Open MaxYari opened 7 years ago
Hasn't been implemented yet, sorry
Could you share an info regarding plans on that, i.e when it's planned to be implemented?
Btw, i'm familiar with C++ and tiny bit with dx rendering, maybe you can point me on to how can I understand the general idea behind this lib and how different effects are hooked, I think it could be fun to dig a bit in it, and if i'll implement those trails - i'll make a commit.
Does building work for you? Some files to look at maybe: https://github.com/degenerated1123/GD3D11/blob/master/D3D11Engine/GothicMemoryLocations2_6_fix.h https://github.com/degenerated1123/GD3D11/blob/master/D3D11Engine/HookedFunctions.cpp https://github.com/degenerated1123/GD3D11/blob/master/D3D11Engine/GothicAPI.h
@Katharsas thanks for those links! Didn't tried building yet, want to figure out first - will I be able to grasp how it works or will I simply loose my interest :)
For anyone interested - at the time I've lost interest in the thing, but now thinking about another Gothic II playthrough and might look into the implementation of weapon trails soon. Will link commit here whenever/if I'll get to it.
Whoever is interested - I've implemented the thing. I'm not sure when/if it'll be merged to master, so here's a link to my fork: https://github.com/MaxYari/GD3D11 Trails are present on everything they should be (melee, projectiles, spells). Tested both in G1 and G2. If you really want that update - I would suggest building the fork yourself instead of waiting for an "official" precompiled version on World of Gothic. Gladly building it isn't too hard if you follow instructions and most likely will not surprise you with unexpected issues (at least that was the case for me on Win 10 + Visual Studio 2015).
Nice. @BonneCW may want to merge it into his fork.
Whoever is interested - I've implemented the thing. I'm not sure when/if it'll be merged to master, so here's a link to my fork: https://github.com/MaxYari/GD3D11 Trails are present on everything they should be (melee, projectiles, spells). Tested both in G1 and G2.
I implemented these in my own fork Kirides/GD3D11 They sometimes have a "black" like with them if they appear from other NPCs inside caves (e.g. Bandits)
Whoever is interested - I've implemented the thing. I'm not sure when/if it'll be merged to master, so here's a link to my fork: https://github.com/MaxYari/GD3D11 Trails are present on everything they should be (melee, projectiles, spells). Tested both in G1 and G2.
I implemented these in my own fork Kirides/GD3D11 They sometimes have a "black" like with them if they appear from other NPCs inside caves (e.g. Bandits)
hm, I only saw trails being black once - when the texture is not loaded yet upon game startup (maybe upon save load as well). I think I've fixed it by not rendering them at all if texture is not yet present though... so maybe that's a different kind of issue. Can you share a screenshot? Mostly curious just how it looks, maybe can point out why is it happening, but doubt that i'll be fixing it myself.
Hello there, is this intentional? I've actually quite liked original white trails on weapon swing and arrow launch.