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Messages - Covarr

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You haven't mentioned what mods you have installed. That could be important.

But absent any other information, when OpenGL fails this spectacularly, the first thing you should probably do is reinstall your GPU driver. Make sure to get it from Nvidia and not from Microsoft or Windows Update.

Is the game installed in Program Files or Program Files (x86)? That's just begging for trouble thanks to UAC.

You say there's no good reason to have a Quit option, but is there a good reason to not have it?
It was poorly implemented from the start.

Troubleshooting / Re: opening problem
« on: 2017-02-21 18:40:46 »
That worked, thanks so much, I better change the frame rate to all the other FMVs I made too.
I'm pretty sure you only need to change the framerate to FMVs with models overlaid, like the opening. If an FMV runs without models, it'll just run until it's finished, and 30fps will work fine.

For what it's worth, you CAN make even the opening work at 30fps if you wanna put some work into scripting. The camera movement and the guards appearing would all need re-timed to match 30fps. It's probably more effort than you want to put in, especially given the learning curve involved, but it's not impossible.

PC - It seems to be twice as fast as on PSX. I would say that it should run at 30fps.
Your timecodes are wrong (the second video starts too late), but yeah, I've always thought that 60fps was wrong. In every video I can find of the original (whether epsxe, the official ps1 support on ps3, etc.), the swirl clearly takes about the same amount of time as the sound effect that goes with it. In the PC version at 60fps, the swirl is done and the battle scene is already displaying by the time the sound is over. Not to mention it just feels so... sudden and abrupt at 60fps.

Of course, 30fps YouTube videos are not really a good source for determining what's correct, in such a case. While it seems pretty clear that it's meant to be slower than 60, we would really need a 60fps capture of the original game running on an actual PS1, and we'd need to examine the swirl in that capture frame-by-frame to see how it's timed. If frames appear duplicated once each in a 60fps capture, then the effect can be safely assumed to run at 30fps. If they appear duplicated three times each, then 15fps, etc.

Troubleshooting / Re: opening problem
« on: 2017-02-21 18:00:38 »
I don't think it's script-related. You're just replacing the FMV and nothing else, right?

Make sure the replacement FMV runs at 15fps. If it runs at 30, then even if it's supposedly the same length, it's twice as many frames. That'll throw the game off, since it's expecting 15fps videos like the original.

Yeah, if you already have Steam and don't have any extra hard drives, this can be a challenge. You might try something like Visual Subst to mount an arbitrary folder as a virtual drive. Steam won't know the difference; it'll think it's an actual second HDD.

Graphical Mods / Re: New Shader for Post Process
« on: 2017-02-20 17:04:02 »
Ask Covarr, it is his gag.
You can disable forum censorship in user settings to show it as the original swear word. I thought this would be more creative than ****.

Currently, my joypad works fine with ff7.  is there some issue?
There is an issue with Xinput that causes Xinput-based controllers running in DirectInput mode to treat the analog triggers as a single axis; left is negative and right is positive. They work fine in most games pushed individually, but cancel each other when used together, and are only seen by DirectInput apps as axes, not buttons. This is less a bug and more a really, really stupid design decision on Microsoft's part.

The software Kaldarasha linked works around this problem pretty well, so it's not a huge deal, but it is nicer when games have native XInput support to avoid this problem entirely without the need of third-party mapping software.

Besides, I know now you're supposed to fade in a few ms and fade out at the end (you can't detect this).
Not necessarily with loops. If the loop point is sample precise, and the beginning of the loop continues right where the end of the loop left off at such a precise level, then you don't want any fades at all. If you do so and there's still a pop, that's an indication the player is either jumping back too soon or adding extra space between the end and start of the loop.

YOU MUST install the venders drivers from their web page.
This needs to be big and bold. Whether your onboard graphics are Intel crap or an AMD APU or whatever, get the drivers from Intel or AMD. When you upgrade on Friday, get the drivers from the manufacturer's website. Relying on Windows Update for graphics drivers is an easy way to ensure that you will struggle with OpenGL games.

Completely unrelated / Re: COME ON FEDERER
« on: 2017-02-15 15:34:18 »
I'm allowed to necro here, right?  That guy above is me, after all.  I saw it in topics that were being read.
Necroing in CU has always been allowed.

I am actually wondering now how many man hours Lusky and you have put into Reunion since the very start. It must be a rather scary number...  ;D
Consider this: I put a TON of hours just into an English proofread. I wasn't translating anything, I wasn't comparing anything. I was just going through to make sure there were no errors with commas, duplicated words, sloppy grammar and spelling, etc. And it took me a couple months of lunch breaks and weekends.

Now consider: I had one of the easiest jobs on this project.

Yeah, I don't even wanna imagine how much work DLPB and Luksy have put in. My brain doesn't have room to ponder that much time at once.

Easy mode (no modding required!):
  • Set up keyboard controls for the game
  • Pick a tool that allows you to map your gamepad to keyboard inputs (JoyToKey, Xpadder, Steam, Etc)
  • Assign BOTH controllers to the same keyboard inputs
  • Make an agreement between yourself and your partner who controls which character.
Hypothetically both players can control all characters in battle AND on the world map, but frankly this is close enough for any practical purposes. It has the added benefit that either of you can go take a dump while the other keeps playing for both of you.

Completely unrelated / Re: sick
« on: 2017-02-08 21:18:29 »
Feel better, man.

Gotcha. The only reason I asked is because, in the Mario Kart example I linked, it literally was the samples right from the cartridge, and yet it still vastly sounded better than the original because the N64 was doing some goofy stuff when it actually rendered the music. Most of the Super Smash Bros soundtrack has "enhanced remakes" done this way as well, and though the difference isn't nearly as striking (lower quality samples right in the cartridge), it still sound better than it does actually playing the game.

It's rare, and quite nice, to see actual original samples used for something like this, as well as a proper audio environment.

So, you ripped the samples from the game, and then resequenced the songs from those, bypassing the N64's audio hardware? I've seen this done a few times with N64 music. It's always a joy compared to how it originally sounded on the actual hardware.

Announcements and site development / Re: Forum upgrade
« on: 2017-02-08 06:58:46 »
People have enough trouble posting images as it is. An SSL cert would effectively block any image hosts that don't use HTTPS themselves, as it's not generally kosher to mix secure and insecure content.

7thHeaven / Re: Install on External Hard Drive?
« on: 2017-02-06 16:58:12 »
When you install a game on Steam, you have the option to choose install location. You'll have to create a second library on your F drive. This should help you out.

7thHeaven doesn't especially care where the game is installed, so if you can do this, you're good to go.

The only thing to be careful of is that if it's an external drive, you're going to want to make sure it always gets assigned the same letter. If you unplug it, plug in an SD reader or something, and then plug this in after, you could find it becomes G:. I don't know how that'll affect 7thHeaven, but that's a risk for installing any applications to external drives; I think it'll confuse Steam at the very least.

Tools / MOVED: [FF7] FF7ddraw - WIP
« on: 2017-02-06 16:51:30 »
This topic has been moved to Scripting and Reverse Engineering.

The Tools section is for releases only. I will move this thread back once there's a download link. ~Covarr

Troubleshooting / Re: Screen missing top border?
« on: 2017-02-03 15:40:43 »
I fixed this for The Reunion.  In fact, you can select the option separately in The Reunion.
Whoa, damn. I remember you looking into it, but for some reason I thought you'd given up. Nice, man.

Troubleshooting / Re: Screen missing top border?
« on: 2017-02-03 07:21:57 »
This is a known problem and pretty much has been since forever. AFAIK there's no way to fix it.

Their version of the OGGs was also crap and didn't come from the OST either, I don't think.
They were game rips from an emulator. Unfortunately not a terribly accurate emulator, by the sound of it.

edit: I see you're removing the AH installer in seven days. Does that mean you plan to have R06 out by then? Or are you going to leave people who want a music mod in the lurch during the gap between AH's removal and R06's release?

I see precisely no good reason this thread needed revived for that. I'ma go ahead and close it. If Zure wants it reopened (unlikely; he hasn't logged in for over three years), he can PM myself or another staff member. ~Covarr

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