you should definitely report this in support section what AH will say about it. SOme people still do not trust we are facing memory limitations here...Dr.Disaster wrote:The "problem" is that the balance plate is almost impossible to see at night. Best look for it in broad daylight.Zo Kath Ra wrote:Same problem here. What are the coordinates of the balance plate?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 ?About the memory usage / save issue: Perhaps AH might want to have a look at this too.SpoilerShowFor the impatient: it's at 9/11
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
[MOD] - Eye of the Atlantis - version 3j
Re: [MOD] - Eye of the Atlantis - RELEASED version 2
Re: [MOD] - Eye of the Atlantis - RELEASED version 2
actually curently I can do just some minor correction. But honestly - do not expect miracles, playing on medium details seems as only safe way now. I will try of course... but no promisesRMariano wrote: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".
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- Posts: 17
- Joined: Fri Apr 24, 2015 12:54 am
Re: [MOD] - Eye of the Atlantis - RELEASED version 2
Thx drakkan the greater Healing potion was a trap...
Oh and there is a small error : in the Pale village we can buy the Sabre for 2 Gold BUT it's a HEAVY weapon not LIGHT =)
Oh and there is a small error : in the Pale village we can buy the Sabre for 2 Gold BUT it's a HEAVY weapon not LIGHT =)
Re: [MOD] - Eye of the Atlantis - RELEASED version 2
you mean the puzzle ? yes all these puzzle items areapocalipses wrote:Thx drakkan the greater Healing potion was a trap...
Oh and there is a small error : in the Pale village we can buy the Sabre for 2 Gold BUT it's a HEAVY weapon not LIGHT =)
SpoilerShow
two worded, nothing complicated
Re: [MOD] - Eye of the Atlantis - RELEASED version 2
as many people have (I wonder why) problem to spot the balanced tile, here is a spoiler. Open just in case you rellay cannot find it
- Zo Kath Ra
- Posts: 937
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: [MOD] - Eye of the Atlantis - RELEASED version 2
A few days ago, I installed "EotApublic1a.dat" and spent many hours playing it.
Then "EotApublic2.dat" was released, so I deleted the old .dat and installed the new one.
Unfortunately, version 2 won't let me load the savegames from version 1a:
http://imgur.com/PZiUhQZ,9jiMgAI <-- Dungeon "Eye of the Atlantis" not found
(the quick save was created with version 2, the other saves with version 1a)
Can I convert the savegames from the old version so they can be loaded in the new one?
Or do I have to start from the beginning every time a new version of EotA is released?
Then "EotApublic2.dat" was released, so I deleted the old .dat and installed the new one.
Unfortunately, version 2 won't let me load the savegames from version 1a:
http://imgur.com/PZiUhQZ,9jiMgAI <-- Dungeon "Eye of the Atlantis" not found
(the quick save was created with version 2, the other saves with version 1a)
Can I convert the savegames from the old version so they can be loaded in the new one?
Or do I have to start from the beginning every time a new version of EotA is released?
Re: [MOD] - Eye of the Atlantis - RELEASED version 2
savegames are not compatible unfortunately (sometimes it could work but as from my experience always it is better to start over). Version 2 is so far without hard bugs and thus I am not planning release any other version soon as I plan only to correct graphical glitches and bugs reported by players now... so you do not have to worry. You can even continue playing version 1, generaly nothing serious was reported there (here are details what is wrong there (if not counting optimalization of whole dungeon)Zo Kath Ra wrote:A few days ago, I installed "EotApublic1a.dat" and spent many hours playing it.
Then "EotApublic2.dat" was released, so I deleted the old .dat and installed the new one.
Unfortunately, version 2 won't let me load the savegames from version 1a:
http://imgur.com/PZiUhQZ,9jiMgAI <-- Dungeon "Eye of the Atlantis" not found
(the quick save was created with version 2, the other saves with version 1a)
Can I convert the savegames from the old version so they can be loaded in the new one?
Or do I have to start from the beginning every time a new version of EotA is released?
SpoilerShow
- paladin first spell do not appear in Trait tab. You will need invest at least one point into light magic to fix it
- Elune's quest cannot be completed
- Elune's quest cannot be completed
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: [MOD] - Eye of the Atlantis - RELEASED version 2
What LoG caches by opening the save game list seem to be the actual save games themselfs or at least parts of them. Right now i got about 60 save games which are about 85 megs in size. By moving most of them away and opening the save game list now the games memory usage only increases in very tiny amounts so reducing the number of save games present in the save folder helps.Drakkan wrote:you should definitely report this in support section what AH will say about it. SOme people still do not trust we are facing memory limitations here...Dr.Disaster wrote: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
However .. since the game will keep allocating memory by simply playing (uncovering / revisiting the map and so on) it will reach a point when even this won't help anymore.
Re: [MOD] - Eye of the Atlantis - RELEASED version 2
Everyone knows there is a memory limitation. Some people, such as me, simply believe that your mod would be a lot better if it obeyed the limitation, instead of ignoring it and making more than half the data in your dat file useless.Drakkan wrote:you should definitely report this in support section what AH will say about it. SOme people still do not trust we are facing memory limitations here...
In order to get the name of the save, dungeon, difficulty, champions, etc. the game has to inflate at least part of the save. There's no other way, unless you change the save format.Dr.Disaster wrote:What LoG caches by opening the save game list seem to be the actual save games themselfs or at least parts of them. Right now i got about 60 save games which are about 85 megs in size. By moving most of them away and opening the save game list now the games memory usage only increases in very tiny amounts so reducing the number of save games present in the save folder helps.
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 version 2
Although too late now... Perhaps the DATs should have come with an uncompressed header that had the few pertinent values in the clear.