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

Postby GrayFace » Sep 10 2018, 15:33

Novi wrote:Couldn't see ScalingParam2 make any difference though

Oops! I wrote ScalingParam1 twice. If ScalingParam1 is set, it's read as 2nd parameter as well. Fixed in the next version.
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 Anubis » Sep 11 2018, 0:53

Great work on the MM7 patch! Love it!

I'll post bugs as I come across them. I was going to post about the Tatalia docks bug where you constantly crash over and over but it's already been pointed out.

Minor Bug: In Tularean Forest, when you talk to the tree for the "Heart of the Wood" quest, the message "tree69" is displayed instead of "The Oldest Tree" when you hover your cursor on it.

Bug (Inside Temple of Baa):
--> Green-robed Clerics of Baa - When damaging them, text reads "Acolyte of the Moon"
--> Blue-robed Clerics of Baa - When damaging them, text reads "Cleric of the Moon"
--> Red-robed Clerics of Baa & the High Priest of Baa - When damaging them, text reads "Priest of the Moon"

Bug: Misspelling -> Venemous Spider should be "Venomous"
Last edited by Anubis on Sep 12 2018, 6:53, edited 1 time in total.

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

Postby vocab » Sep 12 2018, 9:56

This new patch is amazing with the inclusion of borderless fullscreen, and better window mode support.

I'm running into a pretty annoying issue with the audio/music stuttering while loading a save and loading into new areas where a loading screen occurs. I can link an example if needed. This does not happen with the original game. Any way to fix it, or does this require some additional patch work to fix? This happens with 8 as well.

Thanks.
Last edited by vocab on Sep 13 2018, 0:21, edited 4 times in total.

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

Postby GrayFace » Sep 13 2018, 8:23

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.
Last edited by GrayFace on Sep 13 2018, 8:38, edited 2 times in total.
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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Novi » Sep 13 2018, 14:27

Are you playing the GOG version of the game? Because as I found out, it sets the game to windows 95 compatibility mode and that in turn makes the game run only on one cpu core (others are disabled, can be re-enabled in task manager). On windows 8 I just removed the compatibility mode completely, on 10 I have to use one (doesn't really matter which, win xp, windows 8, whatever). It's weird, but running the game on a single core is what caused sound stutter for me (and some other slowdowns).

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

Postby Anubis » Sep 13 2018, 20:17

Regarding the Tatalia ship bug, there were two other areas similar to that. I know one of the areas was somewhere in Deyja, near the entrance to Watchtower 6. I'm not talking about the building entrance, but the cave entrance. I haven't bothered to check yet as I'm nowhere near ready to assault Watchtower 6. I know there was a third area with that problem, but at this point, I don't remember where it was, lol.

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

Postby vocab » Sep 13 2018, 20:17

Yup, I'm playing the gog version, and setting the compatibility to windows 7 removed the sound stutter completely. Thanks! The only problem now is that I can't figure out how to make it fullscreen under windows 7 compatibility. However, after more testing with the other compatibility versions, Windows XP SP3 includes both full screen with the borderless, and the sound stuttering completely gone. Thanks for the responses, I'm really happy it was easily fixable. Maybe I'll hit up gog and let them know win95 compatibility isn't the way to go.

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

Postby GrayFace » Sep 13 2018, 22:42

Novi wrote:It's weird, but running the game on a single core is what caused sound stutter for me (and some other slowdowns).

It isn't weird. Music is played in a background thread and when main thread is busy the music one can be left with pretty much no CPU time. I think I should check compatibility during setup.
However, I thought it was about a different problem - when loading a game in the midst of a fight sometimes the sound turns into noise.
Last edited by GrayFace on Sep 13 2018, 22:46, edited 3 times in total.
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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby GrayFace » Sep 13 2018, 23:54

Novi wrote:on 10 I have to use one (doesn't really matter which, win xp, windows 8, whatever)

BTW, what happens if you don't?
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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Novi » Sep 14 2018, 8:28

GrayFace wrote:
Novi wrote:on 10 I have to use one (doesn't really matter which, win xp, windows 8, whatever)

BTW, what happens if you don't?

OK, so this is even stranger. After installation, whenever I tried running without compatibility, I would get windows error during start saying "There aren't any D3D devices to init". Running setup would only show software mode available (with which the game would run).

After playing for a bit and removing it today, the game ran without compatibility mode. Until I opened (and simply closed) the setup again at which point the said error would start happening again.

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

Postby Emjayen » Sep 14 2018, 10:12

OK, so this is even stranger. After installation, whenever I tried running without compatibility, I would get windows error during start saying "There aren't any D3D devices to init". Running setup would only show software mode available (with which the game would run).

After playing for a bit and removing it today, the game ran without compatibility mode. Until I opened (and simply closed) the setup again at which point the said error would start happening again.

The standard game will run natively under Win8/Win10 without any "compatibility-mode", and using the hw-accelerated 3D path (albeit, not audio), however I cannot confirm the same for the GoG version of which I haven't had a chance to look at.

That being said, I'd recommend using the original game discs to install (if you're missing these, you can download them using this torrent (you'll need something like μTorrent) -- I personally seed this one and have allocated 1MB/s upload bandwidth to it)

The behaviour you're describing can most likely be explained by ACL shims being enabled which Windows by default automatically does in an attempt to solve compatibility issues. To check of this is the case, have a look under the following registry keys:

Code: Select all

HKCU\Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Compatibility Assistant\Store
HKLM\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AppCompatFlags


Also, be sure that you install the DX8 and earlier runtime which isn't installed by default on later releases of Windows.
Last edited by Emjayen on Sep 18 2018, 5:35, edited 4 times in total.

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

Postby Novi » Sep 15 2018, 13:02

I checked those registries, but in the first path, there was no entry for might and magic and in the second, I wasn't even sure what I'm looking for.

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

Postby GrayFace » Sep 15 2018, 15:19

Novi wrote:After installation, whenever I tried running without compatibility, I would get windows error during start saying "There aren't any D3D devices to init". Running setup would only show software mode available (with which the game would run).

Indeed, I encountered it myself too on my work PC. I didn't install the early DirectX from Emjayen's link though.
Seems crazy to me how MS just massively hampers out-of-the-box compatibility of Win 10 this way. DX9 games aren't too old.

Emjayen wrote:That being said, I'd recommend using the original game discs to install

I did check GOG's MM7 and I'm sure it's identical in terms of data, but also has music readily ripped.
Last edited by GrayFace on Sep 15 2018, 15:49, edited 2 times in total.
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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Emjayen » Sep 15 2018, 21:46

Novi wrote:I checked those registries, but in the first path, there was no entry for might and magic and in the second, I wasn't even sure what I'm looking for.

Are you sure? Be aware that GoG often packages a stub program that's used to launch the game via the usual desktop shortcut it installs.

To be clear you should be looking here: Image

For instance, I can reproduce the behaviour you're describing with MM7Setup on Win10, which does indeed enable ACL for it (occurs after you run it) -- when enabled, it'll only report software-rendering being available, disabling it (deleting the entry) will allow for hw-accelerated 3D to also be enumerated.

GrayFace' wrote:Seems crazy to me how MS just massively hampers out-of-the-box compatibility of Win 10 this way. DX9 games aren't too old.

Sorry I wasn't clear there; *earlier than DX9* is what I should've said (the linked installer includes of all previous DX versions also)

GrayFace wrote:I did check GOG's MM7 and I'm sure it's identical in terms of data, but also has music readily ripped.

I was more-so referring to the game binaries of which, atleast with a few of the other games they've released, they've hacked up the game binaries (presumably in aid of compatibility)
Last edited by Emjayen on Sep 15 2018, 21:48, edited 1 time in total.

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

Postby Novi » Sep 16 2018, 8:24

Yes, I am sure, there is no entry for might and magic in that location.

Also, GOG Galaxy creates a simple .ink file through which it runs the game if you play it through the launcher. I was running the executable directly from folder in either case.

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

Postby GrayFace » Sep 17 2018, 12:57

Emjayen, do you by chance know a way to check for old DirectX presence during setup?
Last edited by GrayFace on Sep 17 2018, 13:02, edited 1 time in total.
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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Emjayen » Sep 17 2018, 14:03

GrayFace wrote:Emjayen, do you by chance know a way to check for old DirectX presence during setup?

The most reliable method would be to simply attempt to if the respective device interface (e.g, IDirectDraw4) is implemented. Something like:

Code: Select all

void* pInterface;

CoCreateInstance(&CLSID_DirectDraw, NULL, CLSCTX_ALL, &IID_IDirectDraw7, &pInterface); // If this succeeds, then the DX7 runtime is available.


EDIT: Just realized you wanted something available to some sort of installer-script, in which case, you could check for the CLSID in the registry -- I suggest taking a look at this article, it provides a good overview of the COM architecture.
Last edited by Emjayen on Sep 18 2018, 5:31, edited 2 times in total.

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

Postby Novi » Sep 21 2018, 9:04

I want to point out a couple more things. Firstly, installing older directX libraries did not alter the behavior in any way.

And secondly, on my laptop (Windows 10) with intel HD integrated graphics card, the game itself runs in HW mode without compatibility or anything just fine. The setup still needs either compatibility mode or 16-bit reduced color mode to show HW acceleration, but the main executable works without those.


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