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Hi, @thokkat ! Sorry, for late response, bit to much code review in flight :) for debugging, you can use `F9`/`F10`, to have frame-by-frame debugging: F9 - pause F10 -...
The way sheep and many other npc do work, regards to sounds: in each animation there are event-tags, which state at what frame - what sound effect should be executed....
After analyzing videos and looking into vanilla: appears, that sheep itself is fine, but in opengothic sound has no distance attenuation.
> it does affect half of the main menu music That is correct: ```c++ static bool once=true; if(once) { Gothic::inst().emitGlobalSoundWav("GAMESTART.WAV"); once=false; } ``` Afaik same can be reproduced in vanilla....
Hi @KorychSP ! > The executable doesn't take into account resolution settings in Gothic.ini or other ini files Application runs only in native resolution(as reported by OS). Assuming that your...
> Matteo or Bosper - if you stand on the other side of the counter as usual, they aren't highlighted and cannot be talked to. This is from latest stable,...
I' have has a look into it, there is one issue with clang-format that I don't know how to solve: Current code-style is apparently not describable in clang: ``` if(...
> I suppose it might something to do with full life simulation Almost: actual root cause of earthquakes in game is Saturas. In his state-script he has 5% chance to...
I'm also not 100% sure how it was in vanilla. So far my point is: 1. Earthquakes are related to npc-processing 2. It' likely that original game doesn't execute npc-state-scripts,...
Hi, @sirsteve1 ! `Npc::tickRoutine` - npc.cpp `WLD_PLAYEFFECT` - gamescript.cpp (GameScript::wld_playeffect) `B_EVENT_PORTAL_EARTHQUAKE`- script_g2\Content\Story\Events\B_Event_Portal_EarthQuake.d (not in opengothic repo - you need original game scripth here) `ZS_STUDY_WP_LOOP` - script_g2\Content\AI\Human\TA_Human\ZS_Study_WP.d