Thanks! ![]()
Project Q v2.1
#251
Posté 15 décembre 2015 - 06:39
#252
Posté 15 décembre 2015 - 10:56
About that grass tile - flat or contoured? I was just going to strip trees off a WW tile, but almost all of them are contoured in some way. Also, I assume you want it as "forest" terrain or would you prefer "meadow".
#253
Posté 15 décembre 2015 - 11:09
Hey!
I would prefer "forest". Hmm, if I make a big open space, then it might look repetive with contoured tiles right? So I guess flat is the way to go. Hard to tell when I don't see it. I trust your judgement on this one Pstemarie!
- Pstemarie aime ceci
#254
Posté 22 décembre 2015 - 05:14
Project Q is locked for release on Christmas Eve. I've just got a few more things to do on the base module and it'll be good to go.
@Yeoldefog - I added two tiles to the ttw01 set file, one from TNO (all flat) and one from the meadow terrain (slight contour). Both are "forest" terrain and should cover your needs as well as providing some variety if added side by side.
- Asymmetric, yetanothername, RansomR et 3 autres aiment ceci
#255
Posté 22 décembre 2015 - 05:19
Project Q is locked for release on Christmas Eve. I've just got a few more things to do on the base module and it'll be good to go.
@Yeoldefog - I added two tiles to the ttw01 set file, one from TNO (all flat) and one from the meadow terrain (slight contour). Both are "forest" terrain and should cover your needs as well as providing some variety if added side by side.
That is wonderful Pstemaire. I'll get back to you with some results. ![]()
#256
Posté 22 décembre 2015 - 06:17
A Q release christmas eve... that's quite the gift. ![]()
#257
Posté 22 décembre 2015 - 09:43
I believe AD's stone giant is missing its anims.
#258
Posté 22 décembre 2015 - 11:38
I believe AD's stone giant is missing its anims.
Thanks I'll get right on that - might have put in the wrong super reference...
#259
Posté 22 décembre 2015 - 11:46
Thanks I'll get right on that - might have put in the wrong super reference...
I believe its hooked up to the original ogre, and not the Q one
Which is a slight problem because the Q ogre has some renamed nodes.
#260
Posté 23 décembre 2015 - 08:20
Dwarven ruins, the bottom quarter of the circle of pillars tile is missing its top.
#261
Posté 23 décembre 2015 - 11:18
I believe its hooked up to the original ogre, and not the Q one
Which is a slight problem because the Q ogre has some renamed nodes.
Its all fixed - yes, the Q ogre uses different nodes so it was just a matter of altering the node names in the stone giant. Therefore, the Q version is slightly different than the original posted by TAD...
1. The Stone Giant uses the full animation set (like a dynamic model), while preserving the original DLA ogre attack animations
2. The Stone Giant is scaled to be slightly smaller than TAD's original, matching its size to the stone giant model already existing in Q.
#262
Posté 23 décembre 2015 - 04:37
awesome. that means that the awesome animations in Q translate over too. Thanks for those anims. They made for some really fun times back in the day with Ogre role play.
#263
Posté 23 décembre 2015 - 06:57
I've got the "corrected" (changed sinister orientation to dexter) Lisa's dragon tabard [robe] textures & icons available if you want to include them in this release of Q (see this month's CCC). Just PM me the email address and I'll send them right away.
- Pstemarie aime ceci
#264
Posté 24 décembre 2015 - 01:23
Corrected textures sent.
#265
Posté 25 décembre 2015 - 03:10
Sorry Guys, the full package will have to wait until the 26th - too busy the last few days to get the erfs and new base module finished. However, the core files are ALL on the updater server ready to be downloaded.
#266
Posté 26 décembre 2015 - 08:11
Minor visual bug with the shifter stone golem form. You self buff with ultravision and after shifting the effect appears about waste high and off to the side. It shows up correctly on the other golem forms, which are non-Q of course.
#267
Posté 26 décembre 2015 - 10:30
Minor visual bug with the shifter stone golem form. You self buff with ultravision and after shifting the effect appears about waste high and off to the side. It shows up correctly on the other golem forms, which are non-Q of course.
Probably an errant dummy node. I'll look into it...
#268
Posté 01 janvier 2016 - 12:18
Probably an old question - does Q support all cloaks for all phenotypes?
#269
Posté 01 janvier 2016 - 01:39
Probably an old question - does Q support all cloaks for all phenotypes?
Not yet. Most of the phenos are supported, but not all.
#270
Posté 01 janvier 2016 - 08:23
Sorry for the delay in release. I've got the base module sorted, but now I've found a bunch of flickering issues with the mapping on several of the tiles added to TNO that I need to cleanup. Hopefully I can get this stuff sorted out this weekend.
- Jedijax, henesua et YeoldeFog aiment ceci
#271
Posté 01 janvier 2016 - 08:34
Appreciate your attention to detail.
#273
Posté 04 janvier 2016 - 10:48
Whenever you're ready to share it with us. Eagerly awaiting the official release.
Thanks for all the commitment and for keeping the game alive and fresh.
#274
Posté 07 janvier 2016 - 07:10
Minor visual bug with the shifter stone golem form. You self buff with ultravision and after shifting the effect appears about waste high and off to the side. It shows up correctly on the other golem forms, which are non-Q of course.
My Q files had been corrupted after using an older version of the updater. Installing NWN diamond with Q on a new drive via the latest version of the updater I no longer see this... or other odd stuff that was happening.
However I don't see the tlk file anywhere. No idea where it is.
#275
Posté 08 janvier 2016 - 10:34
TLK file is installed into the TLK folder - c://NeverwinterNights/NWN/tlk. In the Q Updater directory in your NWN folder it will be in /q_updater/q/nohak/tlk. As for the VFX issue, it was a bad position on the impact node - which has been fixed.





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