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Tarridus

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Project Q goes Beta!
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From Bioware Forums:

Project Q announces its release of its open beta haks.

Our haks are a compilation of many talented artists from the NWN art scene, many custom made for this release alone. Contributors include Ragnarok_mr4, Tom Banjo, SixThrice, Thri-kreen, Lord Sullivan, NinjaWeasel, Maxam, and many others. Besides Q's own content, we also have included some unreleased content from CODI and DLA, and have fixed many of the issues that were left unresolved in CODI's original files.

Q has a special updater system using ERF and RSYNC utilities that allows players and builders alike to update their haks files, allowing Q to add new content and fix old content quickly.

Creatures:
* CODI creatures and placeables, including several previously unreleased portraits.
* SixThrice's Undead (with some new portraits to match)
* new orc models
* 4 new animal appearances and 8 updated ones
* 21 new horse models
* new DLA goblin and updated DLA lizardmen
* kappa, kenku, and kua-toa
* DLA tanarukk and kocrachen
* thri-kreen
* 9 new golem appearances
* 5 new planar appearances with an all new Balor
* Updated spider models
* Updated ogre and troll models (beware the Orge Berserkers)
* DLA treant with sound effects
* Updated were-creature models

Items:
* A completely revised shield model system that uses 3 parts like weapons
* Mugs, Bartrays, & Tools
* Updated trap, medkit and other icons to mark their level of power
* New icons for many miscellaneous plot items from the OC
* 413 new placeables

Tileset:
* Marsh expansion to the Castle Rural tileset
* Expansions to the desert tileset
* Many walkmesh and shadow fixes to various tiles though out the game.

Other:
* All Sporeboy's portraits including 3 unreleased portraits
* 100 new portraits total
* Altenative Combat Phenotypes v4
* Romantic Animation Suite
* Social Animation Suite

Q will remain in beta for several weeks as we discover and remedy any remaining bugs in the compilation. But don't let that stop you from downloading it, as our update system will keep your haks up-to-date even after its final release.

Q download sites:
Windows - 7zip compression (120mb): http://nwn1cc.com/ProjectQ/Q_updater.7z or http://www.qnwn.net/downloads/Q_updater.7z
Windows Winrar Compression (280mb): http://nwn1cc.com/ProjectQ/Q_updater.rar or http://www.qnwn.net/downloads/Q_updater.rar
Linux - (308mb): http://nwn1cc.com/ProjectQ/Q_updater_L.zip or http://www.qnwn.net/downloads/Q_updater_L.zip

Two gigabytes available harddrive space is required for installation.

Mac installation is unavailable at this time. Files for Mac users will be available when beta ends.

========================================

If you'd like to go to their main page, here's the link:

http://www.qnwn.net/home/

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Lazybones

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Looks nice. Will this be fully compatible with CEP 2.3?

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Tarridus

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According to their readme/instructions, it looks like it isn't compatible due to the nature of their model work and such. I'm guessing it has to do with their 2das and tlk as well so its more of an alternative than anything.

Now that I look at it, its more of how CEP was in the beginning. Although everything in this package is really quality stuff. I'd like to try it out in a mod sometime but it'll have to be something that doesn't use CEP2.3, at least for now.

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Gulfwulf

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It is some nice looking stuff. While I like CEP, I wouldn't mind a slimer alternative that was just as good.

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Lazybones

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Regardless of how incredible the models are, CEP is pretty much the standard for 99% of the builders out there. A top-level 2da hak should resolve any inconsistencies and allow both packages to function together smoothly; I hope someone takes the time to prepare one.

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Mulu

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From what I saw in their gallery a lot of the material is duplicative of material in CEP2. They also include the alternate combat animations, which although cool break when using various robes, especially the long jacket ones. I don't think even a top hak will be able to make them fully compatible.

I'll try it out anyway, just to see what it's like, but my guess is there will be very few builders switching over. From what I could tell PQ was really more designed for hack and slash mods, while CEP is more designed for rp mods.

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Lazybones

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Don't animations have to go in the override folder in any case?

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Olias Stormcrow

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Project Q and any CEP are incompatible for a number of reasons. Firstly, the Q haks use a three part shield system that replaces the standard shield appearance. It would require the CEP shields to be converted to use this system for them to be compatible.

Secondly, the Alternate Combat animations (ACP) uses a phenotype range which is not CEP compatible. I believe this may be due to the NIC horses or flying phenotypes used in CEP.

The alternative animations can be accessed from haks since they use phenotypes which utilise new supermodels.

In addition, there was a previous release of a proof of concept or WIP of a robe based armour system for PQ. In the example released, the base robe model was a chainmail hauberk and leggings onto which plate breastplates, shoulder plates, vambraces, etc could be added and mixed and matched.

It has already been stated that there shouldn't really be any issues for a number of things such as tilesets, placeables and some items though the PQ team have yet to release a list of their reserved 2da ranges so that people can begin looking at building their own PQ compatible haks.

I don't think it will be as simple as someone coming up with a new top hak to make a PQ/CEP merge possible.

Mulu, I have to take issue with a few of the things that you said.

There are creatures in the Q haks that are also present in CEP, namely the creature and placeable models produced by CODI. However, some of these have been fixed or completed in the Project Q haks. There are also a large number of completely original models in Project Q that have not been released elsewhere. The new goblins, orcs and balor creatures along with a number of the furniture placeables being my own particular favourites at present.

A number of the PC race models appear to have been amended with both the model geometry and the plts seemingly being changed.

The Q haks also fix and expand some of the standard Bioware tilesets. The new additions to the TNO exterior tileset being worth the download alone.

Previous releases of the ACP did not support the new robe options, like the long coat, since the ACP was released prior to the 1.69 patch that introduced them. The release notes for ACP say that the new robes are not supported though I would expect that this will most likely change.

With regards to Project Q being aimed at the H&S audience while CEP is aimed at the RP audience. This is blatantly untrue, as there are any number of Action servers out there using the CEP and as a builder yourself, you know full well that all haks merely contain assets which the builder uses to construct their own creations. Whether the modules are H&S, RP, Social or whatever is entirely up to the builder.

Personally, I will be building with both systems in different mods.

edit: There's also Tom_Banjo's Social Phenotype and bar placeables that were included in CEP2.

« Last Edit: on: Aug 10, 2009, 4:45AM » I.P. Logged
Olias Stormcrow

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on Aug 10, 2009, 4:00 AM, Lazybones wrote:
Don't animations have to go in the override folder in any case?


The ACP haks can be dropped into the override to allow the new fighting styles to be used in mods.

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vanya mia

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Any idea how the system works with DMFI? I can imagine it only being the animations that would be a problem. I wouldn't mind trying something a bit leaner than CEP myself.

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Mulu

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on Aug 10, 2009, 4:41 AM, Olias Stormcrow wrote:
With regards to Project Q being aimed at the H&S audience while CEP is aimed at the RP audience. This is blatantly untrue, as there are any number of Action servers out there using the CEP and as a builder yourself, you know full well that all haks merely contain assets which the builder uses to construct their own creations. Whether the modules are H&S, RP, Social or whatever is entirely up to the builder.

I'll tell you why I came to that conclusion, which is of course subjective. CEP focuses on placeables and character appearance options (and doors, so many doors), PQ seems to focus on animations and monster appearance options. Of course, you can use placeables and character appearances in a H&S mod and cool combat animations in an RP mod, but overall CEP in particular seems to be focused on options that lend themselves primarily to rp, like plates of food on a table sort of thing.

I think the biggest barrier for PQ is just coming in so late in the game, when most builders are already familiar with one system of preference, whatever that system is.

When it's in final release form I'll download it and play around with it. I'd love to be pleasantly surprised. I'm certainly not married to CEP or anything, but I do like my PC's to look good, with many clothing, head, armor and weapon options available.

« Last Edit: on: Aug 10, 2009, 6:23PM » I.P. Logged
Tarridus

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All in all, its an alternative and a damn fine one at that. I, myself don't see it being made for any one type of game but just due to age, CEP obviously has a lot more within but that's due to time and numerous updates. Lets hope PQ lasts as long in terms of updates as well.

As for DMFI, Vanya, I wouldn't think so but I'm in process of testing that myself as I put the haks into one of my build mods. CEP 2.3 will have a brand new you DM tools system that their implementing (that can be accessed by updating to their new 2.3 build mod now). So I'm guessing that there might be a conflict there when 2.3 is released.

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vanya mia

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Yeah, but like I said; I would like to try something leaner and see what I feel I'm missing before putting CEP in place.

Besides, I know DMFI already and they offer all I need. If I have a choice then I'll stick with it.

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Olias Stormcrow

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on Aug 10, 2009, 6:18 PM, Mulu wrote:
on Aug 10, 2009, 4:41 AM, Olias Stormcrow wrote:
With regards to Project Q being aimed at the H&S audience while CEP is aimed at the RP audience. This is blatantly untrue, as there are any number of Action servers out there using the CEP and as a builder yourself, you know full well that all haks merely contain assets which the builder uses to construct their own creations. Whether the modules are H&S, RP, Social or whatever is entirely up to the builder.

I'll tell you why I came to that conclusion, which is of course subjective. CEP focuses on placeables and character appearance options (and doors, so many doors), PQ seems to focus on animations and monster appearance options. Of course, you can use placeables and character appearances in a H&S mod and cool combat animations in an RP mod, but overall CEP in particular seems to be focused on options that lend themselves primarily to rp, like plates of food on a table sort of thing.


The stated aim of Project Q is to facelift and expand NWN. As such, I would fully expect that both monster and character appearances would be changed. The CEP includes a huge number of alternative and additional creature appearances from the base game. So if we were to measure the 'Hack-and-Slashiness' of a particular hakpack based purely on the number of monster appearances, then the CEP would win hands down.

Previously there was mention of the inclusion of ninjaweaselman's Romantic Animation Suite in ProjectQ, which you'd have to admit sounds as though it's aimed at RP rather than combat.

The Q Beta contains a number of additional and reworked character appearances.

There are a large number of placeables in the Q Beta, including Tom_Banjo's bar placeables, bottles, tankards and waitress trays. If people want additional items like the table toppers, carpets or other 'set dressing' items then there is a request thread over on the Q forums.

Once a list of the reserved 2da lines has been given, then it's likely that folks will create Q compatible haks for such things as the table toppers.

Personally, I don't see the advantage of having 300 door appearances if I'm not going to use 290 of them. I'd much rather have a smaller amount of high quality content than a large amount of content, the vast majority of which I would not use.

on Aug 10, 2009, 6:18 PM, Mulu wrote:

I think the biggest barrier for PQ is just coming in so late in the game, when most builders are already familiar with one system of preference, whatever that system is.


I'll agree with you here that PQ coming in so late is a barrier, but we do have to look at what the alternatives to NWN are. Until a new game comes out that supercedes NWN, whether that be NWN 1 or 2, then we have what we have. Anything that adds a new dimension to the game should be welcomed and at least investigated.

If individual builders were reticent to change from the familiar when something new comes along, then we'd all still be building with the base game and nothing else. Not even the CEP. Every forest or dungeon would be the Bioware standard rather than the wonderful alternatives such as LordofWorms Seasonal Forest or Maxam's Classic Dungeon.

It's the new and alternative that helps to keep builders, players and DMs interested in continuing with the game.

on Aug 10, 2009, 6:18 PM, Mulu wrote:

When it's in final release form I'll download it and play around with it. I'd love to be pleasantly surprised. I'm certainly not married to CEP or anything, but I do like my PC's to look good, with many clothing, head, armor and weapon options available.


I sincerely hope that you will be pleasantly surprised. I think anyone expecting something the size of the current CEP when PQ is finally released from Beta status may be a little disappointed. That said, I think the content shown so far is very nice.

« Last Edit: on: Aug 10, 2009, 9:00PM » I.P. Logged
Mulu

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If people want additional items like the table toppers, carpets or other 'set dressing' items then there is a request thread over on the Q forums.

See, to me this stuff is a prerequisite for rp focused building, not an afterthought. That's where I got my impression from. Setting a scene with details is important.

Anyway, they are apparently only going to be in beta a week or two, so I'll end my speculations and just wait to see the final product. They certainly have a lot of talent on the team.

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Urk

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I'm really not interested. The NWN models do need a facelift, but not at the expense of the years of development we've already poured into CEP. I'll load it up, maybe crank out a quick H&S just to see the new graphics. But I won't be incorporating it into my regular build.

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Katarina Dragonstar

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I have not yet had a chance to see how DMFI and PQ work together. I will try to get to that this weekend, but in the meantime, if anybody else - like Tarridus - comes up wit the answer before me, I'm all ears.

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morikahn

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Heh, didn't even know a conversation about our project was being placed here.

We left beta a while ago, BTW, and are 1.2 as of yesterday.

If you guys thought we were incompatible with CEP before, we are really incompatible now. We moved all weapons to a 2 part system, reserving the top models for special effects.'

Rings, amulets, darts, shuriken, bullets.. all 3 parters now too.

We know we aren't for everyone, especially those entrenched in CEP module for years. Too much effort to change it over.

Our hope was to be used in new modules, as really, if no one is making new modules, then NWN is dead anyway.

No need to respond to me on this post. I'm going to make another topic about our Halloween update.

Morikahn
Project Q Lead

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karvon

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While I lean towards using CEP myself, I think project Q's a great idea. The more CC options available for creative builders, the better IMHO.

We would welcome a seminar showcasing the material at the upcoming NWCon 5 this weekend, should your team have the time and interest.

Regards

Karvon
NWCon 5 Coordinator

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morikahn

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I'll ask the team.

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