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Messages - cocoboii

Pages: [1]
1
Releases / Re: New RedXIII model
« on: 2012-05-27 13:39:44 »
o okay

2
Releases / Re: New RedXIII model
« on: 2012-05-20 02:37:56 »
I like it but if u dont mind me asking when exactly are you planning to release the link for dis model??

3
Releases / Re: New RedXIII model
« on: 2012-05-10 02:01:43 »
I agree, the model the way it looks now is great to me and id definitely use it. And just solid colors alone would just be too plain for me, so I like that he tweaked it the way he did

4
Releases / Re: New RedXIII model
« on: 2012-05-09 20:28:40 »
the last model looks really great!! cant wait till u release this

5
hell yea that was awesome! thx for sharing, ill do the same

6
Releases / Re: Customized Field/Battle Characters
« on: 2012-05-02 14:35:19 »
awesome mods thx a lot!! really appreciated

7
Releases / Re: [REL] Mike's custom models the last mod
« on: 2012-05-01 21:59:40 »
Clodus it's no point in quoting post direcly above yours:P, especially that it isn't much related. You get Cloud model black and white couse texture of "black box man" is black and white, my post wasn't mean to be an instruction how to deal with it, just correction which files have what and why you need them, or which you don't. Writing an instruction is fairy useless, as it depends on models someone already have and which versions of included in this pack want to use.

 And for your text about: "**ae", "**af" and "**ag" files that also depends on the model, don't write like you mean something universal, after checking one model, it can confuse people later on. Those are textures, maybe they were empty/filler textures in model you checked, but for example in the included Cloud weapons with effects pack rtaf and rtag ARE weapon/effect textures. I find it hard to call a texture something "not needed" in namely textured weapon models:P.

thx a lot! you're right about the "**ae", "**af", and "**ag" files they were important for my battle.lgp files to show the textures of the weapons. Thx to you I got it to work fine with ff7

8
Actually Iv seen heat wing and the same issue Im having with beta and ultima isn't occurring with that particular skill, but if dis cant be helped right now then its all good I can live with it. Thx guys for your time and for being so helpful

9
Im using DLPB MO5 so im not sure if grimmy's upscaled magic textures was included in the installation and when i turned new_battle_interface = off the same problem persisted and the screen bg where the commands are turned black http://s1245.photobucket.com/albums/gg584/cocoboii/same%20issues/?albumview=slideshow

10
Every time beta or ultima is casted I get a partial white screen (looks like dis) http://s1245.photobucket.com/albums/gg584/cocoboii/Issues%20with%20ultima%20and%20beta/?albumview=slideshow while the skill is being used, then it reverts back to normal after a couple of seconds. Its weird cuz dis doesn't occur with any other materia as far as I know. I was wondering if anybody knew why Im having dis issue and if it can be resolved and whether it has anything to do with my opengl settings. And my thanks goes out to anyone who took the time to help me with my issues thx in advance!

openGL:

Code: [Select]
# ff7_opengl-0.7.10b config file



## 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 = 1366   
window_size_y = 768
preserve_aspect = yes
fullscreen = 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

# 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 = off

# 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 = off

# 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

# 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
post_source = shaders/bloom2.post
enable_postprocessing = no



## 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

# 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

# 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

# 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 = no

# 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_popup = on

APP Log:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) G41 Express Chipset 2.1.0 - Build 8.15.10.2302
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1366x768, output resolution 1024x768, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
100% of 127 = 127
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 15->127; step=4
MIDI set volume: 127
100% of 127 = 127
MIDI play: 71
reading midi file: KITA.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 142
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
100% of 127 = 127
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 141
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
100% of 127 = 127
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

11
thx
cocoboii download most of the available 'png' battle enhancements from these:
http://forums.qhimm.com/index.php?topic=11551.0
http://forums.qhimm.com/index.php?topic=11542.0


thx a lot e1sunz!! the world map looks soooo much better than b4. As for the battle scenes.. well even with the png files its still lags just as pitbrat mentioned above. And I enabled compression just like you suggested pitbrat and yeah some of my schemes and themes were gone so I turned it back off lol

12
Graphical / Re: [REL/WIP] Felix Leonhart's Enhancements
« on: 2012-04-28 03:00:37 »
THX SO MUCH! For all the time and effort you put into creating dis mod, id like to just say its awesome and I give you mad props and respect for your hard work!

13
first off id like to just start off by saying what a great job u did with dis battle field mod enhancement, and the only issue I have with it is the load time its waaaay to long if anyone could help with dis tht would be great. My "modpath = DK" and im using 0.7.11 opengl

14
Graphical / Re: [REL/FF7] JordieBo's Opening Credits
« on: 2012-04-27 02:25:54 »
TYSM! DIS MOD IS AWESOME! Works really well haven't had any issues so far, and im just loving the appearance thx a lot! : )

15
Releases / Re: Costa07's Models
« on: 2012-04-18 02:24:58 »
Didn't think that zip would get released without some clean up. Ignore all folders except All Highwinds. It has all three needed models in that one folder. The other folders were used during construction. Anyway you copy-paste it into your World_** should work just fine though. I'm interested to see some in game screen caps.

Im confused tho, if I only wanted v2 why should I copy the contents of "All Highwinds" in world_us wouldn't tht cause a conflict if I try to use all 3 versions from within tht folder?? How can tht even work?? yea confused....

16
Troubleshooting / Re: FFVII Limit break issue
« on: 2012-04-12 19:14:09 »
srry for the late reply, was running the game and engaging in battles to test the limit breaker and it worked like a charm. Thx a lot pitbrat, i hadn't thought of putting it there before because I didn't see any previous jo_b03_00.png file there. Thought that file had to be replaced for it to work so tysm for pointing that out : )

17
Troubleshooting / Re: FFVII Limit break issue
« on: 2012-04-12 18:42:03 »
I'm having a similar issue as well, idk if this has been answered already but if im using DK as my mod path, and have had avalanche installed before the M005 do i still place it in the textures/limit/limit folder?

18
Releases / Re: Costa07's Models
« on: 2012-04-10 15:41:13 »
wow they both look hella cool! terrific job u guys, cant wait to try it out xD

19
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-04-10 15:39:16 »
iight its cool then, i dont mind. Anyways thx for everything you guys! : )

20
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-04-10 15:12:36 »
much thx to the both of ya, changing the screen resolution back fixed the problem. Only reason I had it changed tho was because I liked it at full screen without the black borders. Is there anyway that i could have it that way without the issue i had b4.. if not thts cool i can live* with it xD. And much thx for dis brilliant, awesome looking mod DLPB

21
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-04-10 03:37:45 »
sup DLPB. Id like to first start off by telling you how much i appreciate all the handwork u put into making dis awesome mod and that goes for all the other modders as well. Now about my issue with the MO5, my menus and dialouge boxes... pretty much all of the text boxes arent completely solid but besides tht all else seems to be working fine. So yea its not really much of a big deal but its still an eyesore so if it can be fixed id be most grateful. Btw I understand u got lots of things to do and u might have addressed dis issue already but if u can take the time to help me resolve dis issue im having it would mean a lot thx in advance  :)

In case you might not get exactly what I mean about not completely solid.. heres a link of my ss: http://s1245.photobucket.com/albums/gg584/cocoboii/?albumview=slideshow

And my (APP LOG):
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) G41 Express Chipset 2.1.0 - Build 8.15.10.2302
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: G:\FF7\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 37
reading midi file: EARISLO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 31
reading midi file: DOKUBO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

And my (FF7_OPENGL 0.7.11):
Code: [Select]
# ff7_opengl-0.7.10b config file



## 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 = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = 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

# 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 = off

# 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 = off

# 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

# 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
post_source = shaders/bloom2.post
enable_postprocessing = no



## 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

# 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

# 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

# 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 = no

# 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_popup = on[/img]

Pages: [1]