Search found 50 matches

by Emjayen
Oct 4 2019, 7:28
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 4432
Views: 362447

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

I never heard of Imgur. :) Imgur is basically a website dedicated to posts from images to gifs to comics and yes, anyone can post their stuff from there. I just Google "imgur upload" and then follow the first result, after which I follow procedures there until I get the URL of the uploade...
by Emjayen
Sep 28 2019, 8:52
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 4432
Views: 362447

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

Oh i found the bug tracker , :O , wouldn't be actually easier to redo the whole thing in unity for example? would open a lot of doors. api for modders, easier access, clearer docs , could add bunch of new things... No -- Unity, or any other exhaustive middle-ware, does not solve any of the actual h...
by Emjayen
Sep 20 2019, 6:26
Forum: Might and Magic
Topic: Might & Magic Discord server
Replies: 3
Views: 2158

Re: Might & Magic Discord server

Periodic bump.
by Emjayen
Jul 12 2019, 1:59
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 4432
Views: 362447

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

The number of FrontBuffer.Blt(BackBuffer) basically. Yeah that's what I assumed. The short of it is: When you issue any draw calls (including present/flip/write-frontbuffer), these operations are marshalled by the runtime, to the usermode driver, which translates and stores them in a queue which is...
by Emjayen
Jul 8 2019, 10:05
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 4432
Views: 362447

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

SIMD x86 extended instructions exist for a reason :) Of course Delphi compiler is far to stupid to generate them. I reinvented the wheel and made my own resize procedure. SIMD doesn't benefit workloads that are bound by memory throughput (the same reason say, multithreading doesn't benefit I/O-boun...
by Emjayen
Jul 6 2019, 4:20
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 4432
Views: 362447

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

Can't remember the numbers, but it can easily become the bottle neck on 4K+. There's no reason for that to be the case. If that's what's being observed it's certainly a different cause (unless very old hardware is being targetted; most machines these days have main memory rates of GB's/s and/or ver...
by Emjayen
Jul 4 2019, 6:51
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 4432
Views: 362447

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

Do you mean it runs slower on Win 10 than on Win 7? My patch introduces extra performance hit on high resolutions, because it scales UI in software in single thread. Flexible UI is less demanding, because less of the screen is covered by UI. As in compared to the performance that would be exhibited...
by Emjayen
Jul 3 2019, 4:07
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 4432
Views: 362447

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

Did anyone have any success running this on the original Italian version under windows 10? It DOES work on wine(*), but I'm trying to get it to work for my brother who hates linux [..] So-long as it's run elevated it will run natively without issue on Windows 10, albeit at a signicant performance h...
by Emjayen
Jun 18 2019, 5:46
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1648

Re: [TOOL] .hwl unpack utility

If you're still in need of such functionality (writing HWL) let me know.
by Emjayen
Jun 18 2019, 5:31
Forum: Might and Magic
Topic: Might & Magic Discord server
Replies: 3
Views: 2158

Re: Might & Magic Discord server

Periodic bump.
by Emjayen
Mar 23 2019, 20:26
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1648

Re: [TOOL] .hwl unpack utility

It's a command-line tool. Easiest thing to do would be: - Copy hwl.exe to your DATA directory - In the explorer address bar, type cmd - Use the syntax described in the OP, so e.g hwl /o:sprites /f:bmp /s:d3dsprite.hwl EDIT: I've updated it to support how you're trying to invoke it (e.g, you can use ...
by Emjayen
Mar 22 2019, 10:29
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1648

Re: [TOOL] .hwl unpack utility

They're located in your game installation's "DATA" directory, e.g: d3dsprite.hwl
by Emjayen
Mar 21 2019, 22:30
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1648

Re: [TOOL] .hwl unpack utility

There's a mechanism of my next MMCL revision that could be leveraged. At present it provides an optional, run-time filtering layer for textures; generating a scaled up mipchain version in technically any native hardware format, for now just the usual 32-bit R8G8B8A8 due to ubiquitous support.
by Emjayen
Sep 20 2018, 4:14
Forum: Might and Magic
Topic: Might & Magic Discord server
Replies: 3
Views: 2158

Re: Might & Magic Discord server

Periodic bump.
by Emjayen
Sep 17 2018, 14:03
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.4 [Sep 17, 2019]
Replies: 401
Views: 214132

Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Emjayen, do you by chance know a way to check for old DirectX presence during setup? The most reliable method would be to simply attempt to if the respective device interface (e.g, IDirectDraw4) is implemented. Something like: void* pInterface; CoCreateInstance(&CLSID_DirectDraw, NULL, CLSCTX_A...
by Emjayen
Sep 17 2018, 12:43
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1648

[TOOL] .hwl unpack utility

I noticed there doesn't appear to be anything around for unpacking these archives and so I've made one of my internal tools friendlier for public use. You can download it here Example usage: hwl /f:bmp /s:somearchive.hwl Above will unpack the textures contained in the HWL archive file somearchive.hw...
by Emjayen
Sep 15 2018, 21:46
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.4 [Sep 17, 2019]
Replies: 401
Views: 214132

Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

I checked those registries, but in the first path, there was no entry for might and magic and in the second, I wasn't even sure what I'm looking for. Are you sure? Be aware that GoG often packages a stub program that's used to launch the game via the usual desktop shortcut it installs. To be clear ...
by Emjayen
Sep 14 2018, 10:12
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.4 [Sep 17, 2019]
Replies: 401
Views: 214132

Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

OK, so this is even stranger. After installation, whenever I tried running without compatibility, I would get windows error during start saying "There aren't any D3D devices to init". Running setup would only show software mode available (with which the game would run). After playing for ...
by Emjayen
Jun 26 2017, 12:41
Forum: Might and Magic
Topic: Might & Magic Compatibility Layer (Tool)
Replies: 22
Views: 9513

Re: Might & Magic Compatibility Layer (Tool)

Wanted to add one more thing, Emjayen. The very first time I ran M&M with the GF 2.0 patch and mmcl .03a, mouselook worked perfectly! I must've run through some things in the game for 30 minutes or so and mouselook was functioning fine--I remember because I had read your note about it breaking ...
by Emjayen
May 26 2017, 22:25
Forum: Might and Magic
Topic: Might & Magic Compatibility Layer (Tool)
Replies: 22
Views: 9513

Re: Might & Magic Compatibility Layer (Tool)

Ah, nice find. The reason it's crashing with greater resolutions is because the game is also being switched to software-2D mode with your fix, and support for greater resolutions requires the game to use its hardware-2D path. While trying to fix this myself I managed to produce the exact same behavi...

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