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

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DaveHer
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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?
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Last edited by DaveHer on Apr 24 2020, 17:44, edited 3 times in total.

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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.

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DaveHer
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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.

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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.

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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

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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.

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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.

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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.

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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.

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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.

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

Postby Smike » May 17 2020, 0:23

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

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

Postby GreatEmerald » Jul 16 2020, 11:57

Any ideas about how to get EAX working properly? IndirectSound allows the EAX option to become enabled, but it doesn't actually do any EAX effects. DSOAL is supposed to do EAX effects via OpenAL EFX, but I don't hear any (the sound is definitely different, but I don't hear reverb in the caves, even if I set a high number for reverb in dsound.ini). And using Wine Staging and enabling EAX through it in wineconfig doesn't actually have any effect, MM7Setup doesn't actually show the EAX option to begin with (and still no effects if I use IndirectSound with it).

Also, sometimes the audio channels are reversed. I also can't figure out why that happens sometimes, nor how to fix it (aside from flipping my headphones around, which is not really possible with mine).

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

Postby Rick3tkh » Aug 4 2020, 17:05

I keep having issues with the sparks trap in Markham's Manor, and whenever I get hit by the Shrapmetal spell.

if it so much as touches me, the game just straight up crashes! I've tried everything but it's a common dark magic spell. anyone have a fix?
this happens vanilla installation, with the mod, you name it. also even though I install the mod the UI doesn't change and I dunno how to even get that to work.

shame, MM7 is easily one of my favorite old school games.
Last edited by Rick3tkh on Aug 4 2020, 17:06, edited 1 time in total.

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

Postby GrayFace » Aug 5 2020, 10:24

Rick3tkh wrote:I keep having issues with the sparks trap in Markham's Manor, and whenever I get hit by the Shrapmetal spell.

Upload the ErrorLog.txt file from the game folder.

Rick3tkh wrote:if it so much as touches me, the game just straight up crashes! I've tried everything but it's a common dark magic spell. anyone have a fix?
this happens vanilla installation, with the mod, you name it. also even though I install the mod the UI doesn't change and I dunno how to even get that to work.

Does the game run in Hardware mode?
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 v2.4 [Sep 17, 2019]

Postby Rick3tkh » Aug 5 2020, 11:00

this is when getting hit by shrapmetal, it's happened in other places (the wine celler with undead comes to mind) but in this particular instance it was in Watchtower 6, cast by a Power Lich.

Time: 8/5/2020 4:55:51 AM (05.08.2020 10:55:51 UTC)
Windows Version 6.2

Exception EDivByZero in module mm7.exe at 0008D524.
Division by zero.

Function Calls:

0048D524 | F:\mm7\mm7.exe + 8D524
0048DC1A | F:\mm7\mm7.exe + 8DC1A
0043A69F | F:\mm7\mm7.exe + 3A69F
0043AA1C | F:\mm7\mm7.exe + 3AA1C
0046C426 ? F:\mm7\mm7.exe + 6C426
0047184C ? F:\mm7\mm7.exe + 7184C
77CDCCA4 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 5CCA4
77CCD0F3 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 4D0F3
0047266A ? F:\mm7\mm7.exe + 7266A
0046BDF5 ? F:\mm7\mm7.exe + 6BDF5
0046BDDF ? F:\mm7\mm7.exe + 6BDDF
00463476 ? F:\mm7\mm7.exe + 63476
00462CC8 ? F:\mm7\mm7.exe + 62CC8
00463026 ? F:\mm7\mm7.exe + 63026
004CAC35 ? F:\mm7\mm7.exe + CAC35
004CD889 ? F:\mm7\mm7.exe + CD889
767FF987 ? C:\WINDOWS\System32\KERNEL32.DLL + 1F987
77CE7082 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67082
77CE704F ? C:\WINDOWS\SYSTEM32\ntdll.dll + 6704F

Registers:

EAX = 00004939
EBX = 00000000
ECX = C939F8EA
EDX = 00000000
ESI = 00ACD804
EDI = FFFFFFD8
EBP = 0019FCD0
ESP = 0019FCC0

Stack Trace:

0019FCC0: 00000001
0019FCC4: 00000000
0019FCC8: 00ACD804
0019FCCC: 0000001B
0019FCD0: 0019FCEC | Last EBP
0019FCD4: 0048DC1F | F:\mm7\mm7.exe + 8DC1F
0019FCD8: 00000001
0019FCDC: 0000001B
0019FCE0: 00ACD804
0019FCE4: 006009F8
0019FCE8: 00000001
0019FCEC: 0019FD2C | Last EBP
0019FCF0: 0043A6A4 | F:\mm7\mm7.exe + 3A6A4

================================================================================


I'll be honest, I dunno if it's running in hardware mode. it's a fresh install from the GOG version, I install your patch, and run as is. I'm not so good with the technical stuff. looking at things again, I think I was getting the UI confused with another mod I tried in the past, the MM7Rev4modR1 Redone one.
Last edited by Rick3tkh on Aug 5 2020, 11:04, edited 1 time in total.

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

Postby Rick3tkh » Aug 5 2020, 11:03

this is what happens when I pick up the vase and the spark trap goes off. I do note that I had to try this TWICE to get the crash to happen. the first time the trap went off and I took the damage "offscreen" somehow? I dunno.

Time: 8/5/2020 5:02:15 AM (05.08.2020 11:02:15 UTC)
Windows Version 6.2

Exception EDivByZero in module mm7.exe at 0008D524.
Division by zero.

Function Calls:

0048D524 | F:\mm7\mm7.exe + 8D524
0048DC1A | F:\mm7\mm7.exe + 8DC1A
0043A95F | F:\mm7\mm7.exe + 3A95F
0043AA1C | F:\mm7\mm7.exe + 3AA1C
0046CBB3 ? F:\mm7\mm7.exe + 6CBB3
0047184C ? F:\mm7\mm7.exe + 7184C
77CCD0F3 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 4D0F3
0047266A ? F:\mm7\mm7.exe + 7266A
0046BDF5 ? F:\mm7\mm7.exe + 6BDF5
0046BDDF ? F:\mm7\mm7.exe + 6BDDF
00463476 ? F:\mm7\mm7.exe + 63476
00462CC8 ? F:\mm7\mm7.exe + 62CC8
00463026 ? F:\mm7\mm7.exe + 63026
004CAC35 ? F:\mm7\mm7.exe + CAC35
004CD889 ? F:\mm7\mm7.exe + CD889
767FF987 ? C:\WINDOWS\System32\KERNEL32.DLL + 1F987
77CE7082 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67082
77CE704F ? C:\WINDOWS\SYSTEM32\ntdll.dll + 6704F

Registers:

EAX = 00006D07
EBX = 00000000
ECX = ED071CE1
EDX = 00000000
ESI = 00ACD804
EDI = FFFFFFD8
EBP = 0019FCD0
ESP = 0019FCC0

Stack Trace:

0019FCC0: 0000000F
0019FCC4: 00000000
0019FCC8: 00ACD804
0019FCCC: 00000016
0019FCD0: 0019FCEC | Last EBP
0019FCD4: 0048DC1F | F:\mm7\mm7.exe + 8DC1F
0019FCD8: 00000001
0019FCDC: 00000016
0019FCE0: 00000002
0019FCE4: 00ACD804
0019FCE8: 0000000F
0019FCEC: 0019FD2C | Last EBP
0019FCF0: 0043A964 | F:\mm7\mm7.exe + 3A964

================================================================================
Last edited by Rick3tkh on Aug 5 2020, 11:13, edited 1 time in total.

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

Postby GrayFace » Aug 7 2020, 6:21

Rick3tkh wrote:this is when getting hit by shrapmetal, it's happened in other places (the wine celler with undead comes to mind) but in this particular instance it was in Watchtower 6, cast by a Power Lich.

That's weird! What I see in code is that the bug happens if the resistance value is negative and adds up to 0 as a result. But resistance to shrapmetal must be always 0.
Last edited by GrayFace on Aug 7 2020, 6:22, 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 v2.4 [Sep 17, 2019]

Postby Rick3tkh » Aug 7 2020, 9:25

that IS wierd!! so how do we fix it? this has happened both with your patch and a fresh installation both.

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

Postby Rick3tkh » Aug 7 2020, 12:29

courtesy of the discord (Thanks, Novi and Anubis!) I started a fresh party and teleported to markham's manor by using MMExtension. a couple of attempts at dodging guards and I can't get it to crash via jar trap.

I originally used a save Editor called MM7VIEW, and I'm wondering if that messed with something. discord suggests sticking to MM7CHE instead, so I'm going to fiddle around with a few things and see if I can't replicate the problem.
Last edited by Rick3tkh on Aug 7 2020, 12:41, edited 1 time in total.

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

Postby GrayFace » Aug 12 2020, 21:05

Rick3tkh wrote:I originally used a save Editor called MM7VIEW, and I'm wondering if that messed with something. discord suggests sticking to MM7CHE instead, so I'm going to fiddle around with a few things and see if I can't replicate the problem.

MMExtension adds a new file to save game and some editors may behave incorrectly because of that. Intuitively MM7View should be fine, but who knows. However, that doesn't explain the crash. Did you maybe change spells or use some mod for them?
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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