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About Antonia

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    Jedi Apprentice
  • Birthday March 26

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    Wisconsin, USA
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    Programming, building game machines, gaming, anime, movies, music, books, stuff, junk, other cool things.

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  1. I can't swear he's 'infinite', since obviously I never played that many, nor have I poked around to check how he's set up in the files. I don't ever remember finding a limit with him though, so my best guess would be that he's probably set up as infinitely playable. IIRC, you can also play infinite games against Kudos on Tatooine who will bet 75 for so many games, then 200, and finally 50 for any games after that point, as well as Toll Apkar on Korriban for 100 per game. Anyone else either won't play for money (like say Mission) or will eventually stop playing.
  2. I get pretty good results with FW and K1 (steam), however, it DOES take some tinkering. Lots of times, starting the game I notice FW for whatever reason fails to "hook" the game process before it's actually running, which means it reverts to 800 x 600, and I have to quit and restart a few times to make it behave. There's even been cases where I had to specifically "reset" the resolution settings by manually re-setting it to 800 x 600, launching until I see the game process actually 'hooks' before it switches to full screen, THEN again manually selecting one of the new FW resolutions. So yeah.. it can definitely be twitchy at times, but it'll work if you argue with it enough.
  3. No, this isn't hentai. Released today: Day of the Tentacle (Remastered) Steam/GoG Figured I'd toss a heads' up for any old fans of this little gem (like me), or for any of the 'new kids' who may not have played it back in the day. If you can stand side-scroll, scene-based 2D point-and-click adventure/puzzle games at all, you should really check this out. Just don't cheat yourself of the fun and discovery by using a guide except/unless you *really* get stuck somewhere. Way more fun trying to figure out what the hell you're supposed to be doing, and lots of little random bits of humor you'd miss if you just take the 'shortest path' to the finish line.
  4. Strictly speaking, any time you replace a body, you're going to get a new head as defined by the default head column of appearance.2da There's ways to work around it though. Not to toot my own horn too loudly or anything, but that's basically how my armband works. I too ran into a situation where I got tired of needing new lines in all the 2da files and specific items for specific characters etc, so in my case, one item covers pretty much any possible default disguise and head combo the game will support. If all you want is to do one for Bandon's armor, you'd need to make a script that applies his appearance as a disguise effect, but then uses the DuplicateHeadAppearance function to put back the head you wanted to keep. Since you need someone to duplicate, what I do to solve this problem with the armband is first create a dummy character at the module's starting location, then duplicate the (N)PC''s head to that dummy, apply the disguise effect, then duplicate the dummy's head back to the (N)PC before deleting the dummy. Also note that this function does sometimes do some slightly twitchy things. For example, I'm pretty sure once you change a head with the duplicate function, applying a disguise won't alter that head again (unless the disguise has a built-in head), and the effects get a weird sort of pseudo-permanence which will sometimes get canceled after some cut scenes, but often not.. Anyways... if you want any more technical info, let me know. The armband will work fine to run around in Bandon armor as a disguise effect) if you wanna just go that route, or of course you could make an item based on the same idea for just that specifically. -Kitt
  5. Pazaak is pretty easy. There's a random element that can make it sorta tricky at times, but once you get the hang of how things tend to work and pick up a half-decent side-deck it gets pretty easy to win consistently. At first, just be sure to do a quick-save before you play a game if you don't wanna lose a lot trying to get the hang of things. -Kitt
  6. Inconsistent in what way? I basically copied the 'style' from the default K1 portraits and worked screen shots into them of my head in-game, but portraits are a bloody pain, so any suggestions are always appreciated. ^-^
  7. Actually, I suspect HK would be pleased with himself beyond measure, were the rest of the galaxy to fully adapt and incorporate 'meatbags' into their common vernacular. xD -Kitt
  8. Replacing the appearance of your enemies is fairly simple really. Figure out which lines (rows) in appearance.2da you really don't like, and map them to use something else instead. For example, if you hate the sith soldiers, you can replace the data in their row (28) so that where it calls for the N_SithSoldier model (and skins) you point it to something else. Say N_SithComM, which is your run of the mill male Sith. You'd have to play around with which value(s) you're not liking, and which replacement(s) you wanted, but this will have the same effect of extracting/renaming a bunch of character models except you can keep all the changes in this one, central file and not need to actually chase down and extract all those models. As for weapons.. you could probably do the same thing here by altering the baseitems.2da file, but I'd be rather careful to make sure any time you go in and change something, it stays the same basic "style" of weapon. For example, you could probably safely change the entry for quarter_staff to point to double_bladed_lightsaber, and instances of these weapons would *likely* still work as intended. Changing something like a blaster to a lightsaber this way however would almost certainly have some odd results, I would think, but honestly I've never tried to make such a universal change before, so I'm not entirely sure what the effect might be. You *could* of course do this by finding and extracting and renaming models of one kind to that of another, but I expect again you'd probably want to stay within comparable weapon classes, since the game data is still expecting a weapon that's defined outside its actual model data. Basically what I'm saying is, if the game encounters a uti file that tells it there should be a heavy blaster here, I'm not really sure what all the effects might be when it loads up the model for a lightsaber. Might work fine, but I suspect at the very least, it'd be a blaster that just looks like a lightsaber and probably has some very strange animations going on when someone tries to "shoot" it. To *Properly* replace weapons you dislike, you'd actually want to edit each .utc file for every character/enemy that's using something you don't like, and point it to use a weapon you prefer. There will probably be a few instances where the game creates someone's items "on the fly" with scripting, and they'd still be wrong, but this should catch the majority, and you could then look to trying to fix any individual oddities that may remain. Sorry if this all sounds a bit disjointed. I know what I'm trying to explain, but I've never been that good at laying this sort of thing out in a nice tutorial fashion, which is why I don't make tutorials. xD Anyways... see if that info helps at all, or if someone else may wander in and give some more helpful information and we'll see where things go from there. -Kitt
  9. Not sure about going from PC <--> Mac issues... but First, editing a container directly (say, footlockerxx.utp) is usually a bad plan. It usually means that LOTS of footlockers all over the game will have whatever you just put in there, as the template itself gets re-used a lot. Secondly, the icon is determined by the base_item type (which gets looked up in baseitems.2da) and then the "model variation" setting to determine if it wants say this_image_01 02 03, etc. Should be some tutorials around covering some of this stuff, which would help explain a lot of these basics better than I could do here in a simple post really. -Kitt
  10. It's not *hard* really.. You can usually make any number of appearance-based mods compatible with some fairly simple 2da edits. Knowing exactly what you'd need to do though depends a lot on exactly what your'e trying to merge, and which one(s) aren't doing what they're supposed to already. -Kitt
  11. In all fairness, there probably *is* an upper limit on just how much data/how many entries can be read in from a given 2da file, but to figure out exactly what that limit is, we'd need to decompile the exe and see what it's doing. That said, there is *no* way you've found that limit. My own appearance.2da file for example is currently only up to 514 rows, but I've used one before with over 1200 rows and it caused no issues whatsoever. As I said, I'm not exactly certain exactly how they've set up the data where the engine reads these things, but they definitely gave it more than enough room, so that's not your issue. -Kitt
  12. I recall using a 6800 ages ago with no issues. Current game rig has a GTX 780 and lappy has a GTX 770M. Probably used another half dozen somewhere between/before the 6800 and now. No issues. -Kitt
  13. Antonia


    I kinda figured all of the above would be concerns, thus I was asking for someone who could model. Figured maybe we could do something custom. -Kitt
  14. Antonia


    Ok, who'd like to help me here? Like Lucy, I feel the K1 robes are.. sad. Someone with some modeling experience.. please. Lend me a hand. You provide the models, I'll do everything else. Otherwise, I'd have to do something very ugly, which is un-good. I DO intend to learn 3ds/MDLOps one day, but.. probably not today. -Kitt
  15. I'd have to look at the file in question to be sure, but yeah. *usually* you can just re-order things a bit. Sometimes though, depending how it was tree'd in the first place, you have to make some additions/copies to get everything happy. But yeah. I have no issues. You can take it if you wish, though I'd be more than happy to do this sort of leg-work and just forward stuff up to you for inclusion in K1R 1.2+ too. Happy to lend a hand. -Kitt