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Messages - BesideTheVoid

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1
You think the company that did the port still has the source somewhere on some forgotten disc?
One would think that by now it would have been leaked, or at least its fate would have been leaked, but who knows. Squaresoft made a whole studio to create FF7 and it was torn apart after the game was done (see http://q-gears.sourceforge.net/index.phtml?content=4), but there is not a word anywhere AFAIK about what happened to EIDOS' copy of the code. Many fans and modders have been pining to know. Hopefully an insider who knows can post the info anonymously someday. I hope leaks about that will be more likely now that Square-Enix cares more about the remake now.

2
Team Avalanche / Gallery Proposal
« on: 2016-01-24 14:50:50 »
A central gallery for images, even a deviantArt page or YouTube channel (YouTube search for FF7 Avalanche or similar phrase finds mostly irrelevant stuff from after Bombing Mission, or just Guard Scorpion battle with no other textures/models/backgrounds) would be very helpful. It is a shame most hosted images and blend files are expired (blank) now on the Bombing Mission thread. The released scenes hosted images will also expire eventually. There were many great previews of the backgrounds and characters. They were amazing even just to look at as nostalgia or art.

If the assets were displayed I'm sure many people would be interested in checking out the backgrounds and models even if they don't plan to install or mod the game. One may be inspired by Team Avalanche to do some fan animations, but which assets are available must be made clear or estimating time on such a fan project is impossible--one could download what is available from the release thread, but as expected, they are game-ready and there are almost no blend files. Releasing blend files would be really helpful for fan projects that should attract interest, if license is CC-BY. Hopefully the team has all of the artists' blend files, and hopefully they aren't sitting on a hard drive (or different sets of data on hard drives owned by multiple people) somewhere not backed up and may disappear forever upon failure (or intentional OS wipe like is why the original sources of FF7 backgrounds are lost forever). I haven't seen the file repository yet since I requested permission and did not yet receive an answer. Even if it were on there the blend files wouldn't be accessible to anyone else.

Even the official sticky doesn't have Guard Scorpion automatically installable yet. Seeing all the work that is put into it but not really having any readable task list other than tab separated values is unfortunate (instaling ownCloud is great if you don't like Google, but as hosted files are on Google Drive maybe use Google Sheets [could be set to editable by other team members with Google accounts, and viewable by Shareable Link]). A progress catalog (especially gallery), and having all models including Guard Scorpion and others in Bootleg Configurator or at least the installer would help inspire interest from both artists and users. Is there one person who can focus on packaging and gallery, while others work on modeling and dealing with artists? If not, perhaps install ZenPhoto or something else that has multi-user interface and the ability to upload archives (which could contain the meshes) to gallery with thumbnails, and ask past and future artists to upload the photos and art-ready meshes themselves. Do you think naming something in the realm of "Team Avalanche Fan Art" site would be ok with Square-Enix and they wouldn't mind in that case? If not maybe this is not a good idea. I'm not sure what other reasons the team has other than that or technical reasons keeping the pre-game assets locked away.

Summary:
*Background & character meshes in art-ready files such as Blender projects labeled with artist name, possibly using a site with ZenPhoto or something else installed so artists can be asked upload assets themselves (remember to include textures unlike happens sometimes)
*Background & character preview pictures labeled with artist name
*CC-BY license
*Update Bootleg Configurator and/or Avalanche High Res installer

3
Team Avalanche / Re: File repository
« on: 2016-01-24 14:45:49 »
The request for access sent 1 minute ago was from me

4
Hi guys, I know that the setup for daily build is new and maybe the stable version isn't set up yet, but I just want you know (attempted on Lubuntu trusty):

#I install and run daily build:
sudo add-apt-repository ppa:sithlord48/ff7-daily
sudo apt-get update
sudo apt-get install q-gears q-gears-test-data
q-gears

#It runs the configuration window but the window says choose an engine, but the only option is click one, and clicking the drop-down crashes q-gears (error in console is "0-width" window)

#So I remove both packages then remove the repository:
sudo add-apt-repository --remove ppa:sithlord48/ff7
sudo apt-get update

#Then I attempt to install and run stable build:
sudo add-apt-repository ppa:sithlord48/ff7
sudo apt-get update
sudo apt-get install q-gears q-gears-test-data

#result is:
Package q-gears is not available, but is referred to by another package.
This may mean that the package is missing, has been obsoleted, or
is only available from another source
#I am guessing that error is due to dependencies staying but only valid q-gears PPA being removed (?)

#However, the following errors show that the stable PPA is not a valid q-gears PPA (yet?):
E: Package 'q-gears' has no installation candidate
E: Package 'q-gears-test-data' has no installation candidate


I understand if you haven't added the stable builds yet since this setup is so new, but please advise on the crash of the daily build--meanwhile I'll try another day. I hope it includes OGRE--compiling that is quite a chore and not many people will try q-gears if that is required ( http://ubuntuforums.org/showthread.php?t=1148570 ).

5
I agree that the previous version's blending fix is necessary though there are issues. I would be glad to help clean textures. I can write programs to manipulate the bit depth or generate the images automatically if needed. I also have an algorithm that replaces 1-bit or color key transparency with 8-bit alpha so if that helps I can adapt it to this. The "discs" are really obvious and date the game (actually, that issue predates the game since it is more like a NES shadow than a PSX shadow). Please clarify what would need to be done and I for one would be glad to help.

6



The last thing, which bugs me are the shadows in battle.

Well, I guess I should say that the whole transparency system for the effects doesn't look right. On PSX the transparency faded from the center to the edge, but I don't know if it is possible to create this effect on PC easiely.

(Noone replied to Kaldarasha's question other than someone saying his screenshot was stretched from 4:3 to 16:9)
Aali, is there any answer to whether this (or dynamic shadows) is possible?

7
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-07-18 20:04:55 »
Update on mds5_1... (click for 100% res)



I hope you like it!

Well... this means I don't have much left to do for mds5_1 except perhaps finalizing my lighting setup and importing the contents of mds5_w (bus/weapon shop). I'll be moving on to that scene (as mentioned in the past 4 posts  :P  ) at last.

I suggest that you try rendering at 200% then downscaling to normal size, if you want to remove pixelation (natural grain will remain intact)--pixelation is common to Blender's default anti-aliasing mode and even in full anti-aliasing some features still seem to cause pixelation at least from my experience.

8
I feel like this thread is going in circles.  :P

The reason I rant is...

or they read this forum: " Ah darn it! They discovery our plain!, must release a proper update, if so, they will complain a lot"

(that maybe they are listening).  Regardless, we'll always have mods for the 1998 PC discs (which I still have from then), so if they fail to make it worth buying its on them.

9
The artwork is the exact artwork from the Final Fantasy VII PC 1998 Installer.  I actually still have these pics on my hard drive, which I ripped with PrintScreen.  As for the game's actual quality, I wish they would make the backgrounds in 3D but I doubt that will happen, unless they still have the 3D models.  Many people doubted the sourcecode even still existed, but it must exist if they could make it use DirectX 9 (if it actually is still DirectX 5 and just uses the DirectX 9 wrapper functions like other DirectX 5 games that would be lame beyond reason).  The other things could be accomplished without editing the sourcecode--achievements & booster could technically be programmed as a separate app that uses the save slot files from the game. 

To sell the game to existing ff7 fans (the main customers) I think they will need: mp3 music, bicubic background resize, battle models for field (Cloud's face shouldn't look like [òó]), custom&improved default keys (& for minigames/codes instead of [switch] etc, also show key or gamepad button by it depending on input mode), highres font, transparent boxes, & widescreen.

To really do it right and keep up with the market they also need: Remastered sound like trailer, bicubic texture & sprite scaling, optional transparent dialog boxes with thin/invisible border, stencil shadows using walkmesh & official mod support using folder structure & ff7_opengl.cfg structure from Aali's Custom OpenGL driver.  Minigames & Battle Swirl should work correctly run at correct framerate like in fan-made MinigamesPatch.  Also, Aerith better not say "This guy are sick."

If it requires 2.0 GHz then it probably has widescreen resolutions.  Let's hope they're not just making the game seem better by requiring 2.0 GHz--as for the other requirements, it makes sense to require 1GB of RAM, because Windows XP basically needs 1GB to do anything properly considering how much RAM Windows itself takes, plus printer drivers and other System Tray apps.  So basically, even Microsoft Word requires 1GB of RAM.

10
. . . on some levels even taught me how to read
. . .  from what iv gathered in lamens terms their saying buy our games or were not giving you what you want. . .
I  can tell FF7 taught you how to read...this should be: "from what I've gathered, in layman's terms, they're saying buy our games or we're not giving you what you want." "This guy are sick."  LOL sorry I couldn't resist.
Anyone understand this??

11
Troubleshooting / Keyboard Overlay for FF7 Keys
« on: 2012-07-15 12:37:38 »
Hi, I made some printable keyboard stickers http://www.besidethevoid.com/index.php?htmlref=finalfantasy-ff7bestquality.html#keyboardstickers.  Enjoy!
Low-res thumbnail:

If anyone else has stickers or overlays maybe this would be a good place to post them.

12
Excellent!  However, it would be best to do at least a large chunk of them at a time including all parts for at least a reasonably-sized chunk (at least 5 inutes w/ all parts recorded), and then use them as a frame of reference.  You can send via AIM, or put them on an ftp/website folder somewhere.  Let me know if you need to do AIM, then we can choose a time.  I look forward to being a part of this!
Orangejuice

13
Hi,

I am really excited to hear about the ff7voice project.  I heard a comment about clipping in the recording, which leads me to offer some advice from a semi-experienced garage band leader and multimedia guy.

For a good recording environment, an attic with exposed insulation is great!  I did a recording (2 acoustic guitars--lead&rhythm, one vocal) on a minitape recorder and a powered Radio Shack lapel mic in my friends attic, with lots of books and exposed insulation, and it sounded like an off-the-shelf recording and remains the best unprocessed recording I've done.  Of course, if you get desperate you can always pin up quilts on the walls and ceiling that are closest to you.  Some more ideas are attaching quilts to the walls (at least closest ones) and ceiling, or getting a couple of those $15 Walmart foam mattress pads, may be nearly as effective as acoustic foam--I haven't tested these theories yet.  If you try them, I would love for you to post your results.

As for the remark about clicks/pops in recording, this could be clipping, and is hard to repair unless you get a specific program with a feature or plugin to fix clipping.  Ways to avoid this are: recording at lower volume and then normalizing, putting the mic off to the side (this can be bad especially in bad recording environments), or using a membrane mic.

If you want, you can make your own membrane mic.  In my ventures in homebrew recording, this is most sure advice I have to offer.  If you compare talking into the mic with a foam cover, holding the mic off to the side, talking into the mic directly, or talking into a membrane directly, you'll find that the membrane mic method gives you far superior results.

You'll need:
-Plastic bottle
-Plastic Wrap
-Scissors and possibly razor knife
-Mic: preferably a powered lapel mic--get one from Radio Shack, but only bother with the watch-battery powered one.  Otherwise if you don't want to bother with batteries you can get a good stereo mic on eBay (the one pictured was from an eBay company that made homebrew mics--I can't seem to find them anymore).

Steps:



1. Cut bottle upper part off with scissors, then cut sides out only leaving two strips to hold loop to top (you can start the cut with a razor then continue with scissors for safety)



2. Attach plastic wrap with rubber band



3. Attach mic with twist tie or tape (twist tie avoids getting your mic gooey over time)



Tell me how your experiments go!  I'd be glad to do audio editing and compression on the files too.  Make sure you keep original unedited files in FLAC (lossless compression), and then you can export to ogg/mp3 or whatever you are using--but keep originals!  You never know when you might need your originals.  After all files are finished, I would glad to do the process of normalizing, equalization and compression so that all the audio throughout the game sounds uniform and volume varies only in situations where it should--sign me up if needed!


Well that's all the advice I have for right now, seeing as I'm pretty much just a self-made garage band guy.

glhf,
Orangejuice

14
Q-Gears / Re: current source state? (Akari?)
« on: 2008-08-24 09:06:42 »
Since svn is not updated, do you do your backups?  :-D
I just thought I'd say something--ePSXe lost it's source code due to hard drive crash...that held up development for a LONG time... :cry:

15
Q-Gears / Re: Akari Ogre and Q-Gears
« on: 2007-10-04 11:09:44 »
If conversion from :edit: to OGRE can be done programmatically, why not at runtime?
Duplication of all the archived models during the install is not the eventual result of this, right?

16
Q-Gears / Re: Halkun can't be "The Leader Guy" anymore....
« on: 2007-08-31 20:19:25 »
Perhaps splitting up tasks would help(?) while replacing Halkun's job.  One thing I could do is release management. 

Contact me if anything administrative such as that is needed, as I am busy programming other stuff but would like to help.

17
Q-Gears / Legal issue w/ including data?
« on: 2007-02-17 08:40:41 »
Hi guys,
I don't mean to be a wet blanket, but won't Square terminate you if you include the field data & graphics in the releases?
-Proto

18
Q-Gears / (This post is fluff) I keep thinking...
« on: 2006-11-18 06:49:54 »
Hi, I downloaded the precompiled test of QGears.  I am getting really excited about it--and I (for some reason) keep thinking of how cool Akari is.
 :?

19
Q-Gears / Re: SDL/SDL.h: No such file or directory
« on: 2006-06-20 20:45:31 »
Ok, I'm not mad. :-P
Here's what you do next:
go to google and search for each of these devpaks and install them:

SDL_image devpak
libz devpak
libjpeg devpak

or any others, until the errors go away

20
Q-Gears / Re: SDL/SDL.h: No such file or directory
« on: 2006-06-18 13:59:47 »
Uninstall Dev-C++
Re-install latest version
install SDL (ONE STEP, OPEN THIS DEVPAK) http://devpaks.org/details.php?devpak=12

or I'll get mad  :-D

21
Q-Gears / Re: SDL/SDL.h: No such file or directory
« on: 2006-06-17 16:35:51 »
I don't know what sdl folders you're copying, but all you should have to do is open this file and it will install itself into Dev-C++ automatically and it should work (go here and click the download link)
http://devpaks.org/details.php?devpak=12

22
Q-Gears / Re: Resolution in Q-gears
« on: 2006-06-16 22:46:16 »
Yah I know, but you know how it is when you get twitterpated :roll:
Don't let starry-eyed fans distract you from programming the core.  I too am doing the invisible part of a game engine so...I know what it's like when everyone is so excited about your ideas, and meanwhile you have an unholy number of lines of script engine code to pull out of your hat.

23
Q-Gears / Re: Resolution in Q-gears
« on: 2006-06-16 02:20:50 »
Yeah, sorry for jumping topic.  To simplify the scaling in relation to the masked portions though, what you could do is put the whole image together, scale it,, then copy it, then overlay the copy using a smoothed mask (this way there are no artifacts around the edges of the parts you can walk behind)

24
Q-Gears / Re: Resolution in Q-gears
« on: 2006-06-15 18:10:04 »
btw here is some code and screenshots for NTSC color filtering: http://www.slack.net/~ant/libs/ntsc.html

25
Q-Gears / Re: Resolution in Q-gears
« on: 2006-06-15 17:47:41 »
Hey, don't forget that while you're playing around with HQ2X and SAI filters, maybe do some of that magic on the 3d textures like emulators do...

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