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Author Topic: VTM: The Final Nights (Team Camarilla International)  (Read 112289 times)

Offline 893kira

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Re: VTM: The Final Nights (The latest from Team Camarilla International)
« Reply #105 on: December 24, 2011, 06:28:56 PM »
wish the blood dolls would be integrated again due the fact it seems kinda pain in the ass going to the club without drinking some humans.

Offline Signothorn

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Re: VTM: The Final Nights (The latest from Team Camarilla International)
« Reply #106 on: April 15, 2013, 08:48:37 AM »
I'm having an issue where Heather doesn't appear in the game. I mean I can talk to her, but she's not visible. Before installing TFN, I did the file integrity check in Steam and all was good. After she wasn't visible in the santa monica clinic, I reinstalled TFN but it didn't fix the problem. I even switched the Heather skins to see if that would maybe fix it but it didn't. Any way to fix the issue without starting over? I'm enjoying the game for the first time in over a year otherwise and I'd rather not start over if possible.

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #107 on: March 23, 2014, 12:11:34 AM »
I'm proud to announce the release date of The Final Nights Version 1.2 will be Friday, April 4th. Beta testing is now complete and we are happy to say that TFN 1.2 runs very smooth. Quite a few bugs left over from 1.1 are now fixed along with some new content that should wet your chops. The new Samedi detection system is the highlight for TFN 1.2 along with other clan rebalancings. TCI would like to thank the community for your support during the development of this update!



Official Update List

Bug Fixes
- Fixed "Surfside" reference in Lilly's diary, Therese and Newscaster dialogue
- Dirty Cop .VCD file too long
- Readjusted supernatural values for targeted disciplines
- Created VCD files for Blood Dolls and Prostitutes
- First visit to Santa Monica will display loading tip about brandishing weapons
- Reworked Daimoinon 3: Conflagration so that it damages supernaturals more
- Reworked Daimoinon 4: Infernal Servitor so that it effects supernaturals
- Presence no longer affects allied enemies on bloodhunt map
- Serpentis claws auto equip upon changing and use Unarmed feat instead of Melee feat
- Daimoinon firey hands use Unarmed feat instead of Melee feat
- Santa Monica Pier lights no longer show through walls
- Fixed Pyramid quest where refusing Strauss failed the quest twice
- Fixed downtown CDC guys not leaving after Pestilence quest
- Fixed Venture tower debris not appearing in the street downtown
- Purchasing masquerade redemptions from Silvia Black works properly
- Fixed Santa Monica warehouse ambient music
- Turn down particle effects for the Shade by 25%
- Heavy Cloth armor picture now displays correctly
- Sneaking past first shovelhead in tutorial is much easier

New Content
- Added Female Baali to PC list
- Street civilians sighting a Samedi will summon Police
- Street cops sighting a Samedi will attack immediately
- Shop civilians sighting a Samedi will run in fear but will not summon Police
- Shop security sighting a Samedi will attack immediately
- Rebalanced Samedi merit/flaw system
- Rebalanced Baali merit/flaw system
- Street cops will run in fear if player uses supernatural 3 (or higher) disciplines
- All sewers use the same eerie ambient music
- Made bloodloss timer based on Humanity and Stamina score
- Mentioned new bloodloss timer in tutorial pop ups and added to humanity description
- Put Jack upstairs in Last Round if you are Samedi
- Put Larry near abandoned hospital if you are Samedi
- Bypass speaking to bums on Plague Bearer quest if you are Samedi
- Pier Arcade hooker/customer NPCs replaced by video game player NPCs if you are Samedi
- Created "Fang of Vukodlak" occult item for Unarmed feat characters, sold by Regent
- Created new patrol path for pier cop
- Added rats to basement of Ocean House Hotel
- Brother Kanker reskinned
- SM Blue Blood now has a car that leaves when he does
- Moved Hollywood net cafe computer to the back
- Moved Ming's conversation in alley near Bradbury Hotel

Offline Signothorn

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Offline Zanderat

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #109 on: April 16, 2014, 10:25:13 PM »
Downloaded.  Thanks.

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #110 on: December 19, 2014, 08:24:48 PM »
I'm posting this review created by LaissezAllerCompass because of what an amazing job he did with his "Let's Play" and the professionalism of his videos. I want to personally thank Laissez for his time and passion he's put towards promoting TFN!

Feel free to watch the entire "Let's Play" Here!
http://camarillaedition.darkbb.com/t2023-let-s-play-tfn-1-2-by-laissezallercompass

TFN 1.2 Review (Click on video to watch from YouTube)
https://www.youtube.com/watch?v=x4l-S4sQg2g

Offline Wesp5

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #111 on: December 20, 2014, 08:43:15 AM »
TFN 1.2 Review (Click on video to watch from YouTube)

Very interesting! It seems to me he wasn't aware that some of the features were already in the original game, like the vampire hunters, but other than that he really seemed to like it! As for his negative points. Of course you are free to merge a newer version of the UP with TFN, although this could be a lot of work. Also regarding Griffith park, you should know that your opponent there is already vulnerable in the current UP, so using the same technique this section of TFN could be improved as well by merging in some of the newer UP stuff. Last not least (yeah, I'm persistent), it would be easy to get the "Bloodlines" name connected to TFN without many changes. I understand now, that it doesn't fit in your current game menu title. Still in the original game and the UP there are instances of it floaring around over the menu. Just change them from red to white or grey to fit your color sheme!
« Last Edit: December 20, 2014, 08:45:01 AM by Wesp5 »

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #112 on: December 20, 2014, 05:10:07 PM »
You made the werewolf vulnerable in the UP? I'd be very interested on how you did that. Oh it wasn't the color scheme that was the problem, it was that it didn't fit in the character sheet having that extra "B". VTM TFN fit perfectly because I had to drop a letter so I chose the B.

I noticed your menu you have movement in the background. How did you do that while keeping a static background, or did you? I currently have a static background that I want to keep but I'd love to place animated mist rising from the bottom like you did with the fire. Very cool! 

Offline Wesp5

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #113 on: December 20, 2014, 09:18:43 PM »
You made the werewolf vulnerable in the UP? I'd be very interested on how you did that.

That's rather complicated and a complete hack that I got the idea to from Lenuska of the Antitribu Mod team. Better ask her or just take a look into my files. I can barely remember how it was done, it was so long ago!

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Oh it wasn't the color scheme that was the problem, it was that it didn't fit in the character sheet having that extra "B".

Where is the TFN name in the character sheet? Or did you use the same trick as I did in replacing "base"? I have found a better solution in the meantime that I will tell you if you promise to put Bloodlines back into the title ;)!

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I noticed your menu you have movement in the background. How did you do that while keeping a static background, or did you?

This is actually a restoration done by EntenSchreck. There always was the Bloodlines logo running as a particle in the background and I think he just attached the other particles to be spawned by that. Which is what Troika had planned but disabled or forgotten before the game was released because all the sprites were already there :)...
« Last Edit: December 20, 2014, 09:23:23 PM by Wesp5 »

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #114 on: December 22, 2014, 07:51:21 PM »
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That's rather complicated and a complete hack that I got the idea to from Lenuska of the Antitribu Mod team. Better ask her or just take a look into my files. I can barely remember how it was done, it was so long ago!

I'd like to know how they got the werewolf death animation working. I made it so you can kill the werewolf but when he died, he would stand there frozen.

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Where is the TFN name in the character sheet? Or did you use the same trick as I did in replacing "base"? I have found a better solution in the meantime that I will tell you if you promise to put Bloodlines back into the title ;)!

HAHA Okay that works. Yeah I used the place holder "Base" to put VTM TFN 1.x. If you have a better idea, I'm all ears.

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This is actually a restoration done by EntenSchreck. There always was the Bloodlines logo running as a particle in the background and I think he just attached the other particles to be spawned by that. Which is what Troika had planned but disabled or forgotten before the game was released because all the sprites were already there :)...

I use a static picture as the background and to do this I had to remove the particle scrolling animation. I'd love to know how EntenSchreck did that, or maybe he'd create mist for the TFN Main Menu, that would rock. Then I could put his name in the credits with yours! :)

Offline Wesp5

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #115 on: December 22, 2014, 09:39:42 PM »
I'd like to know how they got the werewolf death animation working. I made it so you can kill the werewolf but when he died, he would stand there frozen.

That's easy: You need to swap him with a ragdoll entity of the same model after he has died!

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If you have a better idea, I'm all ears.

I have, but this is really new stuff I just did for 9.3. It's hard to explain here, just download the UP and check out the files Vampire\resource\optionssubgameplay.res and gameui_english.txt. In that way by adjusting the position you can use as long a title as you like!

Quote
I use a static picture as the background and to do this I had to remove the particle scrolling animation. I'd love to know how EntenSchreck did that, or maybe he'd create mist for the TFN Main Menu, that would rock.

I have lost all contact with EntenSchreck for now, but as far as I remember, you need to restore the original scrolling animation, turn it to white to fit your theme, and then trigger other particles from there. I think the most similar to mist would be the m_cloud emitters. Again you would need to change the color from red to white...

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #116 on: December 23, 2014, 04:53:53 AM »
Thanks for the help Wesp! Those changes probably won't make it into the 1.3 patch but I'll be on the lookout for future releases! :)

Offline Wesp5

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #117 on: December 23, 2014, 10:52:45 AM »
Thanks for the help Wesp! Those changes probably won't make it into the 1.3 patch but I'll be on the lookout for future releases! :)

If 1.3 is imminent you should at least consider the name change. That is a thing of about 10 seconds :)! The mist should be not much work but the werewolf might be. Especially if it should react to disciplines...

Offline atrblizzard

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #118 on: December 24, 2014, 03:44:27 PM »
I'd like to know how they got the werewolf death animation working. I made it so you can kill the werewolf but when he died, he would stand there frozen.
That occurs because the werewolf model doesn't come with an ACT_RAGDOLL activity, since it wasn't needed; the game used a custom death animation to handle everything. Would be an easy fix if we could actually manage to compile models with biped skeletons without any workaround.

Offline Zer0Morph

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Re: VTM: The Final Nights (Team Camarilla International)
« Reply #119 on: December 24, 2014, 07:23:10 PM »
Quote
That occurs because the werewolf model doesn't come with an ACT_RAGDOLL activity, since it wasn't needed; the game used a custom death animation to handle everything. Would be an easy fix if we could actually manage to compile models with biped skeletons without any workaround.

I really wish that we could add animations to models, for instance reuse some of the NPC models as PCs and have them animated in the character sheet instead of having them float there. I ended up reskinning all of the PC models for the new clans instead of using NPC reskins because I didn't like the frozen look in the character sheet.