Author Topic: [FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]  (Read 3044788 times)

Green_goblin

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2700 on: 2016-04-10 08:55:28 »
Making stupid movements increase the TV rating, maybe that's why you get the best score that way.

https://www.youtube.com/watch?v=xpjbSYvQ7zU

luksy

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2701 on: 2016-04-10 13:39:13 »
The script is tricky to follow but holding circle all the way to the end might work.

DynamixDJ

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2702 on: 2016-04-10 15:07:36 »
I've tried looking into this in the past. it wasn't the easiest work out, but it appears as though the there is a line of script missing that should state "wait for animation" (opcode AC - ANIMW).

I'm just guessing here; I'm really not that adept with field scripts yet, but check out #363 "junonr4", #5 "check", S0, and then #15 "cl_hei", S4 to see for yourselves. I'm very curious to know if that fixes it. I'd try myself, but I'm just too busy at the mo.

-Edit-, I've just realised that doing this would make it impossible to gain over 50%, as you would basically be reducing the amount of times the score can increase. You would also have to increase the ratings boost everytime O was pushed. I believe "border1", S4, Line 3 is the argument that wants to be adjusted. At a guess!
« Last Edit: 2016-04-10 16:14:17 by DynamixDJ »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2703 on: 2016-04-10 16:40:43 »
Cool.  I've always wondered about that.  The ordered way is holding circle rather than mashing.  So, I'll have a look at it.

There's also an entry there that might now be unused. A number is assigned to the dialogue window...  apparently telling the player something.  It's usually 1,2 or 3.
« Last Edit: 2016-04-10 16:42:49 by DLPB »

White Wind

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2704 on: 2016-04-10 22:59:09 »
"Tranquilizer" seems to take only one L, unless I'm missing something.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2705 on: 2016-04-10 23:00:43 »
"Tranquilizer" seems to take only one L, unless I'm missing something.

https://en.wikipedia.org/wiki/Tranquilizer

I am using Oxford spellings for British English.  American is one L.

Oxford English does not follow the "-ise" convention (the British norm) when the words have Greek origin.  British English can use ise or ize in these cases and neither is in error.
« Last Edit: 2016-04-10 23:04:22 by DLPB »

White Wind

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2706 on: 2016-04-10 23:03:57 »
Yeah, I'm sorry, talked too quickly

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2707 on: 2016-04-10 23:26:22 »
A few changes for Green_Goblin

Code: [Select]
nivl_3

“… Great… Seph…i…roth…
  … is… near.”{NEW}
“…Inside… mansion…
  …Urrrgh…
  …Great… Seph…i…roth.”
------------------------------
“… Great… Sephi…roth…
  …Gone.”{NEW}
“…Over… the mountains…
  …Gone.”

Code: [Select]
mtnvl6b

{TIFA}
“Yeah,I remember.”
------------------------------
{TIFA}
“So… that was you.”

Code: [Select]
midgal

Shin-Ra Soldier
“What are we gonna
  do with this one?”
------------------------------
{CLOUD}
“Ah… Uuurgh…”
------------------------------
Commander
“Forget it.
  Just leave him.”
------------------------------

Code: [Select]
Hermes’ Sandles > Hermes’ Sandals (numerous places - make sure).
Code: [Select]
ujunon4

“Don’t you know how?
  Come over here,and I’ll tell you.”

Code: [Select]
del12

#xy 104 72
Rufus
“I hear Sephiroth was on board?”
------------------------------
#xy 224 96
Heidegger
“…Yes.”
------------------------------
#xy 104 72
Rufus
“And it seems {CLOUD}
  and the others were
  as well?”
------------------------------
#xy 96 72
Rufus
“They all slipped through.
  You messed up big time,Heidegger.”
------------------------------
#xy 176 72
Heidegger
“Sorry.
  I’m… ashamed of myself.”
------------------------------
#xy 104 72
Rufus
“I’m growing tired
  of your apologies.”
------------------------------
#xy 150 64
Rufus
“You’d better start doing something.
  I’ll be expecting results.”

Code: [Select]
nivl_b12
{CLOUD}
“Ugh…”

This one is a liberty.  The Japanese is literally "I am...".
I discussed this with Luksy and Hian, and the only conclusion
is that this is either totally meaningless to convey confusion or else is short for "I am still alive".
It really doesn't work as "I'm still...." or "I'm".  I think the above is about as good as it gets.

Code: [Select]
nvmkin1

Sephiroth
“Don’t… push… your luck.”

Code: [Select]
nvmkin22

{TIFA}
“Hey,that isn’t you.”

{TIFA}
“That’s right!
  It was Zax who came to
  Niblheim with Sephiroth.”

{TIFA}
“Then,where were you,{CLOUD}?”
------------------------------
{TIFA}
“Did you see this?”

{TIFA}
“You did come.
  You did keep your promise.”
------------------------------
{TIFA}
“You really did come
  when I was in a bind.”

Sephiroth
“Did you honestly think
  the likes of you could…?”


Code: [Select]
fship_3

{CLOUD}
“I’m the reason Meteor
  is hurtling toward us.”

Code: [Select]
trackin2

{CLOUD}
“I felt so ashamed.
  I didn’t want anybody to see me.”
------------------------------
Zax
“Hey,{CLOUD}.
  If you aren’t feeling well,
  why don’t you lose the helmet?”

{CLOUD}
“Yeah…
  This is… me.”
« Last Edit: 2016-04-11 02:50:57 by DLPB »

White Wind

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2708 on: 2016-04-10 23:58:53 »
Quote
“… Great… Seph…i…roth…
…Great… Seph…i…roth.”
“… Great…Sephi…roth…

All words should be separated by a space, but they're not in the third "Great Sephiroth". Looks off to me, shouldn't we have

“… Great…[space]Sephi…roth…

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2709 on: 2016-04-11 00:06:22 »
Yeah, I missed that one after "great"  - although I don't think it would matter too much.  I'll change it :).

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2710 on: 2016-04-11 16:54:44 »
I have just realized, the reactor music playing in PC version in the Cloud revealed scene is also due to music lock bug. So it even affected one of the most iconic scenes. You can clearly see that the music is locked in this scene at nvmkin32 > main > s0 main > 49.

That's at least 4 scenes that are wrecked by the bug.  Luckily, the bug is no more.  :evil:

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2711 on: 2016-04-16 05:05:49 »
Reunion R05 is edging closer - but I have a lot of work ahead.  At the moment, I am cleaning up the worst offending scripts.  These are:

mds7 (Midgar district 7) -   Numerous errors and issues. And a ton of redundant script. Complete.
mds7pb_1 (Midgar District 7 Pub).  Numerous errors and issues. And a ton of redundant script. Complete.
mds7pb_2 (Midgar District 7 Avalanche Hideout).  Redundant script and other issues. Complete.
mrkt3 (Outside Honeybee Manor).  Some bugs. Redundant script.  Complete.
jtemplb / c (Sephiroth steals the Black Materia). A ton of redundant script. Complete.
min71 (Johnny's Home). Redundant Script.  Hell, even President Shinra is here - as a doll!  And the Cameraman from Niblheim seems to be dossing on Johnny's parents, too! Complete.
Woa_3. Redundant scene. Complete.
convil_1 (Fort Condor).  I'd dearly love to sort this - but forget it.  Have you seen the state on that abomination?  You'd have to be a frickin' sadist to even attempt it!


To give you some idea... mds7pb_1 originally contained 30 groups.  I have gotten it down to 14.  And I've turned the TV back on.

mds7 has been reduced from 31 groups to 21. 

All unused text removed.
« Last Edit: 2016-04-17 20:36:02 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2712 on: 2016-04-16 09:19:33 »
That will do for now. I feel another slight improvement to the localization coming...  see in the hideout, the sound effect of barrett punching the bag faster (after Cloud confronts him) fails - and that's ruined the context.  If you look at the scene, Jessie can't concentrate (holding her head) and is moaning about the noise "This is impossible" - and Marin isn't happy either.

The sound effect failing is due to the annoying way the script priority works. If a certain script priority is taken, any other calls to that priority will fail.
« Last Edit: 2016-04-16 09:21:18 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2713 on: 2016-04-18 09:58:03 »
my quest continues.  Getting there now.  Quite a few bugs in mds7pb_1 for example.

Numerous issues and redundant script.
For example: Biggs and Jessie not on the seats
correctly. Incorrect models display briefly after
the Niblheim cutscene. TV is not turned on.
Cloud can ask Wedge different questions.
Biggs can face the wrong way while talking to Cloud.
Tifa remains facing the wrong way, if Cloud talked
to her from above.
Barrett and Marin disappear too early when descending on the pinball elevator.

And more... That White Wind is helping greatly to populate.

https://docs.google.com/spreadsheets/d/1l0xFVStYQ6lldVo6t85IenuGrILrrOclS7QuSOmjGmA/edit?ts=56bf8bce#gid=0
« Last Edit: 2016-04-18 13:12:49 by DLPB »

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2714 on: 2016-04-19 06:27:01 »
I'll take look at the team and fixing quiet a few parts. Actually my plan was to make new models and give them guns, but I have seen there are few things I could do better now. I mostly merging parts to reduce the file bloat and connect the parts, which is always a good idea for a better shading in game. My weapon plan for them are:
Jessy - pistol, evtl. a bomb like object
Wedge - pump gun
Biggs - mp
A few animations seems to be made for models with weapons, so they should look better if we have models which does reflecting it. Especially wedge did look off with his movement in the hideout.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2715 on: 2016-04-19 07:03:34 »
I am taking it those will be additional models?  I won't place those in Reunion as they were not intended and kind of distract imho.

On other hand, I will have an updated pack for you soon.  I have been sorting stuff.

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2716 on: 2016-04-19 10:36:30 »
This may help other people who like to edit script. This is a latest fix for mds7st1

Field: mds7st1   In the Train Graveyard, the Potion in the wagon can be picked up from the roof of the wagon.   http://tinyurl.com/zzl7dww

This is more complicated than usual (usually editing talk range will work). Firstly, the FF7 engine does not
take the Z-axis into account with the Talk Range. As a consequence,
you can always pick objects up when they are above/below, if you fall within
2D circle. Luckily, we do have some functions at our disposal to work
around this limitation. To fix this one, I have checked the Triangle
that Cloud is standing on.  The potion should only be collected from
Triangle 51.  So..... add these to ""bin02"" > ""Talk""
Store triangle ID of the group cloud (No12) in Var[5][255]
If Var[5][255] == 51 (else goto label 1)

Also add a contact range of 10 to ""bin02"" > ""main""
and add a talk range of 25."

Of course, the game also allows the return of X Y Z coordinates as well.
« Last Edit: 2016-04-19 10:39:37 by DLPB »

DynamixDJ

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2717 on: 2016-04-19 18:03:21 »
Sounds very similar to how the Bone Village game works

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2718 on: 2016-04-19 22:12:31 »
Glad to say that the worst of all this is over.  So far, 113 fields corrected.  Pretty much all the big issues sorted.  Still a few more to go.
Then I turn my attention to getting FMV and field window centred.
« Last Edit: 2016-04-19 22:14:05 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2719 on: 2016-04-19 22:17:42 »
I just realized, I set Triangle ID above to [5][255]  and as one byte.  Triangle ID is two bytes (so needs to be [6][254]). It won't matter above but it will elsewhere.
« Last Edit: 2016-04-20 09:01:31 by DLPB »

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2720 on: 2016-04-19 22:35:43 »
Oh dear.  I have just found another huge bug :P  At Bone Village, they used dependent materia model as the placeholder for the items.  They made it very small (it's a single pixel or two) - but they forgot to place it under the ground (or hide the model) - so.... the positions of all the items are possible to SEE!!  Yeah, have a look!  You can bloody see the areas, if you look closely:

http://i.imgur.com/OzLLFnG.png

Setting all of the placeholders to modelsize 1 (from 32) should fix the issue.  0 might work too.
« Last Edit: 2016-04-19 23:44:49 by DLPB »

DynamixDJ

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2721 on: 2016-04-20 21:47:57 »
I found this out myself a while back:



I'm guessing they did it this way to make it easy to set a dig spot location; simply move the blue materia to set the dig spot. What you may wish to look at is dig spot 8 (southmost spot). This spot is never called upon. My theory is that it was used for testing purposes, however when they were finished with it they just deleted the line that pulls from dig spot 8, although the actual spot itself is still "primed". I wrote up about it here, although my explanation probably went over the heads of the GFaq community.

Also, as an exercise i overlapped the walkmesh with the BV map to highlight the exact dig spots used. This was the result:

http://www.neoseeker.com/forums/1169/t2171183-key-to-sector-5/#1

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2722 on: 2016-04-20 21:51:18 »
They've used a materia because they can then use the "turn to model" function for the diggers.  But they made a huge error by not setting the model size to 0 or 1.  Placeholders like this are used elsewhere instead of location lines, but those models are hidden.  They could probably have just used "hide the model" here too.

How does it look on PSX?  Do the placeholders show up like on PC?  The script is the same.
« Last Edit: 2016-04-20 21:56:26 by DLPB »

DynamixDJ

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2723 on: 2016-04-21 19:19:00 »
Ah, that makes sense. In fact, that knowledge will be helpful for when the time comes for me to look at building my own mod.
And yes, they do show up on the psx version too

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2724 on: 2016-04-21 19:59:03 »
Funny that this has escaped for so long - but I guess they're so tiny that people just don't see it.  I never have until I spotted the script error.  I believe they could also have hidden the model after the coords setting.  I don't think coords return to 0 once they have been shown.  But I am not sure the "turn to" works on a hidden model.  It probably does!