Author Topic: [FF7PC-98] The Reunion (OLD THREAD, SAVED FOR POSTERITY)  (Read 1257630 times)

StrayOff

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Re: [REL] Menu Overhaul Project
« Reply #500 on: 2011-08-08 21:33:06 »
i think you should control your ff7 config file from aali driver. maybe the mods folder is not set right or some textures are in the wrong folder?

willo182

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Re: [REL] Menu Overhaul Project
« Reply #501 on: 2011-08-08 21:49:02 »
Hmm well its set correctly as far as i can tell

Code: [Select]
# ff7_opengl-0.7.11b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1680
window_size_y = 1050
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path=DK

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

everying is in that mod path and put where its said to go

i have put in

sl1982's and yarLson's field improvements

Magochocobo's and FeliX Leonhart battle scene enhancements (lgp)

FeliX Leonhart world map

and then used the lgp's from ff7-prp without using the installer

and they are all in the modpath correctly

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #502 on: 2011-08-08 21:51:53 »
app log.  Send what it says here.  I am going to have to add that on first post. 

Also you have ignored the first.  It clearly states NOT to post anything here without first making sure it IS this mod.  I am ignoring ANYONE who does this again.  If you cant be arsed reading, I cant be arsed helping.

Please make sure that this is the only mod you have added and then send your app log here.

window_size_x = 1680
window_size_y = 1050

and that is a dodgy resolution.  Try the optimal window mode  1280*960.  This mod won't look perfect on resolutions higher and to be frank, why would it?  Even big companies stick to 720p a lot of the time.
« Last Edit: 2011-08-08 21:57:05 by DLPB »

FeliX Leonhart

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Re: [REL] Menu Overhaul Project
« Reply #503 on: 2011-08-08 21:57:31 »

Covarr

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Re: [REL] Menu Overhaul Project
« Reply #504 on: 2011-08-08 22:26:04 »
and then used the lgp's from ff7-prp without using the installer
PRP is the problem 90% of the time.

FeliX Leonhart

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Re: [REL] Menu Overhaul Project
« Reply #505 on: 2011-08-08 22:45:09 »
and that is a dodgy resolution.  Try the optimal window mode  1280*960.  This mod won't look perfect on resolutions higher and to be frank, why would it?  Even big companies stick to 720p a lot of the time.

Can you make a 1080p option? Cause I also play on 1920x1080. 720 is kinda old now
Plus the source images are 1080 that I sent you

willo182

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Re: [REL] Menu Overhaul Project
« Reply #506 on: 2011-08-08 22:57:50 »
I had used the suggested resolutions in windowed mode and full screen and it didnt help (as seen in the first screenshot of the opening credits).

here is my app log

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. Radeon X1900 Series 2.1.7275 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Fragment shader(s) linked, vertex shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: H:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: H:\FF7\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume: 127
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

The opening credits are perfectly fine now with the ones you posted a link for

I did read through the whole thread like twice btw i just wanted to see if there was anything i could do before doing a reinstall. I'm sorry.

If it is ff7-prp is there anyway to get better field models for the pc/npc's that wont affect this?

if not then i'd rather have a slightly less than perfect m003 install than the original cuboid models  :P

Edit: going to start a new install now and with only install 1.02 patch, aali custom driver and this. (will add what the app.log says once i do)

ok so a fresh install and the only things i have installed are as stated above 1.02 patch, the custom driver and m003, and i have the exact same issues as previously. (meaning all the mods i mentioned as installing before hopefully are compatable)

here are the config and app files

Code: [Select]
# ff7_opengl-0.7.11b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path=DK

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. Radeon X1900 Series 2.1.7275 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Fragment shader(s) linked, vertex shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 1:2- SB X-Fi Synth A [EC00], mid=1, pid=102,
midi data type: YAMAHA XG MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\xg.lgp
MULTIMEDIA ERROR: The function is not supported. in FILE C:\lib\src\sound\midi1.cpp LINE 356
midiOutGetVolume returned: ffffffff
Volume control unsupported
MIDI INITIALIZED
set music volume: 127
set music volume: 127
MIDI set master volume: 100
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: H:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: H:\FF7\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume: 127
MIDI play: 95
reading midi file: PRE.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

So yeah any ideas? I know I am being a pain in the butt  :evil:
« Last Edit: 2011-08-08 23:45:11 by willo182 »

Vegadawg2

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Re: [REL] Menu Overhaul Project
« Reply #507 on: 2011-08-09 06:33:56 »
I noticed your fancy transparency is turned off.  I have had some strange issues pop up when I've had that turned off. After turning fancy transparency back on they went away, so maybe try that simple fix.

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #508 on: 2011-08-09 09:04:05 »
Can you make a 1080p option? Cause I also play on 1920x1080. 720 is kinda old now
Plus the source images are 1080 that I sent you

I am afraid not.  FF7 and indeed most games, are not designed for that resolution and the backgrounds at that resolution (even the new ones) will look terrible.  1280*720 is more than enough for FF7, given the FMV and backgrounds we are working with :)  Not to mention the file sizes would be astronomical by the end.

fancy_transparency = off

As he said, that has to be on.
« Last Edit: 2011-08-09 09:06:19 by DLPB »

willo182

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Re: [REL] Menu Overhaul Project
« Reply #509 on: 2011-08-09 10:30:27 »
ran using fancy_transparancy = on

Results

Opening credits = no change
New game menu = no change
ingame menu/font = fixed.

So yeah thanks a lot for that, I remember reading in a few threads that having fancy transparancy on can cause issues, so got into the habbit of turning off for the several installs i did experimenting with mods.

The opening credits are fixed with the HQ textures put in /mods/DK/cr so that just leaves the New game menu.

Thanks again for catching menu fix

dkma841

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Re: [REL] Menu Overhaul Project
« Reply #510 on: 2011-08-09 13:22:09 »
Sorry if this was already answered i was kinda desperate to know if this will be compatible with these:
Phonix rejuvination project
Avalanche Graphical Overhaul / GUI 2.0.8
Millenia Custom Cloud swords
SL field enhancement
FL battle enhancement world map enhancement
FF7 Music
and also is this project completely finished as in its the final version?

FeliX Leonhart

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Re: [REL] Menu Overhaul Project
« Reply #511 on: 2011-08-09 13:27:50 »
I am afraid not.  FF7 and indeed most games, are not designed for that resolution and the backgrounds at that resolution (even the new ones) will look terrible.  1280*720 is more than enough for FF7, given the FMV and backgrounds we are working with :)  Not to mention the file sizes would be astronomical by the end.

Actualy the resolution is 1440x1080 if the 4x3 is preserved. So it's not that big. Plus the game doesn't look worse cause of it. But if you play - with 720p resolution on a 24" 1080p monitor it looks bad - unneeded blurriness appears. That is why it's best to make the mod for max possible resolution and then downsample it=)

willo182

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Re: [REL] Menu Overhaul Project
« Reply #512 on: 2011-08-09 13:41:22 »
Sorry if this was already answered i was kinda desperate to know if this will be compatible with these:
Phonix rejuvination project
Avalanche Graphical Overhaul / GUI 2.0.8
Millenia Custom Cloud swords
SL field enhancement
FL battle enhancement world map enhancement
FF7 Music
and also is this project completely finished as in its the final version?

Its not compatable with the avalanche stuff as stated in the OP.

but the other graphical ones you mentioned are fine as far as i can tell, just make a copy of your ff7 game directory as a back up before you start adding png/lgp textures.

and FF7music is compatable just remember to use the FF7launcher so the music and game apps start up at the same time.

on a side note. in my first experiment with mods i used the avalance packages, and as a result have textures for spells summons and some limits in a back up directory, once i get the final issue with m003 resolved (waiting to add any textures/enhancements until it is) would the summon/spell/limit textures work by dropping the folders into the DK directory?

i.e.

\mods\DK\summons\
\mods\DK\spells\
\mods\DK\limit\
« Last Edit: 2011-08-09 13:49:59 by willo182 »

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #513 on: 2011-08-09 14:00:53 »
Sorry if this was already answered i was kinda desperate to know if this will be compatible with these:
Phonix rejuvination project
Avalanche Graphical Overhaul / GUI 2.0.8
Millenia Custom Cloud swords
SL field enhancement
FL battle enhancement world map enhancement
FF7 Music
and also is this project completely finished as in its the final version?

You are a lazy person who won't even read first post, and get no answer from me.

@felix

In the future, 1080 will look crap... that is the way of things :P  people can always upsample the pics if they want to..  I think support over 720p is pointless given the multitude of mods that would also need to support it.  I don;t see point or need to play the game larger than 1280*960 :P I just don't...  ;D  besides, I am not going back sorting these now anyway, I made my bed and I am comfy in it.  :evil:

Also the game isn't 4:3 in that sense, it is 640*480 properly which comes out at 1280*960.  That is the correct resolution :)  4:3 was only good when the game was on TV and has been ported.

Its not compatable with the avalanche stuff as stated in the OP.

It is compatible with ALL avalanche stuff except the menu work they did. 
« Last Edit: 2011-08-09 14:07:29 by DLPB »

willo182

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Re: [REL] Menu Overhaul Project
« Reply #514 on: 2011-08-09 14:36:41 »
yeah my bad lol i should of said menu instead of stuff.

so thats good news that i will be able to use the other textures.

hmmm i am getting anxious to play with all enhancements now, i have been holding off until everything is perfect but i think i wont worry about having the new game menu sorted, doesnt detract from the game after all.

Thanks again DLPB (sorry for annoying you) and Felix for this amazing mod and the other mods you guys have worked on.




FeliX Leonhart

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Re: [REL] Menu Overhaul Project
« Reply #515 on: 2011-08-09 16:12:25 »
In the future, 1080 will look crap... that is the way of things :P  people can always upsample the pics if they want to..  I think support over 720p is pointless given the multitude of mods that would also need to support it.  I don;t see point or need to play the game larger than 1280*960 :P I just don't...  ;D  besides, I am not going back sorting these now anyway, I made my bed and I am comfy in it.  :evil:

Heh, I guess everybody has a favorite resolution >_<

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #516 on: 2011-08-09 16:30:24 »
Quote
Thanks again DLPB (sorry for annoying you)

heh don't worry.  It is just I am sick of repeating the same stuff 100 times...
« Last Edit: 2011-08-10 14:27:20 by DLPB »

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Re: [REL] Menu Overhaul Project
« Reply #517 on: 2011-08-09 19:11:39 »
I see no graphical issues with my 1440x1080. So i'm fine with the mod. It's over 10000000 times better then the stock one.

PitBrat

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Re: [REL] Menu Overhaul Project
« Reply #518 on: 2011-08-09 19:19:00 »
Even when I do a fresh install of FF7 with the Menu Overhaul, I continue to have the assist hand glitch.  Also, the assist arrows don't show with the error "ERROR: invalid color type
."
The hand and green arrow graphics are missing from the mod\DK folder: hand_1_00.png and hand_1_04.png.
I was able to create working versions by changing the color mode.
The shading around the hand causes some ugly jaggies.
The red arrow texture contains artifacts and the animation is off by a column.

Vgr

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Re: [REL] Menu Overhaul Project
« Reply #519 on: 2011-08-09 20:25:05 »
When you reinstall it, use ONLY MO03 and not anything else... If so, then post your ff7_opengl.cfg or whatever it's called. If not, reinstall and do so. If installed properly and still doesn't work, post your APP LOG.

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #520 on: 2011-08-09 21:56:53 »
Even when I do a fresh install of FF7 with the Menu Overhaul, I continue to have the assist hand glitch.  Also, the assist arrows don't show with the error "ERROR: invalid color type
."
The hand and green arrow graphics are missing from the mod\DK folder: hand_1_00.png and hand_1_04.png.
I was able to create working versions by changing the color mode.
The shading around the hand causes some ugly jaggies.
The red arrow texture contains artifacts and the animation is off by a column.

They go in DK/flevel and they should come with that installer.

willo182

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Re: [REL] Menu Overhaul Project
« Reply #521 on: 2011-08-09 21:59:32 »
oh DLPB your FMV restoration mod is fine with this too yeah?

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Re: [REL] Menu Overhaul Project
« Reply #522 on: 2011-08-09 22:44:01 »
oh DLPB your FMV restoration mod is fine with this too yeah?

FMV's got nothing to do with menu files nor use the modpath so yes should work fine

DLPB_

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Re: [REL] Menu Overhaul Project
« Reply #523 on: 2011-08-09 22:55:35 »
FMV's got nothing to do with menu files nor use the modpath so yes should work fine

and if it didnt i would have made it.

PitBrat

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Re: [REL] Menu Overhaul Project
« Reply #524 on: 2011-08-09 22:59:47 »
Earlier, willo182 was having troubles and posted an ff7_opengl.cfg with the line:
      mdef_fix = yes
That could potentially conflict with the Menu Overhaul.

EDIT: I mistakenly thought "Sense Limit" from the Overhaul was the same as "mdef_fix"

The Menu Overhaul works very well with most mods.
It's best to install other mods first. 
Then replace ff7.exe with the vanilla 1.02 ff7.exe.
Install Menu Overhaul last.
« Last Edit: 2011-08-09 23:35:20 by PitBrat »