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

Posted: Mon Apr 27, 2015 10:50 pm
by minmay
Nice to hear!

The city tileset has more problems than just graphical/cosmetic ones though. You can lose items forever by throwing them at the obstacles or over the desks/counters, or just trying to place them on/in the counters because of bad obstacle/projectile collider/etc definitions.

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

Posted: Mon Apr 27, 2015 11:05 pm
by Azel
Drakkan wrote:public version 2 released

- huge optimalization (tomb materials cut as adviced by minmay, wonderfull check from Skugg (about 30 mb cut-off), almost whole Asia set removed
- paladin first spell appears in Trait tab
- the rum bug fixed
- the water plane in starting level improved (still final solution in development - huge thanks to Isaac for this)
- Elune's quest could be completed now
- more grammar checks done

known bugs not fixed yet:
- city tileset graphical problems
- mace piercing bonus doesn't work
- many minor graphical and grammar glitches
Is there a reason you removed the Asia set? I'm asking because I use it for one entire Map in Mystrock; just wanna be sure there are no major issues with that.

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

Posted: Mon Apr 27, 2015 11:16 pm
by Dr.Disaster
Drakkan wrote:public version 2 released

- huge optimalization (tomb materials cut as adviced by minmay, wonderfull check from Skugg (about 30 mb cut-off), almost whole Asia set removed

known bugs not fixed yet:
- city tileset graphical problems
- mace piercing bonus doesn't work
- many minor graphical and grammar glitches
Sorry to report that saving crashes while running high textures are also not fixed. Yet they seem to happen a bit less frequent.

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

Posted: Tue Apr 28, 2015 1:10 am
by Lightangels
Amazing ! Can we play it with imported party on hard mode or ?

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

Posted: Tue Apr 28, 2015 1:32 am
by Isaac
Lightangels wrote:Amazing ! Can we play it with imported party on hard mode or ?
I don't believe so; I've actually not tried, but I suspect that the initial party gets replaced upon load.

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

Posted: Tue Apr 28, 2015 1:35 am
by Azel
Lightangels wrote:Amazing ! Can we play it with imported party on hard mode or ?
Nope, you start off as a sexy pirate ready for grid-based debauchery!

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

Posted: Tue Apr 28, 2015 2:09 am
by minmay
Azel wrote:Is there a reason you removed the Asia set? I'm asking because I use it for one entire Map in Mystrock; just wanna be sure there are no major issues with that.
The set is perfect. Most of it was removed because most of it wasn't used, so it was just taking up valuable memory.
Dr. Disaster wrote:Sorry to report that saving crashes while running high textures are also not fixed. Yet they seem to happen a bit less frequent.
Yeah. There are a lot of unused textures still left in, hopefully they'll get eliminated. Some standard monsters that are basically unused (only appear in a couple places) would also be good candidates for cutting, since they probably use (very) roughly 3 or 4 MB of memory each.

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

Posted: Tue Apr 28, 2015 5:41 am
by Azel
minmay wrote:
Azel wrote:Is there a reason you removed the Asia set? I'm asking because I use it for one entire Map in Mystrock; just wanna be sure there are no major issues with that.
The set is perfect. Most of it was removed because most of it wasn't used, so it was just taking up valuable memory.
Cool. I remember you did say that before, but wanted to be sure nothing had changed after reading Drakkan's post. Thanks for clarification.

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

Posted: Tue Apr 28, 2015 7:46 am
by Drakkan
Azel wrote:
minmay wrote:
Azel wrote:Is there a reason you removed the Asia set? I'm asking because I use it for one entire Map in Mystrock; just wanna be sure there are no major issues with that.
The set is perfect. Most of it was removed because most of it wasn't used, so it was just taking up valuable memory.
Cool. I remember you did say that before, but wanted to be sure nothing had changed after reading Drakkan's post. Thanks for clarification.
Hi,
it was rlly only memory saving issues. I wanted to use Asia set for further levels, but as I will not do that (at least now) I removed it.
Dr. Disaster wrote:Sorry to report that saving crashes while running high textures are also not fixed. Yet they seem to happen a bit less frequent.
This is unfortunate but I was counting it will not help it... I think even removing more memory will not help. I will try to do some more optimization (like removing unused monsters), but generally there is nothing more I am able to do about it (or have skill to do). Still medium texture setting is confirmed to work 100%

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

Posted: Tue Apr 28, 2015 7:52 am
by minmay
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.