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Razorfish

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Everything posted by Razorfish

  1. We've started closed beta testing with a small team of beta testers (whose membership will expand as the project progresses towards a more stable release and completion). The current beta build is 0.4f2, but we will be releasing 0.5b1 to our beta testers in a couple of days.
  2. Someone else already made a mod to restore it... http://www.pcgamemods.com/mod/16863.html Neither in-game cutscene mod is being incorporated in the TSLRP (considered tweaks). I was just practicing/learning to mod when I created the first one.
  3. We are developing the TSLRP in English (U.S.), but we have been meticulously and systematically documenting text changes specifically for the purpose of translation (the list of changes will be made available to translators when we are done). I'm not sure what languages we have covered at the moment... Wishful thinking, unfortunately Not as far as I know...
  4. Someone posted in our project forums about a similar issue. Did you talk to G0T0 about Vogga's fuel before talking to Vogga? There's a bug in G0T0's dialogue that resets an important variable in the Fuel Quest (200TEL_Fuel). To continue with the quest, you can use the Kotor Savegame Editor to change this global variable back to its necessarily value (200TEL_Fuel = 3). More info in Tupac Amaru's post here: http://forums.team-gizka.org/viewtopic.php?p=9452#9452
  5. I've just updated the access permissions for remote linking to those files so you should be able to initiate a download from the thread at knights2end.com now just by clicking on the links. They should also now redirect to a temporary download page if direct linked elsewhere.
  6. Wha...? Countless? Where? There are none that I see on the main page, at least. There might be a few in the WIPs, but I'd blame that on getting no sleep, long hours of toiling for the mod, and overall crankiness. Yea, it could be the crankiness.
  7. Some info and preview images from the publisher about Tales of the Jedi issue #23 and #24 (the latter which will feature a kotor 2 related story featuring Nihilus and Visas): http://boards.theforce.net/Literature/b10003/18263090/p3/ http://www.darkhorse.com/profile/preview.php?theid=10-763
  8. You could try this unofficial fix (until the next patch is released, which will possibly fix this) and load a savedgame at some point before your party gets captured, or just choose another reply to Handmaiden (any other reply should chuck Kreia and Atton into force cages and continue the cutscenes properly). http://magestrix.com/K2End/downloads.html
  9. Afaik, as an easter egg, Handmaiden is supposed to recite an Echani poem. Also, afaik, these lines are only unlocked on the XBox version of the game. To get them on the PC, you could try the method I explained here: http://www.knights2end.com/index.php?topic=91.0
  10. My bad, referenced the wrong file extensions on the html page. Fixed now.
  11. Thanks for the PC Gamer contact info, paragongrid. We'll keep these options in mind when the project nears completion. As I've already shamelessly plugged in another thread, I've updated the Downloads page with more game fixes. And as Dashus pointed out to me a few moments ago, some of the new fixes have only been minimally tested, so consider them "beta" unless no one reports any issues with them in the next week or so: http://magestrix.com/K2End/downloads.html
  12. Iirc, there are at least two things that could cause that issue: (1) you haven't upgraded to v1.0b yet (supposedly, this fixes the selection of the puzzle answer, even though it's not mentioned in the readme) (2) you exited the terminal screen to start over after inputting a wrong operator (still a problem in v1.0b) As Dashus mentioned above, I just updated the TSLRP project site's downloads page with some more interim game fixes, including tk102's Equation Puzzle Fix, if you're interested.
  13. Thanks, tk It seems stoffe was right about the PC not necessarily existing when OnModLoad is called. As long as both checks (game load and entering object) are removed, the hidden compartment spawns just fine. The Odyssey engine branched off from the Aurora engine, and works rather similarly under the hood (I guess...at least as far as scripting is concerned, it's similar enough that the NWScript tutorials posted on Bioware's modding forums are the same ones recommended by KotOR modders to pick up KotOR NWScripting). But, because of the point at which it branched off, many of the improvements to NWN's NWscript that were made via prior to that game's release, in addition to the plethora of NWN patches and the two expansions, aren't available for KotOR's version of NWScript, making KotOR NWScript seem more primitive/limited. Nope, I've gone through the scene selection code a few times and there's nothing specific to Ratrin or the hatch, if I recall correctly. On the other hand, there is a (cut?) Ebon Hawk sequence involving .
  14. I've had the same problem, but it's an oddball issue - in that some people don't have trouble getting access to the compartment, and others do. For me, it was because a_ebo003_load is not called at all when entering the Ebon Hawk, unless loading from a save game in which your character is already on the Ebon Hawk... but, if it is loading from a save game, execution of that script is aborted (due to the GetLoadFromSaveGame() preventative check in the original script) ...At least, that's what I observed after reconstructing the original script, placing debug output calls at every point of interest, and going in and out of the Ebon Hawk from various locations after talking to Ratrin/getting 003EBO_Hatch set to 1. And, because I don't know if I'm the only one having this problem due to this particular issue I explained above, I can only say that, for me, the fix works only upon loading an Ebon Hawk save game (tested it a moment ago).
  15. Additional fixes? Never heard that. So what were these fixes/alterations? <{POST_SNAPBACK}> For example, I noticed that some force-speed-related computation with attacks was restored, and people have been saying that the desynch'ed HK-50 conversation on the Polar Plateau was fixed. Nothing much, but might be more. :shrug:
  16. We aren't talking about is making a patch difficult. They stated the patch (movies and music) IS done and the only thing they have to do is to build it, which I believe means "compress, make an installer". <{POST_SNAPBACK}> Just to play devil's advocate... Also, let's not forget that, depending on the arrangements with the publisher, after the 1-2 business days spent gathering, recompressing, and packaging all those files (not an insignificant number of files!) it make take several days to get release approval from LA or whomever is going to distribute the patch, and then propagate it to all the servers (just as an example of how long it might take for a file distribution site like File Planet... for certain types of submissions, it takes 1-3 days to get approval, then up to another 1-2 days to propagate to multiple servers). And, note that patch v1.0b had a few additional alterations/fixes not mentioned in their readme. I say, don't look a gift horse in the mouth if they decided to sneak in a few minor fixes for problems under the hood without making a big deal out of it too...
  17. It's for a cut player-controlled fight sequence for the Handmaiden after Atris and Kreia confront each other. The gameplay programmer notes seem to indicate that they had two possible implementations for this fight, depending on how much time they had remaining to work on it (they put a implementation priority list in the notes for this part, and it looks like they only got the priority-A stuff done, which was to skip the fight altogether). I've got to discuss implications with the rest of the team first, but if all pans out, we may be restoring it...
  18. So, after you specify the type of lightsaber and crystal color you want, Bao-Dur doesn't give you the lightsaber? Does the game fade to black and then back after you specify the crystal color or does it just dump you out of conversation? Are you using any mods that alter Bao-Dur's dialogue file?
  19. I think the point is that you should play through the game before looking into the restoration project. It is difficult to determine the significance of what we're reporting or releasing to you on the website without having experienced the game as-is first. I will consider disclosing less immediate information in download descriptions in the future, but I will not consider the suggestion to throw up links without explaining what the files do.
  20. I found Disciple's battlecries (p_disciple_bat*.wav) in the StreamSounds\ folder, but I don't know what format they're in (apparently, not the same as the wav's in StreamVoice\)... ... There's a slight drop in sound-quality from the original Miles uncompressed .wav file but not a lot - usually barely noticable, although the female voices tend to show it most. ... <{POST_SNAPBACK}> I was told that the game will play VO files saved as .mp3's... That would probably be the best sound-quality vs filesize option, if that were the case.
  21. I also posted an interim fix for this problem (someone asked me to look into it), along with two quest fixes related to Telos http://magestrix.com/K2End/downloads.html
  22. It was my understanding that you need a modded XBox (i.e. XBox with a mod chip installed) to transfer files from your PC to your XBox. I could be way off base though, considering that I don't have an XBox " OT, I added the Telos Academy Imprisonment Cutscene Fix to the Downloads section.
  23. Hey guys, just a heads up... I've updated the Fuel for Telos quest fix download on the website. It now restores a journal entry (two actually, but you don't get to see the last one since Vogga doesn't have dialogue for it, but I've set it up so that the quest will be considered "Completed" at the expected step) and corrects the text referenced for the second step. And for those who didn't know but are interested in more interim bugfixes, there is an Escaped Criminals quest fix there as well, which will fix the spawning issues in both the Czerka Office and the Restoration Zone, and alter Grenn's dialogue to check quest variables correctly. The files were modified "post-patch," or checked against the patched files, so everything should be compatible with patch 1.0b.
  24. It's good that I didn't think or allude to that then I was just trying to sort out the facts from the falsities, as I've seen a few people with the US version screaming and shouting that they got stiffed. As Steve mentioned, perhaps it's not that the movies themselves that changed, but the resolution at which they are played.
  25. Yes, I know... It's just that I have been reading rumors (well, perhaps more than a rumor now) that at the UK version of the patch contains improvements that the US version does not (namely, upgraded movies and music), and that the patch download itself is larger. Readme for the US version of the patch: http://support.lucasarts.com/patches/kotor2.htm (<--page recently updated w/ downloadable patch installer) Readme for the UK version of the patch(?): http://forums.obsidianent.com/index.php?sh...ndpost&p=328525
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