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).
Rodril
Swordsman
Swordsman
Posts: 556
Joined: 18 Nov 2016

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

Unread postby Rodril » 09 Mar 2020, 04:28

Greenage3348 wrote:I even separated them to see where the issue is. The issue starts immediately after I install the merge.
Most probably, there's rogue file somewhere, though i don't have any idea how to detect it, unless you could upload your entire game folder somewhere and send me a direct link, so i can inspect it myself.

@Templayer, @cthscr
New update is ready to deploy:
https://www.dropbox.com/s/r64x5fv544s8s ... 0.zip?dl=0
It includes pathfinder, new settings menu and a lot of fixes, but i have not edited first post yet.
How do you want me to interact with gitlab? Should i create my own branch and push merge requests to master? I have not inspect all fixes been made there, i'm not sure new update won't erase them.

KeyOfGeneralUse
Leprechaun
Leprechaun
Posts: 16
Joined: 08 Mar 2020

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

Unread postby KeyOfGeneralUse » 09 Mar 2020, 06:17

Is it supposed to be that when dual wielding sword & mace neither skill raises the damage value? When wielding a mace alone the damage is increased normally, as per weapon skill.
Last edited by KeyOfGeneralUse on 09 Mar 2020, 06:17, edited 1 time in total.

User avatar
SpectralDragon
Swordsman
Swordsman
Posts: 579
Joined: 15 May 2019

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

Unread postby SpectralDragon » 09 Mar 2020, 08:26

Rodril wrote:@Templayer, @cthscr
New update is ready to deploy:
https://www.dropbox.com/s/r64x5fv544s8s ... 0.zip?dl=0
It includes pathfinder, new settings menu and a lot of fixes, but i have not edited first post yet.
How do you want me to interact with gitlab? Should i create my own branch and push merge requests to master? I have not inspect all fixes been made there, i'm not sure new update won't erase them.
Hopefully it´ll be edited soon, since on Discord, people are still confused which version is the newest. ^^; Had to periodically tell them that October one was the newest (and now, March 2020 one is the newest), not September one, like it still says above here.

When it comes to fixes that had already been made on the Community Branch, I´d say feel free to test them all on your version with the current patch one and see if they˙re erased or not. When it comes to interacting with the Community Branch, I˙ll redirect you to both of the main creators (Templayer also being the one that˙s making a MMMerge-specific website where you could be selected as one of the website masters that posts up big stuff and all).
Templayer wrote: :gong:
cthscr wrote: :gong:
This one˙s yours.
Yes?

astropheonix
Leprechaun
Leprechaun
Posts: 3
Joined: 24 Feb 2020

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

Unread postby astropheonix » 09 Mar 2020, 08:36

KeyOfGeneralUse wrote:Is it supposed to be that when dual wielding sword & mace neither skill raises the damage value? When wielding a mace alone the damage is increased normally, as per weapon skill.
While dualweilding +DMG modifiers only contribute from off hands, not main hand, so basically only daggers. I believe this change came in one of the grayface patches quite awhile ago.

cthscr
Swordsman
Swordsman
Posts: 587
Joined: 12 Jan 2020

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

Unread postby cthscr » 09 Mar 2020, 08:46

Rodril wrote:New update is ready to deploy:
https://www.dropbox.com/s/r64x5fv544s8s ... 0.zip?dl=0
It includes pathfinder, new settings menu and a lot of fixes, but i have not edited first post yet.
How do you want me to interact with gitlab? Should i create my own branch and push merge requests to master? I have not inspect all fixes been made there, i'm not sure new update won't erase them.
I've thought you will create your own repo. If you don't want to do this, you can create as many branches in templayer's one as you need.
Since we add new features, we have branches 'rodril' which is exactly your files and 'rodril-fixes' with fixes on those files.
If bug can be fixed in both Base (aka rodril-fixes) and Community (aka master) branches, I add fix into rodril-fixes and then merge it into master.

When you think it's time, you can just tell us to merge your changes (best way - by creating an issue), we should be able (I hope) to fix possible merge conflicts ourselves.

We still don't use tags, but we should - that will let us have packages for set versions. So wise rule 'commit early, commit often' wouldn't break user convenience.

Upd: Don't get me wrong, if you'll choose to use templayer's repo, it would make my job easier. And it's always better to have one issue tracker.
Last edited by cthscr on 09 Mar 2020, 14:35, edited 4 times in total.

cthscr
Swordsman
Swordsman
Posts: 587
Joined: 12 Jan 2020

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

Unread postby cthscr » 09 Mar 2020, 09:22

Rodril wrote:I have not inspect all fixes been made there, i'm not sure new update won't erase them.
Quick Meld inspection on Scripts hasn't shown significant problems for merge.

(Of course we have fixes for several problems that should still be present in Update 08.03.2020. I'm going to resolve all merge conflicts in about two days, hope for less.)
Last edited by cthscr on 09 Mar 2020, 09:53, edited 1 time in total.

KeyOfGeneralUse
Leprechaun
Leprechaun
Posts: 16
Joined: 08 Mar 2020

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

Unread postby KeyOfGeneralUse » 09 Mar 2020, 09:36

Does the recovery speed on "Attack" & "Shoot" also influence spell casting speed? Does heavy armor slow down the casting times as well? Are the "Speed" stat and "Haste" spell relevant for the casting recovery time too?
Last edited by KeyOfGeneralUse on 09 Mar 2020, 09:38, edited 2 times 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. [upd. 22.09.2019]

Unread postby Templayer » 09 Mar 2020, 11:38

Greenage3348 wrote:
Templayer wrote:
Greenage3348 wrote:Hoping to get some help. I downloaded the merge files from this thread. With or without greyface the merge doesn't allow me to click on quests. I can start the game and make a party on any island but when I click quests the NPCs ignore the fact that I've clicked anywhere.

I am taking the following steps to set up the game.

Install 8
Paste the files into 8s folder overwriting any currently existing. (Am able to start, unable to click quests showing me the problem is here already)
Install the current greyface patch. Problem still exists. Any help? Id love to replay these with the patch.
I think the last time I came across this problem was that somebody tried to use the merge on a localized installation of MM8.

Do you have MM8 GOG version in English?

Does starting a new game allow you to select a continent / is there a different menu picture / (basically asking if you are sure you have installed the Merge correctly)

Also you need to copy paste the files from the Base merge, then from a patch FOR THE MERGE, and THEN GF patch. (two patches!!)
Yes, I have the GOG versions in English. I get the different pic and choice. When I am transferring files I am copying and pasting only, doing the merge, patch, then GF.

I even separated them to see where the issue is. The issue starts immediately after I install the merge.
I forgot to ask the usual - operating system? Do you have UAC turned off? Your installation folder isn't in Program Files, is it? :D

Otherwise - package your installation folder with the problem and let us analyze it.

Also make sure there are no duplicates in the scripts folder! (that can cause a lot of problems and did in the past, it is the rogue lua files Rodril has mentioned)
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. [upd. 22.09.2019]

Unread postby Templayer » 09 Mar 2020, 12:04

KeyOfGeneralUse wrote:Is it supposed to be that when dual wielding sword & mace neither skill raises the damage value? When wielding a mace alone the damage is increased normally, as per weapon skill.
https://gitlab.com/templayer/mmmerge/-/issues/57
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. [upd. 22.09.2019]

Unread postby Templayer » 09 Mar 2020, 12:08

Rodril wrote:
Greenage3348 wrote:I even separated them to see where the issue is. The issue starts immediately after I install the merge.
Most probably, there's rogue file somewhere, though i don't have any idea how to detect it, unless you could upload your entire game folder somewhere and send me a direct link, so i can inspect it myself.

@Templayer, @cthscr
New update is ready to deploy:
https://www.dropbox.com/s/r64x5fv544s8s ... 0.zip?dl=0
It includes pathfinder, new settings menu and a lot of fixes, but i have not edited first post yet.
How do you want me to interact with gitlab? Should i create my own branch and push merge requests to master? I have not inspect all fixes been made there, i'm not sure new update won't erase them.
Pretty much what cthscr has already said.

We have three major branches:
rodril - which is your Merge
rodril-fixes - which has community made fixes
and master - which is the community branch (with community features, like a MMMerge settings file)

Basically we need to put your updated version into the rodril branch, then merge the rodril branch into rodril-fixes (and see if there are any collisions with the fixes the community has made) and then finally merge rodril-fixes into master.
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

cthscr
Swordsman
Swordsman
Posts: 587
Joined: 12 Jan 2020

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

Unread postby cthscr » 09 Mar 2020, 14:54

Rodril wrote:New update is ready to deploy:
https://www.dropbox.com/s/r64x5fv544s8s ... 0.zip?dl=0
Things that look unfixed there to me (and were fixed by us):
  • Reputation lost when saved/loaded in dungeon
  • Usage of invalid pointer of [non-]summoned monster
  • Followers Water Walk and Fly have invalid parameters order -- forget it, my fault, just invalid mastery.
  • Locked MM7 starting Class/Race combinations (i.e. Goblin classes etc.)
  • Upd.MM6/MM7 UI still cause crash
Upd. Diff against update after merge

'Data/Additional UI' contains unchanged files. Is it intended?

Data/games.lod and Data/mm6.games.lod are unchanged. Is it intended?
Last edited by cthscr on 10 Mar 2020, 21:24, edited 3 times in total.

User avatar
tomchen1989
Pixie
Pixie
Posts: 136
Joined: 21 Jun 2008
Location: Europe / China

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

Unread postby tomchen1989 » 09 Mar 2020, 16:42

Templayer wrote:
tomchen1989 wrote: *The Font Guy*
I require assistance, as I need a Might and Magic truetype font (ttf), even with stuff like Czech diacritics, or possibly Russian azbuka. :D :D

GitLab Issue: https://gitlab.com/templayer/mmmerge/-/issues/421
For those bitmap, FNT format fonts used by MM6-8, even if I managed to extract and convert them to common format files, they are not usable by a modern website, because they are *bitmap* font, they are not vectors, not scalable.

I think you might be searching for a font with style like the "Stats" "Skills" button text in the screenshot.
Image

I can't find exactly the same but I do know some fonts that are "pretty Might and Magic". One of them is Alegreya (Google Font; GitHub)

Because of its "Might and Magic style" and opensource license, I used it as a fallback font in my recently updated Erathian font (GitHub).

You can sometimes use my Erathian font if you want, for decoration purpose.

For one or several "fantasy style" fonts pre-existing in user's OS (Windows primarily) rather than webfont, use
Georgia, serif
or
Palatino Linotype, Book Antiqua, Palatino, serif

If you want a more hardcore fantasy style fonts, search it:
https://www.fontspace.com/category/fantasy

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

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

Unread postby Templayer » 09 Mar 2020, 18:45

tomchen1989 wrote:
Templayer wrote:
tomchen1989 wrote: *The Font Guy*
I require assistance, as I need a Might and Magic truetype font (ttf), even with stuff like Czech diacritics, or possibly Russian azbuka. :D :D

GitLab Issue: https://gitlab.com/templayer/mmmerge/-/issues/421
For those bitmap, FNT format fonts used by MM6-8, even if I managed to extract and convert them to common format files, they are not usable by a modern website, because they are *bitmap* font, they are not vectors, not scalable.

I think you might be searching for a font with style like the "Stats" "Skills" button text in the screenshot.
Image

I can't find exactly the same but I do know some fonts that are "pretty Might and Magic". One of them is Alegreya (Google Font; GitHub)

Because of its "Might and Magic style" and opensource license, I used it as a fallback font in my recently updated Erathian font (GitHub).

You can sometimes use my Erathian font if you want, for decoration purpose.

For one or several "fantasy style" fonts pre-existing in user's OS (Windows primarily) rather than webfont, use
Georgia, serif
or
Palatino Linotype, Book Antiqua, Palatino, serif

If you want a more hardcore fantasy style fonts, search it:
https://www.fontspace.com/category/fantasy
Thanks, but I couldn't find one distinct enough that would have diacritics, unfortunately. For now I will use Bookman Old Style. For more decorative bigger titles, I will use the Magic: The Gathering font, as it is the closes one I have been able to find.
Image

For actually using it, see
https://gitlab.com/templayer/mmmerge/-/ ... _301996604

I don't know when I will implement it for everything, hopefully soon.
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. [upd. 22.09.2019]

Unread postby Templayer » 09 Mar 2020, 19:56

@all If anybody else has problems with the shitty 2-way authentication that is now forced at us by GitLab, please tell me or Toby - Toby just helped me with it via an emulator.

All hail Toby!

If you don't, you might lose your GitLab accounts. If you have one, that is.
Last edited by Templayer on 09 Mar 2020, 19:58, edited 1 time in total.
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

eilacomeva
Pixie
Pixie
Posts: 119
Joined: 20 Jun 2019

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

Unread postby eilacomeva » 09 Mar 2020, 19:58

Templayer wrote:
eilacomeva wrote:Btw, not sure if it's a bug or intended, but I found a zombie npc in enroth - https://ulozto.net/file/yMThSycsI5qo/zombie-npc-dod

Also the water master bug, the last two arguments to CastFollowerSpells are inverted for water masters and fly npcs;
try https://ulozto.net/file/0RtRyQ8qXOUs/wa ... er-bug-dod, edit Scripts/Global/NPCFollowersSkill.lua and see for yourself (I only verified the water master to be honest).
I propose to add a check to NPCFollowersSkill (or CastSpellDirect?) that checks if "Mastery" is a valid value, but I'm not sure what to do if it's not - show a message to the user? log to errorlog.txt?
Zombie NPC in Enroth
Water Master Bug

Savegames rehosted on GitLab as backup.
I screwed up the original report, sorry - please look at https://www.celestialheavens.com/forum/ ... 40#p381022

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

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

Unread postby Templayer » 09 Mar 2020, 20:27

eilacomeva wrote:
Templayer wrote:
eilacomeva wrote:Btw, not sure if it's a bug or intended, but I found a zombie npc in enroth - https://ulozto.net/file/yMThSycsI5qo/zombie-npc-dod

Also the water master bug, the last two arguments to CastFollowerSpells are inverted for water masters and fly npcs;
try https://ulozto.net/file/0RtRyQ8qXOUs/wa ... er-bug-dod, edit Scripts/Global/NPCFollowersSkill.lua and see for yourself (I only verified the water master to be honest).
I propose to add a check to NPCFollowersSkill (or CastSpellDirect?) that checks if "Mastery" is a valid value, but I'm not sure what to do if it's not - show a message to the user? log to errorlog.txt?
Zombie NPC in Enroth
Water Master Bug

Savegames rehosted on GitLab as backup.
I screwed up the original report, sorry - please look at https://www.celestialheavens.com/forum/ ... 40#p381022
It has already been fixed by cthscr, like yesterday or today or something. :D
It should be at least in the rodril-fixes branch.
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

joanthedark
Peasant
Peasant
Posts: 76
Joined: 27 May 2017

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

Unread postby joanthedark » 10 Mar 2020, 01:54

KeyOfGeneralUse wrote:Is it supposed to be that when dual wielding sword & mace neither skill raises the damage value? When wielding a mace alone the damage is increased normally, as per weapon skill.
In addition to this: Stunning an enemy with a Grandmaster Mace that was already Paralyzed by said Mace will unparalyze it (monster stunning/getting damaged animation occurs and then it is able to attack the party normally). It is a bit demoralizing because if you want to commit to increasing Mace skill to have a higher chance of Paralyzing enemies, you will also have the exact same chance of stunning them.

Is there a way to make it so stunning doesn't override paralyzing effects? Those 2 are the reasons why I stopped using my Paladin playthrough (I wanted to dual wield Mace/Sword and have a high damage + paralyze chance).
Last edited by joanthedark on 10 Mar 2020, 01:57, 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. [upd. 22.09.2019]

Unread postby Rodril » 10 Mar 2020, 06:07

joanthedark wrote:Is there a way to make it so stunning doesn't override paralyzing effects? Those 2 are the reasons why I stopped using my Paladin playthrough (I wanted to dual wield Mace/Sword and have a high damage + paralyze chance).
Should be fixed in upcoming update, I hope to update first post at today's evening.
cthscr wrote:'Data/Additional UI' contains unchanged files. Is it intended?
Data/games.lod and Data/mm6.games.lod are unchanged. Is it intended?
No.
cthscr wrote:Usage of invalid pointer of [non-]summoned monster
This issue never occurred in my last playthrough.
Do you have savegame, or know spot where it happens often?

cthscr
Swordsman
Swordsman
Posts: 587
Joined: 12 Jan 2020

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

Unread postby cthscr » 10 Mar 2020, 07:23

Rodril wrote:
cthscr wrote:Usage of invalid pointer of [non-]summoned monster
This issue never occurred in my last playthrough.
Do you have savegame, or know spot where it happens often?
https://gitlab.com/templayer/mmmerge/-/issues/51

I've workarounded it in https://gitlab.com/templayer/mmmerge/-/ ... equests/26

KeyOfGeneralUse
Leprechaun
Leprechaun
Posts: 16
Joined: 08 Mar 2020

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

Unread postby KeyOfGeneralUse » 10 Mar 2020, 07:25

I've rebooted my Windows and suddenly my first save game (after the Auto save) was gone and pressing the "Save" button crashes the game throwing me back on the Desktop. I cannot save anymore, just the Autosave appears to continue to work. I have copied all the Merge files into my game folder again but it didn't resolve the issue. Any ideas?


Return to “Might and Magic”

Who is online

Users browsing this forum: No registered users and 59 guests