Cataclysm: Dark Days Ahead - Official Forums

Cataclysm: Dark Days Ahead => Announcements => Topic started by: Kevin Granade on March 02, 2014, 04:33:49 AM

Title: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Kevin Granade on March 02, 2014, 04:33:49 AM
The Kaufman release is named in honor of a huge expansion to Cataclysm's mutation system.  The release, our largest yet also brings innumerable bugfixes, performance enhancements, new items, a long-awaited module manager, new monsters, fullscreen mode, better mouse support, new map tiles and an unheard-of level of stability.

As usual, the official stable builds are available from the website:
Linux Curses
http://assets.cataclysmdda.com/downloads/linux_binaries/cddacurses-current.tar.gz
Windows terminal.
http://assets.cataclysmdda.com/downloads/windows_binaries/cddacurses-current.zip
Linux SDL/TILES
http://assets.cataclysmdda.com/downloads/linux_binaries/cddasdl-current.tar.gz
Windows SDL/TILES
http://assets.cataclysmdda.com/downloads/windows_binaries/cddasdl-current.zip
Mac curses (no localization)
http://assets.cataclysmdda.com/downloads/mac_binaries/cataclysm-mac-curses-0.A.tgz

Here's the changelog:
Highlights:
Module manager.
Fullscreen mode.
Many mutations, more refined mutation progression.
Improved view options for driving.
Improved item handling, including category views, partial stack handling.
Mouse move and mouselook.
Fishing.
Working Refrigerators.

Features:
View item on mouse hover in SDL.
Mouse move.
Basic LUA support.
Vehicles disintegrate into their constituent parts on impact.
Fuel tanks preserve their contents when removed/installed.
Vehicle construction and repair using duct tape.
More distinct mutation trees, including branch thresholds and post-threshold mutations.
Interact with monsters on stairs.
Guilt from killing monsters tapers off as you kill more of them.
Can track vehicles with a GPS module.
Allow filtering constructions by the ones you can do right now (can toggle).
Idling for vehicles, can effectively run as generators.
Minifridge that keeps food fresh longer.
Clothing pockets and hoods only activate when needed. (for warmth)
Inventory and crafting menus support listing items by category.
Expanded underwater combat.
Item spoilage rate varies based on temperature.
More info in list monsters menu.
Rechargeable battery pack mod for tools.
Gunmods are installed on rails now.
Better gender handling at character creation.
Expanded vehicle electrical system.
Can pick up or drop partial stacks.
Shove items out of the way when closing a door.
Radioactive items.
Mutation friendly clothing.
Remove prompt to resume task, of course you want to.
Vehicle facing indicator (option).
Fullscreen mode.
Show contents of grabbed vehicle (e.g. your shopping cart) in advanced inventory pane.
Fishing, find a pole!
Automatic view shifting when driving (option).
Zoom mode that dynamically resizes tiles (pretty slow when zoomed unfortunately).
Search known recipes by output, tool or component.

Infrastructure:
Overmap tiles moved to json.
Lots of warning cleanup.
More development of internal json library.
Mod manager.
Can define mapgen for tiles in json or LUA.
Traps moved to json.
Standalone json checker.
Refactored monsters and players to have a common parent class.
Retrieve items from inventory based on location instead of invlet.
Ammo types moved to json.
Blacklist and whitelist for including/excluding content.

Balance:
Sleep increases rate of fatigue recovery and healing over time.
Remove automatic matches and poketknife from player spawn.
Add skintight flag for underwear-type clothing to negate layering penalties.
First Aid and bandages take time to apply now.
Increased city size variability.
Turrets have finite ammo.
Reduce rate of damage for "real armor" as opposed to "clothes".
Zombies spawn at last stand locations.
Burning ammo only throws shrapnel, no explosion.
Increased crafting distance to 6 to enable large workshops.
Progressive difficulty searching for lab notes.
Progressive difficulty searching for lab notes.
Large-scale vehicle rebalances.
Improved code that determines what body part is hit by an attack.
Water purification methods use one charge per unit of water.
Buffed water resistant clothing.
Removed acid puddles from acid rain. (no more melting items).
Buffed most zombie HP.
Large nerf to solar panels.
Effectively remove cap to starting points option (set to 1,000).
More interesting gun misfire/jam mechanics, guns can take damage now.
Varied rate of projectile breakage with a flag, more differentiation between arrow types.
Ammo with special effects (smoke, teargas, explosions) now go off when burned.

Content:
Atomic coffee, energy drink and hypospray, lawn darts, MOLLE pack, fingertip razors.
Too many mutations to list, including mutagen types and recipes.
Map types, ammo reloads, vehicle curtains, creepy doll, whiskey barrels.
Hibernation mutation, lots of cop and fireman gear, IV mutagen, piles of new traits.
Mutation-themed dreams, cowbell, atomic batteries, dojo and contents,
vending machines and bank cards.
Dinocataclysm added as a mod at long last!
Lots more terrain and furniture is now bashable.
Several new houses and other buildings.
Variations of vehicle condition (damaged, blood-splattered, engine running, etc)
Creatures fling around appropriate fluids and chunks when gibbed.
Several content packs that allow enabling/disabling different categories of content.
Shoggoth.

Bugfixes:
Prevent artifact swords from sticking all the time.
Royal jelly and blood filter heal dermatik infections.
Make active items (ticking bombs, rotting food) work in vehicle storage.
Prevent teleportation and stairclimbing from erasing monsters.
Lots of UI tweaks.
Fix bug where items couldn't be thrown over water.
Erase scentmap when we move between floors.
Handle adjacent overmaps better, including notes.
Lots of recipes moved fro auto-learn on skill thresholds to being learned from books.
Fixed vehicle rendering when dragging.
Can craft from items in vehicle storage.
Only count loudest vehicle engine for noise generation instead of adding them together.
Fix weird bug where being too strong made you bad at throwing things.
Fixed several related vehicle board/unboard bugs.
Player displayed in correct position when peeking.
Fixed lots of menu drawing glitches.
Height/width options make more sense, total instead of based on view width.
Limit indoor dimly lit areas to the same view distance as outside.
Fix bug where vehicles and windows projected light at dawn and dusk.
Targeting defaults to nearest enemy.
Toggling between enemies includes hostile NPCs.
Vehicle turrets no longer shoot player or their own vehicle.
Fixed issue where exploding items could destroy themselves and cause a segfault.
Check for errors when attempting to write files and take appropriate action.
Fixed some lab finale features.
Fixed vehicle workshops being usable as components in recipes.
Cruise control is now smooth, even the sportscar is driveable.
Sinkholes don't turn into pits after you step in them.
Can no longer block attacks in your sleep.
Translations build and ship with releases.

Performance:
Many overmap generation performance improvements.
Stop updating scent if player hasn't moved for a while, makes waiting and sleeping go much faster.
Optimized bitflag methods for very frequently used flags.
Heavy refactor of crafting menu for more speed.
Heavy optimization of scent diffusion.
Declare strings as const to avoid reallocating them all the time.
Lots of caching of vehicle parts.
Vision calculation speedups.
Refactored map loading to chunk up map data into tiny (1KB or so) files, so save/load is nearly instantaneous.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: 捂裤裆 on March 02, 2014, 05:07:13 AM
Great!   I like the game very much!   

once the 0.a version has released i share it with my friends.

the npc system isn't stable now.I hope i could have a interaction with npc oneday

Well done!
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Robik on March 02, 2014, 05:25:31 AM
I knew it!

I woke up 2 hours sooner than usually and here it is.

By the way, I have such blast with this game I never had with bought game. Thank you all who are working on this game, its mod or tile-sets. I really appreciate it!
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Dzlan on March 02, 2014, 05:47:14 AM
Just want to give my thanks to you people as well. Only one other game has ever given me this much entertainment and that was Dwarf Fortress. Love this game so much and where it has headed since I started playing, I have no idea when.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Sean Mirrsen on March 02, 2014, 08:28:35 AM
Quick sort of complaint about the 0.A release: When it first runs on a Russian OS, it re-generates its options file with russian language in mind, and uses a russian language translation from the included set of localized files - but the unicode support doesn't seem to work in the SDL version, and all text (excepting a few untranslated lines) ends up in blank squares. Deleting the language files restores English, so I'm not complaining that much. :P
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Crazydrift on March 02, 2014, 09:03:03 AM
Great to see something is actually going on in the developement. I checked the website several times before, but there are no news, so I thought it was kinda "dead". Good thing I actually checked the forums for a new release. As a suggestion, you could add some small text at the bottom of the experimental build section, linking to the newest experimental forum thread.

I'd really like to play the game in English, but I can't find an option to set the language.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: John Candlebury on March 02, 2014, 09:07:16 AM
Thanks to everyone who worked to bring this release!
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Sean Mirrsen on March 02, 2014, 09:09:41 AM
Great to see something is actually going on in the developement. I checked the website several times before, but there are no news, so I thought it was kinda "dead". Good thing I actually checked the forums for a new release. As a suggestion, you could add some small text at the bottom of the experimental build section, linking to the newest experimental forum thread.

I'd really like to play the game in English, but I can't find an option to set the language.
Just delete the "lang" folder in the game's directory after the game first starts, it should default back to english.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Zireael on March 02, 2014, 09:40:04 AM
Great, grabbing it now!
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: bubbadoo14 on March 02, 2014, 09:52:19 AM
Great to see something is actually going on in the developement. I checked the website several times before, but there are no news, so I thought it was kinda "dead". Good thing I actually checked the forums for a new release. As a suggestion, you could add some small text at the bottom of the experimental build section, linking to the newest experimental forum thread.

I'd really like to play the game in English, but I can't find an option to set the language.

There was no news in a long time due to the developers being hard at work eradicating a handful of critical bugs before they could release this update!
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: VampyreLord on March 02, 2014, 11:52:00 AM
"...save/load is nearly instantaneous"

The best thing! I hope one day nearly will be omitted.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Sean Mirrsen on March 02, 2014, 02:15:26 PM
I just genned a world with no shelters. I am somewhat sure that's not really supposed to happen. Otherwise, I am very happy with the state of the release.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: John Candlebury on March 02, 2014, 02:18:23 PM
I just genned a world with no shelters. I am somewhat sure that's not really supposed to happen. Otherwise, I am very happy with the state of the release.

Where you playing with bigger cities?

That tends to happen when you play with cities bigger than 8.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Sean Mirrsen on March 02, 2014, 02:28:36 PM
I just genned a world with no shelters. I am somewhat sure that's not really supposed to happen. Otherwise, I am very happy with the state of the release.

Where you playing with bigger cities?

That tends to happen when you play with cities bigger than 8.
Yeah, city size 10. Still, if it's a known bug... ;)
The shelters aren't good for much, but if the generator can't fit a shelter, starting in a home could be just as interesting. Make it a "difficult start" option at character creation. :)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Phantomxd on March 02, 2014, 05:27:00 PM
I should probably post this here instead to keep the threads in the right order.

My brother Waltzy the legend he is has wrote me a lovely tool in JavaScript to read the JSON files and automatically build me a list of new edited and deleted objects here is a screen shot should save allot of time.

(click to show/hide)

I will begin the mass updates to the wiki when I get a decent time window to do so.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: MarcoVGnG on March 02, 2014, 07:53:08 PM
It could be great, thanks for this new update. :)
But the windows version doesn t work for me (doesn t launch). The windows stay definitively black.
I tried "Windows terminal." and "Windows SDL/TILES" each on a free new file. However  the  0.9-5801-g2256662 work greatly ....

Am I the one ? does anyone have any suggestion please?
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Tase on March 02, 2014, 07:58:52 PM
Grats on an other release, going hexdecimal, thats crazy.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Tawarochir on March 02, 2014, 08:53:34 PM
What the heck? My executable isn't working!

(I'm on Linux, for the record.)

EDIT: I'm getting something about how I don't have the file or directory for the shared libraries.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: StopSignal on March 02, 2014, 09:10:48 PM
Thanks for the release, very proud of the game. We need to sell "Cata player" badges, i'd buy.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: AerialK7 on March 03, 2014, 03:12:05 AM
you know, guys, i see one release after another, you keep adding trivial bullshit and refactoring code, but there is still no dreamlands.

are you gonna actually add dreamlands, or not? if not, why do we still have portals. if yes, how much longer are you gonna spend on bullshit?

Man, you sure are a polite one. Itll probably be added much longer down the line. Probably after Z levels and NPCs are fixed.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 03, 2014, 03:12:39 AM
you know, guys, i see one release after another, you keep adding trivial bullshit and refactoring code, but there is still no dreamlands.

are you gonna actually add dreamlands, or not? if not, why do we still have portals. if yes, how much longer are you gonna spend on bullshit?
1) I have no idea what you mean when you say "dreamlands". If you are referring to working dreams then the idea has been kicked around but is nowhere near the current dev priority list (and also has absolutely nothing to do with portals). If you are referring to working portals then that is still very far away. Right now the big focus for larger projects is on getting NPC's working, and after that z-levels. Until those things are accomplished portals are almost certainly going to be on hold (though you are always free to code it yourself and PR it in, assuming your implementation is good then there is a very good chance something like that would be merged).

2) It's not bullshit. If you bothered to read the patch notes you would notice that there is a rather large amount of behind the scenes stuff there, most of which is very important for working towards our next big goal (NPC's). That, along with improving the mod manager and getting map loading/saving to work more smoothly were some of the big things in the release. These are very important to the game and as such have a focus for now.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: atavistic_puma on March 03, 2014, 03:22:05 AM
What the heck? My executable isn't working!

(I'm on Linux, for the record.)

EDIT: I'm getting something about how I don't have the file or directory for the shared libraries.

you need 32 bit lua v 51 installed.  on Debian/Ubuntu this is provided by the package liblua5.1-0:i386 (if you are running 64-bit linux, otherwise just install liblua5.1-0)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: AerialK7 on March 03, 2014, 03:42:22 AM
you know, guys, i see one release after another, you keep adding trivial bullshit and refactoring code, but there is still no dreamlands.

are you gonna actually add dreamlands, or not? if not, why do we still have portals. if yes, how much longer are you gonna spend on bullshit?
1) I have no idea what you mean when you say "dreamlands". If you are referring to working dreams then the idea has been kicked around but is nowhere near the current dev priority list (and also has absolutely nothing to do with portals). If you are referring to working portals then that is still very far away. Right now the big focus for larger projects is on getting NPC's working, and after that z-levels. Until those things are accomplished portals are almost certainly going to be on hold (though you are always free to code it yourself and PR it in, assuming your implementation is good then there is a very good chance something like that would be merged).

2) It's not bullshit. If you bothered to read the patch notes you would notice that there is a rather large amount of behind the scenes stuff there, most of which is very important for working towards our next big goal (NPC's). That, along with improving the mod manager and getting map loading/saving to work more smoothly were some of the big things in the release. These are very important to the game and as such have a focus for now.

I think by dreamlands he means the nether, which, is another thing they call it in the lovecraft universe (I think?)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: SilverDragon on March 03, 2014, 05:14:08 AM

1) I have no idea what you mean when you say "dreamlands". If you are referring to working dreams then the idea has been kicked around but is nowhere near the current dev priority list (and also has absolutely nothing to do with portals). If you are referring to working portals then that is still very far away. Right now the big focus for larger projects is on getting NPC's working, and after that z-levels. Until those things are accomplished portals are almost certainly going to be on hold (though you are always free to code it yourself and PR it in, assuming your implementation is good then there is a very good chance something like that would be merged).

2) It's not bullshit. If you bothered to read the patch notes you would notice that there is a rather large amount of behind the scenes stuff there, most of which is very important for working towards our next big goal (NPC's). That, along with improving the mod manager and getting map loading/saving to work more smoothly were some of the big things in the release. These are very important to the game and as such have a focus for now.
I think by dreamlands he means the nether, which, is another thing they call it in the lovecraft universe (I think?)
[/quote]

I was actually quite curious as to how things are going with the NPCs as i couldn't find anything on the forums about progress on them, id love links to anything along those lines or just a general where things stand if ya can please mates <3
Also i noticed in the patch notes it said fridges/minis are now working, im assuming they preserve foods longer now but my question is how much more so does it preserver then before "assuming they did anything before, i stored my food in it via habbit"
Generally keep up the good work mates, its a pleasure reading the experimental notes as new updates come in daily to the game though there are times where i wish that the changes were described in more detail without me having to rummage through the jsons which i would mostly get lost in :P
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: infectedmochi on March 03, 2014, 11:22:09 AM
Big THANKS to everyone who was involved in this, I just wish I have more free time nowadays to actually sit down and play a decent season.

Thanks Kevin Granade for the dynamic submap loading and various behind-the-scene improvements, as well as project governing.
Thanks KA101 for his awesome mutation additions. As a mutant-wannabe I'm very happy with these new mutations.
Thanks Rivet the Zombie for her tireless content contributions, gun maintenance and many others.
Thanks BevapDin for his mod manager, open up new possibility for CDDA and many bug fixes!
Thanks illi-kun for his many UI improvements.

And finally, thanks to many other developers and contributors that I forgot to mention. I'm not sure if GlyphGryph is still around but thank you for this forum, so I can actually make this post.
 
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: MarcoVGnG on March 03, 2014, 12:50:45 PM
Concerning my problem, it work now after deleting all language .mo file (without mine) if it could help some other people.
Thanks for perpetual updating of this game, it's really pretty nice! Stay proud, devs, you rocks ! :)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Wuzzy on March 03, 2014, 04:10:00 PM
Why is this still not on the news page? lol
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Kevin Granade on March 03, 2014, 05:01:44 PM
To get english on a system configured for another language, I believe you can do:
LC_MESSAGES=en_EN ./cataclysm
to launch the game.  This might be different on windows, but the concept is the same.
No post on the website because I can't get the credentials GlyphGryph gave me to work there :/
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Soyweiser on March 03, 2014, 05:38:49 PM
you know, guys, i see one release after another, you keep adding trivial bullshit and refactoring code, but there is still no dreamlands.

are you gonna actually add dreamlands, or not? if not, why do we still have portals. if yes, how much longer are you gonna spend on bullshit?
1) I have no idea what you mean when you say "dreamlands". If you are referring to working dreams then the idea has been kicked around but is nowhere near the current dev priority list (and also has absolutely nothing to do with portals). If you are referring to working portals then that is still very far away. Right now the big focus for larger projects is on getting NPC's working, and after that z-levels. Until those things are accomplished portals are almost certainly going to be on hold (though you are always free to code it yourself and PR it in, assuming your implementation is good then there is a very good chance something like that would be merged).

2) It's not bullshit. If you bothered to read the patch notes you would notice that there is a rather large amount of behind the scenes stuff there, most of which is very important for working towards our next big goal (NPC's). That, along with improving the mod manager and getting map loading/saving to work more smoothly were some of the big things in the release. These are very important to the game and as such have a focus for now.

I think by dreamlands he means the nether, which, is another thing they call it in the lovecraft universe (I think?)

The dreamlands is indeed part of the Lovecraft universe (the mythos). But it is more a strange alternative dark world that can be explored in an explorer fashion, and less a 'omg my friend looked at it and went insane' place. Not a great fit imho, not a cataclysmic place, just a weird place.

https://en.wikipedia.org/wiki/Dream_Cycle

It is where Lovecraft went weird. Imho.

Edit: put the release on the wiki. Still need links to the translated versions. If you have them. Either edit the wiki, or pm me or something.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Gideon on March 03, 2014, 08:29:12 PM

dunno what you guys redone in regards of sawing, but turns are slower now, saving/loading is slower, game generally runs worse

also it was a really bad idea to turn off acid rain puddles, cause now if you live in one place by the summer you will be walking carped of opossum/wolf/zomber bodies, which navigating around it quite hard. there ought to be rotting mechanic or puddles must return. hope you guys will see the light in this regard.

Try butchering the corpses. I've noticed that meat and fat decays away in the world. You will have to stack bone, sinew, and fur.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: John Candlebury on March 03, 2014, 08:38:45 PM
Yeah I'dl like a function that made clothing placed outside decay over time. I often play with big cities and settle down on a fortified house, and having all those piles of casings/clothes around forever gets somewhat annoying.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 03, 2014, 08:56:44 PM
Yeah I'dl like a function that made clothing placed outside decay over time. I often play with big cities and settle down on a fortified house, and having all those piles of casings/clothes around forever gets somewhat annoying.
Clothing and corpse/corpse part decay outside probably wouldn't be too difficult to add, and is definitely something that's worth looking into.

dunno what you guys redone in regards of sawing, but turns are slower now, saving/loading is slower, game generally runs worse
Are you using Tiles instead of Curses (or vice versa?). Are you running an experimental that you compiled without -03? Other then that I'm not sure what to tell you, I can confirm that everything we've done causes drastic speedups in many places without any slowdowns, so whatever you are suffering from isn't a result of something we've done.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: GlyphGryph on March 03, 2014, 09:35:34 PM
Yeah I'dl like a function that made clothing placed outside decay over time. I often play with big cities and settle down on a fortified house, and having all those piles of casings/clothes around forever gets somewhat annoying.
Clothing and corpse/corpse part decay outside probably wouldn't be too difficult to add, and is definitely something that's worth looking into.
Would be nice if scavengers (like crows and other, new, critters) could seek out this stuff and run off with it too, piece by piece.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Reservoir on March 03, 2014, 11:04:48 PM
Cool. Thanks to everyone who worked in this new version.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Gideon on March 04, 2014, 12:05:39 AM
Would be nice if scavengers (like crows and other, new, critters) could seek out this stuff and run off with it too, piece by piece.

That would be awesome.

I am greatly looking forward to there being Z levels, so we can have multi-story structures. That's what I'm waiting on before I make a load of buildings.

Is there somewhere I can look up what a rough dev roadmap is? At least a list of features for the future?

Thanks, and I am addicted to this game.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 04, 2014, 02:28:18 AM
General big goals are NPC's and then Z-levels for the immediate future. Other then that it's pretty much up to what individual devs decide to do at any given time (a natural drawback of the game being an open source development project). You can certainly get an idea about the general tone of the game that we will be looking at in the Design Outline (https://docs.google.com/document/d/1LhNpXGXmkPOxp_cp0-c9G7xqnihwApq-eZSa99exfcU/edit?pli=1) though. And can find our general planned out features by doing a filter for the "Enhancement" tag on the git issues (https://github.com/CleverRaven/Cataclysm-DDA/issues) list.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Kevin Granade on March 04, 2014, 02:42:41 AM
Don't know where the dreamlands reference came from, I don't recall any credible plans of adding something like that, and having read most of the dream cycle, I don't recall anything more than bits and pieces being applicable to dda.  so to directly answer the question, "never".
general decay and deterioration of the environment is something we're interested in adding, that includes random clothes that get scattered around, and definitely corpses. (amusing side effect, you'd no longer be able to tell if a zombie corpse is down for good since it'd still have the ellow highlighting when decaying)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: kazachastan on March 04, 2014, 02:53:26 AM
Are the tileset options not working for anybody else? I tried turning them on and off, and tried both different sets, but it doesn't seem to work.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 04, 2014, 03:23:07 AM
Did you download the curses/Console version? Only the Graphical version of the game supports tile sets.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: WCG on March 04, 2014, 03:39:06 AM
Do I have to start a new game with this version, or can I just transfer my save-game folder? Or do you know?

Thanks!
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 04, 2014, 03:42:48 AM
Do I have to start a new game with this version, or can I just transfer my save-game folder? Or do you know?

Thanks!
You should just be able to transfer the save file over and it should work fine, though most new things won't start showing up until you reach new areas of the map (note, you may have problems with very old saves from prior to .9, but I don't think so).

That said I'd still probably save a backup copy somewhere in case things go horribly wrong.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: dda on March 04, 2014, 10:33:30 AM
Techno-new here:

Downloaded the mac curses (what does no localizations mean btw?)... How do I get the game to work from the folder that unzipped?
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 04, 2014, 11:44:59 AM
No localizations means that the game only supports english, not any other translations.

As for running it you should be able to just double click on the "cataclysm" file and it should run (you may need to change the default size settings for your terminal first). If anything is popping up that is preventing that I highly suggest you post it into the Garage forums board, where we should hopefully be able to fix it fairly rapidly. :)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Sanarr on March 05, 2014, 07:11:03 AM
Thanks for the release! Could someone please tell me about main course of development  for the next release? Like "0.A was aimed for bug tracking and groundwork for future updates. 0.B would be mostly concentrated on NPC'S/Z-hordes/map improvement/Z-levels/etc."  Thanks in advance.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Inadequate on March 05, 2014, 07:50:05 AM
Expect NPC reworking/map improvement/Z-levels sometime after the heat death of the universe.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: John Candlebury on March 05, 2014, 08:20:04 AM
Expect NPC reworking/map improvement/Z-levels sometime after the heat death of the universe.

Have you taken into account the possibility of a Poincare Recurrence?

If not perhaps the universe will redo itself before Npcs happen and we will be trapped into a loop of forever developing cataclysm:DDA
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: ArgusTheCat on March 05, 2014, 12:59:32 PM
we will be trapped into a loop of forever developing cataclysm:DDA

Sounds good to me.  This constant development is getting stuff done, and I love it.  I don't really have anything big to say here, except a 'thank you' to the devs.  I've sunk probably a couple hundred hours of my life into this game at this point, and while I do occasionally vomit ideas onto the forum, I know that it's you guys that make this whole thing possible, and I really appreciate it.

Tell you what; since the Kickstarter kind of fell flat, take the $10 I put in and pocket it yourself.  That sounds fair.  When I win the lottery or mug a rich guy, I'll send you the rest of what I owe you for the days of entertainment.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: John Candlebury on March 05, 2014, 04:04:30 PM
I don't think we are in the same page here. Wasn't really complaining or anything, I more or less made a (bad) joke about what Inadequate said.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 05, 2014, 05:58:37 PM
Thanks for the release! Could someone please tell me about main course of development  for the next release? Like "0.A was aimed for bug tracking and groundwork for future updates. 0.B would be mostly concentrated on NPC'S/Z-hordes/map improvement/Z-levels/etc."  Thanks in advance.
Our next "goals" are NPC's and z-levels, yes, but as a volunteer, open-source game we are sadly very much dependent on the various whims of those who decide to contribute to the game. Everyone decides to buckle down and work on NPC's and Z-levels? We might have them in a few weeks. Nobody works on them? It might not happen for several months. It's one of the reasons why we are always looking for more devs; more people working means that there is a greater chance one of them will want to put in the time and effort required for a big goal.

That said IIRC GlyphGryph is still working on getting a Bounty system set up with the remaining kickstarter funds, which will reward certain goals with money and encourage development more in the direction that we want.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: GlyphGryph on March 05, 2014, 06:51:20 PM
Actually, I'm specifically waiting on the requirements for the priority issues to set bounties for. Other than that I'm good to go. Too the dev forum to post a reminder of that!

(The nice thing is that the longer we wait, the more money we can dedicate to whichever task proves to be the really sticky one *cough z-levels cough* so I'm not rushing things along)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: nikola on March 05, 2014, 09:59:52 PM
mac version uses start script with readlink -f which does not behave similarly as in linux

thus the game does not start

nikola

ps here i have patched together a quick and dirty starter for myself
http://pastebin.com/BGWe3Cw8
but i am no programmer
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: ArgusTheCat on March 06, 2014, 12:24:12 AM
I don't think we are in the same page here. Wasn't really complaining or anything, I more or less made a (bad) joke about what Inadequate said.

Yeah, so was I.  I wasn't trying to be a dick to you either.
I WAS trying to be a dick to that other guy who actually did complain.
Fuck that guy.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: EnderCrypt on March 06, 2014, 12:59:24 PM
oh yeahh!, it is finally here, the next stable release!, sweet im gonna share this with my friends, btw what does the A stand for in 0.A?
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: John Candlebury on March 06, 2014, 01:01:27 PM
It stands for the first letter of the alphabet
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: EnderCrypt on March 06, 2014, 02:42:23 PM
It stands for the first letter of the alphabet

i suppose... that is true, but why was it mixed into the version number? Cdda has always been like.. 0.4,  0.5,  0,6,  0.7,  0.8,  0.9
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 06, 2014, 03:33:02 PM
Because people expect a huge release for the 1.0 release and a lot of people who are t developers get confused when they see .10, so we went with letters next. (Of course really it all comes down to Kevin coming up with the idea and us all supporting it :P).
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: GlyphGryph on March 06, 2014, 03:40:45 PM
It stands for the first letter of the alphabet

i suppose... that is true, but why was it mixed into the version number? Cdda has always been like.. 0.4,  0.5,  0,6,  0.7,  0.8,  0.9

We are follows of our lord and saviour Helix and his official numbering system, Hexidecimal. In that system, the number A comes after 9, followed be B, C, D, E, F, and then 10.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: EnderCrypt on March 06, 2014, 06:16:10 PM
do we have any estimates for when 1.0 will be coming out? months?, or is it not estimatable...? (if thats even a word)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 06, 2014, 06:32:04 PM
do we have any estimates for when 1.0 will be coming out? months?, or is it not estimatable...? (if thats even a word)
I believe 1.0 will probably end up being the version with working Z-levels, though I'm not sure on that. As such it will probably end up being the first stable release after they are working well, whenever that happens (which could be a month from now, 6 months from now, or longer, depending on the whims of the developers that month, though I think the soon to come bounty system should help speed it up a bit).
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: IcedPee on March 06, 2014, 08:58:55 PM
Erm, I dunno if this is a problem with the Mac curses or my computer, but when I try to download the curses, the file disappears from my computer immediately as it finishes downloading. Do I have to delete my current version, or something…?
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 06, 2014, 09:15:14 PM
Are you running any sort of virus blocker? It's possible they might be getting a false positive for some strange reason and deleting it.

That said it's a self contained game, so there should be no problems with past versions.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: IcedPee on March 08, 2014, 02:39:30 PM
Are you running any sort of virus blocker? It's possible they might be getting a false positive for some strange reason and deleting it.

That said it's a self contained game, so there should be no problems with past versions.

Well, I looked in my hard drive and found the zip folder, unzipped it and got at the 0.A folder, but now I have no idea how to actually run the game.

There's options for "Cataclysm" and "Cataclysm Launcher", which I figured were my best bet but clicking on "cataclysm" does this:

(http://i1282.photobucket.com/albums/a539/Ot1sman/ScreenShot2014-03-08at92746AM_zps30baf4b1.png)

and clicking Cataclysm Launcher does this:
(http://i1282.photobucket.com/albums/a539/Ot1sman/ScreenShot2014-03-08at92840AM_zps830392fc.png)

…am I doing something wrong?
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Catfoodbob on March 08, 2014, 03:22:56 PM
XD lol, killing zombies with umbrellas
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 08, 2014, 09:22:19 PM
Are you running any sort of virus blocker? It's possible they might be getting a false positive for some strange reason and deleting it.

That said it's a self contained game, so there should be no problems with past versions.
-snip-
Ah mac, that's a different known problem (it has to do with some linux/mac differences IIRC). IIRC you can either just open the terminal, then use the 'cd' command to move to the proper cataclysm folder and then do './cataclysm', or you can use the nifty script which should work from this post:
mac version uses start script with readlink -f which does not behave similarly as in linux

thus the game does not start

nikola

ps here i have patched together a quick and dirty starter for myself
http://pastebin.com/BGWe3Cw8
but i am no programmer
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: IcedPee on March 09, 2014, 03:04:12 PM
Are you running any sort of virus blocker? It's possible they might be getting a false positive for some strange reason and deleting it.

That said it's a self contained game, so there should be no problems with past versions.
-snip-
Ah mac, that's a different known problem (it has to do with some linux/mac differences IIRC). IIRC you can either just open the terminal, then use the 'cd' command to move to the proper cataclysm folder and then do './cataclysm', or you can use the nifty script which should work from this post:
mac version uses start script with readlink -f which does not behave similarly as in linux

thus the game does not start

nikola

ps here i have patched together a quick and dirty starter for myself
http://pastebin.com/BGWe3Cw8
but i am no programmer


No offense, but everything about your post confuses me. The terminal won't let me type commands or move folders, it just wants me to press spacebar until it closes itself, and I have no idea where to paste that data in the link to make it work… I'm computer-challenged compared to most people here, apparently. Any chance that somebody could make a step by step guide to do either one of these things?
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 09, 2014, 07:24:17 PM
Steps:
1) Open up the terminal manually (i.e., go to search and type in "terminal" and open it)
2) Navigate your way to the inside of the cataclysm folder. 'cd foldername' will switch folders, 'ls' [lowercase L] will show all items currently in a folder. The starting folder will be your home folder, i.e. the one with your username on it and a picture of a house.
3) Once you are inside of the cataclysm folder type in './cataclysm'

The game should start just fine.

(This is can be easier depending on the location of the cataclysm folder, if you place the folder in your home directory you only have to do 'cd catafoldername' followed by './cataclysm', without going through any intervening folders first.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Hektoer on March 10, 2014, 03:21:16 AM
Many thanks to everyone that put forth effort to make this release. I am excited to give it a try! Does the new map loading code make it more feasible to explore and Magen a huge amount of land with fewer issues? Something I always wanted to do.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Zireael on March 10, 2014, 08:15:50 AM
Many thanks to everyone that put forth effort to make this release. I am excited to give it a try! Does the new map loading code make it more feasible to explore and Magen a huge amount of land with fewer issues? Something I always wanted to do.

Yes, it does.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: prytoclasm on March 11, 2014, 06:09:08 AM
Regarding the map files. While it's quite fun to have quite short loading and saving times, it's a killer for hard disks.

Last time I've had a game with THAT many files (after a while), was "Rainbow Six: Rogue Spear".


Maybe it's possible to put them all together in a single file? Not compressed, just saved.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 11, 2014, 06:52:08 AM
Regarding the map files. While it's quite fun to have quite short loading and saving times, it's a killer for hard disks.

Last time I've had a game with THAT many files (after a while), was "Rainbow Six: Rogue Spear".


Maybe it's possible to put them all together in a single file? Not compressed, just saved.
What do you mean? The many tiny files take approximately the same space as they would if they were in a single large file, the only difference should be saving/loading times (unless for some reason you are using a hard drive as RAM, then it might have a small effect depending on your fragmentation).
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: CIB on March 11, 2014, 11:41:05 AM
There are circumstances in which many small files are a very bad idea, for instance on hard drives using certain encryptions.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: EditorRUS on March 12, 2014, 08:02:12 AM
That's the most great shit i ever seen.

After taking a while for switch RU to EN (i would do that anyway) and some time to see what new, i generated new world and a character and spawner in a bunker. So, i went to underfloor, opened door there and... 3 DOGS WERE IN THE UNDERGROUND ROOM. And they killed me. Just... OMG.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: EditorRUS on March 12, 2014, 08:04:13 AM
BTW, i haven't had "Surronded start" turned on.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Deon on March 12, 2014, 11:25:40 AM
I'm glad to see another release, thank you for the work guys!

Do you mind if I ask when you are going to gather the list for future NPCs from Kickstarer Rewards? I am kinda afraid I missed it already :).
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: The Ensorceler on March 12, 2014, 04:50:49 PM
Possible (?) bug here, was the targeting code redone during the monster/player merge? I ask because I was hit 21 times in the torso, once in the head, and once in the right leg before I died. *Grumble-grumble-stupid-shelters-adjacent-to-zombie-hordes*
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: EditorRUS on March 13, 2014, 10:03:38 AM
^ +1 for him. I also noticed that tendency too. I was attacked in r. leg for a lot times, while having other parts almost undamaged.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: i2amroy on March 13, 2014, 04:11:59 PM
^ +1 for him. I also noticed that tendency too. I was attacked in r. leg for a lot times, while having other parts almost undamaged.
Possible (?) bug here, was the targeting code redone during the monster/player merge? I ask because I was hit 21 times in the torso, once in the head, and once in the right leg before I died. *Grumble-grumble-stupid-shelters-adjacent-to-zombie-hordes*
These two examples just go to show that it's random. :P Targeting is done on a completely random selection basis, though it's adjusted for monster size (so small monsters hit your legs more often)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Catfoodbob on March 14, 2014, 12:22:45 AM
I feel surrounded start should give you at least an item to fend off the zombies cause it would almost always mean your death if you don't just book-it
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: tasteful on March 14, 2014, 08:46:02 AM
i mean its a zombie apocalypse man. sometimes ya gotta book it
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Spiderking50 on March 14, 2014, 08:07:01 PM
Is there an exact list of the new monsters and mutations anywhere? One that lists all of them.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Catfoodbob on March 14, 2014, 10:37:54 PM
i mean its a zombie apocalypse man. sometimes ya gotta book it
O-o :P could it at least start with the windows shut
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: KA101 on March 15, 2014, 12:34:11 AM
Is there an exact list of the new monsters and mutations anywhere? One that lists all of them.

Just the shoggoth in terms of new monsters in the Stable.  I've got one in a PR but it's Friendly by default.  As for mutations, no, I don't maintain a list and the wiki's behind.  I take questions in the "Mutation category expansion" thread, forum PM, or the IRC though, so ask away!
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Gobbopathe on March 16, 2014, 11:51:54 AM
Hello

I just upgraded my 0.9 into 0.A (deleting the lang folder), and I would like to continue my current game, and I noticed a bug : in 0.9 my armored car has 99% fuel, in 0.A it has only 9% :(

I could send my save to someone if necessary.

Thanks for the answers (I hope I post in the right thread)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: youtoo on March 16, 2014, 11:01:35 PM
never thought there would a roguelike named after Andy Kaufman.

rather creative.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: IcedPee on March 17, 2014, 07:02:01 PM
So, uh

Who thought it was a good idea to change all the grey text in the game to black?

And by that I mean, in the crafting menu all the recipes that your character knows, but doesn't have the materials to craft would be colored dark grey, so you could see them but know you couldn't craft them yet.

Now those recipes are the same color as the black background on the crafting menu, so the only way to see them is to scroll down individually or highlight the game screen with the mouse. It's.. more bothersome than you would think, and I'm surprised nobody's mentioned it yet. This same issue is also affecting "old messages" in the text log, and the list of visible creatures.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Rivet on March 17, 2014, 07:05:36 PM
So, uh

Who thought it was a good idea to change all the grey text in the game to black?

And by that I mean, in the crafting menu all the recipes that your character knows, but doesn't have the materials to craft would be colored dark grey, so you could see them but know you couldn't craft them yet.

Now those recipes are the same color as the black background on the crafting menu, so the only way to see them is to scroll down individually or highlight the game screen with the mouse. It's.. more bothersome than you would think, and I'm surprised nobody's mentioned it yet. This same issue is also affecting "old messages" in the text log, and the list of visible creatures.

Are you sure it's not your monitor? The color of the text hasn't been changed.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: IcedPee on March 18, 2014, 09:46:37 PM
Are you sure it's not your monitor?

(click to show/hide)
I should note that on the 0.9 stable I can still see the dark grey text perfectly fine. But on the off-chance that it is the monitor, what can I do?
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Rivet on March 18, 2014, 11:31:56 PM
I should note that on the 0.9 stable I can still see the dark grey text perfectly fine. But on the off-chance that it is the monitor, what can I do?

Yeah your color is way off, even in that screenshot.

I'm really not sure. It's definitely a new one to me.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: IcedPee on March 18, 2014, 11:52:31 PM
I should note that on the 0.9 stable I can still see the dark grey text perfectly fine. But on the off-chance that it is the monitor, what can I do?

Yeah your color is way off, even in that screenshot.

I'm really not sure. It's definitely a new one to me.

I think it may be the fact that I have to open Cata through the Terminal, and can't just open the regular player on its' own. Maybe the fact that it's on terminal is screwing it up…?

EDIT: And come to think of it, I did think it was odd that all the normally brown things in the game are yellow for me.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Kevin Granade on March 19, 2014, 02:51:02 AM
Hello

I just upgraded my 0.9 into 0.A (deleting the lang folder), and I would like to continue my current game, and I noticed a bug : in 0.9 my armored car has 99% fuel, in 0.A it has only 9% :(

I could send my save to someone if necessary.

Thanks for the answers (I hope I post in the right thread)
You have just as much gas, but your fuel tank got bigger.  (This sounds like a joke but it's not)

never thought there would a roguelike named after Andy Kaufman.

rather creative.
Yea... Andy Kaufman (http://en.wikipedia.org/wiki/Lloyd_Kaufman), that's it...
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: IcedPee on March 19, 2014, 06:58:56 PM
Okay, I can see this color issue actually being a huge problem. As shown in this image taken from the tutorial…
(click to show/hide)

…all the normally grey floor tiles are now pitch-black, so when I'm indoors I effectively have no sight range on any floor tile that doesn't have an item on it.

If this issue is indeed caused by opening the game in the Terminal, maybe it could be fixed by correcting the Unix script that prevents Mac users from opening the game normally through the player? Then again if it was easy to fix, I don't know why it wasn't included with the release of the Mac cheat files themselves. I'm not really sure.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Gobbopathe on March 22, 2014, 05:44:05 PM
Hello

I just upgraded my 0.9 into 0.A (deleting the lang folder), and I would like to continue my current game, and I noticed a bug : in 0.9 my armored car has 99% fuel, in 0.A it has only 9% :(

I could send my save to someone if necessary.

Thanks for the answers (I hope I post in the right thread)
You have just as much gas, but your fuel tank got bigger.  (This sounds like a joke but it's not)

Thanks a lot, I will make an ultimate test to be sure (siphon the car in 0.9 and refill it in 0.A) but it seems a fair answer.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Nighthawk on March 22, 2014, 10:44:34 PM
BELTS. I love you guys just for that.

I think they should receive a teeny damage buff, though. You can whip things pretty hard with a belt. -2 bash and 0 cut is kind of... weak. I say give it s'more of both.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: IcedPee on March 24, 2014, 07:31:30 PM
So, an update about the text color thing, I actually found a fix for it, on 4chan of all places (apparently there's actually a fairly large CDDA community there).

For Mac players, the dark greys will appear black by default. However, if you go into the Preferences of the Terminal, and enable the option "use bright colors for bold text", this will fix he problem.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: vultures on April 02, 2014, 10:14:22 AM
I'm stilll having quite a bit of an issue here.
Even though supporting native console output is a must for those better screen opts, you guys left WinCurses build pretty vanilla when it comes to size adjustments... as far as I can see, one can only fit font sizes to "adjust" the window, but resizing it - and going fullscreen - is a SDL-build feature only. Any chance of overriding this (were you guys using some sort of terminal emulation for wincurses) ?
Snatched .1294 and loving it - but it's small on WinXP.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Kevin Granade on April 02, 2014, 04:50:51 PM
the wincurses build is a terminal application, which means it can only use the capabilities of the terminal that runs it.  The windows terminal has basically nonexistent resizing features.  Is there a non-crap terminal for windows? I honestly don't know.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: vultures on April 02, 2014, 09:59:53 PM
Yup, WinConsole is all about coolness and lacks kicks to its features. 8-D
I just wish to point out that Terminal_Width / Height features are not SDL-build's novelties... if you downloaded Curses build for Windows, you can adjust those values (fullscreen fails, though). Vintage as I am, I've set up my 0.A shortcut to force the 640x480 resolution following these parameters in the OPTIONS file:
TERMINAL_X 80
TERMINAL_Y 30

...and it looks like 1996 all over again, with a Vesa driver bundle written all over it. ;)
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Crocobutt on April 05, 2014, 11:25:31 PM
Thank you, thank you, thank you!!!

All the fixes, updates and extras are a very welcome sight. :} Been hoping for some features to appear, while other new stuff surprised me as well.

Great job on the update!! :D Will be getting back into it ASAP and playing my arse off!

NEXT DAY UPDATE:

Flippin' hell, devs, so many fixes and upgrades! The map saves within milliseconds, driving camera is gorgeous, fullscreen mode and the window size translation into pixels is a godsend, menu tweaks are splendid, sleeping happens in a second, RECHARGE STATION, faster and grouped crafting menu, ZOOM and all the other stuff I can't remember to mention.

The game is more pleasant to play than ever. Amazing job on 0.a! :D Please keep it up.
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Rexels on May 24, 2014, 07:12:02 PM
Sorry if this has been asked already but when is the next version coming out?
Title: Re: Cataclysm: Dark Days Ahead version 0.A Kaufman released.
Post by: Kevin Granade on May 24, 2014, 07:20:46 PM
There are no plans at the moment, mostly because I have release-fatigue from doing a bunch of releases at work, so the prospect of spending my free time doing the same thing in my free time as well just isn't appealing.  That having been said, it's really just a matter of kicking the process off and doing it, we have more than enough new features for a significant release.