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  1. Beiträge anzeigen #121 Zitieren
    Knight Avatar von catalinux
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    Zitat Zitat von shades01 Beitrag anzeigen
    Hmm, I had strenght 30 and first level 1H weapon learned, but I think I should at least damage Kirkgo somewhat, if not beat him... Ok, I'll wait for your final release. Thanks for quick reply...
    I checked it in the latest version of UnPatch, Kirgo is takind damage. But to be clear, I don't remember it the scripts for Kirgo in version 0.4 are different.

    Anyway, until my next release will be ready, you can also try G1 Community Mod Patch (https://forum.worldofplayers.de/foru...nity-Mod-Patch). I'm sure it's a good one.

    PS - GRD_ARMOR_L wear by Kirgo has protection [PROT_BLUNT] = 45, so make sure your cummulative STR and weapon is better that it's protection...
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  2. Beiträge anzeigen #122 Zitieren
    Apprentice
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    shades01 ist offline
    It seems I was too weak to defeat Kirgo. Later it was no problem. One thing though, "I delivered the weed" reply to Cor Colom constantly appears in dialogue, although I successfully completed that quest long ago (and I repeatedly lose 500 ore whenever I choose that line)...

  3. Beiträge anzeigen #123 Zitieren
    Adventurer Avatar von DarkGoth
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    Nice work, catalinux. Really nice work.

    I hope you continue with the development of this magnificent idea. Other patches, unfortunately, makes my game all in russian, german and polish language, and i don't understand anything

    Greetings from Italy.

  4. Beiträge anzeigen #124 Zitieren
    Knight Avatar von catalinux
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    Zitat Zitat von DarkGoth Beitrag anzeigen
    Nice work, catalinux. Really nice work.

    I hope you continue with the development of this magnificent idea. Other patches, unfortunately, makes my game all in russian, german and polish language, and i don't understand anything

    Greetings from Italy.
    Thanks!

    Yes, I'm still working on it, and now my main focus is on adding some improvements that we could see in Gothic Sequel. You should expect the next release in the last week of December

  5. Beiträge anzeigen #125 Zitieren
    Adventurer Avatar von DarkGoth
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    nice, glad to hear it.

    EDIT: sorry catalinux, i have 3 curiosities:

    1) is your patch compatible with this Texture Mix? https://forum.worldofplayers.de/foru...ic-Texture-MIX
    if you go to the page 2, you will see that the autor -inspirate- has create a package with various graphics patches and a bugfixes patch too (i don't use the bugfixes-patch because makes my game entirely in german). Also, i know that your patch and that bugfixes patch will be incompatible.

    2) will be your patch compatible with Reloaded Mod?

    3) will be a chance, when your patch is complete, to add a compatibility with italian-version of the game?
    If yes... you only need the italian-scripts? Or i have to translate the game entirely from scratch from english to italian? This is just my personal information, for now there is no urgency to do that
    Geändert von DarkGoth (20.11.2017 um 11:35 Uhr)

  6. Beiträge anzeigen #126 Zitieren
    Knight Avatar von catalinux
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    Zitat Zitat von DarkGoth Beitrag anzeigen
    nice, glad to hear it.

    EDIT: sorry catalinux, i have 3 curiosities:

    1) is your patch compatible with this Texture Mix? https://forum.worldofplayers.de/foru...ic-Texture-MIX
    if you go to the page 2, you will see that the autor -inspirate- has create a package with various graphics patches and a bugfixes patch too (i don't use the bugfixes-patch because makes my game entirely in german). Also, i know that your patch and that bugfixes patch will be incompatible.

    2) will be your patch compatible with Reloaded Mod?

    3) will be a chance, when your patch is complete, to add a compatibility with italian-version of the game?
    If yes... you only need the italian-scripts? Or i have to translate the game entirely from scratch from english to italian? This is just my personal information, for now there is no urgency to do that
    1. Yes, it is compatible with any texture patch.
    2. No. Reloaded Mod uses it's own fixes.
    3. Some cleaned (as in working) Italian scripts would be just fine. Just add to them the changes I've made. I will have in the final release a detailed changelog, with every change I've made in every file.

  7. Beiträge anzeigen #127 Zitieren
    Rookie
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    nnicolaeflorin ist offline
    In what file do i download EN_G1_UnPatch_Textures from Mega
    I cant se any changes

  8. Beiträge anzeigen #128 Zitieren
    Knight Avatar von catalinux
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    Zitat Zitat von nnicolaeflorin Beitrag anzeigen
    In what file do i download EN_G1_UnPatch_Textures from Mega
    I cant se any changes
    The file is called EN_G1_UnPatch_Textures.7z

    Check the the download location depending on your browser or OS.

    You extract it to ../Data/ModVDF/

  9. Beiträge anzeigen #129 Zitieren
    Adventurer Avatar von DarkGoth
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    hi catalinux, i have 2 suggestions (personal ideas):

    -in the Abandoned Mine (at the start): if you can change the music-background inside would be a nice touch. I mean no new music, but some track already present in game, a track more... spooky, a track who gives the player a sense of loneliness. This is just my personale taste.

    -if you can enlarge the text in documents and letters would also be nice.

    More i play Gothic with this patch, and more i love him
    Geändert von DarkGoth (24.11.2017 um 18:45 Uhr)

  10. Beiträge anzeigen #130 Zitieren
    Knight Avatar von catalinux
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    Zitat Zitat von DarkGoth Beitrag anzeigen
    hi catalinux, i have 2 suggestions (personal ideas):

    -in the Abandoned Mine (at the start): if you can change the music-background inside would be a nice touch. I mean no new music, but some track already present in game, a track more... spooky, a track who gives the player a sense of loneliness. This is just my personale taste.

    -if you can enlarge the text in documents and letters would also be nice.

    -also, maybe is a little bug: near the Cavalorn's hut, there is a small camp with bonfire, 2 chests and a wolf (in the original game).
    Now with your patch, you added 2 NPC called "Tramp". They have no dialogue, and there is no possibility to exit "dialogue-scene" until you press F8 (with Marvin-Mode activated).

    More i play Gothic with this patch, and more i love him
    Abandoned Mine - I have something in mind about music.. and also to add some broken mobs, to be consistent with the abandoned status

    Text size - I could enlarge it via scripts, but isn't a better idea to use some SystemPack ini values?

    The tramps from the camp near Cavalorn's hut - this sounds like a bug. They should attack you on sight. How did you get in the dialogue-scene? They are busy fighting the wolf and you force a dialogue with them? I will look into this, should be easy fixed.

  11. Beiträge anzeigen #131 Zitieren
    Adventurer Avatar von DarkGoth
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    Zitat Zitat von catalinux Beitrag anzeigen
    Abandoned Mine - I have something in mind about music.. and also to add some broken mobs, to be consistent with the abandoned status

    Text size - I could enlarge it via scripts, but isn't a better idea to use some SystemPack ini values?

    The tramps from the camp near Cavalorn's hut - this sounds like a bug. They should attack you on sight. How did you get in the dialogue-scene? They are busy fighting the wolf and you force a dialogue with them? I will look into this, should be easy fixed.
    1) uh great idea!

    2) i've tried to look at some of the values in the .ini, but i couldn't find anything. I do not understand much about those things. If you can tell me the precisely values to look into, i would be grateful.

    3) so, is my fault. When i first encounter them, one the Tramp was killed by the wolf nearby. The other NPC doesn't attack me on sight, and i could "talk" to him, but there wasn't any dialogue, so i thought there was a bug.

    But, in reality, you right! After loading a save, they attack me together (the wolf was died this time without killed any of two tramp) and i have to flee (like Mud did in the Windy's playthrough on youtube )

  12. Beiträge anzeigen #132 Zitieren
    Knight Avatar von catalinux
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    Zitat Zitat von DarkGoth Beitrag anzeigen
    2) i've tried to look at some of the values in the .ini, but i couldn't find anything. I do not understand much about those things. If you can tell me the precisely values to look into, i would be grateful.
    Some SystemPack.ini values

    Code:
    [INTERFACE]
    Scale=1
    ; ... Automatic interface scaling, resolution 1024x768 used as base for autoscale algorithm.
    ; on (1) or (1.1 ... and higher), - Interface scaling in n-times on the discretion of the user.
    ; maximum value depend on vertical resolution.
    ; for exapmle, for 1920x1080 it will be 1080/512 = 2.10.
    ; for 3840x2160 it will be 2160/512 = 4.21.
    ; higher values will be readed as maximum value.
    ; off (0), - without scaling. Default is 1.
    
    ForceMenuScale=0
    ; ... any menu will be scaled if this option enabled, - on (1) or off (0), default is 0.
    
    ScaleMenusX=640
    ; ... menu size X, for auto scale, default is 640, in pixels.
    
    ScaleMenusY=480
    ; ... menu size Y, for auto scale, default is 480, in pixels.
    
    DialogBoxX=800
    DialogBoxY=600
    SubtitlesBoxX=600
    ; ... dialogue and subtitle window size settings (in pixels).
    
    NewChapterSizeX=640
    NewChapterSizeY=480
    SaveGameImageSizeX=320
    SaveGameImageSizeY=200
    InventoryItemNoteSizeX=450
    ; ... The size of the interface elements in the game: Starting a new chapter, Saving the game, Description of items, measured in pixels.
    
    InventoryCellSize=70
    ; ... Change the size of the inventory's cells, - minimum (10), default is 70, measured in pixels.
    Not sure which one or if any of this will have any impact on the books and notes... but you should temper with the values.

    The tramps have no dialog options because they are hostile. I was thinking to remove the wolf, or maybe move it, I was aware it could pose some trouble... It's hard to decide sometimes

  13. Beiträge anzeigen #133 Zitieren
    Adventurer Avatar von DarkGoth
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    Zitat Zitat von catalinux Beitrag anzeigen
    Not sure which one or if any of this will have any impact on the books and notes... but you should temper with the values.

    The tramps have no dialog options because they are hostile. I was thinking to remove the wolf, or maybe move it, I was aware it could pose some trouble... It's hard to decide sometimes
    Ok, perfect. I will give that values a more accurate look. Many thanks.


    About the camp with the 2 tramps: i suggest to remove the wolf. Or, if you wanna move it to another place, well... i suggest you to move it near Aidan (the hunter from the New Camp). If you remember, there are also two other wolfs, and Aidan is a wolf's hunter so...


    When, and if, you need other ideas, or suggestions about your work, i'm in. Unfortunately i'm not good with modding skills, scripting and stuff like that, but i have written various ideas (accumulated over the years) to make Gothic a better game. Good work with your patch.

    EDIT: maybe you could fin interesting this video of beta-version of the game:
    https://www.youtube.com/watch?v=rY4S...youtu.be&t=628
    Geändert von DarkGoth (27.11.2017 um 09:39 Uhr)

  14. Beiträge anzeigen #134 Zitieren
    Knight Avatar von catalinux
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    Zitat Zitat von DarkGoth Beitrag anzeigen
    When, and if, you need other ideas, or suggestions about your work, i'm in. Unfortunately i'm not good with modding skills, scripting and stuff like that, but i have written various ideas (accumulated over the years) to make Gothic a better game. Good work with your patch.
    https://www.youtube.com/watch?v=rY4S...youtu.be&t=628
    Any suggestion is welcomed. As long as it stays true to the Gothic 1 feeling. So let me know if you think something should be changed. Maybe there is a solution.

    My main goal is to restore as much as possible from the original ideas. I like those videos about early versions, good source of inspiration, I'll bring to UnPatch all that can be restored. Like the Ulu-Mulu which initially was just an amulet (as an easteregg, the final sword-like Ulu-Mulu will stay in the game and on the plot line...)

    And now, after the leak of the true Gothic successor, Gothic Sequel, I do my best to improve Gothic with elements such as the Alchemy, Smithing and Cooking as we were able to see them in Gothic Sequel.

    The good news are that this week I will have some free time starting from Thursday, so you should expect a new release this week-end.. my goal is for Saturday. I, myself, can't wait for it.

  15. Beiträge anzeigen #135 Zitieren
    Adventurer Avatar von DarkGoth
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    i'm glad to hear you give us news like that. Every time a new Unpatch's version appears, i have the frenzy to begin Gothic again

    Anyway: in that video, you will notice this: the camp we talked about (with the 2 tramps and 1 wolf) was in reality populated by 5 bandits. Bandits who attacks Hero on sight -i think-. If you like this idea, you can do that and restore the bandits, and move the 2 tramps in another place (like the abandoned camp in Orc territory with other hostile tramps) this is just my example, you can do what you want

    Really cool the idea about a different version of Ulu-Mulu.

    As i continue my run, i write here other suggestions, possibily only-related to cut-content (i should check other videos of alpha/beta/demo versions of the game).

    I almost forgot, if you can restore some unused tracks will also be a nice idea. I don't have suggestions for that, maybe in the game-files you can find something curious about unused music, and enable them in particular places/situations.

    EDIT: about the video above, my impressions about it:
    Spoiler:(zum lesen bitte Text markieren)
    0:56 -a different conversation with the bridge-guard (near the Old Camp). Text was more longer.
    Maybe you can find this dialog lines in game-files and reactivate it.
    (If this dialog lines doesn't have voice output, well i don't think this is a problem, just in case you ask. More content/dialogues/quests we have, more happy we are).


    1:38 -another example of different, and with more information about lore, is this conversation with Caine (the assistant of Cor Kalom). Of course, IF some dialogues can be a problem with the regular development of the original Plot, well it doesn't matter, don't modify this things. Everything can remain as it is in the final version.


    3:24 -Joru is in another place of the Sect Camp. (Well, this is not important in my opinion)


    3:29 -Gor Na Drak: interesting this change made originally for him and then removed. He was in the Sleeper Temple (at the end, i guess). Here too, others unused dialogues.


    4:35 -Free Mine (New Camp): the mercenary at the entrance is more aggressive (not important, i think)
    Many many scrapers with names lately removed. Ok this is curious but... if no one of them have particular dialogues or quests, you can restore them just for fun (and maybe adding 1 or 2 quests? i don't know, we coul talk about this self-created content)


    6:07 -Old Mine: NPC named Calash, near the broken press.
    2 solutions about him: help the character with his quest to take the gearwheel... or the contrary, interfere with him.


    6:37 -nice addiction to the game would be to add the Judge and his escort up to the lake at the begin, near the exchange place (that hill where a Mage give us the message) . Of course we can not reach those NPCs because of the barrier.


    6:52 -here he talks about Fox, NPC that you have already added near Fisk. That's ok for me. No changes.


    7:09 -Bruce, NPC unused in the New Camp. Well i don't know, maybe he could have some quests for us?


    7:24 -armors for Thiefs (nothing important), another location for Lares (this is interesting).
    I think that Lares, Gorn and Lee could have different routines, they can meet at the center of the New Camp with Cronos and discuss there (after all they are friends, and they are ALWAYS stuck in their hut -Gorn near the bonfire and eating all the time-, in the original game. At least in the early Chapters).


    7:48 -Different books. Delightful extra if you find them.


    8:35 -Scatty teach us 1/2 handed weapons (not important to me)


    8:45 -slight differences with Thorus about the Ian's letter in the mine (this quest is given by Diego, and I suggest to not change this).
    Nice idea, instead, that the membership with the Old Camp was more difficulty. I don't know how, but this could really create serious problems in case with the other quests that all we know. I suggest to not change this aspect.


    9:25 -Gorn in the camp now occupied by hostile Tramps. Maybe Gorn go there in later Chapters, i don't know if this could be interesting and how.


    9:45 -another Thief above the gate of the New Camp, up the stairs (not important)


    9:55 -the camp we already talked about.


    10:21 -a music-track from beta. Cool.
    Geändert von DarkGoth (27.11.2017 um 20:21 Uhr)

  16. Beiträge anzeigen #136 Zitieren
    Knight Avatar von catalinux
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    Some of the things which will be in the next version:

    - the books (Methods of Torture, and such)
    - honey (still haven't find the values of HP and price, anyone managed to decompile the 1.01d Gothic.dat?)
    - The Ulu-Mulu amulet
    - that light mercenary armor

    And some surprises I can't discuss at this point, but I can already see them in the game and I can't wait to share them with you.

    I knew about Calash, but I couldn't figure it's spawning point. If it's near the broken gear, so be it

    Some New Mine scrapers are already in UnPatch, I'll add the rest of them as well.

    Another Thief above the gate of the New Camp, up the stairs - why not? I'll make sure he won't fall down from too much weed!

    The Judge and his escort up to the lake near the exchange place - I've see this in the Russian Golden Mod, maybe I'll add the Royal Guards? The judge doesn't make sense to stay there, maybe I'll add him as well and make him to move to another location, so the player would be able to see him leaving after he talks with Diego?

  17. Beiträge anzeigen #137 Zitieren
    Adventurer Avatar von DarkGoth
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    Cadash: in that video, the player spawns Cadash near Ian. Then, Cadash goes near the two ladders upper the broken press, so i think this is the place thinked, at first, by Piranha.
    We need to think about his task and, eventually, his dialogues or quests. He's a rogue after all, it's strange to see a rogue inside the Old Mine managed by Gomez's people.

    about the Judge: yes i agree. It's a great modified choice.
    Geändert von DarkGoth (28.11.2017 um 20:15 Uhr)

  18. Beiträge anzeigen #138 Zitieren
    Knight Avatar von catalinux
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    Zitat Zitat von DarkGoth Beitrag anzeigen
    Cadash: in that video, the player spawns Cadash near Ian. Then, Cadash goes near the two ladders upper the broken press, so i think this is the place thinked, at first, by Piranha.
    But what was Cadash's task? He's a rogue after all, it's strange to see a rogue inside the Old Mine managed by Gomez's people.
    Same as with Fox from the Old Camp - I'm sure they were part of a plot that we know nothing about. The Sect guys are there for recruiting, maybe selling weed. But the rogues? Maybe spying? Maybe stealing? Stealing was supposed to have a greater role - remember the barrels you can hide into - one in the Old Camp, one in the Old Mine; also the Scavenger carcasses acting like a chest (those are already implemented in the upcoming patch)...

  19. Beiträge anzeigen #139 Zitieren
    Adventurer Avatar von DarkGoth
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    Zitat Zitat von catalinux Beitrag anzeigen
    Same as with Fox from the Old Camp - I'm sure they were part of a plot that we know nothing about. The Sect guys are there for recruiting, maybe selling weed. But the rogues? Maybe spying? Maybe stealing? Stealing was supposed to have a greater role - remember the barrels you can hide into - one in the Old Camp, one in the Old Mine; also the Scavenger carcasses acting like a chest (those are already implemented in the upcoming patch)...
    well, surely is like you said. But, see an unused NPC of another camp in a location like the Old Mine, it's a bit strange to me if he don't talk to us and explain us why he's there. Sorry
    Templars are there for the secretion and that's ok. This thing is explained in the game.

    After that, my personal idea about Drax and his friend (the 2 hunters from the New Camp at the begin): i always thought to give them 2 beds on the grounds, one or two chests (with some animal's trophies, arrows, a few things only related to hunters), and a firecamp.
    This is just for realistic purpose... after all, they stand in that location, hunting scavengers. They never return to the New Camp.

    About the honey: i really don't know what to suggest: price, HP restored, what kind of animation when Hero eat honey...

    At last, if you have some time, give a look at this video (only polish):
    https://www.youtube.com/watch?v=jkrmS7OWPcA&t=3s

    3:05 -different animations when Hero eat or drink... and i REALLY love them! If you can do something...


    7:15 -different armor/texture for Diego and Shadows. Sincerely, i prefer this armors than the originals.

  20. Beiträge anzeigen #140 Zitieren
    Knight Avatar von catalinux
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    About Drax and his friend (or Aidan) - I always felt the same, but I don't want to change anything if it wasn't in any version of the game.

    Different animations when Hero eat or drink - this could be done, I suppose

    Different armor/texture for Diego and Shadows - I wouldn't change what is in the final release. But a shadow armor with the old texture can be found as an easteregg in UnPatch in a chest guarded by some tramps...
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