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View Code? Open in Web Editor NEWCataclysm: Bright Nights, A fork/variant of Cataclysm:DDA by CleverRaven.
Home Page: https://docs.cataclysmbn.org
License: Other
Cataclysm: Bright Nights, A fork/variant of Cataclysm:DDA by CleverRaven.
Home Page: https://docs.cataclysmbn.org
License: Other
Create new world with mods shown on "Step 1" default modlist, create character with "The last delivery" scenario and try to start the game.
Step 1 | Step 2 | Step 3 |
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N.B. the issue seems inconsistent: I was able to reproduce it only twice (tried 12 new worlds so far).
Edit: Anon on 2ch.hk says that he can reproduce this bug with 1:5..1:10 rate too (two crashes in 13-14 attempts).
Edit 2: It seems that only scenario matters: anon got this error on default modlist (cata + disable needs) and default character with "The last delivery" scenario.
Canonically it's been a few days since the cataclysm occurred
Humans are social creatures, it would make sense that the player character (PC) had formed an alliance with NPCs or even that the PC had arrived with existing friends or family members.
I would like to suggest a player start or perk where the player starts with one or more NPC followers.
Grab a 32-bit release and use file on it.
cataclysmdda-cth-lin-curses32-233/cataclysm: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked, interpreter /lib64/ld-linux-x86-64.so.2, for GNU/Linux 2.6.24, BuildID[sha1]=33eea0cb28084df78dabbd1362bd8dfb960a26c0, stripped
See in title.
We are requesting contributors with web design experience to help us create a proper website for Cataclysm: Bright Nights.
Game version: 0.C-24000-g54e8b53962.
Operating system: Windows 7, 32-bit.
Tiles or curses: Tiles.
Mods active:
Obsoleted mods, if used with an old save or altered to be unobsolete, will load without issue, retaining the stated objective of save-compatibility.
Incomplete application of some mapgen reworks (not sure which) and other changes seem to cause it to throw these errors on attempting to load the old mods:
First and second test worlds, respectively. If I still HAD an old save from back in the day I'd test that too, but save-incompatibility there is expected.
Additionally, apologies to Coolthulu for intruding here. Not really even an issue worth bothering with, but if the old mods are salvageable at this point then dropping them might be best in the long run, especially since the CDDA Launcher is infamous for not handling attempts to use third-party versions of formerly-official mods correctly.
Currently the master branch has the DDA README. We should either:
A: Squash experimental into the master branch.
B. Update the master README so it points to the proper branch within this repo
If A. does not complicate merging from DDA, A is likely the better choice since this is a fork.
Attempting to use the R
ead command when an item with the learn_spell
use action causes the game to crash with a segmentation fault. This applies whether the item in question is in your inventory or on the ground close enough to be accessed.
Choosing to a
ctivate under either of these conditions works as normal, and the spellbooks can be researched from as normal. Also tested a standard book, a martial arts manual, and simply bringing up the read menu in general to ensure it wasn't something less specific.
learn_spell
items.Populating the read menu as is standard for normal books and martial arts manuals, or else only populating the activate menu as was the case when spellbooks were initially added.
The feature that added support for reading spellbooks was first added by: CleverRaven/Cataclysm-DDA#37560
Did a test in a recent build of DDA as well and couldn't reproduce it there, unsure what might be different to cause it here.
@Coolthulhu, could you give me your opinion on reworking mutation categories? I'm working on a rather big mutation rebalance and would like to you know if you are interested in such a thing for Bright Nights. Since the rework is entirely based on gameplay considerations (and not whatever realism people mean when they talk about humans growing tails), it is ill-suited for mainline DDA and would likely have to go into a mod otherwise (with crippled functionality due to lack of hardcode support). I know you've previously mentioned that strongly game design related rebalances potentially go here, so I figured I should ask.
The main goals of the rebalance would be:
In case you are interested, I would like to discuss some specific details to make sure we are on the same page and the rebalance is generally consistent with the design philosophy you chose for Bright Nights.
Connected issue from cdda:
CleverRaven/Cataclysm-DDA#37724
I believe you should check function trapfunc::landmine() at src/trapfunc.cpp:L605
It clearly uses same explosion() function but uses preset values so I think that landmine probably does not use JSON set values at all.
Also (used workaround - adquate values were set): #60
Confirmed. Landmine triggers:
Cataclysm-BN\src\trapfunc.cpp
bool trapfunc::landmine( const tripoint &p, Creature *c, item * )
{
// tiny animals are too light to trigger land mines
if( c != nullptr && c->get_size() == MS_TINY ) {
return false;
}
if( c != nullptr ) {
c->add_msg_player_or_npc( m_bad, _( "You trigger a land mine!" ),
_( "<npcname> triggers a land mine!" ) );
}
explosion_handler::explosion( p, 18, 0.5, false, 8 );
g->m.remove_trap( p );
return true;
}
bool trapfunc::boobytrap( const tripoint &p, Creature *c, item * )
{
if( c != nullptr ) {
c->add_msg_player_or_npc( m_bad, _( "You trigger a booby trap!" ),
_( "<npcname> triggers a booby trap!" ) );
}
explosion_handler::explosion( p, get_basic_explosion_data() );
g->m.remove_trap( p );
return true;
}
Explosive triggers with hardcoded values
Explosion power and other stats stays the same
Explosion power and other stats are changed
Landmines does almost no damage
Connected issue:
CleverRaven/Cataclysm-DDA#37724
I believe you should check function trapfunc::landmine() at src/trapfunc.cpp:L605
It clearly uses same explosion() function but uses preset values so I think that landmine probably does not use JSON set values at all.
Confirmed. Landmine triggers:
bool trapfunc::landmine( const tripoint &p, Creature *c, item * )
{
// tiny animals are too light to trigger land mines
if( c != nullptr && c->get_size() == MS_TINY ) {
return false;
}
if( c != nullptr ) {
c->add_msg_player_or_npc( m_bad, _( "You trigger a land mine!" ),
_( "<npcname> triggers a land mine!" ) );
}
explosion_handler::explosion( p, 18, 0.5, false, 8 );
g->m.remove_trap( p );
return true;
}
Explosive triggers with hardcoded values
Grenade launcher ammo (40x46, 40x53) that should explode, doesn't.
Grenades explode.
There are 2 reasons these don't work:
Ammo references deprecated DDA ammo effects instead of BN-exclusive FRAG_BIG and FRAG. Easy to fix.
Extends json method doesn't actually work for ammo effects for whatever reason. This is potentially a very serious issue that affects a lot more than grenade launchers.
The bug can be fixed by changing the ammo effects to proper ones AND redefining relevant ammo types without using json inheritance. This is easy and I can make a PR. This, however, doesn't fix all other potential cases of inheritance not working.
Currently, it's fairly common to be "Thirsty", but still get a "You're full already and the excess food will be wasted" warning when attempting to drink water. This makes the "Thirsty" status useless, since it doesn't actually tell when you're thirsty enough to drink something.
Increase how much water the player can store in their body so that the difference between completely full and "Thirsty" is at least 60 quench points, or one cup of sports drink.
Could also make the "Thirsty" status appear later.
Game version: cataclysmdda-cth-win-tiles64-269
Operating system: Windows 10 Pro
Tiles or curses: Tiles
Mods active: Mizu(meaning water); Boats; more_survival_tools. (The same exact behavior seen here is also evident in the creators other mod 'Sabaku'(Desert themed instead) and 'Mori'(forest themed))
Mapgen should have many more fields, some new sites, and fields should mostly be full of deep water, all to imitate major flooding.
The overmap generation changes correctly, rivers are slightly larger and there are fields everywhere. Also, the custom field templates seem to work as intended, being islands surrounded by water. In game play, fields are mostly unchanged, despite supposedly being the most evidently changed areas. They have the standard grass and dirt generations, with extremely sparse amounts of Deep Water tiles, which should cover the fields entirely.
Simply load a game world with Mizu as an active mod.
After installing a minireactor with a fuel cell in the car, this fuel cell disappears after the installation is done.
Game should either refuse to install a loaded mini reactor or unload the fuel cell before installation and leave it on the ground.
It would be even better if the cell remained in the reactor before and after the installation.
Github has repsitory topics feature:
https://docs.github.com/en/github/administering-a-repository/classifying-your-repository-with-topics
CDDA repostitoy has them, but BN don't. Adding them should help to attract new contributors.
CCDA has:
BN probably could use:
Discussing with @Coolthulhu possible methods of creating sane changelogs with a minimal amount of overhead.
Possible solutions to help automate this process:
https://pypi.python.org/pypi/gitchangelog
https://github.com/skywinder/github-changelog-generator
Solutions that are largely manual but provide some automation help
There is way too clutter when crafting items, especially when you have a large 'variety' of components.
There are 7 options here, I think there should be 3 or 4.
For a given set of identical items, if the only difference is material. And the material is of little to no consequence, the set should be abstracted to one particular item.
In this particular context, the only difference between plant fiber, sinew and thread is the material field.
Yarn is a little bit different, as the material is wool and that plays a part in the allergy/wool clothing system.
Replace all three with a generalized 'sewing thread' or 'fiber'.
Use a 'quality' rather than specific types of thread.
IE. plant fiber, sinew and thread all share a 'sewing thread' quality. With a higher or lower quality affecting the quantity required for a given recipe.
Was considering tackling the need for a distinction of item 'length' (short string, long string, long stick, etc) But I believe that deserves an issue of it's own.
Hello, you can add the new sewers of the mainline version ?
Attempting to use the fingerpick CBM on a locked door does not open it, and instead gives the following error:
DEBUG : lockpick item location lost
FUNCTION : void activity_handlers::lockpicking_finish(player_activity*, player*)
FILE : src/activity_handlers.cpp
LINE : 2565
The lockpicking action will then continue until interrupted by something external (such as an enemy coming into view), giving the same error every turn. It cannot be cancelled by pressing a key, and the door will never open.
Door opens, power is consumed
Expected:
Got:
Despite having the Boiling 2 tool quality, a mess kit can't be used for recipes that require boiling if it's loaded with batteries. It only works when unloaded, using some other heat source.
The mess kit should work for boiling whether or not it has a battery inside it. Unless the battery compartment is being used for boiling. That would be weird.
As the issue asks, what is the end goal for this fork?
Is this just he github host for Coolthulhu Patches. Or is it supposed to eventually become a considerably different game, based on the idea behind the mainline Bright Nights mod?
I am asking because I am interested in contributing content to the Bright Nights mod, and want to know were to make PRs
Some inventory letters change every time the inventory is opened. This isn't constant, and I don't know what triggers it, but it's consistent in that once it starts happening, it keeps happening.
Assigned inventory letters should not change, unless manually reassigned.
Savefile:
inventorynonsense.zip
Game crashes if when trying to use a soundpack from CDDA. I've tried RRF, @ and Otopack, pasting the folders into data/sounds as usual.
The game launches normaly, music plays on the main menu and when i load on the map, but crashes to desktop as soon as i take a step.
It's not clear to me if this is a case of soundpacks needing to be changed to work with CBN, something that CBN has to fix to let them work or even something weird going on on my end. So i'm opening this issue because i couldn't find anything useful about this.
Game plays the soundpack sounds and doesn't crash.
The game crashes to desktop but doesn't generate a crash.log file. Debug.log has some stuff that seem to be related.
sdl_wrappers.h has includes for legacy SDL outside the if/else block
Follow COMPILING-VS-VCPKG.md
Get SDL.h related errors
Following COMPILING-VS-VCPKG.md should work
Cataclysm-BN/src/sdl_wrappers.h
Lines 19 to 21 in 61bbfc8
Hello. Can you add this?
CleverRaven/Cataclysm-DDA#40794
CleverRaven/Cataclysm-DDA#41272
Hi! I have several questions about this fork:
Maybe this feature is too broad and complex for now, but it'll be very handy to have building system similar to one used for cars.
The problem is, you cannot build plumbing or electric network on your base, so you cannot properly use boilers, sinks, fridges etc.
The solution I'm thinking of is to implement building menu. In that menu player should be able to
N.B. I can draw illustration how it should work if this part is unclear
Also existing structures (houses, labs) can be updated with this feature. In this case it'll be easier for player to use already-built house as base.
To sum up, this mechanic has low impact on core (rogue-like) gameplay, but makes interior objects more useful, improves QoL on 'motherbase' and gives additional depth to building.
Considering CBM I've read that complains from players:
I can add my own complains to that:
Aftershock solved it that way:
CleverRaven/Cataclysm-DDA#42202
Looks like in aftershock bionic slots are enabled, but installing/uninstalling CBMs realively easy process. Hower it is only one of the options.
There is also questions :
Game repository contains questionable files and directories. I am not-professional-at-all programmer and i highly doubt about it, but some things make me suspicions:
https://github.com/cataclysmbnteam/Cataclysm-BN/tree/upload/utilities/building-utility Is this still being used?
https://github.com/cataclysmbnteam/Cataclysm-BN/tree/upload/CMakeModules I never used such frameworks, so i don't know, but shouldn't it be on local machine only?
https://github.com/cataclysmbnteam/Cataclysm-BN/blob/upload/lgtm/cpp-queries/c-style-math-functions.ql I have no idea what is it. Probably that's a problem itself.
https://github.com/cataclysmbnteam/Cataclysm-BN/tree/upload/doxygen_doc text files, separate folder. One of files ".h"
I also suspicions about high amount of python files. As it's interpretable, and i wonder how it works and what does it do.
It's may look not important, but the more it simple, the more people will may contribute to the project.
Game version:397
Operating system:win10
Tiles or curses:tiles
Mods active:none
use heat pack from mre to heat it up and get morale boost
heat pack doesnt appear in use window. going to inventory, selecting heat pack and activate produces message "you can't do anything interesting with the heat pack"
NPCs followers will run in an attempt to catch up with the player when they fall behind a certain distance
NPC followers do not change speed to match or catch up with player character.
Attain an NPC follower, run faster than them. This is particularly apparent on characters with higher than default move speed.
When disassembling more items from a big pile it would be nice to be able to specify how many items to butcher/disassemble.
I'm frustrated when doing this with 12 cellphones/smartphones and having to open the UI, find the item and then select it again and again. It's even more frustrating because the position of the item changes as the number of items to be disassembled goes lower so got to find it each time.
I would like to have a new feature added to the UI which after selecting the item and the pressing a key would ask how many items to do.
It could be done in similar fashion as move more items from a stack in 'Advanced Inventory UI'.
Alternatively just add a keypres that would butcher/disassemble all items from the pile that is selected.
It would be also nice to be able to sort items by category/etc... just like in advanced inventory so the position of items would be more predictable and constant.
It would be likely even easier to add the option of disassembling to 'advanced inventory ui' while we're at it? I'm not sure how this works.
Game version: 397
Operating system: Windows 7
Tiles or curses: Tiles
Mods active: Aftershock
I've managed to get to the labs, only to be greeted by a turret trying to shoot me through the walls without making any contact with it. In addition, my companion seems to know what monsters are ahead of us, or even in some different location altogether.
After removing Aftershock, turrets seem to calm down, but my companion still seems to know what kind of monsters are ahead of us.
Despite having a lot of mods that come with BN, some of them are obsoleted, meaning that they cannot be selected in game unless you edit the jsons themselves to remove their obsolete status. Particularly, I enjoy using exclusion mods. Reenabling them is unlikely to mess up the game since they only stop things from showing up.
Remove the obsolete tags from the proposed exclusion mods:
Manually editing each json myself on my local copy, merging the mods into the game and have them toggleable as some debug/world option
I wanted to submit an issue first to know whether this is the direction that BN was fine with. If so, I am able to edit and make a pull request myself.
Everything was looking so promising and then it seems like everyone involved with this just disappeared. I can only imagine hoods were thrown over you and you were all taken into unmarked vans.
Game version: 6c92546 (64-bit)
Operating system: Windows 10 Pro N 2004
Tiles or curses: Tiles
Mods active: Dark Days Ahead, No Rail Stations
No crash
Game crashes, producing logfile crash.log
Load savefile crash.zip and walk south. Happens every time for me, though the amount of steps I need to take varies. I think the actual trigger is the NPC dying outside my field of view - it doesn't happen if I hang around and wait for the zombies to kill her, and then walk away.
As far as I understood, BN is not only about returning sci-fi into the game, but is also about improving this grindy and slow gameplay of DDA. I believe, one of the biggest problems is a slow pace of progression. Leveling takes too long. players loses too much to deaths. Everyone is supper careful or savescumming, almost no more YASD.
Speeding up leveling of a character seems like a most obvious decision. So, how about returning the old cataclysm focus system without heavy penalties from using multiple morale boosts? This will give us better focus regen and bigger focus pull. And this leads to faster progression, less grind, and therefore more fun.
Honestly, at my current session I want to try another scenarios, backgrounds and install few BN-ported mods, but I don't wanna loose progress on my current char, since it took efffort and time to reach high skills and tons of loot. For a game with permadeath, this just feels wrong.
Edit: besides, if there will be no penalties, finding more loot will feel more rewarding. This atm there is no real difference between tons of alcohol and foods. However, if every morale source will be unique and independent, this will motivate players to actually care about using different sorts of morale boosters, which will make them useful.
I don't see any reason why it even exists, except DDA realism nonsense. Just why? Makes melee weapons somewhat lacking compared to ranged, feels like a secondary weapon. You don't need ammo and it is silent, but melee depends a lot more on encumbrance values, melee fights tear your equipment and... it has melee range, so, for example, no kiting heavy enemies from afar, animals can outrun you and so on. It already has its own "cons", is there really a need for additional heavy penalty for using melee? Blunt weapons are basically dead and constantly pressing | to wait for stamina regen is just irritating.
Probably will need a nerf for bonuses from skills to make fights harder, tho.
English is not my native language. I believe, in general I am understandable enough, but I apologise for grammar mistakes.
It currently wants data/credits
to exist.
Noticable amount of original content were removed from cdda. It might be good idea to start restoring it.
There is very convenient repository with (presumably) all removed contents availible via mods.
https://github.com/chaisawlajatang/Cataclysm-DDA-Mods
Silly and nonsense content, removed from the mainline. Atomic cars, fusion blaster CBM&craftable gun, craftable bows, control laptop, handmade guns (raiguns, pneumatic guns etc), laser turrets (they may spawn at military outposts again), Leadworks&Rivtech guns, poor student profession, quantum panels, tankbots, chickenbots and sewer brew&tainted tornado. Also includes flaming weapons, underbarrel flamer, CBM internal storage (currently not possible to add these in nested container version)
It is very conveniently organized and structured. It is even has separate directory for non-pocket version (https://github.com/chaisawlajatang/Cataclysm-DDA-Mods/tree/master/Removed%20content%20non-pocket).
So it should be used as starting point of resotre contents.
Additinaly some things, that presented as mods in this repo already were tweaked in BN.
Probably it is better to restore contents in relatively small chunks via separate PRs to make all restore process more controllable.
Latest release says that lock picking doesn't use the lock picking skill, but it still exists and still can be increased on character creation.
It should not be there.
NPCs will climb over wire fences to follow player or attempt to route to player if they climb over a fence
NPCs will not climb over fences and will simply stand still if the player character climbs over a wire fence.
Climb over a fence
BrownLikeBears
and apply changes;ASCIITiles
and apply;Tileset w/o errors.
The monster defense function for return fire has a bunch of things done wrong. It copies a large block of the gun actor instead of using it.
MonsterGenerator::check_monster_definitions()
)Possible solutions:
There's also the issue of return fire intentionally not working against throwing, which makes it easy to cheese it. The sound check could be changed to just an extra accuracy penalty if the source can't be heard.
Unloading a 5.56x45mm ammo belt leaves behind an empty ammo belt item, in addition to the bullets and ammo belt linkage. It has volume 0.001L, and weighs 0.00kg. It can be reloaded to fill it back up, but as ammo belt linkage can be applied to create a new ammo belt, there's no reason for it to exist.
The ammo belt is destroyed, broken up into bullets and belt linkage.
When you give an item to an NPC, it seems that the item removed from your inventory is the first item of that type, not the specific item you selected. Notably, item contents aren't checked. If you trade away a bottle of water, but also have a bottle of orange juice listed before it in your inventory, then you lose the orange juice instead of the water. Furthermore, the item added to the NPC's inventory is the specific item you selected, meaning that item contents can be duplicated or destroyed.
Trading an item to an NPC should only give away items that you selected to trade. Also, the item removed from your inventory and the item added to the NPC inventory should always be the same.
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