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. 22.09.2019]

Unread postby Templayer » 02 Dec 2019, 12:45

Thonkerton wrote:It's an old meme. Anyway, Rodril forgot to disable Lloyd's Beacon from the final area of Breach, resulting in possibility of hilarious abuse.
Added to the Bug Tracker. You have a report from the same day, so I appended this to it.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 02 Dec 2019, 15:03

A VA test of Thonkerton's voice over (for a Gold Dragon voiceset) with my algorithm:
https://ulozto.net/file/13QdwEK6BYTx/a- ... ponent-wav

There is a noise that isn't supposed to be there, but that is because there is some background noise in the original recording.
I haven't removed any noise, since this was a test of a "dragonifying" algorithm.
Also the volume should be raised to 2x, at least.

But for a test thing, it sounds good I think.
Any thoughts, people? Ideas?
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 02 Dec 2019, 16:14

As for the Black Dragon, which will be voiced by me, here's some of my work.
I think it needs to be louder (2x), and also there is my dog barking in the background,... but as a test, it is nice. I think.
Your opinions?

https://ulozto.net/file/Lbts6Jf7Tnit/dr ... ht1-v1-wav

https://ulozto.net/file/xrvKwP8xJ27b/dr ... ht1-v1-wav
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Strobe » 02 Dec 2019, 19:30

Templayer wrote:As for the Black Dragon, which will be voiced by me, here's some of my work.
I think it needs to be louder (2x), and also there is my dog barking in the background,... but as a test, it is nice. I think.
Your opinions?

https://ulozto.net/file/Lbts6Jf7Tnit/dr ... ht1-v1-wav

https://ulozto.net/file/xrvKwP8xJ27b/dr ... ht1-v1-wav
Hi there!

Its pretty nice, i like it. If you think, i can mix it for you (im a sound engineer). Needs some compression, and eq + noisegate definitely. I can use these files, if these exported into 24 bit wave. So if you need help, let me know.

EDIT: some sample, removed noise and frequency issues, and converted to mono (as it should be)
https://ulozto.net/file/y6opUIaRN7rz/dr ... -mixed-wav
https://ulozto.net/file/aXJubhPqJCca/dr ... -mixed-wav
Templayer wrote:A VA test of Thonkerton's voice over (for a Gold Dragon voiceset) with my algorithm:
https://ulozto.net/file/13QdwEK6BYTx/a- ... ponent-wav

There is a noise that isn't supposed to be there, but that is because there is some background noise in the original recording.
I haven't removed any noise, since this was a test of a "dragonifying" algorithm.
Also the volume should be raised to 2x, at least.

But for a test thing, it sounds good I think.
Any thoughts, people? Ideas?
This can be a bit better with some equalizer. There's some issues around 400 hz, which causes the box sound, and also some nausal sound. These effects caused mostly by bad record quality, make sure to use a condenser mic, with 24 bit (if you can).

Edit:

I put a comp and eq on it, found the noisy areas, and that's what i got:
https://ulozto.net/file/FD1Y2EYmH8de/a- ... q-comp-wav
Let me know what you guys think.

Greg
Last edited by Strobe on 02 Dec 2019, 19:58, edited 6 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby SpectralDragon » 02 Dec 2019, 21:40

Xfing wrote:I concur with the troll lich being perhaps a little bit too much liberty. Then again, it should be fine for Unlocker play. Canonically trolls never did any magic, but it should be fair game for the regular Unlocker cast.
This is why I'm making it exclusive to Templayer. It'll then be on him for sharing it around whenever he wishes and besides, as per my and his plans, that thing was NEVER meant to be played outside the Unlocker, just like the Dracolich, no matter how much does it (said Dracolich) resemble a Bone Dragon from Shadowspire, so you can be peaceful regarding that. Besides, I doubt that Rodril would even wish to implement it in the first place anyways.

Also, just to answer your question, I say "Brown Dragon" because I'm referring to his main bodily appearance, not his wings, which are indeed in spectrums of swamp to forest green. His body (especially after doing Gold Dragon, which really made me look into what color pixels was it made in; it was around 3/4 brown hues and 1/4 green-bluish hues) color is ranging from rust to wood brown and since "Green Dragon" in here makes me think of this as the first thing:
Image
I rather spare people the confusion and just refer to that type of dragon in MM8 as "Brown Dragon". Call it convenience.
Strobe wrote: :gong:
Templayer wrote: :gong:
Ok, after seeing that message, I'll let both of you do your magic first before taking a listen. I can only hope that these will be completed before I die ... ^^;
Last edited by SpectralDragon on 02 Dec 2019, 21:41, edited 1 time in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 04 Dec 2019, 19:05

Strobe wrote:
Templayer wrote:As for the Black Dragon, which will be voiced by me, here's some of my work.
I think it needs to be louder (2x), and also there is my dog barking in the background,... but as a test, it is nice. I think.
Your opinions?

https://ulozto.net/file/Lbts6Jf7Tnit/dr ... ht1-v1-wav

https://ulozto.net/file/xrvKwP8xJ27b/dr ... ht1-v1-wav
Hi there!

Its pretty nice, i like it. If you think, i can mix it for you (im a sound engineer). Needs some compression, and eq + noisegate definitely. I can use these files, if these exported into 24 bit wave. So if you need help, let me know.

EDIT: some sample, removed noise and frequency issues, and converted to mono (as it should be)
https://ulozto.net/file/y6opUIaRN7rz/dr ... -mixed-wav
https://ulozto.net/file/aXJubhPqJCca/dr ... -mixed-wav
Templayer wrote:A VA test of Thonkerton's voice over (for a Gold Dragon voiceset) with my algorithm:
https://ulozto.net/file/13QdwEK6BYTx/a- ... ponent-wav

There is a noise that isn't supposed to be there, but that is because there is some background noise in the original recording.
I haven't removed any noise, since this was a test of a "dragonifying" algorithm.
Also the volume should be raised to 2x, at least.

But for a test thing, it sounds good I think.
Any thoughts, people? Ideas?
This can be a bit better with some equalizer. There's some issues around 400 hz, which causes the box sound, and also some nausal sound. These effects caused mostly by bad record quality, make sure to use a condenser mic, with 24 bit (if you can).

Edit:

I put a comp and eq on it, found the noisy areas, and that's what i got:
https://ulozto.net/file/FD1Y2EYmH8de/a- ... q-comp-wav
Let me know what you guys think.

Greg
Well, if you can make them a lot louder as well, since the originals are loud as hell. (some of the original ones are actually peaking... that's how loud the devs made those. So you would basically have to make them loud enough while not peaking, or just raise the volume enough so that it is right under the point where it would start to).

Also are you sure a 24 bit wave is a good idea? Can the game handle that?
Because those files I posted can be directly put into the game and they would work (so if you for example were to replace the dragon voiceset files with mine in the lod archive, you would hear my voicefiles in the game). I haven't tested 24 bit waves in-game. Jamesx is the one who did all the testing on those back in the day.

But you did an awesome job. I love how I sound as a black dragon in your polished version! :D :D

As far as the quality goes - I have a Shure SM58 connected via Scarlett Focusrite 2i2, which feeds it into a Voicemeeter Banana, and it gets recorded via Action! (which is actually able to reduce the little noise it makes). Yes, I am filtry rich, mwahahah. After being poor all of my life. xD

The "worthless opponent" file is a file recorded by Thonkerton, who actually added noise to the start and end due to a miscommunication between us (I wanted him to add a 1 or 1.5 second pause for my voice effect not to suddenly cut off, and also a standalone "noise file" (10s of just the noise) where I could analyze the noise so that I could remove it from any voice clip I get in the future).

Also I just sent your files to GDSpectra and she said that Thonkerton's "worthless opponent" sounds way too much like a minotaur. I have to concur. So I checked my version, and some of the frequency (probably) you thought was an error / mistake / noise was actually the effect. If you have a way to make his voice sound more like the dragons in-game, please do, since you are actually an professional.

Now I know that I should send you:
1) my mixed recordings
2) Thonkerton's original recordings for cleaning -> sent them back to me -> give you back the mixed version for you to polish / apply further filters and effects

Sounds like a good deal? :hug: :yes:

And now I should return to designing the lines and trying to record WHEN MY DOG ISN'T BARKING WHICH IS LIKE 99% OF TIME. :D :D :D
Last edited by Templayer on 04 Dec 2019, 19:06, edited 1 time in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 04 Dec 2019, 21:28

SpectralDragon wrote:
Xfing wrote:I concur with the troll lich being perhaps a little bit too much liberty. Then again, it should be fine for Unlocker play. Canonically trolls never did any magic, but it should be fair game for the regular Unlocker cast.
This is why I'm making it exclusive to Templayer. It'll then be on him for sharing it around whenever he wishes and besides, as per my and his plans, that thing was NEVER meant to be played outside the Unlocker, just like the Dracolich, no matter how much does it (said Dracolich) resemble a Bone Dragon from Shadowspire, so you can be peaceful regarding that. Besides, I doubt that Rodril would even wish to implement it in the first place anyways.

Also, just to answer your question, I say "Brown Dragon" because I'm referring to his main bodily appearance, not his wings, which are indeed in spectrums of swamp to forest green. His body (especially after doing Gold Dragon, which really made me look into what color pixels was it made in; it was around 3/4 brown hues and 1/4 green-bluish hues) color is ranging from rust to wood brown and since "Green Dragon" in here makes me think of this as the first thing:
Image
I rather spare people the confusion and just refer to that type of dragon in MM8 as "Brown Dragon". Call it convenience.
"This is why I'm making it exclusive to Templayer. It'll then be on him for sharing it around whenever he wishes" ==> Shared publicly with everybody and becoming a part of the Merge. Sharing is caring. And I care for this project a lot.

Also you could just call the dragon a Jadamean Swamp Dragon. :D
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 04 Dec 2019, 21:49

One thousandth post, yaay. I wonder what I will become. AND IT ISN'T EVEN MY FINAL FORM! MWAHAHAH.

Edit: Genie. After being an Archmage, I expected something... more. :D :D
Even though if that is Heroes 2 Genie, then that is all right. I played Heroes 2 PvP once, got genies, they got the turn due to their ridiculous speed, attacked black dragons, the halving stack effect (which is 10% chance, I think?) triggered and half of the black dragons my opponent had died. I just wanted to see the face of my human opponent at that moment. What a bullsh*t win that was. :D

Anyway, I digress...
Last edited by Templayer on 04 Dec 2019, 21:54, edited 1 time in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Kahooli » 05 Dec 2019, 14:28

Issue: Whenever I try to change interface (which is always from MM8, modified, no matter where I start the game), I'm getting CTD with the message "Application error: "ExcepctionElayout exception in module MM8patch.dll at 00058CA3. UI Layout line 60: Negative coordinate: (53, -21.. 106, 31)."
Mouse look is a good thing, but when it's activated by the player. Is there any way to stop it from constantly activating for no obvious reason? I got used to classical controls, but that mode is activating whenever I leave any building, or inventory screen, or closing a spellbook - etc, etc. Died countless times because of that.
Are there any expert alchemy teachers in Enroth? If there aren't any, would be good to add one ore two - for those who start in Enroth.
I noticed that charachters' mana is regenerating, despite the fact that they doesn't have any gear with such property. Is it a bug, or maybe new effect of "Regeneration" spell?
P.S. Thank mod author for giving the old classic a new life. Recently I decided to remember my youth and replay MM 6,7 and 8 - and accidentally found this mod. That was a really lucky day )
Last edited by Kahooli on 05 Dec 2019, 18:35, edited 4 times in total.

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

Unread postby Jezebeth Noir » 05 Dec 2019, 14:51

Jezebeth Noir wrote:* The chronicle tells us about the adventures of heroes from MM8, even if I started in Enroth or Erathia;
Image Image Image Image Image Image
Is this bug fixed or not?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Kahooli » 05 Dec 2019, 16:14

@Jezebeth: No, it's still there. I installed the mod and latest patch yesterday, and the chronicle is the same.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Strobe » 05 Dec 2019, 21:01

Templayer wrote: Well, if you can make them a lot louder as well, since the originals are loud as hell. (some of the original ones are actually peaking... that's how loud the devs made those. So you would basically have to make them loud enough while not peaking, or just raise the volume enough so that it is right under the point where it would start to).
Well, i know nothing about how sounds worked/mixed in MM games.
So yeah, of course, i will make a brickwall limiter to max and export them that way.
It will be loud as hell, but not peaking. :D
Templayer wrote:Also are you sure a 24 bit wave is a good idea? Can the game handle that?
Because those files I posted can be directly put into the game and they would work (so if you for example were to replace the dragon voiceset files with mine in the lod archive, you would hear my voicefiles in the game). I haven't tested 24 bit waves in-game. Jamesx is the one who did all the testing on those back in the day.
I meant, that 24 bit is the quality, which is good enough for mixing. After mixing is done, i can export it into anything.
So, the original mm sounds were in wav, and you used 16 bit wav? Im curious what format should i go for.
Templayer wrote:But you did an awesome job. I love how I sound as a black dragon in your polished version! :D :D
Thanks for the kind words, glad you like it! ;)
Templayer wrote:As far as the quality goes - I have a Shure SM58 connected via Scarlett Focusrite 2i2, which feeds it into a Voicemeeter Banana, and it gets recorded via Action! (which is actually able to reduce the little noise it makes). Yes, I am filtry rich, mwahahah. After being poor all of my life. xD
Good mic, and pretty good soundcard, so that should be fine. I use my SM58 for live settings, but its not a bad option for studio too.
Templayer wrote:Also I just sent your files to GDSpectra and she said that Thonkerton's "worthless opponent" sounds way too much like a minotaur. I have to concur. So I checked my version, and some of the frequency (probably) you thought was an error / mistake / noise was actually the effect. If you have a way to make his voice sound more like the dragons in-game, please do, since you are actually an professional.
Yeah, now you mention it really sounds like the minotaur lol. If i remember right, there was some nasty high noises around 5,5 khz which bothered me a lot, and i cut out a fairly big chunk. I could play around with effects, to achieve something like a dragon tone. ;)
Not professional, but fairly experienced.
I don't have a studio, due to money goes everywhere else. Family is more important of course than hobbies.
Templayer wrote: Now I know that I should send you:
1) my mixed recordings
2) Thonkerton's original recordings for cleaning -> sent them back to me -> give you back the mixed version for you to polish / apply further filters and effects

Sounds like a good deal? :hug: :yes:

And now I should return to designing the lines and trying to record WHEN MY DOG ISN'T BARKING WHICH IS LIKE 99% OF TIME. :D :D :D
Haha, sure im in! :) I know the feeling when the dogs barking for half an hour randomly. :tsup:
Congratz for the 1000th post dude! You may evolve into a red genie like in mm6 lol. :applause:
Last edited by Strobe on 05 Dec 2019, 21:26, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 05 Dec 2019, 21:53

Kahooli wrote:Issue: Whenever I try to change interface (which is always from MM8, modified, no matter where I start the game), I'm getting CTD with the message "Application error: "ExcepctionElayout exception in module MM8patch.dll at 00058CA3. UI Layout line 60: Negative coordinate: (53, -21.. 106, 31)."
Mouse look is a good thing, but when it's activated by the player. Is there any way to stop it from constantly activating for no obvious reason? I got used to classical controls, but that mode is activating whenever I leave any building, or inventory screen, or closing a spellbook - etc, etc. Died countless times because of that.
Are there any expert alchemy teachers in Enroth? If there aren't any, would be good to add one ore two - for those who start in Enroth.
I noticed that charachters' mana is regenerating, despite the fact that they doesn't have any gear with such property. Is it a bug, or maybe new effect of "Regeneration" spell?
P.S. Thank mod author for giving the old classic a new life. Recently I decided to remember my youth and replay MM 6,7 and 8 - and accidentally found this mod. That was a really lucky day )
Weird. Did you do base merge + newest Merge patch + newest GF patch?
Anyway there is a configuration text file for the GF patch in the game's folder. Forgot the name, because I am used to figuring stuff out on the fly. There are mouselook settings there, and you can also completely disable mouse-look (I don't like it either myself). There is also plenty of other settings in that text file to play with.
Anyway - the bug has been added to the Bug Tracker. Check the main Tracker link in my signature - it contains a lot of information about the mod, optional content like the Character Creation Unlocker that enables you to create any race/class on any continent, etc.
:down:
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 05 Dec 2019, 22:07

Strobe wrote:
Templayer wrote: Well, if you can make them a lot louder as well, since the originals are loud as hell. (some of the original ones are actually peaking... that's how loud the devs made those. So you would basically have to make them loud enough while not peaking, or just raise the volume enough so that it is right under the point where it would start to).
Well, i know nothing about how sounds worked/mixed in MM games.
So yeah, of course, i will make a brickwall limiter to max and export them that way.
It will be loud as hell, but not peaking. :D
Templayer wrote:Also are you sure a 24 bit wave is a good idea? Can the game handle that?
Because those files I posted can be directly put into the game and they would work (so if you for example were to replace the dragon voiceset files with mine in the lod archive, you would hear my voicefiles in the game). I haven't tested 24 bit waves in-game. Jamesx is the one who did all the testing on those back in the day.
I meant, that 24 bit is the quality, which is good enough for mixing. After mixing is done, i can export it into anything.
So, the original mm sounds were in wav, and you used 16 bit wav? Im curious what format should i go for.
Templayer wrote:But you did an awesome job. I love how I sound as a black dragon in your polished version! :D :D
Thanks for the kind words, glad you like it! ;)
Templayer wrote:As far as the quality goes - I have a Shure SM58 connected via Scarlett Focusrite 2i2, which feeds it into a Voicemeeter Banana, and it gets recorded via Action! (which is actually able to reduce the little noise it makes). Yes, I am filtry rich, mwahahah. After being poor all of my life. xD
Good mic, and pretty good soundcard, so that should be fine. I use my SM58 for live settings, but its not a bad option for studio too.
Templayer wrote:Also I just sent your files to GDSpectra and she said that Thonkerton's "worthless opponent" sounds way too much like a minotaur. I have to concur. So I checked my version, and some of the frequency (probably) you thought was an error / mistake / noise was actually the effect. If you have a way to make his voice sound more like the dragons in-game, please do, since you are actually an professional.
Yeah, now you mention it really sounds like the minotaur lol. If i remember right, there was some nasty high noises around 5,5 khz which bothered me a lot, and i cut out a fairly big chunk. I could play around with effects, to achieve something like a dragon tone. ;)
Not professional, but fairly experienced.
I don't have a studio, due to money goes everywhere else. Family is more important of course than hobbies.
Templayer wrote: Now I know that I should send you:
1) my mixed recordings
2) Thonkerton's original recordings for cleaning -> sent them back to me -> give you back the mixed version for you to polish / apply further filters and effects

Sounds like a good deal? :hug: :yes:

And now I should return to designing the lines and trying to record WHEN MY DOG ISN'T BARKING WHICH IS LIKE 99% OF TIME. :D :D :D
Haha, sure im in! :) I know the feeling when the dogs barking for half an hour randomly. :tsup:
Congratz for the 1000th post dude! You may evolve into a red genie like in mm6 lol. :applause:
You mean an Efreet? I think I already got that title here once. :D :D

Just go check the game's resources yourself. It is really easy. An installed game has .lod archives. Those are pretty much the same thing as .zip and .rar. Open them using GrayFace's LodArchive on his website (google helps). One of the lod archives has like thousands of character lines (in the Merge I mean). Just by clicking the name of a sound file in the LodArchiver thingy it will actually play it. You can export files to check the format. To see what you can get away with, you can name your test files as some character's sound files and then just drag and drop those into the LodArchive, and the files inside the lod archive will be overwritten by yours (make a backup first). I recommend using a character voice that can be selected during character creation. Ideally find the "I am the one for you to choose" sound file and replace those with a test of yours - then you won't even have to start a new game to find out if the format works and is playable in the game. You will be also able to compare the volumes of vanilla characters versus your modifications to our recordings, so that you will be able to tweak volume properly if you do that. It might sound hard what I am describing, but it is actually pretty easy once you do it at least once. It's like using WinRar and such, but with a drag and drop inserting feature and being able to play sounds and see images from inside the archive. :D
Templayer wrote:As far as the quality goes - I have a Shure SM58 connected via Scarlett Focusrite 2i2, which feeds it into a Voicemeeter Banana, and it gets recorded via Action! (which is actually able to reduce the little noise it makes). Yes, I am filtry rich, mwahahah. After being poor all of my life. xD
I actually made this whole setup work in Windows XP as well. Had to make a hacked driver for the 2i2 though. I do not think it is possible to have a clearer sound on Windows XP than that. :D (I'm usually booted under Win7 64bit Ultimate though)
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Kahooli » 05 Dec 2019, 23:33

Templayer wrote: Weird. Did you do base merge + newest Merge patch + newest GF patch?
Anyway there is a configuration text file for the GF patch in the game's folder. Forgot the name, because I am used to figuring stuff out on the fly. There are mouselook settings there, and you can also completely disable mouse-look (I don't like it either myself). There is also plenty of other settings in that text file to play with.
Anyway - the bug has been added to the Bug Tracker. Check the main Tracker link in my signature - it contains a lot of information about the mod, optional content like the Character Creation Unlocker that enables you to create any race/class on any continent, etc.
:down:
I wasn't sure what patch I applied first, so I reinstalled the game and the patches in order you gave - the result is the same. It seems that mouse-look can be turned off from inside the game with CapsLock key. Thank you FYI, I'll check the Tracker.
Last edited by Kahooli on 05 Dec 2019, 23:33, edited 1 time in total.

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Templayer
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 06 Dec 2019, 19:14

Kahooli wrote:
Templayer wrote: Weird. Did you do base merge + newest Merge patch + newest GF patch?
Anyway there is a configuration text file for the GF patch in the game's folder. Forgot the name, because I am used to figuring stuff out on the fly. There are mouselook settings there, and you can also completely disable mouse-look (I don't like it either myself). There is also plenty of other settings in that text file to play with.
Anyway - the bug has been added to the Bug Tracker. Check the main Tracker link in my signature - it contains a lot of information about the mod, optional content like the Character Creation Unlocker that enables you to create any race/class on any continent, etc.
:down:
I wasn't sure what patch I applied first, so I reinstalled the game and the patches in order you gave - the result is the same. It seems that mouse-look can be turned off from inside the game with CapsLock key. Thank you FYI, I'll check the Tracker.
Or you can open mm8.ini and edit some of the settings there. You can tweak the UI, etc.
Changing MouseLook=1 to MouseLook=0 should do the trick.
Hmm, it is almost like I have more time to check stuff on weekends. I wonder why? ;|
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

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Kahooli » 06 Dec 2019, 21:37

Stables in Castle Ironfist doesn't offer travel to Freehaven (checked every day of the week). In original MM6 they do.
Last edited by Kahooli on 06 Dec 2019, 22:43, edited 2 times in total.

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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby justl » 06 Dec 2019, 22:06

Kahooli wrote:Stables in Castle Ironfist doesn't offer travel to Freehaven (checked every day of the week). In original MM6 they do.
if i remember right, they only do, when you have already traveled back from freehaven to castle ironfist - only stables in freehaven are "free" to go "everywhere" when you first use them.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

Kahooli
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Kahooli » 06 Dec 2019, 22:43

Also no boats from Mysty Islands to Silver Cove. What's going on???
Last edited by Kahooli on 06 Dec 2019, 22:49, edited 2 times in total.

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Macros the Black
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Macros the Black » 06 Dec 2019, 22:53

Kahooli wrote:Also no boats from Mysty Islands to Silver Cove. What's going on???
Same thing as with Free Haven. You have to get to Silver Cove on foot (or by Town Portal) before coach and boat travel is allowed. That's how it's always been.
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.


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