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Messages - DLPB

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That's extremely likely and how it's done with KotR in FF7 and 4x cut.

It will be calculated in full the second you press to activate the move.

FF7 Tools / Re: [PC] Trainer and Debug Tool - Ochu (3.4)
« on: 2018-08-06 16:43:40 »
Google has taken the best part of a year or more to block it. It's shoddy and annoying for a company to decide what is and isn't a virus based on whether it changes memory or not.  And in this case, it's likely being flagged because it has upx compression on the exe.

I shouldn't have to password protect my files to stop Google's lazy detection.

Gameplay Modding / Re: FF7 Quadra Magic materia glitch
« on: 2018-08-06 00:10:58 »
I shall add it to Reunion R06.  Your credit has been added. See Other Bugs tab.

Well done.

Gameplay Modding / Re: FF7 Quadra Magic materia glitch
« on: 2018-08-05 22:38:46 »
You can use Square / Switch to move the Highwind in all directions, which was likely left in by accident.  Does this bug require use of Square / Switch.

Gameplay Modding / Re: FF7 Quadra Magic materia glitch
« on: 2018-08-05 21:21:31 »
Does stopping Square button moving Highwind everywhere fix this too?  Because that's a bug in of itself..  and I've disabled that.

If it's still possible, even without square function, then may I also add this to Reunion?  Nice to see it fixed by editing!

Also, what are you editing in?

FF7 Tools / Re: [PC] Trainer and Debug Tool - Ochu (3.4)
« on: 2018-08-02 19:44:59 »
Anyone else?

Works fine for me.

It's not a virus. If it were, don't you think thousands of people would be here complaining?

--  Seems to be Google up to their old tricks from what I can see.  Their awful automation.

What if the field light shading were disabled?  Would that help?

Because they are shaded and stand out like a sore thumb.  And then all the other models don't fit in with those.  It's not the resolution that matters - it's if it fits in as a whole mod.

It's cool.  I don't mind discussion - just when it starts to veer off too much.  Open a new thread and carry it on - or come to discord.

I'd do some testing.... see what options make any difference.

With luck, R06 won't suffer the same issue.

As Covarr said.

This needs to be taken to another thread, really.  Looking at the files, it's more like,tp be a problem with the shader package.  There's no way I could debug it.

No idea, sadly.  But if you send me the sweetfx mod thing... I'd like to check.

In other news...

Decided the credit module is going, in favour of a movie of the psx credits.  It's not even close.  There's no way to make that PC port version look as nice as this [left side] - no matter how much modding:

I was going to redo the credit screen... already made a lot of headway.  But speaking to Klitlika on Discord...

A better idea will be to remove the sucker entirely and overlay a new FMV recorded from PSX.

Quote from: from discord
Well, first global volume will be in an ini... not that stop gap measure of "vol=100" file
second, all musics will be given a rigorous hearing test and any that don't loop perfectly will be redone.  ff7 had about 20 redone.
third, modders can use custom folders to override global folder... so can have variations of ogg without having to keep swapping out global
musics are moved to the \Raw\  folder
The OGG music update can be disabled
and finally, Hext is built in - so no need for a ,launcher.. and again custom folders are allowed + global
oh finally finally... looplength will be supported in tags
or loopend.. at any rate
maybe both

There will be an update to this in the next few days.  It will likely be the last main revision. Even though R06 was final....  this really will be.

Keep you all posted ;)

Gameplay Modding / Re: [FFVIII-PCSteam] OGG questions
« on: 2018-07-26 01:03:02 »
if using Roses and Wine, it does not support LOOPLENGTH yet.

Hi, Aali.

When Luksy moved your source to VScode, he had to make a change in file.c:

fstat(file->fd->_file, &s);

changed to fstat(fileno(file->fd), &s);


fstat(file->fd->fd->_file, &s);
changed to

fstat(fileno(file->fd->fd), &s);

I can't see how this would be causing the issue we have though....  Chocobo Racing models are not showing up.  And the change above is the only one that was made to source.

So this must be something compiler specific - or perhaps some lib issue etc? 

Have you come across this issue somewhere before?

This is a camera thing -  NFITC1 should be able to work out which parts are missing.

The PSX icons are there as part the default - so are not standalone.

But there is nothing stopping you from using your own png file or editing the texture file.  Former is prob easier.

Audio replacement is done and as the name suggests the entire audio module has been changed so that effects and music use my code.  And all effects have been recorded from psx.

99 1:35 will be R07.

So what's left:

1. JWP is trying to compile FFmpeg to work with aali's original source.  Has managed to get video working. Not audio as of yet.
2. 3rd party bloated awful config file to be replaced by a better one.  In Luksy's absence, hopefully JWP can help.  I've managed it.
3. Update to the latest proof progress by Charlie Beer
4. Rewrite Red XIII dialogue so that it's real Nanaki from Cosmo onwards
5. Bug: Chocobo Racer models do not exist at the races. Problem in Aali's dll when compiled with VScode.
6. Bug: Death sentence timer not visible.  I've buggered something up.
7. One or two other bugs I'd like to clear.
8. Camera is broken with 4x cut and a victory celebration with 60fps mode (NFITC1 can hopefully fix)
9. Installer update (me)
10.  Redoing about 10-15 sfx sounds (me)
11. Massive testing with various options (me)

But this should be released no later than Sep 16. 2 months or less and we should finally have something.

That's part of an option with R06 now - and part of aali's driver originally.

I'm not sure how to configure it to your own spec - it's designed to be installed on default file locations and be automatic.

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