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Misplaced texture near Gravo #57
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This issue was fixed in freddy's world patch. |
If possible, could you make a screenshot (before/after) and supply the nearest waypoint (console: toggle waynet). That would allow to check whether this fix could be handled scriptwise. |
Thanks for the screenshot (even with the waypoint!). I never noticed this issue. Do you know if it requires adjustments to the polygons or can it be fixed by just replacing the texture? |
Unfortunately I don't know. I just saw that freddy fixed this in his world patch. I even don't know if freddy is still around. |
It can be moved to these coordinates, then it will look normal as it is now. But as I noticed in the patch topic, in Gothic 1, the vob class does not have a parameter |
Note: Again if (vobPtr) {
const int zCDecal_vtbl = 8207876; //0x7D3E04
if (MEM_ReadInt(vobPtr) == zCDecal_vtbl) {
// Valid
};
}; |
@AmProsius This PR should be done too. Here, too, I have not tested whether the texture is back at its original positing when unloading the patch. |
When starting the game (again) without the patch, the flickering texture is back. |
There's a misplaced texture near Gravo at the water.