Author Topic: The Witcher THREAD - Update: Patch 1.3, SDK/Editor, New Adventure released!  (Read 3438 times)

Offline MysterD

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The Witcher THREAD - Update: Patch 1.3, SDK/Editor, New Adventure released!
« on: Tuesday, January 23, 2007, 08:54:19 PM »
New interview on The Witcher w/ CD Projekt

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How modding-friendly is Witcher‘s engine? Will players be able to create their own buildings, weapons, armors or even a complete new adventures?

We created our own toolset. It is named Djinni. It will be added with The Witcher. You can modify everything in the game using it, although some things would require 3D graphic programs and lots of plugins. Also some programming knowledge would come in handy.

You’ll be able to easily modify all the statistics, preferences, characters, etc. It will be possible to create new quests, although building locations from the beginning won’t be that easy. But you can always use and modify existing ones.
Always good to know a game will have its SDK/Toolkit released. :)

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Every single released screenshot or gameplay video looks simply great, graphics is stunnig, animations are very realistic. What will be the official hardware requirements (minimal and recommended)?

Final requirements will be announced soon.
I wonder what they'll be like...

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Any clue, how many hours will the player take to finish the main quest?

It will take approximately 40 hours to complete the main plotline.
Sounds good.

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What about side quests? (how many side quest, something about rewards – maybe unique items?)

Side quests are about 10 % of the game. Witchers are master swordsmen, and they do not prefer other weapons (but of course they can use any). You can upgrade your witcher sword, and minor upgrades are for example a reward for completing a side quest. You can also receive some alchemy tips, some ingredients, items and many more! There is a special sort of side quests – contracts to kill monsters. This is every witchers usual day at work :). This one mostly profits with financial benefits.
Always good to have side quests. :)


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Witcher is clearly designed as a game for one player. Anyway, do you intend to include at least some basic multiplayer modes? If yes, describe them a little bit.

There will be no multiplayer mode. As I said the idea for the game was to tell a story, and that excludes a multiplayer option.
Okay.


SCREENIES:





« Last Edit: Thursday, April 10, 2008, 01:39:51 PM by MysterD »

Offline Quemaqua

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Re: The Witcher THREAD
« Reply #1 on: Tuesday, January 23, 2007, 08:59:09 PM »
The game looks very impressive, and I get the impression it's going to be pretty focused.  Honestly, I could go for that about now.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline MysterD

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Re: The Witcher THREAD
« Reply #2 on: Tuesday, January 23, 2007, 09:01:09 PM »
Que will love the violence, I bet.... hehe

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So sawed off limbs flying all over the screen, liters of blood raining on the ground and guts hanging out from heroe’s sword will be nothing special?

The game is bloody, but realistic, not a complete gore :). Geralt is a natural born killer, specializing in monster slaying, and although he is never looking forward for starting a pointless fight, he is ready to eliminate any other being acting hazardous too. It is easier if you’ll understand his occupation – what’s the point in risking your life, if you won’t be paid good for that ? Geralt is an extremely skilled sword fighter, and much stronger than normal people. He is able to perform plenty attacks that will bring fatal ending for his enemies. So it happens that some limbs get chopped of, this is just a very effective way to ensure that the opponent won’t be causing further problems :).

Offline MysterD

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Re: The Witcher THREAD
« Reply #3 on: Monday, February 05, 2007, 03:40:40 PM »
Atari to distribute The Witcher this Fall

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The Witcher Deal [February 05, 2007, 2:33 pm ET] - Viewing Comments
Atari announces a deal whereby they will market and distribute The Witcher, CD Projekt's action/RPG that's due for release this fall:

    NEW YORK, February 5, 2007 – Atari, Inc. (Nasdaq: ATAR), one of the world’s most recognized brands and a third-party video game publisher, and game developer CD Projekt Sp. z.o.o. today announced that the companies have entered into a publishing agreement for The Witcher, whereby Atari will market and distribute CD Projekt’s upcoming fantasy role-playing game (RPG) throughout North America. The Witcher is scheduled for release on Games for Windows, the new brand optimized for Windows XP and Windows Vista, in North America in Fall 2007.

    The Witcher transcends traditional fantasy role-playing by throwing players into a unique world rife with political intrigue, in which the lines between good and evil are blurred. Based on the world created by best-selling Polish author Andrzej Sapkowski’s novels, The Witcher casts players as Geralt, a legendary monster slayer and master swordfighter with supernatural abilities and reflexes. The Witcher presents a fresh approach to traditional role-playing, blending an expansive, twisting plotline – in which the impact of individual decisions can drastically alter the outcome of the game – and fast-paced combat against a wide variety of foes. Using advanced graphics and physics systems, The Witcher delivers brutal action, multi-faceted RPG options and an intriguing story to engulf all players who dare.

    “The Witcher is a tremendous game that has been on everyone’s radar since CD Projekt began development,” said Jeremiah Cohn, Product Manager, Atari, Inc. “With this publishing deal, Atari continues its quest to bring highly impressive titles to North America and we have our sights set on making The Witcher one of the most anticipated RPGs of the year.”

    “We are delighted to begin a mutually beneficial relationship with Atari, a publishing partner that shares our commitment to delivering a top-quality role-playing game,” said Michal Kicinski, Joint CEO of CD Projekt. “We are very much looking forward to working with Atari to bring this distinctive fantasy world that we love to a broad audience.”

    For more information about The Witcher visit www.thewitcher.com and for more details about Atari’s entire product line up visit www.atari.com.


Offline Quemaqua

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Re: The Witcher THREAD -- Atari to distribute The Witcher this Fall 2007
« Reply #4 on: Monday, February 05, 2007, 04:01:08 PM »
Stop making games!  I can't buy them anymore!!  I hate you all!!!

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline MysterD

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Re: The Witcher THREAD -- Atari to distribute The Witcher this Fall 2007
« Reply #5 on: Monday, February 05, 2007, 04:27:28 PM »
Stop making games!  I can't buy them anymore!!  I hate you all!!!

Hey, you got til the Fall to come up w/ $40-50.

Or, you can wait even longer until it hits that nice $20 bargain bin mark. :P

Offline Pugnate

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Re: The Witcher THREAD -- Atari to distribute The Witcher this Fall 2007
« Reply #6 on: Monday, February 05, 2007, 04:45:01 PM »
Stop making games!  I can't buy them anymore!!  I hate you all!!!

haha...



Offline Xessive

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Re: The Witcher THREAD -- Atari to distribute The Witcher this Fall 2007
« Reply #8 on: Thursday, February 08, 2007, 06:18:31 PM »

Offline MysterD

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Re: The Witcher THREAD -- Atari to distribute The Witcher this Fall 2007
« Reply #9 on: Saturday, February 10, 2007, 07:52:37 PM »
I bet they picked Aurora to prove that Obsidian didn't do the best they could :P Honestly The Witcher's screenshots are looking way better! Hehe

Witcher looks very good, graphically.

Hopefully, upon release, The Witcher run much better than NWN2 did upon its release.

Offline Xessive

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The Witcher: Patch 1.2a Released
« Reply #10 on: Monday, March 10, 2008, 06:15:05 AM »
The Witcher Patch 1.2a

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This patch is designed to correct an occasional compatibility issue found between the download version of The Witcher and Patch 1.2

Offline MysterD

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Re: The Witcher THREAD -- Atari to distribute The Witcher this Fall 2007
« Reply #11 on: Friday, March 14, 2008, 01:54:33 PM »
D'Jinni Toolkit and A Mod for Witcher have been postponed on its release that was supposed to be actually today, which was do to "legal issues."

Expect them in the end of March, possibly



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D'jinni's release delayed until the last week of March

14.03.2008 10:38Comments: 46

We would like to apologize everyone, who impatiently awaited today's release of the D'jinni adventure editor and the first official adventure "The Price of Neutrality". Unfortunately, due to unforeseen circumstances (legal issues concerning making and publishing of mods), the release of the adventure editor has to be delayed until the last week of March. We are sorry again and we thank for understanding. We will also make all possible efforts in order to avoid any other delays and to provide new additions, that will meet your expectations.

Correction: Unfortunately, the release date of D'jinni + new adventure has been changed from the next week to the last week of March.

Offline MysterD

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Re: The Witcher THREAD - Update: D'Jinni SDK and Mod #1 DELAYED b/c of legal iss
« Reply #12 on: Friday, March 28, 2008, 02:27:28 PM »
Interview w/ Mateusz Kanik of CDPR, who is a game designer.

To be more specific, he is The D'Jinni Team Leader (for The Witcher).


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With all the excitement about the soon to be released toolkit "D'Jinni" comes questions. The Witcher Vault was lucky enough to sit down with the Mateusz Kanik, a designer and D'Jinni Team Lead at CD Projekt Red. He was nice enough to answer some questions about the toolkit. Mateusz gave us some great information about what to expect and some things to look forward to.

Witcher Vault: What type of experience will someone need if they would like to use the toolkit to create a mod?

Mateusz Kanik: Toolset is dedicated rather to experienced moders. But it also depends on what we want to do with it. Displaying placeables on the map, creating dialogues or simple quests are tasks which can be handled by anyone with the slightest ardor. Building a vast adventure however, scripting elements or creating entirely new models - these are the tasks for experienced people. This is almost the same tools that we used to create The Witcher game. So it has really hudge possibilities, but on the other hand, it's rather hard to master. That's why we want to support modding community as much as we can.
Sounds like many game SDK's.

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WV: To what extent will players be allowed to modify files using the toolkit?

MK: You cannot modify game using Djinni. You can only create new adventures by it. We don't want to give possibility less experienced players to broke the game. But as I mentioned before, players will get a tool almost the same that we used while creating The Witcher. So potentially they will have the same possibilities as we did when they are creating new adventures.
Very cool.

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WV: Modding has always been a big hit among players. The mods that are created always seem to bring new excitement to the game. Are you looking forward to seeing what the players can come up with?

MK: Of course we are. Surely we will try out most of the adventures prepared and made available by the players. We are also planning to start up a website on which one will be able to upload his modules. Of course the available modules will be rated and commented. We don't exlude the possibility of granting "quality marks", which will be reserved only for the best adventures. Community is very important to us.
Sounds cool to me.

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WV: Will the staff at CD Projekt be creating any mods of their own? If the staff does create something, will it be available for all the players to try out?

MK: Yes, of course you can expect official adventures under the auspices of CD Projekt RED. For instance we are releasing first official adventure with patch 1.3. You'll be able to play totally new quests placed before story of the game. We want to support our modding community as much as possible so we will be releasing our modules too. We also will try to show some hints, tutorials and so on. You shoulnd't be dissapointed at all!
That's cool that CDPR plans to add more adventures themselves, even what sounds like after Witcher: Enhance drops.

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WV: Finally, do you have an words of advice for anyone wanting to attempt to make a mod with the toolkit?

MK: First is good idea. You should have really splendid idea. When you have it very important is to build the quests around this idea, psychological traits, and relationships of the NPCs, and getting them involved. There should be cohesion with an idea - for instance even side quests should be logically connected with main plot. When main idea of your adcenture is love - put love everywhere you can! Second thing is modding/scripting experience. If you don't have it - learn it! It's not so hard, really. Read forums, tutorials, and try to experiment by yourself. And Third thing - your first adventure shouldn't be hudge. Try to finish small one at the beginning. Master the toolset and then start with something more ambitious. So basicly it's enough to have a lot of ideas and suitable motivation. The rest will come itself for sure!

WV: Thank you so much Mateusz for taking the time to answer some of our questions. We are very excited about the release of the D'Jinni toolkit and can't wait to see what everyone comes up with!

Offline MysterD

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Re: The Witcher THREAD - Update: New D'Jinni SDK Interview
« Reply #13 on: Saturday, March 29, 2008, 06:10:07 AM »
ComputerAndVideoGames.com has a look back w/ Michal Madej of CDPR on The Witcher.

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Looking Back... The Witcher
28-Mar-2008 Interview: Will Porter talks Polish fantasy, racism and soft porn with its chief designer Michal Madej

What have the Polish ever done for us? I mean apart from coming over here with a strong work ethic and doing plumbing, building, coffee-making, bartending and vegetable picking in the middle of winter? Well, what they're starting to do is develop some mighty fine games.

The most recent example of this is The Witcher, developed by CD Projekt. A development team comprised of a hardy bunch of individuals that cut their teeth by translating RPG heavyweights like Planescape: Torment and Baldur's Gate into Polish.

Somewhat controversial in that it allows the player to collect sexy ladies in rude stances, but nevertheless a fine outing in roleplaying, the thinking behind this mature-themed RPG adaptation ran deeper than the designers' overindulgence in female flesh suggests...

BIG IN POLAND
Madej: The initial idea was to create a fantasy RPG based on a known franchise. We started talking to Interplay about making a PC port of Baldur's Gate: Dark Alliance, and after some time and some problems, we started looking for something else.

We realised Andrzej Sapkowski's Witcher saga would be great. First of all, he's our own Polish writer and because he has a new vision of fantasy his work was fantastic to turn into a game. It was inspiring, it was unique, it was fresh, and while we had to translate the IP to other territories and that would be a challenge, we knew it would be a success.

In Poland, Russia and the Czech Republic, people are crazy about his work. I believe he's as popular as Tolkien, or even more so. Everyone went crazy about the game when it was released. In these countries it's not just a game - it's more like a cultural event. We had mainstream newspapers writing about it, it was on TV, everywhere. He's the most popular Polish writer today - and not just in fantasy writing - he's just the best Polish writer.
I knew he was popular overseas, but damn -- I didn't know his stuff was *that* popular over there.
How come it really never took off over here?

Maybe The Witcher game will really help more of Sapkowski's works sell over here in the US.

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AUTHOR'S NOTE
Madej: Andrzej Sapkowski is quite an old guy - he's almost 70 - and because there was an incredibly bad movie in Poland based on his books he'd had bad experiences. He was really afraid that we'd make a bad game.

Initially he said 'I've sold you the license, I just want the money, I'm not interested,' but after one or two years, he realised that it looked good, and the story was interesting, and got more and more involved. He began to help us to create the map of the world, which was something he'd never done before.

He was really excited - by the end he said it was the sort of thing that he'd always wanted to create.
Him saying that was almost as important as what gamers thought and the review scores we got. We had created something that even the original author found exciting.
Wow, that's pretty awesome -- to have the original person who originally had no interest in the game just take interest in what other people were doing with his own IP and then actually jump aboard and help out.

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DECISION MAKING
Madej: Sapkowski's books are different from the usual fantasy books, as you don't have the eternal struggles between dark and light. You don't have good and evil in his books - just shades of grey, having to choose between lesser evils. So it was important to have choices in the game that were morally ambiguous. Each time you have to think to yourself 'Which one of these is right or wrong?'

Decisions have to have an effect not only on your own character's life, but also on other people's. In most RPGs, your decisions only affect you, but I feel it's more emotional if you see somebody else dying, rather than just seeing yourself change.

If you see the whole city dead because you made a key decision and those people were close to you, then that has a profound emotional effect. The core idea is that these important, emotional decisions make up the story that you're told.
Cool.

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THE QUICKSAVE CURSE
Madej: RPGs should let you save and load games - but it does destroy the illusion of choice, as you can load and reload to test what can happen when making key decisions. So we decided to separate decisions from results with large amounts of time, so that it would be impossible to reload to see a different choice's effect without replaying a large chunk of the game.

Their separation also means that when you encounter a situation that's a result of your own choices there's a cutscene that reminds you that something you did 10 hours ago actually meant something.
That's what I liked about Witcher -- that your decision in one matter might now really show any impact to way later in the game, which makes the gamer want to replay the game from scratch to see whatelse the gamer could've done.

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SOCIETY AND THE ROLEPLAY GAME
Madej: If you read Sapkowski's books, it's more like reading a newspaper. It's really smart - much more entertaining than reading about some knight going to a bad kingdom and fixing everything. They're about real problems, real people, and about our real history - it says a lot about the way we live with things like racism.

If you look around nowadays, people kill each other just because of the colour of their skin, their religions, their favourite team - small differences get people killed. Can you imagine a fantasy world in which different races like Elves and Dwarves and Humans all loved each other because they're naturally good creatures?

Sapkowski created a world that is much more real - asking what would actually happen in fantasy if those races were real people, with real emotions that are more similar to our own. It's kind of an anticipation of what would happen in a Tolkien world if characters had real feelings.
Interesting.

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ALL THOSE SEXY BITS
Madej: Sex is probably the most important element of our lives. The sex is in The Witcher because the game is about real people. It's not the main element of the game, but it exists: it's the main motivation for many characters, and it's a driving force for many plots. In real life, there are many wars that have begun because a king wanted to have sex with another queen.

We imagined that, but in a fantasy setting. We wanted to have Geralt to be able to have sex, but it's difficult to show it in the game, logistically and legally. However, we wanted to give some kind of reward to players for having sex. The cards were inspired by calendars with beautiful girls on them.

We wanted to do something like that with different postures as a reward, without showing exactly what's happening. From the beginning the European countries were the most important, so we weren't afraid of showing nudity. However, we knew the game would be released in America, so we did alternative versions for them.
Okay.

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TRANSLATION DIFFICULTIES
Madej: The Witcher was produced in Poland and written in Polish, it's based on Polish literature and uses lots of fragments from those books. So translating it into English was hard, as the languages are just so different.

In Sapkowski's writing there's a lot of swear words - and in Polish we can create thousands of swear words, it's easy to create something new. In English, there are about five ways to say it. So translating this rich vocabulary into English was simplifying things somewhat.

Also, one sentence in English will be much longer in Polish, about 20 per cent longer, just because we have longer words and so on. So, as we tried to estimate the number of words in English, we decided that it would be about 20 per cent less - that was a big mistake. You have lots of short words in English!

We made this very rough estimation of how long the English translation would be, and soon realised we had twice the amount of text to record. Which was just impossible in the time we had before the game's launch. The only way to get around it was to make the script shorter.
Very interesting.

And w/ what they plan to do w/ Witcher: Enhanced, to make the (trunctaed) English script even longer and adds tons of new voice-work is really going to be something to behold.


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THE HACK AND THE SLASH
Madej: The most interesting development of the game was the combat. The goal was to create a really exciting system, combining tactical, skill-based roleplay elements with something that was much more emotional - action-adventure, God of War-style.

If you read the books, the witchers fight in a dynamic, fast-paced way. We wanted to have the same impression as in the books: that you're playing as a professional. He's not excited at all, he's a fighting machine trained to kill in the most efficient way.

It took about a year of different prototype fighting systems to create something that was based on timing, which focuses on what's happening on screen in real time, and add some very simple choices to, in the end, create a complex, enjoyable system.

We wanted it to be simple, fluid, and focused on what's happening around you, reacting tactically and intuitively. It's there to make combat fun, cinematic and exciting - very much part of the story.
I loved the fighting system. I didn't give you the click-fest of the usual action-RPG (like Diablo), nor was it really too D&D either -- it was somewhere in-between those styles and it worked out great, I thought.

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POLISH PRIDE
Madej: Because of the Second World War and Communism, we lost about 50 or 60 years of our culture, because we were closed. We weren't able to make movies or anything for the western world, and this is one of the first times we've created something that's been a major success there.

The game has also appealed to Polish people who don't usually play games - there's this stirring sense of patriotism. But for me, the most important element was thinking about the people around the globe playing the game.

They're not thinking about it being a Polish game, but as a European game. For me, it's the game we always wanted to create - having something that can be recognised as having European qualities and culture.

Will Porter   PC Zone Magazine

Offline idolminds

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Offline MysterD

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Re: The Witcher THREAD - Update: New D'Jinni SDK Interview
« Reply #15 on: Thursday, April 10, 2008, 01:39:13 PM »
Awesome! TY Idol!

EDIT:
Patch 1.3 = 322 MB Download, which includes in it that new module.
SDK is a separate DL altogether.

EDIT:
Here are the patch notes for Patch 1.3

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======================================================
The Witcher 1.3 Module Edition
ReadMe File
February 22, 2008
======================================================
 
IMPORTANT:
Please download Microsoft hotfix from the following location when playing the game on 32-bit Windows Vista: http://support.microsoft.com/kb/940105
 
======================================================
Table of Contents
======================================================
 
1. Minimum System Requirements
2. Recommended System Requirements
3. Installation
4. Performance Tips
5. New features and fixes
6. Known Issues
7. Copyright and Trademark
 
======================================================
1. Minimum System Requirements
======================================================
 
OS (Operating System):     Microsoft® Windows® XP Service Pack 2, Vista (Operating System must be up to date with the latest fixes)
Processor:                 Intel Pentium 4 2.4GHz or AMD Athlon 64 +2800
RAM:                       1024 MB RAM for Microsoft® Windows® XP / 1536 MB for Microsoft® Windows® Vista
Video:                     128 MB Video RAM or greater with DirectX9 Vertex Shader/ Pixel Shader 2.0 support (NVIDIA GeForce 6600 or ATI Radeon 9800 or better)
Free HD Space:             8.5 GB available hard drive space
Sound:                     DirectX 9.0c compliant soundcard, plus speakers or headphones
DVD:                       DVD-ROM
 
======================================================
2. Recommended System Requirements
======================================================
 
OS (Operating System):     Microsoft® Windows® XP Service Pack 2, Vista (Operating System must be up to date with the latest fixes)
Processor:                 Intel Core 2 Duo (dual core) or equivalent AMD X2 processor or better
RAM:                       2048 MB RAM
Video:                     256 MB Video RAM or greater with DirectX9 Vertex Shader/ Pixel Shader 2.0 support (NVIDIA 7900 or faster with 512 MB of memory)
Free HD Space:             8.5 GB available hard drive space
Sound:                     DirectX 9.0c compliant soundcard, plus speakers or headphones
DVD:                       DVD-ROM
 
======================================================
3. Installation Instructions
======================================================
 
THE WITCHER MODULE EDITION UPGRADE:
1) Start Windows® XP/Vista.
2) Exit all other applications. Start the Module.exe executable.
3) You must select the same language that you used for game installation.
4) Follow the remainder of the on-screen instructions to finish installing the module.
5) You DO NOT need to install The Witcher Patch 1.1 or 1.2 prior installing the Module Edition. The game will be automatically patched to the Module Edition version 1.3.

THE WITCHER GAME:
1) Start Windows® XP/Vista.
2) Exit all other applications. Insert The Witcher disc into your DVD drive.
3) If AutoPlay is enabled, an installer will start.
4) If AutoPlay is not enabled, press the Windows® logo key + R to open the “Run” dialog.
5) Type D:Autorun and click on OK. Note: If your CD or DVD drive is assigned to a letter other than D, substitute that letter.
6) Follow the remainder of the on-screen instructions to finish installing The Witcher.
7) The game will start automatically after installation is finished.
8) Installation of DirectX®: The Witcher DVD-ROM requires DirectX® 9.0c or higher in order to run. If you do not have DirectX® 9.0c or higher installed, the installer will install the proper version.

UNINSTALL NOTES:
1) The Module Edition can be uninstalled only during the uninstallation of whole game.
2) DO NOT run file "removepatch.exe" from game's directory.
 
NOTE: You must insert The Witcher disc into your DVD drive in order to play. Don’t remove the DVD while playing!
 
======================================================
4. Performance Tips
======================================================
 
1) The following video cards should be set to run at 800x600 with Low Detail settings:
ATI RADEON 9800 Series, ATI RADEON X700 Series, ATI RADEON X1300/X1550 Series, NVIDIA GeForce 6600 GT, NVIDIA GeForce 6600
 
2) The following video cards should be set to run at 1024x768 with Medium Detail settings:
ATI RADEON X800 PRO, ATI RADEON X850 XT, ATI RADEON X1600 Series, ATI RADEON X1800 series, ATI RADEON X1950 Pro, ATI RADEON HD 2600 XT, NVIDIA GeForce 7800 GS, NVIDIA GeForce 6800 Series GPU, NVIDIA GeForce 6800 GT, NVIDIA GeForce 7600 GT, NVIDIA GeForce 7800 GS, NVIDIA GeForce 8600 GT
 
3) The following video cards should be set to run at 1024x768 with High Detail settings:
ATI RADEON X1950 XTX, ATI RADEON HD 2900 XT, NVIDIA GeForce 7800 GTX, NVIDIA GeForce 7950 GX2, NVIDIA GeForce 8800 GTS, NVIDIA GeForce 8800 GTX
 
4) NVIDIA advises to download latest drivers: http://www.nvidia.com/object/winvista_x86_163.69.html
 
======================================================
5. New features and fixes
======================================================

The Module Edition Upgrade package updates the Witcher to version 1.3 and adds the functionality of running a user editable module. The sample module has been provided, offering a couple of hours of additional gameplay, which can be altered by the user using the Module Editor. The New Game main menu offers two options now: starting the regular game, or starting new adventure (new module).

WARNING! The Witcher 1.3 Module Edition is only partially compatible with saved games from previous versions (1.0, 1.1a, 1.2). Loading older saved games is still possible but may lead to unexpected behavior and other problems. The players are advised to restart the game from the beginning using The Witcher 1.3 Module Edition.
 
Gameplay and text bugs fixed:
- Fixed various localization issues for English, French, Italian, German and Spanish languages,
- Fixed combat abilities 'Patinado' and 'Sinister' issue when proper modifier has not been applied correctly under given circumstances,
 
Code bugs fixed:
- Fixed a few random crashes in Prologue and Chapters 1, 2 and 3,
- Fixed crash in Act 4 when running near exit to lakeside from village to inn,
- Fixed game crash when using Alt+Tab, especially while loading location or game,
- Fixed dialogue camera shots on standing up characters,
- Fixed issue with 'Game Paused' text disappear occasionally after exiting game panel when game was paused during opening of a panel,
- Fixed issue with disabled attack when player holds block for a long time and then immediately tries to strike,
- Fixed various issues regarding mousedrive steering and pathfinding,
- Fixed weapon enchants not updating properly when switching weapon slots or dropping weapon from inventory panel,
- Fixed issue with Geralt not attacking immobile creatures or not approaching objects from a certain distance,
- Fixed issue with blocking middle mouse button during some cutscenes and when fistfight starts,
- Fixed occasional issues with sheathing weapon after combat and on Alt+Tab,
- Fixed issue with breaking meditation mode if Geralt is attacked when entering meditation,
 
======================================================
6. Known Issues
======================================================
 
1) The Witcher may exhaust virtual address space when running on 32-bit Windows Vista. Microsoft has released a hotfix that addresses this problem. Please download the hotfix from the following location when playing the game on 32-bit Windows Vista: http://support.microsoft.com/kb/940105
2) The following video cards are not currently supported: S3 Colt, S3 S27, S3 S8, Intel GMA 950 based cards. Audio: Hercules Muse 5.1 (C-Media Audio).
3) The following processors are out of range: AMD Duron Series, AMD Athlon XP 2400+ through 3200+, AMD Sempron 2400+ through 2800+, and the INTEL Celeron Series.
4) Some bugfixes mentioned above will work only if a game is restarted from scratch, for some others a corresponding act needs to be restarted.
5) The Witcher supports only Creative EAX 4.0. If your soundcard uses other EAX version, use “Environmental Effects” option instead.
6) The Digital Distribution version of The Witcher (v.1.3) is not supported by Vista 64-bit systems.
 
======================================================
7. Copyright and Trademark
======================================================
 
© 2007 CD Projekt Sp z.o.o. © 2007 Atari Europe. Marketed and distributed by Atari Europe S.A.S.U. Developed by CD Projekt RED Sp. z o.o. The Witcher is a registered trademark of CD Projekt Sp z.o.o. All rights reserved. This Game was created using the BioWare Aurora Engine© 1997 – 2007 BioWare Corp. All rights reserved. BioWare, the BioWare Aurora Engine and the BioWare logo are trademarks of BioWare Corp. All other copyrights and trademarks are the property of their respective owners. NVIDIA, the NVIDIA logo, GeForce and “The Way It’s Meant to be Played” logo are registered trademarks and/or trademarks of NVIDIA Corporation in the United States and other countries. All rights reserved. Based on the works of Andrzej Sapkowski. The Last Wish by Andrzej Sapkowski, translated by Danusia Stok, published by Victor Gollancz, a member of the Orion Publishing Group. Uses Bink Video. Copyright ©1997-2007 by RAD Game Tools, Inc. Uses Miles Sound System. Copyright ©1991-2005 by RAD Game Tools, Inc. RenderWare is a registered trademark of Canon Inc. Portions of this software are Copyright 1998-2003 Criterion Software Ltd. and its Licensors. Portions of this software utilize SpeedTree technology. ©2001-2004 Interactive Data Visualization, Inc. All rights reserved. Lua code copyright ©1994-2007 Lua.org, PUC-Rio. Portions of this software are copyright ©1996-2004 The FreeType Project (www.freetype.org). All rights reserved. Portions of the Loki Library Copyright ©2001 by Andrei Alexandrescu.


EDIT, April 12, 2008:
This is the newly added extensive Wikia for D'Jinni SDK, in case y'all out there who want to learn how to use D'Jinni to do all kinds of things.
« Last Edit: Saturday, April 12, 2008, 08:45:01 AM by MysterD »