DinoCataclysm Mod

So I need to download all of those little data files?

Yes, sorry about that, downloading from google drive can be a bit unclear.

Anyway I’ve moved it over to Sourceforge, so head to the OP and click on the link again to download the entire zip. Unzip into a new folder and you should be good to go.

Thank the Gods!

Okay, so I was bored and decided to burn the 15 or so zombies I’d killed recently in a pyre.

I piled all the corpses into a tile including their clothes then threw about 10 2x4s on the pile and set it alight. Got a 3x3 of small fires with a normal fire in the middle, and most of the bodies ended up “burned.” Fair enough. Then I threw about 35 more 2x4s (courtesy of the local library) and another dead zombie in, and still nothing, even with a 3x3 of raging fire. What gives?

Fire is a bit wonky, I think it acts the same in vanilla right now.

Yep, see here: https://github.com/TheDarklingWolf/Cataclysm-DDA/issues/1109

This could be problematic with the zombie-revival mechanic in 0.6.

I found another issue related to the bug. I burned a zombie corpse, and it went from “zombie corpse” to “burnt zombie corpse” and then, oddly enough, it went back to “zombie corpse” as if the damage was reversed.

EDIT: On closer inspection, this switch happens continuously as a zombie corpse is in a fire.

I can’t quite reproduce this, can you elaborate more on how you got to this stage? Eg how long did you have to wait before it goes from burnt to normal, etc?

I set the fire in a shub, then used shift V to check the state of the zombie corpse over the course of an in-game hour or so. It may become more significant once the fire begins to die down.

A new Windows executable is up, incorporating the latest C:DDA changes (new skill system, zombie revival, buildings and more).

will this get rolled into themain branch or will it always remaina separate mod? I dont know if its possible to roll it in to the main and then have an optoin to use this or not.

i just went to github. Where do i get to see the changes this mod makes? you used to list i tin your posts. I looked at the readme and dont see it listed. If i remember correctly this is a complete overhaul.

By the way, we fixed the zombies un-burning thing in the main DDA branch, thanks for bringing it up.

You can see the differences between DinoCataclysm and DDA at https://github.com/origamiwolf/DinoCataclysm/compare
This might not be what you want though, because it’s code differences, so it’s not going to tell you haw it differs feature-wise and two, there are enough changes that the github system has trouble listing them all.
Part of that is because in the past origamiwolf was making a bunch of nice changes to DinoCataclysm that I wanted in DDA, so I did what’s called “cherry-picking” to merge some of the changes in, and those show up as different even if we have equivalent code.

Yes, I’m pretty bad about documenting, sorry about that.

The changes list grew pretty big and some of it became moot anyway as they got incorporated into the mainline.

Here’s the full list of changes:
https://github.com/origamiwolf/DinoCataclysm/blob/master/README.DinoCataclysm

New Windows executable is up.

Unfortunately I’m not set up to compile Windows SDL yet, so an SDL version will be some time coming.

Game seems to crash whenever i try to use the construction menu to build something, I’m using the latest version from sourceforge.

Also, awesome mod!

Thanks for reporting this, I’ll look into it!

This is proving to be a little difficult to track down - doesn’t appear on Linux builds, and doesn’t appear on Windows debug builds. Argh.

Latest windows version updated to 7.1, but the construction crash is still there.

Yay, finally tracked down the problem (hopefully) and uploaded a new executable with a working construction menu.