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We have reached the first stable release of our updated, cross-platform version of the Arx Fatalis source code that was released last year. There are binary packages available for Windows and Linux: Check it out at http://arx-libertatis.org/

Update:

1.0.1: Fixes text rendering bug in 1.0 that breaks the Russian version, a crash on some Linux systems and uses DirectX by default for rendering and input under Windows. You can still select the renderer in the video settings and if you set it to anything other than the default "Auto-Select" nothing will change for you. (announcement)

1.0.2: Fixes various crashes, disappearing items when sorting the inventory, and minor rendering and input bugs. This release also fixes a bug that left the Spanish version with no text. (announcement)

1.0.3: Fixes two regressions introduced in 1.0.2 for Windows users: Crashes on startup after selecting the OpenGL renderer and low mouse sensitivity with the DirectInput backend. There are also fixes for other crashes, rendering glitches, missing speech during cinematics in the Russian and Italian versions, missing ambient sound effects as well as bugs in how some skill values were calculated. (announcement)

1.1: Fixes player movement issues, minimap scaling, and a bunch of crashes and other bugs. We also continued our work on restructuring the engine, to facilitate new features in the future. Further, there is an improved installer for the data files on *nix systems as well as minor graphics and sound tweaks. See the changelog for full details. While we haven't managed to include everything originally planned for 1.1, we felt it was high time for another release after nearly a year of development since 1.0.3. (announcement)

1.1.1: This release is a hotfix addressing a regression introcuded in 1.1, that caused map markers to not be saved correctly and then removed when such a save is loaded. We encourage all users of Arx Libertatis 1.1 to upgrade to 1.1.1 as soon as possible. (announcement)

1.1.2: This is another small hotfix, this time to fix a crash when hovering over map markers after the window size or resolution has changed. (announcement)

Windows and Linux binaries (and source code) are available on the downloads page.
Post edited October 18, 2013 by dscharrer
Congratulations :) Now, if someone could build for Mac OS X... I tried but make failed at 97%. I bet by the time I will finally be able to play I won't feel like playing anymore ^^
Post edited April 20, 2012 by HiPhish
@HiPhish
Do post your build log here please :)
Post edited April 20, 2012 by Patrunjelu
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Patrunjelu: @HiPhish
Do post your build log here please :)
Changelog can be found here or you can read it below.
Arx Libertatis 1.0 "Bloody Gobblers!"

New Features

Cross-platform support: Windows, Linux and possibly other UNIX-likes
Configurable windowing + renderer, input and audio backends
Save game list is sorted so that latest save is at the top
Configurable number of quicksave slots
Shortcut to toggle windowed and fullscreen mode (default is Alt+Enter)
Video config menu displays the aspect ratio along with resolutions
Separated window size and fullscreen resolution
Added an "automatic" fullscreen resolution setting that always chooses the highest available one
Support for system-wide installation and per-user configuration / savegames (follows the XDG Base Directory Specification under linux)
Ported to amd64 architecture
A single binary can automatically run the demo or full game data
Automatic language detection for the data files
Added a crash reporter tool
Added tools to extract .pak and savegame files

Fixed Bugs

Fixed aspect ratio for interface elements when using non 5:4-resolutions (some are still stretched)
Fixed various crashes
Improved level loading speed by limiting the progress bar update rate

Technical Changes

Ported text rendering from Windows GDI to Freetype
Removed dependency on the proprietary PKWARE implode library
This required changing the savegame format - saves produced by Arx Libertatis cannot be read by the original Arx Fatalis, but Arx Libertatis can still read the original save files.
Abstracted windowing framework, with SDL and Win32 implementations
Abstracted audio backend, with OpenAL and DirectSound 9 implementations
Abstracted input backend, with SDL and DirectInput 8 implementations
Abstracted renderer backend, with OpenGL and Direct3D 9 implementations
Replaced custom image loading/saving code with DevIL
Various code cleanup and performance improvements

Removed Features

Editor mode (will be re-added)
Texture size option (will be re-added)
"Bump mapping" (proper bump/normal mapping will be re-added)
PNUX texture effect
Support for reducing textures to 16-bit
Non-newcontrol mode
Gamma/brightness/contrast correction
Post edited April 20, 2012 by Petrell
@Petrell
I was referring to HiPhish's build log when he tried to build Arx Liberatis on his Mac. Was curious about the errors he encountered; I'm guessing they're mostly about missing dependencies. Might load up OS X Lion and give it a spin myself.
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Patrunjelu: @Petrell
I was referring to HiPhish's build log when he tried to build Arx Liberatis on his Mac. Was curious about the errors he encountered; I'm guessing they're mostly about missing dependencies. Might load up OS X Lion and give it a spin myself.
My mistake, then. :) Well, it's still good I posted it as changelog is what most people want to check out first. Oh and do use reply function as the person you reply to gets notified about itt. *snip* the text away if the quoted text is too long.
Nice. Managed to make it work.

On the other hand, I've encountered a bug on my Win 7 64-bit laptop. When I walk in one direction, suddenly, i walk a bit faster for a fraction of a second without any particular reason. Does anyone have that problem?
I filed a bug report for my issue, but it seems the formating got messed up when posting. It looked fine in the editor.
https://bugs.arx-libertatis.org/arx/issues/225

As far as dependencies go, I ran Mac Ports just as the instructions in the Wiki said.
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Petrell: .
Thanks for the reply tip :) The interface is a bit confusing with it showing up just on mouse hovers :(
Post edited April 20, 2012 by Patrunjelu
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Patrunjelu: Thanks for the reply tip :) The interface is a bit confusing with it showing up just on mouse hovers :(
Many things are different in GOG.com because (AFAIK) it's entirely coded inhouse, including the forum software (part of the reason it's so basic and quirky at times). You'll get used to it eventually.
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POLE7645: I've encountered a bug on my Win 7 64-bit laptop. When I walk in one direction, suddenly, i walk a bit faster for a fraction of a second without any particular reason. Does anyone have that problem?
Yes, I've had that issue with all the recent official patches, and it seems to be present in this version as well. I don't remember it happening on my old machine when I first bought Arx, so I assume it's an issue with newer hardware. I'm hoping that the devs are familiar with this and might have some idea of how to eliminate it.
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dscharrer: We have reached the first stable release of our updated, cross-platform version of the Arx Fatalis source code that was released last year. There are binary packages available for Windows and Linux: Check it out at http://arx-libertatis.org/
This allowed to me to actually load the game, prior to this I got nothing.

Now I should be able to actually play it, thanks.
This is incredible. Glad I checked back in - this works great, and now it's actually running at a playable framerate with the appropriate graphics settings. This should be included with the GoG installer, really.

Many, many thanks.
Great! Works perfectly and took care of most (if not all) issues I have. Thanks :).
Non-newcontrol mode
Gamma/brightness/contrast correction
What exactly is that control mode? Is this what made it possible to look around by moving your cursor to the edges of the screen, while the inventory is open? I liked that, why was it removed? But I could live with that. With which I can't live is the fact that I can't change gamme/brightness/contrast anymore, since the game is waay too bright for me and I like the feeling to be in dire need of torches or IÄm surrounded by Darkness and every sound becomes a possible threat >:]. Any way to re-enable this?

Other than that, awesome job :)
Post edited May 01, 2012 by StupidYlsides
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StupidYlsides: With which I can't live is the fact that I can't change gamme/brightness/contrast anymore, since the game is waay too bright for me and I like the feeling to be in dire need of torches or IÄm surrounded by Darkness and every sound becomes a possible threat >:]. Any way to re-enable this?
I am looking for the very same thing. It's listed under "removed features" on the wiki. Not sure why. Must have been causing some sort of issues with the rendering or something, but either way it's a feature that ought to be re-added. It's all gray and murky now, although it does run really well, mouse-trail effects and all.