Search found 1499 matches

by GrayFace
May 8 2020, 11:14
Forum: Might and Magic
Topic: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]
Replies: 254
Views: 122543

Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

nowy0000 wrote:Ok. Can i have HD view and regular interface mode? How change to regular interface?

Remove or change to anything the line UILayout=UI. Then set StretchWidthFull=2.
by GrayFace
May 6 2020, 18:21
Forum: Might and Magic
Topic: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]
Replies: 254
Views: 122543

Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

nowy0000 wrote:How can i stretch menu, inventory, map etc... to 16:9 fullscreen?

In HD interface mode? Nope. In regular interface mode you can stretch everything at once, including the view.
by GrayFace
Apr 25 2020, 19:53
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.4 [Sep 17, 2019]
Replies: 440
Views: 251842

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

DaveHer wrote:I will do that. Thanks for the help. :)
Update: I did as you said, but they will not summon bats.

GrayFace wrote:I've checked in the regular game - summon goes through fine. Send me the save game in your mod then. It's the version on ModDB in which this occurs, right?
by GrayFace
Apr 25 2020, 0:39
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.4 [Sep 17, 2019]
Replies: 440
Views: 251842

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

I've checked in the regular game - summon goes through fine. Send me the save game in your mod then. It's the version on ModDB in which this occurs, right?

DaveHer wrote:Is there another file that needs to be edited other then monsters.txt?

Nope. Just delete new.lod and start a new game.
by GrayFace
Apr 24 2020, 6:11
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.4 [Sep 17, 2019]
Replies: 440
Views: 251842

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

d2r wrote:What email address should I send it to?

sergroj at mail ru
by GrayFace
Apr 24 2020, 6:11
Forum: Might and Magic
Topic: GrayFace MM6 Patch v2.4 [Sep 17, 2019]
Replies: 530
Views: 245157

Re: GrayFace MM6 Patch v2.4 [Sep 17, 2019]

So I have this lua script to make Esc work: mem.nop(0x457B9D, 2) It'd be better to put this fix into the next version of the patch. Definitely. Ah indeed we are not talking about the same teleporter. I'm talking about a buggy teleporter in the Memory Crystal Beta room (12), while you are talking ab...
by GrayFace
Apr 24 2020, 5:35
Forum: Might and Magic
Topic: GrayFace MM6 Patch v2.4 [Sep 17, 2019]
Replies: 530
Views: 245157

Re: GrayFace MM6 Patch v2.4 [Sep 17, 2019]

BLACKSHIRE, Lair of the Wolf: Ghost NPC chat non-synchronized 'magic sprinkle' The sprinkle sound effect and animation seem to be weirdly separated; for example, the sprinkle animation appears anwyays when you go talk/retalk to the NPC, but with no sound (or it is after closing the chat?); eventual...
by GrayFace
Apr 24 2020, 4:23
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.4 [Sep 17, 2019]
Replies: 440
Views: 251842

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

My theory is that the patch "expects" the game to be installed in C:\Program Files (x86)\Might and Magic VII and misbehaves if it isn't in that exact folder. It doesn't. That's some weird thing happening with the installer script I'll need to look into. - Flying without MouseLook flying i...
by GrayFace
Apr 23 2020, 7:45
Forum: Might and Magic
Topic: MMArchive and Txt Edit update (Feb 8, 2020)
Replies: 10
Views: 2049

Re: MMArchive and Txt Edit update (Feb 8, 2020)

cthscr wrote:MMArchive 1.3.1 won't release export directory after export has been finished. (So you can't move directory while MMArchive is opened.)

It's a bug of Windows, specifically its open dialog.
by GrayFace
Apr 10 2020, 1:45
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 5976
Views: 700195

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

Currently, in MMMerge, swamp trees (as seen in Mire of the Damned) look like disgusting green glitchy mess, like a color palette wasn´t right for them. Ah, that's definitely what happened. To fix, proper palette index needs to be put into SFT.txt. To find it, add the sprite as extracted from MM6 in...
by GrayFace
Apr 9 2020, 10:34
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 5976
Views: 700195

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

That aside, I´m notifying every single one of you because I´ve found a bunch of useful (including fixed plant life like swamp trees !) and downright bizarre sprites inside original MM6 .lod files meant for the outside onlookers (like rocks and bones and whatnot). I´m including the .zip of those (co...
by GrayFace
Apr 8 2020, 17:04
Forum: Might and Magic
Topic: MMArchive and Txt Edit update (Feb 8, 2020)
Replies: 10
Views: 2049

Re: MMArchive and Txt Edit update (Feb 8, 2020)

cthscr wrote:Could it be possible to select files without extension in MMArchive?

It already is.
by GrayFace
Apr 7 2020, 18:39
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.4 [Sep 17, 2019]
Replies: 440
Views: 251842

Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

d2r wrote:Yes - although we did discover a separate issue with the installer relating to GOG copies of the game that should probably be looked at.

What issue?
by GrayFace
Apr 7 2020, 10:22
Forum: Might and Magic
Topic: Which graphics/artwork do you like the best? (MM6 - MM8)
Replies: 11
Views: 1632

Re: Which graphics/artwork do you like the best? (MM6 - MM8)

GUI - perhaps, MM7. MM6 is close. MM8's dark-green UI is bad, very bad.
Paper dolls - hard to tell, I like all 3.
Character Portraits - probably MM7.
Textures - MM6.
Monsters - MM7.
Spell book - MM6 > MM7 > MM8. I chose MM6 mostly due to spells always having color, not just when under mouse.
by GrayFace
Mar 2 2020, 20:25
Forum: Might and Magic
Topic: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]
Replies: 254
Views: 122543

Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

I wrote these files to make MM8 w/ GrayFace Patch support double-byte character set. My DBCS script works well for MM8 (and MMMerge), but not very well for MM7 and 6. That's super interesting. I'll take a look later. I wonder why you chose to use 2-byte encoding and not UFT8? It always seemed bette...
by GrayFace
Mar 2 2020, 20:15
Forum: Might and Magic
Topic: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]
Replies: 254
Views: 122543

Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

My game keeps crashing everytime I try to enter Plane of Earth. Don't know what to do. Here's the error log: https://docs.google.com/document/d/1FmHSglaq5HD4GZdCDYVln-UQTdtw-Ml6runIz9qKR5k/edit?usp=sharing Save file: https://drive.google.com/file/d/187CoXTzKUt2nLjsEgIqdRRCv9SAD1Qnw/view?usp=sharing...
by GrayFace
Feb 11 2020, 2:22
Forum: Might and Magic
Topic: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]
Replies: 254
Views: 122543

Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Does it happen if you disable UILayout? Set it to anything other than "UI" in mm8.ini to disable.

Notogora wrote:Sorry for not being able to attach directly to the post. I could not find out how to do it.

There's no way in the forum, I meant the way you did it.
by GrayFace
Feb 9 2020, 14:11
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 731
Views: 221911

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

It reads like this: at offset/address 0x4f5a98 a declaration EquipCoordinates Armors[1..1][4], where 1..1 means index starts at 1 and ends at 1. All of these define the structure structs.ArmorPicsCoords. It's then instantiated at address 0, so offsets in it become actual addresses.
by GrayFace
Feb 9 2020, 13:55
Forum: Might and Magic
Topic: GrayFace MM6 Patch v2.4 [Sep 17, 2019]
Replies: 530
Views: 245157

Re: GrayFace MM6 Patch v2.4 [Sep 17, 2019]

Kinox wrote:Training time 'bug' is back??

No idea about that old unofficial patch you're referring to. I never considered it a bug, it's just a difference in MM6 behavior.
by GrayFace
Feb 9 2020, 13:44
Forum: Might and Magic
Topic: MMArchive and Txt Edit update (Feb 8, 2020)
Replies: 10
Views: 2049

Re: MMArchive and Txt Edit update (Feb 8, 2020)

Updated both again:
MMArchive v1.3.1
[+] When importing a texture or a sprite that isn't 8 bit, previous palette is used if the file exists in the archive.
[–] Mipmaps for transparent textures were generated with a blue border.

Txt Edit v1.4.1
[–] Copy command was broken in some circumstances.

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