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Old 01-31-2008, 04:30 PM   #1
CrisG
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Q & A with David Gaider, Leader Writer KoTOR I

We have made contact with David Gaider, who was a lead writer for KoTOR I for Biowar, and he has very graciously and kindly offered to help us with questions about the game. Dan Loto found an old thread archived on the Biowar game forum that contained detailed conversation between community members and David about lost content and plot from the game, and we contacted David and hence this exchange. We will pass on our questions to David and will post his replies in the body of this thread and elsewhere in the community. This is a remarkable opportunity and we are very grateful to David for this courtesy and kindess.

David today (1-31-08) PM'd me and gave us this info:
-------------------------------------------------------------------------
David Gaider:

"..... I was not involved much in the Taris levels, myself, outside of writing some dialogue for Carth and Bastila. Most of Taris was made by Drew Karpyshyn.

In fact, there were four writers who worked as the leads for various characters and planets. We overlapped some, but I'd say that these people know the most about their respective bailiwicks. My memory is not 100%, but as I recall the breakdown was something like this:

Me: Korriban as well as Carth, Bastila, HK-47 and Jolee Bindo -- I did the initial design on Tatooine, before it was handed off to Luke, so I know a fair amount of what went on there as well.

Drew Karpyshyn: Taris, Dantooine, end levels as well as Mission

Luke Kristjansson: Kashyyk and Zaalbar

Peter Thomas: Manaan, Unknown World as well as Canderous and Juhani

Re: additional office space for Czerka Corp on Korriban that people are looking at

I remember the Czerka office on Korriban, though as I recall there wasn't a great deal going on there. It was primarily going to be a store, and if I recall there were some plans for Czerka to give you a quest to get them some artifacts from the dig underneath the nose of the Sith -- but only if you had sided with Czerka on Tatooine (which was a big Tatooine plot that was cut, involving the Sand People fighting against Czerka, but after that was cut so was this).

If I were to name the three biggest things that were cut out of the original plan, it'd be these:

1) Sleheyron (without a doubt, considering that most of the dialogue had even been written -- it was enjoyable, but the problem was mainly that it was easily the most complicated planet to implement so it was a hard decision to be the one we had to lose. One of the toughest parts of losing Sleheyron was that it also meant cutting the string of cross-planet smuggling quests that you could get into if you chose to start working for Suuda the Hutt.)

2) The Sand People rebellion on Tatooine (which included the sub-plot of whether or not you wanted to help free the Jawa from the Sand People and whether or not you would help the Sand People fight against the Czerka miners -- or help Czerka wipe out the Sand People.)

3) The Korriban crypt areas were originally much more extensive, and at one point there was a plan for a larger underground complex. These mostly got kiboshed when a lack of time meant that the crypts had to be turned into what were essentially single-room dungeons.

These are the things I knew about, anyhow. It might seem surprising, but from my experience these sorts of cuts happen all the time -- and for the most part it was always a good thing because it freed up time to spend polishing other parts of the game. One of the worst things a developer can do, I think, is become so enraptured with their own design that they refuse to examine which parts are actually necessary and feasible to accomplish in the time you have available. It's nice to imagine that Sleheyron and all the rest could have been included and be as polished and cool as the rest of the areas we made -- but that's just not how it works.

Quote: I will ask for a detailed question list and pass it on to you soon, and thanks again for being willing to help us with this, it is VERY nice of you indeed.
No problem.
-------------------------------------------------------------------------
Q and A with David Gaider
Message #1 (Sent Feb 1, 2008)
[replies and info from David will be inserted within ------- lines]

From members of The KoTOR community at LucasForums and beyond

Questions about KoTOR Game Development, Storyline, Cut Content and Unused Areas and files

Shadowland Unused Area Kashyyyk

There is an unused Shadowland Level from Kashyyyk in the file sets, but it is empty, can you tell us what was intended for that area, where it would have been accessed from in the existing levels and what the plot was for that area? Any significant figures, threats, dangers, etc? There is a Wookie Crystal found in the game files that is not used in the game, was it intended to be found in this area, or were there other significant items planned for this area?
[Seamhainn, Dan Lotto]

Sleheyron

Can you help us with the Sleheyron star map information (where it's located on the Galaxy navigation map, ect., if you recall details on that?

Also, who the Hutts on Sleheyron were siding with (the Sith or the Republic.) Any information on Sleheyron will be helpful.
[Dan Loto]
--------------------------------------------------------------------------
David G. Biowar Forum Nov 1 2003

Well, Sleheyron (the one planet that was cut) was mostly written when it was cut and I had written it, and there was a series of Hutts there that you could take jobs with. They were all enemies of each other and you could play them off each other. it was kinda cool. One of them was named Suuda the Hutt and I liked him a lot, he was very catty.

And, no, before anyone asks it is not in a state that it can be restored. I think the dialogue I wrote back then was even in a different format, so it is not salvageable.
_________________
Posted: Tuesday, 04 November 2003 08:00AM
Quote: Posted 11/03/03 18:06:50 (GMT) by Grant Dempsey
Would you mind describing what Sleheyron was going to be like a bit more? A planet inhabited by several Hutts, all in opposition toward one another, sounds very interesting. Plus, judging from other characters' dialogue about Sleheyron, it seems like an interesting place on its own. I'd love to read about what sort of areas, NPCs,--(Hutts and otherwise)--and Quests could've been found there.

Well, as I recall Sleheyron was one of those over-industrialized planets within Hutt space. Sort of like Taris with all the large buildings... but much more drab and ugly, with everything in hues of orange and brown. Seleheyron was intended to be the place where you visited the seedy underbelly of civilization: here you engaged in smuggling and other illegal activities for various Huttese gangsters and either took part in or bet on the infamous gladiator matches.

Like I said above, you could work for various Hutts... you didn't meet them, but rather worked for their intermediaries (like how Bib is Jabba's go-between). I think there was four... I only remember the names of two, though: Moosh and Suuda.
Each of the Hutts had a few things you could do for them. The really extensive one was Suuda, who was involved in a cross-planet smuggling plot (which is too bad that it got cut, really) which ended in an assassination plot... you get admitted to Suuda's presence and can either try to carry through with the plot to kill Suuda or uncover it and get rewarded by him.

As I recall, I think you could enter the gladiator tournaments under one of two Hutts. That was kind of interesting... there were five other teams of three gladiators and the matches got assigned ahead of time. You could check which team you were up against and sometimes you had the option to work the other team over... romance their captain and get them to throw the fight, poison one of them, make a deal to get them out of slavery, etc. Otherwise you were in one of four types of matches... the plans for those I remember being pretty cool and each match type focused on one style, like one was a labyrinth, one involved pure combat, stuff like that.

Hmmm. I remember that one of the Hutts had an estate you could infiltrate. Can't remember exactly what happened there, though. I do recall that there was a cantina where you met up with a couple of servants belonging to that Hutt and you could romance the key out of them (as one way of getting in).

At any rate, this all sounds like it was done but it really wasn't. Much of the dialogue and planning had been written, and some of the area modelling, but that's it. I'm not sure how we would have done all the gladiator games stuff at all. Probably best that the planet was cut overall... it was too complex considering all the stuff we had in KotOR already.

I wrote Yuthura after Sleheyron was cut. That's why I mentioned it in her dialogue.

David G. Jan 29, 2008
I wish I could help you out more regarding Sleheyron -- whatever notes I had on that particular level have been lost in the intervening years, which is not too surprising considering we've moved buildings since then and I've upgraded my work computer at least twice.

Dialogue was written for the planet, as I recall, but even if I could find those dialogue files in some archive I wouldn't have any way of accessing them. Even half-way through the project's development we switched dialogue formats -- and that meant old dialogue files could no longer be read. I'd need something that could read that old format, which just isn't going to happen.

There was an alpha version of the artwork done, too -- but again even if the model work could be found, I'm not sure it would be in a state to turn over to anyone. As I recall, textures were temporary and there was a problem with the scaling, and then it's likely the entire thing was dumped when the planet was cut.

SO... that means that whatever existed of Sleheyron is pretty much just in my head nowadays.

David G. Jan 29. 2008
If I were to name the three biggest things that were cut out of the original plan, it'd be these:

1) Sleheyron (without a doubt, considering that most of the dialogue had even been written -- it was enjoyable, but the problem was mainly that it was easily the most complicated planet to implement so it was a hard decision to be the one we had to lose. One of the toughest parts of losing Sleheyron was that it also meant cutting the string of cross-planet smuggling quests that you could get into if you chose to start working for Suuda the Hutt.)
-------------------------------------------------------------------------

Czerka-style Offices in the unused files

If I could pose a question, I'd like to know what the left-over Czerka-style sequence of rooms [module found in the files but not in the game], which I named a missing area of Korriban, were originally for...? They appear in the earliest of the trailers on youtube, IIRC...it's been removed, but it looked like a very early, pre-release trailer. [We have not known specifically if this area was for a specific planet or was used for trailers and not intended for the final release]
[Darth InSidious]
------------------------------------------------------------------------
David G. Jan 28, 2008
I remember the Czerka office on Korriban, though as I recall there wasn't a great deal going on there. It was primarily going to be a store, and if I recall there were some plans for Czerka to give you a quest to get them some artifacts from the dig underneath the nose of the Sith -- but only if you had sided with Czerka on Tatooine (which was a big Tatooine plot that was cut, involving the Sand People fighting against Czerka, but after that was cut so was this).
------------------------------------------------------------------------

Tatoooine

Tatooine Temple
Can you help us with any information of what was going on in the Tatooine temple, it purpose and intent including the Sarlacc/Starmap/Creatures in the cave
[Darth InSidious]

Tatooine Swoop track in unused files
Can you tell us why there's a second Tatooine swoop track, that would all be pretty interesting to know.
[Darth InSidious]

21. Do you recall details about a quest that would have allowed the player to become a sort of Messiah of the Sandpeople and lead them against their Czerka corporation oppressors?
[Dan Loto]
-----------------------------------------------------------------
[David G 1/31/08

2) The Sand People rebellion on Tatooine (which included the sub-plot of whether or not you wanted to help free the Jawa from the Sand People and whether or not you would help the Sand People fight against the Czerka miners -- or help Czerka wipe out the Sand People.)
---------------------------------------------------------------------------
About the Sand People Rebellion:
If you side with the Sand People would you launch an attack on Anchorhead or just some mining camp/sand crawler?
[Dan Loto]

Taris

Do you recall anything about the deleted Black Vulkar base level, the level remained in the files but was unused but we do not know what the plot was for that area?
{Seamhainn]
--------------------------------------------------------------------------
David G. Jan 28, 2008
I was not involved much in the Taris levels, myself, outside of writing some dialogue for Carth and Bastila. Most of Taris was made by Drew Karpyshyn.
--------------------------------------------------------------------------

20. A trash compactor puzzle in the Taris Sewers? Can you tell us about this?
[Dan Loto]

22. A Gammorean stronghold in the Undercity, what was it's purpose in the storyline and do you recall any details about it?
[Seamhainn and Dan Loto]

Dantooine

53. The player could go back to Dantooine after escaping the Leviathan. Do you recall any details about this?
[Dan Loto]

Do you recall details about the original Dantooine landing pad?
[Dan Loto]

Was Belaya intended to take the place of Juhani if you killed her in the grove.
[Darth Balor]

47. A sound file exists that involves a droid that was supposed to allow you transit between the Taris City levels. It appears actually there was a droid for every planet. It was able to warp you to the areas you have visited on each planet. Was this intended for use in the final game and do you recall why it was removed? Can you give us any details about this feature for the game?
[Loony636 and Darth Balor]

Items

A) Why/how were the Jedi Robes set up with their own unique pattern?
B) How did the medal appear on the PC's Jedi robes in the LS Ending; And, it is possible to attach the medal to the Jedi robes for normal gameplay?
[Ferc Cast]

And can you tell us anything about the design of the saber hilts that were used in the game? Were there any crystals that were not used in the game?
[Danyael27]

Was there ever thought of making alien selectable PCs?
Like Twi'leks and the like?
[Danyael27]

General

Do you know about KotorFiles? http://knightsoftheoldrepublic.filefront.com/
[Danyael27]

On the Cut Content
--------------------------------------------------------------------------
If I were to name the three biggest things that were cut out of the original plan, it'd be these:

1) Sleheyron (without a doubt, considering that most of the dialogue had even been written -- it was enjoyable, but the problem was mainly that it was easily the most complicated planet to implement so it was a hard decision to be the one we had to lose. One of the toughest parts of losing Sleheyron was that it also meant cutting the string of cross-planet smuggling quests that you could get into if you chose to start working for Suuda the Hutt.)

2) The Sand People rebellion on Tatooine (which included the sub-plot of whether or not you wanted to help free the Jawa from the Sand People and whether or not you would help the Sand People fight against the Czerka miners -- or help Czerka wipe out the Sand People.)

3) The Korriban crypt areas were originally much more extensive, and at one point there was a plan for a larger underground complex. These mostly got kiboshed when a lack of time meant that the crypts had to be turned into what were essentially single-room dungeons.

These are the things I knew about, anyhow. It might seem surprising, but from my experience these sorts of cuts happen all the time -- and for the most part it was always a good thing because it freed up time to spend polishing other parts of the game. One of the worst things a developer can do, I think, is become so enraptured with their own design that they refuse to examine which parts are actually necessary and feasible to accomplish in the time you have available. It's nice to imagine that Sleheyron and all the rest could have been included and be as polished and cool as the rest of the areas we made -- but that's just not how it works.

David G. Nov 5, 2003

To be honest, there's usually a big difference between the initial plan and where something ends up. Like I said, this was still really early in the game's development when Sleheyron was cut. Especially considering that it was so complex, there'd likely be a big difference between the planned Sleheyron that you're hearing about and how it would have turned out after months of cutting, scripting and tweaking (I ended up re-writing Korriban twice during development and it had to make major changes from its initial vision in order to get it "right"... Sleheyron would have been no different.)
-----------------------------------------------------------------------


On Staff Assignments
-----------------------------------------------------------------------
David G. Jan 29, 2008
In fact, there were four writers who worked as the leads for various characters and planets. We overlapped some, but I'd say that these people know the most about their respective bailiwicks. My memory is not 100%, but as I recall the breakdown was something like this:

Me: Korriban as well as Carth, Bastila, HK-47 and Jolee Bindo -- I did the initial design on Tatooine, before it was handed off to Luke, so I know a fair amount of what went on there as well.

Drew Karpyshyn: Taris, Dantooine, end levels as well as Mission

Luke Kristjansson: Kashyyk and Zaalbar

Peter Thomas: Manaan, Unknown World as well as Canderous and Juhani
-------------------------------------------------------------------------



--------------------------------------------------------------------------
Message #2

David,
these are questions about techical aspects of the game some of us are very interested in, if you have any ideas about these or who to ask, that would be great.

Technical

A number of very skilled and dedicated members of the community have been working hard on making mods for the game, their names too numerous to mention here, and have succeeded in some remarkable achievements including just recently an entirely new working module and area being created by Quanon. http://knightsoftheoldrepublic.filef...mple_Mod;85657

Other modders have created new weapons, clothing, items even entirely new recruitable characters complete with full voiced sound files and dialogue, and the expansions of the game continue in many forms due to the amazing hard work and creativity of the community. It would be of the greatest help to these modders who help us all to have some technical information/
conformation about some details, samples of these questions are included below, if it is at all possible for you to pass these on to some of the technical team who worked on KoTOR, it would be wonderful beyond imagining, if these are not things that you can address.

Is there any possiblity that Biowar might release the tools that were used to design the modules in the first place as was done for other games?

[Quanon's Questions]

- How narrow can a corridor be made, 2 m ~ 3 m for party members to follow fluently ?

- How does the WalkMesh block off the camera and line-of-sight of party members and enemys ?

- Is there a way to create more "effects" for the textures ? Like the metal shine ( CM_BareMetal), I've found this has a TGA

, is there a way to make the game accept new TGA for those kind of effects ?

- And how to approach the lightmaps ?

- For now only the Mesh , created for the walkable area accepts multi/sub-object material from 3D-Max.
How do I get the ohter Mesh objects to use this aswell ? Else I can only use like 20 textures...

- Is there a way to make AuroraDlights flash or pulse ?

[Dan Loto]

Can you help us with information about animations...

[MagnusII]

Is it at all possible to clarify a few technical details on the file formats. things like a list of controllers used in emitters along with their associated numerical values, just as an example.... or the meaning of the field which can take the values of 1, 2, 4, 8, 16, 32 in the AABB node structure. Basically I'd need a little help in bridging the gap between the NWN formats (most of which have been made public by Bioware) and the Kotor ones. It would certainly help me a lot in rounding out KAurora

Here's a complete list of the emitter controllers used in Kotor I:


Code:

8 position
20 orientation
104 fps
88 birthrate
240 **UNKNOWN**
168 velocity
140 randvel
124 drag
136 particlerot
160 spread
120 lifeexp
172 xsize
176 ysize
392 colorstart
284 colormid
380 colorend
220 percentstart
224 percentmid
228 percentend
84 alphastart
216 alphamid
80 alphaend
144 sizestart
232 sizemid
148 sizeend
152 sizestarty
236 sizemidy
156 sizeendy
112 framestart
108 frameend
92 bounceco
184 lightningdelay
188 lightningradius
196 lightningsubdiv
192 lightningscale
200 **UNKNOWN**
252 **UNKNOWN**
96 **UNKNOWN**
128 p2pbezier2
132 p2pbezier3
256 **UNKNOWN**
260 **UNKNOWN**
264 **UNKNOWN**
268 **UNKNOWN**
272 **UNKNOWN**
100 **UNKNOWN**
116 mass
164 threshold
180 blurlength

I'd like to know:

A) if it is correct
B) what the "percentXXX" values are used for
C) name and usage of all the unknown emitters

Here's the structure of the AABB nodes used in Kotor:


Code:

Vertex _BoxMin
Vertex _BoxMax
int _LeafFaceIndex
int _Unknown /* 0 for leaves, 1-2-4-8-16-32 otherwise
int _UnknownFixedAt4
int _LeftNodeArrayIndex
int _RightNodeArrayIndex

I'd like to know what's the meaning of the _Unknown field.

Regarding the trimesh header, there are some unknown fields:


Code:

...
float[3] _DiffuseColor
float[3] _AmbientColor
UInt32 _Unknown
byte[32] _Texture1Name
byte[32] _Texture2Name
...
Int32[3]_Unknown1 // -1, -1, 0
byte _SaberUnknown1; // 3 for non-saber
byte _SaberUnknown2; // 0 for non-saber
byte _SaberUnknown3; // 0 for non-saber
byte _SaberUnknown4; // 0 for non-saber
byte _SaberUnknown5; // 0 for non-saber
byte _SaberUnknown6; // 0 for non-saber
byte _SaberUnknown7; // 0 for non-saber
byte _SaberUnknown8; // 0 for non-saber, 17 for sabers
Int32 _Unknown;
float[4] _UnknownRotation //(?)
Int32 _MDXDataSize;
...
UInt16 _Shadow
UInt16 _Render
UInt16 _Unknown2
float _TotalArea
UInt32 _Unknown4
UInt32 _Kotor2Unknown1
UInt32 _Kotor2Unknown2
UInt32 _OffsetToMDXData
UInt32 _OffsetToVertices

I'd like to know the meaning of those unknown fields.
---------------------------------------------------------------------------
Thank you again for any help on any of these David, we very very much appreciate it.

CrisG
Liasion


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Old 01-31-2008, 04:45 PM   #2
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You might want to send this in parts over time. Is there a character limit in Bioware's PM system?



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Old 01-31-2008, 06:30 PM   #3
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Limit is 4096 characters. current post has 7500 plus characters so several installments will be the way to go. Good call. We can send the technical in a second mailing if that is ok, as the post is 3, 858 with just the story and area questions, and that way he can pass on the technical packet to someone else if need be, and if he is willing.


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Old 01-31-2008, 07:28 PM   #4
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Sweet, the idea I had for the quest in the Korriban czerka area is almost exactly what BioWare had planed. I guess I'll have to restore the sand people/czerka fued resolution.

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Old 01-31-2008, 07:57 PM   #5
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Sounds like David may be able to give us more details too, as he worked on Korriban


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Old 01-31-2008, 08:02 PM   #6
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Have you included questions about the sabers and saber crystals?


Formerly known as: Danyael27
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Old 01-31-2008, 08:29 PM   #7
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Not yet, other than the Wookie Crystal that might be part of the Shadowlands....

want to draft a question on the subject? I will be happy to include one


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Old 01-31-2008, 08:40 PM   #8
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My question would go something like this.

Are there any saber crystals that were not included in the final game?

And:

Why the hilt designs that were used?

Feel free to alter the question if you want, i figure that you or other modders could frase(sp?) the questions better than me.


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Old 01-31-2008, 08:50 PM   #9
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Quote:
Originally Posted by CrisG
Sounds like David may be able to give us more details too, as he worked on Korriban
And Tatooine! I'm really excited.

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Old 01-31-2008, 08:58 PM   #10
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Here's a couple of questions that I would want included:

A) Why/how were the Jedi Robes set up with their own unique pattern?
B) How did the medal appear on the PC's Jedi robes in the LS Ending; And, it is possible to attach the medal to the Jedi robes for normal gameplay?


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Old 01-31-2008, 09:32 PM   #11
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Danyael and Ferc Kast, thanks, questions added. Much appreciated.


There is no Chaos, There is Harmony.
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Old 01-31-2008, 10:10 PM   #12
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2) The Sand People rebellion on Tatooine (which included the sub-plot of whether or not you wanted to help free the Jawa from the Sand People and whether or not you would help the Sand People fight against the Czerka miners -- or help Czerka wipe out the Sand People.)
If you side with the Sand People would you launch an attack on Anchorhead or just some mining camp/sand crawler?

Rephrase as you will.



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Old 02-01-2008, 12:13 AM   #13
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Added on to the list Dan, thanks.


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Old 02-01-2008, 07:36 AM   #14
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I think that you would clear Czerka from Anchorhead. I'll be working on this quest as it is related to the cut korriban area's sidequest. Maybe he can give us the dialog for that part. ATM I'm working on getting doors and placeables lined up properly.

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Old 02-01-2008, 11:05 AM   #15
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Hey Chris?

Is there a question on the list of why there are no alien selectable PCs?

Like Twi'leks and the like?


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Old 02-01-2008, 12:49 PM   #16
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I will add one, I plan to send the list over with some edits to include ackowledgement of the info he has already sent, early this arfternoon, and in several parts to keep the character count in limits. Thanks for the great questions everyone, and we will see what David has to share with us.


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Old 02-01-2008, 01:08 PM   #17
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Wow, its a nice little surprise to see David Gaider give so much interesting information on the cut parts of the first game. I had no idea that Korriban's tombs were meant to be larger.

I had previously thought that the game was a closed and wrapped bag to Bioware. Its gracious of him to take the time to talk about it. Pass on our thanks.

Edit: While David apparently didn't work on Manaan, and it may be Peter's territory, I have something worth asking.

Was there at some point in the game's design underwater settlements on Manaan, where Selkath lived? Specifically, a place called "Umber Pod".

I've been itching to know after seeing a very old article here: http://xbox.ign.com/articles/383/383654p1.html

It references a location on Manaan called Umber Pod. It seems to have been a sort of native environment outside of Ahto, which was constructed mainly for foreigners. The pods seemed to be a sort of natural habitat.

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Old 02-01-2008, 01:34 PM   #18
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OK, Sothern_Fox, passing on your question and thanks.

chris


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Old 02-01-2008, 01:39 PM   #19
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I've got a few things to say here, one of which is a question you could ask.

First is thanks to CrisG for putting in all the effort he does here and for going and finding this David guy and going to all this bother in bringing the info to us and taking truck loads of questions back to David so thanks Cris!

Second: Maybe you could ask if he would be able to put us in touch with some other members of the team? Someone who worked on the models perhaps?


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Old 02-01-2008, 02:22 PM   #20
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OK Darth, will ask him, I have contacted Drew Karpyshyn who was one of the main Design Team as well as a lead Writer who did Taris and other areas, and we did include in the technical questions a request for ppl to contact, and will work to get the model makers for you too. I enjoy this work as i can do this, while you guys are the mod masters and wizards of code, Necromancers of Modules and Acolytes of the arcana of files... my pleasure. Todays' notes have been PM'd to David with our many many thanks. And it was Dan Loto who found the orignal archived thread with David talking about the game, filedivig over on Biowar forums, and posted it here for us. What a great community this is, and a pleasure ot be a part of.


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Old 02-01-2008, 02:26 PM   #21
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think you could get him to tell about texturing robes/heads and hw he did it

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Old 02-01-2008, 03:03 PM   #22
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In the credits for KotOR, there are the following staff positions that may relate to your question....

Designers
Concept Artist
3D Artist
2D Artist
Graphics Programmers
Additional Programmers
Tools Programmers, all of whom may have a hand in the making of the models and robees and the like, with some more research hopefully we can find the right people to talk to about that, we did ask David for referals on technical things, and we can seek more info on this and will.


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Old 02-01-2008, 05:06 PM   #23
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Heh, you might have opened Pandora's box....

Being a confirmed Jolee-lover , I'd love to know anything he feels like sharing about this character. Does Jolee have more backstory that didn't make it to the game and if so, could he elaborate? Was someone in particular the inspiration for him? Was there a source for all those hilarious quips? Is there anything he would have changed about Jolee?

I can't tell you how often I laughed at his little quips and zingers, so I appreciate all the effort put into writing this character.


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Old 02-01-2008, 05:58 PM   #24
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Quote:
Originally Posted by Jae Onasi
Heh, you might have opened Pandora's box....

Being a confirmed Jolee-lover , I'd love to know anything he feels like sharing about this character. Does Jolee have more backstory that didn't make it to the game and if so, could he elaborate? Was someone in particular the inspiration for him? Was there a source for all those hilarious quips? Is there anything he would have changed about Jolee?

I can't tell you how often I laughed at his little quips and zingers, so I appreciate all the effort put into writing this character.
Yeah i'm with Jae

Jolee rawwwks


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Old 02-01-2008, 06:06 PM   #25
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He's one of my favorites as well.

I always snicker when he goes 'shush' or 'damnit.'


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Old 02-01-2008, 06:15 PM   #26
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I love him too, I often pick him as one of my companions for just these reasons, he is so much fun to have along. I will be sure to ask David more about him.


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Old 02-01-2008, 06:17 PM   #27
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Does that mean you haven't sent it yet?


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Old 02-01-2008, 06:21 PM   #28
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I did send two notes already, one with the story and plot and area questions and one with the technical ones, it was a tight squeeze with the character limits. But please keep posting questions as they occur to you, and I am hopeful as David repliles we can continue our conversation as it is comfortable with him.

UPDATE: i have inserted the info we have already recieved in the appropriate category under your questions and made new categories for new subjects that David shared on his own.....and will keep doing that as David replies. Enjoy.


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Old 02-12-2008, 05:25 AM   #29
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Are there any news on the technical questions? I could certainly use some help on those fields...
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Old 02-12-2008, 11:59 AM   #30
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magnus, sorry no word at all from David G yet. I keep checking PMs and keep seeing nothing new, sorry, I will post as soon as we hear anything, you could try contacting any of the technical staff from the credits for the game that you find still at Biowar, but I suspect that the technical side may be an area that is still fairly confidential in terms of what they may release or share with us, but that is just a guess and others will know far far more than I about that area. The engines used by Biowar continually evolve, indeed there was a major change in format half way through the KotOR I development David shared with us, so their game engine technology has certainly evolved a lot since this game...however they may still keep such details fairly close ....we just dont know yet.


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Old 02-13-2008, 09:01 AM   #31
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Hey, ChrisG. If you ever hear from David G again, I would appreciate all the info and insight he can give us to Sleheyron.




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Old 02-13-2008, 12:22 PM   #32
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Reply from DAvid Gaider February 13, 2008

Hi Everyone, here is the latest scoop from David, it is so very nice of him to help us like this, i will send an immediate PM thanking him very very very much. I wanted to post this the latest and hottest info here and will integrate it into the Q and A at the begnning of this thread later today when I have time. No reply on the second Technical questions list yet, will keep an eye out.

---------------------------------------------------------------------------
Shadowland Unused Area Kashyyyk

There is an unused Shadowland Level from Kashyyyk in the file sets, but it is empty, can you tell us anything intended for that area, access point, from in the existing levels, plot, characters? Any threats, dangers, etc? There is a Wookie Crystal found in the game files that is not used in the game, was it intended to be found in this area?
[Seamhainn, Dan Lotto]

I'm not sure about this one. I know that there was a point when the Shadowland areas in Kashyyyk were felt to be too big -- wandering around them for too long felt more like D&D adventuring and less like Star Wars adventuring. So at least one area was cut. Anything useful in that area (which is to say not simply monster encounters) was likely folded back into the areas that already existed, so I doubt there's anything extra. I vaguely remember the crystal being used for something else, but I can't say what it was. This is info you likely would need to get from Luke Karpyshyn, if anywhere.

Sleheyron

Can you help us with the Sleheyron star map information (where it's located on the Galaxy navigation map, ect., if you recall details on that?

Nope. Sleheyron was cut before the star map was actually created by art -- so it was never placed on it, period.

Also, who the Hutts on Sleheyron were siding with (the Sith or the Republic.) Any information on Sleheyron will be helpful. (We have some of your posts from the past, on this and your recent comments...so whaterver you want on this)
[Dan Loto]

The Hutts were neutral, much like Manaan, but they didn't have elements from both sides like Manaan did. Sleheyron was mainly a place for the criminal underworld, and a place to go for entertainment and so forth. The Sith/Republic struggle was very much in the background there -- another reason for it being a good candidate to cut, perhaps. Bribery was the best way to get anything done (you have to deal with a port official -- ie. bribe him or find some other way to bypass him -- just to get out of the port) and everyone was for sale. Other than the things I've already mentioned, a few details I can recall:

* There was a bazaar-like area with merchants where you could find the major domos of four seperate Hutts. These were the fellows that you could do quests for, though most of the quests came down to two of the Hutts -- specifically Moosh and Suuda. One of the Hutts was primarily there as the one who had the Star Map in his personal artifacts collection. You had to find a way into his estate to get it (there were several ways in, including seducing one of his servants in the canteena), and there was a big fight there and what-not. So that part was critical path. The other two Hutts were in competition with each other, basically, though you could do quests for both up to a certain point. At that time one of them would want you to work as a gladiator in the pits, which was about half of all the Sleheyron content -- there was a whole level devoted to the area where the gladiator teams could be found and interacted with, and the various fighting pits themselves (each of which had its own special rules, like it was a seperate game on its own -- very complex, in fact, which was another reason this was slated to be cut).

* I believe it was for Suuda that you could start the cross-world smuggling plots. There were four or so of these, which eventually led to Suuda asking to meet with you personally -- which is when you would be asked by his Major Domo to assassinate him. You could go through with the assassination plot and have a big fight, or you could reveal the Major Domo when meeting Suuda and have a fight with him and his conspirators. Suuda was funny -- that's the primary thing I remember. He was a hoot. It was tough to cut him.

Czerka-style Offices in the unused files

If I could pose a question, I'd like to know what the left-over Czerka-style sequence of rooms [module found in the files but not in the game], which I named a missing area of Korriban, were originally for...? They appear in the earliest of the trailers on youtube, IIRC...it's been removed, but it looked like a very early, pre-release trailer. [We have not known specifically if this area was for a specific planet or was used for trailers
Darth InSidious

Meh. As I've said elsewhere, there wasn't really a lot going on in the Czerka headquarters on Korriban. You met the president there, and I believe there was a quest involving smuggling Sith artifacts from the dig site to Czerka (or revealing Czerka's plan to the Sith)... but otherwise there wasn't much going on, period. There was far more going on with Czerka on Tatooine.

Tatoooine

Tatooine Temple
Can you help us with any information of what was going on in the Tatooine temple, it purpose and intent including the Sarlacc/Starmap/Creatures in the cave
Darth InSidious

No idea. I don't remember a "temple" in Tatooine at all... unless this was the dungeon? There was a ruined rakata installation underground that you could go to -- was that in the final game or not? I forget, now. It was something like a dungeon that you explored. It was part of a krayt dragon graveyard, with bones everywhere and some krayt dragons you fought... and this led into the installation part itself. You found a sarlacc in there, and it was revealed (though I forget how) that the rakata engineered the sarlacc as a prison. But maybe I'm talking about stuff that was indeed in the final game, now.

Tatooine Swoop track in unused files
Can you tell us why there's a second Tatooine swoop track, that would all be pretty interesting to know.
Darth InSidious

There was a point where every planet had its own swoop track, and you could "race the circuit" and become a Swoop Champion after winning the track on every planet. Perhaps that was what the second track had to do with, I'm not sure.

21. Do you recall details about a quest that would have allowed the player to become a sort of Messiah of the Sandpeople and lead them against their Czerka corporation oppressors?
Dan Loto

About the Sand People Rebellion:
If you side with the Sand People would you launch an attack on Anchorhead or just some mining camp/sand crawler?
Dan Loto

The above two questions are related. There was a point at which you could talk to the Sandpeople through HK-47 and they treated you like some prophecized savior. If you decided to help them, there were two quests you could do -- one was attacking a Czerka sandcrawler, the other (and final) was attacking the Czerka outpost. Do that and the sandpeople were victorious. The other side was helping Czerka wipe out the sandpeople, which I recall being a bit more involved as well. There was a third angle which involved the Jawa being enslaved by the Sandpeople-- if you saved the sandpeople you could get them to free the Jawa for good, or you could just kill the Sandpeople and free the Jawa that way. Either way the Jawa rewarded you.

Taris

Do you recall anything about the deleted Black Vulkar base level, the level remained in the files but was unused but we do not know what the plot was for that area?
Seamhainn

20. A trash compactor puzzle in the Taris Sewers? Can you tell us about this?
Dan Loto

22. A Gammorean stronghold in the Undercity of Taris, what was it's purpose in the storyline and do you recall any details?
Seamhainn, Dan Loto

I've no idea about any of the Taris stuff. You'd need to ask Drew Karpyshyn for that, if anyone.

Dantooine

53. The player could go back to Dantooine after escaping the Leviathan. Do you recall any details about this?
Dan Loto

Was that not in the final game? I remember it being possible at one point to return to Dantooine after the Leviathan if it had not yet been attacked. You met Yuthura Ban there if you turned her to the Light Side on Korriban, and you could run into Juhani's former lover as well (and she would attack you if you killed Juhani). I was not aware this was cut, unless I'm thinking of something else.

Do you recall details about the original Dantooine landing pad?
Dan Loto

Nope.

Was Belaya intended to take the place of Juhani if you killed her in the grove.
Darth Balor

Do you mean in the party? No. There were no other intended party members anywhere.

47. A sound file exists that involves a droid that was supposed to allow you transit between the Taris City levels. It appears actually there was a droid for every planet. It was able to warp you to the areas you have visited on each planet. Was this intended for use in the final game and do you recall why it was removed?
Loony636 and Darth Balor

It was a convenience thing that we decided was just too convenient. I believe the function to just jump back to the Ebon Hawk by pressing a button replaced it. And good thing.

Items

A) Why/how were the Jedi Robes set up with their own unique pattern?
B) How did the medal appear on the PC's Jedi robes in the LS Ending; And, it is possible to attach the medal to the Jedi robes for normal gameplay?
[Ferc Cast]

No idea. Sounds like art issues.

Can you tell us anything about the design of the saber hilts used in the game? Were there crystals that were not used in the game?
[Danyael27]

I think there was a whole system where you could find crystals of different types/colors and these could be put into the light saber hilts to modify the light sabers -- increase their power, change their color, etc. I think this was cut.

Was there ever thought of making alien selectable PCs?
Like Twi'leks and the like?
[Danyael27]

As player races, you mean? No, that was a very early decision to only have human PC's.

General

Do you know about KotorFiles? http://knightsoftheoldrepublic.filefront.com/
[Danyael27]

Not until now. Looks neat.

Dave


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Old 02-13-2008, 12:28 PM   #33
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This is great information! I need time to take this all in. It's strange that he didn't know a lot of it was cut...


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Old 02-13-2008, 12:34 PM   #34
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Well...Despite him not knowing about the Jedi Robes, I have good news on my question. I found a texture labeled "Stunt_Medal.tpc" when going through the TexturePacks folder yesterday. (I can only imagine that it's the medal that we saw in the lightside ending; I'll extract and take a look just to be sure.) Now, all I need is to figure out how to attach it to the robes. I'll have the medal on the Jedi Robes soon enough, or so it seems.

EDIT: I have confirmed that it is the medal.


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Old 02-13-2008, 12:39 PM   #35
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Dan yes it is great, i am guessing with the work load they have there at Biowar and the intensity of their work and focus, the years have sped by and the details of what was left in and cut out have faded. We are so fortunate he is willing to talk to us, I have tried to contact some others of the staff but so far David is the first to dialogue with us and it is such a nice thing. As a thank you I offered to treat him and Mrs David to lunch or dinner at a place of their choice up there, hope he takes up the offer as he is giving us quite a gift with all of this.


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Old 02-13-2008, 01:05 PM   #36
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Have you considering maybe asking if David would be interested in becoming a member here?

I'm sure it would make it easier to get questions answered and would cut your workload considerably Cris.

Oh and i'm sure everyone will agree when I say we really appreciate all the work you are doing and all the trouble you're going to in order to improve our knowledge of the game...

Thanks Cris!


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Old 02-13-2008, 01:14 PM   #37
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Thanks Darth. It is a pleasure to be of service. Re David, gauging by the time it takes him to get back to us, I am guessing he is pretty busy, and my original idea of being the "mailman" was to help ease the process for him as much as possible so as to help us get the best info we can without burning him out. I am happy to step aside anytime but at least initially I am also happy to help smooth the way. I will wait for you all to absorb what he has sent and begin a second list of Questions for next week.


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Old 02-13-2008, 01:42 PM   #38
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Did we forget to ask if there were any Czerka operations on Sleheyron?


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Old 02-13-2008, 02:22 PM   #39
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That was not on the list but it would make sense that there were, unless the Hutt Lords kept them off. I can certainly ask David on the list next week.


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Old 02-13-2008, 02:35 PM   #40
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Perhaps the exchange had a hand in there too?


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