Author Topic: Project Q v2.1  (Read 7115 times)

Legacy_henesua

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Project Q v2.1
« Reply #270 on: January 01, 2016, 08:34:49 pm »


               

Appreciate your attention to detail.



               
               

               
            

Legacy_Jedijax

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« Reply #271 on: January 02, 2016, 05:16:50 am »


               

No rush. We appreciate your hard work, and wouldn't even dream of pressing you.




               
               

               
            

Legacy_VeeTpl

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« Reply #272 on: January 04, 2016, 10:48:39 am »


               

Whenever you're ready to share it with us. Eagerly awaiting the official release.


 


Thanks for all the commitment and for keeping the game alive and fresh.



               
               

               
            

Legacy_Drewskie

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« Reply #273 on: January 07, 2016, 07:10:21 pm »


               


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.




My Q files had been corrupted after using an older version of the updater.  Installing NWN diamond with Q on a new drive via the latest version of the updater I no longer see this... or other odd stuff that was happening.


 


However I don't see the tlk file anywhere.  No idea where it is.


               
               

               
            

Legacy_Pstemarie

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« Reply #274 on: January 08, 2016, 10:34:31 am »


               

TLK file is installed into the TLK folder - c://NeverwinterNights/NWN/tlk. In the Q Updater directory in your NWN folder it will be in /q_updater/q/nohak/tlk. As for the VFX issue, it was a bad position on the impact node - which has been fixed.



               
               

               
            

Legacy_Drewskie

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« Reply #275 on: January 08, 2016, 05:57:07 pm »


               

oh ok.  wasn't sure if that was a bug or something on my end.  thx



               
               

               
            

Legacy_Tarot Redhand

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« Reply #276 on: January 13, 2016, 11:37:02 pm »


               

Just curious how the update is going as it's been a couple of weeks since we last heard.


 


TR



               
               

               
            

Legacy_Pstemarie

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« Reply #277 on: January 14, 2016, 01:24:02 am »


               

Still working on stuff - been super busy in RL. Everything is available on the updater - at least what's been fixed so far.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #278 on: January 18, 2016, 05:51:33 am »


               

WOW


 


I had to come on here and say Great Work on the Project Q Castle Exterior Rural tileset. I'm in love with all the stuff you have added to this. I will be using this for my modules for sure. I really do love what you have done and are still working on. I just ask that you don't stop '<img'> . Take a break or some time off if you need to just don't stop what your doing. More and more people are becoming fans of your work every day. I for one started out thinking I would be using CEP but no sir not any more you have made a true Project Q fan out of me.


 


I just can't thank you enough for what you have done and are still doing for this game and its community.


 


Thank you Pstemarie



               
               

               
            

Legacy_Lady MorningStar

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« Reply #279 on: January 18, 2016, 03:09:33 pm »


               

I'm primarily a lurker but I also wanted to take a moment to express my thanks and appreciation for all the work and time that Pstemarie has put into Project Q. Q's content has renewed my love for the NWN Toolset and motivated me to rebuild a module I had been working on, this time using Project Q.


 


So, Pstemarie, many many thanks for your contribution to the NWN community.



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #280 on: January 19, 2016, 06:34:09 pm »


               

Does Project Q have any double door placeable gates that could be used for a town or city main gate that opens and closes?



               
               

               
            

Legacy_YeoldeFog

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« Reply #281 on: January 20, 2016, 01:11:57 pm »


               

Hey!


 


is it possible to set the damage of the Q traps with variables? I seem to miss some documentaion on the traps. Some traps work, some have no scripts attached (like the q1_on_enter). '<img'>



               
               

               
            

Legacy_Miscr3ant

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« Reply #282 on: January 23, 2016, 07:40:52 pm »


               

A question on the updater; since my previous v2.0 install was manual, if I want to grab the new content with the updater, will not having install logs force the updater to grab all the q content again?



               
               

               
            

Legacy_Pstemarie

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« Reply #283 on: January 23, 2016, 11:24:11 pm »


               

I'm around - I'll tackle these questions tomorrow. Just checking in for now.



               
               

               
            

Legacy_Miscr3ant

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« Reply #284 on: January 24, 2016, 01:56:32 am »


               

Thank you.  '<img'>  And evidence suggests yes, though I may be wrong.  It's been downloading all day, and there are a bunch of new folders with a considerable amount of files in them; currently on Robe4, so I still have sounds, tilesets, and vfxgui to go.