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Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)

Page: 17 of 38
 Darkkender
10-27-2004, 3:31 AM
#801
so does this mean we don't need mdlops anymore? or do we still need to have it in kotor's source directory for the rewrote mdlops feature to work.
 Fred Tetra
10-27-2004, 5:49 AM
#802
Originally posted by T7nowhere
[B]Hey thanks Fred and cchargin. I think I missed the last KT release :o . well this one looks great. The project manager looks very interesting.

I have a couple questions.

1.)Do .nss files in the override section also get compiled? Im thinking that the project manager can be usefull even for non module mods. It would be great if the project manager could detect .nss in the override tree and compile those as well. :)


It does not, but it would not be difficult to add, and thus will be in the next release.


2.) Can the project manager delete files from override and modules folder? If not this would also be a usefull feature as I find myself going through several versions from the test phase to release and it would be great to be able to quikly remove the redundant files.


It does not, but it would not be difficult to add, and thus will be in the next release. Should have thought of that... I have it in the Module Editor, after all.



I also have a couple of suggestions for future releases. Include the ability to also have "streamwaves" and "lips" trees. these 2 folders are not used in to many mods , but they are sometimes :)


Are these files that are just copied into the respective folders, or do they need to be preprocessed in some manner?
 Fred Tetra
10-27-2004, 5:51 AM
#803
Originally posted by TemporaryTomato
This is great, KOTOR Tool just keeps improving! :)

I would hate to think it's getting worse! :laughing:
 stingerhs
10-27-2004, 5:55 AM
#804
fred, you just freakin rock!!! oh, and if you need $$ to buy tsl, then let us know. i'm sure we would be more than happy to donate to the cause. :D
 Fred Tetra
10-27-2004, 5:56 AM
#805
Originally posted by darkkender
so does this mean we don't need mdlops anymore? or do we still need to have it in kotor's source directory for the rewrote mdlops feature to work.

It means that I took CChargin's code, rewrote a few things so it would work better with Kotor Tool, and included it in the Kotor Tool setup program so users don't have to find, download, and install it.

As an aside, I would recommend for anyone with programming experience to take a look at the Perl language; it has some interesting features and plenty of user-created and -supported content. I was able to figure out how to make the needed changes and build the new version in just under a couple of hours, and I've never coded in Perl before :)
 Fred Tetra
10-27-2004, 6:00 AM
#806
Originally posted by stingerhs
fred, you just freakin rock!!! oh, and if you need $$ to buy tsl, then let us know. i'm sure we would be more than happy to donate to the cause. :D


Thanks for the offer to you and Darkender; I may take you folks up on it:D

Has an official release date been announced? I would imagine the developer is trying to get it out for the winter holidays...
 TemporaryTomato
10-27-2004, 6:04 AM
#807
Originally posted by Fred Tetra
I would hate to think it's getting worse! :laughing:

You never know. ;)
 stingerhs
10-27-2004, 6:06 AM
#808
Originally posted by Fred Tetra
Thanks for the offer to you and Darkender; I may take you folks up on it:D

Has an official release date been announced? I would imagine the developer is trying to get it out for the winter holidays...

check this thread:
http://www.lucasforums.com/showthread.php?s=&threadid=135436)
:fist:
 whitguy
10-27-2004, 10:49 AM
#809
hey fred tetra just wondering how i get one of my items in the game i edited my own implant and saved it in a file but how do i get it in the game please help me.
 TemporaryTomato
10-27-2004, 11:00 AM
#810
Originally posted by whitguy
hey fred tetra just wondering how i get one of my items in the game i edited my own implant and saved it in a file but how do i get it in the game please help me.

Read the stickies, your question is answered there. ;)
 whitguy
10-27-2004, 11:39 AM
#811
Originally posted by TemporaryTomato
Read the stickies, your question is answered there. ;)


What stickies????
 90SK
10-27-2004, 12:05 PM
#812
:headbump

The stickies at the top of the forum. Look for "Stickie:" next the thread name.
 Xavier2
10-28-2004, 8:27 AM
#813
You know what? Obsidian entertainment should hire Fred to make sort of a "Aurora Toolset" for Kotor 2 using his programing experience with Kotor Tool.:) :) This tool is developing so further that i think it can solve the lack of moding support Lucas Arts left us.:) :cool:

Xavier2:)
 Fred Tetra
10-28-2004, 9:36 AM
#814
Originally posted by T7nowhere

I also have a couple of suggestions for future releases. Include the ability to also have "streamwaves" and "lips" trees. these 2 folders are not used in to many mods , but they are sometimes :)

Ok thats all I can think of now. I'll be back after I have used the project manager more.

Regarding the streamwaves folder; do you just need to be able to copy files directly to it, like the override folder, or do you also need to be able to create folders with your files in them in it?
 ChAiNz.2da
10-28-2004, 9:45 AM
#815
Originally posted by Xavier2
You know what? Obsidian entertainment should hire Fred to make sort of a "Aurora Toolset" for Kotor 2 using his programing experience with Kotor Tool.:) :) This tool is developing so further that i think it can solve the lack of moding support Lucas Arts left us.:) :cool:

Xavier2:)

I second that motion..! Do we hear a third?.. :D
 Fred Tetra
10-28-2004, 10:03 AM
#816
Originally posted by Xavier2
You know what? Obsidian entertainment should hire Fred to make sort of a "Aurora Toolset" for Kotor 2 using his programing experience with Kotor Tool.:) :) This tool is developing so further that i think it can solve the lack of moding support Lucas Arts left us.:) :cool:

Xavier2:)

I'm sure they have the toolset Bioware uses, but it would be an interesting job.

However, I wouldn't be able to share my creations with the public any longer, as I'd probably have to sign a confidentiality agreement. Just think of Edward T. Smith, the creator of nwnnsscomp and several other fine tools; he likely can't share information now that he's a Bioware employee...

Thanks anyhow for your "vote of confidence' :]
 Darkkender
10-30-2004, 2:11 PM
#817
Besides Fred if you stay independant all odds are in our favor of continuing to get updates quickly and efficiently. Not to mention always having you handy for questions.

On the other hand you could goe to work for Obsidian create an online alter ego that creates fabulous tools for us all and as long as Obsidian never knew you would be in the clear.:D
 T7nowhere
10-30-2004, 3:16 PM
#818
Originally posted by Fred Tetra
It does not, but it would not be difficult to add, and thus will be in the next release.

Thanks

Originally posted by Fred Tetra
It does not, but it would not be difficult to add, and thus will be in the next release. Should have thought of that... I have it in the Module Editor, after all.

Thanks


Originally posted by Fred Tetra
Are these files that are just copied into the respective folders, or do they need to be preprocessed in some manner?

Yes, just copyed. Thanks again Fred.

Originally posted by Fred Tetra
Regarding the streamwaves folder; do you just need to be able to copy files directly to it, like the override folder, or do you also need to be able to create folders with your files in them in it?

Hmm. Thats a good question. So far I have only needed to add files into the main Streamwaves folder. I think If sound is edited or added in a specific module Then those wavs will have to be placed in those specific module folders to work. So I would say Yes we would need to be able to create folders within streamwavs as well as adding the files directly to the main Streamwavs folder.

ps. sorry for taking so long to reply.
 Fred Tetra
10-31-2004, 12:14 PM
#819
Originally posted by T7nowhere
Thanks




Hmm. Thats a good question. So far I have only needed to add files into the main Streamwaves folder. I think If sound is edited or added in a specific module Then those wavs will have to be placed in those specific module folders to work. So I would say Yes we would need to be able to create folders within streamwavs as well as adding the files directly to the main Streamwavs folder.

ps. sorry for taking so long to reply.

I've added the ability to compile any scripts found in the Overrides tree branch, as well as a Lips Modules branch, which behaves just like the Modules branch, but with a different destination. I also added the ability to remove any files associated with the project from the Debug and Release paths. I decided not to implement a full clean of these paths, however, since you could damage your KotOR installation in some cases. I'm beginning to work on the streamwaves branch and should have something out soon. Anything else that would look handy?
 Fred Tetra
11-01-2004, 2:24 PM
#820
New version of Kotor Tool posted today.

v1.0.1763.28199 (2004-11-01)

Features/updates:


Fixed a problem with form centering when the child form was larger than the parent
Added Lips support to the Project Manager
Project Manager now compiles scripts in the Overrides branch
Added debug/release directory cleaning to the Project Manager
Full BIF extract now working correctly
Added BIF and RIM subtype extraction, which allows you to extract all items of a type ("Blueprint, Character", for example) from a given BIF or RIM file.
The UT* editors now enforce a 16 character, lowercase ResRef.
The main treeview now remembers where you last left it open to.
Kotor Tool can now check for and download updated versions of itself automatically. Users have the option to turn this on/off via the Options screen.
 ChAiNz.2da
11-01-2004, 2:42 PM
#821
Do you ever sleep? I've heard it's a good thing ;)

New version looks FANTASTIC! The BIF & RIM subtype extraction feature looks very interesting...hmmmm

NEW TOYS to play with...going now to get my copy... *click*
 Darth333
11-01-2004, 2:47 PM
#822
Looks good Fred :) Keep it up and we will soon have a tool that can almost mod by itself :D ... I joined the forum about a week after the first version of Kotor tool was released (lucky me), it is amazing to see how far you brought this tool. Thanks to you, modding Kotor is now accessible to everyone :)
 Fred Tetra
11-01-2004, 5:34 PM
#823
Originally posted by ChAiNz
Do you ever sleep? I've heard it's a good thing ;)

New version looks FANTASTIC! The BIF & RIM subtype extraction feature looks very interesting...hmmmm

NEW TOYS to play with...going now to get my copy... *click*

I do actually sleep about 6.5-7 hours a night/day :)

I am fortunate in that while I have a professional programming job, I do not have to go in to an office to do it. My team is spread out over 3 states in the U.S.A., a few in Europe and one in New Zeland, so hours are somewhat flexible, too. Maybe we can recruit tk102 at some point; we could use some Perl folks with that level of skill ;)
 stingerhs
11-01-2004, 5:41 PM
#824
Originally posted by Fred Tetra
Kotor Tool can now check for and download updated versions of itself automatically. Users have the option to turn this on/off via the Options screen.


one of your best features yet. with all the updates you release, it can get hard to track them all. thanks fred, and keep up the excellent work. :D
 Fred Tetra
11-01-2004, 5:46 PM
#825
Originally posted by Darth333
Looks good Fred :) Keep it up and we will soon have a tool that can almost mod by itself :D ... I joined the forum about a week after the first version of Kotor tool was released (lucky me), it is amazing to see how far you brought this tool. Thanks to you, modding Kotor is now accessible to everyone :)

Wow, and you have over 1800 posts since then! I have only about 1/6th that :) I have a lot less to say here since I don't think I'm qualified to give much advice. ;)

I think the best feature will be the auto update, since people won't have to check the web sites as often to see if a new version is out, especially given the frequency of their creation.

I'm tossing around the idea of creating a better script editor, one that helps you fill in functions and other such things, but don't hold your breath :)

Any other ideas that would be handy additions?
 Fred Tetra
11-01-2004, 5:53 PM
#826
I forgot to mention that you can make Kotor Tool check for updates manually from the Help menu.

You can also set how "automatic" you want the process to be from the Options screen, "Other" tab. Checking the first box means that every time Kotor Tool starts, it will check to see if a newer version is available, all silently in the background. The second check box controls whether or no it downloads an update if one is availabe without asking.

If a new update is available, and it is downloaded, you can choose to install it immediately. Kotor Tool will quit, the Installer will start up and once you click a few buttons, it will remove the old version by itself (finally!) and install the new one.

You'll have to start the new version yourself, for now, until I remember how to add that to the installscript :)
 tk102
11-01-2004, 5:53 PM
#827
My team is spread out over 3 states in the U.S.A., a few in Europe and one in New Zeland, so hours are somewhat flexible, too. Maybe we can recruit tk102 at some point; we could use some Perl folks with that level of skill. Interesting. After the past two weeks struggling with robot problems in the wee hours of the night and morning, freelancing sounds more appealing.
 Darkkender
11-01-2004, 6:53 PM
#828
Dude this is awsome work fred.

oh Wow this is my 100th post cool!
 Fred Tetra
11-01-2004, 7:06 PM
#829
Originally posted by tk102
Interesting. After the past two weeks struggling with robot problems in the wee hours of the night and morning, freelancing sounds more appealing.

Not to get OT, but what kind of robots? (mfr + model)
 Fred Tetra
11-01-2004, 7:07 PM
#830
Originally posted by darkkender
Dude this is awsome work fred.

oh Wow this is my 100th post cool!

Thanks, as always. Now, go make something nice :)
 tk102
11-01-2004, 7:09 PM
#831
what kind of robots? (mfr + model)Adept Ones and Adept 550s.
http://www.adept.com)
 Fred Tetra
11-03-2004, 7:06 AM
#832
New version of Kotor Tool posted today.

1.0.1768.17182 (2004-11-03)

Features/updates:


Fixed a bug in the Project Manager that prevented Lips files from being handled correctly
Added support for StreamWaves files and folders to the Project Manager


If you downloaded version 1.0.1763.28199 (2004-11-01), you should get the updated version automatically.
 Xavier2
11-05-2004, 12:00 PM
#833
I would like to give a sugestion. Sometimes we are not able to work on our computers at home:( . It would be great if KT could work regardless the instalation of Kotor game.

If so, we could work on previously extracted files, like models, textures, dialogs, etc., anywhere and test them later at home.

I guess what i am trying to say is that a version of KT without the extracting features, only the tools would be great.

Anyway, KT is awesome Fred.:)

Xavier2
 ChAiNz.2da
11-05-2004, 12:08 PM
#834
Originally posted by Xavier2
I would like to give a sugestion. Sometimes we are not able to work on our computers at home:( . It would be great if KT could work regardless the instalation of Kotor game.

If so, we could work on previously extracted files, like models, textures, dialogs, etc., anywhere and test them later at home.

I guess what i am trying to say is that a version of KT without the extracting features, only the tools would be great.

Anyway, KT is awesome Fred.:)

Xavier2
:eek: I would never get any work done Great idea...I'd just have to 'restrain' myself from loading it at work ;)
 Fred Tetra
11-05-2004, 12:45 PM
#835
Originally posted by Xavier2
I would like to give a sugestion. Sometimes we are not able to work on our computers at home:( . It would be great if KT could work regardless the instalation of Kotor game.

If so, we could work on previously extracted files, like models, textures, dialogs, etc., anywhere and test them later at home.

I guess what i am trying to say is that a version of KT without the extracting features, only the tools would be great.

Anyway, KT is awesome Fred.:)

Xavier2

You really only need a small subset of all of the data installed by the game to use Kotor Tool. Legally, you should have the game only installed on one of your machines, but that's not for me to regulate. I haven't done any testing on this, but I think you'd only need the following:

At the least:

Create a directory that will mimic the KotOR installation directory.
Create a registry entry identical to the one KotOR makes, (HKEY_LOCAL_MACHINE\SOFTWARE\Bioware\SW\KOTOR) with a Path string value set to match the directory mentioned above, so Kotor Tool knows where everything is.
Copy the chitin.key and dialog.tlk files into the directory.


For most GFF file-based editing, you'll need to add a data sub-directory with these files in it:

2da.bif
templates.bif


This is just an example; if you try to open something and the file(s) needed are missing, Kotor Tool will generally post an error letting you know, and you can then copy it/them over and try again.
 Xavier2
11-05-2004, 4:19 PM
#836
I got it Fred. Thanks. But give some thought on the "tools only" version anyway.

Xavier2
 Fred Tetra
11-05-2004, 9:26 PM
#837
I'm not sure I see what the benefit to the user would be in having a version that didn't include the main treeview.

The application's size would not get substantially smaller, since the editors make up the bulk of the code base. Also, the files I mentioned earlier are required no matter what.

Neither of these even addresses the issue of the hassle involved in maintaining two versions of the code (even with conditional compilation and build flags).

Perhaps you'd like to explain further?
 Hybris
11-05-2004, 9:49 PM
#838
Maybe he is talking abut a text base version?

fifty buck spend well LOL
 Xavier2
11-06-2004, 2:42 AM
#839
Originally posted by Fred Tetra
I'm not sure I see what the benefit to the user would be in having a version that didn't include the main treeview.

The application's size would not get substantially smaller, since the editors make up the bulk of the code base. Also, the files I mentioned earlier are required no matter what.

Neither of these even addresses the issue of the hassle involved in maintaining two versions of the code (even with conditional compilation and build flags).

Perhaps you'd like to explain further?
OK. Picture this. If you have KOTOR and KT at home you could work on weekends and extract, say 2 models, it-s texture, an .utc, an uti, an area, app.2da, heads.2da and 5 dialogs to make a mod.

After extraction you can call them anyway you like to make them a part of your mod. After the weekend is gone you probably wasnt able to finish your mod.

Now, the models and textures can be worked anywhere you like, since you need KT only for extraction.

If, (and only if CHAINZ:D) you have some time, somewhere else than home, to work on app.2da, heads.2da, .utc, .uti, the area and the dialogs you will need a 2da editor, a dlg editor and so on.

In order to do that you will have to either install the various and sometimes unfriendly to users editors around or install the wonderfull KT and the game.

The first option is doable, but rather unproductive since KT covers all their ground.

The second option, although you offered a possible solution, may lead you to legal and hardware trouble. after all you can run KT in almost any hardware, without the need of the game minimum requirements.

That way one can work on spare time, anywhere, save the edited files and later, at home, load them into the game.

I hope i have clarified. I sugested because, in my case, i found a window of free time, when i could work on mods outside home.:D
 Fred Tetra
11-06-2004, 1:23 PM
#840
Unfortunately, Kotor Tool must have those files I mentioned. In order to make things that are compatible with the game, it must use the same points of reference. You can create your own from-scratch dialog, 2DA files and scripts, but most of the other editors look up things in the aforementioned files, just like the game does when it is running. If you're worried about the legal aspect, you can buy a copy of KotOR for about USD $9.99. That's a small price to pay for a dedicated modder, IMHO.

So, I really don't see myself branching off another version of the tool. I already have 422 hours of development time into the current one, and that comes from spending a significant amount of my free time coding. Just look back through the thread and you'll see that I have put out as many as 5 updates in a week's time; this is because I'm busy coding pretty much whenever I'm awake. I've decided to scale back my tool-time (heh heh) as the various holidays come around, but updates will still be coming out.
 ChAiNz.2da
11-06-2004, 1:37 PM
#841
Originally posted by Fred Tetra
Just look back through the thread and you'll see that I have put out as many as 5 updates in a week's time; this is because I'm busy coding pretty much whenever I'm awake.
And it shows! Just FYI, my version got it's first "auto-update" the other day. The function works like a charm, just so you'd know...

:) :thumbsup:
 Xavier2
11-06-2004, 1:38 PM
#842
Originally posted by Fred Tetra
Unfortunately, Kotor Tool must have those files I mentioned. In order to make things that are compatible with the game, it must use the same points of reference.

So, I really don't see myself branching off another version of the tool. I already have 422 hours of development time into the current one, and that comes from spending a significant amount of my free time coding.
Thats ok Fred. It was not my intention to give you much trouble on developing this. In my poor programming knowledge it seemed a simple task. If not forget i mentioned.

Xavier2
 Fred Tetra
11-06-2004, 1:55 PM
#843
Originally posted by ChAiNz
And it shows! Just FYI, my version got it's first "auto-update" the other day. The function works like a charm, just so you'd know...

:) :thumbsup:

Well that's some really great news!

I hadn't heard any complaints, and it's hard for me to test it, so it is a relief to hear that it is working as planned. I really got tired of answering email from folks that had downloaded an out-of-date version from pcgamemods, were having trouble, and didn't bother to check the official site to see if there was a newer version available!

Once I hear that the function is working from a few more folks, I'll post the self-updating version to pcgamemods, too.
 Darkkender
11-07-2004, 3:33 PM
#844
My only problem with the auto updater is that kotor tool is on a machine that does not access the internet and it searches for a active connection and pops a error as soon as I start kotor tool which gets annoying after the 20th time in one evening. That and I'm not sure if I've missed it but I can't seem to get the mdlops or nwcompiler to work within kotor tool.:confused: maybe I fowled up the install but I doubt it.
 ChAiNz.2da
11-07-2004, 5:02 PM
#845
Originally posted by darkkender
My only problem with the auto updater is that kotor tool is on a machine that does not access the internet and it searches for a active connection and pops a error as soon as I start kotor tool which gets annoying after the 20th time in one evening.
Hey Darkkender, if you go into Tools> Options> Other, you can uncheck the option for Check for program updates at startup.
 Darkkender
11-07-2004, 5:36 PM
#846
it is unchecked
 T7nowhere
11-07-2004, 5:52 PM
#847
Auto update work great over here.
 Darkkender
11-07-2004, 6:00 PM
#848
I'm sure the actual auto-update side works fine I think it is because I don't have a active connection or any form of network connection capability that kotor tool checks for automatically even though I have disabled the auto update feature.
 Fred Tetra
11-08-2004, 6:12 AM
#849
Darkender:

Open the folder that Kotor Tool resides in. (If you mouse over the shortcut on the Start menu , you'll see the path. By default, it will be "C:\Program Files\Fred Tetra\Kotor Tool\")

Open the settings.xml file by double clicking it and look for the following two properties. Do yours have the same values?


<bCheckForUpdatesAtStartup>false</bCheckForUpdatesAtStartup>
<bDownloadUpdatesAutomatically>false</bDownloadUpdatesAutomatically>


As for your nwnnsscomp and mdlops problems, could you be more specific? Do you get an error message?

If you used the Kotor Tool setup program, it installs the correct versions of both of these tools for use by Kotor Tool. The versions available elsewhere won't work with it. Actually, the original mdlops will usually work most of the time, but will occasionally have trouble due to the GUI popping up. The version installed by the setup program does not cause this problem.

One other more remote possibility is that Kotor Tool's registry entry is corrupt. Using regedit, (and if you don't know what it is, skip this step!), look at the Path key under HKEY_LOCAL_MACHINE\SOFTWARE\SCM\Kotor Tool and make sure it is the same as the path you found in the first paragraph.

As with most software, when all else fails, go to the Add/Remove Programs control panel and uninstall Kotor Tool, then manually download the latest setup program and run it.

Hope this helps!
 Darkkender
11-08-2004, 6:28 AM
#850
Well I was actually considering just that a clean sweep install after doing a complete remove and cleaning the directory.

as for nwncompiler and mdlops should they have there own menu options or where should i find them at since I'm beginning to think there in the module editor which I'm not using because it keeps asking for lip files and everything else to create an area which I'm not trying to do yet.

I know I think I'm trying to have my cake and eat it too as well as have my neighbors cake all at once right.;)
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