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Cataclysm - Era Of Decay. A turn-based survival game set in a post-apocalyptic world.
License: Other
This project forked from malkeus/cataclysm-dda
Cataclysm - Era Of Decay. A turn-based survival game set in a post-apocalyptic world.
License: Other
Fails to compile due to unused variable and -Werror flag.
src/handle_liquid.cpp: In function ‘bool liquid_handler::get_liquid_target(item&, const item*, int, const tripoint*, const vehicle*, const monster*, liquid_dest_opt&)’:
src/handle_liquid.cpp:204:11: warning: unused variable ‘phase’ [-Wunused-variable]
204 | char *phase = const_cast<char *>( phasestring.c_str() );
| ^~~~~
n/a
Tried to compile with make -j12 ASTYLE=0 LINTJSON=0 RELEASE=1 CCACHE=1 LUA=1 LTO=1 SOUND=0 LOCALIZE=0 RUNTESTS=0 BACKTRACE=0
with gcc 12.2.1.
The game compiles fine without -Werror and I assume without -Wunused-variable as well.
No response
n/a
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I've always found myself lost in meditation and wanderlust playing Cataclysm: DDA, wondering... what is the world like beyond New England, and North America?
Several of friends of mine are from this region and I've always wanted to have a post-apocalypse game set in South Asia, instead of the usual USA or former USSR.
Regional mods for settings and options related to creating an EOD experience bring post-apocalypse survival, trade, building, exploration, fighting, etc. from New England to India and other South Asian countries.
Focusing on developing EOD content for a more fleshed out New England, and focus on the USA regions for now starting from the NE Atlantic Seaboard.
Have never programmed or used Github or C++ or Python or JSON before. These are all unknown skills and uncharted territory to me.
Suggested by maLbogLoLen on Reddit:
I do not see anything about the inventory system. My complaint about it in mainline DDA is the "feature" that causes items to be put into random containers automatically.
Suggested by maLbogLoLen on Reddit:
I would like a way to disable this so that items would only be automatically put into pockets in worn/wielded containers. Either making the "pockets" in anything that is not worn/wielded default to disabled or making all pockets default to disabled so I could enable the ones I want to use and not need to constantly disable every container I pick up.
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No response
Got a report of the game crashing (segfault) on selecting corpse revival option for some people. For me the crash doesn't happen.
Reported on fe3c1ae version, Windows x64, Tiles, No Sound x64, English game language.
N/A
Supposedly selecting "corpses revive as zombies" option in "World Defaults" menu, or in advanced options during world creation, causes a crash via segfault.
Can't reproduce it myself, the same build won't crash on Windows 7 x64 for me. Tried changing language to Russian and Arabic and then changing the setting and then saving, still no crash.
The game doesn't crash.
Screenshot of the game not crashing as I do this.
My own configuration is listed here, on which the game didn't crash.
Crash log as given to me by the person for whom the game did crash.
crash (1).log
Seems like either some kind of string handling issue (possibly caused by the use of non-English localization), or a translation-related issue.
Nearly all the documantation in this repository still mentions DDA rather than EOD.
Look at current doc files in this repository.
All mentions of DDA/Dark Days Ahead should be chaged to EOD/Era Of Decay as applicable.
Irrelevant.
Irrelevant.
It'd not be difficult to fix but it's a lot of very boring work.
If a world is created with spawn modifier for "spare parts" category items set to higher than 1, and then a character creation menu is opened, said menu takes a very long time to load on "Finalizing - Crafting recipes" step. The loading eventually succeeds, though.
Values that are only slightly higher than 1 (such as 1.01) don't seem to have a noticeable effect, but it starts being noticeable around 1.1.
Any values for other item categories, or values lower than 1 for this setting, don't seem to noticeably affect the loading time.
The same issue also applies if trying to load a saved game in such a world.
Irrelevant; happens on any new world with this specific setting changed.
Loading speed not noticeably affected by settings.
No response
Latest EOD experimental version. Most likely also affects DDA, though those options aren't exposed like that on there.
No response
Changing the values of 'Centered menu scrolling' to 'False' and 'Shift list item view' to 'To Edge' on "Interface" tab and then scrolling up and down the list makes the game crash at some point when scrolling down "General" options tab. Option numeration is also wrong on the end of the list (see screenshot and note end of the list)
Crash originally reported by George153 on Discord.
I've also checked latest DDA experimental version (https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/cdda-experimental-2023-05-18-0514 at the time of writing), and this crash is present in there as well, which means that this is not related to EOD changes.
Most likely related issue on DDA repo: CleverRaven#64754
N/A
The game doesn't crash.
OS: Windows 7 x64
Game Version: EOD 312c811 (64-bit), DDA 35b0807 (64-bit)
Graphics Version: Tiles
Ingame Language: English
Mods loaded: N/A
Crash log (produced by EOD):
crash (7).log
Lots of strange graphical glitches when compiled without tiles support. This doesn't happen in DDA.
N/A
Compile with TILES=0.
N/A
Red arrows show where tiles are brown instead of correct color. These horizontal areas of incorrect color follow the player. The purple arrow is road and so should be grey.
This one is more obviously wrong.
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