The Witcher
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sueil




Posts: 1082

PostPosted: Thu, 25th Oct 2007 21:28    Post subject:
EKTELESTES wrote:
localization meaning - language translations?


That's what I took it to mean. I remember early on in the game, the speech said to go to the dungeon, but the subtitles spelled in donjon. It's probably stuff like that.
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mike-




Posts: 1510

PostPosted: Thu, 25th Oct 2007 21:28    Post subject:
erg.. ill beat the game before i patch then
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Morgendil




Posts: 38

PostPosted: Thu, 25th Oct 2007 21:29    Post subject:
discworld wrote:
Morgendil wrote:
seems like only polish version are full?
any luck we can merge files or something in the future that will be able to play w/o any removed?Sad


why do you think that EU version thats out is not a full ?

there are some sexy pictures and juggling boobs...


no wonder us is gay... they dont allow naked women and shit... only sweaty half naked muscular men Laughing


pictures?not cut from videos?cuz soem peeps spoke about and i notice that slow video some times like something missing Razz
i dont care if i see boobs or not in a game i just dont like idiots to do that in the game i wanna play Smile who ask them anyway Razz
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RainyDay




Posts: 2212
Location: Bulgaria
PostPosted: Thu, 25th Oct 2007 21:35    Post subject:
straight to the point- does the patch decrease the load time even a bit- though it's not listed? Sad


Per aspera ad astra
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Glottis
Banned



Posts: 6313

PostPosted: Thu, 25th Oct 2007 21:37    Post subject:
Installed the patch and it looks like the game became a little choppy now. Maybe it's just me dunno Confused


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Mister_s




Posts: 19863

PostPosted: Thu, 25th Oct 2007 21:41    Post subject:
RainyDay wrote:
straight to the point- does the patch decrease the load time even a bit- though it's not listed? Sad

No.

Why would fixing subs require a restart? It must be something else.
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HoLyMaN




Posts: 1000
Location: With the survivors of a plane crash
PostPosted: Thu, 25th Oct 2007 21:48    Post subject:
after the patch do i have to start all over?or saved game works fine?
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proekaan
VIP Member



Posts: 3650
Location: Finland
PostPosted: Thu, 25th Oct 2007 21:49    Post subject:
installed patch,no restart required,old saves work fine and game didn't become choppy.Smile


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HoLyMaN




Posts: 1000
Location: With the survivors of a plane crash
PostPosted: Thu, 25th Oct 2007 21:52    Post subject:
sorry to say but the patch only will take effect if you restart from a scratch... Sad


"One day before the official game's launch, Atari has issued the first patch for The Witcher, updating to v1.1 this action-RPG developed by CD Projekt Red Studio. Notice that the bugfixes included in this patch will work only if a game is restarted from scratch, for some others a corresponding act needs to be restarted."
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proekaan
VIP Member



Posts: 3650
Location: Finland
PostPosted: Thu, 25th Oct 2007 22:05    Post subject:
oh f*ck...as if I'm gonna restart the game now that I'm in chapter 2.Sad

seems like there is some story related bugs,so I've got a bad feeling about this. The alt-tab bugfix is good though,was getting annoying to see it crash after alt-tabbing.


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damador.




Posts: 711

PostPosted: Thu, 25th Oct 2007 22:17    Post subject:
ftp://ftp.download-center.com/international/TheWitcher/TheWitcherPatch_1.1.exe

Code:


Patch 1.1 Major Fixes
======================================================

Gameplay & text bugs fixed:
- Fixed character development issues with some abilities and skills.
- Fixes for some storyline related progression breaks.
- Fixes for druids' day-night cycle in Act 5.
- Fixes for sex scene with nurses in Act 5.
- Signet fixes (some signets were received twice).
- Fixed story incoherency regarding Erkyn in Act 3.
- Experience gain indication localization fixes.
- Mutagen potion - new fixes for showing up a message.
- Fixed items used in eating animations.
- Geralt's allies fixed to always react properly to all mosnters.
- Bounty Hunter is Agent Smith no more (he doesn't replicate). Mr. Geralt, we missed you...
- Echinopses and Archespores now use their own spikes instead of arrows.
- Fixes for alchemical ingredients extracted from some monsters.
- Raven Crypt - few fixes for geometry and placeables.
- Fixed few places where player was supposed to meditate, but couldn't.
- Fixed story incoherence in Berengar quest.
- Berengar won't disappear on sight when sparing him.
- A whole lot of localization fixes (some of them won't work with old savegames!).

Code bugs fixed:
- Fixed all diagnosed stability issues and crashes.
- Fixed few gameplay issues with WSAD and mousedrive controls.
- Alt-Tab related issues fixed (random crashes, hang-ups, cursor blocking).
- Cat potion estimated time display - fixed.
- Dropping items from the inventory fixes for better spread.
- Weapon visual FXes fixed during dialogues.
- Confirmation box shown when player uses Quick Load.
- Tooltip fixes for lower resolutions (for example 800x600).
- All read books now have the appropriate note in description.
- Sitting animation fixes for few characters that sat beside the chair.
- Alt-Tab fixes for dialogue lines and gameplay options.
- Savegame option blocked around Aard throwing time.
- Audio: rat squealing sound fixes for minimized mode.
- Movies and cutscenes fixes for Alt-Tabbing.
- AI: fixed NPCs chasing enemies that were no more.
- AI: few poker fixes.
- Fixed problems with items appearing back in storages.
- Fixed blizzard problems with cutscenes and dialogues.
- Fixed toxicity effect for Alt-Tabbing.
- Finishers fixes - animation sometimes did not play.
- When taking out an unknown item of the storage, the user can no longer see the name of the potion. Good one...
- Fixed saving in tight places (player got teleported after load... sometimes).

Art & sound bugs fixed:
- Vizim's Temple Quarter: ~30 physics fixes; corrected barrels; ~10 decoration fixes.
- Kaer Morhen: Wild animals fixes.
- Sewers: commoners sleeping fxes; ~5 item properties fixes; ~10 skeleton placement fixes.
- Vizim's Temple Quarter/Burning Vizim:The banner on the tower is no longer black.
- Old Manor: Koschey boss movement fixes.
- Mutants fixes for decapitation. That means no decapitation now.
- Werewolf physics fixes.
- Chainmail stand placeable now has collision surface (player/npc can't pass through it).
- Celina brightness fixes for interiors.
- Order knights lighting fixes.
- Bread item fixes for eating animation.
- More detailed model of Horse+Wagon for opening cutscenes.
- Journal entry for crypts fixed now.
- A child in epilogue cutscene doesn't look like badly sewn young Frankenstein.
- Old lady and dwarves - idle animation fixes.


and over 120 minor ones ...
now another beta test game ....


http://rapidshare.com/users/QJJCS5 - Empire Total War Patches
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Mister_s




Posts: 19863

PostPosted: Thu, 25th Oct 2007 22:18    Post subject:
Autosaving after every load is gone, nice.
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damador.




Posts: 711

PostPosted: Thu, 25th Oct 2007 22:21    Post subject:
found more detailing one

Code:

Legend:
Fixed
Fixed (partially)
Failed
Not verified yet

Design bugs fixed
- Sword forge gameplay dialogue added to Smith NPC in Act 5.
- Gameplay cutscene showing chest in Salamandra's base in Act 3 doesn't play during combat.
- Fixed druids' faulty day-night cycle in Act 5.
- Old Manor journal entry fixed.
- Fixed meditation incorrectly affecting key NPC De Wett's behaviour in The Taste of Revenge quest, disrupting story.
- Fixed quest tracker for The Alghoul Contract in Act 2.
- Fixed certain dialogues not being shown while talking with NPC's Kalkstein in Act 1 and Vaska in Act 3.
- Fixed incorrect emotional state for NPC Vesna in Act 1 near the mill.
- Fixed black screen when user uses Axii sign on mutants before cutscene with Adda, Epilogue.
- Removed debug dialogue on Ice Plains level appearing when certain choices were made.
- Omitted autopsy doesn't keep Shani in the hospital permanently anymore.
- Fixed quest update text appearing twice for the quest Armor in phase "All the Pieces".
- Track Quest on Map option now available for the quests “Suspect: Kalkstein” and “Suspect: Ramsmeat”.
- Fixed no update shown for quest Armor after getting the second raven armor part.
- Fixed black screen after dialogue with Raymond.
- Changes to blabbering Grandpa's monologues talking about brick makers all the time, Act 2.
- Carmen recognises Geralt in Act 3, the line "Witcher, I've seen you in Vizim" appears only if we've never did any quests for her before.
- Fixed sex scene with nurses in Act 5 playing twice.
- Fixed vampires not being hostile after reentering location in Blue-eyed girl quest, disrupting gameplay.
- Fixed Lebioda's signet being received twice from the shoe shine.
- Fixed black screen after clicking on the door to kidnappers hideout. Now Dandelion starts the conversation immediately.
- Fixed wrong object names being displayed in Shani's house, Act 3.
- You can drink with Erkyn only after Thaler introduced him to you, fixes story incoherency, Act 3.
- Fixed quest tracker for quest "Armor", Act 5.
- People in Foltest's castle aren't heard anymore when the player is in the Order's garden (Epilogue).
- Experience gain indication is now localised.
- When Geralt drinks mutagen potion, a message about new ability appears.
- Blizzard potion now doesn't cause "speedrun" side effect.
- Fixed snow storm in Epilogue, killing Geralt at improper range.
- Fixed items used in eating animations.
- Fixed possible order ally affiliation bug while fighting the Experiment in Act 5, caused them to change sides.
- Temerian iron axe doesn't cause "Incinerate" effect on echinopses.
- Fixed flames from campfires during meditation in Act 5 and Epilogue.
- Geralt's allies react properly for ifrit monsters summoned by Salamandra Mages.
- Adda now has proper animation when the player gets out of the Striga's Crypt.
- Fixed alchemical ingredient "balancing" in Act 3 Crypt.
- Fixed broken axe instance in Quartermaster's shop, Act 5.
- Now Bounty Hunter doesn't imitate Agent Smith (doesn't get multiplied while reloading save). Mr Geralt, we missed you...
- Echinopses and Archespores now use their own spikes instead of arrows.
- Basket in peasant's house now properly lootable.
- Player now able to sell the sword "Harvall".
- Fixed improper alchemical ingredients extracted from Vetala.
- Act 5: assault groups leaving the field hospital don't contain bowmen and and crossbowmen anymore,
- Fixed black screen appearing when player dodges first fight in the swamps in Act 5 and conversation with Grand Master.
- Fixed wrong worldmap shown in marshland cave in quest Tower.
- Fixed useless dialogue option during conversation with Dandelion in Act 4, now he talks about Alina only when quest Bride is still active.
- Fixed repeating cutscene without characters after player dodges the fight with Salamanders on the swamps and meditates.
- Conversation with Yaevinn deployed only once, when he emerges from the teleport in quest "Echoes of Yesterday" (and not every time we enter sewers).
- Improper quest tracker in quest Without Forgiveness thrown out.
- Aard blockade in Raven's Crypt placed correctly.
- Player now able to meditate near Grand Master's chambers.
- Story incoherency, now you can speak about Berengar's letter only after you read it.
- Map on Raymond's wall oriented correctly.
- Fixed no voice and lipsync when you run away from the Witchers after first fight in Prologue.
- Final cutscene with Azar won't play twice after loading a save fighting, Act 2.
- Knights guarding grand master's chambers don't speak to player twice.
- Soldier practicing on training dummy won't penetrate... it...
- Berengar won't disappear on sight when sparing him.
- When we talk to Gramps about the remains, he is a cannibal he is no longer "plot" and can be killed. Quest "Cannibal" is then completed and "Pilgrimage" fails.
- Fixed invisible cursor when you go to lakeside and Alvin tries to talk to the player
- Order armourer properly sells player his wares after he helped the Order in bank.
- Salamander Bandits from Act 1 now wield dual swords instead of dagger/sword combination, thus avoiding a "sliding" motion while running.
- Fixed issue with saving during a 3 s gap between Azar appearing and conversation starting, could block progress.
- Player shouldn't be able to exit the Swam Cemetery before talking to the grand Master, caused story break.
- Adda appears when Striga dies in final battle on Ice Plains - fixed (pending verification).
– Fixed an issue with Triss missing in dialogues, if Geralt enter a hole near the damaged tower (far from the gate).

Design bugs not fixed
- The fight with Kikimora Queen should be less troubling (mechanics need some fixes) - not yet fixed.
- Vodian priest has one wrong animation and sometimes stops dead cold - not yet fixed.

Code bugs fixed
- Cat potions estimated time restored.
- Fixed poker "next round" arrow.
- Alt-tabbing from the game client with camera set to OTS into windowed application doesn't cause mouse to lose game focus or freeze
- Dropping items from the inventory is now more randomized resulting in better spread.
- Visual effects for weapons are hidden as well if the character with that weapon is hidden in dialogue.
- Fixed potential animation break when pausing/using RMB during finisher sequence.
- Confirmation box shown when player uses Quick Load.
- Fixed too short tooltip boxes when playing a 800/600 resolution (i.e. altar Act 4).
- Fixed global problems with full inventory - ability to skin monsters, pick up ingredients, "gray screen" preventing from dropping an item or using it on an object.
- Fixed looting "invisible" items on remains and chests.
- "Track quest on map" properly positioned on Diary graphics.
- "Screen edge camera scroll" no longer can be changed for OTS camera mode, while "hacking" it from another camera option.
- Fixed another instance of the "grey screen" causing drag & drop + color highlight problems while looting some items like torches.
- Information about books read show up in shop, storage and loot panels.
- Copies of books the player read now also have the "this book was already read" description, plus books in vendors' inventories also have it.
- Haren sitting on his chair, not beside it.
- Fixed "Remains" text display.
- Item abilities properly handled during transfer from/to shops.
- Drunk state animation gets properly removed when drunk effect is removed by meditating.
- Another instance of the "run like Superman after Blizzard wears off" issue axed, this time in relation to flashbacks.
- Slowdown and speedup effects disabled in dialogues and cutscenes.
- Fixed splash screen fades (not flickering anymore).
- Geralt's appearance properly updated after dropping armor.
- Dialogue lines and gameplay options should not disappear from screen after alt-tab.
- Pressing Alt makes game loose focus no more.
- Reeeaaly long one-liners' positions fixed.
- Savegame option blocked around Aard throwing time.
- Player now unable to use background UI elements when modal window (like tutorial) is open, could cause problems.
- Audio: rain sound launching problems.
- Audio: rat squealing sounds were heard during alt-tab (minimized) mode.
- Movies and cutscenes don't pause while loosing focus (but they are muted).
- Book reading panel scroll problems fixed.
- Poker: problems with highlighting the buttons fixed.
- Ability lasting time and inventory tooltips for items - few problems fixed.
- WSAD running problems fixed.
- WSAD problems with sliding over terrain rising/falling.
- "XP" from monsters not hardcoded but subject to translation.
- Fixed some problems with quest characters dying in stand-up.
- Fixed wrong hitspace position in windowed mode with resolution is higher than Windows desktop resolution.
- AI: follower tries to fight if he can't find a path to followed object.
- AI: attack target chosen more carefully (omitting unapproachable ones).
- AI: NPC doesn't run after enemy that is no more.
- AI: few poker fixes.
- Fixed power up progress bar updates in active pause mode .
- Fixed resolution presets order .
- Fixed improper pictures displayed in Prologue tutorials.
- Combat mode does not deactivate when Axii-influenced enemies are near.
- Fixed problems with items appearing back in storages.
- Fixed NPC pathfinding bug in some situations, i.e. Act 2 - After killing cocatrice in "the Great escape" quest Siegfried now kindly leads us to the exit of the sewers.
- AI: fixed ignore status after clicking on teleport mirror.
- WSAD movement: moving the camera updates movement (fixed blocking at door).
- Fixed "drinking 2 items quickly, the second item will not have the drinking animation" issue.
- Fixed improper Sign activated after dieing and reloading.
- Prolonged physical objects damage effect, fixes floating debris in some situations.
- Fixed wrong store items displayed when playing from save in certain situations.
- Fixed problems with echinopses shooting.
- Screen-edge triggered camera movement does not work on GUI panels.
- Tooltips react to mouse movement in all camera modes and disappear when not looking at the described object.
- Fixed blizzard problems with cutscenes and dialogues.
- Cursor doesn't get duplicated while loosing focus on game window in OTS mode.
- Quen sign visual FX problems fixed.
- Stack and Bribe panels respond to Enter and Esc keys.
- Player cannot sell 2 items without needing to confirm the sale of the second item, regardless how fast he is.
- 180 degrees turn works only in OTS mode, produced awkward effects otherwise.
- Fixed red artifacts while alt-tabbing with toxicity fullscreen effects.
- Fixed black screen appearing when knocked out from alcohol when quest update comes up.
- "Runtime error" fixed while leaving Kaer Morhen location
- AI: fixed joining coward follower profiles.
- AI fix: removed duplicated functionality for bowmen (scripts and code, now only code).
- Heartbeat script blocked for a character being finished.
- Tooltips disappearing time fixes (posters especially).
- Finishers fixes (when Geralt just stood and did nothing instead of finishing the enemy).
- Pausing disabled between pre-cutscene fade-out and the actual cutscene.
- AI: bowman follower enemy profile fixes (tries to shoot arrows more often).
- During combat it's possible now to push through cowards who don't fight anyway.
- Fixed no cursor issues when alt-tabbing from the game in main menu.
- When taking out an unknown item of the storage, the user can no longer see the name of the potion. Good one...
- Fixed game crash while using Aard on blockades in Act 5.
- AI fix: follower bowman now works.
- Worldmap regions uncovered by quests fixes - fixed
- When letting go of the mouse on sword power-up and if too far from the target, the sequence fails instead of levitating sword lowah.
- Sword power-up animation reworked.
- Fixed issue when loading game while fighting, new game would have non combat music from previous location
- Combat mode camera properly switching off on mousedrive.
- Saving in tight spaces does not result in teleportation when loading the save.
- Geralt may not collect more ingredients without proper skill - was able when bomb making skill was bought
- Fixed issue when buying 5th Sign tier axed the sign cost marker on endurance bar
- Adda / Vincent now properly transform to their beast forms on Ice Plains after saving and loading game.
- Salamander's Mage now has animation of walking/running in "Buried Memories" cutscene.
- Grand Master won't glitch while doing a finisher on Geralt near walking geometry's end.- Crash rarely occurring upon exiting Raven's Crypt - crash cannot occur now in 90%+ of the rare cases.- Geralt shouldn't getting blocked before conversation with racists.
- AI fix: when Dandelion isn't playing his instrument shouldn't be heard.
- Switching mixture A in quickslot to mixture A-2 in inventory, where A-2 quantity > A quantity, doesn't axe A-2 mixtures.
- Some alt-tabbing problems on Bink video files, smoothed out.
- Fixed problem of quicksave during trigger activation (most issues are fixed, some are still pending).
- Hit sounds from coming from a short distance away should play normally.- Some fixes to NPCs loosing their weapons (most issues fixed, some need verification).
- Long autosave names shouldn't get cut.
- Removed mouse cursor clipping during Alt-Tab.
- Receiving damage from Striga while far away should not occur (partially fixed, she can't hit Player now, though she can cause special effects (bleeding/pain) on distance).
Code bugs not fixed
- Attempted fix of falling below walkmesh.
- Quen no longer heard during loading screen (Doesn't work only on loading screen during game saving, minor issue).
- Memory leakage crash while transiting from Act 1 to 2 - not yet fixed.
- Rare crash upon game exit - not yet fixed.
- White dots on some trees rendered using SpeedTree library - not yet fixed.
- Enemies not reacting to finishers - not yet fixed.
- Credits: text less shaky.
- Dialogue camera final fixes.

Art bugs fixed
Decorations & physics:
- Kaer Morhen: Boar skins on the first floor do not Z-fight anymore.
- Road to Vizim/generics: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Road to Vizim/generics: When entering "empty/abandoned houses", player should not see scattering skeletons.
- Road to Vizim Crypts/Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Vizim's Temple Quarter/generics: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Vizim's Temple Quarter generics: Bouncing objects fixes.
- Dyke: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Vizim's Merchant Quarter/generics: Bouncing objects fixes; commoners sleeping next to their beds issues; fixes to physics settings of decorations.
- Vizim's Merchant Quarter Crypts/Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Sewers: Salamanders (in Base/Hideout) sleeping next to their beds issues fixed; fixes to physics settings of decorations; skeletons placement fixed.
- Sewers Crypts/Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Cementary Crypt: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Vizim's Temple Quarter/Burning Vizim: The banner on the tower is no longer black.
- Marshlands (Act 2, Act 3): Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Marshlands (Act 2, Act 3): Crypts/Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Foltest's Castle: Hole in the roof of King's chamber staircase fixed.
- Village: Door to the Shore is now accessible through mousedrive movement, not only by clicking on it.
- Village: Levitating herbs fixed.
- Village/Fields/Shore: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Village/Fields/Shore: Crypts & Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Raven's Crypt: Reduced number of physics-using objects, helps with rare crashes.
- Old Manor: Koschey getting blocked on sarcophagus issue fixed.
- Act 5 Outside Locations: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Act 5 Caves & Crypts: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Burning Vizim/generics: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Fixed possible progression break in Act 5 (burning Old Vizim) with ard-reacting debris.
Ragdolls & after-death model behavior:
- Scullhead mass settings fixed.
- Mutants cannot be decapitated now, caused major ragdoll problems.
- Werewolf corpse ragdoll fixed.
Graphics & animations:
- Barrel shadowbones are now more detailed.
- PVS: Terrain is not disappearing while moving camera in specific places on Marshlands
- PVS: Terrain is not disappearing while moving camera in specific places on Kaer Morhen
- PVS: Terrain is not disappearing while moving camera in specific places on Outskirts
- Chain Mail placable now has collision surface (player/npc can't pass through it).
- Signposts are now not "cut off" by sword-trails.
- Celina now has proper brightness while talking with her inside generic.
- Order knights with full plate helmets now have proper cubemaps.
- Bread is now correctly oriented when used in commoner's eating animation.
- Removed/replaced one of the bread pieces to the new one.
- Horse + wagon used in opening cutscenes now have hay texture under Geralt.
- Wagons used as barricades in Vizim's Merchant Quarter now properly downgrade their texture quality for medium/low settings.
- Map border fixes (in journal) for Kaer Morhen and Marshlands.
- Wrong picture describing crypt in Act 1 in Journal fixed.
- An infant in epilogue cutscene, now doesn't look like badly sewn young Frankenstein.
- Trees in Marshlands and Village do not have strange black animated glitches.
- Old lady and dwarfs now have tweaked animations for idle behavior.
- Vizim's Temple Quarter: Skybox fix, bad orientation was affecting the shadows on the scene.
- Geralt's 5th apperance has now some better oriented spikes in upper-arm parts.
- Nobleman in Rich Wyzim now have no evil-looking face deformations while speaking.
- Scolopendromorphs now doesn't "blink" just right after appearing.
Sound:
- Dialogue with cow - moooing is louder.
- Now Yrden sign have sound, when spikes hit the victim.


http://rapidshare.com/users/QJJCS5 - Empire Total War Patches
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Mister_s




Posts: 19863

PostPosted: Thu, 25th Oct 2007 22:23    Post subject:
You should put that in spoiler tags.
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Morgendil




Posts: 38

PostPosted: Thu, 25th Oct 2007 22:26    Post subject:
omg damador hahahhaha
wtf they sell fucking beta game 50euro and ce 60or so w/o multiplayer
ffs

ps:boring to read how they made the game from the start(big one patch Razz )
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mike-




Posts: 1510

PostPosted: Thu, 25th Oct 2007 22:27    Post subject:
err.. be careful guys, that changelog has spoilers in it Sad


e/ too late lol
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sueil




Posts: 1082

PostPosted: Thu, 25th Oct 2007 22:30    Post subject:
Getting shitfaced in this game is awesome.
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SpykeZ




Posts: 23710

PostPosted: Thu, 25th Oct 2007 22:36    Post subject:
christ that's a huge patch lmao


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s-b-l
Banned



Posts: 209

PostPosted: Thu, 25th Oct 2007 22:40    Post subject:
sempron@2 ghz, 512 ddr , 7300 gt - unplayable , even on everything on low , you can't play it without become pissed off


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SpykeZ




Posts: 23710

PostPosted: Thu, 25th Oct 2007 22:40    Post subject:
s-b-l wrote:
sempron@2 ghz, 512 ddr , 7300 gt - unplayable , even on everything on low , you can't play it without become pissed off


idea....get a processor made for gaming, and not one made for email and web browsing
idea....512MB of memory was good back 5 years ago
idea....7300GT and your complaining?

oh heres one more idea, next time, READ THE REQUIREMENTS!

 Spoiler:
 




Last edited by SpykeZ on Thu, 25th Oct 2007 22:46; edited 2 times in total
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Epsilon
Dr. Strangelove



Posts: 9240
Location: War Room
PostPosted: Thu, 25th Oct 2007 22:42    Post subject:
Leave it to the polish to inform you who the endboss is, the man behind it all, thanks a lot you bastards.
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Xtrem3X




Posts: 194

PostPosted: Thu, 25th Oct 2007 22:43    Post subject:
s-b-l wrote:
sempron@2 ghz, 512 ddr , 7300 gt - unplayable , even on everything on low , you can't play it without become pissed off


A 5 year old pc cant play a brand new game?
No way... I'd complain if I were you..!
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proekaan
VIP Member



Posts: 3650
Location: Finland
PostPosted: Thu, 25th Oct 2007 22:43    Post subject:
Well it's a good thing I didn't read that changelog...so now I think it might be a good idea to add SPOILERS to it!!! Very Happy


AMD Ryzen 9 7900X 4,7 GHz
Asrock X670E Steel Legend
G.Skill Trident Z5 32 GB DDR5 6400Mhz
Asus TUF RTX 4090 24 GB GDDR6X
NZXT Kraken Z73 RGB
Corsair HX1500i Platinum
NZXT H7 Flow
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HunterHare




Posts: 742

PostPosted: Thu, 25th Oct 2007 23:10    Post subject:
I can't get the game working, I get "please insert original DVD blah blah"

I've got windows xp x64 and daemons tools pro advanced does not support virtual IDE drives for 64bit platforms.

the mini image from gamecopyworld does not work with yasu + any version of Dtools either.

so far from what Ive read this game only is working with a VIRTUAL ide drive instead of the typical SCSI virtual drives..


anyone have a solution for us 64bit users?
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Glottis
Banned



Posts: 6313

PostPosted: Thu, 25th Oct 2007 23:13    Post subject:
HunterHare wrote:
I can't get the game working, I get "please insert original DVD blah blah"

I've got windows xp x64 and daemons tools pro advanced does not support virtual IDE drives for 64bit platforms.

the mini image from gamecopyworld does not work with yasu + any version of Dtools either.

so far from what Ive read this game only is working with a VIRTUAL ide drive instead of the typical SCSI virtual drives..


anyone have a solution for us 64bit users?

Format C: and install winxp sp2 32bit.


C2D E6750 @ 3.2Ghz, 4GB 800MHz DDR2 4-4-4-12, GeForce GTX 260 c216 OC 896MB, 3.2TB, Windows 7 Ultimate x64

Xbox 360 Elite, PS2 Slim, Xbox
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Ashmolly




Posts: 1075
Location: Trump's Merica
PostPosted: Thu, 25th Oct 2007 23:18    Post subject:
Glottis wrote:
HunterHare wrote:
I can't get the game working, I get "please insert original DVD blah blah"

I've got windows xp x64 and daemons tools pro advanced does not support virtual IDE drives for 64bit platforms.

the mini image from gamecopyworld does not work with yasu + any version of Dtools either.

so far from what Ive read this game only is working with a VIRTUAL ide drive instead of the typical SCSI virtual drives..


anyone have a solution for us 64bit users?

Format C: and install winxp sp2 32bit.


Hmmmm, anyway Im using Vista 64, set the compatibility to Win XP SP2 and DT worked like a charm, even got a Virtual IDE set up.


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kaine




Posts: 423
Location: Under your bed
PostPosted: Thu, 25th Oct 2007 23:26    Post subject:
That's because DT Pro works in Vista 64
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HunterHare




Posts: 742

PostPosted: Thu, 25th Oct 2007 23:29    Post subject:
kaine wrote:
That's because DT Pro works in Vista 64


well DT pro advanced works fine on xp64 but it wont let me change to virtual ide drive.

i go to virtual device manager, stop SCSI apater but the start IDE adapter is greyed out, I read this from the release notes:

Note:

1. vIDE is currently supported on all 32 bit platforms (x86) and on Windows
Vista x64; Windows XP x64 and Windows 2003 x64 are not supported;
2. Shell extensions do not appear on x64 platforms;
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Spiderman
Banned



Posts: 5877

PostPosted: Thu, 25th Oct 2007 23:36    Post subject:
Those two i found funny :
- Another instance of the "run like Superman after Blizzard wears off" issue axed, this time in relation to flashbacks.
- Fixes for sex scene with nurses in Act 5.
Laughing
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cacaro
Banned



Posts: 253
Location: Somewhere in Italy
PostPosted: Thu, 25th Oct 2007 23:38    Post subject:
s-b-l wrote:
sempron@2 ghz, 512 ddr , 7300 gt - unplayable , even on everything on low , you can't play it without become pissed off


I lol'd. I have a Geforce 6200 and I can play it on medium details.
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