tk102 Posted April 26, 2005 Posted April 26, 2005 Another bug that I just discovered the hard way. This is supposed to be a very important dialog. Unfortunately there is a dead-end in the dialog tree quite literally -- the dialog abruptly ends and the jedi masters die prematurely It occurs in 650jedi.dlg (in 650DAN_dlg.erf) at Entry 215. You choose What happened at Katarr? followed by So it is me? and this takes you to a dead end. The fix: Add the following replies to Entry 215 in order: Reply 210 Reply 223 Reply 21 Reply 217 Reply 194 Reply 13
T7nowhere Posted April 26, 2005 Posted April 26, 2005 Thanks tk, now that fix is added to the the other 2 dialogs fixes I made to 650jedi.dlg(for USM). One was on E6 where Kavar was throwing his voice to Zez lol. I changed the speaker tag the Facinglock tag to Kavar. The second one was when all 3 jedi are standing in front of you with their sabers drawn except Vrooks wasn't ignighted. I fixed it by making him flourish his sbaer a node earlyer.
Razorfish.8 Posted April 26, 2005 Posted April 26, 2005 Originally posted by T7nowhere The second one was when all 3 jedi are standing in front of you with their sabers drawn except Vrooks wasn't ignighted. I fixed it by making him flourish his sbaer a node earlyer. You can also fix that by adding back the missing flourish call in the female revan branch (E158), the male revan branch already has it. Oddly enough, the male revan branch doesn't have the a_pc_prone call, whereas the female revan branch doesn't have the a_flourish call... Anyway, nice catch, tk, t7
T7nowhere Posted April 26, 2005 Posted April 26, 2005 Originally posted by Razorfish.8 You can also fix that by adding back the missing flourish call in the female revan branch (E158), the male revan branch already has it. Oddly enough, the male revan branch doesn't have the a_pc_prone call, whereas the female revan branch doesn't have the a_flourish call... Anyway, nice catch, tk, t7 hehehe, LA should higher modders to do QA
Shimaon Posted April 26, 2005 Posted April 26, 2005 Originally posted by T7nowhere hehehe, LA should higher modders to do QA But obviously not as proofreaders.
ChAiNz.2da Posted April 26, 2005 Posted April 26, 2005 Originally posted by Shimaon But obviously not as proofreaders. waht, spelinlg is improtent? "Chat"-anese® should be it's own language.. hehehe Thanks for the heads up tk & Razorfish.8!
Colma Adawin Posted April 26, 2005 Posted April 26, 2005 ohh! more fixes!! Thanx TK! Please, Search the Game, and if you come across more, you know wat to do i still cant believe that the game has SOO MANY parts missing?!?! oh well, least they're doing something at Obsidian and Lucas Arts to sort this problem out. MattCole EDIT: Um, how do i make this work? (i know very little of dlgedit) or could you make your fixes downloadable if not already?
tk102 Posted April 26, 2005 Author Posted April 26, 2005 Here you go Matt. I included my interpretation of T7Nowhere's and Razorfish.8's observations. I'm also beginning to notice a large number of undocumented animations that I may have to add descriptions for in DLGEditor. 650jedi.zip
Bob Lion54 Posted April 26, 2005 Posted April 26, 2005 Originally posted by tk102 Here you go Matt. I included my interpretation of T7Nowhere's and Razorfish.8's observations. I'm also beginning to notice a large number of undocumented animations that I may have to add descriptions for in DLGEditor. First off, great find everone. Thanks. tk102, are there unused animations we may soon have access to? (sorry if my noobieness is shining through like a beacon in the night)
tk102 Posted April 26, 2005 Author Posted April 26, 2005 [off topic] The one's I'm seeing are things like when Kreia kneels (Animation #1017) and when she puts her hand on you and whispers (Animation #1418). These aren't documented animations in animations.2da which is where DLGEditor is getting its list of animations. Anytime DLGEditor sees a branch that has an unknown animation it will only show its Participant in the Animation List. My thinking is that I'll write a spider program to scour through the .dlg in the game searching for unknown animations. Then maybe I can compile a better list into DLGEditor. I'm sure many of these undocumented animations are only used by certain models, so I'll make sure to name them accordingly. Edit: 75 undocumented TSL animations found! At least 18 more in KotOR! [sorry, back on topic]
General Kenobi Posted April 26, 2005 Posted April 26, 2005 Very good catch TK. Now I'm gonna rerun back through that part again
JdNoa Posted April 27, 2005 Posted April 27, 2005 Originally posted by tk102 [off topic] My thinking is that I'll write a spider program to scour through the .dlg in the game searching for unknown animations. Then maybe I can compile a better list into DLGEditor. I'm sure many of these undocumented animations are only used by certain models, so I'll make sure to name them accordingly. Hey, that'd be so awesome! No more thinking, 'now where was that animation I saw once that'd be perfect here'... \o/
Recommended Posts
Archived
This topic is now archived and is closed to further replies.