Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Aali

Pages: 1 2 3 4 5 6 [7] 8 9 10 11 12 ... 48
151
Troubleshooting / Re: FF7 issues (Minigame, reg)
« on: 2011-07-22 14:02:24 »
App.log clearly indicates that the driver wasn't able to set the desired "refresh rate / 2" speed. Its still going at it at full refresh rate, thats the problem.

152
There used to be a problem with the driver that would cause it to recreate the cached file every time instead of using it. So that means loading the .png file, compressing the texture and saving it to disk. Every single time. Obviously that lead to some seriously bad loading times :P

153
In theory, LGP itself is faster than stuffing files in a windows folder.
In theory, loading a .tex file is faster than loading a .png file.
However, also in theory, once the .tex file gets beyond a certain size, loading it from disk is going to be much slower than decoding the png.
However #2, once that png is loaded it might be cached if you have texture compression enabled, this makes it even faster.

Of course all of this depends on what kind of hardware you have etc.

In practice, any difference in performance is irrelevant for most people and using modpath is just tons easier.

154
Direct mode works well for a small number of files, if you start placing everything outside lgps you lose alot of performance. Thats why I dont want anyone releasing mods that depend on it.

155
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2011-07-12 16:38:37 »
65535 vertices per group is the hard limit, a single .p file can have *alot* of groups though so if whichever tool you use is smart enough to create more groups when you go over the limit that wont be a problem.

Performance all depends on where and how your model is used. Reasonably high-poly models would use up alot of CPU time in worldmap and field, while in battle it would be no problem at all, for example. Semi-transparency is also really expensive in some cases and could easily slow the game to a crawl if the model is too complex.

156
Troubleshooting / Re: FF8 PC not installing
« on: 2011-07-11 19:48:25 »
Now that I've actually read the whole thing its pretty obvious what the problem is. You have my fake eax.dll installed in your system dir instead of the real one. So when my fake dll is trying to use the real dll it just keeps calling itself over and over, hanging and eventually crashing FF8.exe.

Remove my dll from your system dir, install eax and try again.

I should probably add a safeguard against this for the next version of the driver.

157
Troubleshooting / Re: FF8 PC not installing
« on: 2011-07-10 16:15:45 »
The eax.dll file included with my driver is not a modified version of the real eax.dll, it requires that the actual eax.dll is installed in the system folder (usually C:\Windows\System32)

If you are missing that file a dialog will popup saying "file not found" and the path it was looking for. Thats where you need to put the *real* eax.dll.

158
I suppose that message could show even if the feature is working as intended but that should be considered a bug in the OpenGL implementation. If you're getting this message and the frame limiter still works, post the first few lines of your app.log.

159
That message indicates that vsync has been forced on in the driver control panel or similar. You'd think this feature would only prevent applications from turning off vsync but its so brain-dead it actually prevents any meddling with vsync.

160
Solved Problems / Re: Adding files to Magic.lgp
« on: 2011-07-02 21:05:26 »
But for the record, I dont have this problem with my lgp tool. Did someone else try this with the .exe someone1 made?


1 I forget who.

161
Graphical / Re: Just another project
« on: 2011-06-28 15:21:19 »
The old external texture feature would probably work here, just put those magic numbers in the TIM files, hopefully they will show up on the other side.

162
FF7 Tools / Re: Palmer - Field background editor
« on: 2011-06-22 22:24:17 »
http://backup.ninjaloot.se/share/palmer-0.6b.zip

Fixed the bug mentioned above :) Parallax layers should export&import just fine now.
Also unbroke manual, non-batched imports. Guess noone noticed but if you tried to do a manual import layers would overwrite each other so if you had a normal layer and a parallax layer only the parallax layer would be imported.

163
If you didn't know this already, the 9999 limit break patch removes (or atleast greatly increases) the HP plus limit. So if you're using that it would explain the results you're seeing.

164
Your graphics card/drivers is just too old to support those shaders. Nolight shaders are used by default so whatever you did to them its no wonder that didn't fix anything. Fortunately, the game works just as well without shaders.

165
Something weird I noticed in FF8 is that when the characters are having a long conversation, if one of them blinks during it his/her eyes might remain shut until the conversation is over.

I'm not sure if it's a problem with the driver, but I don't remember this happening in my previous playthroughs without it.

Also, I'm often getting the message "GLITCH: unsupported texture format", and occasionaly a message like "Can't open file: \ff8\data\eng\field\mapdata\do\dotown_1\dotown_1.sfx " (This path doesn't even exist).

I don't notice anything missing during gameplay despite those messages. Battles are working just fine (battle swirl and all).

The blinking thing might be an oversight in the optimizations I did for 0.7.10b but I can't tell off the top of my head why that is happening.
The unsupported texture format bit is just something I forgot to hide away, its odd that FF8 behaves that way but its perfectly normal.
FF8 likes to complain about certain .sfx files sometimes, I dont know if its really supposed to happen but its normal.

166
PBOs work fine on most ATI cards as long as you dont use texture compression. If that is working for you aswell I will be positively surprised :P

As you can see from the changelog, AF (Anisotropic filtering), or any filtering at all for that matter is now turned on for any worldmap mods which will make it look alot less pixelated.

167
FF7 seems to be broken, yes, taking down the download for now.

Nothing should have changed regarding FF8 movie playback? Works fine here.

:EDIT:

Download is back up, some testing stuff accidentally made it in the release, should be working now. Redownload if you got the broken version.

168
Run FF7Config and make sure the correct audio device is selected.

169
http://backup.ninjaloot.se/share/ff7_opengl-0.7.11b.zip

Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!

Changelog

  • Fixed FF8 crash-on-start bug. (Mostly affected other translations of the game)
  • Reduced memory footprint.
  • PBO is now an option and its off by default, this fixes the ATI crashes with 0.7.10b.
  • The "missed palette write" message now tells you which texture FF7 was trying to alter.
  • Worldmap textures replaced by modpath now use AF all the time.
  • Added some support for FF7Music's emulate ramps feature to FF7Music plugin. (It may not be perfect)

I was not able to figure out why shaders don't work on newer nvidia drivers, for now I'm going to assume the problem is with them.


If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)

170
FF7 Tools / Re: Palmer - Field background editor
« on: 2011-06-18 16:34:43 »
http://backup.ninjaloot.se/share/palmer-0.5b.zip

Fixed a ton of bugs that could either crash palmer or lead to broken exports/imports. All field files should be working 100% now, if you find anything that doesn't let me know.

Removed old external texture support, its all modpath now, palmer will no longer write field files, only textures.

Added batch export/import functionality, very rough and un-userfriendly since it was kind of a last minute hack but as far as I know it works well enough. Specify filenames on the command line, select batch export from the main menu and palmer will export the files you have specified to the current working directory in folders named "<field file>_batch". Batch import works the same way, reads all those files back in and creates an "output" directory with modpath-ready textures.

If there are any problems with this release they should be fixed rather quickly, it will not take another 16 months.

171
You can do that but it is much much slower and since you're rendering in 1280x960 anyway it wont look much better than just using a fullscreen resolution of 1280x960.

172
Update your graphics drivers and try again. If that doesn't work you will have use a resolution that is an even multiple of 640x480. Your card should be able to handle a simple FBO though.

173
Solved Problems / Re: flevel.lgp compile problem
« on: 2011-06-18 13:11:58 »
LGPTools has a bunch of bugs, thats why I created my lgp/unlgp programs.

Never ever use LGPTools to do anything if you are able to use my tools.

Those "errors" you got are not errors, they are warnings about the archive you extracted, apparently that flevel.lgp was created by LGPTools, breaking the lookup table when the second character of a filename is an underscore is just one of its many many bugs.

lzrock93: You dont know what you're talking about.

174
I was going to document these opcodes a while back but never got around to it. RTPAL "rotates" the palette, every colour is shifted a certain number of steps, dont know where its used though. ADPAL works pretty much the same as MPPAL except it adds to R, G and B components. PLS versions of STPAL and LDPAL don't read anything from the banks, all parameters are fixed. CPPAL2 also reads size from a bank, dont remember what makes the ADPAL2/RTPAL2 versions different.

175
The result is capped at 32767, your interpretation of the data is incorrect.

If you treat the numbers as unsigned you can't really expect a signed comparison to work.

Pages: 1 2 3 4 5 6 [7] 8 9 10 11 12 ... 48