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Project Q - MASSIVE Update Under Development


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#1
Pstemarie

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Due to overwhelming request - 6 people so far, but sure to grow, I am rolling in my Personal HAK Collection with the next update. Weekly updates are on hold for a short time while I get the files sorted, am granted permission, etc.

 

The next update - I'm calling it Q v2.0 - will include :

(base = included in existing core haks, optional = included in existing optional haks) 

  • TNO Reworks and Addons - base 
  • Wildwoods TNO Addon - base
  • Wildwoods Tileset - part of the optional tileset hak, but you'll need the base tileset hak to use it\
  • Crypt Raised Terrain Crossers by Shadooow - base
  • Dungeon Raised Terrain Crossers by Shadooow - base
  • Mines/Caverns Raised Terrain Crossers by Shadooow (reworked to match Zwerk's reskin) - base
  • Mines Cavern Reskin w/ Roof by Zwerkules - base
  • Drow Interior Roof by TAD - base 
  • Classic Dungeon Addon - optional
  • World Map Tileset - optional
  • Mirkwood Swamp Revised - optional
  • ALL Creatures, Placeables, and Items - base
  • New Emote Icons by TAD - base
  • New Effect Icons - base
  • Underdark Skybox - base
  • New dwarf, gnome, and human Heads - base
  • CEP 1.x Weapons - optional (no stupid lightsabers either)  :D

And probably more content as I continue to go through files on my archive.


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#2
Shadooow

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Hmm, be careful with an icon textures. I see no problem with those two packages because there is no other alternative (well except vanilla emote no-icons and who would want that?) but if there were it might be a big issue. See the discussion and resistance over the great TAD's colored spell icons v2 I added into CPP. But my project is low-level and you can easily override that. Including icon overrides into haks is generally a bad idea because there is no easy way to override them for a usual user. Plus, icons are client content, while haks are both server and client, meaning lets say I am doing a module with Q - and I as a module author will not want these icons. So I remove them from my haks thinking its all ok. But its not! because a Q, same like CEP is a hak that players are dowloading from official source and this hak will have those icons. In other words - removing from hak is not a way if I as a module author want my players see different icons. The only way to do that would be to add a new hak with icons I want players to see, however my choice might not be a choice of a plenty of other players again ^_^ .

 

Side note just in case you missed that ;) : both these icon overrides are included in my CPP project (1.70: effects, 1.71: emotes, more effects).

 

Just a suggestion, as I said already for these two, there are no other choices anyway.


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#3
Pstemarie

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Side note just in case you missed that ;) : both these icon overrides are included in my CPP project (1.70: effects, 1.71: emotes, more effects).

 

Just a suggestion, as I said already for these two, there are no other choices anyway.

 

Oh, well if they're in there then no need to include them in Q - makes more room for other stuff. Also means I can purge them from my haks.  :D

 

TBH after first installing 1.71 I was a little taken aback by the colored icons, but having played with them for the past few days while testing stuff, I have grown rather fond of them. Good choice to include them.


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#4
Shadooow

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TBH after first installing 1.71 I was a little taken aback by the colored icons, but having played with them for the past few days while testing stuff, I have grown rather fond of them. Good choice to include them.

I know this is probably the hardest change to accept and it might not suite everyone and some peoples are even not willing to give them chance at all, but these are closest to the original - colored with a sense (unlike TAD's previous work - no offense). Problem is that there TAD added some brand new icons which I wanted to replace. However when I was playing with them for a while I found them much better than originals. Still, I understand that some peoples will not want them which is why I made an vanilla restoration package for download.

 

Ok to cut the spam, I like you excluded the stupid lightsabers from CEP1 weapons. This is probably the most annoying CEP1 content for me especially the doublesword version.



#5
henesua

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Here is a vote against rolling in the wildwoods addition to TNO. Something like that should be optional in my opinion.

#6
Pstemarie

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Here is a vote against rolling in the wildwoods addition to TNO. Something like that should be optional in my opinion.

 

I'll have to look at the SET file for TNO, but I'm pretty sure I could accommodate locating the Wildwoods Addon in q_!tilesets easily enough. What I was originally planning was to place the Wildwoods Addon (tiles, textures) in q_tilesets as part of TNO. The optional q_!tilesets.hak would then have the Wildwoods 2DA, SET, and ITP files. Builders would then have access to The expanded TNO with features from Wildwoods as part of the core haks, and Wildwoods itself would be available as a separate tileset by attaching q_!tilsets.hak to a module. 



#7
Pstemarie

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So far so good. Everything listed above can be absorbed by the current Q HAKs without exceeding the 16K limit on #files per HAK. Tomorrow I'll build myself a testing version of Q v2.0 and see what blows up :lol:  


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#8
MannyJabrielle

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I suddenly had the image of mdls and tgas blowing out of PsteMarie's monitor like a tornado of confetti paper.... O_o


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#9
Tiberius_Morguhn

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  • ALL Creatures, Placeables, and Items - base

And probably more content as I continue to go through files on my archive.

 

Can you elaborate more on what these are/include?  It could save me some personal hak building work.  Thank you!



#10
Carcerian

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I recently updated a pw hak to include icons as a test ,and tho ppl loved them i was told not to by admin as it takes away the player's choice to use them or not....

 

The only oners i would reccomend if any at all would be the ones that are missing, such as for emotes (just wish white not green)  or immunity details.

 

TAD did a great gob with his icons, but some players prefer using NWN2 or Baldur's gate icons, as thier personal prefernces for example.


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#11
Jedijax

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Not to disrespect Zwerk's work, but I always liked the re-done cave/mines work you did for NWN Enhanced. I still use it and think it's visually better. If anything, there was a tile missing, and a couple errors in a few others. Still my override of choice. Wish you would revisit that instead.



#12
YeoldeFog

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I agree with Henesua about including wildwoods? I though I could get the very same tiles using the new TNO?



#13
boodah83

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I'm all for including WW into TNO, but for people who would like to keep it seperate like Henesua, how about making two versions of it, one with and one without the wild wood tiles? All that would be needed for that are two different set and itp files, I think.



#14
Pstemarie

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I agree with Henesua about including wildwoods? I though I could get the very same tiles using the new TNO?

 

Yes, I added ALL of Wildwoods to TNO in my own HAK build. I also have the WW 2DA, SET, and ITP files so that I can use it as a standalone also.



#15
Pstemarie

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Not to disrespect Zwerk's work, but I always liked the re-done cave/mines work you did for NWN Enhanced. I still use it and think it's visually better. If anything, there was a tile missing, and a couple errors in a few others. Still my override of choice. Wish you would revisit that instead.

 

If you could send that HAK my way I'd greatly appreciate it. I lost it sometime back and haven't been able to recover it.



#16
_six

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I'm all for including WW into TNO, but for people who would like to keep it seperate like Henesua, how about making two versions of it, one with and one without the wild wood tiles? All that would be needed for that are two different set and itp files, I think.

 

Wild Woods as pstemarie integrated it into TNO is not really the same tileset as Wild Woods. I'm not sure why you want a version of TNO with less options in it, you could always just not use the options.

 

 

 

Personally I prefer the original Wild Woods tileset anyway. But what do I know? :P


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#17
boodah83

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Wild Woods as pstemarie integrated it into TNO is not really the same tileset as Wild Woods. I'm not sure why you want a version of TNO with less options in it, you could always just not use the options.

 

 

 

Personally I prefer the original Wild Woods tileset anyway. But what do I know? :P

 

:( My English must totally suck.

 

I really like the wild woods additions to tno (as well as the original ww tileset), I just wanted to suggest a (probably stupid) way to make the people who didn't want it included happy as well.



#18
henesua

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I prefer a version of TNO with less options as I have tried both ways, and think the TNO is greatly bloated with Wild Woods in it. I do really like the conversion of "grassy trees" to the more open wild woods style that Pstemarie did for this, and I am already using them. I also went about setting up edge tiles because Pstemarie's set up doesn't have them as far as I can tell. The entire thing though is definitely not to my taste.

 

Nevertheless this is not that big of a deal to me because I can edit a set file on my own and include what I want.



#19
Pstemarie

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I prefer a version of TNO with less options as I have tried both ways, and think the TNO is greatly bloated with Wild Woods in it. I do really like the conversion of "grassy trees" to the more open wild woods style that Pstemarie did for this, and I am already using them. I also went about setting up edge tiles because Pstemarie's set up doesn't have them as far as I can tell. The entire thing though is definitely not to my taste.

 

Nevertheless this is not that big of a deal to me because I can edit a set file on my own and include what I want.

 

The edge tiles are there.



#20
Pstemarie

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Can you elaborate more on what these are/include?  It could save me some personal hak building work.  Thank you!

 

That's a big list...

 

Carrion Crawler

Q Skeletons w/ Evil Glowing Eyes

Fire Giant Smith

Frost Giant Warrior 3

Reworked Oozes

Green Slime

Puddings

Crystal Ooze

Donkey

Pack Donkey

Pack Horses

Fable Knights (the ones you did - assuming that's ok)

Female Barbarian

Giant Frogs (by NWN Baba Yaga)

Light Orb (similar to Will-O-Wisp)

Pig

Crawling Claw (by zar... - pending)

Dread Wraiths (Nazghul)

Gandalf (white and grey)

Gargoyle

Hobgoblins (NWN Baba - Lotr orcs)

Lord Antoine - ghost

Owlbear

Skeleton Dragon

Skeleton Archer

Skeleton Soldier

Zombie Dragon

Frozen Dragon

 

Items

Bone Club

Dwarven Urgosh (double ax addon)

More Holy Symbols (torches)

Baseitem override models - gold and ring (replace the bags)

New small misc, thin misc, and mid misc icons (about 6 in total) - component pouch, spell tome, etc.

 

Placeables

Bioware Reskins by Zwerkules

Dragon Hoards

Anvil on Stump

Quench Barrel

Tombs - from crypt tileset

Gothic Coach

Mirkwood Trees

PHOD Sarcophagi

Classic Dungeon Placeables (reworked and improved)

World Map 3D Icons

World Map Compass VFX (similar to the one in NWN2)

Bone Piles by Zar... (pending)

Colored Mist VFX (based on 1.69 DLA Mist)

 

And more....


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#21
cervantes35

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Holy ?&#$ go away for a couple days and seems like everything changes. Schools done for a couple weeks and I am back from my 3 day trip is there something I can help with?


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#22
Pstemarie

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Just plug away at what you have been. All this stuff is done - just need to trim the 2DA files.


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#23
Tiberius_Morguhn

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Fable Knights (the ones you did - assuming that's ok)

 

Of course!  and thank you.


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#24
Stylesetter

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Are you planing to add baba's Carrion Crawler or is it a completely new project?



#25
Pstemarie

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Are you planing to add baba's Carrion Crawler or is it a completely new project?

 

The carrion crawler is the one I did based off atom's work - improved animation and texture. I could try adding the skin from Baba's and see what happens.


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