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Re: Shadowgate Recreation (New Story)

Posted: Fri Jan 29, 2016 11:12 am
by THOM
O wow - the Lava looks impressive! Are this two layers - one for the hot lava, one for the dark crust?

And the rest is also very good. I like your new models a lot.

Re: Shadowgate Recreation (New Story)

Posted: Fri Jan 29, 2016 5:35 pm
by vanblam
THOM wrote:O wow - the Lava looks impressive! Are this two layers - one for the hot lava, one for the dark crust?

And the rest is also very good. I like your new models a lot.
Yes I have 2 layers for the moving lava and 1 more for the edge to give it a cleaner look :).

Re: Shadowgate Recreation (New Story)

Posted: Sat Jan 30, 2016 7:18 am
by vanblam
A few screenshots of the caves in my Shadowgate..

Image Image
Image Image
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Re: Shadowgate Recreation (New Story)

Posted: Sun Jan 31, 2016 8:47 am
by akroma222
Vanblam,
Im just going to echo what everyone else here has been saying.....
WOW. Amazing. Very impressive. Cant wait :D
And a thank you for your intentions to share your very fine work!

Akroma

Re: Shadowgate Recreation (New Story)

Posted: Sun Jan 31, 2016 5:39 pm
by vanblam
Thank you. Actually I'm excited to see what everyone will do with the resource pack once I release it :).
An early warning tho, this pack will be HUGE, I'm guessing over a gig in the end lol. I do work on 2
projects at the same time ( A game were creating on Steam called Ziphill, its an infinitely generated world, adventure, sandbox)
so the resource pack will come out before the Shadowgate release.

Re: Shadowgate Recreation (New Story)

Posted: Sun Jan 31, 2016 8:17 pm
by THOM
...well... I hope your mods won't have the size of a GByte... :shock:

Re: Shadowgate Recreation (New Story)

Posted: Mon Feb 01, 2016 12:09 am
by akroma222
vanblam wrote:Thank you. Actually I'm excited to see what everyone will do with the resource pack once I release it :).
An early warning tho, this pack will be HUGE, I'm guessing over a gig in the end lol. I do work on 2
projects at the same time ( A game were creating on Steam called Ziphill, its an infinitely generated world, adventure, sandbox)
so the resource pack will come out before the Shadowgate release.
With 4 -5 wall sets including around/over 200 models - I just assumed it would be over 1G
I never played Shadowgate but from the images I found (just looked it up) - great idea recreating it - Grimrock style
If you need another play tester for your mod, give me a yell ;)

Re: Shadowgate Recreation (New Story)

Posted: Mon Feb 01, 2016 12:50 am
by minmay
You should remember that Grimrock 2 is a 32-bit Windows application that uses DirectX 9. Meaning it only has about 1.5 GiB of address space. Account for fragmentation, and the balloon in memory usage when the game is saving, and you end up with only about 1.3 GiB of "safe" memory usage - any more than that and you risk texture corruption and outright crashes when the game is saved. Worse, again because of DirectX9, copies of every texture are kept in main memory as well as in video RAM, so every texture you use will count towards this limit.

A completely empty dungeon - one that loads the bare minimum of assets to avoid crashing, and places no objects except for the party - uses about 185 MiB of RAM. (This still includes a lot of GUI textures.)

A user with a 64-bit OS (or a 32-bit OS with modified boot options) can change one bit in the executable to increase the available address space from 2 GiB up to 4 GiB, but if the game isn't large address clean that will just break things horribly. It is not something I have tested extensively.

Re: Shadowgate Recreation (New Story)

Posted: Mon Feb 01, 2016 1:30 pm
by Dr.Disaster
minmay wrote:A user with a 64-bit OS (or a 32-bit OS with modified boot options) can change one bit in the executable to increase the available address space from 2 GiB up to 4 GiB, but if the game isn't large address clean that will just break things horribly. It is not something I have tested extensively.
I checked into this but sadly it does not seem to help here. I patched a copy of the game EXE using the linked tool, then started that EXE, opened the latest release of the Eye of Atlantis mod with high textures setting, quicksaved a few times and then repeatedly opened the "Load Game" menu. On 3rd attempt the game gave up and showed me repeated "ERROR: not enough memory" entries.

EDIT
When minmay pointed out that things look good for him with the DRM-free version i went to investigate further.
It seems Steam has been playing a trick on me here. Although i directly(!) started the patched EXE my Steam Client must have somehow switched over/back to the regular EXE and run it instead. In a second attempt i moved the original away, renamed the patched EXE to grimrock2.exe to prevent Steam pulling another one on me and up until now it seems good. I've seen 1.8GB in use yet but no more error message.

Re: Shadowgate Recreation (New Story)

Posted: Mon Feb 01, 2016 1:49 pm
by minmay
Dr.Disaster wrote:
minmay wrote:A user with a 64-bit OS (or a 32-bit OS with modified boot options) can change one bit in the executable to increase the available address space from 2 GiB up to 4 GiB, but if the game isn't large address clean that will just break things horribly. It is not something I have tested extensively.
I checked into this but sadly it does not seem to help here. I patched a copy of the game EXE using the linked tool, then started that EXE, opened the latest release of the Eye of Atlantis mod with high textures setting, quicksaved a few times and then repeatedly opened the "Load Game" menu. On 3rd attempt the game gave up and showed me repeated "ERROR: not enough memory" entries.
I have done the same thing and not encountered any errors. In fact I've gone past 3 GiB usage without problems. Again, I do not know if Grimrock 2 is actually large address clean, and haven't tested it extensively, so use this at your own risk. However, I cannot reproduce the problem you are encountering, at least with the DRM-free version (I have not tried the Steam version).
You are running the game on 64-bit Windows without compatibility mode on, right? If you're on a 32-bit OS then the flag will do nothing unless you've changed your boot options to give less address space to the kernel. (Please respond in a PM so we don't derail another perfectly good thread...)