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Everything posted by Malkior
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Unable to play movies and Resolution issue
Malkior replied to Atton Rand's topic in General Kotor/TSL Modding
Ewe ontde iscussde rackscre... ':l Ninja'd... (Side note: Pig Latin is phonetically exhausting) -
Unable to play movies and Resolution issue
Malkior replied to Atton Rand's topic in General Kotor/TSL Modding
According to the first two comments here http://deadlystream.com/forum/topic/1717-kotor2-high-quality-movies-patch/ the mod files are 1600x1200 or 1600x680, but will revert to Bink defaults if your computer doesn't support it. -
Hey! I did more than just "upscale" my muzzleflash textures.. *grumble.. Seriously though, I wish more people focused on the finer details such as all of the effects. Incidentally, were you going to work on the explosion cloud/ smoke as well? I'm certain some plugins will produce great results with them.
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Unable to play movies and Resolution issue
Malkior replied to Atton Rand's topic in General Kotor/TSL Modding
You mean no patches/wrappers? It's just natively wide screen when you run it in full screen? -
That model looks great! Definite kudos to almighty gir. Um..speaking of JK3, is Neomarz still modding as well? I always liked his stuff
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GITEdit: What do you guys want?:)
Malkior replied to Fair Strides's topic in General Kotor/TSL Modding
Is this what you mean? http://www.java2s.com/Code/Perl/System-Functions/Convertsfromdegreestoradians.htm Basic script to convert degrees to radians in perl. Personally not a fan of radians. (Except you get to write pi all the time :& ) -
Did you find all of the Ebon Hawk textures you were looking for earlier? I forgot to mention that LEH is the name for Ebon Hawk assets transferred from Kotor1 by the Obsidian team. It stands for "Level Ebon Hawk", if I understand it correctly. (LDA=Dantooine, LMA=Manaan, LKO=Korriban, ..etc) Also, I've done some work on those particular panel textures, and may be able to help.
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Well, there are some who postulate that blackjack (an arguable analogue for Pazaak) can be won with skill, and Pazaak makes it further evident with its addition of +/- and other cards you can play. I will freely admit that the "house" may beat you sometimes with pure luck, but with a good enough sidedeck, a skilled player may actually win based on the moves they make.
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I personally like the concept of how the holoroster animates. Is the Mando VO original? If so, it sounds very good
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Great to see the shiny new screens! A suggestion of an important texture commonly overlooked: down in the bottom of the fuel depot, there's a bulkhead which is equal parts overexposed and pixelated. (I don't have access to a way for screens, but it's where you find T3 and escape) also the airlock looks more like a sticker than an actual texture. I kind of think with the number of people retexturing Peragus and Telos, we should have a "planet skin" section or something.. Also, I like how the floor's coming along; and especially your take on the area maps
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It's cool to see that you're working on this particular mod. To answer at least some of your questions, I can find only two planet mods for Kotor1. The first is Ord Mantel lhttp://www.starwarsknights.com/kotor1mods.php (link at bottom of the page) The second, Yavin IV http://knightsoftheoldrepublic.filefront.com/file/;93497 (The moon's surface rather than the station) Other than that, eventually the upcoming Sleheyron mod'll be released, so it may be ready as well. (No download yet) I don't know how compatible these mods are with each other (or K1R for that matter), so it may be necessary to have options for each planet as separate install options. As for the Endar Spire, it gets destroyed before the player has access to the Ebon Hawk and galaxy map (spoilers =p) so it can't be on the galaxy map. You also can't go back to Taris for similar reasons :] . Additionally, both Telos and the Harbinger are Kotor 2 planets, so you may have the K2 galaxy map file by mistake.. Side note: For reference of the canon planetary position, this thread may help http://deadlystream.com/forum/topic/2415-is-this-reliable/?fromsearch=1
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That's great news! I'll be waiting (with bated breath) patiently for when it's done.
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Well we have Media, Mods, and Skins in the downloads section. Perhaps we should put out a request for an Essential Tools or Modding Tools section as well.
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Also, if you have any other mods installed, or to better understand your problem, please follow this handy dandy guide Information for those posting errors / glitches Secondly, if possible please list the graphics card you are using as well as the driver date. This sounds very similar to what happened to me after I updated the drivers for my graphics card and was solved when I changed/installed earlier drivers.
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Definitely looking forward to this with great interest. :' It will be nice to have another Kotor 1 level on par with its originals. So then on this topic I have two questions, First, are you going to also have thick yellowish fog in parts of the module as per the Sleheyron MO? And, two, is this also an experiment on lightmap editing so that eventually we can see this height of lightmap quality in other levels? (Looking at you, Kotor 2 ;/ )
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That's the general consensus. However, it is also "colonized" and the most industrialized, so it could very well look different than, say mustafar since all of its lava fields are covered with geothermal factories and urban sprawl. So technically a lava planet, but with the look of a toxic filthy industrial city.
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Nice to see the informant getting more mileage. I am also intrigued with your idea to expand the Nar Shadaa plot by allowing the inclusion of the genoharadran. How will the Ubese fit into this new plot since Slusk originally had you fight them in the Geno base?
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This. All of this is the exact same reason that I had such difficulty with the gameplay The Factory requires. However, the issue I believe lies with playing as HK. The playable droids in Kotor 2 have this unfortunate lack of a variety in their components, extending from an abysmal amount of feats to spend in the later portion of the story to a severe lack of armor options or stats (droid clothing for all intents and purposes) However, I believe the biggest problem is that with the armor. For example, I use guantlets and gloves for my human players with saving throws and reflex saves of at least +3 a piece; this coupled with a belt that has saving throws to all for the party for +4 or +5 depending on the situation. For HK, I have starship armor for maybe if I'm lucky, +2 saves without costing too much defense, and even then, it doesn't protect against some damage effects until I pick up the fancy armor late in the level that gave me at least a fighting chance...when I set the difficulty to easy in that large room... The battles are so one-sided, because HK doesn't have any weapons aside from guns (and "spells" IE flame/plasma throwers and lightning shocks that cost money instead of time; which is a disadvantage in and of itself), and virtually no defense aside from a minor buff which rarely works, and when it doesn't, it takes too long to heal, which burns through the limited supply of droid health packs. [My idea] A simple solution that retains the challenge? give HK his own unique feats for purchase in the later levels to give him the edge he should have. This could be a buff to his intellect or reflexes; or perhaps a slight advantage to hit on organics or droids. Kind of like what the high level force power mod did for the Jedi characters. Or an HK only feat that grants him a bonus to every time he uses a flamethrower or poison cloud against opponents. Perhaps more powerful droid-only weapons to make using them at least more effective than some of the guns [/My idea]
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Yeah. That is the truth of it.. Regardless of what direction they go with his character, I guess I should at least remember him as he was and how freaking awesome that happened to be..
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My real issue with Revan's irrational choices in SWTOR and its paraphernalia, is how he keeps changing to suit the purposes of the publisher. As a direct result he becomes a weaker character regardless of how much "force energy" he potentially has. I believe the process of "redesigning Revan" went like this: The publisher wanted their new villain, but Revan was admittedly overpowered according to Kotor 2. Their solution? Make Revan powerful yet significantly weaker than him. To explain this abnormality: in the novel they say "Well this new sith guy was a REAL sith and Revan was just weaker because... anyone in the republic just sucks" This is still kind of a weak argument, admittedly , so they instead add a "twist" and say that HE WAS A PAWN ALL ALONG!!?.. No real buildup in the material, but Revan was insane, so no way to argue against that. Anyway I assume after a while, the publisher execs discovered that throughout all of his harsh treatment, fans still really like Revan; so how do they cash in on his popularity? Why, make him a "secret" raid boss; since Revan was now insane, dangerous, and now secretly perhaps manipulated by this made-up super sith lord, it could work. However how to anachronistically add him into your latest game when there's no way he could possibly be alive? By hyperfreezing (or sith stasis or whatever comic-booky device you can contrive) him and demoting him to the status of phrikking flying monkey to the super-evil bad guy sith lord. The issue to me isn't that Revan couldn't have all of these weird changes in Star Wars canon. I mean there have been signicanly more ridiculous ideas that somehow worked. (See Yuuzhan Vong or anything from the Truce at Bakura) The thing that irks me is that all of the decisions after Kotor 2 regarding Revan remove all of the subtle dimensions that the previous writers carefully added and to me ruin an otherwise great character. Frankly I think he should have been a completely different entity and the character encountered in TOR could have been an artifact from Revan's meanderings in the unknown regions such as perhaps someone powerful in their own right who knows where he's been. Or maybe he could be an "echo" of Revan to hint toward a proper resolution that would tie everything off between all of the Kotors. (Such as, and I'm just reading into this a bit, mind you, perhaps one of the ancient Sith lords he was really trying to stop. Real Sith lords like Naga Shadow or the like who need no explanation or idiotic storytelling to show how powerful/evil they are) Just a thought.. However Revan on the "cover" equals sales..
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JRLEdit - The Graphica Journal Editor
Malkior replied to Fair Strides's topic in General Kotor/TSL Modding
Can't it be both? ..indomitable, ruthless, and in Karen Traviss' books colloquially used as "classy" -
My suggestion is Nar Shadaa, Dantooine, Duxn\Onderon, then Korriban. I used to go with Dantooine first as well. (It's possible this was because Dantooine is the only planet from Kotor 1 to make it to 2, and I wanted to see what had changed the moment I knew it was an option.) However, you always have to fight Visas when you go there, and for me anyway, it's easier and preferred for my character to get a chance to level up some. Plus there really isn't much to do, and the militia\ mercenary battle ends on a low note compared to the rest (except perhaps Telos which you have to go to first regardless). So from an entertainment perspective, I'd save it for at least second. I'd go with Nar Shadaa first due to its sheer amount of combat and story, which helps to keep things exciting while also leveling your characters up early. (Personally I like to get Mira early for her mine walking ability; GoTo's also pretty useful against enemy droids) The slower pace of Dantooine's story makes it a great buffer between the more dynamic story of Onderon and Nar Shadaa. The only thing I consistently do, is play Korriban last; mostly in part due to its introspective tone, but now it's also important because parts of M-478 are rather challenging and you'll need a strong character.
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As Far As I Know. So, "As far as I know.. No"
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Welcome to the DeadlyStreams. I too have enjoyed the Jedi Knight series, but the mod community there seems to have dropped off or relocated since the disolution of the Dark Forces Mod and its related projects, and Filefront deletes your mod after a certain period of inactivity.. I wish if only there was some way to leverage the gameplay of Jedi Academy and the storytelling of Outcast, but as it is, this has not yet happened sadly.. There's a mod section here for them, but it's pretty vacant at the moment..
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I was testing, and it was something like, 25 or 35.. This was of course after all of the bonuses awarded from equipment and feats.. The new mine types added by Kotor2 are actually slightly underwhelming and in fact all of the mines are slightly nerfed compared to the Kotor1 mines..