GrayFace MM7 Patch v2.1 [July 7, 2018]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

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Phobos
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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Phobos » Nov 12 2018, 20:02

GrayFace wrote:
vocab wrote:
Phobos wrote:Acid Burst deals physical damage

It doesn't. You're confusing it with Shrapmetal or blasters.

Oh... I always thought that was the case because Acid Burst works on Medusas but doesn't work on Oozes. It also works on Blue Dragons, which are immune to Water. Maybe it's a bug then. 8|
Last edited by Phobos on Nov 15 2018, 8:49, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby maxigen » Nov 12 2018, 22:35

Hi,

Can this patch be applied to Maestro Mod and will it work? http://mmgames.ru/index.php?option=com_content&view=article&id=95&Itemid=191&lang=en

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Xfing » Nov 12 2018, 23:00

GrayFace wrote:Are you sure? They should have 1.5 more delay between frames than normal monsters - 3 instead of 2.


Well all I know is I've been playing the game at 2x and only then did the animations feel natural in terms of speed. Vanilla MM7's animations for Trogs are horribly slow and clunky, including death animations.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby vocab » Nov 18 2018, 10:19

GrayFace wrote:
vocab wrote:Weird crash in Red Dwarf Mines.

vocab wrote:Ran into some more crashes in Tatalia.

Send me the ErrorLog.txt file from the game folder.



https://www.dropbox.com/s/oephpbs6ejnw7 ... g.txt?dl=0

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby newsorpigal » Nov 18 2018, 17:47

Greetings All, first time poster here :)
I was searching for [Tatalia crash] and came across this forum.

GrayFace wrote:Indeed I've noticed it too on my playthrough in the past few days. I'm wondering what could have made this bug and the Tatalia ship one manifest themselves. The ship bug was there all along (before my patches), but only now it revealed itself. This one is probably the same. Too bad it can't be reproduced consistently.


I just want to add my experience with this particular bug. The crash at the Tatalia docks went away for me when I remove the Music folder from [\3DO\Might and Magic VII], so maybe there is something there. To explain, I added the Music folder as per instructions in patch notes, to play mp3 sound. But when experience the crash, I took a step back and found the solution.

For info, I am running the patch v2.1 on the original CD install of the game.
On that note, Thanks to GrayFace for your hard work on timeless MM series! :tsup:

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby GrayFace » Dec 6 2018, 21:04

vocab wrote:https://www.dropbox.com/s/oephpbs6ejnw7qf/ErrorLog.txt?dl=0

Good news: both crashes are already fixed in the next version, not yet released.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby GrayFace » Dec 20 2018, 4:01

Novi wrote:Also, don't take this as a request or anything, just throwing out an idea, but would it be possible to widen the fov to widescreen? Seeing how you've managed to up the resolution and all.

Found out how to do it. Fun fact: MM8 only increases FOV outdoors.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby joostmnn » Jan 13 2019, 10:35

GrayFace wrote:
vocab wrote:https://www.dropbox.com/s/oephpbs6ejnw7qf/ErrorLog.txt?dl=0

Good news: both crashes are already fixed in the next version, not yet released.


Hi GrayFace. Thank you for your brilliant work on the MM6-7-8 patches! When do you expect to release the next version of your patches? I am eager to play the games again and hope to do so on the latest, finest patches :-) Thanks!! Joost

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Nexios » Jan 17 2019, 8:48

Hello,

got an issue. Just installed GoG MM7, the patch and mouselook and controls change is not applying. Sure, I tried to change arrowkeys to WASD controls in ingame menu, that works fine.

But what remains unchanged is selection of respective characters by using numpad numbers. I would like to use normal keys above the letters, since it goes with WASD way better. But ingame, you can not change that. Is there a way?

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby GrayFace » Jan 18 2019, 2:53

Nexios wrote:got an issue. Just installed GoG MM7, the patch and mouselook and controls change is not applying. Sure, I tried to change arrowkeys to WASD controls in ingame menu, that works fine.

Did you change the MouseLook setting in MM7.ini? My mouse look setup is a good place to start.

Nexios wrote:But what remains unchanged is selection of respective characters by using numpad numbers. I would like to use normal keys above the letters, since it goes with WASD way better. But ingame, you can not change that. Is there a way?

The game should normally change characters by both main number keys and numpad.

joostmnn wrote:When do you expect to release the next version of your patches?

I've no idea. I can never estimate the amount of my procrastination, especially when there's actual work I must do which I don't do anyway.
Last edited by GrayFace on Jan 18 2019, 2:57, edited 1 time in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Nexios » Jan 18 2019, 8:23

GrayFace wrote:The game should normally change characters by both main number keys and numpad.

Well, problem solved! The thing was, I had different language settings on my keyboard in windows, not English. On our localisation we got some special characters instead of numbers and numbers come as shift+number key. So changing keyboard to EN ended up being the answers. Hooray!

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Novi » Jan 28 2019, 4:14

GrayFace wrote:
Novi wrote:Also, don't take this as a request or anything, just throwing out an idea, but would it be possible to widen the fov to widescreen? Seeing how you've managed to up the resolution and all.

Found out how to do it. Fun fact: MM8 only increases FOV outdoors.

Wow, that's really interesting. Does increasing it glitch the game out in any way? Like things disappearing on the sides too early or things like that.


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