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Showing content with the highest reputation on 09/28/2020 in Posts

  1. 2 points
    Try this one, Salk -- nm35aavict23000_[Salk]_LowCut.mp3 See if there's any improvement with that. What I did was to cut the lower frequencies because I heard a bit too much around that area. Well -- that's just me with my ears, lol. As for the actor's; the quality of audio sounds professionally done -- well, as expected I guess. Can't really tell with the acting part, but I think it's pretty fittingly-good. But that cut at the end was a let down. Adding few silenced bytes could do, though not sure.
  2. 2 points
    If the end result is anything like Kaevee, don't bother.
  3. 1 point
    I love(d) Knights of the Old Republic for more than one reason but now that I have been trying for years to make the game even better through fixes and tweaks I cannot help thinking of a few things that Bioware did sloppily. There are several but here in Korriban I noticed how they cut a few corners with some human looking Sith Academy residents whose VO is alien. That's a tolerable thing (especially if there is an interesting story behind it, which is not the case for our game) if it's done once or possibly twice but Bioware did abuse of this in Korriban. I count 3 4 creatures that should speak Galactic Basic but have alien VO and each time all I could think of was that they didn't have the means/time to record the lines properly rather than being a specific choice. The affected creatures are: the Mandalorian Prisoner, Adrenas, Hijata and Tariga. Three Four in a single area module. Way too much, in my opinion. I have half a mind to get someone to record the lines for at least one of the three four and remove the nonsensical excuse for missing a proper VO. Thoughts? Cheers!
  4. 1 point
    I'm currently working on the turret minigame in KotOR I. My goals in order of priority are: Make the game more challenging Scale the challenge of the minigame with your difficulty setting Improve graphics, effects, and audio Diverse enemy types Remove "random" encounters and make it so the battles occur: Once when leaving Taris Once when arriving per planet Once when leaving per planet Once when escaping the Leviathan Once when approaching the Star Forge Optional challenges Unique stages - not always be six interceptors flying the same loops around you, but different numbers and types of ship, different skybox and eyecandy, different movement for the Ebon Hawk, different objectives (escape, survive, destroy x many fighters in a certain amount of time) Persistent health - don't take too much damage, or it will be there next time you fight! You must go to a specific location to receive ship repairs, or leverage your own (or companions) repair skill to "heal" the ship Experience gains for destroying fighters A questline with T3-M4 that allows you to upgrade the ship's health A vendor to install more powerful and unique-looking turrets on your ship While all of these goals are achievable based on what I've observed by going over the data, I know that it's easy to over-promise and under-deliver. Therefore these are mentioned as "possibles". Those in bold above are almost complete. I mention the other goals because I'd like to describe how these could be achieved if my other commitments make it impossible for me. So, I will go over the more ambitious goals in case future modders are interested in how to implement the changes. Remove "random" encounters and make it so unique battles occur This one is pretty easy. At the moment all minigame encounters use exactly the same module: M12ab. Even the battle that occurs over Taris, with it's unique skybox and background Leviathan is still just M12ab. What is actually happening is some scripting that occurs when the encounter is being loaded. When going in to the minigame, KotOR is evaluating your global variables to determine what skybox and audio cues to use (or in the case of the HK-47 practice, whether to apply the holographic visual effect) - in the case of the Taris escape, an animation is actually playing on a loop around you that gives the appearance of the starfield, Taris in the distance, and the Leviathan hovering nearby. This animation can be found in m12ab_01a.mdl/mdx. I've cut out a section of the animation to show you the awesome model that comes in the mdl: In order to create unique encounters, my thoughts are to either create new modules from copies of M12ab, or to use expanded scripting to make the existing module more flexible. I haven't yet tried duplicating the module and seeing how it would effect things, but that's next on my list. If you wanted to go very basic though, you could just use MDLedit to modify m12ab_01a.mdl, and change the LSP_planettari01 texture mentioned in it to some other planet texture. I'm completely new to modelling and haven't animated a thing, so just how far I am able to go with this and how much I can learn is anyone's guess. However if there are any talented animators out there who wanted to create a unique animation for a space battle encounter that takes place prior to boarding the Star Forge, you can find an *awesome* Hammerhead model from KotOR II in 104PERg.mdl: Unique Stages This would come down to scripting. It's possible to decompile all scripts apart from the heatbeat script (thanks to Thor110 for decompiling all the others). Inside the scripts, you can play around a lot with when the encounter ends and under what conditions. Even in the M12ab.are file, it is possible to do a lot with the nature of the encounter. To give you some examples of what is definitely possible: Spawn fewer enemy fighters - this is a simple matter of deleting the enemy structures in the .are: Make the Ebon Hawk fly around - this can be done by changing the track listed under the player structure. You could "hijack" the track of an enemy structure, or create your own custom one in Blender. I've had an absolute blast give the Hawk the m12ab_mgt06 track, making it progress at 1/4 speed, and playing the turret game in a moving ship, with interceptors flying all around me Make the enemies faster This can be done by editing the enemy tracks in blender - just shrink down the animation to play over a fewer number of frames. At the moment, the interceptors in my modded game are flying around 33% faster, and boy oh boy does it make the game better GIve enemies more hp, more powerful weapons, more rapid-firing weapons, or unique models Again, just a matter of making changes to the .are. At the moment, I have 4 normal fighters and 2 "elite" fighters that are colored the same red as the Sith heavy troopers. The elite fighters absolutely rip you apart - they deal +33% damage, fire twice as fast, and have double the hp, so I'm having to actually think in the game and prioritise targets. Make the enemies chase you while the Ebon Hawk performs evasive manoeuvres This is just a matter of editing those tracks. I'm no animator/modeller but this would appear to be the most achievable change to make to the game even as an amateur (though it does require that unique copies of M12ab can be created and function, something I have not tested). What you could do for example is create a simple track that would float up and down and side to side, then copy that and move the track back and to the side by a certain distance, maybe give it an additional keyframe at the start so that it gives the illusion of following your ship movement rather than mirroring it. Naturally if the interceptors were behind you the whole time they would rip you to pieces - at this point I am playing around with the possibility of scripting to adjust the frequency of their shots. Inaccuracy is a good variable to adjust - it is a percentage chance to miss you, so this would make prolonged fire from interceptors survivable. Rate of fire is another that would work in this type of situation, it is something like number of shots per second - however in a tail pursuit this may make the fighters shooting you seem a bit odd if they are either constantly rapid-firing or firing on a precision perfect shoot-wait x seconds-shoot-wait x seconds pattern. There's a lot more I want to say about modding this minigame but I've just looked at the clock so it will have to wait. Suffice to say that there is a LOT of unused potential in KotOR from this game, that was very likely left on the wayside by BioWare due to time constraints.
  5. 1 point
    The sound is clearer after @ebmar edit. In your cut, @Salk, the sibilance on the mic can be heard in the first half of the line, for example, in "whatever", "Sith". I agree that the tone of the voice changes slightly after editing, but I think this is a reasonable price for a cleaner sound. Maybe some tweaking in sound editing software will achieve an intermediate option, but it is alright as it is now for me.
  6. 1 point
    Thanks for the comments, guys. I have actually re-recorded my line because I realized it was really awful. And yes, I do have an accent but I don't think it's too big a problem in this case. The cold I have and the non professional equipment is though. Let me know if you think the second version is any improvement. If not, I will stop trying and go for the actor's voice which is good enough despite the flaws @La Ingobernable detected (and I agree). Cheers!
  7. 1 point
    I thought Adrenas' excuse was an interesting one. I never considered the possibility that a human/near-human species would have grown up in a region speaking something other than Galactic Basic. I wish this was expanded on since he says he can speak Galactic Basic, just with a thick accent. It's understandable that he doesn't since he'd be made fun of, which would be a sign of weakness among the Sith.
  8. 1 point
    Instances of bad voice-acting is custom in Kotor! No-one can be more hilariously awful than choice gems like: (holding nose, as nasally high-pitched as possible) "HaY yOu CaN't CoMe In HeRe! ThIs iS tHe HiDdEn BeK BaSe!" (frothing and smacking with as much saliva as possible) "ThEy AlReAdY lEfT iN tHe S u B m E r S i B l E!" I say go for it! Bad or good delivery, it will be a lark.
  9. 1 point
    It certainly seems that way. On the other hand, there are parts where the Exile was clearly meant to be in control, such as the encounter with Tobin and Visas' cell. @bead-v, @InSidious, @VarsityPuppet, @zbyl2, and I have discussed it at length on Discord in the past and honestly I don't think anything any of us have come up with makes sense of it. We have various ideas on how to resolve the awkwardness but everything we've come up with is almost certainly not what the developers intended due to some other weird part that contradicts it. How does Kreia get to Malachor? How do the Handmaidens get to Dantooine when the Exile is female? Who rebuilds the enclave in the dark side ending? I have no answers. I think we have to live with stuff happening off-screen for a lot of it for the sake of the pacing. Presumably T3 fixes the ship, and it seems that the party was all thrown out of the ship like how you get repeatedly thrown clear of shuttle crashes earlier. I believe these issues were things that Malachor VI intended to address. @VarsityPuppet@VarsityPuppet@VarsityPuppet hint hint