Author Topic: Project Q v2.1  (Read 7570 times)

Legacy_Drewskie

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« Reply #255 on: December 22, 2015, 06:17:41 pm »


               

A Q release christmas eve... that's quite the gift.   '<img'>



               
               

               
            

Legacy_Hekatoncheires

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« Reply #256 on: December 22, 2015, 09:43:02 pm »


               

I believe AD's stone giant is missing its anims.



               
               

               
            

Legacy_Pstemarie

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« Reply #257 on: December 22, 2015, 11:38:37 pm »


               


I believe AD's stone giant is missing its anims.




 


Thanks I'll get right on that - might have put in the wrong super reference...


               
               

               
            

Legacy_Mecheon

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« Reply #258 on: December 22, 2015, 11:46:43 pm »


               


Thanks I'll get right on that - might have put in the wrong super reference...




I believe its hooked up to the original ogre, and not the Q one


 


Which is a slight problem because the Q ogre has some renamed nodes.


               
               

               
            

Legacy_Hekatoncheires

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« Reply #259 on: December 23, 2015, 08:20:11 am »


               

Dwarven ruins, the bottom quarter of the circle of pillars tile is missing its top.



               
               

               
            

Legacy_Pstemarie

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« Reply #260 on: December 23, 2015, 11:18:50 am »


               


I believe its hooked up to the original ogre, and not the Q one


 


Which is a slight problem because the Q ogre has some renamed nodes.




 


Its all fixed - yes, the Q ogre uses different nodes so it was just a matter of altering the node names in the stone giant. Therefore, the Q version is slightly different than the original posted by TAD...


 


1. The Stone Giant uses the full animation set (like a dynamic model), while preserving the original DLA ogre attack animations


 


2. The Stone Giant is scaled to be slightly smaller than TAD's original, matching its size to the stone giant model already existing in Q. 


               
               

               
            

Legacy_henesua

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« Reply #261 on: December 23, 2015, 04:37:16 pm »


               

awesome. that means that the awesome animations in Q translate over too. Thanks for those anims. They made for some really fun times back in the day with Ogre role play.



               
               

               
            

Legacy_Grymlorde

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« Reply #262 on: December 23, 2015, 06:57:15 pm »


               

I've got the "corrected" (changed sinister orientation to dexter) Lisa's dragon tabard [robe] textures & icons available if you want to include them in this release of Q (see this month's CCC). Just PM me the email address and I'll send them right away.



               
               

               
            

Legacy_Grymlorde

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« Reply #263 on: December 24, 2015, 01:23:42 am »


               

Corrected textures sent.



               
               

               
            

Legacy_Pstemarie

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« Reply #264 on: December 25, 2015, 03:10:39 am »


               

Sorry Guys, the full package will have to wait until the 26th - too busy the last few days to get the erfs and new base module finished. However, the core files are ALL on the updater server ready to be downloaded.



               
               

               
            

Legacy_Drewskie

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« Reply #265 on: December 26, 2015, 08:11:12 am »


               

Minor visual bug with the shifter stone golem form.  You self buff with ultravision and after shifting the effect appears about waste high and off to the side.  It shows up correctly on the other golem forms, which are non-Q of course.



               
               

               
            

Legacy_Pstemarie

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« Reply #266 on: December 26, 2015, 10:30:26 am »


               


Minor visual bug with the shifter stone golem form.  You self buff with ultravision and after shifting the effect appears about waste high and off to the side.  It shows up correctly on the other golem forms, which are non-Q of course.




 


Probably an errant dummy node. I'll look into it...


               
               

               
            

Legacy_YeoldeFog

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« Reply #267 on: January 01, 2016, 12:18:41 pm »


               

Probably an old question - does Q support all cloaks for all phenotypes?



               
               

               
            

Legacy_Pstemarie

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« Reply #268 on: January 01, 2016, 01:39:16 pm »


               


Probably an old question - does Q support all cloaks for all phenotypes?




 


Not yet. Most of the phenos are supported, but not all.


               
               

               
            

Legacy_Pstemarie

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« Reply #269 on: January 01, 2016, 08:23:52 pm »


               

Sorry for the delay in release. I've got the base module sorted, but now I've found a bunch of flickering issues with the mapping on several of the tiles added to TNO that I need to cleanup. Hopefully I can get this stuff sorted out this weekend.