

All at their time, let´s get bloody Dracolich, Ghost Dragon, Minotaur Lich and Dwarf Zombie (<- for Jamesx) out of the way first. After that, I˙ll try tackle the Erathian Black Dragon (already got images and sprites - Heroes III sprites, that is) and then, well ... Vampires!Templayer wrote: Also guys - after you are done with paperdolls (I WANT AN ENROTHIAN BLACK DRAGON PAPERDOLL FOR THE WARLOCK QUEST DRAGON FAMILIAR IN ANTAGARICH, GODDAMNIT![]()
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you could try repainting armours? Currently only like 3/8 of armours are available for them not sitting on MM8 paperdolls.
And also after that is done, you could try creating new equipment? If the style sits, then it shouldn't be a problem for Xfing to get proper values for it and classify it into tiers, etc.
And if Rodril is against that because it wasn't in the game before - hey, we can make it an Optional Modification!
Possibilities are endless at this point.
Except for new code things, since there are way too many little bugs right now.
Also don't forget to send me pictures of each new paperdoll + base portrait variant so that I can present that on the Tracker. That means Lich variants, zombie ones,...
PPS for Spectral: I have been long since been saying that there should be Vampire variants as well. Those should be the easiest to do, since it would mean adding fangs, making the skin more pale and adding glowy eyes. Minotaur Vampires, Dragon Vampires, Dark Elf & Elf Vampires, Goblin Vampires. Troll Vampires, Dwarf Vampires.... I mean heck, if someone does it via the Unlocker, who are we to deny the possibility?![]()
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PPPS: The way those Vampire variants could work (rather easily) would be for them to be disabled by default (and as such only available by the unlocker), and when manually selected the race would be vampire (with any class) and if a specific race was selected with the Vampire class, the graphic would switch to that variant by default (so selecting Vampire as a class and then selecting the graphic, for example Minotaur, would produce Minotaur Vampire instead of "Vampire Vampire").
You know what that would mean? We could have a full party of various UNDEAD. EVIL POWER MAXIMUM!!!![]()
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(why not have like Human Skeleton Knight (i.e. death knight(I know it is wrong but choosing the Lich race with the Knight class is just too awesome, I finished the game like that once, it's on youtube
)), Minotaur Lich, Ghost Dragon (class probably Dragon), Dwarf Vampire Priest and zombie paladin (i.e. blackguard in this case)? Or any other combination, the possibilities would be quite many in this case.)
THE SCOURGE OF ENROTH MOD.
... did I just put Vampires into the queue? MWAHAHAHAHAH.SpectralDragon wrote: All at their time, let´s get bloody Dracolich, Ghost Dragon, Minotaur Lich and Dwarf Zombie (<- for Jamesx) out of the way first. After that, I˙ll try tackle the Erathian Black Dragon (already got images and sprites - Heroes III sprites, that is) and then, well ... Vampires!![]()
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As long as I can properly repaint them, that is, since I work with big formats and them paperdolls for official characters are tiny as well as with a bloody background.
...
Unless I can already get the brown Minotaur Vampire out of the way because I have said paperdoll bitmaps thanks to both Jamesx and Rodril. :,DD
There are artists and graphic designers needed for making armor from MM6 and MM7 be able to be with by MM8 paperdolls from what I've heard.foreverthesceptic wrote: I'm also able to provide any 2D/3D graphic assistance if needed.
I gave it a try, and it shows another bug now:Rodril wrote: Send me your savegame file please. Try this command again after today's update.
Better late than never, especially after all Dragon shtick is done. You better hope that Jamesx would do his part as well, since he'll have Dwarf Zombie paperdolls (as well as regular Dwarf ones, I can imagine) and well, now imagine Dwarf Zombie Vampires.Templayer wrote: ... did I just put Vampires into the queue? MWAHAHAHAHAH.![]()
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Guys? Where can I find character voice sets? Dragon voices, Minotaur voices....Rodril wrote:GrayFace wrote:
Added to the original report on the Bug Tracker.schubi wrote:I gave it a try, and it shows another bug now:Rodril wrote: Send me your savegame file please. Try this command again after today's update.
https://i.imgur.com/7HfDwuG.png
With the console command, you can finish the quest now without it coming up all the time, but the following quests and their houses are still empty.
Without the command, I'm getting a pretty long error log.
I've put the save file from the end of the breeding zone, plus the log of the error into the following file for you:
https://mega.nz/#!5RBixKKJ!LOgczZHKJii8 ... YVjNvd6VW0
Hope it helps to figure out what causes it.
Check my signature for the Tracker for the Merge. There is A LOT of information there.foreverthesceptic wrote:Hi all, I just finished playing might and magic 6 proper and accidentally discovered this mod. Bloody hell, wow!! It is really impressive what has been done with this mod. I decided to give it a quick go yesterday and the first thing that stands out is the graphics or at least the texture quality. I'm super impressed!!! well done all who have been involved with this project.
I have something to report, I watched a playthrough on youtube and based on the video hirelings are no longer available because the mod is using the mm8 engine. During my playthrough yesterday it seems this feature is now enabled - brilliant! During my playthrough I may have found a bug. I decided to quickly visit dragonsand via the Buccaneer's Lair and flew over to pick up the hireling that does town portal once per day. However, she is unable to cast it properly. I tried doing it about 20 times and out of the 20 times it only worked 2 times - it looked like she was unable to load the town portal page, it would just flicker and nothing would happen and when I'd try again, she would give the usual message of only being able to cast it once per day. Of course, I'd rest a day before trying again to cast it because she can only cast the spell once per day. Is this a known issue? if not, it might be worth looking into.
Furthermore, how is it possible to travel between the different worlds? Also, how much of the game is enabled? how is the light and dark paths of mm7 dealt with? Can you use the same party you created from part 6 in part 7 and 8? Is there any documentation that would explain a lot of this?
Thank you. Keep up the great work!
I'm also able to provide any 2D/3D graphic assistance if needed.
Thank you for savegame. Put this file into "Scripts\Global" folder, replacing existing: https://www.dropbox.com/s/80jndjwnxrsnr ... s.lua?dl=0schubi wrote:Hope it helps to figure out what causes it.
Sound files itself are in "Data\EnglishD.lod", indexes for sounds are assigned in "Data\Tables\Sounds.txt", voice sets are configured in "Data\Tables\Character Voices.txt", indexes of voice sets are used in "Character portraits.txt" in "Def voice" column.Templayer wrote:Guys? Where can I find character voice sets? Dragon voices, Minotaur voices....
- At certain point ingame character will explain how to travel between continents;foreverthesceptic wrote:Furthermore, how is it possible to travel between the different worlds? Also, how much of the game is enabled? how is the light and dark paths of mm7 dealt with? Can you use the same party you created from part 6 in part 7 and 8? Is there any documentation that would explain a lot of this?
If it is same version, that have been posted in MMExtension thread some time ago, i'm afraid it has strange bug with doors processing: after recompiling Stone City map with it, second elevator stopped working: only few facets of orginal door have moved, instead of all of them. Unfortunately, I can not provide any examples at the moment.GrayFace wrote:Here's current version of the editor, it allows it:
https://www.dropbox.com/s/qu6v9q2nhvwb2 ... g.rar?dl=1
https://www.dropbox.com/s/l1ch92ulz24bj ... l.rar?dl=1
Very nice, so then technically a code buff could potentially add new voices into these files? If yes, bloody EXCELLENT!Rodril wrote: Sound files itself are in "Data\EnglishD.lod", indexes for sounds are assigned in "Data\Tables\Sounds.txt", voice sets are configured in "Data\Tables\Character Voices.txt", indexes of voice sets are used in "Character portraits.txt" in "Def voice" column.
DaveHer wrote:@Templayer
After all the trouble I gave you, It turns out that the new update for the editor will work in full screen mod. Isn't it funny?
Rodril wrote:Sound files itself are in "Data\EnglishD.lod", indexes for sounds are assigned in "Data\Tables\Sounds.txt", voice sets are configured in "Data\Tables\Character Voices.txt", indexes of voice sets are used in "Character portraits.txt" in "Def voice" column.Templayer wrote:Guys? Where can I find character voice sets? Dragon voices, Minotaur voices....
I have already replied to his question before you and you either forgot about the Tracker, or didn't check it after I reworked it a few weeks ago. At the start there is a section on the tracker that informs the user about the features of the Merge, etc.Rodril wrote:- Unfortunately not.foreverthesceptic wrote: Is there any documentation that would explain a lot of this?
Have fun, Templayer! I'm already past number 30 on Dracolich portrait count, so yes, if I do work on it for an entire day tomorrow, then there is a chance that the zip of it all will come just as well.Templayer wrote:Rodril wrote:Sound files itself are in "Data\EnglishD.lod", indexes for sounds are assigned in "Data\Tables\Sounds.txt", voice sets are configured in "Data\Tables\Character Voices.txt", indexes of voice sets are used in "Character portraits.txt" in "Def voice" column.Templayer wrote:Guys? Where can I find character voice sets? Dragon voices, Minotaur voices....![]()
Generally it's only unsafe if some map has been structurally changed. That is, geometry or number of stuff on it. If none of the files with "games.lod' in their name changed, you can be sure you're safe.Crusader_bin wrote:Wow, you guys sure work fastBTW, is it safe for the saves to update the game using 31.05 data, or is it new game each time an update hits?
Yes it is, pretty much. Would need to check the bug.Rodril wrote: If it is same version, that have been posted in MMExtension thread some time ago, i'm afraid it has strange bug with doors processing: after recompiling Stone City map with it, second elevator stopped working: only few facets of orginal door have moved, instead of all of them. Unfortunately, I can not provide any examples at the moment.
From what I know, no, thus for now you're on your own if you plan on starting there. Myself I'm doing new character paperdolls and portraits, thus having quite a bit of work already. ^^;Xfing wrote:Proceeding nicely with those new assets!
Are there any plans to do the equipment that's still missing?
Seems to work now. The houses aren't empty, and I got the next quests there. Thanks for your work, and I hope I don't have to report more in the next time.Rodril wrote:Thank you for savegame. Put this file into "Scripts\Global" folder, replacing existing: https://www.dropbox.com/s/80jndjwnxrsnr ... s.lua?dl=0
Before entering Archibald's throne room, execute command: evt.SetNPCTopic{427,0,918} .
Check if MM3 heroes are in their houses, tell me if it works.
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