[28.06.2020] Gothic 2 Online (0.1.8) - Release Posted by Profesores
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Hi there, I created new Gothic 2 Online release.

New server-files: DOWNLOAD

Changelog:
Rewritten animation synchronization
Added new client-side function: switchInterpolation(int type) for switching interpolation methods

New constants especially for this funtion:
DEFAULT_INTERPOLATION (this method is used by default, good for most cases)
OLD_INTERPOLATION (old interpolation method, better than default for DeathMatch servers, can't handle more than 70 players without problem with undoing player position)
NO_INTERPOLATION (it's also good for DeathMatch server, may cause player teleportations in some cases)

I'd like to inform that is the last update from my hands. Gothic 2 Online is much more stable and have much more functionalities than two years ago, when I joined. I do not have that power as before and my time is limited. It's time to move forward. Now I am waiting for your move, for a good servers.

Greetings,
Profesores


[10.05.2020] Gothic 2 Online (0.1.7) - Release Posted by Profesores
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Hi, we've recently had a lot of good news for you. This time will not be different!
We are approaching the point in the history of Gothic Online in which we will be a little satisfied with the results.
We are aware of annoying problems, but today we can state with full awareness.
Our work paid off. By not extending, unnecessarily, repaired and corrected gameplay elements:

New server-files: DOWNLOAD

Changelog:

0.1.7

[FIXED] Position interpolation (Previously, there was a problem with undoing player position when there were more than 70 people on the server)
[FIXED] The most common cause of unexpected crashes (probably)
[FIXED] ItemsGround (previously they were not created sometimes)
[FIXED] Problem with unexpected starting turning animation
[FIXED] Fighting animations (now they're much more smooth)
[FIXED] error squirrel function (previously it wasn't printing message in console under tilde)
[FIXED] getPlayerScale (client-side, previously it was returning integer value instead of floating point)
[FIXED] Spawning nameless hero on 0,0,0 position when another player used mob
[FIXED] Console isn't scale after change resolution
[UPDATED] httpLib (this can solve problem with "Cannot connect to http server!")
[ADDED] Full combos sync
[ADDED] New client-side class for line3d drawing:
Line3d(float x1, float y1, float z1, float x2, float y2, float z2)
bool Line3d.visible
Line3d.top()
Line3d.setBegin(float x, float y, float z)
Line3d.setEnd(float x, float y, float z)
Line3d.setColor(int r, int g, int b)
table {x, y, z} Line3d.getBegin()
table {x, y, z} Line3d.getEnd()
table {r, g, b} Line3d.getColor()
[ADDED]New client-side class for line2d drawing:
Line2d(int x1, int y1, int x2, int y2)
bool Line2d.visible
Line2d.top()
Line2d.setBegin(int x, int y)
Line2d.setEnd(int x, int y)
Line2d.setColor(int r, int g, int b)
table {x, y} Line2d.getBegin()
table {x, y} Line2d.getEnd()
table {r, g, b} Line2d.getColor()
[ADDED] New client-side class for item rendering:
ItemRender(int x, int y, int width, int height, string itemInstance)
ItemRender.top()
ItemRender.setPosition(int x, int y)
ItemRender.setPositionPx(int x, int y)
ItemRender.setSize(int width, int height)
ItemRender.setSizePx(int width, int height)
table {x, y} ItemRender.getPosition()
table {x, y} ItemRender.getPositionPx()
table {width, height} ItemRender.getSize()
table {width, height} ItemRender.getSizePx()
int ItemRender.rotX
int ItemRender.rotY
int ItemRender.rotZ
int ItemRender.zbias
int ItemRender.lightingswell
int ItemRender.visible
[ADDED] New server-side function:
equipSpell(int pid, int itemId[, int slot])

You will probably hear about us again soon!
G2O Team


[08.08.2019] Gothic 2 Online (0.1.5) - Release Posted by Profesores
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We finally succeeded! We've got a new version of your favourite game. Let's not prolong it.
New version 0.1.5 finally adds a working pather, some new functions and some new features you'll be happy with.

New server-files: DOWNLOAD

Changelog:

0.1.5

[FIXED] AutoPatcher
[FIXED] German keyboard layout
[FIXED] Function for ping limitation
[ADDED] IPV6 protocol support
[ADDED] Moving head sync
[ADDED] New console under ~
[ADDED] FaceANI sync
[ADDED] Animation progress sync
[ADDED] New methods for enter world
[ADDED] Sync for mob state for all connected players
[ADDED] BodyState sync
[ADDED] New functions:
setPlayerInvisible(int pid, bool toogle);
bool getPlayerInvisible(int pid);
setPlayerInvisibleChannel(int pid, int channel);
bool getPlayerInvisibleChannel(int pid);

0.1.5.1

[FIXED] A lot of randomly crashes

You will probably hear about us again soon!
G2O Team


[23.12.2018] (PL) Serwer świąteczny 2018 Posted by Nubzior
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Drodzy gracze Gothic Multiplayer. Z okazji zbliżających się świąt, ekipa Gothic Multiplayer postanowiła zorganizować dla Was wydarzenie. Stworzyliśmy serwer świąteczny, polegający na rywalizacji o miano Świętego Mikołaja i gorąco zapraszamy Was do udziału w zabawie. Wydarzenie rozpocznie się 26.12.2018 o 20:00, od tego czasu serwer będzie aktywny do 02.01.2019. Miłej zabawy i wesołych świąt!

IP: 213.251.186.93:30000

W planach mamy również kolejną niespodziankę o której dowiecie się niebawem.

Pozdrawiamy,
Gothic Multiplayer Team


[28.02.2018] Gothic 2 Online (0.1.4) - Release Posted by Jarosllav Degtyariev
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Today we are giving you a new version in your hands. We fix some nasty bugs and add new functions.



  Now you must add waypoint file to server in xml format(NewWorld, OldWorld, AddonWorld be default in the server files)
`<wayfile name=”WORLDID” src=”NewWorldWPs.xml” />`
WORLDID will be used at getWaypoint and Way class.
  For using mob pointer from onMobInteract(pointer, from, to) event you have to do it like that:
local mob = MobInter(“NULL”);
mob.ptr = pointer;


Fixed:
-Talents
-Splash Screen
-Animations (experimental)
-Crash on world change
-0hp bug
-Invisibility bug (streamer bug)
-Stacking items as in 0.1.2
-Squirrel functions releated with magic
-UnequipItem for runes bug fixed


Added:
-New in game splash screen
-Gothic Online logo on every loadscreen
-Load screens are now different on game launch
-Weapon trail
-Mobs sync
-All doors are opened



Client func:
clearMultiplayerMessages()
table {x,y,z} getWaypoint(string name)
table {name, x, y, z} getNearestWaypoint()
bool isInWater()
string getItemName(string instance)
string getItemDescription(string instance)
int getItemValue(string instance)
setGuild(int id)
int getGuildId()
string getGuildName()


class Way(string StartWP, string EndWP)
string Way::start //Read only
string Way::end //Read only
int Way::getCountWaypoints()
array<string> Way::getWaypoints()

Client event:
onMobInteract(pointer, from, to)
onExit()

Server func:
table {x,y,z} getWaypoint(string world, string wp_name)
class Way(string StartWP, string EndWP)
string Way::start //Read only
string Way::end //Read only
int Way::getCountWaypoints()
array<string> Way::getWaypoints()

[hr]

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Current version: 0.1.8
Next version: 0.1.9
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