Might and Magic 6, 7, 8 merge based on mm8 engine.

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

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Xfing
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Xfing » Dec 5 2018, 22:13

Daedros wrote:
Xfing wrote:
Anubis wrote:Wearing the wetsuits aren't required to dive into the Shoals, are they? I can see that being a problem if leather skill is required.


They should be. Also, leather being a problem? Any class can learn it at least up to Expert, it's hardly a problem at all. Unless you are bothered so much by not being able to take dragons with you there, lol

The problem arises if your main character is a Dragon...


Well, vanilla MM8 didn't let you have one for a reason I guess :D

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Templayer
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 6 2018, 13:06

Xfing wrote:
Daedros wrote:
Xfing wrote:
They should be. Also, leather being a problem? Any class can learn it at least up to Expert, it's hardly a problem at all. Unless you are bothered so much by not being able to take dragons with you there, lol

The problem arises if your main character is a Dragon...


Well, vanilla MM8 didn't let you have one for a reason I guess :D

So is having it in the inventory enough? If not, then I should put it into the bug tracker, since the game is unfinishable if someone starts as a dragon...
... and vanilla MM8 not allowing you to do something that is inherently possible in the mod is not an argument.


My preparations for playing this - my party:

Templayer - Minotaur - Templar (modified Archer) - Swords (M) and Halberds / Spears (GM) - Chain
Jezebel - Human (female, "Xena" from VI)- Pirate (modified Thief) - Axes and Daggers (GM, GM) - Chain
Elizabeth - Goblin (female) - Shaman (modified Druid) - Staves (GM) + unarmed (GM) - Leather + Dodging
Monica - Vampire (female) - Cleric - Maces and Shields (GM) - Chain - Vamp. abil.
Skineri - Troll - Spellsword (modified Sorcerer, based on a bug in MM6 that allowed any class to get Plate and Sword skills!) - Two-handed swords - Plate (GM, check the note about the original glitch. Also they replace Dark and Light magic), regener.

It's based on modifying existing classes, removing skills that I won't use and adding other skills, thus making custom classes. Also putting the race before the class in strings, so it goes like:
Vampire Cleric -> Vampire Priest -> Nosferatu High Priest of Twilight (which is a custom High Priest!)

Here are my full notes, if someone is interested, but those contain Czech:

Code: Select all

Templayer - Minotaur - Archer - Meče (M) a Halapartny / kopí (GM) - kroužkovka
Jezebel - Human (ž, "Xena" z VI)- Thief - Sekera, dýka (GM, GM) - kroužkovka
Elizabeth - Goblin (ž) - Druid - Hole (GM) + beze zbraně (GM) - kožená zbroj + beze zbroje
Monica - Vampire (ž) - Cleric - Palcát a štít (GM, už by mělo být) - kroužkovka - Vamp. abil.
Skineri - Troll - Sorcerer - Obouruční meče - Plátová zbroj (odkaz na chybu v MM6, obojí GM), regener.



Archer - Minotaur Templar -> Battle Mage - Minotaur Templar Sergeant -> Master Archer - Minotaur Lord Arch Templar
Thief - Regnan Pirate -> Rogue - Regnan Corsair -> Spy - Regnan Brigadier
Druid - Goblin Shaman -> Great Druid - Goblin Witch Doctor -> Arch Druid - Hobgoblin Farseer
Cleric - Vampire Cleric -> Priest - Vampire Priest -> High Priest - Nosferatu High Priest of Twilight
Sorcerer - Troll Spellsword -> Wizard - Troll Swordmage -> Archmage - War Troll Spellbinder


Note: when promoting, only the last one promotes the character, the other ones will be done before only for roleplaying purposes.
Povyšování (poslední povýšení aby bylo "jakoby" tři v jednom, z toho až to poslední ve skutečnosti povýší):

Minotaur Lord Arch Templar - Minotaur Lord + Champion + Master Archer
Regnan Brigadier - Ranger Lord + Master + Spy
Hobgoblin Farseer - Lich (pozor, nejdříve archmage!) + Warrior Mage (MM6, pozor, nejdříve Master Archer!) + Arch Druid
Nosferatu High Priest of Twilight - Nosferatu + Hero + High Priest (povýší až High Priest)
War Troll Spellbinder - War Troll + Priest of the Sun (nejdříve High Priest) + Archmage



Skill progression changes:

Arch Templar:
Archer -
   odebrat axe a dagger, staff, unarmed, disarm trap a merchant
Warrior Mage -
   odebrat axe a dagger, staff a unarmed, disarm trap a merchant, přidat Sword Mastery
Master Archer -
   odebrat axe a dagger, staff a unarmed, disarm trap a merchant, přidat Sword Mastery a Spear grand

Brigadier:
Thief -
   místo Expert Mace vyměnit za Expert Axe. Odebrat Mace, Unarmed, Leather, Shield, Dodging, perception omezit jen na EX, merchant, Alchemy. Přidat repair na EX.
Rogue -
   místo Expert Mace vyměnit za Expert Axe. Odebrat Mace, Unarmed, Leather, Shield, Dodging, perception omezit jen na EX, merchant, Alchemy. Přidat repair na M, M body building.
Brigadier -
   odebrat expert mace, místo GM Leather dát GM axe. Odebrat Mace, Unarmed, Leather, Shield, Dodging, perception omezit jen na EX, merchant, Alchemy. Přidat repair na GM, GM body building, Identify GM a Armsmaster GM

Farseer:
Druid -
   Odebrat dýky, palcáty, štíty, obchodování, obě identifikace, přidat EX od hole, koženky, beze zbraně a uhýbání
Great Druid -
   Odebrat dýky, palcáty, štíty, obchodování, obě identifikace, přidat M od hole, koženky, beze zbraně a uhýbání
Arch Druid -
   Odebrat dýky, palcáty, štíty, obchodování, obě identifikace, přidat GM od hole, koženky, beze zbraně a uhýbání

Nosferatu High Priest of Twilight:
Cleric -
   V původní hře všechno master. Něco odebrat, přidat EX shield, M mace, Ex diplomacy, M Merchant, EX Self magic, normal Light and Darkness magic, Vamp. ability M, Regen EX
Priest -
   V původní hře všechno master. Něco odebrat, přidat M shield, GM mace, M diplomacy, GM Merchant, M Self magic, Ex Light and Darkness magic, Vamp. ability M, Regen EX
High Priest -
   V původní hře všechno master. Něco odebrat, přidat GM shield, GM mace, GM diplomacy, GM Merchant, GM Self magic, GM Light and Darkness magic, Vamp. ability GM, Regen M

War Troll Spellbinder:
Sorcerer -
   Místo Light a Dark magic plátovku a meče. EX Identifikace nestvůr. Přidat regeneraci EX, odebrat Diplomacy, Disarm Trap, Identify Item, Merchant, Repair, Leather. GM elementy a body building.
Wizard -
   Místo Light a Dark magic plátovku a meče. M Identifikace nestvůr. Přidat regeneraci M, odebrat Diplomacy, Disarm Trap, Identify Item, Merchant, Repair, Leather. GM elementy a body building.
Archmage -
   Místo Light a Dark magic plátovku a meče. GM Identifikace nestvůr. Přidat regeneraci GM, odebrat Diplomacy, Disarm Trap, Identify Item, Merchant, Repair, Leather. GM elementy a body building.


Skill allocation (all GM skills):

Arch Templar - Perception, Spear, Chain, Bow
Brigadier - Disarm Trap, Stealing, Axe, Dagger, Repair, Body building, Identify, Armsmaster
Farseer - Alchemy, meditation, Staff, Unarmed, Leather, Dodging
High Priest of Twilight - Merchant, Diplomacy, Mace, Shield, Self magic, Light and Dark magic, Vampirism
Spellbinder - Monster Identification, Regeneration, Body Building, Elemental Magic, Plate, Sword

MMMerge Task Tracker (= Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: http://www.youtube.com/Templayer

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 6 2018, 15:07

BTW what are the skill maximums (N, EX, M, GM) for the MM6 priest / cleric classes (Cleric, Priest, High Priest)? In vanilla MM6, if you can learn a skill, you can get it to master.
(I don't have a copy of MM8 for this installed / the mod installed, so I cannot just take a look)
I will have to modify my custom classes in accordance to that, somewhat.
MMMerge Task Tracker (= Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: http://www.youtube.com/Templayer

Xfing
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Xfing » Dec 6 2018, 15:12

Pirates never used axes in MM lore in any shape or form, so if you want axe grand then perhaps you should think of a better name for the class :P

Pirates would be an OP class in MM8 considering stuff they usually do, they'd be pretty much like a lossless hybrid of knights and thieves. I could imagine them having GM in
sword, dagger, leather, disarm, armsmaster;
master in perception, stealing, dodging
expert in: bow, spear, bodybuilding, id item, id monster, learning
normal in: merchant, unarmed, alchemy

You can dress up a knight as a pirate in MM8 all the same, but such a class would have been an interesting alternative to knights. The devs probably opted out of this because of how late in the game Regna becomes accessible.Good thing with today's tools though is that anyone can tailor a class precisely to their liking.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 6 2018, 16:11

Xfing wrote:Pirates never used axes in MM lore in any shape or form, so if you want axe grand then perhaps you should think of a better name for the class :P

Pirates would be an OP class in MM8 considering stuff they usually do, they'd be pretty much like a lossless hybrid of knights and thieves. I could imagine them having GM in
sword, dagger, leather, disarm, armsmaster;
master in perception, stealing, dodging
expert in: bow, spear, bodybuilding, id item, id monster, learning
normal in: merchant, unarmed, alchemy

You can dress up a knight as a pirate in MM8 all the same, but such a class would have been an interesting alternative to knights. The devs probably opted out of this because of how late in the game Regna becomes accessible.Good thing with today's tools though is that anyone can tailor a class precisely to their liking.

I know, but there are also pirate mages and such, and the Axe is a personal weapon.
And in real life in medieval times, you had vikings raiding ships. Also swords tend to rust more due to salty nature of sea air, and keeping a sword without a rust on sea can be a bother if you do not have enough oils.
Axes have less metallic surface for rusting, and thus require less maintenance.

Also this always bothered me in games with class systems. Just because most mages use a staff doesn't mean EVERY mage does.
I like non-class systems (like Fallout 1+2), or class systems where a class is determined by skills, instead of the other way around. (like in Ultima Online, or custom classes in the Elder Scrolls series)
MMMerge Task Tracker (= Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: http://www.youtube.com/Templayer

Adunaic Zigur
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Adunaic Zigur » Dec 6 2018, 16:28

:( i need help with the last stage of the game. first i can not find my last missing character and 2nd i entered the Breach through basement and then every 5 sec i get this msg:

———————————————————————————————————————————————————————————————————————————————————
D:\spiele\Might and Magic 8\Scripts\Maps\BrAlvar.lua:422: array index (499) out of bounds [0, 412]

stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua:1283: in function 'check'
Scripts/Core/RSMem.lua:1031: in function '__index'
Scripts/Core/RSMem.lua:816: in function '__newindex'
D:\spiele\Might and Magic 8\Scripts\Maps\BrAlvar.lua:422: in function <D:\spiele\Might and Magic 8\Scripts\Maps\BrAlvar.lua:404>

arguments of '__newindex':
o = 38.375
obj = (table: 0x26a00c38)
_ = "Hostile"
val = false

local variables of '__newindex':
(*temporary) = (function: 0x06cab218)
(*temporary) = 38.375
(*temporary) = (table: 0x26a00c38)
(*temporary) = "Hostile"
(*temporary) = false
(*temporary) = 4.2756300390078e-276

upvalues of '__newindex':
math_floor = (function: builtin#38)
u1 = (table: 0x06ca8d40)
bit_Or = (function: 0x06bb7088)
b = 8
bit_AndNot = (function: 0x06bb1b10)
bit_And = (function: 0x06bb1a28)
-----------------------------------------------------------------------------------


i tried walking around but i dont know what to do there :D

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Daedros » Dec 7 2018, 2:32

Templayer wrote:Monica - Vampire (female) - Cleric - Maces and Shields (GM) - Chain - Vamp. abil.

Mist Form would synergize very well with a Cleric or Sorceror, since they can then be impervious to physical attacks while still being able to cast.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby shaybus » Dec 7 2018, 6:57

Hello.

Just gonna take it out of the way at start, im not too good with fiddeling with the files so please forgive me if i just missed the solution or simply did something wrong and this post is basicly a spam.
I followed the instructions from the first post in this topic, i tried both cd install and gog version of the game and the problem stayed the same. Game crashes for me just after the mm8 intro. I tried all compatibility modes also if this makes any difference, i checked my drivers - they too seem to be up to date so i decided to ask you guys. Heres the error log from the game directory.

Code: Select all

Time: 12/7/2018 7:33:28 AM (07.12.2018 06:33:28 UTC)
Windows Version 4.0

Exception EAccessViolation in module mm8.exe at 000527BE.
Access violation at address 004527BE in module 'mm8.exe'. Read of address 00000001.

Function Calls:

004527BE | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 527BE
00454678 | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 54678
0046406C | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 6406C
0044C1C6 ? C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 4C1C6
00460DF7 | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 60DF7
77CF0074 ? C:\Windows\SysWOW64\ntdll.dll + 20074
767DEFDD ? C:\Windows\syswow64\KERNELBASE.dll + EFDD
767DF0F9 ? C:\Windows\syswow64\KERNELBASE.dll + F0F9
7480EFDE ? C:\Windows\AppPatch\AcLayers.DLL + 3EFDE
03E35C33 ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 55C33
03DFBB67 ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 1BB67
03E35C4F ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 55C4F
03E436AA ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 636AA
03E41D5D ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 61D5D
004DC906 | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + DC906
767D7571 ? C:\Windows\syswow64\KERNELBASE.dll + 7571
75E7343B | C:\Windows\syswow64\kernel32.dll + 1343B
77D09830 | C:\Windows\SysWOW64\ntdll.dll + 39830
77B47ADA ? (77B10000) + 37ADA
77D09800 | C:\Windows\SysWOW64\ntdll.dll + 39800

Registers:

EAX = 00000001
EBX = 00000000
ECX = 04280F80
EDX = 074BB8F8
ESI = 074BB8F8
EDI = 005E9530
EBP = 0018FD80
ESP = 0018FD64

Stack Trace:

0018FD64: 005EFBC8
0018FD68: 005E9530
0018FD6C: 00000000
0018FD70: 00000005
0018FD74: 005EFBA8
0018FD78: 00000000
0018FD7C: 00000000
0018FD80: 0018FDAC | Last EBP
0018FD84: 0045467D | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 5467D
0018FD88: 00000001
0018FD8C: 0111F2CD
0018FD90: 00000000
0018FD94: 0000034F
0018FD98: 00000206
0018FD9C: 0018FD88
0018FDA0: 0018FF78
0018FDA4: 004E6F4A
0018FDA8: FFFFFFFF
0018FDAC: 0018FDD0 | Last EBP
0018FDB0: 00464071 | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 64071

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

Im operating on windows 7, clean instalation of the game works fine alone, i did launch the game after each step of mod instalation, problem occurs after i copy the game files - till then theres no problems with running it. I did tried to download the mod files again just in case there was some messed up files, my internet connection aint the best one, but the problem stayed the same so... Let me know if theres more info needed or if the problem is on my side and cant be fixed i guess?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 7 2018, 9:59

shaybus wrote:Hello.

Just gonna take it out of the way at start, im not too good with fiddeling with the files so please forgive me if i just missed the solution or simply did something wrong and this post is basicly a spam.
I followed the instructions from the first post in this topic, i tried both cd install and gog version of the game and the problem stayed the same. Game crashes for me just after the mm8 intro. I tried all compatibility modes also if this makes any difference, i checked my drivers - they too seem to be up to date so i decided to ask you guys. Heres the error log from the game directory.

Code: Select all

Time: 12/7/2018 7:33:28 AM (07.12.2018 06:33:28 UTC)
Windows Version 4.0

Exception EAccessViolation in module mm8.exe at 000527BE.
Access violation at address 004527BE in module 'mm8.exe'. Read of address 00000001.

Function Calls:

004527BE | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 527BE
00454678 | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 54678
0046406C | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 6406C
0044C1C6 ? C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 4C1C6
00460DF7 | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 60DF7
77CF0074 ? C:\Windows\SysWOW64\ntdll.dll + 20074
767DEFDD ? C:\Windows\syswow64\KERNELBASE.dll + EFDD
767DF0F9 ? C:\Windows\syswow64\KERNELBASE.dll + F0F9
7480EFDE ? C:\Windows\AppPatch\AcLayers.DLL + 3EFDE
03E35C33 ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 55C33
03DFBB67 ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 1BB67
03E35C4F ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 55C4F
03E436AA ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 636AA
03E41D5D ? C:\PROGRA~2\GOG.com\MIGHTA~1\MM8patch.dll + 61D5D
004DC906 | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + DC906
767D7571 ? C:\Windows\syswow64\KERNELBASE.dll + 7571
75E7343B | C:\Windows\syswow64\kernel32.dll + 1343B
77D09830 | C:\Windows\SysWOW64\ntdll.dll + 39830
77B47ADA ? (77B10000) + 37ADA
77D09800 | C:\Windows\SysWOW64\ntdll.dll + 39800

Registers:

EAX = 00000001
EBX = 00000000
ECX = 04280F80
EDX = 074BB8F8
ESI = 074BB8F8
EDI = 005E9530
EBP = 0018FD80
ESP = 0018FD64

Stack Trace:

0018FD64: 005EFBC8
0018FD68: 005E9530
0018FD6C: 00000000
0018FD70: 00000005
0018FD74: 005EFBA8
0018FD78: 00000000
0018FD7C: 00000000
0018FD80: 0018FDAC | Last EBP
0018FD84: 0045467D | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 5467D
0018FD88: 00000001
0018FD8C: 0111F2CD
0018FD90: 00000000
0018FD94: 0000034F
0018FD98: 00000206
0018FD9C: 0018FD88
0018FDA0: 0018FF78
0018FDA4: 004E6F4A
0018FDA8: FFFFFFFF
0018FDAC: 0018FDD0 | Last EBP
0018FDB0: 00464071 | C:\PROGRA~2\GOG.com\MIGHTA~1\mm8.exe + 64071

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

Im operating on windows 7, clean instalation of the game works fine alone, i did launch the game after each step of mod instalation, problem occurs after i copy the game files - till then theres no problems with running it. I did tried to download the mod files again just in case there was some messed up files, my internet connection aint the best one, but the problem stayed the same so... Let me know if theres more info needed or if the problem is on my side and cant be fixed i guess?

I know that I will sound like a repeating fiddle, but ... DO NOT INSTALL INTO THE PROGRAM FILES FOLDER UNDER VISTA OS OR HIGHER. UAC (User Account Control) is activated there even if you turn it off. It might probably not be the reason, as it has to be a reason for that breaking yet, but on the other hand - it might be.

Also I'm seeing 7480EFDE ? C:\Windows\AppPatch\AcLayers.DLL + 3EFDE and my mind is trying to tell me something. Oh well.

I'm 75% sure you didn't follow some of the instructions correctly, because similar issues were posted here and the solutions usually were using the instructions properly, or not using a translation. If I remember correctly, that is.
Anyway - when Rodril (the author of the mod) comes around, he will be able to tell for sure where the problem lies.
MMMerge Task Tracker (= Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: http://www.youtube.com/Templayer

shaybus
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby shaybus » Dec 7 2018, 11:29

Templayer wrote:I know that I will sound like a repeating fiddle, but ... DO NOT INSTALL INTO THE PROGRAM FILES FOLDER UNDER VISTA OS OR HIGHER. UAC (User Account Control) is activated there even if you turn it off. It might probably not be the reason, as it has to be a reason for that breaking yet, but on the other hand - it might be.

Also I'm seeing 7480EFDE ? C:\Windows\AppPatch\AcLayers.DLL + 3EFDE and my mind is trying to tell me something. Oh well.

I'm 75% sure you didn't follow some of the instructions correctly, because similar issues were posted here and the solutions usually were using the instructions properly, or not using a translation. If I remember correctly, that is.
Anyway - when Rodril (the author of the mod) comes around, he will be able to tell for sure where the problem lies.


Actually, u can be a 100% sure right now. Im not the brightest when it comes to computers, seems like same goes to following simple isntructions. I misunderstood the unpacking editor and extension, just putted them in separate folders inside the game folder, my kid solved that in a matter of seconds... I feel so dumb right now.

Thank you for the reply Templayer. Would u care to share what your mind is trying to say about that AcLayers.dll? Is it something i should worry about?
Last edited by shaybus on Dec 7 2018, 11:32, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 7 2018, 11:59

shaybus wrote:
Templayer wrote:I know that I will sound like a repeating fiddle, but ... DO NOT INSTALL INTO THE PROGRAM FILES FOLDER UNDER VISTA OS OR HIGHER. UAC (User Account Control) is activated there even if you turn it off. It might probably not be the reason, as it has to be a reason for that breaking yet, but on the other hand - it might be.

Also I'm seeing 7480EFDE ? C:\Windows\AppPatch\AcLayers.DLL + 3EFDE and my mind is trying to tell me something. Oh well.

I'm 75% sure you didn't follow some of the instructions correctly, because similar issues were posted here and the solutions usually were using the instructions properly, or not using a translation. If I remember correctly, that is.
Anyway - when Rodril (the author of the mod) comes around, he will be able to tell for sure where the problem lies.


Actually, u can be a 100% sure right now. Im not the brightest when it comes to computers, seems like same goes to following simple isntructions. I misunderstood the unpacking editor and extension, just putted them in separate folders inside the game folder, my kid solved that in a matter of seconds... I feel so dumb right now.

Thank you for the reply Templayer. Would u care to share what your mind is trying to say about that AcLayers.dll? Is it something i should worry about?

Nah, I wasn't sure what that was, that is all. I'm dumb too it seems. :D
I still haven't figured out what AcLayers.dll does. According to the internet it is not a system file, it affects open applications, and people have reported alot about it being a "bad file".
Of course I don't have to care, since I'm running MM6-9 in Windows XP. (I have a dual-boot of Windows XP 32-bit for old games (i.e. 99% of games I play :D ) and Windows 7 x64 Ultimate for newer games)
BTW: That XP installation is 15 years old (I have never reinstalled it :D ), just fixing it when something screws up, and moving it from harddrive to harddrive when a harddrive starts dying. Currently it is on an SSD!
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 8 2018, 11:39

So I have finally installed this.

And I have a few nitpicks.
The MM6 loading screens aren't animated! :D

Also - the game has a standard Windows mouse cursor. I've noticed that 6-8 do have that - would it be possible to have a toggleable new one?
I'm pretty sure some people around here would kill to contribute their custom cursor graphic!
Also I've always wondered why the game doesn't have a custom cursor?
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 8 2018, 15:17

I would like to report a bug.

Edit: Looks like her breasts were too big and they've moved the armor too far forward. And due to radiation and growth hormones she grew up a pair of new legs as well.

Image

Another bug - the hireables in Jadame have no topics, so they cannot be hired.

Image
Last edited by Templayer on Dec 8 2018, 15:47, edited 2 times in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Xfing » Dec 8 2018, 18:05

I'm seriously not a big fan of attaching MM8 legpieces to those repainted armors.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 8 2018, 18:11

Another "bug" - there are wayward transparency pixels on GrayFace's armours /Jamesx papedolls -
(this is the dwarf female papedoll)

Image

Also I have now updated the paint tracker with hopefully all the GrayFace's armour repaints.
Also added column lines for people to better understand the formatting, and reformatting the Artifacts and Relics section of the paint tracker.

@Rodril - if you did some repaints that are not in the paint tracker, could you tell me the item numbers and paperdoll types (not needed if it is all of them, only needed if specific)

Image
Last edited by Templayer on Dec 8 2018, 18:15, edited 2 times in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Echo » Dec 11 2018, 20:05

GrayFace wrote:
Templayer wrote:We should ask GrayFace about this. Being able to set a texture not to be affected by the darkness.

I think it can be done by not applying lightmaps. Is sky texture drawn at night by default? Is the texture itself pitch black or is it the day texture with no light?


If my memory doesn't troll me, then when I was fiddling around with textures to change the skies and other things I have only found day-time textures. Which leads me to believe they're the same, just lit differently.

I can make a night sky texture/a few of them if that's somehow implemented, but I fear by default that's not a thing in M&Ms :S

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 11 2018, 21:24

Echo wrote:
GrayFace wrote:
Templayer wrote:We should ask GrayFace about this. Being able to set a texture not to be affected by the darkness.

I think it can be done by not applying lightmaps. Is sky texture drawn at night by default? Is the texture itself pitch black or is it the day texture with no light?


If my memory doesn't troll me, then when I was fiddling around with textures to change the skies and other things I have only found day-time textures. Which leads me to believe they're the same, just lit differently.

I can make a night sky texture/a few of them if that's somehow implemented, but I fear by default that's not a thing in M&Ms :S

There has to be a way.

Also could you draw a Lizardman paperdoll? :D

As a kid I was so disappointed that you cannot hire lizardmen in MM8, even though they are featured quite prominently. :S
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Echo » Dec 12 2018, 4:59

Sorry no, I don't like lizardmen :D Or any animal-like races, to be honest. Also, I don't have nearly enough time :)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Xfing » Dec 12 2018, 12:33

I wouldn't be surprised if Lizardmen were at least initially considered for inclusion to the game, but they would probably have overlapped with Trolls or Knights to a degree. A Lizardman shaman would have been a nice idea for a Druidic class, though. I would imagine they'd specialize in the staff weapon-wise, and be able to wield all magic types to master level. I'd play such a class quite happily.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Templayer » Dec 12 2018, 19:14

Xfing wrote:I wouldn't be surprised if Lizardmen were at least initially considered for inclusion to the game, but they would probably have overlapped with Trolls or Knights to a degree. A Lizardman shaman would have been a nice idea for a Druidic class, though. I would imagine they'd specialize in the staff weapon-wise, and be able to wield all magic types to master level. I'd play such a class quite happily.

For me it is one of the most memorable moments in MM8 and MM franchise - battling alongside Lizardmen against the pirates until they stop spawning. Leaving the battle to heal and get new equipment, because the old one doesn't cut it anymore. Briefly resting just to return to the fray and front line. Getting to the small pirate boats and raiding their supplies. Using the vulcanic rocks falling from the sky as a tactic to decimate their numbers. All that while HEALING and protecting allied lizardmen soldiers and sergeants. Even if my own character would fall unconscious, I knew Lizardmen would straight die while my characters go unconscious first, so to fully immerse myself, people (my characters and Lizardmen troops alike) at risk of death would be prioritized to be protected and healed.

First time I've played half the village got slaughtered.

When I have played first, I knew Trolls were in the game (I saw my uncle play the game, and also there is character creation, but I knew not every race was available at character creation (i.e. dragons)), so I thought after helping the lizardmen get word to Fellmoon, I would come back with Dark Elves in toe and drive pirates back, killing their crew on their boats. As a result, some lizardmen would offer to join (lvl 5, 15 and 50, like it is for the other races). But no, I was disappointed. The whole deal was half-baked, but still a lot more than you would usually get with Might and Magic games. Alas it wasn't to be.

Too bad Echo doesn't like Lizardmen. :S :(

From what we can see the Lizardmen of Dagger Wound are skilled with swords, bows, alchemy, magic and leather armour (and daggers if Heroes is to be believed). And staves in MM3.
Last edited by Templayer on Dec 13 2018, 6:09, edited 1 time in total.
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