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Releases: Try/OpenGothic

opengothic-v1.0.3010

23 Dec 18:16
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Снимок экрана 2024-12-21 в 13 48 06
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Game

  • Improve handling of BS_STUMBLE/BS_PARADE
  • Disallow to open inventory menu, while character is laying on the ground
  • Disallow sliding, when character is in 'walk' mode
  • Perception range for npc's are now driven by game-script
  • Fixup for isNoisy check, when player interacting with MOBSI
  • Gothic-1: added PERC_ASSESSREMOVEWEAPON
  • Gothic-1: multiple improvements to spell-casting and alignment (#676)
  • Now, best weapons are automatically equipped by npc on spawn (alignment to original game) (#653)
  • Limit mouse rotation speed
  • Filter out mouse-wheel event with zero delta
  • Fix critical damage calculation for monsters (#599)
  • Make sure that text messages do not overlap with health-bar
  • Now npc view direction is aligned with corresponding way-point (#644)
  • Multiple improvements to friendly-fire game mechanic, for companions and enemy
  • Falling mechanic and animations are now closer to vanilla in behavior

General

  • Marvin: add ztimer multiplyer
  • Marvin: "set time" minutes argument can be omitted
  • Marvin: add goto vob and goto camera commands (#634)
  • Introduce support for iOS builds
  • Log detail info for DeviceLostException
  • Added extended gpu-crash logging for Metal on MacOS and iOS
  • Use key down and support key repeat in game menu (#651)
  • Systempack compatibility: added configurable camera-FOV
  • Systempack compatibility: UI scale
  • Systempack compatibility: INTERFACE/InventoryCellSize
  • Systempack compatibility: health, mana, swim bar options
  • Systempack compatibility: added INTERFACE/SaveGameImageSizeXY
  • Added check for useQuickSaveKeys option when handling F5/F9 keys
  • Game-config cleanup
  • Disallow quick load while at pause
  • Improved world load time
  • Improved save-game time
  • Now 'free' camera can be moved or rotated, while game is in suspended mode
  • Hp bar for dead npc is now hidden

Graphics

  • Experimental support for virtual shadowmap (-vsm 1 in command-line or toggle vsm in marvin)
  • Optimize shadows rendering for alpha-tested objects
  • GPU-driven rendering optimizations (#576)
  • Implement physically accurate sun color calculation, based on atmosphere properties
  • Adjust sky and fog rendering to path-traced reference
  • Fix appearance of clouds in water reflections
  • CMAA2 integration (#655)
  • Added basic(lanczos) upscaler
  • Added optimization of ray-traversal flags for AMD
  • Quality of SSAO significantly improved
  • Skip mip-map generation for texture, if original texture has no mip's
  • Added support for A4R4G4B4 texture format
  • Introduce single pass hiz generation

Music

  • Introduced dmusic library as an option for music backend (#613)

Script-api

  • Added wld_removenpc
  • Initial support for cutscene-camera(CsCamera, #531)
  • npc_changeattribute: don't reduce hitpoints of immortal npcs (#631)
  • npc_changeattribute: don't reduce hitpoints in godmode (#586)
  • wld_getmobstate: function now detects nearest mob (#629). This change is needed for correct work of some Gothic1 scripts

Bug fixes

  • Fix some Gothic 1 magic bugs (#682, #685)
  • Fix npc-to-ray intersection test
  • Fix possible use-after-free error in key-dispather
  • Fix ini parsing: handle multiple values in the one line (#672)
  • Fix(perf) workgroup size in copy-image
  • Allow exit from load menu after trying to load empty save (#650)
  • Do not apply TA(daily routines) to npc controlled by player
  • Don't use a time limit for non-daily routine states (#648)
  • Drop items from right hand instead of left hand (#654)
  • Do not crash, if font-file is missing
  • Allow spaces, tabs and unknown words in GAME/invCatOrder
  • Added workaround for AMD driver issue with mesh shader (#583)
  • Fix handling of Metal shading language versions
  • Fix Gothic 1 melee blocking (#630)
  • Fix spell charging animation (#659)
  • Fix weapon undraw sound not being played (#652)
  • Fix rendering of lock-picking messages
  • Fix some dialog lines with guru in G1 (#660)
  • Fix handling of fireDelay parameter in triggers (#636)
  • Add missing failureTarget trigger for CodeMaster trigger (#606)
  • Praying/Sitting npc's now standing up on player interaction (#615)

New Contributors

Full Changelog: v0.48...opengothic-v1.0.2997

opengothic-v1.0.2207

27 Jun 19:40
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  • Game

    • Action focus is no longer available, if player is unconscious/dead
    • Improve camera inertia
    • AI now can use ladder for path-finding
    • Ice-block spell: auto close inventory, if player is unconscious
    • Fix ice-block stan duration
    • Fix sell-price, when selling more than one item (#429)
    • Disallow turning animation when action-key is held down. (#400)
    • Disallow underwater way-points in AI_Flee
    • Implement sneaking reactions
    • Rework damage calculation (#434)
    • Remove room check for SENSE_HEAR
    • Align spell-cast player controls to original game
  • General

    • Optimize save-game time
    • Added rechargeable spells support
    • Fix Greg's hat display
    • Biff dialogs: add orderId's for aiStopProcessInfo
    • Added fallback for invalid start point (#443)
    • Fix input problem when releasing one of two mapped keys (#441)
    • GothicStarter: add -devmode flag support
    • Add zCVobStair object type
    • Add gothic1 skill values (#423)
    • Added extra marvin commands (#398, #404, #471)
    • Change waypoint indexing to support G1
  • Graphics

    • Physical lighting support
    • Add irradiance support
    • RayTracing: use hint gl_RayFlagsCullNoOpaqueEXT, if bindless in not available
    • RayTracing: use proper opaque flags in TLAS
    • RayTracing: enable bindless textures in DX12
    • RayTracing: improve bindless for Vulkan
    • Added stochastic fog support
    • Optimize fog for low-quality setups
    • Rescale alpha, after a-test
    • Added blendOut for animations
    • Better support for large-coordinates
    • Water wave rendering
    • Togglable water reflections
    • Brightness/Contrast/Gamma settings
    • Optimize fog shading
    • Optimize meshlet packaging
  • MacOS

    • Automatic installation detection
    • Fix key input in save-game menu
    • Query max texture size on Metal
    • Cleanup and generalize work with MacOS coordinate system
    • Fix buffer alignment issue in Metal
    • Make Mac-Command keys actionable (#402)
  • Script-api

    • Align PERC_ASSESSPLAYER to vanilla
    • Add DAM_CRITICAL_MULTIPLIER, for Gothic 1
    • Implemented AI_LOOKAT (#397)
    • wld_insertnpc: allow empty waty-point names
  • Bugs:

    • Fix hnpc stashing at transform spells
    • Fix PfxController in oldworld.zen
    • Fix AI_UseItem
    • Fix issue, when using transform spell, that is last in inventory
    • Fix for G1 chests (#422)
    • Fix npc deduction in wld_playeffect
    • Prevent ranged damage from hitting twice (#424)
    • Avoid issue in Silvio quest with Npc_ExchangeRoutine
    • Avoid crash with Union.vdf
    • Avoid soft-lock in B_AssessQuietSound
    • npc_isdead : return false if npc is null (#457)
    • Adjust camera selection for G1 (#437)
    • mdl_applyoverlaymdstimed: do not apply overlay, if not compatible

opengothic-v1.0.1891

28 Jan 17:18
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opengothic-v1.0.1891 Pre-release
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  • Bugfix for OpenGothic to Union interaction
  • Bugfix for Serialization issues on Linux

opengothic-v1.0.1878

22 Jan 16:16
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opengothic-v1.0.1878 Pre-release
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  • Game

    • Improve path-finding algorithm, for AI
    • Adjust combo-attacks and battle animations to vanilla
    • Added specific controls, related to Gothic2 control scheme
    • Fix sneaking with bow animation
    • Added support for ladders (#325)
  • General

    • Fix camera stutters
    • Fix behavior of -rt command line key
    • Added marin 'set time' command
    • Add support for hideFocus and discard noFrate options in *.ini file (#364)
    • Allow to pick items and use bow, while sneaking
  • Graphics

    • Switch rendering engine to linear color space
    • Optimize SSAO, with help of compute shaders
    • Improve sky scattering
    • Added ray-query shadows
    • Migrate geometry rendering to GL_EXT_mesh_shader
    • Added per-particle trails
    • 32-bit depth buffer is now default
    • Added support for soft-shadows
  • Music

    • Update OpenAL to 1.22.2
    • Enable music on MacOS
    • Fix loading of sound variations (known as sheep sounds problem)
  • MacOS

    • Improve full-screen mode on Mac
  • Bugs

    • Avoid false-locking of UI thread, while loading
    • Fix crash in npc_getequippedrangedweapon
    • Fix exception handler in TriggerScript
    • Fix ai_printscreen execution order
    • Fix issue, that caused invalid world-state restore in some mods

opengothic-v1.0.1705

24 Oct 20:48
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opengothic-v1.0.1705 Pre-release
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  • Game

    • Do not allow to loot equipped items
    • Align rotation speed to original game
    • Fixed Francis dialog soft-lock
    • When player about to interact with MOBSI, angle title will be reset
    • Correct weapon stats, when forced to unequip (#323)
    • Ignore bad input in pick-lock sequence
    • Improved range-attack AI
    • Fixed various beliar-sword issues
    • Fixed double removal of items, when smitthing
  • General

    • Allow assign of num-keys to spells/runes directly
    • Allow to open inventory while walking (walk animation will stop in that case) (#326)
    • Allow using Enter in addition to LMB in journal and inventory (#332)
    • Fix startup point fox npc
    • Fix dialog window activation, when player uses interactive object
    • Play stow animation if a drawn weapon is unequipped (#317)
    • Added workaround for "TOT" freepoint
    • Enable quickload hotkey (#284)
    • Improved save-game dialog
  • Script-api

    • AI_PrintScreen is now asynchronus, as it should be
    • Align SPL_NEXTLEVEL behavior, for non-leveled spells, with vanilla
    • Read enabled .mod files from ini file (#285)
  • Music

    • Added workaround sound issues in Jharkendar
  • Graphics

    • Added water reflections support
    • Added volumetric fog effect (Options -> Extended configuration -> Radial fog)
    • Added clouds color hinting
    • Added clouds occlusion
    • Added support for ZMAXFPS
    • 2-phase culling for HiZ
    • Fix fatness for skeletal meshes
  • Linux

    • Fixed unicode inputs
    • Fixed path-resolve for videos

opengothic-v1.0.1527

27 Jun 19:30
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Trailer-1527

  • Game

    • Added quest-log view
    • Added pick-locking for doors
    • Added the marvin 'o' command (#223)
    • Fix pathing for Thorben, Vatras
    • Fix character angling, while run
    • Fix swiming in caves (Jarkentar)
    • Fix AI_Flee implementation
    • Fix bow-arrows sound effects
    • Fix animation on chest closing
    • Fix camera look-back
    • Fix double damage for lurkers
    • Fix atack+run animation, when G1 controls are disabled
    • Disallow to use inventory, while in dialog
  • General

    • Added GAME.camLookaroundInverse option
    • Allow to use OU files from archive
    • Allow usage of mouse 4 and 5 (#220)
    • Added DEF_INV_TORCH tag support
    • Added windIntensity support
    • Added default settings values for case, when there is no ini-file
  • Script-api

    • Move init_global, startup_global to game loadtime phase, to better match original game
  • Music

    • Fix playing of zero-sized music patterns (Jack light-house)
  • Graphics

    • Added mesh shaders support
    • Added RayQuery shadows
    • Added SSAO support (Options -> Extended configuration -> Cloud shadows)
    • Improved animation smoothing
    • Add support for zWindEnabled option
  • MacOS

    • Fixed mouse-camera controls
  • Windows

    • System independant mouse sensitivity

gothic-win64-v1.0.1311

06 Nov 16:40
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  • General

    • New save-file format (#202)
    • Improve camera behaviour, to match original game (#198)
    • Added k-key functionality in Marvin Mode (#194)
    • Marvin mode is now disabled by default (use b-marvin-b to activate)
    • Added climb behaviour for AI
    • multiple CPU-performance improvals
  • Game

    • Adjust melee combat to original game
    • Added theft reaction
    • Optimize sound occlusion calculation
    • Add dynamic multi line support for dialogs (#189)
  • Script-api

    • Added wld_sendtrigger, zCTrigger.fireDelaySec
    • Added init_global
  • Graphics

    • Added animation blending
    • Use DEFAULT.TGA as fallback for missing textures
    • Added wind animation
    • Added model-fatness
  • MacOS

    • Fixed mouse-camera controls

gothic-win64-v1.0.1177

01 Aug 14:04
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  • General

    • Added bounce behaviour for npc collision
    • Improve swimming and diving
    • Recognize spellType
    • Improve torch mechanics
    • Overall CPU usage optimization
  • Script-api

    • Implement AI_Flee
    • Implement AI_LookAt
    • Implement AI_PointAt, AI_PointAtNpc, AI_StopPointAt
    • Implement Npc_IsInState
    • Implement Wld_GetFormerPlayerPortalGuild
    • Implement MOBSI::conditionFunc
    • Implement Npc_GetDistToPlayer
  • Bugfix

    • Fixed wrong output of Npc_GetEquippedMeleeWeapon
    • Fixed cliff sliding
    • Fixed wall tonneling
    • Fixed ground alignment for monsters
    • Fixed animation solver cache

gothic-win64-v1.0.1123

28 Jun 09:48
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  • General

    • Fix jump animation, for case when acrobatics skill is learned
    • Fix VDF file loader, to improve mods-compatibility
    • x64 is now default build type for windows
  • Game

    • Added support for area-spells, like rain/ice-wave
    • Visual effect updated to look closer to original game
    • Added support for "lightPresets"
    • Equipped rings are now displayed on separated slots
    • Equipped weapons are now displayed on separated slots
    • Added support for GAME:INVCATORDER setting
    • Added PERC_ASSESSENTERROOM perception for npc
    • Allow invalid way-point names for npc (#138)
  • Graphics

    • Animation code is more robust now to prevent crashes, when mods are incompatible
    • Fixed push-block size in Vulkan shaders
    • Improved sky/fog shader
  • Physics

    • Added bullet-dynamics support
    • Enable continuous collision detection
    • Improved arrow physics: now arrows are bound back

gothic-win32-v1.0.1035

18 Apr 22:32
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  • General

    • Added names for save-games
    • Adjust behavior of AI_ProcessInfo, to stop walking animation before dialog
    • Optimize ZenLib to improve game load-time
    • Added oCMobFire support - city lighting now works
    • Initial torch support
  • Graphics

    • Added morphing animation
    • Major progress on shadowmaps: shadows-pass now faster and image is more detailed
    • Improve camera collision
    • Particle-fx trails initial support
  • Script-api

    • Bugfix: initialize HERO, before calling any scripts(initScripts)
    • Added dedicated overlay queue ("For the king!" quote now works)
  • UI

    • Multiple UI adjustments, to have consistency with original game (#135)

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