Search found 53 matches
- 14 Jun 2016, 23:49
- Forum: Might and Magic
- Topic: Question for GrayFace
- Replies: 13
- Views: 7538
Re: Question for GrayFace
Here's a debug build of the tool itself: http://warcraftgaming.net/ddraw.dll To install: - Copy ddraw.dll to your game's installation folder - Run MM7Setup and select "Might & Magic Compatability Layer" for the hardware device (windowed mode is not currently supported) Note: No persist...
- 14 Jun 2016, 23:09
- Forum: Might and Magic
- Topic: Question for GrayFace
- Replies: 13
- Views: 7538
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 ...
- 13 Jun 2016, 23:03
- Forum: Might and Magic
- Topic: Question for GrayFace
- Replies: 13
- Views: 7538
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...
- 13 Jun 2016, 10:04
- Forum: Might and Magic
- Topic: Question for GrayFace
- Replies: 13
- Views: 7538
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 ...
- 13 Jun 2016, 07:35
- Forum: Might and Magic
- Topic: Question for GrayFace
- Replies: 13
- Views: 7538
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...
- 04 Dec 2015, 23:58
- Forum: Might and Magic
- Topic: MM7 multiplayer project
- Replies: 18
- Views: 13671
Re: MM7 multiplayer project
Still working on it, default8p?
- 23 Dec 2014, 22:10
- Forum: Might and Magic
- Topic: MM7 multiplayer project
- Replies: 18
- Views: 13671
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...
- 23 Dec 2014, 10:47
- Forum: Might and Magic
- Topic: MM7 multiplayer project
- Replies: 18
- Views: 13671
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...
- 23 Dec 2014, 01:10
- Forum: Might and Magic
- Topic: MM7 multiplayer project
- Replies: 18
- Views: 13671
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...
- 01 Aug 2013, 14:42
- Forum: Might and Magic
- Topic: MM7 anomalies
- Replies: 9
- Views: 6189
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...
- 01 Aug 2013, 12:44
- Forum: Might and Magic
- Topic: MM7 anomalies
- Replies: 9
- Views: 6189
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 ...
- 01 Aug 2013, 12:37
- Forum: Might and Magic
- Topic: MM 6/7/8 Total Remake
- Replies: 306
- Views: 413950
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...
- 01 Aug 2013, 11:54
- Forum: Might and Magic
- Topic: MM7 anomalies
- Replies: 9
- Views: 6189
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
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