Two Worlds 2
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BearishSun




Posts: 4484

PostPosted: Fri, 9th Sep 2011 10:51    Post subject:
Overlord123 wrote:
http://worthplaying.com/article/2011/9/7/patch/83219/

This patch needs a new keygen, the reloaded one doesn't work anymore. Sad


Motherfucker of a patch...wish I read that before.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Tue, 13th Sep 2011 00:02    Post subject:
Two.Worlds.II.Patch.v1.3-RELOADED

Contains a new keygen.
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Sertorius




Posts: 1652

PostPosted: Tue, 13th Sep 2011 01:56    Post subject:
yep, hope this time, the keygen will work WELL, uh. Had always big big prob' with his keygen, but anyway, the patch 1.3 improves 3D effects, could be nice. However, on Nvidia forum reactions are not so good.
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 13th Sep 2011 07:39    Post subject:
still expansion pack comes soon


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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JBeckman
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Posts: 35005
Location: Sweden
PostPosted: Tue, 13th Sep 2011 07:47    Post subject:
Going through the 1.3 .wd archive all the DX10 shaders were updated, this patch also contains updates to Two Worlds 2's .par file which requires a new game to take full effect but it's not necessary. (Old saves still compatible and apparently the .par changes aren't that major.) also contains many additions and fixes such as crossbows (not in the game.) and engine updates for the expansion coming next month. Smile
(And probably much more, it's a pretty large patch.)
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power55




Posts: 10

PostPosted: Tue, 13th Sep 2011 12:13    Post subject:
The new Keygen ist not working with 1.3 Patch .At Chapter 1 it asks for a Serial again (my savegames) Sad
Tried 3 different generated Keys/Activation of the game -> no luck.
Only the old fixed Keygen from version 1.0 workes with Patch 1.2.
Need working Keygen.
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lolozaur




Posts: 26310

PostPosted: Tue, 13th Sep 2011 13:29    Post subject:
addon date

This product will be in stock on Tuesday 20 September, 2011.
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xExtreme




Posts: 5810
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PostPosted: Tue, 13th Sep 2011 13:48    Post subject:
power55 wrote:
The new Keygen ist not working with 1.3 Patch .At Chapter 1 it asks for a Serial again (my savegames) Sad
Tried 3 different generated Keys/Activation of the game -> no luck.
Only the old fixed Keygen from version 1.0 workes with Patch 1.2.
Need working Keygen.


Did you tried to enter the serial again ? As far I remember was the same when the game came out, when you finished the prologue/tutorial etc and going to chapter1 was asking for the key once again, so try to enter it again and see if it works.
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human_steel




Posts: 33269

PostPosted: Tue, 13th Sep 2011 13:51    Post subject:
lolozaur wrote:
addon date

This product will be in stock on Tuesday 20 September, 2011.

Pirates of the Flying Fortress?
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power55




Posts: 10

PostPosted: Tue, 13th Sep 2011 13:58    Post subject:
xExtreme wrote:
Did you tried to enter the serial again ? As far I remember was the same when the game came out, when you finished the prologue/tutorial etc and going to chapter1 was asking for the key once again, so try to enter it again and see if it works.


Yes 3 times.I mean i tried 3 completly new activations and tried to enter the activation code again at chapter1 with an error message , wrong serial Sad
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Tue, 13th Sep 2011 14:25    Post subject:
JBeckman wrote:
Going through the 1.3 .wd archive all the DX10 shaders were updated, this patch also contains updates to Two Worlds 2's .par file which requires a new game to take full effect but it's not necessary. (Old saves still compatible and apparently the .par changes aren't that major.) also contains many additions and fixes such as crossbows (not in the game.) and engine updates for the expansion coming next month. Smile
(And probably much more, it's a pretty large patch.)


Sounds nice. I'll wait for the expansion to start the game again. Also, I need to take a look at the INSIDE Two Worlds forums to see if they made progress on the mod manager or whatever they were working on...
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danger1911




Posts: 430
Location: BrightFalls
PostPosted: Wed, 14th Sep 2011 17:29    Post subject:
power55 wrote:
xExtreme wrote:
Did you tried to enter the serial again ? As far I remember was the same when the game came out, when you finished the prologue/tutorial etc and going to chapter1 was asking for the key once again, so try to enter it again and see if it works.


Yes 3 times.I mean i tried 3 completly new activations and tried to enter the activation code again at chapter1 with an error message , wrong serial :(


Did you blocked TwoWorlds2.exe and TwoWorlds2_DX10.exe in the firewall?


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pcverden




Posts: 135

PostPosted: Sat, 17th Sep 2011 04:40    Post subject:
Found a workaround to the serial problem that happens between each chapter ingame.

1. Continue as far as you can until you got no other option then to save and exit.
2. Open Run... in your start menu and type "regedit" without the " ".
3. Open the following directories:
-HKEY_CURRENT_USER
-Software
-Reality Pump
-TwoWorlds2
-Serial Key
4. Find the Registered value and double click it and change it from 1 to 0.
5. Restart the game and load up the savegame made right before you got forced out.
6. Redo the serial again just as you did when you installed the game and it should work.

You will need to do this for each of the 5 chapters, but it should work for all without having to reinstall the game as a workaround. Not experience any problem with this method myself and I've done it for 2 chapters so far in 1.3. Just make sure TwoWorlds2.exe and TwoWorlds2_DX10.exe are blocked at all times and you do the phone activation process.
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JBeckman
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Location: Sweden
PostPosted: Sun, 18th Sep 2011 15:04    Post subject:
Tweaking things a bit but it's still very noticeable that the update improved part of the visuals as well via things like those patched shader files, water looks great now for example and not just the working waves (ATI specific issue.) but even smaller streams and the like.


(With or without fog, clearer makes it easier to see what I mean when having fog disabled.)
(EDIT: Could do with slightly better tiling though, ha ha.)

Will be very interesting to see what Temptation offers but the various bits of info I've picked up seem really nice, DX11 support for example (But without tessellation though it has some other tricks instead.) - http://translate.google.co.uk/translate?sl=de&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fwww.pcgameshardware.de%2Faid%2C841012%2FTwo-Worlds-2-Pirates-of-the-Flying-Fortress-Infos-zur-Technik-sowie-erste-Eindruecke-des-neuen-3D-Modus-von-der-Gamescom-2011%2FRollenspiel-Adventure%2FTest%2F&act=url

And it's apparently being released in two days. Smile

https://secure.zuxxez.com/shop_new/
(24.99 addon version specifically, I guess 29.99 is the stand-alone edition and that 9.99 is just the prima guide.)
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Sun, 18th Sep 2011 15:09    Post subject:
You mean Pirates of the Flying Fortress. Temptation was supposed to be the expansion to the first game.


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JBeckman
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Location: Sweden
PostPosted: Sun, 18th Sep 2011 15:16    Post subject:
Hah, I still keep calling it that it seems. Smile
(As you said Temptation being the first work on Two Worlds 2 but initially as the first true expansion pack for Two Worlds 1, pretty easy to see since most armors, weapons and creatures transitioned over without much being changed though a lot was cut entirely as well but as those screens in that article shows quite a bit of that is now back again.)

(Dryad and Hell Lord / Badagris for example were both in Two Worlds 2 but unused aside from spawning as rough templates via console commands, same with numerous Orc variants and some of the boss mobs but I think I listed most of that earlier.)

EDIT: Making so many characters humanoid kinda backfired also but the results are more hilarious and funny than buggy or weird, idling Varn's, Grom's and Scapulari exists in different shapes (Though not playable normally you can wear them/their armor without issue.) and they often do humanoid things, gathering around campfires to grill (hotdogs actually.) drinking beer, talking to one another and other stuff albeit without a invisibility spell not many will ever notice this behavior. Razz
(That character builder mod relies heavily upon this. - http://www.insidetwoworlds.com/showthread.php?t=33071 )
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JBeckman
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Posts: 35005
Location: Sweden
PostPosted: Mon, 19th Sep 2011 17:22    Post subject:
Released. Smile

EDIT: Not exactly the best terms but the price was OK and once it's on the net via alternate means there's no need for anything but the serial anyway. Razz



http://img831.imageshack.us/img831/3641/12345gj.jpg

EDIT: And the download speed has it's own explanation, moving on to fiber in October but until then I've been using a 2/1 MB connection as a backup.
(Yeah sure it takes a hour or more for large files but it's not a big deal.)


Last edited by JBeckman on Mon, 19th Sep 2011 17:26; edited 1 time in total
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Mon, 19th Sep 2011 17:26    Post subject:
The expansion? I believe we'll only need a new keygen for the game itself and another one for the expansion, besides the actual files of the expansion, of course.

Edit: Oh, I see that the setup is just an exe. It should pop up somewhere anytime now then.
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Smikis.




Posts: 1994

PostPosted: Mon, 19th Sep 2011 17:29    Post subject:
cmon gif!
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Mon, 19th Sep 2011 19:41    Post subject:
How's it going JB?


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JBeckman
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PostPosted: Mon, 19th Sep 2011 19:44    Post subject:
It just finished downloading and is now being unpacked and readied for installation, took longer than I expected but it's going well. Smile

EDIT: Game is built on 1.3 so there's no changes as such, Multi5 (With some additional subtitle only translations.) and it adds rather few files but relies heavily on existing data I believe. Smile
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Mon, 19th Sep 2011 19:53    Post subject:
Nice, I would have expected to add quite a lot of stuff to the game itself too, but I believe this is good too. It would be really nice if they would release the SDK after this expansion. So many modders are still waiting for modding tools to fix some of the stuff in this game.


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proekaan
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PostPosted: Mon, 19th Sep 2011 19:58    Post subject:
Thanks for the headsup,bought it too. Razz


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Mister_s




Posts: 19863

PostPosted: Mon, 19th Sep 2011 20:00    Post subject:
Up for a mini-review comparing the vanilla game to vanilla game + expansion Beckman? The game was fun, but it had too many quirky things and balance issues.
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prudislav
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PostPosted: Mon, 19th Sep 2011 20:01    Post subject:
JBeckman wrote:
With some additional subtitle only translations
can you say which subtitle translation are there?
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OnBoard




Posts: 2012

PostPosted: Mon, 19th Sep 2011 20:21    Post subject:
Finally got back to the game a few days before the 1.3 patch (bought the royaly edition and only got 3 hours in last year) and now the expansion is out already Very Happy

Got few days of gaming in and really enjoyd the game, as I was finally strong enough to kill few of the wolfmen. Then sold mobo/cpu/memory away and still waiting last of new parts to arrive.. I really want to get back to it, but at least I got to play it first time with latest patches Smile

btw. is there a fix for the DX10 mode as it causes total freeze after an hour or so. DX9 is fine, but it isn't as pretty :/


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JBeckman
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PostPosted: Mon, 19th Sep 2011 20:27    Post subject:
DX10 works without any problems here, it will use more memory however, alt-tabbing causes the low-ram Windows error eventually so I rarely use it with this game now.
(Also you might want to disable AA 4x if you use DX10 as that will really hit performance and strain the GPU, FXAA hack works pretty well with this game instead.)

I just finished the intro of PoTFF which was fairly lengthy but implemented very well, long cutscenes and narrative with quite good animations and dialouge (Game is still very humorous but the expansion takes a very serious tone or so has been my observation even this early on in the game.) a lot of new environments to explore albeit the main quest as is offers a little under what the main campaign does (10 - 15 hours at most I believe with the original at around 20 - 30 hours.) side quests likely extend this further and I don't know yet how large the new area is.

It is however fully separated from the main game but you can import your old character and whatever his stats and equipment was, as it is based on 1.3 any mod that has been updated will work just fine also. Smile

Not very far into the game at all so not much else to say for now. Smile
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Mister_s




Posts: 19863

PostPosted: Mon, 19th Sep 2011 20:31    Post subject:
Damn, so no integration into the main game fixing things. What a shame Sad I guess I'll wait for the GOTY edition and fire it up.
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JBeckman
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PostPosted: Mon, 19th Sep 2011 20:47    Post subject:
Patch 1.2 and 1.3 should have fixed whatever remains in the default Two Worlds 2 campaign, 1.3 does a number of changes to some of the core files inside that update_1_3.wd archive including the quest container and parameters file.
(Both which require a new game to take full effect.)

But yes the two are fully separated with PoTFF using a entirely new area from how I understood it.

Also they changed the main characters voice but apparently that had been requested by the fan community. Smile







or

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Last edited by JBeckman on Mon, 19th Sep 2011 20:49; edited 1 time in total
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OnBoard




Posts: 2012

PostPosted: Mon, 19th Sep 2011 20:49    Post subject:
JBeckman wrote:
DX10 works without any problems here, it will use more memory however, alt-tabbing causes the low-ram Windows error eventually so I rarely use it with this game now.
(Also you might want to disable AA 4x if you use DX10 as that will really hit performance and strain the GPU, FXAA hack works pretty well with this game instead.)


You on AMD or NVIDIA? What I found on interwebs, seemed like it was nvidia issue.

Was 40fps+ with AA on DX10 and double that on DX9. FXAA I'd like to test very much, but hoping for driver implementation. Have a feeling we won't see that before BF3 is released.


LG 27UD58 27" 4K IPS | ASRock Z87M Extreme4 | i7-4770K @4.2GHz delid/reseal | Phanteks PH-TC14PE | Palit GTX 1070 Super JetStream coming! - Gigabyte GTX 970 G1 | 16GB G.Skill Sniper 1866Mhz | Samsung 850 EVO 250GB + Kingston UV400 480 GB | 2TB HDD | Fractal Design Newton R3 600W Platinum | Aerocool DS Window White | Logitech G9x | Corsair K70 Cherry MX Brown (MX Clear spacebar mod) | W10 Pro x64
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