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Knights of the Old Republic : The Jedi Masters


Trex

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Dont we need to edit the modules so wouldnt we need to back up that as well

(the modules folder)

 

Even if there are only reskins, he need to edit at least one module, where you start normal game,.

 

Ah, good point. Forgot about that.

 

See I actually use myPocket plane mod. whether I'm playing TJM or as normal, then load it up from there. So yes, you would have to remove some of the modules instead.

 

If it helps, I will be releasing this as an installing/uninstalling exe file. If you want to switch them around, just uninstall. The save games won't be altered, so if you want to reinstall again, you can and just pick up where you left off.

 

This is partly what the Beta testing is for, so I'll make sure it works over the next week some time.

 

Another way might be to just have a back-up copy of your modules folder and switch them around same as the override.

 

I have one question: is the last shot of the trailer showing Nihilus destroying a planet?

 

Well I'd hate to give spoilers as that particular shot happens towards the end, but I will say that it's not Nihilus, and that the person is using a similar technique and that Nihilus is watching.

 

Make of that what you will. :)

 

I'm curious about the HK droid with lightsabers.

 

Well, since you ask, I'll actually explain this one.

 

Originally, I was personally going to do the voice of Kannos, the guy talking in the trailer. I decided against this as my voice isn't actually that imposing (my R's and W's can can get mixed up).

 

Anyway, I ultimately decided to give myself a smaller but important cameo as none other than the supreme chancellor himself (the part is about the same size as Terence Stamp's in EP1). Not only is it my voice, but I made him look like me too, so you'll sort of get to see what I look like in this.

 

The HK with the lightsabers, is the HK-1000, my private bodyguard who follows me around everywhere like a shadow. He was bought on special order from HK-47's droid factory.

 

If I'm going to have a special bodyguard, it's gonna be a cool one. :D

 

I just got a question. How long will it take to play entire mod? Is it long as TSL, or maybe longer (it would require A LOT work, I know, but you did a lot of work already so perphaps...)? Just curious.

 

This is an awkward one to answer. I stated earlier that the mod has around 16 hours of gamplay, but that's only an educated guess.

 

Example :

 

The main quest of one planet is about finding out which three out of thirty suspects are spys. You're meant to solve this by tracing the signals from their hidden transmitters.

 

I however, don't need to bother with all that. I know which ones are the spies. I made them. So it takes me about five minutes to do this quest. Players might take closer to two hours.

 

I still stand by 16 hours for a thorough play through, but it depends on the player. Does anyone happen to know the official gameplay time of KOTOR2?

 

I guess it has been said the mod is about 16 hours. But im' also curious if it's only mail plot, or main plot with subquests...

 

The 16 hour estimate is for everything,, subquests and all.

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Do we have a chance for open beta? I really want to play it : )

 

Well, to give a rough update I've played through the first level ( my 'Peragus') four times now, and I've only hit two major bugs. One's solved (typo of a warp script) and the other is an 'entry waypoint' on the wrong side of the door (rookie mistake :xp:). All other unsolved bugs (about 30) are basically either typos in dialogs or poorly balanced characters (usually too weak). I also did all my levels chronologically.

 

My point is that the bug solving process so far looks like it will be thankfully short. I made it a priority along the way to test out any 'planets' as I did them and it seems to have paid off.

 

Basically I'm saying that I could release a Beta, but it hopefully won't be that long until a full working alpha is available, so I'll just wait until then.

 

 

And one more question: a green Jawa? : )

 

Ootataa is complicated. Very, very, very complicated. :D

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im predicting a November release correct me if im wrong

 

Hopefully. Although a lot of the making at this point is down to my own preference of what's included, so it's hard to tell.

 

For instance, this week I've decided to cut out all but two out of the original six romances (one for male PCs and one for females). The other four all felt like rushed, cut down versions of these. I think if 2 roms were good enough for KOTOR1 though, it's good enough for my mod.

 

It'll mean slightly less replayability, but less bugs to sort out, and therefore a sooner release date.

 

On a lighter note, there's also a WIP update. The first level (my 'Peragus') is 100% bug free. I think if the full release isn't done my the end of November I might release it as a Demo.

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Ok cool by the time it is released by winter I will find time to buy a new graphics and install KotOR 2 and I am sure TSL should also be about done. You know just incase you might want to wait until TSL is released because there might be something that conflicts that you can quickly change with script but that is IMO to make more fans not go crazy if somethine like thats happens.

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I hope the project will be continued, even with stiupid TOR comming?

 

Ok, folks, 'bumping' threads around here with posts like this are spam, I have pruned some of them, so no more of these ok, the mod maker will post updates when they have any, communications of this type need to be conducted via PM (Private Message) instead. Thanks. -RH

 

>Sorry for that - i just wanted to ask Trex and point that I still count on this one and can't wait to play it. Didn't mean to spam the Forum.

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Well, first of all, WIP update.

 

Second of all, a few new new screens :

 

 

 

th_00786_EBON_ETTI_122_472lo.jpgth_00788_hk1000_122_1044lo.jpgth_00793_newbast_122_624lo.jpgth_00802_rvcave_122_347lo.jpg

 

 

 

Third of all, an answer to the above questions.

 

The project is still going ahead. I could try to alter the story in accordance with the MMORPG, but it would be far too much hassle. If nothing else, the MMO story premise states that Revan never returned to the known galaxy, however, in my storyline mod, Revan's return is one main plot points.

 

It will therefore continue as intended, regardless of forthcoming games. Canon can kiss my [insert expletive]. :xp:

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It will therefore continue as intended, regardless of forthcoming games. Canon can kiss my [insert expletive]. :xp:

 

Thanks the Maker for that : ) As I said, in my private canon this will be the end of the story, not idiotic MMO. Screw you, LucasArse.

 

You could always consider this mod to be AU. (Alternate Universe)

 

And there is a chance it will be more popular than Star Wars Infinities.

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As far as I can guess it will start on redone Peragus and from there you can get to the new adventure.

It's great that Trex is still working on the project and doesn't want to alter the plot. I really can't wait to play this mod (for me this one nad Revange of Revan are KOTROs3 - I don't care for idiotic MMO)

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