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  1. Beiträge anzeigen #1 Zitieren
    Neuling Avatar von Half
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    Half ist offline

    [Patch] Item Locator

    Item Locator
    This patch locates nearby items and marks them by drawing spheres around them when a button is pressed. It works for both Gothic 1 and Gothic 2 NotR and for items introduced by mods as well. Different categories of items have different colored spheres.

    The default keybind is V, which can be changed through the in-game menu. The radius of when an item is considered nearby, the sphere size and the color settings can be changed in the Gothic.ini file.

    Ninja is required to use this patch.

    This patch may not work in combination with some custom renderers.

    If the Item Map patch is also installed, its color settings can be used for Item Locator as well (using Gothic.ini).

    Installation
    Install the latest version of Ninja
    Download ItemLocator.zip and place ItemLocator.vdf into the directory [Gothic]\Data\

    This patch is also available on Spine

    Keybinds
    The Locate Items keybind can be changed in the in-game settings menu.

    .ini-Settings
    The following settings can be changed by editing the Gothic.ini file:

    radius: the radius in cm within which an item is considered 'nearby'. Items within this radius will be marked when the Locate Items button is pressed.

    sphereSize: size of the spheres (radius in cm) which are used to mark nearby items.

    useItemMapColors: whether or not the color settings of the Item Map patch should be used. This only works if there is a valid .ini section for the Item Map color settings. To enable set to 1, to disable set to 0.

    [itemcategory]: hexadecimal color of the sphere an item will be marked with if it belongs to this item category. If the value for a category is set to 0, items of this category will not be marked.

    The default .ini settings are as follows:
    Code:
    [ITEMLOCATOR]
    radius=1500
    sphereSize=20
    useItemMapColors=0
    combat=#CC0000
    armor=#FF471A
    rune=#4747D1
    magic=#E6B800
    food=#28A428
    potion=#00CCFF
    docs=#FFFF99
    other=#808080

    Notes
    This patch may not work in combination with some custom renderers.
    Geändert von Half (24.04.2021 um 22:54 Uhr)

  2. Beiträge anzeigen #2 Zitieren
    Lehrling Avatar von dataframe
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    dataframe ist offline
    This is a nice idea - thanks for the work =)

  3. Beiträge anzeigen #3 Zitieren
    Ehrengarde Avatar von neocromicon
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    Zitat Zitat von Half Beitrag anzeigen
    This patch may not work in combination with some custom renderers.
    That means no DirectX11 Renderer Support?

    By the way, very nice and useful patch!

  4. Beiträge anzeigen #4 Zitieren
    Neuling Avatar von Half
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    Half ist offline
    Zitat Zitat von neocromicon Beitrag anzeigen
    That means no DirectX11 Renderer Support?

    By the way, very nice and useful patch!
    I've tested it with D3D11 Renderer Clockwork Edition and it didn't seem to support the debugging lines I'm drawing to mark items (still runs fine, just doesn't draw spheres).

    Thank you!

  5. Beiträge anzeigen #5 Zitieren
    Ritter Avatar von Kirides
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    Zitat Zitat von Half Beitrag anzeigen
    I've tested it with D3D11 Renderer Clockwork Edition and it didn't seem to support the debugging lines I'm drawing to mark items (still runs fine, just doesn't draw spheres).

    Thank you!
    can you try the "Yet Another GD3D11 Renderer" by me?

    i implemented debug line drawing. Atleast the ingame waynet work as they should (toggle waynet command in F2)

  6. Beiträge anzeigen #6 Zitieren
    Ehrengarde Avatar von neocromicon
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    Zitat Zitat von Kirides Beitrag anzeigen
    can you try the "Yet Another GD3D11 Renderer" by me?

    i implemented debug line drawing. Atleast the ingame waynet work as they should (toggle waynet command in F2)
    Ich bin mal so frei ^^.

    DirectX11 with Yet another Renderer + keks:
    [Bild: 19xkw8.jpg]

    DirecX7:
    [Bild: whatsappimage2021-04spkbq.jpeg]

  7. Beiträge anzeigen #7 Zitieren
    Neuling Avatar von Half
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    Half ist offline
    Zitat Zitat von Kirides Beitrag anzeigen
    can you try the "Yet Another GD3D11 Renderer" by me?

    i implemented debug line drawing. Atleast the ingame waynet work as they should (toggle waynet command in F2)
    Like neo shows above, the spheres don't seem to be drawn with Yet Another GD3D11 Renderer.

    The patch uses 'zTBSphere3D__Draw', if that helps.

  8. Beiträge anzeigen #8 Zitieren
    Ritter Avatar von Kirides
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    Kirides ist offline
    Zitat Zitat von Half Beitrag anzeigen
    Like neo shows above, the spheres don't seem to be drawn with Yet Another GD3D11 Renderer.

    The patch uses 'zTBSphere3D__Draw', if that helps.
    that helps me out, will need to implement that at some point.

  9. Beiträge anzeigen #9 Zitieren
    Just arrived
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    KyonV2 ist offline
    Zitat Zitat von Kirides Beitrag anzeigen
    that helps me out, will need to implement that at some point.

    I'd love to see this in your Renderer. Now that I discovered Item Locator I literally cannot imagine playing without it but not having DX11 also hurts.

  10. Beiträge anzeigen #10 Zitieren
    Provinzheld
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    Straputsky ist offline
    Amazing. Is it possible to mark corpses as well? Sometimes I loose overview and the vegetation hides lootable corpses.

  11. Beiträge anzeigen #11 Zitieren
    Ritter Avatar von Kirides
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    Kirides ist offline
    Zitat Zitat von Half Beitrag anzeigen
    Like neo shows above, the spheres don't seem to be drawn with Yet Another GD3D11 Renderer.

    The patch uses 'zTBSphere3D__Draw', if that helps.
    Zitat Zitat von KyonV2 Beitrag anzeigen
    I'd love to see this in your Renderer. Now that I discovered Item Locator I literally cannot imagine playing without it but not having DX11 also hurts.
    i implemented zCRndD3D:: Drawline in the latest version of my Yet Another Renderer (https://forum.worldofplayers.de/foru...1#post26747476)

    however, in G2 it currently flickers a lot, there seems to be an error somewhere in the renderers pipeline for G2, causing inaccurate position values. (probably the same issue, that causes the shadows flickering on trees and stones)
    in G1 it works as intended.

  12. Beiträge anzeigen #12 Zitieren
    Knight Avatar von danielzaiser91
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    very nice patch, but i have a question: how do i change the keybind from hold to toggle or always on? I dont really like holding the key down

  13. Beiträge anzeigen #13 Zitieren
    Neuling Avatar von Half
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    Half ist offline
    Zitat Zitat von Straputsky Beitrag anzeigen
    Amazing. Is it possible to mark corpses as well? Sometimes I loose overview and the vegetation hides lootable corpses.
    This is something I could look into adding, yes. Thanks for the suggestion!

  14. Beiträge anzeigen #14 Zitieren
    Neuling Avatar von Half
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    Zitat Zitat von danielzaiser91 Beitrag anzeigen
    very nice patch, but i have a question: how do i change the keybind from hold to toggle or always on? I dont really like holding the key down
    This is not something you can currently do with this patch. I could perhaps add it in the future, but I'm not sure how many people would actually want to use it. Thanks for the suggestion though!

  15. Beiträge anzeigen #15 Zitieren
    Ehrengarde Avatar von neocromicon
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    Zitat Zitat von Half Beitrag anzeigen
    This is not something you can currently do with this patch. I could perhaps add it in the future, but I'm not sure how many people would actually want to use it. Thanks for the suggestion though!
    Plus One

  16. Beiträge anzeigen #16 Zitieren
    Knight Avatar von danielzaiser91
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    I have another suggestion: Would it be possible to highlight corpses / containers that have content?

  17. Beiträge anzeigen #17 Zitieren
    Neuling Avatar von Half
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    Half ist offline
    Zitat Zitat von danielzaiser91 Beitrag anzeigen
    I have another suggestion: Would it be possible to highlight corpses / containers that have content?
    Yes, this is something I might add.

  18. Beiträge anzeigen #18 Zitieren
    Ranger
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    Vigarde ist offline
    Would it be possible to include an additional dedicated toggle-key?
    Kinda bothers me that I constantly have to press down.

    Otherwise pretty handy.
    A pity that it doesn't seem to work with DX11 though.

  19. Beiträge anzeigen #19 Zitieren
    Ehrengarde Avatar von neocromicon
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    Zitat Zitat von Vigarde Beitrag anzeigen
    Would it be possible to include an additional dedicated toggle-key?
    Kinda bothers me that I constantly have to press down.

    Otherwise pretty handy.
    A pity that it doesn't seem to work with DX11 though.
    You need Yet Another D3D11 Renderer, go to last page.

    Spoiler:(zum lesen bitte Text markieren)

  20. Beiträge anzeigen #20 Zitieren
    Springshield  Avatar von Homerclon
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    Is it possible to couple the function to the wisp / fen fire / ghost light (i don't know how the "Irrlicht" named in the English version)?
    Only the amulet in inventory, and only shows what it was trained to do. That which cannot be trained (corpses for example), even without training.
    Without this, it feels like a cheat to me.

    - Keine verdammte Hechtrolle zum ausweichen in Kämpfe!
    - 01100100 00100111 01101111 01101000 00100001

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