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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GreatEmerald
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Postby GreatEmerald » Jan 16 2011, 12:02

That's a valid point there. A bunch of '//'s would be sufficient for the hack.

...looking at the code reminds me of how terribly low-level C is. I'm really happy I switched to D now.

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Postby Nomad » Jan 17 2011, 11:40

Yep, sprites and 3d models rotate in opposite directions around x axis, never really looked into this since it's, but thanks to Ck-NoSFeRaTU, the problem seems to be solved.

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I am really amazed. While not being a programmer, you have managed to build and run.. "it". My respect :)

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No, you are wrong :) Everthing depends on programmer and architecture. That code snippet Ck-NoSFeRaTU provided was generated by machine. Otherwise, C/C++ is beautiful :)

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Postby GreatEmerald » Jan 17 2011, 15:20

Not really. But it depends on what you're used to. Things like preprocessor commands and pointers are already ugly for me, but if you're used to them, you don't see anything wrong with those.

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Postby Nomad » Jan 17 2011, 16:59

Pointers are machine's language. It cannot into semantic, imagination or associative memory :)

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Postby Nomad » Jan 18 2011, 13:35

We are searching for 2D artists to do some teturing work on our new 3D models.

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Postby Nomad » Jan 19 2011, 1:12

So.. now we can load custom models :)

Image


WE ARE SEARCHING FOR 2D ARTISTS TO DO TEXTURING

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Postby NicholasRay » Jan 19 2011, 5:00

I have textured a few models before. http://www.gimmik.net/modeling/Images/

Also the image doesn't work again :[

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Postby Nomad » Jan 19 2011, 8:23


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Postby NicholasRay » Jan 19 2011, 17:40

Very cool! I can texture models and what not. Is the building a model or just a re textured building?

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Postby Ck-NoSFeRaTU » Jan 22 2011, 15:44

Nomad wrote:So.. now we can load custom models :)

Hmm...

Last Commit: (Jan 13 22:37 UTC) 9 days ago
Author: x1diablo
Revision: 377

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Postby Nomad » Jan 23 2011, 1:50

Ck-NoSFeRaTU
I am preparing a major update, so in it's current state, project is not buildable at the time.

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vladimir-maestro
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Postby vladimir-maestro » Jan 26 2011, 17:24

New Temple of the Moon on Emerald Island
I hope it will be more detailed and much more interesting than the original one.
Now it is only 45k polygons.
Image
You can contact me here:
maestro_mod@yahoo.com
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Site about MODs: http://www.mmgames.ru
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if you wish to upload some materials for this site - let me know.

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tolich
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Postby tolich » Jan 26 2011, 18:37

Look nice.
I can't remember such dome in the original dungeon, but such things are better to explore from the inside.

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vladimir-maestro
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Postby vladimir-maestro » Jan 26 2011, 19:14

tolich wrote:Look nice.
I can't remember such dome in the original dungeon, but such things are better to explore from the inside.


use mm map viewer by angel of death - you will see a dome. in mm7 party can't look so high - so not many people got idea that a dome really exists. :D
You can contact me here:

maestro_mod@yahoo.com

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Site about MODs: http://www.mmgames.ru

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if you wish to upload some materials for this site - let me know.

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Postby NicholasRay » Jan 26 2011, 19:51

This is awesome. Will this new engine make it so we can add out own maps?

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vladimir-maestro
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Postby vladimir-maestro » Jan 27 2011, 4:30

NicholasRay wrote:This is awesome. Will this new engine make it so we can add out own maps?


the main idea of this engine was opensource engine with modern possibilities such as shading and dynamic lightning - so you can add anything you want and even more (that never exists in original MM games such as slow HP\SP regeneration or new location).

the remake shouldn't include new objects but we became curious to try and now engine got few new buildings, 1 well and i'm trying myself in dungeon.
You can contact me here:

maestro_mod@yahoo.com

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Site about MODs: http://www.mmgames.ru

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if you wish to upload some materials for this site - let me know.

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Postby NicholasRay » Jan 27 2011, 5:16

That is seriously amazing. :D I wish I could help but Im getting deployed to the afgans next week. Thank god I have a desk job though. :p

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vladimir-maestro
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Postby vladimir-maestro » Feb 1 2011, 19:54

dragon cave on emerald island.
do not really plesed with it - stalagmites and stalagtites are too big and cause the cave to look tiny =\
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You can contact me here:

maestro_mod@yahoo.com

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Site about MODs: http://www.mmgames.ru

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if you wish to upload some materials for this site - let me know.

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GreatEmerald
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Postby GreatEmerald » Feb 1 2011, 21:51

Yea, and looks really hard to navigate, and that's the whole idea of the cave. Although it could be used as an anti-cheat measure :D

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Postby Nomad » Feb 1 2011, 22:09

In such cave, party should rather use stealth to sneak near the sleeping dragon... oops i am giving away all the clues :(


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