Search found 232 matches

by cthscr
Jan 19 2021, 12:01
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

jmaster wrote:
pc21LHo, pc22LHo ?

For minotaurs not left but right hands need shifting. When I made plate armor, I've had to make right arm part wider to fit position for both of arms.

pc21rhd then? I suppose https://github.com/GrayFace/MMExtension ... perDol.txt could help a bit.
by cthscr
Jan 18 2021, 18:54
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

Hello to all of the community and happy holidays for those who have not run out of them yet :) I have made another portion of MM6 armors, I think that we have all of the MM6 and MM7 armors done for now. I remade MM6 plate armor to be used with hands part of armor(because armors have them I thought ...
by cthscr
Jan 18 2021, 12:52
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 754
Views: 234648

Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]

GrayFace wrote:How did it go BTW?

DLL is probably fine - haven't seen anything broken yet. As for my max_save_count patches - they are far far away from being complete.
I went over 20 more or less successfully, though number is greater by 10 (current quiksaves count) than it should be.
by cthscr
Jan 12 2021, 22:17
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

1) How are bonuses of artifacts combined in the mod? I mean that bonus from normal items and from special items were combined, but now cloak of the moon and, for example, ring of dark magic don't stack anymore. Aren't sun and moon cloaks supposed to be special items? Special items take their bonuse...
by cthscr
Jan 10 2021, 11:17
Forum: Might and Magic
Topic: Might and Magic 8: Modify monsters.txt
Replies: 10
Views: 1873

Re: Might and Magic 8: Modify monsters.txt

GrayFace wrote:
cthscr wrote:
GrayFace wrote:Why 12 and not 11?

Dark missile was 11, Ener missile was 13 - so I dec 13.

But you have "push 0xC", with is 12.

Yes, I "dec" 13. In other words, 12 = 13 (Ener Missile) - 11 (Dark Missile) + 10 (Dark Damage).
by cthscr
Jan 10 2021, 8:14
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

Don't just uncheck win95 compat but set Win XP SP3 one.
by cthscr
Jan 9 2021, 19:31
Forum: Might and Magic
Topic: Might and Magic 8: Modify monsters.txt
Replies: 10
Views: 1873

Re: Might and Magic 8: Modify monsters.txt

Why 12 and not 11? Dark missile was 11, Ener missile was 13 - so I dec 13. Note [for other readers] there are multiple statements from me that aren't true (for instance, I thought that [any] monster always have melee attack plus possible missile [that could be of another damage type] while in reali...
by cthscr
Jan 9 2021, 19:21
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

Main problem with multiple instances of LB to me is N * 50 * 5 * 20 kB increased size of the savegame. LB destination images aren't even saved in vanilla mm8 savegame, you can guess why. still would trivialize The Lincoln and Escaton's Palace even with the Continental Limiting You can always forbid ...
by cthscr
Jan 9 2021, 7:14
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

Having 5 LB slots per continent can be considered cheating (or cheesing) also. in the original games there were 5 slots per continent. No. Proof: Planes aren't part of Jadame continent. You are drinking from the town fountains before trying to TP, right? I've made this mistake before is this an ori...
by cthscr
Jan 8 2021, 8:09
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

Having 5 LB slots per continent can be considered cheating (or cheesing) also.
by cthscr
Jan 7 2021, 21:24
Forum: Might and Magic
Topic: Might and Magic 8: Modify monsters.txt
Replies: 10
Views: 1873

Re: Might and Magic 8: Modify monsters.txt

GrayFace wrote:I'd like to fix them. I remember reading about "GM" somewhere on the tracker. Never heard about the other bugs.

Wrong monster spells damage type - fix
Broken Ener attack type - fix
"Rock" missile - part1 (dirty and insane; uses Cannonball processing), part2
by cthscr
Jan 7 2021, 8:53
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

First stop is 'Scripts/General/AdaptiveMonstersStats.lua'. When someone talk about bolster changes he should study this file well. For instance, what different const.Bolster.Types do.
by cthscr
Jan 7 2021, 8:42
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 754
Views: 234648

Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]

Quite often one (not only me) conditionally jumps back near the start of asmpatch. At the end one needs to jump unconditionally to another address. So the asmpatch code have two sequential jmp where second isn't used. But it never gets in the way. "Five bytes are five bytes." That's probl...
by cthscr
Jan 5 2021, 22:35
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

If you were to modify the Bolster formulas to work with the idea of every enemy being counted as Level 1, how would you alter them? So what if you simply replace 'MonsterLevel' with '1'? That's basically what I do, but that causes the early game balance to get really wonky. For instance, MM6 Rogues...
by cthscr
Jan 5 2021, 22:33
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

SpectralDragon wrote:
cthscr wrote:* Fixed MM6 monsters attack bonus "Affraid" (#756)

I honest to Ancients hope that˙s not how the game sees the Afraid condition.

That's how Creators called it during MM6 time.
by cthscr
Jan 5 2021, 22:24
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 754
Views: 234648

Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]

Could there be an option added not to add final jump on outline mem.asmpatch? 5 bytes are 5 bytes. What do you mean? Why? Quite often one (not only me) conditionally jumps back near the start of asmpatch. At the end one needs to jump unconditionally to another address. So the asmpatch code have two...
by cthscr
Jan 5 2021, 8:29
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

darkdill wrote:If you were to modify the Bolster formulas to work with the idea of every enemy being counted as Level 1, how would you alter them?

So what if you simply replace 'MonsterLevel' with '1'?
by cthscr
Jan 4 2021, 21:07
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 754
Views: 234648

Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]

Could there be an option added not to add final jump on outline mem.asmpatch? 5 bytes are 5 bytes. What is the proper way to create local static (null-terminated?) string in lua (and use it in asmpatch/asmproc)? When I need to process new switch case (i.e. I need to add few lines of asm code without...
by cthscr
Jan 4 2021, 19:20
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

Comm Merge master branch latest changes (since 2020-12-11): * Added Light, Dark, Physical and Energy player resistances (#733) * Fixed spellscrolls and temple donation spell skill values (#736) * Fixed monster 'Poison Spray' shots amount * Fixed monster Sparks amount * Fixed monster Shrapmetal fragm...
by cthscr
Jan 4 2021, 13:34
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6174
Views: 781031

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

The Learning skill doesn't behave correctly This one is still ongoing, yes? Well, I think I've figured out what the problem is: the effect of Expert/Master/Grandmaster for Learning isn't working. I tested this using Cheat Engine by giving my party all 60 GM Learning, then changing one of them to ha...

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