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Messages - DLPB

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Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-29 15:20:52 »
The translated uses British English but keeping in with the original means using American English:)

Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-29 00:57:55 »

Will be used for the retranslation project.  It works.   The japanese game also had an issue with the Accessory word being too long and left it.  I will do the same, it doesn't look THAT bad.

The none retranslation project What do you think I should use?




Your shout :P

Team Avalanche / Re: Original Font
« on: 2010-06-28 15:21:56 »
yeah any word on this?  And will you be keeping it the same as the original with regards to the Green Avatar Text HP,MP, LV which was altered with the other?

Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-06-28 15:21:01 »
It is the same as I have been saying.  YOU GET A CHOICE to install it.   ;D

Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-28 12:17:29 »
I just ran 2 instances of FF7 on top of each other to compare the differences, and I must say, Wow!
You don't really realise how horribly misaligned everything is on the original until you compare.
This is a huge improvement!

You seem to have most things covered already, but here are some things I noticed:

- 'next level' on the status screen doesn't have a capital letter.

- On the Materia / Status / Equip screens, I think it would look a lot better if the names of the equipment are aligned with each other.

The problem with next level is, that particular "next level" is not in the exe :P  Yup, that's right, you need to use Wallmarket and go to the battle text.  It is actually there....that's how poorly designed this game is.

As for number 2, I totally agree and I haven't ruled out the possibility of just going back to 3 or 4 letter shortcuts like:

Wpn.  Pro.   Acc.  or Weap. Prot. Accs.  Maybe even Weapon, Protect., Acc. 

The problem is of course that in the Japanese game, they aligned because the japanese was the English we have to use short cuts to get the same result...  if the Weapon/Accessory/Armour text is the wrong length, the actual weapon/armour names become the wrong alignment.

Audio Mods / Re: Editing the sound effects in FFVII
« on: 2010-06-27 22:49:15 »
I have 0.95c here and it doesn't open properly...

is this the same as you are using?  Upload yours for me?

Audio Mods / Re: Editing the sound effects in FFVII
« on: 2010-06-27 22:06:41 »
Cool!  also that cursor movement sound (the original one)  sounds like it is overclipped and is very annoying.  personally I would like its complete removal.

Guess I can so that now.

[the cosmo i have doesnt seem to work very well...what are you using?]

Because opengl is documented much better and is better across platforms like linux I am guessing.  It doesn't always have to be the case that just because dx exists it has to be used.  There are reasons.

Plus Opengl is fine.  I think it all looks good and I don't need DX.

Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-27 20:55:38 »
I mean slight adjustment.

Also the MPneeded is a graphic, so I can't change it :)

Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-27 13:48:06 »
Menu Reconstruction Patch beta 1. [for use with retranslation project]

This isn't done yet though so consider it a beta :)  Things are subject to change.  This release has retranslations attached.

Constructive input to what we have so far is appreciated.

The following things might require a change:

- Position of slots in the Materia, Status and PHS screens.

- Position of the limit bar, EXP bar and related items in the status screen

- Very Slight adjustment to main menu items

- slight adjustment to the MPneeded text in Magic menu

The following things are yet to be done:

- Load and save screen still not fully completed with the layout, but close

- Loading file text cursor not changed yet

- set and check text in Limit menu

- yes and no position in limit changing break level

- Cursors in Limit menu

- Status screen Elements and Status text positions

- Config screen cursors

- Description text for Materia menu

-  Ghost cursor for magic menu

- Cursor position in Equip menu

- Wait text in Config screen is off alignment, slow and fast text also.  There are other small tweaks to text needed here.

- Config description text needs altering when selecting controller customisation

- Quit menu not done yet

- Ghost cursor when using "use" and the selecting an item in the equip menu not done.

- Loading please wait needs fixing

known issues:

- Status screen numbers look a bit cramped and Strength/Attack Y axis is incorrect

- Cursor cannot line up properly to "Key items" in the Item menu

- Enemy Skill text on the magic menu does not fit the box properly.  There is nothing I can do here short of changing that text to E. Skill

- Menu headings are not centred to the box.  This cannot be done without wrecking the animation of the menu.  The non translated version will look better because Formation will become Order.

- Added ability still doesn't look great, but this is the best it can be given the menu design itself.

There may be things I have missed.  Take this as a rough guide. 

Goes without saying that you should backup your original FF7.EXE.

Nor does it require messing about with graphical fixes or tweaks.  It is all done for you.

You seem to be assuming that this is the finished product.  If you don't like it, don't use it.

That's easy to answer.  It allows FF8 to be played easily and although it isn't perfect it will be added to in time.  Would you prefer no driver?

Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-25 17:16:09 »
Team avalanche is your best bet with that, they did work making the menu borders look better.  This project is simply about hex editing the exe and placing the stuff in different places.  Not graphical changes.

Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-25 01:58:00 »
Work is still ongoing.  Shouldn't be much longer.  Just annoying little things keep appearing, and sadly some of the design cannot be made to look great because of how the menu shares text.  Still overall it is a huge improvement I think.

Will have a first release soon.

We still haven't had any joy with

General discussion / Re: The Squall's Dead Theory
« on: 2010-06-23 23:38:25 »
Looks like blackdeathmessenger is having a really hard time taking this information in.

No I'm not, I just think the whole idea of it is an absolute farce which is making people over think the the reality of their games.


I also thought about that, but I can't remember if I was able to sense that red dragon that drops the carob nut.  That has 33333.  So yeah it is possibly 32767. That would make sense.....[pun not intended]

No, the game has always been made to say "Could not sense" when HP of an enemy (any enemy) goes over around 40000.  Try it with Master Tonberry (44444) or Sephiroth or Emerald Weapon.

hey aali is it possible you can add an option for sense materia to sense high HP bosses?  or is there a limit to it :(?

General discussion / Re: The Squall's Dead Theory
« on: 2010-06-22 16:27:51 »
I have no issue with that, I think all porn should be banned from TV, if you want porn search for it yourself online.  That is the place for it, in your own time, not forcing it on a population who pay a tv license.  I also don't like the pron industry as a whole.  Sure I have watched porn but it was all free, it was not being paid for.  I find the whole thing immoral when it is big business.


General discussion / Re: The Squall's Dead Theory
« on: 2010-06-22 07:02:32 »
FFX had a clever plot and you are right he was a dream of the fayth.

FF8, no, Squall was not dead.  he was alive and openly questions why he is uninjured.  If he was dead, why would he live life the same as before and why would the game not make any reference to it.  Absurd idea.

Also he wasn't hit in any vital organ with the spike.  They needed him alive for the interrogation.

Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-20 20:09:29 »
Oh you are right! Must be the avalanche mod making mine white...

It is.  It is also why the text looks completely uneven with the Avalanche font.

Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-20 18:21:48 »
yup it did :)  That is the original font as far as I know.


Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-20 18:02:12 »

The limit colour isn't different, it is just flashing there.

Also, this is 1 of the many menu's altered.  I will be doing a  full comparison at the end.

And remember this thread covers TWO mods.  One for translation project and one for the original.

Graphical Mods / Re: Menu Reconstruction [WIP]
« on: 2010-06-20 12:17:57 »
Won't be long you can see I am off bed again at 5 AM.  It is time consuming and stupid.  There are multiple text values for the same window but different action too.

If you go into magic menu for example, the description text values are different for Magic, Summon and E Skill despite being in exactly the same place.

There are still  a few things I am unhappy about too, but that can be left til the end and people have looked over this.  Whatever, it is still  amassive improvement.

Oh I'm sure it's still a great improvement.
Will the removal of the useless attack / defend status effects be a part of this release, or is that still separate?

Since that is a part of the game itself that will be a separate patch (One I have perfected since last time).

As for release date, it is hard to say because new things keep being found.  I would say 2-4 days for the retranslated version and another day after that for the normal.

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