Explore the secluded region of Ashan, where fearless orcs, wild goblins, dreadful undead, elusive trolls, gigantic dragons and many other creatures stunning in both size and depravity. This is a new and darker side of the legendary universe of Might and Magic, where the forces of evil are stronger and more cunning than ever.

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INTRODUCTION


Welcome all again for another LARGE monthly update! It's incredible how far the mod has gotten, and if you've been following on Twitter you'd know how much work I've been putting in over the last month to try and push for a Christmas release. I'm not sure if I'll hit it, but I'm extremely excited to say I am getting close! Let's dive in on the summary.

REGARDING MOTY


Some have asked why I didn't make a blog post or anything to try and get people to vote for this mod as MOTY. For me personally, this isn't nearly as polished as some of the contenders for this year, and I want people to really see the incredible things that were made over the thousands of games this year. Truly passionate work being put out, so I hope everyone got their vote (I KNOW I DID!) and wish all the best of luck!

ALPHA PLAYTHROUGH VIDEO


The last week has been so exciting because as we went through test sessions we quickly realized that the game is ACTUALLY PERFECTLY PLAYABLE RIGHT NOW. Everything from inventories to map events all work perfectly, and we were having so much fun we went a little overboard and played from the PROLOGUE to CHAPTER 5, only stopping to the fact it was 5AM. I'd like to say we are in the POLISH stage of the mod. In the vein of my previous alpha test sessions, I thought it'd be neat to post it for everyone to see, though I'll have to cut it up as there's a LOT of footage, so I'll be posting more articles after! For now, enjoy this:


THE POLISH STAGE


Given that pretty much all the core gameplay functionality of the game works as intended in the co-op mode, it's time to start actually making this fully feel like it's meant to be there. Cutscenes are still a glaring problem that need to be solved for certain things, and mapping triggers need to be addressed of course, but there's more to this stage than just those. A checkpoint system in maps for example, the ability to revive your friends, interactions such as ragdolls being produced, custom player models, custom voices, animations, ETC ETC.

To put it in a sentence: This stage is all about fooling you into thinking Dark Messiah had a co-op campaign all along.

NEW TEAM MEMBER!


That's right, this is no longer a one man show project! Everyone please join me in welcoming a brilliant / obsessive programmer, SacredAI to the Dark Messiah SDK team! I'll be mentoring him on the intricacies and methods behind reverse engineering while we construct the development kit for future Dark Messiah mods everywhere.

Originally it was just me working on the SDK exposure and Co-op mod, which meant I'd have to focus on one over the other and it would cause some progress to be stunted. Now the two of us will be going back-to-back, with SacredAI I taking exposure and reconstruction of functions as his main task, and then pushing it into the that modding SDK, then leading to me using the modding SDK to produce the Co-op mod as a framework of what you can do with it.

SDK PROGRESS


With SacredAI now assisting in the SDK development, we've had a lot of progress! We've gotten most if not all the functions / properties / networked variables of the CBaseEntity class, a crucial class that basically is a framework for all objects or NPCs in the game, identified for exposure.

Additionally, SacredAI has went ever further and climbed up the hierarchy to the CBaseCombatCharacter, the framework for character entities such as NPCs and the player. Why is that exciting? Because it means soon we can actually start trying to dump some custom NPCs in the game with this, with their own logic.

He's still going through that though, with the objective of going directly to the player because it is actually something that I need to be looking at for the Co-op mod. But given he's really only been on the team for a couple of weeks and has DEDICATED himself to pushing through this, I say we should all be clapping.

CO-OP MOD PROGRESS


There has been so many things that have been done this last month, I'm not gonna waste any time introducing them.

MAP TRANSITIONS WORK


That's right, the crashing during transition is no more! Now you can walk between maps, keeping your entire inventory and player states just as if you were playing in a singleplayer game. No compromises!

NETWORK AND TRIGGER OPTIMIZATIONS


Some Dark Messiah maps are absolutely terrible for multiplayer due to all the entities that are active, so some optimization was added which allows everything to properly communicate with clients in a more natural way. This has the added benefit of making sure triggers all work appropriately, so it can actually do things at the start of the map to the correct player such as putting them in a horse, starting a cutscene, etc.

WEAPONS ON THE PLAYER

Onhand Weapon

Offhand As Well!

That's right, no more people walking around and killing things with their mind! I mean, the animations aren't there yet, but the weapons and items are now actually added to the player!

PROP PHYSICS / INTERACTION RESTORED


Props used to break into nothingness due to some issues with flagging in multiplayer. Not anymore! Now you can enjoy the actual gibs and splashes you'd expect from all things, boxes and corpses alike!

PLAYERS RAGDOLL ON DEATH


You can now kick your friend's corpses around when they die! This was a little more complicated, not a simple flag fix, but because it was really bothering me when people just DISAPPEARED, I fixed it! This in particular was designed so that the ragdoll can still be operated on, meaning I can do things like add loot, turn you into a zombie, drag you around, so on so forth.

THIRDPERSON INTERACTING ANIMATIONS

Cyclops Grab 1

Cyclops Grab 2

Animations are fully prepared and implemented for a lot of the basic interactions, but there's still a lot to go due to the animations simply not existing yet. It's pretty cool to see some of these in a new perspective!


OBJECTIVE UI RESTORED

Objective UI

This is a very minor thing that wasn't noticed until we got to Chapter 4 of the playtest, but Leanna's HP wasn't showing in the top left. Now it does thanks to some quick proxying!

INVENTORIES PERSIST ACROSS DEATH

This is something you can't really get a screenshot of, but is something I did fix! Basically I'm now storing all this information for inventories on death and restoring it when you respawn. I designed this in such a way that you can even restore when people disconnect!

DEVELOPMENT DIARY


For this article there won't be a development diary as usual, because there's just been so much to talk about I need to actually put myself together to set up a script. But the time I've spent has been in getting these things done, so it all works out! I'll probably post a development diary after the next part of the alpha playthrough session. Sorry if you guys were looking for that, but if you are still itching for the technical descriptions I always post the nitty-gritty details on Knockout. Check this thread: Knockout.chat

IN CLOSING


It's a good and exciting time to be working on this! Discord is ready and up, so if you want to talk with me about anything, use this link: Discord.gg ( select Dark Messiah from the #role-assignment channel )

I accept all pings, questions, suggestions, and etc.

And I really really highly recommend jumping onboard the twitter to interact and see the minor, day to day updates: Twitter.com

Thank you all for the support!

Big Progress and Gameplay Video

Big Progress and Gameplay Video

Dark Messiah: Co-op 6 comments

The excitement doesn't stop with 15 minutes of gameplay and a bunch of revelations!

The Ropes of Autumn

The Ropes of Autumn

Dark Messiah: Co-op 1 comment

The great rope issue has finally been solved! Plus new insights including networking infrastructures and movement options.

Summer Keep Alive

Summer Keep Alive

Dark Messiah: Co-op 1 comment

Twitter, ropes, and a lot of hard work. Taking the time to address what's happened in the past months.

April In Review

April In Review

Dark Messiah: Co-op

Talking with Arkane developers? Custom entities?? Let's look back at a productive month!

Add file RSS Files
Slybot

Slybot

Server Tool 3 comments

This is a mod for Dark Messiah that adds multiplayer bots.

Dark Messiah Extended Mod Download

Dark Messiah Extended Mod Download

Dark Messiah Map Extended Full Version 14 comments

To install the mod just Extract the DmextendedMap.zip into your mm folder. When asked to overwrite files click yes, the overwritten file is gameinfo.txt

gameinfo txt

gameinfo txt

Dark Messiah Enhanced (DME) Other 1 comment

Gameinfo.txt file for those who just want to replace instead of edit themselves.

A small skill and item rebalance

A small skill and item rebalance

Full Version 3 comments

Careful rebalance of weakest skills and items. Nerf for Stealth skill. See full description.

Demon form buff

Demon form buff

Full Version 2 comments

Extra armor, health, mana regen and fire resistance.

Dark Messiah v1.02 German Patch

Dark Messiah v1.02 German Patch

Patch

This is the latest official patch for Dark Messiah of Might & Magic. This patch is for the German release only.

Comments  (0 - 10 of 71)
Only-Dave
Only-Dave

Why can't any one make a coop mod for this game, and at the end you keep your stuff, logging in and out as well too.

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Mongolranger
Mongolranger

Why aren't there any mods for this game? Its amazing, and its on Source.

Reply Good karma Bad karma+7 votes
Pvt_Pirate
Pvt_Pirate

there are mods for this game, but not on moddb.

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Guest
Guest

best game after hl2

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scopedknife
scopedknife

so good

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Guest
Guest

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Mal_Ganus123
Mal_Ganus123

Started playing again, this game is really awesome, now only Chivalry has surpassed the combat, but all other aspects are still unheard of in most FPS fantasy games (Skyrim is disappointing in this regard)

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belgarion234
belgarion234

eh, i'd say Warband also has pretty good combat. its not as visceral or satisfying as chivalry but the sword mechanics feel more realistic.

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nerdenfromsweden
nerdenfromsweden

realy love this game :)

Reply Good karma Bad karma+3 votes
Road_Warrior
Road_Warrior

No mods? damn..

Reply Good karma Bad karma+9 votes
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