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 » 23 Feb 2020, 18:28

TheAnyKey wrote: I suppose I just restart. Life is short, better waste it while you can. :|
That is your choice. You can use CheatEngine, you can use the console to add the item into your inventory, etc. There are many solutions to your problem.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 18:36

joanthedark wrote:Thief to Rogue promotion cannot seem to be completed in the Merge mod, as there's no Image (and no campfire either) in Lord Markham's estate in Tatalia:

Image

For comparison here's how the room should be (vanilla mm7):

Image

These characters started in Antagarich continent so it's not like I missed the Emerald Island fetch quest or anything. I entered Markham's estate a few months ago (for the Norbert Thrush's quill pen quest) without talking to Lasker (Thief to Rogue promotion quest), so maybe it has something to do with that, then again I never did this promotion quest with the party below (vanilla mm7) and the vase was there regardless, so it seems to be a legitimate issue.
Added to the Bug Tracker and as a GitLab Issue: Thief to Rogue promotion cannot seem to be completed in the Merge
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 18:39

andrey wrote:New bug report: MM6 - Game crash in the hive after destroying reactor

Is it possible for GitLab to automatically post here notifications about new bug reports? I guess, GitLab webhooks might help, but I have no idea how to configure it on this end. (see https://docs.gitlab.com/ee/user/project ... ues-events).
Thank you. I do not think these webhooks apply to our situation, I am afraid. I am just posting about each and every GitLab issue.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 18:41

joanthedark wrote: I made a new save and made sure to talk to Lasker before entering Lord Markham's estate, sure enough, it was there:

Image

I guess another way to "fix" it on my other save without using the command console to generate the Vase would be to wait until the dungeon resets in 1-2 years, since the Thief to Rogue Promotion quest will already be on my log.
Added to the original Bug Tracker report and to the GitLab Issue.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 18:50

joanthedark wrote:
cthscr wrote:Btw, will vase disappear on leaving Manor and reentering it?
That is correct! In fact, I did another test without grabbing Lasker promotion quest and the Vase was there the first time I entered, it disappears after you re-enter. That scraps my first theory post saying you need the Thief quest before attempting to enter. Also worth to point out vanilla mm7 does not have this behavior (Vase still there no matter how many times I re-enter the estate).
cthscr wrote:Can you try to put this file 7d18.lua into Scripts/Maps directory and reenter Manor? (At least this file didn't break the game for me, but I wasn't in 7d18.)
It didn't break the game for me either, sadly the Vase still disappears upon reentering.

Here's the savefile if you want to make further tests while being in 7d18: https://www.mediafire.com/file/2rw3z2my ... 0.dod/file
Added to the Bug Tracker original post and GitLab Issue.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 18:55

Rodril wrote:Hello.
I'm pleasantly surprised, people are still interested in this topic, thank you.
Last time i posted here, i've mentioned pathfinding implementation for monsters, i was obsessed with that idea, and finally i have something to test.
This weekend I hope to prepare .zip file with scripts requiring testing, along with some old bugfixes.
Short demo: https://www.dropbox.com/s/fco50wdhcwaqn ... g.mp4?dl=0
I have not read recent posts, yet, but i saw there are some community fixes and gitlab page. Thank you for contributing.
YAAAY. :applause: :yes: :devious:

Made into a GitLab Issue: Implement and test Rodril's new AI!

Currently externally-blocked until we got the zips to test it. :P
Should be made (toggleable) within the community branch as soon as possible!
I'm excited for this, can you tell?!? :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 SpectralDragon » 23 Feb 2020, 18:56

ROFL and here I thought children getting adult dialogue in base MM6 is bad. Some childish adults even in Enroth. :D :D
Yes?

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

Unread postby Templayer » 23 Feb 2020, 18:58

toreadorlelder wrote:MMExtension is giving this:

D:\gog\Might and Magic 8\Scripts\General\ExtraEvents.lua:14: array index (-78854.255144033) out of bounds [0, 499]

stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua:1342: in function '__index'
D:\gog\Might and Magic 8\Scripts\General\ExtraEvents.lua:14: in function 'GetMonster'
D:\gog\Might and Magic 8\Scripts\General\ExtraEvents.lua:405: in function <D:\gog\Might and Magic 8\Scripts\General\ExtraEvents.lua:404>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1653: in function <Scripts/Core/RSMem.lua:1650>
[C]: in function 'call'
D:\gog\Might and Magic 8\Scripts\Global\Editor Navigate.lua:209: in function <D:\gog\Might and Magic 8\Scripts\Global\Editor Navigate.lua:184>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1653: in function <Scripts/Core/RSMem.lua:1650>

arguments of 'GetMonster':
p = 5363952

local variables of 'GetMonster':
i = -78854.255144033
(*temporary) = (table: 0x22028b10)
(*temporary) = (table: 0x2e4fb608)
(*temporary) = 1.1592168290791e-280
----------------------------------------------------------------
>

It's happening in Alamos, down by the monster release pool...which I did step in, so it might be trying to spawn there? It did create a ton of the air elementals that split into the secondary critters. Dunno, but it's basically freezing the game. Tried quitting and restarting; druther not go all the way back to the autosave, which'd be at the start of Alamos; suppose I could, tho. Not like I'd lose *that* much.
This is a known bug. https://gitlab.com/templayer/mmmerge/issues/51

Do you have the Community Bugfixed version from Gitlab or the outdated one from the first post that we cannot edit?
This should already be fixed in the Community Bug-Fixed one.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 19:02

joanthedark wrote:During my Arena adventures I found some peculiar monsters:

Image
Image
Image
Image

Were these included in the mod or are they part of Vanilla (made by NWC devs)?

Were they planned to be included in towns? Since they're already in the game I imagine it can't be too hard to do so, feels like a waste they're only available in low level Arena matches.
I personally think they were, in MM6 and MM7 (some of the very early assets for MM6 seem to indicate that, and the MM7 ones are completely useable, if I remember correctly - and it resulted in this :D :D )

Added as a GitLab Issue: Implement unused animals properly
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 19:09

andrey wrote:I installed GitLab version: master branch, remove Scripts folder, copy on top of 8/10 patch (over GoG version). Now I see that tent symbol in character creation (so something definitely changed), but I still don't see an option to start as a zombie on any continent. Is there some configuration that I might have missed? Something else to install?

Old bug reports added to GitLab:
Character takes melee hits when monsters fight each other
Voice reaction does not match the events for MM6 characters
“Sudden death syndrome” in Abandoned Temple in New Sorpigal
Artifacts can appear from wrong source: ore, shops, on the ground, etc.

New bugs:
Scaling cliffs is much harder in hardware 3D
Clubs counted as items
Lich can have repair skill, if received as a wizard
Mash counted as mace
You still need to use the Unlocker. :D
Also I cannot tell if you have installed it correctly or not, since your description of your installing steps is a bit spastic:

1. Install Base Merge the way the first post in this thread tells you to, including the patches. (unless Rodril has updated it)
2. Remove scripts folder.
3. Get in the GitLab version. There are two GitLab versions - the Community Branch (adds new community made features) and the Base Merge Bug Fix branch (which only fixes bugs in the base merge)

But if you see the tent button (which is a debug button to see what you have currently selected with index numbers), I think you have it correctly. I think.

Also thanks for helping me managing bugs and issues, it is much appreciated! :tsup:
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 19:10

cthscr wrote:
Rodril wrote:Hello.
I'm pleasantly surprised, people are still interested in this topic, thank you.
This weekend I hope to prepare .zip file with scripts requiring testing, along with some old bugfixes.
I have not read recent posts, yet, but i saw there are some community fixes and gitlab page. Thank you for contributing.
Yay, Rodril's back! I don't have to learn all these disasm things to fix Bow skill at Attack and Recovery time modifiers being mod 0x40!

Here's diff of small fixes against 8.10.2019: https://gitlab.com/templayer/mmmerge/-/ ... dril-fixes. Just in case.
(I think I failed at guess about Zombie Peasant in 'Characther selection.txt' though and it should be '-' though. And there was one erroneous "fix", which is reverted now.)

May I ask you to create your repo at Gitlab or Github?
Don't be so happy. Rodril tends not to stay very long between his hiatuses. :D :D
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 19:24

Phobos wrote:Lovely to see you again, Rodril! Welcome back :) Good work with the monster pathfinding, it should make things interesting! Been enjoying the game a lot recently and I've recently found a couple of things to report.

There seems to be a very annoying bug where hireling Town Portal often fails to bring up the map, preventing you from teleporting. However, the spell is still spent for the day. When I click on the very right-hand edge of the hireling's casting prompt, I can get it to activate, but otherwise it just doesn't work.

Treasure bags (in the Temple of Baa treasure room, for example) give gold 100% of the time in the original, now only a part of the time.

The red light on Free Haven Dragon Tower doesn't light up properly when you use the key on it. There is a very small change in lighting around the button, which is hard to notice, so it's quite confusing. It's just a graphical glitch though, so it does register as activated and you can complete the quest.

Sometimes you can't fill all your hireling slots when there are quest NPC's following you. I fired one of my hirelings when I had quest NPC's (I think I had Sherell and Sharry from MM6) and couldn't replace him. Could it be made so that each quest NPC increases the NPC limit by 1 or something like that?

Water Masters only cast Water Walk for 30 minutes, which is too little. It's 3 hours in the original MM6.

Keep up the good work! :)
1. This might be the same bug as with TP and mouselook - could you try disabling mouse-look in the ini? https://gitlab.com/templayer/mmmerge/issues/73

Added all of those into the Bug Tracker and as GitLab Issues:
Hireling Town Portal often fails to bring up the map
Treasure bags give gold 100% of the time in the original, now only a part of the time
The red light on Free Haven Dragon Tower doesn't light up properly when you use the key on it
Sometimes you can't fill all your hireling slots when there are quest NPC's following you
Water Masters only cast Water Walk for 30 minutes - It's 3 hours in the original MM6
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 19:29

raekuul wrote:
joanthedark wrote:Were these included in the mod or are they part of Vanilla (made by NWC devs)?

Were they planned to be included in towns? Since they're already in the game I imagine it can't be too hard to do so, feels like a waste they're only available in low level Arena matches.
They're monster IDs 463-474, between the last MM7 addition and the first MM6 addition. Either they're filler added to the MM6 roster or they're vanilla assets that never made it to production. Either way, have fun with cheesing the MM7 Champion quest!
Added as a comment in the Issue https://gitlab.com/templayer/mmmerge/issues/115
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 19:30

SpectralDragon wrote:Anyone up for a bit of an egg hunt when it comes to getting different Dragons from Tor via upgrading his questline after the initial one, as proposed quite a while by xfing, I think (only this time, you˙d need quite a heavy sum of cash)? ;D
Image
Image

Well, now it can be made possible via this link:
https://ulozto.net/file/zsHZjEhm5QjD/dragon-eggs-zip
Stuff is designed to spawn randomly from playthrough to playthrough, so that people roll chances to get every single living (!!!) Dragon possible in both Antagarich (MM7) and Jadame (MM8). Can also be used as nest assets.
I made an GitLab Issue for this: Different dragons from Tor via new egg types
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 19:32

SpectralDragon wrote:
joanthedark wrote:During my Arena adventures I found some peculiar monsters:
(images)
I like to imagine those were probably planned to be included in the NWC Dungeon, but didn˙t make it in there, given that they share the (sort of) same name as "Blaster Guy C". :D :D
That is not something special, that is common until given specific names - you have variants A, B and C per monster. :)
It wasn't meant as a NWC Dungeon inclusion, I am afraid.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 19:33

Five hours well spent today.

That is what I got for not reading stuff for like 14 days. :D
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 23 Feb 2020, 19:34

SpectralDragon wrote:
ROFL and here I thought children getting adult dialogue in base MM6 is bad. Some childish adults even in Enroth. :D :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 eilacomeva » 23 Feb 2020, 20:17

Templayer wrote:
eilacomeva wrote:Btw, I believe sometimes adult NPCs have the dialogue meant for children - eg with https://1fichier.com/?3cu5v2l3heqkm9a18y2v ("believe" because it's not a human, but iirc it also happened in some other city, I just forgot to take a screenshot)
please use imgur or ulozto.net for those printscreens next time...

Added to the Bug Tracker and as a GitLab Issue: Adults sometimes have dialogue for children
Thank you, I didn't know a file host that let me upload images without yet another account.
Test https://ulozto.net/file/0v7iR0ZuaZ67/quotes-png

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

Unread postby SpectralDragon » 23 Feb 2020, 20:20

Templayer wrote:I made an GitLab Issue for this: Different dragons from Tor via new egg types
Thanks! :tsup:
Templayer wrote:That is not something special, that is common until given specific names - you have variants A, B and C per monster. :)
It wasn't meant as a NWC Dungeon inclusion, I am afraid.
Interesting. So then "A" is like the base monster while "C" is the strongest variant of it?
Yes?

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

Unread postby eilacomeva » 23 Feb 2020, 20:21

Templayer wrote:
eilacomeva wrote:btw, maybe I'm not such an idiot after all... I tried to just hire random peasants on the streets and I couldn't find anyone to join - all the hunters etc were now useless NPCs instead of being available to join my team, while after, you know, you finish the game and choose a certain option, I quickly started to find peasants (or even "grand" peasants :D)
Added to the Bug Tracker and to GitLab Issues: No usable NPCs on the first iteration of game / continent
No, wait, not like that - most of my explanation never went from my brain to the keyboard I'm afraid :wall:
What I meant is that I tried grabbing a random peasant in a game where I already had the needed promotions and I couldn't,
while when you start (even the 1st iteration) you can find them, I tried both mm6/mm7 and I felt super stupid that you could just hire strangers without having to check all training sites


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