Author Topic: Project Q Updated to v2.0  (Read 11500 times)

Legacy_Pstemarie

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Project Q Updated to v2.0
« Reply #15 on: May 27, 2014, 10:38:42 am »


               


I started some testing of the mines myself and found that tile tdm01_d01_02 was missing a texture and pillar 1x2 when I tried to place it gave me a


squirt: DOMAIN error.




 


FIXED


 




I was exploring the new models. I got an sqrt domain error when I scrolled down to the gimli Lotr greataxe model.


I have areas built with zwerk's biomines in my module. When I tried to open them, they loaded, I could see it, but I encountered another sqrt domain error that I couldnt bypass.


I tried opening the q base module and building a new area with mines and caverns, and I was getting sqrt errors again.


Wish I could say which tile it was. Its probably cavern floor tile, since it wasn't long before I hit the error.




 


I've fixed the ones I found. If more come along, I'll squash those errors too.


               
               

               
            

Legacy_Pstemarie

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« Reply #16 on: May 27, 2014, 12:04:21 pm »


               


Female head 114, 110, 41, 124, do not touch the neck of the human female model. 165 looks a little too big compared to the other female heads.




 


It was actually female human heads 042, 111, 124, and 165 (we don't have heads 041, 110, and 114). Anyway the heads no align properly with the neck and have been rescaled to be slightly smaller than before. Head 165 could probably use more scaling.


               
               

               
            

Legacy_SHOVA

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« Reply #17 on: May 27, 2014, 03:32:28 pm »


               

No idea why the heads are listed as such in my toolset- however they are those numbers that I listed. I also can't see any of the CEP content- it isn't showing up. Is there something that I missed?


               
               

               
            

Legacy_Carcerian

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« Reply #18 on: May 27, 2014, 03:32:44 pm »


               

Love new content '<img'>


 


One thing i noticed is the Monk, Rogue and Warrior Curst dont seem to have combat animations, they just tend to slouch forward in battle...



               
               

               
            

Legacy_boodah83

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« Reply #19 on: May 27, 2014, 07:18:34 pm »


               


 


I've fixed the ones I found. If more come along, I'll squash those errors too.




 


I also get it for tdm01_o04_01.


 


Really happy about the Daggerford stuff!


               
               

               
            

Legacy_Pstemarie

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« Reply #20 on: May 27, 2014, 07:54:48 pm »


               


No idea why the heads are listed as such in my toolset- however they are those numbers that I listed. I also can't see any of the CEP content- it isn't showing up. Is there something that I missed?




 


Do you have the Q haks installed by themselves or are other haks associated with the module?


               
               

               
            

Legacy_SHOVA

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« Reply #21 on: May 27, 2014, 08:26:59 pm »


               

just the Q starter horses mod. no other haks, no overrides



               
               

               
            

Legacy_Pstemarie

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« Reply #22 on: May 27, 2014, 08:43:17 pm »


               


Love new content '<img'>


 


One thing i noticed is the Monk, Rogue and Warrior Curst dont seem to have combat animations, they just tend to slouch forward in battle...




 


Fixed - I had uploaded the wrong versions. The correct versions use ACP animations: Warrior uses "warrior", Monk uses "sunfist", and Rogue uses "fencing."


 


@Boodah - fixed that tile.


               
               

               
            

Legacy_Pstemarie

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« Reply #23 on: May 27, 2014, 09:01:03 pm »


               


just the Q starter horses mod. no other haks, no overrides




 


Carcerian and Shova I just sent you a link via PM for a version of the updater that forcibly installs Q content. It appears, in your cases, that the v19 .BAT file sometimes doesn't know when to update a hak or install content.


               
               

               
            

Legacy_Carcerian

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« Reply #24 on: May 27, 2014, 09:11:33 pm »


               

TY!


 


Another omission: new ooze creatures creatures are missing the texture c_puddinside_a01



               
               

               
            

Legacy_Pstemarie

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« Reply #25 on: May 27, 2014, 09:30:12 pm »


               


TY!


 


Another omission: new ooze creatures creatures are missing the texture c_puddinside_a01




 


Uploaded


               
               

               
            

Legacy_NWN_baba yaga

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« Reply #26 on: May 27, 2014, 11:15:58 pm »


               

Congratulations for the release Pstemarie '<img'>


               
               

               
            

Legacy_Carcerian

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« Reply #27 on: May 27, 2014, 11:46:00 pm »


               


Uploaded




 


Hmm, it seems this texture is mapped to the "node trimesh nucleus1-3", that isn't animated, and sticks out of the edges of slimes.


 


(a quick fix: just delete the offending nodes, since u can't see inside the opaque oozes anyway...)


 


Affected ooze mdls are Black, White, Brown and Dun.



               
               

               
            

Legacy_Pstemarie

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« Reply #28 on: May 28, 2014, 01:32:46 am »


               


Hmm, it seems this texture is mapped to the "node trimesh nucleus1-3", that isn't animated, and sticks out of the edges of slimes.


 


(a quick fix: just delete the offending nodes, since u can't see inside the opaque oozes anyway...)


 


Affected ooze mdls are Black, White, Brown and Dun.




 


Even quicker fix was to fix the animation and give the model series a proper animation super  '<img'> Consider this particular bug squashed. I also restored the missing nuclei to the grey ooze model c_ooze_b01.  At some point I might give the models a low level transparency on the skin so that the nuclei are visible.



               
               

               
            

Legacy_Carcerian

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« Reply #29 on: May 28, 2014, 01:37:39 am »


               

Fine then, do it the right way... '<img'>


 


xd5gzd.png


 


Def love new oozes, so much I just recolored a new set of slimes this afternoon...  'B)'


 


(Gemstone and Liquid itinerations up next...)