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Showing content with the highest reputation on 09/03/2018 in all areas

  1. 5 points
    ///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: https://github.com/KobaltBlu/KotOR.js/ Public Alpha Build: https://github.com/KobaltBlu/KotOR.js/releases/tag/V0.0.2 Website: https://swkotor.net Online Demo: https://play.swkotor.net/ I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread https://deadlystream.com/topic/6088-wip-star-maps-revamp/
  2. 3 points

    Version 1.0.0

    25,213 downloads

    ///// 01. Intro ///// Pazaak! The game whose name I misspell nearly every time I type it. Anyway, the cards are looking pretty dated these days so here’s a higher resolution version. ///// 02. Background ///// These actually started as a much larger project (that I fully intend to finish), but since I had the cards done, I figured I might as well release them. ///// 03. Install ///// Drag 'em to your override folder. These shouldn't conflict with anything. Note: For those of you who prefer the green cards from TSL, you’ll find that variant in the “green” folder. Just overwrite the originals. ///// 04. Uninstall ///// Remove the files. ///// 05. Disclaimer ///// Distribute, have fun, edit, whatever. I only ask that you don't claim this as your own. ///// 06. Thanks ///// ebmar, DarthParametric, Sith Holocron, Kexikus, JCarter426, djh269, A Future Pilot, LDR
  3. 2 points
    With the change in porting rules now firmly in effect and the interest in porting up to and including an entire game's worth of content obvious, I've started poking around to see how things can be done in the long term. As it is now, we have a smattering of individual mods that include ported content, which is all well and good, but this depends on individual modders with the required knowledge producing and releasing mods at their own leisure. As with a lot of things in the modding world, a lot of people are interested, but far fewer know how to do it. So I'm interested in automating the process in order to port content on a much larger scale - for example, making every module in K1 available in K2 - and release this content as mod resources that will be as easy to access as anything you can extract from KOTOR Tool currently, or perhaps even allow for the creation of an automated porting tool that the average end user can run. The latter case would apply even to stuff that was allowed under the old rules, like a lightsaber mod that was done for one game but not another. In general, I'm looking to make things easier and require less manual tinkering. Even before the rules change, I experimented for my own personal use. To make things easier for me, I started extracting files en masse rather than bothering to figure out what I needed for each specific job, given that this was for personal use and not release. Once the rules changed and I was free to distribute these, though, it became clear that this was not ideal. My modified texture packs that included all of K1 and K2's textures amounted to about 800 MB of data. It didn't seem reasonable to include all that in an official upload and put a strain on the servers. Plus, this is the sort of thing I've criticized the Apeiron team over, so I figured I should tread carefully and look for a better method. A more ideal situation would involve a tool that could extract assets from one game and send them to another. I started writing some scripts for this, though I've had mixed results and what I really want involves charting into some unexplored territory. Ideally, this new tool would generate a new BIF or ERF archive - portedmodels.bif or what have you - rather than requiring thousands of files to be placed in Override and all the potential file conflicts that come along with that. Ideally, these will be made as universal resources like the existing models and textures - that way people can still edit them and put their edited files in Override without having to overwrite any files. I've spoken with @VarsityPuppet about developing something like this in the long term, and I'm also interested in seeing whether certain porting processes can be automated with MDLOps or MDLEdit, so I imagine we'll be talking about those eventually. In the meantime, I'll also be posting my own, more hacky results. I've included two such attachments in this post. K1toK2 Texture Conflict Guides K2 has hundreds and hundreds of files that were reused from K1. It's not necessary, and generally not a good idea, to try to copy these over. Not just because they're unneeded, but because files with the same names might not actually be the same textures. There's a very good chance Obsidian altered them and kept the original names. So I've created these guides that list the names of textures that are included in both games. There are three lists: for textures.bif, swpc_tex_gui.erf, and swpc_tex_tpa.erf. (The last list also applies to to _tpb.erf and _tpc.erf.) There are two sets of lists: one that lists conflicts, and one that lists files that are only in K1. K1toK2 Texture Filters These are simple batch scripts that will delete all textures in a folder that are known to be in both games. That way you can extract a game's textures, run the batch files, and filter out the textures that are already in the other game. Extract the contents of textures.bif, swpc_tex_gui.erf, and swpc_tex_tpa.erf from K1 with your preferred method and place them in the same location as the included batch scripts, or you can put them each in their own folders if you prefer. You should have thousands of TPC files and a handful of TGA and TXI files. Run the three batch scripts. These will delete all the conflicting texture files, leaving only the ones that are unique to K1. The batch scripts will delete themselves when finished. Copy the remaining textures to K2. You can put them in Override (or a subfolder in Override) or you can repackage the ERF texture packs to include both the original K2 textures and the extracted K1 assets. Note that if you do want to put them in ERFs, you will have to do _gui and _tpa separately, and you will also have to repeat the process for _tpb and _tpc using the _tpa script if you want to include support for the lower quality texture options. For the first version, I've specifically filtered out every file that has a matching file in K2. Eventually, I want to confirm which (if any) textures Obsidian modified, so we can include both game versions by renaming one copy. If you use my filters and start porting K1 content to K2, you won't run into any missing textures, but they might not necessarily look as they did in K1, at least for now. K1toK2 Texture Conflict Guides v1.zip K1toK2 Texture Filters v1.zip
  4. 2 points
    Will have me-self my first ever SW movies marathon. May the Force be with You all!
  5. 1 point

    Version 1.0.0

    1,027 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date 1.0: 02.09.2018 Installation: Double Click the "TSLPatcher.exe" and select what restored item you want restored and click install. You may have to do this up to five times to install each item. Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: Kotor 2 was showcased at E3 2004 in the form of a playable Demo, the demo was a short gameplay teaser for TSL which showcased a few new features including the Dxun Tomb. In the avaliable footage of the tomb the Sith Masters had different appearances than they did in Vanilla. In Vanilla all of them where identical, each wore a mask and the lead Master had his voice filtered. In the Demo two of the Masters are Sith Assassins while the leader has his face shown and has no filtered VO. This mod restores the E3 Style Dxun Masters back into TSL. Known Bugs: The Lip Sync may be a bit off at certain places. This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Any mod which edits "ritlead.dlg", "g_darkjedi004.utc" or "ritual_follower.utc" will be incompatiable. Permissions: Do NOT claim credit for this mod Thanks: Bioware for the first game Obsidian for the second game and for keeping the unfiltered VO in the game files Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  6. 1 point
  7. 1 point
    Had a free afternoon, so added basic Netbeans Project support: Project Support Create a new OENS project with skeleton structure (working directory and target folders) Netbeans recognizes project folder and creates appropriate logical view complete with custom icon Basic actions skeleton added (new file, copy project, delete project) Project preferences skeleton ready to be extended with user preferences To Do Implement project action (copy project, rename project, delete project etc.) Extend New Project Wizard to capture KOTOR & TSL installation locations, 3rd party tools etc (nwnnsscomp et al) Add KOTOR & TSL installation locations to Netbeans favourites when new OENS project created, and open favourites window so users can drag/drop files from KOTOR/TSL to their project and vice versa Add preferences for installation location of 3rd party tools (nwnnsscomp etc.), syntax highlighting colours and so on
  8. 1 point
    I don't know if this is worth reporting, but I was messing with KOTOR Stuff to extract a set of specific files from ERFs and it skipped a bunch of them. I've attached the batch file I was using to extract files from K1's swpc_tex_gui.erf. It said in the console that it failed to find them in the ERF, though I know they're there since I generated the list by extracting all the files and filtering what I wanted. Maybe the massive number of files just overloaded it. Also, I noticed if the folder KOTOR Stuff is extracting from has a space in its name, it'll treat that as the end of the name and ignore the rest. (e.g. "New folder" is read as just "New".) K1_gui.bat
  9. 1 point
    JavaScript? You working with Tyvokka to run KOTOR in Netscape? This is all very interesting. A new module editor is the next big thing a lot of us want to see... we've even been talking about how it could be done with KOTORMax. But your screenshots look a lot like the Dragon Age Toolset and a live preview like what it has would be very handy.
  10. 1 point
    View File E3 Style Dxun Masters A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date 1.0: 02.09.2018 Installation: Double Click the "TSLPatcher.exe" and select what restored item you want restored and click install. You may have to do this up to five times to install each item. Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: Kotor 2 was showcased at E3 2004 in the form of a playable Demo, the demo was a short gameplay teaser for TSL which showcased a few new features including the Dxun Tomb. In the avaliable footage of the tomb the Sith Masters had different appearances than they did in Vanilla. In Vanilla all of them where identical, each wore a mask and the lead Master had his voice filtered. In the Demo two of the Masters are Sith Assassins while the leader has his face shown and has no filtered VO. This mod restores the E3 Style Dxun Masters back into TSL. Known Bugs: The Lip Sync may be a bit off at certain places. This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Any mod which edits "ritlead.dlg", "g_darkjedi004.utc" or "ritual_follower.utc" will be incompatiable. Permissions: Do NOT claim credit for this mod Thanks: Bioware for the first game Obsidian for the second game and for keeping the unfiltered VO in the game files Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 09/02/2018 Category Mods TSLRCM Compatible Yes  
  11. 1 point
    I removed the onSpawn script (the one that gives him the force shield effect), but I think that messes up something with his user define script when he dies. There is another instance that I got locked in the tomb however - I placed a lot of mines in his area right before the fight and it instantly killed him... ...but also I think I killed him too good because I got XP points and he didn't disappear. And I think that must mess up the door unlock script.
  12. 1 point
    I understand where you are coming from. I felt if I was going to throw my hat in the ring I needed to do something different and the xoreos team are definitely doing things the right way building it in C++. I also felt JS would be more accessible for collaboration and ease of testing. Thanks for the feedback! 😃 I would love to get some contributors on board! I've been working on cleaning up the code and trying to get it as presentable as possible. I also want to make sure the project structure and design principals are set before I open it up just yet that way people coming in know where to start and where things should go... I will keep you posted xoreos is an open source implementation of BioWare's Aurora engine and its derivatives, licensed under the terms of the GNU General Public License version 3 (or later). The goal is to have all games using this engines working in a portable manner, starting from Neverwinter Nights and ending with Dragon Age II. - This is the description from their GitHub project page. https://github.com/xoreos/xoreos | https://xoreos.org/
  13. 1 point
    Holy hell this is amazing. Man, can I contribute? I'm a JS developer and this is a lot more impressive of a project than my little modding tool I was working on!
  14. 1 point
    Having too many saves on the Xbox is definitely a problem, but I've never heard of it being a problem on the PC version. I can tell you I've had more than 700 saves before with no problem other than the game taking a while to load the save menu. I also agree it isn't worth doing for K1 because it will probably mess up the order. K2, however, separates your saves by the player name in the GUI at least, so you might be ok with that.
  15. 1 point
    I couldn't say definitively. I wouldn't think the mere presence of saves in the folder should influence the game generally, but obviously it will need to scan and index them all every time you open the load or save screens. That may provide a performance hit if you have many hundreds of saves and are using a slow mechanical drive perhaps. It's also possible the game may have a maximum save count it can deal with (probably more likely with K1 than TSL), but I can't say I have personal experience of it, nor do I recall seeing any reports to that effect directly. Edit: What I can say though is that if your organisation is intended for two separate active playthroughs, it is probably all for nought. The game won't respect your naming convention, it will always name any new save as the current highest save number + 1. For example, if you have two saves numbered 100 and 400 and you load save 100 and create a new save, it will be numbered 401.
  16. 0 points
    Sorry to bump, but, any further progress with this project?