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Blue last won the day on January 5 2021

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  1. My 2 cents: The remake will never be KotOR. It has the potential to recapture the magic, but there will always be a desire to preserve the original experience. If you truly do end up walking away from this project I hope you do decide to release the source. One of the saddest parts of the Lucasforums Era was the lack of source code sharing with the community and as tool makers left the scene so did any hopes of getting a proper source code release from the author. Anyways thanks for what you have done so far to share the things you have found!
  2. Sounds like you are missing the doorhooks from the original layout file.
  3. I've recently been able to do some work on combat animations. For a while now I've been trying to understand how the "fancy" melee on melee combat animations are triggered. This took me a while to figure out because I thought they were controlled by the combatanimations.2da. It appears that all other attacks are handled there except for this particular scenario. I believe this was hardcoded to act this way in the original game, and that is why they are not present in the combatanimations.2da. If the attacking creature is using a basic melee attack, and the target creature is using a melee weapon, and they are both directly attacking each other. Then the attacker and target uses a variation of c*a*, c*d*, and c*p* depending on if they were hit or parried. c*a1, c*a2, c*a3, c*a4, and c*a5 are for attacking (Attack Animation) c*d1, c*d2, c*d3, c*d4, and c*d5 are for damaged (Target Response Animation) c*p1, c*p2, c*p3, c*p4, and c*p5 are for parrying (Target Response Animation) When the attack is queued up a random number is rolled returning 1,2,3,4, or 5 and then proper attack animation is then chosen. Once the attack result is calculated the appropriate response animation is chosen for the target. Example Scenario: So if the the attacker is using a single one handed weapon, and the basic attack random animation number is 4, then the attacker will use the animation c2a4. If the attack hits, the target will use c2d4. If the attack misses, the target will use c2p4. Note: If you are confused by the naming convention for combat animation be sure to check out this post: (Analysis of the Combat Animations) by @JCarter426. Here is a video demonstration of it in action.
  4. I'm not 100% sure how KotOR's Odyssey Engine handles this flag. Here is what a light bit of research turned up for how NWN's Aurora Engine uses this flag. Interruptable: Conversation can be interrupted & No Interrupt: Ticking this box will make it impossible for a player to interrupt the conversation this creature is having with another player. If your module is intended to be playable in multiplayer mode, it might be advisable to tick this box on most important NPCs because there is nothing more annoying than seeing a fellow player interrupting your conversation. This mostly appears to be a multiplayer flag left over from the Aurora Engine. That doesn't mean Odyssey Engine isn't reusing that flag in another way for it's own purposes. Hope this is helpful.
  5. Yeah there are still too many scripting issues that keep areas like the endar spire from being 100% playable. Mileage varies from area to area. There is still quite a few menus that still need to be implemented. What kind of debug features do you have in mind?
  6. No worries! Thanks for taking the time to check it out
  7. Looks like I left in some buggy code with GetNPCAIStyle that was causing an infinite loop. There are still a few pieces of NWScript that act oddly. The new download can be found here I never completed the TSL New Game quick start menus like I did in KotOR. It wouldn't take much for me to get them working. Honestly most of the time I use the Dev Console to warp to modules or use the Load Save menu. The Dev Console can be opened by using CTRL + SHIFT + I and then using a code like Game.LoadModule("danm14aa"); //or Game.LoadModule('101PER'); Will open a module with a predefined character template i hardcoded. The steam internet access is used to fetch the art assets for the games used in the launcher. The deadlystream access was being triggered by left over html code inside the launcher. Originally I had another tab called Deadlystream with an iframe view of DS. I took it out because i figured it would weird some people out, but I guess I forgot to remove the iframe code in the process. I disabled the code in question in this release. I believe your heart is in the right place, but I have to disagree with you there. The major side effect of that kind of gate keeping forces people to work on their stuff in a vacuum outside of the modding bubble. If those projects die in that space and no one knows about them, then any work and or discoveries they made wont flow back into the community. A "graveyard of big ideas" as you put it, is the result of the creative process at work. Attempting to "clean up" that process and or gate keep tends to stifle creativity IMHO.
  8. I know it's been quite a while since I made any announcements on this project. 2019 was a very busy year for me. Even so, I was still able to work on the code a bit, and pushed code updates to the GitHub repo every so often. 2020 is still looking to be just as crazy if not more. I'm hoping to be able to post more updates on my progress. I've compiled an alpha build for anyone to test out. It can be downloaded from the release page of the GitHub project here: Download and unzip the contents somewhere. KotOR-js.exe is the main executable. When you run either game or the toolset for the first time, it will ask you to locate the game directory for the original games first. After that you should be good to go. It is an alpha so expect some things to be broken and or act weird. Compatibility Note: This is a 64bit build. I also believe it only supports win7 and up. I'm always eager to hear any and all feedback! This project continues to be a lot of fun to work on, and it's always forcing me to push the boundaries of what I know about coding and game design. If I can say something of encouragement to the new modders or coders that may be out there browsing these forums. It would be to chase that crazy idea and push yourself to try. When you spend hours and hours writing code or creating a mod, that feeling of seeing your hard work finally bear fruit is amazing. I can't count how many times i've seen modders discouraged from attempting projects because other people think they are biting off more than they can chew. I know that if I would have announced this project when I was just beginning, I fear I would have received similar remarks from some. The thing is that you very well might be over your head, and thats ok! Failure doesn't have to be the end of the road, it can be a stepping stone to better things if you learn something along the way and apply it the next go around. At least that's how I see it 😅. Anyways I apologize for rambling on, I'll sign off for now!
  9. I'll take a look and see what I can do!
  10. Welp it's been a little over a year since I created this thread. Since then I built the LucasForums Archive Project to aid in my KotOR research. I thought I would share it here in case anyone is interested. It isn't anywhere near complete, but there is quite a lot included already. I may attempt to add more at some point in the future.
  11. I've spent a lot of time trying to navigate the old Holowan Labs forum on the lucasforums site through WayBackMachine. It is very cumbersome and there are a lot of dead links that were never archived. And things start to go off the rails if you try to navigate to older pages. It would be nice if there was a way to get access to the old Holowan Labs database files (With just the forums posts/threads and no user data) so an archived version could be reconstructed. I would have already attempted to pursue this myself, but I don't know who to contact about it. I would be willing to host and build something like this on my own server, I could even see making it into a GitHub repository for posterity's sake. I'm hopeful that someone can get me in contact with whoever owned the old site, but I fear there has been too much time since it's demise. Any leads would be much appreciated . Edit: Welp it's been a little over a year since I created this thread. Since then I built the LucasForums Archive Project to aid in my KotOR research.
  12. I was wondering if anyone has done any research on or attempted to have more than one area defined and included in a module's AreaList struct? NWN supported this and seeing as KotOR was based on NWN it could theoretically be possible. I could see them taking out the code to do this if it wasn't used in KotOR, but I could also see them leaving it in, for fear of breaking something else in the code. Even if it is possible i'm not sure it would make any difference, just a random thought.
  13. I know it's a little late but I believe the gui files you are looking for begin with "mipc2". There is a version for each supported resolution. There are similarly named files inside the GUI.bif archive, but I believe they are old unused versions of the UI. KotOR 1 - GUI.bif: mipc210x7.gui mipc212x9.gui mipc216x12.gui mipc28x6.gui KotOR 2 - GUI.bif: mipc210x7_p.gui mipc212x9_p.gui mipc216x12_p.gui mipc28x6_p.gui Hope this helps!
  14. Not really, it can import phn files like the original LipSyncEditor by JdNoa. It still needs CSLU to create the phn files.