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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Nomad
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Postby Nomad » Nov 16 2013, 22:30

GreatEmerald wrote:
Nomad wrote:It takes much space (partly to optimize 3d rendering - the larger rendering area, the less fps). And it is not scalable.
We want interface that can fit any resolution.


How is it not scalable? Just increase the gaps between items.

Try in in PS - it will feel unnatural.

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Bandobras Took
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Postby Bandobras Took » Nov 18 2013, 3:12

Bit late to the vote, perhaps, but bottom left. By far.
Far too many people speak their minds without first verifying the quality of their source material.

RobMM8
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Postby RobMM8 » Nov 18 2013, 14:45

Lower left as well, but could you please add an option to select the original interface.

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Postby RobMM8 » Feb 3 2014, 17:41

Any new updates here or do you ur updates somewhere else first? Love to see this finished. Great work! :)

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Postby default8p » Feb 6 2014, 20:29

Not sure if it helps but here is their repository:
https://www.assembla.com/code/mm7/mercurial/nodes

They post updates daily and it also has links to twitter and facebook where they sometimes post.

I also am following this project with interest. :)

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Postby Grumpy » Apr 13 2014, 16:30

There usually isn't much to update, since we've mostly been bugfixing for some while now, nothing really visible to the public. But as default8p pointed out, the repository is the best source to find out how active we are at any given moment :)

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Postby RobMM8 » Apr 14 2014, 13:32

I guess I rather it be that way. Best of luck with this project. :)))

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Postby plaasjapie » Oct 8 2014, 2:08

For all who are wondering, I tried the EXE from assembla, and the game ran! Some bugs still, and sound issues, but... It works!

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Direct 3D 11:)

Postby Ritor1 » Oct 11 2014, 11:08

Image

We intend to use Direct3D 11

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Postby Schopenhauer » Oct 12 2014, 6:23

Hey,

following this development for some time now. I know the Facebookpage and I’m checking Assembla every now and then.

Where can I get more Information? Why isn’t here a big discussion ongoing.

As I understood, you just released the first Version (exe).
Is it limited to MM7 at the beginning? How to install it?
At this stage: is it basically a recreation (reverse engineering?) Or are the things discussed here, like higher drawing distances and resolution already in?

What about Direct 3D 11. Any way MM might use it as well?

Really like what you are doing. Finally MM gets the deserved attention.

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Postby Nomad » Oct 12 2014, 7:39

Hello there,

Schopenhauer wrote:Where can I get more Information? Why isn’t here a big discussion ongoing.

Development process is complicated and long, and true, not much attention or help offerings arise.

Schopenhauer wrote:As I understood, you just released the first Version (exe).
Is it limited to MM7 at the beginning? How to install it?

Yep, alpha is there. You just download it and place exe into your mm7 installation folder. There's not much there currently, just recreated engine almost identical to the original.

Schopenhauer wrote:At this stage: is it basically a recreation (reverse engineering?) Or are the things discussed here, like higher drawing distances and resolution already in?

Yep, simple things like drawing distances, png and mp3 support, various original bug fixes are there.

Schopenhauer wrote:What about Direct 3D 11. Any way MM might use it as well?

I have created a separate dev branch and introducing fresh rendering api integrations, as well as updating some really outdated engine parts.

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unknownone
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Postby unknownone » Oct 12 2014, 7:52

very nice progress!!!
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

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Postby Schopenhauer » Oct 12 2014, 10:51

@Noman,

thank you for the detailed insight!
I want this to get more attention. You think there is a chance to give us every now an then something like a little status update? like what are working on, or trying out. The things that are hard to get to work... Some more screens. Like with the FB Page but a bit more often?
This might be a better place for attracting more people, even some helpful ones, with deep knowledge...


Working on the renderer is really exiting!

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unknownone
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Postby unknownone » Oct 12 2014, 12:06

I would like to ask if there is a reason to integrate dx11 into the engine? Wouldn't it be more interesting to use OpenGl to have native cross-platform compatibility?
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

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Postby Nomad » Oct 13 2014, 9:35

unknownone wrote:I would like to ask if there is a reason to integrate dx11 into the engine? Wouldn't it be more interesting to use OpenGl to have native cross-platform compatibility?

Sure.
Game initally is programmed for Windows platform, so there is not a single hint on cross-platform design. Next, programming for Windows the choise between OpenGL and D3D is obvious - D3D is mostly stable, and OpenGL is always buggy. No need for extra headaches for devs, few are few and fully loaded as it is.

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unknownone
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Postby unknownone » Oct 13 2014, 9:55

Ok, thanks for the explanation!
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

Schopenhauer
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Postby Schopenhauer » Oct 28 2014, 1:41

What might the advantages of dx11 be for Might and Magic?
New things on a graphical level?

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Postby BF3000 » May 5 2015, 11:11

Looks like they move their progect to Unity now.
Assemblia page was updated with 2 new files and it even works!
Well it look like earliest screenshot and only basic geometry work, but still, it's the first thing they show on public, even if it wasn't meant for it. B-)

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Postby Schopenhauer » May 13 2015, 15:37

Did the Project move to Unity? There are new updates on Assembla, thanks for that!

Does anyone have a clue about what it going on? The status of the Project and new chances?

Ritor1
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Postby Ritor1 » May 14 2015, 4:47

No, Project move in the same direction. We have optimized the previously decompiled code. Now we are working on drawing the terrain in DX11. But Unity files it's just alternative direction. It made one programmer from a group. Can will be continue.:)

WE ARE SEARCHING FOR PROGRAMMERS, 2D ARTISTS TO DO TEXTURING AND NEW INTERFACE FOR GAME


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