Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby cthscr » 09 Sep 2024, 08:47

Pure MM6 is hardly reachable - geometry/physics implementation is different a bit.
В том то и дело что мм6 - отличается всем от мм7 и 8.
"Всем - значит ничем."
Reimplementing old skills behavior isn't worth it to me. As for class skill allocation - use your custom "Data/Tables/Class Skills.txt". There's "Data/Tables/Teacher topics.txt" which may let you set required skill value for mastery upgrade but I never tested it.
Reimplementing old resistance system isn't worth to me either. But it should be more or less easy, right, Tomsod?
Old spell learning is doable - I made it possible in Revamp with "Data/Tables/SpellLearning.txt".
Isolating the MM6 resources for a total conversion of MM8
If we speak about items - it is doable. Both preferred weights and total restriction (weight = 0) for continents. (Work in progress actually.)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Jara » 09 Sep 2024, 16:12

powermmms wrote: 17 Mar 2024, 12:34
Kinox wrote: 15 Dec 2023, 19:29
powermmms wrote: 15 Dec 2023, 15:37 Is there anyone who succeed to execute mmmerge on wine(exagear)? I succeeded to execute mm8 on wine, but mmmerge is not. I'm trying everything I could, but there's no any result.
https://www.celestialheavens.com/forum/ ... .0#p385084

Try adding the Wine 3.0 or 3.4 versions to Run MMMerge; they used to work for me. But right now I don't have Linux OS installed.

eilacomeva wrote: 23 Dec 2023, 13:50
powermmms wrote: 15 Dec 2023, 15:37 Is there anyone who succeed to execute mmmerge on wine(exagear)? I succeeded to execute mm8 on wine, but mmmerge is not. I'm trying everything I could, but there's no any result.
Never tried exagear; on wine *period*, under an actual linux install, everything is fine for me - same for you?



Sorry for late reply. I tried to play MMMerge on Android tablet. While I succeeded to play MM6, MM7, MM8 with Exagear on android tablet, but MMMerge was failed. So, I gave up that's some sad.
I just tried it with the Winlator app (similar to Exagear), it works with a gamepad -

and with touch controls as well -

Recordings have frame drops. But without recording, the game runs smoothly. Tested on Samsung A23 in software rendering mode. Multiplayer is also functional!

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Tomsod » 09 Sep 2024, 16:41

raekuul wrote: 09 Sep 2024, 01:54 And if you just want to port MM6 then MM7 is a more amenable engine for it - no having to deal with the MM8 party system.
----
А если вы просто хотите портировать MM6, то MM7 — более удобный движок для этого — не нужно иметь дело с партийной системой MM8.
I think Grayface mentioned working on a MM6 -> MM7 port once. He's not very active recently, but maybe someday?
---
Роженко как-то упоминал, что работает над портом MM6 на движок MM7. Нынче его почти не видно, но, может, когда-нибудь доделает?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Mizuagi » 10 Sep 2024, 18:26

mm6 on mm8 engine looks very cool, if it will look as cool on mm7 engine - it will also be very chic. we will wait.
although on the Internet there is a video of mm6 on unreal engine 5. it is something incredible.
---
мм6 на движке мм8 выглядит очень круто, если будет так же круто смотреться на движке мм7 - тоже будет очень шикарно. будем ждать.
хотя на просторах интернета есть видео мм6 на движке unreal engine 5. это что-то невероятное.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby TheOutZ » 14 Sep 2024, 11:35

Jara wrote: 09 Sep 2024, 16:12
powermmms wrote: 17 Mar 2024, 12:34
Kinox wrote: 15 Dec 2023, 19:29

https://www.celestialheavens.com/forum/ ... .0#p385084

Try adding the Wine 3.0 or 3.4 versions to Run MMMerge; they used to work for me. But right now I don't have Linux OS installed.

eilacomeva wrote: 23 Dec 2023, 13:50

Never tried exagear; on wine *period*, under an actual linux install, everything is fine for me - same for you?



Sorry for late reply. I tried to play MMMerge on Android tablet. While I succeeded to play MM6, MM7, MM8 with Exagear on android tablet, but MMMerge was failed. So, I gave up that's some sad.
I just tried it with the Winlator app (similar to Exagear), it works with a gamepad -

and with touch controls as well -

Recordings have frame drops. But without recording, the game runs smoothly. Tested on Samsung A23 in software rendering mode. Multiplayer is also functional!
This is very great news! Can I ask how you went about installing Merge on your phone and the configuration you used for running it?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Jara » 16 Sep 2024, 08:55

M&M merge running with Winlator app.
With no recording game runs smooth, also i use ipega gamepad for controls.
Game working except only cutscenes.
Resolution is 640x480 on software render.
Hi resolution with scalable ui, DX render also work, but Galaxy A23 have no power to runs it smooth.
Multiplayer merge works to, we tested it. One play on win pc, i play with android Phone via internet.
All you need for instal this on android:
Download winlator app (from web).
Make container in winlator.
My container settings: 1280×720, virGL, wineD3D, alsa audio driver
Win components: Buildin wine
General: native windows
Advance:
box86 preset: performance
Box64 preset: performance
Wine settings:
box86 version: 0.3.7 compatibility
Box64 version: 0.2.9 compatibility
Run container:
Next instal gog version of Might and Magic VIII
From D: drive (D: is Download folder)
Then copy merge mod
Also copy win 7 fix for merge
Copy Multiplayer if you want
Then for low power device like A23:
Open in folder might and magic viii:
mm8.ini
UILayout - delete "UI"
ViewDistanceD3D - set "0"
I also sets MouseSensitivityX to "75"
In default mouse turning with analogstig is to
slow, but on other gamepad is maybe differend,
Try this on set different value.
Then Run MM8Setup.exe
sets software render, go launch game
When its Run to menu close it
Now configure your gamepad (input controls in winlator menu)
I use left analog for simulating arow Keys
Right analog for mouse movement
Left analog button: Y
Right analog button: X
Dpad left: I
Dpad down: Enter
Dpad up: M
Dpad right: Tab
Button A: space
Button B: A
Button X: C
Button Y: S
L1: RMB
L2: mouse scroll down
R1: LMB
R2: mouse scroll up
Select button: R
start button: ESC
Other buttons is on display (use controls editor)
Ok, now close container
Open shortcuts and open settings on mm8
Set resolution to 640x480
Then play it. When its start up, you need every time go to input controls and select your profile.
For full touchscreen controls, left side arrows - moving, strafe.
Right side arrows - turning, but up and down is for fly.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

Unread postby TheOutZ » 16 Sep 2024, 17:47

GrayFace wrote: 24 Jul 2019, 16:23
sahinabi wrote:I'm trying to install this mod on my Mac. I have MM8 Gog version and installed GrayFace 2.3.1 without problems. But when I try to run this mod, I get this debug screen after the opening video:

Code: Select all

Unhandled exception: page fault on read access to 0x00000001 in 32-bit code (0x004527be).
Register dump:
 CS:001b SS:0023 DS:0023 ES:0023 FS:1007 GS:000f
 EIP:004527be ESP:0033fc8c EBP:0033fca8 EFLAGS:00210202(  R- --  I   - - - )
 EAX:00000001 EBX:00000000 ECX:016a0138 EDX:04a7ef88
 ESI:04a7ef88 EDI:005e9530
Stack dump:
0x0033fc8c:  005efbc8 005e9530 00000000 00000005
0x0033fc9c:  005efba8 00000000 00000000 0033fcd4
0x0033fcac:  0045467d 00000001 00147048 00000000
0x0033fcbc:  000002fa 0000011e 0033fcb0 0033fea0
0x0033fccc:  004e6f4a ffffffff 0033fcf8 00464071
0x0033fcdc:  00000001 00147048 00000000 00000001
0200: sel=1007 base=7ffc0000 limit=00000fff 32-bit rw-
Backtrace:
=>0 0x004527be in mm8 (+0x527be) (0x0033fca8)
  1 0x0045467d in mm8 (+0x5467c) (0x0033fcd4)
  2 0x00464071 in mm8 (+0x64070) (0x0033fcf8)
  3 0x00460dfc in mm8 (+0x60dfb) (0x0033fe24)
  4 0x004dc90b in mm8 (+0xdc90a) (0x0033feb0)
  5 0x7b854b1c call_process_entry+0xb() in kernel32 (0x0033fec8)
  6 0x7b85a2c7 start_process+0x66() in kernel32 (0x0033ff08)
  7 0x7bc72cac call_thread_func_wrapper+0xb() in ntdll (0x0033ff28)
  8 0x7bc74f6a call_thread_func+0x89() in ntdll (0x0033ffa8)
  9 0x7bc72c72 call_thread_entry_point+0x11() in ntdll (0x0033ffc8)
  10 0x7bc46c0e start_process+0x1d() in ntdll (0x0033ffe8)
  11 0x4000758d wine_call_on_stack+0x1c() in libwine.1.0.dylib (0x00000000)
  12 0x400075bf wine_switch_to_stack+0x1e() in libwine.1.0.dylib (0xfeffef08)
  13 0x7bc4bb38 LdrInitializeThunk+0x257() in ntdll (0xfeffef58)
  14 0x7b85edac __wine_kernel_init+0x84b() in kernel32 (0xfefffef8)
  15 0x7bc4a6b9 __wine_process_init+0x268() in ntdll (0xfeffff88)
  16 0xa7d995f8 _pthread_body+0x88() in libsystem_pthread.dylib (0xfeffffa8)
  17 0xa7d9c7f7 _pthread_start+0x4d() in libsystem_pthread.dylib (0xfeffffc8)
  18 0xa7d987ce thread_start+0x21() in libsystem_pthread.dylib (0xfeffffec)
0x004527be: movb	0x0(%eax),%dl
That's weird. It loads empty placemon.txt. Check that you don't have it in DataFiles folder. What's your order of installation?
I'm probably gripping at straws here, but I have a similar error, albeit on Android using Wine and not even getting MM8setup to start. I followed all installation instructions, on my PC it works like a charm, but using the exact same (synced) files on my tablet (Samsung Galaxy S7 FE) and running it through Winlator/Mobox/Exagear always results in... well nothing, since the setup window doesn't appear. The individual MM games work just fine under emulation, but using MMMerge (and using Exagear because WineDbg actually works there) I get the following stacktrace. Any educated guesses as to what could be going on here?

Code: Select all

Unhandled exception: page fault on read access to 0x00000001 in 32-bit code (0x004013a0).
Register dump:
 CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
 EIP:004013a0 ESP:0021edf8 EBP:00000000 EFLAGS:00000282(   - --  I S - - - )
 EAX:00000000 EBX:00000000 ECX:00000001 EDX:00441548
 ESI:00000001 EDI:688ce010
Stack dump:
0x0021edf8:  0021ee48 00050132 688ce010 0021fcf4
0x0021ee08:  00423d20 0040247c 00000000 00000110
0x0021ee18:  00414698 688e80fc 00050132 00000110
0x0021ee28:  0004019c 00000000 00000110 0004019c
0x0021ee38:  0021eea8 00050132 00000110 0004019c
0x0021ee48:  0021eea8 688e8797 0041466a 00050132
Backtrace:
=>0 0x004013a0 in mm8setup (+0x13a0) (0x00000000)
0x004013a0 mm8setup+0x13a0: movb	0x0(%esi),%al
Modules:
Module	Address			Debug info	Name (67 modules)
PE	00400000-00460000	Export          mm8setup
PE	21100000-2115e000	Deferred        mss32
PE	64180000-641b7000	Deferred        winspool
PE	64a80000-64abb000	Deferred        win32u
PE	65480000-6551a000	Deferred        rpcrt4
PE	65680000-65733000	Deferred        msvcrt
PE	66080000-660a5000	Deferred        msacm32
PE	66380000-664c2000	Deferred        ole32
PE	66640000-6664d000	Deferred        version
PE	66fc0000-66fd5000	Deferred        compstui
PE	67500000-6751a000	Deferred        imm32
PE	67bc0000-67d2c000	Deferred        comctl32
PE	684c0000-68524000	Deferred        combase
PE	68880000-68a50000	Deferred        user32
PE	69840000-69885000	Deferred        advapi32
PE	69ec0000-69f49000	Deferred        ddraw
PE	6aac0000-6aba0000	Deferred        ucrtbase
PE	6bb40000-6bb6f000	Deferred        winex11
PE	6bbc0000-6bbef000	Deferred        sechost
PE	6cc80000-6cf14000	Deferred        wined3d
PE	6da80000-6db0a000	Deferred        gdi32
PE	6f240000-6f30b000	Deferred        winmm
PE	70d80000-70dba000	Deferred        uxtheme
PE	7a800000-7a954000	Deferred        opengl32
PE	7b000000-7b2a5000	Deferred        kernelbase
PE	7b600000-7b663000	Deferred        kernel32
PE	7bc00000-7bcb8000	Deferred        ntdll
ELF	7d000000-7d004000	Deferred        <wine-loader>
ELF	7df6a000-7e00a000	Deferred        opengl32.so
ELF	7e6fe000-7e701000	Deferred        winspool.so
ELF	7e78d000-7e794000	Deferred        libxfixes.so.3
ELF	7e794000-7e7a0000	Deferred        libxcursor.so.1
ELF	7e7a0000-7e7b3000	Deferred        libxi.so.6
ELF	7e7b3000-7e7b7000	Deferred        libxcomposite.so.1
ELF	7e7b7000-7e7c4000	Deferred        libxrandr.so.2
ELF	7e7c4000-7e7d0000	Deferred        libxrender.so.1
ELF	7e7d0000-7e7da000	Deferred        librt.so.1
ELF	7e7da000-7e7f5000	Deferred        libbsd.so.0
ELF	7e7f7000-7e7fe000	Deferred        libxxf86vm.so.1
ELF	7e7fe000-7e802000	Deferred        libxinerama.so.1
ELF	7e802000-7e809000	Deferred        libxdmcp.so.6
ELF	7e809000-7e80e000	Deferred        libxau.so.6
ELF	7e80e000-7e83a000	Deferred        libxcb.so.1
ELF	7e83a000-7e985000	Deferred        libx11.so.6
ELF	7e985000-7e99a000	Deferred        libxext.so.6
ELF	7e99a000-7ea21000	Deferred        winex11.so
ELF	7ea21000-7ea2a000	Deferred        libuuid.so.1
ELF	7ea2a000-7ea5c000	Deferred        libexpat.so.1
ELF	7ea5c000-7eaa7000	Deferred        libfontconfig.so.1
ELF	7eaa7000-7eac9000	Deferred        libbrotlicommon.so.1
ELF	7eac9000-7ead6000	Deferred        libbrotlidec.so.1
ELF	7ead6000-7eaf5000	Deferred        libz.so.1
ELF	7eaf5000-7eb2f000	Deferred        libpng16.so.16
ELF	7eb2f000-7ebfb000	Deferred        libfreetype.so.6
ELF	7ebfb000-7ecfd000	Deferred        libm.so.6
ELF	7ecfd000-7ee79000	Deferred        win32u.so
ELF	7ee79000-7f000000	Dwarf           libwine.so.1
ELF	9ecc0000-9ecd4000	Deferred        libnss_files.so.2
ELF	9ecd4000-9ecef000	Deferred        libnsl.so.1
ELF	9ecef000-9ecfd000	Deferred        libnss_nis.so.2
ELF	9ecfd000-9ed07000	Deferred        libnss_compat.so.2
ELF	9ed07000-9edbe000	Deferred        ntdll.so
ELF	9edc0000-9ef9c000	Deferred        libc.so.6
ELF	9ef9c000-9efa1000	Deferred        libdl.so.2
ELF	9efa1000-9efc1000	Deferred        libpthread.so.0
ELF	9efce000-9efd4000	Deferred        libandroid-shmem.so
ELF	9efd7000-9efff000	Deferred        ld-linux.so.2
Threads:
process  tid      prio    name (all IDs are in hex)
00000028 start.exe
	0000002c    0     
00000040 services.exe
	00000044    0     
	00000048    0     wine_rpcrt4_server
	0000005c    0     wine_rpcrt4_io
	00000084    0     wine_rpcrt4_io
	0000009c    0     wine_rpcrt4_io
0000004c winedevice.exe
	00000050    0     
	00000064    0     
	00000068    0     wine_sechost_service
	00000070    0     
	00000074    0     
	000000e0    0     
00000054 explorer.exe
	00000058    0     
	000000b0    0     
	000000bc    0     wine_rpcrt4_server
0000007c winedevice.exe
	00000080    0     
	00000088    0     
	0000008c    0     wine_sechost_service
	00000090    0     
	000000a8    0     
	000000ac    0     
00000108 explorer.exe
	0000010c    0     
	00000120    0     
	00000128    0     
	00000138    0     wine_rpcrt4_server
00000118 ib.exe
	0000011c    0     
	00000140    0     
	00000144    0     
	00000154    0     
	000001f8    0     
0000017c TFM.exe
	00000180    0     
	00000184    0     
000001c8 (D) F:\Might and Magic Merge\MM8Setup.Exe
	000001cc    0 <== 
	000001e8    0     
000001e0 conhost.exe
	000001e4    0     
System information:
    Wine build: wine-8.2
    Platform: i386
    Version: Windows 10
    Host system: Linux
    Host version: 5.4.86-qgki-23595105-abT733XXU1BVC4
    

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

Unread postby cthscr » 17 Sep 2024, 09:11

TheOutZ wrote: 16 Sep 2024, 17:47 not even getting MM8setup to start.
Run mm8.exe directly, not MM8Setup.Exe. Latter doesn't work.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Blendzior » 24 Sep 2024, 21:52

I'm playing MM6 using Merge. Is the mod being developed further? Is the lack of energy damage from blasters and their minimum recovery time of 5 instead of 0 a bug or a feature? Is it possible to have effects of explosions, spells, etc. from MM6 without swapping some graphics files myself?

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fightknightHERO
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby fightknightHERO » 01 Oct 2024, 05:17

started at M&M 7, did the Emerald Isle questline and now left for the shit
there is a cutscene but after that the game freezes and there is no way to progress, is there a way to fix this?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Rodril » 02 Oct 2024, 13:27

fightknightHERO wrote: 01 Oct 2024, 05:17 started at M&M 7, did the Emerald Isle questline and now left for the shit
there is a cutscene but after that the game freezes and there is no way to progress, is there a way to fix this?
Try to start the game in software rendering mode, and check if you'll have crash during this cutscene. If so, try to use dgVodoo. If nothing solves the problem, please send me "ErrorLog.txt" from your game folder.

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fightknightHERO
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby fightknightHERO » 04 Oct 2024, 02:27

Rodril wrote: 02 Oct 2024, 13:27
fightknightHERO wrote: 01 Oct 2024, 05:17 started at M&M 7, did the Emerald Isle questline and now left for the shit
there is a cutscene but after that the game freezes and there is no way to progress, is there a way to fix this?
Try to start the game in software rendering mode, and check if you'll have crash during this cutscene. If so, try to use dgVodoo. If nothing solves the problem, please send me "ErrorLog.txt" from your game folder.
i've found the issue, its the compatibility mode, you need to set it to Windows XP SP3 for the smoothest performance possible

hope someone else sees this comment and utilizes this solution, i've been banging my head against the keyboard trying to figure out why it crashes, turns out the default mod files set the compatibility mode to WINDOWS 95!

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Rodril » 04 Oct 2024, 03:29

fightknightHERO wrote: 04 Oct 2024, 02:27 hope someone else sees this comment and utilizes this solution, i've been banging my head against the keyboard trying to figure out why it crashes, turns out the default mod files set the compatibility mode to WINDOWS 95!

I want to clarify, mod files do not set compatibilty mode of any executable in your game folder.

Compatibility mode is not part of executable, but entry in your registry at one of the registry keys:
HKEY_CURRENT_USER\Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers
HKEY_LOCAL_MACHINE\Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers

GOG installator changes these registry keys, and that why mod installation instruction in first post explicitly states in bold, that you have to manually change compatibility mode:
How to install:
1. Install GOG version of Might and Magic VIII (it is not recommended to install the game into "Program Files" folder).
2. Copy mod files into MM8 folder, replacing existing.
3. Apply 16.01.2024 patch - extract into your game folder, replacing existing files.
4. Set compatibility mode of MM8.exe and MM8Setup.exe to win XP SP2. First launch might take extra time.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby raekuul » 04 Oct 2024, 11:14

If it's a fresh install of MMVIII from GOG, then keep in mind that GOG pre-sets compatibility settings on a lot of programs to save the end-user time/effort.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby toadking » 05 Oct 2024, 11:52

Today I discovered an issue that can be reproduced in the following way:
1. Removing the file data\new.lod if it exists.
2. Starting a new game, then choose Enroth(MM6) and enter the first map "New Sorpigal".
3.Visiting the house named "Blade's End", game crash and exit.
If the party visit the house named "Blade's End" after joining the guild of "Blade's End Membership", the game will proceed normally, this is also my current temporary solution. Maybe you can help find the root cause of the problem, thank you very much.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby toadking » 05 Oct 2024, 12:44

toadking wrote: 05 Oct 2024, 11:52 Today I discovered an issue that can be reproduced in the following way:
1. Removing the file data\new.lod if it exists.
2. Starting a new game, then choose Enroth(MM6) and enter the first map "New Sorpigal".
3.Visiting the house named "Blade's End", game crash and exit.
If the party visit the house named "Blade's End" after joining the guild of "Blade's End Membership", the game will proceed normally, this is also my current temporary solution. Maybe you can help find the root cause of the problem, thank you very much.
I have tracked the code and it is possible that the issue is caused by the nil value of the award in line 234 of "Scripts\Global\Quest_Guilds.lua",FYR.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Tomsod » 05 Oct 2024, 23:04

toadking wrote: 05 Oct 2024, 11:52 Today I discovered an issue that can be reproduced in the following way:
1. Removing the file data\new.lod if it exists.
I was actually never entirely sure what that file affects, exactly. Does anyone know for certain?

Rodril
Swordsman
Swordsman
Posts: 571
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Rodril » 05 Oct 2024, 23:22

Hello. Adding new patch link to the first post. This is small patch, but it contains important fixes:
1. Armor class bonus was not used during hit chance calculations.
2. Dagger skill of basic mastery worked as skill of expert mastery, when skill was above 64.
3. Basement of the Breach map had significant graphic issues accumlating along time, at worst causing crashes.
4. Game will show warning message at startup, if compatibility mode is Win95 or Win98.

jeremy001
Leprechaun
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Posts: 10
Joined: 29 Apr 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby jeremy001 » 07 Oct 2024, 14:08

Hi guys,
i played version MM678_Merged_2022_08_30 in 2022 and now, i would like to continue in game with my old saves with newest version game and patch, but when i want to load game, it will stuck and i get this error:

Debug Message at line 709 of D:\GOGGAM~1\MIGHTA~1\Scripts\General\NPCMercenaries.lua:
Character 44 has invalid class id: 108. Resetted to 48

Is possible to do with it ? Maybe there was some bugs in old version and save game file is broken ?

Thank you

save file: https://drive.google.com/file/d/1ERiBr7 ... drive_link

Rodril
Swordsman
Swordsman
Posts: 571
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Rodril » 07 Oct 2024, 15:32

jeremy001 wrote: 07 Oct 2024, 14:08 Hi guys,
i played version MM678_Merged_2022_08_30 in 2022 and now, i would like to continue in game with my old saves with newest version game and patch, but when i want to load game, it will stuck and i get this error:
Hello. Were you using revamp branch maybe? Installation instruction link for revamp is quoted in first post.
If not, click off error message up to five time, but it will reset most characters to peasants with wrong skill sets.


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