| Bloodtimer stops during dialogue | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Bloodtimer stops during dialogue Fri Jan 09, 2015 3:21 pm | |
| This is something that many people have been asking for since the inception of TFN. Earlier this week, Childe of Malkav stopped by and showed me how to do it, and so away I went doing the grunt work to get this done.
I'm happy to say that I've unpacked every .bsp map into a text format and added the appropriate lines to every single NPC in the game that you can speak with. This code will make the bloodtimer stop until the dialogue is finished.
Now I need to change the .txt files back into the new .bsp map file and create the graphs for it and begin testing to make sure it worked. It took me several hours yesterday to do this and several more today and we should be ready. This of course changes the dynamics of TFN because the player will obviously have more blood. I don't want this to offset the balance and make the game too easy however with the History changes being done (and making the game harder), this should balance nicely.
We'll see... | |
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Dragatus Caine
Posts : 3768 Join date : 2011-12-05
| Subject: Re: Bloodtimer stops during dialogue Sat Jan 10, 2015 2:11 am | |
| I doubt it will change game balance much. I found myself often fast-forwarding through dialogue in order to conserve blood. | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Bloodtimer stops during dialogue Sat Jan 10, 2015 2:11 am | |
| Okay, I just finished every map and it works, the blood timer stops for every speakable NPC in the game. This will REALLY change the flow of the game and make it so much more laid back during dialogue. I hope peeps like this. | |
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Dragatus Caine
Posts : 3768 Join date : 2011-12-05
| Subject: Re: Bloodtimer stops during dialogue Sat Jan 10, 2015 4:21 am | |
| People will love it. You'll get a bunch of comments saying: "Now I can finally relax and listen to the dialogue in peace". Or you may even get comments saying: "Before I didn't want to play TFN because of the blood timer that runs even during dialogue. But now I can play it." | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
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YamiRaziel Methuselah
Posts : 459 Join date : 2009-11-12 Location : Bulgaria
| Subject: Re: Bloodtimer stops during dialogue Thu Feb 05, 2015 5:59 pm | |
| Childe of Malkav, do you plan on adding this change to bloodloss to CE?
Also, can we possibly convince you to unlock the CE ideas forum and start working on CE again, or do you have other ideas in mind? | |
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Feral Beyond Caine
Posts : 7617 Join date : 2010-08-15 Age : 40 Location : Poland
| Subject: Re: Bloodtimer stops during dialogue Thu Feb 05, 2015 6:03 pm | |
| - YamiRaziel wrote:
- Childe of Malkav, do you plan on adding this change to bloodloss to CE?
Also, can we possibly convince you to unlock the CE ideas forum and start working on CE again, or do you have other ideas in mind? I strongly support the idea! This is a great addition for CE. | |
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Karavolos megalomaniac
Posts : 2744 Join date : 2011-12-27
| Subject: Re: Bloodtimer stops during dialogue Thu Feb 05, 2015 6:06 pm | |
| If nothing else, a small patch that makes it happens would be nice as I don't think he intends on working anymore on CE at all. | |
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YamiRaziel Methuselah
Posts : 459 Join date : 2009-11-12 Location : Bulgaria
| Subject: Re: Bloodtimer stops during dialogue Thu Feb 05, 2015 6:10 pm | |
| To be honest, to me Bloodlines has 3 versions. Vanilla - Using Wesp's basic patches (I don't really play that anymore). Smart CE Vanilla - Camarilla Edition Bloodlines. TFN - Expansion-ish Bloodlines To me personally, not continuing CE is like not updating the regular game Childe, do you have any plans for Bloodlines? | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Bloodtimer stops during dialogue Thu Feb 05, 2015 10:41 pm | |
| I would be lying if I said "I don't secretly wish Malkav returned to CE", LOL. I think he's working on an entirely new mod called "Undead LA". I'll support him no matter what he decides to do, though bringing CE back out of torpor would freaking rock! | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Bloodtimer stops during dialogue Fri Feb 06, 2015 1:36 pm | |
| No, CE is dead for good, unless some Giovanni turns up, animates it, and takes reponsibility. If I ever get to complete undead LA. it will include many features of CE. But I'm not Antitribu, so I won't make promises I can't keep. But there is still much to do, and my motivation flickers on and off quite randomly. | |
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YamiRaziel Methuselah
Posts : 459 Join date : 2009-11-12 Location : Bulgaria
| Subject: Re: Bloodtimer stops during dialogue Fri Feb 06, 2015 2:00 pm | |
| So no chances of bloodloss update to CE? Malkav, can you please tell me what is Undead LA about as I've read through the forum and I haven't seen or understood almost anything of what you guys do there | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Bloodtimer stops during dialogue Fri Feb 06, 2015 4:44 pm | |
| - YamiRaziel wrote:
- So no chances of bloodloss update to CE?
Malkav, can you please tell me what is Undead LA about as I've read through the forum and I haven't seen or understood almost anything of what you guys do there x2 | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Bloodtimer stops during dialogue Fri Feb 06, 2015 6:00 pm | |
| - Zer0Morph wrote:
- YamiRaziel wrote:
- So no chances of bloodloss update to CE?
Malkav, can you please tell me what is Undead LA about as I've read through the forum and I haven't seen or understood almost anything of what you guys do there x2 That's partly because I'm not sure myself and constantly change my mind. I have ideas, I test them, I throw them away... | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Bloodtimer stops during dialogue Fri Feb 06, 2015 6:43 pm | |
| - Childe of Malkav wrote:
- That's partly because I'm not sure myself and constantly change my mind.
I have ideas, I test them, I throw them away... You are a true Malkavian. | |
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Dragatus Caine
Posts : 3768 Join date : 2011-12-05
| Subject: Re: Bloodtimer stops during dialogue Sat Feb 07, 2015 4:50 am | |
| - YamiRaziel wrote:
- So no chances of bloodloss update to CE?
Malkav, can you please tell me what is Undead LA about as I've read through the forum and I haven't seen or understood almost anything of what you guys do there It's sort of Malkav redoing CE from scratch, but doing it all his way. This may not be an accurate description, but it should give you a workable idea what it is. | |
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YamiRaziel Methuselah
Posts : 459 Join date : 2009-11-12 Location : Bulgaria
| Subject: Re: Bloodtimer stops during dialogue Sat Feb 07, 2015 1:45 pm | |
| Is there anything you're ready to show us? | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Bloodtimer stops during dialogue Sat Feb 07, 2015 1:54 pm | |
| - YamiRaziel wrote:
- Is there anything you're ready to show us?
I'm really excited to see what Malkav comes up with. Screenshots, videos, anything would be good. | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Bloodtimer stops during dialogue Sat Feb 07, 2015 7:07 pm | |
| - Zer0Morph wrote:
- YamiRaziel wrote:
- Is there anything you're ready to show us?
I'm really excited to see what Malkav comes up with. Screenshots, videos, anything would be good. To be honest, I don't have any intention to do videos, and I don't know how either. | |
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YamiRaziel Methuselah
Posts : 459 Join date : 2009-11-12 Location : Bulgaria
| Subject: Re: Bloodtimer stops during dialogue Sat Feb 07, 2015 7:09 pm | |
| Free software for capturing videos from Nvidia -http://www.geforce.com/geforce-experience/shadowplay
Can you at least show us some screenshots? | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Bloodtimer stops during dialogue Sat Feb 07, 2015 9:45 pm | |
| - YamiRaziel wrote:
- Can you at least show us some screenshots?
Nude photos of yourself would be fine as well. | |
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YamiRaziel Methuselah
Posts : 459 Join date : 2009-11-12 Location : Bulgaria
| Subject: Re: Bloodtimer stops during dialogue Sun Feb 08, 2015 1:46 am | |
| So can we have that Bloodloss update to CE as well?
If Childe of Malkav is too busy/burnt out, can we maybe have Zer0 patch this up for us?
I plan on starting a new CE run ( I need the Camarilla experience) and I would really love to have this or set it up myself. | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Bloodtimer stops during dialogue Sun Feb 08, 2015 2:42 am | |
| - YamiRaziel wrote:
- So can we have that Bloodloss update to CE as well?
If Childe of Malkav is too busy/burnt out, can we maybe have Zer0 patch this up for us?
I plan on starting a new CE run ( I need the Camarilla experience) and I would really love to have this or set it up myself. I can show you how I did it. It's easy to do, just cumbersome to do it. | |
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Cretino Antediluvian
Posts : 903 Join date : 2015-01-26 Age : 31 Location : Brazil
| Subject: Re: Bloodtimer stops during dialogue Sun Feb 08, 2015 2:47 am | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Bloodtimer stops during dialogue Sun Feb 08, 2015 6:19 am | |
| - Cretino wrote:
- Cocumbersome?
The word you're looking for is c ucumber. For stopping the bloodtimer in dialog, you have to make changes in the function in vamputil, and add two lines to every npc you can talk to on every map. On the maps you must add "OnDialogBegin" ",,,0,-1,G.InDialog =1," "OnDialogEnd" ",,,0,-1,G.InDialog =0," and in vamputil.py, find the function def OnBLEvent(): and add the red text in the following lines while((G.BloodCounter >= BLOOD_MAX_COUNT) and (pc.bloodpool > 1) and G.InDialog ==0): if(G.BloodCounter >= 2* BLOOD_MAX_COUNT and G.InDialog ==0): The best way to edit the maps is by using VTMBe, a program that is included in the SDK. In the BSP part, use Export Map Entities. Then you can edit the entity lists with any texteditor. Search for npc_V Then you find every npc on the maps. When you're done, use Reimport Map Entities. | |
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