Search found 590 matches

by cthscr
20 Sep 2023, 08:29
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

So, I've put my hands on pack lods finally. '00 patch.bitmaps.lod' - changing files of GrayFace's patch isn't a best idea (they could and will be changed easily by non-MMMerge source), better overwrite required contents with mm8.bitmaps.lod (if bitmap is an unchanged copy from MM8) or in mmmerge.bi...
by cthscr
13 Sep 2023, 08:46
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

It's been months and it doesn't want more food. I can click on "Join" but it just says "Hatchling is too young to join you". It did let me choose a name for it at one point, should it have gone to the adventurer's inn at that point? Idk, it was a bit weird. Do you have free merc...
by cthscr
12 Sep 2023, 12:56
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Hey, thanks Joanthedark, I appreciate the quick and helpful reply! I can confirm "7out01" results in mm7 campaign and just to help anyone else out If you replace "7out01" with "out01" in your command you get dagger wound isle start, and if you replace "7out01"...
by cthscr
12 Sep 2023, 12:53
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Macros the Black wrote: 11 Sep 2023, 21:08 How long should it take for a Dragon Hatchling to grow up?
Month (and 100+ food).
by cthscr
06 Sep 2023, 10:20
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

eilacomeva wrote: 03 Sep 2023, 21:30 A funny one: "door won't budge" using non-skeleton dragons to open a door for which you have the key (in the savegame, the golden dragon has the key)
If it's in Pyramid - character should have proper Might as well.
by cthscr
30 Aug 2023, 12:09
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

A minor bug - the thumbs up in the council of Enroth are wrong, I've done Osric but not yet Albert Newton but their thumbs suggest the opposite https://ulozto.net/tamhle/aqRlJNEx5Ndw#!ZGqzMGR2ZGR5AzZkBJAuLmIwLmV5MUqxGwIcDKp5A0A2MwZ0At== Awards should be shifted by 1 for CouncilAwBits in Scripts/Gen...
by cthscr
25 Aug 2023, 06:46
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 930
Views: 493658

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

Tomsod wrote: 24 Aug 2023, 14:37 I think something like

Code: Select all

events.NewGameMap = function() Game.Time = 6 * const.Hour end
would be simpler.
LastRegenerationTime is set to the same value in proc. I wonder whether all calculations care for negatives or not.
by cthscr
24 Aug 2023, 13:50
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 930
Views: 493658

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

If I wanted to start a new game in 6 with the clock set to 6AM rather than 9AM, how would I do that? Get disassembled code of MM6, grep it for 'mov <reg>, 0x21C00', make an asmpatch (in Scripts/General) changing that line to 'mov <reg>, 0x16800'. For MM8 it will be: mem.asmpatch(0x490602, "mov...
by cthscr
11 Aug 2023, 06:39
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

New Sorpigal Main map: In vanilla mm6 the vulcano would errupt, when you touched the buoy near it -> event is missing in the merge Event isn't missing, it can't work the way it was in MM6. Can be rewritten with MMExtension functions but someone has to provide proper volcano sound wav file. ;) there...
by cthscr
09 Aug 2023, 08:12
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

I tried a simpler arrangement of achievements. It's much clearer. blue color = all MM6 quests purple color = all MM7 quests green color = all MM8 quests yellow and gray color = common awards to all There are six colors that cycled again after category 5 (first category is 0). So I ended with 15 cat...
by cthscr
09 Aug 2023, 07:54
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

justl wrote: 07 Aug 2023, 16:44 New Sorpigal Main map: In vanilla mm6 the vulcano would errupt, when you touched the buoy near it -> event is missing in the merge
Event isn't missing, it can't work the way it was in MM6. Can be rewritten with MMExtension functions but someone has to provide proper volcano sound wav file. ;)
by cthscr
07 Aug 2023, 10:08
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

No, only three slots were used. Global event 1613 sets ankh topics at slot 2 for both Loretta and Anthony. As for their events, I suppose they are 1676, 1677 and 1675 (I've turned ankh topics into Quest() two years ago in Revamp so can't tell for sure).
by cthscr
04 Aug 2023, 14:41
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

$ git diff -R letr.rod/Rodril_nightly_build --diff-filter=A --ignore-cr-at-eol --stat --stat-graph-width=20 -- Scripts/ Scripts/General/BountyHunt.lua | 224 ++++ Scripts/General/Build MMExtension.lua | 117 ++ Scripts/General/Editor Lods.lua | 8 + Scripts/General/FindHelper.lua | 98 ++ Scripts/Globa...
by cthscr
03 Aug 2023, 08:54
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

-- MMExtension used by the mod is updated to latest version (includes it's fixes and improvements). $ git diff -R letr.rod/Rodril_nightly_build --diff-filter=M --ignore-cr-at-eol --stat -- ExeMods/ ExeMods/MMExtension/lua51.dll | Bin 405504 -> 424448 bytes Can you please elaborate? As far as I can ...
by cthscr
01 Aug 2023, 12:57
Forum: Might and Magic
Topic: Check Acromage win/Lost locations (mm7-might and magic 678 merge)
Replies: 5
Views: 1546

Re: Check Acromage win/Lost locations (mm7-might and magic 678 merge)

You should be able to see your arcomage wins in Miscellaneous autonotes.
by cthscr
01 Aug 2023, 11:03
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

It doesn't show house labels in Ravenshore
Some of the patches were lost.
That's why one shouldn't directly replace MMExtension files but use git-merge during creation of new Merge pack.

[Edit] This one was the only asmpatch in Scripts/Structs/After/Remove2DEventsLimit.lua.
by cthscr
28 Jul 2023, 09:05
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

-- MMExtension used by the mod is updated to latest version (includes it's fixes and improvements). note that I've changed how PaletteSMul and PaletteVMul work in current Github MMExt. When you switch to it, to have the same values in D3D as there were, you'd need to multiply SMul values in Contine...
by cthscr
25 Apr 2023, 20:38
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Localizations aren't compatible with Revamp. And probably wouldn't for quite a time - Revamp has additional resources that localizations will try to overwrite and dismiss. Notable exception is Russian localization for Revamp, though It'll be broken as well soon (well, I hope soon). Haha, thanks... ...
by cthscr
22 Mar 2023, 12:10
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Revamp version RU, sea voyage from Daggerwound to Alvar. ... Trying to hire a random NPC in Alvar. ... Your installation seems to be broken heavily. And to my mind it is broken before Merge things - perhaps MM8Patch and/or MMExtension. Having items out of Items.txt range is something that never hap...
by cthscr
10 Mar 2023, 20:50
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8299
Views: 7367235

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Hello guys. I have not looked here for a long time, but I see that the latest updates are still dated from the beginning of last year. Is it because there haven't been any updates since then, or did you lose access to the first post and the actual links got lost somewhere among the 378 pages of the...

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