Dieser Patch (Gothic 1 und Gothic 2 dNdR) führt ein schlichtes Ausdauersystem ein. Dabei verbrauchen Sprinten und verschiedene Aktionen im Nahkampf Atem, den man schon vom Tauchen kennt (gelber Sauerstoffbalken).
Die Dauer des Sprints, sowie die prozentualen Kosten für Schläge, Kombischläge und Paraden für Faust-, Einhand- und Zweihandkampf lassen sich einzeln in der Gothic.ini anpassen, bzw. auch einzeln deaktivieren. Das ist gerade deshalb sinnvoll, da Sprinten bereits in einigen Mods implementiert ist. Außerdem erlauben die Anpassungen volle Freiheiten in der persönlichen Interpretation und Vorliebe von Ausdauer in Computerspielen.
Dieser Patch ist sinnvoll, um das Kampfsystem herausfordernder zu gestalten. "Vorteile" birgt er keine.
Achtung: Dieser Patch benötigt die neuste Ninja version (2.2.02).
Sprinten (lässt sich im Spielmenü ändern, bzw. in der Gothic.ini deaktivieren)
INI Einstellungen
Anpassungen sind in der Gothic.ini in der Sektion [STAMINA] möglich. Nach erstmaligem Starten wird diese erstellt. Die Kosten für einzelne Schläge, Kombischläge und Paraden lassen sich dort mit prozentualen Werten anpassen. Dies gilt ebenfalls für die Gesamtdauer des verfügbaren Sprintens in Sekunden. Einzelne Aspekte lassen sich mit einem Wert von Null (0) deaktivieren. D.h. ist z.B. die Sprintdauer 0, wird dieses Feature nicht initialisiert. Gleiches gilt für die anderen Aspekte.
Bemerkungen
Die Standard-Einstellung lauten wie folgt. Diese Werte entsprechen 15 Sekunden sprint, der erste Schlag mit einer Einhandwaffe kostet 18% Ausdauer, jeder Folgeschlag einer Kombi 10% und eine Parade 8%, usw. Eine modifizierte Sprintanimation wird zur Verfügung gestellt.
Dieser Patch gilt als Demonstration der simplen Ausdauer-Integrierung, die ich hier vorgestellt habe.
English translation:
Spoiler:(zum lesen bitte Text markieren)
This patch (Gothic 1 and Gothic 2 NotR) introduces a simple stamina (endurance) system. With it sprinting as well as various actions in melee combat decrease the available breath, that is already familiar from diving (yellow oxygen bar).
The duration of sprinting and percentage wise costs of weapon swings, combos and parades for fist, one-handed and two-handed combat are adjustable in the Gothic.ini, or may be disabled entirely. This is especially useful, since some mods already implement a sprint system. Additionally these adjustments allow for full freedom in personal interpretation and preference when it comes to endurance/stamina system in video games.
This patch can make the combat more challenging. It offers no "advantages".
Note: This patch requires the latest Ninja version (2.2.02).
Hold to sprint (can be changed in the game menu or disabled entirely in the Gothic.ini)
INI Settings
Adjustments are available in the Gothic.ini in the section [STAMINA]. After first launch, this section created. The costs for individual swings, combo hits and parades may be adjusted in percentages. This is also the case of the total duration of sprinting in seconds. Individual aspects can be disabled with a value of zero (0). That means, if the sprinting duration is set to 0, this feature is not even initialized. The same goes for the other aspects.
Notes
These are the default settings. These values correspond to 15 seconds of sprint, the first hit of a one-handed weapon cost 18% stamina, every following swing in a combo cost 10% and a parade 8%, and so on. A modified sprint animation is supplied.
Wie schnell erholt sich der Atem denn wieder? Sprich, wie viele Schläge kann man am Stück austeilen durch die minimale Erholung zwischen den Schlägen? Vermutlich verhindert das System, dass man so einfach schon früh im Spiel starke Gegner besiegen kann, wenn man deren Kampftechnik kennt?
Wie schnell erholt sich der Atem denn wieder? Sprich, wie viele Schläge kann man am Stück austeilen durch die minimale Erholung zwischen den Schlägen? Vermutlich verhindert das System, dass man so einfach schon früh im Spiel starke Gegner besiegen kann, wenn man deren Kampftechnik kennt?
Während es zwar in dem unterliegenden Skript möglich ist, die Regeneration zu ändern, habe ich für den Patch hier darauf verzichtet. D.h. die Regeneration beläuft sich auf den Standard von Gothic. Das sind 15 Sekunden für den gesamten Balken von ganz leer bis ganz voll.
Ich weiß nicht genau, ob ich deine zweite Frage richtig verstanden habe. Wie viel Ausdauer ein Schlag kostet, lässt sich in der Gothic.ini einstellen.
The recovery time untill full stamina again (those 15 seconds) cand be adjusted? If not can you make it adjustable please?
What happen if you remain without stamina in the midle of the combat?
Thanks then patch.
Everything works well, there are suggestions:
- In the menu the word Sprint (Спринт) with a capital letter
- take the description under the Sprint button from menu.dat or use the original names. In the Russian version it is written like this:
Del очистить клавишу, Enter переопределить клавишу
-it is inconvenient to keep the button constantly pressed, it would be more convenient to make it switchable, if possible.
-add reduced stamina when shooting with a bow/crossbow
In a fight, when you run out of stamina, you will have to wait to recover for the attack.
Fragen zu Returning 2.0 oder alternativem Balacing?
Fast alle Antworten gibt es entweder im Startpost oder als bereits gestellte Frage in diesem Thread
Gratt made a plugin that allows animations to switch seamlessly, as he noticed, the inclusion of sprint interrupts the current animations, in principle, if you ask for a code, you can include it in the plugin.
The recovery time untill full stamina again (those 15 seconds) cand be adjusted? If not can you make it adjustable please?
If you convince me how this would be beneficial and not already adjustable by the percentages, then maybe.
Zitat von N1kX
- In the menu the word Sprint (Спринт) with a capital letter
- take the description under the Sprint button from menu.dat or use the original names. In the Russian version it is written like this:
Del очистить клавишу, Enter переопределить клавишу
Thanks, I will make sure to fix that at some point!
Zitat von N1kX
-it is inconvenient to keep the button constantly pressed, it would be more convenient to make it switchable, if possible.
I myself, don't find it inconvenient at all. If you bind the key to SHIFT on your keyboard it's quite comfortable. Here, too: Convince me.
Zitat von N1kX
-add reduced stamina when shooting with a bow/crossbow
I played with that thought but decided against it. The drawing and reloading animation is long enough such that for reasonable stamina costs, it has already regenerated the by the time the next shot takes place. So it had no impact whatsoever. I found it more annoying to see the bar decrease and increase all the time.
Zitat von N1kX
Gratt made a plugin that allows animations to switch seamlessly, as he noticed, the inclusion of sprint interrupts the current animations, in principle, if you ask for a code, you can include it in the plugin.
I don't see the need for this fix for this patch. It may show that the hero briefly stops when transitioning from sprint to running, but that's really neglectable aside from purely asthetic. If I understand correctly this is an independent plugin, so players may chose to use it if needed.
No need for me to over-engineer this simple patch. The lighter it is the better.
Gratt made a plugin that allows animations to switch seamlessly, as he noticed, the inclusion of sprint interrupts the current animations, in principle, if you ask for a code, you can include it in the plugin.
What kind of crash is it? Is there an Access Violation? Is there an error message?
Does the mod crash specifically with this patch or does it also crash if only Ninja is installed without this patch?
What other patches do you have installed? Does the crash also happen if no other patch is installed and only Ninja (and this patch)?
You might understand that I need this information, because I have no psychic powers to guess this.
You're right,I did not explain the problem properly, my bad!
The problem is only with Ninja (wanted to install this stamina patch, I seen this problem, removed the stamina.vdf and the Gothic.ini entries, still crash only with Ninja, removed Ninja, no more crash. Trying from beginig to install only Ninja, crash the same...). I have other mods beside this, and also Gothic 1 without mods works fine, just this mod is crashing...
It is an Acces Violation Gothic 1.08k_mod has cause an acces violation at address 006F86F4h by atempting to "read" from address 00000000h.
The image I posted in the link below. (I don't know how to add here images, hope someone will explain me how)
You're right,I did not explain the problem properly, my bad!
The problem is only with Ninja (wanted to install this stamina patch, I seen this problem, removed the stamina.vdf and the Gothic.ini entries, still crash only with Ninja, removed Ninja, no more crash. Trying from beginig to install only Ninja, crash the same...).
It is an Acces Violation Gothic 1.08k_mod has cause an acces violation at address 006F86F4h by atempting to "read" from address 00000000h.
The image I posted in the link below. (I don't know how to add here images, hope someone will explain me how)
Thanks for the detailed description and the screenshot.
Do you by any chance play a mod that was translated with the Easy Gothic Mod Translator? Older versions of this tool produce invalid DAT files resulting in the crash you experienced. Version V1.0a should be used instead.
Tharr,
Install Union 1.0h
Copy Autorun in gothic 2\system
Copy zModelProto.patch in gothic 2\system
Run game
Difference before and after. To (Original)
the inclusion of the sprint will always reset the current animation, it’s easy to verify this, with any weapon / fist you take a take-off run and immediately sprint, player will instantly finish attacking and running.
After
sprint during the attack will be included after the animation is completed, as it should be, that is, we do the attack and sprint, the sprint will not interrupt the attack.
Gratt wrote to you to look and fix overlay errors
Пираньи со своими кривыми переходами от оверлея к оверлею всю картину портят. Вот, набросал тестовый код, который делает анимации между оверлеями 'бесшовными'. В оригинале: движок прерывает все уровни активных анимаций. Теперь: применение оверлея происходит методом перехода от старой активной анимации к новой.
Есть только один случай, когда прерывание необходимо - это в момент уже переходящей анимации в анимацию (в консоль выведется соответствующая строка). То есть по хорошему код вызова оверлея необходимо изолировать от спама кнопки.
И да, для справки. Поскольку удаление оверлея предполагает бесшовный переход от новых анимаций к старым, то удаление оверлея отсрочено на 5 секунд в отдельном потоке.
Translate
PB with their curved transitions from overlay to overlay spoil the whole picture. Here, I’ve sketched a test code that makes animations between overlays 'seamless'. In the original: the engine interrupts all levels of active animations. Now: applying the overlay takes place by moving from the old active animation to the new one.
There is only one case when an interruption is necessary - this is at the moment the animation is already moving into the animation (the corresponding line will be displayed in the console). That is, for good, the overlay call code must be isolated from the spam buttons.
And yes, for reference. Since deleting an overlay involves a seamless transition from new animations to old ones, removing an overlay is delayed by 5 seconds in a separate stream.
Thanks for the detailed description and the screenshot.
Do you by any chance play a mod that was translated with the Easy Gothic Mod Translator? Older versions of this tool produce invalid DAT files resulting in the crash you experienced. Version V1.0a should be used instead.
It was indeed made with an older version. I simply loaded the mod file in the translator and saved it again without changing anything else: https://filehorst.de/d/dHsFEAeB
Du bist ein wahrer Magier mud-freak! Ich liebe diese Mod. Ich finds auch klasse das du es schaffst so wenig non-sense in den Code reinzubauen, das macht es sehr entspannt sich dazu einzulesen und daraus zu lernen..
Mir ist beim spielen lediglich aufgefallen, dass man zum springen keine Stamina verbraucht. Vielleicht sollte das noch eingeführt werden? Oder zumindest die Ausdauer regeneration zeitweise unterbunden werden, ansonsten kann man sprinten bis die Ausdauer leer ist, und dann ein wenig durch die Gegend hüpfen.
Schläge bzw. Seitenhiebe sollten vielleicht auch _etwas_ mehr Ausdauer verbrauchen. Ich habe auf Level 1 einen Kampf begonnen obwohl ich vielleicht noch 10% Ausdauer hatte, und hatte trotzdem keine Problem links/rechts Kombis zu spammen.
It was indeed made with an older version. I simply loaded the mod file in the translator and saved it again without changing anything else: https://filehorst.de/d/dHsFEAeB
Thanks for the new version, but also this one crashes the same...
Thanks for the new version, but also this one crashes the same...
Ok, another try then: https://filehorst.de/d/dyxoGFAE
This time I tested it too and it doesn't crash, but none of the stamina functionality is there either.
I also tried the Mud and Game Time patch and they both worked fine.
BTW I tried this patch with original G1 and even when the stamina bar is empty the hero has no issue swinging his sword.