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[bitno] Gothic 3 v1.6


voodoo_

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Napokon :)

Posle community patcheva koji su ispravili veliki broj problema sa kvestovima, izašao je i v1.6 sa novim memorijskim menadžerom i tonom ispravljenih bagova sa tehničke strane, čime bi igra napokon trebalo da radi i na relativno skromnijim računarima, bez curenja memorije, preteranog swapovanja i slično.

Inkrementalni patch (sa 1.12 ili community izdanja na 1.6):

http://snorre.jowood.de/~community/Gothic3...Incremental.exe

Kompletan patch (sa bilo koje verzije na 1.6):

http://snorre.jowood.de/~community/Gothic3...h_v1.6_Full.exe

Zvaničan thread: http://forum.jowood.de/showthread.php?t=151286

Spisak izmena (od 1.52):

Fixes made by Spellbound:

----------------------------

- New memory manager implemented to improve performance and stability.

- Error handling in memory pool improved.

- Fixed memory allocation error when saving.

- Memory is now freed correctly.

- Improved memory allocation for memory streams in filesystem/streams.

- Fixed a potential memory leak which would result when an insert operation fails.

- Fixed memory leak which produces 84+20 bytes leaks for each savegame when entering the load screen.

- Remaining memory impact during save/load reduced from >100MB in some cases to typically less than 1,5MB - thus increasing game stability significantly.

- Fixed memory leak in Script_Game.

- Fixed some potential memory leaks in scripts.

- Several shader enhancements to improve memory usage.

- Fixed several uninitialized memory reads (potentially resulting in unstable or unpredictable runtime behavior).

- Improvements to the memory logging system - giving more detailed protocols of memory allocation activities.

- Improved caching.

- Unload caches before game restart (further reduction on memory leaks while saving/loading).

- Purged all regular caches before loading a savegame - further reducing the memory leak during save/load.

- Fixed access violation exception on program termination - crash during exit.

- Fixed a crash bug where entities were cached out even though they were still in use.

- Fixed crash bug in physics and character controller - occurs potentially during main gameplay.

- Fixed crash bug within entity manager - occurs potentially during main gameplay.

- Fixed one crash bug when using teleport stone.

- Changed control order for PrefetcherJob destruction to avoid deadlocks (and possible crashes).

- Fmodex.dll updated to version 4.10.01 (fixing potential freezes or crash).

- Changes to the filesystem for Fmodex to avoid file format errors.

- Memory performance improvements in the mesh renderer.

- Fixed some memory fragmentation for performance improvements.

- Performance and memory improvements to the container templates.

- Slight performance improvements in ThreadPool.

- Reused vertexbuffer declarations in several locations.

- Error handling in vertex processors improved.

- Created vertex buffers in default pool instead of managed pool if managed pool fails.

- Fixed memory overwrites in the shader module.

- Fixed rendering of zero or less vertices.

- Fixed DX9 issue complaining about different vertex stream strides for lightmap.

- Fixed DX9 issue about impossible MIP filtering.

- Various small cosmetic fixes for the world.

- Some fixes to avoid playing sounds with empty filenames.

- Fixed bug where objects could be off color.

- Looted corpses don't get into the hero's focus anymore.

- Illumination error regarding vegetation fixed.

- More information for user when skilling.

- Ini/dx9error.txt at application start removed.

Fixes made by the community:

-------------------------------

- The hero's death will not cause a "Quest failed"-message anymore.

- Frozen NPCs and creatures will unfreeze after a while in any case.

- Rune and Zapotek do not attack anymore when the player picks up ham or wood for a quest.

+ To decrease the amount of unusable quest items in the inventory, quest items like barrels of fish, firewood, etc. disappear from the game when you delivered them.

- NPCs in charge of relevant quest items do not flee anymore after a city's liberation but keep fighting.

- The hero does not "stab" NPCs anymore when they already lost their last health points.

- NPCs who the player is asked to follow will walk to their designated destination instead of standing around after they get knocked down.

- Chests are now being closed after NPCs used them.

- When a ranger is being attacked by the player, the rangers nearby will approach to help him out.

- Krush Tarachs, spears and halberds dropped by NPCs are now "worn".

+ After the message "Not enough reputation" the amount of missing reputation will be displayed as well.

- Tutorials may now be deactivated permanently.

+ Fleeing NPCs after a revolution will now die instantly when you remove their last health points.

+ Whetstones can now only be used after the player learned "Hone blade".

- Quest related dialog choices concerning part deliveries of goods have been corrected.

+ Dialogs concerning success or failure of a quest are now put into the mission log as well.

- Menus can now be closed pressing the menu's key even if the player had magic "equipped" when opening them.

- You cannot invite more than one NPC into the arena at the same time anymore.

+ Whenever a "Guru" appears, a log will be saved automatically.

+ Chest name's colour now indicates whether the chest is emtpy or not.

+ Accepting a "follow quest" will automatically cancel any other active follow quest. Those quests can be restarted via dialog later on.

+ The hero may sell Sanford out to Marik even if Sanford attacked after being uncovered.

- Unnecessary Marlo dialog option "continue" has been removed.

+ Mission log entries for some quests added.

- Logic of dialogs with Folleck corrected.

- Kor-Shach does not appear as a teacher too early now.

- One of Emet's sentences is now played.

- Porgan's dialog order has been corrected.

- When the hero kills the three patrolling Orcs from Faring, he won't trigger the liberation of Faring by this.

- Buggy respawn was deactivated completely.

- Armor values for "paladin's shield" and "light rebel armor" have been corrected.

- Hunter merchants will pay twice the price for dark snapper leather and fire lizard leather.

- Gold value of some ancestor stones has been corrected to 50 gold.

- Torches now have a buying value of 3 gold, selling value is 1 gold.

- Thief merchants will pay twice the price for golden necklaces and rings now.

- The value of necklaces has been adjusted to 250 gold.

- Icons have been cleaned up.

- fmodex improvements, update to newer version.

- Several internal improvements.

- New texture fpr Angar's head.

- Flag "application can handle >2gb addressets".

+ Post processing cartoon shader (for graphic cards with shader 2.0 or higher)

- Missing wood texture added.

- Slight revision of enemy selection during fights to reduce the number of uninvolved NPCs.

- NPCs using ranged weapons or magic search for a new target when the current target gets out of sight.

- Sort order of dialog options for increase of life force corrected.

- The hero is able to damage his own summoned creatures.

- Experience points for "Rakus the Fire Mage should go to Okara" adjusted.

- Perk "Orc hunter" works now.

- Pointless "level up" notifications while the hero is transformed into an animal eliminated.

- The hero keeps his level when transformed into an animal, so he isn't too weak as animal.

- Experience points the hero gained while being transformed into an animal will not be lost anymore after transforming back.

The following fixes will only become effective when a new game is started, but not in already existing savegames:

- Strafing speed of ogres and goblins has been adjusted.

- Female slaves do not wear weapons or shields anymore.

- The Orcs in Al Shedim now react to the death of one of them with aggressive behaviour even if the player already handed all five artifacts to one of the gods.

+ Some orcs now sell orcish weapons as well as their standard equipment.

- The perk "orc slayer" now works

- No unnecessary level up messages are being displayed anymore when the hero is transformed into an animal

- Experience the hero gained while being transformed into an animal is not lost anymore when turned back into a human being

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Valjda će sve ovo drljanje oko memorije da ubrza load/save. Fino što više ne detektuje leševe koji se ne mogu više lootovati, ali kako to misle orkslayer/orchunter sada rade korektno?!! šta ti je moć sugestije, bio sam ubeđen da ih sad jače deljem pa ulećem međ' njih ko Konan [:D] Ovi cartoon filterdeluje interesantno, ali nije valjda da nisu sredili questlogove opet, to ozbiljno spušta ocenu igri.

"You're the first of the official death squads to whom we've been formally introduced... How do you do?"

 

"By my deeds I honour him, V8."

 

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Goran.rs na benču reče sledeće

Ona borba na početku koja je bila praktično neigriva na bilo kojim podešenjima, na mojoj mašini radi na 1680 i na high

Good enough for me, sad ću da instaliram pa da probam :)

Inače da, oko loada i sejva:

- Remaining memory impact during save/load reduced from >100MB in some cases to typically less than 1,5MB - thus increasing game stability significantly.

edit: probadoh :)

Ovako, učitavanje je skraćeno, primećuje se prilično. Izlazak iz igre je mnogo brži. Cartoon šejderi nisu nešto, ono nije loše al izgleda ko slika crtana uljanim bojama :) nije mi se zabagovala tastatura posle skipovanja uvodnog sinematika, što se dešavalo sa 1.5x :) tako da so far, so good. Čim uvatim duži period slobodnog vremena, moram preći igru napokon.

Edited by voodoo_
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Mnjah, ja ostajem na komunitiju 1.5, ovaj novi se kod mene pokazao kao uter krap. Učitavanje nivoa je bitno duže (početno učitavanje nivoa sa 1.5-icom ide brže nego učitavanje već loadovanog nivoa iz 1.6-ice!!), a česta seckanja i kočenja opasno idu na živce i obično traju 1-2 sekunde (za razliku od 1.5 gde je "zamuckivanje" igre prisutno samo kada se prvi put učita pozicija i posle toga jako retko). Cartoon filter mi je izgledao kao odlična ideja dok nisam provalio da ne mogu da uočim orke dok im ne priđem na 2 metra....Svaka čast na trudu i sve, kod mene jednostavno ne fercera bolje/kako je obećano (ili moram celu igru da počinjem iz početka, yeah right nakon što sam prepešačio pola kontinenta uzduž i popreko). Sva sreća što je igra sama bekapovala podatke od ranije, pa nisam morao sve da instaliram ispočetka.

Edited by Pipboy

"You're the first of the official death squads to whom we've been formally introduced... How do you do?"

 

"By my deeds I honour him, V8."

 

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Bem li ga, i ja imam 2 giga i baš je primetno češće i duže zastajkivanje sa 1.6, čak i kod delova nivoa koji su već učitani.

"You're the first of the official death squads to whom we've been formally introduced... How do you do?"

 

"By my deeds I honour him, V8."

 

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Dosta, dosta, dobar patch. Mislim, ne znam kako da je uporedim s'obzirom da sam ranije igrao na daaaleko manjim podešenjima i rezoluciji (dobro,grafulja je jača sada), sad mi je na 1680x1050 jer je to native monitora. Radi jako dobro. Sem AF koji je čini mi se na 4x sve ostalo je na maksimumu. I na takvim podešenjima znala je da zastane ali to je sada zaista veoma malo. Igranje je dosta dobro. Šta da vam kažem, patch vredi. Koliko čitam na njihovom forumu ,većina bagova je ispravljena, igra je pristojno optimizovana pa ko voli nek izvoli [:D]

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Ovo je vise stability nego performance patch, ustvari, high texture podesavanja ubiju igru u pojam.

Ovo pise u official readme-u:

========================================

3.0 Known Issues

========================================

Despite the fact that since the first CPT release a fair three digit number of fixes have been made

and the fact that the game is much more stable right now there are still a few stability issues which have not been fixed entirely:

1. High resolution texture settings will result in a higher crash frequency than mid or low resolution textures.

2. Gothic III will still run out of memory when playing longer sessions (internally we have one crash in 6-7 hours

with high texture resolutions). Teleporting frequently can further reduce the crash frequency.

3. Teleporting will take a little longer due to memory management changes

4. Alt Tabbing randomly leads to a black screen when tabbing in again

5. Game crashes randomly after transforming back from an animal

6. NPC´s can be invisible in rare cases. Just walk away and return

7. Camera can flicker in some cases. Just scroll camera out and in again

8. Playing the Orcish Drums Twice without doing anything else in between leads to a situation where you cannot do

anything anymore. Press CTRL-F8 to resolve this situation.

9. The game crashes in Myrtana, south of Geldern if the player passes beneath a bridge

========================================

Nesto sam citao po forumima... izgleda da i dalje mora da se prosiri user address space (za high podesavanja).

MSc
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to je vec do kraja.

ma sve je do kraja, igra radi u 50+ frejmova, ali:

1. High resolution texture settings will result in a higher crash frequency than mid or low resolution textures.

ne kukam ja jer igra secka, nego jer crash-ira cesto sa high texturama :((((

u 4-5 sati igre vec 2 crasha, i jedan pri loadovanju :(((

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