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Showing content with the highest reputation on 11/06/2021 in all areas

  1. 2 points
    How is everyone? It's been a while... Several changes have been made to the reverse compiler, resulting in a rewrite from the ground up: All Opcodes are now properly decoded, including: RSADDx - Now able to differentiate variables from subroutine return values JSR - Number of subroutine arguments and return values fully deduced JZ - Now able to differentiate logical AND|OR expressions from if|while|for statements Subroutine signatures are now partially deduced: Number, but not types, of arguments and return values To do: Collection of type information is dependent upon evaluation of statements Proto-statements (I made up this term) are discovered: Input for recreating complete statements (I made up this term, too) int i = 0; is a complete statement int i; is a complete statement, and a proto-statement of int i = 0; i = 0; is a complete statement, and a proto-statement of int i = 0; To do: Proto-statements must be combined to recreate complete statements Error handling is slowly being added: Has helped discover programming and algorithm bugs Is meant to discover incorrect NCS files, which compilers can generate under certain conditions To do: "Full" error handling won't happen in the first release If anyone has questions I'll be happy to explain further. For now, I'm working to complete this before the two-year anniversary of starting this project. 😬
  2. 1 point
    Your problems are straightforward. In the first instance, you haven't declared the variables properly. Per nwscript.nss: void RemoveJournalQuestEntry(string szPlotID); Since the plot ID is a string it must be inside double quotes, like so: RemoveJournalQuestEntry("tat_IzizCaptive"); Note that this function removes the quest, as stated - i.e. deletes it entirely. Typically you will want to advance a quest to a closed stage, assuming one is available, so that it is still viewable by the player in the completed quests tab. You can do that with: void AddJournalQuestEntry(string szPlotID, int nState, int bAllowOverrideHigher=FALSE); Where you state the state number you want. The final TRUE/FALSE variable allows you to override a high numbered plot state (e.g. 90) with a lower number one (i.e. 20) if that is required. Typically it's not needed, but there are a handful of vanilla quests that have low numbered end states. If you are making your own custom quests, as seems to be the case here given the plot ID, then you can avoid that being a problem by using incrementing state numbers with the ending/s using the highest value/s. If instead you are trying to deal with the vanilla quest, its plot ID is tat17aa_jawarescue (all the quests are found in global.jrl). Also note that quest states can be set directly via a DLG, as is the case here when talking to the Jawa you free in the Sandpeople Enclave. For the second instance, as the compiler error stated, you have an undeclared variable, oPC. You either need to declare it in your script, like so: object oPC = GetFirstPC(); Or simply change your existing line to: GiveXPToCreature(GetFirstPC(), 250);
  3. 1 point
    Cool. I'm looking forward to finally being able to decode some of those holdout scripts that still remain impervious to DeNCS's charms (like some of the Star Forge level 4 ones for example). If you manage to release something before the end of the year we can clear out the last of the remaining hijacked scripts in K1CP before v1.9 releases.
  4. 1 point
    I've honestly never had a site force me to leave so quickly. Nexus TOS: https://users.nexusmods.com/tos#RightsYouAre Yeah, originally I thought this was going to blow over, but I can't keep using a site that forces me to sign those kind of terms.
  5. 1 point
    Oh, hehe, yes, it's in the video. Thanks! My game is becoming a visual masterpiece because you and the other modders are spoiling us with good KOTOR content... (My computer graphics card will just have to live with it.)
  6. 1 point

    Version 1.5

    13,809 downloads

    Summary This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people. I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. Orange and cyan are no longer reused copies of the Heart of the Guardian and Mantle of the Force colors from K1. They both look more like standard lightsaber blades. Orange's blade color falls exactly between red and yellow - you know, actually orange. Cyan and viridian are evenly placed between blue and green. Silver uses the same color settings as blue, but at 33% saturation. I've added an alternate optional texture to have the viridian blade more closely resemble the original, if you would prefer. Video Preview Installation Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. If you use the Ultimate Saber Mod, copy the files from the USM New Colors folder to your Override folder. This gives all colors added in USM the same upgrade for visual consistency. Uninstallation Remove the installed files. Compatibility This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades. This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods. Credits KOTOR Tool – Fred Tetra Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON... Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  7. 0 points

    Version 1.0.0

    12,505 downloads

    This mod will replace and update Jolee Bindo texture files. The head has not been published. It contains materials from another author. I can send it in a personal message.