GrayFace MM7 Patch v2.4 [Sep 17, 2019]

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

Moderator: Moderators

User avatar
DaveHer
Assassin
Assassin
Posts: 292
Joined: 13 Mar 2019

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby DaveHer » Apr 24 2020, 10:51

GrayFace wrote:The summon effect is what's causing the crash. Have you changed spells in Data\Tables\ObjList.txt? Would it happen if you just give gargoyles summon in the regular MM7 + my patch?

I have not made any changes to the Objlist.txt. I would not know how. I would have to check to see if it happens to the Original MM7 that has no modifications. To add that feature, I will need to edit the Monsters.txt file and add under Special "Summon,air,Bat A".
Update: The Gargoyles are the ones that summon bats in Maestro's mod and cause the crash. I gave the gargoyles the summon bat spell in the original MM7, but they do not summon anything, therefor the game does not crash. Is there another file that needs to be edited other then monsters.txt?
David
Last edited by DaveHer on Apr 24 2020, 17:44, edited 3 times in total.

User avatar
GrayFace
Round Table Hero
Round Table Hero
Posts: 1516
Joined: 29 Nov 2005

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby GrayFace » Apr 25 2020, 0:39

I've checked in the regular game - summon goes through fine. Send me the save game in your mod then. It's the version on ModDB in which this occurs, right?

DaveHer wrote:Is there another file that needs to be edited other then monsters.txt?

Nope. Just delete new.lod and start a new game.
Last edited by GrayFace on Apr 25 2020, 0:39, 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.

User avatar
DaveHer
Assassin
Assassin
Posts: 292
Joined: 13 Mar 2019

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby DaveHer » Apr 25 2020, 1:18

GrayFace wrote:I've checked in the regular game - summon goes through fine. Send me the save game in your mod then. It's the version on ModDB in which this occurs, right?

DaveHer wrote:Is there another file that needs to be edited other then monsters.txt?

Nope. Just delete new.lod and start a new game.

I will do that. Thanks for the help. :)
Update: I did as you said, but they will not summon bats.
David
Last edited by DaveHer on Apr 25 2020, 2:18, edited 2 times in total.

User avatar
GrayFace
Round Table Hero
Round Table Hero
Posts: 1516
Joined: 29 Nov 2005

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby GrayFace » Apr 25 2020, 19:53

DaveHer wrote:I will do that. Thanks for the help. :)
Update: I did as you said, but they will not summon bats.

GrayFace wrote:I've checked in the regular game - summon goes through fine. Send me the save game in your mod then. It's the version on ModDB in which this occurs, right?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

User avatar
DaveHer
Assassin
Assassin
Posts: 292
Joined: 13 Mar 2019

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby DaveHer » Apr 25 2020, 22:43

GrayFace wrote:
DaveHer wrote:I will do that. Thanks for the help. :)
Update: I did as you said, but they will not summon bats.

GrayFace wrote:I've checked in the regular game - summon goes through fine. Send me the save game in your mod then. It's the version on ModDB in which this occurs, right?

Both the Nexus and the ModDB have the same version of MM7Rev4modR1 Redone. I have not done any patches yet. I will send the save game via email. The same game is at the border of Barrow Downs. Use the fly spell to go to that area. The crashes occur when you meet the gargoyles that are beyond Stone City. The second they summon a bat, it crashes. I am sorry I did not catch the statement about sending you the save game. :embarrased:
David

User avatar
Smike
Leprechaun
Leprechaun
Posts: 3
Joined: 02 May 2020
Location: California

Might and Magic 6 Music

Postby Smike » May 5 2020, 10:14

OK, so I'm not certain that this is the best place to post this, but I think it might be, since I think it might at least be something that can be fixed if it is unintended behavior.

I've noticed, upon starting a new game after last playing the game about 10 years ago, that the music tracks in New Sorpigal shuffle randomly between 3 tracks: New Sorpigal, Castle Ironfist, and Silver Cove. I don't recall the game ever doing this in the original-release version 1.2 or earlier. And I'm absolutely certain that the game always opened with the New Sorpigal track in the pre-GOG version 1.2 and earlier.

I'm not sure if this is GOG breaking the music, the patch breaking the music, or ME just not remembering correctly. And since I can only get the GOG version working at the moment, I'm not sure how I could check this with any certainty. But I'm almost certain that the first time I ever heard the Castle Ironfist track, it was my first time arriving at Castle Ironfist and seeing the castle on the hill. I distinctly have that memory. So I'm pretty sure the original intention was for the game to not choose between 3 tracks at random, and instead to open each distinct area with its own track.

raekuul
Pixie
Pixie
Posts: 129
Joined: 05 Jul 2019

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby raekuul » May 5 2020, 17:46

That's vanilla behavior - Might and Magic 6 would randomly select a music track from a small subset of the music tracks for certain areas. Where this went pear-shaped is that it was only for a comparatively small number of areas - specifically, early towns and dungeons get this treatment. Later towns and dungeons only select from a subset of one track, and later games only specify one song per map rather than a subset of songs to randomly choose from.

(The reason I know this is because I use a custom music selection for MM7, and when I tried doing the same for MM6 the songs never actually matched up correctly due to this)

And I know it's vanilla behavior because remastering a retail MM6 CD with different music tracks leads to the same behavior (but there seems to be a bug in retail MM6 where the music only plays once per area load, so you'd have to be paying attention to catch it!)
Last edited by raekuul on May 5 2020, 17:49, edited 4 times in total.
You need to install the base mod first, and then install the latest GrayFace patch on top of that.

User avatar
Smike
Leprechaun
Leprechaun
Posts: 3
Joined: 02 May 2020
Location: California

Re: Might and Magic 6 Music

Postby Smike » May 5 2020, 21:32

Interesting. Thanks for the info. Hm. Though I still remember New Sorpigal at least starting with its track, upon starting a new game, and Castle Ironfist doing the same with the initial visit. I'm not yet totally convinced that memory is faulty, but I do appreciate you sharing what you know. I'm left with wondering if the first visit is different from subsequent visits or game loads, and if only the original version retains that functionality.

User avatar
GrayFace
Round Table Hero
Round Table Hero
Posts: 1516
Joined: 29 Nov 2005

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby GrayFace » May 16 2020, 13:30

Tracks 2-4 are shuffled (6 outdoor maps).
Tracks 7-9 are shuffled (most dungeons).
Tracks 14-15 are shuffled (all temples).
In a weird twist, all indoor areas get the title track shuffled in if it's between 9:00 PM and 11:59 PM.

raekuul wrote:And I know it's vanilla behavior because remastering a retail MM6 CD with different music tracks leads to the same behavior (but there seems to be a bug in retail MM6 where the music only plays once per area load, so you'd have to be paying attention to catch it!)

That's not a bug, it's the way they decided to do it.
Last edited by GrayFace on May 16 2020, 15:53, edited 2 times in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

raekuul
Pixie
Pixie
Posts: 129
Joined: 05 Jul 2019

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby raekuul » May 16 2020, 16:59

That would explain why it took so long to find out that MM6 shuffles the music between area loads in the first place...
You need to install the base mod first, and then install the latest GrayFace patch on top of that.

User avatar
Smike
Leprechaun
Leprechaun
Posts: 3
Joined: 02 May 2020
Location: California

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby Smike » May 17 2020, 0:23

Yeah, definitely. Interesting. Thanks for that breakdown GrayFace.


Return to “Might and Magic”

Who is online

Users browsing this forum: Google [Bot] and 13 guests