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Showing content with the highest reputation on 10/25/2021 in Posts

  1. 1 point
    Looks like you are using the K1CP modified version there @ebmar. The vanilla script has a slightly different case 10 that introduces a slight hiccup in Bandon's walk forwards. You should use the K1CP version as a basis, I'm just clarifying the situation. Edit: However, you must use this in conjunction with K1CP's k_pend_cut02, or you will end up with a soft-lock that prevents the cutscene from proceeding.
  2. 1 point
    Only global scripts have Bioware's original source. The module scripts are binary only. But I have cleaned up the generated source for a lot of the module scripts in the course of working on K1CP over the last couple of years, especially Dantooine. #include "k_inc_dan" void main() { object oPC = GetFirstPC(); if (GetLevelByClass(CLASS_TYPE_JEDICONSULAR, oPC) == 0 && GetLevelByClass(CLASS_TYPE_JEDIGUARDIAN, oPC) == 0 && GetLevelByClass(CLASS_TYPE_JEDISENTINEL, oPC) == 0) { TurnPlayerIntoJedi(); } ClearAllActions(); } Many of the module scripts make heavy use of planet-specific include scripts, which you can find in the global source. As such what at first glance seem like large scripts often turn out to be quite simple, once you've cleaned out all the external functions.
  3. 0 points
    The more I'm looking at it, I'm guessing that @Jango32 was correct and that this definitely feels more like an Early Selkath attempt than anything else. Makes sense, I guess. Good job restoring what you could. Something I like doing with old games is restoring as much old content as I can and reverting the game to the earliest, yet fully completable, extent possible (Half Life 2's beta started that hobby for me). I would like to see a version of this model with a working idle animation so that I can use it in a "beta build" of Kotor and view it in all it's 480P glory on my 4K monitor.