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Offline argikt

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Re: World War 2 Mod
« Reply #30 on: July 29, 2018, 05:26:56 PM »
I tried but the cars I made are impossible to move, because they aren't a single entity...
Moving them makes the engine serious lagging.
This is all I can do for now...
« Last Edit: July 29, 2018, 05:51:01 PM by Wesp5 »

Offline argikt

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Re: World War 2 Mod
« Reply #31 on: August 03, 2018, 05:25:33 PM »
Hello guys!

Today we stop working on the mod for start a "full run" if we don't find any mayor bug that need be fixed before release1, the mod will be published day 13 as I promised!
 :justabite:



Offline Signothorn

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Re: World War 2 Mod
« Reply #32 on: August 04, 2018, 12:03:56 PM »
Nice! I can't wait to give it a try!  :rock:

Offline Gurkhal

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Re: World War 2 Mod
« Reply #33 on: August 04, 2018, 07:32:48 PM »
Looking forward to try this out. :)

Offline Rubinia

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Re: World War 2 Mod
« Reply #34 on: August 06, 2018, 03:15:27 PM »
Paris? Funny.
"Having created something so extraordinary one would die happy, if one died."

"One is the path of a man, straight and plain: the never ending Crossroads."

Offline Psycho-A

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Re: World War 2 Mod
« Reply #35 on: August 07, 2018, 02:42:57 AM »
Looks great, but I would advice use more custom textures and models for the environment. The classic ones are anyway too recognizable wherever you remaked them, in addition custom assets will make you feel free to build desired visual style.

Offline argikt

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Re: World War 2 Mod
« Reply #36 on: August 07, 2018, 09:41:06 AM »
I agree psycho. But no one in the team know about assets. When ppl can play "Rekease 1" I hope we can enroll someone that can help us. Improving existing content and developing.
Content in first release will be about 40% of the plot. About 10-15 hours of gameplay.
18 quests and 50 maps...

Offline Soilie

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Re: World War 2 Mod
« Reply #37 on: August 07, 2018, 10:16:56 AM »
Content in first release will be about 40% of the plot.
Will this version of plot be unfinished or with some sort of ending?
It's amazing! I can't wait...

Offline argikt

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Re: World War 2 Mod
« Reply #38 on: August 07, 2018, 03:46:12 PM »
It is not finish yet. But you can play until hub3.
When you have left hub1 (Porthsmouth) you can't return. You will be warned about it.
But movement between the others hubs will be similar to vanilla.
« Last Edit: August 12, 2018, 10:25:51 AM by Wesp5 »

Offline argikt

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Re: World War 2 Mod
« Reply #39 on: August 12, 2018, 09:23:20 AM »
Hello guys! The release is done!

This is a first taste of the "War Games" conversion for Vampire Masquerade Bloodlines.
There's a lot of work remaining, but it is fully playable for 10-15 hours. This mod is not an addition for the vanilla game, it is a new setting.

Know issues:
A big issue is in the intro. Mamita was doing this part and now has serious personal problems, so he is missing. The Malkavian and Nosferatu Sire is not done yet and you can't get an explanation of your mission or a correct introduction. Those clans are not recommended for a first run. You can leave the Sire's place using the door in the main room with any clan anyway, but you should listen to the Sire if you are another clan.

Beyond this point there should be no crashes or big issues in the game. We will keep working to finish the game and will take in consideration any ideas and of course any offered help (especially modelling).
I want to thank Mamita and Shadow Man for work, also Wesp5 for alpha testing. And especially Malkav, who is not yet present in the credits because he joined later, but did a real fantastic work translating, scripting and testing!

Installation:
1) Install VBTM game
2) Install UP 10
3) Unpack the mod over your UP10 folder overwritting all the files.

This is the link:  :rock:

https://www.moddb.com/mods/masquerade-war-games/downloads/masquerade-war-games
« Last Edit: August 12, 2018, 10:30:21 AM by Wesp5 »

Offline Basement Dweller

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Re: World War 2 Mod
« Reply #40 on: August 12, 2018, 01:17:45 PM »
Car models should be those that were used by americans in 40's, not modern ones. It's an important issue, IMHO.

Offline bigbadwolf

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Re: World War 2 Mod
« Reply #41 on: August 12, 2018, 03:02:14 PM »
Finally!

Now downloading.... videos looks like promising

Offline krispy

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Re: World War 2 Mod
« Reply #42 on: August 12, 2018, 05:57:19 PM »
Car models should be those that were used by Americans in 40's, not modern ones. It's an important issue, IMHO.

guns and cars both.

otherwise it's immediately obvious it's not the right time period.
I'm why we can't have nice things. . .

Offline argikt

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Re: World War 2 Mod
« Reply #43 on: August 12, 2018, 07:37:59 PM »
I'm not a modeller... I know some cars are more modern than this decade. Would be nice if someone could model them...
I tried to capture the essence with the music and posters.
« Last Edit: August 12, 2018, 10:14:16 PM by Wesp5 »

Offline Signothorn

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Re: World War 2 Mod
« Reply #44 on: August 12, 2018, 07:40:51 PM »
My suggestion would be to call it v1.0, so it doesn't confuse people into thinking it's final. Might also be good to have it's own install folder, but I'm just being picky.  People like having different folders for their different mods, and may wish to just play the UP later without re-installing.

I really enjoy seeing your updates, and I hope you take criticism as more encouragement than a complaint. I know you work very hard on this with help and language barriers to an extent. I hope you take the critiques in this thread and continue to build upon your great effort.  :rock:

 

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