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The World Of Gothic


Kondra

Рекомендовані повідомлення

Опубліковано

У мене при запуску гри вилітає така фігня –

Всплывающее окно приложения: Gothic3.exe - Точка входа не найдена : Точка входа в процедуру ??H@YG?AVbCUnicodeString@@_WABV0@@Z не найдена в библиотеке DLL sharedbase.dll.

Що це може бути?

Я ж українською по білому писав: читати nfo файл. А там сказано - після установки, але перед кряком поставити апдейт з директорії \Razor1911. Якщо цього не зробити то і буде той глюк.

Розпишіть як враження - на що гра схожа, як її грати? Аналогічно до Готики 1/2 , чи попса повна? Народу подобається? А то я поставив, відяха i865 інтегрована, от воно і сказало "Cannot init render device". Блін.

;) До мене гра попала без nfo файла...

  • Відповідей 72
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  • Остання відповідь
Опубліковано
;) До мене гра попала без nfo файла...

/Games/G3/rzr-gtc3.nfo - було з самого початку

"хороший доктор - внимательный доктор"

Опубліковано

Для того щоб грати на 512 оператіви треба скачати спеціальний текстовий файлік, який знаходиться в гуглі по запросу "оптимизация готики 3", здається якийсь готман на форумі виклав ссилку, там описуєтся усе шо треба зробити. Попаритись прийдется, але зато гра починає гальмувати в три рази меньше (АЖ!!!).

Взагалі заради третьої готи можна і гіг собі поставити( прибарахлитись)

Опубліковано
Для того щоб грати на 512 оператіви треба скачати спеціальний текстовий файлік, який знаходиться в гуглі по запросу "оптимизация готики 3", здається якийсь готман на форумі виклав ссилку, там описуєтся усе шо треба зробити. Попаритись прийдется, але зато гра починає гальмувати в три рази меньше (АЖ!!!).

Взагалі заради третьої готи можна і гіг собі поставити( прибарахлитись)

А сюда цей файлик викласти??

Опубліковано

Той файл в принципі не знайшов, може викладу пізніше, зато знайшов таке:

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

Хочу дать совет подобным мне обладателям 512 Мб ОЗУ. Если графика для вас не самое главное, уберите нафиг ВСЮ траву. У меня это дает ОФИГЕННЫЙ прирост ФПС. Травы нет как таковой вообще (кустарники и папоротники не в счет). Прорисовка стоит средняя и низкая, детализация текстур средняя, объекты высокие, шейдеры 3ей версии. Пост процессинг средний стоит. В итоге получаем свопы в городах *которые вполне терпимы) и на природе примерно раз в 10 минут.

Хотя теперь я бегаю в великой лесо-степи Миртана, играется великолепно.

Конфа: АМД Атлон ХП 2200+, 512 Мб ОЗУ, 1,5 гБ файл подкачки, Нвида 6200 256 Мб.

Вот ини файл мой:

[Options.Audio]

MasterVolume=256

VoiceVolume=256

MusicVolume=100

FXVolume=151

AmbientVolume=202

Speaker=5

VoiceLanguage=English

SubtitleLanguage=English

Subtitle=true

[Options.Video]

Resolution.Width=1024

Resolution.Height=768

Resolution.RefreshRate=60

Brightness=0.000000

Contrast=0.000000

GammaRed=0.000000

GammaGreen=0.000000

GammaBlue=0.000000

[Options.Details]

Performance=Custom

[Options.Custom]

DistanceHigh=2

DistanceLow=0

ResourceCache=2

ObjectDetails=3

ShaderQuality=3_0

TextureQuality=2

TextureFilter=0

VegetationQuality=0

ShadowQuality=0

PostProcessing=1

[Options.Controls]

MouseSensitivityX=1.000000

MouseSensitivityY=1.000000

MouseInvertX=false

MouseInvertY=false

MouseSmoothingX=0.500000

MouseSmoothingY=0.500000

AltCamera=false

Controls=Custom

[sessionKey.Forward]

Key1.Type=0

Key1.Offset=200

Key2.Type=0

Key2.Offset=17

[sessionKey.Backward]

Key1.Type=0

Key1.Offset=208

Key2.Type=0

Key2.Offset=31

[sessionKey.StrafeLeft]

Key1.Type=0

Key1.Offset=203

Key2.Type=0

Key2.Offset=30

[sessionKey.StrafeRight]

Key1.Type=0

Key1.Offset=205

Key2.Type=0

Key2.Offset=32

[sessionKey.TurnUp]

Key1.Type=1

Key1.Offset=10

Key2.Type=-1

Key2.Offset=36

[sessionKey.TurnDown]

Key1.Type=1

Key1.Offset=9

Key2.Type=-1

Key2.Offset=36

[sessionKey.RotateCamRight]

Key1.Type=1

Key1.Offset=7

Key2.Type=0

Key2.Offset=18

[sessionKey.RotateCamLeft]

Key1.Type=1

Key1.Offset=8

Key2.Type=0

Key2.Offset=16

[sessionKey.Walk]

Key1.Type=0

Key1.Offset=54

Key2.Type=0

Key2.Offset=42

[sessionKey.WalkToggle]

Key1.Type=0

Key1.Offset=58

Key2.Type=-1

Key2.Offset=36

[sessionKey.Up]

Key1.Type=0

Key1.Offset=57

Key2.Type=0

Key2.Offset=56

[sessionKey.Down]

Key1.Type=0

Key1.Offset=29

Key2.Type=-1

Key2.Offset=36

[sessionKey.Use1]

Key1.Type=1

Key1.Offset=3

Key2.Type=-1

Key2.Offset=36

[sessionKey.Use2]

Key1.Type=1

Key1.Offset=4

Key2.Type=-1

Key2.Offset=35

[sessionKey.Plus]

Key1.Type=0

Key1.Offset=78

Key2.Type=1

Key2.Offset=11

[sessionKey.Minus]

Key1.Type=0

Key1.Offset=74

Key2.Type=1

Key2.Offset=12

[sessionKey.QuickUse0]

Key1.Type=0

Key1.Offset=11

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse1]

Key1.Type=0

Key1.Offset=2

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse2]

Key1.Type=0

Key1.Offset=3

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse3]

Key1.Type=0

Key1.Offset=4

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse4]

Key1.Type=0

Key1.Offset=5

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse5]

Key1.Type=0

Key1.Offset=6

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse6]

Key1.Type=0

Key1.Offset=7

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse7]

Key1.Type=0

Key1.Offset=8

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse8]

Key1.Type=0

Key1.Offset=9

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse9]

Key1.Type=0

Key1.Offset=10

Key2.Type=-1

Key2.Offset=35

[sessionKey.Confirm]

Key1.Type=0

Key1.Offset=28

Key2.Type=-1

Key2.Offset=35

[sessionKey.InventoryMode]

Key1.Type=0

Key1.Offset=15

Key2.Type=0

Key2.Offset=14

[sessionKey.JournalModeLog]

Key1.Type=0

Key1.Offset=38

Key2.Type=-1

Key2.Offset=35

[sessionKey.JournalModeCharScreen]

Key1.Type=0

Key1.Offset=46

Key2.Type=-1

Key2.Offset=35

[sessionKey.JournalModeMagBook]

Key1.Type=0

Key1.Offset=48

Key2.Type=-1

Key2.Offset=35

[sessionKey.JournalModeMap]

Key1.Type=0

Key1.Offset=50

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickLoad]

Key1.Type=0

Key1.Offset=67

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickSave]

Key1.Type=0

Key1.Offset=63

Key2.Type=-1

Key2.Offset=35

[sessionKey.WeaponMode]

Key1.Type=1

Key1.Offset=5

Key2.Type=-1

Key2.Offset=35

[sessionKey.Lock]

Key1.Type=0

Key1.Offset=19

Key2.Type=0

Key2.Offset=207

[sessionKey.Look]

Key1.Type=0

Key1.Offset=80

Key2.Type=-1

Key2.Offset=35

[sessionKey.FirstPerson]

Key1.Type=0

Key1.Offset=83

Key2.Type=0

Key2.Offset=20

[sessionKey.ResetCamera]

Key1.Type=0

Key1.Offset=75

Key2.Type=-1

Key2.Offset=35

[sessionKey.ToggleHUD]

Key1.Type=0

Key1.Offset=70

Key2.Type=-1

Key2.Offset=35

[Options.Difficulty]

Difficulty=Medium

А вот и ge3.ini:

; /////////////////////////////

[Window]

Name=Gothic3

Left=0

Top=0

Right=1024

Bottom=768

RefreshRate=0

AdapterNumber=0

Fullscreen=true

Center=true

CaptureCursor=true

; /////////////////////////////

[Engine.Setup]

IgnoreUserOptions=false

; Saves Mountlistfile for faster startup

; Editor saves Mountlist for default

; Should be disabled in shipped releases

File.SaveMountlistFile=false

; Vegetation view range

VegetationAdmin.ViewRange=3500.0

; Vegetation Quality = high, med, low

VegetationAdmin.Quality=low

; Bloom filter highligth threshold

PostprocessingAdmin.BloomHighlightThreshold=0.5

; Active post processing effect

; -1 = no effect active

; 0 = bloom

PostprocessingAdmin.ActiveEffect=0

; Debugoutput in console, default = normal

Debug.Filter=normal

Debug.ExceptionHandlerEnable=true

; Memorycorruption monitor verifies every frame heap allocated by genome system.

; only for debugging purposes, this function enabled can cause heavy performance stalls.

; use this function with care, and if possible only in small projects/worlds

; Heapprofiling system must be activated to use this system !

Debug.MemoryCorruptionMonitor=false

; ==================================

; GfX Library, currently DirectX 9.b

; only hw processing devices please -> no DX7 cards allowed !

; ==================================

Gfx.Lib=DX9

Gfx.HWVertexprocessing=true

Gfx.ThreadSave=false

; ==================================

; DEFAULT CAMERA SETTINGS -> APPLICATION START

; ==================================

; FOV in degrees

Camera.FOV=60

Camera.ZNear=25.0

; Devnote: decrease far clipping plane range to avoid z fights -> decrease if sky system is integrated

Camera.ZFar=10000.0

Camera.ZFarLowPoly=70000.0

Camera.ZBias=0.005

; ==================================

; DEFAULT CACHE SIZES FOR GLOBAL CACHEADMIN

; Use with care: greater values can cause heavy performance problem on smaller systems

; ==================================

Cache.SizeImage=128000000

Cache.SizeMaterial=40000000

Cache.SizeMesh=70000000

Cache.SizeSound=80000000

Cache.SizeCollisionMesh=40000000

Cache.SizeAnimation=40000000

Cache.SizeSpeedTree=10000000

; ==================================

; NUMBER OF WORKER-THREADS STARTED IN BACKGROUND

; Do not change number of threads by cachetype, performance stalls or instabile system possible

; ==================================

Threads.ImageCount=0

Threads.MaterialCount=0

Threads.MeshCount=0

Threads.SoundCount=0

Threads.VertexpoolCount=0

Threads.PVSPrefetcherCount=1

Threads.CollisionMeshCount=0

Threads.AnimationCount=0

; Threads disabling, remove for debugging and graphic profiling purposes

Threads.Enable=true

; ==================================

; SHADER PARAMETERS

; ==================================

; Shader version to use

; Values: 1_4, 2_0, 3_0

; If shader version not supported by the given system the next supported lower one is used

Shader.CurrentShaderVersion=3_0

; Enable tree shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )

Shader.EnableTreeShadows=false

; Semi static building shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )

Shader.EnableStaticShadows=false

; Dynamic detail shadows ( makes only sence with Version 3_0 at the moment otherwise it will be ignored )

Shader.EnableDetailShadows=false

; Skips the validation of missing shaders while the engine starts

; THIS SHOULD BE FALSE

; Set flag true if you force shader compilation

Shader.SkipShaderPoolValidation=true

; Enable fallback materials

Shader.EnableMaterialFallbacks=true

; Enable error materials

; If a material could not be compiled and no fallback available a error material would be used

Shader.EnableErrorMaterial=true

; ==================================

; SOUND PARAMETERS (only in (pre-)alpha versions)

; ==================================

; Sound.MusicFile=Prototype.mp3

;Sound.MusicFile=myrtanamix.mp3

Sound.MasterVolume=255

Sound.MusicVolume=51

; ==================================

; ANIMATION BLENDING PARAMETERS

; ==================================

; Default time (in seconds) is used to blend animations if they are not listed

AnimationBlending.DefaultFadeTime=0.2

AnimationBlending.PhysicControllerDistance=1000.0

Animation.MaxRagDolls=999

; ==================================

; DYNAMIC ENTITY CAPS

; ==================================

; ROI sphere is used to process all dynamic entities within range.

Entity.ROI=4000.0

; EntityAdmin processes entities per default

EntityAdmin.EnableProcessing=true

; Disable focus name rendering

Render.DisableFocusNames=false

; PVS Prefetcher uses single thread to load and prefetch spatial contexts

Render.EnablePVSPrefetcherThread=true

; Indicates if object (HC/VPT) culling is enabled

; Donґt set this property to false, this causes heavy stalls !

Render.EnableObjectVPTHCCulling=true

; Simple distance screen metric object distance culling used. Culls all

; objects under threshold

Render.ScreenObjectDistanceCulling=0.01

Render.LowPolyObjectDistanceCulling=0.01

Render.ProcessingRangeFadeOutRange=400

Render.RangedBaseLoDOffset=0.0

; Global property for visual mesh lodding: 1.0f = default value > 1.0 use only for high end systems, < 1.0 for slower machines

Render.GlobalVisualLoDFactor=0.01

; Skinner type for rendering

; possible entries: Software and or DX9Hardware (Software is obsolet)

Render.AnimationSkinner=Hardware

; Occlusion culling pixel threshold

; Less pixelcount fails visible determination test

Render.OcclusionPixelThreshold=10

; zPass query check for already visible objects.

; Intervall in frametime

Render.OcclusionZPassCheckIntervall=4

; Prefetchercellsize, corresponds with landscapepatchsize

Render.PrefetchGridCellSize=10000

; Enables lowpoly rendering

Render.EnableLowpolyRendering=true

; Rendering mesh, animation and image quality

; Normal = take first lodstage as qualitystage

; High = uses a higher resolution.

; UltraHigh = uses highest quality mode (needs 512MB highend graphic card and min. 1 GB of systemmemory!)

Render.MeshLoDQuality=High

Render.AnimationLoDQuality=High

Render.ImageLoDQuality=High

Render.DisableMeshLoDQualityFragmentString=lowpoly

; Enables vegetation rendering

Render.EnableVegetationRendering=false

;

Render.EnableDOF=true

Render.DOFStart=1000.0

Render.DOFEnd=8000.0

; Average fps scale factor

FpS.Average=30.0

FpS.Min=10.0

FpS.Max=120

; FPU exception flags, do not changem this causes undefined errors in editor and game mode,

; only for debugging purposes

FPU.bEnableDivByZeroExceptions=false

FPU.bEnableDenormalExceptions=false

FPU.bEnableInvalidExceptions=false

FPU.bEnableOverflowExceptions=false

FPU.bEnableUnderflowExceptions=false

; Physics stuff, disables physic, do not disable in game, undefined behavior !

Physics.RemoteDebuggerClient=

Physics.Disable=false

; /////////////////////////////

; Simple low poly version of mesh for horizon look

Landscape.LowPolySector=G3_World_Lowpoly

; Prevents automatically loading of script dlls if disabled(false)

; If you setup Autoloading false game is not startet correctly.

; Use only for debugging purposes and pure engine testing

ScriptAutoLoading=true

FpS.Fixed=-1.000000

Timer.bIsSmooth=true

[Project.Setup]

; Database path, relative from application path, do not change this, unless you have more than one workspace in progress

; Savegames must be later stored into "my documents" to support multiuser

Workspace.Name=Data

Workspace.SaveGames=Save

Workspace.Backup=Backup

Workspace.Scripts=Scripts

Workspace.Compiled.Mesh=_compiledMesh

Workspace.Compiled.Material=_compiledMaterial

Workspace.Compiled.Animation=_compiledAnimation

Workspace.Compiled.Image=_compiledImage

Workspace.Compiled.Physic=_compiledPhysic

; /////////////////////////////

ScriptAutoLoading=true

[snapshots]

; Snapshot path (for default key look into controls.ini.

Path=snapshots

Prefix=snap_

; /////////////////////////////

; Engine only controls, if nomenu is set or game isnґt active

[Controls]

MoveSpeed=5000.0

MoveAccelerator=20.0

MoveDeccelerator=0.15

; /////////////////////////////

; Viewport background color (not longer supported)

[Viewport]

Color=2290649224

[Lighting]

; Lighting type to use (not longer supported)

; 0 = Simple lighting (ambient, legacy mode)

; 1 = VertexHemisphereVertexLighting

; 2 = VertexHemisphereVertexLightingWithOverbright

; 3 = VertexHemispherePixelLightingWithOverbright

; 4 = PixelHemispherePixelLightingWithOverbright

LightingType=2

[Game]

TestMode=false

PlayerStart=PC_Hero

NoMenu=false

[Memory]

Observe=Audio

; Camera properties

[Camera]

; freefly cam (engine only)

fMoveSpeed=100.0

fMoveAccelerator=50.0

fMoveDeccelerator=0.3

; 3rd person/1st person cam

fAziSpeedScale=0.10000

fElevSpeedScale=0.070000

fRelaxCamera=20.0

fRelaxPlayer=2.0

fRelaxYAxis=15.0

fRelaxXAxis=8.0

fRelaxDist=60.0

fRelaxFOV=25.0

fMaxDistToPlayer=500.0f

[FreeGotoToPlayer]

u32MaxFreePlayerGotoDistance=1000

; /////////////////////////////

; Option

[Option.Sliders]

DistanceHigh.fFarClippingPlane_High=10000.0

DistanceHigh.fFarClippingPlane_Medium=8000.0

DistanceHigh.fFarClippingPlane_Low=6000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_High=100000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_Medium=45000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_Low=20000.0

ObjectDetails.fScreenObjectDistanceCulling_High=0.008

ObjectDetails.fProcessingRangeFadeOutRange_High=300.0

ObjectDetails.fRangedBaseLoDOffset_High=300.0

ObjectDetails.enuMeshLoDQualityStage_High=2 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.enuAnimationLoDQualityStage_High=2 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.fScreenObjectDistanceCulling_Medium=0.02

ObjectDetails.fProcessingRangeFadeOutRange_Medium=500.0

ObjectDetails.fRangedBaseLoDOffset_Medium=0.0

ObjectDetails.enuMeshLoDQualityStage_Medium=0 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.enuAnimationLoDQualityStage_Medium=0 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.fScreenObjectDistanceCulling_Low=0.045

ObjectDetails.fProcessingRangeFadeOutRange_Low=700.0

ObjectDetails.fRangedBaseLoDOffset_Low=-300.0

ObjectDetails.enuMeshLoDQualityStage_Low=0 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.enuAnimationLoDQualityStage_Low=0 ; 0=Normal, 1=High, 2=UltraHigh

ResourceCache.u32ImageMaxMemUsage_TextureQualityHigh=350000000

ResourceCache.u32ImageMaxMemUsage_High=96000000

ResourceCache.u32MeshMaxMemUsage_High=96000000

ResourceCache.u32SoundMaxMemUsage_High=20000000

ResourceCache.u32MaterialMaxMemUsage_High=21000

ResourceCache.u32CollisionMeshMaxMemUsage_High=18000000

ResourceCache.u32AnimationMaxMemUsage_High=40000000

ResourceCache.u32SpeedTreeMaxMemUsage_High=100000

ResourceCache.u32ImageMaxMemUsage_Medium=70000000

ResourceCache.u32MeshMaxMemUsage_Medium=40000000

ResourceCache.u32SoundMaxMemUsage_Medium=15000000

ResourceCache.u32MaterialMaxMemUsage_Medium=20000

ResourceCache.u32CollisionMeshMaxMemUsage_Medium=16000000

ResourceCache.u32AnimationMaxMemUsage_Medium=30000000

ResourceCache.u32SpeedTreeMaxMemUsage_Medium=750000

ResourceCache.u32ImageMaxMemUsage_Low=32000000

ResourceCache.u32MeshMaxMemUsage_Low=30000000

ResourceCache.u32SoundMaxMemUsage_Low=10000000

ResourceCache.u32MaterialMaxMemUsage_Low=18000

ResourceCache.u32CollisionMeshMaxMemUsage_Low=13000000

ResourceCache.u32AnimationMaxMemUsage_Low=25000000

ResourceCache.u32SpeedTreeMaxMemUsage_Low=500000

[Options.Low]

DistanceHigh=1 ; 1=Low, 2=Medium, 3=High

DistanceLow=1 ; 0=Off, 1=Low, 2=Medium, 3=High

ResourceCache=1 ; 1=Low, 2=Medium, 3=High

ObjectDetails=1 ; 1=Low, 2=Medium, 3=High

ShaderQuality=0 ; 0=1.4, 1=2.0, 2=3.0

TextureQuality=1 ; 1=Low, 2=Medium, 3=High

TextureFilter=0 ; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x

VegetationQuality=0 ; 0=Off, 1=Low, 2=Medium, 3=High

ShadowQuality=0 ; 0=Off, 1=Low, 2=Medium, 3=High

PostProcessing=0 ; 0=Off, 1=Boom, 2=Bloom+DOF

[Options.Medium]

DistanceHigh=2 ; 1=Low, 2=Medium, 3=High

DistanceLow=2 ; 0=Off, 1=Low, 2=Medium, 3=High

ResourceCache=2 ; 1=Low, 2=Medium, 3=High

ObjectDetails=2 ; 1=Low, 2=Medium, 3=High

ShaderQuality=1 ; 0=1.4, 1=2.0, 2=3.0

TextureQuality=2 ; 1=Low, 2=Medium, 3=High

TextureFilter=1 ; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x

VegetationQuality=1 ; 0=Off, 1=Low, 2=Medium, 3=High

ShadowQuality=1 ; 0=Off, 1=Low, 2=Medium, 3=High

PostProcessing=1 ; 0=Off, 1=Boom, 2=Bloom+DOF

[Options.High]

DistanceHigh=3 ; 1=Low, 2=Medium, 3=High

DistanceLow=3 ; 0=Off, 1=Low, 2=Medium, 3=High

ResourceCache=3 ; 1=Low, 2=Medium, 3=High

ObjectDetails=3 ; 1=Low, 2=Medium, 3=High

ShaderQuality=2 ; 0=1.4, 1=2.0, 2=3.0

TextureQuality=2 ; 1=Low, 2=Medium, 3=High

TextureFilter=2 ; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x

VegetationQuality=3 ; 0=Off, 1=Low, 2=Medium, 3=High

ShadowQuality=3 ; 0=Off, 1=Low, 2=Medium, 3=High

PostProcessing=2 ; 0=Off, 1=Boom, 2=Bloom+DOF

[Options.Gamma]

BrightnessScaling=0.2

ContrastScaling=0.075

RedScaling=0.3

GreenScaling=0.3

BlueScaling=0.3

; /////////////////////////////

; Autodetection

[Autodetection]

MediumMemoryLimit=1000000000

HighMemoryLimit=1500000000

MediumSMLimit=512 ; Shadermodel 2.0

HighSMLimit=768 ; Shadermodel 3.0

NVIDIA.ID=4318

ATI.ID=4098

NVIDIA.LowCount=55

NVIDIA.LowEntry_0=810 ;Quadro NVS 280 PCI

NVIDIA.LowEntry_1=811 ;Quadro FX 500/FX 600

NVIDIA.LowEntry_2=815 ;NV34GL

NVIDIA.LowEntry_3=816 ;GeForce FX 5900 Ultra

NVIDIA.LowEntry_4=817 ;GeForce FX 5900

NVIDIA.LowEntry_5=818 ;GeForce FX 5900XT

NVIDIA.LowEntry_6=819 ;GeForce FX 5950 Ultra

NVIDIA.LowEntry_7=820 ;GeForce FX 5900ZT

NVIDIA.LowEntry_8=824 ;Quadro FX 3000

NVIDIA.LowEntry_9=831 ;Quadro FX 700

NVIDIA.LowEntry_10=833 ;GeForce FX 5700 Ultra

NVIDIA.LowEntry_11=834 ;GeForce FX 5700

NVIDIA.LowEntry_12=835 ;GeForce FX 5700LE

NVIDIA.LowEntry_13=836 ;GeForce FX 5700VE

NVIDIA.LowEntry_14=837 ;NV36

NVIDIA.LowEntry_15=846 ;Quadro FX 1100

NVIDIA.LowEntry_16=847 ;NV36GL

NVIDIA.LowEntry_17=807 ;GeForce FX 5100

NVIDIA.LowEntry_18=806 ;GeForce FX 5500

NVIDIA.LowEntry_19=803 ;GeForce FX 5200LE

NVIDIA.LowEntry_20=802 ;GeForce FX 5200

NVIDIA.LowEntry_21=801 ;GeForce FX 5200 Ultra

NVIDIA.LowEntry_22=800 ;GeForce FX 5200

NVIDIA.LowEntry_23=788 ;GeForce FX 5600XT

NVIDIA.LowEntry_24=787 ;NV31

NVIDIA.LowEntry_25=786 ;GeForce FX 5600

NVIDIA.LowEntry_26=785 ;GeForce FX 5600 Ultra

NVIDIA.LowEntry_27=777 ;Quadro FX 1000

NVIDIA.LowEntry_28=776 ;Quadro FX 2000

NVIDIA.LowEntry_29=770 ;GeForce FX 5800

NVIDIA.LowEntry_30=769 ;GeForce FX 5800 Ultra

NVIDIA.LowEntry_31=250 ;GeForce PCX 5750 & GeForce PCX 5750

NVIDIA.LowEntry_32=251 ;GeForce PCX 5900 & GeForce PCX 5900

NVIDIA.LowEntry_33=252 ;GeForce PCX 5300

NVIDIA.LowEntry_34=335 ;GeForce 6200

NVIDIA.LowEntry_35=353 ;GeForce 6200 TurboCache

NVIDIA.LowEntry_36=243 ;GeForce 6200

NVIDIA.LowEntry_37=576 ;NVIDIA GeForce 6150

NVIDIA.LowEntry_38=577 ;NVIDIA GeForce 6150 LE

NVIDIA.LowEntry_39=578 ;NVIDIA GeForce 6100

NVIDIA.LowEntry_40=204 ;Quadro FX Go1400

NVIDIA.LowEntry_41=794 ;GeForce FX Go5600

NVIDIA.LowEntry_42=795 ;GeForce FX Go5650

NVIDIA.LowEntry_43=796 ;Quadro FX Go700

NVIDIA.LowEntry_44=804 ;GeForce FX Go5200

NVIDIA.LowEntry_45=805 ;GeForce FX Go5250

NVIDIA.LowEntry_46=808 ;GeForce FX Go5200 32M/64M

NVIDIA.LowEntry_47=812 ;GeForce FX Go53xx

NVIDIA.LowEntry_48=813 ;GeForce FX Go5100

NVIDIA.LowEntry_49=839 ;GeForce FX Go5700

NVIDIA.LowEntry_50=840 ;GeForce FX Go5700

NVIDIA.LowEntry_51=844 ;Quadro FX Go1000

NVIDIA.LowEntry_52=204 ;Quadro FX Go1400

NVIDIA.LowEntry_53=356 ;GeForce Go 6200

NVIDIA.LowEntry_54=359 ;GeForce Go 6200

NVIDIA.MediumCount=21

NVIDIA.MediumEntry_0=320 ;GeForce 6600 GT

NVIDIA.MediumEntry_1=321 ;GeForce 6600

NVIDIA.MediumEntry_2=322 ;NV43

NVIDIA.MediumEntry_3=323 ;NV43

NVIDIA.MediumEntry_4=325 ;GeForce 6610 XL

NVIDIA.MediumEntry_5=331 ;NV43

NVIDIA.MediumEntry_6=332 ;NV43GL

NVIDIA.MediumEntry_7=333 ;NV43GL

NVIDIA.MediumEntry_8=334 ;Quadro FX 540

NVIDIA.MediumEntry_9=352 ;NV44

NVIDIA.MediumEntry_10=354 ;NV44

NVIDIA.MediumEntry_11=355 ;NV44

NVIDIA.MediumEntry_12=357 ;Quadro NVS 285

NVIDIA.MediumEntry_13=366 ;NV44GL

NVIDIA.MediumEntry_14=241 ;GeForce 6600 GT

NVIDIA.MediumEntry_15=241 ;GeForce 6600 GT

NVIDIA.MediumEntry_16=242 ;GeForce 6600

NVIDIA.MediumEntry_17=465 ;NVIDIA GeForce 7300 LE,

NVIDIA.MediumEntry_18=479 ;NVIDIA GeForce 7300 GS

NVIDIA.MediumEntry_19=324 ;GeForce Go 6600

NVIDIA.MediumEntry_20=328 ;GeForce Go 6600

ATI.LowCount=32

ATI.LowEntry_0=22882 ;Radeon 9000

ATI.LowEntry_1=19559 ;Radeon 9000 PRO

ATI.LowEntry_2=19567 ;Radeon 9000 PRO Secondary

ATI.LowEntry_3=22850 ;Radeon 9000 Secondary

ATI.LowEntry_4=18791 ;Radeon 9000 Series

ATI.LowEntry_5=18790 ;Radeon 9000 Series

ATI.LowEntry_6=18798 ;Radeon 9000 Series Secondary

ATI.LowEntry_7=18799 ;Radeon 9000 Series Secondary

ATI.LowEntry_8=30772 ;Radeon 9000/9100 PRO IGP Series

ATI.LowEntry_9=20813 ;Radeon 9100 Series

ATI.LowEntry_10=22881 ;Radeon 9200

ATI.LowEntry_11=22880 ;Radeon 9200 PRO

ATI.LowEntry_12=22848 ;Radeon 9200 PRO Secondary

ATI.LowEntry_13=22884 ;Radeon 9200 SE

ATI.LowEntry_14=23876 ;Radeon 9200 SE Secondary

ATI.LowEntry_15=22849 ;Radeon 9200 Secondary

ATI.LowEntry_16=16708 ;Radeon 9500

ATI.LowEntry_17=16713 ;Radeon 9500

ATI.LowEntry_18=16740 ;Radeon 9500 Secondary

ATI.LowEntry_19=16745 ;Radeon 9500 Secondary

ATI.LowEntry_20=23392 ;Radeon X300 Series

ATI.LowEntry_21=23408 ;Radeon X300 Series Secondary

ATI.LowEntry_22=19558 ;ATI Mobility Radeon 9000

ATI.LowEntry_23=22581 ;ATI Mobility Radeon 9000 IGP Series

ATI.LowEntry_24=23651 ;ATI Mobility Radeon 9200

ATI.LowEntry_25=23649 ;ATI Mobility Radeon 9200

ATI.LowEntry_26=20050 ;ATI Mobility Radeon 9500

ATI.LowEntry_27=20054 ;ATI Mobility Radeon 9550

ATI.LowEntry_28=20048 ;ATI Mobility Radeon 9600/9700 Series

ATI.LowEntry_29=21601 ;ATI Mobility Radeon X300

ATI.LowEntry_30=21600 ;ATI Mobility Radeon X300

ATI.LowEntry_31=12626 ;ATI Mobility Radeon X300

ATI.MediumCount=23

ATI.MediumEntry_0=28992 ;Radeon X1300 Series

ATI.MediumEntry_1=28998 ;Radeon X1300 Series

ATI.MediumEntry_2=29006 ;Radeon X1300 Series

ATI.MediumEntry_3=29022 ;Radeon X1300 Series

ATI.MediumEntry_4=29005 ;Radeon X1300 Series

ATI.MediumEntry_5=29056 ;Radeon X1300 Series

ATI.MediumEntry_6=28994 ;Radeon X1300 Series

ATI.MediumEntry_7=29059 ;Radeon X1300 Series

ATI.MediumEntry_8=29063 ;Radeon X1300 Series

ATI.MediumEntry_9=29088 ;Radeon X1300 Series Secondary

ATI.MediumEntry_10=29037 ;Radeon X1300 Series Secondary

ATI.MediumEntry_11=29095 ;Radeon X1300 Series Secondary

ATI.MediumEntry_12=29091 ;Radeon X1300 Series Secondary

ATI.MediumEntry_13=29002 ;ATI Mobility Radeon X1300

ATI.MediumEntry_14=29004 ;ATI Mobility Radeon X1300

ATI.MediumEntry_15=29003 ;ATI Mobility Radeon X1300

ATI.MediumEntry_16=29001 ;ATI Mobility Radeon X1300

ATI.MediumEntry_17=29078 ;ATI Mobility Radeon X1350

ATI.MediumEntry_18=29067 ;ATI Mobility Radeon X1350

ATI.MediumEntry_19=29068 ;ATI Mobility Radeon X1350

ATI.MediumEntry_20=28997 ;ATI Mobility Radeon X1400

ATI.MediumEntry_21=29069 ;ATI Mobility Radeon X1450

ATI.MediumEntry_22=29062 ;ATI Mobility Radeon X1450

///////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////

; /////////////////////////////

; Supported Languages (voice and subtitle)

[Languages]

Voice.SupportedCount=1

Voice.Entry_0=English

Subtitle.SupportedCount=1

Subtitle.Entry_0=English

; /////////////////////////////

; Active Language (voice and subtitle)

[Language]

Text=English

Audio=English

Опубліковано

А тепер викладую той самий долгожданний файлік:

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

В Ини файле заменить следующие строки:

================================================================================

====

VegetationAdmin.Quality=med

...

Render.MeshLoDQuality=High

Render.AnimationLoDQuality=High

Render.ImageLoDQuality=High

...

ObjectDetails.enuMeshLoDQualityStage_Medium=1

ObjectDetails.enuAnimationLoDQualityStage_Medium=1

...

Cache.SizeImage=100000000

Cache.SizeMesh=52000000

Cache.SizeSound=17000000

Cache.SizeMaterial=21000000

Cache.SizeCollisionMesh=16000000

Cache.SizeAnimation=28000000

Cache.SizeSpeedTree=10000000

...

ResourceCache.u32ImageMaxMemUsage_Medium=100000000

ResourceCache.u32MeshMaxMemUsage_Medium=52000000

ResourceCache.u32SoundMaxMemUsage_Medium=17000000

ResourceCache.u32MaterialMaxMemUsage_Medium=21000

ResourceCache.u32CollisionMeshMaxMemUsage_Medium=16000000

ResourceCache.u32AnimationMaxMemUsage_Medium=28000000

ResourceCache.u32SpeedTreeMaxMemUsage_Medium=10000000

...

DistanceHigh.fFarClippingPlane_High=20000.0

DistanceHigh.fFarClippingPlane_Medium=16000.0

DistanceHigh.fFarClippingPlane_Low=12000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_High=200000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_Medium=90000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_Low=40000.0

********************************************************************************

**

********************************************************************************

**

********************************************************************************

**

В настройках программы RivaTuner(ftp://softlinks.ru/4896027/RivaTuner.exe)

поменять Direct3D -> вкладке Textures -> напротив параметра "Amount of system memory for PCI textures (MB)" прописываем значение 256

********************************************************************************

**

********************************************************************************

**

********************************************************************************

**

Сделать следующие изменения в конфигурации своего Windows:

1)Заходим Пуск--Панель управления--Система--Дополнительно;

в разделе "Быстродействие" жмем кнопку "Параметры";

переходим на закладку "Дополнительно" и в разделе "Использование памяти" выбираем "Оптимизировать работу: системного кэша".

2)Файл подкачки поставить чем больше --- тем лучше(Мой компьютер---Свойства---Дополнительно---Быстродействие,Параметры---Виртуальная памать,Изменить---там уже сами додумаетесь)

3)Если не жалко потерять все данные на диске лучше сделать Форматирование,если же у вас много ценного -сделайте Дефрагментацию.

********************************************************************************

**

********************************************************************************

**

********************************************************************************

**

Установить патч 1.08(http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=257) ,а поверх 1.07(http://www.gothic-3.ru/files/patch/gothic3_relup_eur.exe) и no-dvd к нему(http://www.rapidshara.ru/2257)

********************************************************************************

**

********************************************************************************

**

********************************************************************************

**

Также можно убрать блики солнца посредством распаковки следующего архива(http://www.gothic-3.ru/files/G3_Anti_Lens.rar) в */Gothic3/Data

********************************************************************************

**

********************************************************************************

**

********************************************************************************

**

Сказанное далее никак не влияет на производительность игры.

----

1)Для устранения ошибки "Where is Guru?" ,которая может появиться ,как при старте игры,так по прошествии некоторого времени в игре следует распаковать архив(http://bi0nik.narod.ru/usp10.rar) в директорию игры.

===

2)Для более приятного времяпровождения игры советую скачать руссификатор от NeoGame чуть подправленный Сержантом(НЕ ПРОМТ).Скачать инсталлятор можно по следующему адресу(www.zoneofgames.ru).Выбираете букву Г ,затем ГОТИКА 3,потом скачиваете руссификатор.

Опубліковано
Той файл в принципі не знайшов, може викладу пізніше, зато знайшов таке:

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

Хочу дать совет подобным мне обладателям 512 Мб ОЗУ. Если графика для вас не самое главное, уберите нафиг ВСЮ траву. У меня это дает ОФИГЕННЫЙ прирост ФПС. Травы нет как таковой вообще (кустарники и папоротники не в счет). Прорисовка стоит средняя и низкая, детализация текстур средняя, объекты высокие, шейдеры 3ей версии. Пост процессинг средний стоит. В итоге получаем свопы в городах *которые вполне терпимы) и на природе примерно раз в 10 минут.

Хотя теперь я бегаю в великой лесо-степи Миртана, играется великолепно.

Конфа: АМД Атлон ХП 2200+, 512 Мб ОЗУ, 1,5 гБ файл подкачки, Нвида 6200 256 Мб.

Вот ини файл мой:

[Options.Audio]

MasterVolume=256

VoiceVolume=256

MusicVolume=100

FXVolume=151

AmbientVolume=202

Speaker=5

VoiceLanguage=English

SubtitleLanguage=English

Subtitle=true

[Options.Video]

Resolution.Width=1024

Resolution.Height=768

Resolution.RefreshRate=60

Brightness=0.000000

Contrast=0.000000

GammaRed=0.000000

GammaGreen=0.000000

GammaBlue=0.000000

[Options.Details]

Performance=Custom

[Options.Custom]

DistanceHigh=2

DistanceLow=0

ResourceCache=2

ObjectDetails=3

ShaderQuality=3_0

TextureQuality=2

TextureFilter=0

VegetationQuality=0

ShadowQuality=0

PostProcessing=1

[Options.Controls]

MouseSensitivityX=1.000000

MouseSensitivityY=1.000000

MouseInvertX=false

MouseInvertY=false

MouseSmoothingX=0.500000

MouseSmoothingY=0.500000

AltCamera=false

Controls=Custom

[sessionKey.Forward]

Key1.Type=0

Key1.Offset=200

Key2.Type=0

Key2.Offset=17

[sessionKey.Backward]

Key1.Type=0

Key1.Offset=208

Key2.Type=0

Key2.Offset=31

[sessionKey.StrafeLeft]

Key1.Type=0

Key1.Offset=203

Key2.Type=0

Key2.Offset=30

[sessionKey.StrafeRight]

Key1.Type=0

Key1.Offset=205

Key2.Type=0

Key2.Offset=32

[sessionKey.TurnUp]

Key1.Type=1

Key1.Offset=10

Key2.Type=-1

Key2.Offset=36

[sessionKey.TurnDown]

Key1.Type=1

Key1.Offset=9

Key2.Type=-1

Key2.Offset=36

[sessionKey.RotateCamRight]

Key1.Type=1

Key1.Offset=7

Key2.Type=0

Key2.Offset=18

[sessionKey.RotateCamLeft]

Key1.Type=1

Key1.Offset=8

Key2.Type=0

Key2.Offset=16

[sessionKey.Walk]

Key1.Type=0

Key1.Offset=54

Key2.Type=0

Key2.Offset=42

[sessionKey.WalkToggle]

Key1.Type=0

Key1.Offset=58

Key2.Type=-1

Key2.Offset=36

[sessionKey.Up]

Key1.Type=0

Key1.Offset=57

Key2.Type=0

Key2.Offset=56

[sessionKey.Down]

Key1.Type=0

Key1.Offset=29

Key2.Type=-1

Key2.Offset=36

[sessionKey.Use1]

Key1.Type=1

Key1.Offset=3

Key2.Type=-1

Key2.Offset=36

[sessionKey.Use2]

Key1.Type=1

Key1.Offset=4

Key2.Type=-1

Key2.Offset=35

[sessionKey.Plus]

Key1.Type=0

Key1.Offset=78

Key2.Type=1

Key2.Offset=11

[sessionKey.Minus]

Key1.Type=0

Key1.Offset=74

Key2.Type=1

Key2.Offset=12

[sessionKey.QuickUse0]

Key1.Type=0

Key1.Offset=11

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse1]

Key1.Type=0

Key1.Offset=2

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse2]

Key1.Type=0

Key1.Offset=3

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse3]

Key1.Type=0

Key1.Offset=4

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse4]

Key1.Type=0

Key1.Offset=5

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse5]

Key1.Type=0

Key1.Offset=6

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse6]

Key1.Type=0

Key1.Offset=7

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse7]

Key1.Type=0

Key1.Offset=8

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse8]

Key1.Type=0

Key1.Offset=9

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickUse9]

Key1.Type=0

Key1.Offset=10

Key2.Type=-1

Key2.Offset=35

[sessionKey.Confirm]

Key1.Type=0

Key1.Offset=28

Key2.Type=-1

Key2.Offset=35

[sessionKey.InventoryMode]

Key1.Type=0

Key1.Offset=15

Key2.Type=0

Key2.Offset=14

[sessionKey.JournalModeLog]

Key1.Type=0

Key1.Offset=38

Key2.Type=-1

Key2.Offset=35

[sessionKey.JournalModeCharScreen]

Key1.Type=0

Key1.Offset=46

Key2.Type=-1

Key2.Offset=35

[sessionKey.JournalModeMagBook]

Key1.Type=0

Key1.Offset=48

Key2.Type=-1

Key2.Offset=35

[sessionKey.JournalModeMap]

Key1.Type=0

Key1.Offset=50

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickLoad]

Key1.Type=0

Key1.Offset=67

Key2.Type=-1

Key2.Offset=35

[sessionKey.QuickSave]

Key1.Type=0

Key1.Offset=63

Key2.Type=-1

Key2.Offset=35

[sessionKey.WeaponMode]

Key1.Type=1

Key1.Offset=5

Key2.Type=-1

Key2.Offset=35

[sessionKey.Lock]

Key1.Type=0

Key1.Offset=19

Key2.Type=0

Key2.Offset=207

[sessionKey.Look]

Key1.Type=0

Key1.Offset=80

Key2.Type=-1

Key2.Offset=35

[sessionKey.FirstPerson]

Key1.Type=0

Key1.Offset=83

Key2.Type=0

Key2.Offset=20

[sessionKey.ResetCamera]

Key1.Type=0

Key1.Offset=75

Key2.Type=-1

Key2.Offset=35

[sessionKey.ToggleHUD]

Key1.Type=0

Key1.Offset=70

Key2.Type=-1

Key2.Offset=35

[Options.Difficulty]

Difficulty=Medium

А вот и ge3.ini:

; /////////////////////////////

[Window]

Name=Gothic3

Left=0

Top=0

Right=1024

Bottom=768

RefreshRate=0

AdapterNumber=0

Fullscreen=true

Center=true

CaptureCursor=true

; /////////////////////////////

[Engine.Setup]

IgnoreUserOptions=false

; Saves Mountlistfile for faster startup

; Editor saves Mountlist for default

; Should be disabled in shipped releases

File.SaveMountlistFile=false

; Vegetation view range

VegetationAdmin.ViewRange=3500.0

; Vegetation Quality = high, med, low

VegetationAdmin.Quality=low

; Bloom filter highligth threshold

PostprocessingAdmin.BloomHighlightThreshold=0.5

; Active post processing effect

; -1 = no effect active

; 0 = bloom

PostprocessingAdmin.ActiveEffect=0

; Debugoutput in console, default = normal

Debug.Filter=normal

Debug.ExceptionHandlerEnable=true

; Memorycorruption monitor verifies every frame heap allocated by genome system.

; only for debugging purposes, this function enabled can cause heavy performance stalls.

; use this function with care, and if possible only in small projects/worlds

; Heapprofiling system must be activated to use this system !

Debug.MemoryCorruptionMonitor=false

; ==================================

; GfX Library, currently DirectX 9.b

; only hw processing devices please -> no DX7 cards allowed !

; ==================================

Gfx.Lib=DX9

Gfx.HWVertexprocessing=true

Gfx.ThreadSave=false

; ==================================

; DEFAULT CAMERA SETTINGS -> APPLICATION START

; ==================================

; FOV in degrees

Camera.FOV=60

Camera.ZNear=25.0

; Devnote: decrease far clipping plane range to avoid z fights -> decrease if sky system is integrated

Camera.ZFar=10000.0

Camera.ZFarLowPoly=70000.0

Camera.ZBias=0.005

; ==================================

; DEFAULT CACHE SIZES FOR GLOBAL CACHEADMIN

; Use with care: greater values can cause heavy performance problem on smaller systems

; ==================================

Cache.SizeImage=128000000

Cache.SizeMaterial=40000000

Cache.SizeMesh=70000000

Cache.SizeSound=80000000

Cache.SizeCollisionMesh=40000000

Cache.SizeAnimation=40000000

Cache.SizeSpeedTree=10000000

; ==================================

; NUMBER OF WORKER-THREADS STARTED IN BACKGROUND

; Do not change number of threads by cachetype, performance stalls or instabile system possible

; ==================================

Threads.ImageCount=0

Threads.MaterialCount=0

Threads.MeshCount=0

Threads.SoundCount=0

Threads.VertexpoolCount=0

Threads.PVSPrefetcherCount=1

Threads.CollisionMeshCount=0

Threads.AnimationCount=0

; Threads disabling, remove for debugging and graphic profiling purposes

Threads.Enable=true

; ==================================

; SHADER PARAMETERS

; ==================================

; Shader version to use

; Values: 1_4, 2_0, 3_0

; If shader version not supported by the given system the next supported lower one is used

Shader.CurrentShaderVersion=3_0

; Enable tree shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )

Shader.EnableTreeShadows=false

; Semi static building shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )

Shader.EnableStaticShadows=false

; Dynamic detail shadows ( makes only sence with Version 3_0 at the moment otherwise it will be ignored )

Shader.EnableDetailShadows=false

; Skips the validation of missing shaders while the engine starts

; THIS SHOULD BE FALSE

; Set flag true if you force shader compilation

Shader.SkipShaderPoolValidation=true

; Enable fallback materials

Shader.EnableMaterialFallbacks=true

; Enable error materials

; If a material could not be compiled and no fallback available a error material would be used

Shader.EnableErrorMaterial=true

; ==================================

; SOUND PARAMETERS (only in (pre-)alpha versions)

; ==================================

; Sound.MusicFile=Prototype.mp3

;Sound.MusicFile=myrtanamix.mp3

Sound.MasterVolume=255

Sound.MusicVolume=51

; ==================================

; ANIMATION BLENDING PARAMETERS

; ==================================

; Default time (in seconds) is used to blend animations if they are not listed

AnimationBlending.DefaultFadeTime=0.2

AnimationBlending.PhysicControllerDistance=1000.0

Animation.MaxRagDolls=999

; ==================================

; DYNAMIC ENTITY CAPS

; ==================================

; ROI sphere is used to process all dynamic entities within range.

Entity.ROI=4000.0

; EntityAdmin processes entities per default

EntityAdmin.EnableProcessing=true

; Disable focus name rendering

Render.DisableFocusNames=false

; PVS Prefetcher uses single thread to load and prefetch spatial contexts

Render.EnablePVSPrefetcherThread=true

; Indicates if object (HC/VPT) culling is enabled

; Donґt set this property to false, this causes heavy stalls !

Render.EnableObjectVPTHCCulling=true

; Simple distance screen metric object distance culling used. Culls all

; objects under threshold

Render.ScreenObjectDistanceCulling=0.01

Render.LowPolyObjectDistanceCulling=0.01

Render.ProcessingRangeFadeOutRange=400

Render.RangedBaseLoDOffset=0.0

; Global property for visual mesh lodding: 1.0f = default value > 1.0 use only for high end systems, < 1.0 for slower machines

Render.GlobalVisualLoDFactor=0.01

; Skinner type for rendering

; possible entries: Software and or DX9Hardware (Software is obsolet)

Render.AnimationSkinner=Hardware

; Occlusion culling pixel threshold

; Less pixelcount fails visible determination test

Render.OcclusionPixelThreshold=10

; zPass query check for already visible objects.

; Intervall in frametime

Render.OcclusionZPassCheckIntervall=4

; Prefetchercellsize, corresponds with landscapepatchsize

Render.PrefetchGridCellSize=10000

; Enables lowpoly rendering

Render.EnableLowpolyRendering=true

; Rendering mesh, animation and image quality

; Normal = take first lodstage as qualitystage

; High = uses a higher resolution.

; UltraHigh = uses highest quality mode (needs 512MB highend graphic card and min. 1 GB of systemmemory!)

Render.MeshLoDQuality=High

Render.AnimationLoDQuality=High

Render.ImageLoDQuality=High

Render.DisableMeshLoDQualityFragmentString=lowpoly

; Enables vegetation rendering

Render.EnableVegetationRendering=false

;

Render.EnableDOF=true

Render.DOFStart=1000.0

Render.DOFEnd=8000.0

; Average fps scale factor

FpS.Average=30.0

FpS.Min=10.0

FpS.Max=120

; FPU exception flags, do not changem this causes undefined errors in editor and game mode,

; only for debugging purposes

FPU.bEnableDivByZeroExceptions=false

FPU.bEnableDenormalExceptions=false

FPU.bEnableInvalidExceptions=false

FPU.bEnableOverflowExceptions=false

FPU.bEnableUnderflowExceptions=false

; Physics stuff, disables physic, do not disable in game, undefined behavior !

Physics.RemoteDebuggerClient=

Physics.Disable=false

; /////////////////////////////

; Simple low poly version of mesh for horizon look

Landscape.LowPolySector=G3_World_Lowpoly

; Prevents automatically loading of script dlls if disabled(false)

; If you setup Autoloading false game is not startet correctly.

; Use only for debugging purposes and pure engine testing

ScriptAutoLoading=true

FpS.Fixed=-1.000000

Timer.bIsSmooth=true

[Project.Setup]

; Database path, relative from application path, do not change this, unless you have more than one workspace in progress

; Savegames must be later stored into "my documents" to support multiuser

Workspace.Name=Data

Workspace.SaveGames=Save

Workspace.Backup=Backup

Workspace.Scripts=Scripts

Workspace.Compiled.Mesh=_compiledMesh

Workspace.Compiled.Material=_compiledMaterial

Workspace.Compiled.Animation=_compiledAnimation

Workspace.Compiled.Image=_compiledImage

Workspace.Compiled.Physic=_compiledPhysic

; /////////////////////////////

ScriptAutoLoading=true

[snapshots]

; Snapshot path (for default key look into controls.ini.

Path=snapshots

Prefix=snap_

; /////////////////////////////

; Engine only controls, if nomenu is set or game isnґt active

[Controls]

MoveSpeed=5000.0

MoveAccelerator=20.0

MoveDeccelerator=0.15

; /////////////////////////////

; Viewport background color (not longer supported)

[Viewport]

Color=2290649224

[Lighting]

; Lighting type to use (not longer supported)

; 0 = Simple lighting (ambient, legacy mode)

; 1 = VertexHemisphereVertexLighting

; 2 = VertexHemisphereVertexLightingWithOverbright

; 3 = VertexHemispherePixelLightingWithOverbright

; 4 = PixelHemispherePixelLightingWithOverbright

LightingType=2

[Game]

TestMode=false

PlayerStart=PC_Hero

NoMenu=false

[Memory]

Observe=Audio

; Camera properties

[Camera]

; freefly cam (engine only)

fMoveSpeed=100.0

fMoveAccelerator=50.0

fMoveDeccelerator=0.3

; 3rd person/1st person cam

fAziSpeedScale=0.10000

fElevSpeedScale=0.070000

fRelaxCamera=20.0

fRelaxPlayer=2.0

fRelaxYAxis=15.0

fRelaxXAxis=8.0

fRelaxDist=60.0

fRelaxFOV=25.0

fMaxDistToPlayer=500.0f

[FreeGotoToPlayer]

u32MaxFreePlayerGotoDistance=1000

; /////////////////////////////

; Option

[Option.Sliders]

DistanceHigh.fFarClippingPlane_High=10000.0

DistanceHigh.fFarClippingPlane_Medium=8000.0

DistanceHigh.fFarClippingPlane_Low=6000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_High=100000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_Medium=45000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_Low=20000.0

ObjectDetails.fScreenObjectDistanceCulling_High=0.008

ObjectDetails.fProcessingRangeFadeOutRange_High=300.0

ObjectDetails.fRangedBaseLoDOffset_High=300.0

ObjectDetails.enuMeshLoDQualityStage_High=2 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.enuAnimationLoDQualityStage_High=2 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.fScreenObjectDistanceCulling_Medium=0.02

ObjectDetails.fProcessingRangeFadeOutRange_Medium=500.0

ObjectDetails.fRangedBaseLoDOffset_Medium=0.0

ObjectDetails.enuMeshLoDQualityStage_Medium=0 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.enuAnimationLoDQualityStage_Medium=0 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.fScreenObjectDistanceCulling_Low=0.045

ObjectDetails.fProcessingRangeFadeOutRange_Low=700.0

ObjectDetails.fRangedBaseLoDOffset_Low=-300.0

ObjectDetails.enuMeshLoDQualityStage_Low=0 ; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.enuAnimationLoDQualityStage_Low=0 ; 0=Normal, 1=High, 2=UltraHigh

ResourceCache.u32ImageMaxMemUsage_TextureQualityHigh=350000000

ResourceCache.u32ImageMaxMemUsage_High=96000000

ResourceCache.u32MeshMaxMemUsage_High=96000000

ResourceCache.u32SoundMaxMemUsage_High=20000000

ResourceCache.u32MaterialMaxMemUsage_High=21000

ResourceCache.u32CollisionMeshMaxMemUsage_High=18000000

ResourceCache.u32AnimationMaxMemUsage_High=40000000

ResourceCache.u32SpeedTreeMaxMemUsage_High=100000

ResourceCache.u32ImageMaxMemUsage_Medium=70000000

ResourceCache.u32MeshMaxMemUsage_Medium=40000000

ResourceCache.u32SoundMaxMemUsage_Medium=15000000

ResourceCache.u32MaterialMaxMemUsage_Medium=20000

ResourceCache.u32CollisionMeshMaxMemUsage_Medium=16000000

ResourceCache.u32AnimationMaxMemUsage_Medium=30000000

ResourceCache.u32SpeedTreeMaxMemUsage_Medium=750000

ResourceCache.u32ImageMaxMemUsage_Low=32000000

ResourceCache.u32MeshMaxMemUsage_Low=30000000

ResourceCache.u32SoundMaxMemUsage_Low=10000000

ResourceCache.u32MaterialMaxMemUsage_Low=18000

ResourceCache.u32CollisionMeshMaxMemUsage_Low=13000000

ResourceCache.u32AnimationMaxMemUsage_Low=25000000

ResourceCache.u32SpeedTreeMaxMemUsage_Low=500000

[Options.Low]

DistanceHigh=1 ; 1=Low, 2=Medium, 3=High

DistanceLow=1 ; 0=Off, 1=Low, 2=Medium, 3=High

ResourceCache=1 ; 1=Low, 2=Medium, 3=High

ObjectDetails=1 ; 1=Low, 2=Medium, 3=High

ShaderQuality=0 ; 0=1.4, 1=2.0, 2=3.0

TextureQuality=1 ; 1=Low, 2=Medium, 3=High

TextureFilter=0 ; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x

VegetationQuality=0 ; 0=Off, 1=Low, 2=Medium, 3=High

ShadowQuality=0 ; 0=Off, 1=Low, 2=Medium, 3=High

PostProcessing=0 ; 0=Off, 1=Boom, 2=Bloom+DOF

[Options.Medium]

DistanceHigh=2 ; 1=Low, 2=Medium, 3=High

DistanceLow=2 ; 0=Off, 1=Low, 2=Medium, 3=High

ResourceCache=2 ; 1=Low, 2=Medium, 3=High

ObjectDetails=2 ; 1=Low, 2=Medium, 3=High

ShaderQuality=1 ; 0=1.4, 1=2.0, 2=3.0

TextureQuality=2 ; 1=Low, 2=Medium, 3=High

TextureFilter=1 ; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x

VegetationQuality=1 ; 0=Off, 1=Low, 2=Medium, 3=High

ShadowQuality=1 ; 0=Off, 1=Low, 2=Medium, 3=High

PostProcessing=1 ; 0=Off, 1=Boom, 2=Bloom+DOF

[Options.High]

DistanceHigh=3 ; 1=Low, 2=Medium, 3=High

DistanceLow=3 ; 0=Off, 1=Low, 2=Medium, 3=High

ResourceCache=3 ; 1=Low, 2=Medium, 3=High

ObjectDetails=3 ; 1=Low, 2=Medium, 3=High

ShaderQuality=2 ; 0=1.4, 1=2.0, 2=3.0

TextureQuality=2 ; 1=Low, 2=Medium, 3=High

TextureFilter=2 ; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x

VegetationQuality=3 ; 0=Off, 1=Low, 2=Medium, 3=High

ShadowQuality=3 ; 0=Off, 1=Low, 2=Medium, 3=High

PostProcessing=2 ; 0=Off, 1=Boom, 2=Bloom+DOF

[Options.Gamma]

BrightnessScaling=0.2

ContrastScaling=0.075

RedScaling=0.3

GreenScaling=0.3

BlueScaling=0.3

; /////////////////////////////

; Autodetection

[Autodetection]

MediumMemoryLimit=1000000000

HighMemoryLimit=1500000000

MediumSMLimit=512 ; Shadermodel 2.0

HighSMLimit=768 ; Shadermodel 3.0

NVIDIA.ID=4318

ATI.ID=4098

NVIDIA.LowCount=55

NVIDIA.LowEntry_0=810 ;Quadro NVS 280 PCI

NVIDIA.LowEntry_1=811 ;Quadro FX 500/FX 600

NVIDIA.LowEntry_2=815 ;NV34GL

NVIDIA.LowEntry_3=816 ;GeForce FX 5900 Ultra

NVIDIA.LowEntry_4=817 ;GeForce FX 5900

NVIDIA.LowEntry_5=818 ;GeForce FX 5900XT

NVIDIA.LowEntry_6=819 ;GeForce FX 5950 Ultra

NVIDIA.LowEntry_7=820 ;GeForce FX 5900ZT

NVIDIA.LowEntry_8=824 ;Quadro FX 3000

NVIDIA.LowEntry_9=831 ;Quadro FX 700

NVIDIA.LowEntry_10=833 ;GeForce FX 5700 Ultra

NVIDIA.LowEntry_11=834 ;GeForce FX 5700

NVIDIA.LowEntry_12=835 ;GeForce FX 5700LE

NVIDIA.LowEntry_13=836 ;GeForce FX 5700VE

NVIDIA.LowEntry_14=837 ;NV36

NVIDIA.LowEntry_15=846 ;Quadro FX 1100

NVIDIA.LowEntry_16=847 ;NV36GL

NVIDIA.LowEntry_17=807 ;GeForce FX 5100

NVIDIA.LowEntry_18=806 ;GeForce FX 5500

NVIDIA.LowEntry_19=803 ;GeForce FX 5200LE

NVIDIA.LowEntry_20=802 ;GeForce FX 5200

NVIDIA.LowEntry_21=801 ;GeForce FX 5200 Ultra

NVIDIA.LowEntry_22=800 ;GeForce FX 5200

NVIDIA.LowEntry_23=788 ;GeForce FX 5600XT

NVIDIA.LowEntry_24=787 ;NV31

NVIDIA.LowEntry_25=786 ;GeForce FX 5600

NVIDIA.LowEntry_26=785 ;GeForce FX 5600 Ultra

NVIDIA.LowEntry_27=777 ;Quadro FX 1000

NVIDIA.LowEntry_28=776 ;Quadro FX 2000

NVIDIA.LowEntry_29=770 ;GeForce FX 5800

NVIDIA.LowEntry_30=769 ;GeForce FX 5800 Ultra

NVIDIA.LowEntry_31=250 ;GeForce PCX 5750 & GeForce PCX 5750

NVIDIA.LowEntry_32=251 ;GeForce PCX 5900 & GeForce PCX 5900

NVIDIA.LowEntry_33=252 ;GeForce PCX 5300

NVIDIA.LowEntry_34=335 ;GeForce 6200

NVIDIA.LowEntry_35=353 ;GeForce 6200 TurboCache

NVIDIA.LowEntry_36=243 ;GeForce 6200

NVIDIA.LowEntry_37=576 ;NVIDIA GeForce 6150

NVIDIA.LowEntry_38=577 ;NVIDIA GeForce 6150 LE

NVIDIA.LowEntry_39=578 ;NVIDIA GeForce 6100

NVIDIA.LowEntry_40=204 ;Quadro FX Go1400

NVIDIA.LowEntry_41=794 ;GeForce FX Go5600

NVIDIA.LowEntry_42=795 ;GeForce FX Go5650

NVIDIA.LowEntry_43=796 ;Quadro FX Go700

NVIDIA.LowEntry_44=804 ;GeForce FX Go5200

NVIDIA.LowEntry_45=805 ;GeForce FX Go5250

NVIDIA.LowEntry_46=808 ;GeForce FX Go5200 32M/64M

NVIDIA.LowEntry_47=812 ;GeForce FX Go53xx

NVIDIA.LowEntry_48=813 ;GeForce FX Go5100

NVIDIA.LowEntry_49=839 ;GeForce FX Go5700

NVIDIA.LowEntry_50=840 ;GeForce FX Go5700

NVIDIA.LowEntry_51=844 ;Quadro FX Go1000

NVIDIA.LowEntry_52=204 ;Quadro FX Go1400

NVIDIA.LowEntry_53=356 ;GeForce Go 6200

NVIDIA.LowEntry_54=359 ;GeForce Go 6200

NVIDIA.MediumCount=21

NVIDIA.MediumEntry_0=320 ;GeForce 6600 GT

NVIDIA.MediumEntry_1=321 ;GeForce 6600

NVIDIA.MediumEntry_2=322 ;NV43

NVIDIA.MediumEntry_3=323 ;NV43

NVIDIA.MediumEntry_4=325 ;GeForce 6610 XL

NVIDIA.MediumEntry_5=331 ;NV43

NVIDIA.MediumEntry_6=332 ;NV43GL

NVIDIA.MediumEntry_7=333 ;NV43GL

NVIDIA.MediumEntry_8=334 ;Quadro FX 540

NVIDIA.MediumEntry_9=352 ;NV44

NVIDIA.MediumEntry_10=354 ;NV44

NVIDIA.MediumEntry_11=355 ;NV44

NVIDIA.MediumEntry_12=357 ;Quadro NVS 285

NVIDIA.MediumEntry_13=366 ;NV44GL

NVIDIA.MediumEntry_14=241 ;GeForce 6600 GT

NVIDIA.MediumEntry_15=241 ;GeForce 6600 GT

NVIDIA.MediumEntry_16=242 ;GeForce 6600

NVIDIA.MediumEntry_17=465 ;NVIDIA GeForce 7300 LE,

NVIDIA.MediumEntry_18=479 ;NVIDIA GeForce 7300 GS

NVIDIA.MediumEntry_19=324 ;GeForce Go 6600

NVIDIA.MediumEntry_20=328 ;GeForce Go 6600

ATI.LowCount=32

ATI.LowEntry_0=22882 ;Radeon 9000

ATI.LowEntry_1=19559 ;Radeon 9000 PRO

ATI.LowEntry_2=19567 ;Radeon 9000 PRO Secondary

ATI.LowEntry_3=22850 ;Radeon 9000 Secondary

ATI.LowEntry_4=18791 ;Radeon 9000 Series

ATI.LowEntry_5=18790 ;Radeon 9000 Series

ATI.LowEntry_6=18798 ;Radeon 9000 Series Secondary

ATI.LowEntry_7=18799 ;Radeon 9000 Series Secondary

ATI.LowEntry_8=30772 ;Radeon 9000/9100 PRO IGP Series

ATI.LowEntry_9=20813 ;Radeon 9100 Series

ATI.LowEntry_10=22881 ;Radeon 9200

ATI.LowEntry_11=22880 ;Radeon 9200 PRO

ATI.LowEntry_12=22848 ;Radeon 9200 PRO Secondary

ATI.LowEntry_13=22884 ;Radeon 9200 SE

ATI.LowEntry_14=23876 ;Radeon 9200 SE Secondary

ATI.LowEntry_15=22849 ;Radeon 9200 Secondary

ATI.LowEntry_16=16708 ;Radeon 9500

ATI.LowEntry_17=16713 ;Radeon 9500

ATI.LowEntry_18=16740 ;Radeon 9500 Secondary

ATI.LowEntry_19=16745 ;Radeon 9500 Secondary

ATI.LowEntry_20=23392 ;Radeon X300 Series

ATI.LowEntry_21=23408 ;Radeon X300 Series Secondary

ATI.LowEntry_22=19558 ;ATI Mobility Radeon 9000

ATI.LowEntry_23=22581 ;ATI Mobility Radeon 9000 IGP Series

ATI.LowEntry_24=23651 ;ATI Mobility Radeon 9200

ATI.LowEntry_25=23649 ;ATI Mobility Radeon 9200

ATI.LowEntry_26=20050 ;ATI Mobility Radeon 9500

ATI.LowEntry_27=20054 ;ATI Mobility Radeon 9550

ATI.LowEntry_28=20048 ;ATI Mobility Radeon 9600/9700 Series

ATI.LowEntry_29=21601 ;ATI Mobility Radeon X300

ATI.LowEntry_30=21600 ;ATI Mobility Radeon X300

ATI.LowEntry_31=12626 ;ATI Mobility Radeon X300

ATI.MediumCount=23

ATI.MediumEntry_0=28992 ;Radeon X1300 Series

ATI.MediumEntry_1=28998 ;Radeon X1300 Series

ATI.MediumEntry_2=29006 ;Radeon X1300 Series

ATI.MediumEntry_3=29022 ;Radeon X1300 Series

ATI.MediumEntry_4=29005 ;Radeon X1300 Series

ATI.MediumEntry_5=29056 ;Radeon X1300 Series

ATI.MediumEntry_6=28994 ;Radeon X1300 Series

ATI.MediumEntry_7=29059 ;Radeon X1300 Series

ATI.MediumEntry_8=29063 ;Radeon X1300 Series

ATI.MediumEntry_9=29088 ;Radeon X1300 Series Secondary

ATI.MediumEntry_10=29037 ;Radeon X1300 Series Secondary

ATI.MediumEntry_11=29095 ;Radeon X1300 Series Secondary

ATI.MediumEntry_12=29091 ;Radeon X1300 Series Secondary

ATI.MediumEntry_13=29002 ;ATI Mobility Radeon X1300

ATI.MediumEntry_14=29004 ;ATI Mobility Radeon X1300

ATI.MediumEntry_15=29003 ;ATI Mobility Radeon X1300

ATI.MediumEntry_16=29001 ;ATI Mobility Radeon X1300

ATI.MediumEntry_17=29078 ;ATI Mobility Radeon X1350

ATI.MediumEntry_18=29067 ;ATI Mobility Radeon X1350

ATI.MediumEntry_19=29068 ;ATI Mobility Radeon X1350

ATI.MediumEntry_20=28997 ;ATI Mobility Radeon X1400

ATI.MediumEntry_21=29069 ;ATI Mobility Radeon X1450

ATI.MediumEntry_22=29062 ;ATI Mobility Radeon X1450

///////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////

; /////////////////////////////

; Supported Languages (voice and subtitle)

[Languages]

Voice.SupportedCount=1

Voice.Entry_0=English

Subtitle.SupportedCount=1

Subtitle.Entry_0=English

; /////////////////////////////

; Active Language (voice and subtitle)

[Language]

Text=English

Audio=English

нехилый у тя файлик как для ини :) :)

Кто уже полобал в готику, каккие впечатления... стоит ли игра тех ожиданий или ситуация схожа с Думом 3

Опубліковано

Той файл в принципі не знайшов, може викладу пізніше, зато знайшов таке:

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

нехилый у тя файлик как для ини :D:blink:

нехілий ти оверквотінг замутив як для борди. а головне без сенсу :glare:

Кто уже полобал в готику, каккие впечатления... стоит ли игра тех ожиданий или ситуация схожа с Думом 3

супер. вже ненавиджу тих хто його на мережу виклав :) пішов третій тиждень недосипань :P

Опубліковано

Питання

1. Якшо поставити апдейт до вона не вимагає якогось нового крека?

2. В когось писало Script is unregestred bla bla bla. Це напевно все апдейт...

Опубліковано

ага. треба чекать "ломаний" апдейт. побто зараз є апдейт до ломаних 1.08 вроді версії, а офіціал 1.09. але там, я так зрозумів, мало змін, пірати чекають 1.10

  • 3 тижня потому...
  • 2 тижня потому...
  • 8 місяців потому...
Опубліковано

Є в когось ліцензійна Готіка-3, щоб можна було всі патчі поставити?

Захотілось пограти, а то досі її не бачив.

З.І. Може в підмережі 10,42,ххх,ххх є ?

  • 1 рік потому...
Опубліковано
Спустя два года после выхода Gothic 3 компания Jowood, издатель всей серии этих ролевых игр, объявила об отправке «на золото» дополнения к оригинальной игре - Gothic 3: Forsaken Gods.

Разработчики обещают 15-20 часов геймплея, множество новых вещей и экипировки, а также обновленную графику. Дата релиза: 21 ноября.

Заархівовано

Ця тема знаходиться в архіві та закрита для подальших відповідей.



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