Cataclysm: Metal Gear Solid
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61  General Category / Cataclysm: A Zombie Survival Roguelike / Re: Cataclysm: MGS - TILES BUILD on: July 23, 2013, 10:09:57 am
For the time being I would prefer to use the MGS version, simply to cut down on general confusion between the 2(besides, MGS runs way better  Cheesy).

I thought you were mainly interested to make graphics so it can be used with DDA when they merge tiles support. In any case I'll enable those sprites in the next few days when I clean up the code and hopefully optimise the whole thing a bit more.
62  General Category / Cataclysm: A Zombie Survival Roguelike / Re: Hi All... (where is everyone?) on: July 21, 2013, 11:12:51 pm
Good source of info here:

http://www.wiki.cataclysmdda.com
63  General Category / Cataclysm: A Zombie Survival Roguelike / Re: Hi All... on: July 21, 2013, 11:04:52 pm
New user this forum here, just thought I should say hi, though it does seem very quiet around here. Where are all the other users of this game?

Hi. The game (Cataclysm) was developed by Whales and his original forum is here:

http://whalesdev.com/forums/index.php

...he then got bored with it and the project was picked up by a group of modders calling it "Cataclysm: Dark Days Ahead", their forum is here:

http://smf.cataclysmdda.com

...since they were doing lousy job I branched off to a separate project and moved here.


There is a bit of war going between DDA guys and me because they went on Kickstarter to take money and credit for the code which is not theirs, and due to my open criticism I got most of the community to hate me and thus stick with DDA regardless of their inferior code and pitiful Kickstarter.
64  General Category / Cataclysm: A Zombie Survival Roguelike / Re: Cataclysm: MGS - TILES BUILD on: July 20, 2013, 09:28:39 pm
If you could compile a version that supports all sprites it would be nice, but not particularly required. (perhaps after I am done with the current tiles)
I am having a little trouble deciphering tileset.json


The identifier part I can understand, as I have added items before.
However fg and bg are a little unclear.
I assume it is instructions for pointing toward a certain part of tile.bmp, but I am unsure of what the numbers correspond too.

I am assuming the number after fg is the tile number?

"fg":259 would correspond to the dirt graphic, just before sand and just after the wall looking component?

Not sure about bg though, is that the background for the tile?

Yes, fg is simply the tile number. There is no much point to using bg (background), you can simply copy background you want in the sprite itself. In either case there is a problem. For example, you make a chair use floor background (default bg) and it will have that background whether it is indeed in a house our outside on the grass. The problem is unfortunately deep within the game. Chairs, fridges, beds, ovens and stuff like that are defined as ground tiles themselves instead of being items/objects that can be placed over some ground tile. Try to use some neutrally looking background for things that can be found on different types of terrain.

Traps, items and monsters on the other hand can be placed over ground tiles, but you don't define any background for them, you just make their sprite background be of that light blue color you can see many other sprites have, and whatever pixel has that particular blue color it will be transparent so the sprite can be placed over any background. That's how chairs, beds and stuff should work too, but they don't because they are terrain tiles themselves and there can only be one terrain tile at one place.


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edit:

I figured I would start out on traps, I made the tr_*trapname* entries point to a new section of tile.bmp, but they don't appear at the moment.(still ascii)
I have noticed a few of them had previous identifiers, but only the spiked board seems to show up.
I am not sure If I have the .json file pointing to the right entries.

Traps, items and monsters are currently represented with ASCII in my build. I disabled use of those sprites, it will show up when I enable it back again. In the meantime you can use original Utunnels code with DDA build which does that by default:
http://www.mediafire.com/?hjn789f75t3kax8
65  General Category / Cataclysm: A Zombie Survival Roguelike / Re: Cataclysm: MGS - TILES BUILD on: July 20, 2013, 12:39:32 am
By accident I went on to modify your message instead of replying to it, that's why it says at the bottom it was edited.


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Thanks for the quick reply, I still do have sound I was just wondering if that related to the issue at all.

While running in ASCII mode (f3) It does not crash at all when I walk over the stairs tile. - I have not swapped over the 64 bit dlls yet.
And after changing the graphics for the stairs, I cannot get this to reproduce, However I think it may actually depend on which set of stairs, I am not adamant that it is crashing on all stairs which is rather strange.
I have tried all of the previous builds and I have not encountered this bug.

Nothing similar ever happened to me and I'm always keen on fixing bugs, so I'm very curious to track it down. If it happens again or if you see any other problems I'll be looking forward to fixing them all.


Quote
That being the only problem so far, It is refreshing playing in a square font, and it runs much faster than the DDA editions.

I changed up the graphics a little, they seemed a little bit too blocky in some areas. If you wanna use any of it feel free.
http://filesmelt.com/dl/tile.bmp

I will swap over the dll files and get back to you ASAP, thanks.

I prefer ASCII version, but if you are going to work on this tileset later it can be moved to DDA once they get the tiles support.

Let me know if you want to make monsters and items sprites too and I'll compile a version that shows all the sprites instead ASCII symbols. If you want to add some sprites that are not defined yet (shown as blue outline ASCII) you can do it by editing "tileset.json" file. Let me know if you want to know more and how exactly to do that.
66  General Category / Cataclysm: A Zombie Survival Roguelike / Re: Cataclysm: MGS - TILES BUILD on: July 19, 2013, 11:27:04 pm
Looking very nice, However I have encountered a rather strange bug, I think it may be associated with the movement sound.

At the starting shelter I have noticed whenever I walk over the staircase the game crashes.
Could this be due to a missing sound file?

I am running windows 7 64 bit.

Thanks for reporting this. Some other people mentioned problems with 64-bit Windows but I didn't get a chance to hear more about it. I don't have it so I couldn't test it myself.

All sound files are there, are you saying you hear no music or sound effects?

When you press F3 to disable tiles, does it still happen?

In any case all the problems should be fixed if you download 64-bit SDL .dll files and copy them in the game folder over existing ones:


Windows 64-bit SDL .dll files:
http://www.libsdl.org/release/SDL-1.2.15-win32-x64.zip
http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.12-win32-x64.zip
http://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11-win32-x64.zip


...just unzip and replace the old (32-bit) ones.

Let me know how did it go.



By the way, have you tried any of the previous builds and were there any such problems before?
67  General Category / Cataclysm: A Zombie Survival Roguelike / Graphics: sprites and tiles on: July 16, 2013, 12:37:11 pm
DOWNLOAD (17. July), MGSmod rev.78b-tiles:
http://www.mediafire.com/?xf606bbhrxdu0f3


Windows 64-bit SDL .dll files:
http://www.libsdl.org/release/SDL-1.2.15-win32-x64.zip
http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.12-win32-x64.zip
http://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11-win32-x64.zip













MGSmod rev.78b-tiles, based on 'Utunnel's tiles':
http://smf.cataclysmdda.com/index.php?topic=202.msg18311

mods & improvements
- proper low light illumination & alpha blending
- bluish tint for night time, various tiles graphics changes
- converting to Oryx sprites, or modifications to similar style
- rewrite, optimisation and graphic redesign, vehicle colors
- animations, targeting cursor, weather effects, new sprites
68  General Category / Cataclysm: A Zombie Survival Roguelike / DOWNLOAD - Cataclysm: Metal Gear Zombie on: July 06, 2013, 01:55:43 am
DOWNLOAD (24. September, 2013), MGSmod rev.83d:
https://www.dropbox.com/s/ys6i97iierqbn3v/Cataclysm-MGS_rev83d.zip


Windows 64-bit SDL .dll files:
http://www.libsdl.org/release/SDL-1.2.15-win32-x64.zip
http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.12-win32-x64.zip
http://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11-win32-x64.zip




Quote
Cataclysm: A Zombie Survival Roguelike

It is the day after tomorrow, humanity is dying and the zombie race is taking over the world. Survive by scavenging cities for food, items and weapons. Investigate mysterious locations, increase your skills, construct, build and improvise, assemble your own car and turn it into a death-mobile. Befriend other survivors, tame and train animals.

Craft, combine and modify various weapons from knifes, spears, swords, crossbows and longbows to  pistols, rifles, snipers, turrets, molotov coktails, flamethrowers, railguns, plasma and laser rifles. Or learn martial arts and fight monsters with bare hands!

And if you manage to stay alive you may find exciting things such as bionics, which can give you amazing powers not usually seen in mortal hands. Or you may gain a mutation, usually bad, but sometimes very very good. Who knows. Remember to keep your spirits up, but try not to overdose on drugs or alcohol!


Created by Whales
http://whalesdev.com


MGS Modifications Highlights

correctness & performance
- no glitches, no crashes, working NPCs, fast, smooth, tested and polished
- improved and balanced monster reactions, proper sneaking and peaking

background music & sound effects
- support for background music and sound effects with over hundred files library

real-time targeting
- makes ranged combat more challenging, more tactical, and much more interesting

new push/kick action
- when surrounded push some monsters away instead of fighting them all at once
- slam monsters against the wall, or push them out of the way if they are blocking a door
- push them over fences, bushes, into a fire, or through the windows to slow them down
- push while aiming, if they come close kick them back right in your aim
- you can even kick them back by pushing furniture over them:


Kicked bench, which kicked zombie, who then flew through the window.

new jump/charge actions
- jump through windows, over fences, fire, charge on monsters or through the doors

above ground z-levels (demo)
- church bell tower and shelter rooftop, with secret rooms
- jumping puzzles, see if you can find hidden pathways

driving auto-shift view
- this and driving smoothness makes vehicles much more enjoyable to drive

improved visuals
- gradual rounded lighting, multi-shaded night vision, enhanced weather effects

have a bear for a pet
- tame even wild animals, pets can ride in vehicles on seats and trunks
- pets increase theirs skill with their kills, feed them to recover their HP

and more
- sniper scopes, fire arrows, NPC hints, slot machines, hot-wire vehicles, chain combo kills
- individually turrets control, ammo & fuel for individual tanks info, mountable rocket launcher...




Cataclysm Wiki:
http://whalesdev.com/wiki



PREVIOUS:
TILES MGSmod rev.78b-tiles:
http://www.mediafire.com/?xf606bbhrxdu0f3

ASCII MGSmod rev.71b:
http://www.mediafire.com/?xj0x8t6flgqcf2a
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