I’m glad this is getting integrated into DDA, I like playing both and now I only need one launcher
Wait does that mean you will be helping with general Cataclysm stuff (like bare bone Cataclysm) with the DDA team now?
He always has, we merge in any good content that the community creates.
That’s great news!!! I think this is a much better way to do it. I mean, there’s obviously a want for a classic mode (17 page thread!) and it’l make it loads easier to stay current.
My only question is, I assume that the ‘classic mode’ is going to be exactly the same as normal DDA but with the bionics and weirdness/bionics/futuristic stuff ripped out? Will there be any other changes to the mechanics in general between the two modes? For instance, the CSZ mod has always been about making it more realistic in both balance and mechanics (such as bleeding/infected wounds (I know these have been merged)) but will we still see differences in the modes, or will they now be the same mechanically?
[quote=“Binky, post:244, topic:156”]That’s great news!!! I think this is a much better way to do it. I mean, there’s obviously a want for a classic mode (17 page thread!) and it’l make it loads easier to stay current.
My only question is, I assume that the ‘classic mode’ is going to be exactly the same as normal DDA but with the bionics and weirdness/bionics/futuristic stuff ripped out? Will there be any other changes to the mechanics in general between the two modes? For instance, the CSZ mod has always been about making it more realistic in both balance and mechanics (such as bleeding/infected wounds (I know these have been merged)) but will we still see differences in the modes, or will they now be the same mechanically?[/quote]
Are you “Binky” Binky? From Zomboid?
And to answer your question, the idea was always to make CZS more realistic, but what kept happening was they would use my features anyway for regular DDA. So sometimes we end up being the same.
Fema camps for example were meant to be a replacement to labs, but DDA uses them as an extra spawn piece in their world as well. The real change is going to be the zombie stats based on which mode you are running. Zombies will be slower in CZS, and no zombie will be faster than a regular human can run.
Soon as work settles down I cant wait to get into the code again. I’ve been picking through here and there a bit, but gotta go to work to pay the bills, so my time is limited.
I have a couple questions about the merged version:
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because i haven’t been able to tell. do the zombies still have a perception (A.K.A do they instantly go at you from the edge of your vision), also in the vanilla cataclysm is the perception applied.
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Are you or The Darkling Wolf planning on making the changes toggle-able, like if i wanted labs to still spawn I could flip a option and they would spawn, but still have normal zombies only.
Hi all,
Is the merger effective on 0.4? I just downloaded it but cannot seem to find CZS on the starting screen…
Anyway, keep up the great work Oddzball (when you’ll have time, that is).
And BTW, will Binky do us the honor of answering whether he is THE Binky from PZ :)?
Go into the options menu, turn on “classic zombies” (at the very bottom), reset or delete your save folder, and enjoy!
Thanks, I missed that one ;).
[quote=“jasonismobile, post:246, topic:156”]I have a couple questions about the merged version:
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because i haven’t been able to tell. do the zombies still have a perception (A.K.A do they instantly go at you from the edge of your vision), also in the vanilla cataclysm is the perception applied.
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Are you or The Darkling Wolf planning on making the changes toggle-able, like if i wanted labs to still spawn I could flip a option and they would spawn, but still have normal zombies only.[/quote]
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yes, all monsters in DDA have shorter sight range than the player, although I didn’t make it QUITE as short as oddzball did.
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Yea, we want to make various features toggleable, like “futuristic”, “demonic”, “triffids”, “fungi”, etc…
[size=8pt][font=courier][size=12pt]I[/size] was briefly a member of the Whalesdev forum before life got a hold of me and I found myself with very little time to do much of anything - much less play video games and hang out on forums - only to return some time later and discover that not only had game development been transferred to someone else, it had also been relocated to a new website and forum. But this is neither here nor there and so I move on to the point of my first post:
The very last topic I started was a possible classic zombie mode and low and behold this topic is was one of the first ones I stumbled across when I visited here. I would dance with joyously joyous joy but I hear tell that that isn’t advisable since frantic movement just hastens the spread of the zombie infection throughout the blood stream. We can’t have that now can we? I am currently downloading as I type this up (actually it downloaded before I was able to press reply) and will give it an extensive play through very soon.
A watchful eye I shall be keeping on this modification and I wish you the best of luck with the continued development.[/font][/size]
is this mod part of the main game yet?
I can’t figure out what he is changing from the post.
Yeah, it’s including in the official version by now, although it requires toggling the “classic zombie” option (or whatever the wording was) to “true”.
Basically, it turns off the exotic/sci-fi/!MAGIC! type stuff, from what I understand. I’m sure others could explain it better, though.