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


Fred Tetra

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I just tried it (KT v1.0.1692.26042) out after downloading it and I have several questions/complaints/praises.

 

1) What is the registration for? I looked in the help and readme a fair amount, but I couldn't find anything explaining why it was there.

 

2) I STILL cannot edit ANY of the characters' inventory. I can edit the character's file, but not the inventory.

 

3) When I start KT I get an error message saying

The type initializer for "System.Management.ManagementBaseObject" threw an exception.
There is some other stuff, but there is a fair amount of it, and I don't want to type it all out now.

 

4) I like the new icon for KotOR Tool. It is bigger and bolder. I think, I might have liked the old one better though. Not sure yet.

 

:fett:

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Wait until you see some of the new stuff that I've added to the forthcoming release of Kotor Tool

 

- a trigger editor

 

- updates to other editors to allow setting of Language for names and descriptions

 

- a number of updates to the module editor, such as:

 

* the ability to hide/show the two palettes (for more map image space)

* the ability to place user-created module elements (creatures, triggers, waypoints, etc.)

* the ability to edit camera placement.

 

Some of these are only available to registered users. The registration fee amount and payment method are still being decided. I wan't originally going to go shareware on Kotor Tool, as it was only going to be a 2da editor and BIF extractor (guess I I gave 'feature creep' a new meaning!), but I have now invested over 240 hours in the past 8 months on it. As much as I enjoy coding, some return for the effort will help pay the bills around here :)

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Originally posted by Fred Tetra

Wait until you see some of the new stuff that I've added to the forthcoming release of Kotor Tool

 

- a trigger editor

 

- updates to other editors to allow setting of Language for names and descriptions

 

- a number of updates to the module editor, such as:

 

* the ability to hide/show the two palettes (for more map image space)

* the ability to place user-created module elements (creatures, triggers, waypoints, etc.)

* the ability to edit camera placement.

 

Some of these are only available to registered users. The registration fee amount and payment method are still being decided. I wan't originally going to go shareware on Kotor Tool, as it was only going to be a 2da editor and BIF extractor (guess I I gave 'feature creep' a new meaning!), but I have now invested over 240 hours in the past 8 months on it. As much as I enjoy coding, some return for the effort will help pay the bills around here :)

I hate to be the bearer of bad news but you cant do that Fred. Once again i say it is ILLEGAL to profit from a program that is based on someone elses idea. Unless you somehow got permission from bioware and i doubt you have, you CANNOT do this and they can sew you for it, i have seen it done before. You should take off the registration thing as fast as possible.

 

Dont take this the wrong way we all appreciate what you did, but if you think about it we wouldnt be were we are without bioware, and niehter would your tool without them, now if your tool was a universal Bif/Gff/trigger and all those things editor it would be different but since it is to mod kotor and you havent gotten permission from them you CANT.

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Actually, if Bioware allowed the modding of KOTOR(openly supported it) then he could charge for it. Since neither Lucasarts nor Bioware support this then it is most likely not allowed. Other games such as XWA has a shareware editor you have to pay for but the developer/publisher does allow modding thus it is allowed to use for profit.

 

A big Question: What would you REALLY do with the money you got from selling a KT license? Answer if you dare! ;)

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To make this more clear and i have said this to people who pirate games, look at it as if it were your game, would you like people who aren’t you profiting of YOUR idea when you are entitled to it?

 

As law states Bioware OWNS the idea for Knights of the Old Republic, and they had to go to George Lucas or someone high up and ask for permission to make their game because lucas OWNS the idea of starwars. And George lucas is getting money from this game. The law states that All rights reserved for Bioware and Lucas Arts. Which means NO ONE other than them without their permission can make or produce tools or products on their idea. What i am worried about is that bioware will find out and sew. I would HATE to see Fred go like that i would be horrified.

 

Now, if Bioware knew you were profiting from this tool because you told them and they allow it that is a completely different story. My guess is that if you tell them they wont get angry they may ask for a certain percent of the money you make because they are entitled to it.

 

I know this sounds hard and mean, but i am saying it out of worry for Fred because i revere him so much, he has done a whole lot and it would be a shame to see it all go. His tool is VITAL to our modding and this kind of thing is dangerous.

 

Please head my warning, I’m just trying to help.

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This is rather off-topic, but if there is someone with a non-English version of KotOR that has played it out and would like to donate it, I'd be interested. I have a strong interest in foreign languages (I speak German and some Polish), so I thought it might be fun to try KotOR in something other than English.

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New version of Kotor Tool posted today.

 

v1.0.1701.42420 (2004-8-29)

 

Features/updates:

 

* Support for the Taris m08aa map (Davik's Estate)

 

* New UTP (placeable) and UTT (trigger) editors

 

* Set language on UTD (door) descriptions

 

* Ability to hide/show palette/treeviews in module editor

 

* Support for user content on separate palette for placement in module editor

 

* Project file management: module editor can move you module projects files in and out of the

KotOR override folder for you. Also can completely clean the override folder, deleting all files.

 

* Module editor now has an options screen, so that you can choose the behavior of certain functions.

- Locator Ray on/off

- Confirm deletes on/off

- Module Element indicators size (the little squares on the map surface)

 

* Module editor rebuilds the Module Elements treeview when an item is renamed.

 

* Added the Edit and Delete functions to the Module Elements treeview right-click (context) menu,

Very handy for those tightly clustered items on maps.

 

* Color coding added to the Module Elements treeview to improve ease-of-use.

 

 

Also, while I am retaining the user registration process, Kotor Tool will remain free to use. If others would like to make donations to show their appreciation, that'd be really nice, but it is not compulsory.

 

 

Fred

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Well, without seeing the trace, it's impossible to say which item is causing the problem. It would seem that one of the values specified in the file is outside of the range that Bioware indicates as valid (which I enforce). Is it an unmodified file from the game or one you created? If it is the latter, and you wouldn't mind zipping up the file and sending to me, I'll look into it. Otherwise tell me which file and where on the treeview you accessed/extracted it from.

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I am glad you like it :)

 

I have put 267 hours into Kotor Tool to date, and I think it has turned out pretty well so far. The module editor has been a real challenge, as I have tried to add the features that would be most useful first and get them relatively polished. The performance is a bit slow on the module editor, as it takes about 430 milliseconds to draw the entire m08aa map, but it is still more usable and faster than using 'whereami' and the GFF editor to build levels :)

 

As all of you finally get to "play" with the editor, I hope you'll be able to make feature suggestions to improve the overal workflow involved in creating a module.

 

I'll be posting some instructions on how to easily get started with the module editor soon.

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Originally posted by Fred Tetra

Just thought you folks might like to see one of the other editors in Kotor Tool that I am working on... :)

 

What could it be?

 

Note to RedHawke - contact me via email pls.

 

YESSSS!!!! i won't have to know how to script: it'll do it for me!!! well, i'm assuming that what you showed us is a screen from a script making/editting tool. if thats the case, then i'll finally be able to make my own modules. fred, you rock.

:joy:

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