Author Topic: Project Q v2.1  (Read 7122 times)

Legacy_Pstemarie

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« Reply #240 on: December 01, 2015, 10:00:41 pm »


               


Hey PsteMarie, what are your thoughts on this? Or have they been in Q all this time and I missed it? Thanks!




 


Still reviewing and evaluating it. I've never used it so I want to make sure it doesn't cause issues with other things.


               
               

               
            

Legacy_Pstemarie

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« Reply #241 on: December 01, 2015, 10:11:51 pm »


               


Sporeboy's tiefling portraits missing.




 


They're there - listed under "outsider." They are currently listed as creature portraits (i.e. gender none), but I'll change that.



               
               

               
            

Legacy_YeoldeFog

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« Reply #242 on: December 05, 2015, 05:07:00 pm »


               

*Downloading* I've actually installed NWN aswell. '<img'>



               
               

               
            

Legacy_RansomR

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« Reply #243 on: December 07, 2015, 05:06:39 pm »


               

A small question&issue: I am the only one who has severe in-game clipping and glitches with the "Graveyard Fence" placeable? "(blueprint resref: qp_walls_005)? I can provide screenshots if needed.



               
               

               
            

Legacy_Pstemarie

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« Reply #244 on: December 07, 2015, 09:06:06 pm »


               


A small question&issue: I am the only one who has severe in-game clipping and glitches with the "Graveyard Fence" placeable? "(blueprint resref: qp_walls_005)? I can provide screenshots if needed.




 


Yes, screenshots would be nice. That placeable has been in Q for quite some time and you're the first to report any issues. I checked it myself in game and didn't notice anything wrong with it - no clipping, pathfinding seemed to work correctly, etc. 



               
               

               
            

Legacy_RansomR

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« Reply #245 on: December 08, 2015, 06:43:05 am »


               

Okay. Here are some screenshots.


I've put them in my dropbox account, I hope it's not a problem: https://www.dropbox....sPvcMmU0Ga?dl=0



               
               

               
            

Legacy_Pstemarie

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« Reply #246 on: December 09, 2015, 08:58:51 am »


               


Okay. Here are some screenshots.


I've put them in my dropbox account, I hope it's not a problem: https://www.dropbox....sPvcMmU0Ga?dl=0




 


Issue fixed.


               
               

               
            

Legacy_Draygoth28

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« Reply #247 on: December 13, 2015, 05:48:11 pm »


               Pstemarie I sent you some more mount overhauls. I downloaded the newest patch and notified they were never added. These will just override the originals. The quality, animations and load time is much improved.
               
               

               
            

Legacy_YeoldeFog

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« Reply #248 on: December 14, 2015, 01:04:41 pm »


               

Pstemarie: I have a request! I would like an empty grass tile in the Wild Woods tileset, a grass tile that is just like the tree-tiles, but without any trees. bushes or anything. Just plain grass.  Please! '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #249 on: December 15, 2015, 12:01:04 am »


               

I can do that.


 




Pstemarie: I have a request! I would like an empty grass tile in the Wild Woods tileset, a grass tile that is just like the tree-tiles, but without any trees. bushes or anything. Just plain grass.  Please! '<img'>




               
               

               
            

Legacy_YeoldeFog

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« Reply #250 on: December 15, 2015, 06:39:58 am »


               

Thanks! '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #251 on: December 15, 2015, 10:56:35 am »


               

About that grass tile - flat or contoured? I was just going to strip trees off a WW tile, but almost all of them are contoured in some way. Also, I assume you want it as "forest" terrain or would you prefer "meadow".



               
               

               
            

Legacy_YeoldeFog

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« Reply #252 on: December 15, 2015, 11:09:28 am »


               

Hey!


 


I would prefer "forest". Hmm, if I make a big open space, then it might look repetive with contoured tiles right? So I guess flat is the way to go. Hard to tell when I don't see it. I trust your judgement on this one Pstemarie!



               
               

               
            

Legacy_Pstemarie

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« Reply #253 on: December 22, 2015, 05:14:36 pm »


               

Project Q is locked for release on Christmas Eve. I've just got a few more things to do on the base module and it'll be good to go. 


 


@Yeoldefog - I added two tiles to the ttw01 set file, one from TNO (all flat) and one from the meadow terrain (slight contour). Both are "forest" terrain and should cover your needs as well as providing some variety if added side by side.



               
               

               
            

Legacy_YeoldeFog

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« Reply #254 on: December 22, 2015, 05:19:13 pm »


               


Project Q is locked for release on Christmas Eve. I've just got a few more things to do on the base module and it'll be good to go. 


 


@Yeoldefog - I added two tiles to the ttw01 set file, one from TNO (all flat) and one from the meadow terrain (slight contour). Both are "forest" terrain and should cover your needs as well as providing some variety if added side by side.




 


That is wonderful Pstemaire. I'll get back to you with some results. '<img'>