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Gothic 3


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Community patch v1.5

Upozorenje:

Community patch stvara novi Gothic3.exe, za koji jos ne postoji NoDVD zamena (s' obzirom da je unofficial, ko zna da li ce i postojati), tako da bez GOTHIC6.VC6 koji se mount-uje na Virtual CD v9 (GameCopyWorld, ja ni tako ne mogu da ga nateram da radi) ne moze da se zaobidje zastita (ako neko zna alternativni nacin, molim da me dopuni...).

Edited by Death Egg
MSc
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probaj onda najnoviji daemon tools pro, i virtuelni drajv postavi na ide granu a ne skazi kao što je uobičajeno.

Skinuo sam clone originala i mount-ovao preko Virtual CD 9 na fizicki drive; radi! Probao sam sa Daemon-om i nisam uspeo.

Hvala u svakom slucaju.

Nego... razocarao sam se kada sam skontao da Gothic 3 ne dozvoljava AntiAliasing, cak ni kada ga force-ujem iz nVidia Control Panel-a

MSc
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  • 1 month later...

Hvala bata vudu kralje ;)

Bash sada(najzad) pocheo da igram i dodao sam josh 1GB rama da bi ferceralo bolje (Sempron 3200+, 7300GT) ali nije bash ishlo kako bi trebalo...instaliracu kasnije, pa prenosim utiske :)

edit:

Probao i zadovoljan sam sa poboljsanjem brzine. Bitna stvar je shto ne mozes vishe da kupish flame sword za male pare i koristish od samog pochetka, shto mi je bilo extremno glupavo. ++++ gomila drugih peglanja

Edited by leisure
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Gothic 3 v1.6 Patch status 20.12.2007

Community Patch Team Fixes

---------------------------------

- The Hero's death will not cause a Quest failed-message anymore.

- Frozen NPCs and creatures will unfreeze after a while in any case.

- Rune and Zapotek do not attack anymore when the player picks up ham or wood for a quest.

- Quest items like barrels of fish, firewood, etc. disappear from the game when you delivered them to decrease the amount of unusable quest items in the inventory.

- NPCs in charge of relevant quest items do not retreat anymore after a city's liberation but keep fighting.

- The hero does not stab NPCs anymore when they already lost their last health points.

- NPCs who the player is asked to follow will walk to their designated destination instead of standing around after they get knocked down.

- Chests are now being closed after NPCs used them.

- When a ranger is being attacked by the player other rangers will approach to help him out.

- Krush Tarachs, spears and halberds dropped by NPCs are now worn.

- After the message Not enough reputation the amount of missing reputation will be shown as well.

- Tutorials may now be deactivated permanently

- NPCs retreating after a revolution will now die directly when you remove their last health points.

- Whetstones may now only be used after the player learned Hone blade.

- Dialog choices concerning part deliveries of goods referred to quests have been corrected.

- Dialogs concerning success or failure of a quest are now put into the questlog as well.

- Menus may now be closed pressing the menus button even if the player had magic equipped when opening them.

- You cannot challenge more than one NPC at the same time in the arena anymore.

- Whenever a Guru appears a log will be saved automatically.

- The chest name's colour now shows if already looted.

- Taking a Follow-Quest will automatically cancel any other active Follow-Quest.

- The Hero may sell Sanford out to Marik even if this results in a duel between the Hero and Sanford.

- Unnecessary Marlo dialog option continue has been removed.

- Dialogs concerning success or failure of a quest are now put into the questlog as well.

- Questlog entries for some quests added.

- Logic of dialogs with Folleck corrected.

- Kor-Shach does not appear as a teacher too early now.

- One sentence by Emet is now played.

- Porgan's dialog order has been corrected.

- Wrong armor values for the paladin's shield have been corrected.

- Snapper leather and fire lizard leather are now sorted in the inventory tab hides and hunter merchants will pay twice the price for them.

- Gold values of some ancestor stones have been corrected to 50 gold.

- Torches and burnt torches now have a buying value of 3 gold, selling value is 1 gold.

- Golden necklaces and rings are now sorted in the inventory tab valuables and thief merchants will pay twice the price for them. The value of necklaces has been adjusted to 250 gold.

- Wrong armor values for the light rebel armor have been corrected.

- Icons have been visually improved again

- Strafing speed of ogres and goblins has been adjusted.

- Female slaves do not wear weapons or shields anymore.

- The Orcs in Al Shedim now react to the death of one of them with aggressive behaviour even if the player already handed all five artifacts to one of the gods.

- Some orcs now sell orcish weapons as well as their standard equipment.

- Integrated rain-sand-snow storm sound effects

- fmodex improvements

- Updating fmodex to newer version

- Some internal improvements

Spellbound Fixes

---------------------------------

- New memory manager implemented to improve performance and stability

- Error handling in memory pool improved

- Fixed memory allocation error when saving

- Memory is now freed correctly

- Improved memory allocation for memory streams in filesystemstreams

- Fixed a potential memory leak which would result when an insert operation fails

- Fixed memory leak which produces 84+20 bytes leaks for each savegame when entering the load screen

- Remaining memory impact during saveload reduced from 100MB in some cases to typically less than 1,5MB - thus increasing game stability significantly

- Fixed memory leak in game_script

- Fixed some potential memory leaks in scripts

- Several shader enhancements to improve memory usage

- Fixed several uninitialized memory reads (potentially resulting in unstable or unpredictable runtime behavior)

- Improvements to the memory logging system - giving more detailed protocols of memory allocation activities

- Improved caching

- Unload caches before game restart (further reduction on memory leaks while savingloading)

- Purged all regular caches before loading a savegame - further reducing the memory leak during saveload

- Fixed access violation exception on program termination - crash during exit

- Fixed a crash bug where entities were cached out even though they were still in use

- Fixed crash bug in physics and character controller - occurs potentially during main gameplay

- Fixed crash bug within entity manager - occurs potentially during main gameplay

- Fixed one crash bug when using teleport stone

- Changed control order for PrefetcherJob destruction to avoid deadlocks (and possible crashes)

- Fmodex.dll updated to version 4.10.01 (fixing potential freezes or crash)

- Changes to the filesystem for Fmodex to avoid file format errors

- Memory performance improvements in the mesh renderer

- Fixed some memory fragmentation for performance improvements

- Performance and memory improvements to the container templates

- Slight performance improvements in ThreadPool

- Reused vertexbuffer declarations in several locations

- Error handling in vertex processors improved

- Created vertex buffers in default pool instead of managed pool if managed pool fails

- Fixed memory overwrites in the shader module

- Fixed rendering of zero or less vertices

- Fixed DX9 issue complaining about different vertex stream strides for lightmap

- Fixed DX9 issue about impossible MIP filtering

- Various small cosmetic fixes for the world

- Some fixes to avoid playing sounds with empty filenames

- Fixed bug where objects could be off color

Znači, ko bude pljuvao po Spellboundu, od ruke mu ništa ne rodilo... ljudi se i pored svojih poslova ipak bakću i sa trojkom, da naprave od nje igriv naslov.

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  • 1 month later...

ma di jesi normalan... retko smor igra

zahteva boga oca

prica tuga

ides od grada do grada i radis iste govnjive questove, posle par dana torture sam je izbrisao laganini

If there's some higher power that controls my fate, i would like to meet him, shake his hand, then crack open his ribcage and tear out his heart.

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ma di jesi normalan... retko smor igra

zahteva boga oca

prica tuga

ides od grada do grada i radis iste govnjive questove, posle par dana torture sam je izbrisao laganini

Sad kako kome...Ako tako postaviš stvari onda je svaki RPG dosadan. Za mene Gothic 3 ima fenomenalnu priču i kvestove. Ali dobro, ja sam jedan od onih što danas dade u Tempu tih 1250 din. [:D]

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Ima to sto Joe Kerr kaze smisla. Igra mi izgleda kao da je bila preveliki zalogaj koga nisu mogli u razumnom oku da urade, pa kvestovi na kraju deluju skrpljeno. Jer realno, kvestovi se ponavljaju iz grada u grad. Ja sam fan serijala, ali mora se biti realan pa primetiti takve stvari ;)

Gothic 1 i 2 su znatno manji, ali bar je sve ispolirano sto se toga tiche.

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Dobro bre ljudi sve mogu da razumem ali da kažete da su kvestovi bezveze i u svakom gradu isti to ne. Jer to jednostavno nije tako. Svaki grad je priča za sebe a da ne govorim o tome što tri područja donose različite likove i njihov život i priču. Nemojte preterivati. Igra jeste loše optimizovana i ostalo ali priča je nešto što se ne može nazvati manje od odličnog.

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Dobro bre ljudi sve mogu da razumem ali da kažete da su kvestovi bezveze i u svakom gradu isti to ne. Jer to jednostavno nije tako. Svaki grad je priča za sebe a da ne govorim o tome što tri područja donose različite likove i njihov život i priču. Nemojte preterivati. Igra jeste loše optimizovana i ostalo ali priča je nešto što se ne može nazvati manje od odličnog.

Slazem se.

MSc
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dodjes u grad. sprijateljis se sa orcima. pobijes orke. odes u sledeci grad.

da, bas je mastovito :)

nisam celu igru presao ali sam presao 3 ili 4 grada i nisam se odusevio

If there's some higher power that controls my fate, i would like to meet him, shake his hand, then crack open his ribcage and tear out his heart.

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Ne znam kako da objasnim to sto zelim da kazem. Ima previse gradova, pa onda nisu stigli bas da razrade malo kreativnije prichu oko svakog. Davno odigrah igru pa se vise i ne secam, ali izgledalo mi posle prvih par gradova kako se prica ponavlja iz jednog u drugi grad. Npr. sad cu lupim jer pricam po secanju: u svakom gradu imas vodju pobunjenika koji ti trazi da mu skupis 10 komada oruzja, pa isti kvestovi da zadobijes poverenje orka (ili pobunjenika) koji se razlikuju samo u vrstama zivuljki koje ti trazi da pobijes...ne mogu sad vise ni da se setim, ali imao sam utisak da istu pricu gledam iz grada u grad. Ne kazem da igra nije ok, ima odlicnih kvestova, ali zbog prevelikog sveta nekako sve izgleda razvodnjeno. Secam se recimo u G2 kako su mi questovi bili super - klasican primer odlicno dizajniranog sveta. Prakticno svaki kvest je bio jedinstven. U G3 jednostavno nisam imao taj feeling. Mislim, to je moje misljenje, Goranu se i G3 svideo kao i prethodni i to je ok, ukusi su razliciti :)

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Gorath, mislim da si igrao prva 3 grada i batalio. Jer posle se to oruzje ni ne trazi, imas misije raznovrsne od toga da ukrades goblet, da skupis neko prstenje, da uteras harac po farmama. A i ono, misije ni ne mogu da budu razlicite jer ipak govorimo o c-RPG-u koji simulira jedan fantasy svet. A u simulacijama sve se svodi na neku logicku potrebu da se nesto uradi. Goblini napadaju strazare, ukrali brasno, lihvar se osilio pa treba da ga prebijes itd. its.

Ljudi se dele na optimiste i one koji znaju bolje.

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Ali ljudi problem je što to što pričate veze nema sa igrom, ne znam kako drugačije da vam kažem. Recimo da kvestovi u Cape Dun, Vengardu i recimo Gotha veze nemaju jedan sa drugim. Da ne govorimo o pobunjeničkom kampu, gradovim u Nordmaru (odnosno selima) tom snežnom predelu, pa onda u pustinjskom delu. Sve je priča za sebe. Vidim da ste igrali sam početak, a to nije Gothic 3.

nisam celu igru presao ali sam presao 3 ili 4 grada i nisam se odusevio

'ladno ovo nisam ni video.Prva 3 grada?pretpostavljam da se radi o Ardea,Cape Dun i Montera. Pobunjenički kamp (najveći) nisi ni video, nisi video ni Vengard, verovatno ni Gothu. To je sve samo ta jedna celina, odnosno "zemljani deo". Recimo da je to što si ti igrao oko 5 do maksmimum 10 posto igre. Nema šanse da je 10 ali ajde. Mada ni to nije tako ali to je već druga priča

Edited by goran.rs
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Necemo da se vredjamo :)

Igrao sam ja i WoW, al to je neka druga pricha.

Presao sam Gothic3, odradio dva zavrsetka, ali beshe pre vise od godinu dana pa se ne secam svih detalja, a ovo gore sto sam napisao su utisci koji su mi ostali kad sam je zavrsio. Zar je toliko tesko zamisliti da se nekome kvestovi nisu svideli u odnosu na prva dva dela? :)

Setio sam se jos dve stvari koje su me jako razocarale. Prvo je jedna subjektivna stvar, a to je da sam ocekivao da ce prica u trecem delu da bude jako zasnovana na prici koja se provlacila kroz prva dva dela - da je kralj Rhobar podmetnuo Lee-u i poslao ga u kaznenu koloniju. Ocekivao sam rasplet te priche, jer je prva dva dela cinila nekako interesantnijim, samim tim sto je sve oko toga bilo dosta misteriozno i delovalo je da postoji neki drugi razlog osim prilicno naivne price da je to uradio zato sto je ovaj postajao prilicno popularan. Ocekivao sam da cela ta frka bude deo main questa i da se tome posveti mnogo paznje. Ali ok, dizajneri su mislili da to nije toliko bitno, i imaju pravo na to, mada ja mislim da su pogresili :)

Druga stvar je totalno komicno odradjena situacija kada sreces Xardasa u G3. Ono kao da se nista nije desilo u G2...lik te ispalio i iskoristio u drugom delu, i ti se sreces sa njim a on gotovo bez ikakvog objasnjenja ti uvaljuje novi quest kao da smo doziveli kolektivnu amneziju :) Ne znam za vas, ali meni je pricha u igrama najvaznija stvar, i onda kad pisci naprave takav propust tesko to mogu da svarim :p

Gorath, mislim da si igrao prva 3 grada i batalio. Jer posle se to oruzje ni ne trazi, imas misije raznovrsne od toga da ukrades goblet, da skupis neko prstenje, da uteras harac po farmama. A i ono, misije ni ne mogu da budu razlicite jer ipak govorimo o c-RPG-u koji simulira jedan fantasy svet. A u simulacijama sve se svodi na neku logicku potrebu da se nesto uradi. Goblini napadaju strazare, ukrali brasno, lihvar se osilio pa treba da ga prebijes itd. its.

Presao sam igru, nikad ne bih batalio G3 pre zavrsetka, iz postovanja prema PB i prve dve igre :)

Koliko se secam oruzje se skuplja u svim gradovima u Mirtrani (ili kako joj ime), mozda ne treba jedino u Gothi, ali nije ni bitno, to je samo primer koji mi je ostao u secanju. Inace Gotha je bilo jedno od osvezenja u igri, sve vezano za taj grad je veoma lepo smisljeno...cisto malo da se odmoris od nabijanja reputacije koja se provlacila od grada do grada :)

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ma sve to sto kazete je moguce ali moje iskustvo kaze sledece.

instaliram igru. smori me pocetak uzas. prodje nedelju dana odlucim da dam igri jos jednu sansu. krenem da igram. igram 10tak sati. nekad manje, nekad vise.i dalje me jebeno smara kao i prvi sat. nema price. nema smek. uninstall tjao zdravo.

vecina frpova u pocetku zestoko smaraju, baldurs gate 1, baldurs gate 2, nwn 2, torment vise manje, fallout 2. sve smaraju u pocetku. koga nije smorio candlekeep ili tamnica, ili ono trcanje po mocvari ili temple laze kao pas, ma cak me je i witcher smorio bruka na pocetku(sve sivo sve nekako negativno). ali posle toga(10 minuta kasnije) dolazi tako jebeno dobra igra da se ne mozes odvojiti od nje

ovo to jednostavno nema. tjao zdravo

If there's some higher power that controls my fate, i would like to meet him, shake his hand, then crack open his ribcage and tear out his heart.

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Tri pitanja za ovaj 1.6 patch, pošto ne mogu iz spiska ispravki da provalim:

1.Ja igra na patchu 1.12 (krekovanom), da li je moguće staviti ovaj 1.6 bez problema?

2. Žestoko mi ide na jetru što su "opisi" questova u questbooku zapravo poslednji dijalozi koji su inicirani sa određenim quest likom, umesto konkretnih informacija (npr.kako ja sad da nađem tamo nekog Dominika i njegovu farmu, kad mi samo pamti poslednji razgovor sa likom koji mi je dao quest i u kojem se više ne pominje dotična lokacija)

3. Jel su sredili oko memorije, meni na 2 giga rama zna da ponekad secka ko blesavo dok ne učita areju.

Edited by Pipboy

"You're the first of the official death squads to whom we've been formally introduced... How do you do?"

 

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