Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 14 Dec 2019, 13:15

majaczek wrote:there are no more races, this is some garbage left from my debugging and only in this table.
Skills.Blaster is marker for "Holy Snow Something is wrong"

If you prefer the code may be simplified to:

Code: Select all

local BaseRacialSkill = {const.Skills.Learning, const.Skills.VampireAbility, const.Skills.DarkElfAbility, const.Skills.Axe, const.Skills.Regeneration, const.Skills.DragonAbility, const.Skills.Regeneration, const.Skills.DarkElfAbility, const.Skills.Alchemy, const.Skills.Repair, const.Skills.Regeneration}
Party[0].Skills[BaseRacialSkill[ CurRace + 1 ] ] = true
Debugging like that is fine, but you have to comment on it so that other coders wouldn't be VERY confused about the meaning of that. Learning Blaster during character creation, what a WTF moment for me while reading that code. :D :D

Added to the Tracker, but not as a file, but as a tutorial on how to find the place to put the code into, and the code itself. That should not be fragile as long as the few lines above your code do not change.
Last edited by Templayer on 14 Dec 2019, 13:40, edited 2 times in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 14 Dec 2019, 13:22

majaczek wrote:and there may be needed a fix for Immunities and for dracoliches but it was just simply "add me my skill from my Race, IDK if it is possible to learn it :P"

PS: Could I experiment more with this script? it seems I can add another features to the character creation screen :)
Rodril is the author of that.

The problem is that if you do and someone uses it with a newer version, changes made by Rodril in the meantime might get overridden.

The best way to solve this would be to have an config file (.ini or .cfg) where optional content could be enabled or disabled (true or false) or tweaked. I have been saying this to Rodril for months now.

Then you could insert your code into the lua as long as it would be contained in the version that is provided by Rodril (i.e. in the base version), inside an IF (if this optional content is enabled, do this...).

Unfortunately Rodril is quite hard to communicate with due to his long absences.

If you can do whatever changes you want to do in a standalone lua only, that would be ideal for this moment.

Otherwise if you edit the lua, we would have to put it into the implementation queue and wait for months for Rodril to respond to that and incorporate it into a base merge (ideally with a configuration switch of true / false so that some purists here won't be pissed off).

Also a detailed list of changes would be needed if we go through that route.

EDIT: This also seems to be a perfect opportunity to fix the Zombie status for a Character Creation created zombie - probably by changing the race to Undead instead. Either that or removing the zombie status for Zombies created by character creation, making sure it doesn't reappear, and making the attribute negatives (and possible positives, like might) character creation based (on the attribute panel during it)

EDIT2: I have added you to the Minor Contribution section of the Credits Tracker. Continue with your work and you might get a Major Contribution. :tsup:
Last edited by Templayer on 14 Dec 2019, 13:41, edited 2 times in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 14 Dec 2019, 13:30

ValexAV wrote:Hi,
Enroth, Silver Cove, The Monolith - the door to the third room does not open
Image
help me please...
I will add this to the bug tracker.

Hmm. Did you try the old Door glitch / exploit on it?
Go to the door and get as close as you can. Ideally for your party to be 90° towards the door (so going through the door takes the least time possible). Save the game. Load the game. During loading, hold the moving forward button. This exploits the fact that doors are loaded into the level after you retain controls instead of being loaded with the level, so you have a very tight window of opportunity of glitching yourself through doors. Might take a few tries, though. Unless GrayFace fixed it.

Also I will add you to the Credits Tracker later, as a Bug Catcher.

EDIT: I previously made the image in the quote viewable on the forum. Also if your computer is too fast to be able to exploit the door glitch, you might try to hog the CPU with something (like another game) and lower the CPU priority of the Merge, which should in theory raise the exploit time window. I have not tested that, since I have always managed to do the exploit without it.
Last edited by Templayer on 14 Dec 2019, 14:23, edited 3 times in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby majaczek » 14 Dec 2019, 14:28

https://drive.google.com/file/d/14mgrTw ... sp=sharing
Here it go! Zombies Turn to Undead but only on character creation.
Previous change about Racial Skillls
now the AutoBios for party says both class and race (previously only the class)

all changes with simple comment (*what it does* - fixed by majaczek)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby ValexAV » 14 Dec 2019, 16:35

Templayer wrote: Hmm. Did you try the old Door glitch / exploit on it?
Go to the door and get as close as you can. Ideally for your party to be 90° towards the door (so going through the door takes the least time possible). Save the game. Load the game. During loading, hold the moving forward button. This exploits the fact that doors are loaded into the level after you retain controls instead of being loaded with the level, so you have a very tight window of opportunity of glitching yourself through doors. Might take a few tries, though. Unless GrayFace fixed it.
Understood. My fault - did not install the patch from 10/08/2019
Sorry for my english.
Last edited by ValexAV on 14 Dec 2019, 16:41, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 14 Dec 2019, 16:50

ValexAV wrote:
Templayer wrote: Hmm. Did you try the old Door glitch / exploit on it?
Go to the door and get as close as you can. Ideally for your party to be 90° towards the door (so going through the door takes the least time possible). Save the game. Load the game. During loading, hold the moving forward button. This exploits the fact that doors are loaded into the level after you retain controls instead of being loaded with the level, so you have a very tight window of opportunity of glitching yourself through doors. Might take a few tries, though. Unless GrayFace fixed it.
Understood. My fault - did not install the patch from 10/08/2019
Sorry for my english.
If anyone here want to report a bug - please make sure you are running the most recent version first. -_-
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Jezebeth Noir » 14 Dec 2019, 17:32

Is it possible that after using a potion we would receive an empty bottle back?
Last edited by Jezebeth Noir on 14 Dec 2019, 17:33, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 14 Dec 2019, 19:07

Jezebeth Noir wrote:Is it possible that after using a potion we would receive an empty bottle back?
How dare you! Glass contains valuable nutrients!! :D :D :D

As optional content - sure, I would prefer that. (does mixing make one bottle disappear as well? My memory sucks...)
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Jezebeth Noir » 14 Dec 2019, 19:09

Templayer wrote:
Jezebeth Noir wrote:(does mixing make one bottle disappear as well? My memory sucks...)
No. Yellow potion + blue potion = green potion + empty bottle.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 14 Dec 2019, 19:12

majaczek wrote:https://drive.google.com/file/d/14mgrTw ... sp=sharing
Here it go! Zombies Turn to Undead but only on character creation.
Previous change about Racial Skillls
now the AutoBios for party says both class and race (previously only the class)

all changes with simple comment (*what it does* - fixed by majaczek)
I might actually create GIT for this project, and each time Rodril updates the Base merge, I could merge the changes there. If we do it like that, we should be aware of any code collisions and keep it from being fragile.

If you could make it so that the game reads an .ini or .cfg styled properties file (or why the heck not - a txt table with settings :D )
and make it so that there is like "CharacterCreationUnlocker" -> false (default) and if somebody sets it to true, the whatevercreation.txt that the unlocker is made of gets used instead of vanilla, and if it is on false (i.e. default), the vanilla Merge one gets used?

Same for the Racial Skills optional modification and your modifications.

I will set the git up eventually. Make sure to make backups and put your stuff in one place in the meantime so that I can just grab it when I do.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 14 Dec 2019, 19:12

Jezebeth Noir wrote:
Templayer wrote:
Jezebeth Noir wrote:(does mixing make one bottle disappear as well? My memory sucks...)
No. Yellow potion + blue potion = green potion + empty bottle.
Ah. So we are really eating the glass when using a potion on a character then. :D :D :D
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby majaczek » 14 Dec 2019, 22:41

https://drive.google.com/open?id=15fVpc ... 2Fa2CIVYZ2
fixed dracolich/spectral dragon not knowing Dark Magic and Dragon Ability
added debug button

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 15 Dec 2019, 14:05

majaczek wrote:https://drive.google.com/open?id=15fVpc ... 2Fa2CIVYZ2
fixed dracolich/spectral dragon not knowing Dark Magic and Dragon Ability
added debug button
Nice. Did you read this?
Templayer wrote:
majaczek wrote:https://drive.google.com/file/d/14mgrTw ... sp=sharing
Here it go! Zombies Turn to Undead but only on character creation.
Previous change about Racial Skillls
now the AutoBios for party says both class and race (previously only the class)

all changes with simple comment (*what it does* - fixed by majaczek)
I might actually create GIT for this project, and each time Rodril updates the Base merge, I could merge the changes there. If we do it like that, we should be aware of any code collisions and keep it from being fragile.

If you could make it so that the game reads an .ini or .cfg styled properties file (or why the heck not - a txt table with settings :D )
and make it so that there is like "CharacterCreationUnlocker" -> false (default) and if somebody sets it to true, the whatevercreation.txt that the unlocker is made of gets used instead of vanilla, and if it is on false (i.e. default), the vanilla Merge one gets used?

Same for the Racial Skills optional modification and your modifications.

I will set the git up eventually. Make sure to make backups and put your stuff in one place in the meantime so that I can just grab it when I do.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 15 Dec 2019, 14:15

Code: Select all

Reported by: Felix Esch » Dec 14 2019, 23:05
When saving in a dungeon, exiting the game fully and loading the save again, any reputation is lost (tested in Enroth). Actually the problem is such, that loading a saved game that was made within a dungeon does not correctly restore the internal reputation counter and the current counter before loading the dungeon save remains unchanged. Since opening a game results in an internal counter of zero, loading a dungeon save effectively resets the reputation to zero. Furthermore, the displayed reputation is not updated to reflect the internal counter until exiting the dungeon. This behavour was observed with the help of cheat engine but occurs without its use.
Excellent find!
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 15 Dec 2019, 16:52

Templayer wrote:
majaczek wrote:https://drive.google.com/open?id=15fVpc ... 2Fa2CIVYZ2
fixed dracolich/spectral dragon not knowing Dark Magic and Dragon Ability
added debug button
Nice. Did you read this?
Templayer wrote:
majaczek wrote:https://drive.google.com/file/d/14mgrTw ... sp=sharing
Here it go! Zombies Turn to Undead but only on character creation.
Previous change about Racial Skillls
now the AutoBios for party says both class and race (previously only the class)

all changes with simple comment (*what it does* - fixed by majaczek)
I might actually create GIT for this project, and each time Rodril updates the Base merge, I could merge the changes there. If we do it like that, we should be aware of any code collisions and keep it from being fragile.

If you could make it so that the game reads an .ini or .cfg styled properties file (or why the heck not - a txt table with settings :D )
and make it so that there is like "CharacterCreationUnlocker" -> false (default) and if somebody sets it to true, the whatevercreation.txt that the unlocker is made of gets used instead of vanilla, and if it is on false (i.e. default), the vanilla Merge one gets used?

Same for the Racial Skills optional modification and your modifications.

I will set the git up eventually. Make sure to make backups and put your stuff in one place in the meantime so that I can just grab it when I do.
I made a GitLab project for the Merge. If you do not have a GitLab account, please make a free one.
https://gitlab.com/templayer/mmmerge

I will have to add you there as a developer once I have your account info.

I've put only two folders there - Scripts and data/tables. If we need more than that, I will add more.
Check the readme.

The Master branch currently contains the most recent version of the Merge (for scripts and data/tables)
Once you are done with the optional configuration:
1. make a branch out of master
2. replace the original files with your modified ones in the branch you made
3. then make a Merge request to merge your branch into master
4. give me a detailed changelog of your changes, so that I can test them in-game

This way we can keep the Merge from being fragile while being able to inject community-made code into it.

I will be the Project Development Leader for the "Community Branch" of the Merge project.
It will be upon Rodril if he will merge the community branch changes into his vanilla Merge or not.

Once Rodril makes a new version, I will dump it into the Community Branches, and if there are any conflicts with anything the community made, I will know. :) :hug:
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 15 Dec 2019, 16:55

raekuul wrote:...I ate the cauldron?
Check my previous post if you want to become a developer on the Community Branch of the MMMerge project.

Finally you will be able to make custom changes to the Bolster formula and whatnot. :D
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby majaczek » 15 Dec 2019, 17:04

my account on gitlab is "Knightmarevive" (without parenthesis)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Jaojin » 15 Dec 2019, 18:30

First off, I've said it before but I love this mod. Keep up the good work, you're doing a fantastic job. :applause: :hug:

Bugs for the tracker
-Serendine's Preserverence does not appear to regenerate spell points. Could be that it doesn't stack with other "mana regeneration". All other spell point regeneration items stack.
-Elf Female paper doll model for Galahad/Apollo seems a bit... flat chested (appears as if is using the male paper doll for that model)
-A character with a very low ranged attack speed (30-40) using a bow or crossbow with master+ bow skill in tactical (turn-based) mode will force the character following him/her to skip their turn, as if they just missed. It doesn't appear that they actually get their attack, but their portrait displays the miss animation. It also appears as if they reset as fast as the archer does, meaning they will permanently skip their turn. I could replicate this regardless of how I triggered the attack (mouse click, unlocked mouse click, default attack hotkey, default spell hotkey).
-Aegis needs a comma between shielding and +20 luck in it's description. Also the "immune to flesh to stone effects" can be simplified to petrification or stoning. I realize this might be an original game thing and not part of your mod.
-If you tell Queen Catherine that you are the one who stole the plans from Fort Riverstride she will only execute 4 of your party members, leaving the 5th alive. I presume that this is also true for Eldrich Parson and any other similar triggers in MM7 (and probably MM6 as well if there are any).
-Followers take twice the listed % of gold (is that intended?) of course, even with 100% they will still leave you with 1 gold per pile. :S
-Dropped high level belts (artificer model, but guilded/silver level) and dead swamp trees (popular in darkmoor), have a scrambled texture. As no one else appears to have reported this, it could be from the install somehow. I have a picture if you would like me to send it to you.

Appears to have been mentioned. Maybe some more information:
-It is possible to sometimes get the same artifact multiple times as loot. I have gotten Mordred (not surprising there is 1 guaranteed version of it and 8 possible duplicates in lore), Staff of the Swamp, Lightning Crossbow, Zeus, Heracles. However, if they are stored in a chest and you unload the location the item will disappear.
-The ghost ring gives a stacking +5 skill in air, water, fire, earth, and spirit magic in addition to giving stacking "of spirit magic" and perseverance. (Don't get me wrong, I am totally down for some overpowered druids, but the +5's don't feel like they should be there.)
-Percival's carnage ability acts strangely on flying targets. The arrow appears to hit, but the fireball drops to the ground before exploding. It also gives a sort of "ricochet" effect. Like the arrow was deflected. It does damage the ground (or appears to anyway).

Again, thanks for your hard work in making this mod so absolutely excellent!

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 15 Dec 2019, 21:14

majaczek wrote:my account on gitlab is "Knightmarevive" (without parenthesis)
I have added you as a developer there.
Also it now has an icon. GitLab properly parses icon files when selecting a project avatar. I was surprised by that turn of events! :D :D :D

Actually I am going to upload that icon to the project itself, so people can freely use it for their shortcuts.

Down the pipeline, if you want - we have new voicesets for the game (Dracoliches, Ghost Dragons, Minotaur Liches and such...) and they are still unimplemented. If they could be located in a standalone .lod file (which I think they can), it would be nice if for example a dragon necromancer getting promoted to a lich changed the voiceset to one of those depending on what they currently are.

And there is A LOT of suggestions on the Suggestion Tracker - if you want, feel free to implement any of them as optional content. As long as it can be turned on or off, and is off by default, purists here should be happy. (with the text file settings, can be another table.)
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