monsters, broken item links, etc.  My main focus was getting vehicles to not be a buncha #'s.

Here is a link for anyone interested: http://ge.tt/9FKlZqz/v/0?c
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Tsu on November 15, 2013, 07:40:19 PM
Yeah, Pretty much the entire "vp_" prefix section from my tileset would need altering in his. Lucky for you though I kept all those prefixed versions in a list somewhere in there, so they should be easy to find.

Sadly I think there have been new things since he worked on his, so expect to be missing a few tiles even after the conversion, Hoder and Deon both stopped updating before the vehicles were reworked in tiles..

(http://i.imgur.com/bJ4BCha.png)
What I came here for! : http://ge.tt/9319tpz/v/0?c  The new version of the tileset for 0.9 - This has all the monsters.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: axujen on November 15, 2013, 11:40:23 PM
M'kay, I found the problem with the release: it was our compiler being a meanie. I told it to back off on the optimizations (went from -O3 to -Os) and the bug completely disappeared. Grab yourselves a fresh build of the release (http://ci.narc.ro/job/Cataclysm-Matrix/28) and enjoy all the new stuff.
Are all builds compiled with -O3? Because it can cause bugs, the game would have probably worked fine with -O2.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: VampyreLord on November 16, 2013, 10:13:59 AM
So what does Ma refer to?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Narc on November 16, 2013, 10:38:43 AM
[Were] all [the older] builds compiled with -O3? Because it can cause bugs, the game would have probably worked fine with -O2.
Corrected the question after a quick query in IRC, but I'll answer here, too, for anyone curious: the answer is no.

In fact, I used -Os from the start, basically, and only switched to -O3 just now, as I collected the four independent build jobs and wanted to trim unnecessary overrides. -O3 is the default in the Makefile for release builds, so it made sense to just let it be -- except, as it turned out, I've still got a buggy gcc that messes up the -O3 optimizations.

Thanks for the IRC clarification, I was really unsure what the initial question actually was.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: AerialK7 on November 16, 2013, 10:58:37 AM
So what does Ma refer to?

Its an acronym for Majorly Awesome. DIDNT YOU KNOW?

No..I dont know
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: VampyreLord on November 16, 2013, 02:57:08 PM
So what does Ma refer to?

Its an acronym for Majorly Awesome. DIDNT YOU KNOW?

No..I dont know
Are you being serious?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: FunsizeNinja123 on November 16, 2013, 03:05:12 PM
Well I dunno what Ma means.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: GlyphGryph on November 16, 2013, 03:15:45 PM
Roger Ma
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: djrodw on November 16, 2013, 06:03:57 PM
1.0 kojima ?

joking please don't kill me!
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: dwarfkoala on November 16, 2013, 06:46:27 PM
We generally decided that 1.0's being the Lovecraft update.

That said, the next update is PROBABLY NOT going to be 1.0, as there is simply too much incomplete stuff to say that Cataclysm is "complete".
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Aggrons_shell on November 17, 2013, 02:33:34 AM

Zombears
dear lord...
Shia's back
And I thought jabberwoks were bad. gg.
thx gtaguy for "teaching" us of shia.


Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Narc on November 17, 2013, 11:17:05 AM
That said, the next update is PROBABLY NOT going to be 1.0, as there is simply too much incomplete stuff to say that Cataclysm is "complete".
Yeah, 0.10 sounds about right for the next version.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: John Candlebury on November 17, 2013, 06:21:36 PM
Congrats on the new version guys!

By the way if the next version has the Z-levels i think that it could make sense to call it 1.0
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Squirrel on November 17, 2013, 07:47:41 PM
This is me ranting, and I actually feel bad for saying this, 0.9 has been the glitchiest this game I have EVER seen, all versions previously combined. (I've played DDA ever since 0.1, and a bit before DDA had a forum and everything)

I start off with the construction menu not working, an essential part of the game. Fine, whatever, it gets fixed in the experimental. Then I can't use first aid kits / bandages, things that have to be applied. Fine, whatever. Getting the next experimental - the game crashes upon making a new character. Fine. Next day, next experimental. Everything is working fine, as far as I can tell, having great game with a character aaand the game crashes. Out of nowhere. Again, and again.

I know that I should expect crashes with the experimentals and everything, but this has never happened to this extent.

I love this game and I feel bad for ranting, but this is getting ridiculous. I'll keep supporting you guys, because I really do enjoy the work you do, but for now I am just dropping this game.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Cinghiale on November 17, 2013, 11:34:25 PM
Don't know what everyone is bitching about, 0.9 is running perfectly for me. My character is feverishly brewing meth cola for days without a glitch.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: EkarusRyndren on November 18, 2013, 12:08:34 AM
It's hit and miss, it depends on the system, the build, a bunch of other things. That said they're working on it, it's just taking time.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Cinghiale on November 18, 2013, 12:10:37 AM
Is it based on the system? Mine's Windows 7 64x for the record, running the current stable 0.9
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on November 18, 2013, 02:36:17 AM
Squirrel, the construction thing is fixed in stable, just redownload and it should be ok.  Right now is the absolute WORST time to hop around on the experimentals, we have a HUGE pile of stuff we were holding off on while finishing up for the 0.9 release, and now that's all getting shoveled into the code as fast as we can, which means it's very unstable right now.

Now, are there any issues with stable right now?  I haven't heard anything except save compatibility that's really major since the construction thing got fixed.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Cinghiale on November 18, 2013, 02:40:56 AM
Stable is running perfectly as far as I can tell. The only crashes are when loading from the main screen into the game, though trying again results in successful start, so it's not really an issue. As a default I always have autosave on for every 5 minutes, as well as a sleeping save query, and I hotkey quicksave to capital S and tap it pretty neurotically, which limits the grief that flash crashes cause. Though again no crashes "in game" from the current 0.9 on windows 7 64x that i've encountered, and I've been making quiet a mischief with it today.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: EkarusRyndren on November 18, 2013, 02:41:53 AM
Squirrel, the construction thing is fixed in stable, just redownload and it should be ok.  Right now is the absolute WORST time to hop around on the experimentals, we have a HUGE pile of stuff we were holding off on while finishing up for the 0.9 release, and now that's all getting shoveled into the code as fast as we can, which means it's very unstable right now.

Now, are there any issues with stable right now?  I haven't heard anything except save compatibility that's really major since the construction thing got fixed.

I'm not positive on this but I think there's a bug with the world-gen, at least that's what I think it is from the log [See Thread] (http://smf.cataclysmdda.com/index.php?topic=4283.0) Though that one's avoidable (it seems) just by saving frequently then shrugging and loading your save when it crashes... If that's still a bug.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Marine on November 18, 2013, 11:19:12 PM
I've compiled 0.9 trough several debian-based distros and everything seems to be working fine. Are the bugs windows-specific or what?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Narc on November 19, 2013, 07:37:33 AM
I've compiled 0.9 trough several debian-based distros and everything seems to be working fine. Are the bugs windows-specific or what?
Very probably yes. Most of the maintainers and core contributors seem to be developing on Linux, so bugs they see don't generally make it into master.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: prytoclasm on November 19, 2013, 12:21:08 PM
For some reason, even my 2nd savegame is corrupt and cannot be loaded anymore.

It goes to 1100/14892 blocks, memory usage goes up to 950MB and then win gives following message: (http://abload.de/thumb/cataclysm-09-errorstr80.png) (http://abload.de/img/cataclysm-09-errorstr80.png). (Below is the task manager info).

Running on Windows XP.


I assume this happens when the save process is somehow interrupted. Since, when I manually edit the .sav file and delete all the 'NUL' entries and other garbage and the end of the string-section, it loads properly, but most stored info is gone of course. I'll keep an eye on this.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Marine on November 19, 2013, 03:42:41 PM
In the meanwhile, all of you win users experiencing problems could just fire up some linux virtual machine.
Hopefully a fix will roll out real soon.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on November 19, 2013, 03:49:22 PM
prytoclasm: That sounds like a save incompatability problem that I've partially addressed.  I think we will have a 0.9.1 with some bugfixes, including that one.  Unfortunately that particular issue requires manual intervention to work around, but it's simple (changing the version number of the player save file).
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: tasteful on November 20, 2013, 05:04:14 AM
incredible release, incredible game. and yeah stable is running perfectly on Wine for me on OS X mavericks.

however i am noticing that theres a ridiculous amount of goodies everywhere - something like a third of the houses ive looted have had basements, and ive found two dead scientist groups, two dead soldier groups and a crate drop just in the 30x30 maptile or so area ive explored. i'm loving it but it seems sort of unlikely that that's intentional, ive never had this much luck. the only world setting i changed was setting city size to 8
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Cinghiale on November 20, 2013, 05:55:02 AM
i'm loving it but it seems sort of unlikely that that's intentional, ive never had this much luck.

I was eaten by a size 10 pack of zombie dogs on my first foray into a city in 0.9, so consider yourself lucky
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: prytoclasm on November 20, 2013, 08:19:47 AM
prytoclasm: That sounds like a save incompatability problem that I've partially addressed.  I think we will have a 0.9.1 with some bugfixes, including that one.  Unfortunately that particular issue requires manual intervention to work around, but it's simple (changing the version number of the player save file).

Erm. No. It's not. I started a new game with the newest version. Happend twice so far, still waiting for the third. Maybe it was an interference with the virus scanner.

As stated: Saved the game (which did not lead me back to the menu, I forgot to mention that earlier), wanted to continue later -> corrupt file.


Anyways, I'll keep an eye on it.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: tasteful on November 20, 2013, 11:30:45 AM
i got the native mac stable and the world is normal so i dunno about my issue a few posts ago
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: tasteful on November 20, 2013, 11:44:27 AM
it might be worth pointing out that currently running the windows build in wine is much, much, much faster than the native mac build (and this was true of the last release as well)
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Marine on November 20, 2013, 03:41:39 PM
it might be worth pointing out that currently running the windows build in wine is much, much, much faster than the native mac build (and this was true of the last release as well)

Wow, first time I hear about Wine for OSX (I don't own any Mac)
Wine devs sold there souls! :D
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on November 20, 2013, 04:15:18 PM
prytoclasm: That sounds like a save incompatability problem that I've partially addressed.

Erm. No. It's not. I started a new game with the newest version. Happend twice so far, still waiting for the third. Maybe it was an interference with the virus scanner.

As stated: Saved the game (which did not lead me back to the menu, I forgot to mention that earlier), wanted to continue later -> corrupt file.

Anyways, I'll keep an eye on it.
I stand corrected, thanks for the update.

Any chance that your disk might be full? We definitely don't handle that properly.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: xLemor on November 21, 2013, 07:16:26 AM
This is me ranting, and I actually feel bad for saying this, 0.9 has been the glitchiest this game I have EVER seen, all versions previously combined. (I've played DDA ever since 0.1, and a bit before DDA had a forum and everything)

I start off with the construction menu not working, an essential part of the game. Fine, whatever, it gets fixed in the experimental. Then I can't use first aid kits / bandages, things that have to be applied. Fine, whatever. Getting the next experimental - the game crashes upon making a new character. Fine. Next day, next experimental. Everything is working fine, as far as I can tell, having great game with a character aaand the game crashes. Out of nowhere. Again, and again.

I know that I should expect crashes with the experimentals and everything, but this has never happened to this extent.

I love this game and I feel bad for ranting, but this is getting ridiculous. I'll keep supporting you guys, because I really do enjoy the work you do, but for now I am just dropping this game.

Windows hates you,  it's that simple.  Works fine on linux
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Marine on November 21, 2013, 07:31:09 PM
Yeap, I've been playing for quite some hours with 0.9 and didn't experience any of the problems described in this thread. Under linux, that is.

For you win guys, just fire up a linux VM and start playing.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: shavedllama on November 22, 2013, 06:32:57 PM
With the greatly expanding item quantity, are there any plans to remove the artificial limit on inventory? (I mean the 75-item limit), perhaps by making it more like something in ADOM, i.e numeric).
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Flunky on November 22, 2013, 11:35:59 PM
Lots of horrible bugs

Windows hates you,  it's that simple.  Works fine on linux

Just wanted to pipe in and say I'm using the stable version posted after they fixed the construction bug and have had no bugs (beyond the usual NPC stuff, but hey I chose to turn them on) at all after several nights playing. This is Windows 7 x64. Maybe I'm just lucky, maybe windows hates you. But it doesn't seem to break on all windows machines.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Pumbletron on November 23, 2013, 09:04:01 PM
I really like this version and all the new stuff, but I found some bugs and wanted to report them for you guys, so here goes!

-Bifocal glasses give you perfect sight, even in total darkness.
-Sometimes dead NPC's have an item called "none" which is impossible to drop

That's all I've found so far. I've had no other problems and am really enjoying it. Kudos to the makers of the game for all your hard work and time spent, it is really appreciated with this awesome game.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: moist_zombie on November 24, 2013, 07:11:39 AM
Don't know if it is commonly mentioned in these threads, but a lot of bugfixes go into the experimental versions, probably more than actual new content comes in :) (Though the stable gets its bugs fixed as well, just doesn't receive new content, I guess..) Sometimes you'll end up with an experimental that has a pretty ugly flaw (so keep your older version just in case!) but I almost always use experimental versions and in general they're pretty stable, plus you can immediately experience the new content :D And I recently started moving my old save forward with me through experimentals and have had no problems at all with save compatibility :D

It is addictive, though, be warned! Sometimes I grab three or four experimentals a day depending on what I see get added on IRC.. I need help!! ;)
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Rexels on November 25, 2013, 01:00:01 AM
This is more of a curiosity than a complain but, are there any plans to work on NPCs or the Faction system any time soon?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: John Candlebury on November 25, 2013, 07:41:08 AM
for the NPCs i remember Glyph stating that thew would be reworked in order to deliver the Kickstarter rewards.

About the faction system i don't have any idea
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Nighthawk on November 25, 2013, 07:27:45 PM
I eagerly await the day that NPCs work properly. I could just imagine having my own little gang of survivors, romping around the cataclysmic landscape in a jeep, machine guns at the ready.

I could just imagine your companions helping you if you're grappled by a grabber a-la Resident Evil. That would be really cool.


What I'm really looking forward to, though, is the combat rework that GlyphGryph mentioned at one point on the Bay12 forums. But that's likely a pretty long way off.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: esran on November 29, 2013, 04:49:09 PM
.9 stable is working great for me except for the incredibly wide variety of accidental item duping errors. have those been fixed in the experimental? if so ill start playing that instead.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: infectedmochi on December 01, 2013, 11:51:11 PM
I'm not sure it's "all", but it's most likely those bugs are already fixed in Experimental. Beware of new bugs though ;)
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: axujen on December 02, 2013, 09:15:26 AM
I'm not sure it's "all", but it's most likely those bugs are already fixed in Experimental. Beware of new bugs though ;)
Yeah, i wouldn't recommend the experimental for stability right now :)
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Taraq on December 03, 2013, 01:03:15 AM
for the NPCs i remember Glyph stating that thew would be reworked in order to deliver the Kickstarter rewards.

About the faction system i don't have any idea

I eagerly await the day that NPCs work properly. I could just imagine having my own little gang of survivors, romping around the cataclysmic landscape in a jeep, machine guns at the ready.

I could just imagine your companions helping you if you're grappled by a grabber a-la Resident Evil. That would be really cool.


What I'm really looking forward to, though, is the combat rework that GlyphGryph mentioned at one point on the Bay12 forums. But that's likely a pretty long way off.

There's a discussion about this going on in the code forum thing.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: c3456578 on December 28, 2013, 08:37:14 PM
It would be cool if they added more detailed spawn options, so I could, for example, turn certain zombie types spawn low or off. For now, mob spawn is ridiculous (well, it always was, especially when Whales worked on Cataclysm), and I can't even turn them off completely (they still spawn, no matter what spawn scaling I set, and some kinds of them keep spawning in any conditions, like zombie children or zombie swimmers). The lack of such needed options, and totally imbalanced monster strength (splitter, for example, is extremely dangerous while driving as it can break your vehicle and badly wound your character in one split) makes things kinda silly.

Ability to set zombie strength is also a cool feature to add. I'd set them to be really rare, but very powerful. And ability to set them to different types of AI, to make some kinds of zombies smarter than other.

And yet another silly thing is what shops and houses are always on perfect condition UNTIL you come here and zombies start chasing you and start to break furniture and stuff.

And why exactly classic zombies mode also turns labs and military bases off?

Sorry if I sound dumb or unreasonable, it's just my opinion, maybe I'm just not hardcore enough for this game. And also sorry for my english.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on December 30, 2013, 12:53:53 AM
c3456578: Most of your requests are things we want to do but haven't gotten to yet.
The reason labs and military bases are disabled in classic zombie mode is it isn't just about the zombies, it's the whole genre of the game.  So basically if something wouldn't be present in a typical zombie movie, it doesn't belong in classic zombie mode.  That means all the mutations, cybernetics, and superscience weapons.  It would be REALLY complicated to rework the military bases and labs so they only spawned classic type items, so instead we just don't spawn labs or bases at all.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: c3456578 on December 30, 2013, 11:50:22 AM
Thank you for your answer.
The reason labs and military bases are disabled in classic zombie mode is it isn't just about the zombies, it's the whole genre of the game.
Oh, now I understand. But does it really work that way? We are talking about that monochrome 50's zombie horror movies, right? I mean, I am still able to find solar powered cars and some modern guns, and maybe even craft that NX-17 rifle. Consoles are still present and some other modern or sci fi stuff too.  I think, I even found scientist corpses a couple of times (played a long time ago), so bionics and mutagen are still present, if that is true. I played classic zombie mode, because there was no annoying worms (who turn ground into a pile of mess if you was unlucky to settle on their biome), overpowered swamp monsters (man, if you only saw how many slugs once spawned outside of shed while my charater slept, I think a hundred or so) and, as I said, splitters, who ruin your car and loot, so I personally really hope what bases will appear in that mode.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: c3456578 on December 30, 2013, 12:04:58 PM
And also ability to create batteries on vehilce with charged accumulator (because we can't really use solar power for that for now), or atleast the way to acquire ammonia from terrain (or is there already a way to do so?).
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Inadequate on December 30, 2013, 02:20:47 PM
Both are sort of in the experimental right now. You can craft rechargeable battery mods and attach them to devices, and craft a recharging station and attach it to your solar-powered vehicle. Putting a device with the rechargeable mod in the recharging station will then slowly recharge it. As for ammonia, you can make it with a chemistry set, charcoal, scrap metal and water at 6 cooking. I think the recipe for it is now in the chemistry textbook, because that's the terrible trend in fashion at the moment. If you can't find a well-stocked library, you're a brain-dead caveman who deserves to bang rocks together numbly until he starves to death because you're too stupid to feed yourself.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: infectedmochi on December 30, 2013, 02:54:51 PM
Or just find gallon jugs of ammonia in random houses, they tend to spawn in kitchen or bathroom; the lab is also a good place to find all sort of chemicals. No need to make ammonia yourself unless you need them in large quantity. Also, chemical textbook can be found in regional school or library, by the time you need ammonia in large quantity you are powerful enough to take on those places - more reasons to go and explore.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: c3456578 on December 30, 2013, 08:17:24 PM
Okay, I feel kinda stupid now. I wasn't really involved in the gameplay like half of the year or so, and didn't notice those changes in the changelist.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on December 30, 2013, 08:42:02 PM
It's pretty hard to keep track of yea.
As for your correct counterexamples, well classic zombie movie is the *goal*, but it isn't perfect.
The goal is to tag individual entities to indicate which mode they should appear in, then we could control it in a finer-grained way.  Unfortunately progress on that front has stalled a bit.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: c3456578 on December 30, 2013, 09:43:18 PM
I like, how they managed it in NEO Scavenger. All items have a bunch of hidden tags, like "medium shaft", "sharp edge", "heat source" and so on, so when developer adds new item, he doesn't need to change a lot of crafting recipes. And crafting itself is as intuitive as it should be.

When all your items will have such tags, I can even imagine a feature like 3d printer, which can print any scanned (apparently on destructive analyser) solid items using other items with the same material tag (optionally, wasting like 80% or 90% of resource and a lot of energy in process).
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: i2amroy on December 30, 2013, 10:32:22 PM
I like, how they managed it in NEO Scavenger. All items have a bunch of hidden tags, like "medium shaft", "sharp edge", "heat source" and so on, so when developer adds new item, he doesn't need to change a lot of crafting recipes. And crafting itself is as intuitive as it should be.
We already have the basis for this in the game already actually, (you can see the CUT:X value show up on knives) it just hasn't been fully implemented yet.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Rivet on December 30, 2013, 11:49:36 PM
Both are sort of in the experimental right now. You can craft rechargeable battery mods and attach them to devices, and craft a recharging station and attach it to your solar-powered vehicle. Putting a device with the rechargeable mod in the recharging station will then slowly recharge it. As for ammonia, you can make it with a chemistry set, charcoal, scrap metal and water at 6 cooking. I think the recipe for it is now in the chemistry textbook, because that's the terrible trend in fashion at the moment. If you can't find a well-stocked library, you're a brain-dead caveman who deserves to bang rocks together numbly until he starves to death because you're too stupid to feed yourself.

I really like the move to put the complex recipes in books. Though I left it auto-learn originally, I really don't think that the hero should automagically figure out how to (as in your example) produce ammonia using the Haber–Bosch process because they've cooked a bunch of squirrels over a fire. In fact, I'm going to go out on a limb here and say that the vast majority of people in the world have never even heard of the Haber–Bosch process, much less know exactly how to run the necessary reaction with a home-built chemistry set.

This makes libraries even more valuable than they ever were before, as they should be. As for banging rocks together and being too stupid to feed yourself, I can't really help you there. Basic cooking recipes are all auto-learn, and I don't imagine that's ever going to change; maybe those of us who can't figure out how to burn meat on a stick should just eat it raw or stick to scavenged cans of beans?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: c3456578 on December 31, 2013, 03:17:13 AM
I really don't think that the hero should automagically figure out how to (as in your example) produce ammonia using the Haber–Bosch process because they've cooked a bunch of squirrels over a fire.

Just make it few levels higher then, like 10th or 12th level of cooking. Player will actually need to read chemistry books to acquire such a high levels because of skill rust. If they still can do it by cooking, simply tweak XP gain for easy cooking tasks. Right now you already need a bunch of books to make your character worth something. And there is still no way to just read digital data as skill books, so why make player to carry even more books in the zombie apocalypse?

And still, I imagine survival skill as more appropriate for simple cooking and skill "chemistry" or "applied science" for heroin recipes and such. Actually, let's go even further and think about such complex tasks as about something what requires a range of different skills. If I wan't to cook something more, than cooked meat or plain pie, I need also chemistry skill. If I want to make drugs, I need medicine, chemistry and maybe even some fabrication.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on December 31, 2013, 06:39:40 AM
The whole point is some things are fairly intuitive, and just require figuring out how to do it right, like a lot of simple cooking tasks, but others, like nearly any chemistry process are simply not things you're going to just figure out via repitition.
There are certainly some in between that we're planning on having a low level to learn from a book, and a high level to figure out yourself, but I don't think most chemical reactions are reasonable to put in that category.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kaet on December 31, 2013, 08:46:39 AM
Would it be worth separating chemistry and food cooking?
I get the whole cooking is chemistry, but I think it would be fair to use a different skill when dealing with drugs and such.
Maybe have cooking food get a boost from chemistry or something like that.
Would make sense since you're not really going to learn how to make drugs or other chemicals from a cook book, but you might be able to apply some chemistry when baking.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: CIB on December 31, 2013, 02:38:23 PM
like nearly any chemistry process are simply not things you're going to just figure out via repitition.

I'm not clear on the mechancis here. Is this about requiring some background knowledge(aka skill), or actual knowledge of the precise recipe? Because, you know, the job of a well educated chemist is not really to make something according to recipe, it's more to come up with new recipes and processes through thought and experimentation. Someone with a decent understanding of chemistry will indeed be able to come up with new recipes, simply by looking at what materials they have, what they want to produce, and lots of trial and error.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Inadequate on December 31, 2013, 06:01:07 PM
Good luck with that, independent thought is anathema here. You want a scientist to be able to work things out through the scientific method? How foolish, rote memorization is the only way to progress in life. Eventually there will only be one viable strategy to play the game, and woe betide anyone who deviates from it.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: infectedmochi on December 31, 2013, 06:05:32 PM
If finding recipes in books is a woe, then I guess I'd gladly impose it on myself. The recipes in books solution can use some improvements and others has suggested many good ideas, but right now it's definitely better than what we had before.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: ArgusTheCat on December 31, 2013, 07:09:25 PM
independent thought is anathema here

I've been kicking around here since I found this game back in... what, .3?  .4?  A long damn time, at any rate.  I've made my fair share of suggestions, some of which have been accepted, others (dinosaur cloning labs) which the devs don't feel match the tone of the game they're trying to make.  You know what, though?  That's FINE.  It's not MY game.  It's THEIRS.  Our job, as people who love this project, is to feed them ideas and feedback and bug reports, and their job, as people who love this project but are devoting WAY more effort and knowledge to it than us, is to take the stuff they like and implement it.

In all my time here, I've never once felt like making an offbeat suggestion was frowned upon.  I've seen plenty of stupid-ass ideas get a decent level of discussion in the forums, often with Kevin or Gryph jumping in to explain exactly why they're not gonna do a thing.  I can understand if you're pissed about something, or if you feel like no one is listening to you, but perhaps you should try revamping your idea and presenting it again like a rational adult, instead of just whining that no one wants to let you play.

Because no matter how bitchy you are, you are still totally allowed to play this completely free, completely kickass game.  Don't forget how awesome that is.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Sanarr on December 31, 2013, 09:20:47 PM
I'll agree withe previous post. If devs decided to chang game, one way or another - its's good because changes means development and progress.

I'm agree with recipes books, because, you know - it is hard to learn how to craft, to say, a solar panel, via disassembling a flashlight.  Not all recipes might be learned by intuition. Survival is hard.

Maybe , some solution will be in skills added in character generation, representing more deep knowledge of subject, or a profession from the "past life". For example,  adding a level 1 in cooking, before you start, would add a, to say, 10% chance to uncover some "only-in-book" recipe when leveling up. And char with pre-start level 3 at mechanics, as a skillfull mechanic, would have bigger chance to  discover "hidden recipes", than his colleague  that learned mech 3 from 0 in game (without books). Something like that, sorry if my explanation a bit messed up.

And I, also, will be happy if skill rust system would get some attention. I think its hard to completly forget some knowledge  within even a year, not to say a few weeks.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: GlyphGryph on December 31, 2013, 10:25:26 PM
Also, adding in a 'research' action that you can do with the right environment and supplies is actually planned. But no one is going to program that while all the good recipes are easily available through auto-learning!
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: KA101 on December 31, 2013, 11:00:47 PM
KA101 the recipe-booker here.

The general idea for whether/not something gets booked is whether it's simple enough that you could some up with working/complete plans to make it from he general knowledge represented by your skill level.

For instance, it's not too tough for someone with some ability to work out fabric and sew it together (Tailoring 2) to stitch up fabric to cover themselves.  Thus, the cloak remains autolearn.

The fur cloak will also remain autolearn.  BUT, since it requires both tailoring (the primary skill) AND survival to make, I'll probably have it show up in a few survival books.  This way, survivalists who haven't studied tailoring can learn about their options and why they might wanna crack open a Sew Awesome Monthly & reinforce some gear.

The gas mask, though, isn't something that I'd be able to work out just from learning how to handle fabric and plastic.  I might be able to work out the idea of pitting something on my mouth, but that's bandana/scarf/dust-mask territory.  A rubberized mask with clear face shield and chemical filters ain't something that tailoring ability can handle on its own.

So the gas mask is no longer autolearn.  If you take it apart to understand what's involved, an amateur/hobbyist tailor can put it back together, and then make others: the gas mask has "decomp_learn" at skill 3.

If you're a student of several other disciplines, that same understanding should let you work out what you need to make a gas mask from studying firefighting, post-nuclear survival, chemistry (lab safety precautions & filtering), emergency medical assistance, or (of course) gas warfare.  There are several books containing the gas mask recipe.

So you'd end up with "Huh, if I had goggles, a filter, some hose, and spare filter material, maybe I could attach it together, but it might take some doing." <tries, insufficent skill> "Nope, too much fine-detail.  Need more practice."

After all this, I take playability into consideration.  I originally was extremely stingy with archery, but let the lower-level bows remain autolearn so folks playing no-city or illiterate would have some upgrade potential before the research system gets going.

(For the record, I heartily support a research system, so long as it's not the typical "sink X resources, wait Y time, get Z upgrade" game-research.  Science goes by fits and starts.)

Hoping that helps.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on January 01, 2014, 02:31:42 AM
like nearly any chemistry process are simply not things you're going to just figure out via repitition.

I'm not clear on the mechancis here. Is this about requiring some background knowledge(aka skill), or actual knowledge of the precise recipe? Because, you know, the job of a well educated chemist is not really to make something according to recipe, it's more to come up with new recipes and processes through thought and experimentation. Someone with a decent understanding of chemistry will indeed be able to come up with new recipes, simply by looking at what materials they have, what they want to produce, and lots of trial and error.
I don't see chemistry skill as representing formal chemistry education, especially to the level of a professional chemist where you have a broad enough knowledge base to come up with new chemical reactions.  It's more like lab technician level stuff, where you learn to perform the steps, but don't necessarally have a total understanding of how everything works.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Binky on January 05, 2014, 06:24:37 PM
Any ETA for the next stable version?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on January 05, 2014, 07:12:47 PM
All my zipping around the country is over for now, I'm settling in in Seattle, so I'm going to start the release process by marking release-blockers, and the release will be whenever that list is emptied and I have time to do it.
So VERY loose ETA is Jan 18th.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: jcannon98188 on January 13, 2014, 11:19:18 PM
All my zipping around the country is over for now, I'm settling in in Seattle, so I'm going to start the release process by marking release-blockers, and the release will be whenever that list is emptied and I have time to do it.
So VERY loose ETA is Jan 18th.

You moved to Seattle? Sweet, what part? I'm down in Federal Way, just 5 minutes north of Tacoma
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Zireael on January 15, 2014, 09:29:14 AM
Also, adding in a 'research' action that you can do with the right environment and supplies is actually planned. But no one is going to program that while all the good recipes are easily available through auto-learning!

That would be the best.

Also, I saw that mod manager made it in! Can't wait for the 18th...
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: juliawang87 on January 16, 2014, 10:02:47 PM
Is there a thread somewhere that mentions what's being worked on?  Or is it expect that we try one of the incremental builds to see what's different?  Like, I have not seen any talk about Z-levels since the Kickstarter and was curious when that might start being implemented.

Looking forward to the 18th, too, if it pans out, lol. ^_^
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Binky on January 17, 2014, 03:52:39 PM
Is there a thread somewhere that mentions what's being worked on?  Or is it expect that we try one of the incremental builds to see what's different?  Like, I have not seen any talk about Z-levels since the Kickstarter and was curious when that might start being implemented.

Looking forward to the 18th, too, if it pans out, lol. ^_^

Not really a thread available unfortunately - the drawing room and Lab tend to have a few topics which are being worked on. I suspect the experimental branches are the best way to look at new stuff, although you could look at the github page ( https://github.com/CleverRaven/Cataclysm-DDA) and the commits, but they're rather difficult to sort though.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: i2amroy on January 17, 2014, 08:50:00 PM
Is there a thread somewhere that mentions what's being worked on?  Or is it expect that we try one of the incremental builds to see what's different?  Like, I have not seen any talk about Z-levels since the Kickstarter and was curious when that might start being implemented.
Z-levels are… kinda in limbo right now due to the disappearance of our second developer. (It's kinda creepy actually, having now had two developers basically disappear off the face of the earth, no email response, no phone response, I know for at least one of them even his family couldn't get in touch with him. It's like someone is going around kidnapping our developers O_o). That said we do still have $2000 or so left (since it was pay-as-you-go work), so we're looking at maybe potentially setting up a bounty system for various tasks.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: FunsizeNinja123 on January 17, 2014, 09:13:16 PM
So Galen is gone?

Um...
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: 100Rads on January 18, 2014, 07:42:01 AM
Somebody is stealing them.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Drakasin on January 18, 2014, 08:44:48 AM
But what about experimental build #588 from 15.1.? Seems like galenevil did some things http://ci.narc.ro/view/Cataclysm-DDA/job/Cataclysm-Matrix/Graphics=Tiles,Platform=Windows/588/changes
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: deadmerits on January 18, 2014, 09:39:25 AM
Somebody is stealing them.

You know who...

Slash/ really galen is gone?

I know I haven't seen him in awhile but I thought behind the scenes was being overworked...
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Binky on January 18, 2014, 01:52:58 PM
I'd really suggest a code bounty as a way to get things moving, there's probably loads of people about who would be willing to do it with a little incentive. Even if the pay wasn't great (/didn't really translate into a good hourly rate) I imagine there are enough people who could be interested in making a bit of extra cash to do something they enjoy anyway.

Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: infectedmochi on January 18, 2014, 01:55:52 PM
Unless I'm mistaken the developers are using this method, not sure if anyone has stepped up and take the job yet.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on January 19, 2014, 01:29:33 AM
Yes we're looking at putting the remainder of the money into a code bounty system targeting some deliverables around the remaining kickstarter features.  The problem is to do that we have to do the planning and task breakdown for the goals, which is often one of the hardest parts of developing a feature >_<

Then we'll take donations on an ad-hoc basis for further work (users can post "bounties" on whatever bugs or feature requests they like).
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Nighthawk on January 19, 2014, 02:22:57 AM
Heh. Bounties. I like that idea.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Sanarr on January 30, 2014, 02:34:53 PM
Sorry to bother but... any ETA on 0.A release?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: John Candlebury on January 30, 2014, 02:40:29 PM
YES, I getting released when its DONE.

Nor but really current experimental are pretty much 0.A now, only a small amount of bug fixing is missing
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: bubbadoo14 on February 01, 2014, 05:13:34 AM
YES, I getting released when its DONE.

Nor but really current experimental are pretty much 0.A now, only a small amount of bug fixing is missing
Can someone please explain why it's called 0.A and not a number like 1.0 or 0.10?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on February 01, 2014, 07:00:34 AM
0.10 is bad because versioning needs to be well-ordered lexographically, in which case 0.10 is an *earlier* version than 0.9.
1.0 implies a level of "finished-ness" that we haven't achieved.  We aren't going to call it 1.0 until we have at least all the kickstarter features implemented.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Drakasin on February 01, 2014, 09:07:48 AM
Sounds reasonable.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: bubbadoo14 on February 01, 2014, 05:58:59 PM
0.10 is bad because versioning needs to be well-ordered lexographically, in which case 0.10 is an *earlier* version than 0.9.
1.0 implies a level of "finished-ness" that we haven't achieved.  We aren't going to call it 1.0 until we have at least all the kickstarter features implemented.
Oh, thanks for explaining that to me. So until we get all the features on the kickstarter I am guessing now the versions are going into alphabetical order?
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: John Candlebury on February 02, 2014, 10:56:40 PM
By the way, what about 0.A name?
Nothing has been discussed in that front and I am curious about that.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: i2amroy on February 03, 2014, 12:05:15 AM
Basically the reason is that due to the way we've been conditioned people expect version 1.0 to be an "official" type of release. People also tend to get a little weird if you go to .10, since it appears to be less than .9. As such the next release is .A as a different route than either of those two.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: Kevin Granade on February 03, 2014, 08:25:11 AM
By the way, what about 0.A name?
Nothing has been discussed in that front and I am curious about that.
Read the *official* release checklist:
Code: [Select]
[kevin@laptop-dell-kevin Cataclysm-DDA]$ cat doc/RELEASE_CHECKLIST
Come up with a release name at the absolute last second.
Update VERSION in Makefile and version.cpp for MSVC and C::B builds.
Bring changelog up to date if necessary.
Update MOTD.
Tag release.
Commit above (to trigger jenkins builds).
Sanity test jenkins builds.
Upload builds to github release page.
Post release thread in forum.
Title: Re: Cataclysm: Dark Days Ahead version 0.9 Ma released.
Post by: infectedmochi on February 03, 2014, 09:14:21 AM
Lol at the release name.