[MOD] Eternal Recurrence 1.3

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matuto
Posts: 109
Joined: Wed Jan 06, 2016 2:47 am

Re: [MOD] Eternal Recurrence 1.2

Post by matuto » Tue Apr 03, 2018 1:26 am

Thanks, Andak. No message at all nor event hang on in the events manager. The game only freezes and I have to reboot. I will download the new version and try again. Who knows ? If not, I will try a way to find out what happens and report.

matuto
Posts: 109
Joined: Wed Jan 06, 2016 2:47 am

Re: [MOD] Eternal Recurrence 1.2

Post by matuto » Tue Apr 03, 2018 2:28 am

Andak, I installed v.1.2 and in principle no freezing. Stunning the starting place with water and new torches and walls. Impressive. I was ready to complain about the failures on the walls until I saw the first big square secret button. But in front of the first red power gem, when I opened the panel to pick a rock to throw over the water to reach the plate, guess ? Well, I rebooted and went to administrative tools. No error in applications but a very strange error in system at the same moment freezing happened. Something with sr.sys which is related to system restoration and is located at windows, system 32, drivers in XP sp3. I will try again in low resolution with no sound. But as I said I patched the G2.exe and use the Windows XP switch to release 3 GB Ram more. Doing so I guess LG2 and mods can find 7 GB to run. No log error in LG2. New feedback soon.

matuto
Posts: 109
Joined: Wed Jan 06, 2016 2:47 am

Re: [MOD] Eternal Recurrence 1.2

Post by matuto » Tue Apr 03, 2018 3:02 am

Well, this time the mod started at the Haunted Forest. Too laggy even in low resolution and no sound. I bet that the torches are responsible. Try to put other kind of light but static, with no movement or smoke. Many moving beings or things in the area causes lagging. Everything was going well until I tried to cast shock, for the third or fourth time, on the Hydra (?). The game crashed to desktop. But I got a log to be sent to MicroSoft, involving grimrock2.exe.hdmp and mdmp. Here is the mess:
<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="grimrock2.exe" FILTER="GRABMI_FILTER_PRIVACY">
<MATCHING_FILE NAME="doclauncher.exe" SIZE="7168" CHECKSUM="0xF76FA1DF" MODULE_TYPE="WIN32" PE_CHECKSUM="0x3E1B" LINKER_VERSION="0x0" LINK_DATE="02/08/2013 09:16:33" UPTO_LINK_DATE="02/08/2013 09:16:33" />
<MATCHING_FILE NAME="FreeImage.dll" SIZE="2420736" CHECKSUM="0x4ADCEA00" BIN_FILE_VERSION="3.13.1.0" BIN_PRODUCT_VERSION="3.13.1.0" PRODUCT_VERSION="3, 13, 1, 0" FILE_DESCRIPTION="FreeImage library" COMPANY_NAME="FreeImage" PRODUCT_NAME="FreeImage" FILE_VERSION="3, 13, 1, 0" ORIGINAL_FILENAME="FreeImage.dll" INTERNAL_NAME="FreeImage" LEGAL_COPYRIGHT="Copyright © 2003-2009 by FreeImage" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x25C0A6" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="3.13.1.0" UPTO_BIN_PRODUCT_VERSION="3.13.1.0" LINK_DATE="12/22/2009 14:55:47" UPTO_LINK_DATE="12/22/2009 14:55:47" VER_LANGUAGE="Inglês (Estados Unidos) [0x409]" />
<MATCHING_FILE NAME="GameuxInstallHelper.dll" SIZE="96264" CHECKSUM="0x272028A7" BIN_FILE_VERSION="1.0.0.0" BIN_PRODUCT_VERSION="1.0.0.0" PRODUCT_VERSION="1.00.000.0000" FILE_DESCRIPTION="Game Explorer Install Helper DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Game Explorer Install Helper DLL" FILE_VERSION="1.00.000.0000" ORIGINAL_FILENAME="GameuxInstallHelper.DLL" INTERNAL_NAME="Game Explorer Install Helper DLL" LEGAL_COPYRIGHT="Copyright (C) Microsoft Corporation." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x23DB4" LINKER_VERSION="0x60000" UPTO_BIN_FILE_VERSION="1.0.0.0" UPTO_BIN_PRODUCT_VERSION="1.0.0.0" LINK_DATE="03/05/2008 23:51:21" UPTO_LINK_DATE="03/05/2008 23:51:21" VER_LANGUAGE="Inglês (Estados Unidos) [0x409]" />
<MATCHING_FILE NAME="goggame-1207666193.dll" SIZE="299840" CHECKSUM="0x9815504F" MODULE_TYPE="WIN32" PE_CHECKSUM="0x548BC" LINKER_VERSION="0x0" LINK_DATE="10/15/2014 12:44:41" UPTO_LINK_DATE="10/15/2014 12:44:41" />
<MATCHING_FILE NAME="grimrock2.exe" SIZE="2371072" CHECKSUM="0xA85EC9C7" MODULE_TYPE="WIN32" PE_CHECKSUM="0x246A07" LINKER_VERSION="0x0" LINK_DATE="03/17/2015 08:03:58" UPTO_LINK_DATE="03/17/2015 08:03:58" />
<MATCHING_FILE NAME="grimrock2_2_1_13_to_2_1_17_patch.exe" SIZE="396115" CHECKSUM="0x789158D" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x60000" LINK_DATE="12/05/2009 22:50:52" UPTO_LINK_DATE="12/05/2009 22:50:52" />
<MATCHING_FILE NAME="grimrock2_2_1_17_to_2_1_18_patch.exe" SIZE="236819" CHECKSUM="0x789158D" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x60000" LINK_DATE="12/05/2009 22:50:52" UPTO_LINK_DATE="12/05/2009 22:50:52" />
<MATCHING_FILE NAME="grimrock2_2_1_18_to_2_2_4_patch.exe" SIZE="2444511" CHECKSUM="0x789158D" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x60000" LINK_DATE="12/05/2009 22:50:52" UPTO_LINK_DATE="12/05/2009 22:50:52" />
<MATCHING_FILE NAME="grimrock2_2_1_9_to_2_1_13_patch.exe" SIZE="1514393" CHECKSUM="0x789158D" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x60000" LINK_DATE="12/05/2009 22:50:52" UPTO_LINK_DATE="12/05/2009 22:50:52" />
<MATCHING_FILE NAME="unins000.exe" SIZE="1246016" CHECKSUM="0x7F2315C" BIN_FILE_VERSION="51.1052.0.0" BIN_PRODUCT_VERSION="0.0.0.0" FILE_DESCRIPTION="Setup/Uninstall" FILE_VERSION="51.1052.0.0" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x131216" LINKER_VERSION="0x60000" UPTO_BIN_FILE_VERSION="51.1052.0.0" UPTO_BIN_PRODUCT_VERSION="0.0.0.0" LINK_DATE="07/09/2014 07:58:14" UPTO_LINK_DATE="07/09/2014 07:58:14" VER_LANGUAGE="Neutro [0x0]" />
<MATCHING_FILE NAME="4GB patch\4gb_patch.exe" SIZE="45056" CHECKSUM="0x41A6EE56" BIN_FILE_VERSION="1.0.0.1" BIN_PRODUCT_VERSION="1.0.0.1" PRODUCT_VERSION="1, 0, 0, 1" FILE_DESCRIPTION="4gb_patch" PRODUCT_NAME="4gb_patch" FILE_VERSION="1, 0, 0, 1" ORIGINAL_FILENAME="4gb_patch.exe" INTERNAL_NAME="4gb_patch" LEGAL_COPYRIGHT="© 2007 Daniel Pistelli. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.0.0.1" UPTO_BIN_PRODUCT_VERSION="1.0.0.1" LINK_DATE="11/12/2011 11:31:41" UPTO_LINK_DATE="11/12/2011 11:31:41" VER_LANGUAGE="English (United States) [0x9]" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
<MATCHING_FILE NAME="kernel32.dll" SIZE="1032192" CHECKSUM="0x6E0CD40B" BIN_FILE_VERSION="5.1.2600.6532" BIN_PRODUCT_VERSION="5.1.2600.6532" PRODUCT_VERSION="5.1.2600.6532" FILE_DESCRIPTION="DLL cliente da API BASE do Windows NT" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Sistema operacional Microsoft® Windows®" FILE_VERSION="5.1.2600.6532 (xpsp_sp3_qfe.140312-0419)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. Todos os direitos reservados." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xFDA39" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.6532" UPTO_BIN_PRODUCT_VERSION="5.1.2600.6532" LINK_DATE="03/12/2014 10:47:44" UPTO_LINK_DATE="03/12/2014 10:47:44" VER_LANGUAGE="Português (Brasil) [0x416]" />
</EXE>
</DATABASE>

Kernel has been mentioned and relates to memory.
A log inside LG2 has also been given. I guess you are able to better understand and give some guidance.
This is the other mess:

=== System Info ===

Game Version: 2.2.4
Computer name: PC32
CPU Vendor: GenuineIntel
CPU Brand: Pentium(R) Dual-Core CPU E5700 @ 3.00GHz
OS Version: 5.1
OEM ID: 0
Physical CPUs: 2
Logical CPUs: 0
Page Size: 4096
Total Mem: 3067 MB
Free Mem: 2392 MB

=== GPUs ===

Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce 8400GS
State flags: 00000005

Device name: \\.\DISPLAYV1
Device string: NetMeeting driver
State flags: 00000008

Device name: \\.\DISPLAYV2
Device string: RDPDD Chained DD
State flags: 00000008

=== Settings ===

Render Engine: d3d9
Audio Engine: xaudio2
Steam: false
Resolution: 1024 x 768
Display Mode: fullscreen (1)
Vertical Sync: triple (3)
Texture Resolution: low (1)
Texture Filter: bilinear (1)
Shadow Quality: medium (2)
SSAO Quality: medium (2)
Rendering Quality: low (1)
Max Draw Distance: 1000.000000
Difficulty: normal
Oldschool Mode: false
Touchscreen Mode: false

Loading save game C:\Documents and Settings\Luisa\Meus documentos/Almost Human/Legend of Grimrock 2/temp.sav
Loading dungeon Eternal Recurrence 1.2 by Andak Rainor
Game loaded

=== Software Failure ===

[string "Component.lua"]:0: stack overflow
stack traceback:
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Champion.lua"]: in function 'levelUp'
[string "Champion.lua"]: in function 'gainExp'
[string "Champion.lua"]: in function 'levelUp'
[string "Champion.lua"]: in function 'gainExp'
[string "Champion.lua"]: in function 'levelUp'
[string "Champion.lua"]: in function 'gainExp'
[string "Champion.lua"]: in function 'levelUp'
[string "Champion.lua"]: in function 'gainExp'
[string "Champion.lua"]: in function 'levelUp'
...
[string "Monster.lua"]: in function 'die'
[string "Monster.lua"]: in function 'damage'
[string "Combat.lua"]: in function 'damageTile'
[string "TileDamager.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

There is enough for now. I hope you identify the problem because I am really anxious to play.
All the best from Rio.

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AndakRainor
Posts: 673
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Re: [MOD] Eternal Recurrence 1.2

Post by AndakRainor » Tue Apr 03, 2018 9:02 am

Oh yeah I have seen it once already! This happens to characters with dual classes. Did you use a mod to prepare your team and used dual classes? If so, I would suggest to remove the dual class, the mod can't handle it and the engine itself does not support it cleanly. (the experience system of the mod triggers an infinite loop between the 2 classes).

matuto
Posts: 109
Joined: Wed Jan 06, 2016 2:47 am

Re: [MOD] Eternal Recurrence 1.2

Post by matuto » Tue Apr 03, 2018 7:04 pm

Andak, never mind. Later last night I decided to use the defaullt team and voilá ! I was using an imported party, no dual classes. This is an issue that could deserve your attention. I use an ancient team and the
heros are almost relatives. I import it when possible. Lagging problem still anoying. This time the mod started in the dungeon with the big toad boss. So many torches. Low resolution and lagging. I suggest static sources of light. By the way, I didn't figure out how to pass over the magic stick plant to reach the goods in the alcove. Any clue ? Nice work.

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AndakRainor
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Re: [MOD] Eternal Recurrence 1.2

Post by AndakRainor » Tue Apr 03, 2018 8:09 pm

Could you send me your save game with those characters? Never saw that without dual class so it could be useful to inspect them and see what is going on...

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AndakRainor
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Re: [MOD] Eternal Recurrence 1.2

Post by AndakRainor » Tue Apr 03, 2018 11:09 pm

matuto wrote:By the way, I didn't figure out how to pass over the magic stick plant to reach the goods in the alcove. Any clue ? Nice work.
Those need melee spell cast, depending on the element of the plant.

matuto
Posts: 109
Joined: Wed Jan 06, 2016 2:47 am

Re: [MOD] Eternal Recurrence 1.2

Post by matuto » Fri Apr 06, 2018 12:29 am

Hi Andak. I was using an imported mixed team and the leader was Ryder Dye from some mods made by Ninja. Unfortunately I deleted my save games since they didn't work. About the plant, how to find out its element and which are the melee spells ? Another issue: is there any storyline with an end or just a sucession of dungeons and forests at random ? I think and end is important even when playing again from the start with different scenarios. Otherwise sooner or later it will become tedious.

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AndakRainor
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Re: [MOD] Eternal Recurrence 1.2

Post by AndakRainor » Fri Apr 06, 2018 8:54 am

Hi! Endings and quests are coming in future updates!
Melee spells are the burst and cloud spells like fire burst or poison cloud, the plants can only be damaged by their opposite elements, so try them if the visual is not enough to guess :)

matuto
Posts: 109
Joined: Wed Jan 06, 2016 2:47 am

Re: [MOD] Eternal Recurrence 1.2

Post by matuto » Sun Apr 08, 2018 3:03 am

Thanks a lot. So we have to cast fire burst, poison cloud and shock at the plants. Is there any simple spell related to water? Well, I will hang on for a while and check from time to time about future updates with quests (very good idea) and endings. Until now very good work. With quests and endings the mod will be a
masterpiece, no doubt.

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