MM 6/7/8 Total Remake

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

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RyuMaster
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Re: MM 6/7/8 Total Remake

Postby RyuMaster » Sep 27 2016, 22:02

There are still many odities in original code, maybe there is some good way to report them? Anyone needs it? For example, I can see that:

if (pCharacter->classType == PLAYER_CLASS_KNIGHT)
pCharacter->sResMagicBase = 10;

knight gets sResMagicBase on start, but this value is never usued in any calculations. Its that never used inside mm7 original code (i.e., left from mm6), or its a mistake? I can lots off odd stuff like that.

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Re: MM 6/7/8 Total Remake

Postby RyuMaster » Sep 27 2016, 22:03

namad wrote:so you rename the .ra file to an .exe?

Yes, I did it and it works.

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Macros the Black
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Re: MM 6/7/8 Total Remake

Postby Macros the Black » Sep 28 2016, 16:42

RyuMaster wrote:There are still many odities in original code, maybe there is some good way to report them? Anyone needs it? For example, I can see that:

if (pCharacter->classType == PLAYER_CLASS_KNIGHT)
pCharacter->sResMagicBase = 10;

knight gets sResMagicBase on start, but this value is never usued in any calculations. Its that never used inside mm7 original code (i.e., left from mm6), or its a mistake? I can lots off odd stuff like that.

The Knight does get the magic resistance in MM6. It could be they decided to get rid of it because they rebalanced the Knight by giving him Armsmaster. I actually never knew the Knight didn't get that in MM7.
Last edited by Macros the Black on Sep 28 2016, 16:43, edited 1 time in total.
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.

RyuMaster
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Re: MM 6/7/8 Total Remake

Postby RyuMaster » Sep 30 2016, 17:28

Macros the Black wrote:The Knight does get the magic resistance in MM6. It could be they decided to get rid of it because they rebalanced the Knight by giving him Armsmaster. I actually never knew the Knight didn't get that in MM7.


I see, you know lots of stuff :) I guess I'll post questions like this here, if I encounter them, and later then I'll just merge my fixes with original build. Also good way to learn more about it myself

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Re: MM 6/7/8 Total Remake

Postby Nomad » Dec 14 2016, 2:41

Hey guys, resumed work on original engine remake
new code repository: https://github.com/gp-alex/world-of-might-and-magic
those familiar with C++ feel free to download & help :)

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Re: MM 6/7/8 Total Remake

Postby Nomad » Dec 14 2016, 2:43

RyuMaster wrote:There are still many odities in original code, maybe there is some good way to report them? Anyone needs it? For example, I can see that:

if (pCharacter->classType == PLAYER_CLASS_KNIGHT)
pCharacter->sResMagicBase = 10;

knight gets sResMagicBase on start, but this value is never usued in any calculations. Its that never used inside mm7 original code (i.e., left from mm6), or its a mistake? I can lots off odd stuff like that.


Magic damage & resistance is legacy MM6 stuff in the code, not used at all in MM7.
There are also skills like Diplomacy and Theft that are in the code since MM6 but not used also.

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Re: MM 6/7/8 Total Remake

Postby plaasjapie » Sep 7 2017, 22:41

Just a reminder, this project is still alive. Here are some emerald isle pics.

Image Image Image Image Image Image

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unknownone
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Re: MM 6/7/8 Total Remake

Postby unknownone » Sep 8 2017, 7:58

Wow, it looks good! Is it rendered in Unity with the MM interface graphics imported?
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, TES3, TES4

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Coldy
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Re: MM 6/7/8 Total Remake

Postby Coldy » Sep 8 2017, 9:32

Very impressive stuff. Well done, hope to see more :)

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Re: MM 6/7/8 Total Remake

Postby Troller » Sep 22 2017, 8:04

Great to hear that you are still keeping the project alive :-)

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Dragonfly
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Re: MM 6/7/8 Total Remake

Postby Dragonfly » Sep 27 2017, 17:14

Great work!!! Thanks for keeping it alive!

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Re: MM 6/7/8 Total Remake

Postby marco75 » Dec 11 2017, 11:50

I'm playing MM7 for the first time, thanks to this African gentleman: https://youtu.be/l6rmG4ZbLTA
I have previously played MM:Gates To Another World on Sega Megadrive and I also tried out some of the Heroes 1-5 collection on PC.

Your remake looks far better than I expected. It appears to feature better water, more complex geometry, trees as models rather than sprites etc. Going above and beyond. It is clearly an immense undertaking, I didn't read the entire thread, but I hope you are opening up the code to others and putting it in some sort of github in case you drop out, the job can be taken up by others.

My most disliked thing about the original is the draw distance, how does your remake fare on that account?
Can you make draw distance infinite like Doom engine?

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equs
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Re: MM 6/7/8 Total Remake

Postby equs » Jan 12 2018, 10:00

absolute amazing result! I love the new graphics.
Hope this project will be continued. Is there any information about what is already done, on what the devs working at the moment, what kind of help maybe needed.
And the idea of more draw distance sounds also great. If it is possible.


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