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Project Q v2.0 Alpha - Test


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#76
MannyJabrielle

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I got the invis stalker mdl handy, as well as the yaunti and mariliths.



#77
Pstemarie

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I got all the LoW haks - just had to find the models. As much as I hate the BioWare Stalker and Shadows, those models LoW made are pretty specialized. That is to say that they look nothing like the "official" versions and would probably send some folks over the edge if they were included as part of Q. 

 

I have a shadow demon myself somewhere I was working on. I'll have to try and find it and see how that one scopes to Q standards.


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#78
cervantes35

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We have to be careful when using LoW's stuff as i find in alot of his models as they are a little bloated and need to be made a little more streamlined. The Marilith and the Yuan Ti are nice looking but are also tied Baba Yaga's Medusae animations.

 

I still want to post up the minotaurs I have reworked removing the bloat as each is between 50k and 70k smaller I have made small changes in the textures and textured the tails to the appropriate color of the minotaur instead of all being an off gray.

 

I will make an attempt to get the new version pirate skeletons up tonight as well.


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#79
boodah83

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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.

 

ttw01_b08_01
ttw01_d09_01
ttw01_g14_01
ttw01_g15_01
ttw01_g16_01
ttw01_g18_01
ttw01_g19_01
ttw01_g26_01

 

This is what I found, maybe to be safe, you could check g17_01 as well as g20 to g25 too.

 

ttw01_g26_01 is the tile on the last pic in my above post and only in Wildwoods stand alone.

 

 

About the Shadow creatures and stuff, if not as replacement, maybe as additional creatures?


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#80
Pstemarie

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ttw01_b08_01
ttw01_d09_01
ttw01_g14_01
ttw01_g15_01
ttw01_g16_01
ttw01_g18_01
ttw01_g19_01
ttw01_g26_01

 

This is what I found, maybe to be safe, you could check g17_01 as well as g20 to g25 too.

 

ttw01_g26_01 is the tile on the last pic in my above post and only in Wildwoods stand alone.

 

 

About the Shadow creatures and stuff, if not as replacement, maybe as additional creatures?

 

Thanks for the numbers. Yes, I could do additional on those.



#81
Pstemarie

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We have to be careful when using LoW's stuff as i find in alot of his models as they are a little bloated and need to be made a little more streamlined. The Marilith and the Yuan Ti are nice looking but are also tied Baba Yaga's Medusae animations.

 

I still want to post up the minotaurs I have reworked removing the bloat as each is between 50k and 70k smaller I have made small changes in the textures and textured the tails to the appropriate color of the minotaur instead of all being an off gray.

 

I will make an attempt to get the new version pirate skeletons up tonight as well.

 

I'll drop them in once they are posted.



#82
YeoldeFog

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When I try to compile the trap scripts, it gives me an error:

q_inc_traps.nss(285): Error: NSC1020: Undeclared identifier "ReflexSave"
q_inc_traps.nss(355): Error: NSC1020: Undeclared identifier "RemoveEffect"
Compilation aborted with errors.


#83
Mecheon

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I won't be able to through my PC at this because I managed to ruin my monthly download limit. Oops.

 

But in terms of LoW's stuff... Cockroach? I do like his cockroach


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#84
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When I try to compile the trap scripts, it gives me an error:

q_inc_traps.nss(285): Error: NSC1020: Undeclared identifier "ReflexSave"
q_inc_traps.nss(355): Error: NSC1020: Undeclared identifier "RemoveEffect"
Compilation aborted with errors.

 

What compiler is that output from? Whatever it is you've used, its bugged - ReflexSave and RemoveEffect are core functions internal to the engine. Furthermore, the scriptbase for the demo compiles perfectly fine using the compiler built into the toolset.



#85
YeoldeFog

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It's NWNTX: http://www.neverwint....info/nwntx.htm

I tried it with the default compiler, and it gives me this error

 

q_inc_traps.nss(285): ERROR: NO RIGHT BRACKET ON EXPRESSION

 

Now, I need to mention that I have exported the traps and the scripts to my own module.

 

NWNTX gives an error on both my module and your module

Default Toolset Compiler only gives an error to my module, but your module compile fine, so something fishy is going on...



#86
Pstemarie

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It's NWNTX: http://www.neverwint....info/nwntx.htm

I tried it with the default compiler, and it gives me this error

 

q_inc_traps.nss(285): ERROR: NO RIGHT BRACKET ON EXPRESSION

 

Now, I need to mention that I have exported the traps and the scripts to my own module.

 

NWNTX gives an error on both my module and your module

Default Toolset Compiler only gives an error to my module, but your module compile fine, so something fishy is going on...

 

Try adding void(main){} at the end of the "q_inc_traps" include and then compile just the include. If it compiles, your issue is elsewhere. Don't forget to remove the void main() once you are done testing and resave the include.


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#87
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Did some work on the new Sigil tiles this morning... they all cast proper shadows now. Thank you once again OMB and CM3.

 

sigil_zpsc54a7856.jpg


  • Shadooow, rjshae, OldMansBeard et 3 autres aiment ceci

#88
boodah83

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Couple more things I noticed:

 

- The Fire Giant Smith seems to have no animations.

 

- tailmodel.2da:

   - Still using "old" models: chromatic dragons, goblin chief and shaman (both a and b )

   - Crag Cat uses new dire tiger model, "dire cat" uses old dire tiger model

   - Models not showing up: giant wasp, codi manticore, glabrezu, ultroloth, spectral warrior 1 - 3, bugbear_boss, Fable Jack 4

 

   - not a Q issue and not really a big problem, but all metallic dragons appear a little transparent when scaled

 

- OCD-style nitpicking:

   - in appearance.2da it should be Devil: Osyluth B and Devil: Osyluth C instead of Devil, Osyluth B and Devil, Osyluth C

 

- Already reported, but just in case it got lost among other stuff:

   - Kimono chest 080 (yeah, that again)

   - missing corner texture for ttw castle tiles

 

Looking also forward for the mysteries of the World Map tileset to be finally revealed (are the black tiles intentional?)!

 

 

Furthermore - and I hope I'm not pushing my luck here - I noticed the only thing from your haks that didn't make it into Q 2.0 yet is your roofed version of the Dwarven Halls tileset. Any chance of putting it in as well?

 

Thinking about this tileset also made me think about the issue of retexturing tilesets. Since there already is so much awesome stuff in this update, it might only be something for the future, but what about introducing q_!retexture (TM)?

 

This optional hak could maybe contain your reskins of the crypts and dwarven halls (if included) tilesets, CTP dungeon reskin, six's desert reskin, a TNO/PQ style reskin of the city tileset (six, cervantes and you all already made really great versions of that), etc.

 

Just thinking out loud here and hope I'm not coming across too unthankful or something with this tl; dr post.


  • Pstemarie et henesua aiment ceci

#89
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Looking also forward for the mysteries of the World Map tileset to be finally revealed (are the black tiles intentional?)!

 

 

Furthermore - and I hope I'm not pushing my luck here - I noticed the only thing from your haks that didn't make it into Q 2.0 yet is your roofed version of the Dwarven Halls tileset. Any chance of putting it in as well?

 

Thinking about this tileset also made me think about the issue of retexturing tilesets. Since there already is so much awesome stuff in this update, it might only be something for the future, but what about introducing q_!retexture (TM)?

 

This optional hak could maybe contain your reskins of the crypts and dwarven halls (if included) tilesets, CTP dungeon reskin, six's desert reskin, a TNO/PQ style reskin of the city tileset (six, cervantes and you all already made really great versions of that), etc.

 

Just thinking out loud here and hope I'm not coming across too unthankful or something with this tl; dr post.

 

1. Yes, the black tiles are intentional. The edge tiles for that set are all black because its designed to be used with the "black" skybox. The block non-edge tiles are used as spacers to hide parts of the world map that won't come into play.

 

2. Optional HAK - you hacked my computer didn't you? Yes, I'm leaning that way for certain. I think its a worthwhile thing to include, but will be limited to texture packs and not include tile geometry.


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#90
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@ Boodah

 

Monster related issues are fixed. The 2da was typo-related. The fire giant was a compile issue. Compiled = no anims. Uncompiled = animated. ODD.

 

Forgot to update parts_chest.2da.


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#91
boodah83

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2. Optional HAK - you hacked my computer didn't you? Yes, I'm leaning that way for certain. I think its a worthwhile thing to include, but will be limited to texture packs and not include tile geometry.

 

:whistle:

Awesome! And I agree, altering or additional tile stuff - if any - fits better into q_tilesets (or q_!tilesets), like the desert dunes and oasis.


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#92
cervantes35

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:whistle:

Awesome! And I agree, altering or additional tile stuff - if any - fits better into q_tilesets (or q_!tilesets), like the desert dunes and oasis.

Boodah my god I have never seen so many requests and insinuations of content to add, put the funny cigarette down and back away from computer and stop searching your hard drive. :lol:  :lol: :lol:  :lol:  

 

Your going to burn out poor Paul and if he puts all that in this update what pray tell will be left for later on down the road or are you insinuating we would have bump up the production of totally new conent SHEESH will it never stop. :D



#93
Pstemarie

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Boodah my god I have never seen so many requests and insinuations of content to add, put the funny cigarette down and back away from computer and stop searching your hard drive. :lol:  :lol: :lol:  :lol:  

 

Your going to burn out poor Paul and if he puts all that in this update what pray tell will be left for later on down the road or are you insinuating we would have bump up the production of totally new conent SHEESH will it never stop. :D

 

lololol - actually the content he's requesting is, for the most part, already done. 

 

I have no life.... :unsure:



#94
The Amethyst Dragon

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I have no life.... :unsure:

I know the feeling.


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#95
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:whistle:

Awesome! And I agree, altering or additional tile stuff - if any - fits better into q_tilesets (or q_!tilesets), like the desert dunes and oasis.

 

q_!tilereskins.hak will be  a new optional hak available through Project Q. It currently includes the Granite Dwarf Halls, Granite Crypts, CTP Dusty Dungeon, and _Six's Desert reskin in one convenient package. 

 

For Builders that do not wish to use all four reskins, I have included the individual source files as 7z archives. You'll find them in the /source folder of your Neverwinter Nights installation once Q v2.0 is live.

 

This also brings me to another possible optional reskin to include...Winter TNO.


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#96
YeoldeFog

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Hello!

 

Combat animations for Skeleton 1 seems to be broken!

 

This also brings me to another possible optional reskin to include...Winter TNO.

 

*gasps*



#97
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Hello!

 

Combat animations for Skeleton 1 seems to be broken!

 

The basic skeleton, right - Mr. Bare Bones? He seems to be working fine for me. Can you be more specific?

 

EDIT - NM. I attached the "hand" dummy node to the wrong bone. He's all fixed now.



#98
YeoldeFog

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Ah, you mean something like this [warning for creepy content]: http://prettyawfulth...4e-620x417.jpeg :D

 


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#99
boodah83

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Boodah my god I have never seen so many requests and insinuations of content to add, put the funny cigarette down and back away from computer and stop searching your hard drive. :lol:  :lol: :lol:  :lol:

 

:o  For a moment there, I thought now you hacked my webcam... :D

 


This also brings me to another possible optional reskin to include...Winter TNO.

 

Wow, that would have been my next insane suggestion... just awesome!



#100
Jedijax

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what the hell is that?! Between this anatomical abomination and the soul-eating worms in that other thread, you people will scar me for life!