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Synchro

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Synchro last won the day on August 22

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  1. Yeah, unfortunately the Kotor Patch Manager needs a clean executable (you can use a gog one or the editable exe, both work), the best way to get widescreen support back in that scenario is to use @J's https://github.com/J0-o/KotorUniResPatch patches. They work quite well, but depending on what you already have installed you may need to undo existing overrides in order for everything to look right. (e.g. the high resolution menu mods) They've properly scaled pretty much every interface in the game to look right (and even unlocked the in game resolution menu) This does have me thinking that it might be a good idea to have a standalone version of this mod that can be dropped in to existing modbuild installs or installs with other pre-patched executables. Stay tuned for something on that, I'll see if I can take a look at what is needed on the weekend.
  2. Thanks for the comment! In this case I mean that you need to launch the game with the patch manager as opposed to applying the patch and then launching the game as normal afterwards, you only need to apply the patch once The patch manager on Windows currently handles injection only through the manager, so it injects everything when the game is launched through it. On Linux there is a separate mode that installs a proxy dll that handles that for you (When I get the chance I intend to send some patches for KPM to enable that mode on Windows too)
  3. View File K1 Modern Driver Compatibility Patch Turn off grass. For years that has been the first answer to almost any KOTOR problem, and it was good advice, because on a modern PC the grass really does tear itself across the sky. This patch fixes that, and quite a lot else. KOTOR decides how to light the world once, when it starts, choosing between two methods built for graphics cards of 2003. On most machines today neither is on offer, so the game quietly falls back to a path that was never finished: no proper lighting on walls and floors, no reflections on metal or armour, no fog, no soft shadows, and none of the screen effects. It still runs. It just looks wrong, and a lot of people have never seen it look right. This rebuilds that lighting using something every modern card does support, and puts the game back on the paths the developers actually finished. The grass is one of them. If you play on an NVIDIA card, the lighting has been working for you all along. Those drivers still carry register combiners, one of the two original methods, and it does the job properly. It is also an extension from 2001 that no other vendor implements, surviving on one company's willingness to keep shipping it. This moves every card onto a method that is still current, so there is one path everyone is exercising rather than one propped up by goodwill. What you get back Grass that stays on the ground Lighting on walls and floors, the baked lighting that makes interiors look lit rather than flat Reflections on metal, armour and polished surfaces Fog, in the places the game meant to have it Soft shadows, and the screen effects: bloom, blur, film grain, the distortion around force powers, and the colour wash on some cutscenes Requirements KOTOR 1, version 1.0.3. GOG, Steam and the CD release all work. Install it with the KotOR Patch Manager. Your game files are not modified; the manager applies the patch while the game runs. It replaces the separate cube map fix and soft shadows fix. Both are folded in, so disable those if you have them enabled in the patch manager. Source, releases and issues: https://codeberg.org/Synchro/kotor-modern-driver-compatibility Settings, if you ever need them You do not need any of this to play. The first time you run it, a file called `K1DriverCompat.ini` appears next to `swkotor.exe` with every option listed, explained, and switched off. Open it and delete the `#` in front of anything you want to change. The one worth knowing about is `look`, which chooses between the two ways cards of 2003 drew bright light. `look = nvidia` is the default and the calmer of the two. `look = ati` lets strong lights bleach out what they land on, the way a Radeon did. Neither is a bug, and neither is more correct than the other. Replacement shaders You can drop your own shader files into override/shaders/, you can create it if it isn't there. The patch will use shaders in there instead of the ones it generates, with no rebuilding and no tools. They are plain text in ARB fragment program assembly, which is what the patch compiles its own into. It sits under override so a replacement can ship as an ordinary TSLPatcher mod rather than needing its own packaging, and in a subdirectory because these are not game resources. The game ignores them completely: it only looks in override for the file extensions it knows, and has no idea what an .arb file is. Reading them is this patch's job. For more information on naming, shader inputs, and all of the mode types, take a look at this section of the README: https://codeberg.org/Synchro/kotor-modern-driver-compatibility#replacement-shaders Tested on AMD, Intel and NVIDIA hardware, on Windows and on Linux through Proton, across the GOG, Steam and CD releases. If something looks wrong `logs/K1DriverCompat.log` in your game folder holds one session and is overwritten each run, so there is only ever one file to send. Setting `log = debug` in the ini before reproducing the problem makes it far more useful. Thanks @Lane and @J tested this on cards and I don't own. Nearly everything here is based on how some particular drivers behave, and that is worth nothing until somebody with that hardware runs it and reports back. The faults that turned up that way are ones I had no way of finding on my own. @Lane also wrote the KotOR Patch Manager, which is what this ships for. LLM Disclosure This project made use of an LLM during development, in the following capacities: Brainstorming: exploring possible approaches and design directions Decompilation assistance: help interpreting and structuring reverse-engineered code Code comments: refining and clarifying existing comments Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed. Submitter Synchro Submitted 08/16/2026 Category Mods K1R Compatible Yes  
  4. Version 1.1.0

    82 downloads

    Turn off grass. For years that has been the first answer to almost any KOTOR problem, and it was good advice, because on a modern PC the grass really does tear itself across the sky. This patch fixes that, and quite a lot else. KOTOR decides how to light the world once, when it starts, choosing between two methods built for graphics cards of 2003. On most machines today neither is on offer, so the game quietly falls back to a path that was never finished: no proper lighting on walls and floors, no reflections on metal or armour, no fog, no soft shadows, and none of the screen effects. It still runs. It just looks wrong, and a lot of people have never seen it look right. This rebuilds that lighting using something every modern card does support, and puts the game back on the paths the developers actually finished. The grass is one of them. If you play on an NVIDIA card, the lighting has been working for you all along. Those drivers still carry register combiners, one of the two original methods, and it does the job properly. It is also an extension from 2001 that no other vendor implements, surviving on one company's willingness to keep shipping it. This moves every card onto a method that is still current, so there is one path everyone is exercising rather than one propped up by goodwill. What you get back Grass that stays on the ground Lighting on walls and floors, the baked lighting that makes interiors look lit rather than flat Reflections on metal, armour and polished surfaces Fog, in the places the game meant to have it Soft shadows, and the screen effects: bloom, blur, film grain, the distortion around force powers, and the colour wash on some cutscenes Bump lighting on creatures, which the game only ever drew on an NVIDIA card. The wet highlight in a Hutt's eyes is the easiest place to notice it. Requirements KOTOR 1, version 1.0.3. GOG, Steam and the CD release all work. Install it with the KotOR Patch Manager. Your game files are not modified; the manager applies the patch while the game runs. It replaces the separate cube map fix and soft shadows fix. Both are folded in, so disable those if you have them enabled in the patch manager. Source, releases and issues: https://codeberg.org/Synchro/kotor-modern-driver-compatibility Settings, if you ever need them You do not need any of this to play. The first time you run it, a file called `K1DriverCompat.ini` appears next to `swkotor.exe` with every option listed, explained, and switched off. Open it and delete the `#` in front of anything you want to change. The one worth knowing about is `look`, which chooses between the two ways cards of 2003 drew bright light. `look = nvidia` is the default and the calmer of the two. `look = ati` lets strong lights bleach out what they land on, the way a Radeon did. Neither is a bug, and neither is more correct than the other. Replacement shaders You can drop your own shader files into override/shaders/, you can create it if it isn't there. The patch will use shaders in there instead of the ones it generates, with no rebuilding and no tools. They are plain text in ARB fragment program assembly, which is what the patch compiles its own into. It sits under override so a replacement can ship as an ordinary TSLPatcher mod rather than needing its own packaging, and in a subdirectory because these are not game resources. The game ignores them completely: it only looks in override for the file extensions it knows, and has no idea what an .arb file is. Reading them is this patch's job. For more information on naming, shader inputs, and all of the mode types, take a look at this section of the README: https://codeberg.org/Synchro/kotor-modern-driver-compatibility#replacement-shaders Tested on AMD, Intel and NVIDIA hardware, on Windows and on Linux through Proton, across the GOG, Steam and CD releases. If something looks wrong `logs/K1DriverCompat.log` in your game folder holds one session and is overwritten each run, so there is only ever one file to send. Setting `log = debug` in the ini before reproducing the problem makes it far more useful. Thanks @Lane and @J tested this on cards and I don't own. Nearly everything here is based on how some particular drivers behave, and that is worth nothing until somebody with that hardware runs it and reports back. The faults that turned up that way are ones I had no way of finding on my own. @Lane also wrote the KotOR Patch Manager, which is what this ships for. LLM Disclosure This project made use of an LLM during development, in the following capacities: Brainstorming: exploring possible approaches and design directions Decompilation assistance: help interpreting and structuring reverse-engineered code Code comments: refining and clarifying existing comments Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed.
  5. The reason I have suspicions it's related to the driver is that the same models were being used on Windows were being used here and that causes crashes. MESA (The open source driver for AMD and Intel) tends to be more pedantic and would rather fall over as compared to failing silently like many Windows drivers do. Wine does tend to workaround a lot of those issues as assumptions for Windows environments aren't the same everywhere (on Linux or macOS), this could be how memory is being addressed or otherwise. For example this is how the game looked before some specific workarounds were added to MESA a few years back: Recently the weird anti-aliasing issues that could cause textures to fail to be loaded/rendered correctly was worked around in Wine recently (by wrapping the weird extension that KOTOR uses for antialiasing, which unfortunately shares the same name as the legitimate extension in OpenGL 2.0..) If KOTOR is being super hyper-optimized and calling OpenGL while assuming models are correct without checking for validity in some way, the drivers on Windows might silently failover and render things but on Linux the drivers here don't have any workarounds for issues like this. Game fixes from years back still in the codebase for proprietary Windows drivers tend to protect against nonstandard usage of OpenGL (or DirectX). The core issue definitely has it's roots in KMax and MDLEdit/MDLOps though, so that at least narrows down where to look. Unfortunately there's no debugging symbols embedded in the KOTOR binary so debugging it correctly means reverse engineering the binary 🙁 If there is a pdb file floating around that would help with this immensely. I'll take a look at this and report my findings here, I am fairly certain it is related to the room with the kolto tanks in it and not the main lobby area of the clinic. If you do end up exporting anything specific feel free to ping me here/on github/on discord if you'd like me to test, I don't mind spending some time on ensuring everything is working. Do you know what the model filenames are? (or if there's a place I can check to find that out?) Thanks for the help 😄 EDIT: Tried this now, seems like m02ac_02h is the bad room. Using the models (and wok file) for m02ac_02g that is included with 1.4 seems to be fine.
  6. Thanks! This seems to have fixed the crashing issue I was running into. I wish I knew more about these tools.. graphics drivers on Linux are a bit different when it comes to enforcing OpenGL standards. These issues with models tend to be down to how the game is streaming them in as the memory management is slightly different, drivers may also expect certain things to be clamped down. It also is probably related to how old KOTOR is as well (There aren't many drivers that have a full still working OpenGL 1.4 implementation for example) 😛 The last time I tried out a KOTOR run I got hung up on another scene of the game as well Which tools were you using previously to export all the models? I might be able to track down what mods might be having problems based on that (sniffing around descriptions for the tools being used) Ideally I hope to go through the entire game and run into these bad models if I can so we can fix them would be nice to have things working on a Steam Deck if someone followed the Mod Build for example
  7. Hey! First of all I love what this mod adds to the game. Unfortunately I seem to be running into a game crash on Linux when I have version 1.4 installed. If I transplant m02ac_02g.mdl/mdx and m02ac_02h.mdl/mdx/wok from version 1.3 the game seems to run fine. (I do loose the new "crispy models" in the tanks) There was a similar issue with Kexikus' HQ Skybox mod which was solved by importing and reexporting the affected models using KBlender. I'm not fully sure what that could fix, but if you could do that I can test and see if that works to fix the crash I'm running into
  8. Hey! These cutscenes are awesome. I also ran into a similar issue with the 3440x1440 60fps cutscenes when getting the game going on Linux. With some cutscenes everything is fine (the alt legal.bik works) but some of them have issues, 01a is a good example. I poked into VLC to see what was up and noticed that the vertical resolution is slightly off. I vaguely remember there being issues back in the day when the hexedited value for a larger cutscene resolution didn't match what was being played and the behaviour I saw is similar to that See the video and buffer resolution in the 60fps movie file: Comparing this to the same movie in 30fps version: The reason that the alt legal movie works is that it has the correct resolution: So unfortunately it looks like the 60fps videos need to be trimmed by a tad 😅
  9. Here's a patch for anyone using a 32x9 display at 5120x1440! I did adjust the locations a bit so that they more closely match the 4:3 map, so it is not a 1:1 if you scaled up the 1440p patch. Thanks for pointing me to the Visual GUI editor, that tool is pretty awesome! galaxymap.gui
  10. Excellent, I did try manually changing values which worked, but it wasn't a 1:1 match, I'll give this a shot Thanks!
  11. Heyo, would it be possible to get a widescreen patch for 32:9 aspect ratios? I am running the game in 5120x1440 and would love to be able to have this patched to work correctly. How would I go about patching this myself? (modding the 5120x2880 galaxymap.gui with k-gff for example) As I've used this mod in my modded builds of the game in the past, thanks for making this
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