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  1. Homepage besuchen Beiträge anzeigen #41 Zitieren
    General Avatar von Dada
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    Zitat Zitat von mud-freak Beitrag anzeigen
    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

    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:

    Code:
    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>

  2. Beiträge anzeigen #42 Zitieren
    Veteran Avatar von Liker
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    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?

  3. Beiträge anzeigen #43 Zitieren
    Alter Medizinmann Avatar von Tentarr
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    Zitat Zitat von Bloodfly91 Beitrag anzeigen
    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. 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.
    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




  4. Homepage besuchen Beiträge anzeigen #44 Zitieren
    General Avatar von Dada
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    Zitat Zitat von Liker Beitrag anzeigen
    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:
    Code:
    (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:
    Code:
    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:0e32803f0000000000000836000000000000803f00000000000008b6000000000e32803f
                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):

    Code:
    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:0e32803f0000000000000836000000000000803f00000000000008b6000000000e32803f
                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

  5. Beiträge anzeigen #45 Zitieren
    Veteran Avatar von Liker
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    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, try new 0.07 version, I fixed the bug, remove those corrupted zenz

    New 0.07 version
    Spoiler:(zum lesen bitte Text markieren)

    • 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


    Geändert von Liker (14.06.2020 um 09:31 Uhr)

  6. Homepage besuchen Beiträge anzeigen #46 Zitieren
    General Avatar von Dada
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    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

  7. Beiträge anzeigen #47 Zitieren
    Veteran Avatar von Liker
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    Zitat Zitat von Dada Beitrag anzeigen
    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
    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.
    Geändert von Liker (15.06.2020 um 09:36 Uhr)

  8. Homepage besuchen Beiträge anzeigen #48 Zitieren
    General Avatar von Dada
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    Zitat Zitat von Liker Beitrag anzeigen
    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...
    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...

  9. Beiträge anzeigen #49 Zitieren
    Veteran Avatar von Liker
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    Zitat Zitat von Dada Beitrag anzeigen
    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...
    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
    Geändert von Liker (16.06.2020 um 09:10 Uhr)

  10. Beiträge anzeigen #50 Zitieren
    now also in your universe  Avatar von Milky-Way
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    I'm wondering whether this thread would get more attention from modders in the Editing section. 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)

  11. Beiträge anzeigen #51 Zitieren
    Veteran Avatar von Liker
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    Zitat Zitat von Milky-Way Beitrag anzeigen
    I'm wondering whether this thread would get more attention from modders in the Editing section. 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

  12. Beiträge anzeigen #52 Zitieren
    now also in your universe  Avatar von Milky-Way
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    Zitat Zitat von Liker Beitrag anzeigen
    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

  13. Beiträge anzeigen #53 Zitieren
    Veteran Avatar von Liker
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    Added a search menu. Will be available in a couple of days. Now you can use regular expressions while looking for vobs
    [Bild: attachment.php?s=c04533152391c3469d9c320224e20682&attachmentid=49342&d=1592373747&thumb=1]

  14. Beiträge anzeigen #54 Zitieren
    Hero Avatar von lali
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    Has anyone tried to run this on Linux?
    Phoenix Dev | Website | Discord

  15. Beiträge anzeigen #55 Zitieren
    Veteran Avatar von Liker
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    Zitat Zitat von lali Beitrag anzeigen
    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

  16. Beiträge anzeigen #56 Zitieren
    Veteran Avatar von Liker
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    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



    [Bild: attachment.php?s=c04533152391c3469d9c320224e20682&attachmentid=49345&d=1592469043&thumb=1]
    Geändert von Liker (18.06.2020 um 10:30 Uhr)

  17. Beiträge anzeigen #57 Zitieren
    Schwertmeister Avatar von Feuerbarde
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    Zitat Zitat von Liker Beitrag anzeigen
    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



    [Bild: attachment.php?s=c04533152391c3469d9c320224e20682&attachmentid=49345&d=1592469043&thumb=1]
    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?
    Ich suche SEHR DRINGEND: Alten Rechner für ein MS-DOS/Windows 3.11/ME System MIT Diskettenlaufwerk.
    Aktueller Zustand: Muss im Januar/Februar - wenn es ganz schlecht läuft erst im April in Fachklinik.
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  18. Beiträge anzeigen #58 Zitieren
    Veteran Avatar von Liker
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    Zitat Zitat von Sporthistoriker Beitrag anzeigen
    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.

  19. Homepage besuchen Beiträge anzeigen #59 Zitieren
    SumpfkrautOnline Avatar von Orange
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    Da wo du nicht bist
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    Any new improvement?

  20. Beiträge anzeigen #60 Zitieren
    Serima Avatar von Fisk2033
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    Hi Liker, do you still work on this project?

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