Author Topic: Project Q v2.1  (Read 7104 times)

Legacy_Pstemarie

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« Reply #15 on: August 25, 2015, 03:58:41 pm »


               

Progress is slow, but steady...


 


9. Moved all placeable portraits from q_portraits.hak to q_placeables.hak - eliminates replication of files between the two haks (I'm not even sure how the placeable portraits got in the q_portaits.hak in the first place).  ':blink:'



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #16 on: August 25, 2015, 04:36:45 pm »


               

Nice



               
               

               
            

Legacy_Pstemarie

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« Reply #17 on: August 25, 2015, 09:49:27 pm »


               

I'm seriously leaning towards moving creature portraits over to q_creatures.hak and leaving q_portraits.hak only for character portraits - thoughts anyone?



               
               

               
            

Legacy_henesua

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« Reply #18 on: August 25, 2015, 10:59:20 pm »


               

I like that, Pstemarie.



               
               

               
            

Legacy_The Mad Poet

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« Reply #19 on: August 25, 2015, 11:06:53 pm »


               

No reason not to include creature portraits with creature models. Keeps it tidy I think. And easier to find.



               
               

               
            

Legacy_Pstemarie

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« Reply #20 on: August 26, 2015, 12:37:24 am »


               

OK, its settled then...


 


10. Moved all creature portraits from q_portraits.hak to q_creatures.hak. From this point forward, only character portraits will be found in q_portraits.hak. This reallocation of resources creates a more logical organization for files and fully implements Project Q's modular structure for q_creatures, q_placeables, and q_portraits.


 


11. Amended the ACPv4 documentation to include instructions for using the chat command functionality as used in the Q demo modules. The new documentation also covers the chat commands used for the social and flying phenotypes as well as executing Vaei's animations. 



               
               

               
            

Legacy_Pstemarie

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« Reply #21 on: August 26, 2015, 11:51:13 am »


               

12. More script improvements to the Q Base Modules...


 


a> Fixed an issue with the Q Tribal Mask wherein a character could put the mask on but could not remove it (thanks to Mad Poet for pointing that out). 


 


b> Added two module switches so that Builders can toggle the behavior of Mil's Tailors in their module. The first switch (MODULE_SWITCH_MILS_TAILOR_ENABLED) simply lets the module know that the system is active. The second switch (MODULE_SWITCH_DISABLE_CRAFT_SKILLS_MENU) allows the Builder to disable the conversation nodes for crafting armor, weapons, and shield in the default crafting conversation (x0_skill_ctrap.dlg). The second switch is dependent upon the first switch being enabled.


 


-------------------------------------------------------------


Proposed Change - Base Module Consolidation


 


It has been proposed to me that rather than maintain two separate base modules, that the modules be consolidated and the correct OnModuleLoad and OnModuleHeartbeat events be toggled using a module switch that identifies if the module has horses enabled. If TRUE, the module fires q3_module_def_load (and the corresponding heartbeat event) OR, if FALSE, the module fires q2_mod_def_load. Essentially those two events would become hook scripts.



               
               

               
            

Legacy_Pstemarie

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« Reply #22 on: August 26, 2015, 09:25:05 pm »


               

OK, I've consolidated the two Q Base Modules into one module and modified several of the module events so that, if the module is tagged as having horses enabled, the correct module event script fires. The new scripts are...


 


q_mod_def_load - OnModuleLoad event, fires x3_mod_def_load if horses are enabled via the module switch MODULE_SWITCH_HORSES_ENABLED. If horses are not enabled, then the script fires x2_mod_def_load. All Q module switches have been moved to this script. Both q2_mod_def_load and q3_mod_def_load have been depreciated.


 


q_mod_def_enter - OnClientEnter event, fires x3_mod_def_enter if horses are enabled via the module switch MODULE_SWITCH_HORSES_ENABLED found in q_mod_def_load. Otherwise the script does nothing.


 


q_mod_def_hb - OnModuleHeartBeat event, fires x3_mod_def_hb are enabled via the module switch MODULE_SWITCH_HORSES_ENABLED found in q_mod_def_load. Otherwise the script does nothing.


 


 


I have also renamed three other module event scripts to maintain naming convention with the new scripts. The renamed scripts are...


 


q_acp_onchat - renamed q_mod_def_onchat


 


q2_mod_def_equ renamed q_mod_def_equ


 


q2_mod_def_unequ renamed q_mod_def_unequ


 


 


The "Events" tab of the Module Properties Window has been updated to reflect these changes.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #23 on: August 26, 2015, 11:12:49 pm »


               

Hey nice work Pstemarie I love what your doing. Thanks for taking the time to do it for us all. 



               
               

               
            

Legacy_Pstemarie

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« Reply #24 on: August 27, 2015, 03:37:59 am »


               

12. Added several of the overriding models from the CC Challenge by Shemsu Heru...


 


Nwn2 Blacksmith


Shopkeeper


Uthgardt Tribesmen


Bloodsailor


Female Gypsies


Nobles


Innkeeper


Commoners


Marco Volothamp


Waitress


 


 


               
               

               
            

Legacy_Surek

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« Reply #25 on: August 27, 2015, 05:57:40 am »


               I just wanted to say a Big thank you for all your hard work and dedication to this project its much appreciated.
               
               

               
            

Legacy_VeeTpl

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« Reply #26 on: August 27, 2015, 11:29:34 am »


               

Every single changelog update gets me all excited.


 


It feels great, thanks so much for continuing the work on Project Q.



               
               

               
            

Legacy_boodah83

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« Reply #27 on: August 27, 2015, 10:57:52 pm »


               

Some more additions for the tno tileset:


 


Cliffs (with walkable tops) and City Building terrain with alleys


 


Mountain%20Castle_zps6idw7ygw.jpg?t=1440


 


Pirate%20Cove_zps9wg04hoc.jpg?t=14406261


 


City_zps3e3i9ugm.jpg?t=1440626188



               
               

               
            

Legacy_henesua

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« Reply #28 on: August 28, 2015, 12:19:55 am »


               

Boodah, I am confused. TNO cliffs already have walkable tops. And the Q version of TNO has canyons (cliffs with walkable bottoms). What are you offerring that is different?



               
               

               
            

Legacy_boodah83

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« Reply #29 on: August 28, 2015, 12:53:16 am »


               


Boodah, I am confused. TNO cliffs already have walkable tops. And the Q version of TNO has canyons (cliffs with walkable bottoms). What are you offerring that is different?




 


Both the sea cliffs and canyons go down from the grass level, the new cliffs go up from it. You can kinda see it in the first picture - the castle is on the grass level, below are the Q canyons and around it the new cliffs. Plus as seen in the second picture, they can also be used with the sand terrain.