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Spacer.NET
Title: Spacer.NET
Game: Gothic 1 / Gothic 2 Night of Raven
Resource type: Union plugin
Version: stable/updating
Languages: Russian, English, German, Polish, Czech
Size: ~2 MB
Requirements: Net Framework 4.0, Union 1.0l and newer
Description: A convenient spacer for Vobing ;)
Source code:
https://github.com/postm1/SpacerNET_Interface Interface, C#
https://github.com/postm1/SpacerNET_Union Union plugin, C++
Features:
Maximum automation of the vobbing process
Convenience in work
The interface most similar in appearance to the old spacer
Hierarchical copying of vobs (child-vobs are copied with the parent)
Convenient vob manipulation (collisions do not interfere with its movement and rotation)
Change parent for vob
Some custom settings
Preview models, PFX effects, items
VobTree Support
Support for extended classes (you can create a new type of vob using Union and it will work here)
Convenient editing of chests contents
Display settings for FPS, number of vobs, etc.
Support of DX11
(don't use dx11 when compiling world, it does not work)
G1 support too
Tutorials: Added tutorials for SpacerNET https://worldofplayers.ru/forums/1179/ (all screenshots use English), use translator for texts
Video:
https://www.youtube.com/watch?v=WRf-s2Df32w&feature=emb_title
Screenshots:
49301493024930349340
=======Download links=======
Gothic 1 version: https://drive.google.com/file/d/1FzCT5QIGVONVgT7atWqSgQY3cr6BqIL7/view?usp=sharing (tested on G1 Steam version)
Gothic 2 NR version: https://drive.google.com/file/d/14E8VJbIZEobXRwqw-VvAw1NvF58b-JNi/view?usp=sharing
Dx11 for SpacerNET: https://drive.google.com/drive/folders/196aLxw7YoVlwGwsWOld-HgnOl1rIkH74?usp=sharing (https://drive.google.com/file/d/1jKLxP4OfIAeLj06jvU-p_bmSg0JV7Neq/view?usp=sharing) (DONT USE dx11 for compiling world/light/game mode, DX11 works only for vobbing)
Installation:
Install Gothic 2 Raven Night
Install g2mdk-2.6_FULL with unpacking the necessary resources for the spacer
Install PlayerKit from Resource manager (https://worldofplayers.ru/threads/41415/)
Install Union 1.0l or above from Resource manager (https://worldofplayers.ru/threads/41415/)
Place spacer_net.ini in the system folder (you only need to do this once, you do not need to replace it when updating)
Place SpacerNET.mod in the Data / ModVDF folder (when updating versions, just drop this updated file with a replacement)
Run the game once, so that the necessary lines appear in the ini-files of the game (after installing the union)
Run GothicStarter.exe and select Spacer.NET there (Don't run SpacerNET with ZPY, it has ZSpy inside itself!)
Controls:
To move the camera hold right mouse button (RMB) and use WASD. Keys can be bind in Keys Window
Press middle mouse button (MMB) to copy some fields like properties, material's name and etc. Most windows has its feature.
See all keys bindings in Keys Windows (Settings -> Keys Bindings)
U can use F1 button to collect nearest vobs (in radius) to VobList windows
U can use F2 button to create FP/WP if you already inserted 1 WP or FP (WP/FP tab in Objects window)
U can press I button to show/hide camera text info (coords, fps, amout of vobs)
FAQ:
I can't move. Why? - After installing Union you have to launch the game one time. Some strings will be added to systempack.ini file.
How to reset key controls by default? - Go to Key settings windows and reset them to default
After loading spacer menu is disabled, nothing happers. - Go to gothic.ini and set your desktop resolution. zVidResFullscreenX=1920, zVidResFullscreenY=1080 (as example)
Can I play the game/use old Spacer without Union if I edited zenz (maps) with this tool? - Of course, zen format is the same.
When I load a location I get an application error (closing). Why? - You have other plugins in plugins list in your ini file. Some plugins don't check some stuff in the memory and Spacer gets an error. Remove other plugins names from PluginList = in [PLUGINS] section in Systempack.ini file. Later I will try to fix this problem.
If you have error after ZEN loading, turn off "Shut music after zen loaded" in sound window options.
Right mouse button on the global list of vobs: remove vob, save vobTree, insert vobTree.
Some settings in spacer_net.ini file (change only when Spacer is off)
Option
Default
Values range
Ini section
Description
showVisualInfoX
200
0 to 8000
[SPACER]
Position of vob visual information display along X axis
showVisualInfoY
2000
0 to 8000
[SPACER]
Position of vob visual information display along Y axis
rotModStart
2
0 / 1 / 2
[CONTROLS]
Default rotation mode (0 WORLD, 1 LOCAL, 2 CAMERA/VIEW)
safeOneMode
0
0 or 1
[SPACER]
Will retain Onemode enabled even after the Spacer is rebooted
bShowMobInterSlots
1
0 or 1
[SPACER]
Show oCMobInter slots (visually when a vob is selected)
selectVobTab
0
0 or 1
[SPACER]
Automatically select the desired tab for working with a vob when selecting a vob of a certain type
canCompileWorldAgain
0
0 or 1
[SPACER]
World compilation is available again on an already compiled world
bAddPlayerForPlugins
0
0 or 1
[SPACER]
Initializes the player to improve compatibility with other plugins. Attention! When this option is enabled, the Spacer may crash
bBlockPlayerUseMobInter
1
0 or 1
[SPACER]
Player interaction with MobInter in game mode is blocked (default 1 i.e. blocked, 0 to unlock)
bSortMerge
1
0 or 1
[SPACER]
mproves polygon sorting when saving locations (slightly faster world saving speed)
Font shadow plugin:
Our friend Jr wrote a plugin that adds a shadow to the text. It will be very convenient for the spacer
Download: https://drive.google.com/drive/folders/10SeSlc8nSz-Ys7zTMxdEzj-SxPueevZH?usp=sharing
Place both files in system/autorun, in the file spsTextShadow_Params.d you can change the settings for yourself, there is a description there
Is there no support for Gothic 1?
Is there no support for Gothic 1?
Right now I should test it for G2A (it is easier), when I finish some functions, I will add any Gothic version support.
Right now I should test it for G2A (it is easier), when I finish some functions, I will add any Gothic version support. Cool. Thank you for promoting it here.
is it usable without any union stuff? just as a modern version of the spacer?
and is there anything which could not work for spacer purposes?
is it usable without any union stuff? just as a modern version of the spacer?
and is there anything which could not work for spacer purposes?
It is a union dll plugin, it is not exe spacer. It can't be used without Union like any plugin. What do you mean "for spacer purposed?" It is a spacer for vobing locations. Some stuff is not implemented yet anyway.
yea my question wasnt exactly enough sry.
if i spacer a map with your tool. would it work later without union, or does the map always need union if i put them in a mod.
and the second question
are vobs, mobs, freepoints, waypoints, waynets and startpoint, soundsboxes and musiczones are already full usable?
yea my question wasnt exactly enough sry.
if i spacer a map with your tool. would it work later without union, or does the map always need union if i put them in a mod.
and the second question
are vobs, mobs, freepoints, waypoints, waynets and startpoint, soundsboxes and musiczones are already full usable?
1) Of course if you save ZEN file you can use this map without any union in the game ;) Spacer.NET uses engine's formates as old Spacer.
2) Well, all properties can be changed, right now I protected some vob types as Zones from removing them (I will fix it later), but you can edit them.
And WP/FP can be created so fast right now with one button and get auto-generated names ;)
Fisk2033
08.06.2020, 12:23
Looks great! Hopefully you can finish the translation soon :)
Ein Teil ist bereits gemacht, auf den andern wird noch gewartet. Bin mal gespannt, ob das mit den ganzen technischen Begriffen so passt.
Feuerbarde
09.06.2020, 13:50
Ein Teil ist bereits gemacht, auf den andern wird noch gewartet. Bin mal gespannt, ob das mit den ganzen technischen Begriffen so passt.
Ich finde es immer sehr gut wenn Übersetzungen über Sprachfiles in Form von Textdateien gemacht sind, da kann man immer leicht etwas anpassen und problemlos weitere Übersetzungen entstehen fast von alleine.
Niko5511
09.06.2020, 19:14
Den Rest habe ich bereits übersetzt. Müsste bald kommen.
The link has been added ;)
Write here if it works. All language fixes you can write here too.
Is Union compatible with LeGo and Ikarus Scripts?
You can play with Union with some Ikarus/Lego mods ;) But what does it have to do with Spacer?
Because there seems to be an issue when running scripts that change or use the zengine and unity.
Meaning I will not install unity unless I know it will 100% not crush my game.
I'd like to use your spacer, since mine isn't working. But I have to be on the safe side.
Wanted to try it on a different installation, because I don't think there's any way to get my mod compatible with Union.
Tried loading a ZEN, got an Access Violation.
Last lines from zSpy:
201:30 Info: 3 D: ... still working (16384 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (20480 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (24576 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (28672 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (32768 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (36864 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (40960 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (45056 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (49152 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (53248 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (57344 verts) .... <zFile3D.cpp,#1005>
201:31 Info: 5 D: MDL: Loading Model-MDL 'BENCH_NW_CITY_02.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 3 D: MORPH: Loading MorphMesh: NW_MORPH_FISH_01.mmb .... <zMorphMesh.cpp,#376>
201:32 Info: 3 D: MORPH: Loading MorphMesh: NW_MORPH_SKATE_01.mmb .... <zMorphMesh.cpp,#376>
201:32 Info: 5 D: MDL: Loading Model-MDL 'FIREPLACE_NW_LAMP_01.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 5 D: MDL: Loading Model-MDL 'BEDHIGH_NW_EDEL_01.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 5 D: MDL: Loading Model-MDL 'SNA_BODY.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 5 D: MDL: Loading Model-MDL 'BLO_BODY.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 5 D: MDL: Loading Model-MDL 'SMOKE_WATERPIPE.ASC' .... <zModelProto.cpp,#5019>
201:33 Info: 3 D: Loading 3DS-File: "LEVEL\NEWWORLD\NEWWORLD_PART_CITY_P02.3DS" ... .... <zFile3D.cpp,#1061>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Info: 3 D: FlushMeshBuffer (9953 verts) .... <zFile3D.cpp,#1000>
201:33 Info: 3 D: ... still working (4096 verts) .... <zFile3D.cpp,#1005>
201:33 Info: 3 D: ... still working (8192 verts) .... <zFile3D.cpp,#1005>
201:33 Info: 2 N: MSB: Loading Model-Script (binary) 'CHESTBIG_OCCRATELARGELOCKED.MDS' .... <zModelProto.cpp,#4849>
201:33 Info: 5 D: MDL: Loading Model-Hierarchy: CHESTBIG_OCCRATELARGELOCKED.MDH .... <zModelProto.cpp,#1665>
201:33 Info: 3 D: MDL: Loading Model-Mesh: CHESTBIG_OCCRATELARGELOCKED.MDM .... <zModelProto.cpp,#5333>
201:33 Info: 5 N: MSB: numAnis: 7, numMAN: 6 .... <zModelProto.cpp,#4050>
201:33 Info: 5 N: MSB: fpsRates min, max, avg: 25, 25, 25 .... <zModelProto.cpp,#4052>
201:33 Info: 3 D: MORPH: Loading MorphMesh: RAD.mmb .... <zMorphMesh.cpp,#376>
201:33 Info: 5 D: MDL: Loading Model-MDL 'LADDER_8.ASC' .... <zModelProto.cpp,#5019>
201:33 Info: 5 D: MDL: Loading Model-MDL 'LADDER_7.ASC' .... <zModelProto.cpp,#5019>
201:33 Info: 2 N: MSB: Loading Model-Script (binary) 'WOODCHOPPIN_NORMAL.MDS' .... <zModelProto.cpp,#4849>
201:33 Info: 5 D: MDL: Loading Model-Hierarchy: WOODCHOPPIN_NORMAL.MDH .... <zModelProto.cpp,#1665>
201:33 Info: 3 D: MDL: Loading Model-Mesh: WOODCHOPPIN_NORMAL.MDM .... <zModelProto.cpp,#5333>
201:33 Info: 5 N: MSB: numAnis: 4, numMAN: 4 .... <zModelProto.cpp,#4050>
201:33 Info: 5 N: MSB: fpsRates min, max, avg: 25, 25, 25 .... <zModelProto.cpp,#4052>
201:33 Info: 5 U: WAY: Reading Waynet. .... <zWaynet.cpp,#1607>
201:33 Info: 5 U: WAY: Waynet ok. .... <zWaynet.cpp,#1661>
201:33 Info: 5 U: WAYNET: Creating VobDependencies .... <zWaynet.cpp,#457>
201:33 Info: 5 D: ARC: .. Closing (44632 objects) .... <zError.cpp,#465>
201:34 Info: 5 X: EmergencyExit: Releasing all DirectX-Objects ... .... <zRndD3D_Render.cpp,#283>
201:34 Info: 5 X: EmergencyExit: D3DXUninitialize done .... <zRndD3D_Render.cpp,#301>
201:34 Warn: 0 X: [RND3D-Destructor]: Can't uninitialize D3DX Utility Library ! Error: D3DXERR_D3DXNOTSTARTEDYET .... <zRndD3D.h,#127>
201:34 Info: 5 X: [RND3D-Destructor]: D3DXUninitialize done .... <zRndD3D_Render.cpp,#309>
201:34 Warn: 0 == ===================================== UNHANDLED EXCEPTION OCCURED ====================================================== .... <zError.cpp,#474>
201:34 Warn: 0 == ============================================ CRASH INFOS: ============================================================== .... <zError.cpp,#474>
201:34 Warn: 0 Go thic II - 2.6 (fix), Parser Version: 50 .... <zError.cpp,#474>
201:34 Warn: 0 Us er: danie, CPUType: 586, Mem: 0 MB total, 0 MB free .... <zError.cpp,#474>
201:34 Warn: 0 St artup Options: .... <zWin32.cpp,#2976>
201:34 Warn: 0 -g ame:spacer_net.ini -znomusic -znosound -zlog:5,s -zmaxframerate:50
.... <zWin32.cpp,#2977>
201:34 Warn: 0 == ============================================= CALLSTACK : ============================================================== .... <zError.cpp,#474>
201:34 Warn: 0 00 23:0078E264 (0x00000000 0xC7406048 0x0A760368 0x61CF3270) Gothic2.exe, zCParser::SetStopOnError()+4 byte(s), P:\dev\g2addon\release\ZenGin\_ulf\zParser.cpp, line 576+4 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 00 23:61CCBC44 (0xC740605C 0x61CF3270 0x770E5F20 0x0C85346C) $SPACERUNIONNET.DLL$, Stack_PeekDouble()+28788 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 00 23:61CD4B3A (0xC74063C4 0x614BE0D0 0x0135F608 0x0135F990) $SPACERUNIONNET.DLL$, Stack_PeekDouble()+65386 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 00 23:61CD48BB (0x0082E6F0 0x0135F600 0x2397A681 0x0000003D) $SPACERUNIONNET.DLL$, Stack_PeekDouble()+64747 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 00 23:61CD8945 (0x54D60437 0x5D12FDA4 0x0135F850 0x00000000) $SPACERUNIONNET.DLL$, Extern_LoadWorld()+85 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 == ===================================== UNHANDLED EXCEPTION OCCURED ====================================================== .... <zError.cpp,#474>
Because there seems to be an issue when running scripts that change or use the zengine and unity.
Meaning I will not install unity unless I know it will 100% not crush my game.
I'd like to use your spacer, since mine isn't working. But I have to be on the safe side.
Just use a separate game for modding, almost everyone do that ;)
Wanted to try it on a different installation, because I don't think there's any way to get my mod compatible with Union.
Tried loading a ZEN, got an Access Violation.
Last lines from zSpy:
201:30 Info: 3 D: ... still working (16384 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (20480 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (24576 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (28672 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (32768 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (36864 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (40960 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (45056 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (49152 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (53248 verts) .... <zFile3D.cpp,#1005>
201:30 Info: 3 D: ... still working (57344 verts) .... <zFile3D.cpp,#1005>
201:31 Info: 5 D: MDL: Loading Model-MDL 'BENCH_NW_CITY_02.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 3 D: MORPH: Loading MorphMesh: NW_MORPH_FISH_01.mmb .... <zMorphMesh.cpp,#376>
201:32 Info: 3 D: MORPH: Loading MorphMesh: NW_MORPH_SKATE_01.mmb .... <zMorphMesh.cpp,#376>
201:32 Info: 5 D: MDL: Loading Model-MDL 'FIREPLACE_NW_LAMP_01.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 5 D: MDL: Loading Model-MDL 'BEDHIGH_NW_EDEL_01.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 5 D: MDL: Loading Model-MDL 'SNA_BODY.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 5 D: MDL: Loading Model-MDL 'BLO_BODY.ASC' .... <zModelProto.cpp,#5019>
201:32 Info: 5 D: MDL: Loading Model-MDL 'SMOKE_WATERPIPE.ASC' .... <zModelProto.cpp,#5019>
201:33 Info: 3 D: Loading 3DS-File: "LEVEL\NEWWORLD\NEWWORLD_PART_CITY_P02.3DS" ... .... <zFile3D.cpp,#1061>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Warn: 0 B: VFILE: Seek 371670 on file NEWWORLD_PART_CITY_P02.3DS failed. Current position is 371670. Filesize is 371670 .... <zDisk_Vdfs.cpp,#255>
201:33 Info: 3 D: FlushMeshBuffer (9953 verts) .... <zFile3D.cpp,#1000>
201:33 Info: 3 D: ... still working (4096 verts) .... <zFile3D.cpp,#1005>
201:33 Info: 3 D: ... still working (8192 verts) .... <zFile3D.cpp,#1005>
201:33 Info: 2 N: MSB: Loading Model-Script (binary) 'CHESTBIG_OCCRATELARGELOCKED.MDS' .... <zModelProto.cpp,#4849>
201:33 Info: 5 D: MDL: Loading Model-Hierarchy: CHESTBIG_OCCRATELARGELOCKED.MDH .... <zModelProto.cpp,#1665>
201:33 Info: 3 D: MDL: Loading Model-Mesh: CHESTBIG_OCCRATELARGELOCKED.MDM .... <zModelProto.cpp,#5333>
201:33 Info: 5 N: MSB: numAnis: 7, numMAN: 6 .... <zModelProto.cpp,#4050>
201:33 Info: 5 N: MSB: fpsRates min, max, avg: 25, 25, 25 .... <zModelProto.cpp,#4052>
201:33 Info: 3 D: MORPH: Loading MorphMesh: RAD.mmb .... <zMorphMesh.cpp,#376>
201:33 Info: 5 D: MDL: Loading Model-MDL 'LADDER_8.ASC' .... <zModelProto.cpp,#5019>
201:33 Info: 5 D: MDL: Loading Model-MDL 'LADDER_7.ASC' .... <zModelProto.cpp,#5019>
201:33 Info: 2 N: MSB: Loading Model-Script (binary) 'WOODCHOPPIN_NORMAL.MDS' .... <zModelProto.cpp,#4849>
201:33 Info: 5 D: MDL: Loading Model-Hierarchy: WOODCHOPPIN_NORMAL.MDH .... <zModelProto.cpp,#1665>
201:33 Info: 3 D: MDL: Loading Model-Mesh: WOODCHOPPIN_NORMAL.MDM .... <zModelProto.cpp,#5333>
201:33 Info: 5 N: MSB: numAnis: 4, numMAN: 4 .... <zModelProto.cpp,#4050>
201:33 Info: 5 N: MSB: fpsRates min, max, avg: 25, 25, 25 .... <zModelProto.cpp,#4052>
201:33 Info: 5 U: WAY: Reading Waynet. .... <zWaynet.cpp,#1607>
201:33 Info: 5 U: WAY: Waynet ok. .... <zWaynet.cpp,#1661>
201:33 Info: 5 U: WAYNET: Creating VobDependencies .... <zWaynet.cpp,#457>
201:33 Info: 5 D: ARC: .. Closing (44632 objects) .... <zError.cpp,#465>
201:34 Info: 5 X: EmergencyExit: Releasing all DirectX-Objects ... .... <zRndD3D_Render.cpp,#283>
201:34 Info: 5 X: EmergencyExit: D3DXUninitialize done .... <zRndD3D_Render.cpp,#301>
201:34 Warn: 0 X: [RND3D-Destructor]: Can't uninitialize D3DX Utility Library ! Error: D3DXERR_D3DXNOTSTARTEDYET .... <zRndD3D.h,#127>
201:34 Info: 5 X: [RND3D-Destructor]: D3DXUninitialize done .... <zRndD3D_Render.cpp,#309>
201:34 Warn: 0 == ===================================== UNHANDLED EXCEPTION OCCURED ====================================================== .... <zError.cpp,#474>
201:34 Warn: 0 == ============================================ CRASH INFOS: ============================================================== .... <zError.cpp,#474>
201:34 Warn: 0 Go thic II - 2.6 (fix), Parser Version: 50 .... <zError.cpp,#474>
201:34 Warn: 0 Us er: danie, CPUType: 586, Mem: 0 MB total, 0 MB free .... <zError.cpp,#474>
201:34 Warn: 0 St artup Options: .... <zWin32.cpp,#2976>
201:34 Warn: 0 -g ame:spacer_net.ini -znomusic -znosound -zlog:5,s -zmaxframerate:50
.... <zWin32.cpp,#2977>
201:34 Warn: 0 == ============================================= CALLSTACK : ============================================================== .... <zError.cpp,#474>
201:34 Warn: 0 00 23:0078E264 (0x00000000 0xC7406048 0x0A760368 0x61CF3270) Gothic2.exe, zCParser::SetStopOnError()+4 byte(s), P:\dev\g2addon\release\ZenGin\_ulf\zParser.cpp, line 576+4 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 00 23:61CCBC44 (0xC740605C 0x61CF3270 0x770E5F20 0x0C85346C) $SPACERUNIONNET.DLL$, Stack_PeekDouble()+28788 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 00 23:61CD4B3A (0xC74063C4 0x614BE0D0 0x0135F608 0x0135F990) $SPACERUNIONNET.DLL$, Stack_PeekDouble()+65386 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 00 23:61CD48BB (0x0082E6F0 0x0135F600 0x2397A681 0x0000003D) $SPACERUNIONNET.DLL$, Stack_PeekDouble()+64747 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 00 23:61CD8945 (0x54D60437 0x5D12FDA4 0x0135F850 0x00000000) $SPACERUNIONNET.DLL$, Extern_LoadWorld()+85 byte(s) .... <zError.cpp,#474>
201:34 Warn: 0 == ===================================== UNHANDLED EXCEPTION OCCURED ====================================================== .... <zError.cpp,#474>
What mod? Have you changed ZEN format in your mod? Spacer.NET used usual engine's functions. It is just an editor in the game. I don't get it. How Union can affect your mod if you load zen file?
What mod? Have you changed ZEN format in your mod? Spacer.NET used usual engine's functions. It is just an editor in the game. I don't get it. How Union can affect your mod if you load zen file?
Two different problems.
ZEN is a normal compiled zen-file. This has nothing to do with union or sth. else.
The same happens, when I try to load an original zen-file. Still crashes with an Access Violation.
Problem with union is that ~80% of the new funtions in my (unpublished) mod depend heavily on Ikarus/LeGo. And, as far as i heard of it, there seems to be a high chance, that Union kills those packages.
mud-freak
11.06.2020, 20:00
Two different problems.
ZEN is a normal compiled zen-file. This has nothing to do with union or sth. else.
The same happens, when I try to load an original zen-file. Still crashes with an Access Violation.
Problem with union is that ~80% of the new funtions in my (unpublished) mod depend heavily on Ikarus/LeGo. And, as far as i heard of it, there seems to be a high chance, that Union kills those packages.
Ich glaube, ratsam wäre es sowieso den zSpy EDIT: Spacer ohne modifizierte Skripte zu nutzen, d.h. notfalls in einer separaten Installation in der keine eigenen Skripte drin vorkommen.
Der Fehler lag ganz woanders...
Für alle: Wenn ihr den SpacerNET nutzen wollt, dürft ihr im Starter nicht die Optionen "Musik/Sound deaktivieren" aktivieren.
Dadurch kommt es zu besagter Access Violation.
---
The error was something else:
If you wanna try the SpacerNET, you mustn't activate the options "Deactivate sound/music". This causes the access violation.
Der Fehler lag ganz woanders...
Für alle: Wenn ihr den SpacerNET nutzen wollt, dürft ihr im Starter nicht die Optionen "Musik/Sound deaktivieren" aktivieren.
Dadurch kommt es zu besagter Access Violation.
---
The error was something else:
If you wanna try the SpacerNET, you mustn't activate the options "Deactivate sound/music". This causes the access violation.
Ok, So it works without this option? Ok, I will disable it, but it is strange.
Ok, So it works without this option? Ok, I will disable it, but it is strange.
Yes, without these options it's working. :)
Yes, without these options it's working. :)
Thanks, ok.
It is disabled by default. I will add in FAQ your information.
Ich glaube, ratsam wäre es sowieso den zSpy EDIT: Spacer ohne modifizierte Skripte zu nutzen, d.h. notfalls in einer separaten Installation in der keine eigenen Skripte drin vorkommen.
Wie soll man das machen? Im Spacer setzt du zB. Items und diverse andere Sachen, die ja geskriptet sein müssen. Alle diese Sachen würde der Spacer in einer neuen Installation nicht finden und es würde Fehler regnen.
Spacer has been updated. Version 0.05
Added camera rotation smoothness setting
Some corrections in the Polish language strings
Added button to reset the control keys to "by default"
Improved the function of pressing objects to the floor
Fixed a bug when saving a file, the file name included the entire path to the file
The "container" properties tab is now available immediately if the selected vob is a container
Does this forum have Spoilers?
Does this forum have Spoilers?
Yes, its the grey square button with the red top border, or just write [SPOILER] and close it.
Yes, its the grey square button with the red top border, or just write [SPOILER] and close it.
thanks
Fisk2033
12.06.2020, 10:00
Spacer has been updated. Version 0.05
Added camera rotation smoothness setting
Some corrections in the Polish language strings
Added button to reset the control keys to "by default"
Improved the function of pressing objects to the floor
Fixed a bug when saving a file, the file name included the entire path to the file
The "container" properties tab is now available immediately if the selected vob is a container
Does this forum have Spoilers?
You can also use "" and and to list something (close LIST in the end). Like:
[LIST]
Added camera rotation smoothness setting
Some corrections in the Polish language strings
Added button to reset the control keys to "by default"
Improved the function of pressing objects to the floor
Fixed a bug when saving a file, the file name included the entire path to the file
The "container" properties tab is now available immediately if the selected vob is a container
Some changes in Union itself, so I updated Spacer for it support, update SpacerNET and Union 1.0h too.
Wie soll man das machen? Im Spacer setzt du zB. Items und diverse andere Sachen, die ja geskriptet sein müssen. Alle diese Sachen würde der Spacer in einer neuen Installation nicht finden und es würde Fehler regnen.
und genau das ist der Grund weshalb ich mir das Ding nicht holen werde. Es bereitet so dermaßen Umstände und setzt voraus, dass man Itemskripte von lego und Ikarus bereinigt bevor man sie auf die cleane Installation überträgt. Warum muss das Ding ausgerechnet Unity benutzen?
und genau das ist der Grund weshalb ich mir das Ding nicht holen werde. Es bereitet so dermaßen Umstände und setzt voraus, dass man Itemskripte von lego und Ikarus bereinigt bevor man sie auf die cleane Installation überträgt. Warum muss das Ding ausgerechnet Unity benutzen?
Spacer.NET works with Ikarus/Lego scripts. Why not? If something does not work, we will fix that.
Union is a library which uses engine directly, not memory hacking like Ikarus/Lego. It uses navive c++ code, so it is better. I don't know why somebody uses script hacking.
I don't get it. You don't need to install Union to PLAY your mod. It is only for Spacer.NET.
Anyway, it is ok ;)
I tested the tool and it works all dandy. Somewhat less lag than the original Spacer, quick and easy "vobbing", the vobs no longer get stuck during movement (that was because of collision?), and the best driving point - fast editing of a container's contents.
+9/10. Very good job, komander.
mud-freak
13.06.2020, 13:19
Ich glaube, ratsam wäre es sowieso den zSpy EDIT: Spacer ohne modifizierte Skripte zu nutzen, d.h. notfalls in einer separaten Installation in der keine eigenen Skripte drin vorkommen.
Wie soll man das machen? Im Spacer setzt du zB. Items und diverse andere Sachen, die ja geskriptet sein müssen. Alle diese Sachen würde der Spacer in einer neuen Installation nicht finden und es würde Fehler regnen.
Das war mein Fehler; ich hab nicht dran gedacht, dass ja auch Items im Spacer gesetzt werden. Ich war mit der Aussage davon ausgegangen Weltbearbeitung sei in dem Schritt komplett unabhängig von den Skripten. Und in dem Fall wäre es natürlich einfacher sich nie um Parserfehler sorgen zu machen.
und genau das ist der Grund weshalb ich mir das Ding nicht holen werde. Es bereitet so dermaßen Umstände und setzt voraus, dass man Itemskripte von lego und Ikarus bereinigt bevor man sie auf die cleane Installation überträgt. Warum muss das Ding ausgerechnet Unity benutzen?
Das ist eine schiere Überreaktion (möglicherweise meiner Aussage zu verschulden).
Ikarus und LeGo haben keinerlei Kompatibilitätsprobleme mit Union. Die können frühestens durch Union Plugins oder eigene Skriptfeatures entstehen. Aber selbst das ist genau so unwahrscheinlich wie das verschiedene Skriptfeatures miteinander im Konflikt stehen. Ich hoffe also, dass sich hier im Forum nicht die generelle Annahme entwickelt Union und Ikarus funktionieren nicht zusammen. Da sehe ich überhaupt keine Probleme.
Although I don't want to delve into off-topic discussion, I cannot ignore this:
Union is a library which uses engine directly, not memory hacking like Ikarus/Lego. It uses navive c++ code, so it is better.
Better is a strong word. I can list you a large number of advantages of working with Ikarus/LeGo.
I don't know why somebody uses script hacking.
Working with Ikarus doesn't require script hacking to work with. It exposes the Engine to work with from Daedalus. LeGo provides aditional tools for that. In the end, a scripter does not need to do any hacking, but has extended scripting possibilities at their disposal.
I am not saying Ikarus is better than Union either, but I wouldn't toss Ikarus aside and claim that Union is the one and only.
Bloodfly91
13.06.2020, 13:28
Also ich war ja auch erst etwas skeptisch, weil Union-Plugin... Union hatte zumindest früher ja Probleme mit vielen (oder sogar allen?) Mods, die LeGo & Ikarus verwenden. Deshalb habe ich vor der Installation von Union auch mein Modding-Verzeichnis kopiert und das Ganze in dieses installiert. Das sollte mMn. vorsichtshalber auch jeder tun, der diesen Spacer verwenden möchte. :p
Ich kann bisher jedenfalls nichts negatives über den SpacerNET berichten. Zumindest bei mir läuft der normale G2 Spacer gefühlt mit jedem Windows Update schlechter und seit einiger Zeit ist der für mich aufgrund diverser Probleme nahezu unbenutzbar geworden: Zu hohe Framerate, beim freien Bewegen bleibt die Maus oft "stecken", Auflösungen > Full HD bringen den Spacer beim Start zum Absturz, Fenster müssen immer wieder neu angeordnet werden. Das alles wurde hier gefixt.
Sehr cool finde vor allem auch, dass man Objekte, Sounds und Partikeleffekte nun sofort in die Welt einfügen kann und sogar eine Vorschau hat, so wie man es von aktuellen Welteditoren kennt.
Leider ist die Installation von Union aber unnötig kompliziert. Warum muss man einen Launcher herunterladen, nur um dieses "kleine" Tool installieren zu können? Oder kann man das auch irgendwo ohne den Launcher herunterladen?
und genau das ist der Grund weshalb ich mir das Ding nicht holen werde. Es bereitet so dermaßen Umstände und setzt voraus, dass man Itemskripte von lego und Ikarus bereinigt bevor man sie auf die cleane Installation überträgt. Warum muss das Ding ausgerechnet Unity benutzen?
Der Spacer, der auf den Editor der Unity Engine basiert, der "Gothic World Editor", war glaube ich von einem anderen Team und wurde komplett neu geschrieben. Beim SpacerNET handelt es sich "nur" um ein Union-Plugin.
Bezüglich bereinigen der Skripte: Wie oben schon geschrieben, bei mir funktioniert Union und dieses Plugin trotz LeGo & Ikarus problemlos und Liker hat ja jetzt auch geschrieben, dass es normalerweise keine Inkompatibilitätsprobleme mehr geben sollte.
Solltest es eventuell einfach mal ausprobieren, vorher einfach den kompletten Modding-Ordner kopieren, damit nichts beschädigt werden kann.
@Liker: I remember that Union was not compatible with some modifications if they were using the script packages LeGo & Ikarus. I don't know if that is still the case or if it has been fixed, at least I don't had any problems so far with Union + your Spacer installed even though I'm using LeGo & Ikarus. So thank you very much for your tool! I hope you will keep updating it so that it can one day replace the old and broken Spacer completely. :gratz
Bloodfly91 (https://forum.worldofplayers.de/forum/members/166803-Bloodfly91), Union has own Resource Manager, which updates often, it is so convenient to update and check new versions. Without it, you would need to install all union files manually, in several folders, it is harder for users, so Gratt created the manager to do it auto ;)
Yes, old versions of Union had hooks which created an error in Lego/Ikarus mods when changing locations, now it has no problems now.
mud-freak (https://forum.worldofplayers.de/forum/members/25960-mud-freak) it is ok
@Blood
Mit 1.oH konnte ich bisher alle getesteten Mods ohne Probleme spielen.
Sobald diese Version aus der test Phase geht, soll wohl auch eine manuelle Installation möglich sein.
Wobei ich mich liker anschließe, dass tool ist eine reine exe, was schnell eine grafische Oberfläche öffnet, dafür kann man dort alle Versionen, inklusive Plugins laden. Sehe die Schwierigkeit nicht daran ;)
Das ist eine schiere Überreaktion (möglicherweise meiner Aussage zu verschulden).
Ikarus und LeGo haben keinerlei Kompatibilitätsprobleme mit Union. Die können frühestens durch Union Plugins oder eigene Skriptfeatures entstehen. Aber selbst das ist genau so unwahrscheinlich wie das verschiedene Skriptfeatures miteinander im Konflikt stehen. Ich hoffe also, dass sich hier im Forum nicht die generelle Annahme entwickelt Union und Ikarus funktionieren nicht zusammen. Da sehe ich überhaupt keine Probleme.
Das war (ist?) lange Zeit vorherrschende Meinung, da einfach (wenigstens damals, ich war jetzt gut ein Jahr nicht mehr aktiv...) niemand eine Ahnung hatte, wie AST/Union/Wie-sie-alle-heißen funktionieren. Es kam öfter in Diskussionen vor, dass ein englischsprachiger Kommentar kam, der so etwas sagte wie: "Macht das lieber mit AST, das geht schneller und einfacher", aber niemals eine Doku in Reichweite unserer WoG auftauchte.
Aus dem, was zusammengetragen wurde, kam dann irgendwann der Gedanke auf, dass (wenigstens) AST derartig in den Code eingreift, dass diverse Adressen verschoben werden. Was bedeuten würde, dass einige, wenn nicht alle Ikarus/LeGo-Funktionen nicht mehr laufen würden.
Und genau das ist jetzt auch der Fall. Ich sträube mich ein wenig davor, Union fest in meiner Entwicklungsinstallation zu integrieren, da ich null Ahnung habe, was dieses Paket eigentlich macht. Wie es die Engine ändert, wie diese Änderungen in die Exe finden, etc. Und außer der russichen WoP, die dank Google Translate nur spärlich verständlich ist (für mich), finde ich einfach keinerlei Informationen...
mud-freak
13.06.2020, 16:00
Ich sträube mich ein wenig davor, Union fest in meiner Entwicklungsinstallation zu integrieren, da ich null Ahnung habe, was dieses Paket eigentlich macht. Wie es die Engine ändert, wie diese Änderungen in die Exe finden, etc.
Dazu eine Gegenfrage (nicht an dich persönlich, sondern in den Raum gestellt): Weißt du das denn vom SystemPack?
Union ist nichts anderes als eine Neu-implementierung vom SystemPack. "Änderungen" in der Engine sind dabei nicht anders - zum Großteil sind es eben diese gleichen Tweaks aus dem SystemPack. Wenn es besser verträglich ist, könnte man Union auch als SystemPack 1.9 bezeichnen (allerdings wird man dann dem Wechsel des primären Autors nicht gerecht). Dann wäre die Akzeptanz in der deutschen Community sicher etwas höher. Ich habe bisher keine schlechten Erfahrungen mit Union gemacht, Inkompatibilitäten sind mir auch noch nicht begegnet.
Liker, sorry for abusing your thread for this discussion. But I think it's important to clarify that Union does no harm and is safe to use - for the sake of your good work. I sincerely hope the Spacer.NET becomes a new standard, as a new and timely spacer was long overdue. Thanks for sharing it here.
Bloodfly91
13.06.2020, 16:19
@Blood
Mit 1.oH konnte ich bisher alle getesteten Mods ohne Probleme spielen.
Sobald diese Version aus der test Phase geht, soll wohl auch eine manuelle Installation möglich sein.
Wobei ich mich liker anschließe, dass tool ist eine reine exe, was schnell eine grafische Oberfläche öffnet, dafür kann man dort alle Versionen, inklusive Plugins laden. Sehe die Schwierigkeit nicht daran ;)
Dann bin ich da nicht mehr auf dem aktuellen Stand, als ich Union vor ein paar Monaten mit Velen testete, gab es noch diese Probleme und auch bei anderen Mods hatte man sich über Abstürze mit Union beschwert. Aber gut zu wissen, dass das nun scheinbar problemlos funktioniert. :)
Daran habe ich nicht gedacht und ehrlich gesagt ist mir das auch gar nicht aufgefallen, dass das scheinbar Plugins sind, die man dort herunterladen kann und nicht irgendwelche andere Software. :D Dann ist dieses Tool wohl wirklich ziemlich nützlich.
Dazu eine Gegenfrage (nicht an dich persönlich, sondern in den Raum gestellt): Weißt du das denn vom SystemPack?
Nö, natürlich nicht, nur für das Systempack existiert hier in Forum ein vernünftiger Thread, der mir wenigstens die Änderungen anzeigt.
Aber der Hinweis, dass (sehr grob vereinfacht) Union das Systempack beerbt, hilft schonmal weiter. Ich war jetzt todesmutig genug, es mal zu installieren. Bisher keine Fehler, das ist schön. Wobei... switching to english :D
Tried the new Spacer with my ZEN. Didn't do much changes, only changed the OnStateFunc of two oCMob. Saved it, tried loading it with the game --> PFX-Errors.
It seems, that the new Spacer kind of breaks some PFX's. Again, the last lines of the zSpy log:
17:18 Info: 5 X: XD3D_InitPerDX: Switching to Radeon RX 590 Series \ Microsoft Direct3D Hardware Transform and Lighting acceleration capable device .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPerDX: Hardware TnL supported. .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_TestCapabilities: Device has passed capability tests. .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: szDriver=aticfx32.dll .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: szDescription=Radeon RX 590 Series .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: wProduct=0 .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: wVersion=0 .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: wSubVersion=0 .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: wBuild=0 .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: dwVendorId=4098 .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: dwDeviceId=26591 .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: dwSubSysId=2508658306 .... <zError.cpp,#465>
17:18 Info: 5 X: D3D Device-Info: dwRevision=225 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_EnumTextureCallback: Store RGB Format .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_EnumTextureCallback: Store RGB Format .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_EnumTextureCallback: Store RGB Format .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_EnumTextureCallback: Store RGB Format .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT1 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT2 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT3 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT4 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT5 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: Maximal texture width -> 16384 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: Maximal texture height -> 16384 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: Alpha testing supported .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: no w-buffering .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: Color-Buffer depth:32 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: Z-Buffer depth:32 .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: caps - windowed mode possible .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: caps - gamma correction enabled .... <zRndD3D_Init.cpp,#852>
17:18 Info: 5 X: XD3D_InitPort: caps - total videomem:4294901760 .... <zRndD3D_Init.cpp,#879>
17:18 Info: 5 X: XD3D_InitPort: caps - free videomem:4278247424 .... <zRndD3D_Init.cpp,#880>
17:18 Info: 5 X: XD3D_InitPort: caps - w-based fog supported .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: Start to rebuild vertexbuffers ... .... <zError.cpp,#465>
17:18 Info: 5 X: XD3D_InitPort: Vertexbuffers rebuild done. .... <zError.cpp,#465>
17:18 Info: 5 X: Start to rebuild saved textures (lightmaps) ... .... <zError.cpp,#465>
17:18 Info: 5 X: Number of rebuild textures:183 .... <zError.cpp,#465>
17:18 Info: 5 X: Vid_SetScreenMode: Switched to windowed mode ... .... <zRndD3D_Vid.cpp,#580>
17:18 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:19 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:19 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:19 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:19 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:19 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:19 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:20 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:20 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:20 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:20 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:20 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:20 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:20 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:20 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:20 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:20 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:20 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:20 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:21 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:21 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:21 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:21 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:21 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:21 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:22 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:22 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:22 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:22 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:22 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:22 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:22 Fault: 0 D: (zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler' .... <zVob.cpp,#2004>
17:22 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:22 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
17:23 Info: 5 U: WAY: Reading Waynet. .... <zWaynet.cpp,#1607>
17:23 Info: 5 U: WAY: Waynet ok. .... <zWaynet.cpp,#1661>
17:23 Info: 3 B: ---------- 70% ---------- .... <zViewProgressbar.cpp,#142>
17:23 Info: 5 X: EmergencyExit: Releasing all DirectX-Objects ... .... <zRndD3D_Render.cpp,#283>
17:23 Info: 5 X: EmergencyExit: D3DXUninitialize done .... <zRndD3D_Render.cpp,#301>
17:23 Warn: 0 X: [RND3D-Destructor]: Can't uninitialize D3DX Utility Library ! Error: D3DXERR_D3DXNOTSTARTEDYET .... <zRndD3D.h,#127>
17:23 Info: 5 X: [RND3D-Destructor]: D3DXUninitialize done .... <zRndD3D_Render.cpp,#309>
17:23 Warn: 0 == ===================================== UNHANDLED EXCEPTION OCCURED ====================================================== .... <zError.cpp,#474>
17:23 Warn: 0 == ============================================ CRASH INFOS: ============================================================== .... <zError.cpp,#474>
17:23 Warn: 0 Go thic II - 2.6 (fix), Parser Version: 50 .... <zError.cpp,#474>
17:23 Warn: 0 Us er: danie, CPUType: 586, Mem: 0 MB total, 0 MB free .... <zError.cpp,#474>
17:23 Warn: 0 St artup Options: .... <zWin32.cpp,#2976>
17:23 Warn: 0 -g ame:mahlendur.ini -zreparse -znomusic -znosound -zlog:5,s -zmaxframerate:50
.... <zWin32.cpp,#2977>
17:23 Warn: 0 == ============================================= CALLSTACK : ============================================================== .... <zError.cpp,#474>
17:23 Warn: 0 00 23:006271F0 (0x0135F81C 0x00000000 0x0135FA98 0x0082E6F0) Gothic2.exe, zCWorld::LoadWorld()+288 byte(s), P:\dev\g2addon\release\ZenGin\_dieter\zWorld.cpp, line 2647 .... <zError.cpp,#474>
17:23 Warn: 0 00 23:0077FDDD (0x0135FA98 0x00000000 0x0135FB74 0x09373808) Gothic2.exe, oCWorld::LoadWorld()+669 byte(s), P:\dev\g2addon\release\Gothic\_ulf\oWorld.cpp, line 447+13 byte(s) .... <zError.cpp,#474>
17:23 Warn: 0 00 23:006C9D06 (0x0135FA98 0x0135FADC 0xFFFFFFFE 0x0135FADC) Gothic2.exe, oCGame::LoadWorldStartup()+246 byte(s), P:\dev\g2addon\release\Gothic\_ulf\oGame.cpp, line 3130 .... <zError.cpp,#474>
17:23 Warn: 0 00 23:006C92DE (0xFFFFFFFE 0x0135FA70 0x0135FB70 0xFFFFFFFE) Gothic2.exe, oCGame::LoadWorld()+558 byte(s), P:\dev\g2addon\release\Gothic\_ulf\oGame.cpp, line 2902 .... <zError.cpp,#474>
17:23 Warn: 0 00 23:006C6696 (0xFFFFFFFE 0x0135FB70 0x0089078B 0x0135FC40) Gothic2.exe, oCGame::LoadGame()+246 byte(s), P:\dev\g2addon\release\Gothic\_ulf\oGame.cpp, line 2147 .... <zError.cpp,#474>
17:23 Warn: 0 00 23:5DFA8EA0 (0x00000000 0x00400000 0x014738DD 0x0135FE64) SHW32.DLL, UnionCore::CUnion::DefineCRTVersion()+2608 byte(s) .... <zError.cpp,#474>
17:23 Warn: 0 00 23:00425C35 (0x0082F0EC 0x00000001 0x001C0EAC 0x09373808) Gothic2.exe, CGameManager::Run()+1029 byte(s), P:\dev\g2addon\release\Gothic\_bert\oGameManager.cpp, line 713 .... <zError.cpp,#474>
17:23 Warn: 0 00 23:0078188B (0x0000002C 0x00000E4F 0x00000000 0x00000000) Gothic2.exe, MainProg()+75 byte(s), P:\dev\g2addon\release\Gothic\_ulf\Phoenix.cpp, line 111 .... <zError.cpp,#474>
17:23 Warn: 0 00 23:00503270 (0x00400000 0x00000000 0x014738DD 0x00000001) Gothic2.exe, HandledWinMain()+928 byte(s), P:\dev\g2addon\release\ZenGin\_carsten\zWin32.cpp, line 1169 .... <zError.cpp,#474>
17:23 Warn: 0 00 23:00502DFD (0x0135FE68 0x00000000 0x014738DD 0x00000001) Gothic2.exe, WinMain()+141 byte(s), P:\dev\g2addon\release\ZenGin\_carsten\zWin32.cpp, line 1054+17 byte(s) .... <zError.cpp,#474>
17:23 Warn: 0 00 23:5DFAA705 (0x00000004 0x0000FFFF 0x000000B8 0x00000000) SHW32.DLL, UnionCore::CUnion::InitApp()+1589 byte(s) .... <zError.cpp,#474>
17:23 Warn: 0 == ===================================== UNHANDLED EXCEPTION OCCURED ====================================================== .... <zError.cpp,#474>
17:25 Warn: 0 B: GMAN: gameSession is existing. Call CGameManager::Done() before! .... <oGameManager.cpp,#375>
17:25 Info: 3 B: VP: zBinkPlayer deinitialized .... <zBinkPlayer.cpp,#62>
Dada (https://forum.worldofplayers.de/forum/members/61861-Dada), do you have any global changes of PFX in your mod? I mean, no Union or Spacer changes engine's classes.
No pfx or else were changed. It is just a game + interface = Spacer.NET. Strange.
What about usual G2A Zenz?
What PFX errors exactly, how it occurs?
Dann bin ich da nicht mehr auf dem aktuellen Stand, als ich Union vor ein paar Monaten mit Velen testete, gab es noch diese Probleme und auch bei anderen Mods hatte man sich über Abstürze mit Union beschwert. Aber gut zu wissen, dass das nun scheinbar problemlos funktioniert. :)
Daran habe ich nicht gedacht und ehrlich gesagt ist mir das auch gar nicht aufgefallen, dass das scheinbar Plugins sind, die man dort herunterladen kann und nicht irgendwelche andere Software. :D Dann ist dieses Tool wohl wirklich ziemlich nützlich.
Hab jetzt nicht alles ausführlich getestet aber Velen war dabei. Hab aber nur geschaut, ob man ein paar Stunden damit flüssig spielen kann. Für mehr kann ich mich nicht verbürgen.
Dada (https://forum.worldofplayers.de/forum/members/61861-Dada), do you have any global changes of PFX in your mod? I mean, no Union or Spacer changes engine's classes.
No pfx or else were changed. It is just a game + interface = Spacer.NET. Strange.
What about usual G2A Zenz?
What PFX errors exactly, how it occurs?
Tried it again with the original AddonWorld.zen
Inserted a vob (zCVobStartpoint, if you need to know), saved it and tried loading it. The game loads about 70% and then crashes, with numerous PFX errors:
(zCVob::SetVisual): could not load visual '.PFX' for vobName '' of class 'zCPFXControler'
Did some research, saved both, the original and the modified version als uncompiled ascii and searched for differences. Here's one example:
Original:
childs9272=int:0
[% zCPFXControler:zCVob 52224 10635]
pack=int:0
presetName=string:
bbox3DWS=rawFloat:-19176.5879 -5278.8916 -14113.5547 -19074.5879 -5176.8916 -14011.5547
trafoOSToWSRot=raw:0e32803f0000000000000836000000000000803f00000000000008b600000 0000e32803f
trafoOSToWSPos=vec3:-19125.5879 -5227.8916 -14062.5547
vobName=string:
visual=string:RESURRECTION.pfx
showVisual=bool:1
visualCamAlign=enum:0
visualAniMode=enum:0
visualAniModeStrength=float:0
vobFarClipZScale=float:1
cdStatic=bool:0
cdDyn=bool:0
staticVob=bool:0
dynShadow=enum:0
zbias=int:0
isAmbient=bool:0
[visual zCParticleFX 0 10636]
[]
[ai % 0 0]
[]
pfxName=string:.PFX
killVobWhenDone=bool:0
pfxStartOn=bool:1
[]
Modified (Saved with SpacerNET):
childs864=int:0
[% zCPFXControler:zCVob 52224 996]
pack=int:0
presetName=string:
bbox3DWS=rawFloat:-19176.5879 -5278.8916 -14113.5547 -19074.5879 -5176.8916 -14011.5547
trafoOSToWSRot=raw:0e32803f0000000000000836000000000000803f00000000000008b600000 0000e32803f
trafoOSToWSPos=vec3:-19125.5879 -5227.8916 -14062.5547
vobName=string:
visual=string:
showVisual=bool:0
visualCamAlign=enum:0
visualAniMode=enum:0
visualAniModeStrength=float:0
vobFarClipZScale=float:1
cdStatic=bool:0
cdDyn=bool:0
staticVob=bool:0
dynShadow=enum:0
zbias=int:0
isAmbient=bool:0
[visual % 0 0]
[]
[ai % 0 0]
[]
pfxName=string:.PFX
killVobWhenDone=bool:0
pfxStartOn=bool:1
[]
As you can see, the visual entry seems to be missing. Are you sure that SpacerNET saves it? Interesting fact: With both, the original and the new spacer, I can open the modified zen, it's just the game that won't start.
Edit:
Uploaded the modified zen (compiled) for better reference:
https://mahlendur.de/upload/ADDONWORLD2.ZEN
Dada (https://forum.worldofplayers.de/forum/members/61861-Dada), thanks, I will do some research.
I got it, when I save ZEN I clean the visual for zCPFXControler. I will remove it. Thanks for testing.
Dada (https://forum.worldofplayers.de/forum/members/61861-Dada), try new 0.07 version, I fixed the bug, remove those corrupted zenz ;)
New 0.07 version
Minor interface fixes
Fixed a bug where it was possible to enter an incorrect key in the input field and break the settings
Added new keys for hanging various actions
Added the ability to change the rotation speed of the preview model
Added the ability to combine meshes. Attention! In the dialog you can select multiple 3DS files at once!
oCItem vobes that have a visual effect (oCVisualFX) now can be selected normally, visuial effect is ignored
The error was fixed when after removing oCItem its oCVisualFX remained in the global list
Fixed a bug where when filling the chest it was impossible to enter data into a string
Bug fixed, some types of vobs lost their visuals while saving ZEN
Yes, thank you, this works like a charm!
Well, mostly. I've tried inserting a texture as vob (compare the candlelights in the demon tower) and... well, it doesn't work. When I copy a existing one, it works as intended.
And if you could make it possible to resize the windows, you would make me one of the happiest modders on earth :D
Yes, thank you, this works like a charm!
Well, mostly. I've tried inserting a texture as vob (compare the candlelights in the demon tower) and... well, it doesn't work. When I copy a existing one, it works as intended.
And if you could make it possible to resize the windows, you would make me one of the happiest modders on earth :D
Dada (https://forum.worldofplayers.de/forum/members/61861-Dada) what type of vob you use? If you use just zCVob and set its visual as texture.tga it will work.
You should set DecalDim to make a texture appear.
Dada (https://forum.worldofplayers.de/forum/members/61861-Dada) what type of vob you use? If you use just zCVob and set its visual as texture.tga it will work.
You should set DecalDim to make a texture appear.
Yes, thank you again. But it was the decalAlphaFunc setting, which I forgot to set.
Works like a charm!
It's amazing how fast I'm getting used to your spacer. Opened the original one to set some new lights and tried to move with WASD... §ugly
And vobbing is amazing fast. Vobbed a part of the world in about 30 minutes, which would normally take about 2-3 hours.
By the way, is it possible, to import an existing VobTree? Didn't find anythin about it...
Yes, thank you again. But it was the decalAlphaFunc setting, which I forgot to set.
Works like a charm!
It's amazing how fast I'm getting used to your spacer. Opened the original one to set some new lights and tried to move with WASD... §ugly
And vobbing is amazing fast. Vobbed a part of the world in about 30 minutes, which would normally take about 2-3 hours.
By the way, is it possible, to import an existing VobTree? Didn't find anythin about it...
Of course you can use your vobtree. Right mouse button on global list -> Insert VobTree.
It is better to push all your vobtrees in a separate folder (inside _WORK/DATA of course). Spacer will save its path ;)
Milky-Way
16.06.2020, 19:29
I'm wondering whether this thread would get more attention from modders in the Editing section (https://forum.worldofplayers.de/forum/forums/104-Editing). I never know how many modders actively check whether there are interesting topics in this section (which is primarily used for mod releases / questions from players)
I'm wondering whether this thread would get more attention from modders in the Editing section (https://forum.worldofplayers.de/forum/forums/104-Editing). I never know how many modders actively check whether there are interesting topics in this section (which is primarily used for mod releases / questions from players)
Well, can you move the topic? I did not know about Editing thread ;)
Milky-Way
17.06.2020, 04:47
Well, can you move the topic? I did not know about Editing thread ;)
Well, I personally can't (I'm only a moderator in the editing section and have no special abilities here), but since you're fine with it, I'm sure we can get one of the moderators here to do it -- I'll shoot them a message :)
Added a search menu. Will be available in a couple of days. Now you can use regular expressions while looking for vobs ;)
49342
Has anyone tried to run this on Linux?
Has anyone tried to run this on Linux?
Spacer.NET uses marshalling to send strings via memory between gothic engine and interface. I don't know if linux windows simulators can do it. Try anyway ;)
New 0.08 version:
The correct postfixes (abstract, scripted ...) are now written in the class window
Fixed bug when the first created vob had bad direction
Fixed bug when WP / FP after copying and pasting was rotated on some strange angle
Check added, if a player tries to load ZEN files from outside the _WORK / DATA / folder, the user will receive an error message
A bug was fixed when the path to save / load files was not read correctly and this led to an error
The vob properties window is now locked if the vob has been removed
Fixed bug when the language did not switch
Added vobs search window
The sizes of some windows can now be changed
49345
Feuerbarde
18.06.2020, 14:10
New 0.08 version:
The correct postfixes (abstract, scripted ...) are now written in the class window
Fixed bug when the first created vob had bad direction
Fixed bug when WP / FP after copying and pasting was rotated on some strange angle
Check added, if a player tries to load ZEN files from outside the _WORK / DATA / folder, the user will receive an error message
A bug was fixed when the path to save / load files was not read correctly and this led to an error
The vob properties window is now locked if the vob has been removed
Fixed bug when the language did not switch
Added vobs search window
The sizes of some windows can now be changed
49345
Where is there always such a new version? No matter where I download, the size of the file is always unchanged and the INI always contains 0.1. Can you explain this clearly in the start post and link it?
Where is there always such a new version? No matter where I download, the size of the file is always unchanged and the INI always contains 0.1. Can you explain this clearly in the start post and link it?
The link is the same. I don't update "0.1" in ini file. Ok, next time I will update it.
So, the last version in the archive you downloaded.
Fisk2033
28.09.2020, 07:40
Hi Liker, do you still work on this project? $§p4
Hi Liker, do you still work on this project? $§p4
Well yes, I did 0.09 version, but did not uploaded it yet. Soon.
Fisk2033
28.09.2020, 13:47
Nice to hear. :gratz
Uploaded a new version 0.09
Added vobs searching.
Uploaded a new version 0.10
Fixed a bug where hiding windows did not work correctly
A new tool has appeared that allows you to find out the material and texture of the selected polygon
Fixed a bug when merging vobs and mesh did not work correcly
Now the screen shows the current "portal" in which the camera is located
Nemora26
06.12.2020, 10:59
Ich wollte dieses nette Tool auch mal ausprobieren, funktioniert aber leider nicht.
Habe es sowohl bei meinem Modding Ordner, als dann auch in nem frischen Ordner probiert.
Bei beiden bekomme ich Application Error
======================================= UNHANDLED EXCEPTION OCCURED ======================================================
======================================= CRASH INFOS: =====================================================================
Startup Options:-game:spacer_net.ini -zlog:8,s
=============================================== CALLSTACK : ==============================================================
0023:76C94662 (0xE06D7363 0x00000001 0x00000003 0x0135FB18) KERNELBASE.dll, RaiseException()+98 byte(s)
0023:007D44BF (0x0135FB38 0x008899D8 0x0AA4E4D0 0x00843C24) Gothic2.exe, _CxxThrowException()+52 byte(s)
0023:007CFCD0 (0x008900E7 0x0AA4E4D0 0x0135FC40 0x00000001) Gothic2.exe, std::_Xran()+89 byte(s)
0023:00402BC4 (0x008900E7 0xFFFFFFFF 0x008900E7 0x0135FC40) Gothic2.exe, std::basic_string<char,std::char_traits<char>,std::allocator<char> >::erase()+20 byte(s), P:\vs6\VC98\INCLUDE\xstring, line 200
0023:004269E2 (0x7AEC956E 0x74855F20 0x0135FC34 0x0135FC40) Gothic2.exe, CGameManager::GameInit()+530 byte(s), P:\dev\g2addon\release\Gothic\_bert\oGameManager.cpp, line 989+77 byte(s)
0023:00424DEE (0x008D422C 0x00400000 0x013C3704 0x00000000) Gothic2.exe, CGameManager::Init()+382 byte(s), P:\dev\g2addon\release\Gothic\_bert\oGameManager.cpp, line 493
0023:522D59D0 (0x00000000 0x00000000 0xA09425FF 0x00007AEC) SPACERUNIONNET.DLL, Stack_PeekDouble()+2208 byte(s)
Edit: Starten tut er jetzt schonmal, wenn man die zSpy-Nachichten auf 0 macht. Problem ist jetzt nurnoch, dass ich die Kamera nicht bewegen kann. Ja, obwohl ich Gothic vorher einmal gestartet habe
Ich wollte dieses nette Tool auch mal ausprobieren, funktioniert aber leider nicht.
Habe es sowohl bei meinem Modding Ordner, als dann auch in nem frischen Ordner probiert.
Bei beiden bekomme ich Application Error
======================================= UNHANDLED EXCEPTION OCCURED ======================================================
======================================= CRASH INFOS: =====================================================================
Startup Options:-game:spacer_net.ini -zlog:8,s
=============================================== CALLSTACK : ==============================================================
0023:76C94662 (0xE06D7363 0x00000001 0x00000003 0x0135FB18) KERNELBASE.dll, RaiseException()+98 byte(s)
0023:007D44BF (0x0135FB38 0x008899D8 0x0AA4E4D0 0x00843C24) Gothic2.exe, _CxxThrowException()+52 byte(s)
0023:007CFCD0 (0x008900E7 0x0AA4E4D0 0x0135FC40 0x00000001) Gothic2.exe, std::_Xran()+89 byte(s)
0023:00402BC4 (0x008900E7 0xFFFFFFFF 0x008900E7 0x0135FC40) Gothic2.exe, std::basic_string<char,std::char_traits<char>,std::allocator<char> >::erase()+20 byte(s), P:\vs6\VC98\INCLUDE\xstring, line 200
0023:004269E2 (0x7AEC956E 0x74855F20 0x0135FC34 0x0135FC40) Gothic2.exe, CGameManager::GameInit()+530 byte(s), P:\dev\g2addon\release\Gothic\_bert\oGameManager.cpp, line 989+77 byte(s)
0023:00424DEE (0x008D422C 0x00400000 0x013C3704 0x00000000) Gothic2.exe, CGameManager::Init()+382 byte(s), P:\dev\g2addon\release\Gothic\_bert\oGameManager.cpp, line 493
0023:522D59D0 (0x00000000 0x00000000 0xA09425FF 0x00007AEC) SPACERUNIONNET.DLL, Stack_PeekDouble()+2208 byte(s)
Edit: Starten tut er jetzt schonmal, wenn man die zSpy-Nachichten auf 0 macht. Problem ist jetzt nurnoch, dass ich die Kamera nicht bewegen kann. Ja, obwohl ich Gothic vorher einmal gestartet habe
Hold mouse button and use WASD to move camera. If it does not move, than something wrong in systempack.ini, may be some settings.
0.11 version uploaded.
Fixed a bug where keyboard shortcuts was off
Added the ability to "freeze" the time so that the time of day does not change
Added the ability to add vobs into vob container by its type
Nemora26
06.12.2020, 18:06
Hold mouse button and use WASD to move camera. If it does not move, than something wrong in systempack.ini, may be some settings.
It works! Thank you.
Now i can test your Tool :D
0.12 uploaded
Added support for the latest version of Union
Vobs collected in a vob container can now be massively removed
Keyboard shortcuts now work even if the main window is not active
The spacer no longer processes keys if all of its windows are inactive
Added change of render mode
Other minor edits
neocromicon
01.05.2021, 02:09
Very nice! Thanks for the Update for this epic Spacer :), its so much better as the Original Spacer
Very nice! Thanks for the Update for this epic Spacer :), its so much better as the Original Spacer
Thanks, redownload it again, I fixed some bug with copying vobs.
neocromicon
01.05.2021, 18:36
Thanks again for the Update! (The Version in the ini file is wrong [0.0.9])
A question, can you made the night darker (how ingame)? So that I can see better if the light is right and not need to start the game itself.
Thanks again for the Update! (The Version in the ini file is wrong [0.0.9])
A question, can you made the night darker (how ingame)? So that I can see better if the light is right and not need to start the game itself.
Version in ini file will be updated when you restart spacer. (you don't need to replace ini file with new updated).
About night, try to set brightness in gothic.ini
neocromicon
02.05.2021, 22:05
Numpad +/- fixed my problem ;)
hi,
I got a problem with the new version. When i start it it seems to work... but after a few seconds it crashes and shut down. While its loading i cant click anything.
error:
======================================= UNHANDLED EXCEPTION OCCURED ================================================================================ ============= CRASH INFOS: =====================================================================
Startup Options:-game:spacer_net.ini -zreparse -zlog:10,s -zmaxframerate:50
=============================================== CALLSTACK : ==============================================================
0023:7742A6E2 (0xE06D7363 0x00000001 0x00000003 0x0135FB14) KERNELBASE.dll, RaiseException()+98 byte(s)
0023:007D44BF (0x0135FB34 0x008899D8 0x0991A638 0x00843C24) Gothic2.exe, _CxxThrowException()+52 byte(s)
0023:007CFCD0 (0x008900E7 0x0991A638 0x0135FC3C 0x00000001) Gothic2.exe, std::_Xran()+89 byte(s)
0023:00402BC4 (0x008900E7 0xFFFFFFFF 0x008900E7 0x0135FC3C) Gothic2.exe, std::basic_string<char,std::char_traits<char>,std::allocator<char> >::erase()+20 byte(s), P:\vs6\VC98\INCLUDE\xstring, line 200
0023:004269E2 (0x5617A39E 0x759FF550 0x00000005 0x0135FC3C) Gothic2.exe, CGameManager::GameInit()+530 byte(s), P:\dev\g2addon\release\Gothic\_bert\oGameManager.cpp, line 989+77 byte(s)
0023:00424DEE (0x008D422C 0x00400000 0x00000005 0x00000000) Gothic2.exe, CGameManager::Init()+382 byte(s), P:\dev\g2addon\release\Gothic\_bert\oGameManager.cpp, line 493
0023:5DD458DD (0x00000000 0x00000000 0xC09425FF 0x00005617) SPACERUNIONNET.DLL, Stack_PeekDouble()+2237 byte(s)
Edit: I tried version 0.12
i tried it with zspy logs at 0, 5 and 10 - nothing worked as it worked by nemora26
i also made a new copy of raw gothic 2 with modkit playerkit and so on...
i tried to reinstall union and tried 1.0i and 1.0k
I tried it with zmaxframerate and without it... nothing worked
Yes, i run the game before starting the "new spacer"
I tried to deactivate my antivirus and my firewall and no, it doesnt work too :(
In this version is NO IKARUS/LEGO installed
nothing worked
this is the error after the reinstalling with raw gothic union 1.0k (also tried without)
======================================= UNHANDLED EXCEPTION OCCURED ======================================================
======================================= CRASH INFOS: =====================================================================
Startup Options:-game:spacer_net.ini -zreparse -zlog:10,s
=============================================== CALLSTACK : ==============================================================
0023:7742A6E2 (0xE06D7363 0x00000001 0x00000003 0x0135FB14) KERNELBASE.dll, RaiseException()+98 byte(s)
0023:007D44BF (0x0135FB34 0x008899D8 0x0990B908 0x00843C24) Gothic2.exe, _CxxThrowException()+52 byte(s)
0023:007CFCD0 (0x008900E7 0x0990B908 0x0135FC3C 0x00000001) Gothic2.exe, std::_Xran()+89 byte(s)
0023:00402BC4 (0x008900E7 0xFFFFFFFF 0x008900E7 0x0135FC3C) Gothic2.exe, std::basic_string<char,std::char_traits<char>,std::allocator<char> >::erase()+20 byte(s), P:\vs6\VC98\INCLUDE\xstring, line 200
0023:004269E2 (0x7977A39E 0x759FF550 0x00000005 0x0135FC3C) Gothic2.exe, CGameManager::GameInit()+530 byte(s), P:\dev\g2addon\release\Gothic\_bert\oGameManager.cpp, line 989+77 byte(s)
0023:00424DEE (0x008D422C 0x00400000 0x00000005 0x00000000) Gothic2.exe, CGameManager::Init()+382 byte(s), P:\dev\g2addon\release\Gothic\_bert\oGameManager.cpp, line 493
0023:644B58DD (0x00000000 0x00000000 0xC09425FF 0x00007977) SPACERUNIONNET.DLL, Stack_PeekDouble()+2237 byte(s)
It does not work with 1.0k yet. I don't know why, use 1.0i or 1.0j, it works fine ;)
It does not work with 1.0k yet. I don't know why, use 1.0i or 1.0j, it works fine ;)
Thats it, thanks.
I tried 1.0i yesterday... it doesnt work for me... Today after your answer i tried 1.0j. It works not. But important is, that i use zspy messages 0. Otherwise it doesnt work.
mfg SpikeZz
Thats it, thanks.
I tried 1.0i yesterday... it doesnt work for me... Today after your answer i tried 1.0j. It works not. But important is, that i use zspy messages 0. Otherwise it doesnt work.
mfg SpikeZz
1.0k was fixed and it works now with Spacer.net, update it in Resource Manager. Do you use zspy? I don't know if it works with spacer ;)
neocromicon
04.05.2021, 17:21
Can you make it possible, that oCMusicZone is rotatable?
Can you make it possible, that oCMusicZone is rotatable?
Is it rotatable in original Spacer? If not, I can't, If yes I can ;)
neocromicon
05.05.2021, 15:01
Is it rotatable in original Spacer? If not, I can't, If yes I can ;)
No it's not, dammit :(
A new 0.13 version added
Removed a debug message that could appear at the start of the program
Fixed a bug when inserted vob appeared in a tilted position
Added a tool for putting grass
Added an alternative mode for controlling the camera and movement of the vob
Bug fixes
Added support for DirectX 11 (you need to download a special version for spacer.net)
neocromicon
29.07.2021, 15:21
A new 0.13 version added
Removed a debug message that could appear at the start of the program
Fixed a bug when inserted vob appeared in a tilted position
Added a tool for putting grass
Added an alternative mode for controlling the camera and movement of the vob
Bug fixes
Added support for DirectX 11 (you need to download a special version for spacer.net)
Very nice! But where i can download this special version?
Gothic_Freak
04.08.2021, 20:07
Hi! First of all great work you did there.
Just one question:
Change parent for vob
How do I do this?
Very nice! But where i can download this special version?
Hier :) https://github.com/Kirides/GD3D11/releases
Dort dann entsprechend die "Gothic2-GD3D11-v17.7-dev20_SpacerNET.zip" herunterladen und in deiner modding installation entpacken, wie beim normalen renderer.
Wenn du dann den Spacer.NET aus dem GothicStarter heraus verwendest, werden im Renderer einige Schalter umgelegt, welche Spacer Entitäten anzeigen.
Startest du danach das Spiel normal über "Gothic 2 die Nacht des Raben" im Gothic Starter (oder einfach Gothic2.exe) werden die Schalter nicht umgelegt und das Spiel sollte aussehen wie normalerweise (mit dem Renderer)
Die Performance des Renderers ist durch diese Schalter miiinimal schlechter, deswegen ist das eine separate ZIP :gratz
Gothic_Freak
05.08.2021, 12:53
Wenn ich den Spacer mit Renderer starte ist einfach alles schwarz. Das F11 Menü wird aber angezeigt.
Wenn ich den Spacer mit Renderer starte ist einfach alles schwarz. Das F11 Menü wird aber angezeigt.
Du startest aber auch den Spacer_net, nicht den original Gothic Spacer, oder?
Liker hat bei diesem Build als Tester beigestanden und sichergestellt, das auch alles zufriedenstellend funktioniert.
Gothic_Freak
05.08.2021, 13:32
Jup ist Spacer.net :)
https://i.imgur.com/QO61p34.png
Edit: Hab's hinbekommen. Für diejenigen mit demselben Problem: Bei mir lag es daran, dass der Laptop nicht automatisch von der Intel auf die Nvidia Grafikkarte umspringt (wie im Singleplayer) sondern die Grafikkarte manuell eingestellt werden muss.
Gothic_Freak
06.08.2021, 12:22
@Liker The spacer works really well but for me Vobs that only consist of textures with alpha channels (Plants like vines for example) are not selectable. Anyone else got this issue?
Bloodfly91
07.08.2021, 12:21
@Liker The spacer works really well but for me Vobs that only consist of textures with alpha channels (Plants like vines for example) are not selectable. Anyone else got this issue?
Das ist ein Problem mit diesem Spacer. Ich hoffe wirklich, dass das irgendwann noch gefixt wird und auch die paar noch fehlenden Funktionen hinzugefügt werden, dieser Spacer ist absolut top und könnte so wirklich irgendwann den alten, mittlerweile auf aktuellen Systemen wirklich nicht mehr gut funktionierenden Spacer ablösen, nur aktuell muss man da noch immer wieder mal zwischen den beiden wechseln.
Gothic_Freak
07.08.2021, 22:42
Ah, good to know. The Problem also occurs with some Vobs/Mobs that have no Alphas at all like BOOK_BLUE.ASC (G1 Book stand).
If I do some changes in a .zen with this Spacer.NET and compile/safe that, will I be able to modify the same .zen with the normal Spacer again (in case that a feature is lacking or something isn't working as expected etc.)? Or will the normal Spacer not be able to read this .zen anymore because something unusual is written into it?
You can open it. I myself edited some zen files with the original Spacer after this editor.
Perhaps due to the future GWB from Detroit or Saturas, it will be impossible to open the zen file, provided that a new object class is added.
GWB from Saturas
https://worldofplayers.ru/threads/42322/
You can add Union plugins to this editor. For example, here's what Gratt did in this editor.
https://youtu.be/F4hNtLqEBNU
plugin
https://worldofplayers.ru/threads/42435/
Yea I have seen this amazing video by Gratt. Would be interested to see those physics applied in actual gameplay.
So that is yet another editor? What is it doing in comparison to this one and why no cooperation?
Yea I have seen this amazing video by Gratt. Would be interested to see those physics applied in actual gameplay.
So that is yet another editor? What is it doing in comparison to this one and why no cooperation?
The editor from Saturas is a complete replacement for the original editor. (It already has a lot of convenient features - direct access to materials, a separate panel for available meshes, etc.)
The editor from Liker - as the author himself says, allows you to change the map very quickly (vobbing)
I have installed Union and the Spacer.NET via the Ressource Manager. When I want to start it, I get the error, that the code cannot get executed because MSVCR100.dll was not found. Then comes the same error for MSVCP100.dll and then he shows the MSVCR100.dll error again.
Are Microsoft Redist installed? Needed from 2010 to 2019
Hm, 2010 to 2019? The latest one here? https://support.microsoft.com/en-us/topic/the-latest-supported-visual-c-downloads-2647da03-1eea-4433-9aff-95f26a218cc0
I can leave a link to download a package that will install all the missing redists and reinstall the ones installed in the OS. (I personally use it myself, there are no problems for 4 years). Is the OS version 64 or 32 bit?
It is 64 bit. Could Union not take care of that? Or is that not allowed because you would need to include stuff by Microsoft?
I think so-because of legal problems.
But these libraries are an important part of many programs in Windows, why they are not installed is a mystery to me.
After installation, it is advisable to restart the computer.
Microsoft Visual C++ 05-08-10-12-13-17 [18-04-2017] [32-64]
https://drive.google.com/file/d/1wAujwib2EuiaEuJeco81HET8dQqscBwr/view?usp=sharing
I could not even start the regular Gothic anymore after the installation of Union, as I noticed now. With your package it works again, thank you!
But the Spacer.NET doesn't work. Error shown: "U:PAR: Source-File SYSTEN/SFX.SRC not found. ( line 0 )"
And yes, there is written SYSTEN, not SYSTEM.
Which is strange. Ofc it cannot find something in a folder that doesn't exist. But why does it look for SYSTEN in the first place?
I just launched Spacer.Net without any problems.
In your folder Gothic II\_work\Data\Scripts\
Is there a System folder?
You are running Spacer.net through gothicstarter.exe?
Are the paths to the scripts correctly spelled out in spacer_net.ini?
SoundEffects=System\SFX
All this is correct. But I am using Gothic 1. It doesn't work with that yet?
What to do if I need to use a spacer for Gothic 1? I can't get the original Spacer to work in Win10.
Spacer.net only on Gothic 2 Night of the Raven
Use the Gothic World buil from Saturas (Author added support for Gothic 1)
Spacer.net only on Gothic 2 Night of the Raven
Use the Gothic World buil from Saturas (Author added support for Gothic 1)
Okay thanks, I'll try this one. And just to clarify: With this Spacer I also could still potentially edit .zens with the original one later? Because I don't want to fuck up my world in the case that something goes wrong with the World buil, some functionality is lacking that I need (camera, movers?) and the development stops or something?
I had no problems after editing in that editor. In any case, you can simply add an empty Vob, save the zen, open it in the original spacer. That editor has all the functions. And if there are any suggestions, then write in the editor's topic.
https://worldofplayers.ru/threads/42322/page-5#post-1121806
What the hell? How am I supposed to run that editor? When I run it from the GothicStarter.exe and press "Spiel starten", I just end up in the game.
If I start it with GothicStarter_mod.exe, per "Spiel starten", it crashes with the same error as before, that it does not find SYSTEN/SFX.SRC.
If I run it via "Editor starten", it just opens the regular Spacer.
edit: But in G1WB.ini it is written:
SoundEffects = System\SFX
And yes, in my scripts folder is the system folder and the required SFX.src.
edit²: If I deactivate "parse scripts" it doesn't show the error anymore when starting via the GothicStarter_mod.exe, but then I just end up being in my modded game. And in the GothicStarter.exe I end up in the regular game world but with my scripts applied etc. I don't know how to start the thing.
edit³: I wrote a reply in the russian topic too, sorry for abusing your topic here @Liker! Another user there obviously has the same problem as me.
neocromicon
19.08.2021, 16:04
Hier :) https://github.com/Kirides/GD3D11/releases
Dort dann entsprechend die "Gothic2-GD3D11-v17.7-dev20_SpacerNET.zip" herunterladen und in deiner modding installation entpacken, wie beim normalen renderer.
Wenn du dann den Spacer.NET aus dem GothicStarter heraus verwendest, werden im Renderer einige Schalter umgelegt, welche Spacer Entitäten anzeigen.
Startest du danach das Spiel normal über "Gothic 2 die Nacht des Raben" im Gothic Starter (oder einfach Gothic2.exe) werden die Schalter nicht umgelegt und das Spiel sollte aussehen wie normalerweise (mit dem Renderer)
Die Performance des Renderers ist durch diese Schalter miiinimal schlechter, deswegen ist das eine separate ZIP :gratz
Leider bleibt auch bei diesem Build das Bild schwarz wenn ich eine ZEN lade.
SpacerNet v0.13
Gothic2-GD3D11-v17.7-dev20_SpacerNET.zip
ohne Renderer funktioniert er einwandfrei. :dnuhr:
Leider bleibt auch bei diesem Build das Bild schwarz wenn ich eine ZEN lade.
SpacerNet v0.13
Gothic2-GD3D11-v17.7-dev20_SpacerNET.zip
ohne Renderer funktioniert er einwandfrei. :dnuhr:
Sollte nicht passieren, außer du hast eine Integriete Intel Grafikeinheit.
Dann musst du Gothic 2 irgendwie mit deiner Dedizierten Grafikkarte starten.
Ist je nach Nvidia / AMD etwas anders.
neocromicon
19.08.2021, 17:10
Sollte nicht passieren, außer du hast eine Integriete Intel Grafikeinheit.
Dann musst du Gothic 2 irgendwie mit deiner Dedizierten Grafikkarte starten.
Ist je nach Nvidia / AMD etwas anders.
Nicht der Fall bei mir, ich habe nen ganz normalen Desktop PC mit ner Nvidia 1050Ti.
Die mit dem Spacer erstelle Welt, läuft ohne Probleme mit dem Renderer innerhalb des Spiels.
Nicht der Fall bei mir, ich habe nen ganz normalen Desktop PC mit ner Nvidia 1050Ti.
Die mit dem Spacer erstelle Welt, läuft ohne Probleme mit dem Renderer innerhalb des Spiels.
Was ist dein "ganz normaler Desktop PC" ? hast du einen Intel Prozessor?
Wenn ja, kann der nämlich das Problem auslösen.
Ich weiß ganz genau das eigene und original Welten mit Renderer + Spacer.NET funktionieren.
Magst du bitte ....
- die Union Version nennen, welche du installiert hast
- einen screenshot deines gesamten "Gothic 2\System" Ordners beifügen
- einen dxdiag-Bericht beifügen (Anleitung dafür auch dort unter "Fehler Melden" https://forum.worldofplayers.de/forum/threads/1546222-Yet-Another-D3D11-Renderer )
Buzz Killington
20.08.2021, 16:06
Ich werde dankend alles ausprobieren was eine Alternative zum Spacer darstellt. Die ganzen Bugs treiben mich noch in den Wahnsinn. Auch wenn diese natürlich dem Alter und fehlendem Support geschuldet sind.
neocromicon
20.08.2021, 16:16
Magst du bitte ....
- die Union Version nennen, welche du installiert hast
- einen screenshot deines gesamten "Gothic 2\System" Ordners beifügen
- einen dxdiag-Bericht beifügen (Anleitung dafür auch dort unter "Fehler Melden" https://forum.worldofplayers.de/forum/threads/1546222-Yet-Another-D3D11-Renderer )
1. Union 1.0k
2. https://abload.de/img/1bikf6.jpg
3. 50887 (Enthalten Dxdiag und die Log.txt, die ganz am Ende Fehler ausspuckt. Passwort per PM)
Ich hoffe das Hilft :)
neocromicon
23.08.2021, 20:34
Wollte mal nachfragen ob sich schon etwas ergeben hat Kiridis :)
Updated.
Added a separate menu item for saving vobs only (uncompiled zen)
Improved Object sewer tool. Now you can add oCItem to them, set a dynamic collision, polygon counting and random rotation by an angle "
Added the ability to dynamically collide found objects in the search menu
Improved the selection of objects, now the grass is selected adequately
Fixed some bugs
Fixed a bug when, after selecting an object, the user moved the mouse and another object was selected
Added an option (to other settings) to auto-compile the world and lights after combining the mesh and vobs
"Added bAddPlayerForPlugins = 1 option to the [SPACER] section, which initializes the player,
to improve compatibility with other plugins. Attention! When this option is enabled
spacer can get an error "
Removed the ability to edit mesh textures, since this mode is incomplete
Added new types of vob, which can be searched through vobList (on F1)
Maximum search radius for search through vobList increased from 1200 to 3500
Added the ability to rename waypoints (did not work before)
neocromicon
15.12.2021, 16:18
§klatsch§klatsch§klatsch§klatsch§klatsch§klatsch
I have wait so long for a Update! THANK YOU!!!
Bloodfly91
17.12.2021, 00:35
Leider bleibt auch bei diesem Build das Bild schwarz wenn ich eine ZEN lade.
SpacerNet v0.13
Gothic2-GD3D11-v17.7-dev20_SpacerNET.zip
ohne Renderer funktioniert er einwandfrei. :dnuhr:
Habe dasselbe Problem. Dedizierte GPU (RTX 3060 Ti), die auf jeden Fall auch verwendet wird. Auch Informationen werden oben links im Spacer über die aktuelle Welt nicht angezeigt, sobald diese geladen ist, wie es normalerweise bei dem Spacer der Fall ist, Musik wird nicht automatisch abgespielt, Sounds sind zu hören, auch wenn man zwischen den Gebieten durch auswählen der Vobs wechselt, es ist einfach nur ein völlig schwarzes Fenster. Ich verwende die aktuellste Version von Spacer.net, vom Renderer hab ich die 17.7 und die 17.8 probiert, beide haben dieses Problem. Auch ist der Mauszeiger im Spacer nicht mehr sichtbar mit Renderer. Irgendwelche Neuigkeiten diesbezüglich?
Edit: Das Problem, dass der Mauszeiger nicht sichtbar ist, wenn man den Renderer verwendet, existiert scheinbar nur mit der aktuellen Version des Renderers, aber dass das Fenster vom Spacer einfach nur schwarz ist ist bei mir auch mit der 17.7.
Only special version Dx11 for SpacerNet would work... Strange... Gothic2-GD3D11-v17.7-dev20_SpacerNET.zip that version yes
0.15 version uploaded
Added the ability to multiple select vobs (needed for mass deletion, for example), a new icon in the context menu with the Left mouse button (hold LSHIFT - add mode, hold LALT - delete mode, hold LCTRL - ignore collision and select all vobs through) (Does not work with dx11)
Added the ability to auto-compile zen when combining it with vobs, in other settings
Added the ability to auto-compile zen when loading uncompiled zen, in other settings
Vobtree can now be inserted not near the camera, but by its own coordinates stored in the VobTree itself (when pasting, a confirmation window for the camera will appear)
Added the ability to save MESH locations from ZEN, this mesh (MESH-file) can then be imported into a 3d editor
Added the ability to assign a vob as a global parent for all new vobs (all vobs will be inserted into it). Selected in the context menu on the right mouse button in the list of all vobs
Added the ability to automatically remove the "extra" zCVobLevelCompo after merging MESH with vobs, in other settings
neocromicon
22.01.2022, 13:33
0.15 version uploaded
Added the ability to multiple select vobs (needed for mass deletion, for example), a new icon in the context menu with the Left mouse button (hold LSHIFT - add mode, hold LALT - delete mode, hold LCTRL - ignore collision and select all vobs through)"
Thanks again for the Update, but this new function don't work with the DX11 Renderer :rolleyes: only DX7 Mode.
The Selection frame works, but it doesn't select any vobs.
Yes, It does not work with dx11, I will think about it later ;)
Yes, It does not work with dx11, I will think about it later ;)
feel free to open up a PR on github if its something that has to be fixed on renderer side ;)
feel free to open up a PR on github if its something that has to be fixed on renderer side ;)
Yes, thanks. Last version has a built for Spacer_NET ;)
neocromicon
23.01.2022, 13:45
Suggestion for the Next version: Option to disable Sounds on Startup :) like the Music
Suggestion for the Next version: Option to disable Sounds on Startup :) like the Music
But it is long time ago. Go to sound window and turnoff music ;)
Updated to 0.16
Added new "Fast access" tab. You can put a selected vob into that tab for fast access.
Right mouse button on a vob (in Objects list window) -> Add vob into Fast access list. And it will appear in a new tab - Fast access. List works until ZEN reloaded.
neocromicon
23.01.2022, 15:58
But it is long time ago. Go to sound window and turnoff music ;)
Thats only function with music on startup not with sound. Sound i have to disable manually at every start.
Thats only function with music on startup not with sound. Sound i have to disable manually at every start.
You mean any sound? Like sound vobs?
neocromicon
25.01.2022, 14:26
You mean any sound? Like sound vobs?
Yes
https://abload.de/thumb/1n5jvw.png (https://abload.de/image.php?img=1n5jvw.png)
Bug in 0.16:
https://abload.de/thumb/2svj5y.png (https://abload.de/image.php?img=2svj5y.png)
https://abload.de/thumb/3zmk1w.png (https://abload.de/image.php?img=3zmk1w.png)
neocromicon (https://forum.worldofplayers.de/forum/members/181522-neocromicon), Ok, in 0.18 I will fix that.
Spacer Updated.
Added display of zCVobLight radius (does not work with dx11), in other settings.
When changing the color property (for any vob), you can now select a color through the panel. The Color button will appear.
Returned the Sort Objects button
Added an Item Locator in the Object Window, Items tab. Locator shows vob of type oCItem in the selected radius. There is also an option "Only bad oCItem" - these are those items that are underground. Those. those that have sunk to the surface.
Added option to reset window position (View->Window Position), as well as one preset for FullHD.
Added "game mode" where you can run for the hero. World->Play Hero. Attention! This mode is at an early stage and may lead to crashes, so don't forget to save your ZEN. During the game mode, temporary vobs are added to the world, they are not recorded in ZEN. Exit game mode - ESC or ENTER
The Spacer archive now has directories to make it easier to install.
Spacer Updated (0.18)
Object list window can now be stretched again
Now you can mute all sounds, set in the sound window
Added additional checks when creating vobs, some vobs can only be spawned in a single instance in zen (default vobs)
Fixed a bug in the game mode, NPCs other than the hero no longer appear
Spacer Updated (0.19)
Improved camera in "game mode"
In "game mode" pressing the F1 key will enter the fast flight mode. WASD control, left SHIFT to increase speed
A key has been added to quickly enter the game mode (default F5)
Multi-object selection mode now works on dx11
Improved compatibility with dx11 (download from the link in the topic)
Added an option to automatically remove visual from all zCVobLevelCompo when saving ZEN to other settings
Removed the function to automatically load the latest ZEN after starting the program. The function was unstable.
In game mode, the hero can no longer pick up oCItem from the map
A new feature has been added - restore the position and rotation of the vob. (Right-click on a specific vob in the "Objects list" window). The position is taken from the one that the vob had at the time the ZEN was loaded. Works on newly created vobs as well."
Fixed minor bugs
Spacer Updated (0.20)
Fixed a bug where the spacer sometimes got errors when exiting
In other settings, there is an option to set the camera after loading ZEN on a zCVobStartpoint vob or on a vob named VOB_SPACER_CAMERA_START (zCVobSpot, for example), i.e. you can create a vob with this unique name, the camera will jump there after loading the world.
neocromicon
04.02.2022, 17:42
Thanks for the Hard work! :gratz:gratz
Updated 0.21 (Download link updated)
Enable/disable display of vobs now also works on dx11 (redownload dx11)
The view mode of the material is returned, now all its properties are visible.
In the properties window of the selected object, you can now select the font for the object property. You can also enable the option to underline the main fields.
Now the selected vobs (with mass selection) can be simultaneously changed the parent, for this you must first assign a global parent, then select the wobs, press ctrl+Z and then ctrl+V"
Removed option "Automatically remove extra zCVobLevelCompo after merging MESH with wobs". It is no longer needed as there is an option to clear the visual for zCVobLevelCompo on saving
Updated 0.22 (To use this version install the last version of Union)
Fixed minor bugs
"Materials" tab appeared in the "list of objects" window. There you can view the list of materials of the mesh and change their properties"
Added a message to the screen if the spacer is not running in windowed mode
Now the oCItem Locator can only show vobs with a specific name
Vobs can no longer be selected if they are not displayed
"Added the function of generating a list of used files for vob visuals. That is, now it is easy to track which file is used (from VDF or _WORK). (World->Special functions->Create a list of files which are used in the location) An HTML file will be generated that can be viewed through a browser
"Added the ability to search for 3DS visuals that are only in a specific VDF. Select the desired archive from the list, then enter the name of the desired visual and press enter"
MatteoAT
10.04.2022, 15:57
Hallo,
ich bekomme folgende Fehlermeldungen.
Was mach ich denn falsch?
https://i.imglol.de/spacernet11k1n0e3f.jpg
https://i.imglol.de/spacernet246mtfw8j.jpg
Hallo,
ich bekomme folgende Fehlermeldungen.
Was mach ich denn falsch?
https://i.imglol.de/spacernet11k1n0e3f.jpg
https://i.imglol.de/spacernet246mtfw8j.jpg
Have you updated Union? It requires the last version.
MatteoAT
16.05.2022, 22:02
Liker do you already know when it will be possible to insert light vobs, respectively when will the light vob window be available?
Liker do you already know when it will be possible to insert light vobs, respectively when will the light vob window be available?
No idea, to create this window I must understand how it works, not time for this right now.
Updated 0.23 version
Now you can listen to music in the sound panel
Changed sound and music panel
New option, now you can only search for vobs that have children (in the search tab)
Increased the speed of searching for vobs (about 10 times), if the search is only by name OR by visual (one thing)
Added the ability to remove all vobs from the parent, available in the context menu by right-clicking on a specific vobe
Portals from the inside are now drawn with lines along the contour, available in the camera settings
FourManx1203704
30.06.2022, 16:05
Hello, I would like to ask...can I build by this Spacer.NET for example some objects? (ex. https://www.worldofgothic.de/?go=moddb). I'm trying it but I still don't manage how to do that (if it is possible :()
Hello, I would like to ask...can I build by this Spacer.NET for example some objects? (ex. https://www.worldofgothic.de/?go=moddb). I'm trying it but I still don't manage how to do that (if it is possible :()
Object like houses are created in 3d editors like Blender, 3dMax, after that you export 3DS file of the house and use it in Spacer.
Updated 0.24 version
Fixed a bug with the search, since the previous version it did not work in most cases
Fixed a bug where when deselecting an object, the waypoint is also deselected
Updated 0.25 version
When transferring all child vobs from the parent, the selection remains on the parent vob
Compiled worlds can no longer be compiled again
"In "Other" added the option "When saving large locations, ask about sorting polygons (more than 200 thousand polygons)". This option is needed to quickly save large locations (where there are many polygons). When saving a location, the engine sorts the polygons, which is why a large location is saved either 5 seconds or 10 minutes. For intermediate versions of the location, this sorting is not needed, so when saving, Spacer will ask whether to sort the polygons (if the option is enabled). Turning off sorting of polygons speeds up the saving of a large location by 2-5 times.
A new NoGrass icon has been added to the toolbar. NoGrass removes the visibility of grass and bushes, sometimes they interfere with the placement of objects.
Updated 0.26 version
"Broken oCItem (that are on the map, but not in scripts) now go into a separate oCItem list (Broken)"
"Now you can create an additional list of models that can be hidden using Nograss, for this create a file SpacerNet_HideList.txt in the system folder and write there names, for example, NW_NATURE_TANNE_75P.3DS One line - one name, any characters case"
When confirming polygon sorting, the main window no longer goes to the background
"Added support for keys: Insert/home/page up, down/End
Added support for right keys: ctrl/alt/shift"
neocromicon
26.09.2022, 18:40
Updated 0.26 version
"Now you can create an additional list of models that can be hidden using Nograss, for this create a file SpacerNet_HideList.txt in the system folder and write there names, for example, NW_NATURE_TANNE_75P.3DS One line - one name, any characters case"
Thanks again for the Update, but that new feature don't function by me or i make something wrong.
My Grass with activated "Hidden Grass":
https://abload.de/img/1mbiwn.jpg
The txt:
https://abload.de/img/2ncdty.jpg
Check for spaces in your text document. May be it is the reason. On the screen I think you have spacer on the left side, before the visual.
If you create a new vob with visual in that file, that will be visible until you toggle nograss again.
You can check the console output. It will say: "Loaded X custom model names for NoGrass hiding". ShowDebugWindow = 1 in systempack.ini
neocromicon
27.09.2022, 17:18
I have all double checked and the log say it too "Loaded 3 custom..." but "ingame" nothing, only for the original grass, happend
Her the output:
https://abload.de/img/2y0cs4.jpg
And here some strange bug. Where i double check all and re-save the txt, that bug appears.
After i rename the txt and start normal without debug mode, the Map loaded. After that i have rename all back and start normal and all works again.
The Spacer itself load fine, this bug come with load the Zen.
https://abload.de/img/103d3t.jpg
I will check it tomorrow.
if you remove all lines from the file, is there the error?
if you don't use custom models file SpacerNet_HideList.txt, then is there the error?
Checked with 2 users, it works. Strange... May be it has something to do with the language? Try to set english and try again.
Spacer camera vob is now placed in a separate folder (Spacer vobs)
Added highlighting of the place above which the selected vob is located, i.e. now it will be easier to visually see exactly where the wob is located in space (optional, Settings->Controls-> Highlight the position of the wob on the surface)"
The key value in the mover is now dynamically updated while the mover is moving
Deleting a vob via the context menu in the list of objects now requires confirmation
Player interaction with MobInter in game mode is blocked (this leads to an error) To remove the block, set bBlockPlayeUseMobInter = 0 in the spacer_net.ini file
Updated 0.27
Updated 0.28
Now for numeric fields (int, float) when searching for vobs, you can specify the condition: =, >=, <=
Those. not only exact matches will be searched."
New "Macros" window has been added". Here you can write mini-scripts,
which automate a bit the process of loading/compiling the world from different parts
Available commands
RESET - resets the world, always comes first if you want to load something further
LOAD MESH NAME.3DS - loads a 3ds mesh file, the file is looked for in the _work\data\Meshes\ folder
LOAD WORLD NAME.ZEN - loads a ZEN file (any format), the file is searched in the _work\data\Worlds\ folder, you can specify other folders relative to this path
COMPILE WORLD <TYPE> - compiles the world, two options are available INDOOR, OUTDOOR
COMPILE LIGHT <TYPE> Compile light, 4 options available (3rd argument):
VERTEX, LOW, MID, HIGH
SAVE MESH <Path to file <MSH> Saves the location mesh to a separate file, the file is saved along the path _work\data\Meshes\
SAVE WORLD <TYPE> <Path to file> Saves the world (ZEN) to a separate file. Two options available BIN, ASCII, UNC ASCII - complete world
UNC - Vobs only
Information about the current step is displayed in the Information Window
neocromicon
30.09.2022, 14:35
That macro system is awesome, thanks for that.
Have you any plan to implement zCCSCamera in the near future? Thats the only thing what i need to done in the normal spacer. (cam spline, target spline ect)
That macro system is awesome, thanks for that.
Have you any plan to implement zCCSCamera in the near future? Thats the only thing what i need to done in the normal spacer. (cam spline, target spline ect)
Well, may be ;) I will write it down.
0.29 Updated
"Added new tab "Camera"".
In it you can set the camera span over the game map
Attention! If you want to change an existing camera, then SpacerNET will automatically (for the first time) assign names to the keys if they are empty (zCCamTrj_KeyFrame), this is necessary for work
Each key (zCCamTrj_KeyFrame) has its own name, the first and last vob are marked in yellow (in the name)
"There will be no camera presets, instead, you can make your own camera and save it as a VobTree,
and then use in any ZEN"
The "Add position" button creates a vob through the coordinates of which the camera will fly (camera spline in the old spacer)
"Add target" button, creates a vob that the camera will look at (camera target in the old spacer)
"Keys can be deleted in the camera window, right-click on the key-> delete or as a normal vob in the list of objects"
"Also, the key can be inserted in a specific position (right-click on the key-> Insert new key here)
This will insert a new key at the chain break if a new one needs to be added between existing keys
The name will be generated for the key, you can always change it"
"When you click the ""Apply"" button in the container (the window where oCItem are added to chests) now you do not need to press 2 times, the string is written to the contains field immediately"
In the Bbox tab, the TAB key now works, you can switch between 3 input fields
When creating a vob, now its name can contain only latin characters (check added, optional, turn off in "other settings")
All vob fields are now also checked for valid characters (only latin, numbers, underscore, optional, turn off in "other settings")
"It's now possible to set Bbox-object with buttons
You need to choose
Enter bbox change mode (default button 6, can be changed)
Key 1 (default, can be changed) selects the maxs point
Key 2 (default, can be changed) selects the mins point
After resizing, press 6 again to exit
The bbox change keys are the same as when moving a normal vob"
@neocromicon (https://forum.worldofplayers.de/forum/members/181522-neocromicon) Camera added ;)
neocromicon
02.10.2022, 18:12
Wow awesome! 1000x Thanks! I Test it later the next day. :)
But one little suggestion i have.... Autosave for Compiled Zen :D
Wow awesome! 1000x Thanks! I Test it later the next day. :)
But one little suggestion i have.... Autosave for Compiled Zen :D
Well, you can write a macros for now, it has SAVE option.
0.30 updated
The Info Window has been redesigned slightly, with text offset slightly from the left edge.
Vob properties window now has better work speed
Fixed a bug when the "Materials" tab was active, the loading speed of the next ZEN increased to several minutes
Fixed bug when checking the input of Latin characters
Added checking of WP/FP names for latin characters
Bug fix, bbox helper vobs can no longer be selected
0.30 updated once more
Setting won't save when you go to
Settings > Show radius of light for zCVobLight vobs
After checking the Box and hitting apply won't save it.
neocromicon
06.10.2022, 15:23
Setting won't save when you go to
Settings > Show radius of light for zCVobLight vobs
After checking the Box and hitting apply won't save it.
By me too
Setting won't save when you go to
Settings > Show radius of light for zCVobLight vobs
After checking the Box and hitting apply won't save it.
Thanks, fixed. I will upload a new version soon. (today or tomorrow)
Got an Access Violation after inserting a bunch of oCMobInter...
https://upload.worldofplayers.de/files12/Gothic2_1Ue6Y0lvqZ.png
Maybe this helps ^2^
Edit: Tested it again, inserted Mob, no problem. Copied/inserted it --> Crash.
0.31 Updated
Improved the function "Generate a list of location visuals". Now, for vob models, their textures are also written in the readout, non-existent textures will change in red, those that are in the _WORK folder, but not in VDF, will be orange"
When using the top menu, the mouse no longer clicks inside the spacer and selects objects inside the world
Names of found vobs in the "Search" window can now be copied (right-click on the element)
Bug fixed, now "Show zCVobLight radius" option works again
For zCMover with dynamic collision when moving/rotating, the collision is no longer ignored
Fixed a crash when you can click the "Run" button without the selected mover
Blocked the ability to set the size of the bbox for vobs that cannot change the bbox
Got an Access Violation after inserting a bunch of oCMobInter...
https://upload.worldofplayers.de/files12/Gothic2_1Ue6Y0lvqZ.png
Maybe this helps ^2^
Edit: Tested it again, inserted Mob, no problem. Copied/inserted it --> Crash.
Show the exact vob's hierarchy screenshot: what you copy and where you insert it. May be you copy a vob with children inside itself and it goes to infinity loop. We have to check it ;)
Yeah, thought of something like that...
First one (now correctly inserted as oCMobDoor):
https://upload.worldofplayers.de/files12/Gothic2_DTzZntm4Km.png
Second one:
https://upload.worldofplayers.de/files12/Gothic2_j5KTd63DZH.png
Until here, everything's fine, no problems while saving.
Inserted the other ones:
https://upload.worldofplayers.de/files12/Gothic2_qMjoD5PZTc.png
Crash :(
Yeah, thought of something like that...
First one (now correctly inserted as oCMobDoor):
https://upload.worldofplayers.de/files12/Gothic2_DTzZntm4Km.png
Second one:
https://upload.worldofplayers.de/files12/Gothic2_j5KTd63DZH.png
Until here, everything's fine, no problems while saving.
Inserted the other ones:
https://upload.worldofplayers.de/files12/Gothic2_qMjoD5PZTc.png
Crash :(
Do you use ASCII or BIN format for ZEN? For working, you have to use ASCII.
Try to insert vobs with other types and see it the error occurs.
Wait, you have problem when INSERTING vobs or SAVING ZEN? If saving, use only ASCII, not BIN format. I'm not sure of the problem is in zen format...
Btw, why a bed is mobDoor? it has to be mobBed, or I don't know something.
Milky-Way
07.10.2022, 11:45
Do you use ASCII or BIN format for ZEN? For working, you have to use ASCII.
Try to insert vobs with other types and see it the error occurs.
Wait, you have problem when INSERTING vobs or SAVING ZEN? If saving, use only ASCII, not BIN format. I'm not sure of the problem is in zen format...
Btw, why a bed is mobDoor? it has to be mobBed, or I don't know something.
Ocmobdoor is standard practice because it allows the bed to be used from both sides (left and right) if I remember correctly
Ocmobdoor is standard practice because it allows the bed to be used from both sides (left and right) if I remember correctly
I did not know, thanks.
Yeah, thought of something like that...
First one (now correctly inserted as oCMobDoor):
https://upload.worldofplayers.de/files12/Gothic2_DTzZntm4Km.png
Second one:
https://upload.worldofplayers.de/files12/Gothic2_j5KTd63DZH.png
Until here, everything's fine, no problems while saving.
Inserted the other ones:
https://upload.worldofplayers.de/files12/Gothic2_qMjoD5PZTc.png
Crash :(
So, you tried to change to ASCII or the problem solved?
Sorry, didn't got to test it anymore :(
Baby takes too much of my time (And NieR:Automata came for Switch... )
Hopefully tomorrow :)
Sorry, didn't got to test it anymore :(
Baby takes too much of my time (And NieR:Automata came for Switch... )
Hopefully tomorrow :)
ok ;)
0.32
When selecting a polygon, its material is now selected in the list of all materials
The autoCamFocusVobName field now works. This is the name of the vob that the camera will focus on when flying. Attention! This field automatically creates a target spline after starting the camera. If you suddenly want to remove the focus on the vob later, then do not forget to delete this key
UI improved: deleting/inserting vobs/inserting vobtrees is now much faster
Added icons for selected vob property like original Spacer (thanks to Jr)
0.33
The window for searching sounds by name is returned
Some UI elements have been sped up (search)
Fixed a visual error when pasting a vob, sometimes such a wob vas not selected after pasting
Added the ability to display zSpy debugging in the information window, the debugging level can be configured there
Info window size can now be resized
The "Find" button has been added to the "Vobs container" window, it duplicates the functionality of the F1 button to search for vobs within a radius of the camera
0.34 (Added Materials filter)
In "Search" added the option "Match names"". With its help, you can find vobs, which have the same name
In "Search" option added "Search for oCItem in oCMobContainer"". With it, you can find oCitem by name, not only on the map, but also in chests (containers)
Improved polygon selection with selection tool
Added "Materials filter". In it you can set the necessary properties of materials before compiling the world. To save the properties of the materials, you must press the "Save changes " button
Vob search radius in "Vob container" increased to 5000
Fixed a bug with VobTree replacement, sometimes the spacer could freeze or crash
Menu "Settings->Management" renamed to "Settings->Vobs", as it makes more sense
In the item locator, you can now select the type of oCItem that will be displayed on the screen
A Bug fixed, vob coordinates (position) no longer reset if the vob was moving, while the user was changing other properties in the vob properties window
Removed "Materials" tab from the "Object List" window", now, with the Material Filter, it is not needed"
neocromicon
07.11.2022, 17:24
Thanks for the Update!
But why is since v 0.25 it not more possible to re-compile existing world's?
I change often my Mesh an than i have reroll to 0.24 to compile it with the vobs.
Thanks for the Update!
But why is since v 0.25 it not more possible to re-compile existing world's?
I change often my Mesh an than i have reroll to 0.24 to compile it with the vobs.
Load your edited Mesh and then load vobs (uncompiled zen) -> compile world.
What exactly do you mean by compiling existing world? I mean, I removed that stuff, but I think it is a bug.
I will check anyway.
Write me exactly step by step how you use your recompiling, if it is ok, I will return compile world.
0.34 (Updated)
Fixed a bug where the spacer could freeze while closing
World compilation is again available on an already compiled world, but only through a setting. Set the [SPACER] section canCompileWorldAgain=1 in spacer_net.ini to enable this feature
Thanks for the Update!
But why is since v 0.25 it not more possible to re-compile existing world's?
I change often my Mesh an than i have reroll to 0.24 to compile it with the vobs.
Created an option for you ;) Just update and set it.
neocromicon
08.11.2022, 13:55
:gratz:gratz That was what i mean! Thanks now my workflow is more optimized :D
Where can i find that option as well? :D
*Edit: Found it, it's hidden in the .ini as canCompileWorldAgain = 0
Set it to 1
Also maybe a difficult request ...
Add a setting to enable Auto-Saving every X minutes which you can change?
Also maybe a difficult request ...
Add a setting to enable Auto-Saving every X minutes which you can change?
That could cause some bugs (save path, lagging, some bad key input while saving, other errors), just save it manually :D
neocromicon
13.11.2022, 19:34
That could cause some bugs (save path, lagging, some bad key input while saving, other errors), just save it manually :D
And then you block the input of the user 5-3 second before autosave, with a Info Window "In the next 5 sec is Autosave time" or something? :D
Vieleicht für andere Modder interessant/wichtig:
Ich installierte das Union Plugin "advanced inventory (https://www.worldofgothic.de/dl/download_700.htm)". Danach war spacer.net nicht mehr bedienbar, die Maus im Hauptfenster gefangen, man konnte mit ihr weder auf den Desktop, noch die obere Suchleiste von spacer.net gelangen.
Nach der "Deinstallation" d.h löschen der vdf vom advanced inventory funktionierte spacer.net wieder einwandfrei.
Vielleicht hat ja noch jemand so ein Problem. Das scheint die Lösung zu sein.^^
///
Maybe interesting/important for other modders:
I installed the union plugin "advanced inventory (https://www.worldofgothic.de/dl/download_700.htm)". After that, spacer.net was no longer operable, the mouse was caught in the main window, you could neither get to the desktop nor the upper search bar of spacer.net.
After "deinstallation", i.e. deleting the vdf from the advanced inventory, spacer.net worked perfectly again.
Maybe someone else has the same problem. That seems to be the solution.^^
Feuerbarde
04.01.2023, 19:53
Vieleicht für andere Modder interessant/wichtig:
Ich installierte das Union Plugin "advanced inventory (https://www.worldofgothic.de/dl/download_700.htm)". Danach war spacer.net nicht mehr bedienbar, die Maus im Hauptfenster gefangen, man konnte mit ihr weder auf den Desktop, noch die obere Suchleiste von spacer.net gelangen.
Nach der "Deinstallation" d.h löschen der vdf vom advanced inventory funktionierte spacer.net wieder einwandfrei.
Vielleicht hat ja noch jemand so ein Problem. Das scheint die Lösung zu sein.^^
Deaktivieren der VDF durch umbenennen in z.B. ".vdf_" würde aber reichen, gleich löschen muss ja nicht sein. Hast Du diese Info auch im Release-Thema des Plugins gepostet (was Sinn hätte)?
Yes, it is better not to use any plugins with world editor. Or you can add plugins in ignoreList in spacer_net.ini
PLUGINS.IgnoreList = PluginName.dll
Vielleicht bin ich einfach zu doof aber wie genau kann man die vobs in den 3 Achsen rotiere? Q und E habe ich gefunden..aber was ist mit den anderen Achsen?
neocromicon
17.01.2023, 20:58
Vielleicht bin ich einfach zu doof aber wie genau kann man die vobs in den 3 Achsen rotiere? Q und E habe ich gefunden..aber was ist mit den anderen Achsen?
Drück mal 2 ;)
Drück mal 2 ;)
jup alles klar, danke §wink
bisher merkbar besser als der spacer. Dauert sicher bis ich alles Funktionen kann aber meine große welt kann ich kaum noch mit dem spacer bearbeiten ohne das dieser sich beim speichern aufhängt oder es einfach mal 2 stunden dauert. bin bisher begeistert :gratz
Loki Laufeyson
16.02.2023, 20:55
Ist Spacer.NET eigentlich mittlerweile mit Gothic 1 kompatibel?
Ist Spacer.NET eigentlich mittlerweile mit Gothic 1 kompatibel?
Sorry, no. Only gothic 2 NR.
Updated 0.35
Expanded place for displaying trigger keys
In game mode, the hero can now use ladders again
When deselecting a vob, the selection is also deselected in the list of objects
Added the ability to jump on the desired mover/trigger key
If bbox edit mode is selected, a message will be displayed on the screen.
The bbox button in the properties window now works again (the button just allows you to set bbox with numbers, for a convenient bbox mode, use the tool on the "6" key)
0.36 updated
Fixed a bug with the locator of oCItem, some things were not shown
The window with the list of sounds is now larger
Windowed mode for spacer_net.ini is now written automatically
Merlbert
01.03.2023, 16:14
Hello there!
First of all I wanted to thank you for the hard work you put in, to make all of our lives easier. :D
I love the new Spacer, but I have a problem with it. It keeps randomly - at least as I can say it - crashing.
The map I am working on is quite detailed with a lot of vobs and more Polys than the original Gothic Maps and I'm using the D3D11 Renderer. Up until now I haven't been able to find a reliable way of reproducing the crash. It seems to happen randomly.
My system should be able to handle it without problems.
Intel Core i7 10700k
RTX 3080
32 Gb of RAM
I believe it is because of the high details, I am putting in this map.
Perhaps you know a solution to this problem. :)
This is the error-message I get, when it crashes.
======================================= UNHANDLED EXCEPTION OCCURED ================================================================================ ============= CRASH INFOS: =====================================================================
Gothic II - 2.6 (fix), Parser Version: 50
User: ---, CPUType: 586, Mem: 2048 MB total, 2048 MB free
Camera: Pos(-2023.16406/854.83313/-29350.7012), At(0.985235512/-0.0829842836/0.149748728)
Startup Options:-game:spacer_net.ini -zlog:5,s
=============================================== CALLSTACK : ==============================================================
0023:0057203C (0x5C205E10 0x1280A020 0x1280A020 0x00000000) Gothic2.exe, zCMesh::ShareFeatures()+1196 byte(s), P:\dev\g2addon\release\ZenGin\_dieter\zMesh.cpp, line 3651+5 byte(s)
0023:00627975 (0x5C205E10 0x008319DC 0x5C205E10 0x00000000) Gothic2.exe, zCWorld::Archive()+229 byte(s), P:\dev\g2addon\release\ZenGin\_dieter\zWorld.cpp, line 2862
0023:0077F639 (0x00000001 0x00524EB0 0x1280A020 0x00000001) Gothic2.exe, oCWorld::Archive()+41 byte(s), P:\dev\g2addon\release\Gothic\_ulf\oWorld.cpp, line 344
0023:007FD918 (0x00000000 0x00000000 0x00000000 0x00000000) Gothic2.exe, SetFileAttributesA()+105812 byte(s)
I work with big zenz in New Balance mod (returning) and never had any crash.
ShareFeatures error means there is something wrong with mesh (3d model of the location).
Do u have such problem without dx11?
Did u use some mesh tools in SpacerNet while vobbing?
neocromicon
22.03.2023, 12:31
Hi i have the problem on a Changelevel Trigger that i can't use "\". I need to use WorldEditor or Vanilla Spacer. Can you please fix that :)
https://upload.worldofplayers.de/files12/91.jpg
Turn off text checking in settings for now. I will fix it in the next update.
Updated 0.37
Added the ability to search for WPs that are not connected to a common network
WP is now selected immediately when selected from the interface
You can now enter the character "/" in Latin strings
Fixed minor bugs
Added vob selection filter. Now you can select vobs of a certain type. Can be found in vob Container
Added window preset for QuadHD resolution
Second WP highlight animation on dx11 now works
Added buttons to the zCTrigger, zCTriggerList, oCCSTrigger, zCTriggerUntouch, oCMobInter and zCPFXController classes in the Triggers tab
neocromicon
08.04.2023, 22:15
Thank you for making it better and better! §prost
Improved vob selection filter, now some objects can be selected better
Added "ignore pfx" filter to select vobs
Now selection mode via CTRL button works better
0.38 updated
Fisk2033
18.04.2023, 07:51
Thanks for all of your effort!
0.39
Added display of vob position if the option to show the position of the camera coordinates is selected
Now if you set selectVobTab = 1 in the [SPACER] section, then when a vob is selected, its tab in the object window will be enabled (Triggers, waypoints)
Fixed some bugs
Fixed a bug where the first inserted oCItem could not be selected
Double clicking on the visual field will now open File Explorer to select a file
Added a single vob movement mode (you can rotate and move at the same time). Turns on the M key, can be configured in the keys. To work, configure the keys for rotation and movement separately
The safeOneMode = 1 option in the SPACER section will keep Single Mode enabled/disabled even after a spacer reboot"
vob properties window now shows vob color zCVobLight. When you click on an element, the Color field will be selected.
0.40
Added new keyboard shortcut for restoring vob position (Ctrl+R by default)
Polygon sorting function (while saving location) has been improved. Now it uses merge sort instead of insertion sort (if the number of polygons > 200k in the location). Saving will be a little faster Option bSortMerge = 1 in [SPACER]
Fixed bugs when working with vobs like zCPFXController
Double-clicking on a visual or texture field will now open file explorer to select a file
neocromicon
22.07.2023, 14:50
0.40
Added new keyboard shortcut for restoring vob position (Ctrl+R by default)
Polygon sorting function (while saving location) has been improved. Now it uses merge sort instead of insertion sort (if the number of polygons > 200k in the location). Saving will be a little faster Option bSortMerge = 1 in [SPACER]
Fixed bugs when working with vobs like zCPFXController
Double-clicking on a visual or texture field will now open file explorer to select a file
Thanks again for the Update!
What default postion will be restored bei pressing ctrl+r ?
Do you already know when you want to add the option to create for light? :D
What default postion will be restored bei pressing ctrl+r ?
For example, you changed the position of the vob, you don't like it, STRG+R will return the position of the vob to its original position (Before you started changing) or, for example, you accidentally changed the position of the vob, which stood perfectly and for a long time, then the keyboard shortcut will bring it back.Attention, there is also a flip side of the coin, for movers, the object can stand where it should be when the mover is activated, so be careful.
neocromicon
22.07.2023, 19:06
For example, you changed the position of the vob, you don't like it, STRG+R will return the position of the vob to its original position (Before you started changing) or, for example, you accidentally changed the position of the vob, which stood perfectly and for a long time, then the keyboard shortcut will bring it back.Attention, there is also a flip side of the coin, for movers, the object can stand where it should be when the mover is activated, so be careful.
Allright, understand! Thanks.
Buzz Killington
22.07.2023, 21:34
First of all, thank you so much for this Spacer. It's a pure blessing to have this much handier an editor compared to the >20 year old pile of bugginess.
Still running the 0.34 version here, should probably update soon.
One question: When I already have soundvobs placed in the world and I listen to sounds in the sound window, is there an option to mute ONLY the sound I pre-listened to? Have not yet figured out how this works, I'm quite new to your editor.
Hello,
I'm not sure if this is the correct place to ask, but it is related to Spacer, or at least I believe so.
---
I have a problem with certain VOBs that stop rendering, disappear when you change the distance from them or adjust the camera angle. They are just invisible for most of the time.
- It happens to vobs close to wall / floor, usually inside a portal room (or even outside, but close to a portal room)
- If it only happened in Spacer, it wouldn't be such a big deal, but it happens in game too with the same zen
- I am not the only one, found other modders who struggle with the same problem in their own ZENs
- Tried stuff like turning on / off if the vob is static, assigned materials to surrounding textures, it has no effect on it
- 3DS model is irrelevant, happens to stones, mushrooms, plants...
- I am using SpacerNET 0.38
I'll be grateful for any advice on how to fix this.
Thank you.
First of all, thank you so much for this Spacer. It's a pure blessing to have this much handier an editor compared to the >20 year old pile of bugginess.
Still running the 0.34 version here, should probably update soon.
One question: When I already have soundvobs placed in the world and I listen to sounds in the sound window, is there an option to mute ONLY the sound I pre-listened to? Have not yet figured out how this works, I'm quite new to your editor.
I don't think so, function mutes all the sounds.
@Triber (https://forum.worldofplayers.de/forum/members/200559-Triber) That is due to "portals", inside houses Directx7 hides all external objects and polygons. And sometimes that causes such bugs inside.
Try to move vobs a little, in most cases bus dissapeares. This is a problem yes, in some places I can't fix them too.
@neocromicon (https://forum.worldofplayers.de/forum/members/181522-neocromicon) in some day ;)
I don't think so, function mutes all the sounds.
@Triber (https://forum.worldofplayers.de/forum/members/200559-Triber) That is due to "portals", inside houses Directx7 hides all external objects and polygons. And sometimes that causes such bugs inside.
Try to move vobs a little, in most cases bus dissapeares. This is a problem yes, in some places I can't fix them too.
@neocromicon (https://forum.worldofplayers.de/forum/members/181522-neocromicon) in some day ;)
Thank you for the reply. Yes, I was trying to change the location too, unfrotunately even if it gets visible at some point, after changing camera angle they disappear again.
Plus one of my modder friends encounters the same issue in ZEN that contains zero portals, so I think the problem must be larger than that :dnuhr:
Portals can be changed in 3d editor like blender/3dmax or just use DX11, it does not use portals for render at all ;)
Damianut
05.08.2023, 23:06
Hello. I received error:
Plugin `Union_MarvinHelper.dll` wasn't loaded.
Code: 0x00000006
Reason: incorrect access
How to repair that?
It works properly, but I did re-install of system. Some C++ redistributable is missing?
Thank you
TopLayer
06.08.2023, 01:49
It works properly, but I did re-install of system. Some C++ redistributable is missing?
It is not related to Spacer.
Try to install this: https://aka.ms/vs/17/release/vc_redist.x86.exe
And I suppose you shouldn't use any plugins with this Spacer.
Damianut
06.08.2023, 19:52
It is not related to Spacer.
Try to install this: https://aka.ms/vs/17/release/vc_redist.x86.exe
And I suppose you shouldn't use any plugins with this Spacer.
Very thanks, works now. §wink
Hi, first of all thank you for this great new edition of Spacer! :)
Now for my problem: special characters such as " \ " , to indicate a file path, cannot be used. Apparently only the latin alphabet works.
Hi, first of all thank you for this great new edition of Spacer! :)
Now for my problem: special characters such as " \ " , to indicate a file path, cannot be used. Apparently only the latin alphabet works.
Ok, I will check it, just turn off symbols checking in settings.
Ok, I will check it, just turn off symbols checking in settings.
Alright, thank you!
Cichybob
17.08.2023, 17:35
Hello everyone, I am asking for help with Spacer. Namely, I would like to extract the vobs from .zen and transfer them to the new mesh. When I try to do this with a macro, the map doubles and the old mesh bugs merge with the new ones. I save the vobs with the button (SAVE VOBS) and get a uncomplished file that I want to merge with a .zen that only has a new mesh on it. This is the problem when I try to do that.
Thank you in advance for your help.
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Hallo zusammen, ich bitte um Hilfe mit Spacer. Ich möchte nämlich die Vobs aus .zen extrahieren und in das neue Mesh übertragen. Wenn ich versuche, dies mit einem Makro zu tun, verdoppelt sich die Karte und die alten Mesh-Fehler verschmelzen mit den neuen. Ich speichere die Vobs mit der Schaltfläche (SAVE VOBS) und erhalte eine unvollständige Datei, die ich mit einer .zen-Datei zusammenführen möchte, die nur ein neues Mesh enthält. Das ist das Problem, wenn ich das versuche.
Vielen Dank im Voraus für Ihre Hilfe.
Milky-Way
18.08.2023, 12:25
The took zslang might show you to easily do what you want: load the world mesh of one (e.g. otherwise empty) .Zen and load all objects from another.
Alternatively, before executing the macro, find the levelcompovob in the Zen with the objects and replace the path to the mesh file such that the old mesh can't be found. Then do the macro
Gibt es zu diesem Editor auch ein Gegenstück welches nicht Union voraussetzt?
Union will bei mir nicht funktionieren. Egal ob Vanilla oder mit meinem eigenen Patch-Mod.
JeNoVaViRuS
21.08.2023, 22:01
0.40
Added new keyboard shortcut for restoring vob position (Ctrl+R by default)
Polygon sorting function (while saving location) has been improved. Now it uses merge sort instead of insertion sort (if the number of polygons > 200k in the location). Saving will be a little faster Option bSortMerge = 1 in [SPACER]
Fixed bugs when working with vobs like zCPFXController
Double-clicking on a visual or texture field will now open file explorer to select a file
I just started modding G2 and tried out the old spacer today and it was so inconvenient....then I tried out your version and it's great! Thank you so much!
I also figured out how to move vobs with keys but may I suggest a feature?
Could you turn the xyz axis lines (that show up when a vob is selected) into longer lines with arrows and make it possible to drag the vob on an axis by holding left-click on the corresponding axis arrow and moving it?
EDIT: I also found string that is not translated in the english version:
https://i.imgur.com/b607tkZ.png
neocromicon
22.08.2023, 13:36
Gibt es zu diesem Editor auch ein Gegenstück welches nicht Union voraussetzt?
Union will bei mir nicht funktionieren. Egal ob Vanilla oder mit meinem eigenen Patch-Mod.
Nein.
Man sollte lieber herausfinden was du falsch machst, Union zu Installieren kann eigentlich nicht mehr einfacher sein als jetzt.
Gibt es zu diesem Editor auch ein Gegenstück welches nicht Union voraussetzt?
Union will bei mir nicht funktionieren. Egal ob Vanilla oder mit meinem eigenen Patch-Mod.
Your mod will not require Union for work, only for Spacer.Net. U install union from installer, it is easy.
JeNoVaViRuS (https://forum.worldofplayers.de/forum/members/99147-JeNoVaViRuS), there is an altenative controller (search for in top menu icons), it can move vobs with mouse dragging arrows.
Paraguru
03.09.2023, 19:30
Wie kann man zwei Wegpunkte (Waypoints) miteinander verbinden? Mit der Taste 3 tut sich nichts und bei der Schaltfläche "Wegpunkt verbinden" passiert auch nichts oder ich verwende das Ganze falsch. Ich bitte um Hilfe.
neocromicon
03.09.2023, 20:24
Wie kann man zwei Wegpunkte (Waypoints) miteinander verbinden? Mit der Taste 3 tut sich nichts und bei der Schaltfläche "Wegpunkt verbinden" passiert auch nichts oder ich verwende das Ganze falsch. Ich bitte um Hilfe.
Wegpunkt 1 anklicken.
Umschalt gedrückt halten, Wegpunkt 2 anklicken.
Wegpunkte verbinden.
Paraguru
03.09.2023, 21:17
Wegpunkt 1 anklicken.
Umschalt gedrückt halten, Wegpunkt 2 anklicken.
Wegpunkte verbinden.
Vielen Dank! Dann war ich vorhin schon mal auf der richtigen Spur.
ThreeGods
12.09.2023, 09:50
Zusatztipp, falls du es noch nicht weißt: Geht auch schneller, wenn du eine Reihe von verbundenen WPs erstellen willst. Wenn du den Letzten markiert hast und dann einen Neuen erstellst, wird dieser automatisch mit dem Letzten verbunden. Dafür muss nur "Einmalig mit Wegenetz verbinden" oder so ähnlich angehakt sein.
Updated 0.41
Now you can manually set the time of day in the menu. Example: 23 5 (23 hours, 5 minutes)
Minor bugs fixed
Fixed bug with resolution below 1000 pixels
Added tab for working with Light (made by Patrix)
Now when you delete a vob, it disappears from the results of found vobs
53038
Updated 0.42
Updated light editor UI:
added Create LightVob button
moved & renamed Save changes button to Save presets
Fixed rounded StripTool edges in mainform
Corrected german grammar mistakes + added missing translation texts (big thanks to neocromicon for his contribution)
Fixed C# exception while creating preset with not selected light type
Updated 0.43
Fixed ObjList Objects tab using different cursor type as arrow
Ignoring alpha channel while drawing in listBoxLightPresetColors
Added missing + sign in IsOnlyLatin validation (required for floating point values that are using exponent notation)
Added possibility to create lightvob without selected preset
Set default range value to 10000
Set default light vob type to dynamic
Added ability to deselect light preset by clicking on the selected preset
Fixed managing light vobs with one color
Fixed scaling light range sphere to 0.0
Fixed setting improperly range in SpacerApp::UpdateLightPresetData
Fixed culling meshes in wire frame mode, now light sphere should display properly
Bug fixed: Grass sower no longer removes collision from oCItem
Bug fixed: The grass sower now turns off when closing its window
"Added a new keyboard shortcut for adding a vob to quick access.
Default: LSHIFT+G"
When adding a trigger key (AFTER), the mover will immediately jump to the new key
New properties for vobs have been added to the "Object Sewer" window
Nein.
Man sollte lieber herausfinden was du falsch machst, Union zu Installieren kann eigentlich nicht mehr einfacher sein als jetzt.
Ich habe diese Fehlermeldung wenn ich den GothicStarter ausführen möchte. Hab das noch nie gesehen nachdem ich Union intalliert habe. Sagt das jemandem was?
53072
Blubbler
06.11.2023, 09:57
Ich habe diese Fehlermeldung wenn ich den GothicStarter ausführen möchte. Hab das noch nie gesehen nachdem ich Union intalliert habe. Sagt das jemandem was?
53072
Du musst alle Sonderzeichen aus dem Namen des Gothicordners entfernen.
Du musst alle Sonderzeichen aus dem Namen des Gothicordners entfernen.
Die Sache ist halt, dass ich keine Datei mit einem Umlaut im Ordner habe. Habe das mehrmals für "Ö,Ä,Ü" im kompletten Ordner prüfen lassen. Sobald ich Union wieder runterschmeiße, geht das Starten auch wieder.
Die Sache ist halt, dass ich keine Datei mit einem Umlaut im Ordner habe. Habe das mehrmals für "Ö,Ä,Ü" im kompletten Ordner prüfen lassen. Sobald ich Union wieder runterschmeiße, geht das Starten auch wieder.
It is not necessary to check the entire folder, as well as the path to this folder. You may have special characters in the folder path.
It is not necessary to check the entire folder, as well as the path to this folder. You may have special characters in the folder path.
Wow, that was the problem. Thank's a lot.
SpacerNET code is now open source. Added the links.
Damianut
03.01.2024, 16:50
Link to DX11 from first post is broken. (https://drive.google.com/file/d/1ePfigtd8Sl9JrdJ1LDHFvvxpBMjoBeFj/view?usp=sharing)
@Liker which version of DX11 do you recommend for Spacer.net? §wink
Feuerbarde
08.01.2024, 19:33
Link to DX11 from first post is broken. (https://drive.google.com/file/d/1ePfigtd8Sl9JrdJ1LDHFvvxpBMjoBeFj/view?usp=sharing)
@Liker which version of DX11 do you recommend for Spacer.net? §wink
Ich wüde sagen den Kirides Release: Release v17.8-dev9 · kirides/GD3D11 · GitHub (https://github.com/kirides/GD3D11/releases/tag/v17.8-dev9) (17.8 DEV9)
Dort gibt es die SpacerNET-GD3D11-v17.8-dev9.zip (https://github.com/kirides/GD3D11/releases/download/v17.8-dev9/SpacerNET-GD3D11-v17.8-dev9.zip), bei SaiyansKing gibt es die nicht: Releases · SaiyansKing/GD3D11 · GitHub (https://github.com/SaiyansKing/GD3D11/releases) (17.8 DEV15)
neocromicon
08.01.2024, 21:51
Ich wüde sagen den Kirides Release: Release v17.8-dev9 · kirides/GD3D11 · GitHub (https://github.com/kirides/GD3D11/releases/tag/v17.8-dev9) (17.8 DEV9)
Dort gibt es die SpacerNET-GD3D11-v17.8-dev9.zip (https://github.com/kirides/GD3D11/releases/download/v17.8-dev9/SpacerNET-GD3D11-v17.8-dev9.zip), bei SaiyansKing gibt es die nicht: Releases · SaiyansKing/GD3D11 · GitHub (https://github.com/SaiyansKing/GD3D11/releases) (17.8 DEV15)
Es ist doch direkt im Download vom Spacer mit dabei und da die dev12
Download link aus dem Hauptpost: https://drive.google.com/drive/folders/1shwV7oFBP2vQfxZkBCw9KjScDlx-Wueq
Feuerbarde
08.01.2024, 23:18
Es ist doch direkt im Download vom Spacer mit dabei und da die dev12
Download link aus dem Hauptpost: https://drive.google.com/drive/folders/1shwV7oFBP2vQfxZkBCw9KjScDlx-Wueq
Interessant... die Versionsverwirrung beim Renderer ist wirklich unschön. Aber wohl nicht zu ändern. Ich wäre jetzt davon ausgegangen das Kirides die erstellt (weil sie dort angeboten wird), aber das kann ja nicht sein wenn sich die Versionsnummern unterscheiden.
neocromicon
09.01.2024, 16:35
Interessant... die Versionsverwirrung beim Renderer ist wirklich unschön. Aber wohl nicht zu ändern. Ich wäre jetzt davon ausgegangen das Kirides die erstellt (weil sie dort angeboten wird), aber das kann ja nicht sein wenn sich die Versionsnummern unterscheiden.
Finde da eigentlich nix verwirrend :D
Dev XX = Version ^^
Feuerbarde
09.01.2024, 16:51
Finde da eigentlich nix verwirrend :D
Dev XX = Version ^^
...zwischen Versionen von Kirides, SaiyansKing, Spine (GD3D11 Renderer) und nun noch das selbe Spiel bei der SpacerNET-GD3D11. :) Wobei der Ersteller von SpacerNET diese ja immer mit im Link/Google-Drive hat. Hier ist wohl nur bei einem Link was falsch gelaufen.
Ganz früher lag ja der Renderer noch auf meinem Server und hatte eine Autoupdate-Funktion (es gab auch nur EINEN Renderer). Du bist doch firm mit Autoupdate vom Installer aus, gibt es da Möglichkeiten? Meiner Auffassung nach ist beim Renderer SaiyansKing eigendlich immer etwas weiter vorne (von der Entwicklung), liege ich da richtig?
Na wie läuft es bei Deinem Projekt? Kommst gut vorran? Hoffe Du hast Spaß dabei - wir dann später. :)
neocromicon
09.01.2024, 18:26
...zwischen Versionen von Kirides, SaiyansKing, Spine (GD3D11 Renderer) und nun noch das selbe Spiel bei der SpacerNET-GD3D11. :) Wobei der Ersteller von SpacerNET diese ja immer mit im Link/Google-Drive hat. Hier ist wohl nur bei einem Link was falsch gelaufen.
Ganz früher lag ja der Renderer noch auf meinem Server und hatte eine Autoupdate-Funktion (es gab auch nur EINEN Renderer). Du bist doch firm mit Autoupdate vom Installer aus, gibt es da Möglichkeiten? Meiner Auffassung nach ist beim Renderer SaiyansKing eigendlich immer etwas weiter vorne (von der Entwicklung), liege ich da richtig?
Na wie läuft es bei Deinem Projekt? Kommst gut vorran? Hoffe Du hast Spaß dabei - wir dann später. :)
Ich glaube du missverstehst da grundsätzlich die Versionierung.
Die Spacer.Net Dev 12 = auch die normale Dev 12 (Gleiche Features ect. nur kleine lade Anpassungen damit der Spacer.Net damit geht).
Die Dev 9 von Kirides ist die gleiche Dev 9 wie bei Saiyansking, nur das Kirides da alles von davor, was Saiyansking erstellte hatte, mit reingemacht hatte und daher Versionen übersprungen wurden.
Die aktuelle Dev 15 gibt es nicht für den Spacer.Net.
An sich gibt es weiterhin nur eine Version, diese wird ja immer mit den anderen Editierungen anderer Entwickler gemerget, was dann meist bei Saiyansking landet bzw. aktuell ist er eh der jenige der das meiste gemacht hat. Änderungen von Keks wurden ja mit übernommen usw.
Klar nen Autoupdate Feature wäre möglich, aber da müsste ich erst schauen wie man das mit der Versionierungserkennung am einfachsten macht, am besten das ich garnix mehr machen muss ^^
Feuerbarde
09.01.2024, 19:02
Ahhh, dachte immer das Spacer-Teil ist nur ein Zusatz! Da ich mit Spacer.net noch nicht gearbeitet habe, habe ich da nie reingeschaut. Danke für die Aufklärung! :gratz
Also beim Renderer glaube ich würde sich das wirklich lohnen. Also wenn Du mal Muße hast. :)
0.44 Updated
Trigger key label is now grayed out if no trigger is selected
Fixed memory leak in some places (by bogu9821)
Fixed a bug where the game would freeze when pressing LEFT ALT in game mode
Fixed minor bugs with the Vob Placer
Added a "Reset settings" button for the Vob Placer window
Added the ability to collect in a radius and select only Invisible Vobs, Thos vobs which have visual and have the showVisual property = false (these are two different items in the Vob Container window)
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