Even if you lower the settings, the water in Where Giants Have Fallen is all stripy.Pfhorrest wrote:been kinda too swamped to keep up with this thread, are there remaining problems after discovering that manually lowering the texture settings in Windows AO fixed the problem?
Search found 36 matches
- Apr 16th '19, 00:25
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
- Apr 15th '19, 15:36
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
ETA: 1.3b3 appears to experience the same crash issues. 1.3b2 will load with texture quality set to “Highest”; however, at least “Where Giants Have Fallen” will crash almost immediately after loading. That’s strange . Did you try my LAA build of 1.3b3? http://treellama.org/AlephOne-LAA.zip When I t...
- Apr 15th '19, 05:15
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Leela took control of the K'lia junction from Hathor in chapter 4, and then Hathor switched to using the Dreadnaught's junction. Then Leela came back to the future, and then left K'lia, so it's junction was unoccupied at the time and the humans could manually control it. Ah thanks. I was trying to ...
- Apr 15th '19, 03:24
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Quick question about the plot. How did the humans on K’lia operate its Cybernetic Junction without Hathor’s consent? They used hers to replace S’bhuth’s after all.
- Apr 15th '19, 00:35
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
That’s what I’m doing now. I wish I didn’t have to.treellama wrote:No, this is truly a pathological case, but you could set the default prefs lower or optimize your texture usage.
- Apr 15th '19, 00:29
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Could a possible fix for a future version of Aleph One be to detect when that Windows 32-bit process memory limit is being approached and automatically reduce texture quality settings? I’m not sure if that really solves the problem since stable versions of Aleph One seem to work fine. Obviously som...
- Apr 6th '19, 07:59
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Cool. By the way, did you guys find the memory leak in the textures you were looking for?Pfhorrest wrote:If anyone's interested, I've updated the Development page with the dates of all the previous releases, so you can kinda see a schedule of when Eternal vWhatever was developed.
- Apr 5th '19, 04:08
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Thank you. I understand perfectly now.
- Apr 5th '19, 02:46
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
You can do all five of them without the chip. Are you sure you can complete the level without the chip - not just reach the end, but read the terminal and be sent back in time? I just tested it, and was unable to activate the terminal without using the chip, as it should be. Of course, I see now th...
- Apr 5th '19, 02:38
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Where do the Jjaro fit in their own time loop? I understand that beings that choose not to be W’rkncacnter lock themselves in a causal loop to limit their perception of reality. The thing is, I don’t grasp how humans being killed by the Pfhor or the sun blowing up and freeing Joshua in 2905 leads b...
- Apr 5th '19, 02:07
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Anyway, I feel like I’ve been a huge Debbie Downer about 1.2, and I seem to have put enough on the dev’s plate to worry about, so I’ll switch to asking a question about the story. Where do the Jjaro fit in their own time loop? I understand that beings that choose not to be W’rkncacnter lock themselv...
- Apr 5th '19, 01:44
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
You shouldn't be able to proceed without it. Nor should you be able to survive the burning sun long enough to get that screenshot. If you can finish the level without it and not be taking damage when you fall off, then we've got three bugs with this level O.O You can do all five of them without the...
- Apr 5th '19, 01:31
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Two observations so far about the Inti Station levels. 1. I have no idea if the uplink chip outside is possible to get. 2. The Jjaro BOBs in The Philosophy of Time Travel have no walking animation. If 1. is about Philosophy of Time Travel, yes, the outside chip is obtainable but you can fall off! S...
- Apr 4th '19, 20:43
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Would there be a way to get you a more detailed error report? I want to help as best I can.Pfhorrest wrote:Also, TL has informed us in the past that AO only loads textures that are actually used, so it shouldn't necessarily be loading all 130 textures in a given set.
- Apr 4th '19, 15:07
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Even at 2048x2048 (which is unnecessary aside from landscapes) that's 4 MB per texture with DXTC. To get to 2 GB would still take 250 textures (Aleph One stores a copy in RAM, and OpenGL does too) which I find inconceivable. I've never seen an Eternal screenshot that looks like it has more than a h...
- Apr 4th '19, 03:50
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Where Giants Have Fallen must be the most resource-intensive one, because it’s still crashing my game. Even when I turn the settings down, the water is either pitch black or running in stripes.
- Apr 4th '19, 00:44
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
You have my gratitude.treellama wrote:Haha, Eternal must be using more than 2 GB of RAM. That's kind of excessive.
- Apr 3rd '19, 22:42
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
It works.treellama wrote:Can you two try this version and see if it does any better with Eternal's textures: http://treellama.org/AlephOne-LAA.zip
- Apr 3rd '19, 20:38
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Will do. Gimme an hour or so.treellama wrote:Can you two try this version and see if it does any better with Eternal's textures: http://treellama.org/AlephOne-LAA.zip
- Apr 3rd '19, 14:01
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
So, one person reports "Highest" walls work fine, but another has to set them down to "Higher" to run. Still others, myself included, can use "Unlimited" For walls, "Highest" limits them to 1024x1024. Are there really textures in Eternal bigger than this!? Also, are you both running 64-bit Windows?...
- Apr 3rd '19, 07:15
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Huh, I think both of the Assimilated slots (normal and VacBob) were at one point used for some other monsters. I was going to say MADDs were one of them but apparently those are also on this level and look normal? I think one of them might have been intended to be the monster for Hathor herself as ...
- Apr 3rd '19, 05:50
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Just to be clear, that one VacBob chiiling outside the airlock was added by me, it was not out there nor was there a way to go out there in 1.1. It shouldn't be all the BoBs. The BoBs in the north half of the station should be normal BoBs, the BoBs inside the south half of the station are all "Assi...
- Apr 3rd '19, 03:40
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
Not for a little bug like that that has apparently been around for years and years now. Maybe for whatever we end up calling the next release probably in about a year, though. Can you tell me where in the level you see the hovering Bobs? Maybe a polygon number? I checked to make sure, and It’s ever...
- Apr 3rd '19, 00:44
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 303330
Re: Eternal X 1.2
weird, I never noticed hoving bobs at all. i just ran through that level myself and barely saw any bobs at all except two guarding the very last room, and then ran like normal. i think if there are other hovering bobs somewhere else that that's a bug that i just never caught because they're off the...
- Apr 2nd '19, 23:01
- Forum: Aleph One Discussion
- Topic: Aleph One 1.3b3
- Replies: 94
- Views: 38155
Re: Aleph One 1.3b3
I receive this error in the logs when I attempt to run Marathon Eternal on higher wall texture settings.
Unhandled exception: std::bad_alloc (shell.cpp:351)
Unhandled exception: std::bad_alloc (shell.cpp:351)