Cataclysm, classic Zombie Survival. In progress

[quote=“Oddzball, post:214, topic:156”][quote=“nioshy, post:213, topic:156”]Hi, just to mention I found a teleporter on a dead body (I am using the last version)…

Thanks for the good work Oddzball :)![/quote]

Latest version I released, or tase’s?

Also, you are welcome, i love coding, and I love zombies, so its been my pleasure, really.[/quote]

The version you released (DDA merge from March 3rd). I also just came across an acidic rain ;)…

Cool to see you are enjoying doing this!

Just spoted a kreck (doesn’t too zombi-ish to me…), still on the same build.

I have found spiders before, and massive goo ball things.

Still having issues with cybernetics in the most recent .7z release, not sure if fixed in newer versions.

Firstly, thanks for this awesome mod. This, with static spawn on, is exactly what the doctor ordered after getting killed by weird stuff time and time again.

That said, I seem to have found a strangeness in Tase’s build - start a game and spawn a crowbar; then go find a wood fence outside a house, and try to dismantle it with said crowbar via (a)pplying the crowbar.

Twice I’ve done this in legit gameplay, and twice more for testing purposes, and all four times the game hung up horribly, then came back to a kill screen, usually courtesy of ACSL (3/4 times) or wildlife. In none of these cases was the creature ANYWHERE nearby; this matters because as of 6-4, I was able to get in 4 or 5 fence rips between the time when a standard zombie enters the standard size screen, and the time it reaches me and I must react. Now, ACSL and most aggressive wildlife are faster than that, but fast enough to enter the area from completely outside visible range, and not just attack but kill an armored character?

Either I’ve missed some change, or something is amiss here…

Is there one in a .zip format?

[quote=“Seraph, post:225, topic:156”]Firstly, thanks for this awesome mod. This, with static spawn on, is exactly what the doctor ordered after getting killed by weird stuff time and time again.

That said, I seem to have found a strangeness in Tase’s build - start a game and spawn a crowbar; then go find a wood fence outside a house, and try to dismantle it with said crowbar via (a)pplying the crowbar.

Twice I’ve done this in legit gameplay, and twice more for testing purposes, and all four times the game hung up horribly, then came back to a kill screen, usually courtesy of ACSL (3/4 times) or wildlife. In none of these cases was the creature ANYWHERE nearby; this matters because as of 6-4, I was able to get in 4 or 5 fence rips between the time when a standard zombie enters the standard size screen, and the time it reaches me and I must react. Now, ACSL and most aggressive wildlife are faster than that, but fast enough to enter the area from completely outside visible range, and not just attack but kill an armored character?

Either I’ve missed some change, or something is amiss here…[/quote]

I noticed this also in the DDA version, getting instantly beat up by invisible stuff when you spawn items via the debug menu.

Once Im done with the DDA project im doing ill checkout CZS to remove the strange spawn and the bionics from the traits.

Updated CZS to DDA 0.3 pre-release, removed radiation effects, removed the portal stuff (hopefully).

Zipped it this time around;

Mediafire : http://www.mediafire.com/?4h58qo5cc61l48o
Dropbox : https://www.dropbox.com/s/8blk3msx77p9ml2/Cataclysm-0.3Pre-CZS-6.4.2.zip

Hopefully everyone that wants this can get it.

EDIT: Updated for correct… everything

Thanks for the reply on my other post - this update seems to have solved that problem.

Unfortunately, as I melted to death in spitter acid and shocker charge, with a master making boomers nearby, I realized there may be other issues.

THANK YOU!

(overjoyed)

[quote=“Seraph, post:229, topic:156”]Thanks for the reply on my other post - this update seems to have solved that problem.

Unfortunately, as I melted to death in spitter acid and shocker charge, with a master making boomers nearby, I realized there may be other issues.[/quote]

My bad, I zipped the wrong thing, I updated my post with the correct files.

I wish to report a bug:
1: you start with two knives
2: If the starting shelter’s basement is blocked off you can see the map “warp” between areas.

Continue the development of CZS??? Odzball has not posted news long time ago…

He posted like 12 days ago, saying he was taking a break for a little while. Give the man some time.

I’m still here.

Basically I had a co-worker who had a baby, so "Of course I’ll come in early and work late because you have kids, I love having to work extra to make up for your failing to even meet a minimum 8 hour day! " saying is kinda in effect.

You know, forget the fact that I have kids too, and just had to man up and accept that my spouse needed to not be a lazy POS and take care of the kids because she isnt working. But than again, I dont have a “Trophy Wife” I have a real woman, who takes care of shit that needs to be done, instead of sitting on facebook all day while I work.

Oh hell, was I ranting? Ah that feels good, I’m better now.

Sigh

So 10-12 hour work days are beating me down. I don’t plan on abandoning CZS though, I’m just so damn tired when I get home.

Plus its spring time, so got to get the garden, and all the stuff going.

Interesting secret for you all. I don’t just love zombies, I live a “survival” life style. Grow my own crops/food, chickens, reload my own ammo, collect and store water, preserve meat and other things. Make myself as “off the grid” as possible. I’m sort of a “prepper” though we never really call ourselves that, so spring time is particularly busy with planting crops and what not.

Odzball, I understand, I have two girls (7 and 3 ys.) and my wife works 10 hours daily. Take your time to continue with the mod, thanks for your effort.

Could someone please help me? How do I install CZS… Thanks

Do not install, download, unzip and run the exe.

Alright, here is the deal.

CZS the “mod” i no longer going to exist, what we are doing, is adding a Classic Survival Zombie MODE to regular DDA, good news for you and me is we can now just use the latest DDA version and all CZS stuff will be added to an option in the regular DDA as a mode. I’ll update more as I get back into the swing of things

While it’s a bit sad seeing this mod die it’s great that now everybody can use it. Thanks anyway for this great mod.