Fall damage is not calculated correctly ?
It is worth noting that after a hard fall, the protagonist in the original Gothic does not get up himself, he can lie down, if the player activates the button the protagonist will stand up.
https://github.com/Try/OpenGothic/assets/59886778/9aed8bae-7b4e-4382-96ee-4c9748045490
https://github.com/Try/OpenGothic/assets/59886778/c3684d40-ca0a-4164-a587-be62a4e22045
https://github.com/Try/OpenGothic/assets/59886778/0ece84bc-69a5-45f7-83ab-c027ef884dba
https://github.com/Try/OpenGothic/assets/59886778/93257751-6ff1-4b57-ad46-bedc22311e9c
Hi, @M1sh2 !
OpenGothic is different on purpose. Original game calculates fall damage by using falldown_height and falldown_damage parameters, which are provided by game-script.
-
falldown_height- limit fo non-damage fall. -
falldown_damage- is damage per meter, after fall height exceed limit above.
Naturally this is not what can work, as there is no such thing as falldown-height :) Vanilla apparently measures total flight length, resulting in odd damage at time. OpenGothic however uses character speed, to derive from it and from gravity constant possible value of fall height.
In tower case:
fall height (according to opengothic) is ~8.9 meters
falldown_height, for humans is 5 meters
In total: damage received doesn't match vanilla, but on purpose and more correct.
Ok (although I don't consider gothic a realistic game), when loading it doesn't reset the previous state and it carry after loading ?
https://github.com/Try/OpenGothic/assets/59886778/7b75c76e-21c4-44e0-a40e-694b0e56b060
https://github.com/Try/OpenGothic/assets/59886778/9071a6e0-718d-4a64-ac95-a8cb6594cfca
previous state and it carry after loading ?
Yes by default full state is carried. Changed in 770f4ce
original Gothic does not get up himself, h
Fixed in 6ef7f6d
In Gothic original was a function for those who often climbed into dubious places and stuck, it works on ctrl + alt + f8 (and this is without marvin cheat code), the player is thrown up, the animation of the jump accelerated. Is it possible to realize this here ?
https://github.com/Try/OpenGothic/assets/59886778/a66a839e-4711-4c28-b68a-e30ec7672e78
Also I have questions about the local parkour, does it reduce damage by clinging the main character to the environment while flying ?
https://github.com/Try/OpenGothic/assets/59886778/0b886cad-a981-44a2-af79-b313f4c13463
https://github.com/Try/OpenGothic/assets/59886778/eeb29517-e9f3-4af3-9f56-96614d43cdd9
it works on ctrl + alt + f8 (and this is without marvin cheat code), the player is thrown up, the animation of the jump accelerated. Is it possible to realize this here ?
I'm not sure about this: this game-mechanic is cruel workaound to fix issues with collision in problematic places. Given that game doesn't have as much issues with collision as vanilla and allows to open menu, while in slight/flight/jump we should not need it.
Also I have questions about the local parkour, does it reduce damage by clinging the main character to the environment while flying ?
Yes, that because you losing speed on those small collisions. On case that shown on video it's no quite correct behavior - I need to improve collision model.
It's also worth noting that opengothic is missing the fall animation after dragon breath. (possibly from any strong blow that topples the protagonist, it could be a troll, a golem, maybe someone else.) There are two of them, without acrobatics and with acrobatics (after getting 90 dexterity).
https://github.com/Try/OpenGothic/assets/59886778/780ddc79-6cd9-4069-8cd1-0d63f107d6dc
https://github.com/Try/OpenGothic/assets/59886778/19444db4-9f65-44a4-90b1-ff4b3871b134
https://github.com/Try/OpenGothic/assets/59886778/2e8e72e9-4413-4556-b910-d09c82e3ea71
It's not perfect, but better. In the past variant, it no longer works to play parkour. The fall animations from dragon breath work now.
https://github.com/Try/OpenGothic/assets/59886778/4ef2f1f3-c4c5-4268-9719-0aa7ff6ff48b
Jumping into the water in the original resulted in the protagonist automatically diving, no matter from what height. But nevertheless decided to go down the mountain to check it out.
https://github.com/Try/OpenGothic/assets/59886778/4c9dc29a-436b-46fb-adef-6fb129ac6d10
https://github.com/Try/OpenGothic/assets/59886778/5a6cbbd1-1958-44c7-8bd6-d0f68324b71c
protagonist automatically diving, no matter from what height.
This mechanic is not implemented yet. Also not sure, if in vanilla it always diving, at least simple jump doesn't cause diving.
Playing g1, it definitely feels off. Much easier to die by jumping.
I had the time to test it again on latest master and compare against the original in the few cases that I originally found particularly jarring. Everything seems fine now