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This project forked from cleverraven/cataclysm-dda

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Cataclysm - Era Of Decay. A turn-based survival game set in a post-apocalyptic world.

License: Other

Shell 0.19% JavaScript 0.01% C++ 96.25% Python 2.00% Perl 0.01% C 0.09% Java 0.89% R 0.01% PowerShell 0.03% Gnuplot 0.01% Makefile 0.18% HTML 0.03% CMake 0.29% Batchfile 0.01% Dockerfile 0.01% CodeQL 0.01% jq 0.01% Motoko 0.01% POV-Ray SDL 0.01%
c-plus-plus cataclysm game zombies

cataclysm-eod's Issues

[DDA issue] Certain interface options make game crash when scrolling options

Describe the bug

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

Attach save file

N/A

Steps to reproduce

  1. Change the values of 'Centered menu scrolling' to 'False' and 'Shift list item view' to 'To Edge'.
  2. Save option changes.
  3. Open options again and try to scroll down until game crashes.

Expected behavior

The game doesn't crash.

Screenshots

image

Versions and configuration

OS: Windows 7 x64
Game Version: EOD 312c811 (64-bit), DDA 35b0807 (64-bit)
Graphics Version: Tiles
Ingame Language: English
Mods loaded: N/A

Additional context

Crash log (produced by EOD):
crash (7).log

Graphical problems with curses graphics

Describe the bug

Lots of strange graphical glitches when compiled without tiles support. This doesn't happen in DDA.

Attach save file

N/A

Steps to reproduce

Compile with TILES=0.

Expected behavior

N/A

Screenshots

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.
ceod1

This one is more obviously wrong.
map

Versions and configuration

  • OS: Linux
    • OS Version: LSB Version: n/a; Distributor ID: ManjaroLinux; Description: Manjaro Linux; Release: 22.1.0; Codename: Talos;
  • Game Version: f55df93-dirty [64-bit]
  • Graphics Version: Curses
  • Game Language: System language []
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    Portal Storms Ignore NPCs [personal_portal_storms],
    No Fungal Growth [no_fungal_growth],
    Bionic Professions [package_bionic_professions]

Additional context

No response

Include MacOS builds

Is your feature request related to a problem? Please describe.

There is currently not a MacOS build.

Solution you would like.

A MacOS build to be included alongside the Windows and Linux builds.

Describe alternatives you have considered.

Compile personally for myself. I am currently doing this already.

Additional context

No response

India/South Asia regional mods/world settings

Is your feature request related to a problem? Please describe.

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.

Solution you would like.

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.

Describe alternatives you have considered.

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.

Additional context

Have never programmed or used Github or C++ or Python or JSON before. These are all unknown skills and uncharted territory to me.

Suggestion: add an option to place items only into pockets of worn or wielded items

Is your feature request related to a problem? Please describe.

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.

Solution you would like.

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.

Describe alternatives you have considered.

No response

Additional context

No response

Docs still mention DDA rather than EOD

Describe the bug

Nearly all the documantation in this repository still mentions DDA rather than EOD.

Steps to reproduce

Look at current doc files in this repository.

Expected behavior

All mentions of DDA/Dark Days Ahead should be chaged to EOD/Era Of Decay as applicable.

Screenshots

Irrelevant.

Versions and configuration

Irrelevant.

Additional context

It'd not be difficult to fix but it's a lot of very boring work.

MacOS builds

Is your feature request related to a problem? Please describe.

This is a duplicate of #145, which was marked as stale but is still very much a problem that is still occurring.

Solution you would like.

MacOS artifacts to be restored as expected binaries in the release process.

Describe alternatives you have considered.

No response

Additional context

No response

Fails to compile with -Werror and/or -Wunused-variable

Describe the bug

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() );
      |           ^~~~~

Attach save file

n/a

Steps to reproduce

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.

Expected behavior

The game compiles fine without -Werror and I assume without -Wunused-variable as well.

Screenshots

No response

Versions and configuration

n/a

Additional context

No response

Setting spawn modifier for "spare parts" item category to higher than 1 significantly slows down loading

Describe the bug

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.

Attach save file

Irrelevant; happens on any new world with this specific setting changed.

Steps to reproduce

  1. Start creating a world.
  2. Set spawn modifier for "spare parts" item category to 2.
  3. Try to create a new character in the same world.
  4. Observe that it takes much longer for the character creation menu to load.

Expected behavior

Loading speed not noticeably affected by settings.

Screenshots

No response

Versions and configuration

Latest EOD experimental version. Most likely also affects DDA, though those options aren't exposed like that on there.

Additional context

No response

Game crashes on selecting corpse revival option for some people

Describe the bug

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.

Attach save file

N/A

Steps to reproduce

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.

Expected behavior

The game doesn't crash.

Screenshots

Screenshot of the game not crashing as I do this.
image

Versions and configuration

My own configuration is listed here, on which the game didn't crash.

  • OS: Windows 7 x64
  • Game Version: fe3c1ae (64-bit)
  • Graphics Version: Tiles
  • Ingame Language: English
  • Mods loaded: N/A

Additional context

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.

Integrated Multitool doesn't appear in custom bionic profession

Describe the bug

I have a custom class that has a number of bionics and only some of them appear on my character once I start the game specifically the integrated multitool does not appear.

Attach save file

Tranquillity-trimmed.tar.gz

Steps to reproduce

1:create a character with the integrated multitool bionic
2:when game loads open bionic menu
3:there is no integrated multitool

Expected behavior

I expected that the integrated multitool would appear along side my other bionics and that I could activate the extended multitool from the bionics menu
I expected this as this is the standard behavior for bionics in DDA and also many of my other bionics also still appear in this menu

Screenshots

Screenshot 2024-05-31 193634
Screenshot 2024-05-31 193731
ssss

with bionic prepper from bionic professions mod
Bionic prepper

Versions and configuration

  • OS: Windows
    • OS Version: 10.0.19045.4412 (22H2)
  • Game Version: dda2eed [64-bit]
  • Graphics Version: Tiles
  • Game Language: System language []
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    Portal Storms Ignore NPCs [personal_portal_storms],
    Slowdown Fungal Growth [no_fungal_growth],
    No Rail Stations [No_Rail_Stations],
    Bionic Professions [package_bionic_professions],
    Blaze Industries [blazeindustries],
    Build My Own Stuff [SelfTes], #My own mod that only add the armor and class
    SpeedyDex [speedydex]
    ]

Additional context

No response

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