Another quickshot ARRH they be pirates matey's.

I already noticed the floating bracelet and it has now been fixed.
I've finished with the relabeling project for appearance.2da - the drop down menu in the toolset is now sorted in a much more user friendly manner. Should I relabel placeables.2da so that sorts better as well?
Looks really great, everything! But I wish you would include the animated traps togheter with a working set of scripts. And when you're at it, why not add TADs Wilderness traps from CCC October 2013 Wilderness Traps and Real Spike Traps.
I have tried to set up your traps from the Aurora module you provided, but it doesn't work, and the animations for some of the traps seems to be broken.
Looks really great, everything! But I wish you would include the animated traps togheter with a working set of scripts. And when you're at it, why not add TADs Wilderness traps from CCC October 2013 Wilderness Traps and Real Spike Traps.
I have tried to set up your traps from the Aurora module you provided, but it doesn't work, and the animations for some of the traps seems to be broken.
Traps work fine in my PW where I took the scripts from. I'll look into it further - I might have missed something.
EDIT: All Fixed. I have only tested three of the traps. I've left the demo area for the trapporium in the module (Classic Dungeon) with a trapped door linked to a falling bricks trap so people can see how its setup. Lacero's readme on how to use the trapporium is now included as part of "q_inc_traps.nss."
I've incorporated Ben Harrison's Old/Frail phenotype for all races/sexes from his Farewell Content Collection. I've also added Aribeth's sword (with 3 additional color variants), the Fantasy Shields, and the "Royo" Aribeth Head from that collection as well.
EDIT: Which gives us a rather tired looking Aribeth
Ben Harrison's Spike Traps are in. Currently working on the traps from the Wilderness CCC.
Ben Harrison's Spike Traps are in. Currently working on the traps from the Wilderness CCC.
The revised trapporium scripts now include an additional 10 traps beyond what Lacero and Firehazurd originally created : trip wires, snares, and a swinging spike from the Masters of the Wild CC Challenge. In addition, Ben Harrison's floor and wall spike traps have also been fully scripted and implemented as true trigger driven traps.
The demo module includes two areas so testers can try out the traps.
Really great! Thank you!
Hello Pstemarie,
i found a bug with the Lord of Worms Minotaurs: two of the models have completelly black horns. it appears, that the texture is pure black in the parts, where the other model has the horns.

maybe this could be fixed for a new release of rpoject q, and would fit in nicelly with the new rapid small release model.
if you are interested in this, i can also send you my private fix, where i copied the horns from the complete textures to the textures with the missing horns.
if you prefer the horns to remain dark, i could still send you improved versions of the texture, where i darken the horns propperly, so they still appear with a it of texture. the pure 0,0,0 RGB just doesn't look right.
Hello Pstemarie,
i found a bug with the Lord of Worms Minotaurs: two of the models have completelly black horns. it appears, that the texture is pure black in the parts, where the other model has the horns.
maybe this could be fixed for a new release of rpoject q, and would fit in nicelly with the new rapid small release model.
if you are interested in this, i can also send you my private fix, where i copied the horns from the complete textures to the textures with the missing horns.
if you prefer the horns to remain dark, i could still send you improved versions of the texture, where i darken the horns propperly, so they still appear with a it of texture. the pure 0,0,0 RGB just doesn't look right.
Already taken care of, but thanks. I noticed it the other day while playing around with things so I fixed the textures myself.
Paul, let me get this, it will be in the dropbox tonight. I have it already completed just have to rename textures as it was for another of my projects so I renamed the textures plus I have the retextured the tails to match the minotaur color instead of the plain gray they are now. Plus I cleaned up the model file so they are smaller in file size.
Man am I slow with the phone at work you posted before I finished.
I have begun compiling the Project Q models which will significantly improve performance on lower end GPUs. I also discovered something about compiled tile models that I'd thought I'd share:
It is not uncommon for tiles to have geometry that extends beyond the normal tile edges - for example tps01_stem01 from the revamped Sigil Tileset. However, such tiles, when compiled, WILL cause a "SQRT Domain" error within the toolset. The only way to get around this issue is to leave the tile as an uncompiled ascii format model. Thus, for best practices, I recommend that, when building tilesets, tile geometry does not extend beyond the limits of the 1000x1000 tile. This is what TileSlicer was made for folks.
I've also posted this as a separate message in this forum, so please have any further discussion on this there.
The demo module includes two areas so testers can try out the traps.
Hey!
Where can I find the demo module? It doesn't seem to be up to date? ![]()
Hey!
Where can I find the demo module? It doesn't seem to be up to date?
I was referring to the Alpha 2A Module which isn't available yet. It will be released with the next Alpha testing package.
Project Q v2 Alpha Test v2 is now available for testing. See the included .txt file for installation and general information.
The Minotaur Chieftain and Shaman both now give me Assertion failed errors and close down the toolset when selecting them in the drop down menu.
Wildwoods - The Castle and Castle Keep terrain as well as the Castle Gate (1x3) tile group don't work (maybe not lowered like the rest of the tiles?).
Maybe on purpose, but Cervantes' Skeleton Pirates seem to not be in it yet.
I like the new way appearance 2da is sorted (minor nitpicks: maybe put all the warthogs and boars together with the pig as Swine: xxx, also: is the Shadow Fiend a demon?).
Shamelessly also abusing this post for a few greedy content suggestions:
- How about also putting in Six's wildlands tilesets? The winter version would be a nice stomping ground for the Remorhaz, Frost Giants and Frozen Zombies,
- A few LoW creatures to round out the menagerie: Yuan Ti Abominations, Marilith Demons and Shadow + Shadow Fiend replacements.
Wildwoods - The Castle and Castle Keep terrain as well as the Castle Gate (1x3) tile group don't work (maybe not lowered like the rest of the tiles?).
Strange as it may sound... paint them in water.
Strange as it may sound... paint them in water.
Thanks!
Looks like a texture might be missing at the corners (show up all black), though.
I dunno how much pstemarie has tested the castle stuff, but it was heavily unfinished as I left it - missing walkmeshes, maybe a few missing entirely tiles. Not been able to check out the Q version yet.
There are some white gaps when using the Wildwoods water together with the Raise/Lower terrain (in both tilesets). A few examples:


I divided by 0 again...

EDIT: Another minor thing:
In the cave tileset, tile tdm01_m05_01 has a waterfall that flows down into lava. This can be disabled by unchecking the animation loop box, but it would be cool if the water could be replaced by lava.
The Minotaur Chieftain and Shaman both now give me Assertion failed errors and close down the toolset when selecting them in the drop down menu.
Wildwoods - The Castle and Castle Keep terrain as well as the Castle Gate (1x3) tile group don't work (maybe not lowered like the rest of the tiles?).
Maybe on purpose, but Cervantes' Skeleton Pirates seem to not be in it yet.
I like the new way appearance 2da is sorted (minor nitpicks: maybe put all the warthogs and boars together with the pig as Swine: xxx, also: is the Shadow Fiend a demon?).
Shamelessly also abusing this post for a few greedy content suggestions:
- How about also putting in Six's wildlands tilesets? The winter version would be a nice stomping ground for the Remorhaz, Frost Giants and Frozen Zombies,
- A few LoW creatures to round out the menagerie: Yuan Ti Abominations, Marilith Demons and Shadow + Shadow Fiend replacements.
Minotaurs - FIXED. The entries had been blanked out by the 2da Tool I was using to copy and paste the LABEL column from one 2da to the other. I also found some other blanked entries and fixed those.
Wildwoods Castle and Keep - See post by _Six
TNO Wildwoods Gaps - Caused by different vert alignments between TNO and Wildwoods. If you give me the Wild Woods tile numbers I'll fix them up.
Skeleton Pirates - See post by Cervantes
Appearance.2da Sorting - Good idea about swine. Yes, Shadow Fiend is actually a demon. I should probably put it back to "Shadow: Fiendish" so folks can find it easier.
Wildlands - What do you say _Six? Is it in a complete enough state to add to Q?
Lava Falls - That would be cool.
- A few LoW creatures to round out the menagerie: Yuan Ti Abominations, Marilith Demons and Shadow + Shadow Fiend replacements.
I would shamelessly second this shameless suggestion. The default shadow models are just plain horrible, but LoW's shadow (and invisible stalker too for that matter) are just amazing. The abomination and mariliths are rather groovy as well.
I would shamelessly second this shameless suggestion. The default shadow models are just plain horrible, but LoW's shadow (and invisible stalker too for that matter) are just amazing. The abomination and mariliths are rather groovy as well.
We have permission for any LoW stuff we wish to add so its certainly a likely thing to happen. They in Arbor Falls HAKs?
Yes, but I already have them in a small top hak (minus the Invisible Stalker, I think - missed that one) I used on top of PQ and your haks, so I could send that to you, if it helps.