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Project Q v2.1


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#1
Pstemarie

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I have spoken with TAD and everything is go for me to resume control of Project Q. Even while "retired," I had been picking away at content - adding some new things here and there and fixing things whenever I encountered them while playing with the toolset in my spare time. I had also been watching the forums here, and it didn't take long for all the wonderful content you guys have been piecing together to draw me out of retirement.

 

I've got a pretty long WIP list, but I'm hoping to weedle through the majority of it before the X-Mas release of Project Q v2.1. Just a teaser of some thing I've been working on...

 

1. Integrating Mad Poet's Mil's Tailor (Project Q Edition) into the Q Base Modules and integrating that with Bloodsong's Body Tailor. Both are widely used on PWs and will help make Q more attractive to prospective PW admins who are just starting out.

 

2. Documenting the Q Animations and how they are accessed via chat command.

 

3. Adding roofs to ALL Bioware interior tilesets. I've settled for the most part on Chico's roof models from NWN CQ, but there is a ton of work to do as the pivots for the geometry are all over the place. I'll be using the roofed versions by Zwerkules for both City Interiors (and the Castle Interiors if he covered those as well).

 

4. I've added a q_parts_head.2da. Originally designed for the Body Tailors, this 2da, although no longer used, will remain part of Q so that modders wishing to add heads to Q have a reference for which models are used.

 

5. I've added all of the creatures, placeables, and tiles from the Baba Yaga module I was working on (and might revisit at some point - if anyone wants to collaborate on it, send me a PM).

 

6. I've integrated Boodah's TNO Addon pack for Q. This is a really nice addition and really rounds out the TNO tileset, making it the one stop shop for exterior areas.

 

7. I've decompiled all of the PC animation supermodels. Hopefully this will fix several of the issues that players were experiencing with stiff cloaks.

 

8. Added NW Alleys v1.3 (City Exterior addon by Shadooow). These were supposed to be added to Q way back before v1.0 was released (before my time) - but apparently someone dropped the ball. Anyway, they are in now - and much improved upon thanks to Shadooow.

 

9. Moved all placeable portraits from q_portraits.hak to q_placeables.hak - eliminates replication of files between the two haks.

 

10. Moved all creature portraits from q_portraits.hak to q_creatures.hak. From this point forward, only character portraits will be found in q_portraits.hak. This reallocation of resources creates a more logical organization for files and fully implements Project Q's modular structure for q_creatures, q_placeables, and q_portraits.

 

11. Amended the ACPv4 documentation to include instructions for using the chat command functionality as used in the Q demo modules. The new documentation also covers the chat commands used for the social and flying phenotypes as well as executing Vaei's animations. 

 

12. Added several of the overriding models from the CC Challenge by Shemsu Heru - Blacksmith, Gypsy Females, Nobles, Commoners, etc. 

 

13. Added some feature and group variants for TNO. Right is 1x2 Animal Pen variant with short side door. Left is 4x4 Fantasy Tower variant - replaces cave with stonework and a gatehouse door, connects to road terrain

 

14. Fixed a variety of minor issues on tiles within the TNO set - mostly UVW mapping, retexturing (for continuity with related tile groups and features), and walkmesh issues (material edits)

 

15. Added Andarian's romantic animations conversations and associated scripts (as used in the demo module - InterludeRom.mod - packaged with the Romantic Animation Suite). I have documented the setup of the waypoints and added a "Ball Room" area to the Q Base Module so that Builders can see how the animations have been implemented.

 

16. Added a module switch to toggle on/off a "fix" for the weapon swapping exploit - discussed HERE. This "fix" reduces the PCs number of attacks to 1 for one round if they equip or unequip a weapon while in combat.

 

17. Restored the missing lines 4087-4095 in placeables.2da, which had been accidently deleted in v2.0
 
18. Fixing missing 2DA references in doortypes.2da (q_!tilesets.HAK) for the large entry door on the Stem Tower and Stem groups in the Sigil City Exterior tileset
 
19. Moved lines 202-214 in placeables.2da to lines 2162-2174 (restores User reserved space originally set aside by Bioware and compatibility with Zwerkules' Medieval Extras placeables pack)
 
20. Reworked the Moathouse Ruin 6x6 group in Castle Exterior Rural tileset (added more visual details to help break up the geometry and increase immersion)
 
21. Added a reskinned version of _Six's Manor terrain from the Wildwoods tileset to the Sigil City Exterior tileset
 

 

And the list goes on...


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#2
Cannonade

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6. I've integrated Boodah's TNO Addon pack for Q. This is a really nice addition and really rounds out the TNO tileset, making it the one stop shop for exterior areas.

 

 

Is the texture stretching an inevitable part of the steep elevation change with the shallows tiles merging into deep water or could it be potentially fixed?



#3
Pstemarie

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Texture stretching is a product of bad UVW mapping - it can be fixed. I just have to get around to looking at those tiles.  :D


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#4
Mecheon

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I will post (As I always do on the CQ stuff) to watch out for the stuff they alter on the ground. I remember I meddled with the Sea Caves one myself for the roof, but stopped using it because I didn't like the alterations to the ground clutter

 

Otherwise, good to hear! I would help on stuff had I figured out the arcane mystery towards getting Gmax to import things on Windows 8 without some blasted tooltip error....



#5
Pstemarie

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Yeah, I have no intention of bringing the ground clutter along. From what I've found so far, the crypt tileset seems pretty free of all such nonsense. Furthermore, its easy enough to eliminate anyhow.



#6
Cannonade

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This probably isn't the best place to post it, but there's a glitch with the tno01_z_1x30 tile's water. It flickers in the toolset and in-game it's flickering while showing up as a flat plane.

 

DKONWgc.jpg



#7
Pstemarie

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Good a place as any - better to track everything in a single thread. I'll take a look at that later today.

 

And...

 

8. Added NW Alleys v1.3 (City Exterior addon by Shadooow). These were supposed to be added to Q way back before v1.0 was released (before my time) - but apparently someone dropped the ball. Anyway, they are in now - and much improved upon thanks to Shadooow.


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#8
Tonden_Ockay

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The Q fans have missed having you working on the Q Project. Its nice to see you working on it once again. I for one will be looking forward to each and every update.


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#9
Pstemarie

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This probably isn't the best place to post it, but there's a glitch with the tno01_z_1x30 tile's water. It flickers in the toolset and in-game it's flickering while showing up as a flat plane.

 

DKONWgc.jpg

 

The tile you listed is an edge tile - it won't show up in the toolset. However, I did find that all of the GrassyTrees to Cliff tiles flicker - caused when I added the new trees and then exported the tiles. Either the export scripts or the compiler scripts corrupted the water node, changing it from an animesh to a trimesh. In any event, the issue has been resolved.



#10
Cannonade

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Yeah, sorry. I just dug up the first model that looked the same without thinking about the edge tiles. 



#11
Shadooow

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will Q2.1 compatible with CPP? there are few conflictinga 2das which means that if someone wants to make use of CPP features such as:

expanded itemproperties

item cost parameter (itemproperty to modify item cost)

wounding (negative regeneration itemproperty)

etc. they need to make a merge hak...



#12
boodah83

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Is the texture stretching an inevitable part of the steep elevation change with the shallows tiles merging into deep water or could it be potentially fixed?

 

Damn, sorry about that, I didn't even really notice before you mentioned it.



#13
tenor_general

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I have some tower shields base on the 1.69 Purple Dragon Kite which cover some (eventually most) of the Forgotten Realms deities, as well as variants for cities and towns within a kingdom, and some which are designed for use with royal guards and cavalry.  Screenshots of what I have roughed out/done are below.  Let me know if you're interested in them.

 

They can be seen here:

https://drive.google...WDg&usp=sharing

 

EDIT:  Some of them are to be touched up and then have dirt applied while others are finished.  I also have...  12 more deity shields to finish, and some generic noble house shields to make


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#14
Pstemarie

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will Q2.1 compatible with CPP? there are few conflictinga 2das which means that if someone wants to make use of CPP features such as:

expanded itemproperties

item cost parameter (itemproperty to modify item cost)

wounding (negative regeneration itemproperty)

etc. they need to make a merge hak...

 

Yes, I need to get with you once my work flow relaxes a bit and hash out exactly where these conflicts are. Probably the best method would be to create an optional tophak that sits above the other Q haks - Q_!cpp (for lack of a better name).


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#15
Pstemarie

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I have some tower shields base on the 1.69 Purple Dragon Kite which cover some (eventually most) of the Forgotten Realms deities, as well as variants for cities and towns within a kingdom, and some which are designed for use with royal guards and cavalry.  Screenshots of what I have roughed out/done are below.  Let me know if you're interested in them.

 

They can be seen here:

https://drive.google...WDg&usp=sharing

 

EDIT:  Some of them are to be touched up and then have dirt applied while others are finished.  I also have...  12 more deity shields to finish, and some generic noble house shields to make

 

Looking good - gimme a heads up when you're all done and I'll see about working them in.



#16
Pstemarie

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Progress is slow, but steady...

 

9. Moved all placeable portraits from q_portraits.hak to q_placeables.hak - eliminates replication of files between the two haks (I'm not even sure how the placeable portraits got in the q_portaits.hak in the first place).  :blink:


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#17
Tonden_Ockay

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Nice



#18
Pstemarie

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I'm seriously leaning towards moving creature portraits over to q_creatures.hak and leaving q_portraits.hak only for character portraits - thoughts anyone?


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#19
henesua

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I like that, Pstemarie.



#20
The Mad Poet

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No reason not to include creature portraits with creature models. Keeps it tidy I think. And easier to find.



#21
Pstemarie

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OK, its settled then...

 

10. Moved all creature portraits from q_portraits.hak to q_creatures.hak. From this point forward, only character portraits will be found in q_portraits.hak. This reallocation of resources creates a more logical organization for files and fully implements Project Q's modular structure for q_creatures, q_placeables, and q_portraits.

 

11. Amended the ACPv4 documentation to include instructions for using the chat command functionality as used in the Q demo modules. The new documentation also covers the chat commands used for the social and flying phenotypes as well as executing Vaei's animations. 


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#22
Pstemarie

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12. More script improvements to the Q Base Modules...

 

a> Fixed an issue with the Q Tribal Mask wherein a character could put the mask on but could not remove it (thanks to Mad Poet for pointing that out). 

 

b> Added two module switches so that Builders can toggle the behavior of Mil's Tailors in their module. The first switch (MODULE_SWITCH_MILS_TAILOR_ENABLED) simply lets the module know that the system is active. The second switch (MODULE_SWITCH_DISABLE_CRAFT_SKILLS_MENU) allows the Builder to disable the conversation nodes for crafting armor, weapons, and shield in the default crafting conversation (x0_skill_ctrap.dlg). The second switch is dependent upon the first switch being enabled.

 

-------------------------------------------------------------

Proposed Change - Base Module Consolidation

 

It has been proposed to me that rather than maintain two separate base modules, that the modules be consolidated and the correct OnModuleLoad and OnModuleHeartbeat events be toggled using a module switch that identifies if the module has horses enabled. If TRUE, the module fires q3_module_def_load (and the corresponding heartbeat event) OR, if FALSE, the module fires q2_mod_def_load. Essentially those two events would become hook scripts.


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#23
Pstemarie

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OK, I've consolidated the two Q Base Modules into one module and modified several of the module events so that, if the module is tagged as having horses enabled, the correct module event script fires. The new scripts are...

 

q_mod_def_load - OnModuleLoad event, fires x3_mod_def_load if horses are enabled via the module switch MODULE_SWITCH_HORSES_ENABLED. If horses are not enabled, then the script fires x2_mod_def_load. All Q module switches have been moved to this script. Both q2_mod_def_load and q3_mod_def_load have been depreciated.

 

q_mod_def_enter - OnClientEnter event, fires x3_mod_def_enter if horses are enabled via the module switch MODULE_SWITCH_HORSES_ENABLED found in q_mod_def_load. Otherwise the script does nothing.

 

q_mod_def_hb - OnModuleHeartBeat event, fires x3_mod_def_hb are enabled via the module switch MODULE_SWITCH_HORSES_ENABLED found in q_mod_def_load. Otherwise the script does nothing.

 

 

I have also renamed three other module event scripts to maintain naming convention with the new scripts. The renamed scripts are...

 

q_acp_onchat - renamed q_mod_def_onchat

 

q2_mod_def_equ renamed q_mod_def_equ

 

q2_mod_def_unequ renamed q_mod_def_unequ

 

 

The "Events" tab of the Module Properties Window has been updated to reflect these changes.


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#24
Tonden_Ockay

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Hey nice work Pstemarie I love what your doing. Thanks for taking the time to do it for us all. 



#25
Pstemarie

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12. Added several of the overriding models from the CC Challenge by Shemsu Heru...

 

Nwn2 Blacksmith

Shopkeeper

Uthgardt Tribesmen

Bloodsailor

Female Gypsies

Nobles

Innkeeper

Commoners

Marco Volothamp

Waitress

 

 


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