Author Topic: Project Q v2.0 Alpha - Test  (Read 2396 times)

Legacy_MannyJabrielle

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« Reply #75 on: May 21, 2014, 12:22:04 am »


               

I got the invis stalker mdl handy, as well as the yaunti and mariliths.



               
               

               
            

Legacy_Pstemarie

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« Reply #76 on: May 21, 2014, 12:25:38 am »


               

I got all the LoW haks - just had to find the models. As much as I hate the BioWare Stalker and Shadows, those models LoW made are pretty specialized. That is to say that they look nothing like the "official" versions and would probably send some folks over the edge if they were included as part of Q. 


 


I have a shadow demon myself somewhere I was working on. I'll have to try and find it and see how that one scopes to Q standards.



               
               

               
            

Legacy_cervantes35

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« Reply #77 on: May 21, 2014, 12:33:49 am »


               

We have to be careful when using LoW's stuff as i find in alot of his models as they are a little bloated and need to be made a little more streamlined. The Marilith and the Yuan Ti are nice looking but are also tied Baba Yaga's Medusae animations.


 


I still want to post up the minotaurs I have reworked removing the bloat as each is between 50k and 70k smaller I have made small changes in the textures and textured the tails to the appropriate color of the minotaur instead of all being an off gray.


 


I will make an attempt to get the new version pirate skeletons up tonight as well.



               
               

               
            

Legacy_boodah83

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« Reply #78 on: May 21, 2014, 12:41:47 am »


               


 


TNO Wildwoods Gaps - Caused by different vert alignments between TNO and Wildwoods. If you give me the Wild Woods tile numbers I'll fix them up.




 


ttw01_b08_01

ttw01_d09_01

ttw01_g14_01

ttw01_g15_01

ttw01_g16_01

ttw01_g18_01

ttw01_g19_01

ttw01_g26_01


 


This is what I found, maybe to be safe, you could check g17_01 as well as g20 to g25 too.


 


ttw01_g26_01 is the tile on the last pic in my above post and only in Wildwoods stand alone.


 


 


About the Shadow creatures and stuff, if not as replacement, maybe as additional creatures?


               
               

               
            

Legacy_Pstemarie

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« Reply #79 on: May 21, 2014, 12:51:56 am »


               


ttw01_b08_01

ttw01_d09_01

ttw01_g14_01

ttw01_g15_01

ttw01_g16_01

ttw01_g18_01

ttw01_g19_01

ttw01_g26_01


 


This is what I found, maybe to be safe, you could check g17_01 as well as g20 to g25 too.


 


ttw01_g26_01 is the tile on the last pic in my above post and only in Wildwoods stand alone.


 


 


About the Shadow creatures and stuff, if not as replacement, maybe as additional creatures?




 


Thanks for the numbers. Yes, I could do additional on those.


               
               

               
            

Legacy_Pstemarie

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« Reply #80 on: May 21, 2014, 12:52:17 am »


               


We have to be careful when using LoW's stuff as i find in alot of his models as they are a little bloated and need to be made a little more streamlined. The Marilith and the Yuan Ti are nice looking but are also tied Baba Yaga's Medusae animations.


 


I still want to post up the minotaurs I have reworked removing the bloat as each is between 50k and 70k smaller I have made small changes in the textures and textured the tails to the appropriate color of the minotaur instead of all being an off gray.


 


I will make an attempt to get the new version pirate skeletons up tonight as well.




 


I'll drop them in once they are posted.


               
               

               
            

Legacy_YeoldeFog

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« Reply #81 on: May 21, 2014, 09:10:51 am »


               

When I try to compile the trap scripts, it gives me an error:



q_inc_traps.nss(285): Error: NSC1020: Undeclared identifier "ReflexSave"
q_inc_traps.nss(355): Error: NSC1020: Undeclared identifier "RemoveEffect"
Compilation aborted with errors.

               
               

               
            

Legacy_Mecheon

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« Reply #82 on: May 21, 2014, 09:20:48 am »


               

I won't be able to through my PC at this because I managed to ruin my monthly download limit. Oops.


 


But in terms of LoW's stuff... Cockroach? I do like his cockroach



               
               

               
            

Legacy_Pstemarie

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« Reply #83 on: May 21, 2014, 11:08:57 am »


               


 


When I try to compile the trap scripts, it gives me an error:



q_inc_traps.nss(285): Error: NSC1020: Undeclared identifier "ReflexSave"
q_inc_traps.nss(355): Error: NSC1020: Undeclared identifier "RemoveEffect"
Compilation aborted with errors.



 


What compiler is that output from? Whatever it is you've used, its bugged - ReflexSave and RemoveEffect are core functions internal to the engine. Furthermore, the scriptbase for the demo compiles perfectly fine using the compiler built into the toolset.



               
               

               
            

Legacy_YeoldeFog

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« Reply #84 on: May 21, 2014, 11:41:38 am »


               

It's NWNTX: http://www.neverwint....info/nwntx.htm


I tried it with the default compiler, and it gives me this error


 


q_inc_traps.nss(285): ERROR: NO RIGHT BRACKET ON EXPRESSION


 


Now, I need to mention that I have exported the traps and the scripts to my own module.


 


NWNTX gives an error on both my module and your module


Default Toolset Compiler only gives an error to my module, but your module compile fine, so something fishy is going on...



               
               

               
            

Legacy_Pstemarie

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« Reply #85 on: May 21, 2014, 01:01:25 pm »


               


It's NWNTX: http://www.neverwint....info/nwntx.htm


I tried it with the default compiler, and it gives me this error


 


q_inc_traps.nss(285): ERROR: NO RIGHT BRACKET ON EXPRESSION


 


Now, I need to mention that I have exported the traps and the scripts to my own module.


 


NWNTX gives an error on both my module and your module


Default Toolset Compiler only gives an error to my module, but your module compile fine, so something fishy is going on...




 


Try adding void(main){} at the end of the "q_inc_traps" include and then compile just the include. If it compiles, your issue is elsewhere. Don't forget to remove the void main() once you are done testing and resave the include.


               
               

               
            

Legacy_Pstemarie

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« Reply #86 on: May 21, 2014, 02:23:26 pm »


               

Did some work on the new Sigil tiles this morning... they all cast proper shadows now. Thank you once again OMB and CM3.


 


sigil_zpsc54a7856.jpg



               
               

               
            

Legacy_boodah83

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« Reply #87 on: May 21, 2014, 03:43:52 pm »


               

Couple more things I noticed:


 


- The Fire Giant Smith seems to have no animations.


 


- tailmodel.2da:


   - Still using "old" models: chromatic dragons, goblin chief and shaman (both a and b )


   - Crag Cat uses new dire tiger model, "dire cat" uses old dire tiger model


   - Models not showing up: giant wasp, codi manticore, glabrezu, ultroloth, spectral warrior 1 - 3, bugbear_boss, Fable Jack 4


 


   - not a Q issue and not really a big problem, but all metallic dragons appear a little transparent when scaled


 


- OCD-style nitpicking:


   - in appearance.2da it should be Devil: Osyluth B and Devil: Osyluth C instead of Devil, Osyluth B and Devil, Osyluth C


 


- Already reported, but just in case it got lost among other stuff:


   - Kimono chest 080 (yeah, that again)


   - missing corner texture for ttw castle tiles


 


Looking also forward for the mysteries of the World Map tileset to be finally revealed (are the black tiles intentional?)!


 


 


Furthermore - and I hope I'm not pushing my luck here - I noticed the only thing from your haks that didn't make it into Q 2.0 yet is your roofed version of the Dwarven Halls tileset. Any chance of putting it in as well?


 


Thinking about this tileset also made me think about the issue of retexturing tilesets. Since there already is so much awesome stuff in this update, it might only be something for the future, but what about introducing q_!retexture (TM)?


 


This optional hak could maybe contain your reskins of the crypts and dwarven halls (if included) tilesets, CTP dungeon reskin, six's desert reskin, a TNO/PQ style reskin of the city tileset (six, cervantes and you all already made really great versions of that), etc.


 


Just thinking out loud here and hope I'm not coming across too unthankful or something with this tl; dr post.



               
               

               
            

Legacy_Pstemarie

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« Reply #88 on: May 21, 2014, 11:44:16 pm »


               


 


Looking also forward for the mysteries of the World Map tileset to be finally revealed (are the black tiles intentional?)!


 


 


Furthermore - and I hope I'm not pushing my luck here - I noticed the only thing from your haks that didn't make it into Q 2.0 yet is your roofed version of the Dwarven Halls tileset. Any chance of putting it in as well?


 


Thinking about this tileset also made me think about the issue of retexturing tilesets. Since there already is so much awesome stuff in this update, it might only be something for the future, but what about introducing q_!retexture (TM)?


 


This optional hak could maybe contain your reskins of the crypts and dwarven halls (if included) tilesets, CTP dungeon reskin, six's desert reskin, a TNO/PQ style reskin of the city tileset (six, cervantes and you all already made really great versions of that), etc.


 


Just thinking out loud here and hope I'm not coming across too unthankful or something with this tl; dr post.




 


1. Yes, the black tiles are intentional. The edge tiles for that set are all black because its designed to be used with the "black" skybox. The block non-edge tiles are used as spacers to hide parts of the world map that won't come into play.


 


2. Optional HAK - you hacked my computer didn't you? Yes, I'm leaning that way for certain. I think its a worthwhile thing to include, but will be limited to texture packs and not include tile geometry.


               
               

               
            

Legacy_Pstemarie

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« Reply #89 on: May 22, 2014, 12:27:46 am »


               

@ Boodah


 


Monster related issues are fixed. The 2da was typo-related. The fire giant was a compile issue. Compiled = no anims. Uncompiled = animated. ODD.


 


Forgot to update parts_chest.2da.