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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: [Tool] ZVTool  (Read 10025 times)

Offline [archive] ZylonBane

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Re: [Tool] ZVTool
« Reply #15 on: April 14, 2008, 11:45:00 pm »
                Woah, cool, I'd never noticed that. And here I thought editing the static props was impossible.
 
 Hmmmm...                        

 

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Offline [archive] Wesp5

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Re: [Tool] ZVTool
« Reply #16 on: April 15, 2008, 04:58:00 am »
               
ZylonBane posted:
Woah, cool, I'd never noticed that. And here I thought editing the static props was impossible.

 
 If you want to know anything about this, I could connect you to the creator RobinHood70. There is also one kind of static props left that we are not able to edit yet. Examples are floating quite obviously in Downtown and the parking garage, so if you think you could help with fixing them, this would be great!
 
 As for your ZTOOLS, if you don't want them included in 5.2 I'll leave them out. But in my opinion they are a great asset already and should be available to all modders like the other tools in the patch. Of course I would update them to the current version with each new patch release. What do you think about that?
                       

 

                                                  

Offline [archive] Offkorn

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Re: [Tool] ZVTool
« Reply #17 on: April 16, 2008, 12:09:00 am »
               
Wesp5 posted:
As for your ZTOOLS, if you don't want them included in 5.2 I'll leave them out. But in my opinion they are a great asset already and should be available to all modders like the other tools in the patch. Of course I would update them to the current version with each new patch release. What do you think about that?
 

 
 Um...they are available to all modders already...you're in their release thread after all.                        

 

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Offline [archive] Wesp5

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Re: [Tool] ZVTool
« Reply #18 on: April 16, 2008, 05:25:00 am »
               
Offkorn posted:

 Um...they are available to all modders already...you're in their release thread after all.

 
 Yeah, and every single Bloodlines modder reads Planet Vampire...                        

 

                                                  

Offline [archive] Offkorn

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Re: [Tool] ZVTool
« Reply #19 on: April 16, 2008, 05:32:00 am »
               
Wesp5 posted:
Yeah, and every single Bloodlines modder reads Planet Vampire...
 

 
 Far more then use you Mod. Any modder who would be interested in using these tools wouldn't be using yours.
 
 Statistically speaking anyhow.
 
 I do suggest uploading it to fileplanet once your done though Zylon, perhaps Vampire-Network as well.                        

 

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Offline [archive] Wesp5

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Re: [Tool] ZVTool
« Reply #20 on: April 16, 2008, 08:24:00 am »
               
Offkorn posted:

 Any modder who would be interested in using these tools wouldn't be using yours.
 
 Statistically speaking anyhow.
 

 
 Of course. Just recently someone approached me with the idea of a very cool mod and asked if he could use my patches as a base. Populism worked close with me when doing his mod as well. It seems the only modder around here who doesn't care is yourself and nevertheless we made our works compatible because players often ask about this.                        

 

                                                  

Offline [archive] Offkorn

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Re: [Tool] ZVTool
« Reply #21 on: April 16, 2008, 10:53:00 am »
               
Wesp5 posted:
Of course. Just recently someone approached me with the idea of a very cool mod and asked if he could use my patches as a base. Populism worked close with me when doing his mod as well. It seems the only modder around here who doesn't care is yourself and nevertheless we made our works compatible because players often ask about this.
 

 
 I did say "statistically speaking" did I not?
 
 It's interesting how you seem to think 'one or two people' equates to 'everyone but offkorn'. You do the same thing in regards to suggested UP changes, even after the numbers slap you in the face...like with the 'True' Patch.
 
 In any case, why would you want to include an unfinished, possibly buggy set of tools? Do you want to potentially fuck up your users' games?
 
 -----------------
 
 But enough about your oh-so-popular (despite total lack of evidence) with modders Mod. This here is a thread devoted to ZTOOLS updates.
 
 In the spirit of that: What other changes do you think you'll have to make for it to be 'finished' ZB? Or are you just thinking of adding more functions?                        

 

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Offline [archive] ZylonBane

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Re: [Tool] ZVTool
« Reply #22 on: April 16, 2008, 12:59:00 pm »
                I'd prefer not to publicly commit to anything that I may not be capable of actually pulling off (the modding community as a whole has entirely too much of that already), so I'll just state two simple facts:
 
 1. Turfster was nice enough to send me the portion of the VPKTool source that deals with reading and writing the map entities lump.
 2. The version of Python included in Bloodlines has full file I/O functionality.
 
 And that's all I'm saying.  whistling                        

 

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Offline [archive] Wesp5

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Re: [Tool] ZVTool
« Reply #23 on: April 16, 2008, 01:05:00 pm »
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    Offkorn posted:

     It's interesting how you seem to think 'one or two people' equates to 'everyone but offkorn'.
     

     
     Yeah, please list all the great Bloodline mods here! And I mean real mods which would conflict with my patch and not some music or graphic stuff. I can only think of yours and Populism's and the one in development. I learned to not mention "statistics" with such low numbers. I even checked Paine's site and noticed that the Heather live mod was updated to work with my patch long before I included a similar solution in my plus version...
     
     
    posted:

     In any case, why would you want to include an unfinished, possibly buggy set of tools? Do you want to potentially fuck up your users' games?

     
     Because it works fine already and normal players will not notice it anyway. But back on topic, you contacted Turvy ZylonBane? Any chance to improve his tool as a whole? And sorry about the mod discussion here, but it was Offkorn who first thought your thread would be a nice place to criticize my patch once more. Obviously doing this in the patch thread itself or his own anti-patch thread isn't satisfying for him anymore...                        

     

                                                      

    Offline [archive] Offkorn

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    Re: [Tool] ZVTool
    « Reply #24 on: April 16, 2008, 01:28:00 pm »
                   
    ZylonBane posted:
    And that's all I'm saying.
     

     
     Coy, very coy.
     
     Though it's definitely a good idea to work all the kinks out before a wide-spread release. The less bug-reports the better, particularly from people who aren't technically inclined and have no clue why something isn't working right.
     
     I can already imagine the complaints with spontaneous crashes pouring in with little or no background information. I've had to deal with those in the past, and it's never fun. Time-consuming as well.                        

     

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    Offline [archive] ZylonBane

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    Re: [Tool] ZVTool
    « Reply #25 on: April 18, 2008, 01:51:00 pm »
                    @#$%^&!
     
     As it turns out, the cvar "host_name" (used to tell what map is currently loaded) isn't kept properly up-to-date by Bloodlines. Loading a map via a savegame or the console sets it correctly, but after walking through a map transition point it still gives the previous map name. Argh. So much for not having to manually specify map names.
     
     On the bright side, preliminary testing indicates that I've managed to successfully duplicate the entity chunk reading/writing functionality of VPKTool. In my current not-yet-uploaded version, zdumpmap() will dump the "current" (see above) map entity data to a .TXT file of the same name, and zupdatemap() will update the current map from the .TXT file.
     
     Note that this is not particularly useful just yet, since these functions operate directly on the BSP files. There is no integration with any modifications made in game mode. To do that, I'll need to actually parse the entity data out into an in-memory database, instead of just blindly bulk-copying it.                        

     

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    Offline [archive] ZylonBane

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    Re: [Tool] ZVTool
    « Reply #26 on: April 22, 2008, 11:23:00 am »
                    Success! As it turns out, the current map name can be determined with 100% reliability by querying the model property of the "worldspawn" entity (which is weird, but I'm not complaining).
     
     Here's the current version, 0.3 ALPHA, of ZTools:
     http://clayh.net/bloodlines/ztools_v03.zip
     
     This release includes a detailed readme which hopefully explains everything. New to this version:
     
     zbe() - Lets you "become" the currently grabbed entity. This even works on NPCs, and (amusingly, but uselessly) persists across map transitions. Yes, I've taken Fat Larry dancing.
     
     zthere() - The opposite of zhere(). Teleports you to the current grabee.
     
     zdumpg() - Dumps the contents of __main__.G to a text file. G is used to track all global event flags, and everyone and every thing that you've killed over the course of the game.
     
     zdumpmap() - Creates a VPKTool-compatible text dump of the current map BSP's dynamic entity lump. This does not (yet?) reflect any changes you've made in game mode.
     
     zupdatemap() - Updates current map BSP from text files created by zdumpmap(), in a VPKTool-compatible manner.
     
     zhum(n) - Sets your Humanity level.
     
     zmasq(n) - Sets your Masquerade violations.
     
     zbuff() - Updated to also max out your Disciplines now.
     
     Also too many minor improvements and bugfixes to remember.                        

     

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    Offline [archive] MooCHa2

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    Re: [Tool] ZVTool
    « Reply #27 on: May 10, 2008, 07:50:00 pm »
                    I had fun with venus happy
     
     I moved her positive or negative by .100 so she on the walkway of the map(still pretty near bar but on other side) and crawled up to her and kicked in to talk ad she made me feel like I had some LSD after I zorg'd her..
     
     Nice improvement from the first version happy
     
     Regards...                        

     

                                                      

    Offline [archive] ZylonBane

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    Re: [Tool] ZVTool
    « Reply #28 on: June 08, 2008, 01:51:00 pm »
                    WISE FROM YOU GWAVE!
     
     Just wanted to give everyone a heads-up that this project isn't dead. In fact I've been working on nothing else for the last couple months. Hopefully I'll have the next release ready to go in the next few days.
     
     Until that time, here's a silly little demo of the zbe functionality:
     
    ">
                           

     

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    Offline [archive] ZylonBane

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    Re: [Tool] ZVTool
    « Reply #29 on: June 20, 2008, 01:43:00 am »
                    Okay, finally, version 0.4 of ZVTool is ready (I changed the name after I discovered there are hundreds of utilities already called ZTOOLS). I really didn't think that it would take over two months between releases, but figuring out how to correlate the BSP dynamic entity lump with the in-game dynamic entity list turned out to be hair-pullingly non-trivial. Anyway, over 1800 lines of Python code later, here we are. And the big news is...
     
     YOU CAN NOW SAVE CHANGES FROM IN-GAME.
     
     Yah, for real. The next-biggest thing is a significant interface improvement-- you no longer have to type the open-close parentheses after commands that don't take parameters. E.G.-- you can now just type "zn" instead of "zn()". There are some other minor additions to the command set. The archive now include a handy quick-reference sheet (print a copy!) in addition to the full documentation file.
     
     Using this version of ZVTool, I was able to build this (in that empty room in the Giovanni crypts) from scratch in only a few hours:
     
     
     
     
     
     
     
     Download here: http://clayh.net/bloodlines/zvtool_v04.zip
     
     If you've previously installed ZTOOLS, remove all traces of it from the Vampire install directory before installing ZVTool.
                           

     

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