Get the latest news about Project Q Weekly Updates.
Project Q Weekly Updates
#1
Posté 20 avril 2014 - 12:45
- Carcerian et Rolo Kipp aiment ceci
#3
Posté 20 avril 2014 - 10:42
You know, I am waiting for it to update right now, but...
Yessss giant slug. You would not believe how long I have wanted someone to make this (It has probably been as long as the Gastropod has been the most lethal thing in Warcraft)
#4
Posté 20 avril 2014 - 11:59
A couple of quick bugs, the giant slug antennae and dorsel spine have some seperation anxiety during animation and the remorez head fins are a single plane you can see through it from the backside and slight break in neck animation think it lifts just a touch to high but its not a big problem.
#5
Posté 21 avril 2014 - 12:53
A couple of quick bugs, the giant slug antennae and dorsel spine have some seperation anxiety during animation and the remorez head fins are a single plane you can see through it from the backside and slight break in neck animation think it lifts just a touch to high but its not a big problem.
Slug is fixed - I had uploaded the wrong version of the model (the skinmesh weights were bad). I'm fixing the Remorhaz now.
#6
Posté 21 avril 2014 - 01:03
Found another in the female ranger added in 1.9 large gap between hair and bandana. Back to editing the wiki.
#7
Posté 21 avril 2014 - 01:26
New helms 131,174,175,176 and 210 not appearing problem maybe the baseitems 2DA in q_!armoury.hak (Max Range for helmets 50 instead of 255).
#8
Posté 21 avril 2014 - 01:46
Remorhaz is crashing game :/
#9
Posté 21 avril 2014 - 02:11
Paul how many parts are there to the remorhaz if there is more than 80 then when targeting is enabled it will crash the game, might start there. I duplicated the crash but I am not sure if it occured during an animation or if I was targeting the remorhaz both where happening at the same time.
#10
Posté 21 avril 2014 - 02:41
Remorhaz is crashing game :/
I've pulled it from the updater. It didn't crash my game during initial testing, but now it is - my guess is the poly count is too high.
#11
Posté 21 avril 2014 - 04:01
Sorry bought those errors - what I get for working on Easter with company (i.e. distractions) afoot! Anyway...
Remoraz - FIXED (too many parts - I had added several red node parts after the last round of testing, took node count to 95)
Slug - FIXED (bad skinmesh)
Helms - FIXED (baseitems range increased in q_!armoury)
Female Ranger - Need to look into - head is part of torso skinmesh (looks like inverted faces where hair meets head)
Run the updater to get the hotfixes.
I need sleep ![]()
- Estelindis, Carcerian et Rolo Kipp aiment ceci
#12
Posté 21 avril 2014 - 04:26

Sleep now...
#13
Posté 21 avril 2014 - 05:19
The updater isn't working for me. An error says it can't find the exe and it may not be in the main folder, but it is.
<script charset="UTF-8" src="chrome://hdv/content/hdv.js" type="application/javascript"> </script>
#14
Posté 21 avril 2014 - 05:52
The updater isn't working for me. An error says it can't find the exe and it may not be in the main folder, but it is.
<script charset="UTF-8" src="chrome://hdv/content/hdv.js" type="application/javascript"> </script>
The Updater should be run from a "Q_Updater" subfolder such as C:\NeverwinterNights\NWN\Q_Updater\
#15
Posté 21 avril 2014 - 12:11
The updater isn't working for me. An error says it can't find the exe and it may not be in the main folder, but it is.
<script charset="UTF-8" src="chrome://hdv/content/hdv.js" type="application/javascript"> </script>
Please refer to this thread on the new Q site:
Q Updater - NWMAIN.EXE not found error
#16
Posté 21 avril 2014 - 12:12
PLEASE - if you find any errors, can you post them in the Project Q Tech Support Forum. Posting them here just clutters the thread and risks them not being seen and processed.
#17
Posté 28 avril 2014 - 12:48
Second weekly update - Project Q v1.9.2 - is available via the updater. Enjoy...
No update next weekend, as I'll be knee deep in finals this week - two essays to finish and two exams to study for. Not fun.
- Estelindis, boodah83 et kalbaern aiment ceci
#18
Posté 29 avril 2014 - 08:28
The slug rocks... there's even a giant slug portrait. I used the gelatinous cube soundset, as it seems about right.
One question: quite a while back it had been planned to add the Maxam dungeon. Has this been abandoned?
And, as always, thx for the continued work.
#19
Posté 29 avril 2014 - 10:35
The slug rocks... there's even a giant slug portrait. I used the gelatinous cube soundset, as it seems about right.
One question: quite a while back it had been planned to add the Maxam dungeon. Has this been abandoned?
And, as always, thx for the continued work.
I haven't abandoned plans to add the Classic Dungeon and Versatile Dungeon - Maxam's long term goal was to see these added to Q. Originally, I was waiting until I had created some more features for them before incorporating them into q_!tilesets; however, I've decided I can always add those features later. Look for Classic and Versatile dungeons to be incorporated into the next weekly update.
- Grymlorde et Rolo Kipp aiment ceci
#20
Posté 30 avril 2014 - 03:13
Sorry for posting this here but I am waiting for my account approval for q site
Is the giant bee WIP ? There is no death or attack anims ? ![]()
#21
Posté 30 avril 2014 - 10:20
Sorry for posting this here but I am waiting for my account approval for q site
Is the giant bee WIP ? There is no death or attack anims ?
The attack and death anims will be added in the next update - I wanted to get the model into circulation as my time for this week and next is very limited.
Your account should be unlocked.
#22
Posté 30 avril 2014 - 11:55
Cool ! ![]()
Also good job on that remorhaz so far!
#23
Posté 01 mai 2014 - 02:02
Cool !
Also good job on that remorhaz so far!
Thanks, Rolo has done an amazing job with that.
#24
Posté 01 mai 2014 - 02:55
Seconded for both remorhaz and the long overdue cloaker ![]()
#25
Posté 01 mai 2014 - 04:17
I haven't abandoned plans to add the Classic Dungeon and Versatile Dungeon - Maxam's long term goal was to see these added to Q. Originally, I was waiting until I had created some more features for them before incorporating them into q_!tilesets; however, I've decided I can always add those features later. Look for Classic and Versatile dungeons to be incorporated into the next weekly update.
Can you also include the Classic Dungeon Placeables as well?
As far as new features, I've always thought that a door reskinned with the CD wall texture would make a great concealed door for that tileset.





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