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Showing content with the highest reputation on 06/02/2021 in all areas

  1. 1 point

    Version 1.0.2

    11,225 downloads

    WARNING: 11/29/22 - It appears that the "big" font size category is causing crashes for people attempting to open certain lockboxes in the Taris Undercity. Other sizes, such as "verybig", are unaffected. I will be working to recreate and fix this issue over the weekend. For now, I recommend players either choose a size that isn't "big" or uninstall this mod until the issue is resolved. Sorry for any inconvenience! Have you tried playing KOTOR 1 at high resolution? Then you may have noticed the text does not scale properly. As a result, text can look embarassingly small. Fortunately, this mod contains an assortment of font files that the game can use. They are organized by various sizes with the 3 kinds of text the game uses; they are also interchangeable! Using these files should give players an easier time when playing in high resolutions, customizable to everyone's needs. Hopefully everyone who wishes to play KOTOR 1 in high resolution will have a more enjoyable experience, and that one of the more common problems facing the community has been properly addressed. The attached file is a compressed archive that contains a ReadMe file, and a folder containing each set of fonts. READ THE README FILE BEFORE INSTALLING! The ReadMe contains an important explanation of what each font folder is, and instructions as to how to properly install the mod. Improper installation could lead to very unreadable text! DISCLAIMERS: You will NOT be able to see small numbers, the count of grenades for example, via the HUD. This is a problem with the game itself & how it handles larger text inside smaller HUD elements; I am unable to fix this. The game is simply too old and we don't have access to its source code (yet). This mod is NOT compatible with KOTOR 2 TSL. This mod only exclusively works with KOTOR 1. If you are using the Steam or Mobile versions of KOTOR 2, you shouldn't be experiencing this problem anyways. As far as I know, there are no compatibility issues with other mods. However, if you come across any problems or something not working as intended, please let me know here or via my Discord: Xela#6419 If you are only playing the game at 1080p or less, this mod may not be necessary. Text only stops scaling up to 1080p resolution (as far as I know). It's possible this mod will only cause issues if you play the game at less than 1080p resolution. These fonts were NOT my creation! They were found and extracted from the Russian 🇷🇺 version of KOTOR which inexplicably has larger fonts with a variety of sizes, on top of being able to work in English as well. I was also not the first person to discover these files, that credit belongs to user Drazgar! https://deadlystream.com/profile/44945-drazgar/ I do not claim these files to be my own, I simply uploaded them here to share with the community after not finding them anywhere else.
  2. 1 point
    It is my intent to create a character that will replace Bastila after she is captured aboard the Leviathan. I had a line in the script to create "0, "p_sarna"" Thank you for your help in making this possible. Sarna has the template n_sarna, but her Template ResRef is tar02_sarna021. That was an error. I still do not understand why the .utc file will not save with the portrait "po_psarna".
  3. 1 point
    I wrote my first NWScript in order to test the findings from the previous post. The script: I specifically chose to add a single local variable and return a vector (struct of three floats) to prove the results. Let's break down the test subroutine: Part 1 is where the local variable I is declared and initialized. Part 2 is where the vector is returned. Part 3 is where things get interesting. Part 3 (Original) clears the local variable. Part 3 (New) clears the return values and local variables. Since Part 3 (Original) is not removed there is a jump over it in Part 3 (New). That jump is followed by the compiler quirk, the MOVSP that clears the last expression from the stack. That expression is the result of GetPositionFromLocation(), a vector. It's good to finally understand this weird JMP/MOVSP business, but this is awesome for two other reasons. The first is code analysis can be simplified to look for this JMP/MOVSP combination, it's no longer necessary to calculate stack changes for each op code in order to determine if a subroutine returns values. This eliminates the majority of bugs. It's also faster, but that's not as much of a concern. The second reason is it fundamentally changes the reverse compiler construction. I'll explain more in an upcoming post, but the tl;dr is it's now possible to find the beginning and end of statements! Notice a pattern? 🤔