Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
StormyG7
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby StormyG7 » 02 Jan 2025, 22:04

I've been away for a bit, but I'm curious about getting MM 678 running again, but with my own modifications.

A few things before I even install the mod,

1. Is there a changelog or git-hub or page that details all the things MM Merge does and what each update did?

2. Following up on changes, last I played, the merge didn't finish adapting all the armor and characters from MM6 and MM7, how's that going?

3. In the past I made a crude script to import/export characters to bypass the limit. Is there still a hard limit on party members? How does that work?

4. Is there a good source of information and user contributions, mods, and add-ons? I vaguely recall a genie and some other character options being made as add-ons. Is there more stuff like that out there? Where can I find it?

5. After a few years of Software Engineering schoolwork, a few GIMP photo-editing projects for games, I may be interested in maybe contributing to the Merge with some modifications of my own. Is there a tool-chain of sorts people use? I recall Greyface had some tools, and the ERA II launcher had some tools for the archived content.

EstelRandir
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby EstelRandir » Today, 06:12

ThomasNoob wrote: 27 Dec 2024, 09:41 As far as I remember from original mm6 the vulcano was triggered by clicking on the buoy at the coast that is near to the vulcano. In mm7 8 you then had the boats and the canons to shoot on them.
You are correct! Haha, that worked. I do not think I ever tried that in all my runs through the games.

cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby cthscr » Today, 08:46

StormyG7 wrote: 02 Jan 2025, 22:04 1. Is there a changelog or git-hub or page that details all the things MM Merge does and what each update did?
https://gitlab.com/letr.rod/mmmerge - Base
https://gitlab.com/cthscr/mmmerge - Revamp
Note they are based on MMExtension repo now.
2. Following up on changes, last I played, the merge didn't finish adapting all the armor and characters from MM6 and MM7, how's that going?
IIRC, Hermes' Sandals is the only non-implemented graphics. And there are some issues with its implementation.
3. In the past I made a crude script to import/export characters to bypass the limit. Is there still a hard limit on party members? How does that work?
Which limit? Game has an array of 50 RPC if you mean that. Quasi-extending it is possible but will increase savegame size significantly.
5. After a few years of Software Engineering schoolwork, a few GIMP photo-editing projects for games, I may be interested in maybe contributing to the Merge with some modifications of my own. Is there a tool-chain of sorts people use? I recall Greyface had some tools, and the ERA II launcher had some tools for the archived content.
MMArchive and TxtEdit from https://grayface.github.io/mm/ for me. But I'm just coding.

StormyG7
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby StormyG7 » Today, 17:40

Thanks for the info. Is there a repo, or list of mods for the merge somewhere?
cthscr wrote: Today, 08:46 Which limit? Game has an array of 50 RPC if you mean that. Quasi-extending it is possible but will increase savegame size significantly.
cthscr wrote: Today, 08:46 Which limit? Game has an array of 50 RPC if you mean that. Quasi-extending it is possible but will increase savegame size significantly.
Yes, I think so. I made a character export tool I think using a Lua script that exported all the character and inventory data to a text file. It wasn't significantly large itself. So, with a game this old, I'm curious how significantly large a save file could get simply by raising the 50 RPC cap. I planned to go about and try to make a unique instance of every single character that can join the player's party in MM Merge. When I played MM8, I used to enjoy leveling them all to around level 100 or so, but MM8 is a bit small, compared to say MM6 with the large sprawling dungeons, and I once had a team I refused to quit at 12 years old in MM6 with characters over level 300, kinda wishing I could try out all the classes in the game and swap out party members. So this is kinda my thing.

Is there also a limit to how many party NPCs can be in a Tavern as well?

My plan is to create a mod to have new characters, and races to try and make as many of the NPC's as unique as possible. No duplicate faces. I vaguely recall seeing some try to add races/character faces and those paper doll type profiles. I might make something of my own, though I did edit some in the past, and it was extremely tedious to make all the character expressions, but might be worth a shot.
cthscr wrote: Today, 08:46 IIRC, Hermes' Sandals is the only non-implemented graphics. And there are some issues with its implementation.
Wonderful news. I may still make a mod because I recall in the past I always liked to visually edit the weapons suit my preferences with more practical and aesthetic shapes. I might also consider adding some Heroes of Might and Magic artifacts just for fun.


I like the look of your revamp mod. The promotions look


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