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Posted by Tyvokka on 16 May 2018 - 02:43 PM
The Times They Are a-Changin'
After what seems like years(oh wait...) I am excited to announce the release of the latest Deadlystream overhaul next Wednesday (5/23).
- New theme - Updating the homepage and forum to have a more up-to-date look and feel.
- New forums - We have had a large backlog for new forum requests and they will be fulfilled beginning next week.
- Clubs - The ability for members to create and manage their own micro-communities within Deadlystream. Much like sub-reddits or the "social groups" feature of LucasForums.
- Chat - Not exactly new but the chat room is coming back to a forum near you!
- Bookmarks - Allows any member to save content and come back to it later (think reddit save feature).
- Wiki - Adding wiki functionality to Deadlystream to make tutorials and general knowledge sharing more intuitive.
- Discord - We will be endorsing an official Discord for the KoTOR community and displaying Discord stats on Deadlystream directly. More to come soon.
- Admin tools - A much needed update to admin and moderator tools for the staff to help make their lives easier.
- Gallery and Blogs - Modernizing and adding new features to both applications, making them easier to use and adding some must have features.
- Community Engagement - Updates to polls (surveys), raffles and awards. We want to see a big uplift in the number of community events hosted by both Staff and the community as a whole.
- Downloads - Many small enhancements to the downloads section and many optimizations to make downloads faster and easier.
- Login and Profiles - Login with discord, steam and google and new fields to display your steam and discord users directly on your user profile.
- Premium Members - Additional premium only features such as DS email accounts, chat rooms, forums and more.
- New Users - Updates to initial communication to new users, helping them understand Deadlystream and the KoTOR community overall.
- Modders Account - Focusing on advertising this feature to the community, its free and provides a bigger upload limit, access to a new modders only forum, and additional features around the site.
- Bans - More transparency around bans, why a member has been banned and how long the ban is for.
- Staff - We will have more announcements around available positions and general staff updates in the near future.
- Other - Hundreds of small tweaks to posting, uploads, downloads, user profiles and the overall user interface.
- 5/23 - we will release the site update, forums will be updated immediately, the front(home) page will be down.
- June - roll out of new features, forums and general updates. Optimization of the site and new features throughout the month.
- Mid-June - Discord integration, community announcements / updates.
- July - Homepage will be brought back online, tweaks to the site and features as needed. New admin tools rolled out.
I am personally very excited to be able to finally announce these changes. Any questions are more than welcome.
May the force be with us all!
Posted by Sithspecter on 13 July 2016 - 02:58 AM
Introducing the Talon Raider!
It's no "fastest ship in the galaxy," because it's not about how fast you get to your destination, but it's about the journey to get there. The Talon Raider doesn't have two measly engines, but has four like a real ship. That thick hull? It's not just decorative, it can repel even the heaviest blaster fire. But that would be assuming the blaster bolts make it to the hull, which they don't. Its quad shield generators are top of the line, and can form almost any aerodynamic shape for atmospheric flight. And just like a cowboy, it packs a six gun. Well, six of the heaviest laser cannons that Czerka produces.
You might think that's all well and good, but does it have it where it counts? Can I load up all my contraband and make an escape in quick fashion?
I'm here to tell you that you most certainly can! A spacious hydraulic lift under the cargo hold will have you in business. No more cramming a swoop bike through a tiny corridor and down a teeny ramp, just ride right up onto the lift. The cargo hold and cargo pod provide ample space for all your smuggling needs! Anything from spice to livestock and more sentient cargo if your conscience (or lack thereof) allows.
Posted by Sithspecter on 10 October 2016 - 12:17 AM
Today I have a special treat for you. I don't normally showcase this much of the areas, but this one is pretty unique. It may not appear groundbreaking at first glance, but it is.
This is the first area I have designed from the ground up in the same way that KotOR areas are structured. It may sound pretty idiotic, but previously I didn't have much of a plan before jumping in 3DSMax and modeling. Sure, I had some ideas in my head of what it would look like, but this approach was lengthy and tiresome. I would get stuck partway through, unsure what to do or what to work on next. It would eventually all work out, but was a more grueling process.
Not this time.
The first item on the agenda was a floor plan. I checked around a few similar KotOR areas, and discovered that a 3.75 or 7.5 meter square is typically used as a base size that rooms are constructed in. With this in mind, I decided a few things like wall thickness, doorway width, etc that I had previously been eyeballing. I also checked in-game to see what similar areas contained. I thought things through. For instance, if you have guards, they have to have a place to sleep, eat, and store their equipment. For this area, I knew I needed bunks, a kitchen/dining area, and store-rooms. With all of this in mind, I took to graph paper to lay out the floor plan. It was a bit more difficult than I thought, but after a few hours I came up with a good floor plan with dimensions. Satisfied, I turned to the second part of the plan: creating pre-made assets.
Ironically, some of the inspiration for this came from an Apeiron livestream, of all places. I guess you can learn things by studying the apes. Anyways, it was interesting to see how easily (note that I say easy, not that it's done well) the TheDigitalCowboy put areas together. And he hardly models a single thing! He takes a bunch of pre-created things like walls and chairs and tables and fixtures and places them. I decided to do the same. I modeled beds, tables, chairs, crates, wall cross sections, light fixtures, doorways, and panels. Previously, it was annoying to go back and detail an area after it had been created. With this approach, it was drop-dead easy.
Now can the actual modeling of the area itself. With dimensioned drawings, it was simple. I laid out a big circle, and went from there. Walls were quick to construct, since I already had calculated cross sections for them, and doorways were simple drag-and-drop affairs (a little more like calculate and rotate, but it was still very easy all the same). The planning really paid off, and the area went together quickly.
The next thing that I did that I don't normally do is slice the area into sections. Well, sections that make sense anyways. Previously I was selecting ~20 meshes randomly, lightmapping them, and exporting. This time, I divvied up the meshes into their respective rooms, and combined all meshes in the room with the same texture. This makes lightmapping way way easier. The lightmapping went off without a hitch, and it's normally a bit more difficult.
With the area all in-game, it was time to do the walkmeshes. My walkmesh tutorial details that further, but this is the first area that I've done with multiple walkmeshes, i.e. one per room.
Finally, I added the camerameshes, which can now block the camera from going through walls (thanks to Dastardly!)
Soooo...that's it. A lot of kinda technical things that added up to really smooth and beautiful area creation. Expect more of this in the near future!
Posted by Canderis on 12 February 2018 - 04:32 PM
Screen Shot 2018-02-12 at 10.21.25 AM.png 52.71KB 2 downloads
Hi everyone! Feels good to be posting a new WIP after so long. But this is a bit different.
Over the past 8 months, though much more in the past couple weeks than before, I have been working on this new tool. I had gotten the urge to mod over the summer, but as I am now a mac user I couldn't really do that without some really hacky work-arounds. So I decided I should just make my own modding tool that'll work on mac. But why stop there? Linux needs some love too.
RevanEditor will work on all platforms! Mac, Windows, or Linux!
Currently, the program is a full Bif file extractor. With that groundwork out of the way, it is time to start putting in other features and building editors.
I want to release something very soon. I'm thinking of including Erf extraction, a 2da editor, and a gff editor for the initial release. Following that, I'd like to open it up for community suggestions of what features I should prioritize. I'd also like some volunteers to help me out with testing this on other machines.
I'd also like to give a shout out to FairStrides and ndix UR for helping me out a ton with this project. Without them, this project would not be nearing a release anytime soon.
And if you'd like to follow my progress, it is all on my GitHub!
Posted by InSidious on 09 August 2017 - 02:34 AM
So, Sith Holocron and someone else (I forget who, sorry) asked me to write something a while ago, about the ‘inside track’ on the TSLRP project in its last days, so here it is. This isn’t a definitive description, just my point of view on the thing. Other people may disagree, or remember things differently.
(A recent thread by N-Drew25 has reminded me that I’m a crusty prehistoric remnant in this community these days ( ), so for those who don’t know, TSLRP stands for The Sith Lords Restoration Project. This was the first attempt to restore the cut content in TSL, and petered out around 2008.)
First of all, I had somewhat limited involvement: I was on one of the people asked to take part in the “closed beta” of the mod in 2008-2009, along without a dozen others, and was one of those that survived the purge following the leak. Also, the mod was wound up in 2010, as I recall, so my memory is a bit fuzzy about a lot of this. With that said…
TSLRP began in about 2005. Very soon after the game had been released, people began discovering cut content, and forum threads on the Obsidian boards from as early as late 2004 have people beginning to make lists and quote cut dialogue. A user called AuroraJenkins got involved, and sometime in early-mid 2005, TSLRP was born.
It’s worth pointing out at this stage, that almost from the beginning, there were naysayers. Not just people who thought it was impossible, but also people, at least from early 2006, suggesting the project was vapourware, would never come out, or was pointless because the game was too old to be worth bothering with (stop laughing manically at the back there…).
I think I first became aware of TSLRP sometime midway through 2005. I had joined LucasForums (which was the hub for KotOR modding until the last couple of years, when it went down) in February 2005. Of course, in those days, the style was to wear an onion on your belt, and I needed to take the steamer over to…
My memory of all this is quite fuzzy, so I’m probably skipping quite a lot of material, but in essence, there were 6-7 members on the team, plus a small number of people beta-ing elements as they were put in place. Dashus, I think, was originally some sort of webmaster and coordinator (?), but ended up with a role in the project as well, co-ordinating the internal beta team (i.e., not me and the others like me [in theory], but the people who were testing stuff as it was implemented). Among the internal beta team (most of whom I don’t now recall), was Pavlos, who will enter our narrative in a few paragraphs’ time, and then leave again shortly afterwards.
For some reason, the exact cause of which I never did work out, back in 2005 the TSLRP team and the LF moderating team managed to rub one another up the wrong way, so that although there was a TSLRP thread which was updated for a while (more, perhaps, on that later), the TSLRP team decided to found a website.
This attracted a small but steady stream of visitors, including a fair, and, as time went on, increasing number of people who came pretty much to demand the project be released immediately as is, to accuse the project of being vapourware, or to ask when it was going to come out in good faith. The three categories started to merge into one sometime in 2007-8, at a guess.
There were also occasional (and sometimes persistent, repeated) offers of help to the team, to make things go quicker. These were generally rebuffed, on the grounds of too many cooks. This will become important later.
The TSLRP was not going to restore all unrestored content; some of it, they felt, didn’t really go together, there were bits that came from old versions of the game (there’s half an alternative lightsabre form system buried in the game code, for instance – but, importantly, only half; other examples are the ‘Nihilus vs Sion’ scene, of which at least three reconstructions exist and are on YouTube, and the character of Dvakhvar Grahrk (sp?), who was cut really early on in development), or stuff from which too little survived to really implement it. One key example of this was M478, the Droid Planet. (Alert readers will have recognised that TSLRCM also doesn’t ‘restore’ this, for the same reason.)
The M4-78 area geometry was in the game files of both games, but in the early days of KotOR modding, nobody had gone looking for them particularly, as far as I know. If they did, they don’t appear to have tried creating new game files to make those areas accessible. (So far as I know, the first person to try that was me.) But, the modules files for the Droid Planet areas were included in the Xbox version of the game, and these were made available for modding fairly early on. I’d guess c. early 2005, maybe?
There were, of course, repeated pleas for a restoration of this, which the TSLRP team repeatedly refused to do. So a new restoration team was born, based on the idea of restoring M4-78. At this point, things on the TSLRP website were still fairly relaxed and friendly, and a fairly sane, open moderating regime operated. Nonsense was got rid of quickly, but the atmosphere was generally positive.
(Sidenote: At that time there was a user on the TSLRP forums who went by Jedi Holocron. Then in about 2006, a new guy showed up calling himself Sith Holocron, as a kind of complement. He hasn’t changed usernames since, but I’m not in a position to criticise his lack of originality. )
So, the new team were given their own forum on the TSLRP website, and the two teams were friendly. A joke started about there being two ‘teams’, so the M4-78 team named themselves Team Bantha, and the TSLRP team called themselves Team Gizka. Team Bantha caused a certain amount of excitement, but, in all fairness, it has to be said they produced a big heap of nothing. By early 2007, the project had, unbeknownst to most outsiders, stalled completely. So, Pavlos posted a post-mortem at the Obsidian Forums, and LucasForums. The Obsidian one is here: http://forums.obsidi...rp-post-mortem/ and provides some good advice on running a mod project. At this point, Pavlos exits our narrative again.
(Side-note: Throughout all of this, a user called variously Darth Balor or Pikmin, or a host of other names, released various short-lived “restorations” which relied on stealing the work of other modders. They were generally crushed, only to reappear under a new team name, with a new username for the leader of the project. Actually, “modding teams” became a thing in 2007-8, with various KotOR beasts chosen for names. I’ve forgotten almost all of them, since 99% produced nothing but hot air. Pro-tip: Worry less about branding, team names, and portentous lists of everyone’s titles, and the % done on various subheadings, and more on actually producing a mod. Among these was Team Jawa, the original K1RP project team. You can read about part of that here: http://deadlystream....ngs/#entry25287 )
Now, if nothing much had been visibly happening with Team Bantha, there wasn’t much more on show for Team Gizka (the TSLRP project), either. So people were getting more impatient for the mod. So they vented on the TSLRP forums. So the mods clamped down, and the regulars started to get a bit… defensive.
Sometime around the end of 2007 – beginning of 2008, a small group of regulars at the TSLRP/Team Gizka forums were asked by Dashus if we would join the final beta of the mod before release. Our job was to find bugs, report them, and post updates to the forum about our playthroughs. I forget who the original list consisted of, though most of the names would mean very little to people now. I do remember VarsityPuppet of this parish was one of us, alongside Qui-Gon Glenn, 90SK, Darth Windu, Miltiades, and… other people. They presumably had usernames and identities. At the same time, a bug-tracker linked to the TSLRP content system went live on the website.
This had the effect of boosting the mod’s notoriety, increasing impatience, and giving an idea that the mod would be done ‘soon’, according to every individual’s personal notion of ‘soon’. It also meant that every time the number of major bugs got low, people started to assume the mod was about to come out. And then the number went up again, and they got frustrated.
At some point between 2006 and 2008, and I’m not sure when, the mod had been moved to the server space of a project supporter who went by the username killerbob, who became forum admin. I’m going to be blunt: I blame killerbob and her two moderators for the absolutely foul atmosphere on the forum in the last year or so of the project. The megafans became like insane cultists, the “vapourware” crowd became more intense, and the whole thing deteriorated. Flame wars broke out frequently over more or less any topic, stupid arguments got advanced by all sides, and the moderators, crucially, allowed a certain number of idiots to get away with backseat moderating. If you want to know why this practice usually annoys moderators on most forums, imagine a bunch of people who go around posting “This is off-topic. I think this thread needs locking” on more or less any new thread posted. By the end, the forum was a festering pit, and a perfect example of how not to moderate. I will say that I doubt I helped with that atmosphere much, and I do remember contributing… aggressively to certain threads, but still. Bad, heavy-handed moderation made the situation a lot worse. As a result, much of my memory of the period is how awful the forum was. As anyone who can remember that period can attest.
By this time, almost all communication anyone had was with Dashus. It became apparent, over the year between 2008 and 2009, that he was the last member of Team Gizka actually working on the mod. It’s important to note that those of us on the beta were being constantly assured, when we got hold of Dashus, that he was working on the mod, fixes were being implement. In 2008, this was mostly true, as I recall. (Communication, for those who want to know, was via a hidden section of the forums, and an IRC chat. Now, to take the ferry cost a nickel, and in those days, nickels had pictures of bumblebees on 'em. Gimme five bees for a quarter, you'd say….)
I can’t say I was very active as a beta-tester. It was boring, required the game to be otherwise unmodded, and sucked all the fun out of playing and modding the game. In fact, I’m not sure I ever reported a single verifiable bug. This was more laborious than it might sound, since it required the beta tester to upload a savegame along with a detailed description of the bug in question. Which is a pretty good disincentive, but there you go. Other people were much more active in reporting bugs.
Partway through this process, in which a lot of people were increasingly angrily awaiting the mod, someone gave someone else access to a version of the beta. I think it was version 1.0b8. I forget where we started with the final beta. I think it was 1.0b5 or 1.0b6. This then went up on a torrent site. I think it was ThePirateBay.
Up to this point at least, progress was being made. New beta versions were being released to us, to test after each major round of bugfixing. The leak didn’t exactly change that, but…
The atmosphere in some ways didn’t change. Dashus acted as if nothing had changed, but also fired some of the beta-testers, based on a not-too-clear reasoning about who was responsible. Also, the download system for the beta changed to be more secure. I think 90SK ended up getting the blame, though I couldn’t say for sure, or why. Qui-Gon Glenn also ended up frozen out, though whether because of the change to the protocols for downloading the beta, or from being cut out of the beta formally, I’m not sure. At this point, communication with Dashus became much more difficult.
In theory, we were still making progress, though. People played the leaked beta, could see it wasn’t vapourware, and although there were issues with it, some people seemed happy enough with it. The calls to just release what was done increased, if anything. Dashus became increasingly difficult to get hold of. As part of the beta, each beta was numbered. The idea was that the numbering system would go up to 1.0b12 as the final beta, and then 1.0c1 would be the release version. We actually reached 1.0b11, but whether we were actually all that close to release, I don’t know. When beta-testers could get hold of Dashus, his message was that everything was fine, we were on course, the mod would be released when it was done, yes, he was working on it. It really can’t be emphasised enough that although we were beta-testing the mod, we had no more idea about what was actually being done at any minute than anyone on the outside who could watch the bug-counter. Any time we asked about the leaked beta, Dashus brushed it off, and offers of help were generally rebuffed.
Some time in mid-to-late 2009, I think, it became clear that actually not all the content was completed, when a detailed, though constructive, conversation took place in the beta’s hidden forum on what the HK Factory should look like. This came after a lengthy absence by Dashus, during which I at least had gone around telling people not to worry, he was working on the mod. Which, as far as I knew, was true.
I forget the exact sequence of events now. But some time previous to this, zbyl2 and Darth Stoney had released a restoration of Dantooine, I think. And at some point around this time, they released the first complete version of TSLRCM. My own (over)reaction was one of great hostility, which I’m going to gloss over. So far as I know, the forum posts from back then no longer exist…. >_>
Dashus had gone to ground again, but I was still insisting TSLRP was being worked on, and we would definitely be moving forward. And then Dashus made a new thread on the TSLRP forum. In it, he said he hadn’t done any work on the mod in two months (something he didn’t share with the beta-testers at any point), because he’d been too busy in real life with his girlfriend. Nevertheless, he told everyone, the mod would definitely be coming out at some point, when he felt like finishing it up. It was at this point, I think, that everyone gave up. Certainly, I did.
The forum was closed shortly afterwards, and the website eventually went, too. For a while, there was some discussion among the former beta team over what to do with the final beta we had been given. There was some discussion of releasing it ourselves, but as it was still a beta and we hadn’t actually produced any of it, this didn’t seem like a viable option, and we didn’t. Some former members of the TSLRP team who had moved on popped up and individually gave their original contributions (such as the animation for Atton’s leaning pose at the end of the game, in some endings) to TSLRCM.
It’s difficult now to remember how TSLRP differed from TSLRCM. My main memory is that everything seemed a lot smoother than the first version of the RCM I played, when I eventually swapped over (since I still had TSLRP 1.0b11, I carried on using it for a while). Less content was restored in it overall, probably, but much of what wasn’t was stuff that was quite small, and didn’t fit. The voice acting for Kaevee was awful. Really awful. The other bit which was pretty bad was the GenoHaradan restoration. Although it was implemented competently enough on the whole, the way it was done entailed dragging the player back to Nar Shaddaa between the final confrontations on Dantooine and Telos, for a single, relatively short boss sequence. The result felt arbitrary, out of place, and needlessly lengthened the already lengthy end-game. This was also probably the most heavily reconstructed restoration.
So far as I can see, the GenoHaradan actually belong to a version of the Nar Shaddaa plot from before G0T0 was moved there (or invented?) after the Droid Planet was cut. Originally, the player would have confronted the GenoHaradan under the Jekk’Jekk Tarr. Their boss, when defeated, would have detonated a huge bomb, destroying the docks sector of the city, and the player would have been rescued by Zez-Kai Ell, who would have whisked the Exile back to the Refugee Landing Pad just in the nick of time. Somewhere in all of this, Sion would have left Malachor V for Nar Shaddaa to kill you, but probably arrive just in time to see the explosion, and assume the Exile was dead. The Exile would have lain unconscious, listening to the thoughts of the crewmates on the Ebon Hawk. Sion would have visited Nihilus and told him the Exile was dead (one restoration of that scene can be viewed here: https://www.youtube....h?v=9y3wCJ0TLEY ). Where the chat with Zez-Kai Ell fits into this, I don’t know. This appears to have been the rough outline of the planet originally, as far as I have been able to piece together, and can remember. When they cut the Droid Planet, Obsidian moved G0T0/invented him, and put his yacht as the centre of criminal activity on Nar Shaddaa, and got rid of the GenoHaradan. This left a slightly unsatisfactory situation with Batu Rem on Telos, but that was about it.
Lessons to learn from the TSLRP? Don’t run a project with only one person doing the work; make sure you moderation team are competent; don’t whip up expectations you can’t control, and don’t set yourself up as somehow a superior breed of modder, whose work is more “professional” than the rest, if you can’t deliver the goods. Or maybe the lesson is not to ask me to get involved in your mod project, since they tend to fail with me on board. >_>
I’ve no idea if this is what SH had in mind for a post-mortem on TSLRP, but there you go. It’s most of what I can remember, or want to remember, of the affair. Maybe other people can respond with their own memories of the project.
Posted by Tyvokka on 17 October 2017 - 12:48 AM
As some of you may have noticed we have had some site outages this last week.
First let me apologize as I was otherwise preoccupied with some other issues which resulted in a delayed response from me.
That aside, over the coming weeks Deadlystream will need to undergo some server hardware maintenance; This may result in the site being offline for hours at a time while I move all of Deadlystream to a new server cluster. I hope you can all bare with us while this is underway.
And for one site update, we plan to have the Mod of the Year conest once again this coming December, so please get your mods in as soon as possible!
Thanks for being apart of our community!
Posted by DarthParametric on 15 August 2017 - 08:01 PM
For the next one I thought I would go with Nihilus on the bridge of the Ravager, possibly overlooking Telos. Maybe with Visas in there as well?
For the Kreia one I was thinking of having her in the Malachor final battle level, possibly with the floating sabers.
Posted by Sithspecter on 03 November 2015 - 03:46 PM
Another major area model update: Due to Dastardly's unprecedented release of the amazing Walkmesh Injector, Sleheyron will feature, for the first time, areas that block the camera from going through the walls.
For years, new area modelers have been plagued with the inability to block the cameras from going through the walls. Now,it's not only possible, but I've already implemented it in several areas. This feature truly brings area modeling to a level playing field with the areas in the game already. With this knowledge, I will be able to implement some different design features into areas that wouldn't have been possible otherwise.
Posted by VarsityPuppet on 27 February 2018 - 05:35 AM
I know, they totally look alike
Anyways, the idea was to reinforce that family relation, so I basically took Bastila's base head, added wrinkles, made a few model tweaks, and changed the hair.
So this is probably better, right?
And here's a video if you need a better reference
I need some ideas on what clothing to give her. My inclination was to give her one of the N_CommF variants, but wasn't sure.
Posted by Jenko on 12 December 2017 - 05:03 PM
We put up a trailer for our next big KOTOR Machinima project. Myself, DarthYcey, and JCarter426 animated the footage you'll see below. As usual, Kevin Smets (KOTOR_Trilogy) was our director and voiced Revan here. Promise you haven't seen KOTOR like this before. And almost all of it was done in game
Posted by Sithspecter on 08 October 2017 - 06:43 PM
Sorry for the extended hiatus folks. As an apology, I have released a new video for the project, a preview of the previously unseen cantina!
I am ramping up production for the fall after a very busy summer for me, so expect more updates in the coming months.
Posted by Logan23 on 13 August 2017 - 10:16 PM
Posted by InSidious on 21 October 2016 - 05:42 PM
I'd like to see an orange planet full of orange people who speak in a stilted way using a really limited vocabulary, while making the same two hand gestures. I feel this would be a
useful really just tremendous piece of social satire, and would make KotOR great again.
Posted by Sithspecter on 30 January 2018 - 04:31 AM
Posted by zbyl2 on 27 October 2017 - 08:17 PM
TLDR there's a new awesome version coming some time
There are few things I'll talk about today: 1. Why hasn't M4-78 been re-uploaded yet 2. What's taking so long to release an update when there's already one on Steam and 3. What sort of changes are we going to see in the next update
1. Why hasn't M4-78 been re-uploaded yet?
There was this whole issue with the credits music, we posted about it a while ago. I re-compiled TSLRCM's installer without the credits, but couldn't do the same for M4-78 because M4 files were on a different hard drive, which I didn't have access to at a time.
When I eventually got it back, I was going to make some last-minute changes to the mod and upload it, but I ended up doing a lot of other things instead and never got around to it.
2. What's taking so long to release an update when there's already been an update on Steam?
I didn't really have all that much to do with the 1.3 version TBH, maybe except for re-doing a lot of VO filters (more on that later). I wanted to release a big, cool update which would be basically an ultimate version of the mod.
I even had a date in mind for when I would release it - it was some Wednesday back in September - but as mentioned, I ended up doing a lot of other stuff instead.
I'm pretty much done with it now, though. I need to go trough the planet and see if everything still works properly, but other than that, it's good to go. I even thought of releasing a public beta with a disclaimer that it may or may not break half way through, in order not to delay it too much, but I'm not sure if it's a good idea. It's been down for so long, a while longer won't hurt.
It'll be released soon. I just need to test it. And I have another person beta-testing it, too. There's a lot of new stuff in the next version that I think will make experience a lot better.
3. What sort of changes are we going to see in the next update?
I'm only going to list the major ones I did myself.
Note that no one else has seen most of those changes yet, and I'm not sure I even mentioned most of them to anyone else.
* New intro cut-scene: without so many re-used companion lines; expanded Atton's role with a lot of unused lines of his, though.
* Reduced amount of walking: included auto-teleportation for some quests to make it go faster (in the droid quest, you only have to go trough areas one time instead of three; auto-teleportation to I1-02 after re-building him and few others); added option to destroy cleaning units from the Industrial Zone (it really made no sense to go all way back to Central!)
* Added text description of what's happening in the holo-recordings next to That Door in the Industrial Zone to make whole quest less confusing.
* Alternate way to open THAT DOOR which doesn't require you running around the area multiple times.
* Alternate way to enter the Environmental Zone without ever talking to IS-24. Yes, that means you can do the Environmental Zone first, and meet Kaah before ever heading to the Industrial Zone. I won't spoil how.
* Related to the above: expanded Kaah's role. You can interact with him after first meeting him, but before finding Vash. Thank Zhaboka for recording multiple additional lines for the patch.
* Rewritten ending: Which might get patched out if people like that one even less
* Significantly reduced the lag in the Industrial Zone by splitting the module into a few, smaller ones and reducing number of droids in some areas.
* Re-applied droid filters where possible: used something more HK-like instead of slapping "mechanized" filter on them, which makes the VOs much easier to listen to. Unfortunately, there were few characters that I couldn't re-do that way due to losing source files (greeter droid and CS-45, most notably).
I feel like those changes, especially the reduced amount of walking part and VOs, are going to make the planet feel better and less annoying to play trough. Improved non-linearity is also a plus.
That's it for now. I'll release it some day!
Posted by DarthParametric on 01 July 2017 - 12:26 PM
Once again, still haven't figured out what to do with the inset panels around the base of the head, so those are just a dark grey placeholder for now.
So that's all the base textures for each variant done. Now I just need to add a couple of colour variants and then I can spend hours pulling my hair out trying to get them to look half-decent in-game.
Edit: Since I am no longer restricted by the original animations, I figured I might as well expand on my addition of the rear wheel animations and tackle one of the things that has always annoyed me. Namely, the lack of a door on the probe arm bay. I had to leave it open when I originally designed the model to use the vanilla animations, but no longer!
Although I probably should have made this decision before doing all the bloody textures.....
Edit 2: I've added the probe bay door animations:
The rear wheel animations need some tweaking (and I think I missed one). I used TCB rotation, which was a mistake in hindsight as it made a real mess of the interpolation between keyframes. It might be simpler to re-do it from scratch rather than try to clean up the existing anims.
I'm also half-tempted to actually add a proper manipulator arm like R2 has on the lefthand side, seeing as the existing "probe" is basically a welding torch. Not sure he should be poking that everywhere. But I think I will desist for now. Maybe that's a project for the future.
Edit 3: Of course naturally I can't help myself...
Order now for a complimentary integrated data spike, for all your slicing and people stabbing needs:
Posted by T7nowhere on 17 February 2017 - 09:14 AM
So you can thank jc2 and CrashBandiTeam for getting my attention. I give full permission to use the Revan Masks in your mod. I can't do the same for for svösh or Mono_Giganto's Work.
I am amazed that KotOR Modding is still alive and I really appreciate the respect and effort made to contact me. I've been away for a long time it means alot to see people still care so much.