The Chaos Conspiracy has been released!

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
User avatar
asterix15
Pixie
Pixie
Posts: 109
Joined: 17 May 2007
Location: Holland

Unread postby asterix15 » 19 Nov 2009, 20:46

Baddies ?! Nice! B-)

User avatar
Variol
Wraith
Wraith
Posts: 1269
Joined: 05 Sep 2008

Unread postby Variol » 20 Nov 2009, 13:59

What are they? Some type of drake?

User avatar
vladimir-maestro
Genie
Genie
Posts: 1038
Joined: 19 Jun 2008

Unread postby vladimir-maestro » 20 Nov 2009, 16:18

gargoyles.
drakes not done yet...only a dragons
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

User avatar
koval321
War Dancer
War Dancer
Posts: 368
Joined: 20 Jan 2008

Unread postby koval321 » 21 Nov 2009, 08:55

I think each monster should have 100% resistance to one and 50% to else elements, and one weak point where he will be 0% resistat. And monster name shouldn't spoil his resistances (for example "fire something") In result identify monster become more usefull and give tactic value to game.

Strange idea, what about add dinosaurs to game? They could be tough monsters on one island.

User avatar
vladimir-maestro
Genie
Genie
Posts: 1038
Joined: 19 Jun 2008

Unread postby vladimir-maestro » 21 Nov 2009, 12:14

koval321 wrote: Strange idea, what about add dinosaurs to game? They could be tough monsters on one island.
:| !burn the warlock! ;|
you will understand the real meaning of this alittle bit later... :devious:
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

User avatar
Variol
Wraith
Wraith
Posts: 1269
Joined: 05 Sep 2008

Unread postby Variol » 21 Nov 2009, 20:00

So, are the new creatures just window dresssing? I mean, are they the same old creatures, but look different?

User avatar
jeff
Moderator
Moderator
Posts: 3744
Joined: 06 Jan 2006

Unread postby jeff » 22 Nov 2009, 01:30

Variol wrote:So, are the new creatures just window dresssing? I mean, are they the same old creatures, but look different?
You will have to wait for Jim to give you a definitive answer, but while I was actively working on the project; the new creatures created used only the graphic slot. Both BDJ and Vladimir took pride in the fact that not only were the graphics new but the statistics and type of attacks were new and unique to the new creature. I do not know how many of Vladimir’s new creatures have been given to BDJ at this time to include into the game. I have not been in contact with either of the other team members in some time but I would assume they will also have new characteristics appropriate to their type, and only the actual slot is the same. They were both also developing new sound files for the new creatures.
Mala Ipsa Nova :bugsquash:

User avatar
vladimir-maestro
Genie
Genie
Posts: 1038
Joined: 19 Jun 2008

Unread postby vladimir-maestro » 22 Nov 2009, 08:53

Jeff, I sent Jim 10(+1) new creatures and working under 3 new.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

User avatar
jeff
Moderator
Moderator
Posts: 3744
Joined: 06 Jan 2006

Unread postby jeff » 22 Nov 2009, 16:03

vladimir-maestro wrote:Jeff, I sent Jim 10(+1) new creatures and working under 3 new.
Nice to hear from you again, and that is good news. The creatures I have seen have been very nicely done.
Mala Ipsa Nova :bugsquash:

Bowerbank
Leprechaun
Leprechaun
Posts: 49
Joined: 01 Oct 2007

Unread postby Bowerbank » 25 Nov 2009, 00:10

really cool to see a new mod, check back every few months on MMX progress and any other news, but I have only just noticed your mod! sounds great and hopefuly I'll have a play of it when you get it complete. :)

good work and thanks for you efforts

User avatar
Lord13
Demon
Demon
Posts: 311
Joined: 16 Jan 2006
Location: Around Harmondale

Unread postby Lord13 » 25 Nov 2009, 11:01

Can't wait for the final version too. I had to format my hard drive
so I will start it again when the final version is out ;)

Btw, maybe it's not the right place to post it, but wouldn't
be great to add a sticky at MnM section with all the links
and infos of the mods/patches we have until now? I formated
my pc and now that I need to download them all again I realize
is so chaotic to find them all. Could be also a guide for the
mods/projects are under development with link and few infos.
Could be an update of the current FAQ sticky ofc. Just an idea :P
Every man dies...
Every beast dies...
Only heroes live forever!

User avatar
vladimir-maestro
Genie
Genie
Posts: 1038
Joined: 19 Jun 2008

Unread postby vladimir-maestro » 25 Nov 2009, 13:57

We were thinking about this idea for a looong time.
It is really difficult to complete such idea because MM was popular in many different contries...and some people are not speaking english but still could have something in their projects too.
I'll try to made a post about this.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

User avatar
Big Daddy Jim
Swordsman
Swordsman
Posts: 551
Joined: 29 Oct 2007
Location: Republic de Panama

Map Manipulations

Unread postby Big Daddy Jim » 29 Nov 2009, 18:18

Corlagon wrote:Wow BDJ, okay, when at first I just liked your mods I can now safely say I worship you. Brand new maps... theoretically I guess the gameworld can now be as large as you like!

I'm begging you to put your methods into a tutorial and release the custom code you created to the public: they'd be invaluable for the MMX and remake projects, and can only increase the replayability of the games.
Corlagon,

Sorry for the delayed reply. I've been a-bit busy and also thinking about 'tutoring' on the methods of changing map terrain and the-like. It's a somewhat 'tedious' serious tasks to manipulate these map databases. Much can be done using custom C-code, but, in the end, there can be many, many Hex 'tweaks' required to finalize a single map area. It probably will take a programmer who knows his/her way around C and C++ and understands basic database theory to make the effort worthwhile. I may be willing to personally 'tutor' one of your team's programmers on the basics of map generation, if he/she has the time. A C-compiler is a must, however. I am using Dev-C++ from Bloodshed. It's free and downloadable and quite 'robust'.

If your team is interested, have one of your programmers contact me via email at mm7rev4modrel2@yahoo.com. All I ask is ackowledgement as a contributor/consultant to MMX.

BDJ


Image
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.

http://www.mediafire.com/BDJs

User avatar
Corlagon
Archangel
Archangel
Posts: 1421
Joined: 03 Sep 2007
Location: HC/CH

Unread postby Corlagon » 30 Nov 2009, 23:50

A thousand thanks, BDJ, from all the team. We've just sent out a correspondence.

User avatar
Big Daddy Jim
Swordsman
Swordsman
Posts: 551
Joined: 29 Oct 2007
Location: Republic de Panama

TCC Files

Unread postby Big Daddy Jim » 03 Dec 2009, 15:58

The TCC files have been removed from the download site in preparation to posting of the final TCC release.

The final TCC release, and hence TCC game, will be in two parts. In order to complete the game, both parts must be completed in game play.

Part 1 (the original TCC Game with additional graphics and modified 'end game' quests) will be posted around Dec26th.

Part 2 (The 'expansion') will be posted in late January/early February.

Completion of the 'new' Part 1 is required to enter Part 2. The player cannot simply load a SAVED Game from the original TCC and expect to be able to enter Part 2.

I encourage those who are interested in this final release to download, install, and play through the new Part 1 and SAVE your game at the transition to Part 2. The SAVED Game **must** be in the first SAVED Game slot!!!!! Then wait for the Part 2 release. Once Part 2 is released, downloaded and installed, the SAVED Game will then take the player immediately into Part 2.

More details to follow.

FYI ...

BDJ
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.

http://www.mediafire.com/BDJs

User avatar
Variol
Wraith
Wraith
Posts: 1269
Joined: 05 Sep 2008

Unread postby Variol » 03 Dec 2009, 18:19

I'm no good at all this techy stuff, but if you need a tester, I'd be happy to help.

I just got my Win 7 upgrade today, so I will be running that shortly. I hope it will fix my Vista problems.

User avatar
vladimir-maestro
Genie
Genie
Posts: 1038
Joined: 19 Jun 2008

Unread postby vladimir-maestro » 03 Dec 2009, 22:16

This expansion was smart decidion cause MM6 got limits in quests, monsters and other stuff...and we maximized all of this limits!

So Jim found a way to expand this limits with additional files that will work one after another.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

User avatar
koval321
War Dancer
War Dancer
Posts: 368
Joined: 20 Jan 2008

Unread postby koval321 » 09 Dec 2009, 13:53

I found resources (all graphics) from daggerfall, and am wonder maybe these could be used in custom MM? Maybe am wrong but i see lot of connections between both games in monsters and paperdoll+clothes.

They can be download here: http://forum.drdteam.org/viewtopic.php?f=6&p=39709

User avatar
Big Daddy Jim
Swordsman
Swordsman
Posts: 551
Joined: 29 Oct 2007
Location: Republic de Panama

Unread postby Big Daddy Jim » 09 Dec 2009, 19:27

koval321 wrote:I found resources (all graphics) from daggerfall, and am wonder maybe these could be used in custom MM? Maybe am wrong but i see lot of connections between both games in monsters and paperdoll+clothes.

They can be download here: http://forum.drdteam.org/viewtopic.php?f=6&p=39709
Thanks for the link. I have downloaded the file(s) and looked them over. Unfortunately, they are all .GIF format and the MM game uses .bmp and .tga.bmp RGB files.

BDJ
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.

http://www.mediafire.com/BDJs

User avatar
vladimir-maestro
Genie
Genie
Posts: 1038
Joined: 19 Jun 2008

Unread postby vladimir-maestro » 09 Dec 2009, 19:45

they could be re-coded into BMPs
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.


Return to “Might and Magic”

Who is online

Users browsing this forum: Ahrefs [Bot] and 5 guests