Aller au contenu

Photo

Project Q v2.0 Alpha - Test


  • Veuillez vous connecter pour répondre
125 réponses à ce sujet

#1
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

NOTE: THIS ALPHA TEST REQUIRES THAT YOU HAVE PROJECT Q ALREADY INSTALLED

 

Qv2.0 Alpha Test

Qv2.0 Alpha Module v2a (replace the one in the above archive)

 

Let's try to keep this thread just about findings/opinions with the alpha...

 

Before installing be sure to backup your original Q hak and tlk files.

 

This alpha build includes all content from my personal hak collection that is not specifically denied permission to repackage. I'm particularly interested in findings/impressions concerning the implementation of wild woods as part of TNO and as a standalone, and of the mines and caverns upgrade/reskin.

 

Looking for impressions on the new weapons ported over from CEP 1.x. Do they fit or do they need to be retextured?

 

The World Map tileset is a bugger to build with right now because it has NO documentation YET - ignore it for now.

 

I'm not particularly attached to anything I've added as it can easily stay in my own hak set and not be part of Q.

 

Although a demo module is included it does NOT have templates for the new creatures. placeables, items, etc.


  • Estelindis, boodah83 et Rolo Kipp aiment ceci

#2
Carcerian

Carcerian
  • Members
  • 1 108 messages

There is a copy of appearances.2da in fightingfx for some reason...  :D



#3
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

There is a copy of appearances.2da in fightingfx for some reason...   :D

 

That's supposed to be there - its required as part of the sound changes Aaron did. Without it, many creatures would not use the fixes made in that package.



#4
Carcerian

Carcerian
  • Members
  • 1 108 messages

Ah, ok, so should just be ordered above creatures assumedly then :)



#5
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Ah, ok, so should just be ordered above creatures assumedly then :)

 

Use the demo mod to test things - already has the haks loaded into it and the Q ERF attached.

 

For reference a full Q HAK installation looks like this...

 

q_!vd_build.hak
q_!armoury.hak  
q_!fightingsfx.hak
q_!tilesets.hak
q_2da.hak
q_creatures.hak
q_items.hak
q_placeables.hak
q_portraits.hak
q_race.hak
q_robe.hak
q_sounds.hak
q_tilesets.hak
q_vfxgui.hak
 
TLK = projectQ.tlk
 
Just noticed I left the q_!WIP.hak development HAK attached - I'll have to delete that from the HAK list and post a new module.
 
EDIT: New module is up. Linked here and in the OP - Qv2.0 Alpha Module v2a

  • henesua aime ceci

#6
Carcerian

Carcerian
  • Members
  • 1 108 messages

module won't open, missing q_robe.hak now...



#7
_six

_six
  • Members
  • 919 messages

The ambient sounds folder appears to be missing.



#8
boodah83

boodah83
  • Members
  • 219 messages

Couple of things I noticed:

 

TNO

- Manor to Manor Courtyard tile (ttw01_h29_02) is missing a door node

- WW Cave Entrance 1x1, grass (ttw01_a04_30) is missing a door node

- tiles tno01_a41_02, tno01_a45_01, tno01_a45_02, tno01_d30_01, tno01_d31_01, tno01_d32_01, tno01_d33_01, tno01_d34_01, tno01_d35_01, tno01_d36_01, tno01_d37_01, tno11_d30_01, tno11_d31_01, tno11_d32_01, tno11_d33_01, tno11_d34_01, tno11_d35_01, tno11_d36_01, tno11_d37_01, tno01_b57_01, tno01_b06_01, tno01_b07_01, tno01_b08_01, tno01_b09_01, tno01_b10_01, tno01_b57_02, tno01_c14_01, tno01_c16_01, tno01_d02_11, tno01_d03_01 and  ctx_j15_01 (phew) are all still using the "old" Q grassy trees models

 

- The CEP whips don't work well with the Reforged one.

- Handaxe 5 (top) model is missing, probably more.

- Sickle 25 middle is missing, 0 value for color existing.

- Missing Textures:

   Greataxe 25 (middle and bottom)

   Dagger 20 (middle) and 21, 22 (all)

   Greatsword 10 (all), 19 (bottom) and 23, 24, 25 (top)

   Longsword 12 (top), 13 (top, doesn't look right anyway) and 24 (top and middle)

   Scimatar 24 and 25 (top)

   Shortsword 25 (top)

   Club 25 (middle and bottom)

   Warhammer 25 (top and middle)

   Mace 22, 23, 24 (top) and 25 (all)

   Quarterstaff 23 (all, maybe meant that way?)

   Two-Bladed Sword 24 (all)

   Magic Staff 24 (all) and 25 (middle and bottom).

   Scythe 25 (middle)

 

Quite likely I missed a texture here or grassy tree there, though...



#9
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

module won't open, missing q_robe.hak now...

 

Just checked the archive and q_robe is in it. Not sure why it won't open for you. 



#10
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

The ambient sounds folder appears to be missing.

 

I didn't include that cause this is a TEST - I'm assuming the people that are testing it already have Q installed. Thus, they only need to download the components for the test that were altered.



#11
boodah83

boodah83
  • Members
  • 219 messages

The Wild Woods tileset is missing (set and itp file).



#12
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

The Wild Woods tileset is missing (set and itp file).

 

Wild Woods in its standalone state is implemented as an optional tileset. Thus the SET and ITP files and the edge 2DA are in q_!tilesets - where all new tilesets are housed.



#13
boodah83

boodah83
  • Members
  • 219 messages

Yes, I know, it is missing in q_!tilesets.

 

Last thing for today: The Cave tileset seems to be missing the roofed tiles for the water terrain.



#14
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Yes, I know, it is missing in q_!tilesets.

 

Last thing for today: The Cave tileset seems to be missing the roofed tiles for the water terrain.

 

Wild Woods - the SET and ITP will be included in the next alpha test - I forgot I had added them after uploading to dropbox.  :blink:

 

Caves - Hmmm, seems those tiles never got finished. Another thing to add to the list.



#15
boodah83

boodah83
  • Members
  • 219 messages

The water terrain is roofed in the caves version included in your personal haks, though.



#16
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

The water terrain is roofed in the caves version included in your personal haks, though.

 

I must have overwrote them by mistake - easy fix. The missing hand axe piece wasn't supposed to be there - that's a version only for aenea (got in the haks by mistake).



#17
Carcerian

Carcerian
  • Members
  • 1 108 messages

Just checked the archive and q_robe is in it. Not sure why it won't open for you. 

 

It wont open because the Q updater removed it? >.<

 

(The file is just plain gone, i did not delete it, it was there before update, gone after...)

 

Dl'd old copy of 1.5 robe hak, updater just ignores it now, does not update or delete, but leaves it @ v1.5...



#18
boodah83

boodah83
  • Members
  • 219 messages

@ Carcerian - Are you running Win 7? You can read about this issue here and download a new updater here. It fixed the problem for me.

 

@ Pstemarie - Few more things to report:

 

- The chromatic dragons are not set to Six's new models in the appearance 2da

- Already reported on the new vault before: A few textures (bog to cliffside tiles) are missing from the new swamp tileset

 

- One little request: Could you add the old PQ Common Skeleton as well?



#19
Carcerian

Carcerian
  • Members
  • 1 108 messages

Got new updater, still no change to 1.5 robes when try to update... (yes on win7)



#20
boodah83

boodah83
  • Members
  • 219 messages

Hm, go to your nwn folder, then into Q_Updater -> q -> robes and delete a file (any one should be ok), then rerun the updater. I think the updater only creates a new version of a hak when it changed something in the associated folder.



#21
Mecheon

Mecheon
  • Members
  • 439 messages

- The CEP whips don't work well with the Reforged one.

 

Pstermarie, on this? Might be worth having a word with AD who I thiiiink has versions of at least the chain whips, if not the lot

 

Anywho, just waiting for things to happen then I'll give the critters a test



#22
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

@ Carcerian - Are you running Win 7? You can read about this issue here and download a new updater here. It fixed the problem for me.

 

@ Pstemarie - Few more things to report:

 

- The chromatic dragons are not set to Six's new models in the appearance 2da

- Already reported on the new vault before: A few textures (bog to cliffside tiles) are missing from the new swamp tileset

 

- One little request: Could you add the old PQ Common Skeleton as well?

 

Added to the Work Flow List


  • boodah83 et Rolo Kipp aiment ceci

#23
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Got new updater, still no change to 1.5 robes when try to update... (yes on win7)

 

You can't get the stuff for the v2 Alpha Test through the updater. You have to use the links in the first post to get the v2 Alpha haks, tlk, and testing module. The only thing not included in the Alpha pack is the /ambient sounds folder - which is why I stated you need Q installed already.

 

Before installing the Alpha haks and tlk - BACKUP your current 1.9.x Q haks and tlk.



#24
Mecheon

Mecheon
  • Members
  • 439 messages

And here I am!

 

* Wolf teeth texture looks to be taking from the gums and not the teeth.

* Tentacles on the Aboleth Mage don't seem to be animating properly, vertexes almost seem to be 'sticking'?

* Fire Giant Smith is under "Fire Giant Smith" and not with the other Fire Giants, under Giant, Fire.

* Green Slime seems to have an odd vertex on the top around the middle?

* Myconid portraits don't seem to be working, same with the Peacock

* Ocre Jelly and Black and all 4 Pudding's offsets in regards to the emitter seem a bit off, not the same as the other slimes

* Red glowy skeletons seem to be overwriting all of the older ones. Once again, may be intentional



#25
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

And here I am!

 

* Wolf teeth texture looks to be taking from the gums and not the teeth.

* Tentacles on the Aboleth Mage don't seem to be animating properly, vertexes almost seem to be 'sticking'?

* Fire Giant Smith is under "Fire Giant Smith" and not with the other Fire Giants, under Giant, Fire.

* Green Slime seems to have an odd vertex on the top around the middle?

* Myconid portraits don't seem to be working, same with the Peacock

* Ocre Jelly and Black and all 4 Pudding's offsets in regards to the emitter seem a bit off, not the same as the other slimes

* Red glowy skeletons seem to be overwriting all of the older ones. Once again, may be intentional

 

Cued up for review.

 

Red skeletons are intentional. I can restore the originals and put the reds in as alternates if this is what people desire.