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Offline Mamita

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Mamita's VtMB modding guidebook
« on: November 27, 2019, 05:34:29 PM »
Hi. As we all know, learning to be a VtMB modder is a bumpy road, mostly due to few actual guides that cover most newbie questions.
So in this post I'm going to start randomly putting down the little things I've learned over my 4 years of modding this game. If you have a question, feel free to ask and I'll try and tackle your problem. Your solution will also be incorporated into this main post.
I'll divvy this up into sections based on area.


Scripting:

My script won't fire! It just says 'not defined'!
This is probably due to a misspelling earlier in the Python file, which can screw up every single script after it. Start firing scripts starting from the halfway point in the particular file you're using, then if those scripts don't work keep going back half the distance until the start of the text file. This way you can quickly home in on the offending script.

P.S: Any suggestions on how to make this less confusing would be appreciated!

Offline Avadonica

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Re: Mamita's VtMB modding guidebook
« Reply #1 on: November 27, 2019, 07:21:51 PM »
Hello! =)
I hope you don't mind if I'm leave a link here on the subject of maps?! (There are just some answers to some questions that had have plagued me, maybe someone will be interested...)
https://forums.planetvampire.com/bloodlines-modding/looking-for-information-on-creating-maps-in-bloodlines/

And thank you for creating such a wonderful theme for a questions of the modding =)
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If you'll don't like this idea, then I'll delete this post...

Offline Norrwin

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Re: Mamita's VtMB modding guidebook
« Reply #2 on: December 05, 2019, 03:33:44 PM »
I do have a few questions.

First is about infodecals. I have some unnamed infodecals that exist on a map and I want to make them visible and hide them using code. Being unnamed they exist forever and adding a targetname makes them disappear forever.

According to the Valve Developer Community Wiki "The main advantage of decals is their ability to be enabled and disabled via inputs."  (https://developer.valvesoftware.com/wiki/Hammer_Decal_Tool). and "If a decal entity has a name it will appear when used (i.e. blank input) or on receiving the activate input, instead of when the map starts. The entity then disappears." (https://developer.valvesoftware.com/wiki/Decals).

The infodecal page says "Inputs: Activate (Force the decal to apply itself to the world.)" (https://developer.valvesoftware.com/wiki/Infodecal).

What does the entity look like in VPK map editor to get them to enable and disable?

Second is an already asked and unanswered question from this forum (https://forums.planetvampire.com/bloodlines-modding/clandoc000-txt-edits-and-missing-hud-inventory-icons-for-armor/). I still would like to know how to make hud inventory image icons to appear if "Name" is changed in clandoc000.txt. I would also like to know what the three fields actually do: 1. TemplateName, 2. Name, and 3 Clan.

Third when you make map changes what is the best/most common way to test the maps as the changes only show up for me if the map has never been entered in a save so I end up going back and redoing content just to test a change in a map endlessly. Is there a way to force the map to update to the changes without going back?

Offline Mamita

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Re: Mamita's VtMB modding guidebook
« Reply #3 on: December 20, 2019, 05:40:25 AM »
First question, I don't know myself. I'll look into it when I have more time, but someone else will probably tell us sooner.

Second I don't know either. I have a vague suspicion that TemplateName is the working name, i.e what the computer remembers it by, and that Name is what's supposed to show to the players.

Third question I can answer! This bugged the heck outta me until I realized:
You need to just exit and reload the map.
If you load a save in the old version of your map, it will actually still be the old version... Until you reload. I have no idea how this is possible, but it's what happened to me.

Meaning you could theoretically hide a completely new map in a saved game. Thinking hard about this one.

Offline Wesp5

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Re: Mamita's VtMB modding guidebook
« Reply #4 on: December 20, 2019, 09:17:02 AM »
First question, I don't know myself. I'll look into it when I have more time, but someone else will probably tell us sooner.

I don't think it's possible to activate decals in Bloodlines! I change the size in their files from 0 to the right one to make them visible.

Quote
Second I don't know either. I have a vague suspicion that TemplateName is the working name, i.e what the computer remembers it by, and that Name is what's supposed to show to the players.

I guess this it true and I suspect that you should never change the TemplateName, as it may be hard-coded somewhere in a dll/exe!

Quote
If you load a save in the old version of your map, it will actually still be the old version...

Yes, the map state is always saved, so after a change you need to jump manually into the new map.

Offline Norrwin

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Re: Mamita's VtMB modding guidebook
« Reply #5 on: December 21, 2019, 04:58:13 PM »
Thanks for the replies.

The various string names in clandoc000.txt do seem to be used when reprogramming charcreatewizard.txt but not consistently as far as I can tell. For one of the string names I got the male to work but the female was still bugged until I move the help text section to the position corresponding to the index of the old clan name regardless of the new string name. So I never sorted out how it all works and gave up after spending a week or so trying.

 

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