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Project Q v2.1


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#26
Surek

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I just wanted to say a Big thank you for all your hard work and dedication to this project its much appreciated.
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#27
VeeTpl

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Every single changelog update gets me all excited.

 

It feels great, thanks so much for continuing the work on Project Q.


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#28
boodah83

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Some more additions for the tno tileset:

 

Cliffs (with walkable tops) and City Building terrain with alleys

 

Mountain%20Castle_zps6idw7ygw.jpg?t=1440

 

Pirate%20Cove_zps9wg04hoc.jpg?t=14406261

 

City_zps3e3i9ugm.jpg?t=1440626188


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#29
henesua

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Boodah, I am confused. TNO cliffs already have walkable tops. And the Q version of TNO has canyons (cliffs with walkable bottoms). What are you offerring that is different?



#30
boodah83

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Boodah, I am confused. TNO cliffs already have walkable tops. And the Q version of TNO has canyons (cliffs with walkable bottoms). What are you offerring that is different?

 

Both the sea cliffs and canyons go down from the grass level, the new cliffs go up from it. You can kinda see it in the first picture - the castle is on the grass level, below are the Q canyons and around it the new cliffs. Plus as seen in the second picture, they can also be used with the sand terrain.



#31
henesua

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Got it. Thanks. Would be better if there was a way to do this with raise and lower rather than new terrains. Is that possible, PStemarie?



#32
Pstemarie

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I've tried implementing two raise/lower features in the past - was a major crash and burn. Don't wish to repeat.



#33
henesua

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ok.



#34
Grymlorde

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Any chance of including some documentation and scripts for the Romantic Animations? I've had to use the scripts from Sanctum of the Archmage (without permission) which were created before Q included RAS.

 

Thanks!



#35
Tonden_Ockay

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Very nice I really like those addons boodah83

 

Did you upload them to the vault?



#36
Pstemarie

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Any chance of including some documentation and scripts for the Romantic Animations? I've had to use the scripts from Sanctum of the Archmage (without permission) which were created before Q included RAS.

 

Thanks!

 

There are scripts for the Romantic Animations in the Q Base Modules. When I get home later today, I'll post the script names. Yes, I am working on improving the documentation - a lot of what was written was noted down before I took over Q and is a little less self-intuitive than I'd like.


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#37
Pstemarie

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Minor setback (someone dumped a ton of malware on my PC via the open port for my son's minecraft server) - didn't lose anything I was doing for Q, but I did have to reset my system and reinstall everything. I should be completely up and running later tonight.



#38
Pstemarie

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OK, back on track.

 

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.

 

fant_tower_zpslnrst1ff.jpg

 

Thatch roofed chapel variants - for that nice rustic look  :P

 

thatch_chapels_zpsjeho4ief.jpg

 

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).


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#39
Pstemarie

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There are scripts for the Romantic Animations in the Q Base Modules. When I get home later today, I'll post the script names. Yes, I am working on improving the documentation - a lot of what was written was noted down before I took over Q and is a little less self-intuitive than I'd like.

 

The romantic animation functions are found in the include file q_inc_anims.nss. It doesn't look like Trickyhandz ever implemented them beyond the include. I'll have to dig deeper and see what's up.



#40
boodah83

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Very nice I really like those addons boodah83

 

Did you upload them to the vault?

 

Thank you!

 

No, I didn't, but they will be in the next PQ update.


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#41
The Mad Poet

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I've scripted some of them to be implemented through conversation text. I can share those with Q if you like?


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#42
Pstemarie

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I've scripted some of them to be implemented through conversation text. I can share those with Q if you like?

 

That would be great! Probably save me a lot of work trying to reverse engineer what Tricky did...



#43
Pstemarie

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I've begun integration of Andarian's conversation based scripts for the romantic animations into q_inc_anims. So far, I've got the waltz working and have begun porting over the other functions.

 

This porting has required that the original q_inc_anims be completely rewritten. Since the original include file was never implemented, this should be a non-issue. However, bearing in mind that the original include (and the functions within) may have been implemented by Builders on their own, I will include the original include file in the /Source folder.

 

I have opted to leave the original functions by TrickyHandz intact for backwards compatibility for Builders that may have implemented the original Q functions into their own scripts. Andarian's functions have been ported over and added to q_inc_anims as new functions.


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#44
Pstemarie

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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.    


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#45
YeoldeFog

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Hurray! Pstemarie for president!



#46
Thayan

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Very cool to see my favorite hak project getting updated. If possible, could you folks take a look at the selection box (or whatever it's called) for the Earth Elemental model? I really love that model, but the selection area for it in-game is almost twice the size in front of it. It makes fighting them in combat difficult as people may think they're clicking on something else, but instead end up clicking on the Earth Elemental because its selection size is so large.

 

I'm not sure if this makes sense, but if you load the Project Q test mod as a DM and spawn a creature using the Project Q Earth Elemental model, you'll be able to see just how far away you can click on it (in its facing direction) and still select it.



#47
Pstemarie

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Very cool to see my favorite hak project getting updated. If possible, could you folks take a look at the selection box (or whatever it's called) for the Earth Elemental model? I really love that model, but the selection area for it in-game is almost twice the size in front of it. It makes fighting them in combat difficult as people may think they're clicking on something else, but instead end up clicking on the Earth Elemental because its selection size is so large.

 

I'm not sure if this makes sense, but if you load the Project Q test mod as a DM and spawn a creature using the Project Q Earth Elemental model, you'll be able to see just how far away you can click on it (in its facing direction) and still select it.

 

Will do - probably an unattached vertex or bad pivot.


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#48
The Mad Poet

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Speaking of creatures, what about finalizing the animations on the Otyugh? Far as I can tell I think they were incomplete.


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#49
Pstemarie

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Yeah, he's at the top of the list of things to do - along with the Moathouse. I need to get with ShadowM - I think he had decided to help out with that pesky critter.

 

As I stated elsewhere, my goal is to get everything into Q that was supposed to be in it in the first place, and also fix/finish any work that was left incomplete. Speaking of which...

 

17. Added an iblith load of fixes - placeables, missing bullet icons, corrected cloak textures and icons, 2da reference fixes, etc.


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#50
Grymlorde

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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.

 

Are you including "sa_lib_kiss"? If so, does that version still use GetRacialType or has it been fixed to use GetAppearanceType? In my modules I like to have outsiders and dragons masquerading as humans and half-elves so I had to change it to GetAppearnceType and recompile all of the scripts.