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).
ukdouble1
Leprechaun
Leprechaun
Posts: 10
Joined: 17 Sep 2018
Location: RF

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby ukdouble1 » 22 Sep 2018, 20:55

It is on Dagger Wound Islands.
O_o... I think that if the game does not bother me, I'll go through it again - with the knowledge of all the possibilities, having planned the transitions, etc. And put 150% at start. I passed MM 3-8 solo with almost all classes (mm3-5 - with pairs, because some elements do not work there in solo.)
And now I have almost finished the mm8 part (full party).

User avatar
GrayFace
Round Table Hero
Round Table Hero
Posts: 1660
Joined: 29 Nov 2005

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby GrayFace » 22 Sep 2018, 22:17

Here are some additions: https://www.dropbox.com/s/pp94m39c4s4jw ... e.rar?dl=0
DataFiles are there to eliminate 1st startup delay.
Data folder for MM6 water.
Scripts folder is for a script that sets up proper color correction based on continent. Otherwise colors in MM7 in particular are way off compared to original. I have however tweaked these multipliers to my liking, because why not, the merge should feel fresh after all. I should probably make the script read these values from a table in Data\Tables.
Another script is SwitchGold.lua which makes MM6 and MM7 have their gold piles rather than gold piles from MM8.
Last edited by GrayFace on 22 Sep 2018, 22:37, edited 2 times in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

User avatar
GrayFace
Round Table Hero
Round Table Hero
Posts: 1660
Joined: 29 Nov 2005

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby GrayFace » 23 Sep 2018, 09:30

I'm now working on fitting MM6 artifact armor to MM8 paper dolls. MM7 artifacts also need converting, right?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

User avatar
Templayer
Devil
Devil
Posts: 1334
Joined: 21 Jan 2013
Contact:

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Templayer » 23 Sep 2018, 10:52

GrayFace wrote:Here are some additions: https://www.dropbox.com/s/pp94m39c4s4jw ... e.rar?dl=0
DataFiles are there to eliminate 1st startup delay.
Data folder for MM6 water.
Scripts folder is for a script that sets up proper color correction based on continent. Otherwise colors in MM7 in particular are way off compared to original. I have however tweaked these multipliers to my liking, because why not, the merge should feel fresh after all. I should probably make the script read these values from a table in Data\Tables.
Another script is SwitchGold.lua which makes MM6 and MM7 have their gold piles rather than gold piles from MM8.
Thanks!

The colors - are they more saturated than the originals, less or the saturation stays the same?
I don't mind it being the same or more, but less is a big no-no for me -
for some retarded reason game devs today partially desaturate or use a color filter (grey or brown overlay) on games, and I hate that to my core.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF

alexseevdenis
Leprechaun
Leprechaun
Posts: 23
Joined: 25 Aug 2018
Location: Russia/Lipetsk

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby alexseevdenis » 23 Sep 2018, 12:17

on win x86
'SaveBin'
...û\Might and Magic - Merge\Scripts\General\DataTables.lua:106: in function 'update'
...û\Might and Magic - Merge\Scripts\General\DataTables.lua:161: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>

arguments of 'SaveString':
path = "DataFiles/dtft.bin"
s = "!\0\0\0null\0\0\0\0\0\0\0\0\0\0\0\0\0\0\2\0mossrk_2\0\0\0\0\0\0\8\0p\0\3\0woodtl_1\0\0\0\0\0\0\8\0\0\0\1\0mossrk_2\0\0\0\0\0\0\16\0\0\0\1\0woodtl_1\0\0\0\0\0\0\16\0\0\0\1\0mossrk_2\0\0\0\0\0\0 \0\0\0\1\0woodtl_1\0\0\0\0\0\0 \0\0\0\0\0john01\0\0\0\0\0\0\0\0\4\0\24\0\3\0john02\0\0\0\0\0\0\0\0\4\0\0\0\1\0john03\0\0\0\0\0\0\0\0\4\0\0\0\1\0john04\0\0\0\0\0\0\0\0\4\0\0\0\1\0john05\0\0\0\0\0\0\0\0\4\0\0\0\1\0john06\0\0\0\0\0\0\0\0\4\0\0\0\0\0cleric_0\0\0\0\0\0\0\4\0000\0\3\0cleric_20\0\0\0\0\0\4\0\0\0\1\0cleric_40\0\0\0\0\0\4\0\0\0\1\0cleric_60\0\0\0\0\0\4\0\0\0\1\0cleric_80\0\0\0\0\0\4\0\0\0\1\0cleric_90\0\0\0\0\0\4\0\0\0\1\0cleric_100\0\0\0\0\4\0\0\0\1\0cleric_90\0\0\0\0\0\4\0\0\0\1\0cleric_80\0\0\0\0\0\4\0\0\0\1\0cleric_60\0\0\0\0\0\4\0\0\0\1\0cleric_40\0\0\0\0\0\4\0\0\0\1\0cleric_20\0\0\0\0\0\4\0\0\0\0\0007hdwtr000\0\0\0\0\0\2\0\16\0\3\0007hdwtr001\0\0\0\0\0\2\0\0\0\1\0007hdwtr002\0\0\0\0\0\2\0\0\0\1\0007hdwtr003\0\0\0\0\0\2\0\0\0\1\0007hdwtr004\0\0\0\0\0\2\0\0\0\1\0007hdwtr005\0\0\0\0\0\2\0\0\0\1\0007hdwtr006\0\0\0\0\0\2\0\0\0\1\0007hdwtr007\0\0\0\0\0\2\0\0\0\0\0"
translate = nil

upvalues of 'SaveString':
assert = (function: builtin#2)
io_open = (function: builtin#109)
----------------------------------------------------------------------------------
>

Меню на английском, а при запуске новой игры вот такой текст:

Scripts/Core/RSFunctions.lua:178: DataFiles/dtft.bin: Permission denied

stack traceback:
[C]: in function 'assert'
Scripts/Core/RSFunctions.lua:178: in function 'SaveString'
...û\Might and Magic - Merge\Scripts\General\DataTables.lua:73: in function 'SaveBin'
...û\Might and Magic - Merge\Scripts\General\DataTables.lua:106: in function 'update'
...û\Might and Magic - Merge\Scripts\General\DataTables.lua:161: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>

arguments of 'SaveString':
path = "DataFiles/dtft.bin"
s = "!\0\0\0null\0\0\0\0\0\0\0\0\0\0\0\0\0\0\2\0mossrk_2\0\0\0\0\0\0\8\0p\0\3\0woodtl_1\0\0\0\0\0\0\8\0\0\0\1\0mossrk_2\0\0\0\0\0\0\16\0\0\0\1\0woodtl_1\0\0\0\0\0\0\16\0\0\0\1\0mossrk_2\0\0\0\0\0\0 \0\0\0\1\0woodtl_1\0\0\0\0\0\0 \0\0\0\0\0john01\0\0\0\0\0\0\0\0\4\0\24\0\3\0john02\0\0\0\0\0\0\0\0\4\0\0\0\1\0john03\0\0\0\0\0\0\0\0\4\0\0\0\1\0john04\0\0\0\0\0\0\0\0\4\0\0\0\1\0john05\0\0\0\0\0\0\0\0\4\0\0\0\1\0john06\0\0\0\0\0\0\0\0\4\0\0\0\0\0cleric_0\0\0\0\0\0\0\4\0000\0\3\0cleric_20\0\0\0\0\0\4\0\0\0\1\0cleric_40\0\0\0\0\0\4\0\0\0\1\0cleric_60\0\0\0\0\0\4\0\0\0\1\0cleric_80\0\0\0\0\0\4\0\0\0\1\0cleric_90\0\0\0\0\0\4\0\0\0\1\0cleric_100\0\0\0\0\4\0\0\0\1\0cleric_90\0\0\0\0\0\4\0\0\0\1\0cleric_80\0\0\0\0\0\4\0\0\0\1\0cleric_60\0\0\0\0\0\4\0\0\0\1\0cleric_40\0\0\0\0\0\4\0\0\0\1\0cleric_20\0\0\0\0\0\4\0\0\0\0\0007hdwtr000\0\0\0\0\0\2\0\16\0\3\0007hdwtr001\0\0\0\0\0\2\0\0\0\1\0007hdwtr002\0\0\0\0\0\2\0\0\0\1\0007hdwtr003\0\0\0\0\0\2\0\0\0\1\0007hdwtr004\0\0\0\0\0\2\0\0\0\1\0007hdwtr005\0\0\0\0\0\2\0\0\0\1\0007hdwtr006\0\0\0\0\0\2\0\0\0\1\0007hdwtr007\0\0\0\0\0\2\0\0\0\0\0"
translate = nil

upvalues of 'SaveString':
assert = (function: builtin#2)
io_open = (function: builtin#109)
----------------------------------------------------------------------------------
——————————————————————————————————————————————————————————————————————————————————
...nd Magic - Merge\Scripts\General\MenuChooseCharacter.lua:171: attempt to index upvalue 'ClassByRace' (a nil value)

stack traceback:
...nd Magic - Merge\Scripts\General\MenuChooseCharacter.lua:171: in function 'ClassAvailable'
...nd Magic - Merge\Scripts\General\MenuChooseCharacter.lua:185: in function 'SwitchClass'
...nd Magic - Merge\Scripts\General\MenuChooseCharacter.lua:207: in function 'v'
Scripts/Core/EventsList.lua:68: in function 'docall'
Scripts/Core/EventsList.lua:111: in function 'call'
...t and Magic - Merge\Scripts\Structs\CharacterOutfits.lua:362: in function 'f'
Scripts/Core/RSMem.lua:1879: in function <Scripts/Core/RSMem.lua:1877>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1653: in function <Scripts/Core/RSMem.lua:1650>

arguments of 'ClassAvailable':
Class = 16
Race = 0
Continent = 3

local variables of 'ClassAvailable':
(*temporary) = nil
(*temporary) = 4.0319791023321e-313
(*temporary) = (table: 0x05c57768)
(*temporary) = "attempt to index upvalue 'ClassByRace' (a nil value)"

upvalues of 'ClassAvailable':
ClassByRace = nil
ClassesByContinent = nil
----------------------------------------------------------------------------------
>

on win x64 OK
Last edited by alexseevdenis on 23 Sep 2018, 12:17, edited 1 time in total.

User avatar
Templayer
Devil
Devil
Posts: 1334
Joined: 21 Jan 2013
Contact:

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Templayer » 23 Sep 2018, 12:26

alexseevdenis wrote:on win x86
Меню на английском, а при запуске новой игры вот такой текст:

Scripts/Core/RSFunctions.lua:178: DataFiles/dtft.bin: Permission denied
Others will know better than I do, but... what kind of "win x86"? Is UAC disabled? You didn't put the game into the program files folder, did you? Could some antivirus be blocking it? :creative:

That "Permission denied" raises some red flags for me, but I do not know much about how the mod works, or what that russian up there is.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF

alexseevdenis
Leprechaun
Leprechaun
Posts: 23
Joined: 25 Aug 2018
Location: Russia/Lipetsk

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby alexseevdenis » 23 Sep 2018, 12:39

Templayer wrote:
alexseevdenis wrote:on win x86
Меню на английском, а при запуске новой игры вот такой текст:

Scripts/Core/RSFunctions.lua:178: DataFiles/dtft.bin: Permission denied
Others will know better than I do, but... what kind of "win x86"? Is UAC disabled? You didn't put the game into the program files folder, did you? Could some antivirus be blocking it? :creative:

That "Permission denied" raises some red flags for me, but I do not know much about how the mod works, or what that russian up there is.
Machine translation:

This with Russian-speaking forum. Asked such question. Perhaps the problem lies in the program is not disabled utorrent. This issue is being clarified.

Mortis
Leprechaun
Leprechaun
Posts: 40
Joined: 30 Apr 2018

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Mortis » 23 Sep 2018, 14:51

GrayFace wrote:I'm now working on fitting MM6 artifact armor to MM8 paper dolls. MM7 artifacts also need converting, right?
Right

User avatar
GrayFace
Round Table Hero
Round Table Hero
Posts: 1660
Joined: 29 Nov 2005

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby GrayFace » 23 Sep 2018, 15:29

Templayer wrote:The colors - are they more saturated than the originals, less or the saturation stays the same?
I don't mind it being the same or more, but less is a big no-no for me -
for some retarded reason game devs today partially desaturate or use a color filter (grey or brown overlay) on games, and I hate that to my core.
In MM7 they're a bit more saturated than in original and a bit brighter. In MM8 they're less saturated, but brighter. In MM6 a bit less saturated and a bit brighter.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

User avatar
GrayFace
Round Table Hero
Round Table Hero
Posts: 1660
Joined: 29 Nov 2005

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby GrayFace » 23 Sep 2018, 15:30

alexseevdenis wrote:on win x86
Move the game outside of Program Files.
Last edited by GrayFace on 23 Sep 2018, 15:31, edited 1 time in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

User avatar
Templayer
Devil
Devil
Posts: 1334
Joined: 21 Jan 2013
Contact:

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Templayer » 23 Sep 2018, 16:31

GrayFace wrote:
Templayer wrote:The colors - are they more saturated than the originals, less or the saturation stays the same?
I don't mind it being the same or more, but less is a big no-no for me -
for some retarded reason game devs today partially desaturate or use a color filter (grey or brown overlay) on games, and I hate that to my core.
In MM7 they're a bit more saturated than in original and a bit brighter. In MM8 they're less saturated, but brighter. In MM6 a bit less saturated and a bit brighter.
Could you do a version that has them modified to the originals? MM8 and MM6 less saturated than the originals -> very bad for me. I like the saturation in MM6 and MM8 the way it is in those games, and I can do with more, but not with less. This is not a modern first person shooter that has to be moody and grim to attract young audience.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF

User avatar
Templayer
Devil
Devil
Posts: 1334
Joined: 21 Jan 2013
Contact:

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Templayer » 23 Sep 2018, 16:33

GrayFace wrote:
alexseevdenis wrote:on win x86
Move the game outside of Program Files.
That's what I have suggested to him!

Even though you did it with a sentence that might be much more easily readable by him, though. :tsup:
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF

Rodril
Swordsman
Swordsman
Posts: 556
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Rodril » 23 Sep 2018, 17:13

Hello, patch link have been updated. Many profession's effects works now, and finally npc will take % of money you find. Some other minor things fixed. Thanks.
GrayFace wrote:Here are some additions: https://www.dropbox.com/s/pp94m39c4s4jw ... e.rar?dl=0DataFiles are there to eliminate 1st startup delay.Data folder for MM6 water.Scripts folder is for a script that sets up proper color correction based on continent. Otherwise colors in MM7 in particular are way off compared to original. I have however tweaked these multipliers to my liking, because why not, the merge should feel fresh after all. I should probably make the script read these values from a table in Data\Tables.Another script is SwitchGold.lua which makes MM6 and MM7 have their gold piles rather than
Thanks. I've put things in update, but tweaked colors a bit: mm7 looked too desaturated compared to other continents.
GrayFace wrote:"Fix jumping on nonflat structures in outdoor maps" about doubles jump height. First jump goes normally, subsequent jumps are higher.
Yes, but without it, party can not jump on outdoor 3d objects at all, I have not found better solution yet, but want to keep this, because final quest takes place in huge 3d object in outdoor map, where jumping is important.
GrayFace wrote:I've tried an older version of the merge that I have together with the in-the-works version of my patch and there's a conflict between merge's hook at 0046C0A2 and mine at 46C09E.
Disabled in today's update.
ukdouble1 wrote:Does this mean that when my party will arrive in another world, I shall a long time search teleportation place for returning too?
Verdant gives you list of spots, - one for each continent. Still you have to find it, but at least you know map, where you have to start.

User avatar
kristal
Leprechaun
Leprechaun
Posts: 44
Joined: 23 Nov 2016
Location: Russian

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby kristal » 23 Sep 2018, 20:11

Image
People. How about that? Drew a map in the style of MM 7. Maybe someone will do better.
https://yadi.sk/d/CHVjcdE33apu92

User avatar
GrayFace
Round Table Hero
Round Table Hero
Posts: 1660
Joined: 29 Nov 2005

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby GrayFace » 25 Sep 2018, 07:58

Looks cool! There's also an option of re-rendering them in Blender. I did prepare 2 lighting setups and a sort of semi-automatic process for minimaps post-processing (in Corel Photo-Paint) back in the day: https://www.dropbox.com/s/kzp8ykif63nol ... p.rar?dl=1

The armor is going well. Now that I know of GIMP's awesome Warp Transform tool I'm redoing armor conversions I started with:
Image

I also wanted to make water with 14 frames for all games, but turns out the water script of the merge is made with only 8 water frames in mind. Original game had space in water arrays for up to 15, that's what my patch supports.
Last edited by GrayFace on 25 Sep 2018, 11:12, edited 2 times in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

User avatar
Daedros
Scout
Scout
Posts: 154
Joined: 04 Apr 2018

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Daedros » 25 Sep 2018, 11:31

GrayFace wrote:Looks cool! There's also an option of re-rendering them in Blender. I did prepare 2 lighting setups and a sort of semi-automatic process for minimaps post-processing (in Corel Photo-Paint) back in the day: https://www.dropbox.com/s/kzp8ykif63nol ... p.rar?dl=1

The armor is going well. Now that I know of GIMP's awesome Warp Transform tool I'm redoing armor conversions I started with:
Image
Sweet! Zeus would probably be pretty good for Minotaurs and Paladins. Yoruba would be pretty awesome too.
Last edited by Daedros on 25 Sep 2018, 11:33, edited 1 time in total.

Rodril
Swordsman
Swordsman
Posts: 556
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Rodril » 25 Sep 2018, 15:41

Conversion looks nice, thanks.
GrayFace wrote:I also wanted to make water with 14 frames for all games, but turns out the water script of the merge is made with only 8 water frames in mind. Original game had space in water arrays for up to 15, that's what my patch supports.
I've adjusted script so it will use PatchOptions.HDWTRCount instead of constant 8 : https://www.dropbox.com/s/tthb3zf9mzm0j ... r.lua?dl=0 , - included in latest update now, so it will be possible to test without delay.

User avatar
GrayFace
Round Table Hero
Round Table Hero
Posts: 1660
Joined: 29 Nov 2005

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby GrayFace » 26 Sep 2018, 13:24

The armor is ready! https://www.dropbox.com/s/f21lol3wz5tev ... 2.rar?dl=0
Too bad the Elven Chainmail is only usable by elves. I've made Troll/Minotaur versions before realizing that. Maybe there could be a quest to lift the magic that restricts it to elves only.
I've recolored relic versions of MM6 artifacts slightly.
In MiscTweaks.lua I've fixed jumping on nonflat structures. Should be fine now. Speed limits can be tweaked if they won't work somewhere.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

User avatar
FfuzzyLogik
Leprechaun
Leprechaun
Posts: 7
Joined: 27 Jun 2018

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby FfuzzyLogik » 26 Sep 2018, 17:50

Hello,

I made (from images on the web) some new look for MM6 artifacts, are you intrested by them to rework them ? Notice I used your tool to "finish" them for colours. But I'm not sure the ones are online are the "finished ones" (re-edited by your tool to have nice colours in game).
I replaced them (for they are at "good position") when I've done this if you need coordonates I may find them...

https://imgur.com/a/GZldtCV

If you want them, I can share with pleasure.
HF in modding,
Last edited by FfuzzyLogik on 26 Sep 2018, 17:55, edited 3 times in total.

Kinthalas
Leprechaun
Leprechaun
Posts: 5
Joined: 26 Sep 2018

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Kinthalas » 27 Sep 2018, 01:30

First of all, thanks for the amazing effort that you've put into this project. I've been looking for a fresh MM experience for quite a while.

However I have run into a bug that I was hoping you'd be ale to help me with. I started a new game in the MM7 world just because I love the Monk class. However, when I killed the High Priest of Baa for the Monk Master promotion quest., Bartholomew Hue doesn't seem to recognize the task completion and consequently won't promote my Monk.


Return to “Might and Magic”

Who is online

Users browsing this forum: Bing [Bot] and 37 guests