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Gothic 3?

Koloko sam ja primetio u Gothic 2 Gold verziji, planinarenje Orcova i drugih karađola je neusporedivo s Gothic 1 i Gothic 2. Trenutno sam u Chapter 2 s Claw of Baliar level 30 ali neko streličarstvo nije sigurna opcija jer se ekipa penje ko luda!! Po meni je to bio ogroman napredak u AI, jedino ako mi se to samo čini. Do sada smo praktično i Gothic 1 i Gothic 2 ugledali u US verziji igre koja je bila patchovana, možda bi se i ovaj puta isplatilo pričekati mesec dana da se stvari poslože 100%.
 
sorry na neznanju ali po chemu ce se razlikovati Gothic 3 Collector's Edition od obichne verzije da se to moze videti na fotkama?
 
Lepo ovo izgleda. Mozda i kupim, ako se uopste pojavi kod nas.
 
@G: razlikovace se po pakovanju i bundle-u, tj. neces dobiti uz obicno izdanje one "dzidza-midze" kao uz Collector's Edition :)
 
znachi da ne otvaram zdabe onaj link gore :d
 
Intervju sa KaiRom o muzici u G3

Kai Rosencrantz muses on the soundtrack of Gothic 3
Kai Rosencrantz searched the globe to bring in a wide-ranging group of musicians who could fill the world of Gothic 3 with music. As Lead Composer and Sound Designer for developer Pirahna Bytes, Rosencrantz has eight years of experience working on the Gothic series. He sat down with us to tell us why this soundtrack will be his best yet.

To download three free tracks from the Gothic 3 soundtrack, visit www.gothic3soundtrack.com.

What are your responsibilities at Pirahna Bytes?

I’m in charge of the audio sector. In addition to my actual work as a composer and sound designer, I’m creating the visual effect and the website. We’re a small team and everybody is somewhat involved in every area of responsibility. I enjoy that very much. Working in several creative fields helps to keep up the many-sidedness of the job and that’s the whole fun of it.

How long have you been with the developer, and what other projects have you worked on?

I started working for Piranha Bytes while taking my final school exam, composing the music at home as a freelancer. That’s eight years ago in a very early stage of Gothic 1. Since then, I’ve worked on all the Gothic installments. I’m deeply grateful to Piranha Bytes for giving me the opportunity to develop during those eight years. For the original Gothic I had to stick to synthetic sounds and a virtual orchestra and I was always leaping at the challenge to work with a real orchestra one day or the other. Now, three installments later, I have done that plus so much more, and I really appreciate Piranha Bytes’ openness to a music production of this scope. A lofty mission, I know, but I worked hard to accomplish it as good as possible.

When you began to compose the music for Gothic 3, what were your goals?

I had three major goals. First I wanted to maintain the musical atmosphere I had established in the previous games of the series and make the music sound familiar and refreshingly innovative at the same time. Secondly I wanted to create a score that can take on big-time Hollywood soundtracks any time in terms of the emotional impact and the mere recording quality. Thirdly I wanted to blend the orchestral quality with the game’s interactive gaming experience. This means that the music changes according to the player’s actions without any audible transitions even though it was a linear orchestra recording in the first place.

What were your inspirations for the Gothic 3 soundtrack? Did you look at other games, or possibly movies, for inspiration?

There are some film music composers that I particularly like and I can’t avoid some indirect influence. It took me several years to develop my own musical style and on my way there I was surely influenced my favorite composers and other artists. I can’t say I looked at other games or movies intentionally, but I might have picked up certain stylistic means and worked them into my own musical approach.

When thinking about the different tracks, did you have specific gameplay elements in mind for each one?

Absolutely. Every single track serves a certain purpose in the game, be it to accompany an intense action scene, an outing into a spooky forest or dungeon, a picnic in an idyllic scenery or one of these heroic “you’re the man”-moments. I had these situations in mind when I composed the music and it helped me to find the right tone.

With planning music, how do you work the rest of the development team to make sure the music fits with the rest of the game?

Since I had hired so many musicians from all around the globe, the scope of the soundtrack production demanded a lot of organization and planning. Thus, I had to start very early with nothing but a few concept artworks and a well-established basic musical idea from the previous installments. I worked together very closely with the conceptual artists, which proved to be the right thing to do. Concept art is perfectly suitable for me as it is designed to evoke a certain emotion rather than being a strict design guideline. Music is all about emotion so an emotional reference I can relate to is way more important than a half-finished 3D model of the scenery. It is absolutely vital that every member of the team internalized the game’s overall mood and it applies to me in particular.

In the course of development I examine every bit of visual data very closely and see if it suits my music. When the designs for Nordmar and the desert region shaped up, I had to add some more ethno elements at the very last minute. I’m glad it all turned out alright in the end.

Tell us about the orchestra that performed the soundtrack?

The Bochum Symphony Orchestra is a greatly respected German concert orchestra. Besides their popular classical concerts they have done some film music as well, but they didn’t have any experience with music for games. This turned out to have a positive effect on the music as they didn’t stick to the common Hollywood way of playing. They rather brought the music to life with their own approach. About 70 people performed the 60-minute orchestral score.

GOCOO is a Japanese taiko band, which appeared in “Matrix Reloaded” and “Matrix Revolutions” with its intense percussion tracks. For Gothic 3 they have performed some powerful taiko patterns, which fit perfectly for the Orcs, and some spiritual moments.

Lisbeth Scott is a singer based in LA who sung on so many blockbusters: “Munich”, “Passion Of The Christ”, “Kingdom Of Heaven”, “Shrek 1 & 2”, “Spy Game”, “Atlantis”, “Sleepy Hollow”, “Scorpion King” and many more. You can hear her beautiful voice in Gothic 3 mainly in Varant, the desert region, and in some cutscenes.

The Prague FILMharmonic choir contributed to the Gothic 3 soundtrack with their both rousing and gentle vocal performances. The choir mainly consists of members of the Czeck National Philharmonic choir, one of the best choirs in the world. Plus, the S.A.M. Gospel Choir and the Joyful Voices Choir performed some enchanting phrases.

Solo musicians from around the world played ethno instruments such as Daduk, Saz, Sitar, Tampura, Ud, Pipes, Fujara, Bawu and other strange gizmos.

I needed this stylistic diversity in the music to emphasize the game’s many-sidedness. Listening to the Gothic 3 soundtrack album is an exiting musical journey through many different cultures.

Is there anything else that you would like to say about the music within Gothic 3?

Talking about the soundtrack album: It should be available shortly after the game hit stores. Check it out. ;)
 
System Req. za G3

Low
CPU: 2,0 GHz Pentium 4/AMD 2000+
RAM: 1024
Graphic: Shader 1.4 and 128 Mbyte RAM (GeForce FX 5xxx +, ATI8500 + (GeForce 3 has 2.0 - GeForce 4Ti only 1.3)
OS: Win2k or XP
Drive: DVD
DirectX: 8.0
SH: 1.4

Medium
CPU: 2,8 GHz Pentium 4/AMD 64 3000+
RAM: 1536
Graphic: Geforce 6800 GT/ATI X1600 with 256 MByte
OS: Win2k oder XP
Drive: DVD
DirectX: 9.0c
SH: 3.0

High
CPU: 3,2 GHz Pentium 4
RAM: 1536
Graphic: Geforce 7800 GTX/Radeon X1800 with 256
OS: Win2k or XP
Drive: DVD
DirectX: 9.0c
SH: 3.0

The lowest machine on which one Gothic³ has been tested was:

CPU: 1.7GHZ Athlon XP 2100
RAM: 1 GB SD RAM
Graphic: Radeon 9600 Pro

-> 800*600 + lowest details

Gothic³ has recommended settings for these cards:

Quadro NVS 280 PCI
Quadro FX 500/FX 600
NV34GL
GeForce FX 5900 Ultra
GeForce FX 5900
GeForce FX 5900XT
GeForce FX 5950 Ultra
GeForce FX 5900ZT
Quadro FX 3000
Quadro FX 700
GeForce FX 5700 Ultra
GeForce FX 5700
GeForce FX 5700LE
GeForce FX 5700VE
NV36
Quadro FX 1100
NV36GL
GeForce FX 5100
GeForce FX 5500
GeForce FX 5200LE
GeForce FX 5200
GeForce FX 5200 Ultra
GeForce FX 5200
GeForce FX 5600XT
NV31
GeForce FX 5600
GeForce FX 5600 Ultra
Quadro FX 1000
Quadro FX 2000
GeForce FX 5800
GeForce FX 5800 Ultra
GeForce PCX 5750 & GeForce PCX 5750
GeForce PCX 5900 & GeForce PCX 5900
GeForce PCX 5300
GeForce 6200
GeForce 6200 TurboCache(TM)
GeForce 6200
NVIDIA GeForce 6150
NVIDIA GeForce 6150 LE
NVIDIA GeForce 6100
Quadro FX Go1400
GeForce FX Go5600
GeForce FX Go5650
Quadro FX Go700
GeForce FX Go5200
GeForce FX Go5250
GeForce FX Go5200 32M/64M
GeForce FX Go53xx
GeForce FX Go5100
GeForce FX Go5700
GeForce FX Go5700
Quadro FX Go1000
Quadro FX Go1400
GeForce Go 6200
GeForce Go 6200
GeForce 6600 GT
GeForce 6600
NV43
NV43
GeForce 6610 XL
NV43
NV43GL
NV43GL
Quadro FX 540
NV44
NV44
NV44
Quadro NVS 285
NV44GL
GeForce 6600 GT
GeForce 6600 GT
GeForce 6600
NVIDIA GeForce 7300 LE,
NVIDIA GeForce 7300 GS
GeForce Go 6600
GeForce Go 6600
Radeon 9000
Radeon 9000 PRO
Radeon 9000 PRO Secondary
Radeon 9000 Secondary
Radeon 9000 Series
Radeon 9000 Series
Radeon 9000 Series Secondary
Radeon 9000 Series Secondary
Radeon 9000/9100 PRO IGP Series
Radeon 9100 Series
Radeon 9200
Radeon 9200 PRO
Radeon 9200 PRO Secondary
Radeon 9200 SE
Radeon 9200 SE Secondary
Radeon 9200 Secondary
Radeon 9500
Radeon 9500
Radeon 9500 Secondary
Radeon 9500 Secondary
Radeon X300 Series
Radeon X300 Series Secondary
ATI Mobility Radeon 9000
ATI Mobility Radeon 9000 IGP Series
ATI Mobility Radeon 9200
ATI Mobility Radeon 9200
ATI Mobility Radeon 9500
ATI Mobility Radeon 9550
ATI Mobility Radeon 9600/9700 Series
ATI Mobility Radeon X300
ATI Mobility Radeon X300
ATI Mobility Radeon X300
Radeon X1300 Series
Radeon X1300 Series
Radeon X1300 Series
Radeon X1300 Series
Radeon X1300 Series
Radeon X1300 Series
Radeon X1300 Series
Radeon X1300 Series
Radeon X1300 Series
Radeon X1300 Series Secondary
Radeon X1300 Series Secondary
Radeon X1300 Series Secondary
Radeon X1300 Series Secondary
ATI Mobility Radeon X1300
ATI Mobility Radeon X1300
ATI Mobility Radeon X1300
ATI Mobility Radeon X1300
ATI Mobility Radeon X1350
ATI Mobility Radeon X1350
ATI Mobility Radeon X1350
ATI Mobility Radeon X1400
ATI Mobility Radeon X1450
ATI Mobility Radeon X1450
 
Igra je izasla,pojavila se.:banana: Naravno i ona "lepsa" verzija.:banana:

Onima koji su uradili preorder stigla je pa evo malo copy/paste o nekim prvim utiscima:

Kod:
I got it 
Finally the Gothic 3 collectors Edition (English) I ordered has arrived, and Im currently playing it. Sofar I can tell that all the voices and many of the things that we saw in Gothic I+II has changed (nothing new, the voices did change from G1-G2). 

Haven´t gotten far into it yet to say much of the features and storyline.
Im running it on a A64 3800+ Dual core with 2GiB ram and dual 7800GT (SLI). Its smooth in many places, but even with this rig it lags terrible in several places when running at 1600*1200 with all (even textures) at max. But its beautiful and very well designed and all. But the gfx is buggy as hell, almost unplayable. Graphical glitches, popping textures and shadows all over the place wherever you turn. Not "the way its meant to be played" at all (lot of good that did). 

The atmosphere is there alright, so is the gothic "feeling" that I noticed in the earlier games and its NOT an "americanized" Oblivion clone. Its Gothic all right.
But they need to patch this puppy up but good. Jowood must have pushed for this early release because its not done by the means of bugtesting and error correction.
Its gonna hurt the reviews of the game, but for me Im not gonna read them.
Just play the game as much as I can instead, and wait for the patches.
 
ali zasto zasto nisu odlozili jos mesec dana da lepo sve srede :(
 
dripci....mo $ mo problem$ .....cemu samo zurba nije mi jasno...niko ih nije pritiskao da ubrzaju release a oni ovako....izbacis poluzavrsenu igru da bi je drugi testirali umesto tebe....bas bezveze.
 
Makar nesto :)
 
Inace pricah sa likom koji je igrao igru, i kaze da definitivno nema jump & pull-a (pentranja)! :(
Sam ciljas bow-om i crossbow-om (mozes da korigujes jacinu i zzbz)!:)

Ono sto je najbitnije je da lik kaze da je AI nikad bolji! :D
 
Sam ciljas bow-om i crossbow-om (mozes da korigujes jacinu i zzbz)!:)

Ono sto je najbitnije je da lik kaze da je AI nikad bolji! :D

Uf to za bow i crosbow mi se svidja. Sto neko reche ovde na forumu, uvek sam bio pichka i voleo da ubijem protivnika pre nego sto dodje do mene :D
 
Ova ti je dobra :D
 
ko prizna pola mu se prašta :)
 
Polako izlaze prvi zvanicni reviews, dodushe za sada samo na nemackom.

Eurogamer.de 9/10
Extreme Players.de 9.3/10

Igra je uglavnom veoma pozitivno ocenjena, s tim sto manje zamerke idu na racun sitnijih bug-ova, par povremnih izletanja u desktop, velike hardverske zahtevnosti i predugog ucitavanja. Recimo, kazu da jedan obican "Quickload" moze da potraje i do 2-3 minuta! :trust:
 
Poslednja izmena:
Bas je Quick :D

Nadam se da bug-ovi nece biti previse ozbiljni.
 
Pa, kazu da uglanvom nema kriticnih bug-ova ali izgleda da je ispadanje u desktop prilicno opasno, poshto se ponekad deshava i tokom snimanja pozicije, sto naravno rezultuje sa brisanjem save-a. :mad:

Dodushe, moguce je da je reviewer govorio o prvoj goldmaster verziji, ali ne bih rekao...
 
Uh, to za SAVE mi se ni malo ne svidja. Dakle, moracu da radim 2 SAVE-a jedan za drugim na razlicitim slotovima.
 
Kazu da je save bio problem na prvom gm disku, a da je sada sve reseno i da nema problema te prirode!
 
Drugar mi je u Bremenu, na doktorskim studijama. Da li da mu trazim da mi posalje, Collector Ed.:eyebrows:
 
Kazu da je save bio problem na prvom gm disku, a da je sada sve reseno i da nema problema te prirode!

To se i ja nadam, ali sumnjiv mi je ovaj pasus sa ExtremePlayers.de review-a:

Auch diese Goldmaster ist von dem Fluch der Instabilität nicht verschont geblieben. Zumeist stürzte das Spiel während des Ladevorgangs ab, zweimal jedoch auch beim Speichern. Das war wohl das Schlimmste, denn die Speicherstände sind danach im Eimer.

Covek kaze "I ovaj Goldmaster..." pa sam pretpostavio da misli na drugu verziju. Bilo bi bash bedak da se takav bug ne ispravi. :smash:
 
Collectors edition je nekih 100 dollara, nazalost jos uvek nepojmljivo za mene jos kada se doda postarina od 30-ak dollara :(
 
Khm...

my.php


Onaj ko bude nabavio igru trebace mu i patch: :D

ftp://forum.deepsilver.com/g3/Gothic3_RelUp_EUR.exe
http://www.k-files.de/download.php?s=c&action=details&dlid=6012
ftp://ftp.kochmedia.com/pub/gothic/Gothic3_RelUp_EUR.exe
http://gameswelt.de/pc/news/topnews_detail.php?item_id=59965

A sto se igre tice stize sutra...

Odbojavanje je pocelo... :D :D
 
Poslednja izmena:
to je cista glupost tvrdeci da je penjanje i filovanje stralama varanje !!! jednostavno igra je imala slobodu pa si mogao da biras kako hoces da igras... ako te ne smara da stalno bezis i pentras se ok, to je tvoj izbor... a u rpg-u je sve stvar izbora tj kolik ih imas... kakav engine kakva grafika, kakva borba... izbor tj nelinearnost je ono glavno sto rpg chini imerzivnijim
Onda ti verovatno ne znas fore koje su moguce sa penjanjem. Aj jedna lekcija:
Valey of Mines, orci svuda unaokolo, protrcis oko zamka, pokupis desetine orkova i dovedes ih do onog razrusenog zida tj. mesta gde se ulazi u zamak preko stuba. Heroj se naravno popne dok orci ostaju na zemlji i igra im nedovoljava da pridju stubu u radijusu od 1 m (jer ako se popnu uci ce u zamak sto bi unistilo igru). Onda sa stuba rokas orkove strelama dok ih ne pobijes sve i nabudis 5-6 lvl. Ovo nije moguci izbor. Ovo autori igre sigurno nisu zeleli. Ovo je varanje. Ovakvih forica ima na gomile a vecinu njih autori igre nisu ni zeleli.
E sad jos jedna lekcija za tebe:
Kad ne znas nesto nemoj da okarakterises to kao glupost jer ces nekoga uvrediti i nauci da postujes necije misljenje. (kao sto sam ja naucio - ukoliko je nekome climbing jako vazan koliko god meni to nerazumljivo bilo ipak cu postovati misljenje @Nothingman)
 
Onda sa stuba rokas orkove strelama dok ih ne pobijes sve i nabudis 5-6 lvl. Ovo nije moguci izbor. Ovo autori igre sigurno nisu zeleli. Ovo je varanje.

Ovo je potpuno tacno, ali problem nije u penjanju vec u cinjenici da su dizajneri igre tako napravili lokaciju. Dakle, dizajneri su u tom konkretnom slucaju svesno zabranili AI protivnicima da se popnu na zamak tako da su oni direktno odgovorni za pomenuti exploit.

S druge strane, ako probash da se popnesh recimo na krov od neke zgrade (npr. Dexter-ove kuce u njegovom kampu) i odatle da skidash strelema (humanoidne) protivnike primetices da ce se gomila njih ubrzo popeti za tobom. Ovo isto vazi i za stene i manja uzvishenja.
 
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