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02-24-2006, 04:53 PM
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#1
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Kotor Tool Upcoming Release Features
This thread will host the list of upcoming features in Kotor Tool, with their descriptions and links to screenshots.
The next version of Kotor Tool, which has been rewritten from the 1.0 source to run using the Microsoft .NET Framework 2.0, has a number of new features to make modding easier.
* A new interface for reading Kotor Tool news and obtaining updates:
http://kotortool.starwarsknights.com...ansupdates.jpg
* Extract for Module Editing now includes Module Items and Dialogs:
http://kotortool.starwarsknights.com...uleediting.jpg
* Kotor Tool can show special map information right on the map image itself in the Module editor and allows users to add their own Map Notes as well:
http://kotortool.starwarsknights.com...apnotedemo.jpg
* The new main UI, updated to have a tool strip with all of the major editors/tools on it. You can even reorder the menus and tool strip items to your liking and have their positions persisted.
http://kotortool.starwarsknights.com.../ktoverall.jpg
http://kotortool.starwarsknights.com...ktnewmenus.jpg
* The new ERF / MOD Builder tool, substantially rewritten to make building resource files easier.
The combo box above the Add Directory button allows you to enter an initial path for browsing or select from one of the past 10 paths used.
http://kotortool.starwarsknights.com...rfboverall.jpg
The ERF / MOD Builder now supports saving a "project" consisting of a set of files, output file, and output type.
The last 10 projects are available on the Recent Files menu
http://kotortool.starwarsknights.com.../erfbmenus.jpg
* An updated Inventory Editor, which features a new Custom Items treeview. The Custom Items treeview is populated with items found in the Kotor Tool Global Templates folder, and when editing a Module, it will also show items found in the module's project folder. Each is shown in a different color, and a tooltip on the legend label will show you the path currently used for that category of item.
You can also now use context (right-click) menu on an item in the GameItems or Custom Items treeviews, the Equipped Item slots, or the Pack Items grid to open the item properties viewer.
There are now buttons to open the Global Templates and Module Templates folders, so that you can manage their contents easily, and each has a tooltip on it that shows you the path it will open a Windows Explorer on. There is also a Refresh button ("R" button) that will update the Custom Items treeview after you've changed the folder's contents .
http://kotortool.starwarsknights.com...itorcustom.jpg
* The Item Editor has also been updated to allow you to select where in the Custom Items treeview your item will appear.
http://kotortool.starwarsknights.com...itemeditor.jpg
* The Search for Refs feature has been updated to allow the display the paths of items matching the search criteria. You can now choose to see the entire path or just the file name containing the match:
http://kotortool.starwarsknights.com...chcriteria.jpg
Just the filenames:
http://kotortool.starwarsknights.com...sultsshort.jpg
Or the entire path:
http://kotortool.starwarsknights.com...esultslong.jpg
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
Visit the Kotor Tool Forum
Last edited by Fred Tetra; 02-24-2006 at 05:41 PM.
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01-02-2007, 08:56 PM
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#2
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Rookie
Join Date: Nov 2006
Posts: 16
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When do you think the new version will be relised.
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01-02-2007, 09:50 PM
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#3
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Junior Member
Join Date: Jan 2004
Location: USA
Posts: 355
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These will probably be moved/deleted, since really this isn't the thread for this, but the simple answer is "when it's done".
You see, Fred had some problems with the machine he uses to develop the tool software on quite some time ago, and some further complications which have kept him largely busy/away from the forums.
The most recent news was from around May of last year if I'm not mistaken -at least, as far as anything posted publicly on these forums is concerned. Sounded at that time as if things may have been looking slightly better, but that no immediate solutions were in reach, so we'll all just have to keep waiting and hoping for better news and Fred's hopeful return to the project and forums on a more regular basis.
Believe me, he's missed by many of us around here, and not just for new releases of Kotor Tool either.
-Kitt
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01-02-2007, 10:45 PM
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#4
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Network Caretaker
Status: Administrator
Join Date: Apr 2002
Posts: 5,829
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Mod note: Indeed. I'll lock this sticky for now since it's essentially inactive. Fred Tetra can unlock it again when/if he returns.
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08-22-2007, 02:36 PM
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#5
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Quote:
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Originally Posted by stoffe
Mod note: Indeed. I'll lock this sticky for now since it's essentially inactive. Fred Tetra can unlock it again when/if he returns.
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Well, I am thinking of reviving the development of Kotor Tool, dependent on the interest level amongst the user community.
If anyone's interested in seeing a new version, drop me a PM. If the interest level is high enough, I'll consider resuming development.
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
Visit the Kotor Tool Forum
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08-22-2007, 03:55 PM
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#6
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Rookie
Join Date: Jul 2007
Posts: 95
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While this is not exactly a private message, I'd be excited to see further development on the toolkit.
Its great to have you here, BTW.
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08-22-2007, 04:04 PM
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#7
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,482
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Quote:
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Originally Posted by southern_fox
While this is not exactly a private message, I'd be excited to see further development on the toolkit.
Its great to have you here, BTW.
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I think the whole K1RP team is in support for this !
A newer updated version would be very "sweet" indeed 
TIQUILAAAAAAAA

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08-22-2007, 04:20 PM
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#8
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Rookie
Join Date: Jul 2007
Posts: 95
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Quote:
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Originally Posted by Quanon
I think the whole K1RP team is in support for this !
A newer updated version would be very "sweet" indeed 
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Yes, its all very exciting.
An expanded editor and Fred Tetra's returned programming muscle could make the KRP project and its aim/work on creating new modules a considerable breeze, at least in relative comparison to not having such aid.
Last edited by southern_fox; 08-22-2007 at 05:11 PM.
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08-22-2007, 05:13 PM
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#9
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Rookie
Join Date: Apr 2007
Location: Vancouver, B.C.
Posts: 53
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Agreed, I suspect that you'll have the full support of most every member here in developing an updated version 
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08-22-2007, 09:50 PM
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#10
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Relax On Air
Join Date: Sep 2006
Location: High In The Sky
Posts: 1,280
Current Game: TR 8: Underworld
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Quote:
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Originally Posted by Fred Tetra
Well, I am thinking of reviving the development of Kotor Tool, dependent on the interest level amongst the user community.
If anyone's interested in seeing a new version, drop me a PM. If the interest level is high enough, I'll consider resuming development.
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I'm so glad your back FT, I'd love to see a new version of KT, especially for a big project that I'm currently planning.
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08-23-2007, 03:48 AM
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#11
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Junior Member
Join Date: Dec 2006
Location: Somewhere with ice cubes and alot of pudding.
Posts: 313
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Quote:
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Originally Posted by Adelphus
Agreed, I suspect that you'll have the full support of most every member here in developing an updated version 
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QFT
A new version of Kotor Tool can only mean happiness to all KotOR modders. By far, Kotor Tool has been infinitely useful, and an update to it can only make our lives easier.
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08-23-2007, 07:15 AM
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#12
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,691
Current Game: KotOR II
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I for one am fully behind updates to KT.
And welcome back. 
Works-In-Progress
~
Mods Released
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Website
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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08-23-2007, 07:45 AM
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#13
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Death... by Exile
Join Date: Dec 2005
Location: Bruges, Belgium
Posts: 2,792
Current Game: The Old Republic
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A new version of Kotor Tool would be so nice. It has been invaluable for modding the Kotor games.
Welcome back, Fred!
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08-23-2007, 02:32 PM
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#14
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Necessary Roughneck
Join Date: May 2007
Location: Screen Gems Studios
Posts: 1,439
Current Game: TSL & ME2
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This isn't the welcome back Fred thread, although the community has certainly missed you, Fred. So welcome back
I am going to work on a a few maps.... now that the man who can do a final render has returned.
As far as a new release is concerned, perhaps you could add functionality for the ERF builder to select multiple files at one time to add to your ERF? Currently it's either a one-by-one, or whole directories at a time. I'm thrilled to be able to do it either way, but it might not be too difficult to add... perhaps a CNTRL+ mouse click might work, much as you would do to highlight multiple items in a pulldown menu?
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08-23-2007, 02:48 PM
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#15
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Network Caretaker
Status: Administrator
Join Date: Apr 2002
Posts: 5,829
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More KotorTool would indeed be good.  It's one of the staple tools of the Kotor modding community that it's hard to do without. Though the game is past its prime the modding community is still going strong.
Quote:
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Originally Posted by qui_gon_glenn
As far as a new release is concerned, perhaps you could add functionality for the ERF builder to select multiple files at one time to add to your ERF? Currently it's either a one-by-one, or whole directories at a time.
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You can do that currently via drag and drop. Select the files you want to add in the Windows Explorer and drag and drop them onto the file list in the ERF Builder window. You can also do it by picking "Add files" and holding down the shift key while selecting multiple files in the Open dialog box (provided all files are located in the same folder).
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08-23-2007, 04:54 PM
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#16
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Necessary Roughneck
Join Date: May 2007
Location: Screen Gems Studios
Posts: 1,439
Current Game: TSL & ME2
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^^^ Thanks Stoffe. I had figured that there was a shift key or control key that would allow me to do that.... I knew I could do the drop and drag, but that was on a one-by-one basis. The "shift" functionality is what I was looking for, so thanks Fred for already having thought of it 
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08-25-2007, 07:05 PM
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#17
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Obusha
Join Date: May 2006
Location: My own personal Hell
Posts: 6,570
Current Game: Batman: Arkham City
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Wow! Fred!
Even though I'm not a modder, I still find KotOR Tool extremely useful and I appreciate the hell out of it. A new version would be most welcome. 
"Mind your wants, 'cause someone wants your mind." -George Clinton
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09-03-2007, 06:36 AM
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#18
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Now-a-days GroovyCarrot
Join Date: Jan 2007
Location: Liverpool, UK
Posts: 696
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Quote:
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Originally Posted by Quanon
I think the whole K1RP team is in support for this !
A newer updated version would be very "sweet" indeed 
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 Well i certainly am!
If you're looking for any of the junk I did a few years ago; you can probably still find it all on filefront
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10-03-2007, 08:52 PM
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#19
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Rookie
Join Date: Jun 2006
Location: South Cakalaki (SC)
Posts: 11
Current Game: KotOR Modding
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Well i havent been on the forums for a while but i did follow Kotor Tool from its early stages and checked in about every 2 months since the last release, i love it
Right now it can do most everything i need, actually everything i can do, so im happy with it, i would welcome a new version, but just releasing the source code and finding someone else to pick up the torch is an option to, cause youre right sleep is important, i had to learn that the hard way too
and people if you really really want one im sure sending in a buck wouldnt hurt, think of it like this if everyone who used it sent in a dollar he could be a well off man right now, ok well mabye not but extra cash is a nice incentive to coming back
ill send you a couple bucks if you do make one, or promise one even (and everyone else should to, just a dollar)
even if you dont make one GREAT TOOL, its excelent
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10-04-2007, 04:24 AM
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#20
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Relax On Air
Join Date: Sep 2006
Location: High In The Sky
Posts: 1,280
Current Game: TR 8: Underworld
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Quote:
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Originally Posted by GamezR2EZ
Well i havent been on the forums for a while but i did follow Kotor Tool from its early stages and checked in about every 2 months since the last release, i love it
Right now it can do most everything i need, actually everything i can do, so im happy with it, i would welcome a new version, but just releasing the source code and finding someone else to pick up the torch is an option to, cause youre right sleep is important, i had to learn that the hard way too
and people if you really really want one im sure sending in a buck wouldnt hurt, think of it like this if everyone who used it sent in a dollar he could be a well off man right now, ok well mabye not but extra cash is a nice incentive to coming back
ill send you a couple bucks if you do make one, or promise one even (and everyone else should to, just a dollar)
even if you dont make one GREAT TOOL, its excelent
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Doesn't look like a new version will be done, Fred's return was short lived, he hasn't been active for over a month now, I fear he has gone again 
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10-04-2007, 01:49 PM
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#21
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Rookie
Join Date: Jun 2006
Location: South Cakalaki (SC)
Posts: 11
Current Game: KotOR Modding
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i saw that too, unfortunatlly
if he just released the scource.... im a crappy programmer but i can definelty pick up from where he left off, or someone better than me could
but you cant really blame the guy, its still a great tool
if anything just one final release or the source would be more than enough to statisfy everyone, mabye a release with some of the features "unlocked" like so you can make your own map or something, i hate hacking mapinfo file and having my map glitch up
Last edited by GamezR2EZ; 10-06-2007 at 02:43 PM.
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