Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sega Chief

Pages: 1 ... 122 123 124 125 126 [127] 128 129 130 131 132 ... 164
3151
I'll check that out.

3152
Team Avalanche / Re: I guess that's it, guys
« on: 2015-06-25 21:19:01 »
I would have encouraged you guys to keep up with making new backgrounds from scratch, because I always felt that they were the weakest part of the FF7 port and can only be properly solved with an actual re-render, but if you feel it's time to spend your energy on other projects then don't feel tied down; go for it!

3153
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-25 06:35:50 »
Wild Red XIII? How? I wanna find him
Is he a boss in any point in the game?  I don't think he is coded as an enemy in the whole game

It's a mistake, not a boss. I didn't count on the game loading up Mystery Ninja formations for the World Map if Yuffie was recruited into the party after a battle triggered from a field screen, rather than the world map itself. But because I've replaced Lv.21 Mystery Ninja with Red XIII for the mandatory encounter, he now appears in her place if these last two formations in that scene are loaded (the rest will likely be normal as these are separate scenes and I've not deleted them). The 'Wild Red' cannot be targeted, and because Mystery Ninja isn't on the field his targeting will default to the player party. He can only be encountered if the party is in the range to find a Lv.21 Mystery Ninja.

Yeah that's sweet- I enjoy Ziegfried/ Gilgamesh style characters.

It should fit together nicely. At present, Ziegfried just kind of wanders about the Junon area so this'll give him a bit more of an angle to fighting him. It can be the first of a few new miniquests that give special Materia.

3154
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-23 17:48:19 »
Sorry, missed your post Lappers; thanks for helping him out Doully.

\\NT Update//

So I got hit with a series of consecutive night-shifts at work this week, with the threat promise of a couple extra later on which in addition to the launch of FF14's expansion has slowed things down a bit. That being said, a new issue was brought to my attention on another forum that Mystery Ninja encounters can still be found despite recruiting Yuffie; and that a wild Red XIII appears in them! D:

It appears to be a variable that's triggered from the world map itself when the encounters are triggered that stops them from happening again; potentially tricky to fix if I can't identify what I need to do with the variable in question. But then I had an idea; what I'm going to do instead of trying to fix it, is re-purpose it. This is an opportunity to introduce a 'roaming' optional boss that can be encountered sometimes in certain forests until it's defeated. After the battle, it'll likely warp players to the Yougan field where Yuffie is normally recruited but I'm going to add a handler there that keeps the screen dark, plays some dialogue, and then dishes out a special piece of Materia and/or other goodies. I'm leaning toward using Hellrider V2 (renamed to Ziegfried in NT) for this.

Whaddya think?

3155
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-22 06:13:49 »
Ah! Wait! Due to a, uh, mishap on my part I may have forgotten to remove two debugging lines I used for testing from one of the NPCs in the Highwind's Chocobo stable, namely the technician guy. The shinra trooper in black is okay to talk to, he has the Disc 2 boss menu but talking to the other guy will send you to the end of the game :l

The weapons you need are in two places; enemies in the Crater carry one half of them, while the Extra Battle bosses (Battle Square) have the rest. You'll need to make use of Morph to obtain them. Variablis has so far proven to be far and away the most difficult to Morph due to his high defence, but he'll be completely reworked for 1.35. If you have trouble morphing him, let me know.

To get the Materia you mentioned, all you need to do is defeat some of the Extra Battle bosses once and then talk to the navy NPC close by to get a one-time Materia reward; each boss gives a different one.

3156
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-21 18:45:39 »
It's a free program called 'Patchmaker' by Clickteam: http://www.clickteam.com/patch-maker

3157
Glad to hear it, I remade the patch so that it would be more compatible with different installs of FF7. Thanks for letting me know!

3158
Hey all,

I was wondering what the triggers were for the game to load a Mystery Ninja encounter? I got a bug report on a different forum where someone managed to get one of these encounters despite having Yuffie already recruited. In NT, the event where she's recruited was modified and the battle is triggered from the field screen instead of the world map (it was to make her a mandatory party member to deal with the three-party Bizarro fight at the end of the game + deal with a common complaint where players had trouble finding her in Junon's forests).

Thing is, I made sure to keep all the variable switches in both the field script and the in-battle AI. So I'm wondering if there's another trigger somewhere? Is something flipped when the normal Mystery Ninja battles are activated from the World Map?

Edit: I found these in the save map on the Qhimm wiki (copied as-is):
0x0D29   1 Byte   Yuffie can be found in the forests? (LSB only) others used?

0x0D73   1 byte   Yuffie Regulary. Has the character entered the party regulary? For example Yuffie further appears in the forest if this option is off.
0x6E: Yes; 0x6F: No

I cross-referenced it with DLPB's save map database, and it seems that the first one is field script though Makou couldn't find any in the field code (though that's partially the reason the database was made; Makou can't find certain used variables) while the second contains world map triggers like the buggy breaking down, etc.

I'm thinking because of that the second one is more likely to be what I'm looking for. I was going to set up a special dialogue tree to try and find out which of the 8 bits in this variable have been flipped (after teleporting to the Junon area and encountering/recruiting Yuffie from a new game to try and keep any of the other bits from being flipped) but I don't know what that 6E/6F =Yes/No is referring to above (is it the bit address? If so, which one?)

3159
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-19 21:44:51 »
Did you use the Remove/Unequip Party option while at the save point? That unequips all Materia and accessories currently equipped to the party.

3160
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-19 20:06:44 »
The scene hotfix patch should fix that issue; it's available through the front page. Let me know if the problem still occurs, though.

3161
Gameplay / Re: FF6 party system
« on: 2015-06-19 04:04:00 »
It's the animations that are tricky, you see. The field model can be swapped, but every single field screen will load animations that were designed for Cloud's skeleton. These can be changed easily enough with a field editor like Makou, but there's like 700+ fields and you need to know the context of each animation, have a suitable replacement at hand (not possible for unique/intricate ones like Cloud jumping off the train at the start), and the tenacity to change them all. A work-around to avoid that is to place Tifa's parts onto Cloud's skeleton. It would look like her, but it would move like Cloud which isn't ideal. Another one would be to replace all of Cloud's animations with Tifa's directly in the char.lgp...but then most NPCs that try to use these animations will become broken tangles of limbs.

As for battle party, I think at present only the New Threat mod allows for that in-game that I know of (without needing save edits, etc) and it handles the field/world map too. Problem is, all that is tied into NT's other scripts so they'd be difficult/time-consuming to separate that feature out for use with the default game as a stand-alone mod. UltimaEspio worked on something relating to changing party leader, but it was more a proof of concept when I saw it.

3162
Gameplay / Re: FF6 party system
« on: 2015-06-19 01:10:26 »
This has been done (to an extent) in the NT mod; after visiting the bottom of the North Crater, an option unlocks (triggered through an NPC in the Highwind's Operation Room) to swap party leader to either Tifa or Cid. I had to add a lot of field code so that the game could handle them being party leader, and some were quite tough like the Gold Saucer, Great Glacier, and Wall Market due to all the script shuffling that needed doing.

It'd be nice to do it a) with all the characters, and b) from earlier in the game but the work involved would likely require that each scene be re-constructed from the ground up so that scripts don't clash when someone is party leader as opposed to just being a party member. Also, the World Map is a major sticking point like NFITC1 said; but there's also another potential problem with the way it has a priority system for who is displayed on the world map; if a higher priority character is swapped out/in vis PHS and the game is then saved, closed, and loaded (without closing the menu), the player will find themselves marooned at coordinates 0,0.

And finally, animations are a blocking point. The Gold Saucer was a bit scrappy for me because there's a lot of unique animations there and Tifa's skeleton is different (Cid can use Cloud's animations to an extent, but his feet snap up at a 90' angle). Beyond that, characters like Red XIII, Vincent, Yuffie, and Cait Sith would likely struggle with basics like climbing ladders, going through crawl-spaces, and other basics.


3163
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-18 22:36:05 »
I dunno about making Vincent mandatory, there's some tricky stuff with the basement key and whatnot. But that's definitely an option; the only way out of Nibelheim and into the mountains (besides using 'THAT TRICK') is through the back of town, which can be blocked by a line. The copies/clones/dudes hanging about mention that Sephy is inside the Mansion when you talk to them so that'd be a strong basis for having Cloud refuse to leave Nibelheim via the north exit until he's explored the mansion...but I'd like to keep it optional if possible.

I can probably fix the save point problem with a better If condition. At the moment it only covers Yuffie, but I should be able to add something in easily enough. It's just copying it to all the scripts... ,_,

As for Fort Condor, I'm planning to activate an NPC who will let players teleport there and then back again, rather back-tracking each time. Should encourage more players to make the return trip, and it'll also make some previously inaccessible battles available.

3164
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-18 21:58:53 »
Can someone point me to where I can find any kind of info regarding the new additions to 1.3 - It's been a hell of a long time since I've played NT (had to remove some stuff because of computer issues - but since the news of the ff7 remake, I decided this needed to be played again).

 Cheers :)

Yo!

What's gone in since 1.3 was released is the following:

-) The Lv.70 cap was removed, and replaced with something that is much more discreet to tackle the problem high Level can cause with physical damage formulas. Characters can now Level to Lv.99, and there's no Disc 1/2 Lv.40 cap either.

-) Enemies/Bosses on Disc 3 now give a great deal more EXP

-) New spells were added, replacing older obsolete ones:
Osmose: Drains MP out of a target, available from the Heal Materia. Replaces Poisona.
Hydro: Contain-level spell, water element. Appears on Ultima Materia (renamed to Planet Materia).
Pearl: Contain-level spell, Holy element. Appears on Planet Materia.

Stasis Lock: Enemy Skill, replaces Angel Whisper. Adds Stop, Shield, Resist to a single target. Learned from Pollensalta.
Alpha: Enemy Skill, Holy element (similar to Beta, Trine, etc). Replaces Roulette. Learned from the Midgar Zolom.
Antipode: Enemy Skill, Fire/Ice element. Inflicts Slow. Replaces Flamethrower.

Osmose solves an old problem with Ether consumption, and is available when Aeris joins the party. It also makes Heal Materia less of a wasted slot until Esuna pops. Hydro and Pearl were added to lend players some high-level spells in this element. Same thing with the Enemy Skills, I replaced ones like Roulette that were highly situational & which lacked a unique animation. I also consolidated some spells down to make space. Frog and Mini are now one spell, called Lagomorph, while Death was replaced directly with Remove (which basically had the same effect, but a 100% success rate). Others were tweaked, like Chocobuckle being made into an early-game wind-elemental spell.

-) New Random Enemies
A number of new randoms were added into most areas of the game, though some are tricky to encounter. They tend to have slightly better EXP/AP/Gil and items. The Mango Fang found in wasteland areas around the Temple of the Ancients (world map) is an example.

-) New Yuffie Recruitment Event
To address a potential problem with the forced three-party fight against Bizarro at the end (which could occur if no optional characters are recruited), and a common complaint about finding Yuffie in the forests outside Junon, a new event was added at Kalm where Yuffie is fought & brought in as a mandatory character. It's very close to the original event, just triggers from Kalm instead: https://youtu.be/gbMC4e8AkCc

-) Extended Save Point Script
Still a few teething troubles, but the majority of it is in place. It can be seen here, along with a sneak-peek at an upcoming major change: https://youtu.be/TtNd4QVaAWE

-) Dark Cave Sidequest added
This is triggered from Dio in his Museum in Battle Square on Disc 3 (after triggering scene at the bottom of the North Crater).

Upcoming Changes (v1.35)

A very big change to the way characters are developed + an overhaul for enemies to account for it is currently underway, which will upgrade the mod to v1.35 when finished.

-) Rank-Up system: Characters will have static stats throughout the game (except for Level, which affects most formulas, and HP/MP). Instead, the player decides which stats to develop for the character and can make focused (or unfocused if you like) builds for each one.

-) Character Innates: These are in-battle attributes that trigger automatically to lend a bit more individuality to each character and create a little extra depth in the way you set up a party and plan a strategy for a fight. Some will raise defensive stats when the character is attacked, others will instead boost attacking ones under certain conditions. Cait Sith has a unique 'Rage' mechanic, much like Gau's Rages from FF6.

-) Character/Enemy Overhaul: To better fit the above changes (and the myriad of changes/tweaks since 1.3 was released), every enemy in the game is being fine-tuned; their attacks, stats, AI, etc. This is the part I'm currently working on.


small bugs...

- Tifa seems stuck in a wall in her room in Nibelheim and can't be talked to (my first visit)
- save point in Cid's house also gives Sephiroths materia when Vincent not unlocked (not unlocking vincent this playthrough, for testing purposes. (related question, if save points are being redone is it worth for me to test "remove" option at every save point? Or will the handler / update automaticly fix all broken save points)

Lastly a random brainfart
Could you use the FMV where Aeris is drowned for a quest? The quest to get Holy materia back. It should require underwater materia (equiped on Aeris) and going back to the lake. I guess best time for this quest would be just after exiting midgar/before entering Northern cave. Not sure how this would work with '98 version that needs disc 1 for the FMV though... but yeah that would be awesome lol :D

I've been engaged in a long and bitter war with Tifa randomly appearing in her house since 1.1. Seems that whenever I change the code there and test it out, somehow she pops back up following the update. I'll get to the bottom of this. One day.

I think every save point will have the issue until Vincent is recruited. Y'see, he 'replaces' Sephiroth in the game's kernel when he's recruited. What I could maybe try doing is making this happen earlier, then making him 'unavailable' again (at least in PHS). That could sort out the Sephiroth Materia problem (same thing with Cait Sith, but he overwrites Young Cloud). I'd pick up Vincent if you want to recruit him, I'll implement a fix for the next patch.

It's funny you should mention a sidequest for Holy Materia later in the game...

3165
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-18 13:47:31 »
hey sega chief

sorry for all of these bug reports

but when car 1 got locked on your way to airbuster, cloud went through the car locked door when it was locked down

That's an issue that exists with the default game; I saw a video where someone was able to 'escape' the first train car after it was locked down.

To avoid conflict with other mods etc, I reinstalled my game (steam version) > ran NT1.3 > ran Flevel patch.

At the save point at the start of mt. Coral (on the traintracks). if you select Remove Materia, it removes it, but also gives you a ton of Materia i never had (Odin, Bahamut, MP turbo x3, Gravity, Revive, Full-Cure, Contain, Comet and All. All of them at MASTER AP). It doesnt seem like i lost any.

This was on a newgame aswell as other saves i loaded and went to this save point.*

*edit tried a few saves that i had backed up. This doesnt seem true for all.... not sure which have the problem and which not. I think maybe before doing the falling down maybe? I can send a save file if it would help

It looks like you've gotten Sephiroth + Young Cloud's Materia. I tested several save points before and after the Nibelheim flashback to make sure that their Materia couldn't be unequipped and placed in the player's party but it looks like it can happen under certain conditions. I'll need to add some kind of handler where it'll only unequip Cait Sith + Vincent if they've been recruited.

3166
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-17 23:34:58 »
Yeah, I encountered that when I was doing trial runs today. I've taken care of it, but it's not in the patches yet.

3167
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-17 21:53:34 »
Thanks, yeah i noticed the same with the save point at Aps, and at the start of mt coral traintracks. Also is this the place for these bug reports?

Yeah, bug reports are fine here. I'll double-check all the save points again and get the little extra code they need to shut down properly. If you spot any more, let me know.

3168
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-17 14:34:51 »
I'm sorry chief, but I'm afraid there might be a little risk of Scorp being beaten up during a playthrough of NT... Just a little.

For Cloud, maybe:
-make it so he always copies the character that's in slot 1? (The 'leader') Still a problem when HE's in slot 1, mind.
-gets a (stacking?) bonus when he takes an action while at full health, but loses it upon taking damage? (confidence in his abilities/ persona)
-has a lower default MAG stat, but gains a static MAG boost in-battle based on the AP of his equipped materia? (mako blood synergy with materia) This would be nice, I think, as you could use his strong default STR-VIT-HP stats, or use materia and suffer the penalties, but get more benefit. One immediate problem, though, is equipping command materia and other non-penalty materia could be very strong.

That's all I got for now!


I think I'm going to use a modified version of Barret's innate which relies on the type of damage rather than Row.

This might be good, because Yuffie used to be hard to date :)

Also small bug (i think)  The save crystal in Junon, in the building right after you exit the hallway towards the submarine, an inn, is still the old version of the save crystal.

Also the elevator door on floor 59 towards the glass elevator (just after the scorpion boss) was buggy for me. It seemed to be broken when the map was loaded a 2nd time. After the boss battle it didnt work, i saved > loaded, it worked. Then after I went to floor 60, I went back to floor 59 to save, and it was broken again, had to load to get it to work again.

Both nothing major, and maybe i did something wrong...  but yeah :)

Yeah, I forgot to do that one. I'll update it when the patch goes out.

As for the save point on Floor 59, the latest flevel hotfix patch should sort that out. It's installed in the same way as the main installer; just direct it to the game's data folder and it should sort that problem out. What was happening was that the extended save point script wasn't actually being closed down properly, so it's interfering with Cloud's other scripts on that screen (when he takes the keycard, stepping into the elevator after examining the door, etc).

Hi is 1.3 IRO ever coming? I thought I was playing 1.3 because of:

But apparently this was a typo? I backup'd my files that were working. Tried using the 1.3 installer and it doesn't locate the battles properly. I'd love to play 1.3 but I really want to be able to use other mods such as the Avalanche GUI and hi-texture mods.

What exactly is going on with the 1.3 IRO? Am I doing something wrong?

I think the mod was going to be updated to 1.3 on 7H, but there was a problem getting it to work with the retranslation so it didn't go ahead. I'm going to try and make an IRO for v1.35 when I've finished it.

Did someone call for CONCEPTS? Sorry I'm late, been MMO grinding. For Cloud's Innate...there are a few directions we could take this. Let's look at his primary character traits:
- For a good majority of the game, he's 'the Soldier 1st Class, Cloud Strife'. Even if this turns out not to be true later...
- He is still afflicted with Mako, as most SOLDIER are.
- SOLDIER's jam is 'get the job done', and to say his desire to be SOLDIER as well as Zack's memories can't instill some of that into him might be a bit of a stretch.
- Cloud's fighting style as shown by Advent Children isn't as immediately decisive as say, Sephiroth's. Sephiroth only has two cases where he doesn't immediately end a fight: He's messing about (see Angeal and Genesis fight from Crisis Core, and in fact most of his fights), or he simply can't, usually due to letting his opponent gain momentum and traction.
- Since Cloud is his opposite, this naturally leads to...

Some sort of building, offensive effect, perhaps stemming from his equipped materia to reference his Mako poisoning and SOLDIER days. In almost every fight Cloud has, he takes a beating, then pushes in and ends the fight decisively with a strong attack. Zack's protective nature (and his eventual guilt and desire to make it up to Zack) could possibly manifest this as gaining stacks when party members besides himself take damage, or simply building them FASTER when this occurs. Thoughts?

I'm going to try and do some kind of party-wide thing. Last resort is an innate similar to Barrets where stats are raised in response to type of damage taken (rather than current battle row).

Something else I've been doing is another round of tuning on weapons, paying particular attention to accuracy and critical bonuses (armour got some small tweaks to overall defence and evasion given). The biggest change is probably to Aeris' weapons because she's probably the worst suited to being physical attacker. She now has two 'types' of weapons; one type restores HP on strike, the other grants a defensive buff on strike (similar to how Measures worked in FF12). I also 'unlocked' the targeting for certain commands like Slash-All so that they can work with that.

3169
This about the story:

Quote
“We’ve announced an HD port version on the PlayStation 4, and then we have the remake coming to PS4,” Nomura said through a translator. “You’ll have this extremely, very, very pretty FFVII existing on the same plane. We feel that if that happens, it’s like, why have the same exact game?

“We think that if a game is on a certain platform and that platform becomes obsolete, then we’d recommend playing the new port version,” he added.

Makes sense, Resident Evil's Remake did something similar to great effect. But I wonder what's meant by obsolete platforms?

...the new mod I'll be releasing.

How's that coming along?

3170
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-17 03:04:26 »
Congrats! Although I guess this means you beat up Scorp :l

3171
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-17 00:27:36 »
If you recruit her normally and give 5 right answers, 2 points each, then you get 10 points towards dating her.
Answering 4 correct 1 wrong gives you +8 but lets you repeat till 30 points.
If it's just 10 points like a normal recruitment then it is gonna be very hard to date Yuffie.

http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/2385 The guide i base this 30 points on.....(search for "meeting yuffie"). I hope to reach the date scene tomorow, lots of side questing still to do, and i will follow every dialogue option towards dating yuffie. I have never been able to succeed without the 30 points trick. Will post update :)

*Edit to include actual question. So does NT give 10 points, 30 points, or are these points not a thing, and i should not need worry?

I wasn't aware it could be repeated to an extent. I guess in that case it's likely that it only gives +10. But I think I set it up so that all characters start on 0, so there's less ground to make on Aeris & Tifa.

#Sega Chief

Two ideas for Cloud.

- Whenever he takes physical damage, gain a stack of Str/Vit. Whenever he takes magic damage, gain a stack of Mag/Spr. Erase the stack whenever he is damaged by the other type. If problematic, erase the stacks when healed or only allow the stacks while no party member is dead.
- Whenever Cloud kills an enemy, gain a temporary bonus to Dex.

Oh, it could be like Barret's stacks but slightly different. Could do something like that, I quite like that one.

3172
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-16 21:22:23 »
Cheers, bud. Yeah, I covered that. She should get the same points when recruited in NT as she does from the normal recruitment scene.

3173
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-16 17:33:13 »
Rhino charge it is then. I'll change Barret's ultimate weapon to a melee one that uses Cloud's head + hair spike for overflow damage too.

3174
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-16 14:49:27 »
The overhaul isn't finished yet.

3175
If they add the option to skip the Kalm flashback and Cloud's mind scenes it will be a vast improvement. Yes, they're important to the plot, but they just plod on.

I've got skips for both of those scenes in NT :I

Pages: 1 ... 122 123 124 125 126 [127] 128 129 130 131 132 ... 164