Releases: Try/OpenGothic
Releases · Try/OpenGothic
opengothic-v1.0.2207
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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
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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
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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
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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)
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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
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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
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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)
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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
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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
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Music
- Update OpenAL to 1.22.2
- Enable music on MacOS
- Fix loading of sound variations (known as sheep sounds problem)
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MacOS
- Improve full-screen mode on Mac
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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
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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
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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
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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)
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Music
- Added workaround sound issues in Jharkendar
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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
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Linux
- Fixed unicode inputs
- Fixed path-resolve for videos
opengothic-v1.0.1527
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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
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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
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Script-api
- Move init_global, startup_global to game loadtime phase, to better match original game
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Music
- Fix playing of zero-sized music patterns (Jack light-house)
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Graphics
- Added mesh shaders support
- Added RayQuery shadows
- Added SSAO support (Options -> Extended configuration -> Cloud shadows)
- Improved animation smoothing
- Add support for zWindEnabled option
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MacOS
- Fixed mouse-camera controls
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Windows
- System independant mouse sensitivity
gothic-win64-v1.0.1311
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General
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Game
- Adjust melee combat to original game
- Added theft reaction
- Optimize sound occlusion calculation
- Add dynamic multi line support for dialogs (#189)
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Script-api
- Added wld_sendtrigger, zCTrigger.fireDelaySec
- Added init_global
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Graphics
- Added animation blending
- Use DEFAULT.TGA as fallback for missing textures
- Added wind animation
- Added model-fatness
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MacOS
- Fixed mouse-camera controls
gothic-win64-v1.0.1177
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General
- Added bounce behaviour for npc collision
- Improve swimming and diving
- Recognize spellType
- Improve torch mechanics
- Overall CPU usage optimization
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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
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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
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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
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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)
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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
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Physics
- Added bullet-dynamics support
- Enable continuous collision detection
- Improved arrow physics: now arrows are bound back
gothic-win32-v1.0.1035
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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
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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
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Script-api
- Bugfix: initialize HERO, before calling any scripts(initScripts)
- Added dedicated overlay queue ("For the king!" quote now works)
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UI
- Multiple UI adjustments, to have consistency with original game (#135)
gothic-win32-v1.0.911
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General
- Allow to draw weapons, while in dialog with npc
- Added "its too far away" message for interactive objects
- Mouse move/rotation speed adjusted to match original game
- Added box-shaped combat focus
- Added 'drop-item' action in inventory
- Weapon will be dropped on the ground after npc defeat
- Finalized support for climb-up physics
- Added pick-item animation
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Graphics
- Fog color now calculated based on sky color
- Skeletal animation was optimized
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Script-api
- Added wld_stopeffect
- Added ai_gotoitem
- Added wld_detectitem
- Changed AI_UseMob behavior in case when MOBSI object is too far from npc
- Added special effects: screenblend.scx, morph.fov
- Added PLAYER_PERC_ASSESSMAGIC callback support
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Bugfixes
- Duplicates are no longer allought in control settings
- Added workaround for script issue in B_StopMagicFreeze
- AI_Atack command will be skipped now, if npc has no active weapon
- Fixed display of double-sided decals
- Key '0' can be assigned to spell or rune now
- Allow closing inventory by any configured key (#95)
- Fix physic issue related to underwater caves
- Fixed multiple issues related to keyboard control in inventory menu (#110) (#111)