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[wiki] Cataclysm DDA : mangez des foetus en sniffant de la coke.
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Nouvelle version, 0.4
https://github.com/TheDarklingWolf/C.../changelog.txt Citation :
http://www.cataclysmdda.com/smf/index.php?topic=753.0 ![]() Dernière modification par ( Tchey ) ; 08/04/2013 à 11h51. |
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Le jeu crash chez moi
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Bonjour monsieur chance, avez-vous jouer au loto après votre session ?
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Citation :
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Ya que chez moi que ça crash?
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Le jeu est encore plus difficile quand on vire les zombies spéciaux, apparemment ils en font spawn plus. C'est plus aisé de s'équiper (ou c'est ptet que j'améliore aussi).
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Comment tu fais un feu?
sinon j'ai fais une partie en classic 220 zombie killed ![]() |
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Cataclysm Dark Days Ahead version 0.5 !
Ce jeu était excellent "avant", depuis DDA il devient juste excellent². http://www.cataclysmdda.com/smf/index.php?topic=1254.0 Version courte : Citation :
Version logue : Citation :
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Ok, je vais encore perdre mon aprem, ma soirée et ma nuit. Je ne te remercie pas Tchey
![]() Faut que je teste, faut que je teste ![]() |
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Je ne sais pas pour le cidre.
Une nouvelle étape dans l'évolution de Cataclysm : kickstarter. L'équipe, amateurs bénévoles, veut mettre un développeur permanent. Nettoyage du code, tileset graphique, gestion du niveau Z (étages, grottes, collines...), meilleur support pour le mods, et d'autres choses encore, en plus bien sûr du développement du gameplay. Nouveau site et nouvelle adresse pour le forum, en attendant une redirection de l'ancienne adresse : http://smf.cataclysmdda.com/ Le kickstarter devrait être optionnel, le jeu devrait rester gratuit et opensource. Et puis à part ça, la v06 est en route, et le changelog est intéressant. Entre autre, les zombies qui ne sont pas "finis" (butchered, découpé une fois vaincus) se relèveront. Comme toujours, on peut consulter le changelog sur le github : https://github.com/TheDarklingWolf/C.../changelog.txt |
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La version 6 est disponible pour Linux et Windows.
http://smf.cataclysmdda.com/index.php?topic=1932.0 Dans les changements majeurs : - Nouveau moteur de rendu pour Windows, qui devrait rendre le jeu un peu plus fluide (c'est déjà bien sous Linux). - Les zombies doivent être achevés, sans quoi ils se relèveront. - Le système d'XP basé est changé, non plus basé sur une réserve de morale, mais sur un focus. Le moral est toujours présent, mais ne sert plus pour l'XP. - Comme souvent, nouveaux objets (archerie notamment), batiments, corrections de bugs... Aussi, le kickstarter est lancé. http://www.kickstarter.com/projects/...ated-developer Le jeu reste gratuit et opensource, l'idée du KS est seulement d'améliorer le développement en salariant un développeur à temps complet sur le projet. Le changelog complet pour la V6 : Code:
0.6 Highlights: --- * Zombies will revive after a time, if not butchered (or otherwise dealt with). * The Android trait now behaves the way that the description indicates. * Gasoline can be siphoned from vehicles. Requires a rubber hose for now - these are easier to acquire. * Sewing requires materials other than thread - rags for cloth, leather patches for leather, kevlar bricks, plastic chunks. * Leather/Kevlar/plastic/fur repair/reinforcement actually possible! * Inventory management UI improvements, and a new screen to organize worn items. * NPCs continue to be less buggy, but are still prone to crashes. * Weapon firing code reworked a bit. UI improvements, and you should now be able to fire at anything within range. * Reworked the armor/protection code. * Reworked the learning system: replaced XP with Focus. See the relevant help text. * Added a *bunch* of new multi-stage missions, for those who play with the shelter NPC turned on. * Many new buildings (See full changelong list) * Vehicle collision physics are now based on *actual* physics! Reduces collision insanity. * Option to use triginometric distance instead of roguelike distance. In other words light, line of sight are circular instead of square. * Zombie density in towns is based on nearby buildings instead of distance from town center. * Higher-performance (on windows) SDL-based rendering as an optional build type. * Movement on and around vehicles greatly streamlined. * Sound indicator lets you know how much noise you're making. * Turn cost indicator lets you know how long actions take. * Overkilled monsters now spray gibs around instead of disapearing. * Mostly remove limits on how many items fit in a tile of ground. * As usual, many bugfixes. Full list: --- Purifier no longer removes traits available at chargen. Fix some calculations that wanted floating-point math, and were using integer math. Fix some vehicle collision craziness related to skids. Added zombie revival. Chance of unbutchered zombie corpses rezzing, once 6 hours have passed. Advanced inventory UI improvements/fixes. Dropping count-by-charge items (batteries, meds, etc.) into vehicles will cause restacking. Android trait always gives a power system bionic. Fix torso encumbrance display (it's smart about sign use now). Bitmask-based item flags no longer exist! Instead, we have string-based tags, that have no upper limit. Tweaked glowstick behavior - can no longer deactivate, and they have a dead state. Android trait should no longer give the player faulty bionics. Bolts moved to ammo category, like arrows. Added bone broth, and recipe. Adjust how Climate Control bionic works, make vehicles have functioning (magic!) AC. Added fuel siphoning using rubber hose. Appearance-improving mutations are now flagged as being good mutations. Welder charges are actually used during vehicle construction. Items will no longer become erroneously fitted, and item tags should not spread during map loading. Weather accounts for starting time properly. Containers can be unloaded again (they were bugged). Optimized scentmap updates, hopefully this speeds up certain activities. Pit-requiring constructions have pit digging as their first two stages, to make it more obvious what the prereqs are. Some menus (notably, inventory) can be navigated with arrow keys and enter. Allowing sewing of leather items, make sewing require rags/patches. Cooking rotten food does not make it magically fresh any more. Resolves an issue where destroying an item while tailoring would crash the game. New UI to sort clothing and automatically assign special characters to clothing (accessed via +) Footwear warmth values tweaked to be more flexible. Wool warmth is not reduced by rain. Sofas and armchairs help with sleeping. Temperature is less of an issue while sleeping. Warning messages for when the player is cold/hot while sleeping. Oversized clothing can be worn over anything (blankets, cloaks, etc). Sound interruptions can be categorically ignored while crafting, reading, etc. More improvements to the advanced inventory UI. Shrubs less difficult to smash. Upgraded versions of Fast Healer still give you bonuses while sleeping. Soldering iron recipe learnable via disassembly. Integrated toolset power usage normalized on a few recipes. Vehicle speed is now taken into account when throwing a character that exits a moving vehicle. Gasoline lanterns added to the game. Bifocal glasses added to the game. Tweak Windows (catacurse) colors. Correct window border color behavior under Windows. Add glass jars, make sauces spawn in them instead of in tin cans. Removed a couple NPC crash bugs. You can safely exit a vehicle moving less than 1 MPH. Fix a pair of drawing glitches related to the item pickup window. Remove the artificial delay when animating vehicle movement. Out-of-range enemies are still drawn when firing a weapon. Make it so that anything within range can be targeted with a ranged weapon. Disassembly recipe for vacuum sealer. Backspace no longer causes junk to be input during string entry. The overmap screen now lets you use "<" and ">" to view different z-levels. Reworked the armor/protection code. Fridges drop rubber hose instead of pipe when destroyed. Reworked the learning system: replaced XP with Focus. See the relevant help text. Autosave should save everything now, rather than a subset. Fix artifact saving/loading... again. Added new missions. Added cathedral to mapgen. Fixed flamethrowers. Add 40mm acid bomb shells. Moving furniture causes noise. Clothing damage descriptions now depend on the item's material. Gunmods now show "%" properly in the magazine size line. Add bicycle seats: low-mass seats that can't take a seatbelt. Vehicle collision physics are now based on *actual* physics! Reduces collision insanity. Foraging gives survival experience, even on failure. Disassembling ammo gives firearms experience. Ball bearings should hopefully drop now. Added headlights to a few more default vehicles. Lab coats can be fitted. Items in adjacent containers (fridges, lockers, etc.) visible with 'V' screen. Players can no longer examine sealed crates to see their contents. Funnels give acid water during acid rain :). Acid water (after refinement) now an alternate ingredient for acid bombs. Corrected a few item name typos. Cleaned up generation of a particular (spiral-y) underground room. More temperature tweaks. Being hot makes you MORE thirsty, not less. Reworked item unloading and reloading a bit to remove bugs. Flatbed trucks now have rear windows. Electric cars added as potential vehicle spawns. Fix some bugs related to known overmap data and leaking the state to other characters. Effects of current stats are shown on the '@' screen. Materials obtained from clothing depend on the clothing's damage level. Fixed some lab mapgen bugs. Mansions got a little love. Having too little intelligence for a book is more of a penalty. Vehicle headlight state is persistent after save-load. Being hot no longer increases thirst by an unreasonable amount Minor : temp_conv and dis.intensity are saved, fixing strange on-load inconsistencies Minor : Diseases that affect speed no longer overwrite eachother in the @ menu Clothing with pockets provides a bonus to hand warmth when not wielding a weapon. New large building with basement: Prison Basement level for hazardous waste sarcophagus. New building with basement: musterious cabin. Display recent log messages on player death. Radiation exposure is now more dangerous Mutations from radiation can be disabled. Mutation categories now more dominant. Added themed mutagens with recipes. New medical items. Bundle of plastic bags item for stowing bags. Rebalance chance of cutting weapons getting stuck, much less likely now. Smashing corpses prevents them from reviving. Burning corpses prevents them from reviving. Stopped players from leaving slime trails or webs while in a vehicle. Made vitamins have an effect again. Made multiple gasoline tanks drain properly. Added tiny pain effect to Acid Drizzle, raincoats now offer a bit of protection to acid rain/drizzle. Advanced inv: "e" pulls up inventory item menu. Help window displays feedback messages for actions taken. "?" toggles between help and msg viewer. Eliminate radiation dosage saturation, halving dosage rate to compensate. (radiation is slower, but more implacable) Fitting screen now shows storage and encumbrance in item columns. Added leather vest item and crafting recipe. avoid use of pow() in distance calculation, speeding them up an order of magnitude. Make blood filter remove all other drug based diseases. Make blood analysis detect all drugs. Behold, sharpie markers. Display actual keymapping instead of default one in most help text. Stopped bleeding, bites, and poison from applying when stopped by armor. Safely hop from slow-moving vehicles, get hurt from quick ones. Multidrop screen now shows a summary of what is about to be dropped. Sort inventory by item charges, use low-charge items first. Option to auto-save before sleep. Lava burns things and can be used for crafting. Multiple fixes to burst-fire targeting. Prevent turrets from shooting themselves. Prevent friendly turrets from trying to shoot through the player. Brasas catcher item to catch your brass for recrafting. More power armor variants. Make movement take half the cost of both the beginning and end tiles, instead of just taking the cost of the end tile. Made shooting interactions more realistic. Add radiation badge item and associated infrastructure. Automagically add new keybindings, so long as they don't conflict. Significantly reduces the number of giant worms. Adds strawberry bushes. Advanced inventory: Add [c]ategory sort. Large number of added archery items: Wide range of bows crossbows, and arrows, and a multitude of crafting recipes. Stop unnecessaraly saving adjacent overmaps every time they are potentially dirtied. (prevents periodic pauses!) Hard Leg Guards and Metal Leg guards. Picking berry bushes trains survival (at low levels). Added skill support into professions. |
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Les développeurs se prêtent au jeu de l'interview, que j'ai trouvé intéressant à lire aussi bien pour les habitués de l'apocalypse que pour les nouveaux survivants. Plus encore, l'interview est intéressantes pour les non-joueurs, avec quelques discussions sur des concepts et des possibilités de gameplay assez uniques à CDDA.
http://www.jacehallshow.com/news/gam...ysm-dark-days/ |
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Bon, bah... Ceux qui attendaient une version graphique pour s'y mettre, y'a pu qu'à.
http://smf.cataclysmdda.com/index.php?topic=3081.0 ![]() |
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