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Project Q New Release - COMING SOON!!


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#26
Wall3T

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i have to say, this is as exciting to see as it is to watch E3 Live! cant wait for the new update (makes me wonder if we'll get to see any other new submissions from other authors)

#27
_six

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Jedijax wrote...

So... when is it coming out?

As soon as we get the new updater set up.

Are the previously mentioned harpies included?

Yes. These however are not.

http://nwn1cc.com/six/_dumpit/ouch

Will there be any last-minute additions?

Not right now. But there's a whole load more stuff in the update than I can actually remember, so chances are you'll have to rummage for a long time to find out just how much we've added. There's also going to be plenty of fixes availible on the new updater, I should imagine, as and when they're reported.

#28
Gleym

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Damn! What are those? They look like wraith warriors or something.

#29
Raven_Xantrice

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Yeah, looks awesome! Have to wait before I work on my module because it works with the q haks! ;) Is your CC clothes included six?

#30
TimG

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At the risk of looking like a fool what does it mean when you say theses new "Q" releases aren't CEP compatible to someone who is just a player as opposed to a builder? For example, if I have CEP content in my HAK files and then download a module that has "Q" content HAK files will I be in for trouble or will the game only select and use the required HAKs? I feel sure that content this good will find its way into more modules and I have never really understood the compatibility issues from a player's point of view.

#31
Raven_Xantrice

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If the module is running with q haks, ou don't be able to play if you only have the CEP haks because the NWN system check if the q haks exist, but not only that, the q haks included other content then the cep haks! :-)

#32
Malagant

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TimG wrote...

At the risk of looking like a fool what does it mean when you say theses new "Q" releases aren't CEP compatible to someone who is just a player as opposed to a builder? For example, if I have CEP content in my HAK files and then download a module that has "Q" content HAK files will I be in for trouble or will the game only select and use the required HAKs? I feel sure that content this good will find its way into more modules and I have never really understood the compatibility issues from a player's point of view.

As a player, you're in the clear downloading and placing Q in your hak folder. When people talk about compatibility issues, that really only pertains to builders and modules in that you can't just add Q and CEP together on the same module without compatibility issues within the resources that the module uses. A hak resource in the upper end of the hak list will override anything beneath it, without custom 2da edits or renaming resources.

In short, Tim, you need only be concerned with having the haks or not if you only intend to play.

Modifié par Malagant, 14 juin 2011 - 08:50 .


#33
_six

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Malagant wrote...

TimG wrote...

At the risk of looking like a fool what does it mean when you say theses new "Q" releases aren't CEP compatible to someone who is just a player as opposed to a builder? For example, if I have CEP content in my HAK files and then download a module that has "Q" content HAK files will I be in for trouble or will the game only select and use the required HAKs? I feel sure that content this good will find its way into more modules and I have never really understood the compatibility issues from a player's point of view.

As a player, you're in the clear downloading and placing Q in your hak folder. When people talk about compatibility issues, that really only pertains to builders and modules in that you can't just add Q and CEP together on the same module without compatibility issues within the resources that the module uses. A hak resource in the upper end of the hak list will override anything beneath it, without custom 2da edits or renaming resources.

In short, Tim, you need only be concerned with having the haks or not if you only intend to play.


What he said. The only time to worry is if you're a builder and you want Q and CEP in the same module. And even then, there's been a few builders who have successfully been able to use both, with albeit with a crapload of changes in their own top hak to support it and some features disabled.

For my purposes, I just use Q. It has everything I need, and the brilliant thing about being me is that if it doesn't, I just make it and add it in :bandit: But if you want to use both that's entirely your decision. We didn't actively try to make it incompatible or anything.


 Is your CC clothes included six?

Yes.

Modifié par _six, 14 juin 2011 - 09:10 .


#34
Raven_Xantrice

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Nice! I like it, this standard bioware commoner clothes are always with so much metal, because of this that clothes looks so "rich" and not like this of the poor people in the medieval!

#35
TimG

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Thanks for the quick answer. As a latecomer to the game I didn't "grow through" the development cycles like a lot of veteran players. I've never been really comfortable with compatibility issues. I never had any success using the toolset so I am just a player rather than a modder or builder.

#36
AndarianTD

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_six wrote...

The only time to worry is if you're a builder and you want Q and CEP in the same module. And even then, there's been a few builders who have successfully been able to use both, with albeit with a crapload of changes in their own top hak to support it and some features disabled.


I just posted the following on another thread, but it may be apropos here as well.

A CEP/Q "top hak" merge is definitely doable, and some of us have pioneered the way by implementing versions of it and providing feedback for others on the results (for example, here).

I am also currently working on a new update to Sanctum of the Archmage Chapters 1 & 2, to version 4.0. In addition to other new features, it will include using the Sanctum / CEP / Q integration top haks that I developed for Sanctum 3 (still in development). I hope to get it out this summer; and when I do, anyone who wants to use those top haks as a blueprint or example for how to do this is welcome to. It won't be perfect for your needs, since I tailored the merge for the specific needs of my own modules as well as to provide for some of my own module-specific custom content. But it should be good enough to use as a start to modify for your own purposes.

The approach I took (except in a few isolated cases) was to leave the Q content untouched, and in the case of any conflicts, to rename and/or move either the CEP content or my own custom CC to open 2DA ranges. As a result, if you use it you may find you'll need to update some of the non-Q specific blueprints in your module accordingly. But most of the important content will be there (or at least, the content that was important to me ;)).

Note that my top haks were designed using the 2DAs from the last Q release (Q1.3) and CEP 2.2. I may update them to include the new Q release 1.4 2DA entries before releasing Sanctum v4.0.

By the way: any new small or large metallic shields in the new Q release? :looks hopeful:

Modifié par AndarianTD, 17 juin 2011 - 05:03 .