MM7Rev4modR1 Redone

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
dcasez
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Re: MM7Rev4modR1 Redone

Unread postby dcasez » 17 Apr 2020, 18:39

Checked for errors, negatron. Maybe I installed the whole thing slightly wrong.

Installation:
1 Install a clean copy of GOG MM7. Not included.
easy
2 Install MMEditor_2 and MMExtensionTmp_2 in any order. These files go into the MM7 installed directory. Included.
i just extracted them into the gog/games/mm7 folder
3 Install MM7.Patch.v2.4_2. Make sure to uncheck the last three choices. Included.
easy
4 Install the MM7.ini file. Included
easy
5 Start the game. Use the MM7 setup to start the game and click on hardware accelerated 3D.
Wait for the MMextention to finish writing the tables. This takes a while. When it finishes do not creat party. Exit game.
easy, unless its still writing the tables after loading up the game and you get to the menu screen.... seemed to take about 1 min.
6 Place the DATA folder and the Scripts folder into the MM7 installed directory. Included. Overwrite all.
easy
Have fun.
also pretty easy

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Re: MM7Rev4modR1 Redone

Unread postby dcasez » 17 Apr 2020, 20:15

Reinstalled. Same issue.

Might have to mod the class skills like you suggested, just don't rlly know what they are suppose to be with this mod.

Below is a screenshot of the weird looking spell books and starting armor. Those are the most notable weird textures. Everything else looks okay so far.

http://imgur.com/gallery/YoYKrFT

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DaveHer
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Re: MM7Rev4modR1 Redone

Unread postby DaveHer » 17 Apr 2020, 22:29

dcasez wrote:Reinstalled. Same issue.

Might have to mod the class skills like you suggested, just don't rlly know what they are suppose to be with this mod.

Below is a screenshot of the weird looking spell books and starting armor. Those are the most notable weird textures. Everything else looks okay so far.

http://imgur.com/gallery/YoYKrFT
There is nothing wrong. That is the way they are supose to be. The armor is the original armor by Maestro. There is a list of items i changed. Armor was not one of them.
David
Last edited by DaveHer on 17 Apr 2020, 22:33, edited 1 time in total.

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Anubis
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Re: MM7Rev4modR1 Redone

Unread postby Anubis » 19 Apr 2020, 09:43

For some reason, I keep crashing in the Barrow Downs when I'm in battles with gargoyles. Any idea why?

[Edit] I suspect it may be due to their ability to special summon bats. I'm able to see Goblin Chiefs summon Goblin minions so I don't think it's an issue with the summoning aspect itself, but just certain monster summons. I tried fighting Elven Lancers in Avlee too and I'm crashing against them as well. I tried disabling the special summons in MONSTERS.txt but I suspect they're still able to summon somehow.

This is just a guess though. Any advice from you would be appreciated.
Last edited by Anubis on 19 Apr 2020, 10:32, edited 3 times in total.

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DaveHer
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Re: MM7Rev4modR1 Redone

Unread postby DaveHer » 19 Apr 2020, 20:43

Anubis wrote:For some reason, I keep crashing in the Barrow Downs when I'm in battles with gargoyles. Any idea why?

[Edit] I suspect it may be due to their ability to special summon bats. I'm able to see Goblin Chiefs summon Goblin minions so I don't think it's an issue with the summoning aspect itself, but just certain monster summons. I tried fighting Elven Lancers in Avlee too and I'm crashing against them as well. I tried disabling the special summons in MONSTERS.txt but I suspect they're still able to summon somehow.

This is just a guess though. Any advice from you would be appreciated.
Do you have the invisibility spell yet. If you do use it at these places and if the game does not crash, then the problem is as you say it is. If it does crash, then the problem is HD graphics. Let me know if you do not have the invisibility spell. I for got to mention that it was happening to me too. But i was waiting to see if it was happening to others as well. There has been a few down loads and just one other person mentioned this problem. This is something that GrayFace will need to fix. This is some thing that was happening with CCR and GrayFace fixed it. But first he will need to know if it is spawning or graphics.
David

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Re: MM7Rev4modR1 Redone

Unread postby Anubis » 19 Apr 2020, 22:21

No, I don't have the invisibility spell yet. I'll work on doing that.

I'm fairly certain the issue is the special summoning though. The reason why is because when I was at Avlee, I didn't crash at all. Once I started aggroing the Elven Lancers though, the crashes started to occur (since the Elven Lancers are supposedly able to special summon). I was also able to explore the entirety of the Barrow Downs in the areas that did not have gargoyles attacking me. I've got a crash log as well:

Code: Select all

Time: 2020-04-19 4:21:06 PM (19.04.2020 22:21:06 UTC)
Windows Version 5.1 Service Pack 3

Exception EAccessViolation in module mm7.exe at 00072596.
Access violation at address 00472596 in module 'mm7.exe'. Read of address 462A6686.

Function Calls:

00472596 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + 72596
0046BE13 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BE13
0046BDEB ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BDEB
00463476 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 63476
00462CC8 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 62CC8
00463026 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 63026
004CAC35 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CAC35
004CD889 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CD889
76EF6357 ? C:\WINDOWS\System32\KERNEL32.DLL + 16357
773D7C12 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67C12
773D7BDF ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67BDF

Registers:

EAX = 081A5F68
EBX = 0000178F
ECX = 45CA7620
EDX = 000003E7
ESI = 006A0A1E
EDI = 00000883
EBP = 0019FE14
ESP = 0019FDF8

Stack Trace:

0019FDF8: 00000001
0019FDFC: 00000000
0019FE00: 00DF1A68
0019FE04: 00000004
0019FE08: 00000A63
0019FE0C: 00000002
0019FE10: 00000883
0019FE14: 0050BA60 | Last EBP
0019FE18: 0046BE18 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BE18
0019FE1C: 00DF1A68
0019FE20: 00000001
0019FE24: 000004E7
0019FE28: 00000787
0019FE2C: 3F800000
0019FE30: 00001208
0019FE34: 00000000
0019FE38: 0000014C
0019FE3C: 00000001
0019FE40: 00000004
0019FE44: 0046BDF0 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BDF0
0019FE48: 0046347B ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6347B
0019FE4C: 0019FED8
0019FE50: 00000001
0019FE54: 00ACCE38
0019FE58: 00000000
0019FE5C: 00000000
0019FE60: 00000000
0019FE64: 00000000
0019FE68: 0019FED8
0019FE6C: 0019FEE8
0019FE70: 00462CCD ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 62CCD
0019FE74: 00000000
0019FE78: 00000113
0019FE7C: 00005F02
0019FE80: 211129D0
0019FE84: 173CB812
0019FE88: 000002AB
0019FE8C: 00000159
0019FE90: 00000179
0019FE94: 00000000
0019FE98: 00000113
0019FE9C: 00005F02
0019FEA0: 211129D0
0019FEA4: 173C4524
0019FEA8: 000002F8
0019FEAC: 0000025B
0019FEB0: 0046302B ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6302B
0019FEB4: 004D7F7E
0019FEB8: 0019FF70
0019FEBC: 00000000
0019FEC0: 004DF174
0019FEC4: 004CAC3A ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CAC3A
0019FEC8: 00000000
0019FECC: 00000000
0019FED0: 00000000
0019FED4: 00000000
0019FED8: 00000000
0019FEDC: 00000000
0019FEE0: 00000000
0019FEE4: 00000000
0019FEE8: 004CD88E ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CD88E
0019FEEC: 00400000
0019FEF0: 00000000
0019FEF4: 00000000
0019FEF8: 00000001
0019FEFC: 004D7F7E
0019FF00: 004D7F7E
0019FF04: 0031E000
0019FF08: C0000005
0019FF0C: 0122297B
0019FF10: 00000000
0019FF14: 00000044
0019FF18: 01247740
0019FF1C: 01294E98
0019FF20: 01235980
0019FF24: 00000000
0019FF28: 00000000
0019FF2C: 00000000
0019FF30: 00000000
0019FF34: 00000000
0019FF38: 00000000
0019FF3C: 00000000
0019FF40: 00000C01
0019FF44: 00000001
0019FF48: 00000000
0019FF4C: 00000000
0019FF50: 00010001
0019FF54: 00000000
0019FF58: 0019FEFC
0019FF5C: 0019F7BC
0019FF60: 0019FFCC | TExcFrame.next
0019FF64: 004D0F20 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + D0F20
0019FF68: 004DB160
0019FF6C: 00000000
0019FF70: 0019FF80
0019FF74: 76EF6359 ? C:\WINDOWS\System32\KERNEL32.DLL + 16359
0019FF78: 0031E000
0019FF7C: 76EF6340
0019FF80: 0019FFDC
0019FF84: 773D7C14 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67C14
0019FF88: 0031E000
0019FF8C: 88FBBC1F
0019FF90: 00000000
0019FF94: 00000000
0019FF98: 0031E000
0019FF9C: 00000000
0019FFA0: 00000000
0019FFA4: 00000000
0019FFA8: 00000000
0019FFAC: 00000000
0019FFB0: 00000000
0019FFB4: 00000000
0019FFB8: 00000000
0019FFBC: 00000000
0019FFC0: 00000000
0019FFC4: 0019FF8C
0019FFC8: 00000000
0019FFCC: 0019FFE4 | TExcFrame.next
0019FFD0: 773EA040 | C:\WINDOWS\SYSTEM32\ntdll.dll + 7A040
0019FFD4: FFA5206B
0019FFD8: 00000000
0019FFDC: 0019FFEC
0019FFE0: 773D7BE4 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67BE4
0019FFE4: FFFFFFFF | TExcFrame.next
0019FFE8: 773F8FF6 | C:\WINDOWS\SYSTEM32\ntdll.dll + 88FF6

================================================================================


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DaveHer
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Re: MM7Rev4modR1 Redone

Unread postby DaveHer » 19 Apr 2020, 22:44

Anubis wrote:No, I don't have the invisibility spell yet. I'll work on doing that.

I'm fairly certain the issue is the special summoning though. The reason why is because when I was at Avlee, I didn't crash at all. Once I started aggroing the Elven Lancers though, the crashes started to occur (since the Elven Lancers are supposedly able to special summon). I was also able to explore the entirety of the Barrow Downs in the areas that did not have gargoyles attacking me. I've got a crash log as well:

Code: Select all

Time: 2020-04-19 4:21:06 PM (19.04.2020 22:21:06 UTC)
Windows Version 5.1 Service Pack 3

Exception EAccessViolation in module mm7.exe at 00072596.
Access violation at address 00472596 in module 'mm7.exe'. Read of address 462A6686.

Function Calls:

00472596 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + 72596
0046BE13 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BE13
0046BDEB ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BDEB
00463476 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 63476
00462CC8 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 62CC8
00463026 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 63026
004CAC35 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CAC35
004CD889 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CD889
76EF6357 ? C:\WINDOWS\System32\KERNEL32.DLL + 16357
773D7C12 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67C12
773D7BDF ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67BDF

Registers:

EAX = 081A5F68
EBX = 0000178F
ECX = 45CA7620
EDX = 000003E7
ESI = 006A0A1E
EDI = 00000883
EBP = 0019FE14
ESP = 0019FDF8

Stack Trace:

0019FDF8: 00000001
0019FDFC: 00000000
0019FE00: 00DF1A68
0019FE04: 00000004
0019FE08: 00000A63
0019FE0C: 00000002
0019FE10: 00000883
0019FE14: 0050BA60 | Last EBP
0019FE18: 0046BE18 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BE18
0019FE1C: 00DF1A68
0019FE20: 00000001
0019FE24: 000004E7
0019FE28: 00000787
0019FE2C: 3F800000
0019FE30: 00001208
0019FE34: 00000000
0019FE38: 0000014C
0019FE3C: 00000001
0019FE40: 00000004
0019FE44: 0046BDF0 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BDF0
0019FE48: 0046347B ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6347B
0019FE4C: 0019FED8
0019FE50: 00000001
0019FE54: 00ACCE38
0019FE58: 00000000
0019FE5C: 00000000
0019FE60: 00000000
0019FE64: 00000000
0019FE68: 0019FED8
0019FE6C: 0019FEE8
0019FE70: 00462CCD ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 62CCD
0019FE74: 00000000
0019FE78: 00000113
0019FE7C: 00005F02
0019FE80: 211129D0
0019FE84: 173CB812
0019FE88: 000002AB
0019FE8C: 00000159
0019FE90: 00000179
0019FE94: 00000000
0019FE98: 00000113
0019FE9C: 00005F02
0019FEA0: 211129D0
0019FEA4: 173C4524
0019FEA8: 000002F8
0019FEAC: 0000025B
0019FEB0: 0046302B ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6302B
0019FEB4: 004D7F7E
0019FEB8: 0019FF70
0019FEBC: 00000000
0019FEC0: 004DF174
0019FEC4: 004CAC3A ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CAC3A
0019FEC8: 00000000
0019FECC: 00000000
0019FED0: 00000000
0019FED4: 00000000
0019FED8: 00000000
0019FEDC: 00000000
0019FEE0: 00000000
0019FEE4: 00000000
0019FEE8: 004CD88E ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CD88E
0019FEEC: 00400000
0019FEF0: 00000000
0019FEF4: 00000000
0019FEF8: 00000001
0019FEFC: 004D7F7E
0019FF00: 004D7F7E
0019FF04: 0031E000
0019FF08: C0000005
0019FF0C: 0122297B
0019FF10: 00000000
0019FF14: 00000044
0019FF18: 01247740
0019FF1C: 01294E98
0019FF20: 01235980
0019FF24: 00000000
0019FF28: 00000000
0019FF2C: 00000000
0019FF30: 00000000
0019FF34: 00000000
0019FF38: 00000000
0019FF3C: 00000000
0019FF40: 00000C01
0019FF44: 00000001
0019FF48: 00000000
0019FF4C: 00000000
0019FF50: 00010001
0019FF54: 00000000
0019FF58: 0019FEFC
0019FF5C: 0019F7BC
0019FF60: 0019FFCC | TExcFrame.next
0019FF64: 004D0F20 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + D0F20
0019FF68: 004DB160
0019FF6C: 00000000
0019FF70: 0019FF80
0019FF74: 76EF6359 ? C:\WINDOWS\System32\KERNEL32.DLL + 16359
0019FF78: 0031E000
0019FF7C: 76EF6340
0019FF80: 0019FFDC
0019FF84: 773D7C14 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67C14
0019FF88: 0031E000
0019FF8C: 88FBBC1F
0019FF90: 00000000
0019FF94: 00000000
0019FF98: 0031E000
0019FF9C: 00000000
0019FFA0: 00000000
0019FFA4: 00000000
0019FFA8: 00000000
0019FFAC: 00000000
0019FFB0: 00000000
0019FFB4: 00000000
0019FFB8: 00000000
0019FFBC: 00000000
0019FFC0: 00000000
0019FFC4: 0019FF8C
0019FFC8: 00000000
0019FFCC: 0019FFE4 | TExcFrame.next
0019FFD0: 773EA040 | C:\WINDOWS\SYSTEM32\ntdll.dll + 7A040
0019FFD4: FFA5206B
0019FFD8: 00000000
0019FFDC: 0019FFEC
0019FFE0: 773D7BE4 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67BE4
0019FFE4: FFFFFFFF | TExcFrame.next
0019FFE8: 773F8FF6 | C:\WINDOWS\SYSTEM32\ntdll.dll + 88FF6

================================================================================

This error message is something that GrayFace needs to see. I did not get a crash log. I just got a crash to the desk top.
David
Last edited by DaveHer on 19 Apr 2020, 22:47, edited 1 time in total.

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Anubis
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Re: MM7Rev4modR1 Redone

Unread postby Anubis » 19 Apr 2020, 22:55

I was able to get that Crash Log information from ErrorLog.txt (located in my main MM7 folder). I also crashed to desktop myself, but the information about the crash was stored in that file.

In the meantime, is there no way to just disable the gargoyles' ability to special summon monsters and update it with my save file? I tried writing a script in .lua and put it in the Global folder, but unsure if doing it this way would even work. This is the code I had attempted, but I'm not even sure if I wrote it properly:

Code: Select all

function events.BeforeLoadMap() 
	if Game.Map.Name == "out11.odm" then 
		LocalMonstersTxt()
		Game.MonstersTxt[64].Special = 0  -- Gargoyle A
		Game.MonstersTxt[65].Special = 0  -- Gargoyle B
	end
end
Last edited by Anubis on 19 Apr 2020, 22:56, edited 1 time in total.

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DaveHer
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Re: MM7Rev4modR1 Redone

Unread postby DaveHer » 19 Apr 2020, 23:09

Anubis wrote:I was able to get that Crash Log information from ErrorLog.txt (located in my main MM7 folder). I also crashed to desktop myself, but the information about the crash was stored in that file.

In the meantime, is there no way to just disable the gargoyles' ability to special summon monsters and update it with my save file? I tried writing a script in .lua and put it in the Global folder, but unsure if doing it this way would even work. This is the code I had attempted, but I'm not even sure if I wrote it properly:

Code: Select all

function events.BeforeLoadMap() 
	if Game.Map.Name == "out11.odm" then 
		LocalMonstersTxt()
		Game.MonstersTxt[64].Special = 0  -- Gargoyle A
		Game.MonstersTxt[65].Special = 0  -- Gargoyle B
	end
end
Yes there is. You will have to extra the file, monsters.txt, from the Events.LOD file with MMArchive. You must use GrayFace text editor to edit that file. At the end of the Gargoyles under special you will see summon bats. Just place a zero there and save file and then place it back into Events.LOD. And I hope that will work :-D
David

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Re: MM7Rev4modR1 Redone

Unread postby Anubis » 19 Apr 2020, 23:25

Actually, that was the first thing I tried when attempting to get the crashes to stop. I'm just not 100% sure if it's working properly even after making that change, because I still crash after every gargoyle encounter.

I thought that even if I edited the monster attack, (e.g. disabling gargoyle special summons by setting Special to 0) I had to make a brand new game in order to make the changes work?

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Re: MM7Rev4modR1 Redone

Unread postby DaveHer » 19 Apr 2020, 23:45

Anubis wrote:Actually, that was the first thing I tried when attempting to get the crashes to stop. I'm just not 100% sure if it's working properly even after making that change, because I still crash after every gargoyle encounter.

I thought that even if I edited the monster attack, (e.g. disabling gargoyle special summons by setting Special to 0) I had to make a brand new game in order to make the changes work?
I do not know if you have to start a new game in order to make the changes work. Sorry :(
David

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Re: MM7Rev4modR1 Redone

Unread postby Anubis » 20 Apr 2020, 00:02

It seems like you do indeed need to start a new game because I just tried disabling Goblin Chief special summons (as I know that works fine) and they were still able to special summon goblins despite me disabling their ability to do so (in my saved game, anyway). That's why I was hoping doing something via the .lua scripts would let me update the current saved game with the new changes. Oh, well. Anyway, thanks for trying to help!

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Re: MM7Rev4modR1 Redone

Unread postby DaveHer » 20 Apr 2020, 00:47

Anubis wrote:It seems like you do indeed need to start a new game because I just tried disabling Goblin Chief special summons (as I know that works fine) and they were still able to special summon goblins despite me disabling their ability to do so (in my saved game, anyway). That's why I was hoping doing something via the .lua scripts would let me update the current saved game with the new changes. Oh, well. Anyway, thanks for trying to help!
You are right about spawning monsters. I use mm7che.exe to give myself invisibility spell and the fly spell. I flew around for a long time with no problem, but the minute I became visible, the monsters at Alvee started using there spell and crash to desk top. This may be a problem with spells them self. This is a problem for GrayFace. I placed a post at his MM7 Patch thread.
David.
Last edited by DaveHer on 20 Apr 2020, 00:49, edited 1 time in total.

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Re: MM7Rev4modR1 Redone

Unread postby Anubis » 20 Apr 2020, 01:03

Ugh. I'm guessing you were in the area that had the Sylphs (As the "Whirl" enemy has "Summon,ground,Elemental Water A")?

At this point, I'm considering just scrapping all this progress and starting a new game (with special summons disabled) because I'm unsure when GrayFace will release a fix for this, if at all. I suppose I can wait a while and see what he has to say.

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Re: MM7Rev4modR1 Redone

Unread postby Anubis » 20 Apr 2020, 13:46

Update: I installed MMEditor and went through every map with monsters that were able to special summon.

These summons do NOT work well with the mod:

24 Devil
48 Whirl
54 Elven Lancer
64 Stone Gargoyle (in Barrow Downs only)
65 Marble Gargoyle (in Barrow Downs only)
211 Gigant

Stone Gargoyles/Marble Gargoyles worked when they special summoned bats on the Evenmorn Islands. This leads me to believe that due to the high monster count in Barrow Downs (summoning from gargoyles), Avlee (summoning from whirls/elven lancers), Land of the Giants, (summoning from devils/titans), The Gauntlet (summoning from whirls, hellfires, magmas, etc.) the constant special summoning in those areas eventually leads to an error with a high sprite count or something. I'm not sure if I'm using the correct terminology when I say this, but maybe it's a Memory Overflow error? That said, I'm not sure if that is something GrayFace is able to fix.

Hopefully this sheds some light on the issue. I've removed almost all special summons at this point and am going to start a new game.

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Re: MM7Rev4modR1 Redone

Unread postby DaveHer » 20 Apr 2020, 15:55

Anubis wrote:Update: I installed MMEditor and went through every map with monsters that were able to special summon.

These summons do NOT work well with the mod:

24 Devil
48 Whirl
54 Elven Lancer
64 Stone Gargoyle (in Barrow Downs only)
65 Marble Gargoyle (in Barrow Downs only)
211 Gigant

Stone Gargoyles/Marble Gargoyles worked when they special summoned bats on the Evenmorn Islands. This leads me to believe that due to the high monster count in Barrow Downs (summoning from gargoyles), Avlee (summoning from whirls/elven lancers), Land of the Giants, (summoning from devils/titans), The Gauntlet (summoning from whirls, hellfires, magmas, etc.) the constant special summoning in those areas eventually leads to an error with a high sprite count or something. I'm not sure if I'm using the correct terminology when I say this, but maybe it's a Memory Overflow error? That said, I'm not sure if that is something GrayFace is able to fix.

Hopefully this sheds some light on the issue. I've removed almost all special summons at this point and am going to start a new game.
Using the editor to remove some of the monsters I think will help. When I was working with the mod. I was getting a crash to the desk top at Harmondale. I removed a lot of the spawn markers that look like M&M candies and the problem was solved.
David

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Re: MM7Rev4modR1 Redone

Unread postby cthscr » 20 Apr 2020, 16:47

In Merge there was an error with [probably] overwhelming monsters cap, but it didn't cause mm8.exe crash (though MMExtension debug console popped up infinitely).
https://gitlab.com/templayer/mmmerge/-/issues/51
(Merge-specific diff at: https://gitlab.com/templayer/mmmerge/-/ ... ce70cecad6)
Long story short: always check returning values of functions and pointers bounds.

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DaveHer
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Re: MM7Rev4modR1 Redone

Unread postby DaveHer » 20 Apr 2020, 18:03

cthscr wrote:In Merge there was an error with [probably] overwhelming monsters cap, but it didn't cause mm8.exe crash (though MMExtension debug console popped up infinitely).
https://gitlab.com/templayer/mmmerge/-/issues/51
(Merge-specific diff at: https://gitlab.com/templayer/mmmerge/-/ ... ce70cecad6)
Long story short: always check returning values of functions and pointers bounds.
Thanks for the info. :tsup:
David

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DaveHer
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Re: MM7Rev4modR1 Redone

Unread postby DaveHer » 20 Apr 2020, 21:34

I think I have found a solution to the problem(I should have known). What I did for Alvee is the same thing I did to Harmondale. By deleting those markers. No more crashes. :D I will have to do the same for the other maps and provide a patch.
David

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Anubis
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Re: MM7Rev4modR1 Redone

Unread postby Anubis » 22 Apr 2020, 16:37

Update: I fixed it by editing the map files + editing monsters.txt & removing summons. All good now. :-D

I'm curious about something else, though. Your three quests on Emerald Isle -- Two of them are impossible to complete in the beginning. There is no way to get a Platinum Ring for the 2x Rings quest. There is also no way to get a "Bow and Quiver" for Zedd's Bow/Chain Mail quest.

Unless those drop off Assassins or something? I didn't feel like save-scumming for those items.
Last edited by Anubis on 22 Apr 2020, 16:38, edited 1 time in total.


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