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Messages - myst6re

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26
I'm on the Discord of Qhimm, of course :)

27
I will try, again, next weekend to undestand what's goin on.

Now I can't change the fields back to 1.6.X because they are 1.8.X, this will cause more errors, so I feel trapped

If 1.6.x version cannot open a flevel file saved with 1.8.x, I think it is because the flevel is corrupted. I will try again with the last archive you sent me and detect where the format prevents Makou 1.6 to open it.

28
I'm sorry to hear that, since you reported me multiple crashes on many differents actions, I fixed at least 4 different crashes.

I understand that moving code, copy paste, or cut paste is an issue, but unfortunately I never reproduced any crash with this on the last version. You are not the only one who have reported this, and I trust you when you say there something wrong. The point is as long as I don't understand what is going on, I cannot make a patch. Also I don't have much time to use Makou Reactor, or to update it. I tried several weekends to give time to this, each time I released a new version with fixes I could do, and not fixes I don't understand.

My goal is to make a great editor for FF7, and also an open project where many developpers can contribute. For 12 years I am alone to fix the bugs and maintain this program, and you say it is not enough for you?

29
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2021-04-13 08:08:34 »
New version!
https://github.com/myst6re/deling/releases/tag/0.11.0


Changelog:
  • Removing a debug code which slows down the FF8 PS ISO file opening
  • New feature: tile editor, for the first time Deling let you edit background tiles
  • [Archive manager] Improving image preview and show png and jpg images
  • Add background mass exporter (to PNG format)
  • Add "Search All" dialog
  • Add width field in the font editor
  • Fixes in search feature, mainly search script text
  • Add an autocompleter to the opcode list and the variable list in the search dialog
  • Fix enabled/disabled state in particles widget
  • Fix crash on field script parsing
  • Improving background opening
  • Improving script opening in FF8 Demo and text preview
  • Add support for tex files with RGBA colors
  • Fixes for Mac OSX (sadly not yet usable in dark theme): font size fixes, show parameters and about menus in the right place
  • Fix layout for the about dialog on Linux
  • Fix widget overlapping (#2)

30
Pd: What does it mean "Fix text autosize for VARDEC / VARDECR / VARHEX and MEMORY commands"

The autosize text window feature now consider VARDEC / VARDECR / VARHEX to be 5 digits large. And for MEMORY it uses the length to calculate the probable max width in the game.

Now using this do the numerical values ​​line up correctly? (this non-alignment problem is very annoying)

What is that? You're welcome to open an issue on GitHub with a screenshot

31
New minor version (1.8.4)
https://github.com/myst6re/makoureactor/releases/tag/1.8.4

Changelog:
  • Update SHAKE opcode details (thanks to dangarfield)
  • Fix door update bug
  • Fix crashes on adding/removing fields
  • Allow to open an invalid ISO file
  • Fix crash when adding a new walkmesh triangle, if the triangle list is empty
  • Fix remembering expanded items
  • Removing auto-scroll when editing an opcode
  • Change Ctrl+Q shortcut to Ctrl+K (music/tuto menu). Command+Q is a reserved shortcut on Mac OSX
  • Fix crash when entering walkmesh with OpenGL disabled
  • Fix text autosize for VARDEC/VARDECR/VARHEX and MEMORY commands
  • Fix DAT file import

32
New version available with a fix for big files.

33
Sadly FFNx is not compatible with the remaster, so no :(

34
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2021-03-01 07:23:42 »
Because I don't want to impose my vision about what's essential or not :)

35
Okay now everything is fixed, available in the last Canary: https://github.com/julianxhokaxhiu/FFNx/releases/tag/canary
If someone can test it more, and send me feedbacks, that'll be great :)

36
Glad it is working!

I have more fixes to come, I will let you know when the next Canary is out

37
The fix is available in the last Canary: https://github.com/julianxhokaxhiu/FFNx/releases/tag/canary

@adrianoct please let me know if this fixes your issue :)

38
Okay I'm able to reproduce the issue, I think I have already a fix for that :)


I reworked the external_music plugin for FF8 entierely. Now ambients sounds (rain, wind, sea...) can be modded with any music format. FF8Music pack already contains replacements for choirs.
Also now FFNx take care of volume changes completely, because the game does not handle this correctly (bad timings, no sync...). Also crossfade will be correctly implemented with volume changes.
It is ready soon...

39
Okay thanks, I will try to reproduce the issue on my Steam installation.

Unrelated, but I try to add cross music volume fading to FFNx, because currently the game does not implement it, and volume changes can be abrupt sometimes. More soon :)

40
Is it still slow when you run without FF8Music, but with FFNx?
Set use_external_music to false in FFNx.toml and restart the game to check :)

41
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2020-12-10 00:35:31 »
Normally a new save is set to the first map, not the worldmap, can you send me the file you created and more details about how you ended to this state?

42
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-12-10 00:31:52 »
Sorry I didn't understand the issue here. Please download the official release from here: https://github.com/myst6re/deling/releases/tag/0.10.1b

43
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2020-12-09 22:42:18 »
For those of you with issues using hyne in not french

I have uploaded a new zip for windows that now contains the translations to the release.

Thanks! I don't know why the files wasn't there




44
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-12-09 22:35:14 »
Hello, go to Options > Langue

45
Hi, been using MR for a while now, you did a great job with it, btw! I've been trying to put the materia tutorial in a different place, but I can't get it to start. The menu just comes up but nothing happens. I've got the tutorial text added to the list and "Tutorial #2" in the commands list, but it won't run. Is there a step I'm missing? How do I know which number to use, because on the 7th Heaven field, "Tutorial #3" is the command used, but it's labeled "Tuto 4" in the list.

I think on PC version the loading of tutorial files is hardcoded specificly for 7th Heaven and Junon. If we can do something, I guess it is by patching the game. I'll look at it someday :)

46
This release has not been moved over to CMake ?

Nope, this is planned for the next major update

47
New minor release: https://github.com/myst6re/makoureactor/releases/tag/1.8.3

Changelog
  • Fix script jump calculation when a conversion from short to long happen
  • Fix text color turn to black in some lists in dark mode
  • Fix map marked as modified when the walkmesh editor is opened, even without user changes

Thanks for keeping using Makou Reactor :)

48
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-11-16 22:54:42 »
Tiny update to fix Cloud metadata saving in FF8 Steam version.
https://github.com/myst6re/hyne/releases/tag/1.11.2

49
Thank you for making such a great piece of software! Thought I should mention some of the glitches I've encountered:

-The white text in dark mode turns black whenever you edit a script.

Thanks for your feedback!

-It sometimes crashes when you switch between flevel files and then edit something.

Hmm odd, I though I fixed this one.

-Opening the walkmesh viewer marks the file as having unsaved changes, even if you didn't actually change anything.

Yeah I noticed that too, I will try to fix it.

-The "Red XIII is named Nanaki" custom opcode doesn't seem to work. I tried using it and the game just hung. (It also didn't create a collapsible code block like if statements usually do.)

Your game also needs to supports it, do you use Reunion? I think it will works with it

-Looks like Cloudiar reported this already, but I noticed, when working with large amounts of if statements, that the game started behaving strangely. When I closed and reopened the file, all the goto statements were changed to "forward %n bytes", with all the corresponding labels missing:

(That screenshot also shows the black text issue I mentioned)

Can you test with this build? https://ci.appveyor.com/api/buildjobs/319kwobw6dags5d1/artifacts/makoureactor-continuous-win32.zip

And one suggestion I have, I've noticed that animation type 2 usually waits for the animation to finish before continuing (while type 1 doesn't), but for "play animation and return to previous state," it's reversed. It would be nice if that were fixed—or, better yet, if it actually said something like "waiting for end to continue" on the frontend, so you don't have to memorize which is which.

Keep up the good work!

Thanks you again for your feedback :)

50
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-11-13 08:18:21 »
Don't know  :)

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