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Dashus

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Everything posted by Dashus

  1. The "original" cantina is the one that Vossk stands in front of. We suspect that for E3 they didn't have the actual cantina module built so they just slapped together a quick model in the module they did have, 301, the module you enter off the hawk, or, they were ready to test stuff and the cantina module wasn't ready so they slapped one into 301. Either theory is supported by the fact that all of the cantina dialogs and scripts present in the current cantina module are also present in 301. There is nothing to restore here as there is no dialog that didn't get transferred to the cantina module. The colony was an M4-78 thing.
  2. [stockResponse]It goes[/stockResponse] New WiP is up btw.
  3. At this point we're looking at about 100MB installed in about 300 files; as always, that's subject to change.
  4. It's still a mod (I know it's a technicality but 'patch' seems to invoke some sort of officiality about this thing which it has none of). Each language will have an updated tlk provided so everything should remain in your language.
  5. No we've just gotten distracted by all the other cut content. Well, that and Aur's putting it off
  6. 1) Nope 2) It's not really within the scope of TSLRP to do shaders and textures; we're sticking to gameplay restoration. If someone feels the urge to make the shaders look nice and wants to release them, we'll be happy to host it. But it's not something we're planning on doing.
  7. No actually that's all restoration notes. All the coordinates laying about are in modules. Without maps for every module in the module editor we have to manually place things by walking around in level, finding out our current coordinate and marking it and then going to the next one. As for the upper left those were some of my original notes for cam animations and rotations in simple matrix forms (though why exactly I was multiplying a position-on-ellipse matrix by a rotation matrix has long since been forgotten ). The stuff in the boxes in on the right sheet is some stuff to do so I don't forget.
  8. When the time comes we'll get 2 people per non-English version of the game to translate the lines we've added/edited. The installer will be multilanguage; it will auto-detect and use the language of your version of K2.
  9. I'll talk to bob about it but don't expect anything immediately. Usually I like to have 2 BTC's ready to go; right now I have one. They go up whenever, really. Don't we know it! That's why we've instituted the Accelerated Setup Acquisition Programme (ASAP). Sign up and receive your version of the mod weeks or even months ahead of everyone else! And if you sign up within the next 20 minutes we'll take one full payment off the already low price! That's right! Just 2 easy payments of 4 pure souls. And we'll throw in a complementary suite of bugs as our gift to you. Don't delay! Enroll now!
  10. TSLRP will not do any rebalancing. I think it's about even LS/DS. Most, if not all, the stuff that got cut had LS/DS paths to them so it's balanced.
  11. We will eventually but at this point we're not looking for anyone.
  12. This was addressed very very early on so I imagine there are many who weren't around for the debate and ultimate decision: Atris actually has some VO that Kreia doesn't have but unfortunately she's also missing some (important) VO that that Kreia has that would be required to make the scenes make sense. Some argued that we could do it without VO but we agreed early on that unless we had full VO (or the character had never been voiced before; read Kaevee) that we wouldn't restore it.
  13. Sorry I use "scripting it" when I should be using "write the code for it". We had to write the scripts (code) to control the dialog ourselves; in fact that ends up being a lot of what we do. The dialog (there's 2 of them; there's seems to be much duplication of material in 901MAL and 902MAL-making it even more fun is the fact that the version in 901MAL is slightly different fromthe version in 902MAL) has branches and whatnot. It's not 100% obvious how things go but it's clear enough to easily script...errr...write the code for it and modify it.
  14. The scene itself was essentially already done in the dialog; it was just a matter of scripting it.
  15. 120MB was an overestimate. The latest build's (0.6b1) multi-language installer is 14.5MB and about 99MB installed.
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