The console commands and variables are all listed in Dheu's Modding guide too, so if you haven't checked this out you really should, Rendara. There is a lot of other information in there!
The console commands and variables are all listed in Dheu's Modding guide too, so if you haven't checked this out you really should, Rendara. There is a lot of other information in there!
Dheu's guide has been invaluable. For whatever reason, I neglected to notice any console commands...
I mostly refer to it for the entity and function info...
Put out a update today to fix a few small issues. Had a busy week so I haven't had time to look at those commands for fixing the lag yet.
I have a question for anyone handy with Nexus. How do I stop my .7z file from renaming itself when a user downloads it? I'm trying to package my mod folder structure in such a way that all you need to do is extract it to the game root and add a launch command to the executable. Nexus appends a bunch of numbers to the downloaded zip automatically which of course ruins the name-sensitive launch command...
That's not possible, that's why I archived the folder and not the files inside directly. Nowaday I use to make an installer, but when I used the archive method this was the only way....
That's not possible, that's why I archived the folder and not the files inside directly. Nowaday I use to make an installer, but when I used the archive method this was the only way....
Thanks barabbah, good to know. For now, I just explained in the installation instructions that 7-Zip has an option to exclude the top zipped folder.
How easy is it to write an installer and basic config application? That's definitely something I'm interested in doing for future.
I use Inno Setup for the Unofficial Patch and I believe it spread to other Bloodlines mod from there !
I remember the first Inno setup I made for you for first installer for UP. I believe, it has been enhanced since then in many ways, so I'd be appreciative, if you'd share that with me in private.
function retail: Boolean; var string: String; begin result := False; if RegQueryStringValue(HKLM, 'SOFTWARE\Activision\Vampire - Bloodlines','Version',string) then result := True; end; function NextButtonClick(PageId: Integer): Boolean; begin Result := True; if (PageId = wpSelectDir) and not FileExists(ExpandConstant('{app}\vampire.exe')) then begin MsgBox('Vampire.exe can not be found in that folder. Please select the correct folder on the correct drive.', mbError, MB_OK); Result := False; exit; end; end;
[Run] Filename: {app}\Vampire.exe; Parameters: "-game Unofficial_Patch"; Description: Run Bloodlines with the Unofficial Patch; Flags: postinstall runascurrentuser nowait skipifsilent Filename: {app}\Loader.exe; Description: Run Bloodlines vanilla or with other mods; Flags: postinstall runascurrentuser nowait skipifsilent unchecked
function retail: Boolean; var string: String; begin result := False; if RegQueryStringValue(HKLM, 'SOFTWARE\Activision\Vampire - Bloodlines','Version',string) then result := True; end; function NextButtonClick(PageId: Integer): Boolean; begin Result := True; if (PageId = wpSelectDir) and not FileExists(ExpandConstant('{app}\vampire.exe')) then begin MsgBox('Vampire.exe can not be found in that folder. Please select the correct folder on the correct drive.', mbError, MB_OK); Result := False; exit; end; end;
[Run] Filename: {app}\Vampire.exe; Parameters: "-game Unofficial_Patch"; Description: Run Bloodlines with the Unofficial Patch; Flags: postinstall runascurrentuser nowait skipifsilent Filename: {app}\Loader.exe; Description: Run Bloodlines vanilla or with other mods; Flags: postinstall runascurrentuser nowait skipifsilent unchecked
Thanks for that. I've saved it to a text file 👍 I'm sure everyone appreciates you sharing it.
I may need to rethink what can be done about the lag, the commands don't make much impact, even when fiddling with the parameters. It is possible that my multiplayer script needs optimized. There is one function in particular (the hitbox update) that gets fired off every tenth of a second, and it gets called on every single player. Might need to rework the hitbox system entirely. In an early version, I was going to use SetParent(), but that didn't seem to work, there was a Python warning that shouted "Bad parent!" in the console constantly. No matter, I'll figure it out eventually.
Thanks to Mr Moocha and his command dump, I've tweaked a couple of properties, which have slightly reduced client lag. Regrettably, this is not a significant reduction, it is still quite unpleasant to play as a client. Here is a video showing roughly the same events, comparing the host and client perspectives (the updated command parameters are in the video description).
I'd be extremely grateful for any Source networking experts to explain how to remedy this. Ping isn't an issue, the users are close. You actually see the same lag as this playing on LAN, which confirms that this is definitely some kind of configuration problem. My worry is that the engine is hardcoded to throttle client packets, that would be the worst case scenario.
On a brighter note, have a look at the new ragdoll system in the video, this makes PvP feel a lot more fun and polished. This will be included in the next update.
Version 1.4 is out on Nexus and it's a pretty major update, we now have full ragdoll support for all male/female models, weapons dropping on death, power-ups around the map, an end of game "highest scorer" message, and a few other things. Lots of file restructuring in preparation for "Counter-Bite", as well.
I'm also (tentatively) drafting plans for an eventual coop mode. My focus is entirely on the PvP modes at the moment, however when Deathmatch and Counter-Bite are both feature complete, as stable as possible, and have a couple of maps each, I'd like to see what can be done for coop. PvE would be very easy to implement with the current systems however the more interesting option would be a full coop campaign of some kind! We shall see how it goes, of course...
Finally, for the time being, I've decided to stop looking into the lag and to focus on new features instead. After spending every spare evening for a month systemically testing potential solutions, I'm quite certain that this is an engine problem that simply cannot be fixed. I'd love to be proven wrong though, and I'm still looking for anyone with suggestions to get in touch.
PvE would be very easy to implement with the current systems however the more interesting option would be a full coop campaign of some kind! We shall see how it goes, of course...
For PvE you should take a look at my small hunter campaign which showed some easy to do combat missions. Also like the hunters defended their monestary, Camarilla vampires could defend the Venture Tower against the Sabbat, or the Anarchs could defend the Chateau Hotel against the Camarilla.
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