JediArchivist

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Everything posted by JediArchivist

  1. @Trex It would be awesome if someone would help me port Trex's brilliant The Jedi Masters mod to work with KOTOR 1 instead or TSL!* You can find out more about it and download it here: http://www.the-jedi-masters.com The reason for this is that I want to attempt to run The Jedi Masters with the Mobile (Android / IOS) version of KOTOR 1, so that would be pretty cool...almost like a new KOTOR game. I have already tried installing The Jedi Masters mod onto the PC version of KOTOR 1, the game launches, when I start a new game the custom loading screeen appears, but then the game crashes! If anyone could provide some help or find the time to port the mod for me (if it is easy to do and does not take too much time / effort), I would greatly appreciate it! UPDATE 1: Progress: 15% Results: Got the game to load a savegame from the first level of the mod without crashing. Managed to get the level to partially (just a very little part of it) load (HUD, doors, characters, text above characters / objects). Can warp to modules using the console, most levels only display a black screen. Loading screens seem to work fine. -------------------- I experimented with The Jedi Masters, I manually installed it (copied all files to neccesary folders) onto a copy of KOTOR 1 (obviously, on purpose), then I selected all the .mdl files in the Override folder, ran them through the K2 to K1 porting process with MDLEdit, batch renamed them then put the converted / ported files back to Override. I basically followed the porting procedure described in Thor110's K1 to K2 level porting tutorial, but in reverse (in MDLEdit open .mdl as K2 file -> convert to ASCII -> open the resulting ASCII file as K1 file -> convert back to Binary). The .mod files from the Modules folder should already be compatible I figured... Progress: now the game loads a save from The Jedi Masters instead of crashing the game. It also shows elements like the doors and characters, with their corresponding label / text above them! My character cannot move unfortunately. The game crashes when starting a new game, just like before porting the .mdl files. I am definately making some progress here! I wonder why the game won't load the other elements like textures though, as far as I know they should work without porting them, only the .mdl files require porting. UPDATE 2: Progress: 70% Results: Got the game to properly load a savegame from the mod. The level loads completly, all loading screens, maps, textures, characters, journal entries, map, dialogues and most interactions seem to work! I can also now move freely through the game. My character model is displayed without the head, i managed to get around that by changing my appearance to Dustil using Kotor Savegame Editor. -------------------- After the last attepmt when I ported all .mdl files to K1 format, now I also copied all the ported K2 modules and files (textures, models, characters, maps, etc.) that I made for my KOTOR II Mobile porting attempt. Progress: Now the game loads the entire level, not just the doors and characters. I can walk around the level and interact with NPC's, open doors and containers, have proper conversation, even the journal and map work! When starting a new game it starts a new KOTOR 1 game instead of crashing like it did before. I also copied the files over to an iPad running the Mobile version of KOTOR 1 (I installed / copied the files like a mod)! Some pictures (notice the KOTOR 1 Mobile HUD): *For my personal use only, no files will be published or uploaded without the original modder's (Trex) clear and explicit consent, as all work related to the mod belongs to him!
  2. This is great work, can't wait to try the script and export some modules from KOTOR 1 to KOTOR II TSL. Many Kudos to you for figuring out the module porting! I'm sorry if i am posting this question in a wrong place. I am currently trying to port all modules from KOTOR II TSL to KOTOR 1, and convert them to work with the older version of the Aurora Engine and then make them install and work as a mod, with the purpose to be able to play KOTOR II as a total conversion mod for the Mobile (Android / IOS) version of KOTOR 1! This is sort of the oposite thing from what you are doing (instead of porting the modules from KOTOR 1 to work with KOTOR II TSL, i am trying to get them to work vice versa), but it should work similar... Could You tell me how exactly I need to convert the KOTOR II TSL modules and textures, in order to make them work in KOTOR 1. Since I am new to modding, I would need to know what tools i should use, what settings and what should i do exactly (with a given example), what file do i need to open with what tool and how should i export it, if possible...since there was no Porting tutorial written because it was not allowed at the time the modding tutorials were written. If You could also give me some advice as how i could to archive all the files from KOTOR II TSL in order to make them install like a mod (in the Override folder, etc.) and launch as a total conversion mod for KOTOR 1 it would be awesome for me and the K2M - KOTOR II Mobile project! I give You my gratitude and many thanks in advance for taking Your valuable time to review my question! Happy Hollidays!
  3. @DrMcCoy Thank uou for your reply and for showing interest in this project! I am honoured by having your response here! Since PC KOTOR 1 and Mobile KOTOR 1 use the same files (except the lower letter-casing), converting files from KOTOR II TSL to Mobile KOTOR 1 should be as legal as converting them to PC KOTOR I, which has been mostly done since porting is allowed. Many mods port content from KOTOR 1 to KOTOR II TSL though... I'll try to figure out some way to port the whole game content legally, without uploading a whole game's worth of content... I have been following progress on Xoreos for about 2 years, it is truly great! This year's update really got me excited, seeing it take shape and come closer to completion is awesome! I really admire your work! It is great news to hear that implementing OpenGL ES into Xoreos and a future Android release are already in the works! It would seem that an Android version of Xoreos would come even sooner then I thought. Imput can be handled relatively easy for KOTOR I & II, as for movement and looking around all that is needed is a Virtual Directional Joystick, and touch controls mapped to all the in-game buttons. I managed to do something of this sorts, in able to get KOTOR II to run on a Tablet running Windows 8, by using a program called Virtual Gamepad. I just needed a Virtual Joystick, to which I configured the UP and DOWN buttons to go Forwards and Backwards, and the LEFT and RIGHT buttons to look around (since in KOTOR you only have partial looking around in running mode)! A company called Beloko Games sucessfully managed to port both Star Wars: Jedi Knight games to Android by using a custom engine, and implemented great, customisable touch controls (two virtual joysticks and several buttons for main actions). You can find more about it here: http://www.beloko.com Unfortunately IOS will never allow Xoreos on the App Store, but sideloading really is a thing on IOS. https://ios.gadgethacks.com/how-to/install-modded-unofficial-apps-your-iphone-by-sideloading-with-cydia-impactor-0176467/ https://beebom.com/how-to-sideload-apps-iphone-ios-10-without-jailbreak/ I managed to do surprising things with sideloading on Jailed (Non-Cydia) iDevices, such as developing a method for modding IOS KOTOR 1 and other apps (injecting a custom payload into an .ipa package, sideloading it, and then syncing it with a genuine version of the app in order to be able to use it without a Developer Certificate that lasts only 7 days)! I would be more than happy to help You with testing an IOS build of Xoreos, if You ever need it! Installing Xoreos on a Jailbroken iDevice would not even require sideloading, as it would install easely with a fakesign. As an example, there is a ported edition of Half-Life for IOS (I have it and it works fine), including touch controls. It uses an alternate engine called Xash 3D. It also used SDL. https://github.com/FWGS/xash3d/releases/tag/v0.19 I can't wait to try out the Mobile Xoreos version!
  4. I'm sorry if I'm posting this in the wrong place, I searched the forums and there seems to be no Xoreos Thread... Is there going to be an Android / IOS version of the Xoreos Engine developed in the near future? If so, what is the progress on it?
  5. Great work so far! The engine looks awesome! Many Kudos! Are there any plans to port KotOR JS to Android or IOS in the forseeable future?
  6. Greetings everyone, This project is meant to attempt to port all content from Star Wars: KOTOR II TSL into Star Wars KOTOR 1 Mobile (for Android / IOS), resulting into a partially / fully playable mobile version of KOTOR II TSL for IOS / Android. The game will be installed and ran as a Total Conversion Mod over the mobile KOTOR 1 version. The mod development will consist in the following stages: - 1. Converting all files from the PC version of KOTOR II, to work with the older KOTOR 1 engine. - 2. Adapting these files to be installed as a mod (into the Override folder, etc.) for KOTOR 1 - 3. Downgrading / adapting features from KOTOR II that are inexisting in KOTOR 1 (like Crafting, Lightsaber Forms, Companion Training and Loyalty, etc.) - 3. Adapting and optimising the mod to work on IOS / Android KOTOR 1. - 4. Testing, Optimising, Polishing ---------- Different approaches (listed here as inspiration for other porting endevours): - Porting the Xoreos Engine or KotOR JS Engine to Android / IOS (for the developers of the Xoreos Engine / KotOR JS Engine) - Updating the KOTOR 1 Mobile older version of Odissey Engine to work with features from the newer KOTOR II TSL engine (for modders who experimented with the source code of the engines, etc.) ---------- The mod / port will be released here as it is being worked on, and updated as it is progressed on! This endevour will be completly open and collaborative, all work will be uploaded from the start and updated as it progresses! Everyone who believes they can contribute or help with this project in any way are invited to! ============================== STATUS: Project Completition: 5% Project Status: Phase 1 (KOTOR 1 to KOTOR 2 file conversions) Progress: Ported unmodified files from KOTOR II TSL PC version to KOTOR 1 IOS version. Filename adapted to work with IOS File System (all files were renamed in lowercase letters). Practical Result: Succeded in having partial KOTOR II TSL code execution and asset loading into KOTOR 1 IOS version. Specifically, the game crashes when launchimg a mew game, but loading a savegame works. Loading a savegame will display a black screen, however the background music plays, and the Inventory, Map and Quests screens can be accesed and they display the KOTOR II respective content. Accesing the Character screen crashes the game. I will upload a Youtube video showing the resulting functionality soon! To do next: Convert the modules, textures and animation files from KOTOR 2 format to the KOTOR 1 format and load them into the KOTOR 1 engine. ============================== UPDATE 1: So far I managed to port the K2 maps to K1 using @Thor110's brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ Now the maps can be warped to but there are no story elements, most NPC's are present but interaction with them does not work, most containers are empty, some still have the loot inside, area transition works for some arear but fails many times, especially when you want to enter the docked Ebon Hawk. Most levels load fine but some of them crash the game (especially the Peragus levels), and the mini-map does not display at all, strangely when the map section is accessed it always shows the Manaan Hrakert Rift Underwater Station map. The character animations also got "broken" after adding the ported files (that is why the characters look so "stiff" in the pictures)... So i could say i had very partial success so far! ============================== STATUS UPDATE: Project Completition: 20% Project Status: Phase 2 (KOTOR 1 to KOTOR 2 converted files adapting and optimising) Progress: Ported all KOTOR 2 maps to KOTOR 1 format using Thor110's tutorial. Loaded ported / converted maps into the mobile version of KOTOR 1. Practical Result: Got partial success, most levels work and have been ported fine, some content / features / characters like story elements and NPC interaction do not work, the minimap does not display at all and the map does not work on the ported levels (it always displays the Hrakert Rift Station level map), some area transitions (Return to the Ebon Hawk) do not work, the text above NPC's / area transitions / story objects in level does not display at all (the field is always blank). The character animations also got broken because of the added ported files. I copied the ported levels into the mobile version of KOTOR 1 (after renaming all filenames in lowercase characters) and managed to get the game to load the ported levels by making a savegame for each module, them transferring that savegame on the mobile version, and loading that save in KOTOR 1 mobile. I am using an iPad 3 to test the mod. To do next: Adapt and optimise the files causing the bugs / glitches / problems, like script files, restore all functionality (story elements, characters, scripts, etc.). This will be the hardest part (if possible at all)! ============================== Some pictures of the mod in action (notice the KOTOR 1 mobile HUD): Credit: Many thanks go @Thor110 for his brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/688 Without this great tutorial I would have been unable to make any progress at all! He basically made it possible to port the levels from K1 to K2! ============================== UPDATE ALPHA (FIRST RELEASE): KOTOR II Mobile (K2M) first version – 0.4.0 Alpha released! Alpha 0.4.0 of the mod is live! We released earlier than expected! Head over to our ModDb page files section to download it now: https://www.moddb.com/mods/kotor-ii-mobile-k2m/downloads/k2-to-k1-port Unfortunately in this very early stage of development of the mod there is not much to do, than explore the maps, search for loot, etc. Also, you will most likely encounter lots of bugs and some game-breaking ones as well, this is still an Alpha release. Still, it’s a great achivement for us, enabling you to experience all game maps / levels in mobile! THIS RELEASE IS FREE TO MODIFY AND REDISTRIBUTE, RE-RELEASE ON OTHER HOSTING SITES OR TO INCLUDE IN YOUR MOD PROJECT! GIVING CREDIT IS NOT MANDATORY, BUT VERY APPRECIATED! We encourage all skilled modders out there to use our work as a foundation / framework for their project, or even try to complete the KOTOR II port to mobile before us and work out the bugs and problems! *Updates will be posted to this thread as they come! This post will also be updated as well.
  7. @Logan23 Hey, Logan! I've been following this project since its beggining! Noticed the website gone offline (domain expired), so I thought I could lend a helping hand... So, I managed to recover your website from archive.org and also got a new domain for it You're back online, check it out! Head to www.revengeofrevan.net You should be covered for the next three years (domain and hosting services have been paid in advance) and as soon as I get some extra "credits" to spare I'll extend the domain period more! It's the least I can do to support this awesome project!