GrayFace wrote:
Templayer wrote:GrayFace wrote:
No, it can't have any effect. Also, remind me what error log you got.
Cannot find the log on the thread. I tried searching for posts by me containing "stack" and "stacktrace", only got two posts by me, one of which was me citing someone else's crash and the other the first launch crashing I was getting (which we eventually found out that it was due to there being an ancient version of a script in the package... after removing it, it started working. What is really weird is that the Merge with such a faulty script worked for some people, and crashed at launch for others
). I might eventually reproduce it while backing up my current installation.
If it's a Lua error, it should contain "stack traceback:". If it's a hard crash, it should contain "Function Calls:".
This might be it: (clean folder, clean install from GOG, put base merge package in - at this point I tried both not running the Merge and running it, and the base Merge package worked nicely. Then the Merge update - that breaks it, no matter if I put what was back then the newest GrayFace patch over it or not)
Code: Select all
——————————————————————————————————————————————————————————————————————————————————
...he World of Enroth\Scripts\Structs\01 common structs.lua:447: struct expected, got nil
stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua:1044: in function <Scripts/Core/RSMem.lua:1036>
...he World of Enroth\Scripts\Structs\01 common structs.lua:447: in function <...he World of Enroth\Scripts\Structs\01 common structs.lua:445>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1006: in function '__index'
...he World of Enroth\Scripts\Structs\01 common structs.lua:481: in function <...he World of Enroth\Scripts\Structs\01 common structs.lua:474>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1006: in function '__index'
...RGE - The World of Enroth\Scripts\Structs\00 structs.lua:36: in function 'OldGame'
...The World of Enroth\Scripts\Structs\CharacterOutfits.lua:10: in function 'OldGame'
...ERGE - The World of Enroth\Scripts\Structs\GlobalTxt.lua:4: in function 'OldGame'
...E - The World of Enroth\Scripts\Structs\RacialSkills.lua:5: in function 'OldGame'
...rld of Enroth\Scripts\Structs\RemoveHouseRulesLimits.lua:61: in function 'OldGame'
...he World of Enroth\Scripts\Structs\RemoveItemsLimits.lua:22: in function <...he World of Enroth\Scripts\Structs\RemoveItemsLimits.lua:21>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1006: in function '__index'
...RGE - The World of Enroth\Scripts\Structs\00 structs.lua:15: in function <...RGE - The World of Enroth\Scripts\Structs\00 structs.lua:14>
arguments of '...he World of Enroth\Scripts\Structs\01 common structs.lua:447':
define = (table: 0x04205610)
upvalues of '...he World of Enroth\Scripts\Structs\01 common structs.lua:447':
mmver = 8
mmv = (function: 0x041e8770)
----------------------------------------------------------------------------------
>
DaveHer wrote:@Templayer
ARTIFACTS AND RELICS 130
MM6 130
Helmets 130
Normal paperdolls 130
Minotaur paperdoll 130
Troll paperdoll 130
Dwarf paperdoll 130
I assume that this means to redo the MM6 ARTIFACTS AND RELICS Helms to fit Normal Minotaur Troll and Dwarf paperdolls. Right? In the merge’s Items.txt, MM6 section, I found Arthur and Odin. They are crown but listed as Helmets. Are these the ones to be redone? I think I can do it. I had to do a lot of that for CCR and had to reposition the helmets. I did some helmets for MM7 which is harder because there is no complex.Item.txt and the merge does have that.
David Hernandez
Yeah, unless GrayFace made the artifact / relic headgear, those are missing. Boots too I think, but some have been implemented under a different sprite. I think.
DaveHer wrote:@Templayer or GrayFace,
In the Complex item pictures.txt, Is t4 for Dwarf paperdolls?
David Hernandez
Too lazy to check. Also if you want GrayFace to respond to you, please cite him so that he gets a notification. You can false cite too, and it works.
Like this:
GrayFace wrote:Omniscience flows through me!
blacktrance wrote:Is there any walkthrough for this? Or, could someone tell me what I should be doing next? I have the Runaway Chaos in my party (and have solved all of his riddles) and I'm in the building in the middle, but all the buttons in the towers won't budge, and same for many of the doors. I have no idea what I should be doing next.
I think the version I'm playing is kind of old, so I might just be encountering bugs that have been fixed since then, but I'd rather not update in case that messes something up.
You can check the tracker. I cannot tell you if you have an old version or not. Also there is currently no walkthrough for the fourth storyline.
Warlockk wrote:Templayer wrote:First - check the Tracker for additional info about the Merge. It is in my signature.
Thanks!
It is really awesome, the decision about Black dragon is brilliant
I guess it takes me some time to look at all new info. By the way, I can help with Russian localization for Merge If you need.
Templayer wrote:Second - check here
https://grayface.github.io/mm/ext/ and the manual that comes with it (link to the manual is inside the page I have posted a link to). GrayFace has essentially reverse-engineered the engine, not only allowing us to make new maps (and making stuff like a map editor, etc.) but also brand new functionality (like custom buttons in-game, etc.). Sower made a script that actually makes gloves wearable on the paperdoll (only the base leather gloves have been repainted to work with that, but it looks awesome! Too bad people haven't been repainting more of them... ) - that script hasn't been included to the Merge yet (due to the lack of repaints). This should give you the answer to your question about how much can you edit the game at this point... no custom spells and skills though!
(unless you code some in LUA from scratch, which would probably be possible... )
Great, It must really help me
To be honest I am not so good at repainting, only have repainted some sprites in Heroes 3(turned out not very beautiful
) but now I have a lot of free time so can try to improve my skill in painting. All in all, when an area will be ready it needs new sprites.
Templayer wrote:KREWLOD. I DREAMT OF HAVING THAT IN-GAME, the Heroes 3 vista looks beautiful! Just make sure not to make flat towns. Most Might and Magic 6-8 towns are extremely FLAT. I would love them to have verticality! (like the Heroes 3 towns do!. My recommendation would be to fully, and I mean FULLY create one map first. Like Krewlod. Quests, everything. After you are done with one map, it can be implemented to the merge as an optional content. No overarching quests. Except maybe some from existing maps, there are a few empty non-clickable doors in MM6-8.
After you are finished with that one map, you can start making another, and this time making connections to the first (like over-arching quests and references). Once you are finished with that, added to the Merge. And so on.
This would probably be the best way of doing so, otherwise you are risking of going the way 99% of such efforts ended up like.
Yeah, I am exactly of the same opinion. It should be realized in parts in case someone should be able to continue the project with already ready developments. Krewlod for sure will be the first map, Vori will be the second. The music of this area (Krewlod) is ready (can use from H3 Rough theme). Well, my decision is now I am gonna make Model of Krewlod map in H3 editor, then I will send It to be discussed there for quests, enemies, objects and so on, and then I will start to make It in MM7 editor.
Warlockk wrote:And as I promise this post is about new classes and rases.
First of all, my suggestion is to change a little a Druid class and to give them Expert of a dagger skill (not Master) and new ability of Efficiency of Magic wand (norm. gives 10%, expert 30%, master 50% and Grand 75 % adding to damage or (If it is a wand of paralyzing) a chance of positive effect.
The second one is to add a new class "Barbarian" (promotion is Berserk (or sth else), good line promotion is Сhieftain and bad side promotion is Executioner).
The Barbarian class uses Grand Axe skill, Expert Leather,Norm. Plate armor, Expert sword and Spear, Norm. Shield skill, Grand of Bodybuilding and Armmaster.
The new skill is Slayer (give chance to hit monsters only who have a high level with adding 10%(Normal), 30% (Exp) 50% (Master), and 80% (grand) to total damage)
So the next post which I will prepare is about a New magic system!!!
Hmm, also beware that coding new skills is going to be a hassle and new spell schools I do not even know if it is possible yet in the Extension.
Personally, I would go with the base nomenclature, thus "Efficiency of Magic wand" would be named just "Wands" and everyone could learn it at Normal (except maybe for dragons in the Merge.
), while normal would be 0% additive, but just enable you to use them. This would put it into the line with other weapon skills. The Sorcerer line would then be able to master it, while Druid line would GM it. Sounds good?
UnknownHuman wrote:DaveHer wrote:@Templayer
ARTIFACTS AND RELICS 130
MM6 130
Helmets 130
Normal paperdolls 130
Minotaur paperdoll 130
Troll paperdoll 130
Dwarf paperdoll 130
I assume that this means to redo the MM6 ARTIFACTS AND RELICS Helms to fit Normal Minotaur Troll and Dwarf paperdolls. Right? In the merge’s Items.txt, MM6 section, I found Arthur and Odin. They are crown but listed as Helmets. Are these the ones to be redone? I think I can do it. I had to do a lot of that for CCR and had to reposition the helmets. I did some helmets for MM7 which is harder because there is no complex.Item.txt and the merge does have that.
David Hernandez
Sad to say, that all armor from 6 and 7 are not ingame. Just a few relics.
No Boots, (Leather, Chain, Plate) Armor, Helmets, Belts none of them.
Wrong. Check the Paint Tracker. People like Kristal have made base leather armours from MM6 and MM7 for the MM8 paperdolls, and also the MM7 chainmail. Also relic / artifact and special cloaks were repainted too.
Someone should start with belts, since that would be the easiest next thing (after normal cloaks, that is).