collapse

* Notice

Important notice (31 July): We have recently recovered from a nearly two day downtime due to an attack. No data was lost or stolen but the server has been reinstalled as a precaution. Please let us know if you encounter any issues. We apologise for the unacceptable inconvenience. Please read here for more information.

Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: [Tool] ZVTool  (Read 10023 times)

Offline [archive] MooCHa2

  • Antediluvian
  • *****
  • Posts: 3209
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #30 on: June 20, 2008, 10:57:00 am »
                I will have a play with this over the weekend. It keeps getting better and better happy
 
 Regards...                        

 

                                                  

Offline [archive] Wesp5

  • Antediluvian
  • *****
  • Posts: 2767
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #31 on: June 24, 2008, 06:01:00 am »
                Hi ZylonBane, when do you think you would allow this cool tool to be included in the unofficial patch?                        

 

                                                  

Offline [archive] Dark666Prophet

  • Antediluvian
  • *****
  • Posts: 2209
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #32 on: June 24, 2008, 06:41:00 am »
                Wow, I love the screenshots! They help me envision better what you're talking about. You made a little "traditional" haven complete with coffin!
 
 When you say you can play as any NPC...the werewolf, too?                        

 

                                                  

Offline [archive] ZylonBane

  • Methuselah
  • ****
  • Posts: 465
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #33 on: June 24, 2008, 03:28:00 pm »
               
Wesp5 posted:
Hi ZylonBane, when do you think you would allow this cool tool to be included in the unofficial patch?

 Sure, I guess it's stable enough at this point. I'm still working on it, but having it in the patch will make it easier for people to install new versions.
 
 
Dark666Prophet posted:
Wow, I love the screenshots! They help me envision better what you're talking about. You made a little "traditional" haven complete with coffin!
 
 When you say you can play as any NPC...the werewolf, too?

 Heh, I wasn't really thinking of it as a haven... more of a coffin storage area that someone converted into a hidden make-out room. The Giovanni are supposed to be some sick, perverted bastards, remember?
 
 And you can't really play as any NPC, you can just temporarily use their model. With most models, any attack motion will cause you to switch back.                        

 

-----signature-----
           ZylonBane's opinions do not represent those of the management.
   
                                                  

Offline [archive] Wesp5

  • Antediluvian
  • *****
  • Posts: 2767
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #34 on: June 25, 2008, 06:27:00 am »
               
ZylonBane posted:

 Sure, I guess it's stable enough at this point. I'm still working on it, but having it in the patch will make it easier for people to install new versions.

 
 Thanks! I would add the readme files to the tools folder like you did and would integrate the python scripts themselves right into the code. Any idea when 0.5 is going to be released? Because 5.4 seems very stable right now and I would like to integrate the latest version into 5.5.                        

 

                                                  

Offline [archive] Dark666Prophet

  • Antediluvian
  • *****
  • Posts: 2209
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #35 on: June 25, 2008, 11:57:00 am »
                You can't attack? Aww. I was all psyched about running around as a werewolf for once.  tongue                        

 

                                                  

Offline [archive] ZylonBane

  • Methuselah
  • ****
  • Posts: 465
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #36 on: June 25, 2008, 01:37:00 pm »
               
Wesp5 posted:

 ...integrate the python scripts themselves right into the code.
 

 What exactly do you mean by this?
 
 
Wesp5 posted:
Any idea when 0.5 is going to be released?

 Maybe the next few days. Now that I have the dynamic entities under control, I'm making good progress with the static entities.
 
 You're not planning on stopping patch releases anytime soon, are you? There's still so much to be fixed up!  mischief                        

 

-----signature-----
           ZylonBane's opinions do not represent those of the management.
   
                                                  

Offline [archive] Wesp5

  • Antediluvian
  • *****
  • Posts: 2767
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #37 on: June 25, 2008, 02:50:00 pm »
               
ZylonBane posted:
Wesp5 posted:

 ...integrate the python scripts themselves right into the code.
 

 What exactly do you mean by this?
 

 
 I added your folder to the python directory and also the necessary line to vamputil.py, so people won't need to do anything else. You might mention this in your next readme when referring to the version included with the patch. I guess this won't cause any problems?
 
 
posted:

 Maybe the next few days. Now that I have the dynamic entities under control, I'm making good progress with the static entities.
 

 
 Are these the static entities that RobinHood70 wrote BSPEdit for or something else? Are you aware that there are some different static entities that are not editable at all right now, like the junk floating in the parking garage?
 
 
posted:

 You're not planning on stopping patch releases anytime soon, are you? There's still so much to be fixed up!

 
 No wink . But with only very few and very minor issues currently fixed in 5.5 it seems as if I could wait a bit this time. So no need to hurry with your next ZVTool version at all!                        

 

                                                  

Offline [archive] ZylonBane

  • Methuselah
  • ****
  • Posts: 465
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #38 on: June 25, 2008, 04:19:00 pm »
               
Wesp5 posted:
I added your folder to the python directory and also the necessary line to vamputil.py, so people won't need to do anything else. You might mention this in your next readme when referring to the version included with the patch. I guess this won't cause any problems?

 Cool, that's perfect.
 
 
posted:
Are these the static entities that RobinHood70 wrote BSPEdit for or something else? Are you aware that there are some different static entities that are not editable at all right now, like the junk floating in the parking garage?

 Yeah, the same static entities that BSPEdit works with.
 
 Are you talking about the parking garage that Fat Larry sends the player into? What junk, where? From looking at the BSP documentation (http://www.geocities.com/cofrdrbob/bspformat.html ), the only other things I can see that it could be are the Model Lump, and the detail prop gamelump (a subset of the Game Lump, used only for detail on displacement surfaces).                        

 

-----signature-----
           ZylonBane's opinions do not represent those of the management.
   
                                                  

Offline [archive] Wesp5

  • Antediluvian
  • *****
  • Posts: 2767
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #39 on: June 26, 2008, 05:29:00 am »
               
ZylonBane posted:

 Are you talking about the parking garage that Fat Larry sends the player into? What junk, where?

 
 The junk is floating right in the middle of one of the downward slopes and the same junk is floating in the downtown hub near where you meet Tin Can Bill. No idea which kind of model this is but RobinHood70 never managed to find it in the BSP files...                        

 

                                                  

Offline [archive] Dark666Prophet

  • Antediluvian
  • *****
  • Posts: 2209
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #40 on: June 26, 2008, 07:00:00 am »
               
Wesp posted:

 But with only very few and very minor issues currently fixed in 5.5 it seems as if I could wait a bit this time.
 

 
 That's good. I've been wanting to play Bloodlines lately, and I wasn't sure if I should start a new game or not. If you're going to wait a while before putting out the next version, I might get a new game going within the next week.                        

 

                                                  

Offline [archive] Wesp5

  • Antediluvian
  • *****
  • Posts: 2767
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #41 on: June 26, 2008, 09:37:00 am »
               
Dark666Prophet posted:
If you're going to wait a while before putting out the next version, I might get a new game going within the next week.

 
 That would be cool. Right now I've only done the following for the 5.5 version:
 
 Added several missing doors and corrected SM endgame bus stop maps.
 Hid Giovanni crypt trapdoor icons and fixed Nadia and zombie bugs.
 Made Ocean House quest failure update when reconciling the sisters.
 Corrected minor Jack and Phil dialogue bugs and improved an email.
 Implemented ZVTool and added readmes to tools, thanks to ZylonBane.
 
                       

 

                                                  

Offline [archive] Czud2

  • Fledgling
  • *
  • Posts: 44
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #42 on: June 26, 2008, 09:24:00 pm »
                There are two sections in the game lump for static entities.  'prps' contain the hundreds of different collidable static models placed around the level ( the stuff Packfile Explorer renders and exports ).  The junk is in a second section named 'prpd' that contains the instanced props, usually about half a dozen non collidable models that are then placed thousands of times around the level.  I have not yet had a good look at this section but it seems very similar to the first.
                       

 

                                                  

Offline [archive] MIDNIGHT4262

  • Fledgling
  • *
  • Posts: 3
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #43 on: November 17, 2008, 05:41:00 am »
                sic                        

 

-----signature-----
           MIDNIGHT
 
 
   
                                                  

Offline [archive] ZylonBane

  • Methuselah
  • ****
  • Posts: 465
  • Reputation: +0/-0
Re: [Tool] ZVTool
« Reply #44 on: November 19, 2008, 05:04:00 pm »
               
MIDNIGHT4262 posted:
sic

 You and your horrible sig go spam somewhere else please.                        

 

-----signature-----
           ZylonBane's opinions do not represent those of the management.
   
                                                  

 

SimplePortal 2.3.7 © 2008-2020, SimplePortal