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Project Q Updated to v2.0


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#1
Pstemarie

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Project Q has been updated to v2.0 - Run the Updater for the latest content.

 

This massive update includes:

  • A major expansion to the Castle Exterior, Rural Tileset (TNO)
  • A complete rework of the Mines and Caverns Tileset by Zwerkules (still polishing up some tiles)
  • Wild Woods
  • New optional hak - q_!tilereskins
  • New monsters
  • New placeables
  • New weapons from the original CEP 1.x
  • New clothing options 
  • New heads

and tons of other content...


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#2
Estelindis

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Updating now!  Very excited.  :)



#3
Estelindis

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Okay, this stuff is freaking amazing.  I'm sure that some of the things that are impressing me were already in past updates and I didn't see them, but I'm also sure that plenty is new to 2.0.  Trawling through it all, really enjoying myself.  Thanks for all the hard work you put into this.  :)


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#4
Pstemarie

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Oops - forgot to delete the duplicate mine tiles from q_tilesets.hak - which will restore Zwerk's ceilings to the water tiles. Remedying now :D  


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#5
cervantes35

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Missed a colon on frost giant 2 and might think about starting all Dray's Mounts with Mount: so that they are all together as well and easy to find.


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#6
Pstemarie

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Missed a colon on frost giant 2 and might think about starting all Dray's Mounts with Mount: so that they are all together as well and easy to find.

 

Noted

 

EDIT: All mounts are now grouped with the prefix "(Mount)" and appear near the top of the rollout.


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#7
Pstemarie

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Working on merging in the Daggerford content - we got permission ages ago to add it, but never did  :wacko:

 

EDIT: Daggerford is merged in. I also found two chest pieces in the DLA haks for that module that weren't released with 1.69 -  Cockatrice symbol over chainmail and Templar cross symbol over plate armor. 


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#8
cervantes35

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Peronally I would sub devil=baatezu and demon=tanari'ri as well since you have yugoloth.

 

We also have permission to use Ironworks "Escape from Undermountain" or the EFU prefix material. Ziroc gave us permission as well. This is where I had gotten the Ettin and Tree Giants we had for NWN Enhanced.

 

And what happened to the roper?

 

Curst Rogue and warrior hands are misaligned.

 

I thought I would get a jump on Boodah this time. ;)


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#9
Carcerian

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Updater 1.9 just deleted robes again >.< could you possibly make a copy of the 2.0 Q robes hak available for DL?



#10
cervantes35

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Updater 1.9 just deleted robes again >.< could you possibly make a copy of the 2.0 Q robes hak available for DL?

Have you tried the 1.9a updater to see it will work on your machine, some machines the 1.9 does not work correctly. 1.9 Updater seems to have more problems with windows 7 machines.

 

http://neverwinterva...bined/project-q



#11
Hekatoncheires

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I was exploring the new models. I got an sqrt domain error when I scrolled down to the gimli Lotr greataxe model.

I have areas built with zwerk's biomines in my module. When I tried to open them, they loaded, I could see it, but I encountered another sqrt domain error that I couldnt bypass.

I tried opening the q base module and building a new area with mines and caverns, and I was getting sqrt errors again.

Wish I could say which tile it was. Its probably cavern floor tile, since it wasn't long before I hit the error.



#12
cervantes35

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I started some testing of the mines myself and found that tile tdm01_d01_02 was missing a texture and pillar 1x2 when I tried to place it gave me a

squirt: DOMAIN error.



#13
Tiberius_Morguhn

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Project Q has been updated to v2.0 - Run the Updater for the latest content.

 

This massive update includes:

  • A major expansion to the Castle Exterior, Rural Tileset (TNO)
  • A complete rework of the Mines and Caverns Tileset by Zwerkules (still polishing up some tiles)
  • Wild Woods
  • New optional hak - q_!tilereskins
  • New monsters
  • New placeables
  • New weapons from the original CEP 1.x
  • New clothing options 
  • New heads

and tons of other content...

 

 

Since this is a major number release (and since you don't have anything else to do :P ), can you please make a full download versus using the updater?  I'll owe you a 3d modelled beer for your trouble (or beverage of choice).  Thanks.


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#14
SHOVA

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Female head 114, 110, 41, 124, do not touch the neck of the human female model. 165 looks a little too big compared to the other female heads.



#15
Pstemarie

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Since this is a major number release (and since you don't have anything else to do :P ), can you please make a full download versus using the updater?  I'll owe you a 3d modelled beer for your trouble (or beverage of choice).  Thanks.

 

I'm working on putting together a full archive download. I still have some bugs to squash first. Beer is good.  :D


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#16
Pstemarie

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I started some testing of the mines myself and found that tile tdm01_d01_02 was missing a texture and pillar 1x2 when I tried to place it gave me a

squirt: DOMAIN error.

 

FIXED

 

I was exploring the new models. I got an sqrt domain error when I scrolled down to the gimli Lotr greataxe model.

I have areas built with zwerk's biomines in my module. When I tried to open them, they loaded, I could see it, but I encountered another sqrt domain error that I couldnt bypass.

I tried opening the q base module and building a new area with mines and caverns, and I was getting sqrt errors again.

Wish I could say which tile it was. Its probably cavern floor tile, since it wasn't long before I hit the error.

 

I've fixed the ones I found. If more come along, I'll squash those errors too.


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#17
Pstemarie

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Female head 114, 110, 41, 124, do not touch the neck of the human female model. 165 looks a little too big compared to the other female heads.

 

It was actually female human heads 042, 111, 124, and 165 (we don't have heads 041, 110, and 114). Anyway the heads no align properly with the neck and have been rescaled to be slightly smaller than before. Head 165 could probably use more scaling.



#18
SHOVA

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No idea why the heads are listed as such in my toolset- however they are those numbers that I listed. I also can't see any of the CEP content- it isn't showing up. Is there something that I missed?



#19
Carcerian

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Love new content :)

 

One thing i noticed is the Monk, Rogue and Warrior Curst dont seem to have combat animations, they just tend to slouch forward in battle...



#20
boodah83

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I've fixed the ones I found. If more come along, I'll squash those errors too.

 

I also get it for tdm01_o04_01.

 

Really happy about the Daggerford stuff!



#21
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No idea why the heads are listed as such in my toolset- however they are those numbers that I listed. I also can't see any of the CEP content- it isn't showing up. Is there something that I missed?

 

Do you have the Q haks installed by themselves or are other haks associated with the module?



#22
SHOVA

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just the Q starter horses mod. no other haks, no overrides



#23
Pstemarie

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Love new content :)

 

One thing i noticed is the Monk, Rogue and Warrior Curst dont seem to have combat animations, they just tend to slouch forward in battle...

 

Fixed - I had uploaded the wrong versions. The correct versions use ACP animations: Warrior uses "warrior", Monk uses "sunfist", and Rogue uses "fencing."

 

@Boodah - fixed that tile.



#24
Pstemarie

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just the Q starter horses mod. no other haks, no overrides

 

Carcerian and Shova I just sent you a link via PM for a version of the updater that forcibly installs Q content. It appears, in your cases, that the v19 .BAT file sometimes doesn't know when to update a hak or install content.



#25
Carcerian

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TY!

 

Another omission: new ooze creatures creatures are missing the texture c_puddinside_a01


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