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Messages - Tsunamix

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7thHeaven / Re: Catalog v2.3x Report / Mod Requests
« on: 2017-10-14 20:15:30 »
When you add a new update you might wanna just edit your previous post.  This forum has a dislike to miltiposting. Sorry. Just wanna help you avoid getting watched.

Edit: Also I emailed you back

7thHeaven / Re: Catalog v2.3x Report / Mod Requests
« on: 2017-10-14 17:17:38 »
That video contains all ripped models so they can't be relayed to anything on this forum. A lot of people have requested this guys stuff. Send me a pm at some point. I'll get you into Discord and I can start anytime

7thHeaven / Re: Catalog v2.3x Report / Mod Requests
« on: 2017-10-14 03:56:35 »
Id day unless there is a team somewhere that make models from scratch.
All enemies will never be done. Its too much work when you must make all resources yourself

Heres a video to go with your music tutorial if anyone happens to ever need it

General discussion / Re: How to open the Crash Dump file
« on: 2017-10-09 22:31:00 »
Any luck with my problem anyone? Really need to see this variable. Same way the Dynamic weapons mod did to get their CloudWeapon var

Changed the topic to better fit the new situation

FF7Voice / Re: Looking for Beta-Teaters for VA mod Echo-S
« on: 2017-10-08 00:31:39 »
Yeah we will actually need them pretty soon actually.
I only need a single variable and i'll be able to get the playable demo out so i'll let you know asap

I know this is already possibly me so this is a much easier task. Anyone kbiw his this works?

So you can see materia but not actually touch it.

Hey guys i need to know if i can disable the switch button whilst the menu is open so people cannot change from equip to materia screens

Yeah leave your answer for other people.

Maybe, maybe,,,
I prefer the subtitles personally. And i want to do them over the normal boxes.

The followers are complaining because they dont want the subs.
Im choosing to do them for many reasons though.
I'll get it eventually

I know what you mean, but at this point im dedicated.
It is colossal work and im still doing it alone.

But on other forums and stuff people have raged at the subtitles so i wanna do my best to make it all optional to keep a good size crowd happy.

All i need is that variable thing. Thats it. And were good again. It will be finished because i can make 2 seperate versions of each area with too many texts and 7th heaven will use it instead based on the variable. Its all good

Okay that makes sense. i already have all areas coded up to Aeriths church this way now.
But scenes like tin_1, mds7 ect have way too many lines to be able to duplicate them all.

The scene doesnt crash so not sure what that loop is for.
If you know how i can get the variables from the crash.dmp so i can ad them too 7th heaven.var it's all done. Its ready and i can release pretty much right now a playable demo.

Toughscript is still unclear to me, i did try it before and just couldnt do it. No idea why because it looks simple haha.

The {NEW} thing doesnt work because it's not a new box so it doesnt have a seperate ID. I cant link Ultrasound to it to play a seperate file

Okay not sure where to take the thread but ill explain why this code has to be exactly the way it is

Okay so heres my very 1st scene.
You'll see exactly how what i do works.

The other way i CAN do this is have 4 seperate flevels for each option and the player chooses what they want in 7th heaven.
But that means coding the whole game 4 times....Making the mod massive.

So i created variables from empty ones to use as my stuff. Also here too to use with Makou Reactor.

The dynamic weapons mod uses the Cloud Swords variable that Kal got from somewhere to put inside 7th heavens "7th heaven.var" to allow them to be changed on the fly.All i know is he righ clicks play in 7th heaven and use the variable option to be able to get them.

Hopefully this makes enough sense

General discussion / Re: How to open the Crash Dump file
« on: 2017-10-02 18:08:07 »
I Dont exactly understand what I'm looking for tbh but I heard the variable I need is in there.

The same way that the dynamic weapons mod works I Ned to find a specific thing.

I have found a way but i need to be able to get inside the crash dump file so i can see a specific variable

General discussion / How to open the Crash Dump file
« on: 2017-10-02 05:22:12 »
Title says it all. i need to be able to read this file.

I tried Windbg and it can't do it, neither can notepad++

I need to be able to find out the code for a specific variable when running 7H in variable dump mode

Damn, thats a massive punch in the guts of my project.

Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2017-09-24 18:28:46 »

Audio Mods / Re: [In Development] FF7 Voiceover Project
« on: 2017-09-24 14:29:05 »
This is alive?
wow i had no idea lol. Ive actually started my own now

Troubleshooting / Re: Makou Reactor text limit
« on: 2017-09-24 12:42:16 »
I will it kal for sure. If anyone lbkws a way or could help I would appertiate it so damn much. I wanted a demo out this week. I refuse to let something like this take my project down.

Troubleshooting / Re: Makou Reactor text limit
« on: 2017-09-24 04:23:45 »
PLEASE tell me someone can fix this

Troubleshooting / Re: Makou Reactor text limit
« on: 2017-09-23 23:36:28 »
I figured someone would ask.
Ive coded every scene in such a way where every text box has a

"If subtitles bit 5 = on"
Use the subtitle box

"If subtitles bit 5 = off"
Use normal box

So i have twice as many boxes in every scene

Saves me coding the game four separate times..
Plus allows the player to change their options at any save point

Troubleshooting / Makou Reactor text limit
« on: 2017-09-23 23:13:19 »
So using Makou Reactor i've come across the fact that 255 is the limit to the amount of texts that can be used in a single scene.

Can this be fixed? I REALLY REALLY need it for my project.
To a point where i would have to undo around 2 months worth of work to get around it...

Wish i had checked this sooner

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