
<?xml version="1.0" encoding="UTF-8"?>
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	<channel>
		<title><![CDATA[G1R:MP Forum - G1 Remake Multiplayer Community - All Forums]]></title>
		<link>https://g1r-mp.com/forum/</link>
		<description><![CDATA[G1R:MP Forum - G1 Remake Multiplayer Community - https://g1r-mp.com/forum]]></description>
		<pubDate>Tue, 03 Nov 2026 19:21:11 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Monster/NPC-Animation / World Snap / Torches / Magic]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=72</link>
			<pubDate>Fri, 23 Oct 2026 05:51:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=12">Chenentano</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=72</guid>
			<description><![CDATA[Would be great, if we get some functions to script monsters, so we can script the monsters entirely, when a monster gets hit he goes for a dodge for example. Right now its a bit easy to outplay them, and i cant script a real fight like the minecrawler queen.<br />
<br />
Examples:<br />
setMonsterAnim(sleep)<br />
SetMonsterAttackSpeed(2)<br />
SetNativeAI(true)<br />
<br />
setNPCNativeAI(true) or smth<br />
<br />
__<br />
<br />
Right now monsters can run trough walls etc, would be great if it's possible to fix it engine sided.<br />
<br />
__<br />
<br />
I cant find a way to equip torches right now except the via native menu. The same with magic runes and scrolls.]]></description>
			<content:encoded><![CDATA[Would be great, if we get some functions to script monsters, so we can script the monsters entirely, when a monster gets hit he goes for a dodge for example. Right now its a bit easy to outplay them, and i cant script a real fight like the minecrawler queen.<br />
<br />
Examples:<br />
setMonsterAnim(sleep)<br />
SetMonsterAttackSpeed(2)<br />
SetNativeAI(true)<br />
<br />
setNPCNativeAI(true) or smth<br />
<br />
__<br />
<br />
Right now monsters can run trough walls etc, would be great if it's possible to fix it engine sided.<br />
<br />
__<br />
<br />
I cant find a way to equip torches right now except the via native menu. The same with magic runes and scrolls.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Własne animacje + propy]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=71</link>
			<pubDate>Wed, 21 Oct 2026 14:49:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=27">JoePL</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=71</guid>
			<description><![CDATA[Dodać możliwość dodawania swoich animacji oraz modeli.]]></description>
			<content:encoded><![CDATA[Dodać możliwość dodawania swoich animacji oraz modeli.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[G1R:MP 0.1.8 is now available!]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=70</link>
			<pubDate>Sun, 11 Oct 2026 21:36:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=1">QCherry</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=70</guid>
			<description><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.8 is now available!</span></span><br />
<br />
G1R:MP 0.1.8 introduces server-controlled character dimensions, interface rendering fixes and automatic completion of multiplayer loading screens.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Character dimensions</span><br />
<br />
Server owners can now separate players, human NPCs and monsters on the same map. This supports private character creators, preview characters and isolated encounters without reconnecting players or changing their IDs.<br />
<ul class="mycode_list"><li>Six new server-side Lua functions: <span style="font-weight: bold;" class="mycode_b">setPlayerDimension</span>, <span style="font-weight: bold;" class="mycode_b">getPlayerDimension</span>, <span style="font-weight: bold;" class="mycode_b">setNpcDimension</span>, <span style="font-weight: bold;" class="mycode_b">getNpcDimension</span>, <span style="font-weight: bold;" class="mycode_b">setMonsterDimension</span> and <span style="font-weight: bold;" class="mycode_b">getMonsterDimension</span>.<br />
</li>
<li>Three new server events: <span style="font-weight: bold;" class="mycode_b">onPlayerDimensionChange</span>, <span style="font-weight: bold;" class="mycode_b">onNpcDimensionChange</span> and <span style="font-weight: bold;" class="mycode_b">onMonsterDimensionChange</span>.<br />
</li>
<li>NPCs and monsters can spawn directly into a chosen dimension using <span style="font-weight: bold;" class="mycode_b">options.dimension</span>.<br />
</li>
<li>Identity, skin colour, tattoos, equipment and animation state are preserved and replayed when characters become visible again, including late join.<br />
</li>
<li>Character visibility, character-to-character collision/combat, NPC/monster targeting and proximity microphone voice respect dimensions.<br />
</li>
<li>The source-player <span style="font-weight: bold;" class="mycode_b">getPlayersInRange</span> query is dimension-aware. Bundled GothicRP local chat and trade also respect this separation.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Important:</span> dimensions separate characters, not entire copies of the world. Terrain, doors, gates, torches, items and map objects remain shared. Custom Lua events, TTS and scripted audio still require appropriate recipient selection in your resource.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Client improvements</span><br />
<ul class="mycode_list"><li>Fixed UI rendering that could produce solid white panels in login screens and other interfaces.<br />
</li>
<li>Multiplayer loading screens now complete automatically once loading has finished, without the extra “press a key to begin” step. Actual world loading is not skipped.<br />
</li>
<li>Previously released fixes for dynamic RmlUi content updates and the launcher download progress indicator remain included.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Update both the client and server</span><br />
<br />
This release uses <span style="font-weight: bold;" class="mycode_b">Protocol 40</span>. It is not compatible with 0.1.7 / Protocol 39, so both sides must be updated.<br />
<br />
Windows x64 and Linux x86_64 dedicated servers are available in two variants:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">WITH TTS</span> — includes the portable CPU runtime, dependencies and models for optional server speech generation.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">WITHOUT TTS</span> — a smaller download with the same gameplay server and scripting API, without the bundled TTS runtime/models.<br />
</li>
</ul>
<br />
TTS remains <span style="font-weight: bold;" class="mycode_b">disabled by default</span> in both variants. Existing TTS, game-audio and Map Editor functionality remains available.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Before updating</span><br />
<br />
Back up your server and preserve your configuration, database credentials, keys, maps, resource storage, voices and saved recordings. Install the matching server executable and updated resources, merging your gamemode changes as needed. Public packages contain clean configuration and require your own database setup.<br />
<br />
Please also keep a separate backup of your single-player saves: multiplayer installation/use can overwrite or remove save data.<br />
<br />
<a href="https://g1r-mp.com/download/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Download G1R:MP 0.1.8</span></a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Update_0.1.8" target="_blank" rel="noopener" class="mycode_url">Full update notes</a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Character_dimensions" target="_blank" rel="noopener" class="mycode_url">Character dimensions — guide and Lua API</a><br />
<br />
Thank you for testing and sharing your feedback!]]></description>
			<content:encoded><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.8 is now available!</span></span><br />
<br />
G1R:MP 0.1.8 introduces server-controlled character dimensions, interface rendering fixes and automatic completion of multiplayer loading screens.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Character dimensions</span><br />
<br />
Server owners can now separate players, human NPCs and monsters on the same map. This supports private character creators, preview characters and isolated encounters without reconnecting players or changing their IDs.<br />
<ul class="mycode_list"><li>Six new server-side Lua functions: <span style="font-weight: bold;" class="mycode_b">setPlayerDimension</span>, <span style="font-weight: bold;" class="mycode_b">getPlayerDimension</span>, <span style="font-weight: bold;" class="mycode_b">setNpcDimension</span>, <span style="font-weight: bold;" class="mycode_b">getNpcDimension</span>, <span style="font-weight: bold;" class="mycode_b">setMonsterDimension</span> and <span style="font-weight: bold;" class="mycode_b">getMonsterDimension</span>.<br />
</li>
<li>Three new server events: <span style="font-weight: bold;" class="mycode_b">onPlayerDimensionChange</span>, <span style="font-weight: bold;" class="mycode_b">onNpcDimensionChange</span> and <span style="font-weight: bold;" class="mycode_b">onMonsterDimensionChange</span>.<br />
</li>
<li>NPCs and monsters can spawn directly into a chosen dimension using <span style="font-weight: bold;" class="mycode_b">options.dimension</span>.<br />
</li>
<li>Identity, skin colour, tattoos, equipment and animation state are preserved and replayed when characters become visible again, including late join.<br />
</li>
<li>Character visibility, character-to-character collision/combat, NPC/monster targeting and proximity microphone voice respect dimensions.<br />
</li>
<li>The source-player <span style="font-weight: bold;" class="mycode_b">getPlayersInRange</span> query is dimension-aware. Bundled GothicRP local chat and trade also respect this separation.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Important:</span> dimensions separate characters, not entire copies of the world. Terrain, doors, gates, torches, items and map objects remain shared. Custom Lua events, TTS and scripted audio still require appropriate recipient selection in your resource.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Client improvements</span><br />
<ul class="mycode_list"><li>Fixed UI rendering that could produce solid white panels in login screens and other interfaces.<br />
</li>
<li>Multiplayer loading screens now complete automatically once loading has finished, without the extra “press a key to begin” step. Actual world loading is not skipped.<br />
</li>
<li>Previously released fixes for dynamic RmlUi content updates and the launcher download progress indicator remain included.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Update both the client and server</span><br />
<br />
This release uses <span style="font-weight: bold;" class="mycode_b">Protocol 40</span>. It is not compatible with 0.1.7 / Protocol 39, so both sides must be updated.<br />
<br />
Windows x64 and Linux x86_64 dedicated servers are available in two variants:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">WITH TTS</span> — includes the portable CPU runtime, dependencies and models for optional server speech generation.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">WITHOUT TTS</span> — a smaller download with the same gameplay server and scripting API, without the bundled TTS runtime/models.<br />
</li>
</ul>
<br />
TTS remains <span style="font-weight: bold;" class="mycode_b">disabled by default</span> in both variants. Existing TTS, game-audio and Map Editor functionality remains available.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Before updating</span><br />
<br />
Back up your server and preserve your configuration, database credentials, keys, maps, resource storage, voices and saved recordings. Install the matching server executable and updated resources, merging your gamemode changes as needed. Public packages contain clean configuration and require your own database setup.<br />
<br />
Please also keep a separate backup of your single-player saves: multiplayer installation/use can overwrite or remove save data.<br />
<br />
<a href="https://g1r-mp.com/download/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Download G1R:MP 0.1.8</span></a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Update_0.1.8" target="_blank" rel="noopener" class="mycode_url">Full update notes</a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Character_dimensions" target="_blank" rel="noopener" class="mycode_url">Character dimensions — guide and Lua API</a><br />
<br />
Thank you for testing and sharing your feedback!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[G1R:MP 0.1.7 is now available!]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=69</link>
			<pubDate>Sun, 11 Oct 2026 00:09:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=1">QCherry</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=69</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.7 is now available!</span></span><br />
<span style="font-weight: bold;" class="mycode_b">BUILD199 • Protocol 39</span></div>
<br />
G1R:MP 0.1.7 introduces new Lua audio tools, optional server-generated speech, NPC performance improvements and updates to multiplayer animation and world-state synchronization.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Built-in game audio</span></span><br />
<br />
Server creators can now use client-side Lua to play sounds already included in Gothic 1 Remake:<br />
<ul class="mycode_list"><li>Game sound effects, music and localized dialogue.<br />
</li>
<li>2D and positional 3D playback.<br />
</li>
<li>Preloading, playback control, volume and distance settings.<br />
</li>
<li>11 client-side functions and a result event.<br />
</li>
<li>A complete catalog containing 34,795 dialogue keys.<br />
</li>
</ul>
<br />
These functions control playback on the client where they are called. Gamemodes can coordinate which players should hear a sound through their scripts.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Optional server-side TTS</span></span><br />
<br />
Create spoken dialogue from text and use it in your own gamemodes, NPC systems and events.<br />
<ul class="mycode_list"><li>33 server-side Lua functions and 4 events.<br />
</li>
<li>Multilingual speech generation with Chatterbox Multilingual V3.<br />
</li>
<li>Additional Ukrainian support through a separate StyleTTS2 engine.<br />
</li>
<li>Custom voice samples, reusable presets and configurable generation settings.<br />
</li>
<li>Pre-rendering and saved recordings for dialogue prepared in advance.<br />
</li>
<li>Persistent caching to avoid generating unchanged recordings again.<br />
</li>
<li>Synchronized playback for remote players, including positional and attached speech.<br />
</li>
<li>Managed startup and shutdown through the normal server launcher.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">TTS is optional and disabled by default.</span> When disabled, it does not start Python workers or load speech models. When enabled, models load on demand. For frequently used dialogue, we recommend pre-rendering and reusing recordings.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">NPC performance and combat presentation</span></span><br />
<ul class="mycode_list"><li>Reduced overhead when handling NPC crowds, appearances and animations.<br />
</li>
<li>Expanded melee animation support across weapon families and skill tiers.<br />
</li>
<li>Smoother transitions for remote players and NPCs.<br />
</li>
</ul>
<br />
Performance still depends on the number of visible characters, assets, scripts and hardware. These changes reduce overhead; they do not make large NPC populations cost-free.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Movement and world synchronization</span></span><br />
<ul class="mycode_list"><li>Remote acrobatics now reflects the character's skill and corresponding jump presentation.<br />
</li>
<li>Improved climbing-wall and ledge movement, including sideways and diagonal movement.<br />
</li>
<li>Improved climbing and ladder entry/exit transitions.<br />
</li>
<li>Ladder animations better follow the actual interaction instead of starting while a character is still approaching.<br />
</li>
<li>Reduced interaction-related animation preparation hitches.<br />
</li>
<li>World-torch ignition by fire magic and extinguishing by weapons/arrows are synchronized, with state replay for late join.<br />
</li>
<li>Unwanted default-head hair accessories are removed from identity overrides.<br />
</li>
<li>Climbing-wall projections no longer cover remote character visuals near the wall.<br />
</li>
<li>Faster updates for loaded gates and replay of the latest state when a gate naturally streams into view, without force-loading distant gates.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Windows and Linux server packages</span></span><br />
<br />
Each platform now has two download options:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">WITH TTS</span> — includes the portable CPU runtime, dependencies, speech models and language data. No system Python installation is needed.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">WITHOUT TTS</span> — a smaller package containing the same gameplay server and Lua APIs, without the large optional TTS runtime.<br />
</li>
</ul>
<br />
Both variants use clean configuration templates and have TTS disabled by default. Map Editor and map_scene are included but are not started automatically.<br />
<br />
See the TTS setup guide for operating-system requirements and instructions for enabling speech generation or adding your own authorized voice samples.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Compatibility and upgrading</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">This release uses Protocol 39. Update BOTH your client and dedicated server.</span><br />
<br />
Clients running 0.1.6 / Protocol 38 cannot join 0.1.7 servers. The launcher updater now provides the new client.<br />
<br />
Before upgrading a server, back up and preserve your configuration, database, keys, maps, resource storage, TTS voices and saved recordings. Merge the updated configuration and scripts with your own settings.<br />
<br />
NVIDIA Reflex/Boost, DLSS/DLAA and DLSS Frame Generation remain disabled by default.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save-game safety:</span> installing or using the mod may overwrite or remove existing Gothic 1 Remake save data. Keep a separate backup of your single-player saves before playing multiplayer.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Downloads and documentation</span></span><br />
<ul class="mycode_list"><li><a href="https://g1r-mp.com/download/" target="_blank" rel="noopener" class="mycode_url">Download G1R:MP 0.1.7</a><br />
</li>
<li><a href="https://g1r-mp.com/wiki/index.php?title=Update_0.1.7" target="_blank" rel="noopener" class="mycode_url">Full release notes and API documentation</a><br />
</li>
<li><a href="https://g1r-mp.com/wiki/index.php?title=Game_audio" target="_blank" rel="noopener" class="mycode_url">Built-in game audio guide</a><br />
</li>
<li><a href="https://g1r-mp.com/wiki/index.php?title=Server_TTS" target="_blank" rel="noopener" class="mycode_url">Server TTS guide</a><br />
</li>
<li><a href="https://g1r-mp.com/wiki/index.php?title=TTS_configuration" target="_blank" rel="noopener" class="mycode_url">TTS setup and configuration</a><br />
</li>
</ul>
<br />
Thank you to everyone testing the mod, sharing logs and reporting issues. Your feedback helps us improve G1R:MP!]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.7 is now available!</span></span><br />
<span style="font-weight: bold;" class="mycode_b">BUILD199 • Protocol 39</span></div>
<br />
G1R:MP 0.1.7 introduces new Lua audio tools, optional server-generated speech, NPC performance improvements and updates to multiplayer animation and world-state synchronization.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Built-in game audio</span></span><br />
<br />
Server creators can now use client-side Lua to play sounds already included in Gothic 1 Remake:<br />
<ul class="mycode_list"><li>Game sound effects, music and localized dialogue.<br />
</li>
<li>2D and positional 3D playback.<br />
</li>
<li>Preloading, playback control, volume and distance settings.<br />
</li>
<li>11 client-side functions and a result event.<br />
</li>
<li>A complete catalog containing 34,795 dialogue keys.<br />
</li>
</ul>
<br />
These functions control playback on the client where they are called. Gamemodes can coordinate which players should hear a sound through their scripts.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Optional server-side TTS</span></span><br />
<br />
Create spoken dialogue from text and use it in your own gamemodes, NPC systems and events.<br />
<ul class="mycode_list"><li>33 server-side Lua functions and 4 events.<br />
</li>
<li>Multilingual speech generation with Chatterbox Multilingual V3.<br />
</li>
<li>Additional Ukrainian support through a separate StyleTTS2 engine.<br />
</li>
<li>Custom voice samples, reusable presets and configurable generation settings.<br />
</li>
<li>Pre-rendering and saved recordings for dialogue prepared in advance.<br />
</li>
<li>Persistent caching to avoid generating unchanged recordings again.<br />
</li>
<li>Synchronized playback for remote players, including positional and attached speech.<br />
</li>
<li>Managed startup and shutdown through the normal server launcher.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">TTS is optional and disabled by default.</span> When disabled, it does not start Python workers or load speech models. When enabled, models load on demand. For frequently used dialogue, we recommend pre-rendering and reusing recordings.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">NPC performance and combat presentation</span></span><br />
<ul class="mycode_list"><li>Reduced overhead when handling NPC crowds, appearances and animations.<br />
</li>
<li>Expanded melee animation support across weapon families and skill tiers.<br />
</li>
<li>Smoother transitions for remote players and NPCs.<br />
</li>
</ul>
<br />
Performance still depends on the number of visible characters, assets, scripts and hardware. These changes reduce overhead; they do not make large NPC populations cost-free.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Movement and world synchronization</span></span><br />
<ul class="mycode_list"><li>Remote acrobatics now reflects the character's skill and corresponding jump presentation.<br />
</li>
<li>Improved climbing-wall and ledge movement, including sideways and diagonal movement.<br />
</li>
<li>Improved climbing and ladder entry/exit transitions.<br />
</li>
<li>Ladder animations better follow the actual interaction instead of starting while a character is still approaching.<br />
</li>
<li>Reduced interaction-related animation preparation hitches.<br />
</li>
<li>World-torch ignition by fire magic and extinguishing by weapons/arrows are synchronized, with state replay for late join.<br />
</li>
<li>Unwanted default-head hair accessories are removed from identity overrides.<br />
</li>
<li>Climbing-wall projections no longer cover remote character visuals near the wall.<br />
</li>
<li>Faster updates for loaded gates and replay of the latest state when a gate naturally streams into view, without force-loading distant gates.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Windows and Linux server packages</span></span><br />
<br />
Each platform now has two download options:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">WITH TTS</span> — includes the portable CPU runtime, dependencies, speech models and language data. No system Python installation is needed.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">WITHOUT TTS</span> — a smaller package containing the same gameplay server and Lua APIs, without the large optional TTS runtime.<br />
</li>
</ul>
<br />
Both variants use clean configuration templates and have TTS disabled by default. Map Editor and map_scene are included but are not started automatically.<br />
<br />
See the TTS setup guide for operating-system requirements and instructions for enabling speech generation or adding your own authorized voice samples.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Compatibility and upgrading</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">This release uses Protocol 39. Update BOTH your client and dedicated server.</span><br />
<br />
Clients running 0.1.6 / Protocol 38 cannot join 0.1.7 servers. The launcher updater now provides the new client.<br />
<br />
Before upgrading a server, back up and preserve your configuration, database, keys, maps, resource storage, TTS voices and saved recordings. Merge the updated configuration and scripts with your own settings.<br />
<br />
NVIDIA Reflex/Boost, DLSS/DLAA and DLSS Frame Generation remain disabled by default.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save-game safety:</span> installing or using the mod may overwrite or remove existing Gothic 1 Remake save data. Keep a separate backup of your single-player saves before playing multiplayer.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Downloads and documentation</span></span><br />
<ul class="mycode_list"><li><a href="https://g1r-mp.com/download/" target="_blank" rel="noopener" class="mycode_url">Download G1R:MP 0.1.7</a><br />
</li>
<li><a href="https://g1r-mp.com/wiki/index.php?title=Update_0.1.7" target="_blank" rel="noopener" class="mycode_url">Full release notes and API documentation</a><br />
</li>
<li><a href="https://g1r-mp.com/wiki/index.php?title=Game_audio" target="_blank" rel="noopener" class="mycode_url">Built-in game audio guide</a><br />
</li>
<li><a href="https://g1r-mp.com/wiki/index.php?title=Server_TTS" target="_blank" rel="noopener" class="mycode_url">Server TTS guide</a><br />
</li>
<li><a href="https://g1r-mp.com/wiki/index.php?title=TTS_configuration" target="_blank" rel="noopener" class="mycode_url">TTS setup and configuration</a><br />
</li>
</ul>
<br />
Thank you to everyone testing the mod, sharing logs and reporting issues. Your feedback helps us improve G1R:MP!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[NPC's performance]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=68</link>
			<pubDate>Fri, 02 Oct 2026 14:54:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=12">Chenentano</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=68</guid>
			<description><![CDATA[Everytime when 1-2 NPC's with Identity - Skincolor -  Weapon &amp; Armor comes in streaming-range, the game starts to stutter.<br />
<br />
I couldnt find you atm which identity or weapon it is which causes them, since ive shuffled the identity and skincolor.<br />
<br />
If I find something, ill write it down here.<br />
<br />
Greetings]]></description>
			<content:encoded><![CDATA[Everytime when 1-2 NPC's with Identity - Skincolor -  Weapon &amp; Armor comes in streaming-range, the game starts to stutter.<br />
<br />
I couldnt find you atm which identity or weapon it is which causes them, since ive shuffled the identity and skincolor.<br />
<br />
If I find something, ill write it down here.<br />
<br />
Greetings]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The launcher is detected as the game REBROOD Demo.]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=67</link>
			<pubDate>Fri, 02 Oct 2026 10:27:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=67">WarsheepGER</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=67</guid>
			<description><![CDATA[I’ve noticed that the launcher identifies as the game as the "REBROOD Demo," and all playtime is being logged under that demo.<br />
However, the *Gothic 1 Remake* itself isn't recognized (it's being suppressed), and the Steam Overlay doesn't work in the *Gothic Remake* either.]]></description>
			<content:encoded><![CDATA[I’ve noticed that the launcher identifies as the game as the "REBROOD Demo," and all playtime is being logged under that demo.<br />
However, the *Gothic 1 Remake* itself isn't recognized (it's being suppressed), and the Steam Overlay doesn't work in the *Gothic Remake* either.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[G1R:MP 0.1.6 is now available!]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=66</link>
			<pubDate>Wed, 30 Sep 2026 22:37:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=1">QCherry</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=66</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.6 is now available!</span></span><br />
<span style="font-size: medium;" class="mycode_size">Rideable scavengers, custom area notifications, smoother doors and pickup improvements.</span></div>
<br />
<span style="font-weight: bold;" class="mycode_b">Release:</span> 0.1.6<br />
<span style="font-weight: bold;" class="mycode_b">Client build:</span> 174<br />
<span style="font-weight: bold;" class="mycode_b">Network protocol:</span> 38<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #cc3333;" class="mycode_color">Important: both players and server owners must update. Clients and servers using Protocol 37 or older are not compatible with this release.</span></span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Rideable scavengers</span></span><br />
<br />
Explore the Colony on a scavenger! This release introduces player-owned mounts with synchronized rider and animal movement.<br />
<ul class="mycode_list"><li>Mounting, riding and dismounting, with synchronized movement and animation for other players.<br />
</li>
<li>Support for walking, running, sprinting, jumping and swimming presentation.<br />
</li>
<li>Mount state synchronization for players joining later or returning to synchronization range.<br />
</li>
<li>Individual ownership, allowing multiple players to use their own mounts.<br />
</li>
<li>No fixed two-minute despawn timer.<br />
</li>
<li>Improved rider positioning, boarding recovery and character orientation after dismounting.<br />
</li>
<li>Mounted hit handling that preserves damage while preventing ordinary on-foot reactions from separating the rider from the mount.<br />
</li>
<li>Nameplate updates while riding, respecting existing visibility, distance and observer-specific settings.<br />
</li>
</ul>
<br />
Server developers can manage mounts using:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>createPlayerMount(playerId)
destroyPlayerMount(playerId)</code></div></div><br />
Mount ownership belongs to the current player session and the resource that created it. Persistent ownership and ownership transfer are not included. Native riding restrictions still apply.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Custom area notifications</span></span><br />
<br />
Gamemodes can now display their own native-style, two-line area banners.<br />
<ul class="mycode_list"><li>Separate heading and main title.<br />
</li>
<li>Configurable display duration.<br />
</li>
<li>Unicode text support, including Polish characters and Cyrillic.<br />
</li>
<li>Passive presentation without taking control away from the player.<br />
</li>
<li>Automatic native discovery banners are suppressed in multiplayer, without disabling world streaming or region logic.<br />
</li>
</ul>
<br />
New server-side functions:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ShowAreaNotification(playerId, heading, title, durationMs)
HideAreaNotification(playerId)</code></div></div><br />
The lower-camel aliases <span style="font-weight: bold;" class="mycode_b">showAreaNotification</span> and <span style="font-weight: bold;" class="mycode_b">hideAreaNotification</span> are also available.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Smoother door synchronization</span></span><br />
<ul class="mycode_list"><li>Improved ordinary-door opening and closing animations locally and on remote clients.<br />
</li>
<li>Reduced avoidable delay before other players see a door move.<br />
</li>
<li>Improved interaction readiness after an opening or closing animation finishes.<br />
</li>
<li>Existing key restrictions, collision handling and late-join state restoration are retained.<br />
</li>
</ul>
<br />
Existing gate and winch synchronization remains available.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Item pickup improvements</span></span><br />
<ul class="mycode_list"><li>Reduced observer-side hitches when another player picks up an item.<br />
</li>
<li>Improved pickup animation timing and the transition back to normal movement.<br />
</li>
<li>Reduced brief arms-only A-pose during pickup recovery.<br />
</li>
<li>Inventory ownership, pickup validation and server-authoritative item removal remain unchanged.<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">For server owners</span></span><br />
<br />
Updated dedicated server packages are available for <span style="font-weight: bold;" class="mycode_b">Windows x64</span> and <span style="font-weight: bold;" class="mycode_b">Linux x86_64</span>. Both include matching Lua resources, with Map Editor and map_scene remaining optional.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Back up your server before updating.</span> Install the new server executable and merge the updated resources while preserving your configuration, database credentials, server keys, saved maps and resource data. If you keep your existing configuration, update its listing version to <span style="font-weight: bold;" class="mycode_b">0.1.6</span>.<br />
<br />
NVIDIA Reflex/Boost, DLSS/DLAA and DLSS Frame Generation remain disabled by default by the launcher's compatibility settings.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Testing and feedback</span></span><br />
<br />
This is still a public alpha. Automated release checks passed on Windows and Linux, but real multiplayer testing remains important—especially for mount transitions and interactions. The native heart/petting interaction is not yet confirmed to be available in every situation.<br />
<br />
If you encounter an issue, please include your client/server version, reproduction steps and logs. For synchronization problems, logs from both players are especially useful.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><a href="https://g1r-mp.com/download/" target="_blank" rel="noopener" class="mycode_url">Download G1R:MP 0.1.6</a></span></span><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Update_0.1.6" target="_blank" rel="noopener" class="mycode_url">Release notes and scripting documentation</a><br />
<br />
Thank you for testing, reporting issues and helping improve G1R:MP!</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.6 is now available!</span></span><br />
<span style="font-size: medium;" class="mycode_size">Rideable scavengers, custom area notifications, smoother doors and pickup improvements.</span></div>
<br />
<span style="font-weight: bold;" class="mycode_b">Release:</span> 0.1.6<br />
<span style="font-weight: bold;" class="mycode_b">Client build:</span> 174<br />
<span style="font-weight: bold;" class="mycode_b">Network protocol:</span> 38<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #cc3333;" class="mycode_color">Important: both players and server owners must update. Clients and servers using Protocol 37 or older are not compatible with this release.</span></span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Rideable scavengers</span></span><br />
<br />
Explore the Colony on a scavenger! This release introduces player-owned mounts with synchronized rider and animal movement.<br />
<ul class="mycode_list"><li>Mounting, riding and dismounting, with synchronized movement and animation for other players.<br />
</li>
<li>Support for walking, running, sprinting, jumping and swimming presentation.<br />
</li>
<li>Mount state synchronization for players joining later or returning to synchronization range.<br />
</li>
<li>Individual ownership, allowing multiple players to use their own mounts.<br />
</li>
<li>No fixed two-minute despawn timer.<br />
</li>
<li>Improved rider positioning, boarding recovery and character orientation after dismounting.<br />
</li>
<li>Mounted hit handling that preserves damage while preventing ordinary on-foot reactions from separating the rider from the mount.<br />
</li>
<li>Nameplate updates while riding, respecting existing visibility, distance and observer-specific settings.<br />
</li>
</ul>
<br />
Server developers can manage mounts using:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>createPlayerMount(playerId)
destroyPlayerMount(playerId)</code></div></div><br />
Mount ownership belongs to the current player session and the resource that created it. Persistent ownership and ownership transfer are not included. Native riding restrictions still apply.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Custom area notifications</span></span><br />
<br />
Gamemodes can now display their own native-style, two-line area banners.<br />
<ul class="mycode_list"><li>Separate heading and main title.<br />
</li>
<li>Configurable display duration.<br />
</li>
<li>Unicode text support, including Polish characters and Cyrillic.<br />
</li>
<li>Passive presentation without taking control away from the player.<br />
</li>
<li>Automatic native discovery banners are suppressed in multiplayer, without disabling world streaming or region logic.<br />
</li>
</ul>
<br />
New server-side functions:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ShowAreaNotification(playerId, heading, title, durationMs)
HideAreaNotification(playerId)</code></div></div><br />
The lower-camel aliases <span style="font-weight: bold;" class="mycode_b">showAreaNotification</span> and <span style="font-weight: bold;" class="mycode_b">hideAreaNotification</span> are also available.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Smoother door synchronization</span></span><br />
<ul class="mycode_list"><li>Improved ordinary-door opening and closing animations locally and on remote clients.<br />
</li>
<li>Reduced avoidable delay before other players see a door move.<br />
</li>
<li>Improved interaction readiness after an opening or closing animation finishes.<br />
</li>
<li>Existing key restrictions, collision handling and late-join state restoration are retained.<br />
</li>
</ul>
<br />
Existing gate and winch synchronization remains available.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Item pickup improvements</span></span><br />
<ul class="mycode_list"><li>Reduced observer-side hitches when another player picks up an item.<br />
</li>
<li>Improved pickup animation timing and the transition back to normal movement.<br />
</li>
<li>Reduced brief arms-only A-pose during pickup recovery.<br />
</li>
<li>Inventory ownership, pickup validation and server-authoritative item removal remain unchanged.<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">For server owners</span></span><br />
<br />
Updated dedicated server packages are available for <span style="font-weight: bold;" class="mycode_b">Windows x64</span> and <span style="font-weight: bold;" class="mycode_b">Linux x86_64</span>. Both include matching Lua resources, with Map Editor and map_scene remaining optional.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Back up your server before updating.</span> Install the new server executable and merge the updated resources while preserving your configuration, database credentials, server keys, saved maps and resource data. If you keep your existing configuration, update its listing version to <span style="font-weight: bold;" class="mycode_b">0.1.6</span>.<br />
<br />
NVIDIA Reflex/Boost, DLSS/DLAA and DLSS Frame Generation remain disabled by default by the launcher's compatibility settings.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Testing and feedback</span></span><br />
<br />
This is still a public alpha. Automated release checks passed on Windows and Linux, but real multiplayer testing remains important—especially for mount transitions and interactions. The native heart/petting interaction is not yet confirmed to be available in every situation.<br />
<br />
If you encounter an issue, please include your client/server version, reproduction steps and logs. For synchronization problems, logs from both players are especially useful.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><a href="https://g1r-mp.com/download/" target="_blank" rel="noopener" class="mycode_url">Download G1R:MP 0.1.6</a></span></span><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Update_0.1.6" target="_blank" rel="noopener" class="mycode_url">Release notes and scripting documentation</a><br />
<br />
Thank you for testing, reporting issues and helping improve G1R:MP!</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[setLoadingScreenSkip]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=65</link>
			<pubDate>Sun, 27 Sep 2026 09:36:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=20">Rul3zZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=65</guid>
			<description><![CDATA[After joining, players always get the native "click to continue" screen before our own UI starts. On an RP server that breaks the flow into our login and character selection.<br />
__________ <br />
<br />
setLoadingScreenSkip(true)<br />
<br />
addEventHandler("onClientLoadingScreenFinished", root, function()<br />
    showLoginMenu()<br />
end)<br />
<br />
__________<br />
<ul class="mycode_list"><li>Default stays as it is today (false), so nothing changes for other servers.<br />
</li>
<li>Nice to have: setLoadingScreenText("...") for our own hint text on the loading screen.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[After joining, players always get the native "click to continue" screen before our own UI starts. On an RP server that breaks the flow into our login and character selection.<br />
__________ <br />
<br />
setLoadingScreenSkip(true)<br />
<br />
addEventHandler("onClientLoadingScreenFinished", root, function()<br />
    showLoginMenu()<br />
end)<br />
<br />
__________<br />
<ul class="mycode_list"><li>Default stays as it is today (false), so nothing changes for other servers.<br />
</li>
<li>Nice to have: setLoadingScreenText("...") for our own hint text on the loading screen.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[playSoundFromGame]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=64</link>
			<pubDate>Sun, 27 Sep 2026 09:25:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=20">Rul3zZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=64</guid>
			<description><![CDATA[Play a sound or voice line directly from the installed game, with the same behavior and handle as <span style="font-weight: bold;" class="mycode_b">playSound playSound3D</span>.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>local handle = playSoundFromGame("GVL_G1R_VOICE24_CONVERSATIONSMALLTALK_3", false, 0.8)</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>local handle = playSoundFromGame3D("GVL_G1R_VOICE24_CONVERSATIONSMALLTALK_3", x, y, z, false, 0.72, 1.5, 18.0)</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>stopSound(handle)</code></div></div><ul class="mycode_list"><li>Plays in the player's own game language.<br />
</li>
<li>Returns <span style="font-weight: bold;" class="mycode_b">false </span>if the key doesn't exist.<br />
</li>
<li>The handle works with the existing audio functions (stopSound, setSoundVolume, setSound3DPosition, ...).<br />
</li>
</ul>
<br />
Use case: ambient NPC chatter on RP servers using the game's own voice types.]]></description>
			<content:encoded><![CDATA[Play a sound or voice line directly from the installed game, with the same behavior and handle as <span style="font-weight: bold;" class="mycode_b">playSound playSound3D</span>.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>local handle = playSoundFromGame("GVL_G1R_VOICE24_CONVERSATIONSMALLTALK_3", false, 0.8)</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>local handle = playSoundFromGame3D("GVL_G1R_VOICE24_CONVERSATIONSMALLTALK_3", x, y, z, false, 0.72, 1.5, 18.0)</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>stopSound(handle)</code></div></div><ul class="mycode_list"><li>Plays in the player's own game language.<br />
</li>
<li>Returns <span style="font-weight: bold;" class="mycode_b">false </span>if the key doesn't exist.<br />
</li>
<li>The handle works with the existing audio functions (stopSound, setSoundVolume, setSound3DPosition, ...).<br />
</li>
</ul>
<br />
Use case: ambient NPC chatter on RP servers using the game's own voice types.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Kilka sugestii]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=63</link>
			<pubDate>Wed, 23 Sep 2026 21:24:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=27">JoePL</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=63</guid>
			<description><![CDATA[1. Tryb broni gracza (wyciągnięta czy schowana)<br />
Dziś serwer widzi tylko, co gracz ma w slotach, a nie to, czy trzyma broń w dłoni. Dla magii jest to już dostępne (<br />
inHand w onPlayerSpellEquip), dla broni białej i łuku nie.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>getPlayerWeaponMode(playerId)  --&gt; "none"|"fist"|"melee"|"bow"|"crossbow"|"magic"
onPlayerWeaponModeChange(playerId, previousMode, newMode)</code></div></div><br />
<br />
<br />
2. Obrażenia NPC<br />
Dziś żadne zdarzenie nie mówi, że gracz uderzył NPC. onPlayerHitdotyczy tylko walki gracz–gracz.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>onNpcDamage(npcId, attackerId, damage, damageType, healthAfter)
setNpcHealth(npcId, hp) / setNpcMaxHealth(npcId, hp) / getNpcHealth(npcId)
setNpcInvulnerable(npcId, true)  -- kupiec, którego nie da się zabić
onNpcDeath(npcId, killerId)</code></div></div><br />
<br />
<br />
3. Wyciąganie broni przez NPC<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>setNpcWeaponMode(npcId, "melee")  -- wyciąga broń z setNpcWeapon
setNpcWeaponMode(npcId, "none")    -- chowa</code></div></div><br />
<br />
<br />
4. Obrót NPC w stronę gracza<br />
Dziś jedyną drogą jest setNpcPosition z nowym kątem, czyli teleport, który przerywa trasę.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>setNpcLookAt(npcId, playerId)      -- obraca się i śledzi gracza wzrokiem
setNpcLookAt(npcId, false)        -- koniec</code></div></div><br />
<br />
<br />
<br />
5. Atak NPC na gracza (potwory już to mają przez setMonsterTarget)<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>setNpcCombatTarget(npcId, playerId)  -- strażnik atakuje
setNpcCombatTarget(npcId, false)      -- przerywa walkę
setNpcAttackDamage(npcId, 15)
onNpcAttack(npcId, targetPlayerId, damage)</code></div></div><br />
<br />
6. Animacje NPC (ten sam katalog 118 animacji co startAnim dla graczy)<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>startNpcAnim(npcId, "threaten", false, 0.15)  -- gest „schowaj to!”
stopNpcAnim(npcId)</code></div></div><br />
<br />
<br />
7. Percepcja NPC (wzrok z przeszkodami, jak isPlayerInTarget, ale dla NPC)<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>isNpcSeeingPlayer(npcId, playerId [, maxDist = 15, fov = 120])  --&gt; bool</code></div></div>]]></description>
			<content:encoded><![CDATA[1. Tryb broni gracza (wyciągnięta czy schowana)<br />
Dziś serwer widzi tylko, co gracz ma w slotach, a nie to, czy trzyma broń w dłoni. Dla magii jest to już dostępne (<br />
inHand w onPlayerSpellEquip), dla broni białej i łuku nie.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>getPlayerWeaponMode(playerId)  --&gt; "none"|"fist"|"melee"|"bow"|"crossbow"|"magic"
onPlayerWeaponModeChange(playerId, previousMode, newMode)</code></div></div><br />
<br />
<br />
2. Obrażenia NPC<br />
Dziś żadne zdarzenie nie mówi, że gracz uderzył NPC. onPlayerHitdotyczy tylko walki gracz–gracz.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>onNpcDamage(npcId, attackerId, damage, damageType, healthAfter)
setNpcHealth(npcId, hp) / setNpcMaxHealth(npcId, hp) / getNpcHealth(npcId)
setNpcInvulnerable(npcId, true)  -- kupiec, którego nie da się zabić
onNpcDeath(npcId, killerId)</code></div></div><br />
<br />
<br />
3. Wyciąganie broni przez NPC<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>setNpcWeaponMode(npcId, "melee")  -- wyciąga broń z setNpcWeapon
setNpcWeaponMode(npcId, "none")    -- chowa</code></div></div><br />
<br />
<br />
4. Obrót NPC w stronę gracza<br />
Dziś jedyną drogą jest setNpcPosition z nowym kątem, czyli teleport, który przerywa trasę.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>setNpcLookAt(npcId, playerId)      -- obraca się i śledzi gracza wzrokiem
setNpcLookAt(npcId, false)        -- koniec</code></div></div><br />
<br />
<br />
<br />
5. Atak NPC na gracza (potwory już to mają przez setMonsterTarget)<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>setNpcCombatTarget(npcId, playerId)  -- strażnik atakuje
setNpcCombatTarget(npcId, false)      -- przerywa walkę
setNpcAttackDamage(npcId, 15)
onNpcAttack(npcId, targetPlayerId, damage)</code></div></div><br />
<br />
6. Animacje NPC (ten sam katalog 118 animacji co startAnim dla graczy)<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>startNpcAnim(npcId, "threaten", false, 0.15)  -- gest „schowaj to!”
stopNpcAnim(npcId)</code></div></div><br />
<br />
<br />
7. Percepcja NPC (wzrok z przeszkodami, jak isPlayerInTarget, ale dla NPC)<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>isNpcSeeingPlayer(npcId, playerId [, maxDist = 15, fov = 120])  --&gt; bool</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[G1R:MP 0.1.4 is now available!]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=62</link>
			<pubDate>Tue, 22 Sep 2026 22:37:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=1">QCherry</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=62</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.4 is now available!</span></span><br />
<span style="font-size: medium;" class="mycode_size">New tools for server creators, expanded animations, and improved scripting.</span></div>
<br />
We are happy to announce the release of <span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.4</span>!<br />
<br />
The update is available through the launcher updater and on our website, alongside matching <span style="font-weight: bold;" class="mycode_b">Windows and Linux dedicated server packages</span>.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">What's new?</span></span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Lua Map Editor</span><br />
Create your own scenes directly in-game! Browse and search models, preview and place objects, move, rotate, scale, duplicate and delete them. Includes a free camera, scene hierarchy, snapping, undo/redo, saving, loading and export.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Custom map deployment</span><br />
Deploy exported scenes through the included map_scene resource, allowing players to load your placed objects when joining. Both map_editor and map_scene are included in the dedicated server packages.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">118 player animations</span><br />
An expanded catalog covering smithing, mining, woodcutting, cooking, training, sitting, sleeping, daily activities and gestures. New Lua functions let scripts browse animation names and information.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Improved weapon control</span><br />
Improved scripted weapon equipping and removal, separate melee/ranged state reporting, request-result events and synchronized equipment presentation for other players, including late joiners.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mouse capture and camera tools</span><br />
New mouse-capture controls and camera updates for scripted cameras, custom interfaces and editor-style free-camera movement.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">MySQL connection recovery</span><br />
Optional automatic reconnect support, connection-state reporting and recovery events. The bundled GothicRP resource includes improved database recovery. Failed SQL statements are not automatically replayed.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">WebP support in RmlUi</span><br />
Use static WebP images, including transparency, in your interfaces. Existing PNG support remains available.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Safe Lua time access</span><br />
os.time() is now available for timestamps and ordinary random seeding. Dangerous operating-system functions remain unavailable.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Remote-event security improvements</span><br />
The new server-side getEventClient() function identifies the authenticated player behind a request. Client-provided resource names are no longer treated as trusted event origins.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Launcher improvements</span><br />
Cyrillic server titles are supported, and the password/join panel layout has been corrected.<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">NVIDIA compatibility — BUILD134</span></span><br />
<br />
The latest client disables <span style="font-weight: bold;" class="mycode_b">NVIDIA Reflex, Reflex Boost, DLSS/DLAA and DLSS Frame Generation by default</span> before launching the game. This also applies when upgrading an existing launcher installation.<br />
<br />
Changed game settings are backed up. Existing FSR, XeSS and TSR selections are preserved. This is a compatibility precaution following a reported GPU crash, not a guarantee against every GPU-related issue.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Important information for server owners</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">0.1.4 uses Protocol 36. Update both the client and dedicated server when upgrading from 0.1.3.</span><br />
<br />
Back up your configuration, database and resource data before upgrading. Preserve your credentials, keys, saved maps and .storage directories when merging updated resources.<br />
<br />
Custom remote-event handlers that authorize requests using sourceResource.name must be reviewed. Use the authenticated sender and server-side permission checks instead.<br />
<br />
Map Editor is included but is <span style="font-weight: bold;" class="mycode_b">not started automatically</span>. Enable it and configure access according to the wiki instructions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Already running a 0.1.4 / Protocol 36 server?</span> The BUILD134 NVIDIA hotfix only requires updating the client.<br />
<br />
<div style="text-align: center;" class="mycode_align">
<a href="https://g1r-mp.com/download/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">DOWNLOAD G1R:MP 0.1.4</span></a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Update_0.1.4" target="_blank" rel="noopener" class="mycode_url">Release notes and scripting documentation</a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Map_editor" target="_blank" rel="noopener" class="mycode_url">Map Editor guide</a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Known_issues" target="_blank" rel="noopener" class="mycode_url">Known issues and troubleshooting</a><br />
<br />
Thank you for testing, reporting issues and helping G1R:MP grow!<br />
<span style="font-weight: bold;" class="mycode_b">See you in the Colony!</span><br />
</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.4 is now available!</span></span><br />
<span style="font-size: medium;" class="mycode_size">New tools for server creators, expanded animations, and improved scripting.</span></div>
<br />
We are happy to announce the release of <span style="font-weight: bold;" class="mycode_b">G1R:MP 0.1.4</span>!<br />
<br />
The update is available through the launcher updater and on our website, alongside matching <span style="font-weight: bold;" class="mycode_b">Windows and Linux dedicated server packages</span>.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">What's new?</span></span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Lua Map Editor</span><br />
Create your own scenes directly in-game! Browse and search models, preview and place objects, move, rotate, scale, duplicate and delete them. Includes a free camera, scene hierarchy, snapping, undo/redo, saving, loading and export.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Custom map deployment</span><br />
Deploy exported scenes through the included map_scene resource, allowing players to load your placed objects when joining. Both map_editor and map_scene are included in the dedicated server packages.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">118 player animations</span><br />
An expanded catalog covering smithing, mining, woodcutting, cooking, training, sitting, sleeping, daily activities and gestures. New Lua functions let scripts browse animation names and information.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Improved weapon control</span><br />
Improved scripted weapon equipping and removal, separate melee/ranged state reporting, request-result events and synchronized equipment presentation for other players, including late joiners.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mouse capture and camera tools</span><br />
New mouse-capture controls and camera updates for scripted cameras, custom interfaces and editor-style free-camera movement.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">MySQL connection recovery</span><br />
Optional automatic reconnect support, connection-state reporting and recovery events. The bundled GothicRP resource includes improved database recovery. Failed SQL statements are not automatically replayed.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">WebP support in RmlUi</span><br />
Use static WebP images, including transparency, in your interfaces. Existing PNG support remains available.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Safe Lua time access</span><br />
os.time() is now available for timestamps and ordinary random seeding. Dangerous operating-system functions remain unavailable.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Remote-event security improvements</span><br />
The new server-side getEventClient() function identifies the authenticated player behind a request. Client-provided resource names are no longer treated as trusted event origins.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Launcher improvements</span><br />
Cyrillic server titles are supported, and the password/join panel layout has been corrected.<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">NVIDIA compatibility — BUILD134</span></span><br />
<br />
The latest client disables <span style="font-weight: bold;" class="mycode_b">NVIDIA Reflex, Reflex Boost, DLSS/DLAA and DLSS Frame Generation by default</span> before launching the game. This also applies when upgrading an existing launcher installation.<br />
<br />
Changed game settings are backed up. Existing FSR, XeSS and TSR selections are preserved. This is a compatibility precaution following a reported GPU crash, not a guarantee against every GPU-related issue.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Important information for server owners</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">0.1.4 uses Protocol 36. Update both the client and dedicated server when upgrading from 0.1.3.</span><br />
<br />
Back up your configuration, database and resource data before upgrading. Preserve your credentials, keys, saved maps and .storage directories when merging updated resources.<br />
<br />
Custom remote-event handlers that authorize requests using sourceResource.name must be reviewed. Use the authenticated sender and server-side permission checks instead.<br />
<br />
Map Editor is included but is <span style="font-weight: bold;" class="mycode_b">not started automatically</span>. Enable it and configure access according to the wiki instructions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Already running a 0.1.4 / Protocol 36 server?</span> The BUILD134 NVIDIA hotfix only requires updating the client.<br />
<br />
<div style="text-align: center;" class="mycode_align">
<a href="https://g1r-mp.com/download/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">DOWNLOAD G1R:MP 0.1.4</span></a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Update_0.1.4" target="_blank" rel="noopener" class="mycode_url">Release notes and scripting documentation</a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Map_editor" target="_blank" rel="noopener" class="mycode_url">Map Editor guide</a><br />
<a href="https://g1r-mp.com/wiki/index.php?title=Known_issues" target="_blank" rel="noopener" class="mycode_url">Known issues and troubleshooting</a><br />
<br />
Thank you for testing, reporting issues and helping G1R:MP grow!<br />
<span style="font-weight: bold;" class="mycode_b">See you in the Colony!</span><br />
</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cancellable pre-action hooks for custom resources]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=61</link>
			<pubDate>Thu, 17 Sep 2026 16:02:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=20">Rul3zZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=61</guid>
			<description><![CDATA[Hi! <br />
<br />
Could G1R:MP expose server-side hooks that let custom resources reject gameplay actions before their effects are applied?<br />
According to the wiki, pickup, drop and damage events report completed changes.<br />
For RP servers, public pre-action hooks would allow ownership checks, protected items and custom combat restrictions.<br />
<br />
For example.:<br />
<br />
_____________________________________________________<br />
<br />
addEventHandler("onPlayerRequestPickup", root,<br />
    function(playerId, objectId)<br />
        -- Custom permission check<br />
        if not canPlayerTakeItem(playerId, objectId) then<br />
            cancelEvent()<br />
        end<br />
    end<br />
)<br />
<br />
_____________________________________________________<br />
<br />
<br />
Similar hooks for dropping, equipping, consuming items and applying damage would be useful. Cancellation should prevent the action without requiring scripts to undo inventory or health changes afterward.<br />
<br />
This would complement the existing native validation and completion events. Are public pre-action hooks planned?]]></description>
			<content:encoded><![CDATA[Hi! <br />
<br />
Could G1R:MP expose server-side hooks that let custom resources reject gameplay actions before their effects are applied?<br />
According to the wiki, pickup, drop and damage events report completed changes.<br />
For RP servers, public pre-action hooks would allow ownership checks, protected items and custom combat restrictions.<br />
<br />
For example.:<br />
<br />
_____________________________________________________<br />
<br />
addEventHandler("onPlayerRequestPickup", root,<br />
    function(playerId, objectId)<br />
        -- Custom permission check<br />
        if not canPlayerTakeItem(playerId, objectId) then<br />
            cancelEvent()<br />
        end<br />
    end<br />
)<br />
<br />
_____________________________________________________<br />
<br />
<br />
Similar hooks for dropping, equipping, consuming items and applying damage would be useful. Cancellation should prevent the action without requiring scripts to undo inventory or health changes afterward.<br />
<br />
This would complement the existing native validation and completion events. Are public pre-action hooks planned?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Instances / Virtual Worlds]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=60</link>
			<pubDate>Thu, 17 Sep 2026 15:58:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=20">Rul3zZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=60</guid>
			<description><![CDATA[Hi! <br />
<br />
For our Roleplay server, this would be useful for character creation, private RP events and separate dungeon groups.<br />
<br />
Players in different instances should not see, hear or interact with each other. NPCs, world items, combat and spatial voice should respect the same separation.<br />
<br />
For example.:<br />
 __________________________________________ <br />
<br />
local instanceId = createInstance()<br />
<br />
setPlayerInstance(playerId, instanceId)<br />
setNpcInstance(npcId, instanceId)<br />
<br />
-- Return to the main world<br />
setPlayerInstance(playerId, 0)<br />
<br />
-- Once players have left<br />
destroyInstance(instanceId)<br />
<br />
__________________________________________<br />
<br />
Server-controlled membership and clear cleanup rules would help prevent entities or interactions leaking between instances.<br />
<br />
I couldn't find this in the wiki. Is something similar already available or planned?]]></description>
			<content:encoded><![CDATA[Hi! <br />
<br />
For our Roleplay server, this would be useful for character creation, private RP events and separate dungeon groups.<br />
<br />
Players in different instances should not see, hear or interact with each other. NPCs, world items, combat and spatial voice should respect the same separation.<br />
<br />
For example.:<br />
 __________________________________________ <br />
<br />
local instanceId = createInstance()<br />
<br />
setPlayerInstance(playerId, instanceId)<br />
setNpcInstance(npcId, instanceId)<br />
<br />
-- Return to the main world<br />
setPlayerInstance(playerId, 0)<br />
<br />
-- Once players have left<br />
destroyInstance(instanceId)<br />
<br />
__________________________________________<br />
<br />
Server-controlled membership and clear cleanup rules would help prevent entities or interactions leaking between instances.<br />
<br />
I couldn't find this in the wiki. Is something similar already available or planned?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Object placement previews and editing API]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=59</link>
			<pubDate>Thu, 17 Sep 2026 15:55:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=20">Rul3zZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=59</guid>
			<description><![CDATA[Hi! <br />
<br />
For our Roleplay server, we are building an in-game world editor.<br />
<br />
`spawnItem` already supports exact coordinates, yaw and ground snapping. <br />
<br />
To complement this, could we get:<br />
<br />
- Transparent, client-only previews without collision or pickup.<br />
- Camera raycasts for placement targeting.<br />
- Functions to move, rotate and delete existing world items.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">an small Example.:</span><br />
____________________________________________________________<br />
<br />
-- Client: local preview<br />
local preview = createObjectPreview("itfo_apple", x, y, z)<br />
setObjectPreviewOpacity(preview, 0.45)<br />
<br />
local hit = raycastFromCamera(maxDistance)<br />
if hit then<br />
    setObjectPreviewPosition(preview, hit.x, hit.y, hit.z)<br />
    setObjectPreviewRotation(preview, yaw)<br />
end<br />
<br />
destroyObjectPreview(preview)<br />
<br />
-- Server: edit an existing item<br />
setWorldItemPosition(objectId, x, y, z)<br />
setWorldItemRotation(objectId, yaw)<br />
destroyWorldItem(objectId)<br />
<br />
________________________________________________________<br />
<br />
Placement would use the existing `spawnItem` after server validation. <br />
These additions would allow preview → adjust → confirm, plus editing placed items.<br />
<br />
I couldn't find these features in the wiki. If equivalents already exist, a short example would be appreciated!<br />
<br />
Cheers!]]></description>
			<content:encoded><![CDATA[Hi! <br />
<br />
For our Roleplay server, we are building an in-game world editor.<br />
<br />
`spawnItem` already supports exact coordinates, yaw and ground snapping. <br />
<br />
To complement this, could we get:<br />
<br />
- Transparent, client-only previews without collision or pickup.<br />
- Camera raycasts for placement targeting.<br />
- Functions to move, rotate and delete existing world items.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">an small Example.:</span><br />
____________________________________________________________<br />
<br />
-- Client: local preview<br />
local preview = createObjectPreview("itfo_apple", x, y, z)<br />
setObjectPreviewOpacity(preview, 0.45)<br />
<br />
local hit = raycastFromCamera(maxDistance)<br />
if hit then<br />
    setObjectPreviewPosition(preview, hit.x, hit.y, hit.z)<br />
    setObjectPreviewRotation(preview, yaw)<br />
end<br />
<br />
destroyObjectPreview(preview)<br />
<br />
-- Server: edit an existing item<br />
setWorldItemPosition(objectId, x, y, z)<br />
setWorldItemRotation(objectId, yaw)<br />
destroyWorldItem(objectId)<br />
<br />
________________________________________________________<br />
<br />
Placement would use the existing `spawnItem` after server validation. <br />
These additions would allow preview → adjust → confirm, plus editing placed items.<br />
<br />
I couldn't find these features in the wiki. If equivalents already exist, a short example would be appreciated!<br />
<br />
Cheers!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Feature request] IsPlayerCombatMode]]></title>
			<link>https://g1r-mp.com/forum/showthread.php?tid=57</link>
			<pubDate>Tue, 15 Sep 2026 17:40:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://g1r-mp.com/forum/member.php?action=profile&uid=4">PaolSon44</a>]]></dc:creator>
			<guid isPermaLink="false">https://g1r-mp.com/forum/showthread.php?tid=57</guid>
			<description><![CDATA[Hey,<br />
<br />
Something like that will be cool:<br />
<br />
<span style="font-size: large;" class="mycode_size">isPlayerCombatMode</span><br />
<hr class="mycode_hr" />
Checks wheter player is in combat mode. Usually like held melee / distance weapon, fists or use magic.<br />
<br />
<span style="font-size: large;" class="mycode_size">Syntax</span><br />
<hr class="mycode_hr" />
<blockquote class="mycode_quote"><cite>Quote:</cite>bool isPlayerCombatMode(int playerId)  </blockquote>
<br />
<span style="font-size: large;" class="mycode_size">Examples</span><br />
<hr class="mycode_hr" />
<blockquote class="mycode_quote"><cite>Quote:</cite>if isPlayerCombatMode(playerId) then<br />
    unbindKey("tab", "both", handleScoreboard)<br />
end </blockquote>
<br />
In this way server can check player combat state, so this will enable to protect other functions which would be disturb a combat.  <img src="https://g1r-mp.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />]]></description>
			<content:encoded><![CDATA[Hey,<br />
<br />
Something like that will be cool:<br />
<br />
<span style="font-size: large;" class="mycode_size">isPlayerCombatMode</span><br />
<hr class="mycode_hr" />
Checks wheter player is in combat mode. Usually like held melee / distance weapon, fists or use magic.<br />
<br />
<span style="font-size: large;" class="mycode_size">Syntax</span><br />
<hr class="mycode_hr" />
<blockquote class="mycode_quote"><cite>Quote:</cite>bool isPlayerCombatMode(int playerId)  </blockquote>
<br />
<span style="font-size: large;" class="mycode_size">Examples</span><br />
<hr class="mycode_hr" />
<blockquote class="mycode_quote"><cite>Quote:</cite>if isPlayerCombatMode(playerId) then<br />
    unbindKey("tab", "both", handleScoreboard)<br />
end </blockquote>
<br />
In this way server can check player combat state, so this will enable to protect other functions which would be disturb a combat.  <img src="https://g1r-mp.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />]]></content:encoded>
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