MM 6/7/8 Total Remake
Re: MM 6/7/8 Total Remake
There are still many odities in original code, maybe there is some good way to report them? Anyone needs it? For example, I can see that:
if (pCharacter->classType == PLAYER_CLASS_KNIGHT)
pCharacter->sResMagicBase = 10;
knight gets sResMagicBase on start, but this value is never usued in any calculations. Its that never used inside mm7 original code (i.e., left from mm6), or its a mistake? I can lots off odd stuff like that.
if (pCharacter->classType == PLAYER_CLASS_KNIGHT)
pCharacter->sResMagicBase = 10;
knight gets sResMagicBase on start, but this value is never usued in any calculations. Its that never used inside mm7 original code (i.e., left from mm6), or its a mistake? I can lots off odd stuff like that.
Re: MM 6/7/8 Total Remake
Yes, I did it and it works.namad wrote:so you rename the .ra file to an .exe?
- Macros the Black
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Re: MM 6/7/8 Total Remake
The Knight does get the magic resistance in MM6. It could be they decided to get rid of it because they rebalanced the Knight by giving him Armsmaster. I actually never knew the Knight didn't get that in MM7.RyuMaster wrote:There are still many odities in original code, maybe there is some good way to report them? Anyone needs it? For example, I can see that:
if (pCharacter->classType == PLAYER_CLASS_KNIGHT)
pCharacter->sResMagicBase = 10;
knight gets sResMagicBase on start, but this value is never usued in any calculations. Its that never used inside mm7 original code (i.e., left from mm6), or its a mistake? I can lots off odd stuff like that.
Last edited by Macros the Black on 28 Sep 2016, 16:43, edited 1 time in total.
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.
Re: MM 6/7/8 Total Remake
I see, you know lots of stuff I guess I'll post questions like this here, if I encounter them, and later then I'll just merge my fixes with original build. Also good way to learn more about it myselfMacros the Black wrote: The Knight does get the magic resistance in MM6. It could be they decided to get rid of it because they rebalanced the Knight by giving him Armsmaster. I actually never knew the Knight didn't get that in MM7.
Re: MM 6/7/8 Total Remake
Hey guys, resumed work on original engine remake
new code repository: https://github.com/gp-alex/world-of-might-and-magic
those familiar with C++ feel free to download & help
new code repository: https://github.com/gp-alex/world-of-might-and-magic
those familiar with C++ feel free to download & help
Re: MM 6/7/8 Total Remake
Magic damage & resistance is legacy MM6 stuff in the code, not used at all in MM7.RyuMaster wrote:There are still many odities in original code, maybe there is some good way to report them? Anyone needs it? For example, I can see that:
if (pCharacter->classType == PLAYER_CLASS_KNIGHT)
pCharacter->sResMagicBase = 10;
knight gets sResMagicBase on start, but this value is never usued in any calculations. Its that never used inside mm7 original code (i.e., left from mm6), or its a mistake? I can lots off odd stuff like that.
There are also skills like Diplomacy and Theft that are in the code since MM6 but not used also.
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- Leprechaun
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- unknownone
- Pixie
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Re: MM 6/7/8 Total Remake
Wow, it looks good! Is it rendered in Unity with the MM interface graphics imported?
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4
Re: MM 6/7/8 Total Remake
Very impressive stuff. Well done, hope to see more
Re: MM 6/7/8 Total Remake
Great to hear that you are still keeping the project alive :-)
Re: MM 6/7/8 Total Remake
Great work!!! Thanks for keeping it alive!
Re: MM 6/7/8 Total Remake
I'm playing MM7 for the first time, thanks to this African gentleman: https://youtu.be/l6rmG4ZbLTA
I have previously played MM:Gates To Another World on Sega Megadrive and I also tried out some of the Heroes 1-5 collection on PC.
Your remake looks far better than I expected. It appears to feature better water, more complex geometry, trees as models rather than sprites etc. Going above and beyond. It is clearly an immense undertaking, I didn't read the entire thread, but I hope you are opening up the code to others and putting it in some sort of github in case you drop out, the job can be taken up by others.
My most disliked thing about the original is the draw distance, how does your remake fare on that account?
Can you make draw distance infinite like Doom engine?
I have previously played MM:Gates To Another World on Sega Megadrive and I also tried out some of the Heroes 1-5 collection on PC.
Your remake looks far better than I expected. It appears to feature better water, more complex geometry, trees as models rather than sprites etc. Going above and beyond. It is clearly an immense undertaking, I didn't read the entire thread, but I hope you are opening up the code to others and putting it in some sort of github in case you drop out, the job can be taken up by others.
My most disliked thing about the original is the draw distance, how does your remake fare on that account?
Can you make draw distance infinite like Doom engine?
Re: MM 6/7/8 Total Remake
absolute amazing result! I love the new graphics.
Hope this project will be continued. Is there any information about what is already done, on what the devs working at the moment, what kind of help maybe needed.
And the idea of more draw distance sounds also great. If it is possible.
Hope this project will be continued. Is there any information about what is already done, on what the devs working at the moment, what kind of help maybe needed.
And the idea of more draw distance sounds also great. If it is possible.
Re: MM 6/7/8 Total Remake
It looks like images are down now.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
Re: MM 6/7/8 Total Remake
The last commit was no older than a couple of months ago so it seems to be alive(ish) :-)
- Talin_Trollbane
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Re: MM 6/7/8 Total Remake
Well.....i dunno, until i get some evidence im gonna mark this one as dead.
Last edited by Talin_Trollbane on 24 Dec 2018, 13:48, edited 1 time in total.
Ultima, Elder Scrolls and Might and Magic Veteran.
Re: MM 6/7/8 Total Remake
It's not dead.. just very sporadic
Re: MM 6/7/8 Total Remake
By the way we have a discord now, feel free to join: https://discord.gg/NkRfjEfrgT
Last edited by Nomad on 19 Nov 2021, 21:12, edited 1 time in total.
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Re: MM 6/7/8 Total Remake
Today I was surprised to see https://lobste.rs/s/e8fwaf/open_reimple ... agic_6_7_8
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