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[RS com]Das Schwarze Auge: Drakensang / The Dark Eye: Drakensang

Last post 01-15-2009 8:41 by HKLC. 0 replies.
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  • 01-15-2009 8:41

    • HKLC
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    • Joined on 12-18-2008
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    [RS com]Das Schwarze Auge: Drakensang / The Dark Eye: Drakensang


    The Dark Eye: Drakensang

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    This is the german version of Drakensang with a little translation.
    The official english version will release in october

    Code:
    Ok i have done a VERY BASIC english trans of some of the ingame menu and the character screen etc,its not perfect and noware near finished but its a start ,if you dont speak any german it will help ALOT.I havent done any chat text there is just way too much,if anyone wants to continue this work with this file all i ask is you put my name madpaddy in any docs read me's etc.


    You use this file at your own risk,no flamers whiners or smart arses can use this file.
    You use this file at your own risk,no flamers whiners or smart arses can use this file.
    You use this file at your own risk,no flamers whiners or smart arses can use this file.
    You use this file at your own risk,no flamers whiners or smart arses can use this file.


    Ps you need to hover the mouse over some of the ingame text like in menu's etc to see the eng translation.


    Here is the official english board:
    Code:
    http://forum.dtp-entertainment.com/viewforum.php?f=63



    About the game

    Ten years after the "Realms of Arkania"-trilogy ("The Dark Eye" pc game) the fourth part of the rpg classic appears (the following article is a translation of yet exclusive details from the german PC Games magazine)


    Some facts:


    * The construction of buildings is geared to the architecture of castles and timbered houses of the 14th century.
    * Weather effects contribute to an atmospheric scenery.When the sun is shining, a rainbow appears above the spume of a waterfall.
    * the round-based skirmishs are staged thrillingly like realtime combats by manifold animations and special effects
    * instead of simple height maps also rock peaks (eg. above a cage) are displayed.
    * Sketches for archetypes like a Garethian warrior were done by original TDE-illustrators for the pc-game.
    * The characters were animated via motion-capturing by male and female actors for the gender-dependent animations. Every character has his own animations for idle pose, hit, motion and death animation.
    * Furthermore the characters are able to attack head, body or legs of their enemies with targeted strikes (according to the rules of the actual Dark Eye edition)




    About the history:

    At a time when in the garages in Germany not only cars and lawnmowers were repaired, but also pc games programmed, "The Dark Eye: Shadows over Riva" from Attic Entertainment attracted countless fans to their monitors.
    This interactive equivalent of the prosperous pen&paper-rpg brought forth two sequels since 1992 and has been sold 2,4 million times world-wide.
    However after the third chapter of the trilogy, which was published in 1996, not a single TDE (The Dark Eye) pc game followed.
    Attics TDE-versions had only minor improvements within the trilogy; new roleplaying games with groundbreaking technology conquered the market...


    Today:

    Ten years later, in the games studios of Radon Labs, the developer of "Project Nomads".There, in the middle of Berlin, no garage team but a band of 50 staff members is working - highly qualified graphic artists, programmers and level designers. Here the high-tech-engines are being developed to be all geared up for the competition with international elite studios. This means: No freakware produced on 3,5"-floppy disks, but risking million-budgets for large-scale productions nowadays.
    The team of Radon Labs has attained their sneaking desire. The developers from Berlin work very discreetly on "The Dark Eye: Drakensang" already since 2003.

    "We are absolute diehards of TDE, we love this fantasy world", Bernd Beyreuther, co-founder of the company admits. The developers from Berlin have precise visions how a "real" roleplaying game has to look like - contrary to many only action-orientated roleplaying games.
    "We opt for making something like 'Baldur�s Gate in 3D'", the Radon Labs chef explains.
    "This means that we are creating a roleplaying game in which you are travelling with a party of characters, developing several characters and being involved in tactical and strategic fights."


    About fights

    Radon Labs is adding action-ingredients to the actual turned-based fights (based on the TLD rule type). For example manifold combat moves and spectacular special effects are integrated.
    "We wanted to implement a turn-based fight system like in "Baldur�s Gate", but we knew for sure that the events has to be staged with much more visual action", Bernd Beyreuther comments.
    "The players are used to the highest technical standard nowadays.Therefore we want to get more speed into the game without the player losing control of his party."
    The skirmishs can be paused at any time; certain formations of the four-headed party, the right choice of the attack and the weapon determine the fate of the variegated party.
    "In Drakensang the skills of the characters decide on the issue of a fight, not the mouse-clicking speed of the players", Bernd Beyreuther says.


    Very important: The characters and the plot

    Besides the strategic game concept the storytelling aspect has a very high priority. The plot of TDE:Drakensang has to be a convincing and epic fantasy story. "Baldur�s Gate in 3D as a vision also means a high importance of the characters and the story. TDE is no static world but a gigantic living universe which is expanded by 20 - 30 editors persistently.
    The attempt of Radon Labs to achieve a precise narration is evident in their rooms.
    Batches of the Aventurian Herald ("Der Aventurische Bote" with news from the fantasy world) pile up on the desks; the staff skims regularly through the thick reference books about famous heros and monsters of Aventuria.

    But the most important resource is the background story (1000 pages!) which was written exclusive for Drakensang by two TDE-writers.
    The developer team is busy with cutting the events (ad hoc invented) in Aventuria in small pieces and alter them to single quests.

    Sophisticated dialogues are conveying the ongoing plot. Even so there won't be interactive text floods which retain the adventurous TDE-fan. "We gave a limit for the text length in dialogues, they must be as short as possible", Jan Lechner, leader of the project says. "One staff member is currently busy with decreasing the text length to a minimum."
    Besides, Lechner promises, dynamical decision points are planned, where the player is able to chose if he wants to get more information about the quest, the characters or the respective region.
    "Of course he can only get the basic information he needs for the actual quest and cancel the dialogue if he likes", Lechner pledges.



    Graphics and scenery

    The graphics of Drakensang look promising already. Although the game won't be published before the end of 2007, Aventuria already looks astonishingly detailed. But there's still much work to do for art director Martin Els��er and his team.
    "The world of Aventuria is quite big, we knew that we'd need a prototype very quickly to try the game as soon as possible", the art director explains.
    "This means: The whole world is playable already, but there are many graphical placeholders which aren't textured yet."
    Because of the TDE concept, the graphics of Drakensang can be orientated stylistically on historical buildings and regions.
    The "Mittelreich" (the empire in the middle of Aventuria) with it's strong historical roots, which is depicted in the game, is comparable to Central Europe in the 14th century.
    Hence the graphic artists team studies castles and historical city centers in Thuringia and Saxony regularly.
    So timbered houses in TDE have pediments alike the historical originals.
    Even the so-called "Wetterfront", a typical shale facing of the side of the building which faces the rain, can be found inside the game.

    Els��er�s masterpiece up to now is the complex construction of castle "Grimmzahn" (Grimtooth). Especially these huge constructions need historical research to create an authentic architecture, he believes.
    Because of that, structural components made of wood are used in Grimmzahn - just like in the original example - always in the higher parts of the structure because they are more vulnerable to attacks. The castle has several courtyards to establish lines of defense and to complicate a complete capture.
    "We build 1:1 copies of real castles for the most part because the method of construction follows principles which reasons are forgotten nowadays", Martin Els��er explains. "As an example of medieval art of construction, ascending stairs of a castle always turn left. The reason is that knights always carried their shields to their left, so the defending archers of the castle could attack their less protected side."

    Weapons and equipment are designed with this dedication to details as well. Every single weapon has its own color textures and a so called specular map which defines the intensity of its shine.
    As a result, the metal fittings of a crossbow appear more shiny than its wooden shaft. Additionally a normal map is used to show the structured surface of the weapon and create a convincing representation of wood grain and metal engravings.



    About collecting items

    "The player will develop his characters and collect items that he should be proud of. Thus he should be able at any time to zoom in and behold his character in a close-up view to get a detailed optical feedback", Els��er continues.
    Since there are hundreds of items, the gimmickry is consulted: A piece of equipment, once created, can be scaled automatically and the same item can be modified quickly to fit certain races.
    You will collect the treasures in a huge area. The region where the game takes place spans an area of 900 square kilometres. Especially a particular fantasy metropolis should be worth a visit:"We are planning to recreate and implement a city with 3000 inhabitants", level-designer Sven Fahrenwald reveals. However he doesn't want to reveal the name of this city yet. TDE-fans could figure out too much of the plot if they came to know that name.

    Mini-image:
    Code:
    http://rapidshare.com/files/137946928/Drackensangmini_image.zip

    IMPORTANT
    NEVER start Drakensang with a crack.You can play the game but the game detects your crack and after about 2hours playing a quest-npc won't spawn und you can't continue playing


    Eng translation:
    Code:
    http://rapidshare.com/files/138981762/Locale.db4

    Put this in
    (X):Program Files\Drakensang\export\db


    Patch1.01
    41mb
    Code:
    http://rapidshare.com/files/139004010/Drakensang_Patch_1.01_DE.rar

    Patchnote translated by google (10kb)
    Code:
    http://rapidshare.com/files/139062636/DSA-Patchnotes1_01.txt


    It seams that Securom can detect emulationsoftware.
    Use YASU to fix this(32kb):
    Code:
    http://rapidshare.com/files/139333185/YASU_1-3-7070.zip


    Full-Game:
    Code:
    http://rapidshare.com/files/137950902/DSA2008.part01.rar
    http://rapidshare.com/files/137955222/DSA2008.part02.rar
    http://rapidshare.com/files/137959972/DSA2008.part03.rar
    http://rapidshare.com/files/137986331/DSA2008.part04.rar
    http://rapidshare.com/files/137993588/DSA2008.part05.rar
    http://rapidshare.com/files/138011265/DSA2008.part06.rar
    http://rapidshare.com/files/138029034/DSA2008.part07.rar
    http://rapidshare.com/files/138047636/DSA2008.part08.rar
    http://rapidshare.com/files/138834698/DSA2008.part09.rar
    http://rapidshare.com/files/138840005/DSA2008.part10.rar
    http://rapidshare.com/files/138844976/DSA2008.part11.rar
    http://rapidshare.com/files/138848150/DSA2008.part12.rar
    http://rapidshare.com/files/138211831/DSA2008.part13.rar
    http://rapidshare.com/files/138214618/DSA2008.part14.rar
    http://rapidshare.com/files/138217721/DSA2008.part15.rar
    http://rapidshare.com/files/138851163/DSA2008.part16.rar
    http://rapidshare.com/files/138431518/DSA2008.part17.rar
    http://rapidshare.com/files/138864578/DSA2008.part18.rar
    http://rapidshare.com/files/138853899/DSA2008.part19.rar
    http://rapidshare.com/files/138856541/DSA2008.part20.rar
    http://rapidshare.com/files/138859138/DSA2008.part21.rar
    http://rapidshare.com/files/138861850/DSA2008.part22.rar
    http://rapidshare.com/files/138473822/DSA2008.part23.rar
    http://rapidshare.com/files/138476802/DSA2008.part24.rar
    http://rapidshare.com/files/138479750/DSA2008.part25.rar
    http://rapidshare.com/files/138483258/DSA2008.part26.rar
    http://rapidshare.com/files/138486441/DSA2008.part27.rar
    http://rapidshare.com/files/138489788/DSA2008.part28.rar
    http://rapidshare.com/files/138493346/DSA2008.part29.rar
    http://rapidshare.com/files/138496491/DSA2008.part30.rar
    http://rapidshare.com/files/138499689/DSA2008.part31.rar
    http://rapidshare.com/files/138502876/DSA2008.part32.rar
    http://rapidshare.com/files/138506985/DSA2008.part33.rar
    http://rapidshare.com/files/138510246/DSA2008.part34.rar
    http://rapidshare.com/files/138513663/DSA2008.part35.rar
    http://rapidshare.com/files/138519181/DSA2008.part36.rar
    http://rapidshare.com/files/138522566/DSA2008.part37.rar
    http://rapidshare.com/files/138525876/DSA2008.part38.rar
    http://rapidshare.com/files/138531753/DSA2008.part39.rar
    http://rapidshare.com/files/138541157/DSA2008.part40.rar
    http://rapidshare.com/files/138564253/DSA2008.part41.rar
    http://rapidshare.com/files/138581422/DSA2008.part42.rar
    http://rapidshare.com/files/138869499/DSA2008.part43.rar
    http://rapidshare.com/files/138867031/DSA2008.part44.rar
    http://rapidshare.com/files/138831143/DSA2008.part45.rar




    Pls say thx if you like it
    Link checked on Tue Jan 13, 2009 2:28 pm [WBB_Linkchecker_Bot]
    • Post Points: 5
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