[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!
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:
Drakkan wrote:This is unfortunate but I was counting it will not help it... I think even removing more memory will not help.
It's an out of memory error. Of course reducing memory usage will help. The less memory your mod uses while running, the more likely it is that there will be large enough memory chunks remaining to save the game.
I am rather pessimist in this. Also its just my observation, but as Log is not deleting everything from memory as you progress in playing the dungeon, the crash is unavoidable as you reach the cap sooner or later. And especially in mods which have so huge quantum of objects / scripts etc...
Breath from the unpromising waters.
Eye of the Atlantis
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

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

Post by minmay »

Drakkan wrote:I am rather pessimist in this.
I wonder why this problem happens all the time with your dungeon, and yet never occurs with the dungeon included with the game, which only has about 25% fewer objects? (Hint: it's because the problem is caused by you, not by Grimrock 2)
Drakkan wrote:Also its just my observation, but as Log is not deleting everything from memory as you progress in playing the dungeon, the crash is unavoidable as you reach the cap sooner or later.
Do you have actual evidence that Grimrock 2 has significant memory leaks? (Leaks in the editor are irrelevant in this case, of course).
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.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

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

Post by Azel »

On one of my maps I had an issue where a LIghtning Bolt was being fired off in to the ocean. It never struck an object so eventually the game would grow increasingly sluggish. This is in fact a problem caused by Grimrock itself since there should be Garbage Collection happening in the game. Granted my poor choice in allowing a projectile to fly out in to "space" was the cause. However, that is no excuse for the game itself to not auto-destroy objects that are clearly out of range of the map.

That's evidence of what Drakkan speaks of. I'm sure the Modder will take the sole blame, but I disagree.
User avatar
Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

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

Post by Isaac »

All projectiles items and spells ~should~ have a TTL of around 50 (tiles) by default.

*Time To Live
User avatar
RMariano
Posts: 287
Joined: Mon Apr 02, 2012 1:16 pm
Location: Florida, USA
Contact:

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

Post by RMariano »

Please fix the textures problem.... I care not to run with the textures on medium - all my other custom dungeons run fine on texture settings of high. Please??

The Atlantis Dungeon is so good.... it deserves to "be all it can be". ;)
Regards,

RMariano
apocalipses
Posts: 17
Joined: Fri Apr 24, 2015 12:54 am

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

Post by apocalipses »

The Atlantis Dungeon is really excellent but i hate some of these puzzle....it's too hard for me and now i'm stuck again XD. (fortune,silver,fire,healing i have no idea ^^")
Lightangels
Posts: 108
Joined: Wed Mar 27, 2013 2:33 pm

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

Post by Lightangels »

Hey, i cant find the balance plate, i looked everywhere around the Crystal building :(

Btw when i entered in the tavern i asked for a job, do it... and then i can't speak again to the ratling about griff... Why ? :(
User avatar
Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

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

Post by Zo Kath Ra »

Lightangels wrote:Hey, i cant find the balance plate, i looked everywhere around the Crystal building :(

Btw when i entered in the tavern i asked for a job, do it... and then i can't speak again to the ratling about griff... Why ? :(
Same problem here. What are the coordinates of the balance plate?
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

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

Post by Dr.Disaster »

Zo Kath Ra wrote:
Lightangels wrote:Hey, i cant find the balance plate, i looked everywhere around the Crystal building :(

Btw when i entered in the tavern i asked for a job, do it... and then i can't speak again to the ratling about griff... Why ? :(
Same problem here. What are the coordinates of the balance plate?
The "problem" is that the balance plate is almost impossible to see at night. Best look for it in broad daylight.
SpoilerShow
For the impatient: it's at 9/11
About the memory usage / save issue: Perhaps AH might want to have a look at this too.
As long i can keep LoG at or under 1.65 gigs i can save the game without a problem. Opening the menu with ESC seems to call some minor garbage collection, so doing this twice before saving increases the successrate. However, once LoG uses above 1.65 gigs chances climb rapitly that hitting the "Save" button will cause LoG to run into that Visual C++ Runtime Error. At 1.7+ gigs the crash is pretty much guaranteed.

Now i can force LoG into crashing without(!) actually saving by simple opening the "Save Game" list a few times in a row. Doing this the game might use up to 150 MB caching something and eventually run out of memory by itself before garbage collections hits in. When this happens at or above 1.75 gigs you'll see either an incomplete save game list, a list with entries showing "not enough memory" as entries or a Visual C++ Runtime library popup window without a message and an unnamed button. In that case windows event log will add such an application crash entry:

Code: Select all

Name of faulty application: grimrock2.exe, version: 0.0.0.0, time stamp: 0x54ede8b1
Name of faulty module: grimrock2.exe, version: 0.0.0.0, time stamp: 0x54ede8b1
Exception code: 0xc0000005
Fault offset: 0x0009d04c
ID of the faulty process: 0x7ac
Start time of faulty application: 0x01d081cab09bc6bd
Path of faulty application: C: \ Program Files (x86) \ Steam \ steamapps \ common \ Legend of Grimrock 2 \ grimrock2.exe
Path of faulty module: C: \ Program Files (x86) \ Steam \ steamapps \ common \ Legend of Grimrock 2 \ grimrock2.exe
Report ID: 6793b55e-edc8-11e4-8631-20cf30e18e9d
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

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

Post by Drakkan »

apocalipses wrote:The Atlantis Dungeon is really excellent but i hate some of these puzzle....it's too hard for me and now i'm stuck again XD. (fortune,silver,fire,healing i have no idea ^^")
all these are just
SpoilerShow
shortcuts for whole item names
btw I take the difficulty as a positive feedback :d I wanted puzzles to be at leas so hard as in main campaign.
Breath from the unpromising waters.
Eye of the Atlantis
Post Reply