Search found 52 matches

by Emjayen
Jun 14 2016, 23:09
Forum: Might and Magic
Topic: Question for GrayFace
Replies: 13
Views: 4012

Re: Question for GrayFace

Sure, I've added return address outputing: <tid:6596> 0x4A3420 #9: IDirectDrawSurface->Lock <tid:6596> 0x4A3D27 #3: IDirectDrawSurface->IsLost <tid:6596> 0x4A7872 #9: IDirectDrawSurface->Unlock <tid:6596> 0x4A7DE7 #2: IDirectDrawSurface4->BltFast <tid:6596> 0x4A7E28 #2: IDirectDrawSurface4->BltFast ...
by Emjayen
Jun 13 2016, 23:03
Forum: Might and Magic
Topic: Question for GrayFace
Replies: 13
Views: 4012

Re: Question for GrayFace

To add some more information: When using MM7's software implementation of blitting, scene rendering looks like this: (taken from my tool's call tracing): <tid:6440> #1: IDirect3DDevice3->SetTexture <tid:6440> #1: IDirect3DDevice3->DrawPrimitive <tid:6440> #1: IDirect3DDevice3->SetRenderState <tid:64...
by Emjayen
Jun 13 2016, 10:04
Forum: Might and Magic
Topic: Question for GrayFace
Replies: 13
Views: 4012

Re: Question for GrayFace

Thanks for the prompt reply :) Do you know anything about the DDraw aspect though? As that's what's really causing some issues at the moment. The game uses DDraw for rendering all of the 2D/UI of which there's two implementations (as mentioned in my first post). It's very likely just some bool in a ...
by Emjayen
Jun 13 2016, 7:35
Forum: Might and Magic
Topic: Question for GrayFace
Replies: 13
Views: 4012

Question for GrayFace

Would you happen to know what determines whether or not MM7 will use hardware acceleration for blitting in fullscreen/exclusive mode? I'm working on a compatibility layer for MM7 (and potentially 6/8) by re-implementing the DDraw/D3D interfaces, however the game seemingly randomly switches between t...
by Emjayen
Dec 4 2015, 23:58
Forum: Might and Magic
Topic: MM7 multiplayer project
Replies: 18
Views: 8455

Re: MM7 multiplayer project

Still working on it, default8p?
by Emjayen
Dec 23 2014, 22:10
Forum: Might and Magic
Topic: MM7 multiplayer project
Replies: 18
Views: 8455

I already can walk around in emerald island but to do that I converted MM format into something else. I think it's better that way because in the future I may want to add custom content and the MM format is crap. Indeed, migrating to a different format is the way to go, although my point was more t...
by Emjayen
Dec 23 2014, 10:47
Forum: Might and Magic
Topic: MM7 multiplayer project
Replies: 18
Views: 8455

Because it's much easier to use an existing graphics engine than write one from scratch. It would take me probably months just to do something I can do in 15 minutes with Ogre. I wouldn't be so sure about that. For instance, I began learning 3D programming (via Direct3D9) just yesterday, and --2 ho...
by Emjayen
Dec 23 2014, 1:10
Forum: Might and Magic
Topic: MM7 multiplayer project
Replies: 18
Views: 8455

Interesting. Coincidentally I've just begun exploring the idea of rewriting the MM6-8 engine myself. Few questions out of curiosity: 1) Why not just write an engine from scratch rather than using Ogre3D? 2) What synchronization model are you using [to enable multiplayer]? Also, I don't think you sho...
by Emjayen
Aug 1 2013, 14:42
Forum: Might and Magic
Topic: MM7 anomalies
Replies: 9
Views: 3810

Yeah things get spawned all over Harmondale after a while, I remember playing when I was still pretty little like 5-7 ish and Playing this game I would find hat suddenly the entire map of Harmondale is covered in blue things and went around picking them up. It also Happens frequently in Erathia and...
by Emjayen
Aug 1 2013, 12:44
Forum: Might and Magic
Topic: MM7 anomalies
Replies: 9
Views: 3810

That's intended feature, or at least that how it works. In fact you can even witness moment those items(goldpiles, etc) spawn, as they drop down from sky (that as far as I know is that due to outdoor engine limitations ). Consider those things as spawned stuff like some other open world rpg's have ...
by Emjayen
Aug 1 2013, 12:37
Forum: Might and Magic
Topic: MM 6/7/8 Total Remake
Replies: 296
Views: 219800

Rather than decompiling the game and stitching it back together why not just write your own engine and port the resources? That's what I'm doing with my Diablo II remake. All of the dx interfaces MM7 uses are now just thunked into GDI anyway so it seems a bit silly to continue using them (not to men...
by Emjayen
Aug 1 2013, 11:54
Forum: Might and Magic
Topic: MM7 anomalies
Replies: 9
Views: 3810

MM7 anomalies

For example:

Single horseshoe spawning near the small town south of Harmondale
Medium pile of gold spawning next to the arch into Harmondale

Anyone else experienced this?

I'm using base version 1.1 along with Grayface's patch 1.6.2

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