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Messages - Nunsrgr8

Pages: [1] 2 3
1
Yeah.  You let me know when you're coding all this and fixing it all - and we'll see how long it takes you to make a release.  Your current total stands at 0. Only someone who has no idea how much work there is to do would make such an asinine statement.  Also, recently, I had to put a lot of effort into Roses and Wine - you ungrateful little git.

Also - as stated above - even if I complete everything I can do, I still need the Opengl fixes to be made and that's out of my hands.  First, because I don't know where to begin with that awful language - second, because aali originally wrote all the code and it's always difficult to follow someone else's work.

If we are going by releases in the past two years then we are tied at 0. Judging from your last post, you are in over your balding head. You are obviously leaning heavily on the work of better programmers (like Aali and Luksy) and then blaming them for your slow progress and short comings. Despite all this, you still throw arbitrary release dates around that you have no way to make (since what's left is apparently "out of you hands"). You promise the world month after month and yet still have nothing to show for it. Since I have "no idea", show the world all your massive updates you've made since you first delayed R06 a year ago.

It's also about time Roses and Wine was supported. Your looping is wrong and the link has been down "in preperation" of R06 for over a year.

2
Releases / Re: [FF7PC] Grimmy's Models and Textures etc.
« on: 2018-09-20 10:12:42 »
I'd would love to permanently install your Jessie mod! The issue is that I don't use 7H (all my files have been sorted by hand), is there a way to get Jessie's avatar working without 7H Grimmy? If not what would be involved in getting it to work?

3
Deadlines are  useful to me because they motivate me to reach them :)  And I get a lot done reaching for it.  So in the end... the project finishes quicker.

Although I still have a month left.

Your current approach obviously isn't working, evident by the lack of updates (just a whole lot of promises) for two years straight.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-03 15:25:47 »
@Sega Chief

Your NT 2.0 post is really compelling! I appreciate your honesty and I hope I can help in some way. Your commitment to this project is really inspiring.

Truthfully, I haven't played through NT in a few years now. Despite having every intention to install v1.5, I haven't unfortunately due to incompatibility with Reunion. Plain and simple. As others have mentioned, compatibility with at least menu enhancement would be enough for most people. We've all been spoiled now and I'm not sure I could personally go back. IIRC, the menu overhaul and the translation project come as one so you could theoretically use DLPB's mod as a base. If you two are working back and forth anyway, it's worth a shot asking for permission.

I think NT, as it is now, has been taken as far as it can; I've scaffolded so many fixes and changes onto it that I can't even keep track of it all anymore. Working and planning for the mod has always been very chaotic and what I make usually conflicts with what I say the mod should be; I wanted it to be a gameplay-only mod that doesn't affect story, but I added that Aeris thing and rewrote all the text. I wanted the game to be fast and snappy to play, but I've added a lot of content & feature bloat. It's been a very weird road from 1.0 to 1.5, lot of design choices have come and gone (like the disastrous 'weather' system, or that business with the hard level cap), but even after all this time I'm still not happy with how NT turned out.

As you've mentioned in your post, you've strayed from your original vision and that's whats bothering you... it's not exactly what you wanted. I feel for you my dude. Like any project, your mod has gone through an "evolution" of sorts. Through trial and error, you've discovered what works and what doesn't. You've learned a lot and v1.5 is evidence that you are an accomplished modder now. Having a clear goal will help you add content without bloat, starting fresh. From what you've said, your goal is "balanced, fast-past new content that does not effect story"... just stick to that and keep it simple. Nobody is expecting you to release a "brand new" mod all at once, release your content as your comfortable, little by little. You already have a lot of good ideas that have been flushed out already. I think your real challenge will be picking and choosing what you'll use and what you'll cut. Trust your gut, you've already made a hit.

5
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-12-24 03:36:27 »
Everything is looking great Kal! Somehow your models are getting better and better. I'm excited to see how Red XIII looks in game.

Are you compiling all your latest work and releasing it with R06? Or are you releasing your work separately? If you had a Mega folder with all your stuff, I think it would make people really happy. Happy holidays!

6
I would believe option B would have been the original intention, but like so many other things the battle arena was overlooked/underlooked. Option B would be a balanced and updated approach, especially if the original battle arena is slightly "broken" in a sense. You've updated so much around the Golden Saucer... whats the harm in doing the Battle Square to your liking? Especially if it's compatible with HP break patches. It would make those battles seem more streamlined and it would balance the difficulty further.

Haha, it's the details like this that make this mod great. Keep up the good work.

7
Excited to try R06! Here's to New Years... hopefully.  :P

Truthfully, I've played through this game many times and never noticed this "bug". Are spells like Demi also affected by this? If not why not base it off a similar formula, if that'd work?

Option B seems like a good solution. I can't recall where else uses "hidden" uncapped max HP like this, so it seems the most streamlined and intuitive. For example, you don't expect more than the cap when adding HP materia on the menu. If you are going to implement a break 9999 patch I'd leave it alone (option C) because then the bonus' have a more legitimate purpose. Good luck!

8
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-01-28 02:19:34 »
Did you guys check my models? I see there hasn't been much activity...

9
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-01-02 21:17:04 »
Check them over if you like, they are all working and compiled in Kimera on my end. Just got another one together.


BCCF:
https://drive.google.com/open?id=0B6EWukYmk3k4NzZQaFhJMEplVVU

10
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-01-02 20:01:51 »
Hey guys, I got busy with the holidays and stuff but haven't forgotten about this. I've uploaded some models I know for sure I've completed. The other models I was working on all need other tweaks and I don't have the time to sort them. Hopefully this is of some use to DLPB and Kal. I'll upload more soon.

AJIF:
https://drive.google.com/open?id=0B6EWukYmk3k4aHA3cXVjQVhaZG8

AKEE
https://drive.google.com/open?id=0B6EWukYmk3k4VHR4OFZLbG9nTzA

ASJC:
https://drive.google.com/open?id=0B6EWukYmk3k4YmZGandJaGkzVW8

BCGD:
https://drive.google.com/open?id=0B6EWukYmk3k4Y0NBTHVPRzdHT1E

DVHF:
https://drive.google.com/open?id=0B6EWukYmk3k4bFd5TUdrbDJVUGM

11
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-11-05 04:23:10 »
I don't know why my pictures are down. Maybe a moderator took them down? Dunno why.

I have quite a few of the models in your list for the most part finished. I would hazard a guess and even say EHHC is done as is. It's still slightly better than the vanilla field model, I tweaked mine by removing the eyes (you'd never see them and they were kinda creepy). It is dark (solid 255,255,255) but because of the animation it has weird .p files. The dark solid colors sort of "hides" the crappy animation. I imagine its the same reason why the unshaded models look so much better in game. Also the Chocobo Sage and Temple Guardian (forget the .hrc names) are complete as well. Same concept as EHHC, a simple paintjob and the eyes have been updated to ACTUAL round eyes not those janky eyes found in vanilla. They look like a classic black mage now. I've tried to contact Kal and he hasn't responded in like 2 weeks bout the drive specifics... so I haven't uploaded them. I could put them in a drop box, I guess. I was hoping that if I started working on some models maybe other people would be interested as well. So I've been porting my Legacy Skyrim mods to the new Special Edition in the mean time (Bethesda Creation Kit for their 64bit engine was released last week).

As for Rufus, maybe I have a different version of him. After you mentioned his model before, I checked his .hrc out and IMO he looks great. He might've even have a custom head mesh (Cloud face and textures with Rufus battle hair). With all the gradients and extra work put into him I'd feel wrong to edit it...

12
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-27 23:15:54 »
I need your email address to add you to the google drive or even better your google drive account name. It's mandatory that you install google drive on your system, so our work is always up to date.
I'll send you a PM a little later. My Google account is a little weird (transfered my old Live account), so I'll make one specifically for this.

If you document the colors you do use as good as you can, I don't see a reason to recolor the models based on one pallet. But maybe it turns out to be a good thing. We will discuss that, when we are in the lucky position with everything done.
I've been trying to use the same colors you are (for example basing my sailor off your Barret sailor model). I have some consistency issues with mine (mostly skin color). I want to use colors from the more detailed/main models so it'll only be simpler models to repaint... if we go that route.

13
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-25 20:18:09 »
Awesome Kal! I love the idea of the testing folder. That way we can beta test and keep users happy with new models all at once! The "revisited" folder was something I was going to mention; once all the models are "done" I'm considering going back through them and making them all "palleted" (all similar skin colors are the same, all reds, blues, yellows, ect.) Not sure how you feel about that.

Can you give me access to the drive so I can drop some files? I have the ones I previewed earlier and some more to boot (8 models total). I can PM you my email. Also, I don't know if I can edit your online spreadsheet. I tried earlier to no avail.

14
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-24 20:08:35 »
Thanks! I'm actually in the same boat, that's why I started working on some models for it! The HD eye textures look great admittedly... The issue is that there aren't enough for all the NPC's. They were originally made for Cloud, and it makes all the actual game textures look like crap by comparison (look at my first draft of Corneo to my second). Unfortunately, if I did use them it would give the project that inconsistent look of for example the PRP project. But don't fret, I may have something up my sleeve... but as it sits currently my first major goal is to complete the missing models and get this project rolling again. I want to be able to do a full play through with unshaded models. Textures wouldn't be bad to replace once all the models are done.

As far as the models go, the guy in the suits animations work perfect. He was ported over to another .hrc from one of Kal's models. He is practically unchanged from original version, just painted and converted. The girl in the bathing suit needs the bones in her biceps shortened (good eye) but I'm not sure if Kal wants the .p peices longer (and thus distorting the model), or shortening the bones and potentially screw up the animations. I need to touch base with Kal but he's a busy guy.

15
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-24 03:07:18 »
Exciting update! I've gotten in touch with Kal and from my understanding, he is quite open to the idea of me contributing models to the ChaOS Project. Currently, I have 10 models either done, being worked on, or just tweaked a bit. 6 of them are ready to unveil! Some of them are still are a WIP (or broke like my Chocosage and Temple Guard, grrrr). Currently these models and not completed by Kal nor are not part of the Reunion mod. It feels good to finally give back to Qhimm. (:

AWCB, AJIF, AKEE:


DVHF, BBGE, BCGD:

She needs paler skin, but works for the time being. I might add some buttons to the sailor's jacket, and get better shoes for Corneo. I originally used HD textures for the eyes but went back to the game's textures for consistancy's sake.

16
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-18 17:21:28 »
Nah you're right, it's Corneo. It was late. :P

I think the eyes are way closer to the concept art than the original eyes (same shape/expression). Same with the eyebrows, I wanted to do the same expression as the art but the texture is mirrored on both sides and I don't want to remap it. I'm not an artist so I'm pretty happy with how they turned out for a quick Photoshop job. In my opinion I think it looks much better and closer to Kal's art style, while staying true to the original. If you don't want to use it, that's okay... Ultimately, I'm doing this for me and I'm certainly going to use it! I want to play through with consistent models, and this fits the bill. :)

Edit:
Found a chain for Corneo. He's looking like a boss tho, in head to toe Costco.

17
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-18 08:51:19 »
Wow, tons of activity right when I'm editing my post. Check out my Don Cornero guys.

18
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-17 22:32:06 »
I'd appreciate it if you'd send me what you use so I know I'm using the right resources. Just using Reunion and the corresponding spreadsheet since you've used no new updates. There are quite a few models left to be converted. It's a shame Kal's project has slowed, he's done 90% of the hard models. I'll chip away at some of the easier ones in the mean time. :P

I'm not a modeler by any means, I'm just dying for the complete set and know Kimera. I started on some more generic NPCs first and was thinking of trying Don Corneo next did Don Cornero. Since you probably know best, other than Rufus (who looks like he just needs to be scaled better), who else needs attention? I could do Jesse at the map, if there is nothing special about that model (other than it's just the torso)..?

Also, regarding that Sephiroth transparency issue... Did you mention that you could use a whole different model for just that scene? I could try turning the transparency on for the Sephiroth model and save it as a different .hrc if that would work.

EDIT:
Update:


-Fixed Cornero's massive arms
-Improved chesthair
-Head/hair mesh details
-New facial texture
-Fur extended like the concept art

To Come:
-Neck Chain (When I find one)
-Finish Legs/Belt
-Maybe tattoo? (I doubt I'll spend that much time)

19
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-10-17 21:19:27 »
@DLPB

Is the reunion model replacer up to date with your spreadsheet? I'm working on odd models here and there and want to use it as a base. I don't want to redo something that's been done. It'll also give me more peices to work with. So far I have 3 that are not complete.

20
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-08-21 20:24:55 »
New BLJC - Decided to not make the glasses transparent... even though it looks cool, I'll have to do it for every model then.


What are some more simple yet critical ones to do? Keep in mind I'm not a modeller, just repurpose parts from other models.

21
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-08-21 18:03:19 »
@C.B.Q
I could need some help since my time is somewhat of short right now.
For your worries, as written above it can create problems (probably), but I won't worry to much about it for a normal NPC since they aren't shaded different then the normal shading process.
Here is Jessie: https://mega.nz/#!uQ0TWRSY!0CwD4djXw6oygsEzH99pvsOKViCQQjq8a2a_8cFcjp4

Thanks for the reply! I haven't worked on much lately myself but I did a few NPCs like Cloud's Doctor. I'll experiment a bit and see what looks good. Like I said, I'm just reusing and repainting certain parts but at least it is consistent. I need to brush up on texture mapping next.

@DLPB
Do you happen to have an updated list?

22
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2016-08-18 14:03:30 »
Not much but a smal progress update of Jessie.

Was your Jesse update included in the link for Biggs and Wedge Kaldrasha? If not could you upload it?

I've been working on and off on simple edits to help complete the list DLPB made for the still shaded models. I'm just working on this for personal use, but would share if I got permission. I'm okay at Kimera, the models I assemble look pretty consistent as I use Kaldrasha's color pallet and recycle parts from completed models.

With that said I have a couple questions for consistency's sake. Can I just add a part to the bone instead of having to use Blender and actually add it to the mesh? For example adding glasses to an already completed head mesh. I know I can do it, and adjusting transparency looks great with glasses but I'm not sure if this quick and dirty fix will cause issues in game. I haven't done any testing, I don't have the game installed right now, just playing with models. Same thing with pauldrons and other "extra" stuff.

23
Cloud's and Sephiroth's because they are based on the high res models already in the game.  The battle models have hands and feet and I consider them good enough that they don't need an update (although Barrett does need fixing because you can see through his waist).  off course, there are different packs around that can change them :)

Fair enough, I just thought if you were using Kaldy's models (which use a lot of game assets) you'd just run with it. No biggie, it's nothing a little ChaOS can't solve.

This is not related to Reunion.  " (so everything is directly related to Reunion)."  - You've used a converter and you also use Aali's driver in either 1998 or Steam - not to mention the original game is littered with bugs.

Easy cowboy, I meant Reunion is the only mod I have on a clean install right now. I purposely reinstalled the game to help bug check. Yes, I used the converter with Aali's driver but seeing as how both of these are common practice it shouldn't have been a surprise. (;

Yeah, that's what I thought. I also thought the converter was supposed to enable this by default, but this is the second time this week I've seen someone have trouble with it after running converter, so I don't know what to think at this point, unless converter didn't properly succeed for some reason.

I must have deleted the install log after "spring cleaning" my FF7 folder; but I did look through it and everything was installed correctly (as far as the log was concerned). Can you manually turn this on in the config? Would installing Anxious Heart fix this issue?

24
If you are having issues playing the Steam re-release with Reunion, try this. It's what I run; with exception to the odd hiccup here or there it's been pretty painless. I started a new game tonight (on a fresh install) and played until the first save after getting Aerith, here's just a couple notes DLPB. FYI, I'm using the Steam converted to 1998, with only Reunion installed at the moment (so everything is directly related to Reunion).

Obvious (but minor) issues:
-There is a text issue when the screen turns red before setting the bomb in the reactor. The text scrolls up but half of the line is still visible.
-There is no sound (BGM or SFX) when the reactor explodes until meeting Aerith for the first time.
-There is no sound (BGM or SFX) on the train until the "passenger car".

Unknown issues (Unsure if it's correct or not):
-Although the field models are converted (models are being imported to the char.lgp), only Cloud's battle model is converted. I checked the DLPB-Mods folder during install and it looks as though there should updated models for at least the rest of the party and the Soldier classes. Barett's field model is actually better than his battle model. I think this is an installer issue. It would be dandy if there was a link to the model pack to manually install just in case.

Kudos:
-The menu is fantastic! It definitely feels retro yet is an incredible difference over vanilla. No more RPG Maker windows! (;
-The retranslation is really enjoyable to play. No more "!@#$%ing pizza" lines, everything flows nicely. Some dialogue which never actually made sense contributes to the story now!

Overall, you've done a stellar job. I can't wait to play this bug free! I've got to ask though, why didn't you include Anxious Heart with this package? You could make it unavailable if a Steam install is chosen and made it optional if not. I guess anyone that wants it can just download it, probably cuts down on bandwidth too.

25
I've been waiting all day for this, haha! Everything looks pretty good so far, thanks again for all the hardwork! I'll let you know if I find anything. (:

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