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Messages - DLPB

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As per first post: The Reunion is compatible only with the English 1998 version and English Steam version.  I'm sorry :)

In other news, Spy__Dragon notified me that Belcher Task (original game: Velcher Task) may, in fact, be Belcher Tusk.  That makes far more sense and the kana is valid.  Luksy also seems to approve.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-10-05 13:17:31 »
That's wrong.  If he's using Steam, then it HAS to be ff7_en.exe  unless he has some sort of mod that's not using that name. 

Gameplay Mods / Re: [FF7] Editing item/weapon text?
« on: 2017-10-05 11:39:57 »
It also has bugs and can break flevel... so I wouldn't rely on it.  I'd use Makou.

That's a fatal flaw in your logic.  FFX didn't add caption boxes - because it was using audio. And no-one raged.  The people raging are asking you to - in my view - do a totally unrealistic amount of work simply to cater to their nostalgia for normal boxes.

If you are using audio... then you have every right to treat it as FFX.  FFX creators did not say "We better add normal boxes".  It's up to you, of course, but catering to both camps may make this job impossible to finish.

Good luck :)

What you'd be forced to do there is make the window time match audio.  Or do it in parts as you prob have been doing.  Either way, it's a colossal task.  It may be better for you to just give up with Subtitles when it's WITH audio - or give up with normal boxes. Choose one or other.  Trust me... Not even I would attempt that.

What I'd say is this current way will take you years.  Even if you can get it working.  The best way I can find for subs would be to just use an installer.  Have 2 sets of touphscript field files.  You can position the dialogue and ts will do any autosizing. You can use {NEW} if the line is too big for screen.  The issue then is if you want the dialogue boxes removed.  That can be done with a simple exe edit.

That field has an enormous bug in it - before I even get to the matter at hand.  You have put a loop in the "init" section - meaning the field will never load. The game will hang. And this is in the wrong thread. We need to take it elsewhere.
 You're also duplicating code for no reason

Code: [Select]
If Var[11][243] bitOFF 5 (else goto label 9)
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running
Create window #0 (X=32, Y=32, Width=125, Height=41)
Displays the dialog "“C’mon,newcomer! Follow me.”" in the window #0
Label 9
If Var[11][243] bitON 5 (else goto label 10)
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running
Create window #0 (X=8, Y=198, Width=191, Height=25)
Displays the dialog "C’mon,newcomer! Follow me." in the window #0
Label 10

is the same as

Code: [Select]
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running
If Var[11][243] bitOFF 5 (else goto label 9)
Create window #0 (X=32, Y=32, Width=125, Height=41)
Displays the dialog "“C’mon,newcomer! Follow me.”" in the window #0
Goto label 10
Label 9
Create window #0 (X=8, Y=198, Width=191, Height=25)
Displays the dialog "C’mon,newcomer! Follow me." in the window #0
Label 10

Text will have to be duplicated in order to do subs and no subs... But there should be no reason why (unless there are 128 texts in one field), this will pose a problem.

Gameplay Mods / Re: [FF7] Editing item/weapon text?
« on: 2017-10-04 13:41:52 »
ts is the only tool that will allow change to all text in the game.  Other than that, you'll need to use Wallmarket for non dialogue text and Makou reactor for all field dialogue text.  Weapon names and so on need to be changed twice...  sometimes item names need to be changed 3 times (Field, Kernel, Exe).  TS does all of them.

Tsunamix, if you showed me a real script file you are working on, perhaps I could find a new way you could achieve this subtitle business.  Perhaps not.  But I'd be willing to look.

I'm getting to grips with making everything a simple ini settings choice.  Weapon will have 3 levels

0: Completely off.
1: Updated minigames
2: Further difficulty updates (like shorter timers for example)
3: Full Weapon mod.  Huge updates to formulae and everything else.  Not sure I will ever get this one completed.

So selecting any of those in the ini will lead to different play experience. Levels 0-2 won't create issues with the original game vars or values.  It's non intrusive.   Level 3 is the full mod, which is so far in a REALLY early state.

Doing it this way means I can use ONE set of script files rather than the stupid method I had until recently...  using numerous ones and creating redundancies.

So much for liberation
They'll have a celebration
Yeah I've been under too much stress

And as the Cloud begin to rumble
So the juggler makes his fumble
And the sun upon my wall is getting less

It also doesn't tell you the dimensions... limits could be across either axis. A pixel count tells you nothing about dimension.

Melenia's Cloud has a 2k texture

The Cloud model isn't a rectangle shape that has a vert and hor dimension anywhere near this shadow.

Yeah but I am talking about the dimensions.   Not the file size.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-10-04 10:12:42 »
Double click the exe, makes no difference?

also, make sure you are using

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-10-04 01:34:25 »
It is, yeah.  And if it doesn't work normally., setting paths directly without ""  should work.  verify all paths lead to actual files.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-10-03 20:03:13 »
Usually this means that you don't have the game installed and may be using pirated version.  Is your copy genuine?

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-10-03 16:55:16 »
There is no installation. It doesn't get any simpler than just editing an ini or running program, using "d" then editing files and running with "e".   

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-10-02 21:19:06 »
That's not a question for this thread.  And I don't know :)

Well let's face it, Ziggy doesn't exactly look like Bowie... it's a ridiculous enemy on the face of it.  And what about the rest?  The Zorokartir - from A Zoroastrian priest called Kartir? There's really no relevance there other than the writer made an obscure reference to Kartir.

That enemy is certainly correct now.  I find Zorokartir more obscure than a reference to Baba Yaga, which has foundations in a well known myth.

Considering we have no way to tell, it's probably just best to go with the best guess.  In this case, the best guess is the same as the kana sound into English.  So Babaveraumu ?  Is there anything closer than that as a direct translation?  And what other combinations could it in fact be?


She is supposed to have crazy teeth too.


She is also known as Baba Yaga Boney Legs

. She is the Arch-Crone, the Goddess of Wisdom and Death, the Bone Mother, a wild and untameable nature spirit bringing wisdom and the death of ego (and, through death, rebirth).

This enemy's moves are also bone attacks.

Baba Yaga has also made several appearances in the Dungeons & Dragons fantasy role-playing game

It's still very strange that both Baba and Vera are Slavic, though.  And certain other things are based on mythology or names without looking alike.  It could be a coincidence... but it's a little too coincidental?

Spy__Dragon brings up a decent possibility for the enemy "Baba Veramu"

Baba is very likely correct.  But I checked "Vera", and that's also Slavic for "Faith",

 which would seem to confirm that's definitely correct.  The ending is probably just an ending for the sake of it. I'll let Luksy decide how it's meant to look as a word.  Seems to be "Veraum" ? 


Spy__Dragon added Kal's shadow for Diamond Weapon, but it looks to me like FF7 engine can't handle the large size of the texture.  There must be a limit.  So we'll need to separate the model into segments to make this work.  But it does look promising.

R06 is a huge update - whereas R07 is really much smaller.  R07 is just a time consuming one (because of dialogue box placement) but also will have many more localization fixes (thanks to Charlie /shikun, who will have completed the proof check by then). 

After that, it all depends if I want to pursue Weapon.  If I have the time and devotion, that will take us beyond R07.

The Retranslation project is part of every release.  It should be finalized in R07.  The Soldier Quest, hopefully, will also be done for R07.

R07 is the finalized version of Beacause.  But R06 does have a lot of important fixes and moves us to a completely new way of modding the game. Plus it comes with Audio Enhancement.

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