GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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raekuul
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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby raekuul » 30 Aug 2019, 12:12

I don't know if this is related to your issue, but each game uses their own patch.

MM6 and Chaos Conspiracy use the MM6 patch
MM7 uses the MM7 patch
MM8 and MMMerge use the MM8 patch

Make sure you're installing the correct patch (and reporting patch errors in the correct thread)

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby Anubis » 06 Sep 2019, 06:42

Suggestion:

Once Archibald moves to Clanker's Laboratory, you are no longer able to enter the Laboratory itself even though he explicitly says that the party can go ahead and kill everything in there for target practice. There should be an option to enter Clanker's Laboratory even after he's moved there.

Also, I just noticed that the "Ullyses" bow is misspelled. It should be "Ulysses".

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby GrayFace » 14 Sep 2019, 16:21

Anubis wrote:Once Archibald moves to Clanker's Laboratory, you are no longer able to enter the Laboratory itself even though he explicitly says that the party can go ahead and kill everything in there for target practice. There should be an option to enter Clanker's Laboratory even after he's moved there.
Makes sense. Too bad there's no generic "Enter" topic. I'll have to either
1) Use "Clanker's Laboratory" topic that would immediately take you in.
2) Have it switch between Archi dialog and entrance every time.
3) Make Archi dialog appear once you enter.
I think option 3 would work best.
Anubis wrote:Also, I just noticed that the "Ullyses" bow is misspelled. It should be "Ulysses".
Why?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby Anubis » 15 Sep 2019, 06:46

Regarding Ullyses: https://en.wikipedia.org/wiki/Odysseus
"Odysseus ... also known by the Latin variant Ulysses"
"...easily strings his bow and wins the contest"

It's not really that big a deal regarding Ullyses, but I'm sure that's what the M&M team had intended to name the bow after.

Also, regarding Archibald, would you make it so his dialogue triggers every time you enter Clanker's Laboratory. That'd be nice if you could do that in case one of your characters hasn't acquired Dark GM yet.

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby GrayFace » 15 Sep 2019, 17:47

Anubis wrote:Regarding Ullyses: https://en.wikipedia.org/wiki/Odysseus
"Odysseus ... also known by the Latin variant Ulysses"
"...easily strings his bow and wins the contest"

It's not really that big a deal regarding Ullyses, but I'm sure that's what the M&M team had intended to name the bow after.
Yes, that must have been it, but I don't think it should be changed.
Anubis wrote:Also, regarding Archibald, would you make it so his dialogue triggers every time you enter Clanker's Laboratory. That'd be nice if you could do that in case one of your characters hasn't acquired Dark GM yet.
Nevermind, I've done it the right way with a dialog topic that leads to entrance screen by adding support for this into the patch dll.
What about Dark GM? I remember there's somebody who teaches it instead of Archi after he moves there.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby Anubis » 15 Sep 2019, 18:43

Ah, you're right. Kastore does teach it once he moves in.

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby raekuul » 16 Sep 2019, 00:53

Let's talk Reanimate for a moment. The spell only works if the target has less max HP than the spell grants, right?

Well, about that...
Image
The description in both MM7 and MM8 is unclear/incorrect as to how much health each point of skill grants you.
The description is correct in MM6, where it revives 10 HP per point of skill, multiplied by your mastery rank.

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby GrayFace » 17 Sep 2019, 10:01

Version 2.4
<< MM6 - MM8 >>
[+] Chests are populated with compact non-random stacking if more items fit this way. This can be disabled by adding FixChestsByCompacting=0 line to INI.
[+] Items are stacked vertically when you place them into chests. This can be disabled by adding PlaceChestItemsVertically=0 line to INI.
[+] Sprites dimensions are tweaked based on vertical view angle. This makes them behave more realistically, especially when looking up at big monsters. Can be disabled by adding SpriteAngleCompensation=0 line to INI.
[+] If NoIntro=1 the intro is shown when you click the New Game button in MM6 or start a new game in MM8. In MM7 this was already the case. Add PostponeIntro=0 to INI to disable the intro entirely. In MM7 you can also set PostponeIntro=2 to have the first intro shown when you click the New Game button.
[+] Now in software rendering mode explosions and missiles are ignored during targeting. Before, party wasn't able to target monsters when whole screen is covered with explosions. You can disable this fix by adding ClickThroughEffects=0 line to the INI.
[+] Low level stuff you shouldn't need to use: DisableHooks option lets you disable hooks effecting certain addresses. It's a comma-separated list of hex addresses. Avoid the old way of disabling hooks by index, because hooks indexes change from version to version.
[+] Technical: Map entrance dialog can now be called from NPC topic anywhere.
[-] Sprite animations were played incorrectly - first frame was longer, last frame was shorter. This fix can be disabled by adding FixSFT=0 to INI.
[-] My bug: keyboard control of dialogs was breaking evt.Question command in houses (used for Escaton riddles in MM8).
<< MM7, MM8 >>
[+] HD textures support in Hardware 3D mode with bitmaps.lwd archives. I wrote a bit about them and custom LODs in general here: https://www.dropbox.com/s/iv9c2jc8abbrj ... s.txt?dl=0
[+] Technical: 32-bit color sprites and bitmaps in Hardware 3D mode. This can be disabled by adding TrueColorTextures=0 line to INI.
[+] Better quality water in Hardware 3D mode.
[+] UI.txt: ShrinkStatusbar option makes statusbar size depend on text size (enabled by default).
[+] UI.txt: HideStatusbar option controls whether or not statusbar should be hidden when there's no text in it (enabled by default).
[+] TreeHints option controls whether to show hints for non-interactable decorations in Hardware 3D mode (by default enabled in MM7 and disabled in MM8). Setting it to 2 would force it even in UI Layout mode with statusbar auto-hiding.
[+] Better D3D init errors reporting (now not just for Windowed mode).
[-] Decorations (trees etc.) with Id set were considered interactive even if they aren't. This fix can be disabled by adding SpriteInteractIgnoreId=0 line to INI.
[-] GrandMaster of Axe didn't halve armor class. Now the chance to halve armor class is 1.66 per point of skill, so the skill of 60 will make it 100%. This is to compensate for overall weakness of axe wielding. Hidden AxeGMFullProbabilityAt option controls this (60 by default).
[-] Disease2 and Disease3 bonus effects of monsters weren't working. Disease1 was working as Disease3. Poison2 and Poison3 bonus effects were swapped.
[-] My/DirectX bug: Game was failing to start in resolutions over 1080p, because Direct3D 7 doesn't support them.
[-] My bug: The game could crash when pressing Esc in UI Layout mode.
[-] My bugs: Some bugs with flexible UI layout definitions in particular circumstances.
<< MM7 >>
[+] MM7ResTool support, just in case. A warning that it's no longer relevant too. Adding SupportMM7ResTool=1 line to INI would disable the warning.
[-] 'Of Spirit Magic' effect of Glory Shield wasn't working.
[-] 'Water walking' effect of Lady's Escort wasn't working.
[-] Technical: Pressing space was closing evt.Question command dialog.
[-] Technical: My bug: Input field of evt.Question command dialog wasn't shown in UI Layout mode with statusbar auto-hide.
<< Fixes in maps >>
[-] The Tularean Forest (out04): There was no way to enter Clanker's Laboratory after Archibald occupies it even though he says you can enter for target practice.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby Figo » 17 Sep 2019, 19:01

GrayFace wrote:Version 2.4
<< MM7, MM8 >>
[-] GrandMaster of Axe didn't halve armor class. Now the chance to halve armor class is 1.66 per point of skill, so the skill of 60 will make it 100%. This is to compensate for overall weakness of axe wielding. Hidden AxeGMFullProbabilityAt option controls this (60 by default).
This is HUGE! Finally after so many years it will be somehow "possible" to play with axes :D Beware minotaurs and rangers ;)
GM Axe will simply increase chance to hit for all party members or just for axe wielder?
GrayFace wrote: [-] My/DirectX bug: Game was failing to start in resolutions over 1080p, because Direct3D 7 doesn't support them.
So now it is not needed to add "RenderMaxWidth=2048" in the ini file?
Last edited by Figo on 17 Sep 2019, 19:01, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby GrayFace » 18 Sep 2019, 01:39

Figo wrote:This is HUGE! Finally after so many years it will be somehow "possible" to play with axes :D Beware minotaurs and rangers ;)
GM Axe will simply increase chance to hit for all party members or just for axe wielder?
For everybody, similar to Mace, but with higher chance (to make the boost bigger).
Figo wrote: So now it is not needed to add "RenderMaxWidth=2048" in the ini file?
Yes, it will work exactly like with RenderMaxWidth=2048.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Unread postby Kinox » 19 Sep 2019, 03:03

Hi, I guess these will be my last Bug reports ­— at least, for the single games (MM6, MM7, MM8); MMMerge going to be my next, renewing adventure. :D
And thanks for taking care of the problems with those precious Patches.

So here are 2 bugs or strange behaviors of the MM7 game I've dicovered (in 2018 I guess) even though playing with some GrayFace's patch for the time.
The first one of them MAYBE has been fixed already in MM7 Patch 2.4.



1) So… Emerald Island +2 Luck permanent Stats Well, 8 charges/30days. Its RESET TIMER IS (or WAS*) BUGGED though!!!
Hah! That one was probably the MOST bizarre bug I've ever tried to figure out the logical behavior, ever, in playing the three games of the series (MM6, MM7, MM8); for what was actually going on, was really challenging to unconver from gameplay only.

So, first of all, this +2 Luck (permament) Stats Well was the ONLY +2 (permanent) Stats Well I think which suffered from this bug in MM7.
Normally, the time you drink from it the first time when it is ready/complete/"full" with 8 charges (that is, drinking the first charge: 1/8) is the event which should make Reset Timer stats to countdown. This was the logic for all the other MM7 wells of this kind.
However, this Luck Well was not working properly: even the event of LOADING A GAME was forcing its Timer to reset!!!!!. And I had to discover this bug in the most dramatic way. :D I used to spend at least 2 months in Emerald Island so that the Luck Well would reset eventually and give to all my 4 character party maximezed Luck base Stats (I don't remember if it was 16 or 17 in MM7, but this doesn't really matter) — yeah! I usually made them start Luck-hungry in the Party Creation process XD, and 16 charges (+32 Luck permanent for free) was usuallly more than enough for most parties I guess; so that in the beggining of February in Emerald Island you could "already leave Luck-satisfied", provided you have drunk from the Luck Well already in the 1st January to initialize the Timer Reset countdown (30 days). What wasn't my surprise, frustration (and eternal struggle!), to find out that, after 30 days, the reseted Luck Well wasn't readied, not even at the clock, only even… not 30 days, but 60 days later!! Or maybe 90 days later! XD I started even to accelerate the in-game Time by dying repetitively in the cold waters (+8 days for each death), entering/leaving dungeons, training (+8 days for each) in order to try to figure out what was going on. But no… it just, sometimes worked, sometimes didn't work. Until I've finally, by accident, discover that my SAVED GAMES (you'd expect 1 month in a region doing stuff may give you reasons to save your game, for example, killing the 17 rounds of Dragon Flies each day xD, nothing much to do in Emerald Island besides Training to maximum Levels there, killing the Dragon, in order to wait 30 days for a Stats Well Reset), or better, the single event of LOADING one of those games was the culprit for resetting the Timer and wasting my time (and my spirits)! So I kinda was too much depending on the God(dess) of Luck to be Lucky to leave Emerald Island as soon as I had that stupid and 'chaotic' reset done at once. Eventually, Luck shined! It was REALLY a devious bug that one. It took me incredible amount of time and frustration, to the point I've given up many times before discovering the "logic of the bug". :D

*maybe this fixed it?
GrayFace wrote: [-] Fixed problems with timers: timer countdown was reset if you visited the location before the timer period passes; in MM6, upon revisiting the map late into in the game, wells could be used a huge number of times; in MM8 timers not related to refill were working differently than in other games. Add "FixTimers=0" to INI to disable the fix.

2) I've noticed something quite rare. The Region Map Reset event (I think it behaves similarly with Dungeon Map Reset event. Actually, I've tested it in Emerald Island (I was trying to understand [and exploit xD] the resetting features of the Game of [randomized Stats] and of the island itself. Originally, it's 2 years for reset, by the event of first visiting the Region Map. HOWEVER, there is a strange behavior (bug?) which makes that, if you are IN the Map Region in the moment transition moment and so forth, NOTHING HAPPENS. You may even DIE and reappearing with your party in the same Region Map immediatly wasn't event sufficient to force the Map Region Reset! (in this case, Emerald Island made this possible; Harmondale should have provided the same opportunity to test the "DIE-feature" :D). Actuall, LEAVING THE REGION MAP and returning (for instance, Entering in any of the 2 Dungeons in Emerald Island and Leaving them) was the necessary step to secure the proper Map Region Reset (obviously, if the Reset Timer counter has been completed already, in this case, 2 years).
Another tricky thingy is that, if you consider how operate some sub-events of Resetting in these games (for example, the INSTANTANEOUS respawn of the Dragon Fly swarms, around your party if you're around, in Emerald Island, in MM7; usually the respawn is at 02:00 if the previous pack was 'cleared out' totally; but sometimes, not so often and for some strange reason, it switches to another specific time, like 00:00; or another example, the INSTANTANEOUS respawn of low-tier Pirates in Daggerwound Island in MM8), you'd suspect that a whole Map Region Reset event might (or SHOULD?) operate in a similar way… That was not what I've observed; at least, not in Emerald Island in MM7. I suspect this feature is/was pervasive to all MM7 Region Maps (and Dungeon Maps, if these fit in the same behavior/bug of Reset; I think they do/did, as I might have tried them indeed along with the Emerald Island Map Region, and were frustrated, but intrigued as well, by that strange behavior).



There you go.
"Good Luck!"
Last edited by Kinox on 19 Sep 2019, 03:05, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Unread postby GrayFace » 19 Sep 2019, 12:22

Kinox wrote:*maybe this fixed it?
GrayFace wrote: [-] Fixed problems with timers: timer countdown was reset if you visited the location before the timer period passes; in MM6, upon revisiting the map late into in the game, wells could be used a huge number of times; in MM8 timers not related to refill were working differently than in other games. Add "FixTimers=0" to INI to disable the fix.
Yes, it did. I had this problem with allied castle when I decided to do Mercenaries Guild quest on that playthrough. I was training and going back after each level (or each small bunch) to check and the throne room appeared indefinitely locked.
Kinox wrote:Actuall, LEAVING THE REGION MAP and returning
Yes, that's how full map respawn works.
Last edited by GrayFace on 19 Sep 2019, 12:22, edited 1 time in total.
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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby Figo » 20 Sep 2019, 19:58

GrayFace wrote: For everybody, similar to Mace, but with higher chance (to make the boost bigger).
So for party without ID monster on proper lvl, will we have some kind of confirmation when halving occurs (other than dialog box)?
GrayFace wrote: Yes, it will work exactly like with RenderMaxWidth=2048.
Great!

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Re: GrayFace MM7 Patch v2.3.1 [June 10, 2019]

Unread postby GrayFace » 21 Sep 2019, 19:29

Figo wrote:So for party without ID monster on proper lvl, will we have some kind of confirmation when halving occurs (other than dialog box)?
Same as with Mace, in status bar.
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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Unread postby Xfing » 22 Sep 2019, 12:58

The new hi-res interface is absolutely splendid! All 3 versions including the light and dark ones are the epitome of tasteful. Great visual improvement overall. One minor gripe though:

Image

The little brighter bar in the red circle doesn't look very good and is somewhat distracting IMO. Everything else looks nice and bright borders do fit as they should, but here it's a bit of a problem. Do you think this vertical line of pixels could be removed from this bar?

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Unread postby DaveHer » 22 Sep 2019, 15:37

Check out this link @ https://drive.google.com/open?id=1GdAln ... qVaAynCB1O
This might be a good Idea. Reduce the portraits a little. :) Image
David[/img][/img]
Last edited by DaveHer on 04 Oct 2019, 18:35, edited 11 times in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Unread postby Novi » 22 Sep 2019, 20:02

Hello again.

Is it just me or is the game running a bit slower now? My performance seems to be a bit worse after this patch. In any case, the changes are really nice as always.

Still lowkey wish for an adjustable setting for view distance. Imo one of the last things this game could use if possible.

Edit: And I noticed that the game no longer works if I set it to BorderlessFullscreen=0 (just wanted to test something). Crashes just before the main menu loads. Even with default .ini.
Last edited by Novi on 23 Sep 2019, 21:03, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Unread postby Anubis » 03 Oct 2019, 10:35

Is it just me or is the game running a bit slower now?
With the new UI enabled, the load times are a bit longer (for me anyway). That's the only thing affecting me performance-wise.

Also, GrayFace, I might have found another item bug:

Elven Chainmail (The one you get from the Arcomage quest) -- it has the "Recovery" enchantment on it but I cannot figure out what it does. If that armor is supposed to reduce your recovery rate of your weapons, it doesn't seem to be working.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Unread postby Xfing » 06 Oct 2019, 11:57

Anubis wrote: Elven Chainmail (The one you get from the Arcomage quest) -- it has the "Recovery" enchantment on it but I cannot figure out what it does. If that armor is supposed to reduce your recovery rate of your weapons, it doesn't seem to be working.
Aye, I think it's supposed to be that. Overall it seems that most unique items in the games are broken in one way or another, with most enchantments not working or doing something else than described. Not sure if it's been that way since vanilla or only in the patches/Merge, but I think all the unique items from all the games deserve a sweeping look at their code to see if they work as described once and for all. Error reports for individual artifacts or relics have been coming in for years now, looks like the devs were very sloppy when it comes to that part of the game :P
raekuul wrote:Let's talk Reanimate for a moment. The spell only works if the target has less max HP than the spell grants, right?

Well, about that...
Image
The description in both MM7 and MM8 is unclear/incorrect as to how much health each point of skill grants you.
The description is correct in MM6, where it revives 10 HP per point of skill, multiplied by your mastery rank.
I do recall a situation where I cast reanimate on a monster and it was raised only with a certain percentage of its HP (like say, 70% or so). But usually if your Dark skill isn't high enough, you just hear the failure sound play and a message saying "club" displaying on your status bar. A bit weird :D

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Unread postby raekuul » 06 Oct 2019, 12:04

Anubis wrote:Elven Chainmail (The one you get from the Arcomage quest) -- it has the "Recovery" enchantment on it but I cannot figure out what it does. If that armor is supposed to reduce your recovery rate of your weapons, it doesn't seem to be working.
I think Gray was griping about this in discord a while back - instead of the Recovery enchantment reducing the recovery rate of your weapons, it's supposed to reduce your recovery rate after taking damage.
Xfing wrote:
raekuul wrote:Let's talk Reanimate for a moment. The spell only works if the target has less max HP than the spell grants, right?
I do recall a situation where I cast reanimate on a monster and it was raised only with a certain percentage of its HP (like say, 70% or so). But usually if your Dark skill isn't high enough, you just hear the failure sound play and a message saying "club" displaying on your status bar. A bit weird :D
pics or it didn't happen I have never seen it succeed when my skill level was less than what was needed for 100% success. I will say that I've seen the club failure thing a lot though. Either way, my issue is that the description is inaccurate, especially for MM8 and MMMerge where Basic Dark Magic being 20 HP/skill point would be very, very helpful
Last edited by raekuul on 06 Oct 2019, 12:16, edited 3 times in total.


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