Releases: Try/OpenGothic
Releases · Try/OpenGothic
opengothic-v1.0.3010
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
andgoto 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 ortoggle 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
- @houkama made their first contribution in #194
- @lmichaelis made their first contribution in #209
- @fhanrath made their first contribution in #219
- @matthiakl made their first contribution in #284
- @thokkat made their first contribution in #317
- @Reveares made their first contribution in #383
- @CReimer made their first contribution in #397
- @sjavora made their first contribution in #400
- @raphaelahrens made their first contribution in #415
- @yuriytaranov made their first contribution in #429
- @PoetaKodu made their first contribution in #441
- @striezel made their first contribution in #472
- @ThielHater made their first contribution in #515
- @KirillAlekseeenko made their first contribution in #572
- @hwnde made their first contribution in #583
- @Pinemarten made their first contribution in #650
- @Domarion made their first contribution in #672
- @LordKobra made their first contribution in #694
Full Changelog: v0.48...opengothic-v1.0.2997
opengothic-v1.0.2207
-
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
opengothic-v1.0.1878
-
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
-
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
-
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
-
General
-
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
-
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
-
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
-
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)