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Project Q v2.0 - Future Development and Criteria


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#1
Pstemarie

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Now that I've had a few weeks to sit back and relax, I've developed somewhat of a future development plan and criteria for the Project Q.

 

Creatures - We'll be continuing to rework/replace older Bioware models and adding new creatures. Open for requests here.

 

Placeables We'll be continuing to rework/replace older Bioware models and adding new placeables. Open for requests here.

 

Clothing and PC Parts - I consider this area to be closed for future additions. We've got plenty of options available currently and will continue to expand these options so that they are available to ALL races, sexes, and phenotypes. 

 

Items - We've got a lot of variety here as well BUT there is still room for additions. One area we will continue to develop is in models for the various misc. item categories, replacing the default sack with a model that looks like the actual item. If anyone out there wants to take this on and submit models, GO FOR IT - this is a huge undertaking and probably more than three guys can handle.

 

Tilesets - Development will continue on working to pull in certain tilesets (e.g. Mountainous Forest) with an emphasis on expanding TNO and making the tileset also available on its own (e.g. what we did with Wild Woods 0.8). 

 

Splitting Off Overrides - This is Henesua's project and WILL be included as part of Project Q when its ready. Like me, his time for NWN has been largely consumed by real life. When complete, this move will NOT break compatibility with previous builds using Project Q because it will be implemented through patch.ini and will include the necessary files to make it work out of the box. The only setup required of end-users will be to place one file in the /patch folder and overwrite their patch.ini file. Alternatively, new builds will be able to add the new hak directly to their modules. The hak will consist only of models and textures and will NOT contain any 2da files.

 

PRC - Each future release of Q will include the patches necessary to make Project Q compatible with the PRC v3.5. These files will also be available for download via the Q Updater.

 

Lastly, this plan is NOT set in stone...so now is the time to discuss it.



#2
Gruftlord

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re 2da entries in patch.ini splitt off: don't some of the models for creature overrides require a change to the environment mapping to change from metallic reflectivity to transparency? or has care been taken that this is not needed on any of project q's creature replacers?

the bone golem comes to my mind for example



#3
meaglyn

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I'd like to be able to use the override hak as a hak still. WIll that still be possible? I don't want to force people to install it as a patch.

 

Re tilesets - so you are planning to pull in mountain forest and use some of it's tiles in further TNO expansion?  If there is value in having that in TNO then I suppose that makes sense.  I'm not sure of that value myself, seems like a lot of work too. As it is now it's already an optional hak builders can use.  And there's only one version of it to keep in sync. But I've said most of this before... :)



#4
Mecheon

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Creatures adding new creatures

Well, with those other classic critters that came in the last few, clearly there's one option here!

Flumph

(I'm sorry)

#5
Iskadrow

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Clothing and PC Parts - I consider this area to be closed for future additions. We've got plenty of options available currently and will continue to expand these options so that they are available to ALL races, sexes, and phenotypes. 

 

 

 

One further robe I'd love to see included is #200 in the CEP. Don't know where it comes from, but it makes for a great arch-mage's robe (or dress, in case of the female version). And speaking of phenotypes: The Crawling Animation(s) and [Edit: Took away nonsense] would be great additions, as well. 

 

 

 

Creatures - We'll be continuing to rework/replace older Bioware models and adding new creatures. Open for requests here.

 

Yuan-Ti Abombinations, of course!  (Not sure about the origin of that model, but it behaves relatively well in-game)

 

 

Tilesets - Development will continue on working to pull in certain tilesets (e.g. Mountainous Forest) with an emphasis on expanding TNO and making the tileset also available on its own (e.g. what we did with Wild Woods 0.8). 

 

As I said elsewhere, I'm all in favor of expanding the TNO. :) One neat addition I am thinking of would be walkable water.


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#6
cervantes35

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I am at the moment working on 3 tilesets at a slow pace as time permits.

 

Elven Dale/City  w/Mountains w/Walkable archways between mountains

Bioware CityExterior Remake

Cathedral Interior  w/Burial Catacombs, Crematorium and Tower Levels


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#7
Jedijax

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Welp... you know my take: Replace all existing everything. Even perhaps some of the 1.69 stuff. Sure, everyone is hot about it, but to me some of it looks already outdated. I think the visual standard is what Six, Zwerk, Baba and you have set. All of this can be plainly seen in the Q Project. I do think, however, before further additions are made, many of the already included stuff needs to be fixed/revised, as you have stated in the opening post. My personal pet pevee is shadows. Most custom creatures and placeables have broken shadows. What's the point of having both high quality models and top of the line graphical settings if the shadows are artifacting everywhere? Anyway, just my opinion. What else can be said aside of it? We all know Q is the greatest custom content project around! (^ ,^)


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#8
Surek

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Here is small list of monsters i'd like to see.

 

Owl Bears, Rust Monster, and Dark Creepers.

 

also an upgrade to the gnolls they look a bit dated to me.

 

great work I love everything in project Q.



#9
Pstemarie

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@ Gruftlord

 

The only models that will be in the override hak are models that do NOT require the 2da changes you noted. Henesua is only pulling in replacing models (and their corresponding textures) that are direct replacements for the BioWare models (i.e. they share the same name and 2da settings).

 

@ Meaglyn

 

Yes, the override hak will be available for direct insertion into a module. The only reason Henesua is exploring the patch.ini delivery method is so that any modules that don't use the new hak and are no longer supported by the author will still include the overriding content. Furthermore, this new hak also allows Project Q to be used by players in their own personal games (e.g. the OC, SoU, HotU, etc.) without having to download all of all Q.

 

I haven't really looked too closely at Mountainous Forest in regards to what might get pulled into TNO. Its still really in the concept stage at this point. I know one thing TNO is sorely lacking is some kind of mountain terrain similar to what Zwerkules made for Medieval Rural.

 

TNO could also benefit from some new buildings that aren't aligned with tile edges. I've been exploring this NEED in my personal module, converting some of the buildings into placeable versions and dispersing them among tiles. 

 

Creatures

 

We've already got rust monsters and owl bears in Q and Cervantes was working on the Yuan-ti Abominations. The gnolls could use an overhaul - at least texture wise. Fluffy - nope he's propriety content belonging to Monty Python.


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#10
Mecheon

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Creatures
 
Fluffy - nope he's propriety content belonging to Monty Python.

Flumph, not Fluffy. They're those infamous floating jellyfish

(Basically I want jellyfish)

#11
Pstemarie

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OIC - I had no clue what a flumph was - learn something new everyday.



#12
Tarot Redhand

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Click on the image for a full page about the infamous Flumph

 

flumphentry.jpg

 

TR



#13
Pstemarie

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Some changes to reserved ranges to accommodate PRC 3.5 compatibility:

  • visualeffect.2DA - RESERVED UP TO LINE 1599 (includes PRC reserved range - lines 751-1499)
  • Lines 20400 - 21000 in the Project Q custom TLF file have been reserved for further expansion of content (this includes the ACP phenotypes as named in the PRC).

Sorry for any inconvenience this causes, but it was necessary to restore out of the box compatibility with the PRC.

 

The following is a listing of changes within 2DA files to ensure PRC compatibility:

  • phenotype.2DA - Changed TLK references for the ACP phenotypes to correspond to the names used in the PRC (no effect in game).
  • traps.2DA - Moved line 101 to line 122.
  • visualeffects.2DA - Moved lines 751-786 to lines 1551-1586.

The following miscellaneous files have been updated:

  • Qv2_crafting.ERF - new file (does not yet include crafting of new robe appearances)
  • Qv2_scripts.ERF - updated q_inc_music.NSS
  • Qv2_trigger.ERF - updated the falling bricks trap trigger to point to the updated 2DA reference
  • Q_Horses.MOD - updated with script and template changes
  • Q_No_Horses.MOD - updated with script and template changes


#14
meaglyn

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The following is a listing of changes within 2DA files to ensure PRC compatibility:

  • phenotype.2DA - Changed TLK references for the ACP phenotypes to correspond to the names used in the PRC (no effect in game).
  • traps.2DA - Moned line 101 to line 122.
  • visualeffects.2DA - Moved lines 751-786 to lines 1551-1586.

 

Hhhmph, really?  You realize of course that this means Q2.1 is not going to be compatible with Q2.0. I was hoping to be able to tell people to use Q2,0 or later, now it will have to be use Q2.0 only, which will get complicated for players. 



#15
henesua

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Hey all, I apologize for my long absence. I still am unable to get much (if any) NWN time together. Its nothing to worry about, just a combination of work and raising kids and having no time left over. Unfortunately this means that all my NWN projects have had to live on without me.

 

As far as the optional Patch HAK override thing goes: I made the thing back in early July (its basically a 30 minute operation once you figure out how to do it), but have had a problem with setting up a tool for the Project Q team to be able to do this without me. Essentially all I do is move some files, and copy some others. I was never able however to automate this for someone other than myself to do it.

 

What I did is not likely interesting to anyone so you can ignore the following parenthetical.

(I was basically just assembling lists of files using some command line tools and some hand work. Then when the lists were ready I executed a move command which used the "move" lists followed by a copy command which used the "copy" lists. Making the lists is a little complex, and unfortunately still requires me to look at the lists and dig into some files here and there. I was never able to completely automate this. And one of the reasons is that some models are compiled and on linux I don't have a scriptable tool which can decompile the model to text. I need to read the texture references in the MDL, and this needs to be in basic text for a script to read it. Another reason is that I am a newb BASH scripter, and so failed to take into account differences in capitalization between files.)

 

So anyway if I ever find the time to write a script which enables any member of Q to update the optional Patch HAK in future releases, then I'll hand it to Pstemarie and all this will be groovy, but I have not had any significant blocks of time to dedicate to NWN stuff over the past two months. So I would not wait up for this change, and I don't want to make any more promises that hold up Pstemarie's work on Q. It took me much too long to come to terms with this and let Pstemarie know that I just can't find the time. For that I apologize. It still bothers me that I was holding things up here.

 

I wish you all well. And I'll try to check in like I've done here from time to time. I do still tinker a bit when I can, but since I don't have the time i need to think coherently I've been looking at tilesets. I actually looked at extending Zwerkules medieval city the other day and made a couple tiles (added some rock crossers). At this pace it will take me a few months to make the 22 tiles, but slow steady eh?  Anyway, take care y'all. I drop by again when I can. *waves*


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#16
Pstemarie

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Hhhmph, really?  You realize of course that this means Q2.1 is not going to be compatible with Q2.0. I was hoping to be able to tell people to use Q2,0 or later, now it will have to be use Q2.0 only, which will get complicated for players. 

 

No, it won't break anything and it is fully backwards compatible within Project Q. Its just 2DA changes internal to Project Q - more thoroughly explained below:

  1. The changes in phenotype.2DA are just line references inside the TLK file - nothing to break there.
  2. The changes in traps.2DA affects one trap trigger template. The template has been updated to reflect the new reference.
  3. The changes in visualeffects.2da affect one script - an include file internal to Project Q (q_inc_music.NSS). The script has been updated to point to the new line numbers.

The only thing the end user needs to do is import q_inc_music.NSS and fallingbricktrap.utt into their module and then use the Build tool to compile the scripts. The only issue might be if a Builder created a list of constants for the visual effects that were moved - in which case the number references just need to be changed - OR if the Builder created a trigger template using the falling bricks trap - in which case the trigger will need to be edited to point to the correct trap.



#17
meaglyn

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No, it won't break anything and it is fully backwards compatible within Project Q. Its just 2DA changes internal to Project Q - more thoroughly explained below:

  1. The changes in phenotype.2DA are just line references inside the TLK file - nothing to break there.
  2. The changes in traps.2DA affects one trap trigger template. The template has been updated to reflect the new reference.
  3. The changes in visualeffects.2da affect one script - an include file internal to Project Q (q_inc_music.NSS). The script has been updated to point to the new line numbers.

The only thing the end user needs to do is import q_inc_music.NSS and fallingbricktrap.utt into their module and then use the Build tool to compile the scripts. The only issue might be if a Builder created a list of constants for the visual effects that were moved - in which case the number references just need to be changed - OR if the Builder created a trigger template using the falling bricks trap - in which case the trigger will need to be edited to point to the correct trap.

 

But once the module has the new script compiled into it it won't work right with Q2.0 anymore. I suppose you could change q_inc_music to check the label field of the 2da to make sure it's got the right line numbers and then switch. Did you code it to do that? That would make it actually compatible.



#18
Pstemarie

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But once the module has the new script compiled into it it won't work right with Q2.0 anymore. I suppose you could change q_inc_music to check the label field of the 2da to make sure it's got the right line numbers and then switch. Did you code it to do that? That would make it actually compatible.

 

Good idea - and done! The script now checks to see which version of the 2DA file is being used AND, if ints the newer 2.1 version, indexes the internal line number references to point to the updated 2DA line. 


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#19
meaglyn

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Good idea - and done! The script now checks to see which version of the 2DA file is being used AND, if ints the newer 2.1 version, indexes the internal line number references to point to the updated 2DA line. 

I think I'm making that more of an issue than it is. Sorry... scripts are all on the server side so use the server side haks. Either the server will be updated or it won't I suppose.  It might matter for a single player module though, and this fixes only the one direction. But thanks for that anyway.

 

Now if I can just get you and TAD to agree to add new content in non-conflicting lines :)



#20
Pstemarie

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I think I'm making that more of an issue than it is. Sorry... scripts are all on the server side so use the server side haks. Either the server will be updated or it won't I suppose.  It might matter for a single player module though, and this fixes only the one direction. But thanks for that anyway.

 

Now if I can just get you and TAD to agree to add new content in non-conflicting lines :)

 

Bear with me...listing out possibilities to make sure SP is covered in both directions.

 

This is the snippet of code from the script...

 

// Determine VFX constant offset - necessary for v2.0 compatibility

int nOffset = 0;

if (Get2DAString("visualeffects", "Label", 752) == "****")
{
        nOffset = 800;
}
 

1. If the player has Q v2.0 installed but the module uses Q v2.1, then the if statement does not return "****" and the offset is not applied.

 

2. If the player has Q v2.1 installed but the module uses Q v2.1, then the if statement returns "****" and the offset is applied.

 

Yup looks like we're covered for SP regardless of which version of Q the player is using as long as the module uses Q v2.1. If the module is running the v2.0 script then we have a problem. I'll have to give this some thought...



#21
Iskadrow

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I read a bit in old Forgotten Realms publications the other day, and there was a rather nice passage about Leucrotta in the High Moor. Their presence and typical calls to lure in prey (the beasts mimick human cries for help and of distress) means that most permanent inhabitants of the moor won't react to such calls at all, figuring that it's most likely Leucrotta anyway. And since I'm planning to include part of the High Moor in my module, those nasty little critters would be a great addition. 

 

Their physical characteristics are rather cool as well, though perhaps not easy to pull off within NWN without looking weird in a bad way: Legs of a stag, body of a lion and head of a badger. 



#22
meaglyn

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Yup looks like we're covered for SP regardless of which version of Q the player is using as long as the module uses Q v2.1. If the module is running the v2.0 script then we have a problem. I'll have to give this some thought...

Yeah, it's that last one you can't fix with this mechanism since it would require having that code in Qv2.0 which has, as they say. left the building.  Unfortunately, that's probably the most likely case. User has later version but module is not updated.

 

That's new content for Q so only someone who releases a SP module with Q2.0 and never updates to Q2.1 (and uses the playable instruments) will see anything. Maybe a doc fix recommending such modules get updated to at least Q2.1 when it comes out.

May not be worth more little gray cells than that...



#23
Verilazic

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Creatures - No requests here. The only thing I'd suggest is considering adding additional dynamic creatures. Yes, I realize that's rather involved. Just a thought.

Placeables - A few more rugs would be nice I guess. XD Is PHoD open to having his stuff added (particularly the visual effect stuff)?

 

Clothing and PC Parts - I agree with Iskadrow on Robe #200. Otherwise yeah there's plenty of clothing options. Making them available to other races, sexes, phenotypes, etc is a better goal than adding other exclusive models.

 

Items - Again, I agree with going for more unique models for misc items. But low priority.

 

Tilesets - Sure, doing some targeted improvements to the tilesets already included is nice, but I don't think you need to go out of your way on this either. It's relatively easy to add a separate tileset to a module (as opposed to adding new clothing or items which would likely conflict), and there seems to be a number of people working on independent tileset improvements. I think Project Q would benefit the community more by focusing on improvements elsewhere.

 

Splitting Off Overrides - No opinion.

 

PRC - No opinion. I have a love/hate relationship with the PRC, but it's always nice to make room to combine packs where possible.



#24
Hekatoncheires

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HellO! Some suggestions for creatures, since you asked!

Creatures: Nwn doesn't have high quality versions of several common and important animals, namely ducks, geese, and other sorts of wild fowl like pheasant and grouse. There's also no quality elk models.

I'd like to see a quality chimera, and a reworked manticore. I never was satisfied with the CODI versions.

Your monster mash orcs and bugbears are excellent, pstemarie; I'd love to see versions wearing leather armor or chain shirts, as well.

I want to see hook horrors that look like hook horrors and not like oversized, wingless turkeys. And umber hulks, icewind dale style.

Thanks!

 



#25
Tarot Redhand

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I hesitate to ask but is there any possibility of an Arcane (pale blue, gaunt looking, 9 foot tall, neutral, bald giant) from Spelljammer?

 

Thanks

 

TR