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Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#1
Roguelike game called Cataclysm is now on extras-devel.
Game is young and under development, check upstream source: https://github.com/Whales/Cataclysm
And upstream blog: http://cataclysmrl.blogspot.com/


Cataclysm is a post-apocalyptic roguelike, set in the countryside of New England
after a devastating plague of monsters and zombies.


ASCII-graphics only.

After installing, run [EDIT]No need for new version[/EDIT]:
Code:
root
chown -R user /opt/cataclysm/save/
(Enable ESC-key: e.g. http://wiki.maemo.org/Roguelikes)
Start terminal (osso-xterm).
Zoom text size small as possible.
Zoom text one step bigger.
Toggle fullscreen.
run [EDIT]New version has menu launcher[/EDIT]:
Code:
cd /opt/cataclysm ; ./cataclysm
It uses keys "<" and ">", but Fn+ctrl (sym) works. It also uses TAB, but onscreen TAB works.
Attached Images
 

Last edited by AapoRantalainen; 2011-08-16 at 10:02. Reason: changes for new version
 

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Posts: 3,811 | Thanked: 1,151 times | Joined on Oct 2007 @ East Lansing, MI
#2
If you really, really want to make roque fans happy.......

You should look into recompiling libvte to remove the single pixel border so everyone can use the largest font possible for these games.
 
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#3
Duuuude, that chown trick is awesome!!! Wonder if other uncaught signal 11 errors could be fixed with one command (behaviour of cataclysm before the ownership change was exactly the same: dying after char creation or selecting tutorial). BIG thank you for awesome port.
 
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#4
Excellent port. The only two crashing situations: NPC encounter (I believe it was a bug I met an NPC as they were crashing the game even on desktops, and so were removed for the time being) and sadly 'm'ap checking when trying to return to the game, which can be useful. Apart from that great stuff, immense depth, interesting mechanics... I could go on and on
 
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#5
http://www.megaupload.com/?d=68XP5U2R
Latest binary for N900. Incompatible with older saves so purge your save directory. Quite a lot of content added (robocops, areas from Deon's mod) most importantly though no longer segfaults when returning from map view. All debug functions are now in separate menu under 'Z'. Getting very stable, no crashes in the few hours of testing.
 
Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#6
New version on repository (newest code from git).

-Menu icon: Starts terminal and cataclysm, tune fullscreen and font size manually (is there way to do this automatically?)
-Saves on /home/user/.cataclysm
 
Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#7
Pushed new version to extras-devel from git.

This is latest commit:
https://github.com/Whales/Cataclysm/...081b2e66411f1e

Maemo modifications:
*saves under /home/user/.cataclysm/
*Location of data /opt/cataclysm/data
*Menu launcher (uses default xterm)
 
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#8
New forum (last one was overtaken by spammers and this one is hard to google - spammers keep the last one first result due to large number of new posts): http://whalesdev.com/forums/index.php

Changelog:


Features:

* 0-difficulty construction practices your carpentry skill (cryo).
* Proper calendar system (cryo).
* Calendar makes seasons progress normally.
* Calendar tracks phase of the moon, and night time will be lit differently depending on the moon's brightness.
* Monsters made of wood or metal report their armor as "thick bark" or "armored plating."
* Monsters and NPCs splatter blood when shot. Monsters not made of flesh don't splatter (this may change for robots at some point). Boomers splatter bile (harmlessly). Spitters and other acidic monsters splatter acid (not harmlessly).
* Overmap generation retooled. The wilderness is now more interesting, and that will only grow.
* New map tile: sewage treatment plants, extends underground.
* New map tile: trap door spider lair, extends underground.
* New map tile: crater
* New map tile: fungal bloom. It's meant to have a fungal spire in the middle--a boss fight, essentially--but the spire isn't spawning for an unknown reason.
* Fungaloids are no longer placed randomly; they now center on fungal blooms, which are always outside of cities.
* NPC settlements removed entirely.
* New computer functions for pumping sewage, used in the sewage treatment plant.
* New item: concentrated sewage. More or less useless for now; maybe it'll become a crafting item.
* New construction: Clean Window. Converts a broken window to an empty window in 8 minutes, no tools or materials required.
* New monsters: wolf spider, jumping spider, trapdoor spider, black widow, yellow web spider.
*
* Houses have a chance of being a black widow nest; similar to wasp nests.
* New field: web, entangles and slows the player
* New disease: severe poison
* Killing ant queens causes the ant population to slowly die out.
* MINES. This is a big one, and has many other features associated with it:
o New content inspired by the works of Junji Ito and the films of John Carpenter. Won't spoil this.
o Many new monsters. No spoilers here.
o New items. Won't spoil these, either.
o New computer functions
o New way to move vertically--elevators.
* Labs may now contain a bionics room.
* Bionics (mostly) removed from dead scientists. Too random.
* New field: toxic gas
* You are given a chance to interrupt your current activity if you are outside and the weather takes a turn for the worse (the most prominent example: you are digging a pit and it starts acid raining).
* Spitter acid globs no longer magically fly through windows. They will instead hit, and melt, the window (or other terrain).
* Wreckage items added to craters.
* Going down stairs will warn you if there's no way back up. If you're carrying a rope, you'll be allowed to climb down the rope, creating a path back up. If going down stairs would entomb you in solid rock (e.g. Hellmouths), the game will report that the stairs are cut off, and won't allow you to go down.
* Monsters will follow you up/down stairs in an intelligent manner; rather than just teleporting down if they're close to you, they'll count how many turns it'd take to reach stairs, and show up that many turns later.

Bug fixes:

* Low-battery flashlights don't subtract from light level (cryo)
* Traps are used up when placed
* Shotgun trap no longer reports firing a bolt.
* Crafting item use fixed somewhat, not sure if 100%
* Scratching due to bugs under skin interrupts activities.
* Recoil resets upon wielding a new weapon.
* Food that never goes bad stacks properly.
* Stabbing weapons cannot get a bashing critical unless they are also a bashing weapon.
* Fixed crash on canceling / invalid selection for sewing kit or scissors.
* Some major lighting & day/night cycles fixed.
* Computer terminals no longer snip off the first letter of research (and other) logs.
* Attempting to escape a pit now actually uses up a turn.
* Traps, inactive manhacks, and other items that are sometimes removed from your inventory after use are now removed/not removed properly.
* Going down stairs is much more accurate. Going down to a basement and winding up in a subway station should happen much less frequently, if ever.
* Flash of full daylight right after sundown removed.
* Bionics Manifest console command works now.
* Recycler bionic no longer gives you nutrition as you sleep.
* Webs no longer stack; you can't become webbed for hours by walking through 20 of them.
* Webs are no longer placed on solid terrain.
* Toxic gas properly hurts and slows monsters.
* Geiger counter toggle text fixed.
* Goo canisters produce goopit traps properly.
* Zombie Pheromone works now.
* Wind buffet attacks now work better, with less map alignment error.
* Terror attacks now take away one turn at most; less instadeaths
* Flying monsters no longer set off traps.
* Wielding a tool that's removed after use (e.g. a beartrap) before using it no longer leaves it in your inventory.

Tweaks:

* Skeletons slightly easier to shoot.
* Wooden crossbow bolts slightly more likely to be destroyed.
* Friendly fire against monsters in the path of your bullet's trajectory much more likely. Friendly fire against NPCs slightly more likely.
* Ranged combat uses roguelike geometry, not trigonomic geometry. This means that firing at a non-90-degree angle will be more accurate than in the past, while firing perfectly vertically or horizontally is unaffected.
* Purifier no longer grants stat boosts; its only effect is to remove mutations.
* Mutating can increase or decrease your maximum HP.
* Starting traits can no longer be removed via purifier. In practice this means that if you acquire such a trait through mutation (say, Thick Skin), it is permanent. This will be changed.
* Chances of scratching due to bugs under skin reduced sharply.
* Portals in spawn monsters much faster.
* Caffeine pills nerfed.
* Silencer nerfed.
* Effects of caffeine from any source capped at a low value.
* Items are considered "born" at midnight, rather than 8:00. You'll probably notice this first in milk; all milk in the world will be rotten by the time you find it.
* Moonlight set to 1 at minimum.
* Terminals no longer reset after every function; meaning that messages are visible now.
* Spawn sizes slightly reduced.
* Supertaster trait removed entirely. It didn't do anything anyway.
* Fast Learner trait boosted back up to a full 50% increase.
* Dropping several items of the same type reports "You drop your plastic bottles" instead of "You drop several items."
* Monsters now start spawning at the very beginning of the game. Hostile ones--e.g. even basic zombies--still won't spawn for a while.
* Monster spawning is less permissive about where they may be.
* Internal Furnace will only burn cotton, wool, paper, and wood.
* Ethanol Burner nerfed to produce less energy; it still gives you a lot, though.
* Radios and two-way radios carry 100 charges, not 500.
* Webs can be burnt with fire. They're quite flammable.
* Webs can be 's'mashed to clear them.
* Craters are radioactive, most of the time.
* Lab bionics rooms now have a very limited selection of basic bionics. The real motherlode is in a lab finale.
* Difficulty rating of wolves increased.
* Krecks nerfed.
* Movement penalty for being over your weight limit reduced and capped at 75.
* Movement penalty for being shot reduced significantly.
* Acid rain nerfed; you should be able to survive a half-hour in acid rain under most circumstances.
* Acid rain only appears following acid drizzle; you'll always have that half-hour warning period.


Code refactors / features: (Of interest only to modders / developers)

* ranged.cpp uses many new helper functions
* New functions for lines: slope() calculates slope, continue_line() continues a line in the same direction for a specified length
* calendar.h and calendar.cpp rewritten. Windows compatible.
* game::turn is now a calendar; it should be mostly backwards-compatible.
* New data for overmaps, overmap_special; allows for easier placement of random special finds. See the bottom of omdata.h

and some community content added (this covers changes since 27th September)
 

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Posts: 9 | Thanked: 3 times | Joined on Nov 2011
#9
Hi
I've some strange problem with my "enter" key on n900.
It looks like instead of enter key cataclysm gets "W" character. I made a shortcut for enter key in xterm panel (like Tab or Esc) but it works the same way.
Is there any config file with controls so I could redefine enter to some other key?
 

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Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#10
Originally Posted by tetsujin View Post
Hi
I've some strange problem with my "enter" key on n900.
It looks like instead of enter key cataclysm gets "W" character.
I made new release with most recent code and this is happening to me also. 'Enter' is not much used on earlier versions so this was not found before. Currently I have no idea how to fix this.
 
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