Author Topic: Project Q v2.1  (Read 7105 times)

Legacy_Mecheon

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Project Q v2.1
« Reply #300 on: February 08, 2016, 07:05:51 am »


               


Edit: The mysterious aoskian hound texture swap bug only seems to happen when the Aoskian Hound, Light is selected from the palette and put into an area first (before a dark hound is placed). Once a light hound is placed down in the toolset, all following dark hounds will have light textures; however, any dark hound placed before the first light one will keep the dark texture (if you don't open it's properties and exit through hitting Ok). Saving, closing and reopening the toolset seems to fix the bug somehow in some cases. The behavior is consistent between toolset and game (dark in ts, dark ig / light in ts, light ig).


 


Really wondering what could be causing this. Or maybe it is a graphic card bug on my side...




Probably the model names. The Light one just needs to be renamed in its file


               
               

               
            

Legacy_boodah83

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Project Q v2.1
« Reply #301 on: February 09, 2016, 02:35:20 pm »


               

You are totally right, Mecheon. 


 


Doing a search and replace in c_a_hound.mdl (replacing codi_ahound with c_a_hound) fixed the issue.



               
               

               
            

Legacy_Pstemarie

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Project Q v2.1
« Reply #302 on: February 11, 2016, 12:10:09 am »


               


You are totally right, Mecheon. 


 


Doing a search and replace in c_a_hound.mdl (replacing codi_ahound with c_a_hound) fixed the issue.




 


Fixed and uploaded.


               
               

               
            

Legacy_Aztec2012

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Project Q v2.1
« Reply #303 on: February 18, 2016, 12:14:05 pm »


               

In this is still old 2.0 version http://neverwinterva...bined/project-q



               
               

               
            

Legacy_meaglyn

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Project Q v2.1
« Reply #304 on: February 18, 2016, 02:00:40 pm »


               

I don't think 2.1 is officially released yet. I imagine that page will be updated when it is...



               
               

               
            

Legacy_Alexander P

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Project Q v2.1
« Reply #305 on: February 18, 2016, 08:15:26 pm »


               

Hello everybody.


Could someone link new website for Project Q?


Also is it compatible with PRC 3.5? I couldn't find answer to this question.



               
               

               
            

Legacy_Tarot Redhand

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Project Q v2.1
« Reply #306 on: February 19, 2016, 12:21:47 am »


               

Alexander P, if you look in Pstmarie's signature (hint just 3 messages above yours) you will find the link you are looking for. If however you were looking for where to download it...


 


TR



               
               

               
            

Legacy_Thayan

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Project Q v2.1
« Reply #307 on: February 19, 2016, 04:06:50 am »


               


Very cool to see my favorite hak project getting updated. If possible, could you folks take a look at the selection box (or whatever it's called) for the Earth Elemental model? I really love that model, but the selection area for it in-game is almost twice the size in front of it. It makes fighting them in combat difficult as people may think they're clicking on something else, but instead end up clicking on the Earth Elemental because its selection size is so large.


 


I'm not sure if this makes sense, but if you load the Project Q test mod as a DM and spawn a creature using the Project Q Earth Elemental model, you'll be able to see just how far away you can click on it (in its facing direction) and still select it.




 


 




Will do - probably an unattached vertex or bad pivot.




 


Hey Pstemarie. I ran the updater about a week or two ago and while I noticed the changes you've been documenting here, although it looks like the Earth Elemental still has a huge selection box. Were you still planning to look at it? As I've been messing around with it I see it was TAD who actually created it, so if I should just bugger off and go bother him (or try to figure out how to fix it myself), just let me know. '<img'>



               
               

               
            

Legacy_Alexander P

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Project Q v2.1
« Reply #308 on: February 19, 2016, 11:49:55 am »


               

Thanks Tarot. I was yesterday on this website but it did not work I though it was moved again. Today it loads.



               
               

               
            

Legacy_Pstemarie

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Project Q v2.1
« Reply #309 on: February 19, 2016, 07:48:20 pm »


               


Hey Pstemarie. I ran the updater about a week or two ago and while I noticed the changes you've been documenting here, although it looks like the Earth Elemental still has a huge selection box. Were you still planning to look at it? As I've been messing around with it I see it was TAD who actually created it, so if I should just bugger off and go bother him (or try to figure out how to fix it myself), just let me know. '<img'>




 


Forgot about that one - prob an errant vert on the model.


               
               

               
            

Legacy_SHOVA

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Project Q v2.1
« Reply #310 on: March 02, 2016, 09:53:48 pm »


               

Pstemarie, I've found some issues with the crypt tileset retexture, in the form of walkmesh issues.The first is the doorway tile. If you add a doorway off of the floor tile, but do not another tile to the doorway, you get a small enclosed space, perfect for small crypts. the back part however gets rather funky- a PC can walk to the back wall, but can not leave it. they slide back and forth trying but can never make that step.


 


the second is in a floor tile, again when a doorway is placed, in the floor tile a PC will fly up for a second (10-15 Meters) then come back down. I remember that Chico's override did these things as well.


 


Also, the crypt set has light beams that come down from above, but can't be turned off, adjusted or even tweaked for color- anyway to change that?


 


Still loving Q '<img'>


Thanks!



               
               

               
            

Legacy_Thayan

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Project Q v2.1
« Reply #311 on: March 03, 2016, 12:39:11 am »


               


Pstemarie, I've found some issues with the crypt tileset retexture, in the form of walkmesh issues.The first is the doorway tile. If you add a doorway off of the floor tile, but do not another tile to the doorway, you get a small enclosed space, perfect for small crypts. the back part however gets rather funky- a PC can walk to the back wall, but can not leave it. they slide back and forth trying but can never make that step.




 


I can confirm that this is a problem with the generic Crypt tileset and it's not confined to just Project Q. But if a fix by someone could be made for that tile, that would be great to see. For any tileset gurus who are interested in taking a look at this, the tile in question is tile tdc01_g09_01


 


For a non-tileset workaround/fix though, I've managed to address this by putting an activated invisible wall placeable in the back of those small rooms so just enough of the inivisble wall is sticking out of the wall to get to the main section of bricks in that room (just past the two different-colored rows of bricks against the back of the room). BUT the trick of this is that you also must raise the invisible wall to 0.20 on the Z axis.



               
               

               
            

Legacy_Shadooow

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Project Q v2.1
« Reply #312 on: March 04, 2016, 04:50:11 am »


               


I can confirm that this is a problem with the generic Crypt tileset and it's not confined to just Project Q. But if a fix by someone could be made for that tile, that would be great to see. For any tileset gurus who are interested in taking a look at this, the tile in question is tile tdc01_g09_01


 


For a non-tileset workaround/fix though, I've managed to address this by putting an activated invisible wall placeable in the back of those small rooms so just enough of the inivisble wall is sticking out of the wall to get to the main section of bricks in that room (just past the two different-colored rows of bricks against the back of the room). BUT the trick of this is that you also must raise the invisible wall to 0.20 on the Z axis.




this is fixed in last 1.72beta - basically, all needed to done is to run that tle with clean models


               
               

               
            

Legacy_cervantes35

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Project Q v2.1
« Reply #313 on: March 08, 2016, 10:21:55 am »


               

Back from my year overseas and have loaded a bunch of tools and loaded NWN game on my laptop. Updated with the latest Project Q  took a quick look and found a few bugs.


 


1) Using the pit terrain in the crypt tileset causes large gaps in the ceiling when used on the edge of the floor or when used by itself and with the bridge crosser.


2) Bad Walkmesh on bdh04_c02_18 tile in TNO01 tileset, can walk right into the wall and disappear.


3) Roper creature on custom palette points to wrong model in the UTC, shows Green Hag.


 


Awesome job Pstemarie amazing what you have been able to do by yourself. I know your busy with your new business so if you want some help let me know I should be around.



               
               

               
            

Legacy_meaglyn

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Project Q v2.1
« Reply #314 on: March 08, 2016, 01:49:05 pm »


               

Welcome back cervantes35.


 


Pstemarie... any update or ETA for a final 2.1 release? Just asking so I can plan for the merge...