Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Check your filesystem.
Check your 'Saves' directory. (Perhaps try to move all files out of this directory and then add by one and check if it works properly.)
Check your 'Saves' directory. (Perhaps try to move all files out of this directory and then add by one and check if it works properly.)
Last edited by cthscr on 10 Mar 2020, 10:24, edited 1 time in total.
-
- Leprechaun
- Posts: 16
- Joined: 08 Mar 2020
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
This seems to have worked. I've cleared the "Saves" folder and just inserted the Autosave back in. From this I was able to create save states again. Thank you.cthscr wrote:Check your filesystem.
Check your 'Saves' directory. (Perhaps try to move all files out of this directory and then add by one and check if it works properly.)
- tomchen1989
- Pixie
- Posts: 140
- Joined: 21 Jun 2008
- Location: Europe / China
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
I listed all data tables and scripts changes made by me in my https://github.com/might-and-magic/mm678-i18n/ project.
Most of them are related to i18n readiness issues. But some are about other issues.
I create a "rodril-diff-demo" branch in my mm678-i18n project and create a compare view page ( https://github.com/might-and-magic/mm67 ... -diff-demo ) between rodril's 2019-10-08 vanilla version and my version. Note that the compare is reversed, it is the change "from my version to rodril's 2019-10-08 vanilla version". Some files changes listeds in the compare view page were just taken from community branch or other place and are not made by me, I don't expect them to be merged into vanilla or community branch and didn't list them below.
I guess I will probably create a new branch in https://gitlab.com/templayer/mmmerge/ and submit merge requests. But for now I'm just listing them here.
Scripts/General/FNT_DBCS.lua
https://github.com/might-and-magic/mm67 ... 4cf3d7f3e3
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/26
Double-byte character set support.
However I do not expect it to be merged into rodril version or community branch, at least not for now. I'll release the localization packages separately and this file will be put in the packages (zh_CN has already been released).
----------------------
Scripts/General/NPCNewsTopics.lua
https://github.com/might-and-magic/mm67 ... 4c557c3fc1
Change to function ProcessNamesTXT()
One of the i18n readiness issues:
NPC names i18n
It works along with another new file:
https://github.com/might-and-magic/mm67 ... CNames.txt
NPCNewsTopics.lua file also contains another change to function ProcessMapNewsTXT(). Which works with Data/Tables/News topics - area.txt (the last one in my list)
To be merged into rodril version and community branch
----------------------
Scripts/General/ProgramName.lua
https://github.com/might-and-magic/mm67 ... be5be29d6b
I created this file along with another new file:
https://github.com/might-and-magic/mm67 ... zeConf.ini
to make the program's title "Might and Magic® VIII" i18n-ready
and to specify language, encoding and the exact game version number, so that developers can use them when writing other lua files
This file will be put in the localization packages. I expect it to be merged into rodril version and community branch *probably in the future* (maybe not now).
----------------------
Scripts/Global/ExtraArtifacts.lua
https://github.com/might-and-magic/mm67 ... 23542568d6
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/95
Bow and Blaster recovery time limit (30 and 5). GrayFace does not have these limits. Rodril has them and are defaults and non configurable.
To be merged into rodril version and community branch (not sure why Rodril made this change but I expect the limits to be removed just like GrayFace original version)
----------------------
Scripts/Global/PromotionTopics.lua
https://github.com/might-and-magic/mm67 ... ca641d74a5
One of the i18n readiness issues:
Promotion-related NPC topics i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3093
To be merged into rodril version and community branch
----------------------
Scripts/Global/Quest_CrossContinents.lua
https://github.com/might-and-magic/mm67 ... 23c8dbf43f
One of the i18n readiness issues:
Runaway Chaos NPCs' names i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3102
Also in Quest_CrossContinents.lua, I fixed issus where you answer right/wrong but the NPC says you're wrong/right
To be merged into rodril version and community branch
----------------------
Scripts/Global/Quest_SavingGoobers.lua
https://github.com/might-and-magic/mm67 ... f8efd2f11c
One of the i18n readiness issues:
Saving Goobers Quest related Verdent conversations i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3097
To be merged into rodril version and community branch
----------------------
Scripts/Maps/BrAlvar.lua
https://github.com/might-and-magic/mm67 ... 5f47bd2722
One of the i18n readiness issues:
BrAlvar map strings i18n
It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... rAlvar.STR
To be merged into rodril version and community branch
----------------------
Scripts/Maps/BrBase.lua
https://github.com/might-and-magic/mm67 ... 6d388fe818
One of the i18n readiness issues:
BrBase map strings i18n
It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... BrBase.STR
To be merged into rodril version and community branch
----------------------
Scripts/Structs/After/HardcodedTopicFunctions.lua
https://github.com/might-and-magic/mm67 ... 05a0b78de1
A bug that crashes the game at Shadow Guild riddles, Darkmoor corpses, etc. where the game reads user's input (`Question()`)
As noted by Rodril `AltQuestion()` is "temporary, while MMPatch 2.3 have this bug". Now GrayFace 2.4+ has fixed the problem, and we don't need `AltQuestion()` any more.
To be merged into rodril version and community branch
----------------------
Data/Tables/Bolster - formulas.txt
https://github.com/might-and-magic/mm67 ... b10436ea8f
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/24
For the formula, here I'm using:
`*((BolsterMul+1)^BolsterMul-1))`
The community branch is using:
`*((BolsterMul+1)^BolsterMul)`
Rodril's vanilla version is simply using:
^BolsterMul
I guess it would be better for rodril vanilla version to change it to either of the other two, otherwise it'll be bad for 200% bolster
----------------------
Data/Tables/Continent settings.txt
https://github.com/might-and-magic/mm67 ... de5ecc2282
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/25
It fixes blue sky problem
To be merged into rodril version and community branch
----------------------
Data/Tables/News topics - area.txt
https://github.com/might-and-magic/mm67 ... edbcc6b9d8
One of the i18n readiness issues:
Emerald Island NPC topics i18n
It works along with the modified file:
https://github.com/might-and-magic/mm67 ... CTopic.txt
(I think no change has been made in NPCText.txt for this issue. The fours strings exist there)
https://github.com/might-and-magic/mm67 ... PCText.txt
It should work with this change as well (mentioned above):
Scripts/General/NPCNewsTopics.lua change to function ProcessMapNewsTXT()
To be merged into rodril version and community branch
Most of them are related to i18n readiness issues. But some are about other issues.
I create a "rodril-diff-demo" branch in my mm678-i18n project and create a compare view page ( https://github.com/might-and-magic/mm67 ... -diff-demo ) between rodril's 2019-10-08 vanilla version and my version. Note that the compare is reversed, it is the change "from my version to rodril's 2019-10-08 vanilla version". Some files changes listeds in the compare view page were just taken from community branch or other place and are not made by me, I don't expect them to be merged into vanilla or community branch and didn't list them below.
I guess I will probably create a new branch in https://gitlab.com/templayer/mmmerge/ and submit merge requests. But for now I'm just listing them here.
Scripts/General/FNT_DBCS.lua
https://github.com/might-and-magic/mm67 ... 4cf3d7f3e3
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/26
Double-byte character set support.
However I do not expect it to be merged into rodril version or community branch, at least not for now. I'll release the localization packages separately and this file will be put in the packages (zh_CN has already been released).
----------------------
Scripts/General/NPCNewsTopics.lua
https://github.com/might-and-magic/mm67 ... 4c557c3fc1
Change to function ProcessNamesTXT()
One of the i18n readiness issues:
NPC names i18n
It works along with another new file:
https://github.com/might-and-magic/mm67 ... CNames.txt
NPCNewsTopics.lua file also contains another change to function ProcessMapNewsTXT(). Which works with Data/Tables/News topics - area.txt (the last one in my list)
To be merged into rodril version and community branch
----------------------
Scripts/General/ProgramName.lua
https://github.com/might-and-magic/mm67 ... be5be29d6b
I created this file along with another new file:
https://github.com/might-and-magic/mm67 ... zeConf.ini
to make the program's title "Might and Magic® VIII" i18n-ready
and to specify language, encoding and the exact game version number, so that developers can use them when writing other lua files
This file will be put in the localization packages. I expect it to be merged into rodril version and community branch *probably in the future* (maybe not now).
----------------------
Scripts/Global/ExtraArtifacts.lua
https://github.com/might-and-magic/mm67 ... 23542568d6
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/95
Bow and Blaster recovery time limit (30 and 5). GrayFace does not have these limits. Rodril has them and are defaults and non configurable.
To be merged into rodril version and community branch (not sure why Rodril made this change but I expect the limits to be removed just like GrayFace original version)
----------------------
Scripts/Global/PromotionTopics.lua
https://github.com/might-and-magic/mm67 ... ca641d74a5
One of the i18n readiness issues:
Promotion-related NPC topics i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3093
To be merged into rodril version and community branch
----------------------
Scripts/Global/Quest_CrossContinents.lua
https://github.com/might-and-magic/mm67 ... 23c8dbf43f
One of the i18n readiness issues:
Runaway Chaos NPCs' names i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3102
Also in Quest_CrossContinents.lua, I fixed issus where you answer right/wrong but the NPC says you're wrong/right
To be merged into rodril version and community branch
----------------------
Scripts/Global/Quest_SavingGoobers.lua
https://github.com/might-and-magic/mm67 ... f8efd2f11c
One of the i18n readiness issues:
Saving Goobers Quest related Verdent conversations i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3097
To be merged into rodril version and community branch
----------------------
Scripts/Maps/BrAlvar.lua
https://github.com/might-and-magic/mm67 ... 5f47bd2722
One of the i18n readiness issues:
BrAlvar map strings i18n
It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... rAlvar.STR
To be merged into rodril version and community branch
----------------------
Scripts/Maps/BrBase.lua
https://github.com/might-and-magic/mm67 ... 6d388fe818
One of the i18n readiness issues:
BrBase map strings i18n
It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... BrBase.STR
To be merged into rodril version and community branch
----------------------
Scripts/Structs/After/HardcodedTopicFunctions.lua
https://github.com/might-and-magic/mm67 ... 05a0b78de1
A bug that crashes the game at Shadow Guild riddles, Darkmoor corpses, etc. where the game reads user's input (`Question()`)
As noted by Rodril `AltQuestion()` is "temporary, while MMPatch 2.3 have this bug". Now GrayFace 2.4+ has fixed the problem, and we don't need `AltQuestion()` any more.
To be merged into rodril version and community branch
----------------------
Data/Tables/Bolster - formulas.txt
https://github.com/might-and-magic/mm67 ... b10436ea8f
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/24
For the formula, here I'm using:
`*((BolsterMul+1)^BolsterMul-1))`
The community branch is using:
`*((BolsterMul+1)^BolsterMul)`
Rodril's vanilla version is simply using:
^BolsterMul
I guess it would be better for rodril vanilla version to change it to either of the other two, otherwise it'll be bad for 200% bolster
----------------------
Data/Tables/Continent settings.txt
https://github.com/might-and-magic/mm67 ... de5ecc2282
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/25
It fixes blue sky problem
To be merged into rodril version and community branch
----------------------
Data/Tables/News topics - area.txt
https://github.com/might-and-magic/mm67 ... edbcc6b9d8
One of the i18n readiness issues:
Emerald Island NPC topics i18n
It works along with the modified file:
https://github.com/might-and-magic/mm67 ... CTopic.txt
(I think no change has been made in NPCText.txt for this issue. The fours strings exist there)
https://github.com/might-and-magic/mm67 ... PCText.txt
It should work with this change as well (mentioned above):
Scripts/General/NPCNewsTopics.lua change to function ProcessMapNewsTXT()
To be merged into rodril version and community branch
Last edited by tomchen1989 on 10 Mar 2020, 14:07, edited 1 time in total.
-
- Pixie
- Posts: 119
- Joined: 20 Jun 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
CastFollowersSpell(27, 10, 3) means "mastery=3(M/GM?), skill=10", so ten hours instead of three.Templayer wrote:...
It has already been fixed by cthscr, like yesterday or today or something.
It should be at least in the rodril-fixes branch.
I don't have a master of flight or whatever it's called, so I can't verify in the merge; in vanilla mm6 I just checked and it's 2 hours; CastFollowersSpell(21,10,2) casts fly for ten hours (which makes me believe that it's actually 0=novice, 1=expert, 2=master, 3=grandmaster)
--
Off topic for you, since you despise windows essentials: https://inks.tedunangst.com/l/4512
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Ok, things are skrewed up. Though Mastery 10 shouldn't come. Later Mastery used in JoinSkill(), so 3 is Master, 4 is GM. Fly doesn't have Expert parameters, but MM8 engine is quite silly sometimes (yes, if you somehow has learnt spell, it will never check for spells requirements while casting).eilacomeva wrote:CastFollowersSpell(27, 10, 3) means "mastery=3(M/GM?), skill=10", so ten hours instead of three.Templayer wrote:...
It has already been fixed by cthscr, like yesterday or today or something.
It should be at least in the rodril-fixes branch.
I don't have a master of flight or whatever it's called, so I can't verify in the merge; in vanilla mm6 I just checked and it's 2 hours; CastFollowersSpell(21,10,2) casts fly for ten hours (which makes me believe that it's actually 0=novice, 1=expert, 2=master, 3=grandmaster)
Last edited by cthscr on 10 Mar 2020, 21:36, edited 1 time in total.
-
- Pixie
- Posts: 119
- Joined: 20 Jun 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Oh, ok, thank you; I assumed M because I remembered that in mm6 you can fly without skill requirements (it's something like 5 minutes/point for novice, 10 min/point for experts and 1 hour/point for masters)cthscr wrote:Ok, things are skrewed up. Though Mastery 10 shouldn't come. Later Mastery used in JoinSkill(), so 3 is Master, 4 is GM. Fly doesn't have Expert parameters, but MM8 engine is quite silly sometimes (yes, if you somehow has learnt spell, it will never check for spells requirements while casting).eilacomeva wrote:CastFollowersSpell(27, 10, 3) means "mastery=3(M/GM?), skill=10", so ten hours instead of three.Templayer wrote:...
It has already been fixed by cthscr, like yesterday or today or something.
It should be at least in the rodril-fixes branch.
I don't have a master of flight or whatever it's called, so I can't verify in the merge; in vanilla mm6 I just checked and it's 2 hours; CastFollowersSpell(21,10,2) casts fly for ten hours (which makes me believe that it's actually 0=novice, 1=expert, 2=master, 3=grandmaster)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
I've added changes made to this file, except loading NPCNames.txt - modified LocalizeTables.lua instead.tomchen1989 wrote:Scripts/General/NPCNewsTopics.lua
Without these limits we having "machinegun" issue: characters able to decrease recovery time of ranged attacks too much and after applying haste, they firing arrows too fast (seen video on YT, but cannot find link now).tomchen1989 wrote:Scripts/Global/ExtraArtifacts.lua
...
Bow and Blaster recovery time limit (30 and 5). GrayFace does not have these limits. Rodril has them and are defaults and non configurable.
I've added fixes for readiness issue, but rest lines left unchanged for now, i want to test them a bit more.tomchen1989 wrote:Scripts/Global/Quest_CrossContinents.lua
I've put all changes into my version (related .STR files aswell).tomchen1989 wrote:Scripts/Global/PromotionTopics.lua
NPCText.txt
Scripts/Global/Quest_SavingGoobers.lua
Scripts/Maps/BrAlvar.lua
Scripts/Maps/BrBase.lua
Scripts/Structs/After/HardcodedTopicFunctions.lua
Data/Tables/Bolster - formulas.txt
Data/Tables/Continent settings.txt
Data/Tables/News topics - area.txt
Changes to NPCNewsTopics.lua are very convenient, thank you.
- SpectralDragon
- Swordsman
- Posts: 579
- Joined: 15 May 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
I found this one, but it˙s with Blasters. ^^; https://www.youtube.com/watch?v=e87w5njhO8URodril wrote:Without these limits we having "machinegun" issue: characters able to decrease recovery time of ranged attacks too much and after applying haste, they firing arrows too fast (seen video on YT, but cannot find link now).tomchen1989 wrote::scripts/Global/ExtraArtifacts.lua
...
Bow and Blaster recovery time limit (30 and 5). GrayFace does not have these limits. Rodril has them and are defaults and non configurable.
Yes?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Guys I am sorry, but I have to do something wrong.
All three games finished, Verdant quest for telelocator also finished yet I cannot figure out how to enter Breach.
Please give me a hint,
Thanks,
AV
All three games finished, Verdant quest for telelocator also finished yet I cannot figure out how to enter Breach.
Please give me a hint,
Thanks,
AV
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
This will probably be closed real soon, I haven't got through my mail yet... and the last page of the thread.Rodril wrote:Should be fixed in upcoming update, I hope to update first post at today's evening.joanthedark wrote:Is there a way to make it so stunning doesn't override paralyzing effects? Those 2 are the reasons why I stopped using my Paladin playthrough (I wanted to dual wield Mace/Sword and have a high damage + paralyze chance).
Stunning overrides paralysis
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
I probably posted this a few times already...astropheonix wrote:While dualweilding +DMG modifiers only contribute from off hands, not main hand, so basically only daggers. I believe this change came in one of the grayface patches quite awhile ago.KeyOfGeneralUse wrote:Is it supposed to be that when dual wielding sword & mace neither skill raises the damage value? When wielding a mace alone the damage is increased normally, as per weapon skill.
Dual Wielding Formulas fix
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
You could give us the save folder contents for analysis so we could make sure nobody else gets that problem in the future (ideally).KeyOfGeneralUse wrote:This seems to have worked. I've cleared the "Saves" folder and just inserted the Autosave back in. From this I was able to create save states again. Thank you.cthscr wrote:Check your filesystem.
Check your 'Saves' directory. (Perhaps try to move all files out of this directory and then add by one and check if it works properly.)
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Holy sh.it.tomchen1989 wrote:I listed all data tables and scripts changes made by me in my https://github.com/might-and-magic/mm678-i18n/ project.
Most of them are related to i18n readiness issues. But some are about other issues.
I create a "rodril-diff-demo" branch in my mm678-i18n project and create a compare view page ( https://github.com/might-and-magic/mm67 ... -diff-demo ) between rodril's 2019-10-08 vanilla version and my version. Note that the compare is reversed, it is the change "from my version to rodril's 2019-10-08 vanilla version". Some files changes listeds in the compare view page were just taken from community branch or other place and are not made by me, I don't expect them to be merged into vanilla or community branch and didn't list them below.
I guess I will probably create a new branch in https://gitlab.com/templayer/mmmerge/ and submit merge requests. But for now I'm just listing them here.
Scripts/General/FNT_DBCS.lua
https://github.com/might-and-magic/mm67 ... 4cf3d7f3e3
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/26
Double-byte character set support.
However I do not expect it to be merged into rodril version or community branch, at least not for now. I'll release the localization packages separately and this file will be put in the packages (zh_CN has already been released).
----------------------
Scripts/General/NPCNewsTopics.lua
https://github.com/might-and-magic/mm67 ... 4c557c3fc1
Change to function ProcessNamesTXT()
One of the i18n readiness issues:
NPC names i18n
It works along with another new file:
https://github.com/might-and-magic/mm67 ... CNames.txt
NPCNewsTopics.lua file also contains another change to function ProcessMapNewsTXT(). Which works with Data/Tables/News topics - area.txt (the last one in my list)
To be merged into rodril version and community branch
----------------------
Scripts/General/ProgramName.lua
https://github.com/might-and-magic/mm67 ... be5be29d6b
I created this file along with another new file:
https://github.com/might-and-magic/mm67 ... zeConf.ini
to make the program's title "Might and Magic® VIII" i18n-ready
and to specify language, encoding and the exact game version number, so that developers can use them when writing other lua files
This file will be put in the localization packages. I expect it to be merged into rodril version and community branch *probably in the future* (maybe not now).
----------------------
Scripts/Global/ExtraArtifacts.lua
https://github.com/might-and-magic/mm67 ... 23542568d6
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/95
Bow and Blaster recovery time limit (30 and 5). GrayFace does not have these limits. Rodril has them and are defaults and non configurable.
To be merged into rodril version and community branch (not sure why Rodril made this change but I expect the limits to be removed just like GrayFace original version)
----------------------
Scripts/Global/PromotionTopics.lua
https://github.com/might-and-magic/mm67 ... ca641d74a5
One of the i18n readiness issues:
Promotion-related NPC topics i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3093
To be merged into rodril version and community branch
----------------------
Scripts/Global/Quest_CrossContinents.lua
https://github.com/might-and-magic/mm67 ... 23c8dbf43f
One of the i18n readiness issues:
Runaway Chaos NPCs' names i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3102
Also in Quest_CrossContinents.lua, I fixed issus where you answer right/wrong but the NPC says you're wrong/right
To be merged into rodril version and community branch
----------------------
Scripts/Global/Quest_SavingGoobers.lua
https://github.com/might-and-magic/mm67 ... f8efd2f11c
One of the i18n readiness issues:
Saving Goobers Quest related Verdent conversations i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3097
To be merged into rodril version and community branch
----------------------
Scripts/Maps/BrAlvar.lua
https://github.com/might-and-magic/mm67 ... 5f47bd2722
One of the i18n readiness issues:
BrAlvar map strings i18n
It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... rAlvar.STR
To be merged into rodril version and community branch
----------------------
Scripts/Maps/BrBase.lua
https://github.com/might-and-magic/mm67 ... 6d388fe818
One of the i18n readiness issues:
BrBase map strings i18n
It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... BrBase.STR
To be merged into rodril version and community branch
----------------------
Scripts/Structs/After/HardcodedTopicFunctions.lua
https://github.com/might-and-magic/mm67 ... 05a0b78de1
A bug that crashes the game at Shadow Guild riddles, Darkmoor corpses, etc. where the game reads user's input (`Question()`)
As noted by Rodril `AltQuestion()` is "temporary, while MMPatch 2.3 have this bug". Now GrayFace 2.4+ has fixed the problem, and we don't need `AltQuestion()` any more.
To be merged into rodril version and community branch
----------------------
Data/Tables/Bolster - formulas.txt
https://github.com/might-and-magic/mm67 ... b10436ea8f
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/24
For the formula, here I'm using:
`*((BolsterMul+1)^BolsterMul-1))`
The community branch is using:
`*((BolsterMul+1)^BolsterMul)`
Rodril's vanilla version is simply using:
^BolsterMul
I guess it would be better for rodril vanilla version to change it to either of the other two, otherwise it'll be bad for 200% bolster
----------------------
Data/Tables/Continent settings.txt
https://github.com/might-and-magic/mm67 ... de5ecc2282
Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/25
It fixes blue sky problem
To be merged into rodril version and community branch
----------------------
Data/Tables/News topics - area.txt
https://github.com/might-and-magic/mm67 ... edbcc6b9d8
One of the i18n readiness issues:
Emerald Island NPC topics i18n
It works along with the modified file:
https://github.com/might-and-magic/mm67 ... CTopic.txt
(I think no change has been made in NPCText.txt for this issue. The fours strings exist there)
https://github.com/might-and-magic/mm67 ... PCText.txt
It should work with this change as well (mentioned above):
Scripts/General/NPCNewsTopics.lua change to function ProcessMapNewsTXT()
To be merged into rodril version and community branch
Also if you have any information pertaining to said Issues be sure to put it into their comments yourself.
Because I am lazy!
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Quite recently I've translated the Merge parts into Czech, and there are A LOT of dialogues.AllVladin wrote:Guys I am sorry, but I have to do something wrong.
All three games finished, Verdant quest for telelocator also finished yet I cannot figure out how to enter Breach.
Please give me a hint,
Thanks,
AV
So I should remember what should happen after getting the telelocator.
But I don't.
Somebody else will help, surely.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Try casting Town Portal where Escaton's Crystal used to be.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Can I allow MM8 races to be playable in MM6 somehow? I would like to play a dark elven knight.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Of course you can. Go to the Tracker in my signature, go into the Optional Modifications section and download the Unlocker.NotABroom wrote:Can I allow MM8 races to be playable in MM6 somehow? I would like to play a dark elven knight.
The unlocker will allow you to play any race class combination on any continent.
Some content made by us will also become available to you by doing that. Like for example if you make a Dragon Necromancer and later promote him to a Dragon Lich, he will become a Dracolich, with custom community made paperdoll and portrait animations. :^)
Same for a minotaur.
Also you can make more than one character at the character creation. There are additional buttons for that there.
Just saying, because some people thought so and didn't notice them. Right Eila?
Last edited by Templayer on 13 Mar 2020, 20:54, edited 1 time in total.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Templayer wrote:Quite recently I've translated the Merge parts into Czech, and there are A LOT of dialogues.AllVladin wrote:Guys I am sorry, but I have to do something wrong.
All three games finished, Verdant quest for telelocator also finished yet I cannot figure out how to enter Breach.
Please give me a hint,
Thanks,
AV
So I should remember what should happen after getting the telelocator.
But I don't.
Somebody else will help, surely.
raekuul wrote:Try casting Town Portal where Escaton's Crystal used to be.
reakuul didn't use a quote, so there is a chance of you not getting his message, so I am "thudding" you this way to see it just in case.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Yes, change Data/Tables/Character selection.txt, Enroth, Available races. MM8 races are 1(Vampire),2(Dark Elf),3(Minotaur),4(Troll),5(Dragon)NotABroom wrote:Can I allow MM8 races to be playable in MM6 somehow? I would like to play a dark elven knight.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Did you read my response to him?cthscr wrote:Yes, change Data/Tables/Character selection.txt, Enroth, Available races. MM8 races are 1(Vampire),2(Dark Elf),3(Minotaur),4(Troll),5(Dragon)NotABroom wrote:Can I allow MM8 races to be playable in MM6 somehow? I would like to play a dark elven knight.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Who is online
Users browsing this forum: No registered users and 3 guests