Comments (6)
Checked in original game and it's missing collision too.
from regoth-bs.
Should be fine on our side then. Thanks for testing!
from regoth-bs.
Not quite. I found several plants which have collision in ADDONWORLD.ZEN
in REGoth which certainly shouldn't have collision in the original game (at least I assume so).
EDIT: Here is a picture where I marked all plants that have collision. They seem to be clustered in this area. In REGoth it's in ADDONWORLD.ZEN
when you follow the way left of the temple (so again right in old Gothic II).
from regoth-bs.
Will try to check those as well. It's near the bridge?
from regoth-bs.
That would be super helpful. It's just in front of the bridge if you are coming from the temple
from regoth-bs.
I found those myself and I know what's going on: There is a material flag to disable collision which we are ignoring. I'll make a new issue for it.
from regoth-bs.
Related Issues (20)
- Reintroduction of version numbers HOT 2
- libsquish dependency missing HOT 8
- Crash: World mesh not loaded HOT 2
- Could not load dynamic library libbsfPhysX.so HOT 9
- Crash due to body material not being available on start HOT 6
- Crash "NotCoreThead" HOT 7
- [Error] REGothWorldViewer throws Segmentation fault and REGoth crashes
- Can not Build ReGoth HOT 2
- ReGoth crashing on start up. HOT 2
- GitHub Actions issues
- [FATAL] A fatal error occurred and the program has to terminate!
- cpuid.h: No such file or directory
- OpenGL error: glValidateProgramPipeline: pipeline 1 does not meet strict OpenGL ES 3.1 requirements and may not be portable across desktop hardware
- bsf dependency cannot be downloaded. HOT 5
- bsfDependencies not available HOT 3
- Cannot find include file "nvtt.h" at path
- Load MS-ADPCM compressed WAVs HOT 1
- Play Sounds via Script
- Play Footstep Sounds
- Implement `aniComb`
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from regoth-bs.