[MOD] - Eye of the Atlantis - version 3j
- marten_1992
- Posts: 146
- Joined: Thu Nov 29, 2012 12:49 pm
- Location: Germany
Re: [MOD] - Eye of the Atlantis - RELEASED
I played this mod twice in different beta versions and for me it worked fine !
it does use some memory and I had a few crashes while saving but imho it is a great mod !
and it would be nice to appreciate the countless hours that were invested in it
thx Drakkan for your work
it does use some memory and I had a few crashes while saving but imho it is a great mod !
and it would be nice to appreciate the countless hours that were invested in it
thx Drakkan for your work
bregdan anweald gafeluec ...
Re: [MOD] - Eye of the Atlantis - RELEASED
I am well aware that you need to cut texture resolution by 75% in order to play the mod. I think this is unacceptable. It means that 66.6% of the image data in your mod can never be used! If you shrank all your custom textures to that size, I bet the problem would go away, people playing with high texture resolution would have the same quality on your custom textures as they do now, and better quality on the standard textures, and your mod would be a much smaller download.Drakkan wrote:Hi minmay. The saving issue is clearly stated in the mod description. If you play with high-texture setting it would probably crash.
Your mod loads tons of models and textures that it never uses at all! For example, you barely used the tomb tileset yet imported around 33 MB of textures for it, many of which are going totally unused. In addition to the environment textures, several monsters that you didn't use, or barely used, and a lot of items (though item textures are small enough to be a low priority here). You really don't need to free up a lot of memory to make saving work, the uncompressed save data is only about 13 MB after all.Drakkan wrote: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.
You put the reflection planes way above several of your water surfaces, so the reflections 1. look wrong, 2. stop working altogether when the camera goes below that plane (even though it is still above water). You should make planeY close to the water geometry itself unless you really know what you're doing.Drakkan wrote:Water - not sure what you mean by it is not working at all ?
The screenshot in that thread shows numbers. The mod I downloaded does not draw any numbers to a visible part of the screen. I see the coin/gem icons, but no numbers on or next to them...so what are they supposed to be useful for?Drakkan wrote: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
BTW not trying to throw anyone under the bus here, but I also noticed you're using the ob_foliage assets, the bulk of which were actually stolen from a commercial game. You risk getting the mod taken off Nexus (and other sites) by using those. Removing them would help with your memory problem too
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: [MOD] - Eye of the Atlantis - RELEASED
The screenshot in that thread shows numbers. The mod I downloaded does not draw any numbers to a visible part of the screen. I see the coin/gem icons, but no numbers on or next to them...so what are they supposed to be useful for?Drakkan wrote: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
You need first FIND some coins and you can place them on the right side of the screen, instead having them in the inventory. Thats the whole purpose of the wallet (+ it also automatically exchange money if you need).
BTW not trying to throw anyone under the bus here, but I also noticed you're using the ob_foliage assets, the bulk of which were actually stolen from a commercial game. You risk getting the mod taken off Nexus (and other sites) by using those. Removing them would help with your memory problem too [/quote]
Risk accepted, I do not mind.
thanks for all your inputs, if I will find some time I will check if I can optimalize the dungeon more. Honesty I do not think it will help the saving issue...but lets try.
Re: [MOD] - Eye of the Atlantis - RELEASED
Oh, that makes more sense. I didn't see any indication in the mod that this functionality existed...Drakkan wrote:You need first FIND some coins and you can place them on the right side of the screen, instead having them in the inventory. Thats the whole purpose of the wallet (+ it also automatically exchange money if you need).
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: [MOD] - Eye of the Atlantis - RELEASED
Ii am now at level 2 cemetery crypt level and after the very amazing mummy plate puzzle i am now in the the master of pain room...
but i am all dead after 5 or 6 steps!!!...
and the spikes overall and the fire elemental is to hard....
https://youtu.be/ZqsvvJlzSig
but i am all dead after 5 or 6 steps!!!...
and the spikes overall and the fire elemental is to hard....
https://youtu.be/ZqsvvJlzSig
Re: [MOD] - Eye of the Atlantis - RELEASED
you need be still on the move - if you stop for a while you are dead in few seconds. Solution is quite easy - you need use synergy between keyborad / mouse. While using keyborad for move you can eventualy just attack with right-click mouse if you get good opportunity for that (circle around the monster, wait for good opportunity).hansbleeb wrote:Ii am now at level 2 cemetery crypt level and after the very amazing mummy plate puzzle i am now in the the master of pain room...
but i am all dead after 5 or 6 steps!!!...
and the spikes overall and the fire elemental is to hard....
https://youtu.be/ZqsvvJlzSig
Elemental has around 200 hp so its not so hard. If you are good you can even prepare some simple spells to smahs the elemental instead attack. Or just shoot him from distance.
edit: i see mortimer do not have any gun. have you found his weapon in the outpost ? you can / need buy ammo before descending into dark and long dungeons definitely.
Re: [MOD] - Eye of the Atlantis - RELEASED
poehhh.. lets try.. but i dont understand the spell system logica.. i have some scrolls, but you must have fire or earth magic and i see only light magic.. and the caracters valtharian and morthimer have a lot of spells in the traits window but all these spells fizzles..
ans alsoi the recovery spell from avea.. she is not a paladin...
and mortimer have the mortimers stotgun but no ammo anymore..
but its a very amazing mod with the quests and
shops ed.. thanks for your mega work...
ans alsoi the recovery spell from avea.. she is not a paladin...
and mortimer have the mortimers stotgun but no ammo anymore..
but its a very amazing mod with the quests and
shops ed.. thanks for your mega work...
Last edited by hansbleeb on Sat Apr 25, 2015 4:31 pm, edited 1 time in total.
Re: [MOD] - Eye of the Atlantis - RELEASED
hmm... what exactly is wrong with spells ? Maybe I overlooked something, I was adding new spells recently.hansbleeb wrote:poehhh.. lets try.. but i dont understand the spell system logica.. i have some scrolls, you must have fire or earth magic and i see only liht magic.. and the caracters valtharian and morthimer have a lot of spells in the traits window but all these spells fizzles..
ans alsoi the recovery spell from avea.. she is not a paladin...
in general - light magic spells gained from traits (for Valtharion) should be used only by paladin (Valtharion), no other character is supposed to use it.
For all other spells you need find / buy a scroll and learn it before casting. One scroll is fine for whole party - if one character learn it, other can cast it as well (if have prequisites).
if something is wrong with this let me know pls.
Re: [MOD] - Eye of the Atlantis - RELEASED
you can see here that the scroll turns red in valtharuions hands
http://s137.photobucket.com/user/bliepe ... 2.png.html
http://s137.photobucket.com/user/bliepe ... 2.png.html
Re: [MOD] - Eye of the Atlantis - RELEASED
you can learn spells just by righ-clicking on the scroll when you have it in inventory and you know the required magic.hansbleeb wrote:you can see here that the scroll turns red in valtharuions hands
http://s137.photobucket.com/user/bliepe ... 2.png.html
I think if you have the scroll in right hand its red because its not supposed to be used for attack.