Author Topic: Project Q v2.1  (Read 7134 times)

Legacy_boodah83

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« Reply #135 on: October 27, 2015, 11:04:00 am »


               

I get the same error like Malagant (since Friday or Saturday, I think).


 


The crypt roofs are really cool and it's amazing how much of difference it makes to have them in the set. However, some of the pit roofs seem to not yet align 100% perfectly with each other and the bridge crosser still has those of the other crypt tiles.


 


Random bug report: The [Q] Sign 10 placeable is missing a texture.


 


 


Maybe too late now and I know the Q work schedule is quite full already, but as for some further content suggestions:


 


Placeables: Some more paintings and carpets/rugs would be pretty cool for more varied interior area design.


 


Creatures: Don't know if the LoW Yuan Ti Abominations Cerv was working on were finished, but those would be nice. Alternately, there was an awesome yuan ti model made by Baba Yaga which might fit even better with the general Q art direction.


Other than those, there are some more creatures (shadows and such, some of the demons, some of the birds, etc.) in the Arbor Falls haks which might be cool to have in Q. I also like the AD flesh golems.


 


 


Btw, I have to deal with some awful RL issues atm that prevented me from doing more tile stuff recently, but I still plan on trying to add those docks and some of the other stuff I talked about. Hope I can get back to it this weekend.



               
               

               
            

Legacy_Pstemarie

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« Reply #136 on: October 27, 2015, 12:51:39 pm »


               

Might be a traffic overflow problem. I just tried to run the updaters and get various mileage. I can still access everything normally via FTP, but I'm not about to open direct access to the server. I'll let Rolo know...



               
               

               
            

Legacy_Pstemarie

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« Reply #137 on: October 27, 2015, 06:03:38 pm »


               


I get the same error like Malagant (since Friday or Saturday, I think).


 


The crypt roofs are really cool and it's amazing how much of difference it makes to have them in the set. However, some of the pit roofs seem to not yet align 100% perfectly with each other and the bridge crosser still has those of the other crypt tiles.


 


Random bug report: The [Q] Sign 10 placeable is missing a texture.


 


 


Maybe too late now and I know the Q work schedule is quite full already, but as for some further content suggestions:


 


Placeables: Some more paintings and carpets/rugs would be pretty cool for more varied interior area design.


 


Creatures: Don't know if the LoW Yuan Ti Abominations Cerv was working on were finished, but those would be nice. Alternately, there was an awesome yuan ti model made by Baba Yaga which might fit even better with the general Q art direction.


Other than those, there are some more creatures (shadows and such, some of the demons, some of the birds, etc.) in the Arbor Falls haks which might be cool to have in Q. I also like the AD flesh golems.


 


 


Btw, I have to deal with some awful RL issues atm that prevented me from doing more tile stuff recently, but I still plan on trying to add those docks and some of the other stuff I talked about. Hope I can get back to it this weekend.




 


Good catch on the crypt stuff - the way I've been jumping around among projects it doesn't take much to get lost in the shuffle. I'll definitely tidy all those seams up - next on my list now after the moathouse.


 


I'll take a quick look at that sign and get the texture queued for the updater.


               
               

               
            

Legacy_Pstemarie

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« Reply #138 on: October 27, 2015, 07:10:29 pm »


               

Updater is back online. When I removed the depreciated /!override directory from the server it broke the updater. I put the directory back and everything seems to be back online and working via rsync.



               
               

               
            

Legacy_boodah83

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« Reply #139 on: October 27, 2015, 08:26:10 pm »


               

Yup, updater works for me again now.



               
               

               
            

Legacy_Pstemarie

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« Reply #140 on: November 01, 2015, 08:55:12 pm »


               

Reworked the water textures for the TNO tileset - I just couldn't abide that bright blue color anymore. Textures are derivatives of those used in Wildwoods (grey-green and appear more realistic in game)...


 


millriver_zpswylgfarx.jpg



               
               

               
            

Legacy_werelynx

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« Reply #141 on: November 01, 2015, 11:44:39 pm »


               

I have played "Q Campaigns" SoU in particular and I really liked traps in inventory (those with numbers I-IV), but they will not show up correctly and several other icons will also be altered if you play the same PC in other modules.


Some traps used old icons even in SoU - quite strange.


Could I get those icons as override? Those numbers are really helpful. (Great Idea!)


Thanks in advance Pstemerie '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #142 on: November 02, 2015, 01:14:06 am »


               


I have played "Q Campaigns" SoU in particular and I really liked traps in inventory (those with numbers I-IV), but they will not show up correctly and several other icons will also be altered if you play the same PC in other modules.


Some traps used old icons even in SoU - quite strange.


Could I get those icons as override? Those numbers are really helpful. (Great Idea!)


Thanks in advance Pstemerie '<img'>




 


You're more than welcome to extract them from the HAK and drop them in your override. You'll also need to snag the templates and the baseitems.2da from q_!armoury as well. I would just copy and paste the line for the traps from the Q baseitems.2da into a copy of the Bioware baseitems.2da.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #143 on: November 02, 2015, 05:06:41 am »


               

I really like the work you are doing Pstemarie thanks for all your time and hard work.



               
               

               
            

Legacy_WebShaman

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« Reply #144 on: November 03, 2015, 08:56:14 am »


               

Oh that Moathouse!


 


It is the Moathouse from T1 The Village of Hommlet!


 


Such fond memories of yore...*sigh*


 


I think I need to replay The Temple of Elemental Evil from the Circle of Eight (total redo of the original, bugged to all hell version!).


 


I'm adding my praises to the cacophony of voices as well!  Good work Pstemarie!



               
               

               
            

Legacy_Pstemarie

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« Reply #145 on: November 03, 2015, 10:10:30 am »


               

Yes, its inspired by the moathouse from T1 - using the original tile models created by Daemogorgon. Tiberius_Morguhn and I had begun simultaneous development and rework of the model at roughly the same time. While he opted to keep the original moat, I opted for eliminating the trench and partially submerging the Q version into the marsh terrain.


 


The version currently released to the Community is quite different from the more complete version that will be released soon via the updater. I've added quite a bit of detritus to the upper floor, a partial roof over each wing of the keep structure, and broken up the tiling of the wall texture by adding vines as well as bushes around the base. 


 


For those of you curious about TM's version, you can find it HERE.



               
               

               
            

Legacy_cervantes35

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« Reply #146 on: November 04, 2015, 03:34:54 pm »


               

I would like to help out on this task but am unable to at the current time as I have been working in Africa for the past year suppose to have been back in August but things didn't work out that way (internet here is so bad I can't even open a picuture without it taking severl minutes). I will be returning at the end of January next year at that time I will purchase my new computer from my earnings and load everything up on to it and hopefully finish out alot of the work I left unfinished (only company supplied laptop available here). Until then I can only read and admire  Pstmarie's dedication to this task. Good luck old friend I will be in touch once I arrive home. Might start posting a little more on the boards to get me back in the swing of things. I am dying to get back and start working on the game I enjoy the most.


 


Gotta throw in a quick how do to boodah83.



               
               

               
            

Legacy_boodah83

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« Reply #147 on: November 04, 2015, 04:43:56 pm »


               

Cerv!


 


Nice to hear from you again, dude. Looking forward to your return next year then. And hope you're in one of the nicer countries there...



               
               

               
            

Legacy_cervantes35

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« Reply #148 on: November 06, 2015, 06:44:09 am »


               

Thanks Boodah83, but no I'm am not in one of the nicer countries. I know I can't do much at the moment but Pstemarie if you zip all the documentation and send it to my e-mail address, I can work on a combining and organizing all the documentation into a single file that when it is complete we can turn into a single PDF user manual.



               
               

               
            

Legacy_Pstemarie

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« Reply #149 on: November 06, 2015, 09:54:50 am »


               

Cerv, is it still the same email?