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Posted: Sat, 8th Jan 2011 02:05 Post subject: |
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JBeckman wrote: | Was the same in the first game, there's no way to check what mods you use or what they do aside from that the data is different so they have to do this.
(A lot of people exploited and abused this due to the lack of admins and similar originally.)
As of 1.1 you shouldn't even be able to play MP if you have mods active (Non-original .wd files.) as the server will reject them. |
It is a beyond terrible way of doing it though. Just a massive "Fuck you" to all the modders out there, and the community using them.
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JBeckman
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Posted: Sat, 8th Jan 2011 10:14 Post subject: |
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The current method has it's limits but modding wasn't a big thought for the initial release of the game as far as I'm aware, I mean with the current methods of doing it (Third party tools coming out so quickly and that.) and how the server handles it now before the SDK and updates for mod compatibility are fully in place, developers support mods as such but the current method isn't all that effective.
Once the full SDK is out things should improve as far as I've read, it was never implemented fully in TW1 but the basics were, a patch made it so mods could be loaded via a separate folder in the game directory (Maybe have a checkbox or something in-game as well now?) and then the server was planned to do so it would just not load that folder data so compatibility was much improved as everyone was effectively running unmodded while online, was thought to be in 1.1 from what discussions I've read about but I guess it'll be with the patch for the SDK compatibility later on.
Would allow full MP compatibility with mods for SP at least, exploiting via placing the .wd archives in the other folder could still be done but would be detected.
Modding MP with new maps and such was possible in TW1 though but never done, unsure how it'll be handled here as MP is supposed to be "pure" or how it's called.
(Some mods were allowed in TW1 like seeing stats and similar but it was necessary due to how a lot of people exploited and cheated.)
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Posted: Sat, 8th Jan 2011 18:45 Post subject: |
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Quote: | It is a beyond terrible way of doing it though. Just a massive "Fuck you" to all the modders out there, and the community using them. |
Put yourself in their shoes man. Imaging you bust your ass to make a game on 3 different platforms that runs great. And then have bad reviews coming in because the Multiplayer is messed up (guys running around with 20 summoned creatures, or other peoples machines lagging because of some crazy spell you cast that has a crazy amount of particle effects....causing their game to crash or crawl to a hault) the whole experience would be ruined.
I agree that it sucks that mods don't work in MP, but then again, it would be fucking NUTS if they did.
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Posted: Sat, 8th Jan 2011 18:46 Post subject: |
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At least they could allow UI mods to work :\
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JBeckman
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Posted: Sat, 8th Jan 2011 19:52 Post subject: |
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Impossible as such, all game related "core" data is in parameters.bin inside startup.wd or how it was, I assume you can see that the data differs but it's impossible to see if it's a UI tweak or "hack" or other modification as far as I know.
In addition to the above way of doing it, signed modifications or checksum or name verification like say with ArmA would also be a way to allow harmless modifications like UI alterations and retextures to work.
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Posted: Mon, 10th Jan 2011 17:28 Post subject: |
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it really is annoying and shameful how they turned their back to the modding scene, I've been enjoying the game up until this point :/
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Posted: Mon, 10th Jan 2011 17:58 Post subject: |
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I don't see why it would be so hard to just have a separate server for mods. Or hell, just do it like the consoles and skip the lobby thing and just let people host modded games to play with their friends.
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sTo0z
[Moderator] Babysitter
Posts: 7449
Location: USA
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Posted: Fri, 14th Jan 2011 00:42 Post subject: |
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No chance of MP in this one eh? Requires CD key?
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Posted: Fri, 14th Jan 2011 01:05 Post subject: |
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sTo0z wrote: | No chance of MP in this one eh? Requires CD key? |
With No dedi servers, i'd imagine not sir.
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Posted: Thu, 20th Jan 2011 01:58 Post subject: |
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Hotfix 1.1.2
Quote: | The long wait is over, Patch 1.1.2 (16.1 mb) is here! This hotfix corrects the incompatibilities in the pre-patch saves that occured after installing Gold Upgrade on a game in progress. It opens locked gates for quests around Hatmandor and Cheznaddar, improves visibility of the interface when using an Xbox controller, and provides a new option that allows to resize the interface. |
http://twoworldsvault.ign.com/fullstory.php?id=59425
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ixigia
[Moderator] Consigliere
Posts: 65078
Location: Italy
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Posted: Thu, 20th Jan 2011 01:59 Post subject: |
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Thanks, grabbing as we speak 
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Posted: Fri, 4th Feb 2011 22:00 Post subject: |
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Whats the difference between the Two Worlds 2 that was released in Oct/Nov last year and the one being released these days?
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JBeckman
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Posted: Fri, 4th Feb 2011 22:20 Post subject: |
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This is the US and UK release, nothing really differs aside from these being updated already.
(On console they're called 2.0 though from what I've read hotfix 1.1.2 didn't make it in though might be available as a separate patch which would be critical as 1.1 alone breaks the game in a few areas due to certain doors and triggers not operating correctly.)
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Posted: Fri, 4th Feb 2011 23:07 Post subject: |
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I couldn't get the damn Keygen to work when I tried it out recently. Not sure why. I blocked the .exe in Winblows Firewall, but still nada. Tried several times but said all were invalid. This is with the Keygen fix as well.
I must be doing something wrong. I was looking forward to playing more, too. I was actually having fun.
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Posted: Sat, 5th Feb 2011 02:34 Post subject: |
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I actually tried to get into this game recently, man it is terrible.
Combat is clunky and slow, and really unsatisfying, the menus are funky and retraded the UI is ugly as fuck also.
Facts & figures on obesity: Obesity is one the major health challenges worldwide and has become an epidemic over the last decades. Europe has the highest number of overweight and obese people in the world. The number of obese people has in fact tripled over the last 20 years in the Europe, according to the WHO. Today, over 130 million people are obese in Europe; approximately 10%-20% of men and 15%-25% of women. In addition, 400 million people are overweight in Europe.
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Posted: Sat, 5th Feb 2011 09:36 Post subject: |
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Mikey5449 wrote: | I couldn't get the damn Keygen to work when I tried it out recently. Not sure why. I blocked the .exe in Winblows Firewall, but still nada. Tried several times but said all were invalid. This is with the Keygen fix as well.
I must be doing something wrong. I was looking forward to playing more, too. I was actually having fun. |
Did you use the fixed keygen?
Two.Worlds.2.Keygen.Fix-RELOADED
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Posted: Sun, 6th Feb 2011 00:23 Post subject: |
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I'm pretty sure I was. I got it after the initial released on (on the iso) and I remember reading about initial problems here and such.
I'm wondering if I was just inputting it wrong? When the screen pops up saying to activate it, I would so go ahead and then it would ask me how.
I chose phone activation from there and it asked for a cd key. I used the keygen to get one and entered that and then hit generate. Then the game came back and said this was my challenge code or whatever so I input that into the keygen so and then pressed validate to get the 2nd code.
I took that 2nd code and would enter it into the game and it would come back and say that it didn't work.
That sound right?
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Posted: Mon, 7th Feb 2011 14:28 Post subject: |
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ixigia
[Moderator] Consigliere
Posts: 65078
Location: Italy
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Posted: Mon, 7th Feb 2011 14:37 Post subject: |
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Yeah, I (tried to) read that review yesterday, one of the biggest pile of horsesh*t that I've had the "pleasure" to encounter recently
That site is good for news/updates, but even if it's "computerandvideogames", they don't even know how a PC looks like..
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Posted: Mon, 7th Feb 2011 15:18 Post subject: |
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I'm not getting it to install even. Whenever I click setup.exe nothing happens. Any ideas?
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Posted: Mon, 7th Feb 2011 15:24 Post subject: |
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ixigia wrote: | Yeah, I (tried to) read that review yesterday, one of the biggest pile of horsesh*t that I've had the "pleasure" to encounter recently
That site is good for news/updates, but even if it's "computerandvideogames", they don't even know how a PC looks like.. |
Oh, but they do...
Spoiler: |
Or so they think it looks  . |
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Posted: Mon, 7th Feb 2011 15:26 Post subject: |
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"We apologise for the fault in the CVG review. Those responsible have
been sacked."

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JBeckman
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Posted: Mon, 7th Feb 2011 15:40 Post subject: |
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"Or at least that's the idea. Unfortunately, even on lowly 'medium' difficulty, Two Worlds II is nails - and we mean really, really hard. We've never seen a baboon with a health bar that long."
The game is meant to be difficult so as to not allow the player to powerlevel trough the opponents or move trough them with little regards to skills and attributes and equipment (Unlike Oblivion which they compare it to, TW2 still uses some scaling just to be clear on that but it's implemented differently.)
Also all passive creatures behave the same way, move to close and they'll defend and move away and they'll leave you alone, baboons can be a bit annoying but they're pretty much harmless and are pretty easy to dispose of.
(At range being ideal for starter characters if you didn't clear up the Grom's during the tutorial island area first to gain some better gear and possible additional levels.)
Anyway that's just how I see it but the review seems a bit off though it is the reviewers personal opinion about the game and not everyone will like TW2 (And not everyone liked say Gothic 3 or Oblivion or Witcher to compare some titles, TW1 did have a number of issues at launch however and TW2 has some bugs still not worked out but 1.1.2 is pretty stable and fully functional now.)
EDIT: Also as from what I wrote on another forum I started digging trough the game files via the available tools, particularly the parameters file which has all ID's for say monsters, items and spells and dug trough a number of un-used or somewhat under utilized assets from the game, only monsters so far (And some are actually used once or twice in the SP campaign and a bit more so in the MP one.) but I'll keep going trough the data files to see what else there is.
          
(Horses but without saddles, humanoid ents and orcs, demons, monsters, bosses and various critters.)
(Last one is a bit separated as it's likely how the end-boss was first envisioned, perhaps for Two Worlds: Temptation as it was originally planned.)
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prudislav
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Posted: Wed, 9th Feb 2011 20:11 Post subject: |
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JBeckman
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Location: Sweden
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Posted: Wed, 9th Feb 2011 20:27 Post subject: |
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While going trough the new .wd archive it seems some DLC info was revealed.
SP_DLC1.eco under \Update12.wd\Scripts\Campaigns\Missions
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tonizito
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Location: Portugal, the shithole of Europe.
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Posted: Sat, 12th Feb 2011 15:55 Post subject: |
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+1.
I actually laughed out loud in the baboon part. 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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ixigia
[Moderator] Consigliere
Posts: 65078
Location: Italy
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Posted: Sat, 12th Feb 2011 16:01 Post subject: |
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PickupArtist wrote: | does the fixed keygen work with 1.2 ? |
Sure 
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