MM7 new modding

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
Kaltenberg
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Re: MM7 new modding

Unread postby Kaltenberg » 25 Jun 2023, 08:57

I thought I'd post some pictures to whet your appetite, and because I haven't posted in a while. The work is going pretty well, the V2 map will be also ready soon.

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Kaltenberg
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Re: MM7 new modding

Unread postby Kaltenberg » 27 Jun 2023, 21:18

An unfriendly inhabitant of the snowy landscape. The ice demons made of crystal golems will be familiar, but since I've dealt with them, I've also enhanced their images a bit.

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Kaltenberg
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Re: MM7 new modding

Unread postby Kaltenberg » 10 Aug 2023, 12:06

I've had a bit of a rest, but now I'm back on track with the developments. I'm done with the 2nd area of Vori, it will be called 'The Dead Fjords'. I've got the scripting part to do, filling the area with inhabitants, monsters, and a few other things to development. It will be a slow process, but it will happen.

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I think the minimap is better than the previous one.. I will slowly grow up to the task. :)
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And then the dilemma now is how much of the new areas to show. I don't want to reveal everything to the public, so that it can be explored in complete obscurity, but I have to show some of it. I'll think about it, but in the meantime here's a preview of an AI visualisation from the game's view. It's pretty accurate compared to the original, and similar in most respects.
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Kaltenberg
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Re: MM7 new modding

Unread postby Kaltenberg » 17 Aug 2023, 21:10

The final version of 4 maps has been completed, Bracada and Evenmorn have also received a few tweaks and updates.

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Malekitsu
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Re: MM7 new modding

Unread postby Malekitsu » 18 Aug 2023, 17:03

man this looks amazing

Kaltenberg
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Re: MM7 new modding

Unread postby Kaltenberg » 19 Aug 2023, 07:51

Thanks! :)

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Re: MM7 new modding

Unread postby Kaltenberg » 26 Aug 2023, 18:08

A few more ideas: snow wolf and elf city guard.

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Strobe
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Re: MM7 new modding

Unread postby Strobe » 15 Sep 2023, 03:00

This mod looks ridiculously interesting, would be an awesome expansion to the merge. Will this be compatible with it?

Kaltenberg
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Re: MM7 new modding

Unread postby Kaltenberg » 16 Sep 2023, 08:48

For the moment, I don't think so. I'm not doing the merge, but when my mod is done, someone might be able to put it in.

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Strobe
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Re: MM7 new modding

Unread postby Strobe » 16 Sep 2023, 10:43

I see, other than that your work is simply mindblowing. I'll definitely play it, when you release it. If you need help with models, I would gladly help you. Im a blender guy too (and also an indie gamedev).

Kaltenberg
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Re: MM7 new modding

Unread postby Kaltenberg » 16 Sep 2023, 14:52

Thank you! Well, it would be nice to get on with the release, but that's still a little way off. There are technical problems for now, and I'd much rather be modelling! :) But thanks for offering your help, I always keep such useful information in mind!

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Strobe
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Re: MM7 new modding

Unread postby Strobe » 17 Sep 2023, 13:38

What kind of technical problems are there? Crashes?
Also, how do you know what polycount this engine can handle? First thing that came to my mind when I saw your meshes.

Sure thing mate, lemme know if you ever need some help. :)

Kaltenberg
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Re: MM7 new modding

Unread postby Kaltenberg » 18 Sep 2023, 16:22

In fact, yes, it is very easy to crash the game. The problem at the moment is that I did it all with ExtMaster (https://github.com/GrayFace/MMExtension) because it was more convenient. Then I downloaded a completely oroginal MM7 as a trial, and used ext2.2 and ext master in the same way (I mean, on another origi MM7).
With both, the game freezes after a minute even though I'm not doing anything but walking around. This is the error message: https://drive.google.com/file/d/1qfBUNi ... sp=sharing
I would be happy if someone could solve this.
Strobe wrote: Also, how do you know what polycount this engine can handle? First thing that came to my mind when I saw your meshes.
Thanks to the RemoveLimits, the game can handle a lot of polynoms quite well. But I still testing the limits. :D

Well, there are always problems like that. I'm lucky to get a lot of help with them on this site. :) And if I'm stuck on something, I'll do something else until it's solved.

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Strobe
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Re: MM7 new modding

Unread postby Strobe » 21 Sep 2023, 11:16

Szóval magyar vagy... nahát, nahát. What a surprise! :D

I couldn't tell you by this what can cause the problem, since there's multiple error codes, but I guess its something like a memory allocation/leak.
Since most of the dll's are from System32, I think it indicates an overflow of memory allocations.

Exception EAccessViolation in module MMExtension.dll at 00006E08.
Access violation at address 03946E08 in module 'MMExtension.dll'. Read of address FFFFFFF1.

Access Violation: An "Access Violation" error occurs when a program attempts to access a memory location that it's not allowed to access. This can happen for various reasons, such as:

Trying to read or write to a memory address that is reserved for the operating system.
Attempting to access a null or uninitialized pointer.
Accessing memory that has been freed or deallocated.
Accessing memory outside the bounds of an array.

Chatgpt wrote me this.

Kaltenberg
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Re: MM7 new modding

Unread postby Kaltenberg » 27 Sep 2023, 19:09

Are you familiar with the dungeon?

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Tomsod
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Re: MM7 new modding

Unread postby Tomsod » 27 Sep 2023, 19:14

Are we supposed to recognize it? The general cavern style is a bit like MM6 Abandoned Temple, although it's obviously different (no temple part, for one).


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