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Author Topic: Clan Quest Mod  (Read 65001 times)

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #30 on: August 10, 2015, 08:35:25 AM »
edit: see next post for problem and solution.
« Last Edit: August 10, 2015, 10:42:21 AM by SCO »

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #31 on: August 10, 2015, 10:21:48 AM »
So resuming: the mod-loader dllls (the bin/loader/*.vtm files) are not being loaded in wine, although dbghelp.dll loads.

edit: goddamit. I should have watched the line with more attention:
trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\dbghelp.dll" at 0xf7200000: builtin

it's loading wine's dbghelp.dll instead of the game dir one! Time for some dll override.

edit2: ALL FIXED.
Basically if you're using wine, it prioritizes it's own dbghelp.dll over the one in the game dir for some reason (maybe it's not direct import dll of vampire.exe? Who knows).
but to fix it you only need to run wine with:

WINEDLLOVERRIDES="dbghelp=n" wine vampire.exe -game NAMEOFMOD

I'm going to take this into account in my own graphical mod loader (which is just a script with zenity) but just letting the author of the dll know.
« Last Edit: August 10, 2015, 12:21:20 PM by SCO »

Offline Malkav

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Re: Clan Quest Mod 3.1 Released!
« Reply #32 on: August 10, 2015, 10:37:04 AM »
I have a problem with comp mod lite. I had Heather along for a test and now she stays companion and therefore human combatant. That means her bloodpool doesn't refill, but with a no seduction character I ned her as blooddoll. What can I do?
Co Author of Camarilla Edition Mod

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #33 on: August 10, 2015, 11:49:44 AM »
edit: see below for a better version of the script.
« Last Edit: August 10, 2015, 08:54:29 PM by SCO »

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #34 on: August 10, 2015, 12:49:50 PM »
LOL. I guess i spoke too soon. Although the mod loader is loading (widescreen and the console command works for one), the game isn't. Jack has no 'valid replies in the tutorial for example.

edit: ok got it. The mod loader dislikes (a lot) that the name of the mod given is given as a path 'CQM' works, './CQM' doesn't (although it seems it does). I'll fix it soon and update the script above.

edit2: script fixed and updated.
« Last Edit: August 10, 2015, 01:06:05 PM by SCO »

Offline Wesp5

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Re: Clan Quest Mod 3.1 Released!
« Reply #35 on: August 10, 2015, 02:37:36 PM »
it's loading wine's dbghelp.dll instead of the game dir one! Time for some dll override.

So WINE has it's own dbghelp.dll? I always thought this was a specific Bloodlines dll until I asked Google just now ;)! So if your bash script finally works out, could I include it with the next patch version for all people usine WINE on Linux? If so, could you write a readme how to use it?

As for the fileutil problem, wasn't there a versrion without nt reference? Ah yes, I found it! Please use the fileutil.py included in the extras developer tools python 2.7.2 update folder and post here, if this helps with WINE Bloorlines. You probably need other modules from there too...
« Last Edit: August 10, 2015, 02:58:21 PM by Wesp5 »

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #36 on: August 10, 2015, 03:10:25 PM »

As for the fileutil problem, wasn't there a versrion without nt reference?
the nt import was never the problem, wine will emulate the windows interfaces. It was always dbghelp.dll, which is what the new modloader uses for as a entry point for the game. Wine was insisting on loading it's own version (which naturally can't load the hacks) until told not to.

As for the script sure, but i think it best for me to make a version you can dump on the main directory besides vampire.exe. Wait a bit and i'll have it.

There's something though. The script is using zenity for the GUI, which is a GTK program. Maybe i should enhance it so it can be used from the shell too.
« Last Edit: August 10, 2015, 03:15:56 PM by SCO »

Offline burgermeister01

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Re: Clan Quest Mod 3.1 Released!
« Reply #37 on: August 10, 2015, 04:41:57 PM »
I have a problem with comp mod lite. I had Heather along for a test and now she stays companion and therefore human combatant. That means her bloodpool doesn't refill, but with a no seduction character I ned her as blooddoll. What can I do?

Not sure what you mean. I tested the same, and she goes home when I tell her to, and if I feed off her, and then ask her about it again later, I get a timer telling me how long before I can feed on her again.

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #38 on: August 10, 2015, 04:52:04 PM »
could I include it with the next patch version for all people usine WINE on Linux? If so, could you write a readme how to use it?

Here you can use this one. If you dump it next to vampire.exe at the root of the game it will work both from the command line (everywhere in linux i think) and from the file explorer (in GTK derived distros). It's all commented, so you should understand it with just a bit of bash-fu.

(wesp you can make it executable when you put it in the game dir on the installer)

readme:
bloodlines_loader.sh [optional_mod_argument]

the script needs to be executable
to use from the GTK file explorer just click it. If there is a mod installed it will show the options and allow the user to select one, if not it will run the original game. You may be able to install the required GUI builder 'zenity' from QT distros, but it will pull GTK dependencies.

For distros without zenity you can use the command line, open a console and execute the command.
If there is no mod installed it will run the game. If there is, it will show a list of possible mod arguments.
ex, console is in the home (~) dir and game is in the "~/Desktop/Vampire the Masquerade - Bloodlines" dir, with CQM installed:

you can provide a argument and it will only load that mod if it exists
$ Desktop/Vampire\ the\ Masquerade\ -\ Bloodlines/bloodlines_loader.sh FAKEMOD
Single argument must match one of:
Vampire
CQM
$

or you can provide no argument and it will ask
$ Desktop/Vampire\ the\ Masquerade\ -\ Bloodlines/bloodlines_loader.sh
Mod to load?
1) Vampire
2) CQM
3) Quit
#? 2


and it starts the CQM.

edit: removed look down
« Last Edit: August 10, 2015, 11:49:30 PM by SCO »

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #39 on: August 10, 2015, 08:53:49 PM »
updated the loader download above to ask if in the cmd line case no argument gets provided (or more than one).
edit: and again to handle number of mods above 9 doh.

This is the last update.
« Last Edit: August 10, 2015, 09:46:52 PM by SCO »

Offline Wesp5

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Re: Clan Quest Mod 3.1 Released!
« Reply #40 on: August 10, 2015, 09:53:46 PM »
and again to handle number of mods above 9 doh.

Optimist :)!

Quote
This is the last update.

Okay, I'll include it into the next patch update into the extras/player mods folder. I only modified the readme a bit to explain the usage without referring to the CQM which might mean nothing to first time patch users...

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #41 on: August 10, 2015, 10:06:01 PM »
I forgot to update the readme (this is still the last you downloaded, the file didn't change) but where it asks for
Mod to load?

it should be now
Enter number to load mod:

I thought it was better to explain that what is required is the number not the 'CQM' or whatever.

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #42 on: August 10, 2015, 10:41:44 PM »
Burgermeister  I could have sworn that the original Camarilla Edition bloodloss timer would start to damage your health once your blood reached zero, which doesn't seem to happen with this. Is it on purpose?

edit: never mind, it happened when i changed map.
« Last Edit: August 11, 2015, 12:08:23 AM by SCO »

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #43 on: August 10, 2015, 11:24:29 PM »
Quote
This is the last update.
Okay, I'll include it into the next patch update into the extras/player mods folder.
Last last update ;)
It's because i was noticing some input lag in the game... and i thought a bit and realized that there was a open read to stdin from the select call in the script even while the game was running.

Now all calls to start the game redirect to another process and allow the script to terminate as soon as it's not needed anymore.
edit: removed look down
« Last Edit: August 10, 2015, 11:48:30 PM by SCO »

Offline SCO

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Re: Clan Quest Mod 3.1 Released!
« Reply #44 on: August 10, 2015, 11:47:50 PM »
 :facepalm: Uh and a additional check to only accept numbers when it asks for user input from the cmd line, not arbitary strings
but i really really think this is the last.
« Last Edit: August 10, 2015, 11:54:17 PM by SCO »