Author Topic: Release Candidate for 0.A  (Read 26335 times)

Offline Phantomxd

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Re: Release Candidate for 0.A
« Reply #30 on: March 01, 2014, 03:34:15 PM »
Hey all first time poster here. I have a bit of an OCD regarding updating the wiki after my whole Zombear episode. Is it worth updateing the new item's or is there likely subject to change on this part?

Offline Zireael

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Re: Release Candidate for 0.A
« Reply #31 on: March 01, 2014, 04:03:40 PM »
Items won't change before 0.A.

Offline Phantomxd

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Re: Release Candidate for 0.A
« Reply #32 on: March 01, 2014, 04:33:31 PM »
Time to don my raw mining hat. See you all in a few days.

Offline retrohazard1

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Re: Release Candidate for 0.A
« Reply #33 on: March 01, 2014, 07:05:26 PM »
Thanks DDA dev team this is an awesome update. Haven't seen a bug yet and i have played for a few hours. so many awesome features since the last official update. Good work

Offline Kevin Granade

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Re: Release Candidate for 0.A
« Reply #34 on: March 01, 2014, 11:20:58 PM »
Developers, please look at this: https://github.com/CleverRaven/Cataclysm-DDA/issues/6357
If this issue is valid, you may have a blocker.
If not, the please explain me how to use the localized version.
The latest experimental builds (and therefore the latest RC) now have all the available languages bundled, so they should just work if there is a translation available for your language.  Thanks for keeping on us about this.
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!

Offline Nighthawk

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Re: Release Candidate for 0.A
« Reply #35 on: March 02, 2014, 12:52:27 AM »
Is there no way to resize the viewport in this release candidate version? Or I am just stupid and missing it?

Offline i2amroy

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Re: Release Candidate for 0.A
« Reply #36 on: March 02, 2014, 01:16:23 AM »
If you are on windows then the option still exists (make sure you are checking all of the options pages with TAB). If you are linux or mac then you would need to change the size of your terminal when the game opens (which if you are launching from an exe then would be the default terminal sizing).

Offline Phantomxd

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Re: Release Candidate for 0.A
« Reply #37 on: March 02, 2014, 04:48:52 PM »
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.

Offline Pumbletron

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Re: Release Candidate for 0.A
« Reply #38 on: March 07, 2014, 04:33:39 AM »
I like lots of new things in this release, really great! However I've found some issues.

- I can't hit zombie children in melee at all, even when unencumbered and with good skill.
- I can't seem to drive vehicles at all, even ones fully working, with an engine and fuel. Clicking ^ just brings up the options to turn the engine on and stuff, but gives me no way to actually steer or accelerate the vehicle.

Other than that, I really like it. Keep up the good work!

Offline KA101

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Re: Release Candidate for 0.A
« Reply #39 on: March 07, 2014, 06:34:16 AM »
I like lots of new things in this release, really great! However I've found some issues.

- I can't hit zombie children in melee at all, even when unencumbered and with good skill.
- I can't seem to drive vehicles at all, even ones fully working, with an engine and fuel. Clicking ^ just brings up the options to turn the engine on and stuff, but gives me no way to actually steer or accelerate the vehicle.

Other than that, I really like it. Keep up the good work!

Uh, is the seat and the controls intact?  If so, is the battery charged?  We've added several more ways vehicles might not be working.

Offline i2amroy

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Re: Release Candidate for 0.A
« Reply #40 on: March 07, 2014, 06:47:10 AM »
- I can't hit zombie children in melee at all, even when unencumbered and with good skill.
I ran a bunch of tests on this today, and it's true that you can't hit zombie children if you are fairly encumbered and unskilled (down to the point where a zero skill person couldn't hit them at 3 torso ENC). But I had no problems hitting them while unencumbered, or while fairly encumbered but with a slightly higher skill.

Offline MarcoVGnG

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Re: Release Candidate for 0.A
« Reply #41 on: March 07, 2014, 08:38:27 AM »
smoke seems to stay at this tile in a house or other building, even if no-roof tile or open windows are at proximity.

Offline Gideon

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Re: Release Candidate for 0.A
« Reply #42 on: March 07, 2014, 09:32:54 PM »
I like lots of new things in this release, really great! However I've found some issues.

- I can't hit zombie children in melee at all, even when unencumbered and with good skill.
- I can't seem to drive vehicles at all, even ones fully working, with an engine and fuel. Clicking ^ just brings up the options to turn the engine on and stuff, but gives me no way to actually steer or accelerate the vehicle.

Other than that, I really like it. Keep up the good work!
Either being over your carried weight/volume or torso encumbrance can make it impossible to hit zombie children without having a lot of skill.
Also, being in a lot of pain cripples your stats, which then has a ripple effect on your encumbrance and can make you easy picking.
A similar level of difficulty comes from skeletal/zombie dogs.

Offline Pumbletron

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Re: Release Candidate for 0.A
« Reply #43 on: March 09, 2014, 11:10:40 AM »
Yeah the controls were broken on the bike, so... false alarm.

And thanks for the tip about the zombie children. I've found I just like shooting them with a gun or a bow. :)