Wall Sets LOG 1 Ported over to LOG 2

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bongobeat
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by bongobeat »

Dr.Disaster wrote:
bongobeat wrote:
Dr.Disaster wrote:In other words: the executable is still bound by the 32-bit 2GB memory limit.
I don't know, how can you say that?
In the ms dos prompt command (executed as admin), it shows me that the new settings are done correctly, and for the executable when you open it with cff, the tikbox "allow to use more than 2 gb...etc" is checked.
For me, whatever is in my mod, the editor and the game still don't use more than 2gb of data in memory as the maximum that I see is 1,7gb, so I don't know why it crashes. Or I misunderstand something.
On that I'd like to quote a bit from here:
All the memory you have access to is virtual - you cannot access physical memory directly from an application. The OS will use the page file as needed - the effect you'll see by having many applications exhausting physical memory is increased swapping, and noticable slowdown.

On Win 32 bit, the application has 2GB of Virtual Address Space available. This is used for mapping executables and DLLs, for e.g. memory-mapped files, for stack and heap. This space is typically somewhat fragmented. If your application is built as "Large Address Aware", and the OS is 64-bit or configured to split user/kernel-mode memory as 3/1GB, the address space is almost 4GB for 64-bit, and 3GB for 32-bit.

The memory you can allocate is typically in the 17-1800 MB range. If you allocate small portions, you'll reach this, if you try to allocate large consecutive blocks you may hit the limit a lot earlier, as your address space is fragmented.
This means that LoG2 already makes good use of the memory it can access and you won't see it go higher then 1.8GB.

"modifying" the grimrock2.exe header alone might not do depending on if the application was build (compiled/linked) to support 2+GB of memory or not. Also even if it would do everyone(!) who would like to play your mod would have to modify both their system and their grimrock2.exe in the very same way or otherwise your mod won't work for them either.
thank you for the explanation.

True, I don't think any players will do some tricks like that :roll: :lol:

I thought about that , because I have done this in log1, the memory use in the editor was quite larger than the game, but the trick allows me to export the mod, without having another crash. In log1, I ve already see something about 2 gb of memory used during some exporting, without crash from the editor. And seems that there was no issue like this in the game. Well at least, I never noticed one.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Slava
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Slava »

How badly broken is this set?
Thing is, I'm making a mod right now and using this asset in it. I don't remember where I got it from, as I started making my mod a long time ago and only now decided to finish working on it. I do know that other modders have used this asset in their mods. I personally played those mods myself and didn't notice anything that would break the game. Is there a good version of this asset? Will the asset be fixed? If not, what objects are broken in it, maybe I can fix it myself. I looked at the object definitions, it says minimalSaveState and has occluders. I haven't found a branch where minmay says they are broken. I would hate to give up that asset in my mod at the very end.
My Generations of Kings mod
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Eleven Warrior
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Eleven Warrior »

You need to find (G1MP) assets by Minmay on the Nexus website bro :)
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Slava
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Slava »

Eleven Warrior wrote: Thu Dec 12, 2024 9:13 am You need to find (G1MP) assets by Minmay on the Nexus website bro :)
I didn't find one. Not a search on the name G1MP nor all the things Minmay did. :?

Never mind.. I just looked at the lua files in the asset bundle I use in my mod. And saw some comments in there that I definitely recognize Minmay's handwriting. :D
My Generations of Kings mod
Link to Nexus mods
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THOM
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by THOM »

Have a look here about the Grimrock 1 Mega Pack:

http://www.grimrock.net/forum/viewtopic ... 069a6c1343
THOM formaly known as tschrage
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My MOD (LoG1): Castle Ringfort Thread
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Slava
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Slava »

THOM wrote: Thu Dec 12, 2024 11:13 am Have a look here about the Grimrock 1 Mega Pack:
Thank you so much THOM! I turned out to be right, I am using the version from Minmay. This is good for me! Too bad I'm using an older version, and at the stage I'm at now in building my mod I'm very afraid to update anything.
My Generations of Kings mod
Link to Nexus mods
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