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Re: [MOD] - Eye of the Atlantis - version 3f
Posted: Wed Mar 02, 2016 1:44 am
by minmay
Drakkan wrote:Cannot do :/ Even current version is optimized with minmay "scripting" optimizer which is far beyond my skills to run (it is working only because of minmay help and patience).
This makes me wonder if you even read the messages I sent to you...the object merger hasn't been run on your dungeon, because your dungeon doesn't follow the constraints for it to work (outlined in the documentation).
RMariano wrote:One item.... Please optimize this marvel so we do not have decrease texture quality. The beauty of Grimrock's vibrant grafx is a sight to enjoy.
If you are using the DRM-free version, you can run
this patch on grimrock2.exe to increase the available address space from 2 GiB to 4 GiB. That will allow you to play with maximum settings and no crashes, assuming your operating system is 64-bit Windows. (The Mac version already has 4 GiB of address space so it shouldn't be crashing.)
Re: [MOD] - Eye of the Atlantis - version 3g
Posted: Sun Mar 06, 2016 1:44 pm
by Drakkan
Almost after a year from version 1 released I have uploaded probably last version, not planning any further changes at all, only fixing critical bugs. Thanks to all who contributes with any reported bugs and gave me some feedback.
https://www.dropbox.com/s/rqucz1if0iowq ... g.ZIP?dl=0
bugs fixed:
- pellet box no longer sold-able
- Bloodhound no loger travel around Ogre magi room accidentally
- concentrated energy potion is now giving 225 energy instead 150
news:
-- healing crystal added to the Watchtower Level 3
-- mummy plate puzzle replaced with another puzzle
-- mithril legs added, mithril set extra bonus
-- special trait when Golden armor set suited up including the Might spell
-- thieves guild basement area expanded after completing Pale village quest
-- more tavern tips
-- some weapons slightly upgraded
-- one new recipe
-- two new custom music
-- replaced tomb lanterns with minmay orbs
-- shop item list upgraded a little
-- few cosmetic graphical changes
-- secret recalculation - total of 24 secrets now
Re: [MOD] - Eye of the Atlantis - version 3g
Posted: Thu Mar 10, 2016 5:14 pm
by Lightangels
Hello ! i got a problem, i finished the boss battle "The portal" the evil guy throw his last fireball on portal, the gate opened and a message spawn on screen like "Go away".
I did, but there is still the lifebar of the portal on the screen with a 10% health... wat i must do ? the quest is not finished...
Re: [MOD] - Eye of the Atlantis - version 3g
Posted: Thu Mar 10, 2016 10:16 pm
by Drakkan
Lightangels wrote:Hello ! i got a problem, i finished the boss battle "The portal" the evil guy throw his last fireball on portal, the gate opened and a message spawn on screen like "Go away".
I did, but there is still the lifebar of the portal on the screen with a 10% health... wat i must do ? the quest is not finished...
I will check this. Please re-try the boss fight once again I remember somethinh similar happened to me once.
Re: [MOD] - Eye of the Atlantis - version 3g
Posted: Thu Mar 10, 2016 11:05 pm
by Lightangels
I already saved my game... i must erase and retry from the begin..?
Re: [MOD] - Eye of the Atlantis - version 3g
Posted: Fri Mar 11, 2016 10:08 am
by Drakkan
Lightangels wrote:I already saved my game... i must erase and retry from the begin..?
dont worry. you will need to use the console. As first open it and type
spawner_54.spawner:activate()
this should kill the portal definitely.
Now escape the room with portal (you should be in the small room just before the bridge). Door should close behind you and you should get some conversation about defeating the monster. If NOT and you are still getting damaged with message to get away, open the console and type
floor_trigger_205.floortrigger:setTriggeredByParty(true)
which enables the trigger in the small room.
Re: [MOD] - Eye of the Atlantis - version 3g
Posted: Fri Mar 11, 2016 12:59 pm
by Lightangels
I got this...
i tried to C/C and write by myself but still got this.
Re: [MOD] - Eye of the Atlantis - version 3g
Posted: Fri Mar 11, 2016 5:14 pm
by Drakkan
Lightangels wrote:I got this...
i tried to C/C and write by myself but still got this.
sory my bad
spawner_54.spawner:activate()
also after activating the trigger (second script) move one square backward (from what I see on the screen)
Re: [MOD] - Eye of the Atlantis - version 3g
Posted: Fri Mar 11, 2016 6:32 pm
by Lightangels
Ok worked, thanks a lot dude
Re: [MOD] - Eye of the Atlantis - version 3g
Posted: Mon Mar 14, 2016 9:54 am
by Vectrex
I hope I'm posting this in the proper section. This is my first post.
So here it goes, I can't find the third key in the Nethelen Ruins. I see the three plates across from the broken bridge, but I can't seem to understand the projectile clue in your walkthru. If I throw something, it will just float over the land and not land on the plates.
Anyway, this a fantastic mod! In so many ways, it surpasses the original game. I'm very impressed!
Finally, are there any other Mods for Grimrock 1 and 2 that you recommend playing?