The model is of Volo though! ![]()
Project Q v2.1
#226
Posté 28 novembre 2015 - 03:05
#228
Posté 28 novembre 2015 - 08:38
The elk looks great! I have some elves mounted on them now. Singularly, they have no animations, is it possible to fix this?
Thanks!
edit: k, if I set it to invisible human appearance model and set the anims, it works just fine. ![]()
#230
Posté 28 novembre 2015 - 11:38
The model is of Volo though!
Which Volo? The real Volo, whose full name is Volothamp Geddarm, or the imposter Marco Volo whose real name is Marcus Wands?
#231
Posté 29 novembre 2015 - 12:49
Ahhhh too many volos
#233
Posté 29 novembre 2015 - 02:50
The one leading to the Q project webpage? I thought that was the download link for the new version!
No, v2.1 is only available via the updater since its still being tested and worked on. On December 24, I'm releasing a full package of v2.1. Until then, I'm tweaking things, fixing bugs, and adding stuff as needed. Once the full package is released, bug-fixes (I'm sure there will be some) will be posted to the updater.
I'll also be releasing my first module on that day as well - just a linear story-driven single-player module. Nothing special, more of a showcase for Q and the scripting systems I've added to the new base module. It was originally designed to introduce my son to the game so the quests are pretty straight forward and it has a fair amount of hack-n-slash (which my son likes - he's 10). I'm currently working on adding in other elements to balance out the hack-n-slash.
- Jedijax et Killmonger aiment ceci
#234
Posté 29 novembre 2015 - 04:24
Baba Yaga's Dancing Hut that's classic!
#235
Posté 29 novembre 2015 - 06:47
Bug found; dwarf hands, normal phenotype are fists of doom, not Worms hand model.
#236
Posté 29 novembre 2015 - 10:22
Bug found; dwarf hands, normal phenotype are fists of doom, not Worms hand model.
Thanks, all fixed now.
- KlatchainCoffee aime ceci
#237
Posté 01 décembre 2015 - 05:31
Unsure if this is intentional or a bug, but in the toolset, the only selectable shields of the Cormyr/Deity ones I submitted are the first 7 (or 8) in the same shield category as the original fancy purple dragon kite shield.
#238
Posté 01 décembre 2015 - 10:53
Unsure if this is intentional or a bug, but in the toolset, the only selectable shields of the Cormyr/Deity ones I submitted are the first 7 (or 8) in the same shield category as the original fancy purple dragon kite shield.
The models are there, still need to make the icons for them. Once I get the icons done they'll be selectable.
#239
Posté 01 décembre 2015 - 05:15
Any chance of including CalSailX's Useable Beds for TNI01, TNI02, TWC03, & TIC01? I've been using those haks in my patch list for years.
Thanks!
Hey PsteMarie, what are your thoughts on this? Or have they been in Q all this time and I missed it? Thanks!
#240
Posté 01 décembre 2015 - 09:56
Sporeboy's tiefling portraits missing.
#241
Posté 01 décembre 2015 - 10:00
Hey PsteMarie, what are your thoughts on this? Or have they been in Q all this time and I missed it? Thanks!
Still reviewing and evaluating it. I've never used it so I want to make sure it doesn't cause issues with other things.
- Grymlorde aime ceci
#242
Posté 01 décembre 2015 - 10:11
Sporeboy's tiefling portraits missing.
They're there - listed under "outsider." They are currently listed as creature portraits (i.e. gender none), but I'll change that.
#243
Posté 05 décembre 2015 - 05:07
*Downloading* I've actually installed NWN aswell. ![]()
- Pstemarie et henesua aiment ceci
#244
Posté 07 décembre 2015 - 05:06
A small question&issue: I am the only one who has severe in-game clipping and glitches with the "Graveyard Fence" placeable? "(blueprint resref: qp_walls_005)? I can provide screenshots if needed.
#245
Posté 07 décembre 2015 - 09:06
A small question&issue: I am the only one who has severe in-game clipping and glitches with the "Graveyard Fence" placeable? "(blueprint resref: qp_walls_005)? I can provide screenshots if needed.
Yes, screenshots would be nice. That placeable has been in Q for quite some time and you're the first to report any issues. I checked it myself in game and didn't notice anything wrong with it - no clipping, pathfinding seemed to work correctly, etc.
#246
Posté 08 décembre 2015 - 06:43
Okay. Here are some screenshots.
I've put them in my dropbox account, I hope it's not a problem: https://www.dropbox....sPvcMmU0Ga?dl=0
#247
Posté 09 décembre 2015 - 08:58
Okay. Here are some screenshots.
I've put them in my dropbox account, I hope it's not a problem: https://www.dropbox....sPvcMmU0Ga?dl=0
Issue fixed.
- cervantes35, RansomR et henesua aiment ceci
#248
Posté 13 décembre 2015 - 05:48
- Pstemarie, cervantes35, Tarot Redhand et 2 autres aiment ceci
#249
Posté 14 décembre 2015 - 01:04
Pstemarie: I have a request! I would like an empty grass tile in the Wild Woods tileset, a grass tile that is just like the tree-tiles, but without any trees. bushes or anything. Just plain grass. Please! ![]()
- Pstemarie, Kendaric Varkellen, cervantes35 et 3 autres aiment ceci
#250
Posté 15 décembre 2015 - 12:01
I can do that.
Pstemarie: I have a request! I would like an empty grass tile in the Wild Woods tileset, a grass tile that is just like the tree-tiles, but without any trees. bushes or anything. Just plain grass. Please!
- cervantes35, Tarot Redhand, RansomR et 2 autres aiment ceci





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