Fair Strides

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Everything posted by Fair Strides

  1. Perl's website Beginning Perl I don't know about PHP, to be honest. Perl can be used for a variety of tasks, from GUIs, phonebooks, text-editing programs, website building, and once someone built a minimalistic OS using Perl and working off a Linux Kernel(But they never released it...). In fact, the site PerlMonks(basically the help-desk forum for Perl questions) was written entirely with Perl... Here's an example of Perl code that does something simple, like having a phonebook(without the OO-code necessary for a GUI or anything): #This is a comment line my %book=qw( # I set up the hash; qw() is a function that separates elements at whitespace(any blank spaces) "Ed" "503-830-2592" "VP" "417-920-5972" "SH" "971-492-0843"); # Finish the hash and close it off with a semi-colon*. print "Type the name of the person you want to get ahold of:\n"; # Prints a line of text to the command prompt and the \n on the end is the same as hitting Enter. my $person = <STDIN>; # This is a filehandle for the input from a command prompt. The program will wait until I type something in and hit Enter. chomp $person; #Removes the \n that STDIN adds print "$person" . "'s phone number is: " . $book{$person} . "\n"; # The . in this is similar to Kotor's +, linking the data into a single string. You have to use a $ to access a hash or array element. In this case, I accessed the data for the person, as typed in the hash above. It's a bit complicated with all of the comments, but it's a simple program, didn't even have to use any libraries.
  2. Well, I'm debating between using Win32::GUI(a perl module/library that allows one to interact with the GUI) and Tk(a perl port of the tcl-TK gui language) for my programs. On the one hand, Win32 route would allow for a Windows feel, since it would have the same layout as Windows Gui elements(dialogue boxes, forms, windows with tabs, dropdown boxes, .etc) and would automatically use the user's current theme. On the other hand, Perl/Tk I'm familiar with and the OO(Object-Oriented) syntax is easy to get used to. P.S: I'm explaining these technical terms for the benefit of those who don't know programming, VP. Heck, as it is, I learned KotOR scripting before I learned Perl. In fact, KSE is the entire reason why I learned programming in the first place! So KotOR has a special meaning for me in the coding department...
  3. A part that would/is confusing for people knowing C(or one of its variants) is that Perl only has two variable groups: Global(our $variable;) and lexical(my $variable1). The '$' sign is Perl's Scalar, one of three data types, that is a string, integer, float, or in the case of OO programming, an object. There's no distinction between them, except what you put in them. The other two are arrays(@variable), a list data type, and a hash(%variable), which contains key-value pairs.
  4. Oh, so I have half a chance of reading it? I can somewhat read Java code and can at least tell you what it's doing, but my area is Perl. I plan on going to a community college and then transferring to a four-year to get a bachelor's. For now though, I'm self-taught...
  5. I'll be using Perl. VP I imagine Java. VP, your thoughts on this?
  6. No worries, VP. I meant to team up with mapping out the formats and then going from there. I plan to make a special TLK tool once I am able to save, create, and edit a .tlk through programming... It came about as I discovered that there's really no way to mimick TSLPatcher's memory with 2da entries with TLK ones(ie: appending an entry and setting a variable so I can map the new entry number into another file...) The map editor...I think I could help with that eventually. I also plan on an interactive GFF merger tool.
  7. The Dialog.tlk is a different file for each language, with the same data in each. The Dialog.tlk only determines the text that is displayed, not the sounds. The audio files are also different. You would need to re-record the audio in German. If you were to simply replace the .tlk file, every piece of text in your KotOR2 would be in english, even if you had German audio...
  8. OH MY GOSH!!! VP, I've been working on this awhile myself, with the exact same goal!!! Want to team up on it? I've got a pretty good grasp on the formats for the GFF and 2DA, and am most of the way toward de-coding the TLK format...
  9. As an addendum to the above, make sure you delete the directory where you installed the game after you have uninstalled the game. I say this because the uninstallers for TSLRCM and TSL only erase the files they add, so mods would still be present, causing very bad problems. I know from experience...
  10. Not to be a pessimist, but... If you just turned him into a jedi, then you need at least one or two more levels before Atton's force points are high enough to cast any force powers. The issue is that he doesn't have enough force points at his current level...
  11. Fair Strides

    Requests

    I'm flattered that you ask me specifically, Mr. Phil! Well... I talked this over once with LDR, actually. My theory on the matter: I believe that it is possible. Would it be easy? Heck no! (In the following, where I say "you" I mean the general form, not the specific form) There are two ways I see that it might be done: 1. The first feasible way, that I see, to do it is to have it as a single model, with the helpers of a two-handed model. You'd need to do custom animations, but I could send you a breakdown on the animations.2da and how to edit the ascii to try to make it work... 2. Take either the sword or blaster and give it the animations of the sword or blaster, but make a new baseitems entry and switch the type to the opposite. I can send you a PM on the exact edits to baseitems.2da. You'd need to do a custom .uti for the weapon though, and possibly still the custom animations for dual-wielding purposes... Overall, Method 1 is more thorough(and more likely to work), and Method 2 is a hypothetical that could work, but is also the lazy/practical way out. Ironically, scripting can't touch this. If someone wanted to do the custom anims, I'd happily try to make it work. I could code in some special force powers that cost zero points to cast and then try to edit the combat AI to check for them and apply the effects...
  12. Well... The whole running thing is true. Your awareness takes a 2 or 3 point penalty while running. Not much, but eh. As to the texture, after a half hour of digging, here's what I got: The texture should be fx_static. The .txi info for the texture is: blending additive decal 1 compresstexture 0 If you open the .tga, you'll find this: The Alpha layer is this: From what I see, if you color the squares marked white to gray on the alpha, you should be okay without screwing it up. And don't forge the .txi info, otherwise the results could be...unexpected... Wish ya luck!
  13. Did you say that because of my lack of feedback, or you tested it yourself? To the first, I have been busy lately and haven't gotten around to it... To the second, how'd it go? Also, if it helps:
  14. Well, I can script them in, if that's what you mean. I can't model them, however...
  15. There is a function to get the name of an object, but it's impossible to change it... What you could do, if you were thorough, is add a script onto the end of the first dialogue to replace the person with a new .utc that has the name. However that'd require two .utcs, times however many people...
  16. That is a very interesting issue, Malkior. From what I know, and if I understand KotOR 2 as well as I think I do, it should be a slightly broken script. It is possible, but highly unlikely, that it could be an issue with the parameters in the .dlg. I can look into it in a bit. Edit: After running the script(from 105.mod, which I assume means TSLRCM's files) through DeNCS, this is what I got: My conclusion: Without having checked the .git, I can only assume that there are 37 "gas traps" from the West and East Dormitories combined. This script shuts them off. The best way to fix this would be to slightly edit the tag and make a second .ut*(not sure which type it is). Then replace one dorm's gas traps with the new item. After that, it's a simple thing to adjust this script and a new one. However, there are people who've worked with Peragus much more than I probably ever will, so I'd welcome their input.
  17. Sure I'll try. I need to contact a Skype buddy though... I can make the scripts, but LDR, my Skype buddy, will hopefully(Not saying he will or has to) be willing to test them out. I have no experience with making vids, however LDR seems like he knows a bit about FRAPS. ...Does anyone know if a Youtube vid is up that has the shuttle scene as-is?
  18. Actually, with a bit of experimentation on the pattern, one could do it easily with scripting. There is a function(command) called PlayRumblePattern, used for explosions...
  19. That poor Bith... I think Bastila put the Force behind that one.
  20. XD LOL:P Well, I can imagine that scene, can't I? It makes me remember a dialogue option from a k1 mod that expanded the party dialogue that lets you, as a male Revan, slap Carth...(unfortunately, it was fade-to-black slap because of animations...)
  21. ...I can help with that. I promise I won't slave-drive you!
  22. XD Can you do another one with Carth getting punched by Bastila? Please...*Begs from the bottom of Revan's heart*
  23. Proceduretype cycle, but close. And they would have to separate the flicker animation. Personally, I'm not a fan of the flicker. When I first saw it, I thought my hardware was going craps on me...:|
  24. Well, that's some info to file away, huh? Now I can read a Star Wars book and know roughl what the timeline is...