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Messages - KaosuReido

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-05 09:16:20 »
Something I have run into is the invisible buttons:



I remember reading an earlier post stating that they were going to potentially be fixed. It was a gamble, but I managed to get 10 points on the military send-off for Rufus! I wonder if I'm missing a pre-req for the mod...

[Edit]As a test, I installed the Enhanced Stock UI mod from the catalog and I do have buttons now. The User Interface mod may have caused it... not sure. I don't know if it's normal for the NT mod or if it's something from outside. For now, my problem is resolved.[/Edit]

Basically, the "all in one" mods in the 7th Heaven catalog still have to be updated manually on the back end, and they don't tend to get updated super fast. So for rapidly changing or developing mods, like New Threat and ESUI, it's better to just use their own specific IROs, instead of the all-in-one IROs.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-22 08:01:47 »
Hey, is MP Absorb anywhere in New Threat 1.5, and if so, where? The documentation lists it as still existing, without a location, though that could be outdated. I haven't seen it yet and I'm at the Submarine minigame, and a friend of mine who's in the end-game hasn't seen it either. Thanks.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 08:54:43 »
I can kind of agree on the Wizard's Staff restoring THAT much MP to be a little much. Maybe make it a staff that essentially works by draining MP from enemies when you hit them? Though that does negate using it on other characters, but you could argue that it frees up Osmose for them.

Regardless, I just don't think anything the player has needs a HEAVY nerf. I think some of the Extra bosses are a bit over powered, though; FF8 Omega Weapon seems to cause a near party wipe every turn or so, and some of them can easily get into recovery loops. A little in-game guidance on their gimmicks might be worth it, possibly like having a rumor monger or something in the Battle Square, or outside it, that gives you hints on what the gimmick is.

I don't know if it's possible to tie that to having attempted a battle once to get the hints for it, but if it is, it might be something like having the rumor monger give you advice for a fee, a fee that rises for more specific advice. Sort of like the guy that gives you hints for the Mayor's password.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 05:14:29 »
Not the guy you were replying too, just sharing my thoughts.
I don't think that Magic Counter+ Renew is OP, I think that being able to negate its MP costs with Wizard's Staff is "a smidge" OP. Without that, the cost would be too high that countering every single attack with Renew, especially in endgame, would destroy your MP.  (I think its also possible for confuse to screw you over when it heals a boss, not sure though.) Even Caith Sith needs several turns defending to get its MP back.

Barrier+Added Effect is kinda OP though, with it making the Barrier spells obsolete. They're zero cost.

Ok, but is that really an issue? "Hey, if the player thinks outside the box and tries to do something with Aeris that they would never do in the vanilla game, they can do something that gives them a big advantage". That's rewarding the player for trying things, and a mod like New Threat, which is all about trying to get the player to take new approaches to battles, should absolutely reward that. Bosses having vital but not necessary weaknesses if the player tries something interesting SHOULD be a thing, players being able to find some exploits with experimentation SHOULD be a thing.

Look at what you described with Aeris: That requires a Materia most players wouldn't stumble on in an out of the way area, another Materia the player might not even think about pairing with recovery magic, and a staff that refills a stat most players don't pay all that much attention to overall. You put those three things together and you can do something amazing. That absolutely should be how things work, that the player can combine elements of systems to interact in fun and effective ways.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 04:21:16 »
Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.

Just want to quote this to ask Sega Chief: Please don't start nerfing things like this suggests. That leads to a horrible loop a lot of projects get into where the developer just gets feedback from players with overly tuned characters and who enjoy punishing, grueling fights, and everyone else just has to deal with things gradually getting harder and harder as anything resembling an advantage for the player gets removed.

An important aspect of gameplay that a lot of people don't think about is when the player puts these things together, and realizes what they can do now. For instance, Aerith with Barrier + Added Effect. Most players have no idea this is possible, but when someone figures it out, that's a game changer. Suddenly it feels like a million things open up. Magic Counter + Renew is another one like that, where the player has a new tool in their kit that lets them deal with things that felt impossible.

i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.

Things like this just cull the number of strategies a player can use. If a player is FORCED to have certain Materia combinations on or something, or is FORCED to wear certain accessories or they just die, that's not strategy. That's just an artificial lock on the battle that takes away other options. New Threat manages to make most of its battles more involving than Vanilla FF7, but not so involved that every single one feels like a puzzle with one solution.

The player should be able to be flexible. The player should not feel like they're artificially forced to just follow a walkthrough of actions of something to beat a battle. If some options are unbalanced and overly powered, that should be fine, especially if they're something that can stumbled upon by thinking outside of the box. The player should be rewarded for trying new things, not punished by having those things taken away because they're a little too good. If something thinks they're too good, they can just challenge themselves by nothing using them, the game doesn't necessarily have to do that for them.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-18 04:22:55 »
Really? I'd think it would break everything, but you're the mod maker. You know a lot more than I do!  Why not, I'll give it a shot.

Sega Chief can correct me if I'm wrong, but the way I understand it is that the game still thinks it's saving a vanilla save file, because it technically is. The new and changed items and spells and Materia and stuff in NT still map to usable values in vanilla, even if those values are technically impossible to have. The exclusive data like Ranks and SP amounts and stuff NT uses is still saved somewhere in the save file, in a spot that's either unused in vanilla saves, or used elsewhere for another purpose that NT ignores.

Basically, they're the same structure and the same file, but Vanilla reads the data one way, and NT another. Making the appropriate changes in something like Black Chocobo will still spit out a valid file.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-15 05:22:42 »
Hey Sega Chief,

You mention being wary of wanting to add stuff that comes across as fan-fiction, but some of the best aspects of New Threat I thought were the added dialogues, such as talking to the party members in towns. The Dark Cave quest I also thought was fantastic, and I wish there was more like it in the game.

I understand your concern about conserving the "purity" of the game, but I think that as long as you don't mess with the main story, no one would complain. I think you have a knack for writing and designing cool scenarios, and I think it would be to everyone's benefit if you let your creativity run a little wilder. I think relegating these scenarios to optional endgame sidequests is perfect.

I'm aware that 2.0 is the final version of your mod before you move on to FF8. I'm taking the time to mention it in case you ever work on FF7 NT again in the future after the release of Sister Ray, and also because I'm hoping that you let your creativity flow for FF8 NT.

Cheers

I'd like to second this, the little side writing and stuff you do is pretty fun. I would love if you let things go a little further, not so far that the game starts parodying itself, but additional stuff for quests isn't a problem. Anyone playing this has more than likely played FF7 before, and having stuff like the Fort Junon guy being in the Cave of Gi entrance, or Guard Scorpion showing up so often, that's all been great. It feels like it adds to a playthrough to have more weird stuff like that happen, because we already know what happens. We're used to it.

Shake things up more, within reason. Don't feel like you need to pull back from where you are, because you're doing good.

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WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2020-05-06 02:21:05 »
Thanks for the kind words, and it's cool to see what you're doing. If I could give some advice, I'd tone down whatever it is that looks like it abnormally boosts the sharpness and contrast on the textures. It might seem like it makes them look clearer, but what it really does is make them look artificial.

With a little tweaking of the settings, though, this would be very cool to see in motion.

Also though, try not to boost the textures needlessly huge. 4K everything SOUNDS cool, but can put a lot more pressure on the video card than is necessary for almost no gain. I mean, they're PSP textures, so it's probably fine, just something to think about.

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Devina sorry i though was KaosuReido  did the UI sorry that why i dont credited you :(

Just to clarify, I did the overall UI, but Devina did massive work on the DMW stuff, and a bunch of other clean up and stuff on his own. It's great and he deserves a ton of credit for that.

I'm cool with my work being used in this, so long as I and the rest of the sources are clearly credited. I don't really check here nearly as often as I should, so I can see contacting me being difficult. Sorry.

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WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2019-11-16 08:37:08 »
I've been thinking at some point I might come back and actually redo the UI itself. The basic UI the game has is kind of cluttered and designed to be seen on a PSP screen, so it takes up a bunch of space. I've been thinking I might try to trim down the effects and stuff a little, streamline it. Not making any promises, of course. I haven't touched this in literally over a year, I'm pretty rusty, and I have fifty other minor projects too.

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WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2019-11-04 02:12:01 »
Everything you've done looks great to me. I'm happy there's even more stuff being done on this; I feel like my UI stuff isn't perfect, but seeing people try to improve it is great.

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WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2019-07-21 09:02:23 »
Hello, can you please tell me what are the fonts you used for dialogs and texts ? Thank you for your work, it's very cool.

None. Other than the Shin-Ra text at the top of the menu screen, and some of the menu headings, all the text was traced by hand from the original textures, using the pen tool in Photoshop. It was the only way I could manage to make things line up properly and not look horrible. Sorry. If you want to try to make a font out of it, though, the PSD zip has the original tracings I used to make the textures themselves. So you could scale stuff from that.

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WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2019-05-30 08:49:20 »
If anyone ever takes this project to continue it, and wants to make it more visible and accessible, to, well, the same platform this texture pack is used at, please, visit the PPSSPP forums! They've recently made a section exclusively for posting your Texture Packs! https://forums.ppsspp.org/forumdisplay.php?fid=36

--And please be nice to the author, even if you make changes, link to the source, kindly.   :-D He did an amazing job at this.

Well crap. I'd love to submit to that, but it looks like it would take a good amount of cleanup work, file-side. Also I don't really know shit about Github...

Maybe someday. Thanks.

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WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2018-01-22 01:39:45 »
Thanks for the outpouring of support, guys. Honestly though, anyone's free to take and use this stuff, improve it, whatever they want. I've moved on from it for now, because that CC playthrough I made it for never happened; too much other stuff. If anyone wants to find errors or bugs and point them out, I can see what I can do. If anyone wants to fix it themselves, they can feel free. Just have fun with it, and I'll be happy.

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WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2018-01-01 23:05:09 »
My game is ULUS10336. Only thing I can think is I don't see a textures.ini anywhere. Obviously not in any of the folders I created myself. Was it supposed to come with your download? Or was PPSSPP supposed to create it after enabling texture replacement (which is enabled)? Folder looks like:  Documents\PPSSPP\PSP\TEXTURES\ULUS10336. Then I extracted your upscale file to ULUS10336.

Crap, yeah, for whatever reason the textures.ini file didn't transfer into the ZIP. I was sure I checked that... Anyway, I've updated the ZIP file, you can redownload it and it'll have the texture.ini.

http://www.mediafire.com/file/iqpkpgpcc4v9c2w/Crisis+Core+UI+Upscale.zip Link again, if necessary. My bad, sorry.

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WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2018-01-01 03:04:19 »
Not working for me. Running PPSSPP didn't create any folders for me though so I did it all manually. Any ideas? Great job btw, everything looks way better.

Not really, sorry. As long as the textures.ini file is in there with all the textures, you're using the right ISO- ah, I should have mentioned that. This is for the USA ISO. Won't work with Japanese ISO, or I guess any ISO that isn't product ID ULUS10336. At least, I don't think it would. You could try changing the directory name to match your ISO's product ID, but it might not work?

Make sure you have the directory named according to the product ID for your ISO:

https://www.gamefaqs.com/psp/925138-crisis-core-final-fantasy-vii/data

Match the ISO product ID, check the folder it would be in (the product ID without the hyphen), and put the textures and ini file there.

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WIP / [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2017-12-30 06:14:23 »
Update 1-1-2018: The "textures.ini" file was not originally included in the ZIP by accident. This has been fixed, and a redownload of the ZIP should now contain it. I'm sorry for the error.

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Introduction:
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I wanted to play Crisis Core: Final Fantasy 7 using PPSSPP, with higher resolution. Upon loading the game, I noticed the UI was, of course, not scaling well for the increased resolution of a PC, causing intense pixelization. While this is to be expected, I decided to maybe try to clean up the game's text a little, maybe make things a little clearer. Clean this icon a little, fix these lines, you know, simple stuff.



This turned into a months long project, trying to redraw or replace every portion of the UI with higher resolution equivalents. As I'm not an artist, most of the actual icons were taken from other places, or redrawn to at least resemble their original counterparts. The lack of discernible detail in many items forced me to try to rebuild them from scratch, recreating what I assumed they were supposed to look like. Particularly, the background for the Materia Fusion screen was incredibly difficult, to the point I simply redesigned it entirely.



Seen here without circuitry.

This is not by any means perfect, or even entirely finished. Unfortunately, while taking a break from the project after essentially completing its current incarnation, the laptop I was using failed. I have since been able to move to another laptop, and retrieved everything, but that fact made me wish to release what I had now, just in case. So, I hope this is of some use to someone, even in its less-than-perfect state.

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Installation
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1. Load your Crisis Core ISO in PPSSPP. This will create the necessary folder structure.

2. Extract the ZIP into %UserProfile%\Documents\PPSSPP\PSP\TEXTURES\ULUS10336. If this folder doesn't exist, create it. PPSSPP should have at least created the PPSSPP\PSP folder.

3. In PPSSPP's settings, go to Tools on the left, followed by Developer Tools, and then ensure the bottom option, "Replace Textures", is checked.

4. Run the game. The first noticeable change should be on the main title screen, if you notice the game has clearer text for menu options there, you should be good to go.

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Extras
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Recreating the Materia Fusion background, I was unsure if the circuitry pattern still fit or not. By default, the background without circuitry is installed. Versions both with and without are included in separate, labelled folders. If you wish to swap one for the other, simply copy the files inside the labelled folder, and overwrite the ones in the TEXTURES\ULUS10336 folder with them.

Also, I have included the original PSD files for editing or whatever. They are in the PSD ZIP, and you can use them, clean them up, or do whatever with them. Their layers, however, are not generally named or organized, and they're more or less probably an exercise in frustration for anyone with a modicum of skill at Photoshop. Most of what I did was either self taught, or learned through online tutorials, and I can't vouch for good practices or even sensible ones. My work flow was essentially "what do I feel like working on right now", and was haphazard at best.

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Known Issues
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This pack is not fully tested, and not 100% polished. There are minor alignment issues with some portions of the UI, things I am still trying to adjust. I have minimized as much as I can, but work is ongoing. In addition, the pack was designed on and for a resolution of 1920x1080. Higher or lower resolutions may have oddities, or look less clear. I may have missed one or two files; the game loads textures on demand, and thus until I reach a portion of the game that uses a piece of the UI, its file won't load.

The text for dialog gave me many problems; my first attempt at replacing it involved pasting in another font entirely, changing each character in the font image file separately. The resulting letters, while clearer, had a myriad of issues.



My next attempt involved trying to fix those issues one letter at a time, leading to text that was technically better, but looked incredibly awkward. So far as I can tell, the game doesn't simply print a letter 1:1 from the font map. It tries to adjust for width and position. This means that if the text is shaped differently, it can lead to odd results.



My current attempt threw external fonts out the window, and I simply attempted to recreate the letters in place, with clearer lines. This seems to be the best solution for the moment, and while the letters look a little awkward, they behave much better.



Due to my lack of artistic skill, I can't recreate icons that aren't mostly geometric shapes. Envelope and folder icons and the like, I feel I was able to make something passable. For things like bracers, shop icons, potions, I wasn't able to do as well. So, icons were pulled from other sources, and adjusted to try to fit. I think I have an alright selection here, but there are clear differences in design that I can't really resolve due to being unable to replicate the originals.

A lack of high quality and matching art for DMW profiles leads to most of them being sourced from the highest resolution in-game cut-ins they have. Thus, while smaller portraits look better, larger ones are simply scaled a bit.

Not every effect is present, or rescaled. The Pause icon, for instance, was never finished. Thus, as a place holder, I used an original scale Pause icon with the rest of the image file expanded to fill space. The result is a relatively tiny Pause icon at the original resolution, which looks surprisingly clear in higher resolutions. Meanwhile, some of the fog in the Materia Fusion screens refused to function correctly, and was entirely removed.

This is for the USA ISO. Won't work with Japanese ISO, or I guess any ISO that isn't product ID ULUS10336. At least, I don't think it would. You could try changing the directory name to match your ISO's product ID, but it might not work?

Make sure you have the directory named according to the product ID for your ISO:

https://www.gamefaqs.com/psp/925138-crisis-core-final-fantasy-vii/data

Match the ISO product ID, check the folder it would be in (the product ID without the hyphen), and put the textures and ini file there.

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Credits
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Shin-Ra logos, Save Point logos, and the SOLDIER logo were taken and modified from work done by Phil Strahl, gas01line on deviantArt.

https://gas01ine.deviantart.com/

Most item and equipment icons were taken and modified from the free-to-play Breath of Fire 6 on mobile, by Capcom. The game has shutdown, and the assets are free to download for any user who wishes to download the app without cost.

A few others were taken and modified from other free mobile games, though I don't have the list with me right now.

Various other icons were taken and modified from free images on the internet, particularly the Materia orbs and the Genji equipment helm.

The pointing finger icon was sourced from Final Fantasy XIII.

Art for Zack was taken from Square Enix promotional materials for Crisis Core.

Portions of the UI were taken and modified from Crisis Core itself, because obviously.

All other art, so far as I know, was created by me, Kaosu Reido, for this project.

All rights reserved by the content's original creators, don't pay for this work anywhere, all usage is unofficial, etc etc etc. Feel free to modify anything you find here, though please provide credit where it is due. Thank you.

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Sample Images
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Downloads
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Crisis Core UI Upscale: http://www.mediafire.com/file/iqpkpgpcc4v9c2w/Crisis+Core+UI+Upscale.zip
PSD Files: http://www.mediafire.com/file/yjazh3599rhvv9h/Crisis%20Core%20UI%20Upscale%20PSDs.zip

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