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Everything posted by ttlan
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Bonjour, Le MOD de restauration des scènes coupées, TSLRCM, dans sa version 1.8, est sorti le 24 juillet 2012. Vous devez désinstaller complètement toute ancienne version de Kotor 2 et recommencer une installation complète depuis l'installation initiale de Kotor 2 (à partir des CDs). Vous devez recommencer une partie depuis le début (depuis la création du personnage). Ne pas utiliser vos sauvegardes antérieures. Ceci est valable également si vous avez déjà la version 1.7 de TSLRCM installée. Il y a de nouvelles variables globales, dans la version 1.8, qui n'existaient pas auparavant et qui ne seront pas créées ou fonctionneront de travers. Ne pas installer 1.8 sur 1.7. Voir la procédure complète d'installation de Kotor 2 http://assiste.free.fr/kotor_2/000_installation_fr.html Qu'est-ce qui est restauré ? TSLRCM version 1.8 http://assiste.free.fr/kotor_2/tslrcm_1_8.html Ordre d'installation des autres MODs (MODs officiellement compatibles avec TSLRCM) 1 - Procédure d'installation de Kotor 2 http://assiste.free.fr/kotor_2/000_installation_fr.html 2 - MODs inclus dans TSLRCM à partir de sa version 1.8. Il existe 6 MODs dont je recommande l'installation systématique après l'installation de TSLRCM. A partir de la version 1.8 de TSLRCM, ces MODs sont incorporés dans TSLRCM et n'ont plus à être installés / ré-installés (cela risquerait de provoquer des bugs). Liste de ces MODs à ne plus installer séparément : http://assiste.free.fr/kotor_2/MODs_compatibles_TSLRCM.html#MODs_2 3 - MOD de correction et extension de la traduction française de Kotor 2. Cette manip fait partie de la procédure complète d'installation de Kotor 2 (lien ci-dessus) mais on peut être amené à réinstaller une nouvelle version de ce fichier au fur et à mesure de mes publications de ses mises à jour. http://assiste.free.fr/kotor_2/MODs_compatibles_TSLRCM.html#MODs_3 4 - MODs d'améliorations graphiques et sonores : http://assiste.free.fr/kotor_2/MODs_compatibles_TSLRCM.html#MODs_4 5 - MODs compatibles TSLRCM 1.7 et 1.8 n'utilisant pas l'installeur TSL Patcher. http://assiste.free.fr/kotor_2/MODs_compatibles_TSLRCM.html#MODs_5 6 - MODs compatibles TSLRCM 1.7 et 1.8 utilisant l'installeur TSL Patcher. Ces MODs sont intelligents et il est judicieux de les installer en dernier si on souhaite les utiliser, après les MODs de la section 5 qui s'installent en force brute (en écrasant les fichiers de mêmes noms) http://assiste.free.fr/kotor_2/MODs_compatibles_TSLRCM.html#MODs_6 Pour information : qu'est-ce qui va suivre ? Kotor 2 restauré et l'intrigue du GénoHaradan http://assiste.free.fr/kotor_2/organisation_genoharadan.html Kotor 2 restauré et la planète M4-78 http://assiste.free.fr/kotor_2/Planete_M4-78.html Cordialement
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Oui, l'un ou l'autre se dit ou "se disent". J'ai une petite préférence pour ma tournure mais c'est, sans doute, une question d'habitudes. Laissez tomber, les anglophones. C'est l'une de ces magnifiques circonvolutions possibles de notre magnifique langue (un reste de français classique admis, attribué au grammairien Dominique Bouhours - (17ème siècle) ou au grammairien Claude Favre de Vaugelas - (16ème siècle)). Yes, one or the other "? is or are said ?". I have a slight preference for my turn but it is undoubtedly a matter of habit. Forget it, English-speaking. It's something like a pun. This is one of those wonderful possible convolutions of our beautiful language (a remnant of classical French, admitted, attributed to the grammarian Dominique Bouhours - (17th century) or the grammarian Claude Favre de Vaugelas - (16th century)).
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1328 corrections / modifications
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Installeur / Installer Bon travail de RevanStar11. Essentiellement, le fait que, dans TSLRCM, la lettre "T" est déjà là pour l'article "The" donc on ne dit pas "Le TSLRCM" mais, simplement, "TSLRCM". Dans l'avertissement contre l'installation d'un TSLRCM de langue différente du Kotor 2 sur lequel il est installé, j'ajoute la distinction entre version anglaises US et EN. Pour ceux qui aiment les voix en VO, il est parfaitement possible de jouer en version anglaise EN avec sous-titrage dans une autre langue (sauf anglais US). Il est parfaitement possible d'installer un K2 anglais (EN) avec un dialog.tlk français. En tout état de cause, la procédure d'installation de Kotor 2, valable toutes langues, tous systèmes (XP, Vista, Seven), toute plateformes matériel (mono processeur, multi-processeurs), avec ou sans TSLRCM, avec ou sans d'autres MODs, comporte l'usage de DlgConv. Procédure d'installation : http://assiste.free.fr/kotor_2/000_installation_fr.html Mode d'emploi de DLGCONV : http://assiste.free.fr/kotor_2/telecharger_kotor_x_dlgconv.html Good job from RevanStar11. Essentially, the fact that in TSLRCM, the letter "T" is already there for the article "The" so we do not say "The TSLRCM" but simply "TSLRCM". In warning against installing a TSLRCM in a different language that the one of the version of Kotor 2 on which it is installed, I added the distinction between English US version and English EN version. For those who love the original voices, it is perfectly possible to play at K2 in English (EN) with subtitles in another language. It is perfectly possible to install a K2 English (US or EN) with a French dialog.tlk. In any event, the installation of Kotor 2, valid for all languages, all systems (XP, Vista, Seven), all hardware platforms (single processor, multi-processor), with or without TSLRCM, with or without other MODs, involves the use of DlgConv. Installation procedure (in French) : http://assiste.free.fr/kotor_2/000_installation_fr.html How to use DLGCONV (in French) : http://assiste.free.fr/kotor_2/telecharger_kotor_x_dlgconv.html
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Vérifié: Tout cela a été traduit et est déjà dans le dialog.tlk français depuis Avril 10, 2010. Verified : All of this has been translated and is already in the French dialog.tlk since April 10, 2010. Are you sure it's a salvager? StrRef 93015 StrRef 93038 What did they steal? StrRef 93040 The salvagers have been hit by this thief, too. StrRef010 What was stolen from you? StrRef 93017 A former padawan was stealing to survive. StrRef 92987 Your world wasn't the only one damaged by Darth Malak. StrRef 92992 Jedi are the greatest force for good we have. StrRef 92990 The Jedi were responsible for saving us. StrRef 92991 I think your attitude towards the Jedi is unfounded. StrRef 92989 Watch your tongue. You happen to be *speaking* to a Jedi. StrRef 92993 You're not really angry at the Jedi, are you? You just need someone to blame for your suffering. StrRef 92998 So this is the reward I get? StrRef 92997 I *just* helped you out. Like many Jedi before me. StrRef 92999 You can *try* to collect the bounty. StrRef 92994 If you even breath one word of this to anyone, your death will await you. StrRef 92995 I'm only going to defend myself. StrRef 92996 And the Jedi suffered alongside you. Think of how many of them died. StrRef 93001 Listen to yourself. You sound just as bad as Malak. StrRef 93000 These are the Jedi's darkest days. Thousands of years of service and peace shouldn't be so casually cast aside and spurned. StrRef 93002 I don't want to get into this. StrRef 92988 She's just a young woman going through tough times. StrRef 93004 It was a young woman scarred by the war. StrRef 93005 It's hard to say. Healing is a difficult process. StrRef 93007 Perhaps. About my reward... StrRef 93006 I think I set her on the right path. StrRef 93008 A woman in the ruins. I tried... but it ended in violence. StrRef 93009 TTLan
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I'm working on that. Give me a couple of hours. All translations of sentences coming from dialog.tlk will be translated in the next French version of dialog.tlk Ok ! Seven hours later ! Petites modifications pour être constant avec d'autres traductions de termes identiques à travers tout dialog.tlk Par exemple : Log = Journal (au lieu de "log" dans tout dialog.tlk) Behavior core = Centre du comportement (au lieu de "centre comportemental" dans tout dialog.tlk) Toutefois, je m'interroge depuis longtemps sur la traduction de cette expression. "Centre du comportement" fait penser à un dispositif matériel que l'on insère ou retire. Ce n'est pas le cas. Il s'agit d'un logiciel que l'on efface ou implante. Il me semble que la bonne traduction serait "Modèle de comportement" ("Modèle de comportement HK-47" ; "Modèle de comportement HK-50" ; "Modèle de comportement HK-51"). S'il y a unanimité là-dessus dans la communauté française, je le corrige à travers tout dialog.tlk. Petites corrections typographiques (exigences de la langue française comme mettre un espace avant certaines ponctuation) Il y a un point sur lequel j'ai tranché depuis des années, sur mon site : Le pluriel de Jedi, Sith etc. ... en français, prend un "s". Small changes to be consistent with other translations of the same wording throughout dialog.tlk For example: Log = Journal (instead of "log" throughout dialog.tlk) Behavior Core = "Centre du comportement" (instead of "centre comportemental" throughout dialog.tlk) However, I question for a long time about the translation of this expression : "Centre du comportement", in French, looks like a hardware device that is inserted or removed. This is not the case. This is a software that can be deleted or implanted. I think the correct translation would be "Modèle de comportement" (Comportemental template) ("HK-47 Comportemental template", "HK-50 Comportemental template", "HK-51 Comportemental template"). If there is unanimity on this from the French community, I can correct that throughout dialog.tlk. Small typographical corrections (requirements of the French language like putting a space before certain punctuation) There is a point on which I cut for years, on my website: The plural of Jedi, Sith etc.. ... in French, takes an "s".
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Can you send me the 1.8 dialog.tlk I would look for the time to translate this portion in French. What -1 are you talking about? The ones labelled "Value(s):" inglobal.jrl (using K-GFF) ?
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It should be easy to harden Esok, no ?
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Are you talking of... let's say what someone (you know what I mean) call, for years : "automatic lift off"? I can not wait!
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Points 1 to 80 Points 81 to 186 Points 187 to ... (204) HK-47 should not be there (Says Obsidian) (205) Mandalore vs Esok - Too easy. Esok is barehand. (206) Hum... Mandalore vs Esok - At the end of the fight, the Exile is naked !? (207) Saedhe during the Battle of Khoonda (208) Bugs in the saves (in quests) (209) Hologram of Mandalore taking orders from Revan. (210) Battle of Khoonda with TSLRCM: what becomes the management of the mines on the deck? (211) Joran, after the Battle of Khoonda (212) Possible to ask Pato Ado to join the Khoonda militia after the Battle of Khoonda (213) Ahrnell after the Battle of Khoonda (214) When the Exile make his/her speech to the militia, we should see... (215) Batle of Khoonda : Turrets and mines explosions animations (216) Vogga - Long after the destruction of the GoTo's yacht (217) 003EBO.mod\000disci.dlg E0 and 003EBO.mod\t3disc.dlg (218) 403DXN.mod\kelborn.dlg c_repairs_done (at E59) (219) 403DXN.mod\kelborn.dlg - E50 and E51
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Corrupted grass & missing objects on Dxun
ttlan replied to Kloppstock's topic in Knights of the Old Republic General
Try this. Not sure it's the answer but try it. -
Added (187) Pronunciation time too short (at least in French) Added (188) Academy of Korriban - Training Room - There could be some fun! Added (189) Torture of a HK-50 by HK-47. At the end of this scene, black screen. Added (190) No more sub-title is displayed at the bottom of the workspace in any dialogue Added (191) Dialog options disappeared with Tolas Added (192) 502OND.mod\cp_tolas.dlg - R7 - Implicit End Dialog Added (193) 502OND.mod\cp_tolas.dlg - 90293 & 90281 (R5 & E6) erased Added (194) Mandalore begins by turning his back to the Exile! Added (195) Using security pass given by Anda Added (196) 1B-8D : Multiply by 0. Added (197) Conversation with Xaart: what about Mical? Added (198) Dhagon Alibi Added (199) Sion : " Prepare my ship. I will travel to the smuggler's moon myself." Added (200) Iziz Cantina : "Patron" Added (201) Dhagon Gent or Dhagon Ghent? Added (202) Dhagon Ghent remains motionless Added (203) Conversation with Riiken, West Square. He remains motionless.
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A list, in several parts. Points 1 to 80 Points 81 to 186 Points 187 to ... (187) Pronunciation time too short (at least in French) 701KOR.mod\kreia_kr.dlg StrRef 109164 Pronunciation time too short (at least in French). I do not know where this set, for this to be dependent on the installed language and not imposed on all languages (parameter outside .dlg). Status Pending In context : (188) Academy of Korriban - Training Room - There could be some fun! In front of the training room, 3 Sith assassins await you. Enter the training room running; do not engage the fight (their shots do not hurt) and go immediately to the computer run the training sequence. The assassins follow you. The door closes behind you and open cages, releasing Tuk'atas hungry. Sith assassins are trapped with you. What do you think happens? Well nothing! Absolutely nothing! As we learn in a DB later (the first object found upon entering the Shyracks cave) the Tuk'atas are more or less prepared by the Sith, but Sith seem to have many problems in dressage. Therefore, the hungry Tuk'atas should have to jump on them that should have to defend themselves and you would have seen this as a spectator reaping the PX. Idea of an additional MOD (no TSLRCM): Have a conversation with the Sith assassins after you have saved them and try to turn them to the light side ... Unusual thing for fun: (no TSLRCM) Take control of a companion. Let enter a companion or two, leaving the Exile outside. Close the door. Kill the Tuk'atas. The Exile cannot enter. The companions cannot get out. Find a solution. Status Pending In context : (189) Torture of a HK-50 by HK-47. At the end of this scene, black screen. Meetings of the third HK-50 squad with HK-47 (this happens on Dxun for me). I go back immediately into the EH to attend the scene of torture of a HK-50 by HK-47. At the end of this scene, black screen. May be repeated indefinitely. Possibility of finding the exit of the Ebon Hawk in the dark to continue the adventure. Status Pending In context : (190) No more sub-title is displayed at the bottom of the workspace in any dialogue Dxun and Iziz - No more sub-title is displayed at the bottom of the workspace in any dialogue (except for the the Exile's dialog options). Exeption: 502OND.mod \ al_poli.dlg Ditto for Gormo And so on. ... In fact all aliens subtitles appear, but none of the others. Status Pending In context : (191) Dialog options disappeared with Tolas Exile 90293 : What can you tell me about the place? Tolas 90281 : Ask someone who cares about that. Iziz has suffered for many years. The strongest of us are accustomed to it now. Status Pending In context : (192) 502OND.mod\cp_tolas.dlg - R7 - Implicit End Dialog If c_visa_have false, there is an implicit end dialog (an implicit exit of the script !). This runs, player's side, but, for a programmer, this is a horrible thing. Status Pending In context : (193) 502OND.mod\cp_tolas.dlg - 90293 & 90281 (R5 & E6) erased 90293 & 90281 erased by "!"c_local_notset instead of c_local_notset It is true that these two sentences have nothing to do at R5 and E6. However, it is a shame to delete stuff in a restoration MOD. These two sentences will get their place at the very beginning of dialog, as first and second sentence and then as now. Status Pending In context : (194) Mandalore begins by turning his back to the Exile! Anda - Conversation with Mandalore at the end of the conversation with Anda. At every phrase of Mandalore, he begins by turning his back to the Exile! (Active Group with Mandalore and GoTo). May be dependent of the initial position of the characters. Status Pending In context : (195) Using security pass given by Anda Using security pass given by Anda There is no reason that we lose this pass. We should be able to keep it and reuse it to make use of the cameras. Status Pending In context : (196) 1B-8D : Multiply by 0. 1B-8D : Multiply by 0. 90489 : 1B-8D, request access market conditions. Change all, multiply by 0. Hum... Hum... All those who program understand what I mean... Would be "Multiply by 1" (implying in place of a coefficient of margin or of a coefficient of over-profit margin such as 1.3, 1.75 etc. ...) Status Pending In context : (197) Conversation with Xaart: what about Mical? Conversation with Xaart Brianna, who is the counterpart of Mical, intervenes at the end of the conversation (if we offer a visa to Xaart). Is there an unused sentence or two for Mical, which could allow him to act as well? Especially as Mical is a spy of the Republic, as Xaart. Status Pending In context : (198) Dhagon Alibi There was a lot of work (HH, I think) on the management of the progress of the investigation. But, for example: 503OND.mod \ panar.dlg c_alibi_check does no longer allow have an alibi expressed by several witnesses. For example, if Kiph gave an alibi, Panar no longer gives his (E28). Too bad. If possible, leave all express their ideas. However, I can understand that this would require many variables to manage. Status Pending In context : (199) Sion : " Prepare my ship. I will travel to the smuggler's moon myself." 907MAL\sioncut1.dlg 112675 : Prepare my ship. I will travel to the smuggler's moon myself. What's that? Status Pending In context : (200) Iziz Cantina : "Patron" By all the devils, from where that word, "Patron", come from!? I have translated all occurrences of this word in French, in dialog.tlk, and it still appear! It is not in dialog.tlk. The word to use in French is "Client"! Status Pending In context : (201) Dhagon Gent or Dhagon Ghent? Dhagon Gent or Dhagon Ghent? Half is written Gent, half is written Ghent. Ghent is better for us (French) as Gent would be pronounced differently. Status Pending In context : (202) Dhagon Ghent remains motionless First conversation with Dhagon Ghent. Once we spoke to Dhagon Ghent for the first time, he remains motionless. It had better look after his piggery (his clinic) and move a bit. Status Pending In context : (203) Conversation with Riiken, West Square. He remains motionless. Conversation with Riiken, West Square. Once we spoke to Riiken, West Square, he remains motionless. It would be better he walk on the square. Status Pending In context : (204) HK-47 should not be there (Says Obsidian) 003EBO.mod\bao_malv.dlg {Somewhat haunted, sleepless/restless}{Bao-Dur is in one of the rooms, staring at a panel, not doing repairs as usual, the Remote is missing, no one else is nearby, the ship is asleep} HK-47 is here. Status Pending In context : (205) Mandalore vs Esok - Too easy. Esok is barehand. As said in the title : Too easy. Esok is barehand. Status Pending In context : (206) Hum... Mandalore vs Esok - At the end of the fight, the Exile is naked !? This was with Exile - Visas - Mandalore Mandalore moves in order to attract Esok to an other place. "Handmaiden Style underwear for Female Exile by Shem" MOD is used but I do not see why it would interfere. Status Pending In context : (207) Saedhe during the Battle of Khoonda What he still makes at the same place in the plain of Khoonda while the investigation is resolved long ago and the Battle of Khoonda is about to be triggered. He is even there after the battle! As he is part of the militia, would it be not too difficult to see him participate in the battle, in the corridors of Khoonda? Status Pending In context : (208) Bugs in the saves (in quests) Status Pending In context : (209) Hologram of Mandalore taking orders from Revan. We, the players, do not see Revan, but, from what tells the Exile, Revan is in the hologram and the Exile see him. So, in the overall plan which shows T3, the Exile and Mandalore, Mandalore should not look toward T3 and the Exile but look to an other side, toward Revan, toward someone we do not see. In motion terms, the hologram is an objective camera operated by T3, recording two interlocutors face to face. Mandalore was not talking to T3. Status Pending In context : (210) Battle of Khoonda with TSLRCM: what becomes the management of the mines on the deck? Unrestored version If you do not put mines on the deck (the most logical point to put mines) and if you put other mines, properly arranged in the front and rear of Khoonda, mines appear from themselves on the deck, in an animation (I've never understand that ! It looks like a bonus if you've properly arranged the other mines). If you put mines, they are useless !!! Restored version The mines do not appear automatically on the deck (the animation seems to be removed). If you put mines on the deck (this is the only real strategic point where to put mines, with the two passes toward the court of the Enclave) they are useless. It's not easy to explain that to those who ask me what are the exact places, why is it useless a.s.o... In fact, there is no explanation. Do you have one ? Status Pending In context : [*](211) Joran, after the Battle of Khoonda After the Battle of Khoonda, Joran has not a word for this battle in which he has just participated. There would not have a little phrase that drags unused? Status Pending In context : [*](212) Possible to ask Pato Ado to join the Khoonda militia after the Battle of Khoonda It is still possible to ask Pato Ado to join the Khoonda militia after the Battle of Khoonda Status Pending In context : [*](213) Ahrnell after the Battle of Khoonda Hey! The mercenary Ahrnell did not take part in the fighting at the Battle of Khoonda, and is still alive. Is there some phrases not used which might concern him after the battle of Khoonda? Status Pending In context : [*](214) When the Exile make his/her speech to the militia, we should see... When the Exile make his/her speech to the militia, we should see, among the militiamen, the Khoonda's residents who were recruited (they too need to have the morale high). We should also see all the other militias (the three groups in full). If it's not too much work... Status Pending In context : [*](215) Batle of Khoonda : Turrets and mines explosions animations The turrets of Khoonda are not used (an animation exist in the unrestored version and could be reused, don't you think ?). The mines do not explode but they simply disappear (I can understand it's a hard job to do that in addition to all what has already been done and restored for this battle). Status Pending In context : [*](216) Vogga - Long after the destruction of the GoTo's yacht Conversations with Vogga about GoTo outdated, long after the destruction of the GoTo's yacht and long after the eliminating of the presence of the Exchange on Nar Shaddaa. The rotations of Vogga's ships has resumed long before and the contract to supply fuel to Citadel was négotiated with Grenn long ago. Status Pending In context : [*](217) 003EBO.mod\000disci.dlg E0 and 003EBO.mod\t3disc.dlg What dit happen to 003EBO.mod\000disci.dlg E0 003EBO.mod\t3disc.dlg They seem to have disappeared or no longer be used Status Pending In context : [*](218) 403DXN.mod\kelborn.dlg c_repairs_done (at E59) 403DXN.mod\kelborn.dlg c_repairs_done (E59) always seems to answer 'false'. No way to go through branch StrRef 88281. Status Pending In context : [*](219) 403DXN.mod\kelborn.dlg - E50 and E51 403DXN.mod \ kelborn.dlg - E50 and E51. This offer from Kelborn is useless if there is no alternative to R54, which is sorely lacking. In addition, by order from Kelborn, Kex is supposed to offer a survival kit to the Exile before his/her departure for Iziz. This is probably a lot of work but Kex should run after the Exile to offer this survival kit before departure instead of giving it to him/her after his/her return. I think the Mandalorians obey orders, whatever they are, even if Kex hates the Exile. Status Pending In context : [*](220) Status Pending In context : [*](221) Status Pending In context : A list, in several parts. Points 1 to 80 Points 81 to 186 Points 187 to ...
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Thank you very much, Sith Holocron, for reviewing and correcting my only one sentence. I have indeed suggested this story of plausible entry into the tunnels to Exile007. It's you that suggested this to me. My idea was that the "Jekk'Jekk Tarr" really explodes and that it was necesary to be, at some time, in or under the "Jekk'Jekk Tarr" with Dessicus. As I think it is impossible, for a human (Dessicus is of human species), to enter the "Jekk'Jekk Tarr" (Viquis has sealed the doors and the "Jekk'Jekk Tarr" is a lethal zone for now for humans), I was suggesting a idea to be under the "Jekk'Jekk Tarr". This allows to blow it really, and also provides additional space and a hideout to the GenoHaradan, in addition to the local unused on the docks. This also makes it possible to do two things at once: to develop a single, additional solution to both problems unresolved today: the end of Visquis and the capture of the Exile on the one hand, the end of the GenoHaradan on the other hand. In the best cases, (and with the hardest job), the following area, for the docks, would be modified and would show a heap of ruins instead of the "Jekk'Jekk Tarr". The entrance to the tunnels, in itself, is not necessary and can be implied. What I propose in the illustration is the spectacular aspect of the solution (just an option like icing on the cake). There is also the question of "When the GenoHaradan's plot occurs". Before or after the capture by GoTo ? And how it is triggered. Especially if the "Jekk'Jekk Tarr" really explodes. Exile007 thanked me, but rejected my idea, saying to me he is doing this an other way. Thanks a lot for all. TTLan
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Added (186) 602DAN.mod\cmp_tur.dlg Adjusting the turrets of Khoonda on a target See http://deadlystream.com/forum/topic/894-let%e2%80%99s-have-a-kotor-2-and-17-last-run-bugs-and-stuff-recapitulation/page__view__findpost__p__10280
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Ouch! I really appreciate that my efforts - on the researching K2, the debugging TSLRCM, and my English skills - are equated to the skill of a robot. I pray you excuse this poor wretch. Sumimasen. (A formal Japanese apology) Yes, Mira (or Hanharr) can not tell ZKE and Atton that the Exile was captured as long as this did not happen. Whatever he/she is locked or not. In addition, he/she is not locked. As for air ducts, I think it is enough to play K2, reading and listening. The maze is a small part of a vast system of air ducts that starts from the docks, pass under the Jekk'Jekk Tarr, and continue, perhaps, who knows where. Did you read what I wrote? Everything else, except the entries from the vents, is an attempt to reconstitute the complete scenario of these scenes. The entrances from the air grids are a reflection on the possibility of a mixed use, by Atton / Kreia, Hanharr or ZKE. It is also to allow Dessicus is supposed be under the Jekk'Jekk Tarr and to explode it, in a cut-scene. This idea has been supposedly rejected as the GenoHaradan is being restored another way. TTLan
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Sith Holocron, I do not believe for a moment that it escaped you, that the great work of the great TSLRCM, has never been limited to restoring scenes but was applied to correct an incredible number of bugs and was also applied to move scenes from a place to another to make things more consistent. Here we are right in the middle of it. The imbroglio of the completely wrong sequence of scenes in question may be, at a first level, treated simply by moving scenes for them to intervene at the right time. The problem is known and recognized and the team is aware of this, so much so that one of the authors of TSLRCM has moreover tried to do something. I've edited my previous post to recall that lines have been invented and added (easy to find - it's in red). After, that's another story. This can be treated at a second level, more rich, introducing animations that clarify the intent. These are things already done many times throughout TSLRCM. At a third level, it may be complete with bits of tunnels for the scenes of encounter / separation taking place near the door of the tunnels, next to apartments. Finally, the icing on the cake, but that has nothing to do with TSLRCM and comes within the competence of a very big MOD, as I said (a challenge) : make a complete module with the entrances in the galleries and animations of entering / exiting etc.. ...
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Just in one sentence, as asked by Sith Holocron There are three things: A / The sequence of events B / The path of the characters. C / Enter / Exit the entrances of the air ducts, docks side A / Sequence of events - scenario. Mira or Hanharr goes out of the arena and progresses to the " Emergency Tunnel Control". This command is intended for quick escape Visquis's apartments, if something goes wrong inside the apartments (fire, riot ...). So this command only exists on the inside of the apartments and, once it is activated, it opens all the doors to escape (StrRef : 135580 "Access all available escape routes."). There are two ways to escape: 1 / Ventilation ducts leading to the docks. Mira or Hanharr is in front of that door, inside the apartment and tries to get out. 2 / A DIY Visquis done in another part of the ventilation ducts: a labyrinth between Jekk'Jekk Tarr and apartments. A Twi'lek who is in the Jekk'Jekk Tarr shows us the way to the Visquis's apartments and tells us, in 304NAR.mod \ twlekat.dlg: " There is a maze of tunnels that lead to his chamber - old ventilation ducts connected to the docks.". The Exile is at the exit of this maze, behind that door and tries to enter the apartments. If you put yourself in the head of Visquis, 305NAR.mod \ 305alarm.dlg gives his intellectual journey: 1 / Mira or Hanharr opened from the inside; " Who opened the door to the vent tunnels early?" "Mira..." or "Hanharr..." 2 / The bounty hunter, who was used as a bait (Mira or Hanharr) escapes ("135431 : our bait has escaped"); 3 / Deploy troops to protect myself (the Jedi enters) (135432 et 135433 : "Deploy more of the clan to cover the base - we will need all of them. And tell them I no longer care if the Jedi lives or dies."). Visquis goes shelter himself in his arena. The Exiled enters and begin cleaning the apartments. Mira or Hanharr, who dare not enter the air ducts, hides in a room (this animation has already been created by the team and included in TSLRCM 1.7). ZKE moves forward in the air ducts, toward the apartments. Atton moves forward through Nar Shaddaa, to docks, through cascades of ambushes. ZKE enters the apartments. He does not cross Mira at that time. Here we could use a phrase that seems unused: 113681 "Zez-Kai Ell was looking for the bounty hunters attacking the Jedi". (Speaking of the Ubeses). The Exiled eventually enter the arena. Mira or Hanharr goes to the glass promenade above the arena. Scene of the capture. Cutting plane: Mira or Hanharr witnesses the capture. Mira or Hanharr decided to use the ventilation ducts to escape. She said "I must get out of here. Visquis will make me run.". She turns back to the door. ZKE turns back to the door. Meeting ZKE / Mira or Hanharr. It is said to ZKE that the Exile has been captured ("Your friend was caught by Goto."). This scene must take place after the capture of the Exiled. Currently it takes place before. Mira or Hanharr moves forward in the air ducts. ZKE, distressed (let look at him, thinking, a few seconds), does not know what to do. He returns to the apartments. Mira or Hanharr moves forward in the air ducts and falls on Atton and said "I am glad to see you. No more racking my brains for a way out of here." She also said "You may be defeated Visquis, but Goto, it will be another matter. And now he holds your friend." This scene must take place after the capture of the Exiled. Currently it takes place before. Mira or Hanharr and Atton leave together to develop how to approach GoTo. Kreia enters into the apartments and resurrects Hanharr or Mira. The air ducts system is so complex that the three groups, Mira or Hanharr and Atton, ZKE, Kreia, do not cross. Then as now ... B / The path of the characters. A network of tunnels using the same textures as the labyrinth. C / Enter / Exit the entrances of the air ducts, docks side Optional. I suggest locations for the entrances of the air ducts. But the animation is a thing complex to do, requiring to create animations that do not exist. Probably a challenge for a very good modder. Make animations of climbing is impossible unless they have a motion capture studio. But there's an easy way to move from the upper platform to the lower and vice versa. Something incredible that we have never seen in Kotor 1 and Kotor 2! These are the only two Star Wars video games where the characters, even the Jedi, do not know how to jump! Il y a trois choses : A/ La séquence des évènements B/ Le chemin parcouru par les personnages. C/ Entrer / Sortir des entrées des conduites de ventilation A/ Séquence des évènements - Scénario. Mira ou Hanharr sort de l'arène et progresse jusqu'au bloc de "Contrôle du tunnel d'urgence". Cette commande est prévue pour s'échapper rapidement des appartements de Visquis, en cas de problème intérieur aux appartements (incendie, mutinerie...). Donc cette commande n'existe que du côté intérieur des appartements et, dès qu'elle est activée, elle ouvre toutes les issues permettant de fuir (StrRef 135580 : "Accéder à toutes les issues disponibles".). Il y a deux issues pour fuir : 1/ Les conduites de ventilations qui conduisent aux docks. Mira ou Hanharr se trouve devant cette porte, à l'intérieur des appartements et cherche à en sortir. 2/ Un bricolage fait par Visquis dans une autre partie des conduites de ventilation : un labyrinthe entre le Jekk'Jekk Tarr et ses appartements. Une twi'lek qui se trouve dans le Jekk'Jekk Tarr nous indique le chemin vers les appartements de Visquis et nous dit, dans 304NAR.mod\twlekat.dlg : " Un labyrinthe de tunnels conduit à cette salle. Il s'agit d'anciens conduits d'aération reliés aux docks.". L'Exilé se trouve à la sortie du labyrinthe, derrière cette porte et cherche à entrer dans les appartements. Si on se met dans la tête de Visquis, 305NAR.mod\305alarm.dlg donne son cheminement intellectuel: 1/ Mira a ouvert de l'intérieur ; " Qui a ouvert la porte vers les conduites de ventilation trop tôt ?" "Mira..." or "Hanharr..." 2/ Le chasseur de primes, qui était utilisé en tant qu'appât (Mira ou Hanharr) s'échappe ("135431 : Notre appât nous a échappé.") ; 3/ Déployer de troupes pour me protéger (le Jedi entre) (135432 et 135433 : "Déployez d'autres membres du clan pour défendre la base. Nous allons avoir besoin de tout le monde. Et dites-leur que la vie ou la mort du Jedi m'importent peu, désormais.") Visquis va se mettre à l'abri dans son arène. L'Exilée entre et commence à nettoyer les appartements. Mira ou Hanharr, qui n'ose pas pénétrer dans les conduites, se cache dans une pièce (cette animation a déjà été créée par l'équipe et introduite dans TSLRCM 1.7). ZKE progresse dans les conduites, vers les appartements. Atton progresse à travers Nar Shaddaa, vers les quais, à travers des cascades d'embuscades. ZKE pénètre les appartements. Il ne croise pas Mira à ce moment là. On pourrait utiliser ici une phrase qui me semble inutilisée : 113681 "Zez-Kai Ell was looking for the bounty hunters attacking the Jedi" (en parlant des Ubèses). L'Exilée fini par pénétrer dans l'arène. Mira ou Hanharr monte vers la promenade vitrée au-dessus de l'arène. Scène de la capture. Plan de coupe : Mira assiste à la capture. Mira ou Hanharr se décide à utiliser les conduites de ventilation pour fuir. Elle dit " Il faut que je sorte d'ici. Visquis va me faire exécuter.". Elle retourne vers la porte. ZKE retourne vers la porte. Rencontre de ZKE / Mira ou Hanharr. Il est dit à ZKE que l'Exilée s'est fait capturer (" Votre ami a été capturé par Goto."). Cette scène doit avoir lieu après la capture de l'Exilée. Actuellement elle a lieu avant. Mira or Hanharr progresse dans les conduites d'aération. ZKE, désemparé (le regarder pensif quelques secondes), ne sait quoi faire et retourne dans les appartements et se perds. Mira ou Hanharr progresse dans les conduites et tombe sur Atton et lui dit " Je suis contente de vous voir. Plus besoin de me creuser la tête pour trouver un moyen de sortir d'ici." Elle lui dit aussi " Vous avez peut-être vaincu Visquis, mais Goto, ce sera une autre affaire. Et maintenant, c'est lui qui détient votre ami. " Donc cette scène doit avoir lieu après la capture de l'Exilée. Actuellement elle a lieu avant. Mira ou Hanharr et Atton partent ensembles mettre au point la manière d'approcher GoTo. Kréia entre dans les appartements et ressuscite Hanharr. Le réseau de conduites est tellement complexe que les trois groupes, Mira ou Hanharr et Atton, ZKE, Kréia, ne se croisent pas. Suite comme actuellement... B/ Le chemin parcouru par les personnages. Un réseau de conduites d'aération utilisant la même texture que le labyrinthe. C/ Entrer / Sortir des conduites d'aération, côté docks. Optionnel. Je suggère un emplacement pour les entrées des conduits de ventilation. Mais les animations sont des chose complexe à faire nécessitant de créer des animations qui n'existent pas. Probablement un défi pour un très bon moddeur. Faire des animation d'escalade est un truc impossible, sauf a disposer d'un studio de motion capture. Mais il y a une solution simple pour passer du quai haut au quai bas et vice versa. Un truc incroyable, que l'on a jamais vu dans Kotor 1 et Kotor 2 ! Ce sont les deux seuls jeux vidéo Star Wars où les personnages, et même les Jedi, ne savent pas sauter !
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Arrrggghhh ! Lost a PM I had ! Here I try to reconstruct what I proposed and I make it public so as not to lose it in private discussions (and to give ideas to others). This is an idea that I had to make plausible the Entry / Exit of Mira, ZKE, Kreia and Atton in the Visquis's apartments The whole scenario about Mira, Atton, Zez-Kai Ell and Kreia entering/leaving the Visquis's apartments is unclear. For example, some scenes cannot take place where they start actually, before the killing of Visquis and the capture of the Exile by GoTo, because Mira says she witnessed (she is aware of) the capture... i.e. 305NAR.mod\305mira.dlg (see the step) Mira is already in the apartments, and she must escape by another way than the Jekk'Jekk Tarr (She open a door toward air ducts and, at the same time, she open the other door for the Exile - the two doors open simultaneously - she leaves one side while the Exile enter the other side.). Mira, ZKE, Atton and Kreia cannot pass by the Jekk'Jekk Tarr. No one else, after the Exile, can cross the Jekk'Jekk Tarr (sealed and lethal). ZKE is on the way to enter the apartments, by the same way than Mira uses to leave. ZKE meets Mira. He continues in the apartments (or take another air duct to return to the docks - he is lost (it does not matter - he is useless after his meeting with Mira). While going to the apartments, ZKE is followed, a little further away, by Atton and by Kreia, separately. What are those other paths, and where are the entrances? Those other paths are evoked: the air ducts to escape the apartments. And we know they are under the Jekk'Jekk Tarr. The maze was made of a part of those air ducts. These air ducts lead to the docks (still need to find where they lead, on the docks). This network of air ducts is under the Jekk'Jekk Tarr, huge and complex. It is everywhere under the docks, even if only to suck the exhaust gases of the engines of the ships in port. Therefore, my idea involves find the entrance of those air ducts somewhere: see the image joined. The appearance of such air ducts is the same as that of the maze (using the same textures). As we must find where to put those entrances, I suggest using what, precisely, looks like grids, all along the platforms, platforms that provide, in fact, a second platform just below. By cons, to reach them (descend) and enter, and to exit them (and climb back up on the platform), we must develop animations that does not exist.
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Added (182) Leaving the tomb of Ludo Kressh, Kreia ask me again if I'm ready to go! Added (183) Visit Nar Shaddaa when there's nothing left to do there. GoTo is waiting at Vogga's place! Added (184) A kath dog looking and attacking in the wrong direction in Vogga's place Added (185) Attract Azkul's mercenaries toward Saedhe's place. Saedhe does nothing. He do not even notice the fight. See http://deadlystream.com/forum/topic/894-let%e2%80%99s-have-a-kotor-2-and-17-last-run-bugs-and-stuff-recapitulation/page__view__findpost__p__10280