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Messages - Sega Chief

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I think Tifa's Limits were specced originally on the assumption that they were worse than the other ones, so they unlock fast and charge fast. I might just make it so that they all unlock fast and charge fast, with tweaks between them based on how useful they are.

Yeah, I tinkered with the rate at which the gauges fill, the number of kills needed to unlock the next tier, and the number of uses needed. That side of things has been adjusted again for 1.5.

I'll add recover line to the starting field then so he starts with max MP.

Vincent has a chance to regain HP equal to his current MP after an action has been processed by any actor in-battle; the chance is something like 33% or so.

Cloud's innate activates after he has been brought back from Mideel; when a party member uses a command related to physical attacks or magic attacks, he gains a boost to Strength or Magic respectively.

So I started a new game with the latest 1.4 IRO, and there's a minor bug? I guess? You start off with 54/57 mp.

Probably due to his 3rd Materia; I set starting MP and MaxMP to be equal to the values in his stat chart. I'll change them just now.

Edit: Also, can I just say, the scene after Cloud explains Materia to Barret is the single greatest thing I have ever seen. I absolutely loved it.

See? It wasn't that tough!

Did putting cache to 1024 fix the issue with 1998 Aali's driver?

I've got it set up, I'll test it now before I forget.

Hey Sega, we're the guys MoCheese is watching! Just wanted to drop by and say thanks for making FF7 feel new again! It's been great.

Right now we're in the Dark Cave sidequest, I ended up having to tweak one of my characters health to start with All Lucky 7's to fight the X-ATM Scorpion in the Reactor, as whenever he lowered his tail after raising it, the game would soft lock, it seems like the animation played but the game didn't realize that it was time to move on or something like that.

Another very less disastrous bug, while both Cloud and Cid can properly play the Basketball game in Wonder Square, Tifa ends up standing in T-Pose while shooting! It's funny but also makes it a bit more difficult.

Last thing: Is there a list of known bugs for 1.4?

Love the mod so far and I've heard your sights are set on ff8, so excited to try that out! Keep up the great work!

Ah, hello! Sorry about the scorp glitch in there, it's been hanging around for a while now. Try the scene hotfix patch (unless it's the 7H version you're playing) and it might fix up some of the problems but dark cave in general is a bugfest. The Wonder Square stuff can be a bit patchy as well like the arm-wrestling and the basketball because I don't have specific animations for some of it but it should all function.

Upping the cache to 1024 seems to fix Quake3, but the effect vanishes abruptly before it can 'crumble' like normal.

Yeah, it's bugged; I ran into the same problem. I sorted out the variable logic in it, but I've not done the same in the 1.4 file.

Yeah, I've sorted that out in the 1.5 files.

Avoid using menu overhaul with nt in 7h and should be fine. As for settings normal is normal and arrange is arrange.

I'll add something.

Huh, interesting. Didn't know that.

Anyways, watching these guys stream the mod and they just ran into a freeze at Mimic and Flares. They beat them, then went back and it froze. They say they are playing the most recent version. Cid was their party leader. And it said the Planet Materia dropped and they did not recieve it. Is it supposed to drop there now? And if so, something prevented it from doing so.

I'd better check the scripts there then. Maybe it's trying to trigger again. As for Planet Materia, that was a mistake on my part; I was supposed to move it there but forgot the actual event line that adds it to inventory. They can still get it from Gold Match in Gold Saucer's Battle Square but it's a tough fight.

I dont see quake 3 having any graphical glitch in 1998 version.

# max size of the texture cache to hold in RAM, in megabytes
# don't set it any higher than 1GB unless you want your game to crash
texture_cache_size = 1024

set that in config if using aali's driver

See if it helps

I'll give it a try, but a lot of users are on the Steam version.

It's the PC game itself, maybe the graphics driver; there's some kind of issue related to transparency effects. Most attacks that use effects like that can actually glitch out as well, but Quake3 is the most noticeable one because it loads menu textures. Hyper Jump is probably the most serious one as it crashes the game.

Really enjoying your mod so far man. I just wanted to post some bugs before I forget.
1. We got the same weapon at the beginning and the end of the ancient forest.

2. In the return to Shinra HQ in the two boxes in the store when you pick them up they both say they are one item when in reality they are another.

3. gil toss does not target the enemy it targets the players.

4. Trash characters are displayed in lieu of graphics during the end of the quake 3 animation.

If any of these are intended I apologize.

I've taken care of these for 1.5, but the Quake3 animation glitch is a problem with transparency in the game in general that I don't know how to fix.

I'll also be adding dialogue issues, but only if it's an original Japanese error.  For example, chocobos having belly buttons :P

But do they have ears?  ;D

I want to say that I'm having a very, very fun time. Thanks for your hard work in creating this Mod, it is by far the most professional and seamless integrated one I've played for FFVII. Do you have a ballpark figure on 1.5? I'm not badgering for a release date, just whether it's next month or longer than that. I'd like to start again on 1.5 from reading on the many changes.

I've just finished Emerald and Ruby Weapon (still speccing Ruby but the AI for him is done and eliminated the bugs from the fight). My next goal is the KOTR cave boss; I'm going to be speccing him below Ruby and Emerald. After that, it's the last 3 story bosses down in the Crater. Arrange Mode has been developed in tandem so when the last of it is done, that'll be done too.

Time-wise I can't commit to a date; there was a lot more to do than I realised when I started pushing toward 1.5 and I had my end of year assessments/exam to get done on my course. The end of this mod has always been very weak; slow fights, too easy/too hard, disappointing ruby/emerald, difficulty spike with Disc 3, ending FMV not shown, etc. I've been spending a lot of time trying to get it all just right; I've completely re-done every Disc 3 boss, as a lot of them were just hold-overs from the original early builds.

Okay, bud; no worries.

So there is a data folder; inside that should be a scene.bin, a kernel.bin, kernel2.bin, a battle.lgp, and an flevel.lgp. If those can be replaced with the NT versions, and the app put back together, then it should be patched unless there's some security over file modification. Could you show me a screenshot or two of the contents of the data folder? Specifically the data/battle and data/lang-en? (lang-en may have a slightly different name due to language)

You could maybe just fade the tint of the screen to be darker then fade it back to normal as a replacement effect if the shadow thing doesn't work out.

Only if it's possible to get the FF7 files off the phone and onto a PC (they're the same as the PC files, just encrypted) and there was then a way to get them back onto the phone reassembled with the patched files. Unless it's possible to patch them ON the phone with an app?

Is your monitor calibrated? If so, check vibrance option. And contrast

Good thing you mentioned, a while back I set the monitor up to display certain colours more vibrantly cause it looked very washed out on normal settings. That's probably what it was.

Either my Notepad isn't set up properly-

Edit: Never mind, it was Notepad. Copy-pasting the code into Notepad++ retains the proper formatting.

Edit2: It looks great; world map doesn't seem as dreary and as an added bonus the backgrounds don't seem as messed up now either; one thing though is that oranges come through a bit too strong.

First, I want to say great work on this mod. I have been playing non stop all week and love it. I just made it to disk 3, and have gone to the Shinra mansion for the Zack fight but cannot get it to trigger. Is there something I need to do before this? I did skip the mideel flashback so I was wondering if that caused issues with this sidequest.

Head down to the bottom of the North Crater first; when the group meets up again, you should get a phone call about stuff getting unlocked. I'm changing this in 1.5 so that the stuff just unlocks as soon as you get to Disc 3 as this issue comes up a lot.

He's a super-boss designed to be as cheese as possible; I'd recommend waiting until you're doing the Dark Cave sidequest before taking him on as you'll revisit Shinra HQ during it. He's been redesigned for 1.5 to be much more beatable when you return during the Midgar Raid but in 1.4 it'd be a much better idea to take him on after getting access to the Disc 3 stuff.

The first thing I'd say is to have 3x Protect Vests to halve the Shoot damage going out; the following attacks have the Shoot element:
-) Lapis Laser
-) Missile Array
-) Warning Shot
-) Tower Laser
-) Amethyst Laser (also Fire)
-) Coral Laser

The only other elements going out is Water from Submersion, Hit from Arm Attack, and Shout from Stern Warning. Shoot is the important one; it can also be blocked with Shield if you have it. In terms of statuses, guard against Death using either Deathforce or Destruct/Odin + Added Effect. The other statuses can be dealt with using Remedy/Esuna or Dispel.

In terms of team, I would recommend fielding Barret & Cait Sith for their naturally high defences and give them armour that props up their Magic Defence. If you can get Defence and Magic Defence past the 200 mark then it should greatly reduce incoming damage. They should both have Esuna+All, Dispel, Revive, and Restorative so they can keep the team ticking over and if one gets grabbed, the other is there to keep supporting. They'll need some kind of attacking option though in case your damage-dealer gets grabbed; Cover + 5x Counter Attack on Barret would be a good shout, and/or Cait Sith using Enemy Skill abilities.

About Grab; only one Arm is capable of using Arm Grab (the Right Arm); the Left Arm has had its AI disabled for this ability so once the Right Arm is killed you won't see Grab again.

Your third guy should probably be a caster. Vincent has higher physical defence than normal which should help, though Aeris could be brought in with something like Planet Protector/Pulse of Life as a panic button (though this will probably not fill again if Sadness is being used). They should be making use of W-Magic & MP Turbo (maybe with a summon like Bahamut-ZERO on Quadra as this circumvents the 1-use limit on Summons).

For logistics, you're going to need a lot of items. Turbo Ethers can be acquired from the North Crater by feeding Magic Pots Ethers (not Elixirs), and the bosses from Midgar Raid should provide a lot of money for stocking on things like Phoenix Downs, Remedy, etc.

In the fight itself, the Protect Vests should make the opening attack and Lapis much more survivable. He then alternates between Missile Array (his physical attack) and a 'special' like Submersion, Stern Warning, or Lapis Laser. When an arm is destroyed, his attacks will change.

Phase 1
-) Lapis Laser
-) Missile Array
-) Stern Warning (Shout: Confusion, Paralysis - single target)
-) Submersion (Water: Sleep, Silence, Darkness - single target)

Phase 2 (1 Arm Destroyed)
-) Amethyst Laser (Fire: dual-drain)
-) Tower Laser (single target)
-) Harsh Warning (Physical, non-elemental)
-) Stern Warning

Phase 3 (both Arms Destroyed)
-) Coral Laser (Instant KO, 60% chance)
-) Missile Array
-) Time Warning (Shout: Slow, Stop)
-) Submersion

Phase 4 (Core at 50% HP or lower)
-) Rainbow Laser (Reduces Defensive stats by 10%)
-) Tower Laser
-) Missile Array
-) Stern Warning

It's best to save all your burst damage for this last phase; Quadded Summons will be particularly good there. Rainbow Laser's effect will be removed if a character dies (like Hero Drink/Dragon Force effects) so it isn't a permanent defence loss. The last thing to mention is that he'll use a powerful attack when he dies; make sure to try and keep people topped up and have MBarrier active at all times in anticipation of it.

I'll check Yin-Yang and get the message removed. Will make sure to impoverish you for the next run.

Gameplay Mods / Re: New Threat 1.4 for 7th Heaven?
« on: 2017-05-16 00:32:34 »
First of all, you need to install the 7H mod loader:

When that's set up correctly, you have 2 options; the NT IRO from the built-in catalog or the IRO I've got on the NT thread. If you go with the catalog (which has all the other mods in it) then run 7H and go to the Catalog tab and click 'Search'; this should bring up the full list of them.

To use the IRO I've got on the thread, go the the Library tab and click Import. Then select the 'From IRO archive' tab and and specify the .iro file to get it loaded into 7H. Mind to activate the mods once they're selected/imported.

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