Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

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. 29.03.2020]

Postby SpectralDragon » Mar 31 2020, 0:06

mauman wrote:If the latter, at what approximate level will travel unlock? And will it screw up difficulty progression (I've read there's difficulty scaling as you beat each location, and I'm ok with that). I want to take advantage of my racial skills (vampire and dark elf particularly) but I'd rather not wait a whole game for it.

You can travel to another realm/continent as long as you 1, have Town Portal you can cast multiple times and 2, know a location with "high magic presence", one of which is Tularean Forest´s South Tower (for which you need either Water Walk, Fly or Water Breathing potions ... and enough HP to survive trees). As for difficulty progression, I˙ve read that Bolster only really kicks in when you beat a continent, so it shouldn˙t. Not knowing exactly though. (shrug)
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]

Postby mauman » Mar 31 2020, 2:02

Thanks for the info guys.

As for my worry about the progression, I'm worried if I go to a different continent (in this case Jadame), that the progression won't kick in for the areas I've visited in my quick trip for training.

If I quickly jump to Jadame and back, will the scaling kick in once I'm done with mm7?
Last edited by mauman on Mar 31 2020, 2:02, edited 1 time in total.

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

Postby andrey » Mar 31 2020, 8:26

mauman wrote:If I quickly jump to Jadame and back, will the scaling kick in once I'm done with mm7?


As I remember, scaling depends on your level, on the items on you, and on the level of the monster (low-end monsters get more powerful, for high-end monsters I don't notice scaling). However, I don't have precise formula and I might be wrong here. I'm not sure if the scaling will kick in for monsters you already saw. For previously unseen monsters I'm almost certain it will apply.

BTW you can disable this scaling if you want. In Controls menu there is "Extra Settings" button in top-middle, near the logo, "Monster Bolster".

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

Postby justl » Mar 31 2020, 9:29

cthscr wrote:
justl wrote:i toyed around with the extended view and continent user interface thing:
when i now load i get this error and am thrown out of the game:
...
how do i revert this?

Data/patch.UI.txt


thx worked

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

Postby justl » Mar 31 2020, 9:33

when i browsed through the lod-files i came upon this (already fitted?) artifacts/relics
Image
i found some of them already kinda converted but not implemented:
titans belt (mm7): 7item324.bmp has item324v1.bmp, item324v2.bmp, item324v3.bmp, item324v4.bmp

seven league boots (mm7): 7item312.bmp has item312v1.bmp,item312v2.bmp, item312v3.bmp, item312v4.bmp

twilight cloak (mm7): item312v1.bmp has item325v1.bmp, item325v1a1.bmp, item325v2.bmp, item325v2a1.bmp, item325v3.bmp, item325v3a1.bmp, item325v4.bmp, item325v4a1.bmp

cloak of the sheep (mm7): item330.bmp has item330v1.bmp, item330v1a1.bmp, item330v2.bmp, item330v2a1.bmp, item330v3.bmp, item330v3a1.bmp, item330v4.bmp, item330v4a1.bmp

vampires cloak (mm7): item350.bmp has item350v1.bmp, item350v1a1.bmp, item350v2.bmp, item350v2a1.bmp, item350v3.bmp, item350v3a1.bmp, item350v4.bmp, item350v4a1.bmp

soulsucker helmet (mm7, its also the high tier morgred helmet pic): 7item093.bmp has 7item093v1.bmp, 7item093v2.bmp

scholars cap (mm7): 7item240.bmp has item240v1.bmp, item240v2.bmp, item240v3.bmp

taledons helmet (mm7): 7item239.bmp has item239v1.bmp, item239v2.bmp, item239v3.bmp

phynaxia crown (mm7): 7item241.bmp has item241v1.bmp, item241v2.bmp

burglars mask (mm7): item344.bmp has item344v1.bmp, item344v2.bmp, item344v3.bmp, item344v14.bmp

could one of you have a look into it, about how and why those mentioned are not active atm? thx
but they dont seem to be in the game ?

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

Postby mauman » Mar 31 2020, 12:11

andrey wrote:
mauman wrote:If I quickly jump to Jadame and back, will the scaling kick in once I'm done with mm7?


As I remember, scaling depends on your level, on the items on you, and on the level of the monster (low-end monsters get more powerful, for high-end monsters I don't notice scaling). However, I don't have precise formula and I might be wrong here. I'm not sure if the scaling will kick in for monsters you already saw. For previously unseen monsters I'm almost certain it will apply.

BTW you can disable this scaling if you want. In Controls menu there is "Extra Settings" button in top-middle, near the logo, "Monster Bolster".


Oh, I actually want the scaling. Don't want mm8/6 to be a cakewalk.

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

Postby antipaladin » Mar 31 2020, 13:45

suggestion:
as a rework of side, i would advise to make it into a forth continent after the finish of 3 , or an alterd one, where they supposignly stop the reckoning , or stop gelu\kaligor.
or visit axeoth... O_o

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

Postby andrey » Mar 31 2020, 14:48

mauman wrote:Oh, I actually want the scaling. Don't want mm8/6 to be a cakewalk.


You can make it stronger/weaker if you want.

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

Postby andrey » Mar 31 2020, 15:21

antipaladin wrote:suggestion:
as a rework of side, i would advise to make it into a forth continent after the finish of 3 , or an alterd one, where they supposignly stop the reckoning , or stop gelu\kaligor.
or visit axeoth... O_o


I also thought of "Stop the reckoning" as one of Verdant's time-changing quests.

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

Postby antipaladin » Mar 31 2020, 18:27

andrey wrote:
antipaladin wrote:suggestion:
as a rework of side, i would advise to make it into a forth continent after the finish of 3 , or an alterd one, where they supposignly stop the reckoning , or stop gelu\kaligor.
or visit axeoth... O_o


I also thought of "Stop the reckoning" as one of Verdant's time-changing quests.


with a seprate\alternative area that will feature krewold as main game country ?
noob question, what engine mm8 runs on ?
Last edited by antipaladin on Mar 31 2020, 18:32, edited 1 time in total.

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

Postby joanthedark » Apr 1 2020, 3:27

Goblinwatch Code is a mess (last version/patch):

Image

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

Postby tomchen1989 » Apr 1 2020, 11:56

I've updated my command line tool "mmarch" (GitHub Homepage, CH topic), making it able to compare two or more game folders and make an NSIS-compiled .exe installation file.

This detailed tutorial/demostration shows how to make a .exe MMMerge Update Patch with mmarch.

With the new feature, I made this MM Merge Update Patch (GitHub repo, click here to download version 2020-03-29), that can update any old vanilla version among 2019-09-22, 2019-10-08 and 2020-03-17, to the latest 2020-03-29. It's only 6 MB, it's been tested and works well.

=================
ps. I'm using ISO date format and ISO 2-letter language codes. You guys could consider using them when needed to avoid confusion.
ISO date format: YYYY-MM-DD
ISO 639-1: en fr de cs es it ru pl ko ja zh (zh_cn zh_tw)

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

Postby SpectralDragon » Apr 1 2020, 16:05

justl wrote:when i browsed through the lod-files i came upon this (already fitted?) artifacts/relics
(stuff)
Could one of you have a look into it, about how and why those mentioned are not active atm? thx
but they don´t seem to be in the game ?

Those are original MM7 sprites for stuff that are converted to fit MM7 paperdolls, not MM8 ones, and thus had been externally blocked. They´re in the .lod files for reference sake (as well as for anyone that is willing to mold them so that they fit MM8 paperdolls). Same is with other stuff.

Honestly, those would be the next headgear I˙d do once MM6 helmets, hats and crowns would be implemented, but well, they aren˙t, so I cannot do anything. Sorry. :(
Yes?

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

Postby mauman » Apr 2 2020, 7:53

So, I was getting some stuttering here and there, but nothing major...but now I'm going into ultra busy dungeons (like Nighon tunnels) and it's getting pretty bad. Any suggestions on minimizing stuttering?

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

Postby joanthedark » Apr 2 2020, 9:39

mauman wrote:So, I was getting some stuttering here and there, but nothing major...but now I'm going into ultra busy dungeons (like Nighon tunnels) and it's getting pretty bad. Any suggestions on minimizing stuttering?


I've gotten stuttering as well, I believe it's because of pathfinding because stuttering only happens as soon as enemies have you on their sight (red dots in the map with Wizard Eye spell), you can try disabling Improved Pathfinding under Extra settings.
Last edited by joanthedark on Apr 2 2020, 9:48, edited 1 time in total.

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

Postby andrey » Apr 2 2020, 10:15

mauman wrote:So, I was getting some stuttering here and there, but nothing major...but now I'm going into ultra busy dungeons (like Nighon tunnels) and it's getting pretty bad. Any suggestions on minimizing stuttering?


Turning off Win95 compatibility might help. GOG games version has Windows 95 compatibility by default. It causes some slowdowns.

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

Postby joanthedark » Apr 2 2020, 20:55

Arena Master from Enroth continent (mm6) currently has the one from Jadame (mm8):
Image

The correct one should be a Titan:
Image

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

Postby mauman » Apr 2 2020, 23:19

andrey wrote:
mauman wrote:So, I was getting some stuttering here and there, but nothing major...but now I'm going into ultra busy dungeons (like Nighon tunnels) and it's getting pretty bad. Any suggestions on minimizing stuttering?


Turning off Win95 compatibility might help. GOG games version has Windows 95 compatibility by default. It causes some slowdowns.


Oh WOW yeah that did it. Holy Moly. Not a stutter to be found.

Thanks a million :)

Also, don't know if this is a bug or just a "feature" but my druid started getting the "dragon" bonus from the dark promotion before his first promotion. I mean, I'm happy I don't have to go dark to get that bonus since I was going to go for light for once this time around, but yeah.

I think it MIGHT be tied to the Wizard promotion Golem npc, as that was when I noticed the skill bonus/constant preservation effect. The bonus didn't leave when the golem left though, so I don't know.

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

Postby andrey » Apr 3 2020, 8:52

mauman wrote:Thanks a million :)


Thanks goes to
Rodril wrote:
who helped me with similar slowdown.

As for other problem you mentioned - saying honestly, no idea. But I did not notice any skill buffs with the golem.

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

Postby andrey » Apr 3 2020, 8:57

joanthedark wrote:Arena Master from Enroth continent (mm6) currently has the one from Jadame (mm8):


Submitted to the tracker on your behalf: https://gitlab.com/templayer/mmmerge/-/issues/551


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