Thereis an unpleasant bug with disappearing textures in the woods.
I tried another renderer for Gothic 1 called GD3D11 ( ) and it somehow manages to fix this problem.
GD3D11 is a good renderer (though some stuff isn't implemented at all, like meteors in the night sky - they are present in a vanilla game and in dgVoodoo2 of course), but i prefer a vanilla look and play of the game. dgVoodoo2 delivers in that department (and it gives a lighter load on PC).
There was a bug in dgvoodoo's d3d11 with AMD cards ever since 2.55. Dege found what was causing it, but he needs more data to fix it for all the GPUs affected by it. Versions 2.81.1 and 2.82.2 got first GPUs fixed, but there can be more GPUs affected and it needs more data from users.
Are you using AMD or NVIDIA?
If AMD you can try:
- version 2.54 for the d3d11 specifically
- any current release(2.81.x) that you downloaded and use d3d12 renderer(create config file-you need either run the dgvoodooCpl with admin permissions or create config file on desktop and copy paste it to gothic directory, because d3d11 runs by default)
If you are using AMD and any of these solve the problem, then it would be nice of you if you said what GPU u use. If it doesn't fix anything or you got NVIDIA then forget it, and wait for Dege response ?
Are you using AMD or NVIDIA?
If AMD you can try:
- version 2.54 for the d3d11 specifically
- any current release(2.81.x) that you downloaded and use d3d12 renderer(create config file-you need either run the dgvoodooCpl with admin permissions or create config file on desktop and copy paste it to gothic directory, because d3d11 runs by default)
If you are using AMD and any of these solve the problem, then it would be nice of you if you said what GPU u use. If it doesn't fix anything or you got NVIDIA then forget it, and wait for Dege response ?
I tried all possible Output Rendering API's - bug appears all the time. And tried all possible "Videocards" on the DirectX tab in dgvoodooCpl as well.
I have chosen correct game's [Config folder / Running instance] before applying changes to Output Rendering API in dgvoodooCpl. So it's not that i have messed something up with the dgVoodoo2.
I ran into this problem years ago, but actually the missing parts of the meshes are missing because they are not drawn by the game.
Maybe it's coming from some internal visibility calculation in the game, but anyway, dgVoodoo does not know about the missing mesh parts. It's not the textures that are missing but the mesh triangles themselves.
I just did a quick try and got exactly the same with D3D9on12 with your savegame as with dgVoodoo.
There is a DDraw.dll in Gothic's "system" dir, that will be overwritten by DDraw.dll bundled with GD3D11 (so it might be worth it to backup game's original ddraw.dll). Looks like that file is used to select which renderer to use. When I want to use dgVoodoo2 with Gothic, i just copy the DDraw.dll bundled with dgVoodoo2 to Gothic's "system" dir. Same with GD3D11, but DDraw.dll should be copied from GD3D11 archive this time.
Installation & Usage
1. Download the GD3D11-LATEST_VERSION-ci.zip file from the Assets section in the latest release of this repository (e.g. kirides/releases).
2. Unpack the zip file and copy the content into the Gothic\system\ or Gothic2\system\ game folder.
3. When starting the game you should see the version number of GD3D11 in the top-left corner.
4. As soon as you start the game for the first time after the installation you should press F11 to open the renderer menu and press Apply(*). This saves all the options to Gothic(2)\system\GD3D11\UserSettings.ini.
--usage
Sorry for the late respond. The last time I tested GD3D11 (the latest version from github) and it didn't work, only a message box appeared that my executable is not compatible with GD3D11. I could test other versions, and maybe I could get them to work, but as I pointed it out, the missing polygons is not a bug in dgVoodoo since it works the same way natively. Maybe it'd be simpler to ask the author of GD3D11 if he/she did some extra effort in their dll to make the game render the whole terrain meshes all the time (some DD device capability or sg like that), or it just works with that magically.
So, it was written specifically for Gothic I and II to overcome theirs problems and add new features.
Initially i thought that maybe it's a bug in dgVoodoo2, but now i understand that this is not the case.
PS: I know that dgVoodoo2 helps to run a lot of old games on modern hardware. And fixing individual game's bugs/intricacies never was the purpose of it. It does it's job very well. Thanks again for all your work on this great tool!
The 100% definition for this game is the maximum number of quests solved (42).
There is an SDA thread. Further help can be found in the WorldofGothic forums (English is allowed).
See this playlist for already published runs.
Strafing
Strafing works on practically any gate or door. You just stand in the corner, strafe into it and then repeatedly strafe until you magically go through. How and why this works remains a mystery and no way to get it reliably has been found yet. It seems to be better to make many small strafes (pressing the key quickly) instead of a long one and to adjust the camera so that it lines up with the gate. Make a save just after getting in the right position, so you don't need to do it at each attempt of the actual glitch.
Repeated jumping in a corner
Run into a corner, do a running jump where the two walls connect and repeatedly use the map key to jump again (see below in the flying section). With luck you will go through. Example
Alt + M
This is a very reliable trick for gates on a downwards slope. The very first gate in the Temple of the Sleeper is an example of it. Remove any map from your inventory, jump and hold down M in mid-air. You will get stuck in your current animation status, glide down the slope and possibly go through the gate. Then release the M key and continue.
Transformation
Transform into an animal, go to where you want to go through and transform back. It only works in some directions and there has to be enough ground to stand on behind the gate or wall. If it doesn't work in the direction you want to go, you can block the place behind you with hostile creatures you lure before. Since their place is already occupied, the game will send you to the only remaining direction. Example
It also works when an object is sticking out of the game world allowing you to go OOB. Example
Duplication
In addition to 1.06l-exclusive duplication, there are 2 tricks that work in all versions:
- If you get hit or a speed potion expires while consuming an item you keep the item but get the effect. Useful to boost attributes with a single potion. There may be more causes for this glitch.
- If an item is consumed by a pan, forge or similar, you can double it's quantity. Have the pan in your focus, open your inventory, navigate to the item to duplicate, press Ctrl+Up. Example
Dialogue trick
This item is only useful for the very last segment of the run after the very last dialogue you need to have. Engage a NPC that talks to you automatically and press Esc at the right time so that you have the menu open while in dialogue mode. Now load a save and go to a NPC that would talk to you. NPCs will no longer react to you and you cannot save anymore. This especially means you can pierce the Sleeper's hearts without opposition. Pay attention not to remove information from your recording.
You can neither save in this glitch not cancel the glitch, so this is for the last segment only.
Flying and surviving falls
Strafe or press the M key at the end of a fall to take no damage. M is generally preferred unless you hold a weapon. To fly remove all maps from your inventory, press and hold Alt and press M each time you want to jump.
The Catapult Glitch
Pause the game at the right moment of the walking animation and the hero will continue to glide forward for a while and then go backwards again. When you unpause, the hero can fly with great speed until he hits an obstacle.
Gothic was released as version 1.06l. Patches 1.07c, 1.08h, 1.08j/Kyro II quickly followed. All future releases were based on version of 1.08j. 1.08k fixes a graphic card related crash that isn't relevant today anymore. From version 1.08j onwards there are versions with and without In Extremo due to expired usage rights.
1.06l
The original release only available in German. It contains many useful glitches that have been patched in later versions. A physical copy is hard to find, but you can convert a German 1.08j version to 1.06l using this download. Important differences from 1.08j:
- There are no chapter screens saving a few fractions of a second.
- Monster AI and parrying is slightly different.
- Not all members of the Old Camp become hostile in the 4th chapter.
- You cannot become a Magician of Fire before you deliver the eggs to Kalom.
- You can use the gate in the Old Mine infinitely to spawn infinite minecrawlers.
- The Sleeper does not throw fireballs at you during the final fight.
- The Chromanin quest is missing.
- Baloro's quest is not logged.
- You cannot move more than 10 items at once.
- You can duplicate items by moving them to the inventory of an unconscious person (at least 2 of a stack at once).
- It is much more prone to crash, have texture errors and has longer loading and saving times.
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