Cataclysm: Metal Gear Solid

General Category => Cataclysm: A Zombie Survival Roguelike => Topic started by: Domo on September 13, 2013, 02:01:58 pm



Title: What are the SDL .dll's for? Also audio/tiles question.
Post by: Domo on September 13, 2013, 02:01:58 pm
I downloaded the MGSmod rev.83b-tiles mod and played it yesterday, was pretty fun actually. As for the 64 bit SDL .dll's that are listed. What are these for? I ignored them for now but am wondering if they are needed for anything specific and that I use windows 64 bit.

Also I do enjoy playing DDA as well so is there a way to get the music & tiles to work on there also? I find this mod to be more addictive than DDA but that is just my opinion, then again maybe I played DDA a bit too much. The tiles and audio seem to give it more atmosphere as well but if there is a way to put them to work with DDA I would be a happy camper from both worlds.


Title: Re: What are the SDL .dll's for? Also audio/tiles question.
Post by: Driverboy on September 13, 2013, 03:29:14 pm
I downloaded the MGSmod rev.83b-tiles mod and played it yesterday, was pretty fun actually. As for the 64 bit SDL .dll's that are listed. What are these for? I ignored them for now but am wondering if they are needed for anything specific and that I use windows 64 bit.

They are substitutes for 32-bit .dll files. There was a guy with 64-bit Win8 that said the game didn't work, so I gave him those 64-bit .dll files and he said that fixed the problem. If it works for you as it is just ignore them.


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Also I do enjoy playing DDA as well so is there a way to get the music & tiles to work on there also? I find this mod to be more addictive than DDA but that is just my opinion, then again maybe I played DDA a bit too much. The tiles and audio seem to give it more atmosphere as well but if there is a way to put them to work with DDA I would be a happy camper from both worlds.

Music and sound effects make the game 100x better for me, I'm quite surprised it didn't generate more attention. At the time I implemented and was offering it to be merged into DDA both builds were still compatible and it was basically a matter of pressing a button to get it into DDA. But for some strange reason they ignored it and now it would be much harder, but still it could be done in one afternoon if you are familiar with the code.


Title: Re: What are the SDL .dll's for? Also audio/tiles question.
Post by: Domo on September 13, 2013, 04:31:02 pm
Ah ok, so least I do not have to worry about those since it works fine for me so far.

I am used to games not having sound or music from other ascii games or mudding so it's never bothered me but I do agree it makes it 100x better if done properly. Yeah I found the thread on the forums there and saw it went to hell really unfortunately which is disappointing. I remember first seeing the thread when it got put up but never actually tried out the mod then at that point.

I kind of forgot about it till recently and saw it had more work done on it so figured I would give it a shot and I been playing it more than DDA since then. I wish I knew how to code though. Only done a little C programming when I was about 15 on a couple muds thanks to a couple guys that were nice enough to teach me a bit but that was 10 years ago since I've dropped it due to other issues and of course back to square one haha.

Well hopefully some time in the future it becomes a bit more simplistic to be able to transfer the sound and music files over, especially the tiles which I find really appealing as well over deon's but that's just my opinion. 

Well either way nice work to you guys for this mod and whether you guys pick back up on it or not I will stay play it. Thanks for the reply.


Title: Re: What are the SDL .dll's for? Also audio/tiles question.
Post by: Driverboy on September 14, 2013, 02:31:16 pm
Although tedious it's fairly easy to transfer tiles if you know how to use Photoshop, by copy/pasting each tile at its appropriate place in their tileset, but I don't have graphics for monsters, items, fields and traps. There is actually graphics for lots of those, only it's completely different style.


By the way, in case you don't already know, when aiming a gun you can press pause/wait to "focus", which will skip a turn but it will lower recoil to zero and increase your chances to hit by 50%. It saves you bullets and without it you would probably have a hard time fighting off more than few monsters.


Title: Re: What are the SDL .dll's for? Also audio/tiles question.
Post by: GlyphGryph on September 17, 2013, 04:27:02 pm
At the time I implemented and was offering it to be merged into DDA both builds were still compatible and it was basically a matter of pressing a button to get it into DDA. But for some strange reason they ignored it and now it would be much harder, but still it could be done in one afternoon if you are familiar with the code.
Just to clarify - we included a single small piece of his code once and he chewed us out for it and insisted he remove it, and it would never have been as simple as a single button click since he refuses to learn how to use the code management tools the project runs on (git, github). Everyone else's code is often just a button click to merge - not so Driverboy's here.

Since then he's mostly been trolling the forums spamming advertisements for a mod he's said he's not even interested in working on anymore. :shrug:

We are planning on including music in mainline in the next couple months though - We've got an nice collection by Disarray that's looking good. People have mostly been dealing with other, higher priority issues though.


Title: Re: What are the SDL .dll's for? Also audio/tiles question.
Post by: Driverboy on September 17, 2013, 06:21:12 pm
The freedom of speech, enjoy.

Quote from: GlyphGryph
Just to clarify - we included a single small piece of his code once and he chewed us out for it and insisted he remove it...

Little code, big changes, because I'm amazing. I chewed you for two months to merge it, only when you went on Kickstarer did I say I don't want my code to be a part of it. It was a gift to everyone, just like the whole game made by Whales is, but with your lack of morals you do not understand by taking money for it you disgraced it.


Quote from: GlyphGryph
and it would never have been as simple as a single button click since he refuses to learn how to use the code management tools the project runs on (git, github).

If you downloaded it on your computer it would be just as if you made it, and then, as you say yourself, you could have indeed merged it with a single button click.


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Since then he's mostly been trolling the forums spamming advertisements for a mod he's said he's not even interested in working on anymore.

Not interested to work on it any more because I made what I set out to make, and more. I never really wanted to be working on this game in the first place, I just wanted to help you fix the bugs. No good deed goes unpunished, always remember.


(http://img841.imageshack.us/img841/5991/9i7c.jpg)

Driver-man, Driver-man, does whatever a driver can
Spins a code any size, catches bugs just like flies
Look out, here comes the Driver-man!

Is he strong? Listen bud, he's got radioactive blood
Can he swing from a thread? Take a look overhead
Hey, there! There goes the Driver-man!

In the chill of the night
At the scene of a crime
Like a streak of light
He arrives just in time!

Driver-man, Driver-man, friendly neighborhood Driver-man
Wealth and fame he's ignored, thrill & action is his reward
Look out, here comes the Driver-man!