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morikahn
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« on: April 04, 2010, 04:52:10 AM » |
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post bugs you've found with Q v1.3 here.
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Olias Stormcrow
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« Reply #1 on: April 04, 2010, 01:40:20 PM » |
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There's a bug with neck_06 appearance (DLA Quiver) on armour when it is equipped by a female character. For normal phenotype female characters, the neck looks too thick and doesn't meet the head correctly. The issue isn't as noticeable when large phenotype female characters equip the armour, though the rounded top of the neck is still visible.
There doesn't appear to be a texture for the neck_06 model for armour when worn by the Half-orc normal and normal mounted phenotypes. The neck and quiver appear grey in the toolset and black in game.
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Tom_Banjo
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« Reply #2 on: April 05, 2010, 03:07:55 PM » |
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There's a bug with neck_06 appearance (DLA Quiver) on armour when it is equipped by a female character. For normal phenotype female characters, the neck looks too thick and doesn't meet the head correctly. The issue isn't as noticeable when large phenotype female characters equip the armour, though the rounded top of the neck is still visible.
There doesn't appear to be a texture for the neck_06 model for armour when worn by the Half-orc normal and normal mounted phenotypes. The neck and quiver appear grey in the toolset and black in game.
the issue with normal and fat human females should be resolved. when you get the new version of the updater, just run that and it will be updated in your files. for items like this, there is only one texture that is used by all females and another that is used by all males. i dont understand why you are having issues with half-orcs. im not sure if you noticed, but there is another version of these quivers that uses the wing node to attach them. maybe that would be an option...
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Olias Stormcrow
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« Reply #3 on: April 06, 2010, 07:51:39 AM » |
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There's a bug with neck_06 appearance (DLA Quiver) on armour when it is equipped by a female character. For normal phenotype female characters, the neck looks too thick and doesn't meet the head correctly. The issue isn't as noticeable when large phenotype female characters equip the armour, though the rounded top of the neck is still visible.
There doesn't appear to be a texture for the neck_06 model for armour when worn by the Half-orc normal and normal mounted phenotypes. The neck and quiver appear grey in the toolset and black in game.
the issue with normal and fat human females should be resolved. when you get the new version of the updater, just run that and it will be updated in your files. for items like this, there is only one texture that is used by all females and another that is used by all males. i dont understand why you are having issues with half-orcs. im not sure if you noticed, but there is another version of these quivers that uses the wing node to attach them. maybe that would be an option... Many thanks for the reply Tom. I wasn't sure if the neck problem for females was due to the repositioning of the female head node which I think happened with one of the later patches and that the DLA quiver predated such and was not updated. I seem to recall Lisa of DLA releasing some updates for female heads at the time. I took a look at the q_race hak using nwnexplorer and the pfo0_neck007.mdl (DLA quiver for normal pheno half orcs)appears to be incorrect. Viewing the ASCII Model shows there is an incorrect reference to the model as being pmh0_neck007 throughout the text as well as a reference to pmh0_neck007 in the bitmap field. That might be the cause of the neck and quiver appearing untextured in the toolset and in game.
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Olias Stormcrow
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« Reply #4 on: April 09, 2010, 09:09:27 AM » |
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In the release notes there is mention of the following updates..
*q_placeables*
ADDITIONS psw_w01 (+ portrait) psw_w02 (+ portrait) psw_f01 (+ qp_flever_01.dds & portrait)
I've checked through the q_placeables.hak and the q_2da.hak and I can't find reference to the items, textures or portraits anywhere.
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Tom_Banjo
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« Reply #5 on: April 09, 2010, 03:12:39 PM » |
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In the release notes there is mention of the following updates..
*q_placeables*
ADDITIONS psw_w01 (+ portrait) psw_w02 (+ portrait) psw_f01 (+ qp_flever_01.dds & portrait)
I've checked through the q_placeables.hak and the q_2da.hak and I can't find reference to the items, textures or portraits anywhere.
these placeables have been held back for our next release. sorry for any confusion...
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Daijin
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« Reply #6 on: April 14, 2010, 02:11:58 PM » |
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appearance.2da has two 980's
vampire male soldier vampire male captian
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Daijin Dreamweaver, Leader of the Dream Warriors for 29 earthly years.. Faith, Loyalty, Honor, Truth and Friendship always..... I live to serve, O' Lord Jesus, Thy Will Be Done.
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Tom_Banjo
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« Reply #7 on: April 14, 2010, 03:40:11 PM » |
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app.2da issue has been resolved 
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Dave O
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« Reply #8 on: May 25, 2010, 12:44:11 AM » |
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I do not know if this is new to Q v1.3.
In the <custom> Placeable Objects: Miscellaneous are two fountains. Both are very nicely modelled and textured; however, when I placed them in the game as "usable", the PC approaches but can't seem to get close enough to trigger the object's "on_used" script. Really sorry that I don't have enough knowledge of how these things work to be more specific -- but that is the best I can do. I placed the objects in the middle of an open area just to make sure I hadn't inadvertently blocked the PC from using the item; also tried approaching from several different directions -- but still unable to trigger the "on_used" script.
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« Last Edit: May 25, 2010, 12:46:38 AM by Dave O »
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Tom_Banjo
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« Reply #9 on: May 25, 2010, 02:28:21 PM » |
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this issue will be fixed. thanks for pointing it out. I do not know if this is new to Q v1.3.
In the <custom> Placeable Objects: Miscellaneous are two fountains. Both are very nicely modelled and textured; however, when I placed them in the game as "usable", the PC approaches but can't seem to get close enough to trigger the object's "on_used" script. Really sorry that I don't have enough knowledge of how these things work to be more specific -- but that is the best I can do. I placed the objects in the middle of an open area just to make sure I hadn't inadvertently blocked the PC from using the item; also tried approaching from several different directions -- but still unable to trigger the "on_used" script.
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maxam
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« Reply #10 on: May 25, 2010, 02:28:46 PM » |
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I do not know if this is new to Q v1.3.
In the <custom> Placeable Objects: Miscellaneous are two fountains ... unable to trigger the "on_used" script.
Hmmm... I made those fountains, and I could have sworn they worked in testing... I'll have a look at them tonight after work.
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Tom_Banjo
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« Reply #11 on: May 27, 2010, 05:54:37 AM » |
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fountains are now fixed and uploaded.
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Dave O
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« Reply #12 on: June 08, 2010, 07:04:31 PM » |
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I do not know if this is new to Q v1.3.
In the <custom> Placeable Objects: Miscellaneous are two fountains ... unable to trigger the "on_used" script.
Hmmm... I made those fountains, and I could have sworn they worked in testing... I'll have a look at them tonight after work. Ah, Maxum -- very nice work! Thanks so much for sharing with the community. And that goes to all of you who continue to work on this project (as well as those who have moved on). I really do appreciate and USE your creations -- they bring so much more to this wonderful game. Thanks again. 
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Grymlorde
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« Reply #13 on: August 20, 2010, 02:25:15 PM » |
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Hey folks the latest refresh just broke the Castle, Rural Exterior tileset! If I open any areas made from that tileset that have the new dirt roads, peasant hovels, etc. then the toolset gives an error message:
"List index out of bounds (1556)"
and the toolset locks up.
If I open up the Q Base Mod then the extensions to Castle Rural Exterior are gone.
Please fix this ASAP! There is no workaround.
--- Grymlorde
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--- Grymlorde
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Stobbart
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« Reply #14 on: August 20, 2010, 07:38:44 PM » |
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Not sure if it is just me, but if I set a cutsom creatures catorgory to 'custom 1' it ends up in the 'fish' catagory.
cheers
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