- #GOTHIC 2 GOLD EDITION CRASH WHEN STARTS NEW GAME INSTALL#
- #GOTHIC 2 GOLD EDITION CRASH WHEN STARTS NEW GAME CODE#
Go to read the part : Gothic I, Gothic II graphics freezes, flickers, breaks with nVidia graphics cardsĭownload the files from this link “thise have been scanned Over and Over for virus’s, Malwares and such none are found” This should make it easy to for you to navigate through commits in git.This is to help people with Win 7 64bit that cannot start a new game Materials and info Most commits on both "master" as well as "master_vs2015", that represent a released version, are tagged with that version number. So its very easy to build any version back to 13.0, just make sure to switch to the branch "master_vs2015" for the older commits. Since the older commits/version on "master" branch can not be compiled with Visual Studio 2015 without fixing some things, there is a seperate branch "master_vs2015" which contains all commits between 13.0 and the above commit, but a little bit modified, so they actually work with Visual Studio 2015 the same way the newer commits/versions do. All commits on branch "master" since #3183e4d (, after 17.2) can be built with Visual Studio 2015. If you check out the appropriate commits, you can build older versions/commits of GD3D11. When using a Release target, those same exceptions will very likely stop the execution of the game, which is why you should use Develop targets from Visual Studio and test your release builds by starting Gothic 2 directly from the game folder yourself. 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 CRASH WHEN STARTS NEW GAME 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.