Author Topic: Project Q v2.1  (Read 7116 times)

Legacy_Thayan

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Project Q v2.1
« Reply #45 on: August 31, 2015, 09:19:26 pm »


               

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.



               
               

               
            

Legacy_Pstemarie

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« Reply #46 on: August 31, 2015, 10:07:45 pm »


               


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.


               
               

               
            

Legacy_The Mad Poet

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« Reply #47 on: August 31, 2015, 10:40:13 pm »


               

Speaking of creatures, what about finalizing the animations on the Otyugh? Far as I can tell I think they were incomplete.



               
               

               
            

Legacy_Pstemarie

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« Reply #48 on: August 31, 2015, 11:30:12 pm »


               

Yeah, he's at the top of the list of things to do - along with the Moathouse. I need to get with ShadowM - I think he had decided to help out with that pesky critter.


 


As I stated elsewhere, my goal is to get everything into Q that was supposed to be in it in the first place, and also fix/finish any work that was left incomplete. Speaking of which...


 


17. Added an iblith load of fixes - placeables, missing bullet icons, corrected cloak textures and icons, 2da reference fixes, etc.



               
               

               
            

Legacy_Grymlorde

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« Reply #49 on: September 02, 2015, 01:50:35 am »


               


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.




 


Are you including "sa_lib_kiss"? If so, does that version still use GetRacialType or has it been fixed to use GetAppearanceType? In my modules I like to have outsiders and dragons masquerading as humans and half-elves so I had to change it to GetAppearnceType and recompile all of the scripts.


               
               

               
            

Legacy_Pstemarie

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« Reply #50 on: September 02, 2015, 12:25:11 pm »


               


Are you including "sa_lib_kiss"? If so, does that version still use GetRacialType or has it been fixed to use GetAppearanceType? In my modules I like to have outsiders and dragons masquerading as humans and half-elves so I had to change it to GetAppearnceType and recompile all of the scripts.




 


No, I did not port over any of the scripts labeled as "sa_" - I considered those proprietary coding of Sanctum and thought they were better left out. They also reference a script that does not exist in the demo module I ported from ("sa_follow" or some such). The base module just includes simple functionality that allows the PC to initiate the dancing or kissing action. Once I get the moathouse tidied up, I'll look at coding NPC initiation and NPC-NPC interaction.  


               
               

               
            

Legacy_Aztec2012

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« Reply #51 on: September 02, 2015, 01:38:18 pm »


               

Great, Great, Great project!


 


Any chance to add to Q 2.1 monsters and items from CEP 2.61? Items form CEP 2.61 si in high quality.



               
               

               
            

Legacy_henesua

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« Reply #52 on: September 02, 2015, 03:32:46 pm »


               

I would prefer that Pstemarie fix and finish everything in Q before he steps into the territory of new content.


 


eg: Sitting heights for demi-humans in social phenotype *cough*  '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #53 on: September 02, 2015, 08:24:00 pm »


               


Great, Great, Great project!


 


Any chance to add to Q 2.1 monsters and items from CEP 2.61? Items form CEP 2.61 si in high quality.




 


What ones specifically did you have in mind? I'm not too familiar with what was added in 2.61 - don't use CEP myself.



               
               

               
            

Legacy_Pstemarie

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« Reply #54 on: September 02, 2015, 08:26:59 pm »


               


I would prefer that Pstemarie fix and finish everything in Q before he steps into the territory of new content.


 


eg: Sitting heights for demi-humans in social phenotype *cough*  '<img'>




 


Yeah, its on the list. 


               
               

               
            

Legacy_meaglyn

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« Reply #55 on: September 02, 2015, 08:57:22 pm »


               

Personally, I'd prefer to have less overlap between Q and CEP than more...   The last thing we need is to put more of the same content at different line numbers in both packages. Given that any CEP creatures would probably already overlap with Q numbering or be outside of Q reserved ranges that's the likely outcome.


               
               

               
            

Legacy_Pstemarie

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« Reply #56 on: September 02, 2015, 09:24:03 pm »


               


Personally, I'd prefer to have less overlap between Q and CEP than more...   The last thing we need is to put more of the same content at different line numbers in both packages. Given that any CEP creatures would probably already overlap with Q numbering or be outside of Q reserved ranges that's the likely outcome.




 


I was just curious is all - not actually committing to doing so.


               
               

               
            

Legacy_Pstemarie

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« Reply #57 on: September 03, 2015, 02:15:34 am »


               




I would prefer that Pstemarie fix and finish everything in Q before he steps into the territory of new content.


 


eg: Sitting heights for demi-humans in social phenotype *cough*  '<img'>




 


THIS ISSUE HAS BEEN TERMINATED (with a big bwahahahaha and 3 beers)  '<img'>


 


It took some time but I finally was able to nail down the issue and how to fix it. I had to dupe the social pheno animation supermodels; kill all the animations except custom2 and sit_cross; scale the model so that the sitting height in the custom2 and sit_cross animations was the same Z height as the sit animation in the pm*40 and pf*40 pheno models; then copy and paste the animations into the pm*40 and pf*40 models.


 


I've got some more testing to do but everything looks good so far. 


 


social_sit_zpsxkq88cu3.jpg


               
               

               
            

Legacy_henesua

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« Reply #58 on: September 03, 2015, 02:37:56 am »


               

I am tempted to send some beer to your pub! Thanks, Pstemarie.



               
               

               
            

Legacy_Pstemarie

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« Reply #59 on: September 03, 2015, 02:58:26 am »


               


I am tempted to send some beer to your pub! Thanks, Pstemarie.




 


Sadly we can't serve beer at the restaurant, but you can send the truck to my house  ':lol:'