MMTNO second tech demo

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matgaw
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MMTNO second tech demo

Unread postby matgaw » 22 Jan 2010, 01:08

Second tech demo released

Friday 22 January 2010

We're proud to release our second tech demo to the public.

This version includes some of our new engine features, including: saving/loading, advanced terrain textures, background music, many bugfixes and so on...

We're planning also to publish several localised european versions soon.

Unfortunately, due to some still existing problems, we had to switch the lighting system off. After repairing some problems, we'll release a patch to enable it again :)

Download link is available via our Download section, or directly by clicking here.

Hope you enjoy these new features. If you find some bugs in the game, please notify us via forums or e-mail.

Download link: MMTNO demo Jan2010.

http://www.mightnmagic.glt.pl/ (see the screenshot from upcoming lighting system)

P.S. If you have troubles displaying the game in Windows XP and your graphics card is NOT Intel GMA (laptops), try installing DirectX redistributable. If still no luck, try switching to OpenGL in options.

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Unread postby Lord13 » 23 Jan 2010, 00:09

Nice, thx for sharing the news, can't w8
for the next updates ;)
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Every beast dies...
Only heroes live forever!

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Unread postby matgaw » 23 Jan 2010, 12:32

As you can read on the project site, our final game will take place after M&M7 ending, when the party opens the gate to Beta-5 station.

Our game will be released in parts, and we expect to finish the first one in about a year, so you can start playing it while we're working on the next one. After the next part is released, you can just install it and continue your previous saved game.

Every part (except the first one) will be released in form of an update, so after installing it, everything will merge into one bigger game (so, playing for the second time, you will not notice any "parts" but one consistent game).

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Talin_Trollbane
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Unread postby Talin_Trollbane » 23 Jan 2010, 16:20

kinda like HL episodes then?
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tolich
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Unread postby tolich » 25 Jan 2010, 22:42

Talin_Trollbane wrote:kinda like HL episodes then?
No, kinda World of Xeen. =)

1) Party generation. There's still no shortcut keys for characters (1-4), arrows don't move the selection, +/- don't increase/decrease current attribute. Moreover, changing Race to Elf, and back again to Human do not save 9 bonus points. However, they are always subtracted from usual total bonus (50-4*9=14).
2) Adventuring. There's still no shortcut keys: 1-4 for characters, Q for Quest log, I for Inventory, etc.
3) Talking to people. Too many levels of dialogue. Very example is village alchemist:
"Buy standard" - "Red potion" - "Buy" - "Back".
"Make red potion" - "Make" - "Back".
instead of
"Buy red potion" - "Back".
"Make red potion" - "Back".
4) Quests. The quest of Marry Cristmas is not added to quest log.
5) Fighting. The killed monster is not considered killed until the end of round, and still makes gems red (or yellow), and cannot be picked, and prevents other monsters around from being harmed.
6) The saving mechanism is a russian roulette - it can save the game correctly, and then load it, or fall during saving, producing unreadable save.
7) The music plays two or three notes and then go mute.
8) I saw a flying fence in the town.
9) Dialogues. Precise collision checking with letters makes it more difficult to click options.
10) Skies. Blink sometimes.
11) A minimap on an open area is not shown unless a monster is right-clicked. I hope this give you a clue about the problem source.

to be continued...
Last edited by tolich on 26 Jan 2010, 12:50, edited 3 times in total.

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Unread postby GrayFace » 25 Jan 2010, 22:54

- The music can't be turned off.
- Climbing is much more smooth and very similar to M&M's, but I don't think being able to climb anywhere, except completely vertical wall, is good. After some climbing I jumped down and for some reason when I pressed forward, the party moved backward, climbing back on the mountain.
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Unread postby Talin_Trollbane » 26 Jan 2010, 13:04

No, kinda World of Xeen. =)
but World of Xeen was 2 complete games that could be combined into a huge game.

so you are going to make 2 ordinary length games that can be combined into a huge length game?
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Lord13
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Unread postby Lord13 » 26 Jan 2010, 13:18

If I understand correctly will be like updates/patches.
Each update will add new areas/quests etc until the
game is finished. Is an interesting way to start play
the game earlier and not wait for the whole game
be finished. I wouldn't mind waiting more to play it
finished though, to be honest.

Anyway, MnMNO is a project I wait with many hopes,
the work so far seems great ;)
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Every beast dies...
Only heroes live forever!

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tolich
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Unread postby tolich » 26 Jan 2010, 20:19

A little extract from the log.txt file:
HLSL pixel shader compilation failed:
(1,1): error X5608: Compiled shader code uses too many arithmetic instruction slots (69). Max. allowed by the target (ps_2_0) is 64.

HLSL pixel shader compilation failed:
(1,1): error X5608: Compiled shader code uses too many arithmetic instruction slots (85). Max. allowed by the target (ps_2_0) is 64.
(1,1): error X5609: Compiled shader code uses too many instruction slots (101). Max. allowed by the target (ps_2_0) is 96.

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tolich
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Unread postby tolich » 23 Nov 2010, 20:09

*Raise Dead!*
12) I found a Walking Dead that tends to walk behind a sorta invisible wall or force field - he cannot come to party and cannot be even checked.
Though it can be met and killed if close to this 'wall'.
13) Training topic leads to crash.

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Unread postby GreatEmerald » 24 Nov 2010, 14:21

tolich wrote:*Raise Dead!*
More like Reanimate. I doubt anyone will read that, with the project shelved and all :\

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tolich
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Unread postby tolich » 24 Nov 2010, 15:15

It's sorta Necromancy anyway. :D

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Talin_Trollbane
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Unread postby Talin_Trollbane » 24 Nov 2010, 19:10

so, any news? its been a long time now since january.
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tolich
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Unread postby tolich » 25 Nov 2010, 06:10

No news, I just hope that matgaw visits this topic sometimes.

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koval321
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Unread postby koval321 » 04 Dec 2010, 10:46

This second is playable game or another demo which only show piece?

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tolich
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Unread postby tolich » 04 Dec 2010, 20:29

1) It is playable.
2) It has the same plot as the first demo.
3) It has the same rakes on the same places.
4) Only graphics is changed.

P.S. Oh, forget to mention: the game can be saved now. Sometimes.

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tolich
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Patch to MMTNO second β

Unread postby tolich » 07 Dec 2010, 18:30

For those who interested...
I've edited some scripts to fix playability.

1) Marry Christmas quest is now displayed in the quest log. (I fixed wrong quest id in 'quest.txt'.)
2) Henry Kalmington pays double price of Scythe (120) if we don't try to cheat him.
3) Granary-quest can now be completed. (I look for alive rats instead of counting dead ones. When I leave the Granary, there're usually no rats there, alive or dead.)
4) As well, Mark's Quest about destroying rats is fixed, though not tested yet.
5) Training replacement was added. Dead and unconscious characters cannot be trained. Experience to train is classical to MM6-9. Training price is 10, 40, 90, 160, and so on, according to the current character level.
6) Potion maker has one-level dialog, without selections and confirmations.

Download page

Please check and suggest.

Edit: file moved to clouds of yandex.
Last edited by tolich on 30 Mar 2013, 16:06, edited 2 times in total.

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Talin_Trollbane
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Unread postby Talin_Trollbane » 07 Dec 2010, 22:01

so does that mean you have started the project again?
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Deadguy118
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Unread postby Deadguy118 » 08 Dec 2010, 05:57

Talin_Trollbane wrote:so, any news? its been a long time now since january.
My guess? It's probably one of the 90% of fan-made projects that fell apart and no longer exist. Hopefully M&M X and the Cove Town will buck the trend, but I'm far too cynical to say if they will or not.
Back from the dead? Maybe.

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tolich
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Unread postby tolich » 08 Dec 2010, 06:00

Talin_Trollbane wrote:you have started the project again?
Who, me? I'm not in the project.


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