MM 6/7/8 Total Remake

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Talin_Trollbane
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Unread postby Talin_Trollbane » 23 Aug 2010, 21:45

what are you remaking exactly? graphics?
Ultima, Elder Scrolls and Might and Magic Veteran.

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GreatEmerald
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Unread postby GreatEmerald » 24 Aug 2010, 10:19

The engine, obviously.

fornaxx
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id

Unread postby fornaxx » 24 Aug 2010, 15:17

Hey, i have seriously tough about this, I want to be able to take pictures of my friends and put them in my party, It must not be that complicated to take all the pics we need for the game in order with a list or something, and record some voice, then play with your buddies.

That would raaep

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Unread postby Nomad » 29 Sep 2010, 12:07

Hello there

Actors (NPCs, monsters), objetcs, dropped items and other placeables are rendered and animated.
Some problems with palettes (colors) are being solved at the moment.

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Last edited by Nomad on 29 Sep 2010, 12:50, edited 1 time in total.

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Unread postby Nomad » 29 Sep 2010, 12:12

We desparately require some C programmers...

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Unread postby Nomad » 29 Sep 2010, 18:29

Vegetations, vegetations...
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Unread postby Nomad » 30 Sep 2010, 06:00

Colors are fixed.
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Unread postby Nomad » 30 Sep 2010, 15:08

So, now we can walk around, collide, jump, fall and drown.
Enjoy!

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Unread postby GreatEmerald » 30 Sep 2010, 18:09

Heh, no terrain makes it all look like in the Elemental Plane of Air :D

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Unread postby Nomad » 03 Oct 2010, 19:48

Character record:
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NPC Dialogue:
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Velaar
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Thank you

Unread postby Velaar » 06 Oct 2010, 05:56

Thank you for your work. I think this project has a real prospects for growth. Try to find some Russian programmers, I suppose they could give you a hand.


Just a small question :)

Is it slill 20%?

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Unread postby Nomad » 06 Oct 2010, 19:10

Velaar
Hello there. Thanks for your support!
Programmers from all around the world are welcome, if they speak English, or at least C++ :D
Just a small question :)

Is it slill 20%?
Hehe, I guess it's around 35% now.

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Unread postby Velaar » 26 Oct 2010, 05:35

Actually, I don't know if I can help you :)

But I really want to. And may be I can. I'm not a programmer, but I use gentoo linux, and we can try compiling M&M under it. Of course there is no DirectX, but let's just think of it.

Linux community has a huge number of programmers who can work a lot.

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Unread postby Nomad » 26 Oct 2010, 20:36

Mayve we could port it for OpenGL, but honestly, I myself never programmed for linux and I do not know even where to start

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GreatEmerald
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Unread postby GreatEmerald » 27 Oct 2010, 06:53

Well, the original game comes with a software renderer, which is not platform-dependent AFAIK.

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Unread postby Nomad » 29 Oct 2010, 03:17

GreatEmerald
Sure, but it was discarded. It's way too weird, complicated and out-dated.

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Unread postby Ck-NoSFeRaTU » 02 Nov 2010, 00:47

Nomad wrote:Mayve we could port it for OpenGL, but honestly, I myself never programmed for linux and I do not know even where to start
For example: gcc as de facto compiler and libsdl as cross-platform render/sound/input layer.

I have some questions about future plans:
Revision 170. Actors are drawn in Hardware Acceleration Mode. Software render code is to be discarded.
Are there any plans for replacement with functionality of discarded code or all we'll have are ugly similar colored and paint bucketed actors?

Also there are detected some work on D3D10 render which IMHO don't required for project with such engine. This render not only non-cross-platformed, but also requires Windows Vista/7 when there are many windows users which still using XP. So, the question is "why D3D10"?

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Unread postby GreatEmerald » 02 Nov 2010, 16:30

Ck-NoSFeRaTU wrote: Are there any plans for replacement with functionality of discarded code or all we'll have are ugly similar colored and paint bucketed actors?
Uhh, have you been paying attention to either the Grayface's patch or the screenshots in this thread?.. The palette issue has long been fixed.

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Unread postby default8p » 02 Nov 2010, 18:10

D3D10 doesn't require Vista or 7, ran on XP for me.

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Unread postby Ck-NoSFeRaTU » 02 Nov 2010, 21:55

GreatEmerald wrote:Uhh, have you been paying attention to either the Grayface's patch or the screenshots in this thread?.. The palette issue has long been fixed.
I'm not talking about pallete issue, but about coloring method, original NWC accelerated method using hwl-textures where all actors with identical "type" are similary colored. Look at screenshots on this thread, all civils are green.
Grayface in last patches found a way for using software render mode method for actors (which support was dropped from this remake) in D3D and we can enjoy different palleted actors in D3D, but these patches are out of topic, because they will be incompatible with this remake.
default8p wrote:D3D10 doesn't require Vista or 7, ran on XP for me.
Through what? Through 3d-party projects like kmdxc which works like shit and abandoned? Or I have overslept the moment when microsoft have begun support DX10 on XP?
Last edited by Ck-NoSFeRaTU on 02 Nov 2010, 22:02, edited 1 time in total.


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