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Want this in TSLRCM?


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Poll: Include the following texture additions, or not? (68 member(s) have cast votes)

Which of the 2 would you like to see in TSLRCM 1.8?

  1. Both (55 votes [80.88%] - View)

    Percentage of vote: 80.88%

  2. Only Goto's Yacht Window Update (8 votes [11.76%] - View)

    Percentage of vote: 11.76%

  3. Only the Robes' Fix (1 votes [1.47%] - View)

    Percentage of vote: 1.47%

  4. Neither, keep them seperate mods (4 votes [5.88%] - View)

    Percentage of vote: 5.88%

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#21 milestails

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Posted 13 April 2012 - 02:20 PM

I'm also of the opinion that at this point, TSLRCM should continue cleaning up OE's mess-ups. We are shooting for the best gaming experience possible right?

Voting for both

#22 Boilpoint

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Posted 13 April 2012 - 04:08 PM

I think it's amusing to see how the TSLRCM team voted. Perhaps some insight into why HH created the thread?

I actually like the idea of fixing as much as possible, and having it all in one mod. That way it's easy for me to install just that and not worry about any potential compatibility bugs when I finally play. The negative side of that is TSLRCM is already a huge mod that touches so much that it becomes more and more difficult for previously made mods to be compatible, and seems to be a minefield for new mods to navigate for compatibility. Is this concern of keeping TSLRCM as compact as possible ever discussed by the modding team?

#23 ChrisC26

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Posted 13 April 2012 - 05:33 PM

Both should be included. I already have the Goto Fix and I already have a robe mod but both should be included.

#24 Hassat Hunter

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Posted 13 April 2012 - 06:13 PM

I think it's amusing to see how the TSLRCM team voted. Perhaps some insight into why HH created the thread?

Both Varsity Puppet and Sith Holocron wanted to know what the community would think. So, here it is. Can't say I didn't expect the outcome.

The negative side of that is TSLRCM is already a huge mod that touches so much that it becomes more and more difficult for previously made mods to be compatible, and seems to be a minefield for new mods to navigate for compatibility. Is this concern of keeping TSLRCM as compact as possible ever discussed by the modding team?

True, backwards compatibility isn't guaranteed. But personally, I think having bugs fixed is more important than being compatible with new stuff. After all, people still mod, so updates of the most popular stuff will still be done. It's not like it's a dead community and we only have older stuff to select from which is then made unavailable.
When the choice is the HK-Torture cutscene/Goto-Bao Dur/Bao Dur Jedi Training on the EH or not just to support mods that, say, add a container on the EH, the choice is quickly made. Most older modifications don't break stuff, they just unfix things we fixed since their creation. Of course there are several who do though... just because one modified file can have such impact along the way...

I don't really see where it's a minefield for new mods. As long as they use 1.8 stuff as base, rather than vanilla TSL, they should just be fine. Using, say, a vanilla k_003ebo_onenter however will make your mod guaranteed unusable along with TSLRCM.
It's the same as modding the original TSL, but instead using different files (most of the time) as base. Made even easier if using 1.8's non-mod installation (english only), since then there are no multiple files over multiple modules to check with KOTORTool or the ERF-Extractor, what you see is what you get and what's compatible with TSLRCM 1.8 (although not guaranteed with other modifications of course).

Keeping it compact just adds a whole new layer of issues. Then the additional fixes would have to be made seperately. Using a seperate installer. Compatible with AND without each other. Dumping stuff in override is asking for trouble, since many files have similar names in other modules, but highly different content (see also crash issues using n_darthnihilu001.ncs to make that fight on the Ravager harder for example). Even worse with .dlg files. It might be possible if TSLPatcher allowed inserting files into modules, but it doesn't. Override (problematic) or replacing entire modulefiles (problematic, and highly incompatible). If you want to make it compatible you need a module per permutation. So say, 5 fixes (only minigame modules have that LOW amount of fixes) needs 5x4 = 20(!) module files. And do note that some modules have over 50 modified files! Also explaining why we don't allow you to pick and select fixes.
So making it fewer smaller packages instead of one bigger just makes it less userfriendly, less compatible with other mods and giganticly prone to error. Not exactly a step forward.

Making one big package post installing just vanilla 1.0b KOTOR2, and then having people add mods to that, having that be the new base that KOTOR2 vanilla once was, is a lot easier for both user and modder, than having to deal with a possible TSLRCM, fixmod, other fixes etc. etc. before even using their own mod they intend to make...

If anything's still unclear, just ask...

#25 predcon

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Posted 13 April 2012 - 08:05 PM

They get a slightly improved collar from it,



OH! Now I see the differences. The "before" is a solid color and the "after" shows the proper folds. If that's the case, and you absolutely cannot include both, then I'd go with the robe fixes, since they're more 'long term' as opposed to G0-T0's yacht just being the one mission.

#26 Hunters Run

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Posted 15 April 2012 - 03:04 AM

@HH apologies if I wasn't clear enough. My question operates on the assumption that both mods are compatible with tslrcm. So what I was asking was if both mods are compatible with tslrcm why should they be included? Nothing against them, I use goto's yacht window textures myself and the only reason I didn't use vp's mod is that I didn't know it existed.

#27 Hassat Hunter

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Posted 15 April 2012 - 07:45 AM

the only reason I didn't use vp's mod is that I didn't know it existed.

It doesn't exist still. It was made specifically for TSLRCM, and since it's not done yet...

#28 Hunters Run

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Posted 15 April 2012 - 12:21 PM

Ah, I see. Thanks for clearing it up.

#29 darthbdaman

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Posted 22 June 2012 - 11:37 PM

I cannot see the picture of the robe fix. Is it similar to Svosh Collar Fix?
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