Divinity 2: Flames of Vengeance
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sabin1981
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PostPosted: Thu, 5th Aug 2010 14:50    Post subject:
You didn't mention shit except for filenames, so you expect me to do all the work for you? GFY. You ain't getting shit from me, period.

Oh 30fps hard cap? Yeah, right... try again. The MENU has a 30fps cap, in game I was locked 60fps at all times.
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Kein
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PostPosted: Thu, 5th Aug 2010 14:59    Post subject:
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sabin1981
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Posts: 87805

PostPosted: Thu, 5th Aug 2010 15:00    Post subject:
I've GOT the game, you dumb troll. I know damn well what framerate the game runs at. I don't even know why I'm wasting my time with you in the first place. You demand that someone does the work for you, obviously because you suck at Googling and just want everything handed to you on a silver platter, and then you also want whoever finds you an unpacker to test it all first and give you a seal of approval, just so you don't waste your precious time with other things like... I dunno... actually doing shit for yourself!

What's the matter? Baby can't google? Need someone to hold your hand for you?

Urgh. Ridiculous discussion is ridiculous. I'm done. I'm sick of trying to help people and only getting pissed in the face because of it.


Last edited by sabin1981 on Thu, 5th Aug 2010 15:16; edited 1 time in total
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Kein
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PostPosted: Thu, 5th Aug 2010 15:16    Post subject:
Could you stop raging please?
if I'd offend you I'm truly sorry.
Poor child.


Last edited by Kein on Thu, 5th Aug 2010 15:19; edited 1 time in total
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sabin1981
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Posts: 87805

PostPosted: Thu, 5th Aug 2010 15:17    Post subject:
I'll stop raging when ungrateful dicks stop pissing in my face. Next time you want some help, here's a few tips;

1. Be specific. Don't just post a single filename and then expect someone to do all the work for you.
2. Be polite. Nobody is obligated to help you. Ever.
3. Be courteous. If someone DOES help you, be courteous and respectful. If it's not the help you needed, then say so and give more information that would enable said person to help you better.
4. Don't insult people who "failed" to help you.
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Kein
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PostPosted: Thu, 5th Aug 2010 15:25    Post subject:
JBeckman
Btw, found a guy who made the unpacker, asked him to help.
I bet there is english strings somewhere and I even have some thoughts where to look for Razz
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JBeckman
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Posts: 34984
Location: Sweden
PostPosted: Thu, 5th Aug 2010 15:42    Post subject:
First to answer that the menu is at 30 FPS, game itself runs at up to 60.

Secondly Patch.dv2 contains some localized strings that overwrites those in MainDataStreaming.dv2 thus conflicting with trying to make part of the game in English.

You can see the file header and thus which files are available, dialogue translations are in the smaller /Episode2/ dialogue .dv2 file and the sound data in the larger, sound data also includes lip sync files matched to a specific language via say BV_BellegarDialogue_German and so on.

There is no localized data in any of these files aside from for the local German one but mixing parts of the existing English language files and German language files will work for most elements outside of the expansion story.
(And parts of what's in there as well.)

Unpacker for the new file format used in the patch archives (Contains both expansion and patch data now.) and the dialogue data from Flames of Vengeance / 1.4 is needed first however.
(And while the dialogue file is part XML and easy to edit it's also coded to Gamebryo in a sort of streaming format and impossible to edit without breaking it.)

Ideally the main game would then be in English aside from parts of the main menu (New options and such.) and the expansion will be in German with parts of the English localization for UI and similar elements.
(Item descriptions and such as well aside from the new unique items with their descriptions and such.)

I can't find a English release date for FoV anywhere but I guess it has to be released either late this month or early September if it's meant to be released at all outside of Germany but the Dragon Knight Story edition is set to be released in early October and I guess the English version will also launch shortly afterwards.


EDIT: Uups I checked with Fraps and it's been changed now so it's all synced to 30 now, that also explains why the physics and animations are much smoother even without those timing options ticked (They're kinda redundant now then.) as it's all synchronized and why it feels fluent as it doesn't fluctuate at all. Smile
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Kein
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PostPosted: Thu, 5th Aug 2010 16:45    Post subject:
Quote:
First to answer that the menu is at 30 FPS, game itself runs at up to 60.



Go figure.

Quote:
Secondly Patch.dv2 contains some localized strings that overwrites those in MainDataStreaming.dv2 thus conflicting with trying to make part of the game in English.

Hmm... no, I guess those were changed thus this affects old dialog data and we can see only "...".

Quote:
There is no localized data in any of these files aside from for the local German one but mixing parts of the existing English language files and German language files will work for most elements outside of the expansion story.
(And parts of what's in there as well.)

I know some tricks Razz
But first we must find a way to unpack new .dv2

Quote:
I can't find a English release date for FoV anywhere

It's planned on October, but knowing Larian let's say... November-December.

=============
Btw, I sucessfully imported my old character:

-



The problem is that game is too stupid to save english value into savegame, so, I need to figure out which bytes are responsible for language value in order to import the save into German version.
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JBeckman
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PostPosted: Thu, 5th Aug 2010 16:57    Post subject:
Yeah I checked it a bit better and edited the post a while ago, seems it's changed to sync with physics and animations better as to not appear for them to lag behind anymore but it's a rather large change and might be problematic to those who find anything under 60 frames to be a issue.
(Constant 30 is fine with me though as it doesn't fluctuate up and down and I'm rather accustomed to low framerate.)

And yeah the patch.dv2 file localization data (Nearly every file updated from what's in MainDataStreaming.) does cause that issue when trying to change the language XML file so it would need to be unpacked and then repacked with the altered data though this is just a guess due to the nature of those files and that they can't be easily edited.
(rpgstats_v2_localisation.xml in general as it handles all specific text data for menu systems and UI and much else, with the English version in palce ... would be seen for any FoV specific value like the new lighting quality option and when you start the FoV campaign via it's own start button.)

There might be some way to easier edit the Gamebryo specific file format that's encoded into the other files (XML mainly and a few LUA files mostly.) but as they're partially compiled that's not going to be easy without breaking them completely.

And yes I imagine the EU multi-language and US editions of the game will be a bit delayed both for the expansion and the Dragon Knight Story edition of the game(s).

Based mostly on guessing and viewing part of the file info though so it might not be fully accurate on how to go about managing the localized data if at all possible but it might be worth a try at least. Smile
(Original game worked better than expected in this regard due to the presence of most other localized data in the file structure but that's removed this time which was rather obvious as Larian didn't like it at all since it caused problems for their publisher and some such stuff as I've understood it.)

EDIT: Uncertain on how to go about with the localization lock, one way would be to swap the localized data so that German is English and the other way around but that's a lot of work with renaming voice files unless one leaves the spoken language alone.
(Might be possible as you can select a separate voice and text option via the language.xml file.)

EDIT: Files can apparently be unpacked now, making any progress from there might be possible but will probably be difficult.
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madmax17




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Location: Croatia
PostPosted: Thu, 5th Aug 2010 23:18    Post subject:
vaifan1986 wrote:
I hated the ending with a passion of a 1000 suns.
Well it merely stated that it's not the end Razz so you had to play the sequel in order to finish it.
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ruud28




Posts: 215

PostPosted: Fri, 6th Aug 2010 09:07    Post subject:
by the way, is the stuttering issue fixed in Flames of Vengeance?
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JBeckman
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Location: Sweden
PostPosted: Fri, 6th Aug 2010 09:27    Post subject:
I haven't noticed any but that might also be due to the locked framerate.

Looked around via the unpacker and repacking the new files causes the game to load the data incorrectly if at all so that doesn't work.

Also the new format of the dialogue files for voice and text isn't read properly so "..." appears when using the older English translation as placeholder and editing the files are difficult due to their somewhat odd file format as partial Gamebryo files.

Seems September might be when FoV will be released in English (EU and other localizations as well I guess, unsure about US date.) and October 8th - 12th or later for the localized data of the Dragon Knight Saga pack.

Aside from the respawning which requires a bit of planning to deal with I found no issues with the game at all, it is difficult and challenging and one later puzzle might even give a headache (Uses a sort of pulsating image effect from very blurry to clear and back.) but it's very well made, will wait until the localized edition is released and then start over and play it properly, gave a nice overview of the game. Smile
(There's also a variety of puzzles and similar to overcome and light platforming as in the first game but nothing too difficult, just remember to save regularly and keep trying.)

EDIT: Oh and quests can have other outcomes than the obvious such as who to give a specific item to and some quests can be a bit obscure and not part of the quest log such as you mindread a person and he wonders where he placed a particular item, you find said item and if returned it prompts a quest success message with reward screen and gold plus xp bonus but said item might also be very useful for the player at times or worth a lot if sold. Smile

Game isn't very long however as many people have already finished it but it seems to be very high quality if you liked the first Divinity 2. Smile
(Later sections might also be a bit frustrating as seen in a few of the images revealed so far.)
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Smikis.




Posts: 1994

PostPosted: Fri, 6th Aug 2010 11:55    Post subject:
so does this expansions still runs as bad as first one? fps locked to 30? lul what.... any chance they actually support sli/xfire?
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Tydirium




Posts: 601

PostPosted: Fri, 6th Aug 2010 13:54    Post subject:
Great news! I did like the original Divinity 2 despite the bad performance of the graphics engine.

My question to those playing it - is the 0000x7 crack working or are the hidden protections mentioned still there? Or is it better to use the clone release?

thx
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JBeckman
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Location: Sweden
PostPosted: Fri, 6th Aug 2010 15:24    Post subject:
Nothing I've noticed, everything seems to work and respawning is meant to be like that however annoying it might feel like at times but the copy protection seems to be fully disabled.

Unsure about SLI/Crossfire but both ATI and NVIDIA have profiles for the game and the EXE is the same as it's basically a 1.4 patch with extra content so it should work and the lower framerate via limits might make it a bit superfluous as it's not very demanding to begin with.
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Sin317
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PostPosted: Fri, 6th Aug 2010 15:32    Post subject:
btw about the "ending", they made it clear since the beginning that it will be a 3 part game, the real end will be in divinity 3 (at least thats what the devs said since divinty 1).
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Kein
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PostPosted: Fri, 6th Aug 2010 15:41    Post subject:
Ok, the guy I've asked for the unpacker replied and made another one for FoV.
Here is the good news:
Everything in Patch.dv2\Localisation\German\ has ENGLISH strings as a duplicate of the german ones in hashed XML files

Bad news: everything else (Dialogs and Books) ARE german.

Theoretically we can make it's partially english atm.
We can forget about the books, but someone could translate dialogs >_>
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JBeckman
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PostPosted: Fri, 6th Aug 2010 15:47    Post subject:
About the ending:
 Spoiler:
 


EDIT: Nice so the data can be altered, did not expect that at all due to that Gamebryo format they are partially in.


Last edited by JBeckman on Fri, 6th Aug 2010 17:04; edited 1 time in total
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Kein
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Posts: 6101

PostPosted: Fri, 6th Aug 2010 16:52    Post subject:
Main menu:




UPD:

Quests:


TRAPS! TRAPS! TRAPS!


There is a LOT of them.
Fiflthy Larian! Razz

HATE


Well, Ik new Larian hates us, but I didn't knew they gate us SO much ;<<

SCRIPTING TRAP!



Advanced scripter required.

SENSE


^
Those pictures makes none.
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Kein
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Posts: 6101

PostPosted: Fri, 6th Aug 2010 23:59    Post subject:
So, anyone is up to German-English translation? ;P

P.S. Doublepost for bump, sorry.

UPD:

English screens gallery:

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-

-

-

-

-

-

-
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JBeckman
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PostPosted: Sat, 7th Aug 2010 09:31    Post subject:
Nicely done indeed and based on the above stuff about the various issues in those files it must at least be quite time consuming to get trough all that stuff. Smile

I would guess the English dialogue was created first and then kept in the files when the German localization was added, of course that's a bit odd as I imagine there's a separate English build but it proved useful.

I've noticed that the patch.dv2 file also contains many localizations (I guess it loads those .dv2 files first and then the \Episode_2\ local .DV2 files and the init file.) and the new format for them might be why "..." appears when trying to use the older English localization though some other options for the menu and the voice files still manage to work somewhat which is interesting.

Also checked the Larian forums and website and FoV is indeed planned for release in October in Europe for the other localizations along with the Dragon Knight Saga compilation.
(Apparently FoV includes many of the features from that as it builds on the 1.4 patch and might extend to the normal campaign as well though I'm uncertain, visuals are improved quite a bit though albeit they're somewhat shiny now heh.)

http://www.flamesofvengeance.com/media.php#jumptocontent
(That comparison.)
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Sin317
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PostPosted: Sat, 7th Aug 2010 09:36    Post subject:
one rewason i really liked the second (base) game,was, thats at the end a) it showed how you was manipulated all the way and b) by your acts you actually helped the bad guys

I love when the bad guys win lol
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Mussolinka
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PostPosted: Sat, 7th Aug 2010 10:11    Post subject:
This may sound ridiculous but I realy dislike the cheap font. It turns me off and it happens with a lot of cheap mmo's as well. Some clear type-like thingy would realy make the interface more pleasant to an eye.


sabin1981 wrote:
Fuck you troll. Fuck you and your entire aids-infested family. Get cancer and die. Slowly.
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Tydirium




Posts: 601

PostPosted: Sat, 7th Aug 2010 11:05    Post subject:
Wow, the graphics enhancements are incredible . Compared to the original game that looks almost like ... a completely different game. And they even applied that new look to the old areas. Gone is that stuttering, these permanent late pop-up objects problems and so on ...OK, now sometimes there is some type of shader overkill, but if I had known that the original would look that good one day I would have waited playing it until now.... the publisher should bundle the old game and the addon to a new edition - could become a success with these enhancements
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JBeckman
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PostPosted: Sat, 7th Aug 2010 11:10    Post subject:
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sabin1981
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PostPosted: Sat, 7th Aug 2010 12:30    Post subject:
Here's an absolutely STONKING post from Lar_q, the head developer at Larian studios. I'm only going to quote one segment and I'll link to the rest;

Quote:

Before I end this status update, I wanted to say a few words also about the bankruptcy of one of our neighbours, Playlogic, the next victim of this crisis which has been damaging our industry so heavily. I’ve lost count of the amount of developers that closed or downsized in the last year, but the number is huge, and I feel for all those guys, many whom I know, that lost their jobs, and are having a hard time finding a new one because there simply are less jobs available. We’re not talking a few jobs here, we’re talking tens of thousands of jobs. The fragmentation of the media landscape, the quality expectations from consumers and corresponding exploding development costs, second-hand games and piracy are all reasons which are being quoted, and while these are all true, one of the core issues for developers at least is very simply that invoices aren’t being paid in time when the developer was counting on those invoices being paid.

This has everything to do with our position in the game industry food chain i.e. at the bottom, and imho it’s pretty unfair. Having been in this industry for some time, I find that in general the development side is in general pretty efficient, simply because there’s a lot of economic pressure on it, yet it’s the side where the money comes last. The most upper layers, where the money comes in directly is probably the least efficient, simply because the money is available and can be used to cover up inefficiences, and I have serious issues with that inefficiency affecting so many independent developers who usually are the ones slaving day and night to bring their products to market.

It’s obviously something which is the case of all media industries, but it really is something that should change. I appreciate the work that is done by many in the publishing and distribution industry, but I also see a lot of redundant and often inefficient work being done, which doesn’t necessarily get optimized when times are tight. Rather the burden is placed on those lower in the foodchain. What I mean is that when the going gets tough, the jobs that probably contribute the least to the creation of games are the ones first protected whereas the jobs of developers of often succesful products are the ones first destroyed, just because of the direction of the money flow. In my opinion, and obviously I’m a developer, it should be the other way around.

The typical strategy that has caused more than one independent developer to die in the last two years is pretty cynical. It basically boils down to – publisher/distributor owes a developer money. They don’t pay. The legal hassle starts, the developer finds itself in trouble because it was counting on that money. If the developer doesn’t have sufficient financial stamina to last for quite some time and pay the required legal fees (which are very high), the developer dies, the publisher doesn’t have to pay its royalties and problem solved (from the publisher point of view).

Shocked Shocked Shocked Shocked


Full Post.

He makes a spectacular point there, just like Rednex did in their huge manifesto they recently included with the free single they uploaded to PirateBay. Publishers truly are the cancer that is destroying the game industry... piracy may have an effect, as well as the derp-nature of most gamers these days (if it doesn't have the flashiest graphics or the most explosions, then most people ignore it) --but the overall problem is PUBLISHERS. Greedy, selfish, arrogant publishers.

Just look at GRIN. Sure they didn't make the absolute best games in the world, but you can't deny that their games were FUN! And shit, they had "pretty graphics" too. They hit major financial issues after Square-Enix refused to pay them, both profits from previous titles and for the work they were doing on the Final Fantasy "Fortress" game. WTF!? That's absolutely fucking scandalous!! The same shit Cocktivision pulled with West and Zampella, from the now-almost-defunct Infinity Ward. MW2 made Activision countless millions and yet they refused to pay the, legally owed, royalties ... and sacked the dev team!?

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madmax17




Posts: 19416
Location: Croatia
PostPosted: Sat, 7th Aug 2010 12:44    Post subject:
I always thought like, if I was a developer, I would publish the game myself, that way you are your own boss (I AIN't taking orders about game protection and such from no stinking publisher) and I sure as hell ain't sharing profit for something that is mine, I can pay them to publish something sure put they wouldn't get a percentage of copies sold.
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sabin1981
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PostPosted: Sat, 7th Aug 2010 12:49    Post subject:
I tend to agree with that, but the whole reason for publishers is so that small (or relatively small) development houses can't usually afford to work on a game for 2+ years without any money .. and they sure as hell can't afford to advertise and pay for packaging/etc. Publishers, while a festering blight on the industry, are sadly needed for small developers Sad

Once you're as big as Valve, you can tell 'em to go fuck themselves.. but until then? Crying or Very sad
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madmax17




Posts: 19416
Location: Croatia
PostPosted: Sat, 7th Aug 2010 12:58    Post subject:
That's true, they can get a credit from a bank probably, both solutions ask for you to borrow money from someone but at least the bank doesn't order you around, problem is what if your game didn't sell well how will you return the credit.
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sabin1981
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Posts: 87805

PostPosted: Sat, 7th Aug 2010 13:00    Post subject:
Vicious cycle, isn't it? Publishers are supposed to be the ones to take risks.. they pay the agreed sum upfront, with the royalties coming on completion and sale, but they alone take the risk of have no profits if the game doesn't sell. The thing is; publishers don't LIKE that situation -- so they withhold payments for as long possible.
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