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Project Q v2.0 Alpha - Test


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#101
Pstemarie

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Nice four-day weekend = lots of time to work on Q v2 = likely release to updater within a few days 


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#102
MannyJabrielle

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Gotta say I like organization of the creature appearances in the alpha_v2.  So much easier to find the appearance one wants.



#103
Pstemarie

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Gotta say I like organization of the creature appearances in the alpha_v2.  So much easier to find the appearance one wants.

 

Thanks, Manny. I've always hated the appearance.2da indexing. I'm going to reorganize placeables.2da as well. If only tailmodel.2da alphabetized itself...



#104
Tarot Redhand

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My only thought is won't this cause compaitibility issues, both with previous versions of Q and other haks?

 

TR



#105
The Amethyst Dragon

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 If only tailmodel.2da alphabetized itself...

 

My wish as well.

 

My only thought is won't this cause compaitibility issues, both with previous versions of Q and other haks?

 

TR

 

It shouldn't.  Appearance names in the toolset do not affect creatures (or placeables), since the models and 2da line numbers remain the same.



#106
Pstemarie

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My only thought is won't this cause compaitibility issues, both with previous versions of Q and other haks?

 

TR

 

No, as TAD pointed out, the line index and model names are still the same. The only things that changed were the reference label and the strref for the tlk was removed. Everything else is still associated with the same appearance constant.



#107
Pstemarie

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Looking at the names for the Q placeable templates on the palette, it seems to me that many of them require a rename so that, if used as nonstatic objects, the names don't look odd when interacted with and break immersion. For example: the template "Offering 1" on the palette should be just named "Offering" when a player interacts with it. Our poor choice for naming placeable templates leads me to believe that many builders rename them to be more immersive when set to nonstatic. 

 

Personally, nothing breaks immersion more for me than when interacting with an object in the game that is named "Button, pillar 4" - what do you guys think? Should I rename stuff to be more immersive and put details on the comments tab?

 

I've put up a poll HERE



#108
Tarot Redhand

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While I agree that the standard names are not very immersive, I will probably need to change the name anyway to reflect the storey I am writing. So my vote would (currently suffering registration overload) go for doing your change but be aware of my previous comment.

 

TR



#109
MannyJabrielle

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I'm for renaming for sorting/finding purposes, but for immersion, only if the names are still easy to sort through.  It tends to be a bit of a pain for me as a builder when I have 5 "altars" with 5 different appearances and have to open the properties for each to see which appearance it is.



#110
Pstemarie

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I'm for renaming for sorting/finding purposes, but for immersion, only if the names are still easy to sort through.  It tends to be a bit of a pain for me as a builder when I have 5 "altars" with 5 different appearances and have to open the properties for each to see which appearance it is.

 

You could just view them with the toolset's model viewer - it looks like a magnifying lens on the far right side of the toolbar.

 

The changes I'm talking about would be as descriptive as possible without breaking immersion. For example, instead of "Altar, Waukeen" or "Bone Pillar, Gargantuan" they would become "Altar of Waukeen" and "Gargantuan Bone Pillar." The comments tab, which is visible in the viewer, would contain more detailed information, if needed, about the specific model.


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#111
MannyJabrielle

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Ah, in that case, consider my vote on the poll changed from nay to yay :)



#112
SHOVA

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I'd rather see "Gargantuan Bone Pillar" become "Pillar Gargantuan Bone". That way all the pillars are together. I'd even suggest changing all plants to "Flora whatever" but that is just my preference. Great work as always, can't wait to use it in my next project!



#113
Jedijax

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Err... there doesn't seem to be anything to download anymore...



#114
henesua

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Pstemarie, you are talking about renaming placeable blueprints? That seems like an unproductive use of time. I never use anyone's blueprints as they come. I can't understand why anyone would. Seems like a foolish thing to do. But this is democratic process so ignore all that and instead...

 

I vote nay for bothering with blueprint renaming.



#115
Pstemarie

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Err... there doesn't seem to be anything to download anymore...

 

I took the alpha down since v2.0 is going live on Moday.


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#116
Pstemarie

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Pstemarie, you are talking about renaming placeable blueprints? That seems like an unproductive use of time. I never use anyone's blueprints as they come. I can't understand why anyone would. Seems like a foolish thing to do. But this is democratic process so ignore all that and instead...

 

I vote nay for bothering with blueprint renaming.

 

I agree with your assessment of blueprints - I always customize as well. However, there are many builders that prefer to use prefabs, especially for placeables as it saves a lot of time not having to make blueprints for mostly static items. 


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#117
Pstemarie

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30 tiles to go - might be done today!


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#118
Pstemarie

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T-15 Tiles and counting...


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#119
Jedijax

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Don't want to interrupt or say nonsense here... but I am actually excited about this!



#120
Pstemarie

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Last tile is being a pain - walkmesh error. Trying to track it down - never seen this error.

 

EDIT: Issue Resolved - "aabb spilt" = extra faces underneath the walkmesh pointing downward, splitting the aabb in half.


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#121
henesua

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nice catch



#122
Pstemarie

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Q v2 has been uploaded to the server. Run the Updater to get the files. 

 

Note: I'm still working on the new indexing for placeables.2da (no lines are changing, just the label names so items are grouped and easier to find). The only thing up is the raw content - no new ERF, no new base modules, no new documentation. I'll upload that stuff later this week.


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#123
Hekatoncheires

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Im getting sqrt domain errors. So far, one was for some selections of weapons parts, the other, for opening areas built with biomines set.



#124
cervantes35

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Im getting sqrt domain errors. So far, one was for some selections of weapons parts, the other, for opening areas built with biomines set.

 

Project 2.0 has gone live please use updater and reverify your finds please. If they are still present please post in http://forum.bioware...updated-to-v20/ .


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#125
Hekatoncheires

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I downloaded the live version yesterday evening