Thor110

[WIP][Beta] Expanded Galaxy Project

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  On 1/5/2019 at 7:55 PM, Thor110 said:

This actually falls perfectly in line with something I already had planned as I had this strange feeling K2 was not on the app store / android or ios and I had similar thoughts about porting one game to the better engine be it K1 or K2 and the files are pretty much ready for release, the K2 to K1 map pack will be my first release and should be available within the next few days, as I didn't originally have much planned for them, but I did think about porting the entire game to the better engine and or vice-versa as well as porting K2 to K1 mobile.

Could be a great project to start, though it wouldn't surprise me if Obsidian popped up, took it and started selling K2 on the app store, but I guess that would be a good thing in a way.

I am pretty sure all the scripts should also work fine, if not most of them, for example the Onderon Turret and Peragus Turret mini-games are currently working in K1.

Thor110

Let me stop you there.

Do not port the entire game from one engine to the other. They will notice, and they will shut you down, and they could shut down Deadlystream.com. Do you remember Aperion? They too wanted to port the game of k1 into a different engine. Deadlystream has allowed ported between games, but that does not mean it allows the entire game to be transfered from one to the other.

 

@Tyvokka @Fair Strides

@Snigaroo @Hassat Hunter

What is the official word on this mods/admins?

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The previous message from this post.

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Guest Qui-Gon Glenn

Signal the tower!

 

To arms!

 

Just don't talk about those plans here again, and keep on doing what you are doing. Edit your OP to not say that, and edit your funny and good post to keep it all good. This is unfortunately your best course of action.

Increasingly the internet is composed of busybodies, crybabies and tattletales that will try to control you any way they can to satisfy strange needs. Ignore them as much as you can.

 

Edit: DO NOT CONTACT THE MAKERS, ARE YOU MAD?

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Is it ok if we just work on this for personal use only, eventually release only a tutorial here so that anyone with basic computer skills could create their own K2M Port?

Eventually the final mod could be published on some other site non-affiliated with DeadlyStream, like Moddb...

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Guest Qui-Gon Glenn
  On 1/5/2019 at 10:25 PM, JediArchivist said:

Is it ok if we just work on this for personal use only, eventually release only a tutorial here so that anyone with basic computer skills could create their own K2M Port?

Eventually the final mod could be published on some other site non-affiliated with DeadlyStream, like Moddb...

Yes, and you can do that and get help here without talking about that part of what you are doing.

Pro-tip - you will fail miserably trying to port the games in one direction, and have success the other. I will not explain.

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All of my previous post moved below.

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  On 1/5/2019 at 10:57 PM, Thor110 said:

Thank you for suggestions and thoughts about everything, as previously mentioned I will not pursue a K2 to K1 mobile port without either an official go-ahead .... though I do have small-scale plans for basic re-introductions of every planet towards the end of the game and a new basic galaxy crawl for every planet and a main questline for it and then my thoughts were to request user made quests & side quests to place around the galaxy and to accept ideas / suggestions, maybe even vote for what quests to include in the end.

Additional I will still back up both versions at some point as a "modders resource" but may or may not release them due to concerns raised.

Do you mean Kotor 2?

in contrast to K1 the planets feel a lot too short although storywise TSLRCM does excellent to make up for it. However, the missing  areas from K1 Dantooine, Korriban ported to K2 and filled with quests would surely help. 

Speaking of some bonus quests - what about porting some SWTOR questline voiceovers & recreating them in K2 to expand/flesh out the game further?

Implemented to the plot they might come in handy to emulate the feeling of a "fresh playthrough" again.....

Thoughts?

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Previous messages about porting SWTOR Textures, Models, Voices & information regarding the Odyssey & Aurora engines.

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Thanks for the ping, @jc2.

From a rules standpoint we have absolutely nothing against a full-game port. Porting some content from one game to another is quite different from porting all content, but again from the standpoint of the restructured rules there is nothing which prevents such a project from being undertaken, discussed, and uploaded here on Deadlystream.

With that said, that is different from an attempt at cross-platform porting (IE making a hypothetical KOTOR 2 for mobile), which we did not think to address at the time that we restructured the rules. Frankly I have my doubts about how feasible such a concept would be anyway, but until @Tyvokka and the rest of the staff can weigh in I would offer an initial assessment that we would be against that--no discussion of it, no condoning of it, certainly no uploading of it. While a hypothetical KOTOR-to-KOTOR 2 port could (and probably would) need some form of purchase validation for both titles in order for us to feel comfortable with it being hosted here, a KOTOR 2 made mobile-compatible would be a direct cut into the market for the game, which would quite likely damage sales and increase the chances of ire being drawn over the issue.

Keep in mind that this is my initial, singular opinion and assessment of the issue based on the wording of the rules, which as I noted don't fully account for this particular circumstance. When other staff have weighed in, the final consensus may be quite different.

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Kotor 2 on mobile already sort of exists... You can just run K2 on a Windows Tablet / Phone with a virtual Joystick emulator and that is about it!

image.thumb.jpeg.51e30fcf6b470a22dcb5970b438eac67.jpeg

Also, EA / Obisidan never actually did port K1 to IOS and Android...they simply comissioned a third party company called Aspyr media to port it, and they did a market study to see if it was worth it to port K2 as well...and ultimately decided not to go ahead with it.

Quote from: https://toucharcade.com/2018/05/03/kotor-2-mobile-not-on-the-horizon/

  Quote

The not-so-great part is at the bottom of the announcement, surrounded by those dastardly asterisks. It reads “KOTOR 2 mobile isn’t on the horizon. Yes, we know you were gonna ask. Sorry."

So, there would be no market cut in this case since there is no intention to launch a K2 Mobile port in the future, and it is already an almost two decade old game, so every year the chances of it being ported to mobile actually fade more and more!

As another example...Beloko games did an unofficial Android port of the Star Wars Jedi Knight shooter games, and there were no legal problems of any kind! The way they adressed the issue was that they just provided an alternate engine for the game that ran on Android, and the user had to own a genuine copy of the game, and copy the .pak files from the PC version into the Android engine in order to play the game!

www.beloko.com

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Previous message with my reply and notes about using Xpadder & a 360 controller to do most of the basic editing for me.

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I can't help but wonder why Aspyr decided to abandon the idea to make a Kotor II port. It just seemed like a great way of making lots of Star Wars fans happy and a relatively easy prophit opportunuty for the company...
On the forums people talk about technical and legal issues that would prevent Kotor II TSL to be properly ported to mobile platforms, but that doesn't make any sense at all, because:
- Technical:
1. Kotor I and Jade Empire were already ported succesfully, so there is a proven, effective workflow for the porting process that has been already implemented with great results.
2. Kotor II runs on the Aurora Engine (based on nwscript), same as Kotor I and Jade Empire (which were already ported). Kotor II uses a slightly updated version of the engine, while Jade Empire uses an even more updated version of the Aurora Engine and features highly complex combat mechanics, and it was still sucessfully ported to mobile platforms nevertheless!
3. Kotor II has already been ported to Mac OS, and is present in the official Mac OS App Store, and it is a known fact that IOS is a modified version of Mac OS (that shares the same kernel and UNIX core, but is optimised for mobile devices).
Considering the facts above, it would look like most work is pretty much already laid out ahead for the developers, at least for porting the game to Apple's IOS. There is also the increase in computing power and storage speed for mobile devices, that happened since Kotor I was ported, so there should be even less limitations and work to be done involving reducing the size of the downloaded and installed files of the game and other tweaks necessary to make the game run smoother, as was the case with Kotor I.
On an iPad Pro 2, the game would most definately run and look nothing short of absolutely stunning!
- Legal:
1. Since Aspyr Media already got the rights to port Kotor I, Kotor II and Jade Empire to the Mas OS and Linux operating systems, and thay got the legal right to publish these 3 games to Steam, and most importantly to the Mac OS App Store, and since they already ported Kotor I and Jade Empire to IOS and Android as well and published the 2 games on both the IOS App Store and Android's Google Store, what is stopping them in porting the app to IOS and releasing it to the Mobile Apple App store as well? Isn't it basically the very same thing as the Mac OS App Store from a legal standpoint? Both the Mac and the Mobile App Store are owned by the same company, have the exact same License Agreement, can be accesed with the same User Account that signed the same EULA, and are basically stored on the same datacenters!
2. Some people stated on the forums that there might be a legal problem preventing Kotor II being ported to mobile, involving the fact that the game was developed by Obsidian instead of Bioware. If that was the case, how come this did not prevent the game to be ported to Linux and Mac OS as well, and how come despite this the game has been legally published to the Apple App Store? The same people also stated that Aspyr officials informed them that Disney / EA did not agree with the porting of the game. Again, the same question arises here, then how / why was the Linux and Mac OS port and the Apple App Store publishing possible, since it involves the very same legal envirnoment?
In conclusion, I cannot find any logical explanation as to why this great game with a huge fanbase has been excluded from Aspyr's project list...

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Sounds like a very ambitious project, good luck with your endevour!

Could you please write a detailed tutorial about mass porting all maps and content from one game to the other. You mentioned that you somehow automated the process and managed to port all the K2 modules to K1 in like 5 minutes or so...when you get the time please make a tutorial explaining exactly how you did this procedure step by step, for n00bs

I tried to port the Ebon Hawk first module from K2 into K1 using your tutorial, and after 2 hours of multiple trial and error, ended up almost giving up...so many files, locations and filenames...damn :(

 

*For anyone who makes this confusion: Apeiron was not a port! It was a remake, meaning it was K1 remade from scratch in another engine (in this case Unreal Engine 4). The only content "ported" (though more likely copied or imported is the proper term here) was the soundfiles and dialogue files, which it used instead of recording new VO's and writing new dialogues, and this was also used as some form of DRM, to prove that the user owned a genuine copy of K1 and to prevent piracy!

Apeiron has not been shut down for mass porting, because it didn't port any modules / characters / skins / models / textures, they built them from scratch using the original game as reference! They were C&D-ed because of "plagiarism", that is because they recreated new models, characters, maps and props and basically a whole game copying K1, and launching it as a brand new "remake" game!

In Disney's opinion, this was an unfair use of their Intellectual Property and they said that Apeiron would be confused with the original K1. It's like if someone decided to make a blockbuster movie with a remake of "Star Wars VIII - The Last Jedi" with new identical or similar props, actors, costumes, locations and story, while ripping the actor's dialogue lines from a copy of the genuine film.

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  On 1/6/2019 at 12:05 PM, JediArchivist said:

So, there would be no market cut in this case since there is no intention to launch a K2 Mobile port in the future, and it is already an almost two decade old game, so every year the chances of it being ported to mobile actually fade more and more!

I'm well-aware of the situation regarding the K1 mobile release, and I made my statement with that in mind. A market cut would be the likely result of such an act because the "free" mobile version would be more accessible to many, and thus the paid PC version would drop sales as people figured out ways to just use the mobile port alone. No purchase validation is flawless, and platform-to-platform just makes it easier to spoof and much, much more visible when it happens. There may be ways to mitigate the risk, but from a legal perspective it's not something I think Ty will want to mess with. I'm not the one who will make that call, though.

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Old message about using the NWN Model Viewer to easily view models from the game.

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Edited by Thor110
Archived message about NWN Model Viewer.
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I like the idea of porting the modules between the games for further expansion. I would agree with what has been said, porting the entire story between either game would not be allowed with out specific permission from the publishers/developers/Disney.

With that said, I am against blocking of all discussion on the matter, as I think that even if it is only for educational and research purposes it is a great subject to discuss and collaborate on.

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That is good news Tyvokka, we thank you and the Admins / Moderators for clearing this out! Acknowledged, full game ports will be attempted ONLY for personal / research use, with NO releases or uploads of any kind!

It would be cool if someone would make a K2 port in private and only send Disney / EA / Obsidian the only copy of the project (and then destroying all his / her copies), and write them: "Dear Disney / EA / Obsidian, since You had no interest in making a mobile K2,  here you are, I made all the work for You! Now, if you please, would you kindly consider officially publishing the app to IOS and Android? You are now in possesion of the only copy of the build, I deleted my files and never aimed to publish anything since only you have this right and it is Your property, now it is only up to you to publish the game!" and sending the letter to the gaming press as well :D I'm really curious what their reaction would be!

 

Thor110, I am making progress using your tutorial... actually the module porting procedure was not so complicatede after all, after i managed to wrap my head around it i managed to port the Ebon Hawk, Peragus and Harbringer from K2 to K1 in less than 2 hours (I didn't get to test them out yet but i followed the exact stept outlined by you, so it should work!). Your tutorial is very comprehensive and practical, very well made and i thank you for it! After porting the first module now i started porting a planet at a time, works great! :D My goal is to port at least a planet a day and see how that works out. I also managed to batch convert all the model files (.mdl) from K2 to K1, but with some errors.

I'm doing this for personal use only...I don't aim to release anything, considering that You are handling the module porting process and creating the modders resources, and it was Your idea after all! I'm sure that you are doing the better job anyway, having more experience in the matter! ;)

By the way, when you did the batch converting of all the K2 models to K1 (.mdl files to ASCII and then to Binary again), did you get so many errors (about 100 of them or more) when converting the ASCII files back to Binary? I used the correct procedure, and definately didn't forget to set the game to K2 mode when batch converting the Binary files to ASCII and then to K1 mode as I converted the ASCII files back to Binary! I also encountered some errors, less this time (about 40 of them), when first batch converting the K2 Binary files to ASCII... Is this normal? Did you also get so many errors?

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Old message.

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I guess you could adress the issue with the K1 to K2 port in a legal friendly way either by creating an easy to follow tutorial that uses your released K1 to K2 modder's resources so a user would have to gather all your modder's resources you ported from K1 to K2 and manually batch copy them to the override, mods, etc folders to have the full port, either a more advanced method (you would need some programming skills for this), by creating an automated installer that runs on the user's PC and that just rips and converts the files from the genuine installations of K1 and K2.

Actually, a team of dedicated modders managed to make an utility that legally ports Fallout 3 into the Fallout New Vegas engine (which is newer and more optimised, like the case with K1 and K2). They did this by releasing no actual game files, just an installer that takes the files from Fallout 3 and converts them as a Total Conversion mod for Fallout NW, thus allowing players to wander on the maps of both Fallout 3 and Fallout NW and complete both storyes in a single game (using Fallout NW only to play both games), and players can also transition in-game from the Fallout 3 and Fallout NV maps! This looks exactly like what you are planning with KOTOR...

Check out their project for reference:

https://taleoftwowastelands.com/

Quote from the Q&A section of their site:

  Quote

Q:What is TTW?

A: Tale of Two Wastelands is a total conversion project that seamlessly merges Fallout 3 and its DLC into Fallout: New Vegas, allowing both games to be played in a single playthrough. It upgrades Fallout 3's mechanics to those of FNV without compromising the feel and balance of the original. New Vegas mechanics like companion wheel, companion perks, weapon mods, crafting, recipes, harvestable plants, and poisons have been added to the DC wasteland items, NPCs, and world.

 

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Thought I had broken every lightmap in the game, turned out K2 just isn't showing lightmaps at all for me so I have decided to continue as they should still view fine for everybody else.

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Guest Qui-Gon Glenn

My confusion reading your posts, now, is some inconsistent history. This may be because English is your 2nd/'n'th language?

Specifically, the Aurora engine was not "handed" to anyone. BioWare themselves made it from scratch - those crazy Watamaniuks and their coding skills ❤️ (if you have ever spent any time writing script for these games you have read their code comments, bless them). Also, it was not used in K1 or K2. The Odyssey engine was used; also built by BioWare themselves and a derivative of the Aurora engine (thus many things can still be learned about Odyssey engine from the NWN Lexicon).

This may help you, just getting a couple more terms involved.

{ Aside: Interestingly, Aurora engine was licensed (not Odyssey) by CDPR for The Witcher 1. This is due to CDPR using a whole host of different softwares to make that game, meaning they incorporated 3d environments in a different way than Odyssey would have allowed. }

Obsidian then got awarded the sequel contract (TSL) and licensed the Odyssey engine, which they also modified IIRC.

So, there is a little history lesson :)

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English is actually my first language  :/ though my grammar is terrible clearly! Thanks for the information on the engine's development, every little helps!

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Guest Qui-Gon Glenn
  On 1/7/2019 at 6:59 PM, Thor110 said:

English is actually my first language  😕 though my grammar is terrible clearly!

Thanks for the information on the engine's development, every little helps!

Thor110

No, not really! I just didn't want to make any assumptions, which looking back I clearly failed :D

indeed, sometimes little details can help a google search, so you are welcome.

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