GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
Eksekk
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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Eksekk » 31 Jul 2023, 15:59

egin wrote: 31 Jul 2023, 13:55 I'm not sure, I'd assume the older the better. I tried the oldest one there and the newest one with no luck so far but I guess I shall go through them eventually and see if any of them work.
What is the problem?
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egin
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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby egin » 31 Jul 2023, 19:43

Eksekk wrote: 31 Jul 2023, 15:59
egin wrote: 31 Jul 2023, 13:55 I'm not sure, I'd assume the older the better. I tried the oldest one there and the newest one with no luck so far but I guess I shall go through them eventually and see if any of them work.
What is the problem?
well there's been a good amount of stuff that's just "wrong", the first gamebreaking bug was the purple torch in castle harmondale being unusable though. will see if there are other gamebreaking things further down the line though.

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Tomsod » 31 Jul 2023, 23:32

egin wrote: 31 Jul 2023, 19:43 well there's been a good amount of stuff that's just "wrong", the first gamebreaking bug was the purple torch in castle harmondale being unusable though. will see if there are other gamebreaking things further down the line though.
It sounds like you haven't disabled optional gamescript fixes -- they conflict with BDJ/Maestro's mod. There should've been checkboxes during the installation process, with some marked as incompatible with big mods.

egin
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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby egin » 01 Aug 2023, 00:49

Tomsod wrote: 31 Jul 2023, 23:32
egin wrote: 31 Jul 2023, 19:43 well there's been a good amount of stuff that's just "wrong", the first gamebreaking bug was the purple torch in castle harmondale being unusable though. will see if there are other gamebreaking things further down the line though.
It sounds like you haven't disabled optional gamescript fixes -- they conflict with BDJ/Maestro's mod. There should've been checkboxes during the installation process, with some marked as incompatible with big mods.
I've tried unticking all of em, most of em, some of em and none of em. at this point I've done the mod/patch installation 10 times so I'd be shocked if that was the issue.

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Eksekk » 01 Aug 2023, 09:00

egin wrote: 01 Aug 2023, 00:49 I've tried unticking all of em, most of em, some of em and none of em. at this point I've done the mod/patch installation 10 times so I'd be shocked if that was the issue.
Could you provide a screenshot of files in your Data and DataFiles folders?
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.

egin
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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby egin » 01 Aug 2023, 13:25

Eksekk wrote: 01 Aug 2023, 09:00
egin wrote: 01 Aug 2023, 00:49 I've tried unticking all of em, most of em, some of em and none of em. at this point I've done the mod/patch installation 10 times so I'd be shocked if that was the issue.
Could you provide a screenshot of files in your Data and DataFiles folders?
I'm assuming the datafiles folder is just the save data? if not I don't think I have that folder.
https://i.gyazo.com/7a33a2361195717ae26 ... 6d981f.png
https://i.gyazo.com/93d8a4d8129ed1c8303 ... ffa12d.png

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Tomsod » 01 Aug 2023, 14:31

Hm, there is indeed nothing wrong with your data archives. But other than that, MM7Patch can't really break torches and other gamescript events; they're mostly left alone. Are you sure there isn't a problem with Maestro Mod itself? Maybe some archives got corrupted somehow. Thing is, I've played the mod just a few years ago, on what must've been a post-2.0 version of the patch, and I don't remember any problems.

egin
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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby egin » 01 Aug 2023, 14:38

Tomsod wrote: 01 Aug 2023, 14:31 Hm, there is indeed nothing wrong with your data archives. But other than that, MM7Patch can't really break torches and other gamescript events; they're mostly left alone. Are you sure there isn't a problem with Maestro Mod itself? Maybe some archives got corrupted somehow. Thing is, I've played the mod just a few years ago, on what must've been a post-2.0 version of the patch, and I don't remember any problems.
the mod itself appears to be working fine, I passed the torch section by reinstalling the mod without the patch and then reinstalling the patch afterwards. might have to keep 2 versions of the game on the pc if there are more gamebreaks in the future lol. I also have a save from 2020 where I completed playing the mod last time but I've no idea when I started so don't really know which patch I used.

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Xfing » 05 Aug 2023, 22:58

Hey Grayface, think it would be possible to restore the missing transition animations?

The Merge attempts to do it with some of them. It works on and off, inconsistently - but at least the Eeofol one is present now. The Breeding Zone also worked at some point, not sure about now. But according to the cutting room floor, temples of light and dark also had their animations and flavor texts ready and working, and gotta say they look pretty amazing.

https://tcrf.net/Might_and_Magic_VII:_F ... Cinematics

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Xfing » 06 Aug 2023, 12:19

Oh and btw, the magical aging removal component of the Sacrifice spell in mm7 still doesn't work in the latest patch. All the other effects work fine, but if you've got extra aging, it'll stay as is.

Another small bug: in the Temple of the Moon on Evenmorn Island, you get an identified Telekinesis scroll when clicking the cabinet door. Another scroll, albeit unidentified, is revealed inside the cabinet, I believe you're only intended to get the one inside, and it should also come identified. Also, when you keep clicking the opened cabinet, you keep getting unlimited scrolls. This was definitely not intentional, so either make it work only once or zero times (since there's a Telekinesis scroll hidden inside the cabinet anyway).

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Anubis » 07 Aug 2023, 07:45

Another small bug: in the Temple of the Moon on Evenmorn Island, you get an identified Telekinesis scroll when clicking the cabinet door. Another scroll, albeit unidentified, is revealed inside the cabinet, I believe you're only intended to get the one inside, and it should also come identified. Also, when you keep clicking the opened cabinet, you keep getting unlimited scrolls. This was definitely not intentional, so either make it work only once or zero times (since there's a Telekinesis scroll hidden inside the cabinet anyway).
It's intentional. You can get trapped there more than once and telekinesis is required to escape. The scrolls are removed from your inventory upon leaving the dungeon so you can't sell them.

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby raekuul » 12 Aug 2023, 13:20

Yeah the map script is overzealous and also removes any TK scrolls you entered with. But yeah that's intentional.

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Xfing » 07 Jan 2024, 20:46

I thought that trap can be triggered only once, and when you cast telekinesis on that switch once, it can never trap you again. I had no idea the trap could work in a repeatable fashion (I know it's a necro btw, bear with me haha)

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Vinevi » 13 Nov 2024, 12:32

Hello!
New in version 2.5:
[+] Now you can climb steep mountains, like you used to when the game came out, unless ClimbBetter=0.
I have tested the game with real hardware, according to the recommended CPU (Intel Pentium 200 MHz) climbing is not possible.
It only works on faster CPUs and since they were evolving quite rapidly at the time the bug was introduced too quickly, so it was taken as a feature.

However in many places it is quite obvious that the game was designed around not having that as a feature:
A lot of high level loot in Bracada, Tularean Forest is supposed to be accessed via jump or fly spell.
Level design of Emerald Island suggests two ways of getting to the dragon cave: via the bridge or shore. And etc etc.

I understand that fixing that by default will cause a lot of backlash since many people already got used to that mechanic, however many are unaware that it simply throws all the quirks of level design into a trash can.

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Xfing » 23 Nov 2024, 17:17

Hey, I wasn't sure if I hadn't written about this yet, but looks like I haven't - do you think it'd be possible to add back in the entry animations to the temples of the light and dark, just like the anims for the Pit and Eeofol Tunnels were added? The ones I'm referring to can be seen in the link below, and they are indeed quite amazing, especially the one for the light temple.

https://tcrf.net/Might_and_Magic_VII:_F ... _Locations

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Tomsod » 24 Nov 2024, 00:59

Xfing wrote: 23 Nov 2024, 17:17 Hey, I wasn't sure if I hadn't written about this yet, but looks like I haven't - do you think it'd be possible to add back in the entry animations to the temples of the light and dark, just like the anims for the Pit and Eeofol Tunnels were added? The ones I'm referring to can be seen in the link below, and they are indeed quite amazing, especially the one for the light temple.
I've been eyeing these myself, hopefully I'll be able to use them in my mod, at which point Grayface will only need to reuse my solution. I think the problem is that the game can't handle going directly from a house screen to a dungeon entrance screen, but surely it's nothing copious assembly hacks can't fix!

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Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

Unread postby Xfing » 08 Dec 2024, 21:41

Tomsod wrote: 24 Nov 2024, 00:59 I've been eyeing these myself, hopefully I'll be able to use them in my mod, at which point Grayface will only need to reuse my solution. I think the problem is that the game can't handle going directly from a house screen to a dungeon entrance screen, but surely it's nothing copious assembly hacks can't fix!
That would make sense. The other transitions are either from plain door clicking (Breeding Zone), conversation prompt (Archibald at Clanker's Lab) or passing a linedef (Nighon Tunnels, Eeofol Tunnels). But you're right, none of those trigger while a dwelling animation is already displaying, such as in the case of those temples. Good catch, I hope it can be resolved like you said.


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