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Graphical / Re: ¿Enemy Soldiers Sector 8 - Someone have it?
« on: 2013-10-15 10:39:28 »
Ohh, ok. Sorry then.
And i solved my question in this topic by myself.
And i solved my question in this topic by myself.
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To use the sweeper model in the bombing mission, you must rename the 26 files from the Sweeper.rar download.
Change the 'cv' to 'av' for all 26 of the files:
CVAA to AVAA
CVAC to AVAC
CVAM to AVAM
. . . and so on . . .
that's cuz sweeper model shows up on the world map outside of midgar
When you copy the new models into the temp folder, make sure you are only copying the files. Don't include the folders from the archives.
The new model files should overwrite the old files in the temp folder.
There are no subfolders in battle.lgp.
The update functionality of lgp is broken. You have to recreate the battle.lgp.
First extract all of the files from the existing battle.lgp into an undo folder.
ulgp.exe d battle.lgp undofolder
Then copy and replace the new models into undofolder\
Finally encode the files from undofolder\ into a new battle.lgp archive.
ulgp.exe e battle.lgp undofolder
First extract all of the files from battle.lgp into a temp folder.
Then copy and replace the new models into the temp folder.
Finally create a new battle.lgp from the contents of the temp folder.
If you use DOS programs (such as unlgp) the files must be freed from the write protection.
Let you show the properties of your game folder and remove the write protection of all folders and files.
Perhaps this helps.
Hm...Since I'm also somewhat helpless...
Obviously this shader was not responsible for the error.
Can you manually play the videos?
Inside this zip-Archive (Aali's driver).
Rename the existing one and extract "yuv.frag" into your [gamedir]\shaders
-----------
0(53) : error C5025: lvalue in assignment too complex
0(55) : error C5025: lvalue in assignment too complex
0(57) : error C5025: lvalue in assignment too complex
ERROR: failed to load yuv shader
hi Grondoval
May Aali's yuv.frag works better with your video card.
# ff7_opengl-0.7.11b config file - modified by Bootleg
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.
# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 1024
internal_size_x = 1920
internal_size_y = 1080
preserve_aspect = yes
fullscreen = yes
#window_pos_x = -1
#window_pos_y = -1
#widescreen_hack = yes
# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = DK
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
refresh_rate = 60
# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on
# same thing, but for the battle swirl
battleswirl_framelimiter = on
# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = on
# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.
# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
#new_hp_limit = yes
#new_mp_limit = yes
# include armor in magic defense calculation
mdef_fix = yes
# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on
# post-processing shader, used to apply fullscreen effects
enable_postprocessing = yes
post_source = shaders\nolight\SmartBloom.post
yuv_source = shaders\yuv.frag
frag_source = shaders\nolight\main.frag
vert_source = shaders\nolight\main.vert
## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
#enable_lighting = yes
#show_light_rays = yes
#show_normals = yes
#show_tbn_space = yes
max_lights = 12
#Variable Functions#
#specular_fog = yes
#texture_scale_bias = 1
#texture_coordinate_clamp = yes
#pixel_texture_bits = 32
#generate_mipmap = yes
#detail_texture = yes
#shader_precision = yes
#tessellation_program5 = yes
#multisample_coverage = yes
#multisample_filter_hint = yes
#texture_filter_anisotropic = yes
#texture_edge_clamp = yes
# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes
# enable alpha blending for textures without an existing blending effect
fancy_transparency = on
# display frames per second counter in upper right corner
show_fps = no
skip_frames = no
# display some real-time debug information
show_stats = no
# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
use_vbo = no
# replace FF7's default framelimiter timer source
use_new_timer = yes
# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes
# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp
## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.
# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off
# show every failed attempt at loading a .png texture
show_missing_textures = no
# Disable Error Notifications
disable_popup = off
# Load Multiple DLLs
#load_library = Multi.dll
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 550 Ti/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x1024, output resolution 1280x960, internal resolution 1920x1080
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: main program link log:
Fragment info
-------------
0(43) : warning C7050: "texture_color.xyz" might be used before being initialized
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: D:\FF7\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: D:\FF7\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
INFO: yuv program link log:
Vertex info
-----------
0(53) : error C5025: lvalue in assignment too complex
0(55) : error C5025: lvalue in assignment too complex
0(57) : error C5025: lvalue in assignment too complex
ERROR: failed to load yuv shader
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
INFO: D:\FF7\movies\opening.avi; mpeg4/mp3 1280x960, 15.000000 FPS, duration: 119.400000, frames: 1791
WM_CLOSE
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD