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Gothic 3: Parallel Universe Patch - Update 1.1.0 a 1.1.1

Update 1.1.1

Bug fixes
  • Fixed a crash that occurred after changing the display mode or resolution.

  • The crash was caused by a bug in the post-processing effect filter size adjustment introduced in version v1.1.0. If at least one of the effects configurable in the graphics quality options was disabled, the game would crash.

  • Fixed corrupted UI textures caused by incompatible texture compression.

  • When Gothic 3 encountered UI textures that were not in DXT1 or DXT3 format (for example when a mod contained uncompressed UI textures), it attempted to compress them. This in-place texture conversion failed because it was incompatible with textures now being stored exclusively in GPU memory.

  • The fix disables the UI texture compression feature, as it reduced UI image quality in exchange for memory savings that are no longer relevant now that textures are stored in GPU memory. This gives modders full control over whether they want compressed or uncompressed UI textures.

  • Prevented overflow of the “Memusage” value in global statistics.


Update 1.1.0

Performance
  • Moved textures to GPU memory to reduce RAM usage.

  • Textures are now stored exclusively in GPU memory (VRAM). This means they no longer consume valuable RAM, so nothing stands in the way of using high-resolution textures and large view distances.

  • Improved optimal cache size detection.

  • With textures now stored exclusively in GPU memory (VRAM), the game has significantly more free RAM available. This allows larger cache sizes without risking memory exhaustion, maximizing performance while maintaining stability.

  • Optimized a previously missed second instance of memcpy.

  • An earlier patch optimized memcpy usage, but it was later discovered that a second memcpy copy existed and was missed. The optimization is now applied to both instances.


Bug fixes
  • Prevented silent corruption of save games.

  • Save games (in their uncompressed form) were limited to 0x5000000 bytes (80 MiB). If a save game required more space than that, it was silently truncated, which permanently damaged it.

  • This has been fixed by increasing the save game buffer size limit to 192 MiB (configurable via Game.MaxSaveGameSize in paru.ini). As an additional safeguard, a warning dialog was added in case a save game gets truncated.

  • Adjusted post-processing effect filter sizes after resolution changes.

  • Fixed the implementation of eCWindow::SetPosition and eCWindow::Center.

  • Fixed typos when loading VegetationViewRange from ge3.ini.

  • Fixed incorrect usage of D3DLOCK_READONLY.

  • Fixed FindDirectories and FindFiles in the reimplemented path cache.

  • Trailing slashes were not trimmed, causing root directory lookups to fail. This was inconsistent with the behavior of the original file path cache and therefore broke xcmsh and xact patching in Script_ModMe.


Improvements
  • Added support for borderless window mode.

  • Added in-game resolution and window mode selection to the video options menu.

  • Added support for 4K textures (4096×4096).Previously, texture size was limited to 2048×2048.

  • Kept the game responsive during loading screens.

  • While Gothic 3 was loading a (new) game, it did not process its message loop. This led to several problems:

    • Gothic 3 did not respond to Alt+F4 or clicking the close button until loading was finished.

    • In borderless window mode, a short flicker occurred at the end of loading, during which background windows and the taskbar briefly became visible. This likely happened because Windows detected the application as “not responding”.

  • Always enabled mouse scaling.

  • The mouse scaling feature affects cursor speed in the main and in-game menus. In fullscreen mode, it was disabled depending on the resolution.

  • To ensure a consistent experience between fullscreen (native resolution) and (borderless) window mode, mouse scaling is now always enabled.

  • Updated the window title after resolution changes.

  • Updated the FMOD core from version 2.02.08 to 2.03.11.


For modders
  • Added a mechanism to load early-stage patch DLLs.

  • Script DLLs in the scripts directory are only loaded shortly before reaching the main menu. For some patches this is too late, so a new mechanism was added that allows DLLs to be loaded directly after Gothic 3 starts.

  • The DLL must be placed in a folder called patches in the Gothic 3 installation directory. It must export the following entry point:

  • extern "C" __declspec(dllexport) void GE_STDCALL PatchInit() { // Apply your patches here. }


Original download:World of Gothic – https://www.worldofgothic.de/dl/download_678.htm



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