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).
User avatar
SpectralDragon
Swordsman
Swordsman
Posts: 579
Joined: 15 May 2019

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]

Unread postby SpectralDragon » 16 Apr 2020, 19:08

Daedros wrote:Vampires have a pretty awesome graphic when drunk. Blood dripping from their face while they have a crazed look.
Exactly, thus I wish this to be a thing in Enroth (MM6). Adds to the atmosphere of the game (when it comes to gameplay) quite nicely.
justl wrote:https://tcrf.net/Might_and_Magic_VIII:_ ... _Destroyer

stumbled on the internet on this:

there are few unused things from mm8 it seems - loading screens, drunken lines, etc.
maybe they could also be used in our merge?
As much as I know, drunk lines are already in, since I've also found them in the files themselves via MMArchive. Just gotta find more places to get characters drunk in! :D
Yes?

User avatar
SpectralDragon
Swordsman
Swordsman
Posts: 579
Joined: 15 May 2019

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]

Unread postby SpectralDragon » 16 Apr 2020, 19:14

cthscr wrote: :gong:
andrey wrote: :gong:
Pals, we have a problem with Margaret the Docent if we start in Antagarich (MM7). Clip's name tells everything.
https://clips.twitch.tv/AmorphousStupidWaspKippa
Yes?

User avatar
Ocsicnarf
Leprechaun
Leprechaun
Posts: 14
Joined: 29 Mar 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]

Unread postby Ocsicnarf » 16 Apr 2020, 21:16

Can't reproduce it...

User avatar
DaveHer
Threeheaded Knight
Threeheaded Knight
Posts: 512
Joined: 13 Mar 2019

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]

Unread postby DaveHer » 17 Apr 2020, 17:32

SpectralDragon wrote:
cthscr wrote: :gong:
andrey wrote: :gong:
Pals, we have a problem with Margaret the Docent if we start in Antagarich (MM7). Clip's name tells everything.
https://clips.twitch.tv/AmorphousStupidWaspKippa
This happen to me when making the mod for MM7. This is what made it happen. I started the game and saved the game while in Emerald Island. Stated the editor and placed a few thing into the map,(like flowers and trees). Then I complied the map, place the files created by the editor into the LOD file and then started the game and loaded the saved game and I could not turn off the tour guide. I had to start a new game in order to turn off the tour guide. This might help Rodril fix the problem. Have the hats that you and I made been placed in the game yet?
David
Last edited by DaveHer on 17 Apr 2020, 17:33, edited 1 time in total.

cthscr
Swordsman
Swordsman
Posts: 587
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]

Unread postby cthscr » 17 Apr 2020, 21:54

SpectralDragon wrote:Pals, we have a problem with Margaret the Docent if we start in Antagarich (MM7). Clip's name tells everything.
https://clips.twitch.tv/AmorphousStupidWaspKippa
'Tour off' works fine for me. https://gitlab.com/templayer/mmmerge/-/issues/600 has some debug suggestions, but I suspect restarting mm8.exe might fix the problem (if installation wasn't somehow broken.)

Rodril
Swordsman
Swordsman
Posts: 556
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby Rodril » 19 Apr 2020, 09:40

Hello.
Links in first post have been updated, highlights described in first post, aside of it, bunch of minor bugs have been fixed. Thank you for participating.

User avatar
SpectralDragon
Swordsman
Swordsman
Posts: 579
Joined: 15 May 2019

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]

Unread postby SpectralDragon » 19 Apr 2020, 13:00

cthscr wrote:'Tour off' works fine for me. https://gitlab.com/templayer/mmmerge/-/issues/600 has some debug suggestions, but I suspect restarting mm8.exe might fix the problem (if installation wasn't somehow broken.)
I´ve gotten his savefile as well and sent it to Templayer. Hopefully those will come in handy and thanks for the help. :)
DaveHer wrote:This happen to me when making the mod for MM7. This is what made it happen. I started the game and saved the game while in Emerald Island. Stated the editor and placed a few thing into the map,(like flowers and trees). Then I complied the map, place the files created by the editor into the LOD file and then started the game and loaded the saved game and I could not turn off the tour guide. I had to start a new game in order to turn off the tour guide. This might help Rodril fix the problem. Have the hats that you and I made been placed in the game yet?
David
Interesting. Will relay that further. As for the MM6 hats, crowns and helms, last time I saw, they˙re still not in. Was still thinking in making MM6 boots though and on that, I˙ll need your help unless you wish me to tell what to do in order to make them somehow work in the game when it comes to paperdoll coordination places and all. Rodril, Templayer and cthscr should know more about them (hats).
Last edited by SpectralDragon on 19 Apr 2020, 15:23, edited 1 time in total.
Yes?

User avatar
SpectralDragon
Swordsman
Swordsman
Posts: 579
Joined: 15 May 2019

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

Unread postby SpectralDragon » 19 Apr 2020, 15:29

Templayer wrote: :gong:
Did you get b4rd´s save I linked you in a reply to the email? If not, here it is:
B4rd´s glitchy save
cthscr wrote: :gong:
For you too.
Yes?

cthscr
Swordsman
Swordsman
Posts: 587
Joined: 12 Jan 2020

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

Unread postby cthscr » 19 Apr 2020, 16:13

SpectralDragon wrote:B4rd´s glitchy save
Can't reproduce. 'Tour off' works fine, haven't seen anything strange yet.
Just in case, there were no copying of MM6/MM7 lods into the game directory, right?
SpectralDragon wrote:Rodril, Templayer and cthscr should know more about them (hats).
I know like nothing about hats yet.
As for coordinates, they are probably in 'Data/Tables/Complex item pictures.txt'. 6 paperdolls (male=0, female, mino, troll, dwarf, dragon), X and Y for each.
Last edited by cthscr on 19 Apr 2020, 16:15, edited 1 time in total.

Rodril
Swordsman
Swordsman
Posts: 556
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby Rodril » 19 Apr 2020, 16:39

I have this link in the first post: https://www.youtube.com/watch?v=lipriut ... e=youtu.be , have you watched it? Tell me if something is unclear.

cthscr
Swordsman
Swordsman
Posts: 587
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby cthscr » 19 Apr 2020, 18:15

Rodril wrote:Tell me if something is unclear.
There's no mention of 'Data/03 LocalizeTables.txt'. Not a place I would look for item parameters.

User avatar
SpectralDragon
Swordsman
Swordsman
Posts: 579
Joined: 15 May 2019

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

Unread postby SpectralDragon » 19 Apr 2020, 19:07

cthscr wrote:
SpectralDragon wrote:B4rd´s glitchy save
Can't reproduce. 'Tour off' works fine, haven't seen anything strange yet.
Just in case, there were no copying of MM6/MM7 lods into the game directory, right?
SpectralDragon wrote:Rodril, Templayer and cthscr should know more about them (hats).
I know like nothing about hats yet.
As for coordinates, they are probably in 'Data/Tables/Complex item pictures.txt'. 6 paperdolls (male=0, female, mino, troll, dwarf, dragon), X and Y for each.
Not from my knowledge. Just base Merge (so then this means b4rd should reinstall Merge?) stuff.

I more meant coordinates for new gear that would be made like MM6 boots, which are currently missing because well, they hadn˙t been made yet. Searching for someone that can create those coordinates once the sprites for gear for each paperdoll would be done. ^^;
Last edited by SpectralDragon on 19 Apr 2020, 19:09, edited 1 time in total.
Yes?

cthscr
Swordsman
Swordsman
Posts: 587
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby cthscr » 19 Apr 2020, 21:31

Rodril wrote:Hello.
Links in first post have been updated, highlights described in first post, aside of it, bunch of minor bugs have been fixed. Thank you for participating.
There are files 'Scripts/Modules/PathfinderAsmBroken.lua' and 'Scripts/Modules/PathfinderAsmOld.lua' (in Update archive). I suspect they aren't necessary, are they?

Upd: 'Data/Tables/DecList.txt' and 'Data/Tables/News topic - area.txt' changes aren't in git.

Upd2: 'Scripts/General/ExtraQucikSpells.lua'

Upd3: 'Scripts/Global/NPCFollowersSkills.lua' isn't updated (still contains wrong Water Walk and Fly parameters).
Last edited by cthscr on 20 Apr 2020, 13:14, edited 4 times in total.

Mirondor
Leprechaun
Leprechaun
Posts: 24
Joined: 25 Feb 2019

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby Mirondor » 20 Apr 2020, 10:48

Wow!
The additional quick spells are severely cool! Thank you for your work!!!!

SkySensei
Leprechaun
Leprechaun
Posts: 1
Joined: 20 Apr 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby SkySensei » 20 Apr 2020, 13:48

Please, can you tell me, how I can to rename my character?

User avatar
justl
Demon
Demon
Posts: 345
Joined: 26 Dec 2017

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby justl » 20 Apr 2020, 15:03

ive compelled a (hopefully) quite accurate list of the treasures in mm6-8
you can download them here:
https://www.mightandmagicworld.de/fileb ... index.html
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

User avatar
justl
Demon
Demon
Posts: 345
Joined: 26 Dec 2017

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby justl » 20 Apr 2020, 15:15

a quote from Kinox over at thread/post https://www.celestialheavens.com/forum/ ... 20#p381637
Kinox wrote: Now another general issue:

MONSTERS' (RE)SPAWNERS

Maybe few know this in MM8, so I'm sharing it now:
In the Temple of the Snake, in Dagger Wound Island,
in the many doors area, where there are a legion of Serpentmen Warriors, each individual hiding behind a door openable by a button/switch in the respective nearby wall, there is I know ONE of those switches that spawn, virtually, infinite number of the Serpentmen Warrior (just have to press/unpress/press/unpress/etc. the switch for that special door, and you may then fight as much as you like 1 Serpentmen Warrior at a time as usual, or as many as you dare at once (until I guess something odd might happen to the game engine, maybe a crash, because of excessive amount of monsters, and I really never attempted a huge amount at once :oex: ). That infinite spawner switch: is in the direction to the Prophecy of the Sun's treasure room; however, the switch is not located on that last hall of switches which will lead to that treasure room, but in the previous hall of switches: there, it is the switch that operates the 2nd door from left to right.
can someone confirm that? and/or report what happens then?
thx
Last edited by justl on 20 Apr 2020, 15:16, edited 1 time in total.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

Rodril
Swordsman
Swordsman
Posts: 556
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby Rodril » 20 Apr 2020, 16:47

SkySensei wrote:Please, can you tell me, how I can to rename my character?
Press ctrl+f1 to open debug console, type:

Code: Select all

Party[0].Name = "MyNewName"
Press ctrl+enter to execute this line.
cthscr wrote: There are files 'Scripts/Modules/PathfinderAsmBroken.lua' and 'Scripts/Modules/PathfinderAsmOld.lua' (in Update archive). I suspect they aren't necessary, are they?

Upd: 'Data/Tables/DecList.txt' and 'Data/Tables/News topic - area.txt' changes aren't in git.

Upd2: 'Scripts/General/ExtraQucikSpells.lua'

Upd3: 'Scripts/Global/NPCFollowersSkills.lua' isn't updated (still contains wrong Water Walk and Fly parameters).
Ouch... I will fix these problems soon and reupload update archive.
justl wrote:can someone confirm that? and/or report what happens then?
Will check it soon.

cthscr
Swordsman
Swordsman
Posts: 587
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby cthscr » 20 Apr 2020, 16:51

SkySensei wrote:Please, can you tell me, how I can to rename my character?
In debug console (Ctrl+F1 to call it):

Code: Select all

Party[0].Name = "TheName"
Ctrl+Enter.

User avatar
tomchen1989
Pixie
Pixie
Posts: 136
Joined: 21 Jun 2008
Location: Europe / China

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

Unread postby tomchen1989 » 21 Apr 2020, 18:41

With mmarch, I compared the files in
MM678 Merged 2020-03-30.zip + MM678 Update 2020-04-19.zip
with those in
MM678 Merged 2020-04-19.zip

They're not the same. The difference:

[m]: modified
[-]: deleted
[+]: added

Code: Select all

[m] Data\icons.lod:                          
[-] Data\icons.lod:cd1.evt                   not sure if this one matters
[-] Data\icons.lod:cd2.evt                   not sure if this one matters
[-] Data\icons.lod:cd3.evt                   not sure if this one matters
[-] Data\icons.lod:lwspiral.evt              not sure if this one matters
[-] Data\Text localization\                  just an empty folder, doesn't change anything
[m] mm8.ini                                  FixChestsByReorder=0 FixMovement=0 are added in the later one. I guess they are optional?
[-] Scripts\Localization\                    just an empty folder, doesn't change anything
[-] Scripts\Modules\PathfinderAsmBroken.lua  mentioned by cthscr
[-] Scripts\Modules\PathfinderAsmOld.lua     mentioned by cthscr
Last edited by tomchen1989 on 21 Apr 2020, 19:12, edited 2 times in total.


Return to “Might and Magic”

Who is online

Users browsing this forum: No registered users and 61 guests