Author Topic: Project Q v2.0 - Future Development and Criteria  (Read 1760 times)

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #15 on: September 14, 2014, 09:01:29 pm »


               


Hhhmph, really?  You realize of course that this means Q2.1 is not going to be compatible with Q2.0. I was hoping to be able to tell people to use Q2,0 or later, now it will have to be use Q2.0 only, which will get complicated for players. 




 


No, it won't break anything and it is fully backwards compatible within Project Q. Its just 2DA changes internal to Project Q - more thoroughly explained below:


  1. The changes in phenotype.2DA are just line references inside the TLK file - nothing to break there.

  2.    
  3. The changes in traps.2DA affects one trap trigger template. The template has been updated to reflect the new reference.

  4.    
  5. The changes in visualeffects.2da affect one script - an include file internal to Project Q (q_inc_music.NSS). The script has been updated to point to the new line numbers.

The only thing the end user needs to do is import q_inc_music.NSS and fallingbricktrap.utt into their module and then use the Build tool to compile the scripts. The only issue might be if a Builder created a list of constants for the visual effects that were moved - in which case the number references just need to be changed - OR if the Builder created a trigger template using the falling bricks trap - in which case the trigger will need to be edited to point to the correct trap.


               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #16 on: September 14, 2014, 09:28:07 pm »


               


No, it won't break anything and it is fully backwards compatible within Project Q. Its just 2DA changes internal to Project Q - more thoroughly explained below:


  1. The changes in phenotype.2DA are just line references inside the TLK file - nothing to break there.

  2.    
  3. The changes in traps.2DA affects one trap trigger template. The template has been updated to reflect the new reference.

  4.    
  5. The changes in visualeffects.2da affect one script - an include file internal to Project Q (q_inc_music.NSS). The script has been updated to point to the new line numbers.

The only thing the end user needs to do is import q_inc_music.NSS and fallingbricktrap.utt into their module and then use the Build tool to compile the scripts. The only issue might be if a Builder created a list of constants for the visual effects that were moved - in which case the number references just need to be changed - OR if the Builder created a trigger template using the falling bricks trap - in which case the trigger will need to be edited to point to the correct trap.




 


But once the module has the new script compiled into it it won't work right with Q2.0 anymore. I suppose you could change q_inc_music to check the label field of the 2da to make sure it's got the right line numbers and then switch. Did you code it to do that? That would make it actually compatible.


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #17 on: September 14, 2014, 09:51:04 pm »


               


But once the module has the new script compiled into it it won't work right with Q2.0 anymore. I suppose you could change q_inc_music to check the label field of the 2da to make sure it's got the right line numbers and then switch. Did you code it to do that? That would make it actually compatible.




 


Good idea - and done! The script now checks to see which version of the 2DA file is being used AND, if ints the newer 2.1 version, indexes the internal line number references to point to the updated 2DA line. 



               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #18 on: September 14, 2014, 10:53:27 pm »


               


Good idea - and done! The script now checks to see which version of the 2DA file is being used AND, if ints the newer 2.1 version, indexes the internal line number references to point to the updated 2DA line. 




I think I'm making that more of an issue than it is. Sorry... scripts are all on the server side so use the server side haks. Either the server will be updated or it won't I suppose.  It might matter for a single player module though, and this fixes only the one direction. But thanks for that anyway.


 


Now if I can just get you and TAD to agree to add new content in non-conflicting lines '<img'>


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #19 on: September 15, 2014, 12:12:54 pm »


               


I think I'm making that more of an issue than it is. Sorry... scripts are all on the server side so use the server side haks. Either the server will be updated or it won't I suppose.  It might matter for a single player module though, and this fixes only the one direction. But thanks for that anyway.


 


Now if I can just get you and TAD to agree to add new content in non-conflicting lines '<img'>




 


Bear with me...listing out possibilities to make sure SP is covered in both directions.


 


This is the snippet of code from the script...


 


// Determine VFX constant offset - necessary for v2.0 compatibility


int nOffset = 0;


if (Get2DAString("visualeffects", "Label", 752) == "****")

{

        nOffset = 800;

}

 

1. If the player has Q v2.0 installed but the module uses Q v2.1, then the if statement does not return "****" and the offset is not applied.


 


2. If the player has Q v2.1 installed but the module uses Q v2.1, then the if statement returns "****" and the offset is applied.


 


Yup looks like we're covered for SP regardless of which version of Q the player is using as long as the module uses Q v2.1. If the module is running the v2.0 script then we have a problem. I'll have to give this some thought...



               
               

               
            

Legacy_Iskadrow

  • Newbie
  • *
  • Posts: 43
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #20 on: September 15, 2014, 01:25:44 pm »


               

I read a bit in old Forgotten Realms publications the other day, and there was a rather nice passage about Leucrotta in the High Moor. Their presence and typical calls to lure in prey (the beasts mimick human cries for help and of distress) means that most permanent inhabitants of the moor won't react to such calls at all, figuring that it's most likely Leucrotta anyway. And since I'm planning to include part of the High Moor in my module, those nasty little critters would be a great addition. 


 


Their physical characteristics are rather cool as well, though perhaps not easy to pull off within NWN without looking weird in a bad way: Legs of a stag, body of a lion and head of a badger. 



               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #21 on: September 15, 2014, 06:23:39 pm »


               

Yup looks like we're covered for SP regardless of which version of Q the player is using as long as the module uses Q v2.1. If the module is running the v2.0 script then we have a problem. I'll have to give this some thought...


Yeah, it's that last one you can't fix with this mechanism since it would require having that code in Qv2.0 which has, as they say. left the building.  Unfortunately, that's probably the most likely case. User has later version but module is not updated.


 


That's new content for Q so only someone who releases a SP module with Q2.0 and never updates to Q2.1 (and uses the playable instruments) will see anything. Maybe a doc fix recommending such modules get updated to at least Q2.1 when it comes out.


May not be worth more little gray cells than that...


               
               

               
            

Legacy_Verilazic

  • Sr. Member
  • ****
  • Posts: 263
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #22 on: September 18, 2014, 04:37:40 am »


               

Creatures - No requests here. The only thing I'd suggest is considering adding additional dynamic creatures. Yes, I realize that's rather involved. Just a thought.


Placeables - A few more rugs would be nice I guess. XD Is PHoD open to having his stuff added (particularly the visual effect stuff)?


 


Clothing and PC Parts - I agree with Iskadrow on Robe #200. Otherwise yeah there's plenty of clothing options. Making them available to other races, sexes, phenotypes, etc is a better goal than adding other exclusive models.


 


Items - Again, I agree with going for more unique models for misc items. But low priority.


 


Tilesets - Sure, doing some targeted improvements to the tilesets already included is nice, but I don't think you need to go out of your way on this either. It's relatively easy to add a separate tileset to a module (as opposed to adding new clothing or items which would likely conflict), and there seems to be a number of people working on independent tileset improvements. I think Project Q would benefit the community more by focusing on improvements elsewhere.


 


Splitting Off Overrides - No opinion.


 


PRC - No opinion. I have a love/hate relationship with the PRC, but it's always nice to make room to combine packs where possible.


               
               

               
            

Legacy_Hekatoncheires

  • Full Member
  • ***
  • Posts: 219
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #23 on: September 25, 2014, 03:36:35 am »


               

HellO! Some suggestions for creatures, since you asked!


Creatures: Nwn doesn't have high quality versions of several common and important animals, namely ducks, geese, and other sorts of wild fowl like pheasant and grouse. There's also no quality elk models.


I'd like to see a quality chimera, and a reworked manticore. I never was satisfied with the CODI versions.


Your monster mash orcs and bugbears are excellent, pstemarie; I'd love to see versions wearing leather armor or chain shirts, as well.


I want to see hook horrors that look like hook horrors and not like oversized, wingless turkeys. And umber hulks, icewind dale style.


Thanks!


 



               
               

               
            

Legacy_Tarot Redhand

  • Hero Member
  • *****
  • Posts: 4165
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #24 on: September 28, 2014, 11:49:14 pm »


               

I hesitate to ask but is there any possibility of an Arcane (pale blue, gaunt looking, 9 foot tall, neutral, bald giant) from Spelljammer?


 


Thanks


 


TR



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #25 on: September 29, 2014, 02:33:35 am »


               

NwnE has a Mercane - I think its the same thing you're describing.



               
               

               
            

Legacy_Tarot Redhand

  • Hero Member
  • *****
  • Posts: 4165
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #26 on: September 29, 2014, 03:44:02 am »


               

Well whatever NwnE is, there is no mention of it on the new vault.


 


TR



               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #27 on: September 29, 2014, 05:11:54 am »


               


Well whatever NwnE is, there is no mention of it on the new vault.


 


TR




 


Neverwinter Nights Enhanced.


               
               

               
            

Legacy_Mecheon

  • Hero Member
  • *****
  • Posts: 664
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #28 on: September 29, 2014, 09:49:40 am »


               There was one made by uh... I forgot his name. He made a lot of Planescape stuff, including a Shad and a Bulezau

Not 9 feet tall though, he just left it at standard human size
               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Project Q v2.0 - Future Development and Criteria
« Reply #29 on: September 29, 2014, 10:46:11 am »


               

If I get a chance I'll pull out the NwnE version of the Mercane, scale it, and upload it to the new Vault. I'll also include the Shad and Bulezau while I'm at it.