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

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
Post Reply
hansbleeb
Posts: 503
Joined: Fri Nov 08, 2013 10:31 pm
Location: utrecht netherlands
Contact:

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by hansbleeb »

i am stuck, on the cemetary crypt 1

weight is the answhere i have the number 3.. but what must you do with the number 3?

and the thieve guild guard gives you a flute but i cat find the place to blow it..
Last edited by hansbleeb on Sat Apr 25, 2015 8:18 am, edited 1 time in total.
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by Dr.Disaster »

minmay wrote:When I download a mod I expect to be able to save the game without killing the graphics settings ..
I'm sorry Drakkan but i have to agree with minmay on at least this point. Just firing up your mod causes the game to request 1.6 gigs of RAM leaving it very little room to work with and the simple request to save the game crashes LoG because while doing so it runs out of memory. IMO this mod is not ready to be released without further optimization.

EDIT: After trying the mod a bit i'm not that sure anymore it's a simple "out of memory" crash. Of course i can force that by repeatedly opening and leaving the save game menu. Yet it seems more like some strange random runtime error.
Last edited by Dr.Disaster on Sat Apr 25, 2015 9:48 am, edited 1 time in total.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by Azel »

The game Saves and Loads just fine with the settings that are clearly stated in the Mod description. I played this Mod for several hours without error during pre-release and so far things are going just fine at post-release. There is a difference between "not playable" and "minmay wont play it." I tested this Mod on my crappy laptop (as opposed to my gaming machine) and it still runs fine; rendering quality is set to High and all other settings are at Medium. The coin icons are only slightly off screen at 1600x900 resolution.

Improving the asset implementation and Mod optimization would certainly make things better, but all that extra effort would likely equate to an extra 10 downloads or so I'd wager (and minmay still wouldn't play it lol). It's clear that there are some issues with how the custom Assets were created, but condemning the Mod completely is silly. There's plenty to be enjoyed in the Eye of the Atlantis :D
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by Drakkan »

hansbleeb wrote:i am stuck, on the cemetary crypt 1

weight is the answhere i have the number 3.. but what must you do with the number 3?

and the thieve guild guard gives you a flute but i cat find the place to blow it..
not sure where you got number three. Aim of this puzzle is to
SpoilerShow
place items in total weight to each of the alcove question. So each qeustion has numeric answer and you need place correct weight in each alcove
Breath from the unpromising waters.
Eye of the Atlantis
arskaxx
Posts: 23
Joined: Wed Mar 28, 2012 6:27 pm

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by arskaxx »

Can't start game :(

Starting new game (Eye of the Atlantis by Drakkan)
Game started

=== Software Failure ===

mod_assets/jkos/champions.lua:108: attempt to call method 'resetExp' (a nil value)
stack traceback:
mod_assets/jkos/champions.lua:108: in function 'loadChampion'
#champion_recruit_1.script:56: in function <#champion_recruit_1.script:54>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Timer.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
User avatar
Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by Isaac »

Do you have the latest version of Grimrock 2? (And which platform are you running?)
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by Drakkan »

minmay wrote:Would you consider at least fixing the obvious bugs? When I download a mod I expect to be able to save the game without killing the graphics settings, and I especially expect that the assets actually function - that town tileset conversion is a disaster that doesn't even get occlusion right, your water doesn't work at all, the coin/gem display is drawn off-screen at most resolutions, and that's what I encountered in the first 5 minutes. Can you at least add a warning that it's currently unplayable?
Hi minmay. The saving issue is clearly stated in the mod description. If you play with high-texture setting it would probably crash. Yes. If you look around, you will understand this is current log limitation and I am not the only one who have this problem. I agree there could be still some cleaning done, but honestly, Skugg already helped me with some optimalization and the only thing I am aware is to delete unused textures / materials. But as I had word with bongobeat, this does not help at the end.
As for the city tileset - this could be definitely corrected, I am not aware of bad occluders, I just used Eleven work. I will look what could be corrected here.
Water - not sure what you mean by it is not working at all ?
Coin/gem display - I do not understand. I tried at full setting, and yep, the coins are little off-screen. THis is on purpose, it is intended that way and it was developed that way. If that makes your game unplayable I am really sorry for you. If you do not trust me, you can check AdrTru work here --- viewtopic.php?f=22&t=9794
Otherwise thanks for your clear points I appreciate it. Please lower your TEXTURE setting to medium if you want play the mod, otherwise rather do not play it.
Last edited by Drakkan on Sat Apr 25, 2015 10:03 am, edited 1 time in total.
Breath from the unpromising waters.
Eye of the Atlantis
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by Drakkan »

arskaxx wrote:Can't start game :(

Starting new game (Eye of the Atlantis by Drakkan)
Game started

=== Software Failure ===

mod_assets/jkos/champions.lua:108: attempt to call method 'resetExp' (a nil value)
stack traceback:
mod_assets/jkos/champions.lua:108: in function 'loadChampion'
#champion_recruit_1.script:56: in function <#champion_recruit_1.script:54>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Timer.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
you need grimrock version 2.2.4
Breath from the unpromising waters.
Eye of the Atlantis
arskaxx
Posts: 23
Joined: Wed Mar 28, 2012 6:27 pm

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by arskaxx »

Drakkan wrote: you need grimrock version 2.2.4
Thanks, my version is 2.1.17 :(
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] - Eye of the Atlantis - RELEASED

Post by Dr.Disaster »

arskaxx wrote:
Drakkan wrote: you need grimrock version 2.2.4
Thanks, my version is 2.1.17 :(
Well then it's time to apply some patches.
Post Reply