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Might & Magic "Tribute" game - tech demo
07/09/2003, 14:15:50

    Sir Felgar writes:

    Many months ago I posted in the tavern about the possibility of the fans getting together to produce a fan-made MM "tribute" game. At that time I'd started to code a demo that I hoped to release at some point.

    Well, I never gave up, and eight months later I've decided to release what I've done so far.

    Please note that this is a tech demo purely to show what the game engine is capable of at the moment. There is no game as such and there are many features missing. For example, there is no AI for any of the monsters or NPCs at the moment so they just stand there not moving. There is no combat, character development, inventory or spell casting yet.

    However, you do get to explore the world with your party and complete some quests and although there is no real end to the demo, if you complete all the tasks for the Oracle you will receive a reward!

    I've not really decided how (or if) to take this any further than a tech demo. After the months of work it's taken to get to this stage, I'm going to have a rest (and a beer!) for a few days and see what the reaction is.

    The download (and a few screenshots) can be found at: www.mmt.34sp.com

    Please see the ReadMe file on the site for more details.

    Anyway, enough of my rambling. Let me know what you think of the demo - good or bad, and let me know if you have any problems.

    Sir Felgar



    Related link: MMT demo page

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WOW!!!!
07/09/2003, 15:33:01

    Nero writes:





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That's a nice bit of work
07/09/2003, 18:38:44

    Timbecile writes:

    I got a few questions for you...

    What did you use to edit the terrain? That stuff looks great.

    Did you make those buildings yourself, or did you just rip them out of the Erathia games?

    Overall, I'd say that's a great start...the framerate was smooth, the textures looked good...If I saw those screens on the back of a box, I'd throw down cash for it. And believe me when I say I saw games at E3 being made by pros that didn't look as good...

    now comes the hard part...the game systems and the content....course that's where the fun is.

    Timbecile





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Thanks!
07/09/2003, 20:57:20

    Sir Felgar writes:

    Tim

    Thanks for your kind words... coming from a man of your experience within the industry I'll take that as quite a compliment

    A heightmap bitmap is used to generate the terrain. To edit the heightmap I started out using a freeware application called Total Terrain but in the end I ended up writing my own little app so I could have more control.

    For texturing I used a freeware app called Heightland. Again though, I ended up writing my own app that allowed me to paint textures directly onto the terrain.

    The buildings are all my own work (apart from the textures obviously). I found this one of the harder parts of creating the demo - I'm no 3D modeller (you can probably tell!).

    As you said, that's the easy part done. Think I'll have a beer before thinking about the hard part!





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it might be worthwhile to...
07/10/2003, 16:28:53

    Timbecile writes:

    try supporting an editor like 3d Max or something similar. The flexibility you'd get with something like that is definately worth the cost, I think. It takes a long time to make an editor as full featured as you need it...(more time you can spend on the game instead of the editor)

    3D max might end up being to expensive to use, and it's a lot more complicated to learn than something like radient or DEdit. My first recommendation was going to be to support one of those editors, but I'm not sure if their license would all you to use the editor to make something for another game engine.

    I've worked with all 3 editors (Radient, Max, DEdit) and I think that if I had my personal choice, 3D max would be the editor I'd choose to use...(I've been using it for a year and still have barely scratched the surface of what you can do with it.)

    And considering your claim of not being a 3d modeller, you did a pretty decent job on those buildings. In fact, I must admit that I thought they came straight out of MM6.

    Anyway, if you have any technical questions you need answered, I'd be happy to help. I'm a regular lurker on this board, so don't be afraid to ask them here....and I'll answer them here so everyone can share in the answers.

    Tim





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level editor
07/11/2003, 07:19:16

    Sir Felgar writes:

    Tim

    Warning to others: Techy stuff ahead.

    There is already a 3dsmax exporter available for the 3D model format that the demo uses, so for individual models Max is already supported. As to using it as a level editor my main concern would be performance. Exporting everything from max would make it more difficult for me to implement occlusion and level of detail code.

    At the moment the outdoor terrain has a level of detail algorithm (ROAM) that reduces polycount at a distance. This allows the engine to see much further without too much decrease in performance. This feature is built into the programming language that I’m using. If I were to export terrain as a max mesh for example I would need to come up with a whole new level of detail algorithm.

    For the indoor levels, an occlusion system (similar to that used in BSP models in Quake3) will be used. This was not used in the demo as the level was quite small. Each individual object within a level (barrels etc.) also has it’s own culling parameters that ensure they are only drawn when required. Again if I export a completed level from Max it would complicate this optimisation as I would need to try identify which parts of the mesh to optimise and when.

    On a personal note, I find 3ds max incredible confusing and difficult to use. I realise it’s extremely powerful and an industry standard, but I just find it difficult to get to grips with. My models were created in Milkshape which is cheap, easy to use and idiot proof

    I already have an in-house level editor of sorts that was used to produce the demo. It allows me to position, scale, and rotate individual objects, set up properties for them, triggers etc. but it’s not exactly user friendly!

    My next task (which I’ve already started) is to produce a more feature packed editor with a nice GUI that will allow someone with little experience to produce a completed level for the game. It will not be possible to produce a complete level using only the editor, additional tools would be required (it won’t do 3d modelling as such – it will be purely a placement and game editor).

    The time that it’s going to take me to produce a level editor will allow others (hopefully!) to help to produce a storyline, maps, game design docs etc.

    If you think my approach is flawed then let me know. Thanks for the offer of technical help. I may just take you up on that!

    Sir Felgar





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A very convincing argument
07/11/2003, 13:00:47

    Timbecile writes:

    Not drawing what isn't seen is one of hte most difficult things to plan for, and I can see the sense in using a custom editor based on that.

    having said that, another thing that you might want to or already have thought about is a conversion utility from various other file formats to your own...different people have varying degrees of skill in different editors, and I've found it useful to do things in one edtior and then convert it to another.

    Here's an example....All the terrain in MM9 was done in 3D max. using Lithtech's max converter, we converted the max files into DEdit files...we spent a long time trying to figure out the best way to do terrain in DEdit....to which the answer is,...use something else.

    As far as max being incredibly complicated and difficult to use, you're absolutely right...right now it's still my favorite, but I doubt I could make the Lindisfarne Monastery in it yet...for me the biggest hurdle is figuring out how to do things I already know how to do...fortunately, the project I'm working on now I'm not responsible for creating the level.

    One bit about the tools is it's best to try to make it as user-friendly as possible...the most important thing to pay attention to is stability. both to keep it from crashing and prevent the saved file from being corrupted. There's nothing more frustrating than losing 8 hours of work from a crash or corrupted data.

    Anyawy, if you want some suggestions on level editing features, lemme know. I'll be happy to provide you with some.

    Tim





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That really IS amazing!!
07/09/2003, 19:06:41

    Oren writes:

    Can't wait to see how this thing comes out eventually...
    very nice music too!
    i'm sure there are lots of people here who'd help in creating a storyline, quests and so...

    anyways - Great work!





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I am impressed You did good!!!!!!!!!!!!!!!
07/09/2003, 20:34:36

    Klaravoyia writes:





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but
07/09/2003, 21:30:59

    Yaminoxi writes:

    I try to D/L the zip file but it seems to stop intermitantly. E.g I D/L 5 meg of it then it stop "me thinks that cant be right" so Y try to unzip and get "! C:\Documents and Settings\jay\Desktop\MMTdemo.zip: Either multipart or corrupt ZIP archive." So I try again and it D/L 1.5 meg! arrgh I really want to see/play this!

    Please help





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downloading...
07/10/2003, 03:41:37

    Sir Felgar writes:

    Hmm... I tried it a couple of times myself and it was ok.

    Try using a download manager so you can resume the download if it gets interrupted.

    I use "Download Accelerator" which works great. You can get a free 14 day trial from www.speedbit.com

    Another well known DL manager is Getright (www.getright.com) which also has a free trial.

    I suggest you try one of these two.

    Hope this helps.





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ta
07/10/2003, 07:39:37

    Yaminoxi writes:





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Here's your beer! Excellent work.
07/09/2003, 21:42:26

    Bones writes:





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thanks Bones!
07/10/2003, 07:47:38

    Sir Felgar writes:





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Small Q!
07/10/2003, 10:39:56

    Ice3 writes:

    I didn't have time to investigate the demo yet. But are you using the MM8 game engine? If son did you get the spec from 3DO?




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Game engine...
07/10/2003, 11:12:16

    Sir Felgar writes:

    Did I use the MM8 engine? - I wish! That could have saved me a load of work!!

    Somehow I doubt 3DO will ever release the source code to any of the older MM games, very few companies ever do, which is a shame...

    No - the game engine is my own creation. It's kind of a mix of MM8 & MM9 styles - the terrain is more like MM9 (fully 3d - you can go underwater etc.) but it uses 2D sprites for monsters, npcs etc.

    However, I am partly using 3DO's graphics (for illustrative purposes only).





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Amazing!!! That gives back the hope that someday the old times will be back. Good luck with the hardest part!
07/10/2003, 11:53:50

    arturchix writes:





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This has all the makings for adventure!
07/10/2003, 15:13:28

    Fander Treespook writes:

    You bring flickers of hope to a heart hardened by preparing for the worst....!

    Where to start! I am simply amazed!

    Sir Felgar, you have made a terrific demo! I have played it through and explored the map and I have only good things to say! From the most beautiful landscape to the Son of David Lee Roth singing just a gigolo/ain`t got nobody and the Freedeo tombstone inscriptions, I really felt like part of another MM. I was expecting Nicole Kiddy Friedman to be Tom Crusoe`s fellow castaway, though

    To answer your question: YES this is worth pursuing! Very much so! I will try to give you some tech-feedback via email later tonight, but be warned.....I`m not much of a techoe...:o

    The link provided below is to my game certificate...*LOL*

    You have my deepest respect, Sir Felgar!



    Related link: It says 8 days, Score: 12688, heh!

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Glad you enjoyed it!
07/11/2003, 05:55:04

    Sir Felgar writes:

    Glad you enjoyed it and thanks for the E-mail. To be honest, I'm surprised it even ran on an 8MB graphics card! I'll reply to your E-mail shortly.

    Tom Crusoe and his fellow castaway are a mix of Robinson Crusoe and Tom Hanks. I used Tom Hanks because I was watching the film Castaway at the time I coded this bit.

    There are more "in-jokes" in the demo, (especially if you live in the UK - the whole Bucklefast Abbey and tonic wine story takes on a different light!). I always enjoyed these "oddities" in MM games, hence their inclusion.

    I can't believe someone actually went to the trouble of completing it! Enjoy your certificate





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Duh, I`m so silly....
07/11/2003, 07:40:05

    Fander Treespook writes:

    I figured teh Tome Hanks thingie, but stilll I didn`t make the Castaeay connection......;O

    I too love the oddities and the easter eggs. Look forward to see this project evolve!

    Meh-heh-hee...! (Btw, I loved the wall pictures, heh!)





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YOU ARE MY HERO
07/10/2003, 20:56:47

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I got too D/L using the D/L manager
07/11/2003, 00:07:17

    Yaminoxi writes:





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I got too D/L it using the D/L manager. Anyhow my two cents worth...
07/11/2003, 00:21:21

    Yaminoxi writes:

    Map terrain is *Excellent* I reckon if that is the "Average" size of a map I cant wait to explore a full sized one.
    Also a massive desert would be absolutely fantastic! You could get lost and die from starvation if your not carefull!

    Music fits in perfectly! (even though it is midi!) I must say music is my most favourite part in a game becuase you may have to listen to it for a looong time.

    The 2d models I hope your not going actually use they are way outdated.

    And the walking sound is yuk! Maybe you could impliment a walk volume or change the sound all together it sounds mushy even when you walk on the wood.

    And I came across a problem involving memory. My screen went to desktop. And came up with a message "Out of Memory Range".

    But besides that Its F**K*N GREAT! Keep it up.

    lol btw I like the cemetry head stones nice touch





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thanks for the feedback...
07/11/2003, 06:40:38

    Sir Felgar writes:

    Larger map sizes are certainly possible although I would envisage the size of map included in the demo being about the right size for a single outdoor area.

    The music is by Bjorn Lynne from his website www.lynnemusic.com. Check it out as he has lots of music available for download.

    2D graphics - the original intention was to create an engine that would allow graphics of at least a similar quality and style to MM6-8, hence the 2D sprites.

    If there are lots of 3D modellers and animators out there who wish to get involved then great we can go the fully 3D route but I suspect this is unlikely.

    MM games never were about a cutting edge 3D engine - it was always about the game itself, the story, character development, combat, skills, spells etc. IMHO.

    The walking sound was the best I could come up with at the time. Interestingly the “walking on wood” sound was “borrowed” from a very high profile, well known commercial game. So if you don’t like it blame them

    Regarding the memory problem – let me know what spec PC you have (especially how much RAM you have).





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Looks like I should get on with the storyline for MM10!
07/11/2003, 04:55:48

    Ribannah writes:

    Everything looks absolutely great, Sir Felgar.

    One thing I missed though (maybe it's there but I overlooked it): looking up and down, that would really help during mountainclimbing.

    In the dungeon I had some problems finding the smaller passages, arrow on the minimap seems not totally accurate.

    Keep up the good work!

    - Rib -



    Related link: Castle Gobs

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Looking up and down...
07/11/2003, 07:48:40

    Sir Felgar writes:

    You can look up and down using Delete and Page Down keys. The End key resets the view. If this is not working for you, let me know.

    Yeah - the minimap is a bit of a kludge at the moment - it works but it's not totally accurate!

    btw, love the update to Castle Gobs - looks great! I especially like the MM10 section - could do with some more content though.





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Thanks SirFelgar - MM10 content is coming!
07/12/2003, 08:18:18

    Ribannah writes:

    Looking up and down is working, albeit that sometimes I cannot get to the maximum of either.




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*Please* don't refer to this as MM10. The privilege of using that name belongs to NWC.
07/12/2003, 09:34:33

    Bones writes:

    If you intend on making a series of adventures then you should choose a new name with M&M in the title -- like 'Shadows of M&M'. Perhaps others have suggestions.




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I agree totally...
07/12/2003, 09:49:03

    Sir Felgar writes:

    ...that's why I called my demo Might & Magic "Tribute". I wanted to make it clear to 3DO/NWC that my demo was never intended to be a tenth part to the series, simply a fan produced tribute game that would help keep interest in the series alive until hopefully MM10 would come along for real one day.

    Actually "Shadows of M&M" is not bad Bones - anyone got any other ideas?





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That is not quite accurate
07/12/2003, 15:46:10

    Ribannah writes:

    First, NWC is owned by 3DO, and therefore has no privileges. AFAIK no provisions have been made for returning independent privileges to NWC now that 3DO is bankrupt.
    Second, the specific title MM10 has not been reserved (but of course the name of the series as such is a trademark).

    However, to avoid confusion I will refer to the ongoing effort as MMT.

    I like the title 'Shadows of M&M' but legally it comes to the same: 3DO (or rather the curators) can just as easily object to it as they can against the use of MM10, MMT or MM Tribute.





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I agree with your last point...
07/12/2003, 15:48:59

    Sir Felgar writes:

    ...we may yet have to call it "Strength & Sorcery"




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LOL
07/12/2003, 16:38:07

    Ribannah writes:

    Or 'Power & Witchcraft' - I've heard 'Strength & Sorcery' suggested before.




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Or....
07/13/2003, 06:05:13

    Fander Trespook writes:

    Muscle & Mana, to keep the double Ms...




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No, see my post above. NWC does retain some rights.
07/12/2003, 16:53:31

    Bones writes:





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Memory violation error
07/11/2003, 07:23:46

    Ururam Tururam writes:





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More details...
07/11/2003, 08:03:41

    Sir Felgar writes:

    Could you give me a bit more detail about the error?

    When does it occur? Does the demo load at all? What set-up is your PC?

    The more info you can give me the easier it should be to find a solution.

    regards

    Sir Felgar





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My specs
07/11/2003, 10:00:49

    Yaminoxi writes:

    Operating System Windows 2000 v5.0.2195
    DirectX Version DirectX 8.1
    CPU Model/Name AMD Athlon(tm) with MMX(TM) Technology
    CPU Speed 1.7GHz
    # of Processors 1
    Total Physical Memory 512MB
    % Memory Used 21%
    Resolution 1024 x 768
    Color Depth 16-Bit
    Free Disk Space C:\ 14.42GB
    Max Swap File Size 1.22GB
    Available Swap File 1.13GB

    unm how long are you willing to put into this game? I am willing to learn software to create monsters etc and give ideas just like everyone else will do. But I work and dont get much time. Im so enspired to help bring this fan game along. And have often thought about creating a game but alas we dont really get a chance to even have time to ourselves. I cant wait to see more input from other fans.





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hmm, strange...
07/11/2003, 10:33:38

    Sir Felgar writes:

    ...you've got plenty of physical memory. Does the crash happen everytime you play, always at the same point, or is it random? Do you know what the error message is exactly?

    How long am I willing to put into this? Well, I've put about 500+ hours in to get this far, so as long as it takes basically!

    Put it this way, if you were talking about producing something of the size and depth of MM6-8 then you're talking about years of work rather than months.

    Anyone who wants to help, in any way, will be most welcome. I'll be posting more info about getting a group together to produce a game after the demo has had a bit more time to circulate...





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Would you recommend milkshape 3d?
07/11/2003, 10:14:49

    Yaminoxi writes:





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Milkshape was used to create the buildings in the demo...
07/11/2003, 10:42:08

    Sir Felgar writes:

    ...I find it quite good (although it has it's quirks) for modelling but limited when it comes to texture mapping your models.

    Can't really beat it for price though. Having said that - worth checking out Anim8or and Wings3d, both are completely free 3D modellers. Also free is Z-Modeler (think that's it's name - mainly aimed at modelling for 3d racing games but could be used for modelling anything).

    Learning how to use any of these apps would be very useful if you wish to help out with the project.





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Thanks.>
07/11/2003, 11:27:24

    Yaminoxi writes:

    I am currently learning with milkshape 3d. My focus atm is creating people within the towns and monsters. lol i know this is going to be a big task. but hey its 1:22 am and im not tired so what the heck. I might as well learn something. Oh btw where would I be able to get sprites from? Like the ones currently in use in your game? Ta.




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I haven't had a chance to say this... Brilliant!
07/11/2003, 13:20:37

    The Black Drake writes:





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You are a star - Excellent
07/11/2003, 14:14:39

    Andy B writes:

    I'm in the process of replaying MM9, and I must say that I am getting more pleasure playing your demo. JVC should take you on tomorrow. Once again Well Done!




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Awsome!
07/12/2003, 07:04:14

    The DiM writes:


    Wow, I come back to this forum a after years of being away. And I see this!! Great job! Altough it needs a lot of polishing, this could be so cool. Personally I have no skills with coding, or creating 3d models. But I hope someone says theire willing to help out, and that you continue. Cause this has a lot of potentionale. But of'course I understand how much time such a project might take (and have taken), and you get so little back.




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This is great!
07/12/2003, 09:03:47

    Apeman writes:

    And there I lost all hope for Might and Magic.

    Not any more, amazing demo sir Felgar, combining the best of mm6-8 with a better graphics from mmIX.

    Few small details, nothing big but I didn't like the footstep sounds it didn't sound realistic. When turning on the rain and then turn around it kinda lags a little, this happens not without rain (could be my 800 mhz thunderbirt though).

    As for everything else, it looks plain awesome.

    One question though: if this project goes further (hoping hoping hoping) will the artwork be the same as mmVI-mmVIII, I'm thinking about weapon graphics and monster and all, or is there a possibility that there will be new monsters, weapons, armor etc etc.

    Great stuff!





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New graphics etc.
07/12/2003, 10:38:49

    Sir Felgar writes:

    Regarding new graphics and monsters etc.

    It's all down to who gets involved in the project and what their skills are. If we get people involved with 3D modelling and 2D art skills then expect loads of new stuff.

    If not then I would expect as a minimum - new items (weapons, armour, quest items etc), SOME new monsters, new buildings & dungeon graphics etc. as I already have plans for these in place.

    Yeah - you're not the first to comment about the footstep noise - best I could do at short notice!

    The rain is very dependant on your graphics card (on my GF3 Ti200 the frame rate goes up when I turn the rain on!). The rain is only experimental and may not make it into any game (although, I like it!).





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Don't change the rain
07/12/2003, 10:49:52

    Apeman writes:

    Don't change the rain and the foggy environment, it's great how those trees and buildings appear out of the rain.

    Hope it works out with finding some artists, I would, but the only thing I can do is playtesting I'm afraid (as probably many people could/want to do)





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Finally got around to trying the demo
07/12/2003, 15:34:55

    Spelluser writes:

    And I have to say (for what it's worth, and please don't see this as condescension), good work!

    Even considering the fact that quite a bit of the visuals (denizens, building interiors, etc) were taken from previous MM games, your efforts show that where there's a will, there's a way.

    I personally think MM9 would have been much nicer (visually, at least) if it had a game engine like what the demo used. Of course, I have read that the Lithtech engine is capable of far more than what can be seen in MM9.

    Anyway, kudos to you. Wish I had your skills/aptitude for programming and stuff.





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lol, How much can one miss by visiting only 2 taverns Great Job!!
07/12/2003, 20:23:54

    ero writes:





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3d models
07/13/2003, 14:29:03

    Yaminoxi writes:

    Created my first 3d model (took me 2 days to fully understand everything about it) I think my first model will be a zombie or a towns person, something humanoid. :]




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btw it is an animated model
07/13/2003, 14:30:02

    Yaminoxi writes:





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Excellent!
07/13/2003, 15:02:46

    Sir Felgar writes:

    ...let me know how it goes!

    You've maybe already visited Psionics site, if not, he has loads of fantastic tutorials (including a Zombie!).

    Good luck - 3d modelling is still all a bit of a mystery to me! I mean, I know what I want to do, but working out how to actually achieve it is a different story!



    Related link: http://www.psionic3d.co.uk/lowtuts.html

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How cool is that
07/13/2003, 19:56:29

    Risks writes:

    Seriously, Felgar this is high quality stuff. I'm highly impressed, and I could only hope that eventually you might have the time to do even more with this. This demo is great, runs smoothly, the textures look pretty good too.

    If I had a hat, it would certainly go off to you. Keep at it, I think you've got a lot of support with the release of this demo.





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OUTSTANDING JOB!!
07/13/2003, 20:10:59

    Dragon King writes:

    Downloaded the Demo last nite and played with it this morning. Other than the black NPC's, it appeard to run normally on my system. - 1.51GHz PIV, 256 MB DDR RAM, 32 MB NVidia Graphics board, 40 GB Hard drive.

    30 years ago, I used to teach programming (COBOL, FORTRAN, BASIC, etc. I wish now I'd stayed current, I would love to help out. Unfortunately I'm so far behind the "power curve", it's hopeless.

    Again OUTSTANDIN and I'm waiting with baited breath for more!





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Thanks for the feedback...could I ask a favour?
07/13/2003, 20:44:25

    Sir Felgar writes:

    I'm determined to nail down this "black sprites" issue once and for all. If you have time, could you check the following things for me?

    Firstly - are the sprites the correct shape, but pure black in colour or are they normal colours but with a black box round them?

    Is it just NPCs that are black? Do the other 2d objects outside appear ok (barrels, flowers etc?).

    If you go into the Dungeon (Wine Cellar) do the sprites look ok (NPCs & torches for example?).

    Specifically in the dungeon - there are two paintings (of Goats - Meh!) on the walls of the High Priests room. Do they look ok? (If you're not sure where they are - let me know).

    Sorry lots of questions - but I could really do with some feedback on this problem. If you'd rather E-mail me than reply here then my E-mail address is: sirfelgar@mmt.34sp.com

    Anyway, glad you enjoyed the demo. You'd be surprised how up to date your programming skills might actually be - the demo was entirely coded using the wonderful Blitz3D (www.blitzbasic.com) which uses good old fashioned BASIC syntax with a smattering of C type structure thrown in.





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some findings
07/14/2003, 01:22:58

    Dragon King writes:

    In the wilderness and towns all NPC's and sprites are solid black, but the correct shape. Also barrels and small plants (flowers and herbs) are solid black but, again, the correct shape. The one pedestal that I saw (Fire resistqance, I think), was solid black (correct shape), but the obelisk is correct shape and color.

    In the wine cellar, the barrels are correct shape and color as well as the torches. (incedentally the camp fire near the obelisk is correct shaoe and color.

    Other small items on the outside (broken cart, rocks, trees, ect) are all correct shape and color, as well as the bridge.

    I wasn't able to do to much inside the wine cellar as I came to a dead end and couldn't find the "secret door". I can see (on the mini-map) that there is alot beyond that wall. If you'll tell me how to get through that I'll explore that wine cellar more fully. I'm sure I could do it on my own (sooner or later).

    Hope this helps and again, keep up the good work. BTW: I' located in Olongapo City, Philippines (retired U.S. Navy and retired Jr. College Instructor - Central Texas College) so my time is about twelve hours out of sync with yours.

    Best regards John Brand aka Dragon King





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I found it
07/14/2003, 03:44:20

    Dragon King writes:

    The inside of the Wine Cellar, including the temple of Meh looks good to me. Everything I saw was the proper shape and color (even the purple ghosts). The pictures of the goat on the wall of the High Priest's room look OK to me also. Found nothing out of place in the whole dungeon.




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I'll try again!
07/14/2003, 04:32:17

    Sir Felgar writes:

    Hmm interesting... thanks for the info, that's just what I was looking for.

    The only real difference between the outdoor and indoor level is that the outdoor uses a DirectX light to simulate the Sun. This adds a bit of shading to the terrain and buildings.

    Looks like this light is causing problems on some setups. In hindsight I should have offered an option to disable it but I didn't think it would be a problem.

    The reason the campfire outside looks ok is that it's set to be fullbright which means it ignores any lighting and always looks fully lit.

    Hopefully this should get fixed when I convert all the sprites to be custom built quad meshes in the future. In the demo, the trees are quad meshes - and I've not had any reports of them looking strange (yet!).

    Thanks very much for the info. I need to investigate a bit more but it looks like you've helped to clear this up.





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Glad to help - all I've got is time so am available anytime if needed
07/14/2003, 06:43:30

    Dragon King writes:





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How can I contribute is ALL I want to know
07/14/2003, 09:00:40

    Aleksandar Novkovski writes:

    I have great 2d skills, and am learning 3d modelling. I really wish to help on this project. Can I?




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I will be posting shortly . . .
07/14/2003, 09:20:26

    Sir Felgar writes:

    ...about recruiting team members to produce a full Might & Magic episode. If you have 2D art and / or 3D modelling skills then I would think you would be very welcome!

    You can E-mail me at: sirfelgar@mmt.34sp.com

    I'll post a general announcement about this in a day or two (still some details to finalise).





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MAKE THIS
07/14/2003, 12:17:52

    TKATK writes:

    it is a shame that M&M10 isnt announced,but still it must be continued,if you make this a good game,then they will see the truth-more M&M-More quality-more popularity-more $$

    MAKE IT,

    All fans with skills,join this,

    the tech demo is really impressing,better than MM9 engine,keep up the good work,by making a game,impressing 3do,saving M&M!!





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Wow!
07/16/2003, 07:57:02

    Rustavius writes:

    I haven't checked in here much for the past week or so. I must admit, you might be on to something here, Sir. Felgar. The demo looks good.

    You have mail.





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This looks great
07/18/2003, 03:24:37

    Lord Haart writes:

    After MM 7, I sort of quit the MM series and took up Homm instead.
    But this demo has aroused interest in MM for me again.
    If it becomes fully functional, I'll be sure to get my hands on it.

    Thankyou for your dedication to the series.





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Great job
07/21/2003, 14:58:41

    Piotr Siemaszko writes:

    Great job .If you need any help with graphics or 3d models (i use 3dmax) please email me pisiem@astercity.net . I will gladly help with tribute game




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Story?
07/22/2003, 17:23:33

    Sir Dess writes:

    Oh my god finally another classic mm game. That sure brings a tear to my eye, for you see it was mm6 that started my whole gaming life. The mm series has really been an inspiration for me when i write the stories\plots for some half serious computer games here in Sweden. I long for the day when mm will be at its best again (mm7, anybody?). And it would be so cool to meet king Roland, queen Catherine and prince Nicolai again.

    Plot suggestion:

    What if we returned to enroth after mm8 and enlisted ourselves (the party) in king Rolands army?

    Potential enemies:
    A barbarian warlord (Crag Hack maybe?)
    A necromancer cult (Sandro?)
    The elves still pissed off at the timber wars?
    And what happened to Archibald (Rolands brother) after mm7? (He was exiled i know but do you think that will stop him? Really?).

    And please use the mm7 class system with grandmastery and restore the Knight to his true form! (I missed my knight sooo bad in mm9)
    And dont use any of those out of character blasters or any high-tech stuff for that matter.
    The personal castle in mm7 was heaven sent use it!





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class sytem
07/24/2003, 11:43:32

    Piotr Siemaszko writes:

    Yes the MM7 was the best from 6,7,8 series .So i think mm7 -class system and good/evil side is the best solution for future tribute game




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So terrible !
09/05/2003, 14:09:31

    Lec writes:

    Well, i tried the "demo", and that's fantastic :-))

    You've realy done a nice job, i hope this's only the first step till a true M&M 10 !-)





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Cool
11/16/2003, 11:42:50

    Gediminas writes:

    Awsome work.Cool graphics ,but Trols and peaseants are black.




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Use Magic To Improve Gameplay
02/06/2004, 10:38:06

    Monster Muncher writes:

    If your getting beat most of the time take some time out and visit.

    http://goodtricks.net

    You will be surprised at what you will learn.



    Related link: Good Tricks

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mmt
06/06/2005, 05:06:49

    Jocke writes:

    oohh.. come on.. work work work...and make it quick =) there are o lot of us out there who just cant stand waiting for your creatment. offcourse you shall releas it as a full game.. honor to the creators off the might and magic series...
    /thanks




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