Version 2.5.3
<< MM6 >>
[-] My bug: Auto-targeting wasn't working when shooting or casting spells.
Search found 1621 matches
- 27 Dec 2021, 15:02
- Forum: Might and Magic
- Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
- Replies: 604
- Views: 348816
- 27 Dec 2021, 14:59
- Forum: Might and Magic
- Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
- Replies: 532
- Views: 354066
- 26 Dec 2021, 17:38
- Forum: Might and Magic
- Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
- Replies: 532
- Views: 354066
Re: GrayFace MM7 Patch v2.5.2 [Dec 25, 2021]
The indoor fov option doesn't seem to do anything. Is the option correctly spelt in the readme? Is it case sensitive? Or simply bugged? Are you running in Software mode? I forgot to mention it's for D3D. The fountains on Evenmorn island now display black "texture" instead of water (may be...
- 25 Dec 2021, 05:14
- Forum: Might and Magic
- Topic: GrayFace MM8 Patch v2.5.7 [Mar 4, 2022]
- Replies: 341
- Views: 201933
Re: GrayFace MM8 Patch v2.5.2 [Dec 25, 2021]
Version 2.5.2 << MM6 - MM8 >> [*] Now character's Stats screen displays a condition that determines stats, in all other places the most severe one is displayed. << MM7, MM8 >> [-] "Nothing here" was shown on the screen after a dialog with a guard. [-] My bug: List of all conditions wasn't...
- 25 Dec 2021, 05:13
- Forum: Might and Magic
- Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
- Replies: 532
- Views: 354066
Re: GrayFace MM7 Patch v2.5.2 [Dec 25, 2021]
Version 2.5.2 << MM6 - MM8 >> [*] Now character's Stats screen displays a condition that determines stats, in all other places the most severe one is displayed. << MM6, MM7 >> [-] Now simple message dialog (e.g. obelisk message) isn't cancelled by any key press. In MM7 the message also doesn't stay...
- 25 Dec 2021, 05:10
- Forum: Might and Magic
- Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
- Replies: 604
- Views: 348816
Re: GrayFace MM6 Patch v2.5.2 [Dec 25, 2021]
Version 2.5.2 << MM6 - MM8 >> [*] Now character's Stats screen displays a condition that determines stats, in all other places the most severe one is displayed. << MM6, MM7 >> [-] Now simple message dialog (e.g. obelisk message) isn't cancelled by any key press. In MM7 the message also doesn't stay...
- 25 Dec 2021, 02:53
- Forum: Might and Magic
- Topic: MM7 add more sounds - problem
- Replies: 2
- Views: 777
Re: MM7 add more sounds - problem
i was trying to add more sounds for "closed" sound, so i named them DF102B and DF102D Internally the game only supports up to 2 voicelines for every action, but it would be possible to work around it with the upcoming MMExt version. or music also? like there would be 2 or 3 songs at emera...
- 25 Dec 2021, 01:51
- Forum: Might and Magic
- Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
- Replies: 532
- Views: 354066
Re: GrayFace MM7 Patch v2.5.1 [Dec 23, 2021]
Decoupling display priority from actual priority is, of course, an improvement; the only flaw is that now it's not always obvious why the PC's stats are reduced. On that topic, the game used to display all conditions on a right-click -- not sure if it was a vanilla thing or an early patch feature, ...
- 24 Dec 2021, 12:52
- Forum: Might and Magic
- Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
- Replies: 604
- Views: 348816
Re: GrayFace MM6 Patch v2.5.1 [Dec 23, 2021]
Buka and Loc versions contained English texts. Please redownload if you installed one of them.
- 23 Dec 2021, 18:11
- Forum: Might and Magic
- Topic: GrayFace MM8 Patch v2.5.7 [Mar 4, 2022]
- Replies: 341
- Views: 201933
Re: GrayFace MM8 Patch v2.5.1 [Dec 23, 2021]
Version 2.5.1
<< MM7, MM8 >>
[-] My bug: Energy damage wasn't displayed in identify monster dialog
<< MM8 >>
[-] Intro was unskippable on first launch.
<< MM7, MM8 >>
[-] My bug: Energy damage wasn't displayed in identify monster dialog
<< MM8 >>
[-] Intro was unskippable on first launch.
- 23 Dec 2021, 18:02
- Forum: Might and Magic
- Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
- Replies: 532
- Views: 354066
Re: GrayFace MM7 Patch v2.5 [Dec 21, 2021]
Version 2.5.1
<< MM7, MM8 >>
[-] My bug: Energy damage wasn't displayed in identify monster dialog
<< MM7, MM8 >>
[-] My bug: Energy damage wasn't displayed in identify monster dialog
- 23 Dec 2021, 16:31
- Forum: Might and Magic
- Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
- Replies: 532
- Views: 354066
Re: GrayFace MM7 Patch v2.5 [Dec 21, 2021]
Also, about Energy attacks: you'll also need to patch ID Monster code so it'll identify element 12 attacks as Energy (right now the attack type isn't displayed at all, and IIRC there isn't an "Energy" string in global.txt anyway), and maybe update the pre-placed monsters like Eric Swarrel...
- 23 Dec 2021, 03:45
- Forum: Might and Magic
- Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
- Replies: 604
- Views: 348816
Re: GrayFace MM6 Patch v2.5 [Dec 21, 2021]
Version 2.5.1
<< MM6 >>
[-] My bug: Crash if character doesn't have a bow (due to "N/A" string not being initialized).
<< MM6 >>
[-] My bug: Crash if character doesn't have a bow (due to "N/A" string not being initialized).
- 22 Dec 2021, 21:01
- Forum: Might and Magic
- Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
- Replies: 604
- Views: 348816
- 22 Dec 2021, 20:58
- Forum: Might and Magic
- Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
- Replies: 532
- Views: 354066
Re: GrayFace MM7 Patch v2.5 [Dec 21, 2021]
Nice! Glad I could help. Now I'll have to cull all these fixes from the next release of my mod, but I was prepared for this. Too bad you never implemented any nice-looking way for modmakers (me) to disable certain hooks, but looking at the changelog, it seems I won't really need it yet (much). I di...
- 21 Dec 2021, 22:50
- Forum: Might and Magic
- Topic: GrayFace MM8 Patch v2.5.7 [Mar 4, 2022]
- Replies: 341
- Views: 201933
Re: GrayFace MM8 Patch v2.5 [Dec 21, 2021]
Version 2.5 << MM6 - MM8 >> [+] Set ShooterMode=1 to enable FPS-like mode. Press attack button to toggle the fight mode, then press left mouse button to attack and right button to use quick spell. Regular quick spell button also works. No auto-targeting is done. A sword icon indicates this mode, wh...
- 21 Dec 2021, 22:50
- Forum: Might and Magic
- Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
- Replies: 532
- Views: 354066
Re: GrayFace MM7 Patch v2.5 [Dec 21, 2021]
Version 2.5 << MM6 - MM8 >> [+] Set ShooterMode=1 to enable FPS-like mode. Press attack button to toggle the fight mode, then press left mouse button to attack and right button to use quick spell. Regular quick spell button also works. No auto-targeting is done. A sword icon indicates this mode, wh...
- 21 Dec 2021, 22:49
- Forum: Might and Magic
- Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
- Replies: 604
- Views: 348816
Re: GrayFace MM6 Patch v2.5 [Dec 21, 2021]
Version 2.5 << MM6 - MM8 >> [+] Set ShooterMode=1 to enable FPS-like mode. Press attack button to toggle the fight mode, then press left mouse button to attack and right button to use quick spell. Regular quick spell button also works. No auto-targeting is done. A sword icon indicates this mode, wh...
- 18 Dec 2021, 08:03
- Forum: Might and Magic
- Topic: Is there any way to force MM7 with grayface's to not use the integrated intel card?
- Replies: 19
- Views: 5288
Re: Is there any way to force MM7 with grayface's to not use the integrated intel card?
Here's a new one: mem.nop(0x49AFCD, 2) mem.nop(0x49DCCE, 2) local devRec mem.autohook(0x49ABDC, function(d) local guid, pDesc, pName, dev, devHEL, rec = d:getparams(0, 6) print('(Enum)DEVICE:', mem.string(pName)) print('Description:', mem.string(pDesc)) print('Flags:', mem.i4[dev + 4]) print('pDDraw...
- 16 Dec 2021, 16:06
- Forum: Might and Magic
- Topic: Is there any way to force MM7 with grayface's to not use the integrated intel card?
- Replies: 19
- Views: 5288
Re: Is there any way to force MM7 with grayface's to not use the integrated intel card?
Yes, I wrote Pol when I encountered it. He has fixed it in chSilver and will fix it in other styles.
I forgot old MMExt doesn't auto-calculate size. Here you go:
mem.nop(0x49AFCD, 2)
mem.nop(0x49DCCE, 2)
I forgot old MMExt doesn't auto-calculate size. Here you go:
mem.nop(0x49AFCD, 2)
mem.nop(0x49DCCE, 2)