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  1. #1
    Banned Gam3Ra's Avatar
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    Gothic 3 - Íîâèÿò PC-Killer!

    Ùå èì å*à ìàìèöàòà íà ïðîãðàìèñòèòå! ×åòåòå..

    - page 1 -

    In early July the editorial staff had an interesting and detailed interview with the programmer of the Gothic 3 engine, Philipp Krause. Some of his statements were already published in PCGH 10/2006. Here we provide all the complete questions and answers.

    PCGH: You use an engine you developed on your own. Why did you decide not to use licensed engine? What are the advantages of a homemade one?

    Philipp Krause: We evaluated different engines. The main reason not to use foreign technology was that there was no engine available at that time allowing us to create a world as huge as the one in Gothic 3 without loading zones. Another reason is the quite uncommen workflow due to a seamless world. Our game editor matches especially our needs and enables us to handle the huge amount of data efficiently. An additional benefit of a customly developed engine is you can use it for free in games you develope later on.

    PCGH: Are there parts of the old Gothic 2 engine left or did you code everything from scratch?

    Krause: The Gothic 3 engine was done completly „from scratch“ [note: He uses this expression in German, thus there are quotation marks]. Of course we used the know-how from Gothic 1 and 2 extensively when arranging the individual engine and game systems, but due to the very different architecture of the engines and the higher aims of Gothic 3 we couldn't reuse any program code.

    - page 2 -

    PCGH: You do use some licensed middleware such as Speedtree and Emotion FX. Where does this software excel? Did you add any other middleware to the engine?

    Krause: Speedtree is quite a usual thing nowadays in game engines and convinced us simply through its visual quality and simple, fast editing. Furthermore we licensed the Novodex engine by Ageia and use some small open source projects for creating data in the editor.

    PCGH: What are the most important graphical as well as technical highlights you want to use to distinguish yourself from the competition (e.g. the design of water, range of vision, level of detail etc.)?

    Krause: Gothic has defined itself much more via an intense atmosphere and a detailed world modelled in a caring way than simply technical gimmicks from the beginning. That does not mean the latter will not be seen in Gothic 3; we try to use the technics to emphasize the „Gothic look“ without destroying it. In Gothic, everthing is supposed to look less brightly polished than in other games, so e.g. specular highlights are not used as much as in Oblivion or SF shooters. The large dynamic weather system is important for the dense atmosphere as well. For the different regions of G3, there are different settings for the weather, between which is faded seamlessly.

    - page 3 -

    The huge range of vision of approx. 500 meters is stressed by an additonal depth of field effect. Due to our extremely flexible shader system, artists are allowed to let off some steam playing with different materials. There are, e.g., windows made of ripple glass with a distortion effekt and many other eye- catchers. Furthermore, everything in Gothic is hand- made.This applies for the landscape modelled in a time- consuming way as well as for every object in the game; from the tiniest bunch of grass up to the completely furnished Orkish fortress everything is setup by hand. Besides graphics Gothic 3 offers other technical highlights such as the NPC AI or the dynamic path search allowing NPCs to travel through the whole world of Gothic 3.

    PCGH: What are the technical highlights of the renderer? Will players using shader model 1 or 2 hardware be able to see them as well?

    Krause: The shadow and light system may belong to the technichal highlights of the renderer. The light system supports dynamic as well as static per- pixel diffuse and specular lighting as well as per-pixel spherical harmonics ambient lightning with per- vertex ambient occlusion. To enjoy some of the effects you will need an SM3 graphics card, amongst them detailed shadows and static per- pixel lightning. In addition, SM2 and SM3 differ in the caps of the graphics card, e.g. whether or not a feature like depth of field is supported. Parallax and bump mapping are used by both of the shader models. With a card supporting only SM1 you will have to do without per- pixel lightning and parallax mapping.

    - page 4 -

    PCGH: How are your shaders being made? Do you compile them off the HLSL code depending on the supported shader model or have you got prefabbed packages corresponding to the capabilities of dfferent graphics cards (in case, which ones)?

    Krause: We use HLSL shaders and write different ones for each type of shader (default, water, vegetation, particle, sky,...) and for any shader version to support. Such a shader offers only the basic functionality such as lightning or instancing, and additional parts of code are added by using shader macros. Thus, if a shader needs a color for e.g. diffuse or specular, the shader code does not contain the reading of a texture or constant, but only a macro, which is, when being compiled, replaced by shader code created by the engine. Depending on what parts are used in a material, a different shader is created. These shaders are managed in a way assuring that each created shader exists only once.

    This way, you can create any desired combination for the different parts of the shader in the material editor within the G3 editor. You can mix and blend colours and textures as desired or manipulate the coordinates of textures to use texture scroller or parallax mapping.

    PCGH: Do you use the capabiliies of shader model 3? In case, do you utilize methods such as dynamic branching or higher interpolator counts to improve performance? Or do you use SM3 to create new effects possible using e.g. Vertex texturing or FP32 rendering?

    - page 5 -

    Krause: We use dynamic branching of the SM3 hardware in a very limited way as it may rather lower performance instead of increasing it if not used properly. One reason are the additional instructions of the branch, but furthermore, parallel execution of several pixels by the rasterizer may be hindered by different branches among these pixels. Thus it doesn't make much sense to replace conditional compiling by dynamic branching when using SM3. Currently there are no effects using vertex texturing or FP32 rendering.

    PCGH: Is there genuine FP16-HDR lightning in Gothic 3? In case, with which level of detail concerning FP buffers, FP blending and FP texture filtering? Are there alternatives for cards not capable of these techniques?

    Krause: No, we don't use FP- HDRR.

    PCGH: Did you already deal with Direcht3D10 resp. SM4 of Windows Vista? Are you going to use any features of the new API and will this interefere with the graphics of Gothic 3?

    Krause: As DirectX10 resp. SM4 will not be supported by any hardware available at the day Gothic 3 will release, we looked into that topic only very shortly. Obviously there is very huge a step from DX9 to DX10, making a complete reworking of many systems necessary.

    - page 6 -

    PCGH: Is the process of rendering optimized for SLI or Crossfire?

    Krause: We work together closely with Nvidia as well as with ATI and aim at aupporting both systems. I currently cannot tell if that will be the case at the release of Gothic 3 or added later as a patch.

    PCGH: Will widesreen resolutions (16:10) or displaying on multiple screens be possibe?

    Krause: No. [note: In the official forum a developer commented on this statement. He said widescreen resolutions would probably be possible, but maybe they would not be available via the ingame menu.]

    PCGH: Is the engine optimized for multi- core processors? In case, which calculations are done using a discrete thread? What a performance gain do you expect?

    Krause: Due to the „seamless“ world of Gothic 3, new resources like meshes, textures or parts of the world are constantly loaded in the background. Thus, owners of multi- core processors will definitely have an advantage compared to single- core ones. Besides the usual additional threads such as e.g. physics or sound, we use one thread for loading resources and another one for loading static parts of the levels and for creating the geometry of the scene. The performance gain will be about 30%.

    PCGH: When optimizing the engine for dual- core CPUs, did you focus on improving performance, improving image quality or on superior AI and phyics?

    Krause: We turned our attention on a smooth travelling through the enormous game world of Gothic 3 without encountering lags. [note: the producer of the game recently mentioned in an interview that with a single- core CPU you will encounter some loading lags, no matter how fast the CPU is. With a dual-core one, though, they should completely vanish. According to him, this was the most importent benefit of a DC. The improvement in avg. fps, however, was less relevant.]

    - page 7 -

    PCGH: Turning to physics: Why did you choose to license a physics engine, Novodex, instead of developing an own one? What are the benefits of this engine, except for the suopport of Ageia's PhysX Board?

    Krause: Well, writing a custom physics simulator is a very difficult endeavour, which is certainly not even comparable to the fee for licensing Novodex. In addition, we expect Novodex to be a system which is constantly improved and runs stable and high- performance.

    PCGH: Which details will you have to do without if you haven't got a PhysX card?

    Krause: None. In Gothic 3 you should not expect excessive orgies of physics.

    PCGH: What do you think of the competition's idea to accelerate physics using the GPU?

    Krause: The idea in principle is not bad and since SM3 not that new either as GPUs are by now „misused“ for many different tasks. Probably only a small part of the actual „physics“ will be calculated by the GPU. In addition, the main purpose of a GPU must not suffer from physics simulation. I suppose the timing with the graphics card, which often lags up to three frames behind, to be difficult as well, but I haven't dealt with this topic in detail yet.

    - page 8 -

    PCGH: Does the physics in Gothic 3 influence the gameplay as well or does it simply create nice optical effects? Which objects in the game will have physical properties?

    Krause: Physics in Gothic 3 will not influence gameplay. „Ragdoll“ is one of the effects using physics in addition to ordinary „rigid body“ physics.

    Ìàìèöàòà èì..

  2. #2
    Registered User SEZ's Avatar
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    Èñêàì ÿ òàçè èãðà íà ìîåòî PC ìîìåíòàëíî!!!

  3. #3
    ...
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    Quote Originally Posted by SEZ
    Èñêàì ÿ òàçè èãðà íà ìîåòî PC ìîìåíòàëíî!!!
    13.10.2006

  4. #4
    Master of Magic Ar4i's Avatar
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    Ñàìî íå ìè ñòàíà ÿñíî êàêâî Gam3Ra èìà ïðîòèâ ïðîãðàìèñòèòå? Çàðàäè ôèçèêàòà ëè? Àç ïîíå äîñåãà íå ñúì âèäÿë èãðà äåòî ôèçèêàòà äà èìà ñìèñëåíî ïðèëîæåíèå.
    Ar4i

  5. #5
    Äèïë. Ìàã. Ïèøìàí Èíæåíåð zeox's Avatar
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    È÷ íå ìè äðåìå çà ôèçèêà, èñêàì ñè ÿ ñúùî òàêà äúðâåíà êàòî â II-êàòà, èñêàì äà èçïèÿ åäèí speed potion è äà õâúð÷à êàò ñóïåðìåí
    Ìíîãî ìå å ÿä îáà÷å ÷å íÿìà äà ìîæå äà ñå âðúùàø â Êîðèíèñ... Ùåøå äà å ìíîãî ÿêî. Äàíî íÿêîé ñå ñåòè äà ïëÿñíå åäèí ìîä... íåùî êàòî Gothic I/II (+night of the raven) ñ åíäæèíà íà G3 :drooling:
    ÌÂ:EPOX MF4 Ultra-3#CPU: Athlon 64 X2 4600+ [Xigmatec HDT S963]#RAM: 2õ1GB SuperTalent DDRII 800 CL4
    #video:GAINWARD 8800GS 384MB#PSU:COOLER MASTER RP M520#Monitor:HP P1100 1280x1024 @100Hz

  6. #6
    Registered User fenomeno's Avatar
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    Ìíîãî õóáàâî , îáà÷å òèÿ ðàçðàáîò÷èöè ìíîãî ðàçäóâàò ñèñòåìíèòå èçèñêâàíèÿ . Äàíî íå å êàòî TES4 Oblivion , çàùîòî ùå òðÿáâà äà ñå ìèíàâà íà êîíçîëà ìàé...

  7. #7
    Banned Gam3Ra's Avatar
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    http://666kb.com/i/ahryjpu6pktpwqgtj.jpg

    Ñìúðò çà ïðîãðàìèñòèòå

  8. #8
    Registered User
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    àìè âèå ê'âî î÷àêâàòå îò ìèçåðíè êàðòè÷êè çà ïî 600-700ëâ
    êîéòî èñêà äà èãðàå - äà ñè âçåìå èñòèíñêà Ãåéìúðñêà êàðòà (ìîæå è äâå... äîðè òðè)
    ASUS TUF Gaming B550m plus | Ryzen 5 5600x | Noctua NH-U9S | 2x8GB Corsair Vengeance DDR4 3200 | Sapphire RX580 | AData XPG Gammix s50 lite 1Tb | 2Tb WD Black | 4Tb WD My Book | Seasonic 650W Platinum | LG 32UN880

  9. #9
    White awesomeness z0ne's Avatar
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    Õàõ 7900GT ìíîãî êóöî ñå ïðåäñòàâÿ.Íå ìîæå 7800GTX äà å íàä 1900XTX äîðè...íåùî ãíèëî èìà

  10. #10
    Banned Gam3Ra's Avatar
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    Quote Originally Posted by z0ne
    Õàõ 7900GT ìíîãî êóöî ñå ïðåäñòàâÿ.Íå ìîæå 7800GTX äà å íàä 1900XTX äîðè...íåùî ãíèëî èìà
    Ðàìòà..Èãðàòà ùå èñêà 1.5GB+ çà íîðìàëíà èãðà.. òîâà ñà îôèöèàëíè èçèñêâàíèÿ

  11. #11
    White awesomeness z0ne's Avatar
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    Îõ...íî âñå ïàê 2ãèãñ íå å ãîëÿì ëóêñ è ñè èìà èãðè êîèòî ãè èçèñêâàò

  12. #12
    Registered User
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    Èãðàòà å ïðîñòî åäíî ãîëÿìî ëàéíî.

  13. #13
    Banned Gam3Ra's Avatar
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    Èãðàòà âñúùíîñò ñè å ìíîãî çäðàâ õàðäêîð RPG, íî áúãîâåòå êàðàò ëàìåòàòà äà áÿãàò.. Ïèðàíÿ ùå îïðàâè èãðàòà ñ 2-3ïà÷à, íî äî òîãàâà âñè÷êè ùå ñà ñè âòúëïèëè â ãëàâàòà, ÷å èãðàòà "ñúêñ".

  14. #14
    shaderwiz Phaser's Avatar
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    Quote Originally Posted by Gam3Ra
    Èãðàòà âñúùíîñò ñè å ìíîãî çäðàâ õàðäêîð RPG, íî áúãîâåòå êàðàò ëàìåòàòà äà áÿãàò.. Ïèðàíÿ ùå îïðàâè èãðàòà ñ 2-3ïà÷à, íî äî òîãàâà âñè÷êè ùå ñà ñè âòúëïèëè â ãëàâàòà, ÷å èãðàòà "ñúêñ".

    Àìè àêî èñêàø ïðåç 5 ìèíóòè äà ëîóäâàø, çàùîòî 1 äèâà ñâèíÿ òè å ðàçêàòàëà ôàìèëèÿòà, äîêàòî íà ïî-ìàëúê ëåâúë ñè ñïóêâàë îðêè îò áîé - èãðàé ñè ÿ.

    Àç íÿìà äà ñå ìú÷à. Öÿëà ñóòðèí ñå ìú÷à äà ìèíà åäíî íåùî, íî ïîñòîÿííî áúãîâå ìå ñïúâàò.
    AorusUltra | R9 5950X | 4x8 RoyalZ 3600CL14 | 9600GT (yes) | Strider 1200 Gold | 55" QLED UHD | Z-5500

  15. #15
    Banned Gam3Ra's Avatar
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    Òî÷íî òàêà, áúãîâåòå ñà ìíîãî è àç â ìîìåíòà ñïðÿõ äà ÿ èãðàÿ, ùå ÷àêàì ïà÷ äà ìè îïðàâè ïðîáëåìèòå (èìà ñåðèîçíè áúãîâå, êîèòî ïðå÷àò èçïúëíÿâàíåòî íà ìèñèèòå). Àêî ñå íàó÷èø äà ñå áèåø íèêîå ïðÀñå íÿìà äà òå ñïèðà. Ëîøîòî å, ÷å íàïðàâèø ëè åäíà ãðåøêà â áèòêà è êðàé.. æèâîòíîòî òå êúëöà êàòî êîêîøêà ÷åðâåé

  16. #16
    Registered User
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    Õàõ, ÐÏÃ! Âúîáùå íÿêîé èãðàë ëè å ÐÏÃ-òà òóêà ÷å è ñå êåôèòå òîëêîâà íà òàÿ ìàöàíèöà?
    Òâà çà ìåí ñè å îò÷àÿí îïèò äà ñå ñìåñè 3Ä Øóòúð ñ ìàëêî ÐÏà åëåìåíòè, êîèòî òîëêîâà òúïî ñà âêàðàíè â ñèòóàöèÿòà, ÷å ìè ñå ïîâäèãà! Èãðàë ñúì è ïðåäíèòå 2 ÷àñòè è îò òÿõ íå áÿõ îñîáåíî î÷àðîâàí, íî òîâà òóêà âå÷å ñè å ïîäèãðàâêà. Îñâåí ÷å íÿìà íèùî íîâî, íî è íà âñè÷êîòî îòãîðå ñàìî òà*àê ñè ïðàâÿò ñ õîðàòà! Ïîíå äà ÿ áÿõà îïòèìèçèðàëè ìàëêî! Íà ëàïòîïà ìè ñè èãðàÿ ïðå ñïîêîéíî Îáëèâèúí, íî òóêà ïîâå÷å îò 10ôïñ íå ñúì âèæäàë!

    Ï.Ï. Õàéäå íÿêîé äåòî òâúðäè ÷å áèëî ÐÏà òîâà, äà íàçîâå ìàëêî ôàêòè, ÷å àç íåùî íå ãè âèæäàì.
    Ï.Ï.Ï. Íå ñå îïèòâàì îáèäÿ ÍÈÊÎÉ, òàêà ÷å áåç íàïàäêè, ïðîñòî ñúì àäñêè âúçìóòåí, îòâðàòåí è ò.í. îò ãåéì èíäóñòðèÿòà íàïîñëåäúê!

  17. #17
    The Truth is Out There The Salton Sea's Avatar
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    Àáå "òîâà íåùî" å íàé-ãîëÿìàòà ãðåøêà â èñòîðèÿòà íà ñîôòóåðà ..... Ìîæå ëè ñëåä 20 ïðåèíñòàëà è ñúîòâåòíèòå ïà÷îâå (ìàé äâà ïà÷à ñúì ñëîæèë ... ) è òàêà è äà íå âèäÿ ÍÈÒÎ ÅÄÍÀ ÒÅÊÑÒÓÐÀ ..... Äâà ïúòè ïðåèíñòàëèðàõ "áîçàòà" , ïðîáâàõ îìåãè è êàòàëèñòè , ñ êëîê è áåç êëîê .... Ïðåèíñòàëèðàì ÿ çà ïîñëåäåí ïúò , ñëåä êîåòî ìèñëÿ äà îòñêî÷à äî êóõíÿòà , ÷å íå ñúì ïðîáâàë "ìàíäæà ñ äâä äèñê â ìèêðîâúëíîâà"


    Gothic 3 - Íîâèÿò PC-Killer - òîâà äà ñå ÷åòå áóêâàëíî ....
    Last edited by The Salton Sea; 24th December 2006 at 23:54.
    [PS5]


  18. #18
    Registered User superninja's Avatar
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    èãðàòà âúðâè ïåðôåêòíî íà 4GB DDR3 RAM è 2 nvidia 7900GX2 íà äâóÿäðåí , äâóïðîöåñîðåí.Àç ÿ èãðàõ â åäèí ïðèÿòåë

  19. #19
    White awesomeness z0ne's Avatar
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    Quote Originally Posted by superninja View Post
    èãðàòà âúðâè ïåðôåêòíî íà 4GB DDR3 RAM
    Äîáðå,äîáðå.ß ïèòàé òâîÿ ïðèÿòåë îò êúäå çàêóïè ïàìåòòà è àç äà ìó áîäíà íà ìîÿ åäíà

  20. #20
    Registered User Black Hawk's Avatar
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    Ïðåæàëèõ ñå è íàïðàâèõ úïãðåéä ñïåöèàëíî çà Ãîòèêà, íî ñ êîíôèãóðàöèÿòà îò ïîäïèñà ìè îïðåäåëåíî íå ñå èãðàå ãëàäêî
    Íà ìåñòà ñå óñåùà ëèïñàòà íà ïàìåò è çà ïî 20-30 ñåêóíäè ÷åãúðòà îò õàðääèñêà.. äîñòà äðàçíåùî. Äà å èçëèçàë íÿêàêúâ performance patch ñêîðî?
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  21. #21
    Registered User __SpOO__'s Avatar
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    Quote Originally Posted by Black Hawk View Post
    Ïðåæàëèõ ñå è íàïðàâèõ úïãðåéä ñïåöèàëíî çà Ãîòèêà, íî ñ êîíôèãóðàöèÿòà îò ïîäïèñà ìè îïðåäåëåíî íå ñå èãðàå ãëàäêî
    Íà ìåñòà ñå óñåùà ëèïñàòà íà ïàìåò è çà ïî 20-30 ñåêóíäè ÷åãúðòà îò õàðääèñêà.. äîñòà äðàçíåùî. Äà å èçëèçàë íÿêàêúâ performance patch ñêîðî?
    Ñ åäèí ãèãàáàéò ïàìåò å ïðîñòî àáñóðäíî äà î÷àêâàø 'ãëàäêà' èãðà. Êàêòî íàïèñàõà èãðàòà äîðè è ïðè 2GB ñè íàêúñâà è çàìèñëÿ ëåêè÷êî îò âðåìå íà âðåìå, à ñ 1GB ñè å ïðîñòî ìú÷åíèå äà ÿ èãðàåø. Äà ñè ïðèçíàÿ è àç ñïåöèàëíî çàðàäè Gothic-à úïãðåéäíàõ äî 2GB
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  22. #22
    White awesomeness z0ne's Avatar
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    Location: Õàñêîâo
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    Àáå äà òè êàæà è ñ 2GB ñè ÷åãúðêà.Òîâà ñè å ïðîñòî íåîïòèìèçàöèÿ â ïðîäóêòà íà Ïèðàíèòå. ñïèñàíèå GamesWorkshop èìàøå îêîëî 2 ñòðàíèöè êàê ìîæåì äà ñè îïòèìèçèðàìå Gothic 3.Êàêòî âèæäàø èçëèçàò ïî÷òè âñåêè äåí êóïèùà ïà÷îâå ñ ñòðàõîòåí ðàçìåð.Èìàì ÷óâñòâîòî,÷å àêî ñúáåðà MB-òèòå íà ïàò÷îâåòå ùå ïîëó÷à ~ ðàçìåðà íà èãðàòà.

  23. #23
    Dreamer alcek's Avatar
    Join Date: Jan:2007
    Location: Rousse
    Posts: 896
    Ïî÷òè íå îñòàíà ãåéìèíã ñïèñàíèå,êîåòî äà íå ïîñî÷è èãðàòà êàòî ñîôòóåðåí ïðîâàë.Èñêðåíî âè çàâèæäàì çà æåëàíèåòî ñ êîåòî ñè ÷óïèòå ãëàâèòå ñ òîâà íåäîíîñ÷å.Êàòî ôåí íà èãðàòà ñìÿòàì ÷å ðåëèéñà â òîçè âèä å ïðåñòúïëåíèå! Òîëêîâà æàëêî...íàïîñëåäúê íå îñòàíàõà ñâåñòíè èãðè,îò êîåòî(+ãîëåìèòå î÷àêâàíèÿ) îùå ïîâå÷å ìå çàáîëÿ.

  24. #24
    White awesomeness z0ne's Avatar
    Join Date: Feb:2002
    Location: Õàñêîâo
    Posts: 13,331
    ×åñòíî êàçàíî çà òîçè áóëàìà÷ íå ñè ñòðóâàò âñÿêàêâè úïãðåéäè

  25. #25
    user-friendly 0wn3r's Avatar
    Join Date: Mar:2006
    Location: Bulgaria,Plovdiv
    Posts: 1,165
    Îíèÿ äåí áÿõ ó 1 ïðèÿòåë äà ìó êëîêâàì ïðîöåñîðà è ðåøèõ ïðåäè òîâà ìàëêî äà ìó òåñòâàì ñèñòåìàòà.
    c2d e6400
    2GB ddr2 667
    7900gs

    Âñè÷êî îò èãðàòà íà ìàêñ íå óñåòèõ ëàã (ôðàïñ 30ôïñ ìèíèìóì) íèêàêúâ øóòúðèíã è ò.í. Ïðè ìàêñèìàëíè íàñòðîéêè íà òàçè êîíôèãóðàöèÿ èãðàòà âúðâåøå ïî-äîáðå îò Îáëèâèúí .
    believing

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