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 Tutorial Demo (with pictures)

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Zer0Morph
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PostSubject: Tutorial Demo (with pictures)   Wed Sep 22, 2010 11:16 pm

Alright guys, I'm wrapping up the new tutorial and I'm so excited that I wanted to share the excitement! I won't go into the little details but everything has been changed over to meet the new clans, from dialogue to popup events, all the way down to the discipline icons and special dialogue.

Check out these pictures!

Every clan has been swapped over to the new discipline huds and descriptions


I changed Domination over to Serpentis with full sound and particle effects. Because I made the Serpentis text green I went ahead and remade the Intimidation text Red to replace the old Dominate color. The fonts remained the same however though we can change if we wish.


I know I already posted this picture but because it fit into this post I thought I'd repost it again. Pretty self explanatory and a great addition to the tutorial in my opinion.
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OuiYepp
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PostSubject: Re: Tutorial Demo (with pictures)   Thu Sep 23, 2010 1:28 pm

Very excellent indeed.

Will serpentis be used in new dialogue? As in; will serpentis simply replace dominate in all the dominate situations throughout the game, or will there be new events created for the use of serpentis?
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Zer0Morph
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PostSubject: Re: Tutorial Demo (with pictures)   Thu Sep 23, 2010 2:12 pm

That's a good question so I'm glad you asked. The stage of the game we're (Malkav and I) are working on right now is getting all of the dialogue changed over for the new clans. Things like removing Malkavian lines, swapping Domination out for Dementation (Serpentis), getting rid of the Plus Patch features that Wesp put in, etc...

Once we get everything transitioned then we can really start getting creative with Serpentis, Seduction, Intimidation, and Persuasion. I even have some ideas of incorporating Obeah into the rare instances that you can "Heal" an NPC of physical or mental wounds/distress for xtra XP.

Oh the ideas are limitless with these 7 new clans! Smile
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PostSubject: Re: Tutorial Demo (with pictures)   Thu Sep 23, 2010 7:58 pm

Is that "We know animal succulence does not help in combat, but you still have to use it because it's the tutorial" still there? Also animal succulence is like a 6-8 dot discipline :3
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PostSubject: Re: Tutorial Demo (with pictures)   Thu Sep 23, 2010 8:21 pm

Well Animalism isn't in TFN so no, you won't see that displayed in the tutorial however, other disciplines used in the tutorial that aren't combat oriented will have that message at the bottom yes.

Yes I know Animal Succulence is a >5 dot discipline. In fact many of the "remade" discplines were but I used them to make the game more fun.
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PostSubject: Re: Tutorial Demo (with pictures)   Thu Sep 23, 2010 8:32 pm

Too bad there isn't a diablerizing system. No, that'd only work for redemption. Oh and what's TFN?
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Childe of Malkav
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PostSubject: Re: Tutorial Demo (with pictures)   Fri Sep 24, 2010 4:49 am

@Daimon: TFN is "The Final Nights", the name of Zer0's new project discussed in this topic.

@Zer0: Can you find a more "snakelike" font for serpentis? Perhaps even the old malkavian font?
And for intimidation I think using capitals would make for better readability than bold face.

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Shabutaro
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PostSubject: Re: Tutorial Demo (with pictures)   Fri Sep 24, 2010 8:31 am

@ Malk: hmm?? the font looks like a snake in my eyes^^ what you want to change there?

Zer0.. i.. really... hmm.. hate you.. I TOLD YA... with every post you make you make my day longer and i can't get to sleep cuz i wanna play TFN! WOAARGH i wanna play i wanna play i wanna play i wanna play.. its just the 24th of September.. more than a month with 2 hours sleep a day is gonna be hard^^

But really nice work you did there Smile i really can't wait to play TFN and test all of your masterwork Smile
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OuiYepp
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PostSubject: Re: Tutorial Demo (with pictures)   Fri Sep 24, 2010 9:02 am

I might have really bad eyes, but I have always found the malkavian font really hard to read. It slowed down my "flow" when I sat and had to spend a few seconds extra for every line, figuring out what it said. So I am all up for a special font for serpentis, I just hope that it is a bit more easy on the eyes than the malkavian font.
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PostSubject: Re: Tutorial Demo (with pictures)   Fri Sep 24, 2010 9:03 am

Childe of Malkav wrote:
@Zer0: Can you find a more "snakelike" font for serpentis? Perhaps even the old malkavian font?
And for intimidation I think using capitals would make for better readability than bold face.

Originally I wanted something cursive for Serpentis, but the Seduction font is the only usable cursive font available and I'd rather keep Seduction how it is.

The other 2 options are the Dominate and Dementation fonts. See the problem are the blood dots in the text. Whenever you use a discipline it displays what level (dots) it is and how much blood it will cost. Well the Dominate and Dementation fonts are the only 2 fonts that support the dots, any other font will create a funky hallow square because it doesn't register right.

So, if I were to use the old Malkavian font, then those funky squares would come back, plus I think the Dominate font looks more Snakish than the crazy Malk font does. Don't you?

For Intimidation, I'm very limited here, again I have to use one of the fonts Troika provided with the game so I just left Intimidation the same as vanilla but gave it a new color.

Shabutaro wrote:
@ Malk: hmm?? the font looks like a snake in my eyes^^ what you want to change there?

Zer0.. i.. really... hmm.. hate you.. I TOLD YA... with every post you make you make my day longer and i can't get to sleep cuz i wanna play TFN! WOAARGH i wanna play i wanna play i wanna play i wanna play.. its just the 24th of September.. more than a month with 2 hours sleep a day is gonna be hard^^

But really nice work you did there Smile i really can't wait to play TFN and test all of your masterwork Smile

I love your posts Shabutaro! You really bring the love to the point where I think of you when I grow weak and weary and want to call it a night, and it inspires me to put an extra hour of work into what I'm doing, just for you man! Smile

OuiYepp wrote:
I might have really bad eyes, but I have always found the malkavian font really hard to read. It slowed down my "flow" when I sat and had to spend a few seconds extra for every line, figuring out what it said. So I am all up for a special font for serpentis, I just hope that it is a bit more easy on the eyes than the malkavian font.

Sorry Malkav but I have to agree with OuiYepp here, the old Malk font is hard for me to read too and doesn't seem very Serpentis to me. (plus the funky square boxes problem occurs when using it)
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Shabutaro
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PostSubject: Re: Tutorial Demo (with pictures)   Fri Sep 24, 2010 9:16 am

Zer0Morph wrote:

Shabutaro wrote:
@ Malk: hmm?? the font looks like a snake in my eyes^^ what you want to change there?

Zer0.. i.. really... hmm.. hate you.. I TOLD YA... with every post you make you make my day longer and i can't get to sleep cuz i wanna play TFN! WOAARGH i wanna play i wanna play i wanna play i wanna play.. its just the 24th of September.. more than a month with 2 hours sleep a day is gonna be hard^^

But really nice work you did there Smile i really can't wait to play TFN and test all of your masterwork Smile

I love your posts Shabutaro! You really bring the love to the point where I think of you when I grow weak and weary and want to call it a night, and it inspires me to put an extra hour of work into what I'm doing, just for you man! Smile


Wow what an honor! Just because of me *sniff* so now i am 150% sure that TFN will be the best and coolest mod ever created for vtmb! maybe i will take some sleeping pills to sleep till the 30th October @ 11.55 pm.. than i just have to wait 5 more minutes Smile no.. bad idea.. i need to go to 11.59.59 pm.. else i would be dieing cuz of 5 minutes waiting time ^^ there really is no mod that can compete with TFN even if its not completed and still imperfect. if TFN download is accessible i will use all my mighty 3 MB/sec to get it asap and play it through.. i am goin to prepare some energy drinks for Halloween Smile
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z.o.o.
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PostSubject: Re: Tutorial Demo (with pictures)   Fri Sep 24, 2010 8:12 pm

What's this? Did I just wake up in an alternate universe? 'Cause it looks like I'm staring at official Troika DLC.
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ThePhilosopher
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PostSubject: Re: Tutorial Demo (with pictures)   Fri Sep 24, 2010 8:33 pm

z.o.o. wrote:
What's this? Did I just wake up in an alternate universe? 'Cause it looks like I'm staring at official Troika DLC.

Zero is that good.
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PostSubject: Re: Tutorial Demo (with pictures)   Fri Sep 24, 2010 10:13 pm

ThePhilosopher wrote:
z.o.o. wrote:
What's this? Did I just wake up in an alternate universe? 'Cause it looks like I'm staring at official Troika DLC.

Zero is that good.

He's a good modder, but could he completely redesign VTMB into a whole new game?
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PostSubject: Re: Tutorial Demo (with pictures)   Fri Sep 24, 2010 11:18 pm

That's exactly what he's doing, honey.
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PostSubject: Re: Tutorial Demo (with pictures)   Sat Sep 25, 2010 12:09 am

I mean everything. The maps, the story, the characters, the models, all from scratch. Well, the gameplay would be almost the same. This is just an add-clan mod right?
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PostSubject: Re: Tutorial Demo (with pictures)   Sat Sep 25, 2010 5:30 am

Quote :

I mean everything. The maps, the story, the characters, the models, all from scratch. Well, the gameplay would be almost the same. This is just an add-clan mod right?

If it was possible, maybe he could. But the game has limitations, since it doesnt feature a toolset or editor. It is impossible for modders to add new maps to the game, I belive. I think that this mod probably is the most drastic in terms of changed and new content that we will see for this game. Clan quest mod has succeeded in creating new content as well, but it has the same limitations as Zero has to face.
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PostSubject: Re: Tutorial Demo (with pictures)   Sat Sep 25, 2010 10:10 am

If he could somehow create one, or be able to surpass those limitations, he is a god among modders.
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PostSubject: Re: Tutorial Demo (with pictures)   Sat Sep 25, 2010 12:07 pm

You haven't read up on the engine much, have you? Laughing Most of it is locked tighter than a chastity belt. Maps are impossible so far, and the project to revert Bloodlines to the stable and more popular version of the engine to make it possible is at a snails crawl from what I've seen.

Zer0 has already achieved a hell of a lot more than most people envisioned possible for the game.
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PostSubject: Re: Tutorial Demo (with pictures)   Sat Sep 25, 2010 12:13 pm

Daimon wrote:
If he could somehow create one, or be able to surpass those limitations, he is a god among modders.

I was almost offended by what you've been saying until I saw your age and realized you don't have a clue what you're talking about.
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PostSubject: Re: Tutorial Demo (with pictures)   Sun Sep 26, 2010 2:35 pm

"Just" an add-clan mod... yeah, right.
Before I saw TFN with my own eyes, I took for granted that disciplines can't be changed, remade or whatever.
So kneel before Zer0!
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PostSubject: Re: Tutorial Demo (with pictures)   Sun Sep 26, 2010 3:43 pm

Actually new maps are possible to add.I found this on mod db(modding site), brand new area in downtown district of Antitribu mode http://www.moddb.com/mods/bloodlines-antitribu/videos/samedi-new-map#imagebox .
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PostSubject: Re: Tutorial Demo (with pictures)   Sun Sep 26, 2010 4:55 pm

Well, this so called "new map" is just the crackhouse redecorated. It probably was a lot of work to rearrange all the furniture, but it's not really new.

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PostSubject: Re: Tutorial Demo (with pictures)   Sun Sep 26, 2010 7:26 pm

Was impressive, but I recognised it right away.

Was impressed that they added a door in though, looked rather out of place but I guess that was new texture to get it working instead of a seaming one.
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PostSubject: Re: Tutorial Demo (with pictures)   Mon Sep 27, 2010 3:33 am

srle wrote:
Actually new maps are possible to add.I found this on mod db(modding site), brand new area in downtown district of Antitribu mode http://www.moddb.com/mods/bloodlines-antitribu/videos/samedi-new-map#imagebox .

The effect of melding into the floor while being camoflauged is praiseworthy, however, it is incomplete. If Samedi (or any other character) were to use the aforementioned effect as the first half of a larger evasive maneuver with the last half consisting of The Sheriff's teleporting to the player character's posterior, then it would be invaluable. The confined space (I would prefer Bishop Vic's boss fight level over the crackhouse lobby) would negate the "run around game" the PC can play with The Sheriff on the top floor of Ventrue Tower, making this complete effect a formidable one.

The door to the reused crack house map is a superb idea, but only if it doesn't negate the original crack house. I've been waiting years for someone to do this with the placeholder door textures which line the dirt corridor passed the comprimised cinder block wall, across the parking lot from the Empire Hotel in the Downtown hub.
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