Idk if its useful but you might be able to set the server's tickrate, which might make it less jumpy if they've set it to something low and weird. This bit of code from the leaked TF2 source suggests that the source "-tickrate" command might have been around as early as 22/09/03, see "Don't even think about it, though, for HL2. Or you will pay."
Idk if its useful but you might be able to set the server's tickrate, which might make it less jumpy if they've set it to something low and weird. This bit of code from the leaked TF2 source suggests that the source "-tickrate" command might have been around as early as 22/09/03, see "Don't even think about it, though, for HL2. Or you will pay."
I'd check for myself, but idk what you're sending to vampire.exe to launch it in server mode
Interesting, I did try messing with the tickrate previously to no avail, this warrants a second investigation though. I'm on vacation at the moment, but I'll try this when I return home next week. Thank you very much for bringing this to attention!
Now that I think about it, wouldn't have been at least interesting, other than Kindred and Hunters, for the Kuei-Jin to be featured in the multiplayer? Obviously I am not suggesting to implement it, it will be too much work on your side, but I'm just making a consideration of the LA setting
Now that I think about it, wouldn't have been at least interesting, other than Kindred and Hunters, for the Kuei-Jin to be featured in the multiplayer? Obviously I am not suggesting to implement it, it will be too much work on your side, but I'm just making a consideration of the LA setting
I'm planning for all humanoid models (player or NPC) to be playable and selectable via the launcher soon, so you can play as a Kuei-Jin that way in Deathmatch mode. They'll only have access to the vanilla vampire clan disciplines though, same goes for players with "human" models (Deathmatch is a non-canon mode, so anything goes ...not that it really matters). I don't know exactly what the Kuei-Jin are capable of in lore, but I'd be happy to try making custom disciplines if a WoD expert assisted me with the facts...
I did some testing for -tickrate this evening, it seems like Troika removed it in the final build. Tim Cain mentioned that another company was contracted to complete the multiplayer chunk of the game during the hectic final year, and then it was promptly scrapped, so it's possible that any code relating to the networking and server-client interaction was sent off to them and never reimplemented in the finished product.
Ther's also a plugin that re-enables the tickrate command on "all Source engine games" but I couldn't get it to work with Bloodlines: github.com/daemon32/tickrate_enabler I'll have another go tomorrow when I'm less tired. If anyone is generous enough to help test and troubleshoot this, use the VTMBMP Launcher in "Host" mode (to set up the configuration files), quit the game once you load into the map, then launch the game executable manually with the "-game VTMBMP -tickrate xx" launch parameters. I've been testing with tickrate 66 because that's what HL2 DM is by default.
As I understand it, the tickrate changes how often the client states are recorded, updated, and sent back. If Troika had set it to a low value in the engine code, it would explain the nasty clientside jitter we've been wrestling with.
I have a gameplay question for anyone interested in playing the multiplayer (currently or eventually): If you were playing the multiplayer and wanted to customize your player character, which of the following set of options do you believe would give you the most freedom of choice, across all modes?
Set 1 Name Gender Clan/Class
Set 2 Name Model Disciplines/Numina that can be set independently
The latter is obviously prone to minmaxers and breaks away from lore. On the other hand, the former is more restricted and would perhaps lead to frustration that you can't play the exact characters you want to for multiplayer. I'd love to hear your thoughts on this.
As a fan of the lore and setting, I enjoy the idea of clans battling each other. The appeal of this mod is the ability to play Vampire: The Masquerade in multiplayer. Restricting players to specific clans and discipline spreads enhances that appeal. I think having a name, clan-specific model, and maybe some light outfit customization (like changing colors) would be sufficient—though this might depend on how armor is implemented.
Quick question: You mentioned a co-op mode in a previous post. How would that ideally work?
As a fan of the lore and setting, I enjoy the idea of clans battling each other. The appeal of this mod is the ability to play Vampire: The Masquerade in multiplayer. Restricting players to specific clans and discipline spreads enhances that appeal. I think having a name, clan-specific model, and maybe some light outfit customization (like changing colors) would be sufficient—though this might depend on how armor is implemented.
Quick question: You mentioned a co-op mode in a previous post. How would that ideally work?
I hear you - I'm leaning towards the latter myself because I value gameplay freedom and fun more than lore. If you say that the "appeal" is exactly VtM, only in first-person multiplayer format, then perhaps the former would be more fun for the majority of people, though? This is why I'm gauging interest, I don't know what people want exactly. This is also why I want to eventually make every mode that has been suggested, so everyone can have what they want out of Bloodlines multiplayer.
As for Coop, to be honest, I don't have much penned for it yet. I'm focusing on the PvP modes before turning my attention to any potential Coop or RP modes. In one of my previous posts, I suggested a short and simple Coop campaign which would see a pair of fledglings escaping from another wing of the Fu Syndicate, with the gameplay focus being on environmental puzzles and skill checks as opposed to PvE gauntlets. If this doesn't tickle your fancy, I'm open to other suggestions. Someone previously suggested an RP mode too which I'd be happy to implement if possible, however there are several technical limitations at present, despite our best efforts.
Also, regarding outfit colors, unfortunately the primary/secondary color functionality is inaccessible by in-game methods, so this isn't feasible unless someone went on each model individually and made preset colors, which sounds like a lot of work...
Also, regarding outfit colors, unfortunately the primary/secondary color functionality is inaccessible by in-game methods, so this isn't feasible unless someone went on each model individually and made preset colors, which sounds like a lot of work...
Maybe there is a different approach to character customization.
You could use the "armor" stat purely cosmetic. For this you have to remove "armor" from the soak feats in feats.txt.
Then the player can either start with all the armor items available, or select one on character creation. As for different colours and similar, there are tons of character model/texture mods available, so you could ask permission from the authors to use them. Or maybe use some npc models.
Concerning armor as soak enhancing items, you can create items that will increase some soak feats if in the inventory. This will give an "armor" effect without changing appearence.
Or you just use stamina to enhance different soaks, although that is not lore friendly.
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