Author Topic: Project Q v2.1  (Read 7557 times)

Legacy_henesua

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« Reply #30 on: August 28, 2015, 01:56:09 am »


               

Got it. Thanks. Would be better if there was a way to do this with raise and lower rather than new terrains. Is that possible, PStemarie?



               
               

               
            

Legacy_Pstemarie

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« Reply #31 on: August 28, 2015, 01:59:52 am »


               

I've tried implementing two raise/lower features in the past - was a major crash and burn. Don't wish to repeat.



               
               

               
            

Legacy_henesua

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« Reply #32 on: August 28, 2015, 02:04:43 am »


               

ok.



               
               

               
            

Legacy_Grymlorde

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« Reply #33 on: August 28, 2015, 05:07:05 pm »


               

Any chance of including some documentation and scripts for the Romantic Animations? I've had to use the scripts from Sanctum of the Archmage (without permission) which were created before Q included RAS.


 


Thanks!



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #34 on: August 28, 2015, 06:19:09 pm »


               

Very nice I really like those addons boodah83


 


Did you upload them to the vault?



               
               

               
            

Legacy_Pstemarie

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« Reply #35 on: August 28, 2015, 08:59:38 pm »


               


Any chance of including some documentation and scripts for the Romantic Animations? I've had to use the scripts from Sanctum of the Archmage (without permission) which were created before Q included RAS.


 


Thanks!




 


There are scripts for the Romantic Animations in the Q Base Modules. When I get home later today, I'll post the script names. Yes, I am working on improving the documentation - a lot of what was written was noted down before I took over Q and is a little less self-intuitive than I'd like.


               
               

               
            

Legacy_Pstemarie

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« Reply #36 on: August 29, 2015, 12:00:08 am »


               

Minor setback (someone dumped a ton of malware on my PC via the open port for my son's minecraft server) - didn't lose anything I was doing for Q, but I did have to reset my system and reinstall everything. I should be completely up and running later tonight.



               
               

               
            

Legacy_Pstemarie

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« Reply #37 on: August 29, 2015, 02:10:00 pm »


               

OK, back on track.


 


13. Added some feature and group variants for TNO. Right is 1x2 Animal Pen variant with short side door. Left is 4x4 Fantasy Tower variant - replaces cave with stonework and a gatehouse door, connects to road terrain.


 


fant_tower_zpslnrst1ff.jpg


 


Thatch roofed chapel variants - for that nice rustic look  '<img'>


 


thatch_chapels_zpsjeho4ief.jpg


 


14. Fixed a variety of minor issues on tiles within the TNO set - mostly UVW mapping, retexturing (for continuity with related tile groups and features), and walkmesh issues (material edits).



               
               

               
            

Legacy_Pstemarie

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« Reply #38 on: August 29, 2015, 05:55:57 pm »


               


There are scripts for the Romantic Animations in the Q Base Modules. When I get home later today, I'll post the script names. Yes, I am working on improving the documentation - a lot of what was written was noted down before I took over Q and is a little less self-intuitive than I'd like.




 


The romantic animation functions are found in the include file q_inc_anims.nss. It doesn't look like Trickyhandz ever implemented them beyond the include. I'll have to dig deeper and see what's up.


               
               

               
            

Legacy_boodah83

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« Reply #39 on: August 29, 2015, 06:01:27 pm »


               


Very nice I really like those addons boodah83


 


Did you upload them to the vault?




 


Thank you!


 


No, I didn't, but they will be in the next PQ update.


               
               

               
            

Legacy_The Mad Poet

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« Reply #40 on: August 30, 2015, 12:51:38 am »


               

I've scripted some of them to be implemented through conversation text. I can share those with Q if you like?



               
               

               
            

Legacy_Pstemarie

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« Reply #41 on: August 30, 2015, 01:10:29 am »


               


I've scripted some of them to be implemented through conversation text. I can share those with Q if you like?




 


That would be great! Probably save me a lot of work trying to reverse engineer what Tricky did...


               
               

               
            

Legacy_Pstemarie

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« Reply #42 on: August 30, 2015, 03:45:27 pm »


               

I've begun integration of Andarian's conversation based scripts for the romantic animations into q_inc_anims. So far, I've got the waltz working and have begun porting over the other functions.


 


This porting has required that the original q_inc_anims be completely rewritten. Since the original include file was never implemented, this should be a non-issue. However, bearing in mind that the original include (and the functions within) may have been implemented by Builders on their own, I will include the original include file in the /Source folder.


 


I have opted to leave the original functions by TrickyHandz intact for backwards compatibility for Builders that may have implemented the original Q functions into their own scripts. Andarian's functions have been ported over and added to q_inc_anims as new functions.



               
               

               
            

Legacy_Pstemarie

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« Reply #43 on: August 30, 2015, 07:07:55 pm »


               

15. Added Andarian's romantic animations conversations and associated scripts (as used in the demo module - InterludeRom.mod - packaged with the Romantic Animation Suite). I have documented the setup of the waypoints and added a "Ball Room" area to the Q Base Module so that Builders can see how the animations have been implemented.


 


16. Added a module switch to toggle on/off a "fix" for the weapon swapping exploit - discussed HERE. This "fix" reduces the PCs number of attacks to 1 for one round if they equip or unequip a weapon while in combat.    



               
               

               
            

Legacy_YeoldeFog

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« Reply #44 on: August 31, 2015, 08:08:13 am »


               

Hurray! Pstemarie for president!