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Messages - Kandy_Man

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1
Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2022-02-08 14:57:00 »
No more updates coming to this mod? :(

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Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2021-05-05 08:05:57 »
Just wondering if there is any progress on getting this working with the remaster?

3
Is this project still alive?  I was so excited to see the game potentially running at 60fps and all the tweaks that would come along with a project like this, but it seems the repo is getting updated less and less frequently :/

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Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2020-12-21 09:00:48 »
I know. If I wasn’t more interested in making this mod as compatible as possible with gameplay mods, I would absolutely change ALL battle dialogue.
I'd be open to a version of the mod where you do all the changes you want even if it is incompatible with other mods, just saying  ;D The only mod I ever use is the music mod so to play your rewrite exactly as you wanted it to be would be amazing

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Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2020-12-17 08:01:28 »
@Kandy_Man
  For the Fire Cavern scene, Quistis is no longer trying to flirt with Squall. Instead, she’s nagging him with advice, and Squall becomes visibly upset with her.

  I believe this fits the tone much better, and is in harmony with her repeated and overbearing tutorials. Especially because it should be assumed that Squall doesn't actually need these tutorials (like how to use his own gunblade), even if a first-time player does.

  Let me know what you think!
That's a very interesting approach, I'll take a look later today! :D

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Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2020-12-07 11:06:41 »
@Kandy_Man
  After reviewing the Quistis scene, I agree with you 100%. While it is consistent with her character in general, it is definitely out of place within this scene. I'll fix it.
  You'll have to forgive me. I've already changed so much, that I hesitate to change more without a very good reason.

  I went ahead and changed the central square scene, and Cid's office.

  Seifer is a bit different, though. I definitely meant what he said, that he was "ashamed", and to imply that he was ashamed (of her). The tone I imagined was a blend of derision, condescension, and superiority. But that is harder to convey without voice acting. “Disappointed” works, and it’ll avoid any confusion, but it just doesn’t seem to cut as hard as “ashamed”. 

  I just changed it to “I’m ashamed to hear you say that.” I think that helps maintain the sense of superiority that I was after.

Thanks, again!
I completely understand not wanting to change things without a good reason, and glad you agree, I'm loving it so far so I want it to be the best it can be :)

I get what you mean with Seifers dialog now, I think that small change will clear things up.  If I find anything else I'll be back :D

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Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2020-12-06 19:00:38 »
That's an interesting observation. This moment is fairly faithful to the way the vanilla dialogue plays out, though the original is a little more blunt. If I am interpreting the original correctly, then this is typical for Quistis. One moment her manner is highly professional, and the next she flirts with Squall like a common school girl.

Also, keep in mind the hallway scene outside the infirmary. I believe this scene was also meant to set up the less-serious aspect of her character, where she asked Squall a personal question and then laughed at him while completing his sentences. I think the original was going for something like: confident, pragmatic, and occasionally playful. And I tried my best to stay true to that interpretation of her character.

Maybe I could see about including one more line early on that establishes her playful nature.
Yeah I remember it being the same in the original, I think what makes it a little more odd for me is that she appears a lot more strict in this mod than the original so it seemed a little more out of character compared to the original, though you're right I forgot about the scene outside the infirmary.  It's just an observation though, I'm loving it so far.

I also noticed a few grammar things as well that I kept a note of as I went:

Dollet central square, Squall: we should have tried to stopped them
Post Dollet, Seifer: Quistis... I’m ashamed (should this be I'm disappointed?)
Cid’s office: continuing to enhancing balamb gardens already exceptional reputation

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Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2020-12-04 09:27:17 »
I reinstalled FF8 on my laptop to give this mod a try and I'm so glad I did.  I had barely gotten out of the infirmary and had a huge smile on my face.  So far I've reached Dollet and if I had to offer any constructive criticism it would be that it seemed a little odd that Quistis is telling Squall to lighten up in the Fire Cavern after she has been shown up until then to be quite a strict instructor, and continues being quite strict afterwards.  Just a small kind of "huh?" when compared to the rest of her interactions so far.  I'll continue making notes as I go but so far I'm very excited to continue playing, awesome work.

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Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2020-11-28 22:18:19 »
  I'm not familiar with PSIO. Isn't it some sort of streaming service? If it relies on local files on your hard drive, then it would depend on the file structure. If the files are the same as the steam version, then this mod should work just fine. But if it functions like an ISO-style emulator, then no.
PSIO is essentially a flash drive for the PS1.  I'm basically asking if this mod would be compatible with the OG PS1 version of the game.  I highly doubt it will be, but it would cool if it was :)

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Releases / Re: [FF8PC - Steam] Succession Mod (v.0.5)
« on: 2020-11-16 14:55:16 »
Really excited to see 1.0 release.  I don't need a reason to play FF8 again but I'll gladly use this is an excuse ;D

I think next time I play will be using PSIO on the PS1.  Will this mod be in any way compatible?  That would be amazing if so.

11
General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-04-03 21:04:33 »
No one really seemed that bothered by the implementation so I've gone ahead and merged that into master.  I'll be looking to get back to this soon.  What would people prefer worked on first?  I'm torn between battle system or the character controller for when the player is in the field.  If anyone has any preferences, speak up, else I'll pick one when I next get around to it :)

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-03-20 09:35:15 »
Regarding Level stats etc
this is from my personal work
https://www.dropbox.com/s/uzr64mo3sfqzd0x/CalcStats.txt?dl=0
(cstat here reads from the ',' in the HP column in Monster or Players table for example so LvlStat_1 = first number in the column, every column has 4 values.)

Using a Sqllite database in this case
https://www.dropbox.com/s/kwyt8u6fms7tfep/data%20-%20Copy.db?dl=0
Monster and Players table has the values needed to fill stat calculations
"HP" columns etc.

Monster stat|level calculation is 100% identical to original game to my knowledge.

the Player tables, is because leveling in FF8 levels grants stats to players as well, the values that I've filled in on players is just what I managed to get approximated as close to as possible, leaving 95% of the levels stats close to the original game. the few levels that are not 100% correct inbetween is only offset by +- 1 stat but last levels is identical stat wise.

btw creating the database was a pain in the butt filling each value by hand. ;P

Personally this seems overly complicated to me.  The pull request I put up has a single variable per stat and a getter that is one line, where as your implementation requires 5 parameters and quite a bit of math to return the same value.  Not to mention, you said how much of a pain it was filling in each value by hand. That was the purpose of the animation curve that I mentioned in my last post.  We don't need to calculate values like that when we already have the values that each character will be at each level.  With the animation curve, we can set level 1, level 100, and for extra precision, each 10 levels (could go every 5 if you wanted to be super precise) and we'll have the same results only much cleaner and with a lot less work involved by us and the hardware when trying to calculate.

Of course, this is just my opinion.  I just feel that calculating values is a waste of processing when we have the calculated values that we could just look up based on the character level.

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-03-18 17:18:03 »
This one is for the programmers out there.

I've been studying Qgears, along with any info I could find on how FF8 works, and trying to plan out how the underlying code should be structured.  I've taken inspiration from the data that Qgears gave us, though a lot of it has to be changed as that project is designed for FF7, not FF8.

However, I thought I'd put this up to get some feedback from any programmers looking to get in on this.  It's definitely not much, but it's more just to see if people think this is heading in the right direction.  If people have other ideas about how to do it then I'm all ears.

A lot of the files are Unity stuff, so the only ones that need looking at are ones with actual code in them.  I've left some "to do's" in there as I just don't have the time to do as much at one time as I would like.  I also made the character stats animation curves.  I've spent a while researching the best way to go about character stats in RPGs for a long while now (well before this project) and it seems an effective way to do it is to use animation curves, where we can set points on a graph, such as level 1 strength = 2, level 100 strength = 150, and then just evaluating the graph based on current level.  Saves a lot of time and allows good control as well (such as a character that grows slowly but then becomes really strong in their last 20-30 levels, sort of a pay off for sticking at it).

If anyone has any questions or like I said earlier, any better ways of doing things, let me know!

https://github.com/Kandy-Man/FF8HD/pull/2

Edit:  Just made another commit taking care of some of the tasks I left in as comments.

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-03-12 22:39:40 »
No don't worry, no car accidents, no assassin from square, just been swamped at work.

Thanks for comments on breezy. I'm really tempted to do an actual recording rather than a digital instrument, but I wonder if I'd ever be satisfied with it haha

Looking forward to the updates. I did a quick run through in the scene view while my version of the music was playing and it felt awesome. Can't wait to see the finished version

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-03-11 13:52:30 »
Project has been updated.  Everything I was sent has been uploaded along with all of the music I've done (though that's all wip).  Even set up Breezy for when you click play on the Balamb Town scene :)

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-03-11 11:49:23 »
Sorry I've had a really busy week at work, I've only just gotten around to reading the thread and the PM.  I'm taking care of it as I type this and adding in the music files as well, hopefully won't be too long and git will be updated

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-03-01 13:31:51 »
I find Omnisphere very entertaining to play around with(then again I only convert midi but the tool is rather cool(though abit expensive for just playing around with but eh worth it)) ;)

Just had a listen to Omnisphere, it does sound pretty awesome.  Sadly not that appropriate for the FF8 soundtrack as there's a lot of orchestral stuff rather than synth stuff, and if I did need synth stuff, I have Massive.  Will definitely look into that in the future though, even if it's just for messing around with like you say :P

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-02-28 15:43:29 »
Maki, how far along is Balamb Town?  Really excited to see the finished product.  Are there any final assets you can pass along so I can get them into Unity or are you putting the entire town into one file?

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-02-18 16:23:55 »
Hm... still in old midi-style
Have you tried using real waves for instruments?
Adagio Strings bundle for example but it's Kontakt exclusive. I don't know in what software you are remastering it
I had a very nice and extremely light VSTi plugin for Floppy studio called "Orchestra" but can't find it anymore...

Your Blue Fields is the best so far IMO 8)

I'm using uvi orchestral suite for the instruments.  Maybe I just need to get used to it a bit more as the examples shown were incredible, just as good as Kontact but a lot cheaper.

I'll try and get them to sound more natural.  With us currently working in Balamb Town I was only going to do the boss theme after this and then try and get them all sounding as good as possible as we don't need more music than that to put something together based in Balamb Town.  I guess I just need to spend a bit more time on them.

And thanks, I really like how Blue Fields turned out, only thing that bothers me is lead melody near the beginning of the song isn't using the right instruments as orchestral suite didn't have it which I didn't realise when I bought it.  I'll figure it out though, unless it sounds good as it is in which case I'll leave it.

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-02-18 15:41:35 »
Got another one for you guys, as always, this is just a first draft, spent too long on it today so I need to come away and go back to it another day with a fresh head.

Victory theme!

https://dl.dropboxusercontent.com/u/77339434/The%20Winner%20V1.mp3

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-02-15 21:27:38 »
Got another one for you guys, first draft of the game over theme.  Not sure on the strings sounds, may have to go the route of what I did with the battle theme and separate out each note to its own instrument instead of a "strings section" patch, what do you guys think?

https://dl.dropboxusercontent.com/u/77339434/The%20Loser%20V1.mp3

Edit:

Here's V2, strings sounded too artificial to me in V1 and the entire thing was a bit too compressed

https://dl.dropboxusercontent.com/u/77339434/The%20Loser%20V2.mp3

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-02-12 20:07:50 »
So unless anyone has any objections, I think this is my final version of the battle theme:

https://dl.dropboxusercontent.com/u/77339434/Don%27t%20Be%20Afraid%20V3.mp3

If anyone has any feedback to give, please let me know, I'd like the music to be the best it can possibly be.

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-02-08 20:11:13 »
Am I retarded or this is the same music? :D


Back to art, after importing I encountered many important issues, this is sample unfinished scene:

The issues are just a scale issues (or I just forgot to import the ceiling, too lazy to check everything again) and overlapping exterior/interior things also I exported like 1/2 without moving pivot and had to adjust everything manually again. Only one very small lightmap issue with small mesh, so don't bother it, everything else is producing nice lightmap. The interior, walls, rings in center and exterior mesh needs to be fixed (like moving a window a bit, whole room even idk yet

Looking brilliant as always Maki.  As for the music, they are both the same track (battle theme) but V2 had some tweaking with eq and volume of individual instruments and things.  Still not 100% satisfied with it but will probably try and get a final version this week sometime.

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-02-05 21:41:58 »
Just done a second pass over the battle theme after coming away from it for a day.  Again, any feedback welcome:

V1
https://dl.dropboxusercontent.com/u/77339434/Don%27t%20Be%20Afraid.mp3

V2
https://dl.dropboxusercontent.com/u/77339434/Don%27t%20Be%20Afraid%20V2.mp3

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General Discussion / Re: Final Fantasy 8 in Unity?
« on: 2017-02-04 15:19:39 »
For the pier I like the idea of the catwalk personally.  I think it would be something a bit different to all of the plain roads whilst still feeling like it belonged (Near where I live is actually steps down to a river and then a long road next to the river so it makes sense to me).

For anyone who is interested, I did the battle theme:  https://dl.dropboxusercontent.com/u/77339434/Don%27t%20Be%20Afraid.mp3

Feel free to give feedback :)

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