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  1. View Forum Posts #141 Reply With Quote
    Ranger Marek33's Avatar
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    Quote Originally Posted by ThielHater View Post
    Du kannst die "[G1]\Data\ModVDF\Gothic_Reloaded_Mod_Textures.mod" nach "[G2]\Data\" kopieren und die Dateiendung zu ".vdf" ändern.
    I tried it, but unfortunately it changes only the menu and the quests tab. It unfortunately doesn't affect other things like the anvil or the body of the main hero. Either it needs to be ported by some programs or I don't understand it correctly (since I translated it through Google Translate).

    Quote Originally Posted by Boltfly View Post
    Hardly.

    You can try extract the textures from .mod/vdf file and rename them but that will make some parts of the world (for example fields) look strange.
    It worked for you? For me it doesn't even change the fields.

  2. Visit Homepage View Forum Posts #142 Reply With Quote
    Gothic Reloaded Mod ThielHater's Avatar
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    Quote Originally Posted by Marek33 View Post
    I tried it, but unfortunately it changes only the menu and the quests tab. It unfortunately doesn't affect other things like the anvil or the body of the main hero. Either it needs to be ported by some programs or I don't understand it correctly (since I translated it through Google Translate).
    TheDovahkiin97 asked for textures. What you are asking for is completely different, you can't just copy stuff and assume that it works.
    "Weltmacht mit drei Buchstaben?" – Fred & Günther



  3. View Forum Posts #143 Reply With Quote
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    Quote Originally Posted by ThielHater View Post
    TheDovahkiin97 asked for textures. What you are asking for is completely different, you can't just copy stuff and assume that it works.
    I think he asked that if it's easy to copy it without knowing a lot about Modding and you respond to that he can change the file type and then it could work.

    I knew that it can't be that easy since it's never that easy in the Modding.

  4. View Forum Posts #144 Reply With Quote
    General lali's Avatar
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    Erstmal Glückwunsch zum Demo Release. Ich wusste dass ihr dran bleibt und ihr habt ganze Arbeit geleistet. Beeindruckend.

    Die Dinge, die mich noch nicht so überzeugen - nehmt es mir nicht übel -, stecken eher in Details, wie Farbgebung, hier und da scheinen mir Texturen etwas zu hell zu sein. Zudem finde ich das Modell des Helden/NPC's noch nicht so überragend. Von den Proportionen her meine ich. Da würde ich mir für die Release-Version noch etwas mehr Realismus wünschen.

    Und ich will mich auf jedenfall Don Esteban anschließen und hoffe, dass die originalen G1 Flaggen von euch rekonstruiert werden.

  5. Visit Homepage View Forum Posts #145 Reply With Quote
    Gothic Reloaded Mod ThielHater's Avatar
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    Danke für die Glückwünsche und es freut mich, dass dir die Demo insgesamt gefallen hat.

    Ob unsere Texturen zu hell sind? Ich weiß nicht, liegt vielleicht an der geänderten (und besseren!) Beleuchtung durch den D3D11 Renderer. Über die Proportionen der Menschen wurde jedenfalls intern schon mehr diskutiert als in meinen Augen notwendig. Wir haben die Flagge erneut überarbeitet, die ist auch schon in der v2 der Demo enthalten.
    "Weltmacht mit drei Buchstaben?" – Fred & Günther



  6. View Forum Posts #146 Reply With Quote
    General lali's Avatar
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    Quote Originally Posted by ThielHater View Post
    Danke für die Glückwünsche und es freut mich, dass dir die Demo insgesamt gefallen hat.

    Ob unsere Texturen zu hell sind? Ich weiß nicht, liegt vielleicht an der geänderten (und besseren!) Beleuchtung durch den D3D11 Renderer. Über die Proportionen der Menschen wurde jedenfalls intern schon mehr diskutiert als in meinen Augen notwendig. Wir haben die Flagge erneut überarbeitet, die ist auch schon in der v2 der Demo enthalten.
    Ja, dass es vielleicht eher an der Beleuchtung liegt, habe ich auch in Erwägung gezogen. Ansonsten, was zum Beispiel die Grastexturen betrifft, die sind ja im Original so dermaßen vage/unscharf, dass es in gewisser Weise zur Interpretationssache wird, wie denn das in schärfer nun eigentlich aussehen soll.

    Sehr gut.

  7. View Forum Posts #147 Reply With Quote
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    Not sure if this is in the base game. There is a audio-clipping glitch in the New Camp. If you head up passed Cord on the cliff, keep following the path, you can hear Lee and his comrades bantering through the cliff. Again head further up, so that you're essentially standing above the New Camp's cave, and again the same glitch occurs as you hear Mercenary banter from above.

    DEU - Nicht sicher, ob dies in der Basis-Spiel ist. Es gibt eine Audio-Clipping-Glitch im Neuer Lager. Wenn Sie oben überschrittenes Schnur auf der Klippe vorangehen, folgen Sie dem Pfad, können Sie hören, dass Lee und seine Kameraden, die durch die Klippe bantering sind. Wieder gehen weiter oben, so dass Sie im Wesentlichen über der Neuen Lager stehen und wieder die gleiche Störung auftritt, wie Sie hören, Mercenary Geplänkel von oben.
    Last edited by Giordano; 22.01.2017 at 10:16.

  8. Visit Homepage View Forum Posts #148 Reply With Quote
    Gothic Reloaded Mod ThielHater's Avatar
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    I didn't dig into this, but that bug exists in the original game as well. If this would be a static sound source, we could try to reduce the loudness. However, the NPCs are dynamic sounds and we can't fix the engine's method to determine whether the sound can be heard by the player or not.
    "Weltmacht mit drei Buchstaben?" – Fred & Günther



  9. View Forum Posts #149 Reply With Quote
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    In the Rice Workers shack, all the bed assets are incorrectly linked, none are inside. They are all outside behind the shack some are also invisible.

    [Bild: ifJ0TaA.jpg]

    [Bild: xmYy1Ln.jpg]
    Last edited by Giordano; 22.01.2017 at 12:31.

  10. Visit Homepage View Forum Posts #150 Reply With Quote
    Gothic Reloaded Mod ThielHater's Avatar
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    Thanks for the hint.
    "Weltmacht mit drei Buchstaben?" – Fred & Günther



  11. View Forum Posts #151 Reply With Quote
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    Quote Originally Posted by ThielHater
    (25283922) I did not dig into this, but that bug exists in the original game as well. If this is a static sound source, we could try to reduce the loudness. However, de NPCs are dynamic sounds and we can not fix the engine's method to deterministically mine Whether the sound can be heard by the player or not
    Ah ok. Yeah it's nothing major.

    Quote Originally Posted by ThielHater View Post
    Thanks for the hint.
    No probs. I'll keep posting any glitches I come across - I have quite a bit of free time at the moment haha

    But man, there are moments where I have literally been stopping just to look around and admire the work you guys have put into this. It's really amazing. I hope Bjorn or someone at Piranha sees this mod.

    If there is anything more I can do to help just ask.

  12. Visit Homepage View Forum Posts #152 Reply With Quote
    Gothic Reloaded Mod ThielHater's Avatar
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    AmProsius, one of our members, met Björn Pankratz at a convention and asked him about our mod. The answer was, that he does and he thinks it's a great project. I don't know if he or any of the Piranhas has looked at the latest demo, but it's likely.

    I will send you a private message about your options to participate.
    "Weltmacht mit drei Buchstaben?" – Fred & Günther



  13. View Forum Posts #153 Reply With Quote
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    Quote Originally Posted by ThielHater View Post
    AmProsius, one of our members, met Björn Pankratz at a convention and asked him about our mod. The answer was, that he does and he thinks it's a great project. I don't know if he or any of the Piranhas has looked at the latest demo, but it's likely.
    That's pretty damn awesome. It would definitely motivate me to having someone like Bjorn give the thumbs up.

    I have a good feeling about ELEX, I think THQ Nordic are a better publisher for PB - finally. They seem to give full creative freedom, which is what Piranha Bytes need. I hope this game will be a success for them.

  14. View Forum Posts #154 Reply With Quote
    Waldläufer SchattenDexter's Avatar
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    Habe es nun auch mal angespielt.
    Ich find die neuen Texturen sehen wirklich großartig aus, sowie die neuen Modelle aus dem GRM & Carnage Pack.

    Wollte mal auf ein paar Bugs hinweisen, die mir während des Spielens so aufgefallen sind:

    - Der Boden vor dem Tor der verlassenen Mine, die zu Khorinis führt leuchtet ohne sichtbare Lichtquelle (vorallem Nachts sehr auffällig)
    - Die Fässer an der Brücke zum Alten Lager schweben teils in der Luft
    - Beim "First Person Modus" (wenn man bei Stillstand "F" gedrückt halt) sieht man die Zähne des Helden
    - Viele neumodellierte Objekte im Alten Lager schweben etwas in der Luft (z.B. die Fackeln neben Thorus, Snafs Kochkessel, Lagerfeuer)
    - Das Fell welches Vordächer der Hütten im Alten Lager darstellen soll ist von unten unsichtbar

    Ich wünsche euch noch viel Erfolg bei der Entwicklung des Projekts.

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    Gothic Reloaded Mod ThielHater's Avatar
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    Vielen Dank für die Rückmeldung, ich hab das so notiert.
    "Weltmacht mit drei Buchstaben?" – Fred & Günther



  16. Visit Homepage View Forum Posts #156 Reply With Quote

    Above the Weeping World
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    Der Zirkel um Xardas im Forenrollenspiel
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    Mir ist beim weiteren Spielen aufgefallen, das hin und wieder Gegnerkreaturen unsichtbar sind. Man hört dann die Geräusche, die sie machen und wenn man sie dann zufällig in den Fokus bekommt, wird der Name angezeigt und man kann sie dann auch töten und looten. Sichtbar werden sie aber nicht.

    Soweit ich mich erinnern kann, betraf das bei mir bisher vor allem Molerats. Und zwar im Wald zwischen altem Lager und Alter Mine und im Wald zwischen Altem Lager und Sumpflager.

  17. View Forum Posts #157 Reply With Quote
    Burgherrin BlackBat's Avatar
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    Quote Originally Posted by Don-Esteban View Post
    Mir ist beim weiteren Spielen aufgefallen, das hin und wieder Gegnerkreaturen unsichtbar sind. Man hört dann die Geräusche, die sie machen und wenn man sie dann zufällig in den Fokus bekommt, wird der Name angezeigt und man kann sie dann auch töten und looten. Sichtbar werden sie aber nicht.

    Soweit ich mich erinnern kann, betraf das bei mir bisher vor allem Molerats. Und zwar im Wald zwischen altem Lager und Alter Mine und im Wald zwischen Altem Lager und Sumpflager.
    Das hängt mit dem Renderer zusammen. Einfach mal zwischendurch speichern, dann sollte der Gegner wieder sichtbar werden.

  18. View Forum Posts #158 Reply With Quote
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    Bug report

    After almost two weeks of testing I bring you the full report of the bugs which I found in the mod. I don't mention bugs which have been already mentioned like the one with the flickering meshes in the new camp or the ones which are in the mines, temple or at the graveyard since the players should be there. Even if you can go to the old mine in the first chapter, I don't mention the bugs there since I don't find almost any bugs there expect the floating items or the items which are underground, but that's also in the outside world. I have checked almost every place in the colony (or at least the ones which are available in the first chapter like the Old Mine).

    There are very few bugs except the two major ones. First are the floating items and then the bug around the Cor Kalom Hut. There is also a wrong Shadow texture, wrong set fireplace in the Brotherhood (floating on the ground) and a floating wood at the Temple of the Sleeper (in the Sect camp). Also, I make a few screenshots of a flag which has probably a wrong meshes since it's very hard to see it from the back (I'm afraid that's an engine limitation). Then there is a very bad texture bug in the upper place close to the pack of wolves which is next to the valley next to the Cavalorn Hut and the Aidan. And there is a little bug in the hut which I earn after a fight with the Shrike. Also, somehow I managed to jump and land in the ore mount. I never do it in Vanilla so I can't confirm if it's a Vanilla bug, but probably yes. Here is a link to the images: https://mega.nz/#F!gpQkRYaL!THMgSXCDKbCG5GCWfsnN1g

    Overall, if I have to rate it, I would definitely rate it with a 10 since it's one of the best re-texture mods which I, ever seen (any I seen hundreds of texture mods) even if it needs some improvements like the one with the flag and especially the trees. One of the best things is that it's true to the original and it doesn't use assets from other games like some other texture mods. Another great thing is that it doesn't have too bright textures are too dark. Plus, it doesn't have fake trees in the distance.

    Anyway, brilliant work guys and hopefully when the full version arrive most of those bugs will be gone.

  19. Visit Homepage View Forum Posts #159 Reply With Quote
    Gothic Reloaded Mod ThielHater's Avatar
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    Thank you very much for your feedback, I will put all of this into our bug tracker.

    I'm pleased to see, that you are satisfied with our work. Would you like to become a beta tester? Please tell me what's wrong with the hut in the new camp, I don't get that.
    "Weltmacht mit drei Buchstaben?" – Fred & Günther



  20. View Forum Posts #160 Reply With Quote
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    Quote Originally Posted by ThielHater View Post
    Thank you very much for your feedback, I will put all of this into our bug tracker.

    I'm pleased to see, that you are satisfied with our work. Would you like to become a beta tester? Please tell me what's wrong with the hut in the new camp, I don't get that.
    You welcome!

    I will gladly be a beta tester for this amazing mod.

    The problem in the hut is that you can't see the shelf. Basically its invisible from the inside, but you can see it clearly from the outside. However, it's also possible to see it inside, but you need to be really quick if you want to make a screenshot.

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