Author Topic: Project Q v2.1  (Read 7098 times)

Legacy_Pstemarie

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Project Q v2.1
« Reply #330 on: March 14, 2016, 11:24:31 pm »


               

Thanks guys for all the pick-me-ups.


 


I'm actually doing a lot better today - had my arm out of the brace and was exercising it. Turns out I have a lot more movement than I would have expected so recovery won't be any 12-16 weeks, more like 4-6 weeks. I also told the orthopedist to take a hike  '<img'> Sure my bicep is all tore up, but muscles don't heal by NOT using them. I only wish I had been able to pop the shoulder back into socket myself - I'm convinced it would have been less painful that way.



               
               

               
            

Legacy_cervantes35

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« Reply #331 on: March 15, 2016, 12:49:39 am »


               

Wow sorry to hear about the accident with your arm. Wishing you a speedy recovery and if you need any help just PM me  and I will see if I can help out. I don't have a link to our drop box anymore or if it is still even available since you have been pretty much on your own this last year or so.



               
               

               
            

Legacy_Pstemarie

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Project Q v2.1
« Reply #332 on: March 15, 2016, 01:25:26 am »


               

No dropbox anymore - Dropbox nixed the files and account. I'll drop you the info this weekend when I more time.



               
               

               
            

Legacy_SHOVA

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Project Q v2.1
« Reply #333 on: March 15, 2016, 07:16:13 pm »


               

Pstemarie,


Since you have so much going on with healing and Q, why not add just one more tiny thing to the list '<img'> ?


 


The mines and caverns set has a quirk in it- the water/floor edge tiles walkmesh seems to let creatures drop down under the water,15/20 feet?, as well as lets them move around (back and forth) along the floor edge. I saw this happen with a NESS spawn- 3 creatures at once. It looked as if the spawn pushed 2 of the 3 right into the water, where they dropped down. I also saw it happen in the Q OC, chapter 2, the troll caves. The creatures can be targeted with ranged weapons/ spells, but can not be hit with melee weapons, in effect acting much like the raise/lower cliffs in the rural set.


 


Perhaps adding a way to get down, and back up like the cliff stairs in the desert set could be a unique alternative to just fixing hte walkmesh. An underwater cave door, could be useful.


 


Did I say one thing? maybe another if you feel up to it, and your pain meds aren't too strong: The Q forest set, love it! but it could use some slopes for the raise/lower feature...


Get well soon!


               
               

               
            

Legacy_WiredWraith

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Project Q v2.1
« Reply #334 on: May 29, 2016, 03:26:43 am »


               

This is an excellent cosmetic enhancement pack that I used for my recent play through of SoU & HotU.  However, I did notice one or two issues.  The dead beholders in the tyrant beholder's cave in HotU are levitating and looking normal as if alive.  I'm guessing there's no animation of a dead beholder in Project Q?  When I switch back to default NWN with no Project Q, the dead beholder is indeed very dead looking, lying crumpled on the cave floor.  Also, many times I'm noticing my henchmen die in a frozen standing up state.  Maybe the two issues are related.  Great mod, though.  I'm using 1.69 and the latest Project Q.



               
               

               
            

Legacy_Pstemarie

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Project Q v2.1
« Reply #335 on: May 29, 2016, 10:56:50 am »


               


This is an excellent cosmetic enhancement pack that I used for my recent play through of SoU & HotU.  However, I did notice one or two issues.  The dead beholders in the tyrant beholder's cave in HotU are levitating and looking normal as if alive.  I'm guessing there's no animation of a dead beholder in Project Q?  When I switch back to default NWN with no Project Q, the dead beholder is indeed very dead looking, lying crumpled on the cave floor.  Also, many times I'm noticing my henchmen die in a frozen standing up state.  Maybe the two issues are related.  Great mod, though.  I'm using 1.69 and the latest Project Q.




 


Glad you like the visual enhancements offered through Q. I'm not sure what is causing the issues you are experiencing with the death animations. The beholders in Q, although mated to a different animation super, have all of the animations from a vanilla HotU beholder (the model is just a clone of the Gzhorb model from 1.69). The henchman issue can't be related because they all use the PC animation sets, which are totally separate from the beholder animations.


 


How did you use Q for the play through? Did you use the Q Campaigns uploaded by Mask some years ago? OR Did you attach the haks to your own copies of the modules or did you export the hak contents to the override folder? 


 


If using the Q Campaigns, you should try opening the modules in the toolset and making sure ALL of the current Q haks are attached, then "build" the module. The Q Campaigns were made with Q v1.1 - a much smaller package - and do not include all of the haks necessary to use Q's basic configuration. If you added the haks yourself, make sure you have ALL of the base haks added and that they are in the correct order.


               
               

               
            

Legacy_WiredWraith

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« Reply #336 on: May 29, 2016, 01:53:30 pm »


               

Thanks for the prompt reply.  I use the patchini.ini method of placing the Project Q hak files into a patch folder created in my NWN installation and then putting these lines in the patchini.ini:


 


PatchFile000=q_vfxgui

PatchFile001=q_tilesets

PatchFile002=q_sounds

PatchFile003=q_robe3

PatchFile004=q_robe2

PatchFile005=q_robe

PatchFile006=q_race2

PatchFile007=q_race

PatchFile008=q_portraits

PatchFile009=q_placeables

PatchFile010=q_items

PatchFile011=q_creatures

PatchFile012=q_2da

PatchFile013=q_!tilesets

PatchFile014=q_!tilereskins

PatchFile015=q_!fightingsfx

PatchFile016=q_!armoury

 


It seems to work fine, and I've had very very few issues with Project Q, and it would be difficult to go back to vanilla now, I think.  But seeing those dead Beholders standing straight up and lively looking is quite jarring.  I go charging through one of their doors and see a beholder standing there looking me straight in the eye with its eye, and I go "Aaaaah!" and start hacking away at a harmless phantom. lol.  I use the term "animations" loosely in my above post since the beholders when they're dead don't move.  Actually killing them starts a working death animation.  The issue with my dead henchmen standing up is only occasional whereas the dead beholders are always standing.  It's a little immersion breaking '<img'>



               
               

               
            

Legacy_WiredWraith

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« Reply #337 on: May 29, 2016, 06:34:58 pm »


               

Here's a comparison of the dead beholders in HotU with and without Project Q:


 


With Project Q


 


Without Project Q


 


Btw, these are the images of already dead beholders when you enter the cave.  Dying animations of beholders you're killing under Project Q seem okay.



               
               

               
            

Legacy_Pstemarie

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« Reply #338 on: May 30, 2016, 10:43:44 pm »


               


Here's a comparison of the dead beholders in HotU with and without Project Q:


 


With Project Q


 


Without Project Q


 


Btw, these are the images of already dead beholders when you enter the cave.  Dying animations of beholders you're killing under Project Q seem okay.




 


A pic is truly worth a 1000 words. Having seen the pics, it would appear that G'zorb is missing a certain animation. I'll have to see what I can do about that - but it will have to wait until the weekend. 


               
               

               
            

Legacy_Carrot Sticks

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Project Q v2.1
« Reply #339 on: June 17, 2016, 01:57:33 am »


               

The Q Castle Exterior Rural set's Wild Woods wall terrain, when painted across a raise/lower has a seam with the tiles next to it. 


 


Both tiles are ttw01_e07_01


 


Q_TNO_WWwall_raise-lower_seam_1.jpg


 


Also, the updated TNO stucco textures seem to be misaligned on some of the base 1.69 Castle Exterior Rural building groups.  Thus far, the only Q-specific buildings in Castle Exterior rural I've noticed have similar issues are the City and Grass Smithy 1x1 groups.


 


Q_TNO_stucco_textures_1.jpg



               
               

               
            

Legacy_henesua

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« Reply #340 on: June 17, 2016, 02:54:48 am »


               

No need to use the .set file to sleuth a tile. Just "mouse over" a tile in the toolset when in tile mode. The name of the tile that you are hovering over will be in the bottom of the toolset window.



               
               

               
            

Legacy_Carrot Sticks

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« Reply #341 on: June 18, 2016, 06:20:42 pm »


               

Thanks - not sure how I missed that before.  I've updated the post with the tile name.



               
               

               
            

Legacy_SHOVA

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« Reply #342 on: June 20, 2016, 03:56:20 pm »


               

the tiles tno01 m26 11,12,13,14; tno01 m50 11; tno01 m32 1; tno01 m53 12,13,14; also have the issue-



               
               

               
            

Legacy_meaglyn

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« Reply #343 on: August 01, 2016, 03:04:21 pm »


               

I'm raising this thread in hopes we can get a few people to help finish up and release q2.1. I'm available to do what I can but don't do tilesets and models.   I've been using 2.1 in development for a while and would very much like to have an official release so that players could use it easily.   Who wants to help?   Anyone around have access to the sources on the server?



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #344 on: August 01, 2016, 04:42:04 pm »


               

I really love the Project Q's TNO tileset, so I really hope someone can finish it up because I was planing on using it.