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  1. View Forum Posts #1 Reply With Quote
    Veteran Liker's Avatar
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    [WORLD EDITOR] Spacer.NET

    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:
    [Video]
    Screenshots:
    [Bild: attachment.php?s=147bb315d1ac550124530c6ae78723bd&attachmentid=49301&d=1591433885&thumb=1][Bild: attachment.php?s=147bb315d1ac550124530c6ae78723bd&attachmentid=49302&d=1591433890&thumb=1][Bild: attachment.php?s=147bb315d1ac550124530c6ae78723bd&attachmentid=49303&d=1591433895&thumb=1][Bild: attachment.php?s=147bb315d1ac550124530c6ae78723bd&attachmentid=49340&d=1592291300&thumb=1]


    =======Download links=======




    Installation:


    1. Install Gothic 2 Raven Night
    2. Install g2mdk-2.6_FULL with unpacking the necessary resources for the spacer
    3. Install PlayerKit from Resource manager (https://worldofplayers.ru/threads/41415/)
    4. Install Union 1.0l or above from Resource manager (https://worldofplayers.ru/threads/41415/)
    5. Place spacer_net.ini in the system folder (you only need to do this once, you do not need to replace it when updating)
    6. Place SpacerNET.mod in the Data / ModVDF folder (when updating versions, just drop this updated file with a replacement)
    7. Run the game once, so that the necessary lines appear in the ini-files of the game (after installing the union)
    8. Run GothicStarter.exe and select Spacer.NET there


    Controls:

    1. To move the camera hold right mouse button (RMB) and use WASD. Keys can be bind in Keys Window
    2. Press middle mouse button (MMB) to copy some fields like properties, material's name and etc. Most windows has its feature.
    3. See all keys bindings in Keys Windows (Settings -> Keys Bindings)
    4. U can use F1 button to collect nearest vobs (in radius) to VobList windows
    5. U can use F2 button to create FP/WP if you already inserted 1 WP or FP (WP/FP tab in Objects window)
    6. 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
    bBlockPlayeUseMobInter 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)
    Attached Thumbnails Attached Thumbnails 4.JPG  
    Last edited by Liker; 11.06.2024 at 09:46.

  2. View Forum Posts #2 Reply With Quote
    Hero lali's Avatar
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    Is there no support for Gothic 1?
    Phoenix Dev | Website | Discord

  3. View Forum Posts #3 Reply With Quote
    Veteran Liker's Avatar
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    Quote Originally Posted by lali View Post
    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.

  4. View Forum Posts #4 Reply With Quote
    Hero lali's Avatar
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    Quote Originally Posted by Liker View Post
    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.
    Phoenix Dev | Website | Discord

  5. View Forum Posts #5 Reply With Quote
    Schwertmeister Ska-Ara's Avatar
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    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?

  6. View Forum Posts #6 Reply With Quote
    Veteran Liker's Avatar
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    Quote Originally Posted by Ska-Ara View Post
    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.
    Last edited by Liker; 07.06.2020 at 07:45.

  7. View Forum Posts #7 Reply With Quote
    Schwertmeister Ska-Ara's Avatar
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    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?

  8. View Forum Posts #8 Reply With Quote
    Veteran Liker's Avatar
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    Quote Originally Posted by Ska-Ara View Post
    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

  9. View Forum Posts #9 Reply With Quote
    Serima Fisk2033's Avatar
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    Looks great! Hopefully you can finish the translation soon

  10. View Forum Posts #10 Reply With Quote
    Alter Medizinmann Tentarr's Avatar
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    Ein Teil ist bereits gemacht, auf den andern wird noch gewartet. Bin mal gespannt, ob das mit den ganzen technischen Begriffen so passt.
    Forumsuche ist blöd ? Dann benutz doch einfach die Threadinternesuche,einfach hier nachlesen:
    https://forum.worldofplayers.de/foru...1#post26090118

    Fragen zu Returning 2.0 oder alternativem Balacing?
    Fast alle Antworten gibt es entweder im Startpost oder als bereits gestellte Frage in diesem Thread

    https://forum.worldofplayers.de/forum/threads/1536606-RETURNING-v2-0-und-Alternatives-Balancing-Installation-Stand-Fragen-Antworten-28




  11. View Forum Posts #11 Reply With Quote
    Schwertmeister Feuerbarde's Avatar
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    Quote Originally Posted by Tentarr View Post
    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.
    Aktueller Zustand: Bin zuhause, viel am schlafen aber sonst geht es. (PMs hole ich dieses Wochende nach)
    Pflegestufe 3 ist DURCH !!!, Behinderten Prozente 100% mit Begleitung Bearbeitung, physisch und psychologisch arg angeschlagen.

    [Bild: 47439305ao.png]

  12. View Forum Posts #12 Reply With Quote
    Union - Testphase Niko5511's Avatar
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    Den Rest habe ich bereits übersetzt. Müsste bald kommen.

  13. View Forum Posts #13 Reply With Quote
    Veteran Liker's Avatar
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    The link has been added

    Write here if it works. All language fixes you can write here too.
    Last edited by Liker; 10.06.2020 at 07:59.

  14. View Forum Posts #14 Reply With Quote
    Legende der Amazonen Bisasam's Avatar
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    Is Union compatible with LeGo and Ikarus Scripts?


    "Das erinnert doch sehr erfreulich an das, was man sich als Gothicfan wünscht!"
    -Korallenkette

  15. View Forum Posts #15 Reply With Quote
    Veteran Liker's Avatar
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    You can play with Union with some Ikarus/Lego mods But what does it have to do with Spacer?

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    Legende der Amazonen Bisasam's Avatar
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    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.


    "Das erinnert doch sehr erfreulich an das, was man sich als Gothicfan wünscht!"
    -Korallenkette

  17. Visit Homepage View Forum Posts #17 Reply With Quote
    General Dada's Avatar
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    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:

    Code:
    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>

  18. View Forum Posts #18 Reply With Quote
    Veteran Liker's Avatar
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    Quote Originally Posted by Bisasam View Post
    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

    Quote Originally Posted by Dada View Post
    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:

    Code:
    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?
    Last edited by Liker; 11.06.2020 at 07:44.

  19. Visit Homepage View Forum Posts #19 Reply With Quote
    General Dada's Avatar
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    Quote Originally Posted by Liker View Post
    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.

  20. View Forum Posts #20 Reply With Quote
    Ehrengarde mud-freak's Avatar
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    Quote Originally Posted by Dada View Post
    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.
    Last edited by mud-freak; 11.06.2020 at 21:37.

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