VarsityPuppet

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Everything posted by VarsityPuppet

  1. Sounds kind of confusing - although if I just took the time to learn Perl, I'm sure it would be easy enough. Not gonna lie, I'm mainly using C# because of the amazing form builder they have. Most people are running on Windows anyways so I'm not real worried about Java at all. The only caveat I've been running into recently is that I only have Visual Studio on my desktop computer and my Mac doesn't have enough room to install it on my BootCamp installation. Although, as I'm typing this up, I've run into some nice options for C# development on Macs.
  2. No official word. It may end up being more than one contributor, even. I'm working on the creation of some tools in the meantime so as to make the work easier.
  3. Sure, why not? Although, I'm not sure if you'd want to be learning code from my example... C# and Java are fairly similar when it comes down to it. It's nothing like Perl (I'm guessing since my look at Perl was fairly devastating and confusing.
  4. Actually, C# probably. The form builder is generally much easier to use. The Form Builder Plug-in for Eclipse is rubbish I hear, but I could still try it. It'll probably end up being C#.
  5. Ultimately depends on what we're doing. I just want to build some tools that will make module creation easier. This involves mostly GFF files. I suppose if it comes down to it, being able to modify 2da/TLK files (like for installation purposes) then I could see a team up occurring. One of the main things I don't like about the current resources for GFF files is that they're in Perl, which I don't even understand. I suppose it would be useful to learn it, but I want to get practice writing my own reader class. A GFF Reader, a Rim/Erf reader/packer. And then of course, eventually, some sort of map editor. That'd be cool, I think.
  6. Welcome to Random Tool Adventures with VP, where I will be investigating the file formats used for both KOTOR games to sort of de-mystify some file formats or "under-the-hood" sort of things. The purpose of this is to eventually make some usable tools for this silly game in which, unlike KOTORTool, we can make mass changes all at once and stuff like that. Also, anyone is welcome to share any Day 1: Did a little investigating with the GFF file format with Biowares official GFF debrief. I figured out how to find the offsets I'm looking for! OH man, this is gonna be cool!
  7. Yes. The tools are what make this mod a breeze.
  8. Big Announcement. Malachor VI's "code" and source files are going to be available online. However, it will not quite be available for everyone. Since there were other mods installed in my MVI work game/folder, public release of the link will be delayed until I get rid of that junk. If you would like take over the project, or contribute in a way, PM me and I'll tell you how I'd like the work to be continued. Don't worry, it's easy. Thank you for all of your support over the years, and it's time this went into some more active hands. Darth Hayze, let's chat.
  9. I've been considering it. Ultimately, modding KOTOR is just too tedious and tiresome and I don't think I will ever get around to working on it again in that capacity. I'm more on the "make tools" end of the spectrum now which will ultimately make my modding cut down to a clickeroo of several buttons and then voila! Done. I know Bead wants to and I (sort of) want to (for the sake of completing things), but the timing and the work required for the project is just too much and the payoff too little. Interestingly, I never thought about writing down a "bible" for MVI. I even like using the term bible as a resource guide even if it's slightly sacrilegious. That might be something worth considering. Ultimately, it is mine and Bead's project, so I should consult with him first. I suppose for what it's worth, who would be interested in continuing the work?
  10. That dude probably jerks off to all the new COD games. Not to say that COD is a bad game, but he is one of those guys.
  11. I'm fairly positive it works, even if it's not reported in the feedback panel. How else would I have run into one and then when I stopped, they all showed up? I suppose it only shows up based on movement in general. I don't know. I should check, but I'm way too tired.
  12. Fountain textures are looking good. Good call on the switcheroo too.
  13. Positive on the marble pool texture? It just looks kinda dirty. Suppose it looks better in game. EDIT: At second glance, it looks good, the different green colors look kinda weird though. Like the yellowish hues with the green, I mean.
  14. I think Intelligence skill applies to the overall demolition skill.
  15. I believe the 2da is called traps.2da. If you compare the traps.2da from k1 and k2 side by side and go from there, it actually yields pretty interesting results. For instance, this makes all of the mines in Peragus only appear if you are walking (I actually ran into some my first playthrough because they didn't appear). Additionally, the mines can only be recovered if you bolster up your demoltions skill. Otherwise, at best, you can disarm them only.
  16. I retract all of my previous statements. This looks marvelous! Job well done and the idea with the mosaic is pretty good. I know this may not mean much coming from me of all people... but it had to be said.
  17. An easy way to accomplish this is by simply changing the DC values for each mine. They significantly lowered these values from k1 to k2 so it could almost be considered a bug.
  18. Yep. It'd be pretty sad if I couldn't even finish it for 2014 but It is a possibility...
  19. Don't forget X-Men: Days of Future Past, Captain America: The Winter Soldier and The Amazing Spider-Man 2! (Seriously though, I may be more excited about Capaldi as the new Doctor right now than anything)
  20. Yep, it won't be qualified for Mod of the Year 2013 either.
  21. Great job with the snowflakes, seriously. Reminds me of last year's Doctor Who Christmas Special, The Snowmen.
  22. UTI for KDJ's single sabers made. Just need to make the hilt files, his double sabers, edit the dialog, add to 2da, make icons. Sounds like a lot.... .... and it is
  23. Just don't think that I am always harping on you, Malkior. You're doing some great things and I feel like I'm always just saying "Hmmm... could you do it better?" You're doing a great job.
  24. The clouds in the skyboxes look sort of grainy... I imagine it looks better in game?
  25. UPDATE: Well, after a long, tiring semester of school kicking my ass, I've returned to the interwebz world. What's the plan? To consolidate the Saber system and release what I have so far. I'll work on adding KDJ's sabers over time. Ultimately, we cut down the number of his sabers involved. We limited it to his favorites, which I believe is for the better overall. There are things I know people won't like, but this is the reason I'm trying to develop tools to help ease this sort of stuff. We shouldn't be wasting time doing menial work anymore. Also, I'd like to get this out so I can qualify for Mod of the Year 2013. It's a superficial reason, but it'll make me push it out faster maybe.. Anyways. Fun.