
This is normal and you can savely continue to run the game for all of them (press continue, won't work for "real" exceptions of course). When using a Develop target, you might get several exceptions during the start of the game.
Gothic 2 gold edition patch windows 7 code#
When the C++ build has completed successfully, the DLL with the built code and all needed files (pdb, shaders) will be copied into the game directory as you specified with the environtment variables.Īfter that, the game will be automatically started and should now run with the GD3D11 code that you just built. Select the target for which you want to built (if you don't want to create a release, select one of the Develop targets), then build the solution. (Note: A real "debug" build is not possible, since mixing debug- and release-DLLs is not allowed, but for the Develop targets optimization is turned off, which makes it possible to use the debugger from Visual Studio with the built DLL when using a Develop target.) There are multiple build targets, one for release and one for developing / testing, for both games each: To build GD3D11, open its solution file (.sln) with Visual Studio.
Gothic 2 gold edition patch windows 7 install#

Building Latest versionīuilding the mod is currently only possible with windows, but should be easy to do for anyone. If you have problems with building GD3D11 after following these instructions or experience bugs/problems with GD3D11 itself, open an issue on this GitHub page or post in the D3D11 thread on "World of Gothic" (WOG). While the original renderer did a really great job with the tech from 2002, GPUs have grown much faster.Īnd now, that they can actually use their power to render, we not only get a big performance boost on most systems, but also more features. Since Gothic's engine in its original state tries to cull as much as possible, this takes a lot of work from the CPU, which was slowing down the game even on todays processors.

Through an own implementation of the DirectDraw-API and using hooking and assemblercode-modifications of gothics intern engine calls, I have managed to completely replace gothics old rendering architecture with a new one, which is able to utilize more of the current GPU generations power for rendering. With this mod for the games "Gothic" and "Gothic 2", I want to bring the engine of those games into a more modern state. An improved fork of this project can be found here:
