Author Topic: Project Q v2.0 Alpha - Test  (Read 2389 times)

Legacy_Pstemarie

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Project Q v2.0 Alpha - Test
« on: May 13, 2014, 03:03:35 pm »


               

NOTE: THIS ALPHA TEST REQUIRES THAT YOU HAVE PROJECT Q ALREADY INSTALLED


 


Qv2.0 Alpha Test


Qv2.0 Alpha Module v2a (replace the one in the above archive)


 


Let's try to keep this thread just about findings/opinions with the alpha...


 


Before installing be sure to backup your original Q hak and tlk files.


 


This alpha build includes all content from my personal hak collection that is not specifically denied permission to repackage. I'm particularly interested in findings/impressions concerning the implementation of wild woods as part of TNO and as a standalone, and of the mines and caverns upgrade/reskin.


 


Looking for impressions on the new weapons ported over from CEP 1.x. Do they fit or do they need to be retextured?


 


The World Map tileset is a bugger to build with right now because it has NO documentation YET - ignore it for now.


 


I'm not particularly attached to anything I've added as it can easily stay in my own hak set and not be part of Q.


 


Although a demo module is included it does NOT have templates for the new creatures. placeables, items, etc.



               
               

               
            

Legacy_Carcerian

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« Reply #1 on: May 13, 2014, 03:15:45 pm »


               

There is a copy of appearances.2da in fightingfx for some reason...  '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #2 on: May 13, 2014, 03:18:10 pm »


               


There is a copy of appearances.2da in fightingfx for some reason...   '<img'>




 


That's supposed to be there - its required as part of the sound changes Aaron did. Without it, many creatures would not use the fixes made in that package.


               
               

               
            

Legacy_Carcerian

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« Reply #3 on: May 13, 2014, 03:25:21 pm »


               

Ah, ok, so should just be ordered above creatures assumedly then '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #4 on: May 13, 2014, 03:27:24 pm »


               


Ah, ok, so should just be ordered above creatures assumedly then '<img'>




 


Use the demo mod to test things - already has the haks loaded into it and the Q ERF attached.


 


For reference a full Q HAK installation looks like this...


 


q_!vd_build.hak

q_!armoury.hak  

q_!fightingsfx.hak

q_!tilesets.hak

q_2da.hak

q_creatures.hak

q_items.hak

q_placeables.hak

q_portraits.hak

q_race.hak

q_robe.hak

q_sounds.hak

q_tilesets.hak

q_vfxgui.hak

 

TLK = projectQ.tlk

 

Just noticed I left the q_!WIP.hak development HAK attached - I'll have to delete that from the HAK list and post a new module.

 

EDIT: New module is up. Linked here and in the OP - Qv2.0 Alpha Module v2a


               
               

               
            

Legacy_Carcerian

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« Reply #5 on: May 13, 2014, 04:25:04 pm »


               

module won't open, missing q_robe.hak now...



               
               

               
            

Legacy__six

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« Reply #6 on: May 13, 2014, 07:45:07 pm »


               

The ambient sounds folder appears to be missing.



               
               

               
            

Legacy_boodah83

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« Reply #7 on: May 13, 2014, 11:07:49 pm »


               

Couple of things I noticed:


 


TNO


- Manor to Manor Courtyard tile (ttw01_h29_02) is missing a door node


- WW Cave Entrance 1x1, grass (ttw01_a04_30) is missing a door node


- tiles tno01_a41_02, tno01_a45_01, tno01_a45_02, tno01_d30_01, tno01_d31_01, tno01_d32_01, tno01_d33_01, tno01_d34_01, tno01_d35_01, tno01_d36_01, tno01_d37_01, tno11_d30_01, tno11_d31_01, tno11_d32_01, tno11_d33_01, tno11_d34_01, tno11_d35_01, tno11_d36_01, tno11_d37_01, tno01_b57_01, tno01_b06_01, tno01_b07_01, tno01_b08_01, tno01_b09_01, tno01_b10_01, tno01_b57_02, tno01_c14_01, tno01_c16_01, tno01_d02_11, tno01_d03_01 and  ctx_j15_01 (phew) are all still using the "old" Q grassy trees models


 


- The CEP whips don't work well with the Reforged one.


- Handaxe 5 (top) model is missing, probably more.


- Sickle 25 middle is missing, 0 value for color existing.


- Missing Textures:


   Greataxe 25 (middle and bottom)


   Dagger 20 (middle) and 21, 22 (all)


   Greatsword 10 (all), 19 (bottom) and 23, 24, 25 (top)


   Longsword 12 (top), 13 (top, doesn't look right anyway) and 24 (top and middle)


   Scimatar 24 and 25 (top)


   Shortsword 25 (top)


   Club 25 (middle and bottom)


   Warhammer 25 (top and middle)


   Mace 22, 23, 24 (top) and 25 (all)


   Quarterstaff 23 (all, maybe meant that way?)


   Two-Bladed Sword 24 (all)


   Magic Staff 24 (all) and 25 (middle and bottom).


   Scythe 25 (middle)


 


Quite likely I missed a texture here or grassy tree there, though...



               
               

               
            

Legacy_Pstemarie

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« Reply #8 on: May 13, 2014, 11:26:37 pm »


               


module won't open, missing q_robe.hak now...




 


Just checked the archive and q_robe is in it. Not sure why it won't open for you. 



               
               

               
            

Legacy_Pstemarie

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« Reply #9 on: May 13, 2014, 11:29:45 pm »


               


The ambient sounds folder appears to be missing.




 


I didn't include that cause this is a TEST - I'm assuming the people that are testing it already have Q installed. Thus, they only need to download the components for the test that were altered.



               
               

               
            

Legacy_boodah83

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« Reply #10 on: May 13, 2014, 11:56:00 pm »


               

The Wild Woods tileset is missing (set and itp file).



               
               

               
            

Legacy_Pstemarie

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« Reply #11 on: May 14, 2014, 12:01:58 am »


               


The Wild Woods tileset is missing (set and itp file).




 


Wild Woods in its standalone state is implemented as an optional tileset. Thus the SET and ITP files and the edge 2DA are in q_!tilesets - where all new tilesets are housed.


               
               

               
            

Legacy_boodah83

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« Reply #12 on: May 14, 2014, 12:09:08 am »


               

Yes, I know, it is missing in q_!tilesets.


 


Last thing for today: The Cave tileset seems to be missing the roofed tiles for the water terrain.



               
               

               
            

Legacy_Pstemarie

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« Reply #13 on: May 14, 2014, 12:26:43 am »


               


Yes, I know, it is missing in q_!tilesets.


 


Last thing for today: The Cave tileset seems to be missing the roofed tiles for the water terrain.




 


Wild Woods - the SET and ITP will be included in the next alpha test - I forgot I had added them after uploading to dropbox.  ':blink:'


 


Caves - Hmmm, seems those tiles never got finished. Another thing to add to the list.


               
               

               
            

Legacy_boodah83

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« Reply #14 on: May 14, 2014, 12:47:39 am »


               

The water terrain is roofed in the caves version included in your personal haks, though.