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    Waldläufer Avatar von Squerol
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    &ball [Preview] ADRENALINE MODE

    [Bild: logo.jpg]

    ADRENALINE MODE


    Hardcore side of Gothic 3 - prepare to a wild ride...
    Sub-mod for CP 1.75.14, UP 1.04.10, QP 4.2 and CM 3.xx

    What modification will offer?

    *Combat system:
    - dramatically increased difficulty level, not only by increasing enemies stats,
    - "awaken" of enemies during combat - more aggressive, more unforgiving (they are not standing still and repeat same tactic 1 hit->block/stay/strafe->1 hit->block/stay/strafe->1 hit etc.),
    - faster and more dynamic combat overall,
    - new dodging system (dashes),
    - modified Update Pack backstep system (just one little thing done) (now it's rolling, some NPC's can roll too),
    - more visible section between light, block-breaking and block-ignoring combat moves,
    - changed and disabled some player combat moves,
    - changed enemies "movesets", some enemies have unique movesets,
    - changed sound effects during combat (screams, hits, blocks),
    - faster enemies - both attack and movement,
    - disabled endurance,
    - some enemies have more than one form - dynamic transformations during combat,
    - dashes and rolls have i-frames - now, every attack is dodgeable, we can even dodge homing spells now,

    *World:
    - tons of new weapons, armors, shields, helmets, items and monsters (new models),
    - totally modified placement of enemies/items/objects in game world + new stuff there,
    - bosses,
    - Bonfire system, something like in Dark Souls - possibilty to warp between them, removed teleporting stones,
    - new faction, possiblity to invade other NPC's and to be invaded by them,
    - additional respawn during game - some more important events (like those with Adanos artifacts) will trigger spawn of uber-monsters in game world),
    - "bigger" revolutions (not 2 rebels + 5 near-death slaves vs whole muscle-orc cities),
    - traps in chests and containers - Mimics,

    *Items/skills
    - modified properties of mo,
    - modified attributes of some perks, some of them are disabled,
    - gameplay adjustment to "HP per-level" script made by George - we get bonus to max HP per every level, like in G1/G2, for example, possibility to learn HP with LP disabled, changed properties of permanent potions,

    I think that's all, if I didn't forgotten about something...

    I've forgotten to mention:
    - possibility to remove endurance restrictions and disable/adjust speedhack, like in previous versions,
    - maybe easy-mode version, with buffed-up item stats,

    Release date: unknown

    Points from combat system point already realized.
    Now I'm completing content (weapons, armors, monsters etc.), completed a lot of them so far...
    Invasions, bonfires, made and tested, awaits to place them in game world, but I will do that later.

    Previous versions removed from internet, their quality were a shame...


    Video materials:


    Screenshots:
    Spoiler:(zum lesen bitte Text markieren)


    Year 2016 - old stuff, I've just started messing in this stuff:

    [Bild: Untitled.jpg]
    [Bild: Gothic3_2016_09_15_21_13_14_933.jpg]
    [Bild: Untitled1.jpg]
    [Bild: shadowcostam.jpg]
    [Bild: Turban.jpg]
    [Bild: helmy.jpg]
    [Bild: swordy.jpg]
    [Bild: axy.jpg]
    [Bild: staffy.jpg]
    [Bild: shieldy.jpg]
    [Bild: helmyrisen.jpg]
    [Bild: Rajsen_Armorki.jpg]
    [Bild: Gothic3_2016_11_06_00_38_09_862.jpg]
    [Bild: Gothic3_2016_11_06_00_36_20_540.jpg]
    [Bild: Gothic3_2016_11_06_00_37_58_785.jpg]
    [Bild: Gothic3_2016_11_06_00_38_20_023.jpg]
    [Bild: Gothic3_2016_11_02_14_11_39_900.jpg]
    [Bild: Gothic3_2016_11_02_14_01_25_373.jpg]
    [Bild: Gothic3_2016_11_02_13_54_26_259.jpg]
    [Bild: Skorpion.jpg]
    [Bild: Gothic3_2016_11_06_00_40_58_140.jpg]
    [Bild: Gothic3_2016_11_06_00_41_11_032.jpg]
    [Bild: Gothic3_2016_11_06_19_15_19_986.jpg]
    [Bild: Gothic3_2016_11_13_17_33_14_631.jpg]
    [Bild: Gothic3_2016_11_13_17_35_56_201.jpg]
    [Bild: Gothic3_2016_11_13_17_36_38_028.jpg]
    [Bild: Gothic3_2016_11_13_17_37_13_858.jpg]
    [Bild: Gothic3_2016_11_13_17_37_21_227.jpg]
    [Bild: Gothic3_2016_11_13_17_37_54_698.jpg]
    [Bild: Gothic3_2016_11_13_17_39_22_002.jpg]
    [Bild: Gothic3_2016_11_13_18_07_37_523.jpg]
    [Bild: Gothic3_2016_11_13_18_07_52_280.jpg]
    [Bild: Gothic3_2016_11_13_18_08_01_991.jpg]
    [Bild: Gothic3_2016_11_13_18_08_12_267.jpg]
    [Bild: Gothic3_2016_11_13_18_08_55_573.jpg]
    [Bild: Gothic3_2016_11_17_19_57_33_093.jpg]
    [Bild: gobliny.jpg]

    Year 2017:

    [Bild: Orc.jpg]
    [Bild: Gothic3_2017_01_15_18_17_42_812.jpg]
    [Bild: Gothic3_2017_01_18_13_13_46_077.jpg]
    [Bild: Gothic3_2017_01_18_02_08_31_882.jpg]
    [Bild: Gothic3_2017_01_18_02_11_46_912.jpg]
    [Bild: Gothic3_2017_01_18_22_55_16_893.jpg]
    [Bild: Gothic3_2017_01_26_18_49_28_938.jpg]
    [Bild: Gothic3_2017_01_26_18_53_57_098.jpg]
    [Bild: Gothic3_2017_01_26_18_55_19_731.jpg]
    [Bild: BONFIRE.jpg]


    Latest video (invading etc.)

    [Video]

    DODGING v3 with I-FRAMES

    [Video]


    A lot of weapons, armors, monsters models came from other games, they are just modified... Those are:
    -Two Worlds II,
    -TES IV Oblivion i TES V Skyrim,
    -Gothic 3 Forsaken Gods,
    -Risen 1 & Risen 3,
    -Dark Souls 1,
    -Wiedźmin 3,
    -probably Arcania will be too,

    Thanks for awesome job and design to - Reality Pump, Bethesda, Trine Games, Piranha Bytes, From Software, CD Poject Red and JoWood,

    Hope they don't catch me lol
    Geändert von Squerol (07.02.2017 um 10:53 Uhr) Grund: New version coming, removal of previous ones

  2. Beiträge anzeigen #2 Zitieren
    Ritter Avatar von kAzGuRu
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    E P I C ,

    man I really like it, adds a whole new level of danger to the game, like Gothic 2 did.

    Minecrawlers are INSANE!!
    Der Schläfer war damals auch mal ein Sektenspinner
    [Bild: sigpic90446_34.gif]
    Pimp my Gothic - Eine Anleitung zur Verschönerung des alten Klassikers ~ von Inspirate
    Geändert von kAzGuRu (26.06.2016 um 14:08 Uhr)

  3. Beiträge anzeigen #3 Zitieren
    Waldläufer Avatar von Squerol
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    Zitat Zitat von mogi99999 Beitrag anzeigen
    E P I C ,

    man I really like it, adds a whole new level of danger to the game, like Gothic 2 did.

    Minecrawlers are INSANE!!
    Thank You very much man, I'm glad You like it
    Geändert von Squerol (27.06.2016 um 07:56 Uhr)

  4. Beiträge anzeigen #4 Zitieren
    Waldläufer Avatar von Squerol
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    ....
    Geändert von Squerol (23.01.2017 um 17:56 Uhr)

  5. Beiträge anzeigen #5 Zitieren
    Waldläufer Avatar von Squerol
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    ....
    Geändert von Squerol (23.01.2017 um 17:56 Uhr)

  6. Beiträge anzeigen #6 Zitieren
    Waldläufer Avatar von Squerol
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    Geändert von Squerol (23.01.2017 um 17:56 Uhr)

  7. Beiträge anzeigen #7 Zitieren
    Waldläufer Avatar von Squerol
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    [Video]

    Results of my messing with animations and other stuff...

    Things shown on this video will be included in upcoming "ADRENALINE MODE v4" version

    Upcoming changes:
    - changes in animations and enemies behaviours, e.g. those shown on videos,
    - HP learning still blocked, but game will be calibrated for new script, made by George (http://forum.worldofplayers.de/forum...1#post25052678) - we can only increase HP with hero leveling-up -
    after every level-up we get bonus to max HP, same like in G1/G2,
    - many new types of:
    * monsters - few examples shown on video, there will be many other ones - mainly those are elite monsters, tons of new spawn points - game world will became a very dangerous place...
    * weapons - one-handed swords, shields, spears, two-handed swords and axes (mainly a lot of two-handed swords and axes - my mod is mainly made for them),
    * armors,
    * used models/textures from Forsaken Bugs,
    - scaled some already existing monsters - Snappers and Shadowbeasts are examples - size similar to those from G1/G2,
    - fixing bugs and oversights from previous version (there are a lot of them),
    - balancing tweaks - statistics of weapons, armors, monsters, NPCs, their movement speed, attack range, etc.
    - orcs more powerful than humans, larger gap between them,
    - changed requirements to learn some perks,
    - changed properties of many items - recipes, meal, potions (e.g. some potion adds Learning Points now),
    - more accurate monsters calibration for "DOGING SYSTEM v2",
    - cleaned my mod files from useless ones, better sorting in ".lrentdat's" too (I've made a mess there),
    - fixed collsion range of some weapons,
    - added "strips" during attack animation for every melee weapon (you can see effect on Krush Irmaks and one-handed axes on video) - in game a lot of them haven't got them,


    Everything I've planned is easy and possible to do - but it will take a shitload of time. Some points I've already done.

  8. Beiträge anzeigen #8 Zitieren
    Adventurer
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    shadowtwinz ist offline
    good job. All those monsters... wow. I hope it's not going to be impossible to kills these.

    Are dual halberds going be balanced or it will be same as dual swords ? Will short weapons have it's advantage or no because g3 was really depended on weapon length.

    BTW is it possible to tweak weapons and monsters attack speed ?
    Geändert von shadowtwinz (10.09.2016 um 20:54 Uhr)

  9. Beiträge anzeigen #9 Zitieren
    Waldläufer Avatar von Squerol
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    Zitat Zitat von shadowtwinz Beitrag anzeigen
    good job. All those monsters... wow. I hope it's not going to be impossible to kills these.

    Are dual halberds going be balanced or it will be same as dual swords ? Will short weapons have it's advantage or no because g3 was really depended on weapon length.

    BTW is it possible to tweak weapons and monsters attack speed ?
    Thank You very much No worries, they won't be impossble to slay

    Dual halberds seen on video are reserved for new class of Orcs only (with added dual-wield animations) - they are just one-handed variants of Krush Irmaks, player who isn't using cheats will not be able to use them.

    I've already get suggestions to buff short weapons (swords and two-handed axes) - so they will deal more damage in comparison to their longer counterparts from similar quality/tier.

    Sadly, I have no idea how to tweak weapons or monsters attack speed, sorry - but I've heard it is possible to do by messing in game engine (zandr know it). I only know how to change their movement speed and acceleration of movement.

    But I've made small trick, already seen in previous versions - slowing player character attack speed with disease + freezing stamina value to "0" and speedhacking makes enemies attacks faster in comparison to hero.

  10. Beiträge anzeigen #10 Zitieren
    Ehrengarde
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    Feuerläufer ist offline
    Wow! The high amount of FPS you managed to achieve in the video leaves me absolutely speechless.

    Nice choice of music by the way!
    Geändert von Feuerläufer (11.09.2016 um 22:17 Uhr)

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    Waldläufer Avatar von Squerol
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    Zitat Zitat von Skywalker Beitrag anzeigen
    Wow! The high amount of FPS you managed to achieve in the video leaves me absolutely speechless.

    Nice choice of music by the way!
    Thank You.

    By the way, details sliders set on max with 1152x864 resolution on 8 years old PC (GeForce 9600GT 512MB, Phenom x4 9550 2,2GHz, 4GB RAM DDR2)

  12. Beiträge anzeigen #12 Zitieren
    Provinzheld
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    königsgardist ist offline
    Hey man,

    pretty nice work you've done. I've got one question to ask: it is impressive that enemies are attacking much faster now, which makes the game much more of a challenge. But for the sake of balance (and logic): is it possible that you can combine the speed of animations with certain classes? If this would be possible, would you be able to match the slower (and maybe "more stupid") attacks to enemies that aren't proper trained, like simple bandits and the fast ones with the warrrior bosses etc.? This would make more sense to me.

    Nevertheless, thank you for your effort!

    Greez, königsgardist

  13. Beiträge anzeigen #13 Zitieren
    Waldläufer Avatar von Squerol
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    Thank You very much

    Hmmm cool idea. To be honest, didn't thought about that and don't know if it's possible.

    The difference in melee behaviour of zombies (species type excatly) compared to other NPCs in vanilla game could be a clue maybe, don't know, need dig a bit.

  14. Beiträge anzeigen #14 Zitieren
    Waldläufer Avatar von Squerol
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    [Video]


    A bit of stuff from upcoming, new version of "ADRENALINE MODE"

    What's on video?
    - monsters from Forsaken Gods,
    - normal fight with Gargoyles,
    - changed AI of Scorpions, Mummies and Wolves,
    - fighting animals (rabbit and deer),
    - replaced starting animation of human dual-wield power attack,
    - removed starting animation of orc dual-wield standard attacks,
    - Demon fighting with fists,

  15. Beiträge anzeigen #15 Zitieren
    Waldläufer Avatar von Squerol
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    Few screenshots from upcoming version

    G1/G2 weapon
    Spoiler:(zum lesen bitte Text markieren)


    Retextured ore weapons
    Spoiler:(zum lesen bitte Text markieren)


    Rescaled monster example - CM Shadowbeast, new sword and helmet


    New enemies, replaced spear idle stance
    Spoiler:(zum lesen bitte Text markieren)


    Forsaken Gods helmet modified to fit Gothic 3 hero head
    Spoiler:(zum lesen bitte Text markieren)

  16. Beiträge anzeigen #16 Zitieren
    Waldläufer Avatar von Squerol
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    Risen 1 stuff from upcoming version of my mod:

    [Bild: swordy.jpg]

    [Bild: axy.jpg]

    [Bild: staffy.jpg]

    [Bild: shieldy.jpg]

    [Bild: helmyrisen.jpg]

    Really huge, huge Thanks to Baltram and his amazing Rimy3D tool. And big Thanks for Baltram help too.
    G3MeshConverter made by MadFaTal is awesome tool too - tons of useful features, it helped a lot.

  17. Beiträge anzeigen #17 Zitieren
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    shadowtwinz ist offline

    Wow, Seriously

    Well done. Nice. I'm watching you for very first news .

  18. Beiträge anzeigen #18 Zitieren
    Waldläufer Avatar von Squerol
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    Zitat Zitat von shadowtwinz Beitrag anzeigen
    Well done. Nice. I'm watching you for very first news .
    Yeah I know, thank You very much for Your feedback

    Risen 1 armors

    [Bild: Rajsen_Armorki.jpg]

    Huuuuuuuuuge thanks to Baltram for his Rimy3D tool and his help again

  19. Beiträge anzeigen #19 Zitieren
    Mythos Avatar von Tyrus
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    Tyrus ist offline
    Very nice
    What is with New enemies?

  20. Beiträge anzeigen #20 Zitieren
    Waldläufer Avatar von Squerol
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    New video
    [Video]

    On video:
    Spoiler:(zum lesen bitte Text markieren)

    - even more dangerous NPCs and monsters - from now they can break our block (player character can't, no no no ), alone block break doesn't deal damage,
    - new power attack for spear/two-handers NPCs users,
    - nerfed shield and dual-wield fighting,
    - new ammo,
    - fast shooting NPCs,
    - a lot of new equipment,
    - new monster (Brontok),
    - "retro" minecrawler stance,


    Zitat Zitat von Tyrus Beitrag anzeigen
    Very nice
    What is with New enemies?
    Thank You.

    About new enemies - maybe if You've watched my previous videos, I've already implemented Troglodytes and Boss from Forsaken Gods, Brontok and Nautilus from Risen 1 (just started messing with Risen monsters, Brontok is not perfect too, look at rear legs) created dual-wield orcs stance too. Made some monsters and animals to shoot magic and heal (with animations), made melee combat dragon, made passive animals aggressive as new monster type (with animations), made some enemies use different combat stances (for example demon or ogre can fight with fists, goblin dual-wield).

    I've created some monsters from vanilla models too - You know, Content Mod 3.0 full installation gives us a lot of new monsters models while replacing vanilla ones - so I'm restoring vanilla ones which gives theoreticaly new monsters I'm adding rescaled, retextured variants too.

    Created some undead NPCs. I know how animations sets works so every creature in game can use own animations set right now, so It gives me possibility to create, for example, different NPCs with different movesets (for example giant Living Armor like in Dragon's Dogma (just armor without flesh) with sword and shield who uses power attacks as fast as normal NPC standard attacks and break our block even with quick attacks, I will show him on next video).

    I've modified existing enemies too - examples are totally changed fights with Gargoyles, swapped AI of some monsters too and messed little bit with Troll animation set so spamming mouse button don't work on them.

    So, there will be more new enemies and bosses
    Geändert von Squerol (02.11.2016 um 10:06 Uhr)

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