collapse

* Notice

Important notice (08 January 2021): PlanetVampire was staked for the last three days due to a failing disk. We have risen again on new hardware! Sorry for the inconvenience!

Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Unofficial Patch 10.7 released!  (Read 9302 times)

Offline Acleacius

  • Antediluvian
  • *****
  • Posts: 954
  • Reputation: +447/-3
Re: Unofficial Patch 10.7 released!
« Reply #45 on: October 02, 2020, 03:57:59 pm »
So, in my most recent playing, I found I was unable to sell skill books to Trip in the pawn shop, the sell button was greyed out entirely. Is this a bug, or an intentional change/fix/nerf introduced in the UP?

Intentional, people were exploiting a bug where you could sell the book, buy it twice and use it twice....
That sucks, ArchmageJoda if you need help with it send me a PM.
Trust me, most of the names I have been called you can't translate in any language...they're not even real words as much as a succession of violent images.

Offline Malkav

  • Antediluvian
  • *****
  • Posts: 1813
  • Reputation: +392/-13
Re: Unofficial Patch 10.7 released!
« Reply #46 on: October 03, 2020, 03:44:05 pm »
Intentional, people were exploiting a bug where you could sell the book, buy it twice and use it twice....
I don't see that as a bug. After all, in vanilla you can buy some of the books from Trip.
For my games I make the books sellable again. But for a higher buy price and a drastically reduced resell price.
Co Author of Camarilla Edition Mod

Offline Acleacius

  • Antediluvian
  • *****
  • Posts: 954
  • Reputation: +447/-3
Re: Unofficial Patch 10.7 released!
« Reply #47 on: October 03, 2020, 05:24:04 pm »
I agree and do the same Malkav. ArchmageJoda PM'd me and I told him how to fix it.I haven't been in the forums lately, so I'm guessing someone complained so much to Wesp5 he changed it.   :facepalm: :vampwink:
Trust me, most of the names I have been called you can't translate in any language...they're not even real words as much as a succession of violent images.

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6888
  • Reputation: +894/-28
  • Unofficial Patcher
Re: Unofficial Patch 10.7 released!
« Reply #48 on: October 03, 2020, 05:36:23 pm »
I have always seen this as an exploit, otherwise Troika could have made it that the books do not disappear after reading. They obviously only wanted each book to be usable once and the exploit circumvents this...

Offline IanW

  • Methuselah
  • ****
  • Posts: 487
  • Reputation: +39/-15
  • Onyx Path Community Manager
    • Onyx Path Publishing
Re: Unofficial Patch 10.7 released!
« Reply #49 on: October 11, 2020, 04:45:44 am »
Request:


From the Hollywood hub map (hw_hub_1), the gates to the cemetery do not have a sign.


However, from within the cemetery (hw_cemetery_1), both the front and back gates do have a sign (although since you're inside the gate, you can't see what it says).


No-clipping, you can see what the sign looks like:




(
)


(The original says "Hollywood Eternal" but I've changed it here to say "Hollywood Forever," which is both a real location, and how it's referred in the Celebrity Database computer.)


Anyway assuming we get a 10.8, I'd like to request that the sign be added to the exterior gate in the Hollywood hub map to match the cemetery map.
Ian A. A. Watson
Onyx Path Community Manager
VTM portal - Tabletop primer

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6888
  • Reputation: +894/-28
  • Unofficial Patcher
Re: Unofficial Patch 10.7 released!
« Reply #50 on: October 11, 2020, 09:21:53 am »
Nice find, I will see what I can do. But I will keep the original name and only change the database, which is easier! After all in Bloodlines most real locations got a small name change, like e.g. the Hallowbrook Hotel...
« Last Edit: October 11, 2020, 10:28:42 am by Wesp5 »

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6888
  • Reputation: +894/-28
  • Unofficial Patcher
Re: Unofficial Patch 10.7 released!
« Reply #51 on: October 11, 2020, 10:28:50 am »
Sadly there is no way to do this correctly as the whole gate model and size is different and we can't edit the hub maps because of the water in the sewers! I tried turning it into a decal, but the form is bad and it's too dark there anyway. Also I fear that a sign there would rather help players to notice that the gate is different! I'll change the name in the computer file though...
« Last Edit: October 11, 2020, 10:32:36 am by Wesp5 »

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6888
  • Reputation: +894/-28
  • Unofficial Patcher
Re: Unofficial Patch 10.7 released!
« Reply #52 on: October 11, 2020, 11:38:46 am »
Okay, I've gone ahead and have done it anyway ;).

Offline Pumma

  • Neonate
  • **
  • Posts: 90
  • Reputation: +3/-0
Re: Unofficial Patch 10.7 released!
« Reply #53 on: October 11, 2020, 12:50:07 pm »
As I understand you removed the posters staying in SM haven when the PC received another haven but it would be nice if the posters return to SM haven in the final part of the game after Griffins Park. Sorry if that is the case but I didn't play version 10.7 and I may suggest something that is already implemented.

Offline thewarsend

  • Ancillus
  • ***
  • Posts: 140
  • Reputation: +0/-0
  • BOOM! Love Jack :)
Re: Unofficial Patch 10.7 released!
« Reply #54 on: October 11, 2020, 12:52:59 pm »
Sadly there is no way to do this correctly as the whole gate model and size is different and we can't edit the hub maps because of the water in the sewers! I tried turning it into a decal, but the form is bad and it's too dark there anyway. Also I fear that a sign there would rather help players to notice that the gate is different! I'll change the name in the computer file though...
You could edit the cemetery map to look more like the hub version and just add a sign (as a static prop) to hub one, so the two will closely match.
Not really worth the effort, in a perfect world we would be able to just merge the two maps together and get rid of any inconsistencies along the way but no such luck.

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6888
  • Reputation: +894/-28
  • Unofficial Patcher
Re: Unofficial Patch 10.7 released!
« Reply #55 on: October 11, 2020, 05:52:15 pm »
You could edit the cemetery map to look more like the hub version and just add a sign (as a static prop) to hub one, so the two will closely match.
That isn't possible either, as the cemetery gates are unique models including deformation that can't be replaced by the simple smaller hub version.

Offline SCO

  • Ancillus
  • ***
  • Posts: 221
  • Reputation: +8/-4
Re: Unofficial Patch 10.7 released!
« Reply #56 on: October 20, 2020, 05:49:35 pm »
Wesp if you're still on contact with the people that made the executable hacks, can you ask them if it's possible to setup some hooks into the dialog engine without editing the dlg files (which is very messy)?

Namely i'm interested in making picking a dialog not require going to another zone of the keyboard or anything more than a gamepad/mouse.

This requires 4 things:
1. to know when you're on a dialog and when not. A simple cvar could do this.

2. to know how many player responses are displayed, so you can cycle through them and pick one with 'dialogpick "#"'

3. to setup a 'contextual' keybinding that triggers only on dialog (you can use a hack like the companion mod does of rebinding some predefined keys like mousewheel up/down to call your function in addition to whatever the player bound them to, but i'd prefer something that wouldn't get nuked on a player binding change until the next restart.

4. to actually display the 'selected' response. Ideally this would be something neat like changing the color of the '1., 2., 3.' or show a icon besides the selected response, in the dialog player responses but it could be the ugly 'say "selected 1"'.


This is problematic because the hacks i've seen that could do this require some kind of dialog preprocessor just to count the number of lines in dialogs. And now with the new modloader i'm not even sure all dialogs are uncompressed anymore.

Of course all of these requests could be done as a whole opaque package that just allows binding some keys contextually to dialogs, displays a user feedback and doesn't expose anything else.
« Last Edit: October 20, 2020, 05:55:52 pm by SCO »

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6888
  • Reputation: +894/-28
  • Unofficial Patcher
Re: Unofficial Patch 10.7 released!
« Reply #57 on: October 20, 2020, 07:09:55 pm »
Namely i'm interested in making picking a dialog not require going to another zone of the keyboard or anything more than a gamepad/mouse.
I understood only half of the things you wrote, but I actually have a programmer looking into a way to select the lines with the mouse at the moment!

Offline Acleacius

  • Antediluvian
  • *****
  • Posts: 954
  • Reputation: +447/-3
Re: Unofficial Patch 10.7 released!
« Reply #58 on: October 20, 2020, 08:42:42 pm »
Iirc, Wesp5 you play Elder Scrolls and Fallout RPGs. You know Script Extender, that all those games use and makes modding easy? I'm pretty sure, that's what SCO is asking.

Edit: Haha nm, looks like I was a bit off.   :vampwink:
« Last Edit: October 20, 2020, 11:12:39 pm by Acleacius »
Trust me, most of the names I have been called you can't translate in any language...they're not even real words as much as a succession of violent images.

Offline SCO

  • Ancillus
  • ***
  • Posts: 221
  • Reputation: +8/-4
Re: Unofficial Patch 10.7 released!
« Reply #59 on: October 20, 2020, 10:05:41 pm »
Namely i'm interested in making picking a dialog not require going to another zone of the keyboard or anything more than a gamepad/mouse.
I understood only half of the things you wrote, but I actually have a programmer looking into a way to select the lines with the mouse at the moment!

That's good news. I gave up on trying to show a cursor and select the lines that way, but who knows what someone that can actually hack the c++ executable can do.


The solution i'm trying is very annoying. I add a few functions on vamputil:


Code: [Select]
#called in the dlg files on the npc lines and 'start condition' (just in case they point to player responses)
def LR():
    global mouse_mod_lines
    global mouse_mod_line
    mouse_mod_lines = 0 #number of lines to pick
    mouse_mod_line = 0  #current pick
    return 1

#called in the dlg files on the pc lines, autolink lines included
#because sometimes they only autolink depending on gender and are normal pc responses otherwise
#this assumes that auto-link will only link to npc lines again
def LI():
    global mouse_mod_lines
    mouse_mod_lines = mouse_mod_lines + 1
    return 1

def dlgPickLine():
    global mouse_mod_line
    consoleutil.console("dialogpick \"%s\"" % mouse_mod_line)

#dialogs without audio may show a phantom response (LI wasn't called) so guard the modulus against div by zero
def dlgLinePrevious():
    global mouse_mod_lines
    global mouse_mod_line
    mouse_mod_line = ( mouse_mod_line - 1 ) % max([1,mouse_mod_lines])
    consoleutil.console("say \"response %s\"" % mouse_mod_line)
   
def dlgLineNext():
    global mouse_mod_lines
    global mouse_mod_line
    mouse_mod_line = ( mouse_mod_line + 1 ) % max([1,mouse_mod_lines])
    consoleutil.console("say \"response %s\"" % mouse_mod_line)

As well as a function that every time vamputil is started (on start of the game) remaps 'mousewheel' up and down and mouse 1 to call those functions.



Then on each and every dialog file if its a NPC line call LR (line reset), if it's a player line, call LI (line increment) in the conditions line as the last 'and LR()' or 'and LI()'. Since the lines only display once all conditions are checked, the functions only execute once a line is to be displayed. Then when the player uses the mouse1 button, if he's in a dialog the dialogpick will activate, and if  not, dialogpick does nothing.


I believe this is possible, but it completely edits all the dlg files - thus the need to also code a dlg file preprocessor - and it doesn't even look that good with the 'say'.
« Last Edit: October 20, 2020, 10:28:42 pm by SCO »

 

SimplePortal 2.3.7 © 2008-2021, SimplePortal