MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
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- Leprechaun
- Posts: 36
- Joined: 18 Dec 2018
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Hi all,
I can't seem to get the Editor to work. When I first load the game, I get an
"...)\Might and Magic VI\Scripts\Global\Editor Navigate.lua:61: number expected, got nil"
error. After I dismiss that, and press Alt+F1, I get an
"Might and Magic VI\Scripts\Global\Editor GUI.lua:219: attempt to call field 'SetWorkMode' (a nil value)"
error. I'm really dying to get this because in one of the script files I found that there's something in Castle Darkmoor that gives you +20 skill points but without the level editor I don't think I can find out which point in the map that's referring to!
I can't seem to get the Editor to work. When I first load the game, I get an
"...)\Might and Magic VI\Scripts\Global\Editor Navigate.lua:61: number expected, got nil"
error. After I dismiss that, and press Alt+F1, I get an
"Might and Magic VI\Scripts\Global\Editor GUI.lua:219: attempt to call field 'SetWorkMode' (a nil value)"
error. I'm really dying to get this because in one of the script files I found that there's something in Castle Darkmoor that gives you +20 skill points but without the level editor I don't think I can find out which point in the map that's referring to!
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- Leprechaun
- Posts: 36
- Joined: 18 Dec 2018
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Whooops. Just kidding! Updated to GrayFace 2.1 and it fixed things! THANK YOU!
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- Leprechaun
- Posts: 36
- Joined: 18 Dec 2018
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Oh no. There doesn't seem to be a way of figuring out which facet causes which event to trigger. What I'm looking at is Castle Darkmoor (Might and Magic 6, CD2.lua) there's an event evt.map[64] that seems to grant +20 skill points to 1 party member and displays "How Clever! +20 Skill points". I can't find what causes this (or indeed if it has been actually included in the game). I tried exporting the whole map to obj to look at vertices independently but I can't figure out. Any help? Thank you!
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Download https://www.dropbox.com/s/qmdk7zraqbmyp ... r.lua?dl=1, place it into Scripts\Global and use FindEvent(64) function in the console while editing the map.
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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- Leprechaun
- Posts: 36
- Joined: 18 Dec 2018
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Thank you so much - it outputs "nil" so apparently this never actually made it into the game. Oh well.
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- Leprechaun
- Posts: 36
- Joined: 18 Dec 2018
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
(Sorry for spamming) This is all so fascinating, going through all the maps and scripts. For example, in Castle Alamos (probably the most complicated dungeon in the history of CRPG'S) if you answer with the code after getting all the clues from the trees it just says "Ok!" but if you put in the code without having gone through all the trees, it says "Who told you! Alright, you may pass!"
I guess I haven't touched all the trees since the first time I played the game in 1998 so I never remember it actually ever saying "ok", I just always thought the second one is what it always said.
I guess I haven't touched all the trees since the first time I played the game in 1998 so I never remember it actually ever saying "ok", I just always thought the second one is what it always said.
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- Leprechaun
- Posts: 36
- Joined: 18 Dec 2018
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Hmm. It appears as if it doesn't find an event that isn't directly attached to a facet?GrayFace wrote:Download https://www.dropbox.com/s/qmdk7zraqbmyp ... r.lua?dl=1, place it into Scripts\Global and use FindEvent(64) function in the console while editing the map.
In New Sorpigal (OUTE3) I know this buoy that triggers fireballs and rock blasts that's Event 220. The script returns nil for FindEvent(220), but when I go to the buoy to edit it, it shows Event 220 as its event.
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Oops. Fixed, redownload it.
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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- Leprechaun
- Posts: 36
- Joined: 18 Dec 2018
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
That fixed it, thanks. But it turns out that Darkmoor event isn't a real thing.
You're the best, dude, we owe so much to you.
You're the best, dude, we owe so much to you.
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: Re:
Ok, I copied HardcodedTopicFunctions.lua from the newest update of MM678 Merge and now ExitCurrentScreen() is closing spell book.Rodril wrote:You can use "HardcodedTopicFunctions.lua" from mm678 files. Put it into "...Structs/After" folder. Call function "ExitCurrentScreen()", it will work in most cases, but it does not exit screen immediatley, useJ. M. Sower wrote:Mainly exit button from spell book.if you need to do something after exiting in same function.Code: Select all
... ExitCurrentScreen() Sleep(10,10) ...
Also there is function "DoGameAction(Ation, Param1, Param2, Now)", you can emulate other player's actions with it. First three params are same as in "Action" event, if "Now" is true, action will be executed immediately, but it can be glitchy. "DoGameAction(113)" in most cases will work same as "ExitCurrentScreen()".
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Hmm... I have weird bug. When I put the weapon to the left hand (with learned sword and dagger on GM) the game is closing without any information in console. Crash occurs for various races. I don't know if it would be useful but here is text from ErrorLog.txt:
Code: Select all
Time: 2018-12-24 15:05:40 (24.12.2018 14:05:40 UTC)
Windows Version 6.2
Exception EAccessViolation in module MM8patch.dll at 069AF012.
Access violation at address 069B0012. Read of address 000000A5.
Function Calls:
069B0012 | (069B0000) + 12
004C972F ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + C972F
004D1D51 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + D1D51
0043E2DB ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 3E2DB
00461856 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 61856
0041232B ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 1232B
00460C3E ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 60C3E
00461114 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 61114
00460F30 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 60F30
02AEA855 ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + A855
76CD97FC ? C:\Windows\SYSTEM32\KERNEL32.DLL + 197FC
02AE6111 ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 6111
02AE2967 ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 2967
02AE2997 ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 2997
02AE2EA2 ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 2EA2
004E0D34 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + E0D34
004BC0C5 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + BC0C5
004E048D ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + E048D
004DC082 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + DC082
02AE17D1 ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 17D1
004DC906 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + DC906
76CD919D ? C:\Windows\SYSTEM32\KERNEL32.DLL + 1919D
77B9A8C9 ? C:\Windows\SYSTEM32\ntdll.dll + 4A8C9
77B9A89C ? C:\Windows\SYSTEM32\ntdll.dll + 4A89C
Registers:
EAX = 0000008C
EBX = 00000000
ECX = 00719E64
EDX = 00719E64
ESI = 00EC1980
EDI = 000003F0
EBP = 00B2187C
ESP = 0018FCDC
Stack Trace:
0018FCDC: 00FFDD80
0018FCE0: 038C37B0
0018FCE4: 0018FD58
0018FCE8: 00000000
0018FCEC: 000000BE
0018FCF0: 00000210
0018FCF4: 000003F0
0018FCF8: 00B2187C
0018FCFC: 00B21D48
0018FD00: 00000004
0018FD04: 00000001
0018FD08: 0018FD58
0018FD0C: 00000002
0018FD10: 00000008
0018FD14: 02C40D0C
0018FD18: 00000000
0018FD1C: 004C9734 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + C9734
0018FD20: 01006148
0018FD24: 00000000
0018FD28: 004D1D54 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + D1D54
0018FD2C: 00EC1980
0018FD30: 0043E2E0 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 3E2E0
0018FD34: 01006138
0018FD38: 00000001
0018FD3C: 00000000
0018FD40: 00FEB360
0018FD44: 0051D338
0018FD48: 0000024D
0018FD4C: 000000AD
0018FD50: FFFF0019
0018FD54: 00000000
0018FD58: 00EC1980
0018FD5C: 0046185B ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 6185B
0018FD60: 00000001
0018FD64: 00602528
0018FD68: 0018FDD4
0018FD6C: 00B20E90
0018FD70: 00000000
0018FD74: 00000000
0018FD78: 00412330 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 12330
0018FD7C: 00000000
0018FD80: 00000001
0018FD84: 00602528
0018FD88: 00460C43 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 60C43
0018FD8C: 000907EE
0018FD90: 00000201
0018FD94: 00000001
0018FD98: 00AD024D
0018FD9C: 01F5F99E
0018FDA0: 000005EB
0018FDA4: 000001B9
0018FDA8: 000001E9
0018FDAC: 0000008C
0018FDB0: 000000DD
0018FDB4: 0000008C
0018FDB8: 000000DD
0018FDBC: 0387A878
0018FDC0: 000000DD
0018FDC4: 00461119 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 61119
0018FDC8: 0018FF7C | TExcFrame.next
0018FDCC: 004E6F0E | D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + E6F0E
0018FDD0: FFFFFFFF
0018FDD4: 0018FF00
0018FDD8: 00460F35 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + 60F35
0018FDDC: 00000000
0018FDE0: 00000000
0018FDE4: 7FFDE000
0018FDE8: 505C3A44
0018FDEC: 72676F72
0018FDF0: 46206D61
0018FDF4: 73656C69
0018FDF8: 4F44335C
0018FDFC: 67694D5C
0018FE00: 61207468
0018FE04: 4D20646E
0018FE08: 63696761
0018FE0C: 49495620
0018FE10: 6F6D2049
0018FE14: 5C646564
0018FE18: 00300100
0018FE1C: 02AEA85A ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + A85A
0018FE20: 02BB4FE0
0018FE24: 00000000
0018FE28: 00000000
0018FE2C: 00000000
0018FE30: 0038F8C8
0018FE34: 00000001
0018FE38: 0030A190
0018FE3C: 76CD9800 ? C:\Windows\SYSTEM32\KERNEL32.DLL + 19800
0018FE40: 003001F0
0018FE44: 76CDA669
0018FE48: 0018FEDC
0018FE4C: 02AE6116 ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 6116
0018FE50: 003001C0
0018FE54: 00000000
0018FE58: 00000001
0018FE5C: 00000008
0018FE60: 003001C0
0018FE64: 76CD980C
0018FE68: 02AE296C ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 296C
0018FE6C: 003001C0
0018FE70: 02AE299C ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 299C
0018FE74: 003001C0
0018FE78: FFFFFFFF
0018FE7C: 02AE2EA7 ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 2EA7
0018FE80: 00000000
0018FE84: 00000000
0018FE88: 7FFDE000
0018FE8C: 0018FED8
0018FE90: 004E0D3A ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + E0D3A
0018FE94: 02D40000
0018FE98: 00000000
0018FE9C: 02D40AB8
0018FEA0: 00000000
0018FEA4: 004F01C8
0018FEA8: 7FFDE000
0018FEAC: 0018FEC8
0018FEB0: 004BC0CA ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + BC0CA
0018FEB4: 00000000
0018FEB8: 00000000
0018FEBC: 71E823B0
0018FEC0: 004D9556
0018FEC4: 7FFDE000
0018FEC8: 0018FED4
0018FECC: 004E0493 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + E0493
0018FED0: 01006310
0018FED4: 0018FF8C
0018FED8: 004DC087 ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + DC087
0018FEDC: 0018FF8C
0018FEE0: 02AE17D6 ? D:\Program Files\3DO\Might and Magic VIII moded\ExeMods\MMExtension.dll + 17D6
0018FEE4: 00000000
0018FEE8: 00000000
0018FEEC: 0018FF8C
0018FEF0: 0018FF04
0018FEF4: 7FFDE000
0018FEF8: 02D40AB8
0018FEFC: 00000065
0018FF00: 0018FF8C
0018FF04: 004DC90B ? D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + DC90B
0018FF08: 00400000
0018FF0C: 00000000
0018FF10: 00000000
0018FF14: 00000001
0018FF18: 00000000
0018FF1C: 00000000
0018FF20: 7FFDE000
0018FF24: C0000005
0018FF28: 01152CB2
0018FF2C: 0018FF40
0018FF30: 00000044
0018FF34: 01162628
0018FF38: 01162C50
0018FF3C: 0115D2B8
0018FF40: 00000000
0018FF44: 00000000
0018FF48: 00000000
0018FF4C: 00000000
0018FF50: 00000000
0018FF54: 00000000
0018FF58: 00000000
0018FF5C: 00000401
0018FF60: 00000001
0018FF64: 00000000
0018FF68: 00000000
0018FF6C: 00010001
0018FF70: 00000000
0018FF74: 0018FF18
0018FF78: 0018F894
0018FF7C: 0018FFCC | TExcFrame.next
0018FF80: 004E04A0 | D:\Program Files\3DO\Might and Magic VIII moded\mm8.exe + E04A0
0018FF84: 004EBBD8
0018FF88: 00000000
0018FF8C: 0018FF98
0018FF90: 76CD919F ? C:\Windows\SYSTEM32\KERNEL32.DLL + 1919F
0018FF94: 7FFDE000
0018FF98: 0018FFDC
0018FF9C: 77B9A8CB ? C:\Windows\SYSTEM32\ntdll.dll + 4A8CB
0018FFA0: 7FFDE000
0018FFA4: 2178733E
0018FFA8: 00000000
0018FFAC: 00000000
0018FFB0: 7FFDE000
0018FFB4: 00000000
0018FFB8: 00000000
0018FFBC: AD6A4860
0018FFC0: FFFFD000
0018FFC4: 0018FFA4
0018FFC8: 00000000
0018FFCC: 0018FFE4 | TExcFrame.next
0018FFD0: 77BDAAB5 | C:\Windows\SYSTEM32\ntdll.dll + 8AAB5
0018FFD4: 56D9243A
0018FFD8: 00000000
0018FFDC: 0018FFEC
0018FFE0: 77B9A8A1 ? C:\Windows\SYSTEM32\ntdll.dll + 4A8A1
0018FFE4: FFFFFFFF | TExcFrame.next
0018FFE8: 77B8F689 | C:\Windows\SYSTEM32\ntdll.dll + 3F689
================================================================================
Last edited by J. M. Sower on 24 Dec 2018, 17:28, edited 2 times in total.
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Does it still happen if you disable MMExt (by renaming ExeMods folder)?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
No, as you can see below. Maybe I will try to disable some scripts and maybe I will found wich is responsible.GrayFace wrote:Does it still happen if you disable MMExt (by renaming ExeMods folder)?
Last edited by J. M. Sower on 29 Dec 2018, 11:14, edited 1 time in total.
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
I found that problem in CharacterOutfits. I have older verion than from the newest Merge mod.
Last edited by J. M. Sower on 29 Dec 2018, 11:35, edited 2 times in total.
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Hi!
How do I use the MMExtension2.2? I really want to delve into scripting but I don't know where to start.
I mean what do I have to download and where do I put it? Do I just unpack it inside MM6 installation folder?
Some of you may find the question silly but I am new to this and my search on the internet for the info I ask failed to reveal the basics.
How do I use the MMExtension2.2? I really want to delve into scripting but I don't know where to start.
I mean what do I have to download and where do I put it? Do I just unpack it inside MM6 installation folder?
Some of you may find the question silly but I am new to this and my search on the internet for the info I ask failed to reveal the basics.
Last edited by ^Dagon^ on 08 Jan 2019, 17:34, edited 1 time in total.
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- Pixie
- Posts: 130
- Joined: 02 Apr 2017
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Hi Greyface,
Though I love your most recent MM8 patch update, I've been trying to reverse the "fix" that removed the hostility exploit in the Dragon Caves. The placement of the 3 artifacts combined with the respawn complicates things if you want to not lose an artifact down in there before you have a chance to grab it -- or ever if you side with the dragons.
In any case, I adapted the sample code on your website to set hostility of archers in MM6 and dropped it into a .lua file in Globals. I tested, and there was no change in my game. Below is my code. Any idea why it's not working?
--Makes MM8 Dragons friendly on map load in Garrote Gorge Dragon Caves
function events.BeforeLoadMap()
if Game.Map.Name == "d17.blv" then
LocalMonstersTxt()
Game.MonstersTxt[70].HostileType = 0 -- DragonA
Game.MonstersTxt[71].HostileType = 0 -- DragonB
Game.MonstersTxt[72].HostileType = 0 -- DragonC
Game.MonstersTxt[190].HostileType = 0 -- WimpyDragonA
Game.MonstersTxt[191].HostileType = 0 -- WimpyDragonB
Game.MonstersTxt[192].HostileType = 0 -- WimpyDragonC
end
end
I suspect it's because I may need to use ChangeMonsterAlly for MM8. I don't know what you mean by (id+2):div(3) in your reference doc though.
Though I love your most recent MM8 patch update, I've been trying to reverse the "fix" that removed the hostility exploit in the Dragon Caves. The placement of the 3 artifacts combined with the respawn complicates things if you want to not lose an artifact down in there before you have a chance to grab it -- or ever if you side with the dragons.
In any case, I adapted the sample code on your website to set hostility of archers in MM6 and dropped it into a .lua file in Globals. I tested, and there was no change in my game. Below is my code. Any idea why it's not working?
--Makes MM8 Dragons friendly on map load in Garrote Gorge Dragon Caves
function events.BeforeLoadMap()
if Game.Map.Name == "d17.blv" then
LocalMonstersTxt()
Game.MonstersTxt[70].HostileType = 0 -- DragonA
Game.MonstersTxt[71].HostileType = 0 -- DragonB
Game.MonstersTxt[72].HostileType = 0 -- DragonC
Game.MonstersTxt[190].HostileType = 0 -- WimpyDragonA
Game.MonstersTxt[191].HostileType = 0 -- WimpyDragonB
Game.MonstersTxt[192].HostileType = 0 -- WimpyDragonC
end
end
I suspect it's because I may need to use ChangeMonsterAlly for MM8. I don't know what you mean by (id+2):div(3) in your reference doc though.
MM7 Refilled for the Merge https://www.celestialheavens.com/forum/10/17218
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Here is quick start guide: https://grayface.github.io/mm/ext/ref/^Dagon^ wrote:Hi!
How do I use the MMExtension2.2? I really want to delve into scripting but I don't know where to start.
I mean what do I have to download and where do I put it? Do I just unpack it inside MM6 installation folder?
Some of you may find the question silly but I am new to this and my search on the internet for the info I ask failed to reveal the basics.
Just install patch and unpack mmextension files into game folder.
Re: debug start failure
So I had the very same error and it is fixed now! DropBox seems to be modifying the files when it is packaging it, screwing them up, as we have found out with Rodril!fr3aksh0w wrote:Hi,
I can't get the game to start with these tools (I want to play 678 merge). I get debug console with following information:
——————————————————————————————————————————————————————————————————————————————————
...estroyer\Scripts\Structs\After\LocalizationAndQuests.lua:564: use of unknown global variable "TakeItemFromParty" after _KNOWNGLOBALS_F declaration
stack traceback:
[C]: in function 'error'
Scripts/Core/RSNoGlobals.lua:602: in function 'dofile'
Scripts\Core\main.lua:484: in main chunk
arguments of 'dofile':
fname = "C:\\GOG Games\\Might and Magic VIII - Day of the Destroyer\\Scripts\\Structs\\After\\LocalizationAndQuests.lua"
local variables of 'dofile':
f = nil
err = "...estroyer\\Scripts\\Structs\\After\\LocalizationAndQuests.lua:564: use of unknown global variable \"TakeItemFromParty\" after _KNOWNGLOBALS_F declaration"
upvalues of 'dofile':
loadfile = (function: 0x003d56d0)
error = (function: builtin#19)
----------------------------------------------------------------------------------
I know nothing of coding but seems like a script is missing? dunno :/
any ideas?
I do not know why there are so few people with this problem (as far as making a post about it, one another user had the same problem and posted it on Reddit, perhaps more if others didn't report it),
maybe DropBox uses different "something" for users using Firefox? (I have compared one of the lua files in the DropBox generated zip file with the raw source, and it was missing THREE LINES. Tried it with 7zip, WinRar and the base Windows zip implementation, and it was true for all of them, so it wasn't the extractor's fault...)
So Rodril uploaded his own zip package, and that works just fine!
I just installed MM8 from GOG and then extracted the zip file into it, and it works!Rodril wrote: https://www.dropbox.com/s/vqgni70oanech ... r.png?dl=0
Last edited by Templayer on 04 Mar 2019, 10:28, 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
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Trying to modify a MM6 map but the game always crashes when loading a compiled map. Even if all I did was open the map in the editor and immediately compiled it without changing anything it still crashes. Any help?
Update: It's working fine in 7 and 8 so this seems like a MM6 specific issue.
Update: It's working fine in 7 and 8 so this seems like a MM6 specific issue.
Last edited by Anerag on 06 Mar 2019, 06:23, edited 1 time in total.
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
First and foremost, thank you very, very much GrayFace! I'm forever grateful for the countless hours you've poured into improving these amazing games.
Now, I wonder if someone could help me with this newbie problem I have with MMExtension. Here's an example straight from the MMExtension Help:
local mon = SummonMonster(151, Party.X, Party.Y, Party.Z, true)
mon.NPC_ID = 52
mon.Hostile = false
This summons a peasant at the location of the party. The thing is, I would like to know how (if possible) can I make the summoned 'monster' to stand passively around, just like the Castle Harmondale guards for example. As the default behavior is that the summoned 'monster' moves around.
Now, I wonder if someone could help me with this newbie problem I have with MMExtension. Here's an example straight from the MMExtension Help:
local mon = SummonMonster(151, Party.X, Party.Y, Party.Z, true)
mon.NPC_ID = 52
mon.Hostile = false
This summons a peasant at the location of the party. The thing is, I would like to know how (if possible) can I make the summoned 'monster' to stand passively around, just like the Castle Harmondale guards for example. As the default behavior is that the summoned 'monster' moves around.
Last edited by MrHarmondale1184 on 05 Mar 2019, 15:21, edited 1 time in total.
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