Author Topic: Project Q v2.0 Alpha - Test  (Read 2393 times)

Legacy_boodah83

  • Full Member
  • ***
  • Posts: 247
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #90 on: May 22, 2014, 12:28:15 am »


               


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.




 


':whistle:'



Awesome! And I agree, altering or additional tile stuff - if any - fits better into q_tilesets (or q_!tilesets), like the desert dunes and oasis.


               
               

               
            

Legacy_cervantes35

  • Sr. Member
  • ****
  • Posts: 426
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #91 on: May 22, 2014, 02:06:06 am »


               


':whistle:'


Awesome! And I agree, altering or additional tile stuff - if any - fits better into q_tilesets (or q_!tilesets), like the desert dunes and oasis.




Boodah my god I have never seen so many requests and insinuations of content to add, put the funny cigarette down and back away from computer and stop searching your hard drive. ':lol:'  ':lol:' ':lol:'  ':lol:'  


 


Your going to burn out poor Paul and if he puts all that in this update what pray tell will be left for later on down the road or are you insinuating we would have bump up the production of totally new conent SHEESH will it never stop. '<img'>



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #92 on: May 22, 2014, 03:35:55 am »


               


Boodah my god I have never seen so many requests and insinuations of content to add, put the funny cigarette down and back away from computer and stop searching your hard drive. ':lol:'  ':lol:' ':lol:'  ':lol:'  


 


Your going to burn out poor Paul and if he puts all that in this update what pray tell will be left for later on down the road or are you insinuating we would have bump up the production of totally new conent SHEESH will it never stop. '<img'>




 


lololol - actually the content he's requesting is, for the most part, already done. 


 


I have no life.... ':unsure:'


               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #93 on: May 22, 2014, 06:02:23 am »


               


I have no life.... ':unsure:'




I know the feeling.


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #94 on: May 22, 2014, 11:22:54 am »


               


':whistle:'


Awesome! And I agree, altering or additional tile stuff - if any - fits better into q_tilesets (or q_!tilesets), like the desert dunes and oasis.




 


q_!tilereskins.hak will be  a new optional hak available through Project Q. It currently includes the Granite Dwarf Halls, Granite Crypts, CTP Dusty Dungeon, and _Six's Desert reskin in one convenient package. 


 


For Builders that do not wish to use all four reskins, I have included the individual source files as 7z archives. You'll find them in the /source folder of your Neverwinter Nights installation once Q v2.0 is live.


 


This also brings me to another possible optional reskin to include...Winter TNO.



               
               

               
            

Legacy_YeoldeFog

  • Sr. Member
  • ****
  • Posts: 415
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #95 on: May 22, 2014, 11:27:39 am »


               

Hello!


 


Combat animations for Skeleton 1 seems to be broken!


 


This also brings me to another possible optional reskin to include...Winter TNO.

 


*gasps*



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #96 on: May 22, 2014, 11:41:23 am »


               


Hello!


 


Combat animations for Skeleton 1 seems to be broken!




 


The basic skeleton, right - Mr. Bare Bones? He seems to be working fine for me. Can you be more specific?


 


EDIT - NM. I attached the "hand" dummy node to the wrong bone. He's all fixed now.



               
               

               
            

Legacy_YeoldeFog

  • Sr. Member
  • ****
  • Posts: 415
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #97 on: May 22, 2014, 12:50:01 pm »


               

Ah, you mean something like this [warning for creepy content]: http://prettyawfulth...4e-620x417.jpeg '<img'>


 



               
               

               
            

Legacy_boodah83

  • Full Member
  • ***
  • Posts: 247
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #98 on: May 22, 2014, 04:26:50 pm »


               


Boodah my god I have never seen so many requests and insinuations of content to add, put the funny cigarette down and back away from computer and stop searching your hard drive. ':lol:'  ':lol:' ':lol:'  ':lol:'




 


'<img'>  For a moment there, I thought now you hacked my webcam... '<img'>


 




This also brings me to another possible optional reskin to include...Winter TNO.




 


Wow, that would have been my next insane suggestion... just awesome!


               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #99 on: May 23, 2014, 06:27:34 am »


               

what the hell is that?! Between this anatomical abomination and the soul-eating worms in that other thread, you people will scar me for life!



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #100 on: May 23, 2014, 11:25:14 am »


               

Nice four-day weekend = lots of time to work on Q v2 = likely release to updater within a few days 



               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #101 on: May 23, 2014, 11:51:45 pm »


               

Gotta say I like organization of the creature appearances in the alpha_v2.  So much easier to find the appearance one wants.



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #102 on: May 24, 2014, 12:50:37 am »


               


Gotta say I like organization of the creature appearances in the alpha_v2.  So much easier to find the appearance one wants.




 


Thanks, Manny. I've always hated the appearance.2da indexing. I'm going to reorganize placeables.2da as well. If only tailmodel.2da alphabetized itself...


               
               

               
            

Legacy_Tarot Redhand

  • Hero Member
  • *****
  • Posts: 4165
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #103 on: May 24, 2014, 01:51:38 am »


               

My only thought is won't this cause compaitibility issues, both with previous versions of Q and other haks?


 


TR



               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Project Q v2.0 Alpha - Test
« Reply #104 on: May 24, 2014, 02:28:49 am »


               


 If only tailmodel.2da alphabetized itself...




 


My wish as well.


 




My only thought is won't this cause compaitibility issues, both with previous versions of Q and other haks?


 


TR




 


It shouldn't.  Appearance names in the toolset do not affect creatures (or placeables), since the models and 2da line numbers remain the same.