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91
Bloodlines Tech Support / Re: Bug reports, Issues and Solutions
« Last post by tarulu on January 14, 2021, 11:36:40 am »
Quote
I know, but I have no idea on how to fix that. Maybe I could try resaving them with Paint.Net, hmmm...
P.S.: I just checked all of them with the Windows 10 default photo app and they display fine, so it must have been a Windows 7 photo viewer specific problem...
Okey Just tested with www.online-convert.com and that fixes the problem.


Quote
try IrfanView
Mmm,i didn't know people actually use anything other than default softwares for photos in windows.


@Wesp
Is it possible to enter Vandals room? i saw a dialog for it in his dlg file and used the "G.Vandal_Permission = 1; G.Vandal_Seen = 1" in console but it didn't unlock the door.
And i could have swear i had the option to turn off the radio in beach before!
92
Bloodlines Russian Board / Re: Свободное общение (офф-топик)
« Last post by Avadonica on January 14, 2021, 10:34:04 am »
Всем привет. Такой вопрос: это только я не могу цитаты в пост вставлять или у кого-то еще та же темная тема? Или есть какое-то решение данной проблемы?!

Заранее спасибо за ответы(если, конечно, таковые будут). :rofl:
93
Off Topic / Re: What games are you currently playing?
« Last post by Talyn82 on January 13, 2021, 04:43:42 pm »
@Highwayman667:  Thank you for the helpful tips.  I will try them out.
94
Bloodlines Tech Support / Re: Unable to connect to host
« Last post by Wesp5 on January 13, 2021, 02:18:14 pm »
So, to give an idea of a roadmap for what I am wanting to do it goes similar to this:
This sounds like a great plan, I hope you can improve some of the basics then everything would be much easier!

Quote
I get the feeling that multithreaded rendering could actually be causing more harm than good in this scenario given how the game was originally designed to be run
Check Dheu's Modding guide, there might be console commands to limit the game to use a single core or similar.
95
Bloodlines Tech Support / Re: Unable to connect to host
« Last post by FrederickLightwood on January 13, 2021, 02:38:09 am »
So, to give an idea of a roadmap for what I am wanting to do it goes similar to this:

1. Get multiplayer to not be as jittery (Testing with 128 ticks up and down, 10mb bandwidth, and varying levels of interpolation has so far shown minimal improvement)
2. Set spawnpoints for second player as well as adjust the triggers to be "Closest entity" as opposed to the strict "!Player" to allow the second player to transition between sewers and surface as well as initiate map transitions
3. Improve handling of clients in interactions with NPC (preferrably wrangle their camera along with the host's to the correct position and pass along the audible dialogue somehow)
4. Once all basics of multiplayer are set up, move on to allowing a fully coop campaign as well as some specialized coop maps not featured in the main campaign

Basically I don't want to go through the trouble of making a coop map if it's going to be ungodly jittery, clients aren't able to use their disciplines, and the clients cannot initiate a map change, so my solution is to figure out what's causing the jitter, put a stop to it, then adjust how the game deals with what is and is not a "player" sadly if I were to make it label everyone who joins as a player, anything that targets the player would occur to all players on the map, for instance one person activating a manhole would cause all players to move to the exact same coordinates which though my testing causes a crash if the host is among those teleported. One thing I am wanting to look at though is if the jitter is less on the side of the bandwidth / tick rate, and more on the side of how the CPU is processing these things. I get the feeling that multithreaded rendering could actually be causing more harm than good in this scenario given how the game was originally designed to be run
96
Bloodlines Modding / Re: World War 2 Mod
« Last post by Avadonica on January 12, 2021, 09:02:55 pm »
@Entenschreck
Rest in this fantastic mod to catch inspiration for Prelude ^_^ What's better be a pleasure?! =) I hope that you'll like my little work, too.

@argikt
I never tire of thanking you for all help to me and obtain a chance to try myself in the modding for your great project! I got that creating quests is an easy process on paper, but hard to realize and sometimes need to do something with zero, but all processes are interesting although sometimes tiring. In all, I'm happy that I did, though not ideally, but I tried to do something interesting and have a low skills and rich imagination... DDD

---
Also, thanks to Malkav (sorry that I didn't write to you as I planned it then, I just didn't wanna distract you of your matters), Wallit (I hope that you're okay) for answers in forum, Psycho-A for advice with maps.

Sometimes I dream about "how it would be nice if all modders united and created some one of the best mods in history..." Sadly that's just stupid dream.


----
Oops, I forgot about Marius217 to mention here: thank you very much for creating the Heinrich model for my quest!

97
Bloodlines Modding / Re: World War 2 Mod
« Last post by SCO on January 12, 2021, 08:44:24 pm »
The new pc skins are nice. Hoping for just as good later armors.
Replaced/edited the particles (d_animalism*) and disciplines vdata (disciplinetgt_000.txt, traiteffects000.txt and stats.txt) for animalism from the ClanQuest/Cam edition one because i like the usability and free the beast within, but i'm not getting the 'timer bar' showing the rest of the time remaining. What am i missing, does anyone know?
98
Bloodlines 2 General discussion / Re: Any news / hope for 2021 (release)?
« Last post by Sabbat_stalker on January 12, 2021, 08:00:55 pm »
I think a vampire the masquerade game done in the style of Divinity 2 original sin could be very interesting and a good fit.

99
Bloodlines Modding / Re: World War 2 Mod
« Last post by argikt on January 12, 2021, 07:22:09 pm »

For me the mod is finished, so I won't keep working on it. The install is big (3,5GB), yes, the voices in wav format need a lot of space...
I hope you all will enjoy the mod...

Congratulations, argikt! I've waited for this mod to be complete. This is what I'm going to play everytime I'm tired of the Hammer editor.
Looking forward to start my very first playthrough of your mod this weekend.
Thanks! I hope that you enjoy it.
100
Bloodlines Modding / Re: World War 2 Mod
« Last post by Entenschreck on January 12, 2021, 07:11:39 pm »

For me the mod is finished, so I won't keep working on it. The install is big (3,5GB), yes, the voices in wav format need a lot of space...
I hope you all will enjoy the mod...

Congratulations, argikt! I've waited for this mod to be complete. This is what I'm going to play everytime I'm tired of the Hammer editor.
Looking forward to start my very first playthrough of your mod this weekend.
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