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Changelog
szapp edited this page Oct 30, 2017
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- Outsource debug visualizations to LeGo Draw3D
- Adjust GFA initialization to new LeGo Hooks implementation
- Add emergency lock of GFA initialization for mod-projects
- Allow control scheme overrides for ranged and/or spell combat (Gothic 2 only)
- Revert to stationary focus spells (e.g. sleep): no free aiming or free movement
- Fix bug where close range shots would not be detected
- Fix issue with C_CanNpcCollideWithSpell() (Gothic 2 only)
- Fix bug with aiming in ranged combat when disabling free aiming in the menu
- Fix attack run turning bug (Gothic 2 only)
- Fix critical bug that did not allow opening the inventory
- Fix bug that broke the dialog system in Gothic 1
- Add free aiming and free movement for focus spells (e.g. sleep)
- Set stricter focus collection for spells to improve targeting in groups of NPCs
- Fix bug to allow mouse movement during shooting and casting
- Introduce exceptions for immune damage types (Gothic 2 only)
- Add fourth iteration animations: Bow sideways movements are now less ridgid
- Reduce auto created ammo in the engine (for re-usable projectiles feature)
- Remove reticle coloring in default config (commented out)
- Remove zSpy warnings
- Fix critical game crash when inserting NPCs
- Improve balancing in default config
- Strip down and improve code and performance
- Fix bug where aiming is canceled by ambient OUs (G2ctrl)
- Remove turning animations for movement spells
- Fix bug with floating projectiles after loading
- Fix another game crash on startup
- Fix a small bug within the trigger collision fix
- Improve close range hit detection
- Enlarge humanoid bounding boxes to include the head node
- Improve focus collection to detect head node
- Improve critical hit detection
- Automate the retrieval of weak spot bounding boxes
- Re-adjust scattering angles (decrease hit accuracy)
- Improve sideways aim movements for T2 stances
- Add ability to move with other spells than just free aiming ones
- Improve focus collection for spell combat
- Improve Gothic 2 controls for free aiming spell combat
- Add refined collision detection for projectiles
- Improve general performance and focus collection
- Fix falling while in aim movement
- Allow aiming from running
- Stop turning animations on aiming onset (ranged combat)
- Change movement in spell combat (Gothic 2 controls)
- Disable focus collection while running
- Add second iteration animations
- Decrease accuracy while aiming
- Add new damage animations
- Fix strafing in spell combat (G2ctrl)
- Send correct perceptions when sneaking while strafing
- Fix spell inventory bug
- Fix draw time onset when running
- Fix recoil camera shift
- Reset spells only if necessary
- Fix rare bug on startup
- Fix error with scrolls
- Add full compatibility with Gothic 1 (portation)
- Add movement while aiming (including new animations)
- Rework balancing between bows and crossbows (recoil and steady aim)
- Rename project (and project files) to Gothic Free Aim (GFA)
- Provide fix for Gorn in free mine (G1)
- Fix various bugs in Gothic related to spell combat
- Fix auto turning, re-instantiate the use of Npc_GetTarget()
- Prevent crash on level change with missing focus instances
- Fix turn rate constant for Gothic 2 controls
- Allow turning while shooting in Gothic 2 controls
- Fix possible memory leaks
- Fix focus collection while in ranged shooting animation
- Adjust menu descriptions (Gothic 2 controls supported)
- Heavily reformat all functions for better readability
- Fix distance measure of trace rays when hitting NPCs
- Introduce critical hits for auto aiming (balancing)
- Prevent destruction on impact of slow moving projectiles
- Allow Gothic's standard hit chance instead of scattering
- Rework the scattering and ensure hit chance balancing to auto aim
- Increase Gothic 1 portability by replacing hard coded offsets
- Fix several crashes on loading (debugging, aim ray vob pointers)
- Compartmentalize features to allow collisions without free aiming
- Fix hit registration of bounced off projectiles (no damage)
- Introduce recoil and fix balancing issue between bow and crossbow
- Fix balancing issue with critical hits on well-protected targets
- Color reticle gray when no NPC is in focus, otherwise white
- Reformat zSpy debugging outputs for readability
- Check whether LeGo is initialized with the required flags
- Fix crash on picking up projectiles after world change
- Reorganize code into different files
- Implement Gothic 2 controls (stability not yet guaranteed)
- Improve performance of trace rays (ten-fold performance increase)
- Fix bug where spells stop mid-air
- Fix trajectory of projectiles
- Introduce critical hit definitions for (almost) all Gothic 2 creatures
- Fix bug with non-responsive AI when shot from distance
- Apply screen center fix to hit marker (config)
- Fix collision for materials without texture
- Fix bbox check for critical hits
- Add FAQ to README
- Move the project under the MIT License
- Fix bug with centering the reticle on the screen
- Initial release
Table of Contents
Features
Youtube Trailer
Demo Modifications
Installation & Requirements
Gothic 1
Gothic 2
Features & Configuration
Free Aiming
Ranged Combat
Spells
Re-usable Projectiles
Custom Collisions
Critical Hits
Hit Probability NEW
Creating a Mod File
Project Architecture
Debugging & Console Commands
Download
Free Aiming Patch
Settings for Players
Changelog
FAQ
Support this project
Acknowledgements
Contact & Discussion