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Revenge of Revan: Demo (Beta)


logan23

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Hey everyone!

 

When can we expect the full version?

The full game will not be out for sometime. It takes time :)

 

@DarthVisitor,

 

Thanks!

I'm glad you enjoyed the game and thanks for the feedback.

I can only respond to the non spoilers here...

 

With the dialogue- we plan to add more PC choices but since you are a padawan with your Jedi master there..you can't go all evil..just be a jerk. This is done on purpose so when later...when you have the options to be the dark Jedi ..you can feel a difference and change... just as the Character is feeling the freedom so does the Player...

 

Dialogue will be fix and updated.

 

Giving the player credits is just to give you starting money since it felt natural the player would have some cash on them verses making the player steal their first blank # of credits. :)

 

The NPC's names will be continued except NPCs like general soldiers... but we will look for ways to make sure you can tell who is a merchant from just looking over the landscape of the city.

 

Technical bugs-

 

I'm going to look into a few of them but I know some of them are caused where you didn't have all the party members active in the scene.

 

This is something that i assumed players would not remove them and run around with just one of them or alone....options are to either lock it so you can not remove them or add to read me to keep all party members active or dialogue scenes might not work -causing bugs.

 

But some of the other ones which are not dlg related..I will look into those:thmbup1:

 

In Act1 this is not an issue as much since the dialogues are created and seen as if the player might have different NPCs so they are designed different.

 

 

Logan

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Can't believe I found this mod again! I remember when this was just an idea Logan posted many years ago, it was probably only a few months ago but, you get my meaning.

I will now spend all my available resources on buying TSL and downloading this demo.

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I seem to be having issues with the in game speech, some of the characters dont speak, for example in the beginning when you first talk to liana she doesnt actually speak, and then master dylan looses his voice when he congratulates her, kyle also looses his voice.

 

Is this intentional for the demo or is it a bug?

Im playing it on a modded version of TSL

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I seem to be having issues with the in game speech, some of the characters dont speak, for example in the beginning when you first talk to liana she doesnt actually speak, and then master dylan looses his voice when he congratulates her, kyle also looses his voice.

 

Is this intentional for the demo or is it a bug?

Im playing it on a modded version of TSL

 

 

This is not a bug. There are only a small number of human VOs in the Demo.

 

A VO patch will be out later that will fill in the rest.

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I have some feedback and a couple of suggestions:

 

The Jedi Temple:

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First off, the force fields, they don't fit the corridor and they need wall panels, because right now it looks like the people are just typing on a purple energy field, and that's just a little weird.

 

Second, the Jedi within it, with the exception of Quan, Liana, and Kyle, most Jedi are generic, bland, wearing nothing but standard Jedi robes. I took a look through some of the custom robes you made for the mod, and I think that some of the Jedi should wear them, to give each one a kind of unique feel.

 

Third, the scene with Moza, the assassin and Kyle Suutrar needs to be re-written, it makes little sense. And I would find another head for the assassin because he looks the same as several other actual republic soldiers. Kyle's line that starts with "...out here in the outer rim..." makes no sense either. They are on Coruscant, right? That's like THE Core world, about as far away as one can get from the outer rim, without being sucked into a black hole.

 

Fourth, there is the aspect of time that I felt was just a little off. When the Rodian Jedi Master spoke, he said "Earlier this morning, Tyrena Station was attacked...", how can something that happened early in the morning, Galactic Standard Time, already be on the Senate's plate within a matter of hours? And while we're at it, how can the endlessly debating Senate have already agreed to send a Jedi to investigate? The small powwow at the beginning does not account for anyone other than the two senators, a military leader, and the Supreme Chancellor. Hardly a cabinet.

 

Corellia:

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First, I once again hold up the issue of time. How can a memorial have been conceived, funded, made, and erected within hours? That's a little mind-boggling.

 

Second, the issue with names. Personally I love the fact that you went out of your way to name NPCs, it gives the environment a more personal feel. But some names don't match up. Take for instance the father and son. The father calls his son "Brendan" when the tag over the boys head labels him as "Alen".

 

Third, I'm just assuming the hotel will be included in the full game, right? Because without it, the sidequest with the Rodian who owes the Hutts money cannot be completed, as I've looked at YouTube and I know the Hutt he wants you to talk to is in the hotel you're not allowed to enter.

 

Fourth, the Corellian who greets you right as you get off your shuttle's VO is barely audible, I can tell there is a VO, but he's drowned out by the music.

 

Fifth, it would be nice if the blade you receive with Uldir was not a generic prop and was some other game placeable that has a name.

 

The Correllian Jungle:

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First, a question, what are the kolto tanks for? It was explicitly stated that no one survived, so that rules out that possibility.

 

Second, the Beast Rider, is that going to amount to anything other than foreshadowing for the dark temple scene?

 

Third, the conversation between Drayen and Bao-Dur doesn't make sense. Quan's question of "Why now?" is answered with "True, but the republic can't wait for it to strike again." Some re-phrasing should be in order.

 

Fourth, when Quan battles the Sith, why does he automatically revert to his default clothing and lightsaber, that was a little jarring.

 

The Republic Starship:

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First, why am I still carrying the lightsaber I supposedly gave to Kyle when I talk to the ghost of Drayen? Let alone still wearing the same robes?

 

Second, was there a scene I missed, where we all got thrown in separate holding cells, because there is no explanation for why I'm alone in the cell one minute, and then in a different cell with Uldir, Kaila, and Nindo the next.

 

Third, some rephrasing of the LS option of what to do about the Republic Soldiers is required, I think. "Remember any blasters you pick up"? What does that mean?

 

There might be a ton of criticism in those spoilers, but I really did LOVE the game! It was really clear the amount of time and effort you put into the mod, and it was really awesome.

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@Anakin_Xisali

 

The Tedi Temple scene will see some re working so expect to see a different version in Act1. The scene you mention with the kyle is also getting some polish so it flows better.

 

The memorial being up so fast,....Hutts got money and all it is a generic memorial which has been programmed with the names of the dead and missing, updated on a constant bases.

 

The Hotel will be open to explore in your next visit to the planet.

 

The blade weapon you get when Uldir joins is not suppose to happen,...been trying to find where and how its being added..its a mystery to me.

 

Corellian jungle- The kolto tanks are there because in all disasters we all hope someone survived. It is human/alien nature to place devices that could save a life to not have it there...would be political suicide.

 

Spoiler

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The Beast masters' thread will be continued as well as the Rodian and the merchant Elron..wither he is dead or alive.

 

 

Drayen changing his clothing......you changed his clothing to some robes lol....I will have to not allow that now. :eek:

 

I will have to get the script to remove the saber from you earlier so its not seen in the Drayen scene on the ship.

 

The Scene where you are talking to Drayen is in the mind....then after -when you are with the others you are back to the real world,...the wavy dlg special effect was geared to show this.

 

 

Thanks for the feedback!

 

 

Logan

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@Logan23

 

The kolto tank thing I was kind of expecting, I just didn't get why they had them, if they knew no one survived. As soon as you said "politics" it all started making sense.

Ah, The scene with Drayen now makes sense to me too. the "wavy dlg effect" you mentioned I either didn't notice because I wasn't paying attention or my stupid computer doesn't let me go over 2x resolution.

(Side note: Although my mind must contain the full schematics of a Republic starship, because I was able to get out of the room and explore the ship. Then again, I'm a Kalzerian, so not too many people know much about us. ;) )

 

EDIT: The republic starship thing you might want to fix, not only because there's no way you could know the full way around one of the levels, but also because it's the Harbinger, and the map is still labeled with the TSL markings.

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I am trying to play this mod but I keep getting stuck in something the map calls a blue room. This happens whether I fight Kyle or not. The door to the holding cell opens and my character says "So this is how it begins..." and I get sent to an inescapable blue room with several people who don't speak to me.

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I am trying to play this mod but I keep getting stuck in something the map calls a blue room. This happens whether I fight Kyle or not. The door to the holding cell opens and my character says "So this is how it begins..." and I get sent to an inescapable blue room with several people who don't speak to me.

 

I think that's the end of the demo... it's not very clear though which sucks.

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I am trying to play this mod but I keep getting stuck in something the map calls a blue room. This happens whether I ........(please don't mention spoilers..can you edit your post to just remove that point... The door to the holding cell opens and my character says "So this is how it begins..." and I get sent to an inescapable blue room with several people who don't speak to me.

 

The Blue room is the module you go to after the credit/ ie the Demo is over.

 

The blue room is there because I could not get the game to send you back to the start menu so i had to place you in a empty room. sorry for the confusion.

 

 

(Side note: Although my mind must contain the full schematics of a Republic starship, because I was able to get out of the room and explore the ship. Then again, I'm a Kalzerian, so not too many people know much about us. )

 

EDIT: The republic starship thing you might want to fix, not only because there's no way you could know the full way around one of the levels, but also because it's the Harbinger, and the map is still labeled with the TSL markings.

 

It is not designed for you to go beyound the one scene in the ship. That area is not complete that's why when you did the cheat to go back and walk around it was an early stage version there.

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@logan23

 

I did not do a cheat. As soon as I saw Drayen, I paused, turned the camera, unpaused, clicked on the door and ran away. Drayen only makes a move to follow me if I come back to where I started, which I eventually have to, because other than a few broken items, components, and chemicals, there is nothing to do/collect on the ship.

 

I recently found yet another problem related to the get-out-and-explore-Harbinger thing, I can do the same thing with the scene with Nindo, Kaila, and Uldir. That's a bigger problem, because if somebody does it, they will not get Kaila or Nindo in their party, as it will automatically trigger the end of the Demo. (Not sure what it will do in the full game, but just to be safe, maybe make the scene trigger inhumanly fast, so there is no chance to do that.)

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  • 1 month later...

OK, I just played the demo and I loved it! You guys are truly experts in modding. If I were Bioware and/or LucasArts, I would have hired you to do KOTOR III. I do have one source of feed back. The font colour that appears over the characters need to be darkened a little bit as when I was going through Corellia it was impossible to read their names. It might be better to leave the GUI font colours as blue or green, like in KOTOR I and II, so that people can read while on different planets!

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  • 5 weeks later...
  • 2 weeks later...
Somebody know an release date of full Revenge of Revan

 

:wid:

 

 

 

Oh and btw, I know this is a dumb question but, is there supposed to be module files included? Because when I downloaded this ( When it was just released ) there wasn't any module files, and I am eager to play this.

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  • 1 month later...

So far it's been pretty good, but a couple issues/ problems I've noted (sorry if they've already been noted), is that after I finish fighting something, it takes my character a bit before they'll start moving again, I'll try to make them move but they won't and I have to wait it out. Also, when you're in Corellia the first part you come in, I can't read the name of people or things on the box that pops up when you hover over it. One more thing, I also noticed that the Cantina music is very loud, so it competes a lot with the vo's and the vo's can be hard to hear. Sorry if this bumps or something. Just wanted to note it!

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So far it's been pretty good, but a couple issues/ problems I've noted (sorry if they've already been noted), is that after I finish fighting something, it takes my character a bit before they'll start moving again, I'll try to make them move but they won't and I have to wait it out. Also, when you're in Corellia the first part you come in, I can't read the name of people or things on the box that pops up when you hover over it. One more thing, I also noticed that the Cantina music is very loud, so it competes a lot with the vo's and the vo's can be hard to hear. Sorry if this bumps or something. Just wanted to note it!

 

I'm glad your enjoying the mod:)

 

-The "after I finish fighting something, it takes my character a bit before they'll start moving again" - This is the game engine/ vanilla bug.

 

-The UI is still being worked on and the name plates will be fixed so you can read them. There is no tutorial or system on how to change the UI's color so its a bit of change and test but this will be fixed even if it means the color goes back to the original kotor2 for the name plates.

 

-I will check the music and see if i can tweak the volume. You can try to lower the music volume in the game settings till the next Patch.

 

Thanks for the feed back! :)

 

 

Logan

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  • 4 weeks later...
  • 3 months later...

OK, I played through this once before, but I can't remember anything from that. I've been playing through it again, but have only got to the seen on Corellia with the king.

 

I'll start with the good. The new armour/robe skins and saber hilts are great. I'm not so sold on the heads, but they're well done, given the difficulty of creating them. The mod seems to fit together properly - cut-scenes fire when they should, scripts run as expected, and there don't appear to be any major bugs with the mod at present.

 

On the negative side, however...

 

To begin with the most immediately annoying thing, the incomplete new GUI colours are ugly, and the dark green in particular is difficult to read in some situations, like in the case of NPC names.

 

Giving the NPCs individual names: some people may find this immersing, personally I found it highly annoying. It means spending forever searching for the right NPC.

 

Quest construction is dull and rather out of date: Fedex quests (i.e., get item X from person Y and bring it to person Z) have been done to death, and I don't think it's just me who'd like something more innovative.

 

The opening video showing

the destruction of the station

needs work. A hi-res, properly modelled version would be recommended for the final release, but there are other more fundamental issues with the scene as well, in particular the rather static use of camera, which makes the scene feel more dull than it needs to. Speaking of which, we then go from this into a sequence of cut-scenes, into a lengthy series of dialogues. If Mass Effect 2 can't get away with this kind of excessive cut-scening (which it can't), I wouldn't bet on RoR getting away with it. The later edits of in-game videos (used for the flight from Coruscant to Corellia) I would strongly suggest replacing.

 

The music... would have been fine with an isometric fantasy RPG released about the same time as KotOR 1; but you've stuck it next to KotOR II's score and it can't hold up. It feels simple and plain, and could do with a bit more harmonic and melodic complexity. The music also feels rather aimless, and doesn't seem to go anywhere. The synthesised sound also really does work against you.

 

The area where the mod really falls down, though, is in the writing. The opening crawl itself isn't well written, but the dialogue is in dire need of improvement: at present it is stilted, unnatural, ridden with non-sequiturs, redundancies and clumsy phrasings, shifts wildly in tone, and alternates between characters saying absolutely nothing and shoving plot-content down the player's throat with a shovel.

 

I've jotted down some specific instances which I spotted as I went through, and will post them here (spoilers!), although the list is far from exhaustive:

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CORUSCANT:

"... something almost prestige..." - Prestige is a noun, not an adjective. You cannot use it like this.

 

The phrase "the both of us" is used in a highly repetitious manner and outside of sensible contexts for the phrase to be used.

 

"If you conduct in ways" - I assume you meant to write "conduct yourself". What you have written here can only be taken to mean that the Padawan runs the Temple orchestra.

 

At this point, the intro dialogue suddenly shifts topic: it rambles. This annoys the player, because the point of the conversation is difficult to spot.

 

The bits in brackets aren't any better, either, and at this point swap the person addressed, from "The PC..." to "... how you...".

 

"Both gaining and losing will have a side-effect which will not be considered bad or good, but cause and effect." - The first problem with this sentence is that it is totally unclear what it means. The second is the use of the verb "will" throughout, which makes it an instruction to the player, not a description.

 

"It had the power from the Form Makashi crystal".

"You will have to place back the crystal into your lightsaber".

These sentences are highly eccentric and do not make good sense in English.

 

"Heretic Crystal". No explanation is given as to why the Makashi crystal is a "heretic crystal". It feels like a name chosen at random, regardless of the meaning of the word, to make the player feel cool. This does not make the player feel cool. This makes the player feel annoyed at abuse of the English language.

 

The lightsaber description is, while were on the subject, anachronistic. Kyle Katarn is an Imperial-era character. He doesn't exist at the time this game is set.

 

The regurgitation of "Jedi history" feels pointless, dull, and totally unlike a real conversation. This scene could do with much improvement.

 

"Even with her lost memory, Revan will always be valuable". This sentence is meaningless, although the other option isn't much of an improvement.

 

"... when you were sharing good memories." "Good memories" is clumsy. I would suggest revising the line.

 

Every Jedi character practically vomits Jedi ethics, history and culture over the player at the drop of hat.

 

The Moza scene is a pointless piece of continuity referencing. This wasn't a cool thing to do when Doctor Who did it in the 1980s, and it isn't cool now. Besides, Jedi don't kill their prisoners, so the scene doesn't make much sense.

 

"(he goes for the trigger)" - this breaks a cardinal rule, by telling instead of showing. There's a perfectly usable flourish animation, which would have done exactly what you want here.

 

The Yoda-clone Jedi Master is tiresome. There is no need for yet another member of that species to speak in that inverted syntax.

 

CORELLIA

 

"You will tell me the information". "I will tell you the information". Again, this is commpletely unnatural. No-one talks like this.

 

"Wait, you're a Jedi." - This is stupid. Either the character can tell the player is a Jedi, or he can't. And given that the player at this point is wearing robes and carrying a lightsaber, I'd say he can. So why does he suddenly mention it at the end of the conversation, when he's already told you something he shouldn't?

 

Akami Soran's conversation: Then/than confusion in parts of this conversation. These are two separate words.

 

"... top credit... " - I see what you're trying to do here, but the phrase is clumsy.

 

"I will not take part in your blood money." - You cannot take part in blood money, though you could partake in it ('though that would be impressively archaic of you). Further, it isn't clear how this is blood money at all.

 

Bossrguss - "crying the blues" - this phrase sticks out like a sore thumb. I'd recommend replacing it, or replacing the rest of the dialogue so it fits.

 

"... physically ..." - unnecessary word.

 

Markus:

"You are still that merchant I knew on Ord Mantell." - The way this is phrased, it currently means the same as: "you have not been replaced by another merchant who I did not know on Ord Mantell". It's also a sentence with no personality whatsoever.

 

"We will talk later." - Immediately follows the sentence above. Non-sequitur.

 

"Ahh, it is great to the return of the Jedi Order. The king is waiting just ahead." - These are two separate thoughts and should be dealt with separately. Putting them together like this looks incoherent. This could be worked into a little dialogue scene which would give some character to the guard captain, but at present it just feels like two more slightly stilted statements.

 

"Welcome to Corellia..." "The pleasure is ours." - Non-sequitur. No-one has mentioned pleasure, so Quan's response makes no contextual sense.

 

"... did this horrible act" - Either "did" or "act" is redundant in this sentence. I would suggest changing either the verb or the noun, but changing one or the other is advisable, because at present, this looks rather silly.

 

Using both the Chancellor's names with her title makes the characters seem decidedly robotic.

 

"I'm so sorry." "Sorry to hear." - This is a pointless reduplication. Quan could easily say something which adds to and reinforces what the Padawan says here without repeating the same words.

 

 

I'm not having a go for the sake of it: you've clearly done a lot of work on the mod. The problem that I can see, however, is that the work has been spread too thin, and the dialogue in particular needs going over carefully and rewriting.

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  • 1 year later...

I've just been playing through this mod and it definitely has the potential to be an all time classic mod for kotor 2.

The previous comments in this thread cover the most obvious problems that might need ironing out.

I hope we will get a complete Revenge of Revan mod in the future.

This mod seems too good to die :)

 

p.s..Full marks to Darth InSidious for pointing out grammar mistakes.

Is he a part time English teacher? :)

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