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  1. Homepage besuchen Beiträge anzeigen #21 Zitieren
    Ritter Avatar von Schwarzblut
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    auf so´ner blauen Kugel
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    Schwarzblut ist offline
    Many thanks for this cool stuff! I´m shure that it took you some time.

    I always felt like "how did they get this big thing to life...out of nothing?" To me there wasn´t satisfieing statements about it.

    The game doesn´t leave one alone who played it once so it´s pretty cool to get this background-information. I think you can call it "short-documentary".

    Thx!

    And yeah, I´m really looking forward for the next episode!
    Hier könnten die Specs meines neuen PS´s stehen

  2. Beiträge anzeigen #22 Zitieren
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    ARHNJohnny ist offline
    If anyone's interested, the second part was uploaded yesterday, and just now have I finished adding the English subtitles.

    Here's a very convenient link for you

    I hope you like it.

    PS. I credited the Piranhas for helping me creating this episode but it is in Polish, so I would like to do it once again here. If it hadn't been for Michael Rüve and Björn Pankratz, I wouldn't have so much useful information. Kudos to them!

  3. Beiträge anzeigen #23 Zitieren
    Forenkater Avatar von Matteo
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    Matteo ist offline
    Just watched the second part.
    Once again: Great work. Very interesting.

  4. Beiträge anzeigen #24 Zitieren
    Veteran Avatar von Kalten666
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    Kalten666 ist offline
    Und wieder (wie schon in #3) die Untertitel (englisch) Gothic_in_a_Nutshell_2_srt_en.txt und eingeklappt, ohne Zeitstempel zum leichteren Lesen:
    Spoiler:(zum lesen bitte Text markieren)
    After the release of Gothic, Piranha Bytes didn’t wait
    long before broadening their game
    portfolio. After the departure of the three Mad Scientists,
    the rest of the team was divided in two.
    Team one, commanded by Alex Brüggemann
    and Stefan Nyul, was posted to create an
    AddOn for Gothic. In June 2001, on the two
    biggest German Gothic-oriented forums,
    the developers started asking the fans for
    ideas that could be implemented in the upcoming title.
    The submission period only lasted a week
    but the response was great anyway. The team
    was ready to work on the AddOn. Team two,
    guided by Mike Hoge and his longtime friend,
    more and more interested
    in game design Björn Pankratz,
    started working on completely new project
    - a shooter heavily focused on the story,
    something similiar to Deus Ex. That project, however, never left the
    concept phase. After months of working
    on the base for a new game, team two
    realised they would rather just create something
    they had already known. They decided Gothic 2
    would not be such a bad idea and in the
    late summer of 2001 it was clear that the a sequel to
    the successful Gothic series will be the studio’s next project. This event perfectly coincided
    with a time of great prosperity of Piranha Bytes’
    mother company - Phenomedia AG. The turn
    of the century is a period known to the economists as the dot-com
    bubble. Companies from the Internet sector,
    such as Phenomedia, being a part of the World Wide Web trend,
    appeared very seductive to the investors,
    even though they didn’t appear to have any serious income
    or an idea for a business model. Due to this state of affairs,
    the mother company of Piranha Bytes was at one point valued at 400 million euros.
    And it took advantage of the situation while it lasted. It was then, on the 14th of
    August 2001, that it signed a deal for international
    distribution of games with the Austrian JoWood. The contract amounted to
    9 titles, including some for the PlayStation 2 and Xbox consoles,
    and among the announced games was a sequel to Gothic.
    The Phenomedia management wanted to exceed their
    new partner’s expectations, so they
    decided that the works on the AddOn would be stopped,
    a part of team one would be merged into a department of
    the mother company, and the rest would join
    team two and help with the sequel. The whole efforts of
    Piranha Bytes were now to be focused on Gothic 2. As a side effect,
    of the four founders of the company, only one remained to work on the
    sequel - Mike Hoge.
    Tom Putzki had reduced his input to managing public relations
    at the time. In the meantime, two programmers
    who were also Gothic fans, hiding behind nicknames
    NicoDe and Pyrox, started working out the data structures
    used in Gothic, developing simple modding
    tools for the game. They exchanged information
    on the same forum that the Piranha Bytes used to
    keep in touch with the fans, so
    an official support for the efforts of the young programmers
    was just a matter of time. A combination of their
    tools with an advanced modding toolkit provided by
    the studio was a great chance for the fans of tinkering with games
    - Gothic was very easy to mod.
    Nico, in reward for his accomplishments, was invited to
    Bochum, where after a talk with Alex Bruggemann
    he agreed to join the team as a programmer
    and help enhance the ZenGine.
    But ZenGine was not the only engine that
    Piranha Bytes had a hand in. Not so long after
    Phenomedia acquired Piranha Bytes, back in 1999,
    the German developer bought a small but
    successful company named CodeCult. It was slowly
    working on developing its own advanced graphic engine
    known as CodeCreatures. The secret project
    Zerberus was based on this very engine.
    The companies supported each other -
    CodeCult programmers helped Piranha Bytes with
    their games whenever they could and Piranha Bytes’ graphics,
    for example, helped prepare a benchmark for the engine,
    published back in 2002. It was about time
    to finally find a CEO, someone who
    would take good care of legal, administration and finances.
    Michael Rüve, the head of IT at Phenomedia at
    the time, was the best choice. He was already
    known to the Piranhas - he was a highschool friend
    of Michael Hoge, they also played football
    and tabletop RPGs with Björn Pankratz
    long before they ended up in the same company.
    Rüve also did some programming work
    on project Zerberus.
    Thanks to his experience and devotion to the job, he did great as the CEO -
    so great he keeps this position to this day. Armed with the much needed
    experience after the prolonged development
    process of Gothic, its authors were
    a much better team that knew how to use
    its strengths. Although at times there were more, the core of the team
    that worked on Gothic 2 was just
    13 people. The head of story and design for
    the sequel was the veteran,
    Mike Hoge, but his friend
    Björn Pankratz helped him a lot. When it came to create
    a sequel to Gothic, the main problem was
    the technology. The Piranhas had the ZenGine
    and programmers who could easily use it
    to create anything they were asked to. Changing the engine would be a
    hard time for them. Phenomedia did propose using
    CodeCreatures for Gothic 2, in order to
    show off the abilities of the German
    programmers, but the engine was not ready at the time
    and the idea was not feasible.
    The final decision was to use an enhanced
    version of ZenGine as a base for the sequel.
    The Piranhas knew they would have to act fast
    in order to get the game out before
    the technological leap in the competition’s games makes their
    new title look simply old, taking toll on the sales.
    That is how 11 months of strong effort of
    the small studio started. The creators, learning from experience,
    decided not to give away any details or previews, not even interviews about the game,
    before they had a serious base for it. The beauty
    of the first Gothic came from the fact that an inexperienced team,
    thanks to a combination of ingenuity and a lot of
    luck, managed to create a game that was a breath
    of fresh air for the fantasy genre despite its flaws.
    Mike Hoge created the Sleeper
    for Gothic because, among other things,
    he didn’t feel like putting boring dragons in his game.
    The challenge for the sequel was to outdo the main boss
    of the first game and create something even nastier. The creators were in
    deadlock - the Sleeper appeared to them as an
    ideal antagonist, nothing better came to their heads.
    The fans didn’t help either. They kept talking about dragons
    on the forums. Most of the fantasy books, films and games also
    had their own dragons - it was a trend
    of a sort. Time was of the essence, they couldn’t
    wait much longer, a main boss had to be chosen.
    The creators’ reluctance to the winged beasts
    slowly faded out. The final decision was, as
    everything was directing them to the dragons,
    to surrender and implement one in the game.
    But the fire-breathing beast had to have a little twist, Piranha Bytes style.
    For example it would be nice to talk
    to the creature. That would make sense and
    help develop the plot, explain who the hero was
    fighting with. Among other ideas,
    flying on the dragon across the land was proposed, but due to
    technical limitation that concept never came to
    life. Satisfied with their talking boss,
    its creators decided that stopping at
    one dragon would be a waste of their efforts.
    That is how the other dragons came to life
    - the red one, green one, brown one and the white one. The first
    Gothic gave the players a chance to visit a small, vibrant
    world packed with content. The sequel expands
    the field of play and centers it around the city of
    Khorinis. That was the biggest goal for the
    programmers and designers to create. The city is
    much bigger, densely populated and
    complicated than any camp in the
    Colony, so its creation was an accordingly bigger challenge.
    The race with time and
    own abilities went on. The Piranhas worked 16 hours
    a day, going back home only to get a few
    hours of sleep and then get to work again.
    That is how, after only a few months,
    in January 2002, the first screenshots from
    Gothic 2 were published, along with an extensive
    description of the world and features that were to be found in the sequel.
    Surprisingly, they they weren’t much different from the
    game we know today. In March of the same year,
    news of a console port of the first Gothic -
    for Xbox and Gamecube - had arisen. The release of the first one
    was supposed to be scheduled for November 2002,
    while the second one was to be available for the fans around the 3. quarter of 2003.
    It was all a claptrap, however, created by the publisher
    to look good to the investors. Gothic was created with the
    keyboard in mind, not the console controllers. The ZenGine was definitely
    not ready to run on anything else
    than PCs. Although similar mentions of console ports
    were later used by the publisher in context of Gothic 2,
    again they were all vain.
    Such ports would require lots
    of work that wasn’t
    feasible at the time. Gothic remained
    PC exclusive. Unfortunately being a
    subsidiary of a greater stock market corporation,
    such as Phenomedia,
    has to sometimes take its toll.
    When the Dot-com bubble bursted and it turned out
    that the estimated value of the company is much, much
    lower than expected, in May 2002 it went
    into administration. The court assigned a new supervisor for the company,
    who was responsible of
    handling its estate so that it can pay the debts and function
    as well as possible. Thanks to that,
    projects of Phenomedia’s subsidiaries
    were still financed for the next few months,
    including Gothic 2, which was shown on E3
    2002 in Los Angeles at the time, and was appreciated
    by the public. Gothic 2 was doing well.
    In an interview for Krawall.de from June 2002,
    Mike Hoge revealed that the game could be ready even in
    summer, hadn’t it been for the turbulence around
    the mother company. A safe German release date of
    Autumn 2002 was therefore set. The relationship between Phenomedia
    and Piranha Bytes didn’t last much longer. Around
    August, insolvency proceedings of the
    mother company had started. Deserting the sinking ship through
    management buy-out,
    management buy-out,
    Piranha Bytes moved under
    the aegis of the newly formed in September 2002 Pluto 13 GmbH.
    They left the scandal behind and finally had
    the freedom of choice, without a mother company
    overlooking their every move. The only thing Piranhas needed
    was the money. JoWood,
    even though the agreement they had with Phenomedia didn’t matter anymore,
    still wanted to publish Gothic,
    so a new agreement was created.
    The Austrian publisher gained rights to
    publish Gothic 2, an AddOn and further
    sequels, while the Piranha Bytes kept the rights to
    develop these titles if they chose to do so. There wasn’t much time left
    until the release. On the 27th of September a final date was set
    - to friday, the 29th of November 2002. All the mechanics
    and graphics of the game were ready, missions and dialogs
    were prepared, voice actors were recording
    in the studio. On the 11th of November the game
    went gold - it was sent to the factory to be pressed into discs. Chances were, they game would
    finally hit the shelves. But it was not the case that time.
    On the 14th of November a financial statement
    of the publisher, JoWood, came out. It stated that, partially due to the burst
    of the Dot-com bubble, the company had over 4 million euro of loss
    in just the third quarter of the year. The management had to act
    quickly, and so it did, starting a restructuration process in the
    company. A spectre loomed over Gothic -
    will the publisher, and more precisely its responsible
    for distribution subsidiary, Leisuresoft, manage to get
    the game to the stores? The long awaited
    friday finally came and… brought only disappointment.
    Gothic 2 was nowhere to be seen on the shelves. Rumors about a
    delay of the game started to spread. As it turned out later,
    it wasn’t until a day before the release that JoWood signed
    an agreement with Koch Media to help with the
    distribution of the product. It was simply too late
    to get the boxes to stores all around Germany. To the relief
    of the fans, the boxes started to appear
    in shops in the next few days, even a special website
    listing Gothic 2’s availability in various
    places was created for that occasion. Gothic
    fans finally had their longed-for game in
    their hands. Gothic 2 starts exactly where
    the first part had ended.
    The moment the Sleeper is destroyed, the Nameless hero
    figures out the temple is about to
    collapse. Despite his attempts to escape, he is crushed
    by the rocks. In the meantime, the barrier dissolves, letting a bunch of ex-convicts
    escape through the mountain pass to the area of the
    city of Khorinis. Xardas does the same thing. In just one
    night, using his summoned demons,
    he raises a new tower near the town. For the next
    30 days he does his best to rescue the hero. He doesn’t do it because
    he likes him, but because the world needs
    saving again and only the Nameless hero, the chosen one, can
    do it. Thanks to the magic ore armour that
    the hero wore during the final showdown with the Sleeper, he managed to get out of it alive.
    A month under the rocks made him much, much weaker, but Xardas
    successfully teleports him to his new tower
    and informs him about the situation, letting him know about new plans.
    As it turns out, the Sleeper was merely
    banished from the world, and in his last scream
    he summoned a bunch of vile beasts to the Valley of Mines,
    including dragons. However, the Necromant suspects even those
    mythical creatures aren’t the ultimate
    danger and something even more powerful
    directs them, so he tells the Nameless hero to go and talk to the dragons.
    In the meantime, the king’s army reportedly
    started to lose the war with the Orcs, so the king
    needs the magic ore like never before. He sends a
    division of his paladins to Khorinis to fight their way
    to the now overtaken by Orcs Valley of Mines
    and oversee the mining. They are later meant to gather crates
    full of ore, load them on their
    ship and get back to the continent. The hero is therefore asked to
    go to Lord Hagen, the leader of paladins, and get the Eye of Innos
    - an artifact that forces the dragons to
    obey its user. To do that, however,
    he first has to join one of the three groups.
    To the militia that oversees law and order
    in the harbour city of Khorinis, to the fire mages, servants of
    the god Innos, from the monastery in the north, or to mercenaries
    from the Onar’s farm, consisting of a few ex-New Campers.
    After questioning and killing
    all the dragons on the island, Xardas’ thesis is confirmed
    - the dragons were lead by another, much
    stronger being - the Undead Dragon. The Nameless hero
    gathers his friends and sails off to
    destroy him too. After that, they all set off
    to the continent. Gothic 2 focuses a lot more
    of its attention on the mythology of the world.
    In the first part the players could hear about three gods -
    Adanos, Innos and Beliar, whose followers -
    accordingly Water Mages, Fire Mages and the Necromant
    Xardas, the hero met under the barrier. The sequel
    expands on that, although it does it in a mysterious
    way. As it turns out,
    the hero was the chosen one of the oldest of Gods,
    Innos, the personification of goodness, from the beginning.
    The Undead Dragon was an avatar of Beliar. Together with the unfolding
    of the plot, Xardas discovered that the Nameless hero
    is in fact the chosen one of all three gods and to add to that,
    an avatar of Adanos - the god of balance. Although it all sounds
    silly and convoluted, it’s a prologue to a
    much bigger story about the fight between gods, that
    was yet to come in the sequel. Gothic 2 fixed a lot
    of flaws of the first part and polished the aspects
    that were the fans least favourites. The inventory and barter had been rearranged,
    the jump animation was changed, and a
    sensible support for the mouse was finally implemented.
    The biggest change in the behaviour
    of the NPCs in the sequel was the fact that they finally
    had memory. In the first part it was possible to
    start a fight with any character and as long as
    the player beat them or ran away far enough,
    no consequences were drawn.
    no consequences were drawn.
    It could be explained story-wise, as the
    action took place in a penal colony full of convicts who only cared about their
    own business. In a game that partially takes place in a city
    overseen by royal paladins, every
    fight has its toll - the hero’s offenses
    are reported to the chief of the militia.
    Gothic 2, unlike the first one, was a
    finished game. Before reaching the gold status it was
    thoroughly tested by two independent teams, making sure that
    no serious bugs slip through to the final version of the game.
    The short development period had its toll on
    just a few aspects of the game. For example
    it’s easy to see that the Valley of Mines was
    cut in half by the Orc palisade,
    behind which the enemy was reportedly
    regrouping.
    It prohibited the player to visit
    the Swamp Camp and many
    other locations from the first game.
    The true reason for the cut is much simpler - thanks to the palisade
    the graphic artists had less work redesigning the Valley. That is also
    why the swamp dragon was located not in the place
    that fans would expect, the Swamp Camp,
    but somewhere totally different.
    Speaking of dragons, they
    were very difficult to implement in the game
    due to their big and irregular
    3D models. Interaction between the hero and other
    characters can only happen in clearly defined circumstances
    and the pivot point of each model has to be between
    the character’s feet. The dragons were supposed to be able
    to talk to the hero, so the graphic artists and programmers
    did their best to force them to do that,
    working with the limitations they had.
    In the final version of the game we can see the problem
    was solved by adding a short animation during
    which the dragon backs out and squats a little.
    Although the team responsible for Gothic 2 devoted a lot of effort into
    the project, they did not really believe the game would reach success. The sequel had a few
    interesting features and developed the story well
    but it did not appeal to its makers that much
    - they didn’t think many people would buy it.
    To their surprise and delight,
    Gothic 2 turned out to be a huge
    success, selling 100 000 copies before
    its international release. It was one
    of the saviors of JoWood, which was
    in financial troubles at the time. Polish fans didn’t
    have to wait long for their own version of the sequel.
    Similarly to the first game, the localisation was
    overseen by CD Projekt.
    Some of the actors reprised their roles, including
    Jacek Mikołajczak, but unfortunately
    some of them, including 3 out of 4 hero’s
    good friends had their voice actors changed.
    All in all, after its release on
    the 16th of April 2003, the polonisation
    was received very well.
    Because, despite minor problems, the relationship between Piranha Bytes and
    the publisher was good, new agreements for Gothic 3
    and Gothic 2 AddOn were signed. Most of the team was moved
    to slowly start works on the third installment,
    while 5 people under the commandment of Bjorn Pankratz
    started the very short development process of the AddOn. It was announced in January
    2003 and was meant
    to upkeep the company’s liquidity.
    Once again the Piranha Bytes asked its fans for
    suggestions, this time making sure they were going to be
    realised. In the meantime, thanks to the good
    performance of Gothic 2 on the market, Pluto 13 had the money
    to think about development of their business.
    In Spring 2003 they finally left the old Phenomedia
    offices and moved to the nearby
    Essen, where they rented a terrace house
    and set up a studio. They use it up to
    this day. The works on the AddOn went very
    quickly because the small team used assets that were already created,
    but never used before.
    As an example, the green textures of the Prairie Scavengers were
    made during works on the
    AddOn to the first Gothic. In March 2003
    a rumour appeared that the game would be released
    on the 31st of May.
    It soon turned out to be false,
    and the publisher, JoWood, announced the release for the late
    June or early August. Soon everything
    clarified. The AddOn was to be titled “Die Nacht des Raben”,
    it had a blue and mysterious
    cover and the release date was set to
    22 August 2003. This time everything
    went right, the game hit the shelves
    and the most hardcore Gothic fans were left speechless.
    The game with the AddOn was much more difficult
    - its level was way above the normal range set by
    the main game, but it rewarded the more experienced
    players who learned how to survive
    in the world of Gothic.
    In addition to that, it tried to tie up all loose ends of
    the story, featuring a bunch of old friends from the first part of the game, an engaging
    storyline and a whole new piece of land to explore.
    The non-german speaking
    fans of the series were not to learn about all this
    too quickly. It took a year for CD Projekt
    to decide to put The Night of The Raven
    in its publishing schedule. On the 6 May 2004 it was
    announced that the AddOn would come out in
    Poland on the 15 July. Even though it might seem late, it was still
    going to be the first non-german release. The release got quickly
    postponed. First to August
    and then, reportedly due to some licensing problems with
    JoWood, to the first quarter of 2005.
    It finally came out on 20 January 2005,
    17 months after the German release. After so much time,
    it wasn’t even a perfect localisation. Part of the cast
    didn’t reprise their roles which resulted in a noticable
    difference between some character’s dialogues.
    Nevertheless, the Poles had the game in their
    hands, unlike the Americans,
    who had to wait until the December 2005.
    The main game was needed to run the AddOn.
    A new game had to be started, as the AddOn’s
    story intertwines with the previously created one. At the beginning,
    Xardas tells the hero about a new danger lurking in
    an unknown part of the island - Jarkendhar - where
    the anger of Beliar summoned a powerful artifact, a sword
    named Claw of Beliar.
    People commanded by an ex-magnate named
    Raven try to get it, desecrating
    old Adanos temples that they find,
    but also hiring pirates to capture people from
    the city. Those slaves are later forced to
    work in a gold mine. A group
    of Water Mages is trying to find and activate a
    portal that could help them reach
    the cut off part of the island. They carry out an
    excavation in the old ruins. The Nameless hero
    helps them, and when they finally manage to get through to
    Jarkendhar, he infiltrates the Raven’s bandits,
    meeting a lot of old friends from under the barrier,
    then reaches Raven, kills
    him and retrieves the Claw of Beliar. It is the player choice what to do
    with it - he may either choose to keep it and use it,
    or destroy it. But The Night of the Raven
    is not a mere story expansion. Because the fans were malcontent
    about Gothic 2’s difficulty
    level, the developers decided to fiddle with the balance of the AddOn.
    A comparison of weapons will be the best indication of that change
    - the best sword in the main game dealt
    110 damage while requiring 100 points of strength.
    In the AddOn the very same requires
    160 points of strength and deals 180 points of damage.
    The Night of the Raven changed everything. The monsters were more powerful,
    not always compensating the difficulty of the fight with a proportional amount
    of experience points. Each learning point was
    almost priceless, the players couldn’t spend them too
    recklessly, otherwise they could have problems with
    getting through some parts of the game. The fact that
    the cost of learning raised along
    with the development of each skill didn’t help. In order
    to become a master in one field, the player
    had to spend even more learning points. As a compensation,
    the game featured stone tables of the elders that, after
    reading, added permanently to the hero’s stats.
    But of course reading had to
    be learned too. After installing
    the Polish version of the AddOn,
    the playes could find another program in the files. A level editor.
    The Germans had to download it from the Internet,
    where it was released in April 2004. Once again
    the developers gave their fans lots of fun,
    prolonging the life of their game.
    After the release of The Night of the Raven Piranha Bytes kept a low profile, but
    that doesn’t mean they didn’t work on any games. Together with the publisher,
    they started to look for a subcontractor that could create
    another AddOn for the sequel. Unfortunately none of the chosen studios reached
    the expectations of Piranha Bytes
    and it was decided that The Night of the Raven would
    be the only AddOn. In the late February 2004 the publisher,
    in a report for the previous year, denied any speculations
    about any possible AddOn to Gothic 2. The whole attention
    of the studio was now focused on Gothic 3. The fans
    had to wait until April of the same year for
    new information about a fully-fledged successor to Gothic 2.
    That is when Kai Rosenkranz, in an interview for World of Gothic,
    revealed that the next part is trully
    in the making. Its development process, however,
    is going to be described in the next episode of Gothic …in a nutshell.

    Adanos sei mit euch!
    Kalten666

  5. Beiträge anzeigen #25 Zitieren
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    hanno0 ist offline

    Deutsche Übersetzung zu Gothic 1 in a Nutshell

    Hi Leute,

    ich war - wie eigentlich jeder hier - sehr begeistert von den Videos "Gothic in a Nutshell".

    Schon nachdem ich das erste gesehen hatte, wollte ich gerne eine Übersetzung beisteuern, habe mich aber nicht aufraffen können. Mit der Veröffentlichung des zweiten Teils, kam auch meine Motivation :-P

    Ich habe mich schon mit Jan in Verbindung gesetzt und sehr viel mit ihm ausgetauscht. Heute bin ich mit der Übersetzung des ersten Teils fertig geworden und freue mich über kritische Begutachtungen. Wenn jemand von euch die Zeit findet meinen Text zu lesen, würde ich mich sehr über Verbesserungen und Anregungen freuen. Die deutsche und englische Version findet ihr hier:
    english
    german

    Außerdem plane ich auch meine Stimme für eine deutsche Vertonung zur Verfügung zu stellen. Allerdings bedarf es hier noch etwas Planung und Jan und ich wollen eins nach dem anderen machen.

    Ich freue mich auf eure Kommentare, mit besten Grüßen
    hanno

  6. Beiträge anzeigen #26 Zitieren
    Provinzheld Avatar von Mein Freund Mud
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    Danke für die Übersetzung
    "Hey, Mann! Neu hier? Dich hab' ich hier noch nie gesehen. Wenn du nichts dagegen hast, komme ich ein Stück mit. Du kannst sicher einen Freund brauchen."

  7. Beiträge anzeigen #27 Zitieren
    Veteran Avatar von Revan335
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    Vielen Dank für die Übersetzung.

    Wäre es möglich auch eine Untertitel Datei zu erstellen?
    [Bild: testteam7qxsf.png]
    The Reaper are there! and Anti SURVEILLANCE!
    Die Reaper sind da! und Gegen ÜBERWACHUNG!

  8. Beiträge anzeigen #28 Zitieren
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    hanno0 ist offline
    Wäre es möglich auch eine Untertitel Datei zu erstellen?
    wir arbeiten daran.
    Momentan warten wir auf freundliche Mitglieder, die sich am review Prozess beteiligen :-P

    Das große Ziel ist aber eine deutsche Version des Videos, womit die Untertitel dann hinfällig würden.

    hanno

  9. Homepage besuchen Beiträge anzeigen #29 Zitieren

  10. Beiträge anzeigen #30 Zitieren
    00:00:00:00  Avatar von Namenloser König
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    Bin jetzt endlich dazu gekommen, es mir anzusehen. Es ist wirklich sehr gelungen und informativ. Ich freue mich schon auf Teil 3.

  11. Beiträge anzeigen #31 Zitieren
    Gourmet Zutat  Avatar von Thymian
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    Muss mich dem Lob anschließen. Eine wirklich großartige Arbeit unserer polnischen Jungs.
    Und für die Übersetzungsarbeiten hier im Forum, meine Hochachtung und ein dankbares Kompliment.
    Sollte es einmal eine Version mit deutscher Sprachausgabe geben…ja, das wäre das i-Tüpfelchen

  12. Beiträge anzeigen #32 Zitieren
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    Ich habe die Untertitel zum Video hinzugefügt. Ich möchte hanno0 für die Übersetzung und Revan335 für das Korrekturlesen des Text danken.

  13. Beiträge anzeigen #33 Zitieren
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    Deutsche Untertitel + Eure Hilfe ist gefragt

    Moin moin allerseits,

    wie schon im Post von ARHNJohnny zu lesen ist, es gibt jetzt eine Version von "Gothic 1 in a Nutshell" mit deutschen Untertiteln. Ein großes Dankeschön an Johnny für das Video und Revan335 für die vielen Korrekturen. (Wenn ihr noch mehr Fehler findet, lasst es mich bitte wissen!)

    Außerdem braucht Johnny, der gerade am dritten Teil von Gothic in a Nutshell arbeitet, eure Hilfe. Es gibt auf den DVDs der PC Games 06/2005 und PC Aktion 06/2005 aller erstes Material zu Gothic 3, was wunderbar in das nächste Video passen würde. Wir haben schon Ebay bemüht und das Internet durchforstet. Leider ohne Erfolg. Also: Falls ihr, oder ein Bekannter von euch, zufällig die Hefte und DVDs irgendwo im Schrank liegen habt/hat, meldet euch bitte. Wäre doch toll wenn dieses aller erste Gothic 3 Material auch seinen Weg zu Gothic in a Nutshell finden würde.

    Vielen Dank für eure Hilfe.
    hanno, i.A. ARHNJohnny
    Geändert von hanno0 (11.01.2016 um 11:51 Uhr)

  14. Beiträge anzeigen #34 Zitieren
    Ritter Avatar von XPLOSIV
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    Zitat Zitat von hanno0 Beitrag anzeigen
    Moin moin allerseits ..
    Vielen Dank für die Übersetzung, gute Arbeit! Kannst du vielleicht schon sagen wann du den zweiten Teil übersetzen wirst?

  15. Beiträge anzeigen #35 Zitieren
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    Übersetzung zweiter Teil

    Moin moin allerseits,

    lange habe ich nichts von mir hören lassen. (Wie jeder habe auch ich Familie, Arbeit und andere Dinge zu tun...)

    Trotzdem wollte ich es mir nicht nehmen lassen auch den zweiten Teil der Serie "Gothic in a Nutshell" zu übersetzen. Ich bin gerade eben mit dem ersten Durchlauf fertig geworden, der sich allerdings noch so holprig ließt, dass ich mich nicht traue ihn zu veröffentlichen :-D Nichtsdestotrotz suche ich wieder motivierte Helfer, am besten mit guten Rechtschreibkenntnissen - meine sind eher bescheiden, die mich bei der Suche nach Fehlern unterstützen.

    Ich freue mich auf eure Hilfe und verbleibe
    mit den besten Wünschen,

    hanno

  16. Beiträge anzeigen #36 Zitieren
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    hanno0 ist offline

    Tolle Community

    Das muss ich hier noch einmal kurz erwähnen.
    Ich war quasi ein Monat unsichtbar und trotzdem antworten innerhalb von 5 Minuten alle an der alten Übersetzung beteiligten Personen :-)
    Das motivert sehr! Besten Dank dafür.

    Damit komme ich allerdings am Wochenende in den Konflikt:
    Selber Gothic 2 weiterspielen? Ich habe gerade alle Teile des Ornaments zusammengesucht und darf jetzt rüber nach Jharkendar.
    oder
    Übersetzung weitermachen? :-P

    hanno

  17. Beiträge anzeigen #37 Zitieren
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    Übersetzung zweiter Teil

    Moin moin,

    ich habe jetzt eine halbwegs lesbare deutsche Übersetzung angefertigt. Hier die entsprechenden Verlinkungen:
    english
    german

    Gebt mir gerne wieder Feedback und Verbesserungsvorschläge!
    Besten Dank.
    hanno

  18. Beiträge anzeigen #38 Zitieren
    Provinzheld Avatar von motaboy
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    Super Übersetzung hano0! Es liest sich wirklich gut, man merkt du hast da wirklich Arbeit rein gesteckt. Ich hab die deutsche Version gelesen und dir ein paar Verbesserungen bezüglich Rechtschreibung per PN gesendet.

    Und auch nochmal Danke an die polnischen Kollegen für das erstellen der Videos, sehr Informationsreich. V.a. dass es ohne ein Casual-Game wie Moorhuhn kein Gothic gegeben hätte finde ich super, es gibt wohl doch einen Gott

  19. Beiträge anzeigen #39 Zitieren
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    ARHNJohnny ist offline
    I would like to wish Gothic a happy 15th birthday!

    As a gift to the community, here is a link to the third episode of Gothic in a nutshell. This one is a long one but I hope you will enjoy it

    https://www.youtube.com/watch?v=e8N8JOqnA7k

  20. Beiträge anzeigen #40 Zitieren
    Forenkater Avatar von Matteo
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    Zitat Zitat von ARHNJohnny Beitrag anzeigen
    I would like to wish Gothic a happy 15th birthday!

    As a gift to the community, here is a link to the third episode of Gothic in a nutshell. This one is a long one but I hope you will enjoy it

    https://www.youtube.com/watch?v=e8N8JOqnA7k
    Oh, that really is a great gift.
    I just watched this episode and it's very interesting again. Thanks for your very good work

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