Author Topic: RE: Project Q v1.8 Development  (Read 434 times)

Legacy_Pstemarie

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RE: Project Q v1.8 Development
« on: January 19, 2014, 06:29:00 pm »


               Figured I'd post some notes on what I've been working on for Q v1.8. The most significant change is the addition of some more animations to the a_ba tree. I've added Failed.Bard's "Climb Wall" and "Jump Down" animations from the CCC and also added the C.R.A.P.'s "Climb Rope" and "Climb from Pit" animations. As of this writing ALL custom slots are now occupied.

Note: The "Climb from Pit" animation overwrites a legacy mounted animation leftover from patch 1.69 development. It is safe to overwrite this animation as all mounted animations are handled in a separate phenotype.

*q_!armoury*

UPDATES
- baseitem.2da (bugfix - fixed modeltype on bullet, resolves issue with erroneous model parts appearing on templates)


*q_2da*

UPDATES
- tailmodel.2da (several model references corrected)


*q_creatures*

UPDATES
- p_object01.tga (changed to 24-bit uncompressed format)
- p_object02.tga (changed to 24-bit uncompressed format)


*q_items*

UPDATES
- removed iwplhb_m_010.tga (bugfix - restores halberd middle model parts to correct values)
- removed iwswss_m_010.tga (bugfix - restores short sword middle model parts to correct values)


*q_race*

UPDATES
- a_ba.mdl (removed animation keys from all dummy nodes, added Failed.Bard's "climb walls" (Custom1) and "jump down" (Custom2) animations from the November 2012 CCC) 
- a_ba_casts.mdl (removed animation keys from all dummy nodes)- a_ba_custom.mdl (removed animation keys from all dummy nodes)- a_ba_med_weap.mdl (removed animation keys from all dummy nodes)
- a_ba_non_combat.mdl (removed animation keys from all dummy nodes, added C.R.A.P. "climb rope" (Custom15) and "Climb from Pit (Custom6 animations)
- a_ba_pack.mdl (removed animation keys from all dummy nodes)
- a_ba_tav.mdl (removed animation keys from all dummy nodes)
- a_ba_wait.mdl (removed animation keys from all dummy nodes)
- a_ba2.mdl (removed animation keys from all dummy nodes)


*q_tilesets"

UPDATES
- qno11_v52_02.mdl (walkmesh fix)
- qno11_v52_02.wok
- tno11_jj1_01.mdl (walkmesh fix)
- tno11_jj1_01.wok
- tno11_jj1_02.mdl (walkmesh fix)
- tno11_jj1_02.wok
- tno11_jj1_03.mdl (walkmesh fix)
- tno11_jj1_03.wok
- tno11_jj1_04.mdl (walkmesh fix)
- tno11_jj1_04.wok
               
               

               


                     Modifié par Pstemarie, 20 janvier 2014 - 04:26 .
                     
                  


            

Legacy_Pstemarie

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RE: Project Q v1.8 Development
« Reply #1 on: January 29, 2014, 03:33:23 am »


               I have fixed several bugs with the female gnome robes. Robes186 and 187 no longer throw a toolset error when used with the normal phenotype. Robes 150-167 now render correctly for the large phenotype. Robes 160-165 now render correctly for the large mounted phenotype.

q_race Updates

- pfg0_robe186.mdl
- pfg0_robe187.mdl
- pfg2_robe150.mdl
- pfg2_robe151.mdl
- pfg2_robe152.mdl
- pfg2_robe153.mdl
- pfg2_robe154.mdl
- pfg2_robe155.mdl
- pfg2_robe156.mdl
- pfg2_robe157.mdl
- pfg2_robe158.mdl
- pfg2_robe159.mdl
- pfg2_robe160.mdl
- pfg2_robe161.mdl
- pfg2_robe162.mdl
- pfg2_robe163.mdl
- pfg2_robe164.mdl
- pfg2_robe165.mdl
- pfg2_robe166.mdl
- pfg2_robe167.mdl
- pfg5_robe160.mdl
- pfg5_robe161.mdl
- pfg5_robe162.mdl
- pfg5_robe163.mdl
- pfg5_robe164.mdl
- pfg5_robe165.mdl
- pfg20_robe186.mdl
- pfg20_robe187.mdl
               
               

               


                     Modifié par Pstemarie, 29 janvier 2014 - 03:48 .
                     
                  


            

Legacy_Pstemarie

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RE: Project Q v1.8 Development
« Reply #2 on: January 31, 2014, 08:53:37 pm »


               Added Spectral Horses to Q_Creatures.hak - spectral version of the skeleton horses corresponding to the spectral warriors introduced in Q v1.5. Also added a female fire giant - slightly revised from the version previewed in another thread.
               
               

               


                     Modifié par Pstemarie, 31 janvier 2014 - 08:54 .
                     
                  


            

Legacy_Pstemarie

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RE: Project Q v1.8 Development
« Reply #3 on: February 24, 2014, 11:02:20 am »


               Added a fourth color channel (adamantite - black) to darts and shuriken in q_items.hak.

*q_items*

ADDITIONS
- iwthdt_014.tga
- iwthdt_024.tga
- iwthdt_034.tga
- iwthdt_044.tga
- iwthsh_014.tga
- iwthsh_024.tga
- iwthsh_034.tga
- iwthsh_044.tga
- wthdt_014.mdl
- wthdt_024.mdl
- wthdt_034.mdl
- wthdt_044.mdl
- wthsh_014.mdl
- wthsh_024.mdl
- wthsh_034.mdl
- wthsh_044.mdl
               
               

               
            

Legacy_YeoldeFog

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RE: Project Q v1.8 Development
« Reply #4 on: April 07, 2014, 01:03:29 pm »


               

Hey Pstemarie!


 


I have some issues with the shortsword models in Project Q. Can't  select any other middle part but wswss_m_011. I know there are more middle parts of the shortsword, but I can't select them. I use a clean PQ1.7


 


Anyone familiar with this?



               
               

               
            

Legacy_Pstemarie

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RE: Project Q v1.8 Development
« Reply #5 on: April 07, 2014, 01:26:29 pm »


               


Hey Pstemarie!


 


I have some issues with the shortsword models in Project Q. Can't  select any other middle part but wswss_m_011. I know there are more middle parts of the shortsword, but I can't select them. I use a clean PQ1.7


 


Anyone familiar with this?




 


Yeah its been addressed in v1.8. When I ported over Project Reforged, some files got in there that messed things up. You need to do this to q_items.hak


 


UPDATES

- removed iwplhb_m_010.tga (bugfix - restores halberd middle model parts to correct values)

- removed iwswss_m_010.tga (bugfix - restores short sword middle model parts to correct values)

               
               

               
            

Legacy_YeoldeFog

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RE: Project Q v1.8 Development
« Reply #6 on: April 07, 2014, 01:35:41 pm »


               

Thank you for a quick response!


 


How is the tga files messing things up? I have some greatsword models that only generates white (blank) textures, despite they have the correct textures applied and present?!



               
               

               
            

Legacy_Pstemarie

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RE: Project Q v1.8 Development
« Reply #7 on: April 07, 2014, 01:39:41 pm »


               

It's a conflict between the number of the icon and the index that is specified in baseitems.2da. Model parts for weapons are indexed from 011 and up (e.g. 021+, 031+, 041+, etc.). Adding an icon numbered 010 (or 020, 030, 040, etc.) seems to break the index, limiting it to just one part for that field.



               
               

               
            

Legacy_The Amethyst Dragon

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RE: Project Q v1.8 Development
« Reply #8 on: April 07, 2014, 07:33:40 pm »


               

My bad.  Sorry.  Must have left those files in the public download when I pulled the files out of my PW hak.


 


I'll put those files on my list to fix on the Vault(s).  Thanks for the info.


 


If anyone finds any more of those _010 (20, 30, etc.) files, send me a PM so I can get them removed.  Thanks.



               
               

               
            

Legacy_Wall3T

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RE: Project Q v1.8 Development
« Reply #9 on: April 07, 2014, 08:25:36 pm »


               

hey Pstemarie;


 


i saw or read that there was just one person still working on Project Q. i was just curious what had happend with the rest of the crew? Last i recall you were all working on something big, then it sorta disapeared about a year ago. If it is anything personal, i really dont want to know! i was looking for some closure on what happend, with the last biggest community project team



               
               

               
            

Legacy__six

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RE: Project Q v1.8 Development
« Reply #10 on: April 07, 2014, 08:31:13 pm »


               

There wasn't really a big bang that ended it (though it came close several times early on). In the end people just drifted away for one reason or another until eventually only Pstemarie was really working on anything. For my part, I had a degree to finish - and now I make games for a living, so that was totally worth it '<img'> Doesn't leave me with much spare time though, unfortunately.



               
               

               
            

Legacy_Pstemarie

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RE: Project Q v1.8 Development
« Reply #11 on: April 07, 2014, 11:55:10 pm »


               


hey Pstemarie;


 


i saw or read that there was just one person still working on Project Q. i was just curious what had happend with the rest of the crew? Last i recall you were all working on something big, then it sorta disapeared about a year ago. If it is anything personal, i really dont want to know! i was looking for some closure on what happend, with the last biggest community project team




 


I had to scale back quite a bit - working on my degree and all that. Least I might be finished finally this Summer - WOOT!!!