Fair Strides

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Everything posted by Fair Strides

  1. Spaghetti Code: When you open up your code in Notepad and realize Word Wrap is turned on...

  2. I agree with VP on all counts. In particular, I am able and willing to shell out some money toward this, but I need at least a rough estimate to get things started...
  3. I've merged your installation questions and dia-noga's trash compactor threads. The thread is named the dia-noga one.

    1. Kate The Bionic Uterus

      Kate The Bionic Uterus

      Hi Fair Strides; thank you so very much for merging the threads. That means a lot to me because it I really love the name of the old thread ;) I didn't realize you were a moderator. Where you always? Well congratz on that and keep up the good work. Now if only I could find someone to clean and merge my two home closets...

  4. You know your eyes are tired when you start seeing cyan text in between the white lines in the code boxes at LF... :D

  5. Well, I seem to have fixed the opening issue, though I'm not sure how to test the saving issue (replicating it for one...). Also, I just fixed the Waypoint issue. As it turns out, it was a typo that made the list entry be blank...
  6. Yeah, I'm working on the bugs... As to the Force Quit thing, it seems to be an issue with writing the .ini file using the Windows API. I'll be updating it to do that part manually (Like I should have done for all my tools... ) and fixing some other things. As to the opening and saving, have you tried running the tools as an administrator? I have had issues with this myself and I can't recall if it was my Windows XP laptop or my Windows 7 desktop...
  7. My guess, Lili, has to do with Minimum 1 HP and/or the OnDeath script not firing due to insta-kill effect...
  8. Yeah... I can vouch that Malkior's been working on these for years... He released his More Vibrant Skies 1.0 mod on Filefront (Don't look for it, as it somehow got erased...) and upon seeing an actually good mod from an "unknown", I commented him up in the comments and saw that he wanted to learn more. So, I invited him to DeadlyStream. About a month later, we started work on the Day/Night mod... So, I've kinda kept the poor guy in the Skybox mode...
  9. Hello everybody. I just wanted to announce that I am leaving on a temporary hiatus for at least a month. I have already talked with ZM90 and it's been confirmed that progress on K1R 1.0, while almost done, will be slowed down while I'm gone. This event has come about due to several reasons. The first reason is that I have lately found myself more and more overwhelmed by a lot of little details and small bugs. This has resulted in a sort of modding lethargy where I don't know what to work on next and the list just seems to keep growing... The second, and bigger, reason is that I have pretty much been modding continuously ever since last August. That's almost 7 months of continuous modding... This was not ZM90's fault in any way. Last summer progress had slowed down to almost nothing due to team members either enjoying the summer or in ZM's and my cases just not feeling up to anything and/or hardware issues. Shortly after we released the 0.9, ZM90's modem broke and his internet was down for about 5 weeks. After that, there wasn't much he could actually work on, so it's been mostly me working on K1R ever since December. Quite frankly, some friends in the chatroom told me to take a break and that I was sounding majorly burnt-out. So, I'm taking a break for a while, but I will be back. I will still check in on the forums and the chatroom, but one of those same friends, LiliArch, recommended I spend some time with some games I haven't player or haven't played in a while, to sort of help me relax. And I'm leaving you a gift as I leave. My newest tool, ModHex. I'll update this post with a link to it when it's approved. For now, I'll see ya guys in a month, okay? Cheers!
  10. Version 1.0

    521 downloads

    Description: ==================================================================================== This tool is called ModHex and was created using Perl/TK. It is designed for Knights of the Old Republic and it's sequel, Knights of the Old Republic 2: The Sith Lords. This tool is designed for easily cloning a module/level in such a way that editing it will not interfere in any way, shape, or form with the original module/level. ModHex will: -Rename and hex-edit the .mdl and .mdx files -Rename the .vis, .lyt, .pth, .git, .are, and .ifo files -Rename the Textures and Lightmaps -Rename and allow you to edit the .wok files -Edit the model and module references in the .lyt, .vis, .are, and .ifo files -Allow manual editing of the .lyt and .vis files -Allow you to toggle the inclusion of the original module's/level's files, whether individually or by type -Allow packing of the files into a .mod module file -Allow packing of the .mdl and .mdx files into the .mod file -Allow you to view the module's/level's textures and lightmaps -Allow you to see what textures and lightmaps each .mdl uses -Allow you to edit the .are, .ifo, .git, and .pth in K-GFF, GITEditor*, and PTH Editor* *: For their respective files, of course. Vocabulary: ==================================================================================== Game Mode: KotOR or KotOR 2 Module Filename: Name of the module's file Module Reference: The 5-character (if Game Mode is KotOR) or 6-character (if Game Mode KotOR 2) piece of info used in the model names Moduel Prefix: The 3-character prefix in the beginning of most of the textures. Module Name: The name displayed in-game for the area. The Interface: ==================================================================================== >>Upper-Left ==================================================================================== When you open ModHex, there will be a series of buttons and the choice of Game Mode in the upper-left. The Game Mode is used to determine the length of the Module Reference for hex purposes. The first button is used to select either a .mod or .rim file to represent the module, and is the one you'll most often use, probably. It will have you select a .mod or .rim file, extract it's files to a folder named after the file, and then will proceed to load the level using that folder. The second and third buttons are the first button's function split into two. The fourth button allows you to initialize/edit your program paths. These paths can be used for editing the .are, .git, .ifo, and .pth files. When you click this button, a window will pop-up with five paths to set/edit: *K-GFF : The path to your GFF-Editor of choice, though most people use tk102's K-GFF *GITEdit : My tool for editing the .git files with a more friendly interface *PTH Editor : Bead-V's rather handy tool for editing the .pth files *KotOR : The path of your KotOR Installation *KotOR 2 : The path of your TSL Installation After you're done editing the paths, the Ok button will close the window. >>Hex-Edit Boxes ==================================================================================== Going back to the main window, there are two box sections that take up the upper-center and upper-right of the window. The first one in the upper-center is where your Module info will be going when you load a module. the upper section will be the info from the loaded module and the lower four boxes contain the info that will be used for the hex-editing. Look to the vocabulary section for their uses. The first box has a limit of 16 characters. The second box has a limit of 5 characters for KotOR 1 and 6 characters for KotOR 2. The third box has a limi of 3 characters. The fourth box has a limit of 64 characters, but you *really* shouldn't need that many... The second one in the upper-right is for the actual hexing-process. The Extraction path is for setting the path for where ModHex extracts a level. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! DO NOT CHANGE THE EXTRACTION PATH IF YOU HAVE LOADED A MODULE AND INTEND TO HEX IT!!! FROM THE MOMENT YOU LOAD A MODULE/LEVEL, DO NOT CHANGE THAT PATH. IF YOU DO CHANGE THAT PATH, COPY THE MODULE/LEVEL'S FOLDER TO THAT CURRENT EXTRACTION PATH!!! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Below the Extraction section are three checkboxes. These affect several things both during the extraction process and after the hex-editing process. "Pack module into .mod" -- Packs the newly-cloned module/level into a .mod archive/package for immediate use in-game.* "Pack models into .mod" -- Packs the .mdl, .mdx, .wok, and .tga files into the .mod to avoid cluttering the override folder. "Use files in Override" -- This is used during the module extraction process. If this is checked then ModHex will check the Override folder before taking a file from the .mod/.rim and the game's files.** *: Don't worry about the .rim extension. If this option is checked, ModHex will ensure there is a .mod file extension on the finished module's file. **: IF YOU ARE USING MODHEX ON A CUSTOM MODULE/LEVEL, THIS _MUST_ BE CHECKED!!! Now the last parts of the Interface. >>File Viewer ==================================================================================== The file viewer allows you to view and interact with most of the files involved. The Models page allows you to view a list of models used directly by the module/level. When you click on a model, you will see the model's filesize, textures, and lightmaps in the panel on the right. The Walkmeshes page allows you to view and edit the .wok files. To do so, simply select a .wok file from the list and click the "Draw .WOK" button. To edit the walkmesh, click on a polygon (or hold the Control key and drag the mouse over several polygons) and then click the "See Face Types" to open another window. Click on the face type you want from the list and the selected faces will be changed. You can leave this window open for future edits. The Module Layout page allows you to edit the .lyt and .vis files manually, and also allows you to open the .are, .git, .ifo, and .pth files in there respective tools, should you have the paths entered. The Textures and Lightmaps pages both allow you to view those respective images. The Area Content page allows you to toggle whether a file is included in the cloned module's files. You can do this for individual files as well as by filetype. >>Status Bar ==================================================================================== The last part of the interface is the status bar. On the bottom of the window, you will see a weird box kind of hiding. This is the Status bar and is used when extracting a module/level. It is designed to "pop up" on mouse-over and to "drop down" after the mouse leaves it. The update to ModHex will expand on it's use... Known Issues: ==================================================================================== 1. The PTH Editor doesn't support the commandline, so it won't open your .pth files. Instead, you'll have to open those yourself. 2. Occasionally, the Module Prefix isn't set correctly. Contact Info: ==================================================================================== You can contact me in four ways: 1). My Skype: fairstrides2 2). PM at Deadlystream: Fair Strides 3). PM at Lucasforums: Fair Strides 2 4). My Email: tristongoucher@gmail.com
  11. Copying the outline of Stoney's old list of content outlined in his "What's Restored In TSLRCM" thread on DeadlyStream: [R] - Restored [PR] - Partially Restored [RM] - Restored but Moved to another area [NR] - Not Restored [O] - Optimized (As-in, not really a restoration, but an alteration to make sense or keep with the game's text...) [iF] - Inconsistency Fix (As-in, not really a restoration, but a alteration to keep the game consistent with itself...) General [R] - Impossible Difficulty [R] - You can now ask Juhani why she is so hostile towards Canderous. [R] - Juhani will now speak of the evils of Korriban. [R] - You can now ask Juhani about the planets you are on. [R] - Juhani now properly shows up for the Post-Leviathan cutscene. [R] - Restored .BIK movies [NR] - Sleheyron (Basically like M4-78... Most of the content would be fan-made) [NR] - Tatooine Temple (Too much work to restore and no content to put there) [NR] - Carth's warning about the Katarn. (No Carth VOs) [NR] - Sand People Messiah (No HK VOs) Endar Spire [R/O] - Trask had an incomplete/broken soundset. Taris [R] - Carth's initial dialogue when you're tossing and turning in your bed. [R] - Bribing Sarna or Yun Genda if you're a girl or guy, respectively. You have to pay them to get to the party with them to acquire a suit of Sith Armor. [O] - Sith Guard at the Elevator checks that everyone in the party is wearing a set of Sith Armor [R] - A cut out PC response to Niklos. [R] - A serving droid in the Taris Upper City Cantina. [R] - You can now speak to the Duel Announcer outside of the arena. [R] - Lower City citizens and Hidden Beks wandering the streets, similar to the Vulkars already present. [R] - Able to access the Swoop Platform separately from The Race. [R] - Gadon takes both Sith Armors instead of just one. [R] - Glow Rod in Taris Sewers [R] - Cut Vulkar Base Sublevel - This is an in-between section for the Vulkar Base, where the first level could be called "A", this restored level "B", and the Vulkar Garage "C". [R] - Various Droid Items including the infamous Oil Slick. [NR] - Buying a Sith Base Passcard off of Yun Genda or Sarna - This would allow one to completely skip T3, who is considered integral to the plot/canon. [NR] - Able to buy T3 without Canderous's Permission - Again, for plot purposes, as this would also allow one to enter the base incredibly early... Dantooine [R] - Crattis Yukal offering/demanding to buy crystals you harvest from the Crystal Caves. [R] - Shuma the Hutt can now be talked to on Dantooine. [R] - An arguing master and apprentice can now be found on Dantooine (Garrum and Tar'leek). [R] - Items have been restored to the Jedi Enclave Footlockers. [R] - Carth commenting about the Kath Hounds before you enter the plains. [R] - Republic Security telling the PC to be careful of Kath Hounds on the plains. [R] - Iriaz now roam the plains and are the prey of the Kath Hounds. [R] - Bastila now comments on the crystals in the cave. [R] - Carth now comments on the droids in the Sandral Estate. [R] - Able to make an indecent proposal to Rahasia or Shen, depending on gender. [R] - Sharina Fizzark now appears on Dantooine depending on your choices. [iF] - References to Sleheyron have now been removed from the Star Map room as you cannot go to Sleheyron. [iF] - Juhani now starts out with her default outfit instead of Jedi robes. Tatooine [R] - Wandering bands of Jawas in the Dune Sea [R] - Bastila has extra dialog about her mother. [R] - A second guy helping guard the gates to the Dune Sea. [NR] - Cut Tatooine Temple - Not enough content [NR] - Fight with the Krayt Dragon - Lack of/weird animations. FS Note: I will at the very least look into the model and the difficulties with realistically animating it... [NR] - Sand People Messiah/Free Tatooine of Czerka - Not restored due to lack of HK-47 VO that would be needed. [iF] - You can no longer ask Niko where to buy swoop upgrades as you cannot upgrade your swoop. [iF] - The dialog of the droid merchant on Tatooine has been altered to make it clear he does not sell swoop upgrades. Kashyyyk [NR] - Carth's Warning before heading into the Shadowlands - No VO to support the line... [R] - Fighting alongside Jolee [R] - Alternate line for Jolee when asking him to bring down the force field. [R] - Rulan Prolik shape-shifting into your party members [R] - Rough-Cut Wookie Amulet added back into the game as a reward from the Wookie Hunter. [iF] - Jolee now starts out with his default outfit instead of Jedi robes. Manaan [R] - Duan\Viglo getting drunk - This allows you to get a Sith Base Passcard to enter the Sith Base through the front door... [R] - Deadeye Duncan now appears on Manaan. [R] - The Echani Mercenary. [R] - There is now a busy waitress in the same module as Duan/Viglo. [O] - A video-playback of the Republic's hidden camera on Sunry's meeting with Elassa. [R] - Taking certain party members with you under the Sea Floor. [R] - Pazaak Tournament on Manaan - Talk to the Swoop Organizer [iF] - The dialog of the junk merchant on Manaan has been altered to make it clear he does not sell swoop upgrades. Leviathan [R] - Major Hurka - An injured officer who might help you get to Admiral Karath... [R] - The Dead Body of Crattis Yurkal can now be found on the Leviathan. Korriban [R] - Lots of bartender dialogue [NR] - Party in Naga Sadow's Tomb [NR] - Bastila on Korriban [iF] - Yuthura and Uthar's clothing is now consistent throughout Korriban. Unknown World [R] - Rancor Grenades to help clear out the area [R] - Wraids and Wraid Handler in the Temple. [R] - Injured Sith Apprentice [R] - Cold Serum and "Cold atmosphere" in the Catacombs. Star Forge [R] - Restored Dark Side Female ending with Carth
  12. You might try this: http://neverwintervault.org/project/nwn1/other/tool/nwmax-8
  13. I'll look up the books tonight, okay?
  14. In that case, I'm up for helping you test the installer.
  15. Stated from personal experience and torturing Quanon with the dilemma...
  16. This is the mod with the angles and whatnot, yes? If so, then to my knowledge it is compatible.
  17. Would this video be covering the fact that GOG uses a different path and the TSLRCM installer might or might not detect it, requiring the user to go to the path themselves? Edit: Well, any release of the game, really...
  18. If anybody has any experience with making custom .lip files and using the CSLU toolkit, PLEASE PM ME ASAP! Thanks. :P

  19. The Wookie Amulet was released with 0.9. And it's just some minor stuff on Kashyyyk, like being able to help Jolee with the four Katarn instead of just watching.
  20. Sadly, the TSLPatcher doesn't support that kind of functionality and I don't particularly feel like coding a custom installer right now. However, as to the expansions, Sleheyron will be a completely separate mod, Return to Dantooine is more of a concept and in my opinion should be a separate mod, Bastila on Korriban could be done via TSLPatcher, Sand People Messiah would probably make it's way in as a part of K1R, possibly even 1.2, the Czerka HQ and Tatooine Temple, while neat by themselves, will likely be utilized by the Sleheyron mod. And the Brotherhood of Shadow Compatibility will just be part of my BoS Multi-patch.
  21. Indeed. I'll ask him before I pull the mod, since it occurs to me that some might not want K1R but would still like the enhancement. And after K1R 1.0 is out, I'll look into adding K1R Compatibility as a piece in the Mod Upload form in the K1 section.
  22. From looking at the files, it seems Fallen Guardian has already slipped it into K1R. I just need to fix peoples' Black Screen issue with it...