Author Topic: Project Q Updated to v2.0  (Read 11502 times)

Legacy_cervantes35

  • Sr. Member
  • ****
  • Posts: 426
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #30 on: May 28, 2014, 05:04:17 am »


               

Q Roper model is missing in action still on the custom critter pallette.



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #31 on: May 28, 2014, 10:09:03 am »


               


Q Roper model is missing in action still on the custom critter pallette.




 


Added. 


 


Thanks to Boodah, the Kimono (chest080) now works for all races/sexes. 


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #32 on: May 28, 2014, 11:40:19 am »


               

After consultation with other Builders and my players - all novices to the toolset, I've decided NOT to rename the placeable templates. The biggest argument against renaming proved to be that from a Builder's perspective they (the Builders) would rather rename a few objects after placing them rather than have to hunt through a long palette list to find what they're looking for. Furthermore, since most of the templates with nonimmersive names are usually used as "static" objects, immersive names become rather moot. 



               
               

               
            

Legacy_boodah83

  • Full Member
  • ***
  • Posts: 247
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #33 on: May 28, 2014, 12:53:53 pm »


               

Some more minor stuff:


 


- The elusive Roper didn't make it into the appearance.2da of q_!fightingsfx.hak, neither did the (Mount) name changes


 


- Dwarven Halls:


   - Cave Entrance Group tile tcdh3_b01_02 - the upper part of this tile (the rock part) does not connect correctly with that of other tiles


   - Circle of Pillars Group tile tcdh0_t01_01 - the top seems to be missing


   - tile tcdh0_h03_01 - not sure, but it looks like the texture for the pipes (or whatever those are) is missing


 


- World Map - You're probably aware of this and this tileset is still WiP, but a few tiles needed to make rivers are missing


 


 


And a few random (and unasked for) questions/ideas/comments/terrorist demands:


 


- Any news about Cervantes Skeleton Pirates, the LoW stuff and Wildlands?


 


- Since there now is an ambientmusic.2da in PQ, how about making it CMP compatible? Not so sure about this myself, many builders use their own custom music anyway, but I think the CMP is quite popular and including it's 2da entries might eliminate the need to attach any other hak for some builders. Just throwing the idea out there to see what others think about this.


 


- When will the Pizza I ordered 20 minutes ago arrive?


 


- Throwback to the TNO Winter reskin - If you're really going to tackle this, I think it would be even better to do this as an additional tileset instead of an optional reskin (even though this would require to duplicate and rename all TNO tiles), since it would be more than just a stylistic change (like with the other reskins). Plus it would be cool to be able to use both grass and snow versions in the same module.



               
               

               
            

Legacy_Mecheon

  • Hero Member
  • *****
  • Posts: 664
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #34 on: May 28, 2014, 01:41:56 pm »


               

Speaking of skeleton pirates, if you've got LoW's stuff, he has a massive pile of zombie skeletons and pirates


 


Also I think the dogs have been reset to the original versions, didn't the Q ones have mouths?



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #35 on: May 28, 2014, 02:09:48 pm »


               


Some more minor stuff:


 


- The elusive Roper didn't make it into the appearance.2da of q_!fightingsfx.hak, neither did the (Mount) name changes


 


- Dwarven Halls:


   - Cave Entrance Group tile tcdh3_b01_02 - the upper part of this tile (the rock part) does not connect correctly with that of other tiles


   - Circle of Pillars Group tile tcdh0_t01_01 - the top seems to be missing


   - tile tcdh0_h03_01 - not sure, but it looks like the texture for the pipes (or whatever those are) is missing


 


- World Map - You're probably aware of this and this tileset is still WiP, but a few tiles needed to make rivers are missing


 


 


And a few random (and unasked for) questions/ideas/comments/terrorist demands:


 


- Any news about Cervantes Skeleton Pirates, the LoW stuff and Wildlands?


 


- Since there now is an ambientmusic.2da in PQ, how about making it CMP compatible? Not so sure about this myself, many builders use their own custom music anyway, but I think the CMP is quite popular and including it's 2da entries might eliminate the need to attach any other hak for some builders. Just throwing the idea out there to see what others think about this.


 


- When will the Pizza I ordered 20 minutes ago arrive?


 


- Throwback to the TNO Winter reskin - If you're really going to tackle this, I think it would be even better to do this as an additional tileset instead of an optional reskin (even though this would require to duplicate and rename all TNO tiles), since it would be more than just a stylistic change (like with the other reskins). Plus it would be cool to be able to use both grass and snow versions in the same module.




 


1. Roper - Added this morning at line 1271


 


2. (Mount) Label has been added to the appearance.2da in q_!fightingsfx at the same time as it was in q_2da


 


3. Dwarven Halls - added to buglist


 


4. World Map - As stated previously, that tileset was designed to make a very specific configuration. I'll be adjusting it in the coming weeks to be more versatile and user friendly. Ignore it for now.


 


5. Wildlands is being worked on.


 


6. Pirates are being worked on.


 


7. CMP - Hadn't thought of that. It will be done.


 


8. Pizza - You have three options: 1) do pickup, 2) tip better, 3) cast haste on the driver. Note, it's also possible he was waylaid by bandits  '<img'>


 


9. TNO Winter will be an additional tileset, NOT a reskin option. Due to its anticipated size it will probably be in a self-contained HAK.


 


10. @ Mecheon - LoW Pirates: Yes, Cervantes is aware. However, I'd like the Zombies to use the basic elements of the Q zombies. 


 


 


Speaking of zombies and other undead - I've got some other things I'm putting together for a future release:


 


1. Zombie Commoners (unarmored versions of the Q zombies)


 


2. Zombie phenotype that uses the zombie animations - be configured to work with Carcerian's new dynamic race options


 


3. Vampire Spawn and an unreleased Vampire Warrior by _Six


               
               

               
            

Legacy_boodah83

  • Full Member
  • ***
  • Posts: 247
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #36 on: May 28, 2014, 02:43:30 pm »


               

Awesome!


 


About q_!fightingsfx.hak - new 2da was in the Q folder, but the hak (where I checked the 2da) itself somehow didn't got updated for me. Easy fix with the q_force_update.bat from the new updater though and now everything is as it should be.


 


But most important of all: The pizza finally arrived! '<img'>



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #37 on: May 28, 2014, 03:21:26 pm »


               

Pizza - not a bad idea.


 


I've moved the daggerford music tracks from the /ambient folder into the /music folder - where they belong. Now the Daggerford music tracks appear in the toolset rollout under music options under Area Properties. Unfortunately, the Updater cannot delete the files from the /ambient folder. You can either delete them yourself or leave them in the /ambient folder.



               
               

               
            

Legacy_cervantes35

  • Sr. Member
  • ****
  • Posts: 426
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #38 on: May 28, 2014, 03:27:50 pm »


               Pirates are basically done just need to make portraits and test them more throughly.


Things you need to know I am slow and very ADHD I get bored easy and jump from project to project.


I have a lot of stuff in work. Hopefully I can get it all done. Wait what was I working on.
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #39 on: May 28, 2014, 03:35:52 pm »


               

<singing something about...>


 




...

Things you need to know I am slow and very ADHD I get bored easy and jump from project to project.


I have a lot of stuff in work. Hopefully I can get it all done. Wait what was I working on.




Brother! =) <what?>


I said *BRO-ther* <oh. nevermind, then>


 


<...julie o'grady and the colonel's lady>



               
               

               
            

Legacy_boodah83

  • Full Member
  • ***
  • Posts: 247
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #40 on: May 28, 2014, 06:39:18 pm »


               

Found two more raised Wildwoods tiles with white gaps: ttw01_b06_01 & ttw01_b07_01.


 


WW_Water tile ttw01_g26_01 still remains one level below the other raised water tiles.


 




7. CMP - Hadn't thought of that. It will be done.




 


Hm, I actually meant copying the cmp 2da entries into the Q ambientmusic.2da (instead of just reserving the lines). Like I said, not sure if useful/good idea or not ':?'



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #41 on: May 28, 2014, 08:11:28 pm »


               


Found two more raised Wildwoods tiles with white gaps: ttw01_b06_01 & ttw01_b07_01.


 


WW_Water tile ttw01_g26_01 still remains one level below the other raised water tiles.


 


 


Hm, I actually meant copying the cmp 2da entries into the Q ambientmusic.2da (instead of just reserving the lines). Like I said, not sure if useful/good idea or not ':?'




 


Working on the tiles now.


 


I ran out of time working on the 2da before I had to go to a meeting. Yes, after further testing, I've discovered I can add the CMP lines without borking anything. Even if the 2da entry exists, the music only appears in the rollout if the track exists in the /music folder.


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #42 on: May 28, 2014, 08:14:04 pm »


               


Pirates are basically done just need to make portraits and test them more throughly.


Things you need to know I am slow and very ADHD I get bored easy and jump from project to project.


I have a lot of stuff in work. Hopefully I can get it all done. Wait what was I working on.




 


They make medication for that  '<img'>.


 


Heh...what a team we make: you have extreme ADHD and I have extreme OCD. That means Project Q has Obsessive Attention Compulsive Hyperactivity Disorder (OACHD).  ':blink:'


 


Another thought...what happens if I say SQUIRREL really loud... ':ph34r:'



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #43 on: May 28, 2014, 10:13:25 pm »


               

Fixed the selector height on the Wild Woods tileset and fixed the waterfalls so that they blend with the surrounding water. Raised ttw01_g26_01 to the correct height.



               
               

               
            

Legacy_boodah83

  • Full Member
  • ***
  • Posts: 247
  • Karma: +0/-0
Project Q Updated to v2.0
« Reply #44 on: May 28, 2014, 10:14:02 pm »


               

One more gap: tile ttw01_g15_01 again, but this time it's the riverbed layer.


 


EDIT: Same with ttw01_g18_01.