MM 6/7/8 Total Remake

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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GreatEmerald
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Unread postby GreatEmerald » 16 Jan 2011, 12:02

That's a valid point there. A bunch of '//'s would be sufficient for the hack.

...looking at the code reminds me of how terribly low-level C is. I'm really happy I switched to D now.

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Unread postby Nomad » 17 Jan 2011, 11:40

Yep, sprites and 3d models rotate in opposite directions around x axis, never really looked into this since it's, but thanks to Ck-NoSFeRaTU, the problem seems to be solved.

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I am really amazed. While not being a programmer, you have managed to build and run.. "it". My respect :)

GreatEmerald
No, you are wrong :) Everthing depends on programmer and architecture. That code snippet Ck-NoSFeRaTU provided was generated by machine. Otherwise, C/C++ is beautiful :)

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Unread postby GreatEmerald » 17 Jan 2011, 15:20

Not really. But it depends on what you're used to. Things like preprocessor commands and pointers are already ugly for me, but if you're used to them, you don't see anything wrong with those.

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Unread postby Nomad » 17 Jan 2011, 16:59

Pointers are machine's language. It cannot into semantic, imagination or associative memory :)

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Unread postby Nomad » 18 Jan 2011, 13:35

We are searching for 2D artists to do some teturing work on our new 3D models.

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Unread postby Nomad » 19 Jan 2011, 01:12

So.. now we can load custom models :)

Image


WE ARE SEARCHING FOR 2D ARTISTS TO DO TEXTURING

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Unread postby NicholasRay » 19 Jan 2011, 05:00

I have textured a few models before. http://www.gimmik.net/modeling/Images/

Also the image doesn't work again :[

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Unread postby Nomad » 19 Jan 2011, 08:23


NicholasRay
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Unread postby NicholasRay » 19 Jan 2011, 17:40

Very cool! I can texture models and what not. Is the building a model or just a re textured building?

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Unread postby Ck-NoSFeRaTU » 22 Jan 2011, 15:44

Nomad wrote:So.. now we can load custom models :)
Hmm...

Last Commit: (Jan 13 22:37 UTC) 9 days ago
Author: x1diablo
Revision: 377

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Unread postby Nomad » 23 Jan 2011, 01:50

Ck-NoSFeRaTU
I am preparing a major update, so in it's current state, project is not buildable at the time.

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vladimir-maestro
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Unread postby vladimir-maestro » 26 Jan 2011, 17:24

New Temple of the Moon on Emerald Island
I hope it will be more detailed and much more interesting than the original one.
Now it is only 45k polygons.
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tolich
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Unread postby tolich » 26 Jan 2011, 18:37

Look nice.
I can't remember such dome in the original dungeon, but such things are better to explore from the inside.

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Unread postby vladimir-maestro » 26 Jan 2011, 19:14

tolich wrote:Look nice.
I can't remember such dome in the original dungeon, but such things are better to explore from the inside.
use mm map viewer by angel of death - you will see a dome. in mm7 party can't look so high - so not many people got idea that a dome really exists. :D
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Unread postby NicholasRay » 26 Jan 2011, 19:51

This is awesome. Will this new engine make it so we can add out own maps?

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vladimir-maestro
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Unread postby vladimir-maestro » 27 Jan 2011, 04:30

NicholasRay wrote:This is awesome. Will this new engine make it so we can add out own maps?
the main idea of this engine was opensource engine with modern possibilities such as shading and dynamic lightning - so you can add anything you want and even more (that never exists in original MM games such as slow HP\SP regeneration or new location).

the remake shouldn't include new objects but we became curious to try and now engine got few new buildings, 1 well and i'm trying myself in dungeon.
You can contact me here:
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Unread postby NicholasRay » 27 Jan 2011, 05:16

That is seriously amazing. :D I wish I could help but Im getting deployed to the afgans next week. Thank god I have a desk job though. :p

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vladimir-maestro
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Unread postby vladimir-maestro » 01 Feb 2011, 19:54

dragon cave on emerald island.
do not really plesed with it - stalagmites and stalagtites are too big and cause the cave to look tiny =\
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You can contact me here:
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GreatEmerald
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Unread postby GreatEmerald » 01 Feb 2011, 21:51

Yea, and looks really hard to navigate, and that's the whole idea of the cave. Although it could be used as an anti-cheat measure :D

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Unread postby Nomad » 01 Feb 2011, 22:09

In such cave, party should rather use stealth to sneak near the sleeping dragon... oops i am giving away all the clues :(


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