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. 15.02.2022]
I would argue that there should be a way to "build" Merge locally if you have the separate games already, like how the Baldur's Gate Trilogy mod works. That would cut down on how much of 6 and 7 have to be downloaded on initial install of Merge (and the largest files are the assets) and therefore cut down on how much of 6 and 7 have to be uploaded in the first place.
(It would also make this project a lot less likely to get smacked with takedown requests, since then we're not redistributing as many copyrighted assets)
(It would also make this project a lot less likely to get smacked with takedown requests, since then we're not redistributing as many copyrighted assets)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Most image, sound, movie etc. files are only renamed, right? Making a script for Grayface's LodTool that extracts, renames and repacks them shouldn't be hard. And that's like 98% of archive weight.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Related issues:
https://gitlab.com/templayer/mmmerge/-/issues/790
https://gitlab.com/templayer/mmmerge/-/issues/812
https://gitlab.com/cthscr/mmmerge/-/issues/1
https://gitlab.com/templayer/mmmerge/-/issues/790
https://gitlab.com/templayer/mmmerge/-/issues/812
https://gitlab.com/cthscr/mmmerge/-/issues/1
Monsieur is an optimist. First one has to check lods content (via checksums of files inside them) and exit_fatal if something is missed.Tomsod wrote:Most image, sound, movie etc. files are only renamed, right? Making a script for Grayface's LodTool that extracts, renames and repacks them shouldn't be hard. And that's like 98% of archive weight.
Last edited by cthscr on 23 Feb 2022, 19:42, edited 1 time in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
OK, I'm stumped. Does anyone happen to know if there's a way to increase the size of the Minimap panel? I know I can zoom in, which is helpful, but I play on an ultra-widescreen monitor and the map is real tiny down in the corner, it's very difficult to make out items and such with Wizard Eye.
I've looked through the Tracker and searched this thread and can't seem to find anything.
Thanks!
I've looked through the Tracker and searched this thread and can't seem to find anything.
Thanks!
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
I guess quickest way to get an answer would be to ask this question in MM8 Patch thread: https://www.celestialheavens.com/forum/10/10240Icelemental wrote: ↑23 Feb 2022, 05:20 OK, I'm stumped. Does anyone happen to know if there's a way to increase the size of the Minimap panel? I know I can zoom in, which is helpful, but I play on an ultra-widescreen monitor and the map is real tiny down in the corner, it's very difficult to make out items and such with Wizard Eye.
I've looked through the Tracker and searched this thread and can't seem to find anything.
I'm not sure if you would be able to do it with Data/UI.txt
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Hi,
I'm a might and magic fan since forever and I already played an early MMerge version 1 or 2 years ago.
I can't run this one, when i click on MM6 or MM7 world or if I try to skip the intro, I get a CTD.
I think I installed it properly but if someone would walk me through the process, I would be grateful :
No MME either (it's only for MM6 and MM7?)
And is there a list of the branches modifications? I used revamp one, I'm not searching for the vanilla experience since I played MM7 multiple times already.
Thanks in advance.
I'm a might and magic fan since forever and I already played an early MMerge version 1 or 2 years ago.
I can't run this one, when i click on MM6 or MM7 world or if I try to skip the intro, I get a CTD.
I think I installed it properly but if someone would walk me through the process, I would be grateful :
For example, when do I install Grayface patch? At the end of the process?Install the GOG english version (*) of Might and Magic VIII. Do NOT install GrayFace's patch (**).
Copy GOG version files outside of "Program Files"
Set mm8.exe and mm8setup.exe files compatibility to Windows XP SP2 or Windows XP SP3, otherwise you might end with software rendering / "There aren't any D3D devices to init" error. Setting (or leaving) compatibility to Windows 95 (like GOG does) will cause lags with pathfinder module.
Copy Merge pack files into MM8 folder, replacing existing.
Copy Merge patch files into MM8 folder, replacing existing.
Choose one of the branches (do NOT mix them!):
It is STRONGLY recommended to remove Scripts folder first to avoid rogue lua files problem.
If you want original mod behavior, use branch rodril-fixes
If you want Community features, use branch comm
If you want most actively developed code, use Revamp (branch master).
No MME either (it's only for MM6 and MM7?)
And is there a list of the branches modifications? I used revamp one, I'm not searching for the vanilla experience since I played MM7 multiple times already.
Thanks in advance.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
The correct version of the GrayFace/MME patch is already included in the Merge, no need to install it separately (and in previous versions installing GrayFace at the end would break dialog in Enroth/Erathia).
The process is
The process is
- Install the GOG English version of Might and Magic VIII, preferably outside of Program Files
- Copy Merge pack files into the MM8 folder, replacing existing
- Copy Merge patch files into MM8 folder, replacing existing
- Remove Scripts folder
- Install one of the branches:
- rodril-fixes, for original merge behavior
- comm, if you want the Community features
- master, if you want the Revamp (which is the branch in active development)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Thanks for your answer.
I found the wiki explaining the changes made by the master branch, more racial difference is a good idea, even more if it's taken from an early entry.
I still have another question, pack files is the big pack, I guess but what are the patch files exactly?
Is it the patch dll from the merge pack?
Or is there no patch right now because the pack was just updated?
I found the wiki explaining the changes made by the master branch, more racial difference is a good idea, even more if it's taken from an early entry.
I still have another question, pack files is the big pack, I guess but what are the patch files exactly?
Is it the patch dll from the merge pack?
Or is there no patch right now because the pack was just updated?
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
I want to thank you for how much you continue to work on this super project, and also ask if it has already happened to someone who in certain dungeons of the game freezes and closes, a while ago it had happened to me in watchtower 6 when I wanted to carry out the promotion as a spy, and now that I resume the game it happens to me when I enter the clanker laboratory
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
rampage77t: is it possible that you're still using version 2.5.4 or 2.5.5 of MM8Patch? They had this issue with dungeons changed by mods. 2.5.6 fixed this.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Everything works fine, thanks for your help.raekuul wrote: ↑26 Feb 2022, 14:15 The correct version of the GrayFace/MME patch is already included in the Merge, no need to install it separately (and in previous versions installing GrayFace at the end would break dialog in Enroth/Erathia).
The process is
- Install the GOG English version of Might and Magic VIII, preferably outside of Program Files
- Copy Merge pack files into the MM8 folder, replacing existing
- Copy Merge patch files into MM8 folder, replacing existing
- Remove Scripts folder
- Install one of the branches:
- rodril-fixes, for original merge behavior
- comm, if you want the Community features
- master, if you want the Revamp (which is the branch in active development)
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Where I downloaded it, it says that it has "Game files v. 15.02.2022 (includes MMPatch 2.5.6)" but in the folder the date is 12.02.2022. And in the Colony Zod dungeon the same thing happens to me, so it is very difficult to advance in the game
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
rampage77t wrote: ↑27 Feb 2022, 18:19Where I downloaded it, it says that it has "Game files v. 15.02.2022 (includes MMPatch 2.5.6)" but in the folder the date is 12.02.2022. And in the Colony Zod dungeon the same thing happens to me, so it is very difficult to advance in the game
The Dropbox link seems to be older (2022_02_12) than the OneDrive (2022_02_15), perhaps Rodril uploaded an older version to Dropbox by accident (because page 355 shows Rodril providing the OneDrive link first, then moving the download to Dropbox later on). Try getting the OneDrive version and see if the error persists.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Hello,
In new Sorpigal, Gharyk's forge, I can't open the secret room with the lever across the wood bridge after it moves.
I follow this logic:
flip the upper northwest lever, the lower northeast lever, the lower southeast lever, the lower northwest lever, and the upper northeast lever. Then return to the secret room and collect the loot
Thanks,
Playing the 4_01_2022 with the Comm.
In new Sorpigal, Gharyk's forge, I can't open the secret room with the lever across the wood bridge after it moves.
I follow this logic:
flip the upper northwest lever, the lower northeast lever, the lower southeast lever, the lower northwest lever, and the upper northeast lever. Then return to the secret room and collect the loot
Thanks,
Playing the 4_01_2022 with the Comm.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
thats a bug since the beginning of the merge - case still open i think (in the bug list)Ocsicnarf wrote: ↑28 Feb 2022, 11:24 Hello,
In new Sorpigal, Gharyk's forge, I can't open the secret room with the lever across the wood bridge after it moves.
I follow this logic:
flip the upper northwest lever, the lower northeast lever, the lower southeast lever, the lower northwest lever, and the upper northeast lever. Then return to the secret room and collect the loot
Thanks,
Playing the 4_01_2022 with the Comm.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html
https://www.mightandmagicworld.de/fileb ... index.html
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
joanthedark wrote: ↑28 Feb 2022, 07:56rampage77t wrote: ↑27 Feb 2022, 18:19Where I downloaded it, it says that it has "Game files v. 15.02.2022 (includes MMPatch 2.5.6)" but in the folder the date is 12.02.2022. And in the Colony Zod dungeon the same thing happens to me, so it is very difficult to advance in the game
The Dropbox link seems to be older (2022_02_12) than the OneDrive (2022_02_15), perhaps Rodril uploaded an older version to Dropbox by accident (because page 355 shows Rodril providing the OneDrive link first, then moving the download to Dropbox later on). Try getting the OneDrive version and see if the error persists.
It's true, I downloaded the file through onedrive and it has the date 02/15/2022, and I installed it but the game closed in the colony zod dungeon. Should I uninstall the whole game and repatch it without any files from the old date? I don't know if that would fix it.
And since I'm consulting, tell me what changes would the game have if I also apply the comm branch or the revamp?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Hey dudes...
has anyone tried this mod, that should be compatible with MMMerge?
https://github.com/Eksekk/MM7-Rev4-mod-for-MMMerge
has anyone tried this mod, that should be compatible with MMMerge?
https://github.com/Eksekk/MM7-Rev4-mod-for-MMMerge
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
New computer with Win 11.
Got the merge installed; it launches, and lets me build new characters, using both software rendering and hardware acceleratoin...Intel 770 graphics. BUT, exit character creation and:
--software mode, windowed: runs OK, but not surprisingly, the graphics are pretty bad.
--hardware mode...complete lockup. Most of the graphics are black; there are some partially constructed buildings.
Any thoughts?
Got the merge installed; it launches, and lets me build new characters, using both software rendering and hardware acceleratoin...Intel 770 graphics. BUT, exit character creation and:
--software mode, windowed: runs OK, but not surprisingly, the graphics are pretty bad.
--hardware mode...complete lockup. Most of the graphics are black; there are some partially constructed buildings.
Any thoughts?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
try forcing your ad-on video card controller to be used for mm8.exe
https://imgur.com/Mb48qGu
I guess you did set the compatibility of mm8 properly up
https://imgur.com/Mb48qGu
I guess you did set the compatibility of mm8 properly up
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
No add-on video card. No need for one, generally. I don't run demanding games.
Win 11's changed how to set the compatibility mode; it's showing WIn 95. You have to run their troubleshooter and that says it should be XP SP 3. But the shortcut doesn't change. <sigh> But this doesn't change things.
I'm actually leaning to this being a Win 11 issue...possibly a driver issue, altho the driver's fairly new. Might also be refresh rate; Win 11 gives me 3 choices only. 59.95 freezes then crashes after a bit; same with 144. 119.95 looked to lock up...it didn't crash, I had to kill it.
Win 11's changed how to set the compatibility mode; it's showing WIn 95. You have to run their troubleshooter and that says it should be XP SP 3. But the shortcut doesn't change. <sigh> But this doesn't change things.
I'm actually leaning to this being a Win 11 issue...possibly a driver issue, altho the driver's fairly new. Might also be refresh rate; Win 11 gives me 3 choices only. 59.95 freezes then crashes after a bit; same with 144. 119.95 looked to lock up...it didn't crash, I had to kill it.
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