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Messages - The Pezman

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I'm very behind the 8-ball here, but I just tried this out for the first time tonight. However, I feel like I'm missing something here - there are no detailed instructions as to how to actually use the system. When I installed it, it downloaded a bunch of tools and mod zips, but I have no idea what to actually do with them. Not to mention that it's not always clear which mod does what. I want to change the battle UI so it's spread out, the way it is in the images above, but when I installed the AWR option, I got the "rising bar" mode, which I don't want. I'm feeling lost when trying to install the different mod combinations and need more guidance than the readme file offers.

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FF7Voice / Re: FF7 Voice Audition Thread - Bombing Mission
« on: 2011-05-18 20:18:45 »
I had asked Marc to email me when this project got started (see the thread I started in this forum). However, he never did. Could I still audition - I'd be interested in one or two of the minor roles. I'll also probably re-audition for Hojo, when and if he comes up.

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I believe you've got my email, Marc. Could you please put me on the email list so I know when this gets started? I may forget to check here...

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I came back to Qhimm forums after a long hiatus. I was one of the voice actors on this project, and I witnessed firsthand many of the reasons that this project fell apart. I was surprised to see a subforum here still devoted to it, but the last post date here was 2/3 of a year ago. I feel it's safe to assume that we won't be hearing much more about this project as things stand.

However, I was always curious about fan reception. Was this project something that people felt would add something new and meaningful to the game? Something that would add a new depth to the gameplay experience? One factors that led to the project's downfall was a lack of communication and understanding with the other fans, the people we were ultimately doing this for.

I'd be hesitant to step up as project leader, but I would be interested in knowing if there is enough traction to try and give this another shot. I'd still be happy to participate as a VA, and I do think that it would be an awesome mod if we could finish and implement it correctly.

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As I mentioned, I'd be interested in helping out in whatever way I can.  I'm a pretty quick learner if I'm taught.

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Archive / Re: FFVII Bugfixes
« on: 2008-07-08 19:27:15 »
I've fixed all AI bugs in the game, including those YT one from opening post. That elixir glitch can easily be fixed by field scripting. And those damage overflow glitches can be fixed too by altering the kernel.
Cool.  Can you release these fixes in a package?

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Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-25 20:29:31 »
Does this hardcore mod have anything to do with this hardcore mod?  It seems unlikely, since the recording of the television and the audio indicate that it's the PSX version.  How would you get a hardcore mod into the PSX game?  Has anyone played this particular mod?  How do you get ahold of it?

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Archive / Re: FFVII Bugfixes
« on: 2008-06-25 20:10:17 »
To answer both your questions, click the link and watch some videos.  I'm not talking about difficulty rebalancing or rewordings of the script, which can be arguably subjective.  No, I'm talking about bugs that are OBJECTIVELY wrong.  That are not supposed to be there.  They are things that the player should not be able to do or have happen.  Again, a short viewing of a couple of those videos indicate some of the bugs that exist.  I also definitely think they're worth fixing, since it will help for a smoother experience and one that can't be tempered by backdoor cheats (w-item).

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Archive / FFVII Bugfixes
« on: 2008-06-25 16:06:01 »
I've seen here that FFVII has been hacked to all hell.  I've seen some great things come out of it.  But in our quest to make FFVII better, don't you think someone ought to actually fix all the stuff that's wrong with the game?

Just wondering.

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I am a voice actor on the project, but I am also a Computer Science major.  I've been lurking around the forums every now and again and was hoping that my involvement in the project (although in another area of it) could allow me to learn about FF7 hacking and exactly what goes into it.  Would this be possible?

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General Discussion / Re: AVALANCHE
« on: 2008-06-07 16:09:44 »
You definitely seem like someone who could benefit the Q-Gears project.  Interested?

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Releases / Re: NPC Reconstruction Project
« on: 2006-08-19 02:12:41 »
Question.

Is this patch meant to be used in tandem with the Battle > Field patch?  If it is, I think a patch should be made to encompass them both; will make it easier to install. 

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Archive / Re: FF7 - Music Reloaded Project
« on: 2006-08-18 07:32:48 »
What I don't understand is why everyone would prefer to mess around with mp3s, which don't loop and have that unbearable silence before they repeat, than just replacing soundfonts for the MIDIs.  I don't know what everyone's final plans are but I think they should head in the MIDI direction.

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Archive / Re: The Idiots Guide To FF7Music (JK xD)
« on: 2006-08-18 07:12:59 »
Investigated Samuel's FF8 soundfonts today, and realized how practical a solution it is.  There's really no downside.  You keep it MIDI, but just update the sounds you hear.

So why hasn't anyone done this for VII, opting instead to replace them with non-loopable mp3s?

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General Discussion / Re: Remake Petition
« on: 2006-08-13 07:39:23 »
Damn I feel old... and I'm not even twenty.

The Adventure game hit its prime in the early nineties.  Unlike most games of today, it relied almost exclusively upon the mind of the player.  Very little action, and oftentimes a ridiculous amount of work to figure out the puzzles (though the later games eased up a bit).  The challenge stemmed from recognizing when to use the correct item or action in the correct situation.  Now to set the record straight:

Sierra made....

King's Quest I - VIII (though VIII was not an adventure game and I am loath to speak of it)

Space Quest I - VI

Torin's Passage

Leisure Suit Larry

The Incredible Machine/Sid and Al's Incredible Toons (not adventure games but too awesome to leave out)

Lucasarts made....

Maniac Mansion/Day of the Tentacle

Full Throttle

The Dig

Indiana Jones & the Fate of Atlantis

Sam & Max Hit the Road

Monkey Island Series

LOOM

And most of these games are still playable, thanks to http://www.scummvm.org/

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General Discussion / How'd you learn your stuff?
« on: 2006-08-13 07:22:26 »
I'm very impressed with all the work that's being done here.  Before I'd heard of this place, I was wondering if FFVII, VIII, and games from their generation were always doomed to look the way they were barring a full-blown remake.  I'm very glad that there are so many projects being worked on, but unfortunately, nearly all of it seems very much out of my reach because I don't know programming.

I consider myself very well-acquainted with computers.  I was working on their innards when I was three, I helped my dad install some early OCR cards when I was four, and am now hard at work passing my A+ and Net+ certs.  But the combined facts that I kept myself busy with afterschool activities, there were no programming classes at my high school, and that I have little talent at seriously teaching myself anything have resulted in me not knowing a lick of C, Java or even Basic.

I tried to resolve this with CS I (Java) my first semester freshman year.  Unfortunately, that was not a good semester for me.  Many bad things ended up going on at once and I had to drop CS early on.  Second semester provided its own unique, soul-searching challenges that prevented me from trying it again. 

Now I'm a rising sophomore, and I'm going to give CS I a second shot.  Assuming I have a strong enough interest and talent in it (my interest in computers may not extend to programming, after all), I hope to increase and hone my knowledge within the next year so that I can start to code something useful.

Now (finally) for the point of my post: How did you all learn the skills you did in order to successfully mod these games?  What did you learn, and from whom?  How much of your own time did you put into it, and how much work did it take to actively make a change to the game?  I'm basically trying to see how everyone got to the spots they did, so I have some idea of what's involved.

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Archive / Re: The Idiots Guide To FF7Music (JK xD)
« on: 2006-08-13 06:23:25 »
I apologize in advance if the questions I'm asking have been answered elsewhere already, but I don't want to slog through the forums in order to look for them.

1. Can you use wavs instead of mp3s?  For us audiophiles, FF7's music should be as good as it can get.  And though the music does take up more space, in the long run it's worth it.  I don't know if its possible given its relative obscurity, but perhaps FLAC files could be supported.  It would certainly cut down on overhead

2. I was under the impressions mp3s (and pretty much any file type that isn't straight MIDI or geared for console) don't loop.  If so, why, and is there a way to circumvent it?  Are using .psf files plausible?

 

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Archive / Re: Stormmedia Final Fantasy Sound (SFFS)
« on: 2006-08-13 06:04:06 »
...are these the soundfont-modified songs you would upload to the game?

They sound very low quality MIDI-esque.  There's so much more than could be done with them.

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If need be, I can make a website that has descriptions and links for the more important ones.
...I'm not sure everyone will be into the whole value judgment thing (which is "more important?").  I was thinking the ones whose developers have made it clear that that the project is still active, as well as (in the case of battle ----> field) projects which have reached a definitive end.

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.........

Don't really understand how putting these projects in their own section makes copyright infringement significantly easier.

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Yes, but I'm talking about ease of access here.  If Qhimm doesn't want to share his frontpage space, that's his perogative.  But I mean a consistently updated page, apart from the forums, which details the latest versions and changes on all active projects.

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So I've heard of this site in passing for a while through the battle -> Field model conversion patch, and recently checked it out in more detail.  What perplexed me is that there was no simple way to access it and other patches like it from the front page.  The ones that were on the front page were mostly game hacking tools, and while those are certainly nice to have conveniently available, I was wondering if the Hi-Res patch, the battle ---> Field patch, etc could have their own frontpage spots.

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