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Messages - The Skillster

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101
Troubleshooting / Re: Battle Magic Animations / Graphics?
« on: 2007-07-19 09:03:21 »
Cant you just take a screen shot of the spell in game?

102
Troubleshooting / Re: Attack Requests
« on: 2007-07-08 16:20:25 »
Yeah, I can replace attacks.
But I really want to add attacks, without replacing the old ones.
That´s the problem. :-(
How do you replace your attacks?
I tried to replace the attack data sections in the field file but this only changes the attack properties (things like attack type, status,mp cost projectile type etc).
you can create attacks you just need to find the ai to make it so they use said attacks
Is it documented anywhere how to edit the ai :)

103
General Discussion / Re: Anything to be Translated?
« on: 2007-07-07 23:24:45 »
Yo I love the background music in that debug video, anyone know anything about who did it etc?

104
Troubleshooting / Re: Attack Requests
« on: 2007-07-07 14:09:59 »
Did someone make you the FF7 programmer or something?

105
Troubleshooting / Re: Attack Requests
« on: 2007-07-04 11:31:05 »
OK looks like I goofed a little here.
I was able to only change the properties of the attacks, for example make the Guard Scorpian's Search Scope Heal the players, but I wasn't able to actually swap the animations so he still did the normal search scope animation before the players were healed.
If anyone has any info on how I can swap out the animations please let me know.

106
Troubleshooting / Re: Attack Requests
« on: 2007-07-03 12:34:51 »
I plan to swap a few test them, upload them here, and then possible put up a guide on how to swap attacks.
That sound ok?
BTW I will be copy pasting attacks over other attacks, I cannot add a new set of attacks (ie: I will replace an exisiting attack with the copied one).

107
Troubleshooting / Re: Attack Requests
« on: 2007-07-03 10:24:53 »
Just had a look at the video, theres no chance I can put something into the field script, I don't think anyone here knows how to attack a fight to an event yet.
But you are welcome to ask around.
I will still have a crack at swapping some attacks around of course.

108
Troubleshooting / Re: Attack Requests
« on: 2007-07-02 11:29:08 »
Can anyone recommend a good hex editor out there on the web, please?

109
Troubleshooting / Re: Attack Requests
« on: 2007-07-01 22:18:03 »
Can you do me a favour first?
Please indicate which scene file the enemy is from and which scene file is where the original attack is kept that you want to move across?
For example: Guard Scorpion is in Scene file 53 (just a guess) and dyne is in 130 etc
Then I might take a look for you :)

110
Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-28 09:41:24 »
Seems there maybe a reason to test drive this  :evil:

111
Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-27 21:14:32 »
I think that was corruption, or something on the users part?

112
Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-27 09:30:46 »
Which is the editor that lets you see the enemy formation? I remember there was a button to see the enemy "parties" for that scene file?
Thats the editor with the incorrect Elemental properties, while the other one had a bug in that every enemy you edit regardless of the item you can only steal/win a potion. Thats why in Elentor's patch all you would win was potions, made for a truly ridculous difficulty.

113
Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-25 16:19:43 »
There are 2 main scene editors and neither are bug free.
One has the famous potion item bug, while the other has elemental properties incorrectly listed.
I did my main editing manually with a hex editor after I realised I had the elemental damage incorrect.

114
Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-25 09:36:09 »
Uh, yea adding more Sephiroths to 1 Sephiroth would be overkill.
With previous bosses it is easier, because there are other enemies in the same scene file, so it is easy to copy paste and enemy into the fight.
Bare in mind you need to work out how to position them - I didn't get that far..

115
Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-24 16:31:03 »
Lol, one tip to make the final bosses harder might be to add other enemies into the fight.
Not impossible but would take alot of patience with the Hex editor and looking at hex numbers for a loooong time.

116
Troubleshooting / Re: Problems with added attacks
« on: 2007-06-23 11:49:34 »
it can be done,like i said if you simply want to replace an attack data with new attack data,while keeping the IDs the same as the old one.

117
Troubleshooting / Re: Problems with added attacks
« on: 2007-06-22 22:29:54 »
If I remember correctly isn't there a list of IDs early in the file and then and ID before each attack name?
They are usually one and the same, kind of like a index with a page number at the start and then the page has the attack data in it.
Scripts are usually at the end of the file though, good luck hacking those

118
Troubleshooting / Re: Problems with added attacks
« on: 2007-06-21 23:48:38 »
What if you keep the same Attack ID, just change the name animation effects in the Attack data section?
Then the script will still execute the move, thats another way around it.

119
Completely Unrelated / Re: so heres a question
« on: 2007-06-21 22:12:56 »
What type of installation media are you using? Some OEM copies of XP don't boot.
Like other's suggested it may be easier to boot off a USB HDD or USB Flash key with some utils to start the install.
You could always try using BartPE which will let you boot into a pre XP environment with some LAN support so you could copy XP i386 folder to your Hard drive and then boot off a dos boot CD and install from HD.
Lots of different ways, like in the days when Win95 CDroms were non bootable...

120
Archive / Re: Hardcore Mode, revivified
« on: 2007-06-21 22:00:07 »
I think Gone Away was about to release a totally ground breaking editor (I was plugging the ideas) but I don't know if that version ever got out.
Adding extra enemies to fights etc takes massive amounts of time - because if you leave it for a while you lose track of the where everything is when you look at the file in the Hex editor!
I originally said that you could build a "multiplier chart" where some areas are tougher than others - some easy areas would be say x4 and other harder bosses and areas could be x1.5. But again that takes time to compile.

121
Troubleshooting / Re: Problems with added attacks
« on: 2007-06-21 21:52:36 »
If you add a move then it might have to go into the AI script for that enemy, also Attack IDs are at the start of the enemy data as well as with the attacks themselves. There may be a number in the scene file that tells the program how many attacks there are in that file?

122
Archive / Re: hardcore mode
« on: 2007-06-18 16:10:37 »
In conclusion if one was to make another hardcore patch, it can't be not a mass affecting times two stat damage and hit point patch as that is lazy and unrefined but anyway the battle order becoming messed up was because of an admirable attempt to add spice to the game by adding monsters into fights for example with Dyne two additional monsters as well as a beefed up Dyne which was ingenious, unfortunately this took too much time and effort and thus was never completed.

Hello! That was my original Hardcore patch that had the extra monster with Dyne. That wasn't any corruption, I was adding monster ID's into the boss fight at an experimental stage. Unfortunatley I could not get the xy positioning right so I had to pull the monsters out (or at least I think I did).

A simple 2x mod doesn't work, bosses need to be tougher but you need to playtest it till you come up with a suitable increase - that's why my mod didn't get anywhere because playtesting takes time.

123
Archive / Re: hardcore mode
« on: 2007-06-17 22:55:35 »
Well the patch I made was simply adding on to what Elentor's patch had done - since both are incomplete.
I can't remember what the status of Gone away's patch was, since we both were deciding to join forices and start from scratch after he built his scene writer.
But he did go away and we had to drop that project.

124
General Discussion / Re: Anything to be Translated?
« on: 2007-06-17 22:51:02 »
I feel you are spot on in your example.
But in the cloud barret scene like you pointed out, since barret immediatly follows cloud's line the reader would automatically pickup that barret is replying to clouds comment. So it is rather 50 50 if that extra bit was needed, but it does add something, but then it isn't directly from the japanese words that are present..

PS I wanted to spell check this in edit mode but doesn't seem to work - so ignore the typos

125
General Discussion / Re: Anything to be Translated?
« on: 2007-06-16 17:05:04 »
You know about anime and j-tv subs, what I don't like is when they try to change the exact translation to something that goes well with the story.
Mainly replies/ or reactions to other people.
I don't know how you do it, but thats just my opinion

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