Author Topic: Project Q v2.0 Alpha - Test  (Read 2386 times)

Legacy_Pstemarie

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« Reply #15 on: May 14, 2014, 12:50:10 am »


               


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




 


I must have overwrote them by mistake - easy fix. The missing hand axe piece wasn't supposed to be there - that's a version only for aenea (got in the haks by mistake).



               
               

               
            

Legacy_Carcerian

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« Reply #16 on: May 14, 2014, 03:20:40 am »


               


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




 


It wont open because the Q updater removed it? >.<


 


(The file is just plain gone, i did not delete it, it was there before update, gone after...)


 


Dl'd old copy of 1.5 robe hak, updater just ignores it now, does not update or delete, but leaves it @ v1.5...



               
               

               
            

Legacy_boodah83

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« Reply #17 on: May 14, 2014, 06:28:28 am »


               

@ Carcerian - Are you running Win 7? You can read about this issue here and download a new updater here. It fixed the problem for me.


 


@ Pstemarie - Few more things to report:


 


- The chromatic dragons are not set to Six's new models in the appearance 2da


- Already reported on the new vault before: A few textures (bog to cliffside tiles) are missing from the new swamp tileset


 


- One little request: Could you add the old PQ Common Skeleton as well?



               
               

               
            

Legacy_Carcerian

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« Reply #18 on: May 14, 2014, 07:49:29 am »


               

Got new updater, still no change to 1.5 robes when try to update... (yes on win7)



               
               

               
            

Legacy_boodah83

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« Reply #19 on: May 14, 2014, 09:44:27 am »


               

Hm, go to your nwn folder, then into Q_Updater -> q -> robes and delete a file (any one should be ok), then rerun the updater. I think the updater only creates a new version of a hak when it changed something in the associated folder.



               
               

               
            

Legacy_Mecheon

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« Reply #20 on: May 14, 2014, 09:45:07 am »


               


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




 


Pstermarie, on this? Might be worth having a word with AD who I thiiiink has versions of at least the chain whips, if not the lot


 


Anywho, just waiting for things to happen then I'll give the critters a test


               
               

               
            

Legacy_Pstemarie

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« Reply #21 on: May 14, 2014, 11:55:23 am »


               


@ Carcerian - Are you running Win 7? You can read about this issue here and download a new updater here. It fixed the problem for me.


 


@ Pstemarie - Few more things to report:


 


- The chromatic dragons are not set to Six's new models in the appearance 2da


- Already reported on the new vault before: A few textures (bog to cliffside tiles) are missing from the new swamp tileset


 


- One little request: Could you add the old PQ Common Skeleton as well?




 


Added to the Work Flow List


               
               

               
            

Legacy_Pstemarie

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« Reply #22 on: May 14, 2014, 12:23:01 pm »


               


Got new updater, still no change to 1.5 robes when try to update... (yes on win7)




 


You can't get the stuff for the v2 Alpha Test through the updater. You have to use the links in the first post to get the v2 Alpha haks, tlk, and testing module. The only thing not included in the Alpha pack is the /ambient sounds folder - which is why I stated you need Q installed already.


 


Before installing the Alpha haks and tlk - BACKUP your current 1.9.x Q haks and tlk.


               
               

               
            

Legacy_Mecheon

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« Reply #23 on: May 14, 2014, 01:15:31 pm »


               

And here I am!


 


* Wolf teeth texture looks to be taking from the gums and not the teeth.


* Tentacles on the Aboleth Mage don't seem to be animating properly, vertexes almost seem to be 'sticking'?


* Fire Giant Smith is under "Fire Giant Smith" and not with the other Fire Giants, under Giant, Fire.


* Green Slime seems to have an odd vertex on the top around the middle?


* Myconid portraits don't seem to be working, same with the Peacock


* Ocre Jelly and Black and all 4 Pudding's offsets in regards to the emitter seem a bit off, not the same as the other slimes


* Red glowy skeletons seem to be overwriting all of the older ones. Once again, may be intentional



               
               

               
            

Legacy_Pstemarie

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« Reply #24 on: May 14, 2014, 01:24:23 pm »


               


And here I am!


 


* Wolf teeth texture looks to be taking from the gums and not the teeth.


* Tentacles on the Aboleth Mage don't seem to be animating properly, vertexes almost seem to be 'sticking'?


* Fire Giant Smith is under "Fire Giant Smith" and not with the other Fire Giants, under Giant, Fire.


* Green Slime seems to have an odd vertex on the top around the middle?


* Myconid portraits don't seem to be working, same with the Peacock


* Ocre Jelly and Black and all 4 Pudding's offsets in regards to the emitter seem a bit off, not the same as the other slimes


* Red glowy skeletons seem to be overwriting all of the older ones. Once again, may be intentional




 


Cued up for review.


 


Red skeletons are intentional. I can restore the originals and put the reds in as alternates if this is what people desire. 


               
               

               
            

Legacy_Pstemarie

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« Reply #25 on: May 14, 2014, 04:25:01 pm »


               

Mecheon, can you provide more info on these two issues?


 


·         Wolf teeth texture looks to be taking from the gums and not the teeth. - which wolf model? - SOLVED (Texture issue)


·         Green Slime seems to have an odd vertex on the top around the middle? - Can you post a screenshot?



               
               

               
            

Legacy_Pstemarie

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« Reply #26 on: May 14, 2014, 11:55:29 pm »


               

Progress Report


 


CREATURES


·         The chromatic dragons are not set to Six's new models in the appearance 2da in q_!fightingsfx


·         One little request: Could you add the old PQ Common Skeleton as well?


·         Wolf teeth texture looks to be taking from the gums and not the teeth.


·         Tentacles on the Aboleth Mage don't seem to be animating properly, vertexes almost seem to be 'sticking'?


·         Fire Giant Smith is under "Fire Giant Smith" and not with the other Fire Giants, under Giant, Fire.


·         Green Slime seems to have an odd vertex on the top around the middle?


·         Myconid portraits don't seem to be working, same with the Peacock


·         Ochre Jelly and all 4 Pudding's offsets in regards to the emitter seem a bit off, not the same as the other slimes


·         Red glowy skeletons seem to be overwriting all of the older ones. Once again, may be intentional - MAYBE


MIRKWOOD


·         A few textures (bog to cliffside tiles) are missing from the new swamp tileset


WILD WOODS


·         SET and ITP files missing from q_!tilesets


TNO


·         Manor to Manor Courtyard tile (ttw01_h29_02, ttw01_h29_03) is missing a door node


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


·         tiles using old grassy trees:


o   ctx_j15_01


o   tno01_a41_02


o   tno01_a45_01


o   tno01_a45_02


o   tno01_a52_01


o   tno01_a52_02


o   tno01_a52_03


o   tno01_a53_01


o   tno01_a53_02


o   tno01_a61_01


o   tno01_a61_02


o   tno01_a62_01


o   tno01_a62_02


o   tno01_a64_01


o   tno01_a65_01


o   tno01_a66_01


o   tno01_a66_02


o   tno01_b06_01


o   tno01_b07_01


o   tno01_b08_01


o   tno01_b09_01


o   tno01_b10_01


o   tno01_b11_01


o   tno01_b57_01


o   tno01_b57_02


o   tno01_b83_01


o   tno01_c06_01


o   tno01_c07_01


o   tno01_c08_01


o   tno01_c09_01


o   tno01_c10_01


o   tno01_c11_01


o   tno01_c13_01


o   tno01_c14_01


o   tno01_c15_01


o   tno01_c16_01


o   tno01_d02_11


o   tno01_d03_01 


o   tno01_d06_01


o   tno01_d20_05


o   tno01_d30_01


o   tno01_d31_01


o   tno01_d32_01


o   tno01_d33_01


o   tno01_d34_01


o   tno01_d35_01


o   tno01_d36_01


o   tno01_d37_01


o   tno11_d30_01


o   tno11_d31_01


o   tno11_d32_01


o   tno11_d33_01


o   tno11_d34_01


o   tno11_d35_01


o   tno11_d36_01


o   tno11_d37_01 


ITEMS


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


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


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


·         Missing Textures:


o   Greataxe 25 (middle and bottom)


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


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


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


o   Scimitar 24 and 25 (top)


o   Shortsword 25 (top)


o   Club 25 (middle and bottom)


o   Warhammer 25 (top and middle)


o   Mace 22, 23, 24 (top) and 25 (all)


o   Quarterstaff 23 (all, maybe meant that way?)


o   Two-Bladed Sword 24 (all)


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


o   Scythe 25 (middle)



               
               

               
            

Legacy_Carcerian

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« Reply #27 on: May 15, 2014, 11:04:24 am »


               


Added to the Work Flow List




 


Reloaded haks, sans update, seems fine now '<img'>


 


(Typicly I just love to check Q's sweet weekly updates of awesome-ness, then look at all the pretty new shiney stuff, to harvest for other projects, most recent example merging various PW haks with Project Q, CEP24, and d20 Modern, so im not "Needing" Q to work as a package per se as a user, but more just reporting potential bugs in case others in community were having similar issues.)


 


Bottom Line: Dont run Q update on the Alpha '<img'>


 


*And I should probably actually read ALL the instructions next time*  ':wub:'



               
               

               
            

Legacy_Pstemarie

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« Reply #28 on: May 15, 2014, 11:38:00 am »


               

Glad you got it all sorted Carcerian. Your input over the years has always proven valuable. At least now that you've got the updater working, it'll be easier for you to "harvest" stuff.


 


NOTE TO OTHERS ABOUT WILDWOODS:


 


The Wild Woods tileset has been elevated to the same Z height as the TNO Tileset. I did this so that the same tiles could be used with both TNO and Wild Woods, negating the need to clone them. Once this update is live, anyone that was using _Six's Wild Woods v0.7 with Project Q v1.9.4 should, in theory, just have to hit F5 while the area is open in the toolset to bring all placed objects to the new Z height.



               
               

               
            

Legacy_Carcerian

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« Reply #29 on: May 15, 2014, 12:01:25 pm »


               

Looks great so far '<img'>


 


As far as the 1.9 Q updater goes, since i first installed into its own Q_update subfolder it has worked perfectly for all Q 1.9 updates, i just didnt read all of the 2.0 alpha instructions, and tried to update the 2.0, lol  '<img'>


 


On the topic of content harvesting, and the aborted Q-CEP merger, a few days ago i just finished converting all of 1.9 Q's overriding creatures and plcs mdls to non-replacing versions, (plus merged with CCC, CEP 24, d20 modern, Fallout, Suburban and  Star Wars content), in addition to all of lord of worms, sixes thrice, and baba yaga earlier override nwvault entries, now converted into new serperate non-replacing versions.


 


(If ppl want for use with Q, CEP, or as non-overriding options, I can post converted content and 2das, assuming are no objections by creators.)