Yeah, Ikarus doesn't work with Spacer which calls InitPerceptions as well.
You could check whether the current process is Gothic and skip initialization etc. when it's not , but if it works inside startup function as well, that's the better solution.
But on Degenerated/Katharsas builds with barrier effects on sky after some time there is a flash from the barrier right in front of the player and all the game menus: main menu, log... turn invisible, the texture of the quickslots also disappears, but the inventory textures remains in normal state. If wait for the next barrier flash, all the menus turn visible again. I cheked it with 1.2 and 1.3 versions: https://github.com/withmorten/G12Dll/releases
When Atmospheric Scattering is turned on certain effects cause the whole UI to disappear.
In the releases by Bonne and biosmanager Atmospheric Scattering which you can find in the STRG + F11 Menu
is just turned off, removing the Gothic 2 original sky and therefore not showing the effects you implemented.
When Atmospheric Scattering is turned on certain effects cause the whole UI to disappear.
In the releases by Bonne and biosmanager Atmospheric Scattering which you can find in the STRG + F11 Menu
is just turned off, removing the Gothic 2 original sky and therefore not showing the effects you implemented.
Thanks for link.
Install last D3D11 Renderer Clockwork Edition 17.6.7 from Spine
Yes, thats right with activated Atmospheric Scattering disabled Barriere Effects on Sky. With deactivated Atmospheric Scattering Barriere Effects present on Sky, but also present bug with disappear UI.
Is that anything *I* can fix? It seems that the D3D11 Renderer completely replaces the Sky rendering? Are you okay with how it currently works? Otherwise the Dll is open source and you can always change it of course. Or let me know how to do it, but I don't quite know what's going on
In any case, I made a new release with implements the complete original G1 barrier timing, and fixed the thunder rendering. Now it behaves exactly as the barrier did in Gothic 1, and the thunder actually looks big ... like in Gothic 1. Missed some polystrip settings before:
The INI default values for time on/off changed a bit, so it would be good to update that as well. Read the main post for updated info. Sample ini in zip, as usual.
I can also only encourage using g2fixes.dll for CreateVobList (HideFocus=1)... while SystemPack has a HideFocus for dead, empty NPCs, it's a bit buggy, sometimes doesn't show non-empty, dead NPCs when killed with magic, and you can still focus NPCs when turning and spamming action ... this version doesn't even allow those NPCs into the focusable list of vbs - sneakily ported from the Sequel. Everything else is off by default in the sample ini.
Geändert von withmorten (01.04.2019 um 16:56 Uhr)
Grund: 1.6
Mh, da müsstest du wahrscheinlich nicht nur das Mesh kleiner machen, sondern dir auch neue Punkte fürs MagicFrontier ausdenken (DoChecK, GetDistance). Das ist nämlich komplett unabhängig voneinander.
Is that anything *I* can fix? It seems that the D3D11 Renderer completely replaces the Sky rendering? Are you okay with how it currently works? Otherwise the Dll is open source and you can always change it of course. Or let me know how to do it, but I don't quite know what's going on
As I write earlier, when Atmospheric Scattering disabled in the DX11 Render Settings, Barriere Effects present on Sky, but as now I noticed, bug with the disappearance of the interface manifests itself with the last effect before the disappearance of the barrier, which is controlled BarrierTimeOn time. Interface appears again when barrier is reactivated after the BarrierTimeOff time expires. As a workaround problem, I set the wait time BarrierTimeOff = 1, then interface will disappear for 1 second.
As example i make video with:
BarrierTimeOn=20
BarrierTimeOff=20
On video every 20 seconds disappears main menu interface and quickslots background.
Probably, to bypass the problem after expires BarrierTimeOn, can make an option that will turn off the effect that creates a problem with the DX11 Render or add Effect that restore UI .
I have a small idea that might fix it, only call RenderLayer when alpha is above 1. But I don't actually see the Barrier fading OUT in your video, just switching to a weird state ... and even odder, the alphaBlendFunc seems to change from ADD to BLEND (those weird black spots in the barrier).
I have a small idea that might fix it, only call RenderLayer when alpha is above 1. But I don't actually see the Barrier fading OUT in your video, just switching to a weird state ... and even odder, the alphaBlendFunc seems to change from ADD to BLEND (those weird black spots in the barrier).
Thats bug only with DX11 render, with native game render all OK.
I try this dll with same options:
BarrierTimeOn=20
BarrierTimeOff=20
With this library, interface was restored earlier, without waiting for the barrier to be reactivated. https://youtu.be/b1gQt-papaM
Zitat von withmorten
Also, can you tell me which version of the renderer you are using? Perhaps if I find out how it hooks the games renderer, it might become obvious.
Yeah for this version I only called RenderLayer when alpha was above 0 ...
I have another quick fix, that I would like you to check if it works. I'm now calling FlushPolys() everytime after RenderLayer gets called, not just when showThunders is on. Might work.
Yeah for this version I only called RenderLayer when alpha was above 0 ...
I have another quick fix, that I would like you to check if it works. I'm now calling FlushPolys() everytime after RenderLayer gets called, not just when showThunders is on. Might work.