Giter VIP home page Giter VIP logo

misc's People

Contributors

grayface avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

misc's Issues

[MM6 Controls] can't remap certain keys

I can't remap following keys:

i -> g (open inventory)
F4 -> F11 (when I remap it - F4 continue to change window size if I push it twice).
Caps lock -> tab (I wanna put caps lock to tab and make tab as 'enter')

mm7.ini options

Можно ли добавить в readme или в mm7.ini все опции с описанием?
При удалении mm7.ini создается новый файл, но в нем отсутствуют многие опции.
Непонятно, что некоторые опции делают, непонятно, в каких рамках их можно менять.
Спасибо!

original italian version => "some files are missing, please reinstall"

I'm afraid I don't play mm8 that much so this is a veeeery late bug report - I was sure I had a previous install that worked, but apparently even version 2.1 (the oldest I could find) installs correctly and then refuses to run with that popup.

The problem seems to be that English{D,T}.lod is hardcoded somewhere in mm8.exe after installing the patch while I have data\Italian{D,T}.lod; symlinking those two files works on linux+wine, making copies works on windows.

The Italian versions of mm6/mm7 are not affected.

If for any reason fixing that turns out to be a pain just adding a warning would be 100% enough.

MM8Patch: CheckChestArtifact() boundary check missed

In condition if i >= _ArtifactsFoundCount^ then of procedure CheckChestArtifact() i should be checked for being not lower than 0 also.

(It somehow became 0xDBDBD9E7 here. With eax (item pointer?) being 0xD9F28A6)

MM7_MouseLook.reg не работает для MM7 от GOG

Переназначение клавиш не работает для версии из GOG. Подозреваю, что их надо вносить в ветку HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\New World Computing\Might and Magic VII\1.0, а не ту, которая в .REG файле.

TxtEdit 1.4.1 questions

  1. "Fixed Rows" and "Fixed Cols" tooltips are swapped.
  2. One cannot adjust length of fixed column.
  3. [FR] Could there be an option to fill column (selected cells? starting from the cell?) with [auto-incrementing] indexes?
  4. Is it possible (and does it worth it) to make TxtEdit remember fixed cols/rows count for custom TxtTables previously opened files?

Messed Player.Inventory

MM7 + MM7Patch only: player's inventory suddenly got one full line linked to cells of previous line; later in game another one line got similar linking. Savegame (Party[2] has problematic inventory, leading to the game crash for original reporter): https://cdn.discordapp.com/attachments/845393451893653535/845393476346183690/save000.mm7

Merge has similar issue reported at https://gitlab.com/templayer/mmmerge/-/issues/223, was considered to be Merge fault initially but now I'm not so sure.

Fix minor speech mechanics in houses

Adding on behalf of Templayer:

There is something really annoying in this game engine, generally speaking, which is that, sometimes (or always?), even without selecting the portrait of a NPC in a house to chat with, certain of his/her chat options are actualised as if you have already talked to them, by just entering and leaving the building, and entering again. This happens very clearly with the Daggerwound Island Town Hall NPCs. It is a bit more subtle, but I think also happens with every single Teacher greeting speeches in the houses of Jadame. This is vanilla stuff of course; dumb 'AI'.

For more details see: https://gitlab.com/templayer/mmmerge/-/issues/383

Yet more MM7 bugs

Hi! I've uncovered some more bugs since the last time, finally got around to composing them. All are fixed in some way in my mod, you can ask for details if something is unclear.

  1. Crate traders EVT bug: the player is not supposed to buy more than one crate of goods for re-sale at a time, but the dialog option fails to disappear until you leave the house.

  2. Monsters can cast Dispel Magic when fighting other monsters, with it still targeting the party.

  3. The byte variable at 0xf8b06c that controls which hireling NPC reply is displayed is not reset on dialog re-enter, and that causes the "more information" option sometimes not work on the first click.

  4. Player buffs 20 to 23 are not removed at rest at 0x490d21.

  5. During a wait in the rest screen at 0x41f567, time is advanced in increments of 6 minutes, which causes the HP/SP regen effects to only trigger 10 times per hour instead of 12.

  6. Raised age is colored green, but it's bad, so it should be yellow or red, I think.

  7. You must have heard this by now, but due to a typo at 0x4bd120, Harmondale town hall can place bounties on one type of peasant instead of trolls. Also, Celeste places bounties on angels -- this is not a typo, but all other guard monsters are excluded from the respective halls.

  8. Some areas (e.g. Avlee) have zero-charge wands lying on the ground. I've tried to fix it here by recharging them on map load, although it only works in my mod because getting a wand below 0/1 is impossible now, otherwise dropping a spent wand and reloading would recharge it too.

  9. I think Nighon volcano is supposed to have ruby reagents on top of it, but instead it has ruby gems (sprite confusion?), and some code prevents them from appearing. Also, a few of the reagents are misplaced and fall down into the volcano.

  10. Repairing items also identifies them at 0x4bdc15 and 0x41da49.

  11. Stun spell is very broken, as it can miss, using equipped bow's attack, and also does not advance with rank despite the description, which leaves it very weak with its 20 recovery penalty. Also, weapon stun uses the same code (0x439c47) and thus checks for Earth resistance.

  12. Monsters that are supposed to always attack a certain class ignore that class's promotions. (The function is at 0x426dc7.)

  13. Rangers can learn Meditation before the first promotion, despite having no SP.

  14. PC's race resets to human upon change to a lich or zombie, as it's determined based on face. But the old PC face is still stored at offset 0x1928.

  15. In the new game screen, ID Item and ID Monster are both shortened to Identify (at 0x496749), which is confusing.

  16. When generating gold piles (not items) on the ground (not in chests), the code at 0x450084 does not take map treasure level into account, so some dungeons (e.g. barrow 8) with high-level floor item spawners that are supposed to be capped end up with too much gold.

  17. Some guard archers in Tatalia have Wimp AI.

  18. Stealing from monsters (0x48d8ee) and shops (0x48d7ad) ignores item and hireling bonuses.

  19. If lich becomes a zombie (e.g. through a dark temple) and is then cured, their face (and voice) is restored to the old human one. Normally liches are immune to zombification, though.

  20. If some PCs were zombified on total party kill, they're cured on revival but their old faces (0x1928) and voices (0x1924) are not restored.

  21. With a XP-boosting hireling in the party, all PCs are treated as having the Learning skill and thus get the 9% starting bonus (the code is at 0x49130f).

  22. The code at 0x433209 imposes a ~140 recovery penalty for aiming a spell in the realtime mode (most aimed spell have less). This also changes a PC mid-cast of Telekinesis.

A few MM7 bugs

Hello! I was playing around with MM7's disassembly lately and discovered a few bugs that you might want to fix in your patch.

Firstly, the "of assassins" and "of barbarians" weapon modifiers don't appear to deal elemental damage that's stated in their description. The function for bonus damage is at 0x439e16, but it doesn't seem to have code for these modifiers. Attacking a monster with Physical immunity using such weapons also always misses.

In the same function, "of acid" modifier seems to deal water (2) damage instead of body (8). The relevant instruction is at 0x439f6a.

Kelebrim, an artifact shield that's supposed to penalize Earth resistance, doesn't actually affect it. The code for that should be at 0x48f0c3, but there's only the endurance bonus there.

Light Bolt doesn't seem to be dealing double damage to undead. I haven't thoroughly investigated the disassembly regarding this, but in practice attacking both undead and non-undead monsters deals the same 2.5 * level damage (assuming no Light resistance).
This was actually fortunate for me, as I intended to remove the double damage in my mod, so this bug saved me some effort.

Another spell, Acid Burst, deals Physical instead of Water damage. It's not actually a bug in code, but rather in spells.txt (it doesn't have an element set). This bug is rather well-known and also affects MM8.

Control Undead doesn't work on GM level. The code sets a very high duration to simulate a permanent effect at 0x42e067, but due to overflow it becomes negative a few instructions later, so the effect is immediately removed. (Replacing the duration constant with 0xffffff seems to fix this.)

Charm has a similar bug (the huge constant is at 0x428ea2), but it also has a bug wherein expert works as master, master works as GM, and GM works as expert, so it's the master level spell that ends up broken. (The skill level checks are at 0x4a8e8c (master) and 0x428e9c (GM) and seem to be off by one.)

Armageddon deals irresistible damage in MM7 (and MM8 as well). Looking at the code, it damages both monsters (0x401b73) and players (0x401bfa) with element 5. In MM6 it was magic damage; in MM7 element 5 is unused, so neither players nor monsters can resist it. Looks like NWC forgot to update the code.

Finally, when a monster casts a spell at another monster, the game seems to erroneously use the defending monster's struct when reading the spell's element. The instructions are at 0x43b2cf and 0x43b2e0.

MM8Patch 2.5: DisableHooks does not disable certain hooks

MM8Patch 2.5.5, previous versions might be affected as well.

mm8.ini line: DisableHooks=44D96C,44DD9A,4541C9,47DA26,47DAA8,497A69

Only hook at 0x44DD9A becomes disabled, all other are present in running code (viewed by OllyDbg).

All hooks are from MMCommon/MMHooks.pas. 0x44DD9A is the only hook from Hooks, other are from HooksCommon.

Suspicious place is MMCommon.pas CheckHooks() with its line while hk[i].p <> 0 do - there are previous hooks that aren't used for MM8 therefore legally have pointer equal to 0.

[MM6] /rfe add potions recepies

I'm trying to play without spoilers in MM6. But how come I could find recepies on black potions? Only save-load scumming or looking the guides.

It would be great to have possibility to find recepies for potions in MM6 as RNG loot from monsters or in chests.

Can't load file error MM8

Hello

Can't load file! in file: d:\mm7Src\MM8\MMVIII\Code\Odmap.cpp at line number: 561

Getting this error when I use the MM8 patch. Happens immediately when I try to start the game.
I'm running it from the original disk. Does the patch work with the original disk or does it have to be from GOG?

MM7 from original disk worked fine so I was hoping it would work for 8 as well.

MM6 Monster damage wrongly calculated

.text:00446C20 Monster_CalculateDamage proc near ; CODE XREF: Monster_DamageMember+16F�p

The above function implementation looks pretty weird. It is either bug or exceptionally sloppy implementation. See if you like to patch it.

  • Attack2 uses Attack1 values for damage calculation.
  • Spell damage calculation is completely off the spell description. It does not seem to use mastery or skill at all in some cases.

[MM8] Fleetfingers does not work with GM Bow

The artifact Fleetfingers (+8 to Disarm Trap, Bow, and Armsmaster skills) does not add to bow damage when the character has GM bow. The bonus from normal and expert (attack and recovery) works as expected. The skill is shown as having +8 bonus.

Edit: This also applies to other items that increase the bow skill (Tournament Bow, Longseeker).

Some more MM7 bugs

Hello again! I've uncovered a bunch of new bugs in MM7 that you may be interested in. Some of them are fixed in the new release of my mod, you can look at elemental.c if you're curious.

  1. Potions of Bless, Stoneskin, and Heroism do not improve their effect with higher potion power, only duration. This makes them nearly useless, as any other source of these buffs will be stronger. This is not necessarily a bug, could be just bad design. Nevertheless, I fixed this in my mod.

  2. OnLeaveMap event doesn't trigger when using stables or a boat. I fixed this one.

  3. Faerie Pipes quest award is only given to the currently active player (gamescript bug, fixed).

  4. Archibald is only supposed to give you a blaster if you enter Eeofol with the "kill Xenofex" quest active (obvious gamescript bug, fixed).

  5. White barrels do not randomly generate (fixed).

  6. In the Wall of Mist, barrels refill on each visit. This might not be a bug, but it's very exploitable, and I fixed this.

  7. Pickpocketing an item produces a garbage message, both in English and Russian translation (fixed).

  8. If Cure Insanity or Raise Dead fail due to waiting too long, they still apply their side effects (weakness, and for the latter, HP is set to 1). Also it's theoretically possible that Raise Dead would cure death but fail to cure unconsciousness that was in effect for longer (both fixed).

  9. Resurrection claims to have reduced recovery with high skill, but it's not implemented (unfixed, suits me just fine).

  10. Enchant Item always pulls special enchantments from treasure level 3 pool, even though standard enchantment power corresponds to levels 4 and 5 on Master and GM, respectively (fixed).

  11. Also, a minor exploit: even though normally the power of "of Arms", "of Dodging" and "of the Fist" enchantments is halved, Enchant Item doesn't respect this, so it's possible to get these enchantments with abnormally high power (up to +17). I fixed this one, but it's not a big deal.

  12. Mass Distortion has two resistance checks: one, debuff-like, to avoid its effect entirely, and another to reduce the damage if the first one fails. Seems to harsh for me, so I fixed this.

  13. GM Protection from Magic can protect from being executed in castles. I think the gamescript tried to prevent this by setting "Dead" to 1 instead of 0, but the proper syntax here is Add("Dead", 0) (fixed).

  14. Archers can't shoot fire arrows due to a wrong projectile name (fixed).

  15. Sacrifice is stated to cure conditions and aging, but it doesn't (fixed).

  16. Master Healers erase all armor skills when they heal the party. A most peculiar bug, I've no idea what that code was supposed to do (fixed).

  17. Buff duration strings are a bit buggy, they can read as "x days y seconds" when it should be "x days z minutes" or even just "x days". It's because the seconds bit only checks the hours being 0, not days (fixed).

  18. Water Walk drains power every 5 minutes instead of every 20 (fixed).

  19. Slow is supposed to last 1 min/skill on Basic and 5 min/skill on Expert+, but it's actually 3 min/skill on all levels. (I reworked this entirely.)

  20. Turn Undead is 1 min/skill on Expert instead of 3 min/skill, and doesn't have reduced recovery on GM. (Also unfixed.)

  21. Control Undead has a slightly wrong description, seemingly copypasted from Enslave.

  22. "of Feather Falling" enchantment isn't generated randomly (the maximum enchantment ID is one less). Perhaps it's for the better, as it's slightly buggy, too.

  23. Alchemical explosions can occasionally break hardened items, as a wrong item is checked for breakability (fixed).

  24. Elven Chainmail is supposed to reduce recovery, but like in MM6, this bonus is nonfunctional (I removed it entirely).

  25. Ania Selving's bonus to bow skill doesn't affect damage at GM (fixed).

  26. Without a bow, ranged damage displays as "N/A", but this string isn't localized (fixed).

  27. The Body resistance well in the Maze is supposed to be usable once per day, but the script is broken (fixed).

  28. Stealing a wand from Mr. Malwick often puts garbage values in its max charges field (fixed).

  29. Falling from Celeste is supposed to choose one of six possible Bracada locations, but the script lacks Exit commands (fixed).

  30. Dwarven guards have abnormally large radius, and as such often get stuck in doorways and block passages (fixed).

  31. Peaceful monsters on the current map (e.g. the party's Golem) enable rest encounters (fixed).

  32. The weather always starts sunny until you spend a day or so in the new region. This breaks Evenmorn mist, among other things (fixed).

  33. Bracada docks teleporter is slightly off-target (fixed).

  34. Resting in dark region taverns often takes too long (24+ hours) (fixed).

  35. Clubs and wetsuits have garbage recovery values (I fixed clubs, at least).

  36. Hunter NPC and Hunter class have the same string resource. This breaks Russian translation (fixed).

  37. Castle Harmondale bookshelves check for School of Sorcery membership (fixed).

  38. In the Grand Temple of Moon, the pit trap and altar color reset after game reload (fixed).

  39. Drowning deals fire damage! I changed this to cold.

  40. Traveling on foot does not erase ground items list, so they sometimes are duplicated in the new region (fixed).

  41. In the Walls of Mist, some facets of keystone pillars aren't clickable (fixed).

  42. Dragons and titans drop too little gold due to integer overflow (fixed).

  43. Your bug: in the Russian translation, the door in Hall of the Pit is labeled as "Chest".

  44. Mace paralysis checks earth resistance for some reason (fixed).

  45. Gibbet doesn't slay dragons or demons, only undead (fixed).

  46. Troglodyte slaying, griffon slaying, and tapestry stealing quests adjust the reputation for each party member, leading to 4x gain or loss (fixed).

  47. Occasionally the game crashes when loading a save inside Lincoln's entrance room. I wasn't able to get to the bottom of this.

  48. When generating a random item, it occasionally defaults to the first item in category (Torch Light, empty potion bottle, a rusty sword etc.), even on high treasure levels. Haven't investigated this yet.

  49. Can't swap an spear equipped in two hands for a sword (unfixed).

  50. Recovery times seem to be carried across game reloads sometimes (perhaps only in turn-based mode) (unfixed).

  51. Nighon HP and SP wells restore 25 points, but the messages say 50 (unfixed).

  52. In Tatalia, kergar ore on the ground has erudine sprite. And in Erathia there's siertal that looks like phylt (unfixed).

  53. Casting a spell on the very first (ID 0) item in the inventory sometimes chooses a garbage target because the code thinks 0 is "no target" (unfixed).

  54. Clanker's quest device and altar in the Sun Temple reset after reload (unfixed).

Sorry if I'm too succinct, but there's a lot of them this time. You can ask if anything needs clarifying.

mm7 patch 2.3.1 statusbar scale

Привет!
При значении StatusbarScale=0.5 и ниже начинаются проблемы с npc, у которых нет диалогов. Их приветствие перестает отображатся, вместо него тоненькая полоска. Плюс сама statusbar при значении 0.4 выглядит криво.

[GrayFace MM8 Patch] Character takes melee hits when monsters fight each other

The bug from very old times. Especially annoying in solo play, but can cause problems for any party too.

Reproduction:

  • Monsters fight 2 vs 1.
  • Two dealing a killing blow simultaneously.

Result: One hit goes to kill a monster, another goes to you, including bad effects.
Seems to happen when you are the next target of the monsters.
Just to clarify - monsters can be very far away from you, and still you get melee hits from them.

Exists in MM7, MM8, and MM678 merge. In MM6 monsters do not fight each other anyway.

See https://gitlab.com/templayer/mmmerge/-/issues/101

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.