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 Post subject: How can non-programmers help?
PostPosted: Mon Dec 07, 2009 1:44 am 
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Hello,
I've been checking back on Daedalus quite regularly, and am quite frustrated with not being able to help out more.

I was wondering if someone could give a list of things us non-programmers could help with?
The only things I can think of are back-up or storage space, but im sure there are loads of stuff.

Although it would be sensible just to learn programming and the like, Im sure alot of people don't have the time and would just really like to see the revival happen!

Cheers again for all your hard work!

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I don't like my bloodlines addiction, it keeps me up at night.


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 Post subject: Re: How can non-programmers help?
PostPosted: Sun Dec 20, 2009 3:00 pm 
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I know this is late...
But honestly, I don't know how non-programmers can help. All the current issues are programmer issues, and they're all sort of up to me.

I'm slowly getting there, but the drive just isn't there like it used to be.


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 Post subject: Re: How can non-programmers help?
PostPosted: Sun Dec 20, 2009 8:12 pm 
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So even for all the programmers out there (a bit c/c++ / c# here) there is nothing to do... :(


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 Post subject: Re: How can non-programmers help?
PostPosted: Thu Dec 24, 2009 5:49 pm 
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Eek! *gets the lack of motivation gun out of the closet*

I always thought it would be difficult for non-programmers to help with atall, and although im gradually trying to learn abit I don't really have time to learn a new language, especially to any helpful degree. So unless you want to port bloodlines to php, then your out of luck with me im afraid!!

Is there anything we can do to help atall with boosting the motivation/getting a start on anything that may need doing in the future? Drumming up more support on forums? designing artwork? trying to get more help from other Hammer modders? Harrassing troika ex-employees in the street? Sending you emails with motivational speeches in?

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I don't like my bloodlines addiction, it keeps me up at night.


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 Post subject: Re: How can non-programmers help?
PostPosted: Wed Dec 30, 2009 9:31 pm 
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I'm in for kidnapping ex-troika members and make them create a sequel! :mrgreen:


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 Post subject: Re: How can non-programmers help?
PostPosted: Tue Apr 13, 2010 2:58 am 
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Now, this is just my own personal idea as a non-programmer myself, but I think that non-programmers could help through the development of added missions, dialogue, things that the programmers could probably then use as a guide for additions to the games. Also, finding or sourcing items for importation into the game to round it out better than what it was.

Thoughts?


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 Post subject: Re: How can non-programmers help?
PostPosted: Sat May 01, 2010 3:10 am 
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The Revival project is not about modding Bloodlines, it is about updating Bloodlines to the final version of the Source engine. Then anyone who is familiar with modding Half-Life 2 can make their own mods with no more input needed by Daedalus and his team. This is explicitly stated in the Revival project goals.


Last edited by Don Strudel on Fri May 14, 2010 1:36 am, edited 3 times in total.

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 Post subject: Re: How can non-programmers help?
PostPosted: Sun May 02, 2010 10:20 am 
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Don Strudel wrote:
Wraith11B wrote:
but I think that non-programmers could help through the development of added missions, dialogue, things that the programmers could probably then use as a guide for additions to the games. Also, finding or sourcing items for importation into the game to round it out better than what it was.
You people never learn, do you?

Please don't turn this into an attack. If you didn't mean it that way, I apologise, but thats how it sounds.

Don Strudel wrote:
The Revival project is not about modding Bloodlines (which I consider a waste of time, since the game is perfect as is), it is about updating Bloodlines to the final version of the Source engine and nothing more. After that goal is accomplished, then anyone who is familiar with modding Half-Life 2 can make their own mods with no more input needed by Daedalus and his team. This is explicitly stated in the Revival project goals.

This is, in essence what our situation is. BUT, modders can always start working on mods now - you can presently create maps in Hammer, with all textures, sounds, and maps available.
The rest is still a work in progress, but that basis allows creative modders to at least start on maps, models, etc in preparation for when conversations, computers, etc are available in the mod.


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 Post subject: Re: How can non-programmers help?
PostPosted: Mon May 03, 2010 5:45 pm 
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Daedalus wrote:
Don Strudel wrote:
Wraith11B wrote:
The rest is still a work in progress, but that basis allows creative modders to at least start on maps, models, etc in preparation for when conversations, computers, etc are available in the mod.

And I can assure you there's a lot of people interested in this outside of the forum, myself incuded.
Please keep up the good work and if possible keep us informed on the progress you'll make. :)


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 Post subject: Re: How can non-programmers help?
PostPosted: Mon May 03, 2010 10:03 pm 
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Daedalus wrote:
Please don't turn this into an attack. If you didn't mean it that way, I apologise, but thats how it sounds.
Thank you for pointing that out. I've edited the post. If I've insulted anyone, I'm really sorry. I just have a low opinion of modding Bloodlines, because I'm in the camp that thinks it is already perfect and doesn't need to be changed. However, I have absolutely nothing against using the files as the basis for a custom vampire game with a unique storyline.


Last edited by Don Strudel on Fri May 14, 2010 1:37 am, edited 1 time in total.

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 Post subject: Re: How can non-programmers help?
PostPosted: Tue May 04, 2010 8:53 pm 
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Daedalus wrote:
BUT, modders can always start working on mods now - you can presently create maps in Hammer, with all textures, sounds, and maps available.
The rest is still a work in progress, but that basis allows creative modders to at least start on maps, models, etc in preparation for when conversations, computers, etc are available in the mod.

Indeed, and am I hopeful that this happens. It would be terrific to see VTMB's story expanded, particularly with story development less dependent on combat. Wesp's patches can't fix everything.


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 Post subject: Re: How can non-programmers help?
PostPosted: Tue May 04, 2010 9:24 pm 
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waferthinblood wrote:
It would be terrific to see VTMB's story expanded, particularly with story development less dependent on combat.
Why remake Bloodlines? It's perfect as is. Why not make a NEW chronicle based on the Vampire 'verse? That's what players have been doing in Redemption for over ten years.


Last edited by Don Strudel on Fri May 14, 2010 1:37 am, edited 1 time in total.

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 Post subject: Re: How can non-programmers help?
PostPosted: Wed May 05, 2010 4:19 am 
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Don Strudel wrote:
waferthinblood wrote:
It would be terrific to see VTMB's story expanded, particularly with story development less dependent on combat.
Why remake Bloodlines? It's perfect as is. Why not make a NEW chronicle based on the Vampire 'verse? That's what players have been doing in Redemption for over ten years.


Or better yet, exploring other gamelines (such as Werewolf, Mage, Wraith, Demon, Changeling or a Modern Dark Ages: Fae, etc) in the WoD or even making a Unified WoD setting...


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 Post subject: Re: How can non-programmers help?
PostPosted: Sat May 08, 2010 12:32 am 
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Jannak wrote:
Or better yet, exploring other gamelines (such as Werewolf, Mage, Wraith, Demon, Changeling or a Modern Dark Ages: Fae, etc) in the WoD or even making a Unified WoD setting...
You've read my mind. Using the files in Bloodlines to make a unique campaign unrelated to the "Epic of the Ankaran Sarcophagus" is precisely what I'm looking for. Redemption would be a good guide to modding the various disciplines and clans.

Even better, those folks making the Camarilla Mod/Clan Quest Mod/Antitribu Mod/Final Night Mod/Companion Mod/etc/etc could put their talent towards making their own unique game with its own story and characters using the work they've already done without being constrained by the faulty Bloodlines engine. God knows how many people use the Half-Life 2 engine to make their own games.


Last edited by Don Strudel on Fri May 14, 2010 1:38 am, edited 2 times in total.

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 Post subject: Re: How can non-programmers help?
PostPosted: Sat May 08, 2010 2:20 am 
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Don Strudel wrote:
Even better, those folks making the Camarilla Mod/Clan Quest Mod/Antitribu Mod/Final Night Mod/Companion Mod/etc/etc could put their talent towards making their own unique game with its own story and characters using the work they've already done without being constrained by the faulty Bloodlines engine. God knows how many people use the Half-Life 2 engine to make their own games.


Another valid point, since the original Bloodlines game has no SDK nor a Source Code to work with, any chance of modding the game are extremely limited and are only restricted to only model/texture/etc replacements and few alterations of the levels (ie Wesps patches or 'mods' you like to call them).

I wish people would realize these limitations and port the game into the Orange Box engine (like the Revival project is doing now) or hell I would like to even see a WoD mod done in the Unreal 3 engine so they can have more freedom to do what they originally planned.


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