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Using modifications #483
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Hi @CriticalGoose! Can you list the specific version of your mod, ideally provide a download link? |
Hi, @CriticalGoose , thanks for reporting! @Nindaleth |
Hey, Thanks for the response, @Try @Nindaleth . This is the mod I try to play: https://bractwospolszczenia.pl/showthread.php?tid=1285 (Edycja Rozszerzona 1.0.4) I tried patching with #484 like this: Then I launched the game with same command as before: Unfortunatelly the issues persists. I'm not 100% sure I do it the correct way. Please let me know if I made a mistake! |
I apologize, after checking again I found out that the response is different now: OpenGothic v1.0 dev |
Got up until loading screen with help of ce4b78d Then script-loading throws exception, due to
CC @lmichaelis
UPD:
|
Hm I'm not sure what's happening here. There seems to be lots of broken instructions everywhere and the VM is just trying its best. For example, The definition looks fine ...
but the actual bytecode is very broken:
I would expect this to (1) call This prompted me to look at the Ikarus code and it too looks like it's broken:
As you can see, the first weird thing that stands out is the
You can also see my disassembler getting confused because it outputs way too many lines. Also this thing with the text size seems weird. Its not something like an off-by-one or rounding error since it's declared as >400MB too large. Also, the symbol table is broken shows broken entries after index Maybe this is some sort of obfuscation? Maybe the compression algorithm did something weird? Maybe it points to even more Ikarus/LeGo trickery? I am not sure. All I can say is: The bytecode looks very broken everywhere I look. EDIT:I did some more investigating and I found that indeed, the symbol count is partially incorrect. The symbol count is set as Are we even sure it works with the original game @CriticalGoose ? |
Hello @lmichaelis |
This fixes an issue with some modifications of Gothic which insert multiple newlines at the end of strings in scripts. Related: Try/OpenGothic#483
I found the issue: A single string in the binary was terminated using multiple newline-chars which was not supported correctly. Could you try again with GothicKit/phoenix#b8d27fd @CriticalGoose ? |
@lmichaelis // model_script.cc : make_event_tag
case mds::event_tag_type::window: { // evt.type == mds::event_tag_type::dam_multiply
auto frames = a.value_or(""); // "1.0"
std::istringstream stream {frames};
int32_t fr = 0;
while (!stream.eof()) { // fails to parse string, before eof
stream >> fr;
evt.frames.push_back(fr);
} So 2 issues here:
|
After adding |
With 8d1b9dc and quick-fixes for Nice looking mod btw :) Curious: is there English translation ? |
I can see something here: https://www.moddb.com/mods/gothic-edycja-rozszerzona-104-english-version |
@Try This specific modification is the unofficial extension to "Edycja Rozszerzona" and it doesn't have the support of the original author. As far as I know, there is no English translation of the original, but you can try English version of "Edycja Rozszerzona+" provided by Nindaleth. I cannot recommend it to you, though, as I didn't play it before and I've read mixed opinions on this one. I hoped to try it with OpenGothic and judge it myself. I'm happy to see that there is some progress on the technical side of things. I regret not being able to help, since my experience with programming is very limited. I will be happy to help any way I can and I'm glad I've learned a few things in the process here (: I tried launching Gothic 2 with this engine without any mods and it runs even better than the first one, but I wonder why you cannot make more than one step back (blocking) at a time? Is this a conscious decision or a bug? |
This commit has to be reverted since just skipping whitespace can cause issues with other scripts in which the symbol parent addresses get corrupted. Related: b8d27fd#r121311819 Related: Try/OpenGothic#483
These workarounds are required by some mods which won't function correctly otherwise. Related: Try/OpenGothic#483 Closes: #72
no sure, I need to check it ( currently my local copy in semi-broken state :D ) In Gothic2 problematic symbol is
"D" followed by "", represented as "D\n\n" in file, so skipping white-space symbols after string is not suppose to work. In case of mod it's also |
Yes and no. I did implement it incorrectly but in the mod script there is a string symbol which has a count of |
I've tested this latest patch with G1, G2 and G1 modded. The mod now loads up correctly and only Ikarus related need fixing. Those syntax errors should be considered as warnings only. |
Fixed in 6fa3f94 |
That's amazing, @lmichaelis! For some reason it is not the case for me. I pulled the updates:
Then I launched the game to test the engine:
It was a success, so I tried with a mod:
After choosing the "New Game" entry, I received the following error:
I thought that maybe I didn't pull one of the updates for some reason, so I made a backup, downloaded and compiled the engine as instructed on the main git page, installed Gothic 1 again, copied mod files and nothing's changed... Am I missing something? |
Try cd-ing into |
It worked - big, big thanks! It was nice to learn a thing or two in the process and I'm glad that the project is still going on. It deserves recognition, that's for sure. You should consider setting up a way to "buy you a coffee" or support you in some other way - I would be happy to say thank you. Should I close the thread now? |
I suggest renaming the issue to contain the mod name, for better discoverability and also just in case someone wanted to pile up another mod issues in here. Not sure if @Try wants to handle the Ikarus issues in this one too? |
These workarounds are required by some mods which won't function correctly otherwise. Related: Try/OpenGothic#483 Closes: #72 (cherry picked from commit 3fe0f7b)
Related: Try/OpenGothic#483 (cherry picked from commit 0e7e507)
Hi
First of all: the project is amazing and I am at awe how smooth and nice it works. I salute the author and much respect for them for creating the project.
I would love to play Gothic 1/2 again, but it would be even better to play with my favorite modifications. Unfortunately I had very little success in launching the mods.
I use Linux and the vanilla game launches without any issues. I copied all necessary modification files to Gothic 1 Data/ModVDF and tried using -game: argument, pointing to the mod *.ini file. Main menu is changed as expected (so I assume that the mod *.ini file has been recognized and loaded), but the "New Game" does not launch.
This is the specific command I used and game engine response:
$ ./Gothic2Notr.sh -g1 -g
/Games/gothic/drive_c/GOG\ Games/Gothic/ -game:/Games/gothic/drive_c/GOG\ Games/Gothic/System/EdycjaRozszerzona+.iniOpenGothic v1.0 dev
no *.ini file in path - using default settings
GPU = NVIDIA GeForce GTX 1660 SUPER
Depth format = Depth32F Shadow format = Depth16
loading error: unable to open file
I wonder what does it mean that the engine was "unable to open file"? Is it mod-specific problem or I do something wrong?
I will be thankful for any suggestions.
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