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

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

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

Postby SpectralDragon » Mar 23 2020, 21:48

Xfing wrote:Well, Rodril was away for a longer while so I lost interest for some time too, so I haven't been visiting much. Most recent developments have been for the branch anyway, while I as a player am waiting for repainted apparel the most (can't wait to play dress-up with all the choices, lol). I drop by every now and then to see if there's more of it. Not much more to contribute from my end at this time, I'm afraid.

... my personal expressions of wanting to see basic stuff taken care of first (like having all the armors properly repainted),

A big trouble when it comes to repainting gear is that MM6 hats, helms and crowns are still not being implemented inside the game, thus I'm finding it very hard to continue on the rest of the stuff ... and since no one else would be able to give the newly made stuff accurate paperdoll coordinates once DaveHer is gone, then that's just another hurdle in the way. I'm sorry, but I have limited patience when it comes to waiting for stuff to be implemented in in order to not swamp the developers of the mod with so much stuff, they'd be overwhelmed and thus not even knowing when to start putting them in without any serious bugs incoming. :(
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SpectralDragon
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby SpectralDragon » Mar 24 2020, 5:06

ROFL I don˙t think this is supposed to be like that. Wyrms can enter from land to water, but cannot return back to the land? Coders, we have a problem.

As seen on this clip of Sibernethy´s stream

Wyrms can walk on water, but are unable to return back to land once they do

We can also say that this one is sort of related to this one as well, as said by Andrey:
Dragoons' Keep - rats generated inside a wall
Last edited by SpectralDragon on Mar 24 2020, 5:08, edited 1 time in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby joanthedark » Mar 24 2020, 5:08

I think I messed up my playthrough once again, in Antagarich continent:

When Archibald Ironfist contacts you telepathically as soon as you reach Land of the Giants, I didn't go to Colony Zod immediately, as all I wanted to do there was to learn Grandmaster Armsmaster for my Knight, then I headed off and continued doing side quests and so on.

When I finally reach Colony Zod, there was no Roland Ironfist caged, thus I cannot proceed anymore because he holds a key you need to continue further into the dungeon (which is part of the main quest).

There's very little info about this quest online (not the one they give you in Celeste/The Pit, the one where you save Roland), so I have no idea if you only have a set amount of days to complete the quest, I don't even know if you get a quest log because I forgot to check at the time, but currently I don't have any there regarding Roland's rescue.

I could just ALT + F1 and clip through the door that needs the key, but I'm wondering if this has happened to anyone before, or if it can be fixed.

Just in case it's of any use: I followed the Light Path, and I'm still using the old version (08.10.2019) with this save.

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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby justl » Mar 24 2020, 6:27

joanthedark wrote:I think I messed up my playthrough once again, in Antagarich continent:

When Archibald Ironfist contacts you telepathically as soon as you reach Land of the Giants, I didn't go to Colony Zod immediately, as all I wanted to do there was to learn Grandmaster Armsmaster for my Knight, then I headed off and continued doing side quests and so on.

When I finally reach Colony Zod, there was no Roland Ironfist caged, thus I cannot proceed anymore because he holds a key you need to continue further into the dungeon (which is part of the main quest).

There's very little info about this quest online (not the one they give you in Celeste/The Pit, the one where you save Roland), so I have no idea if you only have a set amount of days to complete the quest, I don't even know if you get a quest log because I forgot to check at the time, but currently I don't have any there regarding Roland's rescue.

I could just ALT + F1 and clip through the door that needs the key, but I'm wondering if this has happened to anyone before, or if it can be fixed.

Just in case it's of any use: I followed the Light Path, and I'm still using the old version (08.10.2019) with this save.


in vanilla mm7 you could enter the land of the giants and do what you wanted there - i never found roland there this time.
only when the quest was given in the late endgame, he appears at the next colony zod dungeon reset (so, if you have cleared it out and got back before reset he wasnt - logically - there)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby kayort2 » Mar 24 2020, 13:31

Hi.
error with Verdant quest after click on "Attune Endurance"
Scripts/Core/EventsList.lua:68: Scripts/Core/RSMem.lua:483: cannot convert 'string' to 'unsigned short'

stack traceback:
Scripts/Core/RSMem.lua: in function '__newindex'
...d Magic VIII - Day of the Destroyer/Scripts/Core/evt.lua:1485: in function '__newindex'
...d Magic VIII - Day of the Destroyer/Scripts/Core/evt.lua:432: in function <...d Magic VIII - Day of the Destroyer/Scripts/Core/evt.lua:420>
...d Magic VIII - Day of the Destroyer/Scripts/Core/evt.lua:458: in function 'Set'
... of the Destroyer\Scripts\Global\Quest_SavingGoobers.lua:366: in function 'AttuneStat'
... of the Destroyer\Scripts\Global\Quest_SavingGoobers.lua:430: in function <... of the Destroyer\Scripts\Global\Quest_SavingGoobers.lua:430>
...estroyer\Scripts\Structs\After\LocalizationAndQuests.lua:591: in function <...estroyer\Scripts\Structs\After\LocalizationAndQuests.lua:543>

arguments of '__newindex':
(*temporary) = (table: 0x045ccd70)
(*temporary) = 18592850
(*temporary) = "Disease1"

local variables of '__newindex':
(*temporary) = nil
(*temporary) = nil
(*temporary) = ("cdata<unsigned short *>: 0x011bb452")
(*temporary) = "uint16_t*"
(*temporary) = ("cdata<unsigned short *>: 0x011bb452")
(*temporary) = 1.4613039108291e-302

upvalues of '__newindex':
assertnum = (function: 0x045ca5a0)
Protect = (function: 0x045cae58)
size = 2
ffi = (table: 0x045514f8)
type = "uint16_t*"
Unprotect = (function: 0x045caf38)

stack traceback:
[builtin#19]: at 0x01165960
...estroyer\Scripts\Structs\After\LocalizationAndQuests.lua:319: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>

arguments of 'v':
evtId = 995
seq = 0

local variables of 'v':
t = (table: 0x2cb64b08)

upvalues of 'v':
CurrentNPC = 803
CurrentQuests = (table: 0x210e8cf0)
UpdateCurrentQuests = (function: 0x2a856e90)
----------------------------------------------------------------------------------
>

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SpectralDragon
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby SpectralDragon » Mar 24 2020, 13:57

kayort2 wrote:Hi.
error with Verdant quest after click on "Attune Endurance"
Scripts/Core/EventsList.lua:68: Scripts/Core/RSMem.lua:483: cannot convert 'string' to 'unsigned short'

stack traceback:
Scripts/Core/RSMem.lua: in function '__newindex'
...d Magic VIII - Day of the Destroyer/Scripts/Core/evt.lua:1485: in function '__newindex'
...d Magic VIII - Day of the Destroyer/Scripts/Core/evt.lua:432: in function <...d Magic VIII - Day of the Destroyer/Scripts/Core/evt.lua:420>
...d Magic VIII - Day of the Destroyer/Scripts/Core/evt.lua:458: in function 'Set'
... of the Destroyer\Scripts\Global\Quest_SavingGoobers.lua:366: in function 'AttuneStat'
... of the Destroyer\Scripts\Global\Quest_SavingGoobers.lua:430: in function <... of the Destroyer\Scripts\Global\Quest_SavingGoobers.lua:430>
...estroyer\Scripts\Structs\After\LocalizationAndQuests.lua:591: in function <...estroyer\Scripts\Structs\After\LocalizationAndQuests.lua:543>

arguments of '__newindex':
(*temporary) = (table: 0x045ccd70)
(*temporary) = 18592850
(*temporary) = "Disease1"

local variables of '__newindex':
(*temporary) = nil
(*temporary) = nil
(*temporary) = ("cdata<unsigned short *>: 0x011bb452")
(*temporary) = "uint16_t*"
(*temporary) = ("cdata<unsigned short *>: 0x011bb452")
(*temporary) = 1.4613039108291e-302

upvalues of '__newindex':
assertnum = (function: 0x045ca5a0)
Protect = (function: 0x045cae58)
size = 2
ffi = (table: 0x045514f8)
type = "uint16_t*"
Unprotect = (function: 0x045caf38)

stack traceback:
[builtin#19]: at 0x01165960
...estroyer\Scripts\Structs\After\LocalizationAndQuests.lua:319: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>

arguments of 'v':
evtId = 995
seq = 0

local variables of 'v':
t = (table: 0x2cb64b08)

upvalues of 'v':
CurrentNPC = 803
CurrentQuests = (table: 0x210e8cf0)
UpdateCurrentQuests = (function: 0x2a856e90)
----------------------------------------------------------------------------------
>


Attune for Endurance not working (closed?)

In short, instead of "Disease1", it should be ""DiseaseGreen".
Last edited by SpectralDragon on Mar 24 2020, 14:10, edited 1 time in total.
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kayort2
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby kayort2 » Mar 24 2020, 15:54

SpectralDragon wrote:
kayort2 wrote:----------------------------------------------------------------------------------
>


Attune for Endurance not working (closed?)

In short, instead of "Disease1", it should be ""DiseaseGreen".


thanks, it works

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby antipaladin » Mar 24 2020, 22:49

i have problams with attune for luck

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby faderanger » Mar 24 2020, 23:00

Amazing project! I'm playing on a laptop with a trackpad and the camera is connected to the pointer so when I try to point at something and click it looks up or down/left or right. Is there a way to uncouple those?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby SpectralDragon » Mar 25 2020, 9:32

antipaladin wrote:i have problams with attune for luck

Things cannot be helped if you cannot describe it (preferably in detail) and including an error log. :tired:
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antipaladin
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby antipaladin » Mar 25 2020, 11:15

if i understood it correctly, i need one person to have 70 in all charisterstics, right, meaning with pure potions and items, thus it clicked me at first when i tried to attune might, and endurance, but not when i tried to attune luck. regarding an error log, i do not know where to find one just yet, as it didn't seemed importent, i didn't expand on it much at the time, since im still figuring it out, mostly.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby raekuul » Mar 25 2020, 11:36

I thought you needed >100 in the attuning stat?
You need to install the base mod first, and then install the latest GrayFace patch on top of that.

kayort2
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby kayort2 » Mar 25 2020, 12:07

antipaladin wrote:if i understood it correctly, i need one person to have 70 in all charisterstics

not all, any hero may check charisterstic, change person TAB key

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby antipaladin » Mar 25 2020, 12:21

raekuul wrote:I thought you needed >100 in the attuning stat?

Image

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Rodril » Mar 25 2020, 14:16

Hello. Localization links have been updated.

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

Postby eilacomeva » Mar 25 2020, 16:06

Templayer wrote:...

reakuul didn't use a quote, so there is a chance of you not getting his message, so I am "thudding" you this way to see it just in case.


Btw, since it's in the tracker but not in gitlab (at least searching for "font", "message" and "screen" didn't turn up anything), her instructions show up as cut, both in the traditional and new UI, that's why he (and I) had no idea how to proceed.

Screenshot https://ulozto.net/file/JAV8HQn1j6Jm/text-png

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby eilacomeva » Mar 25 2020, 16:10

antipaladin wrote:i think MMMerged should have the class system of MMX and MMIX.
let me explain;
you get to choose a race first, each race have 3 availble classes (one of might, one of magic, and one of hybrid) , each of them is "original" in it own way, with it own capabilitys ups and downs with 3 upgrades (one in each continent)
Goblin can go
as the hybrid
Thug - > Rider - > Bandit - > Raider
as the magic
Wilding - > Shaman - > Chaos Druid -- > Great Shaman
as the might:
Goblin-> Hobgoblin - > Gog Goblin - > Goblin Lord
and etc...

Edit:
made a discord channel, becouse why not
https://discord.gg/6FAXdd

Edit2: FOund the advantures inn in MM7 :| :tired:


Imho that would be confusing for long time mm6/7/8 players who never played MMX/MMIX.
Source: I'm a long time mm6/7/8 who never played MMX/MMIX :D

--

Assuming that MMIX sucks as much as I've read it does, how is MMX? worth it?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Roor » Mar 25 2020, 18:00

Rodril wrote:Here is thing i did for past time: merge of mm6, mm7, and mm8 on base of mm8 using MMExtension.

Game files v. 17.03.2020. Update localization files as well.
MEGA: https://mega.nz/#!TjAVSaaT!-7K2VMR-ZEC2 ... T6t8AN1L2s


Hi!
Great job!
But... same as the last time... Is there a chance to upload it to DropBox or maybe OneDrive?
Mega limits free accounts to less than 1Gb per day, and it's virtually impossible for me to download big files from there :'(

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby SpectralDragon » Mar 25 2020, 18:26

Roor wrote:
Rodril wrote:Here is thing i did for past time: merge of mm6, mm7, and mm8 on base of mm8 using MMExtension.

Game files v. 17.03.2020. Update localization files as well.
MEGA: https://mega.nz/#!TjAVSaaT!-7K2VMR-ZEC2 ... T6t8AN1L2s


Hi!
Great job!
But... same as the last time... Is there a chance to upload it to DropBox or maybe OneDrive?
Mega limits free accounts to less than 1Gb per day, and it's virtually impossible for me to download big files from there :'(


Templayer did a storage of this as well: http://www.mmmerge.templayer.cz/Storage/
Yes?

Roor
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Roor » Mar 25 2020, 19:32

SpectralDragon wrote:
Roor wrote:
Rodril wrote:Here is thing i did for past time: merge of mm6, mm7, and mm8 on base of mm8 using MMExtension.

Game files v. 17.03.2020. Update localization files as well.
MEGA: https://mega.nz/#!TjAVSaaT!-7K2VMR-ZEC2 ... T6t8AN1L2s


Hi!
Great job!
But... same as the last time... Is there a chance to upload it to DropBox or maybe OneDrive?
Mega limits free accounts to less than 1Gb per day, and it's virtually impossible for me to download big files from there :'(


Templayer did a storage of this as well: http://www.mmmerge.templayer.cz/Storage/


It works like a charm!
Thanks!


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