Forum Clubic

Two Worlds - le rpg qui vous fait voir le monde sous un angle différent! :) (page 96)

tu te fais refouler dans les grottes avec l’ooo toi ? :paf:
[:613]

avec le curseur de difficulté completement decalé sur la droite oui :neutre: (je suis pas encore en full deadrique non plus…)

un site de fan qui vient d’ouvrir ses portes et en fr :clap:

http://2worlds.saucerpg.com/

Hop, dans mes favoris :super:

vous avez réussit à regler se p*tain de clipping?

edit: et dans le site que tu donnes X800PRO il y a une rubrique mods :miam:

la liste complete des commandes consoles , avec ca on doit pouvoir configurer completement le moteur du jeu (en le sauvegardant dans un fichier de config AutoexecGame2.con )

[CODEBOX]
AddExperiencePoints
AddFileLineToAssertToTrace
AddGold
AddParamPoints
AddSkillPoints
AllowStepPause
asyncload.MaxQueuedDataSize
BonusCode
CDXSound.ChannelRadius
CDXSound.CurveDistanceScaler
CDXSound.DEBUGDWPeriod
CDXSound.DEBUGPeriodic
CDXSound.DEBUGSThread
CDXSound.Engine3DUPDPeriod
CDXSound.ForceEAXEnvironment
CDXSound.FreezeListener
CDXSound.LogCoefs
CDXSound.LogToConsoleAMB
CDXSound.LogToConsoleNRM
CDXSound.QuietMusicInDialogPercent
CDXSound.ReloadEAX
CDXSound.StartSoundDDist
CDXSound.Wave3DUPDPeriod
checkdiskfreespace
clearSoundObjects
Console.MaxHistory
ConsoleAddToCurrText
ConsoleTicks
cpu_FixBadRTC
cpu_UseOneProcessor
cpu_UsePerformanceCounter
cpu_UseRDTSC
cpu_UseTickCount
Create
CreateEd
CSBuffer.DefStretchSize
CSStream.DefBufferSize
CSWDFile.LogOpenFiles
DBG.AddStamp
DBG.RemStamp
DBG.SetStamp
display.clear
display.console
display.FPS
display.Printf
display.PrintXY
display.show
ec.AddMapSign
ec.AddObjectsFromParamsToDeadBody
ec.AddObjectToContainer
ec.AddObjectToDeadBody
ec.AddObjectToUnitContainer
ec.CommandMakeCustomWork
ec.CreateSoundObject
ec.GetCreateString
ec.PlayVideoCutscene
ec.RemoveMapSign
ec.RemoveMapSign2
ec.SetDayLength
ec.SetEndOfTheWorldMargin
ec.SetEngineFarPlanePercent
ec.SetGateLockForUnits
ec.SetGateUnlockParamsForUnits
ec.SetHeadAngle
ec.SetHeadCustomIdleAnim
ec.SetNPCNameNum
ec.SetUnitMapSignNum
ec.Trace2File
ec.Trace2OutputDebug
ec.Trace2Screen
EnableInterface
Engine.ABoxScale
Engine.AddHorizonWorld
Engine.AddHorizonWorldEX
Engine.AlphaFadeFar
Engine.AlphaFadeNear
Engine.AMapBox
Engine.ATI_HDRCutoff
Engine.ATI_HDRDefog
Engine.ATI_HDRExp
Engine.ATI_HDRGamma
Engine.ATI_HDRGMul
Engine.ATMCLF
Engine.AutoDOF
Engine.AutoDOFTolerance
Engine.BBClippEpsiSm
Engine.BBClippEpsiTR
Engine.CleanDeviceMemory
Engine.ClearConsole
Engine.ClearHorizon
Engine.ClothOverlay
Engine.DBG_HDRExp
Engine.DBG_HDRGML
Engine.DBG_HDROff
Engine.DebugRain
Engine.DebugSnow
Engine.DepthModeRenderer
Engine.DFField
Engine.DisableCloth
Engine.DistantShaders
Engine.DLandAFade
Engine.DLandFarClipp
Engine.DLandFarClippOBJ
Engine.DLandFogFarScale
Engine.DLandMode
Engine.DLandNormalizationBias
Engine.DLandNthMip
Engine.DLandOffFadeAlpha
Engine.DLandTexMul
Engine.DLandTexMultiplier
Engine.DLandTreeShadowCLHi
Engine.DLandTreeShadowCLLo
Engine.DLandTreeShadowSF
Engine.DLandUseOCC
Engine.DLandWaterRefFadeDst
Engine.DLandZOffO
Engine.DLandZOffT
Engine.DLandZOffW
Engine.DLCustClipNrm
Engine.DLOCCDebugDraw
Engine.DLOCCFar
Engine.DLOCCNear
Engine.DphForDissort
Engine.Draw3DObjects
Engine.DrawBB
Engine.DrawDistantLand
Engine.DrawReflectedObjects
Engine.DrawSkybox
Engine.DreamlandEntrance
Engine.DSMargin
Engine.DSystemActive
Engine.DSystemGravity
Engine.DSystemStep
Engine.DummyEngine
Engine.DumpAMap
Engine.DumpMeshes
Engine.DumpTextures
Engine.EnableSetAntialiasingState
Engine.ExtStat
Engine.EZRendererThresh
Engine.FarPlane
Engine.FastTerraUpdates
Engine.FOV
Engine.FOVUPDATE
Engine.GenAmbientMap
Engine.GFadeFar
Engine.GFadeNear
Engine.GrassDisp
Engine.GrassDistFunction
Engine.GrassFT
Engine.GrassNRMAngle
Engine.GrassQ
Engine.GrassRandomizer
Engine.GrassX
Engine.GrassY
Engine.HDR
Engine.HDRBlueshift
Engine.HDRDynamic
Engine.HDRSaturateHDR
Engine.HDRSaturateLDR
Engine.HiLoWtrBlend
Engine.HLFarFade
Engine.HOFarFade
Engine.HONearFade
Engine.HorizonA
Engine.HorizonB
Engine.HorizonTexDarkener
Engine.HorizonTexMultiplier
Engine.HorizonTreesDiv
Engine.HorTreeDivider
Engine.HorTreeOffX
Engine.HorTreeOffY
Engine.HSystemActive
Engine.HSystemGravity
Engine.HSystemStep
Engine.IgnoreDIP
Engine.IgnoreDIPUP
Engine.InHouseAmbB
Engine.InHouseAmbG
Engine.InHouseAmbR
Engine.InHouseAngX
Engine.InHouseAngY
Engine.InHouseAngZ
Engine.InHouseDifB
Engine.InHouseDifG
Engine.InHouseDifR
Engine.LazyOCCMode
Engine.LightsPerEntity
Engine.LoadHorizon
Engine.LOD0
Engine.LOD0SCR
Engine.LOD1
Engine.LOD1SCR
Engine.LodBlend
Engine.LoDistantWtrBlend
Engine.LODToBoxPercentage
Engine.LogIoToConsole
Engine.LowqRender
Engine.MinimapRTSize
Engine.MTTextures
Engine.MTVIS
Engine.NearLeafsFade
Engine.NearLeafsFadeBias
Engine.NearPlane
Engine.NormalLeafsCount
Engine.NV_HDRCutoff
Engine.NV_HDRDefog
Engine.NV_HDRExp
Engine.NV_HDRGamma
Engine.NV_HDRGMul
Engine.OShadows
Engine.ParticlesDissort
Engine.ParticleSingleLayerNum
Engine.ParticlesSepAlpha
Engine.PentaAngs
Engine.PentaSegs
Engine.PhysicOverlay
Engine.PhysXAVRAGEIA
Engine.PreloadShaders
Engine.RAGEnvSize
Engine.RagGravity
Engine.RefFar
Engine.RefOffset
Engine.ReloadAll
Engine.ReloadObjects
Engine.ReloadShaders
Engine.ReloadTextures
Engine.RenderWBorder
Engine.SaveDLandTextures
Engine.SaveHorizon
Engine.SaveWaterBorder
Engine.SeaAmplitude
Engine.SetFogColor
Engine.SetFogParams
Engine.SetGP2
Engine.SetHorizonOffset
Engine.SetTerrainTileScaleX
Engine.SetTerrainTileScaleY
Engine.SFarNeg
Engine.SFarPos
Engine.SFarRng
Engine.ShaderNoPreShader
Engine.ShaderPP
Engine.ShadersStat
Engine.ShadersStatReset
Engine.ShadowClippVis
Engine.ShadowLeafsCount
Engine.ShadowLeafSize
Engine.Shadows
Engine.ShadowVIS
Engine.ShmapSize
Engine.ShowGraphicsBBoxes
Engine.ShowShadowMap
Engine.ShowStencilMap
Engine.ShowTexStats
Engine.ShowVisMinimap
Engine.ShowVisMinimap
Engine.ShX
Engine.ShY
Engine.StampDisplacement
Engine.StampRange
Engine.StampRngFun
Engine.StampsPerGPGrid
Engine.StcDbgDraw
Engine.StcFarPln
Engine.StcObjOff
Engine.StencilShadowsCastAll
Engine.SunFlareLens
Engine.SunMoonSize
Engine.TCast
Engine.TerraSCLLast
Engine.TextureFirstLoadMIP
Engine.TextureFirstLoadMIPBump
Engine.TextureFirstLoadMIPTerra
Engine.TreeLAlpha
Engine.TreeLBeta
Engine.TreeWindFactor
Engine.TrueWaterRef
Engine.TSA
Engine.TSF
Engine.TShadow_Delta
Engine.TShadow_Focus
Engine.TShadows
Engine.TSN
Engine.UseCDRenderer
Engine.UseDynamicLighting
Engine.UseEZRenderer
Engine.UseInstancing
Engine.UseNullShaders
Engine.UseSplashes
Engine.UseStencilShadows
Engine.UseVIS
Engine.VISByAPC
Engine.VISH0
Engine.VISH1
Engine.VisHardMargin
Engine.VISLockDelay
Engine.VISThreadDelay
Engine.VISUseHBlock
Engine.WaterNFBorder
Engine.WaterRefFarPlaneClipp
Engine.WaterReflections
Engine.WBDistance
Engine.WBOff
Engine.WEffAtmosphere
Engine.WRefFade
Engine.WTLifetime
Engine.WTTolerance
Engine.WWScale
game.ragdoll.TestDeath
gamerate
graph.DrawNotVisiblePassive
graph.morphtime
healH
hero.ctrl.body.PADRotationMin
hero.ctrl.body.RotationFuncSpeed
hero.ctrl.body.RotationMax
hero.ctrl.body.RotationMin
hero.ctrl.body.RotationSpeed
hero.ctrl.body.RotationSpeedFight
hero.ctrl.body.RotationSwimSpeed
hero.ctrl.body.TurningBackMinAngle
hero.ctrl.body.TurningBackSpeed
hero.ctrl.head.AlphaMax
hero.ctrl.head.AlphaRotationSpeed
hero.ctrl.head.BetaMax
hero.ctrl.head.BetaRotationSpeed
hitHP
hitMana
hitPoison
Horizon.AddObject
Horizon.AddPentagram
Horizon.ClearObjects
Horizon.DeleteObject
Horizon.SetPentaStr
InitMagic
InitSkills
interface.AttackMagicAngleToObject
interface.AttackShootAngleToObject
interface.AttackTurnToCamera
interface.AttackTurnToCameraXInput
interface.Camera.BetaFighting
interface.Camera.BetaMoving
interface.Camera.CameraZOffsetMax
interface.Camera.CameraZOffsetMin
interface.Camera.CollBackTime
interface.Camera.CollDeadZoneRange
interface.Camera.CollZOffset
interface.Camera.compensator
interface.Camera.Damper
interface.Camera.DamperEnabled
interface.Camera.fCameraBetaSpeed
interface.Camera.fCameraDamping
interface.Camera.HeroTrackingSpeed
interface.DrawSafeFrame
interface.EditMoveItems
interface.EnableSafeFrame
interface.ForceMoveStepForward
interface.FullScreenConsoleWidth
interface.GapBetweenWaveDialogsTicks
interface.hardwarecursor
interface.OtherCommandAngleToObject
interface.OutputLines
interface.ReverseMouse
interface.ShootTurnToCamera
interface.ShowUserChatTooltipsDistA
interface.ShowUserChatTooltipsTimeMs
interface.TargetObjectBorderMargin
interface.TextOnlyDialogTicksPerChar
interface.TooltipObjectAngleToObject
interface.TraceDialog
interface.UseWheel
interface.vibHitFreq
interface.vibHitMotor
interface.vibHitTime
interface.vibHurtFreq
interface.vibHurtMotor
interface.vibHurtTime
interface.WheelNextUsableCommandDir
interface.XInputDeadZoneThumbLeft
interface.XInputDeadZoneThumbRight
interface.XInputDeadZoneTrigger
interface.XInputEnable
jump2
jumpU
jumpU2
killh
LoadDistantLandMargin
LoadLevelMargin
LoadNeighbourDistantLandMargin
MaxWorldsPreparingLoadDataCnt
move2
moveImm
net.dp8sim
net.executeloadpackets
net.InStreamBufferSize
net.OutStreamBufferSize
net.PrintBalance
net.printcnt
net.SetBalanceTurnLength
net.SetDefTurnLength
net.SetIOFrequency
net.SetMaxClientsDiff
net.SetMaxSetLowTurnLengthUp
net.SetMaxTurnLength
net.SetMinIOFrequency
net.SetMinMaxClientDifference
net.SetMinTurnLength
net.SetTurnLength
net.tracenetstate
net.tracetransfer
net.UrgentThreadSleepMs
netcheck
netcheck1
netcheck2
netcheck3
netcheck4
network.ENInvitationTicks
network.MinUpdateHeroPosDist
network.ShowENInvitation
particles.draw
particles.drawFace
particles.drawLaser
particles.drawLight
particles.drawMappedFace
particles.drawMesh
particles.drawTrail
particles.EnableDrawCount
particles.ForceParticlesDrawSet
particles.globalAmbientMul
particles.globalSunColorMul
particles.SetMaxParticlesOnScene
particles.SetMaxParticlesOnSceneHigh
particles.SetMaxParticlesOnSceneLow
particles.step
Physic.AddRagForce
Physic.AddRagForceDirect
Physic.ClearRagForces
Physic.CreateWorld
Physic.DestroyWorld
Physic.RagAnimPhase
Physic.RAGPX
Physic.RAGPY
Physic.RAGPZ
Physic.RagTrigger
Physic.SetScallers
Physic.SetWorldGravity
Physic.SetWorldStep
Physic.WorldStart
physX.char.AFS
physX.char.ArcadeMode
PhysX.char.AroundHeroCharsMaxDist
physX.char.BuoyancyMul
physX.char.Compensator
physX.char.Create
physX.char.FallingMinTicks
physX.char.FightingCollision
physX.char.Height
physX.char.Interpolation
physX.char.JumpBackSpeed
physX.char.JumpHeight
physX.char.JumpInPlaceLen
physX.char.JumpMinTime
physX.char.JumpOffset
physX.char.JumpOffsetingTicks
PhysX.char.JumpWithoutWound
physX.char.LongJumpOffset
physX.char.MoveInDir
physX.char.MoveInDirWithoutSpeed
physX.char.PathRunning
physX.char.PauseAfterFall
physX.char.PauseAfterFalling
physX.char.PauseAfterJump
physX.char.Radius
physX.char.RayDist
physX.char.RayLen
physX.char.Remove
physX.char.RemoveAll
physX.char.RemoveAllWithout
physX.char.Reset
physX.char.RunSmooth
physX.char.SetPos
physX.char.SlidingJump
physX.char.SlidingJumpLimit
physX.char.SlidingLimit
physX.char.SlidingMinDif
physX.char.SlidingMul
physX.char.SlopeRange
physX.char.SneakSpeed
physX.char.Speed
physX.char.SpeedMul
physX.char.StartDelayMin
physX.char.StepOffset
physX.char.StoppingSpeed
physX.char.SwimSpeedMax
physX.char.SwimSpeedMin
physX.char.TerrainInfluence
physX.char.WWSpeed
physX.char.WWSpeedMax
physX.char.YOffset
physX.CollQuery.Interpolator
physX.CollQuery.Radius
physX.CollQuery.Sampling
physX.CollQuery.ZOffset
physX.ConnectDebugger
physx.CookPhysX.HW
physX.Door.Close
physX.Door.Open
physX.Door.RemoveAll
physX.g
physX.pause
physX.ShowStats
physX.terrain.Clear
physX.terrain.FreeAll
physX.terrain.FreeFrag
physX.terrain.FreeGround
physX.terrain.FreeRemotest
physX.terrain.FreeUnderground
physX.terrain.LoadFrag
physX.terrain.SetSlide
physX.timestepmul
physX.UsingPhysX
physX.water.CSwimDip
physX.water.density
physX.water.depth
physX.water.slippery
physX.water.SneakDip
physX.water.SwimDip
physX.water.WindDirMul
physX.water.WindZOffset
physX.water.WIWDip
PlayUnitAnim
ResetFog
SetConsole2Text
SetConsoleText
SetGold
SetLowConsoleText
SetStrength
settings.DefAntialiasingMode_0
settings.DefAntialiasingMode_1
settings.DefAntialiasingMode_2
settings.DumpShortcuts
settings.SetOption
settings.ShowInfoToolTips
ShowInterface
sound.capture.BitsPerSample
sound.capture.Channels
sound.capture.enable
sound.capture.SampleRate
sound.capture.Start
sound.capture.Stop
sound.capture.TryCreateVCInput
sound.ChatDialogWaveMaxDist
sound.ChatDialogWaveMinDist
sound.EAXEnvironmentOpenSpace
sound.EAXEnvironmentUnderground
sound.MoveListenerToCenterMul
sound.play
sound.RainInsideHouseVolumeMul
sound.RainSoundDx
sound.RainSoundDy
sound.RainSoundDz
sound.SoundsInsideHouseVolumeMul
sound.SoundsOutsideHouseVolumeMul
sound.TalkDialogWaveMaxDist
sound.TalkDialogWaveMinDist
sound.WindInsideHouseVolumeMul
sound.WindRainVolumeDecrease
sound.WindRainVolumeIncrease
sound.WindSoundDx
sound.WindSoundDy
sound.WindSoundDz
StartMagicSchool
startRoll
Stats
Stats.AutoClear
Stats.AutoClearMax
Stats.Clear
Stats.mem
Stats.Register
Stats.ShowMax
Stats.ShowMs
Stats.Unregister
TestCmd
TestCreate
ThisIsGreatGame
tracenet1
tracenet1start
tracenet2
tracenet2start
tracenet3
tracenet3start
tracenet4
tracenet4start
tracenet5
tracenet5start
tracenet6
tracenet6start
tracenet7
tracenet7start
tracenet8
tracenet8start
tracenetcaptureinput
tracenetEx1
tracenetEx2
tracenetEx3
tracenetRand1
tracenetRand10
tracenetRand11
tracenetRand2
tracenetRand3
tracenetRand4
tracenetRand5
tracenetRand6
tracenetRand7 tracenetRand9 tracenetpacket
tracenetRand8
tracenetrandstart
TwoWorldsCheats
UnloadLevelMargin
UnloadNeighbourDistantLandMargin[/CODEBOX]

mes premieres impressions sont mitigées :slight_smile: ,

  • le deplacement a cheval est loupé

  • les combats …pas de pas de coté (strafe) ni de blocage avec bouclier ? j’ai raté un truc, on se prend un coup ou on saute en arriere (on peut pas reculer, ou tourner autour de son adversaire pour eviter celui qui nous arrive dans le dos)

  • l’empilement d’item a l’air d’etre vraiment trop puissant -> 5 ou + de matraques minable empillées donnent une bonne matraque de bourrin

  • doublage francais…tres moyen (pour etre gentil) et faut pas regarder les levres des personnes qui parle car la c’est pas beau a voir

  • level up trop rapide ou/et trop de puissance gagné a chaque niveau?

  • jeu instable ? j’ai l’impression qu’il ne libere pas parfaitement les ressources graphiques quand on le quitte, parfois si on le relance peu apres il plante

  • les villagois du premier village marche dans tout les sens sans arret (et se traverse les uns les autres au passage)

  • les premieres quêtes m’ont plu

  • les graphismes sont vraiment sympa
    pour le reste des points positifs faut que je m’y remette pour avancer plus avant , mais j’ai l’impression qu’il y a moyen de passer un bon moment sur ce jeu

Bon alors pour le chwal, c’est vraiment dommage : premieres sensations vraiments excellentes, puis en pleine pente le canasson se bloque comme si il y avait un obstacle. On peut meme se retrouver completement bloqué, ne pouvant ni avancer, ni reculer, ni tourner… :riva:
Cela dit suffit de savoir eviter ces bugs, et je vous parle alors que je suis encore en version 1.1… Je profite de passer en version 1.3 pour recommencer un petit perso…
Mais je dois avouer, je suis completement fan de ce jeu jusqu’a présent, alors qu’avec goth3 ou obli² j’ai toujours trouvé un défaut redhibitoire… :love: :love: :love:

Bon personne n’a réagis à ma critique (une page plus loin) alors je vous demande : sa ne vous choque pas vous l’absence totale de femme dans ce jeux (mis a part la sœur)
:sarcastic:

Ouais enfin les jeux bethesda hein, tu modd un diablo … :paf:

:lol: je m’en étais meme pas apercu… Mais il me semble que c’etait pareil dans gothic3…

:non: Il y a UNE femme dans Gothic 3 :ane:

Le jeu du week-end: en trouver une dans Two Worlds :stuck_out_tongue:

ouai enfin ça n’a l’air de rien comme ça mais bonjours la variété :confused:

comment on peut oublier des trucs pareils…

Ouaip moi sa me manque ! Bref
J’aurais besoin de l’aide de quelqu’un : pour la quête de la première parti de la relique le chef (borgne demande qu’on aille vérifier ces doute et de commencer par la maison
là je sui bloqué que faire ?

(Plus précisément ces les moments où on est dans le village rebelle à l’extrême nord pour récupérer une partie de la relique qu’es dan le trésor du peuple (je ne sais plus leur nom))

ça sert a rien que quelqu’un vienne t’aider, de toute façon on est obliger de recommencer un perso dédier au multi :confused: c’est intelligent ça…

pourquoi on a pas la possibilité d’utiliser les persos du solo?

en plus il n’y a que deux classes pour le multi, les hommes et les elfes…

vive la parité, vive oblivion :o (z’avez jamais vu un orc femelle, ca vaut le coup d’oeil :paf: )

Oui c’est vrai qu’oblivion est top niveau mod on peut modifier le jeux comme on veut, mais par contre là où le bas blaisse est que de nombreux mod permettent de nous rendre quasi invincible dans le jeux avec les armes et armures le meilleures et ce dès la sortie des égouts !!!
bref plus aucun intérêt à part pour tester le jeux car l’intérêt d’un tel RPG est tout de même de galérer à trouver une arme ou armure meilleure que celle que l’on possède et que les combats et les quêtes ne se fasse pas en claquant des doigts !!!

Pour ce qui est de modifier les paramètres du jeux pour augmenter la distance de vision de l’herbe comme tu dis un mod n’est absolument pas nécessaire, il suffit de modifier le fichier oblivion.ini

ca dépends des stas du canasson, du poids de ton personnage et de son inventaire, ainsi que du degré de la pente… :neutre:
Un exemple : le canasson des Orcs de Glaces est plus robuste et est capable de passer des pentes plus raides que les canasson "normaux".

Effectivement, des fois ca bug et ca reste bloqué. En général descendre du cheval, se mettre ailleurs et le siffler permet de le débolquer (le frapper peut aussi aider ou… le tuer :paf:

Faux, il y en a en tout cas une autre: la femme prisonnière dans la QG skelden. :ane:

main dans le moteur :lol: premier essai

distance de l’herbe dans two world :
Engine.GFadeFar 4000 dans la console (700 par defaut) herbe lointaine …plus lointaine :slight_smile:
Engine.GFadeNear 500 par defaut --> pas vu de difference quand + (logiquement je pensais que les herbes magnifique proche aurait ete un peu plus loin, peut etre que je suis au mauvais endroit pour mon test)

Engine.DLandFarClipp 10000, par defaut 4000 -> clipping texture sol jolie, va plus loin , a tester plus profondement

pour connaitre votre valeur par defaut il suffit de rentrer un commande sans rien AVANT de donner une valeur
pour stocker les nouvelles valeurs pour les avoir au prochains demarrage du jeu il faut les mettre dans un fichier AutoexecGame2.con dans un repertoire Parameters dans celui du jeu
bon j’arrete la, je vais attendre que les sites specialisé dans le tuning le fasse pour moi en attendant …jouerrrr :MDR

pour desactiver les ombres et autre truc gourmand
Engine.TShadows 1/0
Engine.Shadows 1/0
Engine.TrueWaterRef 1/0
Engine.WaterReflections 1/0

edit : pour le cheval …en 1.3 finalement apres essai ca va bien si on garde une vitesse au pas ou au trot et qu’on l’arrete simplement avec le bouton action (descendre)
par contre il n’a pas l’air de reagir quand je le siffle (faut dire avec ce sifflement :lol: )

Les conclusions d’un mec qui a terminé le jeu:

First of all, I did not complete every single questline. My guess is around 50% of the sidequests + the main quest, however there was no need to complete anything else because by the end of the game I killed everything in one hit. Yes, even the final boss.

This brings me to an important subject in Two Worlds, and freeroaming RPGs in general. Balance issues. At the start of the game, things are relatively challenging. It evolves much like Gothic 3 does - around halfway through the game you’ll start to get the upper hand. No more reloads, no more creatures that accidently kill you, no more challenge. I’d say level 30-35 is a rough estimate of when you become near invincible if you wish (if you struggle at this level I can give you a few hints on how to become redicilously powerful). This is a serious issue, as I started out doing mostly sidequests, ignoring the main quest. By the time I decided to get back to the main quest, around level 40 or so, there was no challenge left, hence not much fun either.

At any rate, balance issues aside, let’s talk about the various aspects of the game.

The gameworld:
A very large world, slightly bigger than Oblivions. Also a lot more activity going on than in Oblivions world, so exploring is much more fun. You can actually find something worthwhile in caves for example, especially due to the stacking loot (stacking two items of the same kind makes it more powerful). There are four terrain types: Snow, Sand, Forest, Bamboo Forest.

The forest region is, as always, the largest. Lots of cities, towns, quests, caves, ruins all over the place. A lot of fun to be had here, takes many hours to explore and complete.

The desert is rather small, but actually quite fun because this is one of the few places you’ll bump into creatures like dragons. Several nice quests here, but it won’t take anyone more than a few hours to complete the entire desert region, as it doesn’t contain a whole lot. I suggest going there before it’s too late - I was already way past level 40 at the time, so it was a bit of an anticlimax when I butchered dragons with a few hits. Try to avoid this if you can, it’s not all that fun more than once or twice.

The bamboo forest is possibly my favourite place, probably because there is actually a very large, samurai inspired city here (katanas, the pointy hats, you get the picture). Very nice place, good atmosphere, original setting. As with the desert it will only take a few hours to complete the quests in this region though, so that’s a drawback.

The snowy region is absoluttely pointless. Completely without any meaning whatsoever. There is not a single quest, npc, cave, etc. Nothing. I spent several hours just exploring the region, and bumped into a huge amount of polar bears, white wolves and glacier orcs, but nothing else. It’s nice to see snow and all that, but really, they should’ve just expanded the bamboo forest or the desert instead of this place.

All in all, the world has a solid atmosphere and lots of quests. A bit too much focus on the northern part of the world, but since the south is primarily occupied by orcs, it makes sense. It beats Oblivion by a long shot in terms of "feeling", but like others have posted it does not reach Gothic 1 or 2, maybe not even 3.

Gameplay:
Fairly straightforward, nothing unusual. All types of combat works out nicely. The dualwield lovers among you will most likely enjoy dualwielding more in Two Worlds than Gothic 3, as it both looks good and is effective (Gothic 3s dualwield lacked tweaking, and Oblivion has none). One problem with gameplay that I came across was adressing slots on the actionbar. What a pain. The default bar can only take various default skills, the other bars can take others as well, but half the time you end up throwing the item/spell on the ground and not into the bar. A very annoying system, which should’ve been better since it’s been done right so many times.

As usual, magic starts out very weak but end up powerful. The other types of combat will get you through the game without too much trouble.

Mounts work out better than most reports indicate in my opinion, as long as you never leave the road with it. Use mounts (there are tons, you don’t have a “private” horse) to get fast between locations, and then jump off when you head into the wilderness. I usually place mounts near the teleporters so I can use them to quickly get from point A to point B.

Questing:
Very well done all in all. Tons of quests all over the place, most with decent rewards (at least in terms of experience). Quite a few different types of quests, all the standard stuff: Kill this guy, delivery quests, investigate the ancient ruins, and so on. Nothing revolutionary, but it works, and it takes longer than usual before it becomes tedious.

Story
They promised an epic story. They did not deliver. As far as freeroaming RPGs go, it’s rather good, but it’s very far from the likes of Baldur’s Gate and similar games. As usual, the ending seems rushed and abrupt, but I’ve come to expect that.

Factions:
This is probably where the developers missed the most with their hype. There are quite a few factions in the game, and you do gain reputation with them. Yes, it does lead to higher quests and higher rewards, but it doesn’t “alter the world”. There are two different cases where you can alter anything: The activation of necromancy (I never did this, but you should be able to) and the decision between the rebels and the local lord. The latter decision is almost insignificant. And a small correction to the developers that claim “you’ll suddenly see other factions reacting negatively to working with their enemies” - wrong. You can get full reputation with pretty much everyone unless you, for some reason, kill the questgivers or make the choice between the two fighting factions too early. Also, you never actually “join” a faction, you just do quests for them. It’s more Oblivion than Gothic 3 I’m afraid.

Music:
Varied. At times it’s as good as Gothic 3s soundtrack, but sometimes it makes you go “huh?”, especially when the game decides to play overdramatic combat music when it’s peaceful, or play a very quiet, relaxing tune to the slaughtering of 20 orcs. The music itself is quite nice, but they need to fix when the game decides to play what.

Sound in general
Decent, could be better. Especially the voiceovers are of variying quality, but overall I can’t complain. You get used to the odd accents you hear from time to time. Also they have a rather poor attempt at speaking a more medieval English, but this doesn’t work out too well in most cases, it just sounds awkward. Combat sounds are good, altho there is a difference between sound and visuals if you cast spells at creatures far away (it goes BOOM, and then you see it hit afterwards).

Graphics:
Overall I’d say it’s slightly beneath Gothic 3, but a little better than Oblivion. Please note that I’m playing on GeForce 8800GTX with a computer to match, so a tweaked Gothic 3 will look amazing, best graphics I’ve ever seen in an RPG. I’m not really talking about landscapes, Oblivion can hold a candle to Gothic 3 there, but Oblivions absoluttely disgusting facedesign actually distracts me at times. Faces are, in general, rather poor in Two Worlds as well, but it beats Oblivion by quite a bit. It’s not ugly enough to distract me at least. A bit annoying that you can’t set the view range, as certain things appear out of the blue in some cases.

My overall impression:
A better game than I expected. It can be a bit confusing at times, especially since the questlog is rather poor, so you have to keep track of the hundreds of quests you’re on without any good guidance. Other than the balancing issue and the lack of deep NPCs, the game is solid enough. Quite a good experience, and I intend to complete it again shortly, this time I’ll do different sidequests than before. There is simply no point in doing all sidequests in one game - you’ll be more than powerful enough regardless.

Rating:
To me, Gothic 2 w/NotR is a 9/10, Oblivion is a 7, so I’d probably give this an 8. If this was a review, which it’s not, so don’t treat it as one.

If anyone has any questions regarding the game or my experiences with it, feel free to ask.

Source:
http://rpgwatch.com/forums/showthread.php?t=1848

Il a l’air content du jeu, c’est encourageant :smiley: