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DarthParametric last won the day on May 27
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3,828 The Chosen OneAbout DarthParametric

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Off the top of my head, the most egregious bug that K1CP fixes is probably with Xor. There have been many attempts before, but none of the previous mods actually fixed him. Hell, I'm still not 100% sure even K1CP's multiple revisions of fixes have finally solved the problem permanently. Beyond that, there are a couple of minor soft-locks that people somehow manage to get themselves into, the Sand People disguise glitches, and things like that. But you're correct that there's no one big earth-shattering fix that makes K1CP indispensable. Rather, it simply tries to smooth out some of the rough edges. If people don't really notice, then that's actually a compliment. After all, the idea is to keep the game in line with the original developer-intended experience as much as possible. It keeps me amused and off the streets.
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The Old Republic/SWTOR style hilts replacement.
DarthParametric replied to Bespokey's topic in Mod Requests
I extracted those models from the beta in mid-2011, rendered them out and posted the image on LucasForums. Whoever put it on Imgur swiped it from there. I still see it pop up on Reddit and so forth occasionally all these years later, even though it's hideously outdated. I'm not really in the saber making business any more, but you don't really need someone to model you one from scratch when you can just pull the model from TOR. I'll have a poke around tomorrow. I can probably provide an asset dump of the meshes for anyone that wants to set them up for KOTOR. -
The Old Republic/SWTOR style hilts replacement.
DarthParametric replied to Bespokey's topic in Mod Requests
It's hilarious that picture is still doing the rounds 14 years later. -
Not really. When AFP first started it and it was just a collection of pre-existing fixes, there was no issue because the scope was pretty limited. It wasn't until JC and I got involved and the project changed from a collection of other people's mods to custom fixes that encompassed every facet of the game that incompatibilities started to creep in. It was just an inevitability when faced with two mods both trying to make fundamental changes to the same crucial components like OnEnters, plot-critical DLGs, and so forth. Add to that, once JC and AFP went AWOL and control of the project was ceded to me, there was never going to be any effort to try and address the incompatibilities simply because I have zero interest in K1R and what it does.
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Need help with a run script
DarthParametric replied to RageBoxMan's topic in General Kotor/TSL Modding
There are two options if you want to apply a command to multiple NPCs with the same tag. The first is a loop iterating through every creature in the level (useful if you need to deal with multiple sets of tags), the second is to call the GetObjectByTag function multiple times, each with a different nth index to grab each creature. Check the full command: // 200: Get the nNth object with the specified tag. // - sTag // - nNth: the nth object with this tag may be requested // * Returns OBJECT_INVALID if the object cannot be found. object GetObjectByTag(string sTag, int nNth=0); Identifiers are 0 indexed, so the first creature is 0, the second 1, and so forth. So to get the 5th Tach, the command would be GetObjectByTag("c_tach", 4). Since you didn't specify an index, the compiler is pulling in the default index 0. In this case, I'd actually go with a combined variation so you can add a bit of randomness to things. Like so: void main() { object oTach; int i; location lPath1Run = Location(Vector(327.34, 206.69, 7.71), 0.0); for (i = 0; i < 5; i++) { oTach = GetObjectByTag("c_tach", i); DelayCommand(1.5 + IntToFloat(Random(3)), AssignCommand(oTach, ActionForceMoveToLocation(lPath1Run, TRUE))); } } Since pathfinding is pretty terrible, you may have to introduce additional delay between each to prevent them running into each other. You could probably just pad it by also adding in IntToFloat(i) in the delay value, which should force each subsequent value to increase while still retaining some randomness. -
How to make KOTOR 1 display DBCS languages
DarthParametric replied to JRoland's topic in General Kotor/TSL Modding
I have no idea if KOTOR actually supports Chinese, since it was never released in that language. I think Neverwinter Nights does though, and Odyssey is based on Aurora (NWN's engine). Start by referring to these links: https://wiki.xoreos.org/index.php?title=Xml2tlk https://wiki.xoreos.org/index.php?title=TLK_language_IDs_and_encodings In theory you'd convert a UTF-8 XML with strings in simplified Chinese to a binary K1 TLK using Xoreos with the following command: xml2tlk --cp936 --kotor dialog.xml dialog.tlk The language ID would need to be changed at the top of the XML file <tlk language="130"> based on the table from the link above. You can get Xoreos Tools here. Here's a vanilla English K1 XML if you need it: dialogK1.7z But the actual translated text is only half the job. As I mentioned above, Odyssey uses a font sheet, not a font file. It's an image with each individual letter of the alphabet in a position that is defined in the accompanying TXI file. There are about half a dozen or so font sheets in K1. They have separate ones for the different resolutions apparently, plus additional ones for the end credits and the cheat console. A font sheet itself typically has a plain white RGB (aside from icons like controller buttons). The alpha channel is a mask. Here's a vanilla English example: Since Wizard's tool doesn't support DBCS languages, you can try this older tool to generate a font sheet and TXI - https://deadlystream.com/files/file/535-kotor-font-tool-nwn-font-maker/ I'm not sure if that will work either, but it's worth a try. Unfortunately the texture sheets it creates are quite low resolution though. You'd need to duplicate the sheet TGA and TXI to match all the vanilla filenames: fnt_console fnt_credits fnt_creditsa fnt_creditsb fnt_d10x10b fnt_d16x16 fnt_d16x16a fnt_d16x16b fnt_dialog16x16 fnt_galahad14 Although I'm not sure if that last one is actually used. -
How to make KOTOR 1 display DBCS languages
DarthParametric replied to JRoland's topic in General Kotor/TSL Modding
Odyssey (KOTOR's engine) doesn't use regular fonts, it uses a font sheet (i.e. an image of the characters). So language is effectively "hard coded" unless you edit the font sheet. There is a tool that will help you do that - https://deadlystream.com/files/file/2375-kotor-autotranslate-tool/ - but unfortunately it doesn't support DBCS languages. But it might at least help you create a custom font sheet manually. I assume you already converted the translated text back into a binary TLK file? I'm not entirely sure if the TLK format even supports DBCS languages. -
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TOR Ports: Pureblood Sith Female Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
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AllanaSolo started following DarthParametric
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Yes, it's heuristic flagging of the Python exe that gets extracted into a temp directory to run the code under the hood: https://www.virustotal.com/gui/file/1028c8f33ba05e3ba416b823883f970f53f3157052ab9a466031355152da4717?nocache=1 Detects the image load of "Python Core" by a non-Python process. This might be indicative of a Python script bundled with Py2Exe It's a problem with all versions of HoloPatcher and no-name AV packages. It won't be solved until/unless HP migrates away from Python.
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If you're talking about a cutscene playing when loading a module, then the two avenues are either the module's OnEnter script (defined in the ARE and/or IFO), or the OnEnter script of a trigger placed over the module's entry point (script defined in the UTT, placement in the GIT). The former is https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/907MAL_Malachor_V_Trayus_Core_(cutscene)/k_907_enter.nss which looks like what you want.
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Why would you make another separate patch mod? You could have submitted them to K2CP. Hell, you could have just asked to take over management of K2CP.
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Oh wait, the Revelation cutscene. That uses its own layout, M44AD, but shares the M44ad_01x and m44ad_01a room models with the ending layout (stunt_unktemp). So it's getting the edited room models with the door blockers but not the GIT changes to add the actual doors. Whoops. Not sure how I missed that. Guess I need to fix that for both this and K1CP.
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