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Replies: 8 comments 18 replies
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Hi, @Abendlied ! We already have had some experience with combining way too may small bugs into a single long issue. While 'pure' №2 is not an good option, people may raise issue here first (or separated discussion, for that mater), end then I'll spawn issues from it. Btw, for
feel free to open issues and mark them as G1 :) |
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Regarding item 6 (Tarrok), I see he is already immortal, so that would not help. I am not really sure what happens but I think Tarrok is actually consuming the medicine. For the player (non-Orc), the medicine kills instantly. For Orcs it should restore to full HP. |
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Guild is Ok check is failing in vanilla too but health is still restored... |
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11. Two handed run-attack is interpreted as a kick with kick animation kick animation comes in all three 2h training modes. Damage seems equal to regular melee hit from my observations. I added a video, 2 sec, 1.5 MiB: 2024-05-21.17-51-42.mp4 |
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Regarding 18. Magic Destroy Undead: effectively a one hit skill.
I did not find how the check for tartegCollectType actually filters effectively. Uriziel Magic |
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FUNC INT DIA_Milten_WannaMage_Condition()
{
if ( Npc_KnowsInfo(hero,DIA_Milten_PERM) && (CorKalom_BringMCQBalls != LOG_SUCCESS) )
{
return 1;
};
};
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Noticed in G1: Problem, that in opengothic |
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Top post has been merged with #944 by @marekpilarz493-hue. I might have forgotten links or need to update them at some point, so please let me know should you find inconsistencies. |


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Gothic 1 Bug List
1. equipped weapon cannot be looted from NPCs inventory
savegame: n/a
ticket: [Gothic 1] equipped weapon cannot be looted from NPCs inventory #624
also reported: OpenGothic (Gothic 1) big bug report #944 (item 17) by @marekpilarz493-hue
1. equipped weapon cannot be looted from NPCs inventory
savegame: n/a
2. NPCs corpses standing on environmental objects
savegame: save_slot_3.sav.tar.gz
ticket: [Gothic 1] NPCs corpses standing on environmental objects #625
3. Trading with Merchants working the "Gothic 2 way" allowing too much ore, possibly prevents NPCs from taking ore after player knock-down
savegame: n/a
ticket: [Gothic 1] Trading with Merchants working the "Gothic 2 way" allowing too much ore #626
4. Old camps gates do not close after chapter 4 started
savegame: save_slot_13.sav.tar.gz
ticket: [Gothic 1] Old camps gates do not close after chapter 4 started #628
solution : merged PR Fix non-closing gates in Gothic 1 #629 (verified it is working, thank you @thokkat and @Try!)
5. inventory management with grid/table instead of single column
savegame: n/a
no ticket created, linked to [Gothic 1] Trading with Merchants working the "Gothic 2 way" allowing too much ore #626
6. Tarrok (Orc Slave) in new mine dies during dialogue when you give him the medicine, causing game freeze.
savegame: save_slot_8.sav.tar.gz
no ticket created
solution: merged PR
changeAttribute: don't reduce hitpoints of immortal npcs #631 (verified it is working, thank you @thokkat)7. Common directory for save-games with Gothic 2 NOTR
savegame: n/a
ticket: [Gothic 1] Common directory for save-games with Gothic 2 NOTR #614
8. Telekinesis scroll does not work (causing problems for lesters focus and sleeper temple statuette)
savegame 1: scroll: save_slot_6.sav.tar.gz
savegame 2: rune: save_slot_10.sav.tar.gz
ticket: [Gothic 1] Magic Quirks #661
9. Sleeper Temple Teleport Scroll does not work
savegame: save_slot_3.sav.tar.gz
no ticket created
update: actually working sometimes, seems unreliable though. Same with Orc Cementery teleport.
10. Sleeper Temple main gate does not open with statuette in inventorysavegame: save_slot_3.sav.tar.gz
no ticket created
solution: Incorrectly reported, not actually a bug, only caused due to lack of Ulu Mulu in the inventory.
11. Two handed run-attack is interpreted as a kick with kick animation
savegame: n/a
no ticket created
video, 2 sec, 1.5 MiB: https://github.com/Try/OpenGothic/assets/86957596/01cc6fb2-3141-466a-9d3b-58c3a3c5b5ef
12. Crash on loading screen entering sleeper temple
savegame: save_slot_4.sav.tar.gz
ticket: [Gothic 1] Crash on loading screen entering sleeper temple #632
solution: merged [Gothic 1] Crash on loading screen entering sleeper temple #632
13. Sleeper Temple Puzzles and Timers
13. multiple findings, all categorised as sleeper temple puzzles, traps and timings
13.1 first room, the gate grille does not open, blocking access to three rotary switch puzzle unlocking tunnel entry and next room gates
savegame: save_slot_13.sav.tar.gz
no ticket created
screenshot: closed gate grille
solution: merged Trigger improvements #636 (verified it works, thank you @thokkat and @Try)
13.2 Death trap with roof coming down, roof falls instantly, allows no escape. Timing issue.
savegame: save_slot_4.sav.tar.gz
no ticket created
video 1 (using lever): , 4 sec, 7.3 MiB: https://github.com/Try/OpenGothic/assets/86957596/550fabdd-b436-4b5c-93bb-5d55a2519366
video 2 (using lever): , 4 sec, 3.0 MiB: https://github.com/Try/OpenGothic/assets/86957596/ad49b3a6-b1e1-4df5-95a8-409c901e790a
13.3 Sleeper Temple Elevator floor clipping, causing player to fall to the ground into the elevating block
savegame: save_slot_11.sav.tar.gz
no ticket created, though handled in Collision model #182 as subset of collision handling of npc vs. landscape
video: 4 sec, 7.9 MiB: https://github.com/Try/OpenGothic/assets/86957596/7cedf0b4-6928-4b6e-8b98-57aff7dfac68
also reported: OpenGothic (Gothic 1) big bug report #944 (item 7) by @marekpilarz493-hue: general elevators don't carry stationary characters, must keep moving or clip through geometry
13.4 Uriziel room entry trap does not withdraw/pull back
savegame: save_slot_12.sav.tar.gz
no ticket created
screenshot: spike trap now withdrawn
13.5 Sleeper Temple Arrow Target Puzzle - trap does not relax and ranged target clipping (and hitbox) from outside possible
savegame: save_slot_7.sav.tar.gz
no ticket created
screenshot 1: trap not withdrawn and aiming, even hitbox of ranged button from outside accessible
screenshot 2: aiming possible through multiple walls on large distance
13.6 2nd room Sleeper Temple Arrow Target Puzzle - hitting triggers does not result in lowering stone wall
savegame: save_slot_5.sav.tar.gz
no ticket created
screenshot: hitting triggers causes no reaction
14.1 Undead Shaman swords (Lichtbringer and others) model/texture does not disappear after opening gate
savegame: save_slot_8.sav.tar.gz
no ticket created
screenshot 1: Lightbringer texture stays after animation
screenshot 2: Lightbringer texture stays with drawn weapon
screenshot 3: Lightbringer texture stays using bow
14.2 Undead Shaman sword Blade of Light (
insert Lichtbringer) got lost from inventory after 14.1 bugsavegame: save_slot_6.sav.tar.gz
no ticket created
screenshot: n/a
15. Apocalyptic templars attack with fists, not with their two handed swords
savegame: save_slot_15.sav.tar.gz
no ticket created
screenshot: Fistfight with Apocalyptic Templar
solution: fixed by merged PR Add some vanilla behavior for npcs #653 (verified it is working, thank you @thokkat. Note: only works entering the sleeper temple again. Loading an old save within sleeper temple will not work.)
16. Minecrawler not sliding down to floor, stuck in side feed opening duct after activating rotary switch in undead orc shaman room
savegame: recycling elevator save, recreation time < 1 minute save_slot_11.sav.tar.gz
no ticket created
screenshot: Minecrawler stays on duct
17. Full map live simulation related
multiple findings, all categorised as full map live simulation related after a teleport
17.1 Bartholo not at pentagram but in kitchen room next to Gomez after old camp teleport, chapter 5 after retrieving ore armour from Xardas old tower
savegame: save_slot_15.sav.tar.gz note: all irrelevant NPCs pre-killed, makes testing easier.
no ticket created
screenshot: n/a
17.2 Stone not in prison but in smith area after old camp teleport, chapter 5 after retrieving ore armour from Xardas old tower
savegame: save_slot_15.sav.tar.gz (same as 17.1)
no ticket created
screenshot: n/a
17.3 Milten not at water mage pentagram after receiving Uriziel scroll from Xardas and teleporting to new camp.
savegame: save_slot_6.sav.tar.gz
no ticket created
screenshot: n/a
18. Magic Related
multiple magic findings
note items 8 (telekinesis) and 9 (leeper Temple Teleport Scroll) of this discussion thread left where they are for consistency
18.1 Destroy Undead instantly kills Grash-Varrag-Arushat (5th undead priest), long before player has Uriziel
savegame: save_slot_7.sav.tar.gz
ticket: [Gothic 1] Magic Quirks #661
screenshot: n/a
solution: fixed by merged PR Fix some Gothic 1 magic bugs #682 (thanks @thokkat!) that disables focusing enemies with destroy undead spell.
and PR Follow up fix for
TARGET_TYPE#685 where damage cannot be applied.18.2 Destroy Undead kills all undead and regular orcs and minecrawler warriors and Demons. Is that base game behaviour?
savegame: save_slot_4.sav.tar.gz
ticket: [Gothic 1] Magic Quirks #661
screenshot: n/a
solution: fixed by merged PR Fix some Gothic 1 magic bugs #682 (thanks @thokkat!) that disables focusing enemies with destroy undead spell.
and PR Follow up fix for
TARGET_TYPE#685 where damage cannot be applied.18.3 Transformation scrolls do not work, e.g. meat bug at old ruin with Gorn
savegame: save_slot_12.sav.tar.gz
ticket: [Gothic 1] Magic Quirks #661
screenshot: n/a
solution: potentially covered by merged PR Fix some Gothic 1 magic bugs #682
18.4 Attack spells focus on items, not only enemies
savegame: save_slot_15.sav.tar.gz
ticket: [Gothic 1] Magic Quirks #661
screenshot: equipped attack spell shows ranged puzzle trigger (even through the wall)
solution: potentially covered by merged PR Fix some Gothic 1 magic bugs #682
18.5 fire rain does not work properly, charge animation broken
savegame: save_slot_14.sav.tar.gz
ticket: [Gothic 1] Magic Quirks #661
mp4-video: 7 sec, 6.1 MiB: fire rain quirky animation
solution: fixed by merged PR Fix some Gothic 1 magic bugs #682 (verified it is working, thank you @thokkat!)
18.6 uriziel spell only damages focused NPC, charge animation broken
savegame: n/a
ticket: [Gothic 1] Magic Quirks #661
screenshot: n/a
solution: fixed by merged PR Fix some Gothic 1 magic bugs #682 (verified it is working, thank you @thokkat!)
18.7 pyrokinesis spell does not cause damage
savegame: save_slot_14.sav.tar.gz
mp4-video: 6 sec, 6.6 MiB: pyrokinesis no dmg, no
solution: not (yet) fixed by PR Fix some Gothic 1 magic bugs #682, still does no damage and shows no animation.
18.8 Ice wave does no damage, does not freeze enemies
savegame: save_slot_14.sav.tar.gz
mp4-video: 6 sec, 6.6 MiB: ice wave no freezing no dmg
solution: fixed by merged PR Fix some Gothic 1 magic bugs #682 (verified it is working, thank you @thokkat!)
18.9 control spell not implemented
savegame: n/a
no ticket created
screenshot: n/a
crashlog:
crashlog after control spell should end succesfully
> ---crashlog(std::terminate)--- > GPU: NVIDIA GeForce GTX 1050 > #1: std::unexpected() - /usr/lib/libstdc++.so.6(_ZSt10unexpectedv+0) [0x7e55a789752a] > #2: std::unexpected() - /usr/lib/libstdc++.so.6(+0xae2b6) [0x7e55a78ae2b6] > #3: std::enable_if, void>::type zenkit::DaedalusVm::allocate_instance(std::shared_ptr const&, zenkit::DaedalusSymbol*) - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN6zenkit10DaedalusVm17allocate_instanceINS_4INpcEEENSt9enable_ifIX12is_base_of_vINS_16DaedalusInstanceET_EEvE4typeERKSt10shared_ptrIS5_EPNS_14DaedalusSymbolE+0x304) [0x598b97e8ef24] > #4: GameScript::initializeInstanceNpc(std::shared_ptr const&, unsigned long) - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN10GameScript21initializeInstanceNpcERKSt10shared_ptrIN6zenkit4INpcEEm+0x50) [0x598b97e73860] > #5: Npc::commitSpell() - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN3Npc11commitSpellEv+0x29b) [0x598b97fe167b] > #6: Npc::tickCast(unsigned long) - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN3Npc8tickCastEm+0x337) [0x598b97fe1c77] > #7: Npc::tick(unsigned long) - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN3Npc4tickEm+0x5f) [0x598b97fe216f] > #8: WorldObjects::tick(unsigned long, unsigned long) - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN12WorldObjects4tickEmm+0x22d) [0x598b9800d35d] > #9: World::tick(unsigned long) - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN5World4tickEm+0x1b) [0x598b97ffe34b] > #10: GameSession::tick(unsigned long) - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN11GameSession4tickEm+0xc7) [0x598b97ebd357] > #11: MainWindow::tick() - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN10MainWindow4tickEv+0x127) [0x598b97f68ef7] > #12: MainWindow::render() - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(_ZN10MainWindow6renderEv+0x64) [0x598b97f6cec4] > #13: Tempest::X11Api::implProcessEvents(Tempest::SystemApi::AppCallBack&) - /home/abendlied/OpenGothic/build/opengothic/libTempest.so(_ZN7Tempest6X11Api17implProcessEventsERNS_9SystemApi11AppCallBackE+0x5e) [0x7e55a7d6282e] > #14: Tempest::X11Api::implExec(Tempest::SystemApi::AppCallBack&) - /home/abendlied/OpenGothic/build/opengothic/libTempest.so(_ZN7Tempest6X11Api8implExecERNS_9SystemApi11AppCallBackE+0x1b) [0x7e55a7d62f8b] > #15: main - /home/abendlied/OpenGothic/build/opengothic/Gothic2Notr(main+0x218) [0x598b97e05418]19. Outdated dialogue options are shown
savegame: save_slot_8.sav.tar.gz
no ticket created
screenshot: Player is firemage. Milten dialogue offers info about mage apprenticeship
20. Monsters with position bug default to map coordinate root (old camp dungeon) causing OC NPCs in fight mode
savegame: save_slot_9.sav.tar.gz
no ticket created
screenshot: snappers defaulted to OC dungeon
21. Baal Tyon does not accept prepared swamp weed (no dialogue option)
savegame: save_slot_15.sav.tar.gz
no ticket created
solution: fixed by merged PR Don't consider npc type for attitudes #660 (verified it is working, thank you once again @thokkat!)
22. Pickpocket skill (both level 1 and level 2) not implemented
savegame: n/a
no ticket created
screenshot: n/a
23. Climbing/surface detection unreliable on sloped ledges (e.g. Gilbert's cave)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 1)
reporter: @marekpilarz493-hue
video: https://www.youtube.com/watch?v=tmJaugU8CFM
24. Jump animation glitches on slopes (clips into terrain, snaps up at end)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 2)
reporter: @marekpilarz493-hue
solution: fixed by commit 5b275b3 (thank you, @Try!)
25. Fall damage differs significantly from original (damage where G1 had none, Acrobatics has little/no effect)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 3)
reporter: @marekpilarz493-hue
26. General collision and moving platform issues
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 4)
reporter: @marekpilarz493-hue
27. Old Camp bridge collision — NPCs (e.g. Diego) get stuck
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 5)
reporter: @marekpilarz493-hue
video: https://www.youtube.com/watch?v=tmJaugU8CFM
28. Collapsing floor switch in ruined fortress — player left suspended instead of falling with floor
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 6)
reporter: @marekpilarz493-hue
29. Temporarily blocked space - @Abendlied to put next reported G1 issue in here (I am afraid to re-number everything so I keep the original numbering.
previous item "Elevators don't carry stationary characters (must keep moving or clip through geometry)" was merged with 13.3 above.
30. Sleeping animation snaps to standing before returning to lying pose
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 8)
reporter: @marekpilarz493-hue
31. Odd sideways-leaning animation when looking backward while moving
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 9)
reporter: @marekpilarz493-hue
32. Sky/background rendering artifacts
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 10)
reporter: @marekpilarz493-hue
video: https://www.youtube.com/watch?v=tmJaugU8CFM
33. Lighting/shadow model differs — torches have short range, nearby surfaces blow out to white
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 11)
reporter: @marekpilarz493-hue
34. Dark areas too bright — light propagation/falloff needs adjustment
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 12)
reporter: @marekpilarz493-hue
35. F8 revive doesn't interrupt death animation (character stuck playing it out while alive)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 13)
reporter: @marekpilarz493-hue
36. Inconsistent input responsiveness in combat (~0.25–0.5s delay after backstep before attack registers)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 14)
reporter: @marekpilarz493-hue
37. Monsters failing to lose aggro (Snapper near Quentin's camp tracked player to Fog Tower across saves/loads)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 15)
reporter: @marekpilarz493-hue
38. NPCs sometimes get stuck permanently holding drawn weapons after being provoked, even resuming normal routines
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 16)
reporter: @marekpilarz493-hue
39. Lockpicking feedback messages overlap/linger, making it unclear if a subsequent move succeeded or a pick broke
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 18)
reporter: @marekpilarz493-hue
40. Opening the Marvin/debug console blocks player movement (didn't in the original)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 19)
reporter: @marekpilarz493-hue
41. NPC/monster spawn overlap not resolved — multiple creatures can spawn stacked on the same point (e.g. Black Goblins, Almanac/Sleeper cave)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 20)
reporter: @marekpilarz493-hue
42. Magic barrier missing periodic visual distortion and ambient sound effects
savegame: n/a
ticket: [gothic1] No magical barrier #357
also reported: OpenGothic (Gothic 1) big bug report #944 (items 21–22) by @marekpilarz493-hue
43. River currents not working
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 23)
reporter: @marekpilarz493-hue
44. Water entry/diving depth doesn't scale with jump height like the original
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 24)
reporter: @marekpilarz493-hue
45. Water visual issues: surface noise, worse waterfall rendering, missing swim wake, player model sits oddly relative to surface
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 25)
reporter: @marekpilarz493-hue
video: https://www.youtube.com/watch?v=tmJaugU8CFM
46. Diving/underwater movement requires mouse input (original was keyboard-only)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 26)
reporter: @marekpilarz493-hue
47. Additional collision spots that can permanently trap the player (e.g. shoreline near New Camp rice-field lake)
savegame: n/a
ticket: OpenGothic (Gothic 1) big bug report #944 (item 27)
reporter: @marekpilarz493-hue
edit: moved list to first post, easier to follow up.
edit 2: merged with #944 by @marekpilarz493-hue.
Referenced item numbers from #944 everywhere in parentheses so anyone jumping between the two threads can find the original description quickly (probably forgot some but tried my best).
I know Gothic 1 is out of scope for the opengothic engine project. However, it does work extremely well by now, allowing play through without large problems.
For bugs in Gothic 1 using opengothic, how are we going to manage them here?
I am in favour of option 2 for bugs as it allows collection, allows link to PR of potential contributors.
For adaptations to G1, I am not sure how to handle things that are different in a "pure" G1 experience but work "the G2 way".
Examples:
Should we gather those as well? I personally do not need those fixed but I notice them and it would probably be an easy task to write them down (for purists to be able to fix them)
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