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Das Thema Atmospheric Scattering wurde ja hier schon zuvor diskutiert. Wie ist hier der letzte Stand? Würde sonst vorschlagen/einen PR erstellen, dieses in G1 per Default zu deaktivieren. Hatte mit den Settings in G1 keine Probleme und das Fehlen der Barriere schmälert schon die Atmosphäre. Hierzu gibts auch bislang kein Issue auf GitHub. Das Atmospheric Scattering Ausschalten für Abhilfe sorgt, findet man aktuell nur nach intensivem Googlen (lohnt sich vllt auch im Startpost zu erwähnen).
Geändert von G00fY (17.03.2021 um 11:38 Uhr)
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Hallo zusammen,
leider werde ich von Gothic stets mit einem ERROR Begrüßt sobald ich den D3D11 Renderer (egal ob Clockworks oder Kirides) verwenden möchte.
ERROR: "X: XD3D_InitPerDX: Can't create D3DX context ! Error: D3DXETT_CAPSNOTSUPPORTED"
Es handelt sich um die Steam-Version von G1
Patch 1.08k (Installiert Steam ja jetzt Standard)
PlayerKit 1.08k
PlayerKit 2.8
SystemPack 1.8
System Pack 1.9 Prev2 Update
Artemiano Texture Pack
Gothic 1 Classic Texture Mix 3.3 (Nur Hauptmenü)
Gothic UnPatch
Kirides D3D11 Renderer 17.7 dev16 Build + Fix
Normalmaps Original
Normalmaps Vurts
FullHD Cutscenes
4GB Patcher (Alle *.exe Dateien im Gothic\System Ordner)
Mesh 2.0 Mod
Vegetation Mod
Enhanced Gothic Patch
Ninja
Quickloot (Ninja)
Quicksave (Ninja)
Bessere Fackeln (Ninja)
Händlerwaffen Fix (Ninja)
Reshade (Deaktiviert)
InExtremo Mod
Valeya Patch
Visual C++ ist auch installiert (erster Post), PC auch mehrfach neu gestertet.
Alles funktioniert, nur sobald ich den D3D11 Renderer verwenden will, tritt das Problem auf, sobald die ddraw.dll geladen wird.
Kennt sich jemand damit aus, habe schon Stunden herum "gegoogled" kann aber dieses Problem nicht finden, bzw. keine Lösung dafür.
Specs
Monitor: Odyssey G9 5120 x 1440 @240Hz -> Auch 4:3 1920x1440p funktioniert nicht.
Windows 10 - 21H1 (Build 19043.867)
RTX 3090 Strix OC Treiber 461.92 (Aktuell)
Ryzen 9 5950x (Aktuelle Chipset Treiber)
32GB (4x8GB) 14-14-15-36 3600MHz RAM (Stock kein OC)
X570 Aorus Xtreme (Rev 1.0 - Bios 33f Aktuellstes Bios)
2x 2TB Gigabyte Aorus Master M2 SSD
EDIT: Problem "gelöst" - Das Problem besteht nur dann, wenn man im 240Hz 10Bit Modus des Odyssey G9 unterwegs ist, habe den Modus deaktiviert und prompt funktionierte Gothic mit DX11 Renderer. - Also für alle zukünftigen Leser, die Auflösung MUSS HDCP Kompatibel sein.
Geändert von leaves (21.03.2021 um 15:22 Uhr)
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Apprentice
 Zitat von Keks1
For those who want to have a slight speed increase. This build includes the changes from Kirides Github dated 06. March 2021 plus more smart pointers, AntTweakbar.dll assimp-vc142-mt.dll compiled with the latest c++ compiler. For info about the changes of Kirides see Kirides Github GD3D11 page.
Implemented usable beginning with Windows 8.1 and a WDDM 1.3 compatible graphics driver LowLatency:
https://docs.microsoft.com/en-us/win...-3-swap-chains
The game is more responsive to inputs via e.g. keyboard, mouse, gamepad, etc.
It can be enabled via UserSettings.ini with LowLatency=1 .
It can be activated in the ini file even on Windows 7 but will not be used dueto it checks for availability.
You can press F11 and enable HDR in this configuration windows to have general brighter colors or use a lamp or torch. Via CTRL+F11 a HDR tonemap can be selected. Previously standard tonemap was ACESFittedTonemap now it is ToneMap_Simple based on Kirides Github but as well other tonemaps can be selected. I prefer ACESFittedTonemap ( https://en.wikipedia.org/wiki/Academ...ncoding_System) which needs more computing power and is as well used by Unreal Engine 4.
The following applies to the code on Kirides Github and this release. Currently in the file UserSettings.ini the variable SmoothCameraUpdate is inverted. The shadow code requires an overwork. With the variable set to 0 smooth shadows are enabled with 1 the shadows are jumping.
Please copy the whole package over:
Gothic2-GD3D11-17.7-dev16 22032021x.rar
https://mega.nz/file/YJsQWKrK#CfdYQB...teTjCrIhzYl_Kc
Gothic1-GD3D11-17.7-dev16 22032021x.rar
https://mega.nz/file/1B1wwCTA#v3SOvR...yNqxPea2Lt8PaM
i just tried the Gothic 2 one, i like it. feels much more stable than what i was using. tho my gpu fan goes crazy sometimes, it runs very smooth (1050Ti. still, temp gets as high as 90 degrees). HDR is weird tho: nights and indoors are very bright, daytime is too dark. is there a way to configure this?
edit: when i started playing the next day, it was different. now both day and night are too bright :S
edit2: another thing is FOV. overwrite is ticked but whether i leave it as it is or change values, every time i enter conversation the graphics gets a little stretched vertically. loading or moving slide bars in F11 restores it. i couldnt find out what messes it up
Geändert von Zagnos (29.03.2021 um 21:30 Uhr)
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Lehrling
Maybe you did not save the HDR tonemap profile selection. Then it is with a new game set to ToneMap_Simple. At the F11 menu press apply to save the selected HDR tonemap profile. The general brightness is settable in file HDR.h for each tonemap individually or in the F11 menu. I think, did test it one year ago but I forgot, it is for each tonemap the line "float fLumAvg = lumTex.SampleLevel(samplerState, float2(0.5f, 0.5f), 9).r;" and there the number 9 to increase or reduce.
For indoor and outdoor, night and day parameters are available. So a separable dynamic brightness is programmable in the gothic code which someone needs then to do. Maybe you did notice and looking into the sun outside and then turning the player out of the sun that the brightness dynamically adjusts which is already in the code.
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Apprentice
 Zitat von Keks1
Maybe you did not save the HDR tonemap profile selection. Then it is with a new game set to ToneMap_Simple. At the F11 menu press apply to save the selected HDR tonemap profile. The general brightness is settable in file HDR.h for each tonemap individually or in the F11 menu. I think, did test it one year ago but I forgot, it is for each tonemap the line "float fLumAvg = lumTex.SampleLevel(samplerState, float2(0.5f, 0.5f), 9).r;" and there the number 9 to increase or reduce.
For indoor and outdoor, night and day parameters are available. So a separable dynamic brightness is programmable in the gothic code which someone needs then to do. Maybe you did notice and looking into the sun outside and then turning the player out of the sun that the brightness dynamically adjusts which is already in the code.
thanks for reply. yes i noticed how adjusts depending on light. i tried other tonemaps, simple seemed the only decent one. there are multiple same lines in HDR.h, no idea which ones to change. i guess i would have to experiment for hours to personalize. the indoor/outdoor/day/night parameters are also in the same file, or is it in Gothic files as i understand? either way, looks like a lot of work. for now, i keep HDR off during day and enable it during night
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Gothic 1 stürzt zu oft ab
Hi,
die neuen Versionen lassen Gothic 1 sehr oft in einen schwarzen Bildschirm gleiten ohne Strg alt entf kommt man da nicht mehr raus
mit den alten Versionen habe ich ohne Probleme 5 Stunden am Stück gespielt ohne Probleme, weiss ja das dir G1 nicht so wichtig ist, aber
gut spielbar sollte es halt sein, bitte wieder hinbiegen auch die Clockwork, danke!
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 Zitat von Buddygoth
Hi,
die neuen Versionen lassen Gothic 1 sehr oft in einen schwarzen Bildschirm gleiten ohne Strg alt entf kommt man da nicht mehr raus
mit den alten Versionen habe ich ohne Probleme 5 Stunden am Stück gespielt ohne Probleme, weiss ja das dir G1 nicht so wichtig ist, aber
gut spielbar sollte es halt sein, bitte wieder hinbiegen auch die Clockwork, danke!
Dem stimme ich zu. Das ist bei allen neuen Rendererversionen der Fall.
Was auch noch aufgefallen ist - egal ob G1 oder G2,
dass die Sonne extrem flimmert. Sie wird in Bruchteilen von einer Sekunden mind größer und kleiner.
Das sieht schon lustig aus, aber ist auf die Dauer echt nervig, wenn man doch mal den Himmel
ansehen möchte.
Was übrigens das Wetter angeht - war das schon immer nur zu einer bestimmten Uhrzeit ingame vorhanden? Also wenn es abends wird?
Weil ich nur dann noch den Regen habe - sonst niemals.
Der Senlax war's
ein Modder-Krüppel schlecht hin 
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Lehrling
 Zitat von Keks1
For those who want to have a slight speed increase. This build includes the changes from Kirides Github dated 06. March 2021 plus more smart pointers, AntTweakbar.dll assimp-vc142-mt.dll compiled with the latest c++ compiler. For info about the changes of Kirides see Kirides Github GD3D11 page.
Implemented usable beginning with Windows 8.1 and a WDDM 1.3 compatible graphics driver LowLatency:
https://docs.microsoft.com/en-us/win...-3-swap-chains
The game is more responsive to inputs via e.g. keyboard, mouse, gamepad, etc.
It can be enabled via UserSettings.ini with LowLatency=1 .
It can be activated in the ini file even on Windows 7 but will not be used dueto it checks for availability.
You can press F11 and enable HDR in this configuration windows to have general brighter colors or use a lamp or torch. Via CTRL+F11 a HDR tonemap can be selected. Previously standard tonemap was ACESFittedTonemap now it is ToneMap_Simple based on Kirides Github but as well other tonemaps can be selected. I prefer ACESFittedTonemap ( https://en.wikipedia.org/wiki/Academ...ncoding_System) which needs more computing power and is as well used by Unreal Engine 4.
The following applies to the code on Kirides Github and this release. Currently in the file UserSettings.ini the variable SmoothCameraUpdate is inverted. The shadow code requires an overwork. With the variable set to 0 smooth shadows are enabled with 1 the shadows are jumping.
Please copy the whole package over:
Gothic2-GD3D11-17.7-dev16 22032021x.rar
https://mega.nz/file/YJsQWKrK#CfdYQB...teTjCrIhzYl_Kc
Gothic1-GD3D11-17.7-dev16 22032021x.rar
https://mega.nz/file/1B1wwCTA#v3SOvR...yNqxPea2Lt8PaM
With that package the game won't start anymore -desktop loading image pops up and then back to the Gamestarter window. It's working fine with the regular package on thread page 1 
Only 3 of the files in the main directory are newer than the dev16-package on thread page 1:
- AntTweakBar.dll
- assimp-vc142-mt.dll
- ddraw.dll
The ddraw.dll prevents the game from starting (even when only using these 3 files).
The other 2 files caused an access violation after like 5 minutes, which hasn't occured with the regular dev16 package (while playing for a few hours).
My setup:
- Steam Gold edition
- Texture packs: Vurt, Riisis, Weapons Rebuilt
- Fixes 1.30.0.0 and 2.6.0.0 Rev2
- Playerkit 2.6f
- Systempack 1.8
- D3D11: Kirides 17.7 dev16 from this thread
What might be the issue? Apparently for others it's working.
Edit:
Does HDR work for anyone with this renderer? I could only make it work by installing the one from "Degenerated" first and then copying this one over it.
Without some files from Degenerated, HDR simply makes the screen very white.
Geändert von Daskard (03.04.2021 um 03:29 Uhr)
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Lehrling
The sun is no more flickering in the compiled renderer offered by me. In the official compiled Kirides renderer the flickering is still in. In a newer to come compiled renderer of Kirides the flickering is as well no more.
For me the rain comes at random time. But I heared that people playing some mods that it starts raining at 18 o`clock.
 Zitat von Senlax
Dem stimme ich zu. Das ist bei allen neuen Rendererversionen der Fall.
Was auch noch aufgefallen ist - egal ob G1 oder G2,
dass die Sonne extrem flimmert. Sie wird in Bruchteilen von einer Sekunden mind größer und kleiner.
Das sieht schon lustig aus, aber ist auf die Dauer echt nervig, wenn man doch mal den Himmel
ansehen möchte.
Was übrigens das Wetter angeht - war das schon immer nur zu einer bestimmten Uhrzeit ingame vorhanden? Also wenn es abends wird?
Weil ich nur dann noch den Regen habe - sonst niemals.
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 Zitat von Keks1
The sun is no more flickering in the compiled renderer offered by me. In the official compiled Kirides renderer the flickering is still in. In a newer to come compiled renderer of Kirides the flickering is as well no more.
For me the rain comes at random time. But I heared that people playing some mods that it starts raining at 18 o`clock.
OK - thanks Keks - I will check out my mods and maybe I will find the my rain problem.
Alright, so I need to try the newest render,
but what about the black screen problem in G1?
Any Idea how to fix it?
The Problem is, it is random - sometimes I can play few hours without getting a black screen.
And other time I can play only few minutes.
Der Senlax war's
ein Modder-Krüppel schlecht hin 
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Neuling
 Zitat von Keks1
For those who want to have a slight speed increase. This build includes the changes from Kirides Github dated 06. March 2021 plus more smart pointers, AntTweakbar.dll assimp-vc142-mt.dll compiled with the latest c++ compiler. For info about the changes of Kirides see Kirides Github GD3D11 page.
Implemented usable beginning with Windows 8.1 and a WDDM 1.3 compatible graphics driver LowLatency:
https://docs.microsoft.com/en-us/win...-3-swap-chains
The game is more responsive to inputs via e.g. keyboard, mouse, gamepad, etc.
It can be enabled via UserSettings.ini with LowLatency=1 .
It can be activated in the ini file even on Windows 7 but will not be used dueto it checks for availability.
You can press F11 and enable HDR in this configuration windows to have general brighter colors or use a lamp or torch. Via CTRL+F11 a HDR tonemap can be selected. Previously standard tonemap was ACESFittedTonemap now it is ToneMap_Simple based on Kirides Github but as well other tonemaps can be selected. I prefer ACESFittedTonemap ( https://en.wikipedia.org/wiki/Academ...ncoding_System) which needs more computing power and is as well used by Unreal Engine 4.
The following applies to the code on Kirides Github and this release. Currently in the file UserSettings.ini the variable SmoothCameraUpdate is wrong named. The variable name needs to be different named. With the variable set to 0 smooth shadows are enabled with 1 the shadows are jumping.
Please copy the whole package over:
Gothic2-GD3D11-17.7-dev16 03042021x.rar
https://mega.nz/file/IM9yjCYA#FwHEaW...mKlK6e565O2uTE
Gothic1-GD3D11-17.7-dev16 03042021x.rar
https://mega.nz/file/RcsUnCDI#F3pKTD...rQO0ziw-d3U6B4
Previous:
Gothic2-GD3D11-17.7-dev16 22032021x.rar
https://mega.nz/file/YJsQWKrK#CfdYQB...teTjCrIhzYl_Kc
Gothic1-GD3D11-17.7-dev16 22032021x.rar
https://mega.nz/file/1B1wwCTA#v3SOvR...yNqxPea2Lt8PaM
With that package the game won't start anymore like Daskard.
My log file Log.txt
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Lehrling
Geändert von Daskard (03.04.2021 um 15:39 Uhr)
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Lehrling
Geändert von Daskard (03.04.2021 um 16:20 Uhr)
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Lehrling
@Daskard: It looks like that the GD3D11 renderer searches for parameters in the UserSettings.ini file and then crashed although when it does not find the file or some parameters in it it should switch to default settings. In this package is a new parameter LowLatency available so as in some previous posts some pages before the problem did occur even when some older parameters in the file were present the renderer did not use anymore.
A logic is required when an parameter is not used in the file or a new parameter which is not available in the file that the file is adjusted.
@XoXoJl: You are using Windows 8.1. Try in the UserSettings.ini DisplayFlip=1. Then is works. Looks like it is a Nvidia driver problem with the DXGI_SWAP_EFFECT_DISCARD which I experienced aswell and could even not solve by using Display Driver Uninstaller (DDU), only reinstall of Windows 8.1 worked.
@Daskard: Look as well in the Windows Installed Programs if there is still an older Microsoft Visual C++ 2019 package installed and uninstall. There should only be the ones available of the 2019 version which you installed today.
@Senlax: I experienced that the black screen has to do with the shader cache of the GPU. For each game which uses shaders an individual shader cache is written in the directory of the GPU manufacturer. The problem is since years for Gothic 1 known. I had it still some months ago with Gothic 1 and experienced it during testing the GD3D11 renderer. Sometimes a shader cache was written which lead to it. I know this problem from the Nvidia driver but I do not have experience with the AMD driver. A lot of pointers regarding shader cache were changed to smart pointers and since then I did not see it anymore. Even the problem on Gothic 2 with "out of memory" when you teleported via runes a lot between the different maps was since then no more experienced.
Please test the version dated 22032021 or 03042021 and report back if still such problems exist.
Geändert von Keks1 (07.04.2021 um 08:31 Uhr)
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Lehrling
For Vurt's normalmaps:
- What's the exact name for the subfolder in Gothic II\system\GD3D11\Textures\replacement ?
I'd expect it should be Normalmaps_Vurt - Is Gothic going to use these normalmaps even if Vurt's Overhaul is not loaded as a distinct mod?
I read that these subfolders are for separating mods that you don't play together, but Vurt is not loaded as a separate mod.
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 Zitat von Daskard
For Vurt's normalmaps:
- What's the exact name for the subfolder in Gothic II\system\GD3D11\Textures\replacement ?
I'd expect it should be Normalmaps_Vurt - Is Gothic going to use these normalmaps even if Vurt's Overhaul is not loaded as a distinct mod?
I read that these subfolders are for separating mods that you don't play together, but Vurt is not loaded as a separate mod.
You always play a mod when playing Gothic.
If you do not select one (run gothic2.exe) or select "Gothic 2" from GothicStarter, you play the Mod "GothicGame".
For replacements for vanilla Gothic 2 (GothicGame) you put the replacements into the "..\replacements\Normalmaps_Original\" directory.
For replacements for LHiver 1.6, they would go to "..\replacements\Normalmaps_HIVER1_6\" or smth like that.
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Lehrling
 Zitat von Kirides
You always play a mod when playing Gothic.
If you do not select one (run gothic2.exe) or select "Gothic 2" from GothicStarter, you play the Mod "GothicGame".
For replacements for vanilla Gothic 2 (GothicGame) you put the replacements into the "..\replacements\Normalmaps_Original\" directory.
For replacements for LHiver 1.6, they would go to "..\replacements\Normalmaps_HIVER1_6\" or smth like that.
That makes sense, thank you. 
It's been confusing, because Vurt is always a replacement, yet the instruction says "Normalmaps_xxx with xxx being the name of the mod", which would not stand true for Vurt then.
So I drop the Vurt-files in the Normalmaps_Original folder.
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 Zitat von Kirides
You always play a mod when playing Gothic.
If you do not select one (run gothic2.exe) or select "Gothic 2" from GothicStarter, you play the Mod "GothicGame".
That's not true. When you run gothic2.exe the _work/data/scripts files are used.
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 Zitat von Blubbler
That's not true. When you run gothic2.exe the _work/data/scripts files are used.
Technically yes. The games mod-name is "GothicGame" - i did never mention a GothicGame.mod file being used.
This name "GothicGame" is an internal representation of the games name, which is used, when no mod is selected.
This name is also used to identify if the game runs with a mod or not.
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 Zitat von Kirides
Technically yes. The games mod-name is "GothicGame" - i did never mention a GothicGame.mod file being used.
This name "GothicGame" is an internal representation of the games name, which is used, when no mod is selected.
This name is also used to identify if the game runs with a mod or not.
Interesting. ✍
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