Great game indeed, I think they made Myth 3 also. It was quite a complex game for its time iirc. I know I actually played this multiplayer because commanding lots of different units with formation and all and seperate skills, could be an hassle. So I took the dwarfs and a friend of mine controlled the soldiers and archers for example.
nerrd wrote:
Personally I dont care about lesbians. I think that you need a stone hard cock in the mix that can do some damage. Two hot chicks grindin' and suckin' is a waste imo. It's like owning a sportscar and driving under 50.
Yeah, it was hard to manage them properly and some levels were fucking hard ! Countless times I was surrounded and raped, hearing "Casualty" over and over again, until my awesome barbarian heroes had become a stack of dismembered body parts on the blood red snow
Oh, it had that epic atmosphere, epic story epic battles, persistent veteran units etc. (I'm mainly talking about Myth 2)
Myth 2 was a bad ass game. Though the only disappointment was the lack of cavalry units. I recall the first time I beat the game I ended with a single dwarf left thankfully those little bastards are deadly he was able to hold off the hordes till soulblighter died.
Major
Improvements
a) New game type: "King of the Map". This mode uses territories flags and weighted king of the hill scoring based on number of flags held.
b) New "Rehost" and "Restart" buttons in the multiplayer quit/pause dialog for the host, so that it's no longer necessary to drop or suicide to restart the game.
c) New hosting option to display narrations and cutscenes during cooperative multiplayer.
d) Extended zoom: up to 5x in replays and when observing (requires DX11/OpenGL).
e) New "Motion Interpolation" option to make the game even smoother.
f) Improved New Game and Multiplayer New Game dialogs, with enhanced and streamlined plugin management. See “Myth II Help.pdf” for details.
g) Numerous performance optimizations to improve game launch speed, save game load time, and CPU use while playing.
Game-play
Bug Fixes
a) Fixed the vanguard formation so that the tip is right where you clicked, instead of a little bit in front.
b) Flag possession time is no longer accumulated in planning time (a bug exposed by KOTM on meshes where teams start already owning a flag).
c) Removed attack ground "stickiness"; a second normal click won't cause another ground attack.
d) The "guard" command now also works with non-melee units.
e) Fixed a bug which could cause random objects to detonate unexpectedly, potentially breaking the game if it the object was important (e.g. a netgame ball).
f) Fixed some cases where an object could pass through a model (e.g. the ball on Venice).
g) Fixed a bug where too much negative (healing) damage could kill a unit.
h) Don't show the "walk" sequence while a unit is aiming its attack. (aiming occurs for one tick between being ordered to attack and [holding for attack/turning/attacking]).
i) Fixed a bug where projectiles set to remain after detonation would keep their original monster target and detonating again would hurt that target.
j) Fixed a bug where some projectiles would be duplicated when hitting monsters flagged as "Allows Projectiles to Pass Through". In particular, projectiles that are guided and those that center on target will no longer do this.
k) Units respawned via script will now preserve their controlling player, rather than returning to the team captain.
l) Fixed a 1.7.1 bug that could cause teams to be eliminated on scripted multi maps where the script would temporarily make the units uncontrollable. This bug was seen on maps such as Clue, MythChess and MythRACER.
m) Fixed the survivor count in end game reports on maps where units are made uncontrollable before the game ends, such as Salvation and A Murder of Crows.
n) Improved precision of damage tracking against high-value units and use fractional damage values when computing score and rankings in body count.
o) Fixed the issue where units that do not exist on lower difficulty levels could use up vets that were carried over.
Graphics/Rendering Improvements (OpenGL and DX11)
a) All new texture decompression code loads new sprite frames more than 2x as fast.
b) Greatly reduced texture memory use by applying tints and hue changes in the pixel shader, instead of generating a unique texture for each tint/hue change combination.
c) Numerous miscellaneous performance optimizations, better fps scaling on more complex scenes.
d) Fixed the issue of units' heads being “cut off” when next to models by rendering sprite depth coordinates as if they were vertical in world space (rather than camera-aligned).
e) Eliminated the sharp edges on sprites by adding a transparent border.
f) New terrain texture tile system means FPS no longer drops while moving the camera.
g) Made the view distance effectively unlimited, eliminating the "hall of mirrors" effect previously seen when viewing areas beyond the maximum view distance.
h) Added mipmaps to all textures, which eliminates aliasing issues (flickering and shimmering with high resolution sprites viewed from a distance), and can also improve performance.
i) Anisotropic filtering now also applies to models and can be enabled without detail textures.
Graphics/Rendering Improvements (Other)
a) Reduced sprite z-fighting/flickering issues by using enhanced z precision and whole scene sorting.
b) Made the overhead map "visible region polygon" (the yellow box) more accurately reflect what is really on screen.
c) Built-in screenshot support: activated by printscreen or option+f12 (saved to "screenshots" folder).
Under OpenGL or DX11, hold shift to capture a "mega" screenshot 8000 pixels wide.
d) In software rendering mode, landscape filtering will now be applied even if the camera is moving.
e) Fixed overlay transparency under the software renderer. (used for interface stuff like the move circle and attack ground icon).
f) Fixed drawing of overhead map blips, so they can't go past the edges on scrolling/highres overheads.
g) Mark modern renderers as "Recommended" in preferences list and sort them to the top.
h) Minimum OpenGL version needed for basic rendering is now OpenGL 1.1 + EXT_bgra.
i) Users can now choose texture cache size on DirectX 10/11, like in OpenGL.
j) A number of small changes to the legacy Direct3D renderer, including making fonts not blurry, making interface transparency consistent with other renderers and support for resolutions not divisible by 32.
k) Fixed a regression in 1.7.2 that caused the mouse cursor to be invisible under 3dfx Glide on some video cards.
l) Fixed some cases of alt tab causing disappearing textures on 3dfx.
m) Fixed “alliance star icon” drawing under hardware rasterizers.
In-Game User Interface Changes
a) Switching formations in place: simply double-tap the formation # key or shift-click on a formation button in the control bar.
b) In-game ping display (shown below FPS in netgames).
c) A selected unit becoming controllable no longer needs to be re-selected to receive orders.
d) Fixed logic for de-selecting invisible units, so that it uses the same definition of invisible as the rendering code. Thus no more deselecting things which the player can see.
e) Allow selecting hostile ambient life and hunting targets. In replays, allow selecting underwater units.
f) Fixed some bugs in the "look at location" code that caused it to change the camera angle in cases where it shouldn't. This makes the "center selection" command more usable.
g) Unlatched the "center selection" command so that it functions as long as you hold the key down.
h) Inventory control bar and menu can now be used by the team captain on their team mates units, consistent with other unit orders.
i) Fixed control bar buttons disappearing after switching back from control bar inventory mode at 640x480 resolution.
j) Fixed control bar inventory 'none' string override and control bar inventory handling of duplicate items; tweaked control bar inventory button size.
k) While in inventory menu mode, allow selecting the "0. None" inventory item with the tilde/backquote key and the configurable deselect units control, in addition to the zero key.
l) Preserve the camera zoom level when moving the camera by clicking on the overhead map.
m) Fixed multiple selection inventory in the presence of duplicates -- only show the minimum number of dups for all selected units.
n) Right-clicking on the control bar or status bar will no longer issue a click in the game area.
o) Fixed automatic camera movement speed (broken in 1.7 when the camera was allowed to move faster than 30fps).
p) Shift+zoom now cycles through a few preset zoom levels. Note that most of these zoom levels are only available in replays and when observing.
q) The console popup message (such as F1/F2 speed increase) will no longer appear beneath the game hints / quit dialogs.
r) Fixed mouse wheel cycling (both preset and inventory) sometimes jumping too far.
s) Fixed preset cycling bug with overlapping preset groups.
t) Buggy F10-based troop highlighting code has been removed in favor of Caps Lock.
u) Made the unit cost column on the unit trading dialog wide enough for three digit numbers.
v) New "alternate preset recall" control option:
• Recall a preset by pressing one of the # keys (no modifiers required).
• Assigning presets is still done by Alt+# (mappable), but holding the keys down is no longer required.
• To change formations, first hit the F (mappable), followed by the number.
• Shift+F followed by # changes formations "in place".
• Double-tap # selects and centers the view on the preset.
• Shift+# will add/remove a preset from the selection.
Non-Game User Interface Changes
a) Revamped new game and netgame options dialogs with new separated tagset plugin and mapset plugin selection UI.
b) Several improvements to UI responsiveness make the game feel a lot more speedy.
c) The updated new game dialogs in single and multiplayer will now have their difficulty level names and descriptions (single-player) as well as game type names (multiplayer) updated based on currently selected plugins. Also applies to other players in the game seeing the game description.
d) Allow double click to abort prologues and cutscenes. Single click will no longer abort cutscenes, which is consistent with prologues.
e) Show the UI elements immediately after a map has loaded - including during the "waiting for players" phase.
f) Changed the status bar to not show the first map objective when a coop first loads and to show game rules when viewing a multi recording.
g) New resizable control and status bars allow the game to support every screen resolution. (Previous versions supported only a limited set of resolutions).
h) Status bar unit experience display will now switch to a number at 10 kills, although the old behaviour of switching to a numeric display only when full is still available by double clicking the experience indicator.
i) Screen contents will no longer shift up and down when toggling status or control bars.
j) The unit trading dialog is now floating and horizontally centered on screen instead of replacing the status bar. Only the 640x480 version of the tag is used.
k) Player statistics and the overhead map are now aligned below the unit trading dialog box to prevent them from being hidden during trading at low resolutions.
l) In the Game Hints dialog, Shift + Next Tip will now cycle backwards to the previous tip.
m) All GUI "list" elements can now receive keyboard focus, which lets them be used with the type-to-seek feature which was introduced in 1.7.2.
n) Use number-aware string comparisons to sort UI lists, so that you get 1, 2, 3, instead of 1, 10, 11.
o) Multiplayer checkbox "Allow Old Clients". If unchecked, players on previous versions of the game won't be able to join.
p) Default film names now use the standard ISO date/time format so that they are sorted chronologically in the list.
q) Dialogs for saving / renaming saved games and films will now enforce the maximum tag name length and the save game dialog now allows selecting an existing game to overwrite.
r) Changed the maximum number of items which will show in the saved games list from 256 to 32767.
s) Make the GUI ("out of game") resolution based on the main menu dialog tag, so custom interfaces can create resolutions other than 640x480 by modifying that dialog.
t) Continuous updating of sliders (e.g. volume and gamma sliders in prefs).
u) Removed "Hide Underwater Objects" checkbox which was mainly a performance hack that is no longer necessary with the current optimized rendering code.
v) Fix damage display (in 1.8+ gameplay) to be in terms of unit trading values. In previous versions it was inconsistent with the metaserver scoring due to being incorrectly displayed in the post-game screen as 2.56 times greater than its proper value.
w) Change "Default" To "Myth II Interface" in the interfaces list.
x) Disabled color key and overlay transparency in (i) main menu backgrounds and (ii) bitmap controls - fixes display of images from certain plugins which incorrectly used transparency.
y) Maps without a postgame collection will now use the 'internal game epilogue' (inge) collection, instead of having their postgame skipped entirely.
Metaserver-related Changes
a) Made metaservers work like interfaces, so they go in plugins instead of the special metaservers folder. The header bytes for metaserver plugins are 00 07 00 00.
b) Improved tracking and display of damage and damage received. Damage values are now properly scaled (i.e. to unit trading cost) and consistent with metaserver scores.
c) Added support for streaming recordings to the metaserver. A metaserver that supports this feature can require/provide recordings for matches on per-room basis.
d) If the metaserver doesn't provide a room IP address, the client will now reuse the metaserver's host name for the room.
e) Failing to join a metaserver game will no longer copy over any part of that game's settings.
f) Metaserver login dialog no longer requires a password to be entered to click "login". Thus guest logins no longer require entering a nonsense field.
g) The metaserver login dialog will automatically substitute "Guest" when logging in with a blank username.
h) Doing a server switch will no longer close the multiplayer dialog.
i) Proper game scores are now sent to the metaserver from observers. Previously observers would send bogus (zeroed) scores.
j) Scores sent to the metaserver now include the correct team index for dropped players (i.e. which team they were originally on before dropping).
k) Improved tracking of damaged received for metaserver stats. Partial damage is now tracked properly rather than unit deaths penalizing the last owner for the full cost of the unit.
l) Show "Tournament" and similar room icons below player counts.
Other Changes and Fixes
a) New plugin information cache system, which caches plugin data between runs for faster game loads. The first run will be slower while the cache is built, but subsequent runs will be faster.
b) New Auto-Save feature for single player will create save games whenever a new level is reached.
c) New OpenAL audio support (available in preferences). (Note: on Windows, OpenAL must be installed before this will work.) d) New help (“?”) button in preferences in the top right corner.
e) Fixed a serious bug where saving a game whose name consists entirely of “.” characters would delete all saved games.
f) Chronological sorting for saved games and newly-saved time-stamped films.
g) Plugin and mesh tagset dependencies will be automatically loaded when possible.
h) Adjusting the game volume via F3/F4 will now affect sounds that have already begun playing, including narrations, intros and cutscenes.
i) Made volume adjustment with F3/F4 finer-grained and continuous. Also, the slider in prefs will now update properly if you use F3/F4 while in prefs.
j) Fixed a bug where local projectiles' sounds could be prematurely silenced.
k) Ambient monster's MA's will now be deleted when they die.
l) Fixed a bug where a MOMA action would cause the new monster to receive a permanent tint from the previous monster, without actually being e.g. paralyzed or stoned. The original unit's tint is no longer carried over.
m) When displaying a cutscene, prologue, epilogue, or replay: auto-hide the mouse cursor after two seconds of inactivity.
n) Display sketches made by the host in replays of coop games.
o) Fixed a game loading failure which could happen after turning off vTFL (or another tagset) and having veteran units.
p) Myth will now always load the default interface before loading any custom interface, preventing problems where a custom interface may be missing some tags.
q) Myth will now be able to correctly read preferences (and other files) if they are set as read-only at the file system level.
r) When attacking a model with ctrl click, don't exit attack select mode. This is consistent with how ctrl clicking on the ground works.
s) Fixed a player statistics % bug that would happen on Hunting that would cause hunting targets to be included in player 0's stats.
t) Fixed a bug that could happen in coop with vets disabled that would cause vets to not be correctly reset, in some cases leading to OOS.
u) Mouse wheel scrolling will no longer affect both the UI and the game simultaneously (e.g. postgame stats list and camera zooming).
v) Fixed a player statistics % bug that would happen on Hunting when a unit was killed by unknown damage (e.g. satchels from the sky on dorf riot).
w) Added "Ignored" option for right click, for those using right click for some system-wide service.
x) Films that use 1.2 gameplay are now properly tracked and reported by Myth II. (Previously, they were still correctly supported, but were reported as 1.3).
y) Fixed vTFL/Anticlump being reset when viewing a film and save the checkbox values between restarts, similar to difficulty level.
z) Winning a coop level will now mark the next level as visited in preferences, so that going to the game options screen will no longer deselect it.
aa) Support loading saved games and films with filenames longer than 31 characters.
bb) Don't do any mouseover cursor effects when the game isn't in focus, the cursor isn't over the window, or the cursor is hidden.
cc) Allow Ctrl+(plus/minus) auto-win/loss cheat to work with the non-keypad versions of those keys too, for people on laptops or without a keypad.
dd) Added .vets game lobby command.
ee) Fixed multiple crash and OOS bugs.
Platform Specific Changes
Windows Specific Changes:
a) The Myth window can now be resized or maximized normally. Alt-enter or alt-f11 toggles between windowed mode and windowed fullscreen mode on whichever monitor the window is currently on.
b) Added basic multitouch navigation support including: 1) two-finger orbit and zoom, 2) three-finger pan and 3) press-and-tap for right click.
c) When "Use Multicore" is enabled, the Myth window now runs in a separate thread from the game logic. This allows the window to continue to move or resize while the game is busy. This is now enabled by default on Windows Vista and higher.
d) New function to "grab" the cursor (lock the cursor inside the window). Toggle with Ctrl+G. Mouse movement at edges of screen is disabled when grabbing is off.
e) New "32 bit" checkbox in preferences, which applies to all graphics except detail textures. 1.7.2 and earlier have always used 16 bit on Windows.
f) Fixed DirectSound volume ramp. Previously, all volume levels over 60% were equal to full loudness. Also, tweaked the volume ramp formula so the attenuation per gain halving interpolates smoothly from -3dB at the high end to -6dB at the low end. This gives the volume scale a larger range.
g) Prevent redundant mode switches and gamma ramp changes.
h) Added 'Always On Top' and 'Fullscreen' options to the window system menu.
i) Multiple minor bug fixes, several small improvements to multi-monitor support.
j) Improved crash stack trace recording to catch even more types of crashes.
k) Removed dependence on D3DCOMPILER##.DLL for DirectX 11 support.
l) Fixed window position memorization across windowed/FS toggles. (broken in 1.7.2)
m) (Vista+ only) If Myth has administrator rights, disable Win+L key combo while Myth is in focus.
n) Default to windowed instead of automatic when a sufficiently modern video card is detected.
o) Attempt to recover from driver crashes which occur while querying renderer support.
p) Allow the printscreen key screenshot function work on the controls screen instead of treating the printscreen key as a configurable key.
Mac Specific Changes:
a) Myth's file, networking, screen and input code has been completely re-written for the Universal Binary build to use modern Mac OS X APIs.
b) As a benefit of the new file code re-write, symbolic links can now be used for Myth subfolders.
c) The Mac OS X Universal Binary will now work with file paths over 255 characters.
d) The Software renderer is now available on the Mac OS X Universal Binary build.
e) Improved scroll-wheel and trackpad support including faster scroll-zoom and support for smooth scroll-panning (depending on prefs).
f) (Mac OS X) Window sizes are now remembered (within a session) when going from menu to game and vice versa in windowed mode.
g) Fear and Loathing are now built as Universal Binaries.
Linux Specific Changes:
a) Mouse wheel scroll speed now matches Windows.
b) Windowed mode at resolutions at or above the desktop resolution will now go fullscreen instead of being cut off, matching what happens on Windows.
c) The OpenAL shared library will now be unloaded on shutdown, suppressing a console warning
Myth: Twice Born Edition, this is a full on remaster of Myth: The Fallen Lords (through its ports to Myth II: Soublighter), Myth II: Soulblighter, and Myth II: Chimera. Some of the HD assets will also cover third party plugins, but they will not be as uniform as the rest.
What does this mean as a player? Well, it means that every asset being displayed to you (Outside of the user interface, for now) has been either A. Remastered from the original assets. B. Upscaled from the original sprites. C. Recreated in the vein of the original sprites. Many years ago Project Magma and Jon God brought you the Magma - Detail Texture Megapack, which included detail textures for the environments for nearly 400 maps from the Myth series and mods. For a long time, it created a visual disconnect, where the units would be very low resolution against high resolution landscapes. With this update, the real dream of “The HD Project” has been fulfilled.
This project has been a labour of love, and would not be possible without the help from many individuals over the years. A big shout out to everyone that gave and advice, answered any questions, or put up with Jon God’s incessant push to make it happen.
This also contains updated detail textures from Project Magma’s - Detail Texture Megapack. It has been updated to match the updated model textures included in Myth: Twice Born Edition.
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