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Changelog

szapp edited this page Oct 12, 2019 · 8 revisions

v1.2.0: Oct 12, 2019

  • Disable ranged combat modulators in default config: Default-config is now well-balanced

    With the standard configuration, the experience concerning accuracy should now come very close to the default-auto-aiming of the original game. Accuracy modulators, like variable draw force, weapon recoil, and decreased accuracy while moving are now disabled by default. Out of the box, ranged combat now really only adds free aiming and free movement with deterministic projectile gravity arc (plus other features, if initialized).

  • Temporarily provide projectile pointer to config using global variable GFA_ProjectilePtr

    Most of the configuration functions now have access to the projectile that was/is being shot. This may be useful to retrieve its current location, attach a visual effect or simply check the projectile instance in case of a multi-munition feature. A pointer to the projectile is made available temporarily (for the duration of the config functions) in the global variable GFA_ProjectilePtr. The description of config functions for which this pointer is available are updated in the wiki.

  • Add more safety checks to aiming at NPCs (head aim ray)

  • Fix spell reticle for firestorm in config

    Previously, firestorm showed a wrong reticle.

  • Enable trigger collision fix for NPCs also

    The undesired collision with triggers is now also fixed for NPC shooters. Previously this was the case for the player only.

v1.1.0: Dec 9, 2018

  • Add INI setting for reticle size in pixels to better account for high resolutions, see wiki
  • Add INI setting for also displaying the focus when not aiming, see wiki
  • Fix focus collection on loading when a weapon was drawn
  • Fix crossbow aiming animation (master stance) with low FPS (no longer interrupted)
  • Implement timed fade-out of projectiles in Gothic 1 as found in Gothic 2
  • Simplify initialization by setting debug visualization (Draw3D) to optional
  • Remove all dependencies on PermMem (View, FrameFunctions) and Interface (Print_S)
  • Remove all entries in SCRPTSAVE.SAV
  • Determine reticle textures by spell ID by default, removing the need for separate G1/G2 files
  • Fix override of memory protection when initialization spells only

v1.0.1: Jan 2, 2018

  • Improve scattering for ranged combat
  • Decrease impact of accuracy modulators (draw force, steady aim, movement)

v1.0.0: Dec 2, 2017

  • Rewrite critical hit feature to provide model bone that was hit
  • Move damage behavior into critical hit config
  • Enable refined collision check even if scattering is disabled
  • Fix minor (cosmetic) details

v1.0.0-beta.22: Oct 29, 2017

  • Outsource debug visualizations to LeGo Draw3D
  • Adjust GFA initialization to new LeGo Hooks implementation
  • Add emergency lock of GFA initialization for mod-projects

v1.0.0-beta.21: Oct 16, 2017

  • 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)

v1.0.0-beta.20: Oct 5, 2017

  • 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

v1.0.0-beta.19: Sep 30, 2017

  • Fix critical game crash when inserting NPCs
  • Improve balancing in default config

v1.0.0-beta.18: Sep 29, 2017

  • 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

v1.0.0-beta.17: Sep 23, 2017

  • 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

v1.0.0-beta.16: Sep 22, 2017

  • 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

v1.0.0-beta.15: Sep 17, 2017

  • 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

v1.0.0-beta: Sep 15, 2017

  • 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

v1.0.0-alpha: Jul 14, 2017

  • 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

v0.2.0-alpha.1: Jun 14, 2017

  • Fix crash on picking up projectiles after world change

v0.2.0-alpha: Apr 24, 2017

  • 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

v0.1.2: Jan 7, 2017

  • Apply screen center fix to hit marker (config)
  • Fix collision for materials without texture
  • Fix bbox check for critical hits
  • Add FAQ to README

v0.1.1: Nov 28, 2016

  • Move the project under the MIT License
  • Fix bug with centering the reticle on the screen

v0.1.0: Nov 28, 2016

  • Initial release
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