[MOD] - Eye of the Atlantis - version 3j

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minmay
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Joined: Mon Sep 23, 2013 2:24 am

Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by minmay »

If you haven't abandoned this mod yet, I'm working on a script that will allow you to reduce the object count by over 50000 without increasing the saved component count at all, without any effects that are visible to the player. This should help with your save issues. Actually, it's done already but needs this bug fixed.
Grimrock 1 dungeon
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Drakkan
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Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by Drakkan »

minmay wrote:If you haven't abandoned this mod yet, I'm working on a script that will allow you to reduce the object count by over 50000 without increasing the saved component count at all, without any effects that are visible to the player. This should help with your save issues. Actually, it's done already but needs this bug fixed.
Hi minmay. definitely not abandoned. Last two weeks I am working on optimizations, removing necessary objects / textures and trying to do as much as I can. I have managed to cut off about 10 mb and about 700 kb from save file. Also I try optimize the minimalSavestate where required... unfortunately regarding the memory crash, no changes for now.
Breath from the unpromising waters.
Eye of the Atlantis
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Drakkan
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Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by Drakkan »

thanks to minmay help I am able to run the preview in editor again and continue with editing. Although it is still not final resolution (high texture saving is still the issue, hopefully minmay tool will resolve it in the future) I will be able at least to finish the dungeon (although I am going to cut lots of stuff and make it much shorter).
Breath from the unpromising waters.
Eye of the Atlantis
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Dr.Disaster
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Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by Dr.Disaster »

Drakkan wrote:thanks to minmay help I am able to run the preview in editor again and continue with editing. Although it is still not final resolution (high texture saving is still the issue, hopefully minmay tool will resolve it in the future) I will be able at least to finish the dungeon (although I am going to cut lots of stuff and make it much shorter).
Before cutting stuff from the mod i'd make sure it's worth it i.e. guaranteed crash-free play. Didn't the replacement of the sx_city stuff help in that regard? AFAIR it was assumed to cause lots of problems.
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Drakkan
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Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by Drakkan »

Dr.Disaster wrote:
Drakkan wrote:thanks to minmay help I am able to run the preview in editor again and continue with editing. Although it is still not final resolution (high texture saving is still the issue, hopefully minmay tool will resolve it in the future) I will be able at least to finish the dungeon (although I am going to cut lots of stuff and make it much shorter).
Before cutting stuff from the mod i'd make sure it's worth it i.e. guaranteed crash-free play. Didn't the replacement of the sx_city stuff help in that regard? AFAIR it was assumed to cause lots of problems.
Directly replacing the sx_city did not help, but I think overall it contributes to the dungeon for more stability. Besides of that minmay found few very interesting things (read "broken") which helped improved whole performance. I could only hope, that with his optimization tool the performance will be good enough to play it on high texture resolution.
Breath from the unpromising waters.
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RMariano
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Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by RMariano »

Drakkan wrote: - - - snip - - - I could only hope, that with his optimization tool the performance will be good enough to play it on high texture resolution.

That..... would be nice. Thank you for all you are doing.
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RMariano
minmay
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Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by minmay »

Drakkan wrote:I could only hope, that with his optimization tool the performance will be good enough to play it on high texture resolution.
The version I sent back to you actually has slightly fewer full save state objects and components than Isle of Nex, and the object merger would have reduced the minimal save state object count by over 55,000 even at the lowest optimization level. I don't want to actually run the object merger on an unfinished version due to the nontrivial setup time, but I am pretty sure it will fix the saving problem so long as you don't add too much additional memory consumption.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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Drakkan
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Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by Drakkan »

just small update - I am finished with the main layout of WHOLE dungeon and I started tweakings, walktroughs and corrections. It will probably take some time, but yes, it is quite huge progress as dungeon is finished overall (altough I have to shorten it and cut some things...)

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Lightangels
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Joined: Wed Mar 27, 2013 2:33 pm

Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by Lightangels »

Hello Drakkan, nice to have some news about your mod.

Do you think Eye of the Atlantis could be played on Hard mode ? or it's impossible for the begining ?
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Drakkan
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Re: [MOD] - Eye of the Atlantis - RELEASED version 2d

Post by Drakkan »

hey guys,
after last few weeks spent with the log editor, I feel I am at the end and I am looking for testers - the final version is almost ready, but I´d like few players to get trough first so I can eventually correct the serious bugs if any found. If you are interested, just PM me or let me message here.
Breath from the unpromising waters.
Eye of the Atlantis
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