Search found 56 matches
- 02 May 2009, 05:35
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
v.0.2.8 (dll+GUI) not ready yet, but bug seems found - insufficient size of internal game cache. So below small update to patch, which make cache size bigger (so +1 change reported). Hope this help, because 1600x1200 mode was broken too (completly), but now workable again. Thanks for testing. MMResT...
- 27 Apr 2009, 15:55
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
Next version of viewer (wannabe editor):
- implementerd earth/water surface rendering for outdoor maps of MM6-7 (MM8 need some .lod-relating work yet). So outdoor maps is pretty recognizable now.
- fixed bug with loading some of indoor maps.
MMViewTool003.zip
- implementerd earth/water surface rendering for outdoor maps of MM6-7 (MM8 need some .lod-relating work yet). So outdoor maps is pretty recognizable now.
- fixed bug with loading some of indoor maps.
MMViewTool003.zip
- 26 Apr 2009, 15:12
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
- 25 Apr 2009, 20:37
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
Next version of my MM viewer tool (which 'll become MM editor tool in future). Need to be placed (unpacked) to game folder, then can be launched. In this version: -fixed texturing bugs; -added support of all MM6-8 map formats (but several maps not supported yet); - preliminary support of outdoor map...
- 21 Apr 2009, 14:05
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
Thanks. May be this happen because lack of space for engine in-memory buffers in higher resolutions. In patch I was forced to use minimal possible size for them because of lack of free space in original .exe. So may be this buffers become overflown with data at some points and cause game crush. Btw,...
- 20 Apr 2009, 21:49
- Forum: Might and Magic
- Topic: Modding MM6
- Replies: 75
- Views: 28356
Isnt it the way that there are 2 blue colors and 2 violet ones that cause transparency in MM6? I use the indicated modus for the pics (others work) with exact or local palletes and dont know why it doesnt work suddenly ... Sprites in .lods are 8-bit pictures with palletes of 256 colors. So each pix...
- 20 Apr 2009, 21:17
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
No, I have not this error and nobody reported it yet. So thanks for reporting. May be it is some issue with resolution (I'm mostly testing patch in 1024x768) or MOK-patch version related. I'll try to catch and fix it in nearest several days. In other case may be next (.dll+GUI) version of patch 'll ...
- 20 Apr 2009, 14:05
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
Thanks :) Yes, hi-res patches 'll be made to all MM (6,7,8) for both S/W and D3D modes. And engine itself 'll be updated to use more modern DirectX versions (instead of 6.1), 32-bit color, smoothing of textures in S/W mode etc. But with time and step by step, because I've several other projects (and...
- 13 Apr 2009, 22:51
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
- 10 Apr 2009, 20:47
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
- 08 Apr 2009, 22:40
- Forum: Might and Magic
- Topic: Classes and Spells... where?
- Replies: 7
- Views: 3046
- 08 Apr 2009, 20:21
- Forum: Might and Magic
- Topic: Maestro's MM6 MOD
- Replies: 57
- Views: 26104
- 08 Apr 2009, 14:07
- Forum: Might and Magic
- Topic: Classes and Spells... where?
- Replies: 7
- Views: 3046
To modify skill table of classes you can try "Skill Availability Editor" by Versenwald (http://www.blimix.com/mm7)
- 03 Apr 2009, 22:23
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
So below the link to MMResTool 0.2.7 with playable MM7/D3D patch. It supports .exe versions 1.0.0.1 (Chinese, English, Russian, 609 changes reported) and MOK-patch version 1.2.1.0 (597 changes reported). Btw, target .exe must not be packed by some exe-packer like UPX. All must be workable (with some...
- 30 Mar 2009, 20:24
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
For these, who waiting next patch. I'm already released v.0.2.7 on Russian forum, but it workable only for mm7.exe v.1.0.0.1 currently (602 changes reported). Support of MOK's mm7-rel.exe (v.1.2.1.0) should be completed in one-two next days, then I'll release it here too. And patched MM7 is pretty p...
- 25 Mar 2009, 19:30
- Forum: Might and Magic
- Topic: Englification -- MM7 and MM8
- Replies: 1
- Views: 1606
AFAIK, this is no more illegal (actually less, I think), then downloading of MOK patches and BDJ mod ;) And in case of MOK+BDJ mod usage for MM7 I'm dont think you need any additional files to make Englification of your version, because: 1) MOK patches contain executables with English interface (dia...
- 23 Mar 2009, 19:06
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
Nobody must experience it now, I hope :) Btw, MM8 in D3D mode seems apply dynamical recoloring to creatures with clothes too (unlike MM7). And it looks really bad. Take close look at lizards at the begining of the game after textures conversion. If recoloring disabled, they look almost exactly as in...
- 23 Mar 2009, 14:36
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
- 23 Mar 2009, 00:50
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
- 21 Mar 2009, 17:23
- Forum: Might and Magic
- Topic: mmtools development
- Replies: 64
- Views: 89108
After some research last week I'm seems figured out, how to change game maps (even 3D-models of areas and dungeons). With glitches yet, but more-or-less workable both in SW/HW modes. So decided to separate .exe-patching and resource-editing tools. MMResTool will be oriented to .exe-related tasks mos...